iesposta Posted April 21, 2018 Share Posted April 21, 2018 (edited) To clear up the constant confusion of the homebrews of Pac-Man 4K for Atari 2600 (assembly versions): They each are separate works of art and assembly magic. I see the "New Pacman (2016)" pictured in YouTube Videos and even the Flashback Portable box image, when the cartridge / game being talked about is "Pac-Man 4K (2008)". -"Pac-Man 4K (2008)" cartridge is sold in the AtariAge Store for $25. It was programmed by Dennis Debro in 2008 as a challenge to himself to see how arcade close a Pac-Man could be made in only 4K. The final binary is not posted in Dennis' thread - his final binary is on the AtariAge Store cartridge in NTSC, PAL50, & PAL60. The entire blue maze has black wherever the white "dots" are drawn. pacman4k_2008.bin +"New Pacman 4K (2015)" is DINTAR816's 1st assembly homebrew challenge to himself to get Pac-Man in 4K. It includes arcade-close sound - waka-waka eating sound, arcade-close music, cut scene animation with music, and more. The blue maze is solid on the left and right and center "monster pen", even where the beige "dots" are drawn, by using mid-line color changes. Latest New Pacman 4K: Thread & Downloads Link Graphic hack: Score Font, Seperated eaten Eyes: pacmak2600_4k_ntsc_DINTAR816_2016_gfx-hack.bin Starpath Supercharger audio of above graphic hack: theofficialpacman_superchargers.wav +"New Pacman 8K (2018)" is the newest of DINTAR816's 2nd assembly homebrew that expands his Pac-Man 4K to more arcade-accurate gameplay. It includes a title screen introduction of the characters, arcade-close sound - waka-waka eating sound, arcade-close music, better cut scene animation with music, intelligent flicker where moster ghosts become solid, and more. Latest (Oct. 11, 2018) has cornering speedup like the arcade! “Left Difficulty A” makes the maze a darker blue. I like this best. “Right Difficulty A” is Speedup making it faster at the start. I prefer the slower default because you notice the behavior of each monster is just like playing the arcade! Latest New Pacman 8K: Thread post with latest download Link Discussion (comments, suggestions, etc.) of DINTAR816s 8K version at: Thread & Downloads Link Edited November 9, 2018 by iesposta 17 Quote Link to comment Share on other sites More sharing options...
YeOldeTARDIS Posted November 6, 2018 Share Posted November 6, 2018 This version of Pac-Man is amazing! Is there any chance of a two player version on the horizon? As far as I can tell the only two player version of Pac-Man is the original 1982 Tod Frye version, maybe I'm wrong? Quote Link to comment Share on other sites More sharing options...
iesposta Posted November 6, 2018 Author Share Posted November 6, 2018 (edited) This version of Pac-Man is amazing! Is there any chance of a two player version on the horizon? As far as I can tell the only two player version of Pac-Man is the original 1982 Tod Frye version, maybe I'm wrong? Here is the Author DINTAR816s thread to ask questions, suggestions, etc. Link Make sure to try the Latest 8K version, now with cornering speed-up at my link above in the first post. His thread’s first page points to an old version 5. I’ll link the new 8K version here also: Latest New Pacman 8K: Thread post with latest download Link Edited November 6, 2018 by iesposta 1 Quote Link to comment Share on other sites More sharing options...
MissCommand Posted November 6, 2018 Share Posted November 6, 2018 Thanks for this clearly written post... with all the fabulous Pac-Man versions that have come out... this is a great write-up of what is what and why! 2 Quote Link to comment Share on other sites More sharing options...
SS Posted November 9, 2018 Share Posted November 9, 2018 (edited) -"Pac-Man 4K (2008)" cartridge is sold in the AtariAge Store for $25. It was programmed by Dennis Debro in 2008 as a challenge to himself to see how arcade close a Pac-Man could be made in only 4K. The final binary is not posted in Dennis' thread - his final binary is on the AtariAge Store cartridge in NTSC, PAL50, & PAL60. Thank you for this post. I have to admit to being somewhat confused by this all myself. I have a version of "Pac-Man 4K" marked 'FINAL' but it obviously isn't; the eyes on the ghosts are completely different shaped. I am not quite sure when or where I got it from but I feel as if I've had it in my Stella folder for a while. Now at least I can update my Harmony Cart with the most current ROM releases of each version. Also of note, I really enjoy the Ms. Pac hack entitled "Pac-Man Arcade" (or "A Better Pac-Man" depending when/where you got it from). As great of technological marvels that the three homebrews are, "Pac-Man Arcade" really feels like a 1980s era Atari release. It is the version of Pac-Man that we really should have gotten the first time around. . Edited November 9, 2018 by SS 1 Quote Link to comment Share on other sites More sharing options...
