+tep392 #1 Posted July 4, 2012 Hi everyone. I'm would like to get an idea how many people would be interested in buying a cart of Pac-man Arcade for the 5200. I'm working on converting it from the 8-bit computers and hope to have cartridges available before the end of the month. I'll be asking $30 + shipping for the cart. I'm not producing boxes or a manual. I'll post a demo that can be used on flash carts in the next week or so. If your not familiar with what I did on the computers, you can find more info and a demo here http://www.atariage....cepting-orders/. The 5200 version will include the attract mode screen but will not be able to save the high score. I'll be using standard 32k carts. PM me if you want to be put on the list for a cart. I'm starting out building about 20. I'll build more if there is enough interest. Edit: July 17, 2012 latest demo build. Fixes rolling of splash screen and implements ATRACT color shifting. PacmanArcade5200Demo.bin Photo of cart Regards, TEP392 3 Quote Share this post Link to post Share on other sites
+davidcalgary29 #2 Posted July 4, 2012 You can put me down for two. Quote Share this post Link to post Share on other sites
swlovinist #4 Posted July 4, 2012 sign me up for a cart. Quote Share this post Link to post Share on other sites
+TrekMD #5 Posted July 4, 2012 I'd be interested. Sign me up for one. Quote Share this post Link to post Share on other sites
ckirkman #6 Posted July 4, 2012 Please put me down for one! Quote Share this post Link to post Share on other sites
+Allan #7 Posted July 4, 2012 Sign me up for one. Allan Quote Share this post Link to post Share on other sites
Charlie_ #8 Posted July 4, 2012 Will there be a version for multicarts like what was done for the a8? Full working game minus the splash screen. Quote Share this post Link to post Share on other sites
+tep392 #10 Posted July 5, 2012 Will there be a version for multicarts like what was done for the a8? Full working game minus the splash screen. I'll release a demo in a few weeks. Could release the full bin later. I havn't thought too much about it. Quote Share this post Link to post Share on other sites
+tep392 #11 Posted July 5, 2012 I've been working on the label today. Here's a mockup of the cart that I did in Photoshop. I'm open to suggestions but I must warn you that my photoshop skills are very weak. 2 Quote Share this post Link to post Share on other sites
Jerseydevil1953 #12 Posted July 5, 2012 I'll take one Quote Share this post Link to post Share on other sites
edweird13 #13 Posted July 5, 2012 I'll take one Quote Share this post Link to post Share on other sites
+wood_jl #14 Posted July 5, 2012 (edited) edit: mever,omd Edited July 5, 2012 by wood_jl Quote Share this post Link to post Share on other sites
Dauber #15 Posted July 5, 2012 OK, I'm very 5200-illiterate....never had one, played an actual one maybe once about 26 years ago, and only ran a few games through emulation. I thought the 8-bit computer version was the same as the 5200 version, no?? Curious - what would be different about Pac-Man Arcade??? Quote Share this post Link to post Share on other sites
+tep392 #16 Posted July 6, 2012 (edited) Dauber, The original Pac-man carts for the 5200 and 8-bit's are nearly the same but the 5200 has the intermissions. The 8-bit version was 8k while the 5200 version is 16k. My update is based Ms. Pac-man and has better graphics and sound. I've revamped all the game logic so that pac/ghost speeds and behaviors are the same as arcade version. You can find my 8-bit version in the link provided if you want to compare against the original 8-bit/5200 versions. Edited July 6, 2012 by tep392 1 Quote Share this post Link to post Share on other sites
GaryH917 #17 Posted July 6, 2012 I'll take one... Quote Share this post Link to post Share on other sites
Coleco #18 Posted July 9, 2012 Any video of this or the 8-bit version available? Quote Share this post Link to post Share on other sites
stringfellow #19 Posted July 10, 2012 I want one. Quote Share this post Link to post Share on other sites
+tep392 #20 Posted July 10, 2012 (edited) Here's a demo of first three levels to try out. I'll post the full version when's it's ready for production. Hopefully we won't find many bug's and can get this wrapped up in a week or so. I haven't tried on hardware since I don't have a 5200, but I'm working on that. PacmanArcade5200Demo.bin Control's are the same as in Ms. Pac-man. * selects level # number of players start - starts pause - pauses reset - resets to menu when game is paused Regards, Perry Edited July 10, 2012 by tep392 1 Quote Share this post Link to post Share on other sites
stringfellow #21 Posted July 10, 2012 I tried the demo in my atari max sd cart and it looks good but I could not start a game. I don't know what the issue is but what I saw looks good. Quote Share this post Link to post Share on other sites
+tep392 #22 Posted July 10, 2012 I tried the demo in my atari max sd cart and it looks good but I could not start a game. I don't know what the issue is but what I saw looks good. I've only been able to test in Atari800win but it works fine there. Do the * and # buttons work? All buttons are read with the same code so if those work, the start button should work as well. Quote Share this post Link to post Share on other sites
+Allan #23 Posted July 10, 2012 I just tried this with the Atarimax cart. No buttons work except the fire button. Of course that only gets you past the title page. Allan Quote Share this post Link to post Share on other sites
+tep392 #24 Posted July 10, 2012 It's probably something simple. I'll take a look at it tonight and post an update tomorrow. Tried in Altira and get the same problem. Quote Share this post Link to post Share on other sites
+Cafeman #25 Posted July 10, 2012 Are you setting the keyboard IRQ vector & registers properly for 5200, I wonder? here's some sample code for comparison: ldx #$0B ;12 values in OS ROM table SetOSVectors lda InterruptVectorData,x sta $0200,x dex bpl SetOSVectors ... InterruptVectorData .byte $03,$FC ; VIMIRQ (Immediate IRQ vector) .byte $B8,$FC ; VVBLK1 (Immediate VBI vector) .word VBITitle ; VVBLKD (Deferred VBI vector) .word DLIRoutine ; VDSLST (DLI vector) .byte $02,$FD ; VKYBDI (Keyboard IRQ vector) .word KBCodeVector ; VKYBDF (Keypad routine continuation ; vector) Also: lda #$40 ; Set POKMSK and IRQEN to #$40 sta POKMSK ; to enable the "other key" interrupt sta IRQEN ; I have seen #$80 be used too - not sure of differnece ... lda #$22 ;Enable DMA sta sDMACTL lda #$C0 ; Enable NMI sta NMIEN Quote Share this post Link to post Share on other sites