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kenfused

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Posts posted by kenfused

  1. I had a suggestion for pac-man arcade, an idea i was thinking would be a simple hack: change the pupils of the ghosts eyes from being the color of the ghost to just being see through. in other words, instead of filling in their pupils with color, just make them holes. then, the background (which is mostly black) will shine through...

     

    I may be wrong but I believe the white part of the eyes is a wide missile behind the eye area of the ghost, so you can't just poke a pixel sized hole through it.

  2. So this turns the snake into a lovestruck female counterpart of the main character. It can still kill you though? :love:

     

    in b*nQ, Al*Bertha has the exact same effects as Coily. IIRC, in FHMC Q*bert, Q*Bertha can flip cube colors back and fix cubes that have been turned into rainbow cubes, but she is still fatal to touch as is Coily.

     

    --Ken

    • Like 1
  3. Note also somewhere here on the forums there is a newer test version that has dropped bad guys spawn from where they are dropped to like the arcade and 7800 version. It has some audio bugs I never fixed though. I also did done changes to the sprite multiplexer but wasn't really happy with the changes. Don't think I ever got any feedback on the release

    • Like 2
  4. For a quick port from the 5200, you can just copy memory from the extended ROM banks to RAM at $4000-$7FFF at startup and not have to deal with bank switching while the program is running. I do this with Beef Drop. Only negative is it wont run on a 16K RAM system.

  5. I have a question for the dis6502 experts here. If I have a table of code vectors in LSB,MSB order, I can change the type to label and it will reformat the table to something like this, creating labels at the appropriate position in the code.

     

    L0EEF: .WORD L0E66,L0E71,L0E70,L0E73,L0EA9,L0E7D,L0E85,L0E97

     

    Now if I have two tables, one with the LSB's and one with the MSB's, I want to generate the labels and format the tables like this. Problem is, I can't figure out how. Is there a way for dis6502 to do this? Doing it manually can be very time consuming and is prone to error.

     

    L0EEF: .BYTE L(l0E66),L(L0E71),L(L0E70),L(L0E73),L(L0EA9),L(L0E7D),L(L0E85),L(L0E97)

    .BYTE L(L0EBC),L(L0EC4),L(L0ED1),L(L0EDE),L(L0EE4)

     

    L0EFC: .BYTE H(l0E66),H(L0E71),H(L0E70),H(L0E73),H(L0EA9),H(L0E7D),H(L0E85),H(L0E97)

    .BYTE H(L0EBC),H(L0EC4),H(L0ED1),H(L0EDE),H(L0EE4)

     

    This was always a problem I had with Dis6502. I don't think I ever found a way to do that.

     

    --Ken

  6. b*nQ kind of uses the right difficulty switch :) (not really something for the guide though probably)

     

    Hold pause when powering on and let go when the AtariAge logo appears.
    Start a game.
    When it comes time to move, flip the right difficulty switch. The game will reset and something will change.

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