NE146 Posted November 9, 2018 Share Posted November 9, 2018 Also of note, I really enjoy the Ms. Pac hack entitled "Pac-Man Arcade" (or "A Better Pac-Man" depending when/where you got it from). As great of technological marvels that the three homebrews are, "Pac-Man Arcade" really feels like a 1980s era Atari release. It is the version of Pac-Man that we really should have gotten the first time around. Indeed.. because it is of course, 1980's developed VCS Ms. Pacman, with a facelift. I think Rob did that hack in what... in 1999? 19 years ago at this point? I remember there not even being an Atariage.com around then. Quote Link to comment Share on other sites More sharing options...
SS Posted November 9, 2018 Share Posted November 9, 2018 Indeed.. because it is of course, 1980's developed VCS Ms. Pacman, with a facelift. I think Rob did that hack in what... in 1999? 19 years ago at this point? I remember there not even being an Atariage.com around then. It's old enough that I bought my copy from Hozer! Quote Link to comment Share on other sites More sharing options...
iesposta Posted November 9, 2018 Author Share Posted November 9, 2018 Speaking of hacks, I like “Ms Pac-Man black” that makes the blue background black like the arcade. Just that one change makes it feel so much better. The “New Pacman 4K” final is in DINTAR’s thread. The one posted here is my edit to make the eyes like they are in the 8K version, along with a more arcade score font. I had suggested to not use the standard shaped numbers, but he already had made his own arcade-like font. So there are differences from the 8K score font in my “Graphic Hack New Pacman 4K”. Some people only have a Supercharger, so that is the audio of my 4K hack. Supercharger games can be 6K so if one would have been made, it would have more arcade-like enemy movement. That would fall between the challenge to get everything into Atari’s imposed limit of 4K and the available 8K technology that was already being used in Asteroids 2600. Quote Link to comment Share on other sites More sharing options...
MissCommand Posted November 12, 2018 Share Posted November 12, 2018 (edited) Just to be complete, you might want to mention the very first attempt to make a truer Pac-Man port. I may have the details wrong and please correct me if I am, but Ebivision made a test version for one of the conventions. It wasn't complete, but playable and much better than the original Atari version. As I understand, he got spooked about possible C&D letters, so decided to put just enough a twist on it to make it different... that turned out to be Pesco. I think the ROM from Ebivision is still floating around someplace, but the code was not re-used for any of the other versions of Pac-Man out there. Edited November 12, 2018 by MissCommand Quote Link to comment Share on other sites More sharing options...
BrianC Posted November 13, 2018 Share Posted November 13, 2018 Just to be complete, you might want to mention the very first attempt to make a truer Pac-Man port. I may have the details wrong and please correct me if I am, but Ebivision made a test version for one of the conventions. It wasn't complete, but playable and much better than the original Atari version. As I understand, he got spooked about possible C&D letters, so decided to put just enough a twist on it to make it different... that turned out to be Pesco. I think the ROM from Ebivision is still floating around someplace, but the code was not re-used for any of the other versions of Pac-Man out there. The ebivision Pac-Man got hacked into Hack 'Em and Ms. Hack 'Em, so in a way, the code was reused. Quote Link to comment Share on other sites More sharing options...
MissCommand Posted November 13, 2018 Share Posted November 13, 2018 (edited) The ebivision Pac-Man got hacked into Hack 'Em and Ms. Hack 'Em, so in a way, the code was reused. Yes, you are right. I checked the original thread and Nukey Shay does mention using Ebivision Pac-Man as the basis for his Hack'Em series. And the "convention" I mentioned above was the 1999 Classic Gaming Expo. Edited November 13, 2018 by MissCommand Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted November 29, 2018 Share Posted November 29, 2018 * The hack based on Pesco was abandoned I could allocate memory to track a 4th beastie, and even allow the logic loops to handle a 4th...but it would just wander around invisibly since its flicker code was/still is completely foreign to me. Quote Link to comment Share on other sites More sharing options...
iesposta Posted November 29, 2018 Author Share Posted November 29, 2018 (edited) * The hack based on Pesco was abandoned I could allocate memory to track a 4th beastie, and even allow the logic loops to handle a 4th...but it would just wander around invisibly since its flicker code was/still is completely foreign to me. Do you mean hacking Pesco into 4K Pac-Man, or that Hack’em doesn’t use any Pesco code? If the former, limiting to 4K a Pac-Man hacked from Pesco doesn’t make sense because Hack’em benefited from bankswitching and we really love the versions and Hangly Man. I hope that doesnt mean Hack’em wasn’t a hacked Pesco? Edited November 29, 2018 by iesposta Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted November 29, 2018 Share Posted November 29, 2018 It isn't a hacked Pesco. It's a hacked Ebivision Pac-Man (just as the posts above say). I just wanted to state it myself in this thread in case somebody points at this: http://atariage.com/hack_page.php?SystemID=2600&SoftwareHackID=294 Not only does the software page here mention the wrong game as the basis, it's also not the latest version (because I continued to make changes even after those pages were no longer updated). 1 Quote Link to comment Share on other sites More sharing options...
