ravenxau Posted March 9, 2015 Share Posted March 9, 2015 (edited) while working on a graphical hack of Pac-Man (Tod Frey version) and comparing game speed matrix from the manual with the actual gameplay (via emulation on android tablet) I noticed that there seems to be little difference between the speed of pacman and the ghosts in games 2 and 6....although the manual lists them as being different...I did a simple benchmark of just seeing how far the ghosts went as i ran a standard pattern of just moving pacman from it starting position and going left and straight up to the top wall of the maze (game 6 does 'feel' more intense) ...has anyone else noticed anything similar or different.... perhaps different rom versions or the emulation platform may have something to do with this???? Edit:- perhaps it's just that in game 6, pacman is a bit faster than game 2...but not by much... Edited March 9, 2015 by ravenxau Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted March 9, 2015 Share Posted March 9, 2015 Speaking of Pac-Man, have you tried this yet: atariage.com/forums/topic/229152-new-pacman-for-atari-2600/?p=3186651 Quote Link to comment Share on other sites More sharing options...
ravenxau Posted March 9, 2015 Author Share Posted March 9, 2015 Speaking of Pac-Man, have you tried this yet: atariage.com/forums/topic/229152-new-pacman-for-atari-2600/?p=3186651 Awesome work - perhaps the most faithful version compared to the arcade game.....Hack 'Em also comes close, and Nukey's Pacman8K is great (considering it uses the original code base) Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted April 4, 2015 Share Posted April 4, 2015 Games 2 and 6 are the same. There's a glitch in the original game... LDA #11 ;2 LDX gameSelection ;3 CPX #$08 ;2 BPL LF8A9 ;2 LDA #9 ;2 LF8A9: STA ramC0 ;3 Put simply, bit1 set in $C0 = fast Pac-Man On powerup, gameSelection is given a value of 6 (game#1/1player = $06), and increases with each press of Select to $12 - where it is rolled back over to $02. This way, the upper slow-moving game selections 7 & 8 are grouped with the initial slow-moving game selections. Except that the result is POSITIVE if X is 8 or higher according to the above snippet (gameSelection 8 = game#2/1player). The CPX should have been #$0A according to the manual. It's possible that gameSelection = 0 was used at some point during development, and that this routine was forgotten about when changing the minimal value to be 2 instead (so it always holds a non-zero value). 1 Quote Link to comment Share on other sites More sharing options...
tep392 Posted April 4, 2015 Share Posted April 4, 2015 It's always interesting to see analysis of old code bugs. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted April 4, 2015 Share Posted April 4, 2015 BTW the $09 or $0B thing are only 2 of the possible speeds when you are hacking the code. $01 is the slowest (because 0 won't move at all), while $0F is the fastest. You can do this for the ghosts, too (ram $C1 - $C4). In all cases, the upper nybble holds direction...so don't change those while the characters are moving. 9 or 11, weird. Quote Link to comment Share on other sites More sharing options...
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