+sramirez2008 Posted November 29, 2018 Share Posted November 29, 2018 Hmm. What is the latest Hack Em ROM? 1 Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted November 29, 2018 Share Posted November 29, 2018 (edited) 16k, dated 10/4/2006, post 415 in the development thread Direct link: http://www.atariage.com/forums/index.php?app=core&module=attach§ion=attach&attach_id=61452 Development pretty much over at that point (once Debro started doing his homebrew, and especially later when Dintar816 revealed his homebrew). No way to compete with either of those. Edited November 29, 2018 by Nukey Shay 2 Quote Link to comment Share on other sites More sharing options...
+sramirez2008 Posted November 29, 2018 Share Posted November 29, 2018 Thanks Nukey. 1 Quote Link to comment Share on other sites More sharing options...
Trebor Posted November 29, 2018 Share Posted November 29, 2018 Thanks Nukey. Ditto that. I stopped at 9/22/06 release being the latest. A lot more work went in after that. 9/24/06: Variable monster speed... - I used the last 2 free bits of ram (2 & 3 in HiScore+2) to add a new variable that counts by 3 frames. When the first 4 levels are played AND the long timer is low, the monster movements are skipped 1 of 3 frames checked AGAINST the regular frame counter. This solves the problem of inconsistant monster speeds caused by trying slowdown effects with the existing 4/4 frame count routines This could also be slowed down again...but 2/3 against 15hz (blue monster in tunnel) is way too slow IMO. Unlike the arcade game, the player is unaffected (because I found it to handle too sluggishly using the slowdown). The sprite collision loop is seperate from the movement routines...so collisions might be slightly better while the slowdown is active. Search for the "All_movement" label to see where this was added. - More gibberish added to the power-up routine, which displays a screen full of the game sprites at various positions before switching to the grid display. - I eliminated the redundant button press routine (that deals with level continue), the original routine in the display bank handles both instances. 9/25/06: Making flippy-floppy... - 2 more bankswitches added to the front of the display. This picks up nearly 300 spare bytes (223 from the top of the display kernal, and another 69 by cutting the duplicate digit/paused bitmaps). This only "cost" an additional 5 cycles, which took the place of 5 that were being wasted when repositioning the score display sprites. 9/29/06: Ticking away... - Energizer order altered in the blink routine (to share it's tables better). - Reorganized maze gfx to occupy new unused areas, in order to get rid of the digit lookup table (and then expanded digit gfx to use 8 bytes each...although the 3 trailing bytes are unused). This saves a bit of time, since it now only needs the accumulator to calculate the bitmap offsets...leaving the Y register uncorrupted (saving 5 x 9 cycles in the worst-case score display scenario). Hopefully, this change is enough to kill the jitter due to the (possible?) CuttleCart timing lag. 9/30/06: Filling up space... - Character name table expanded. Now the first 2 characters can be unique for each monster (in the regular game). Also, the "C" character for "Micky" in Hanglyman is no longer stretched, and names are preceded by periods rather than dashes. - Branch used for new "medium" monster speed moved before the loop (so it only needs to be calculated once per frame rather than 4 times). The drawback is that the monster eyes will also slow down while this is in effect...but it's not really a big deal, because this slowdown only happens on the first 4 levels. I may move it back if no timing jitters reported on the CuttleCart front (the original location is just commented out). - Although timing is really tight on monster-positioning lines, there is enough time to add an additional ASL instruction after the color is loaded (which is then AND'ed with the frame counter, and the result used to set the reflect register. This additional ASL means I was able to use bit0 for this instead of bit1...and a greater range of colors is available for NON-animated sprites (like the fruit objects). Fruit colors altered...points sprites brightened. NOTE: Bit0 used to be used to set a common bit for all lethal monsters. This is no longer needed, because a lethal monster is always given a color value of 2 (and the multiplex routine then loads the correct value). - The new 1/3 counter was indirectly causing problems with the "random" movements, because it's value was not consistant from game to game (since it's used to tell the program when NOT to move a monster, the game would use 1 of 3 patterns based on that! Clearing the counter when exiting attract mode (and when pressing the button to begin a board) corrected the problem. 10/01/06: ...and scraping up time... - Trying to discover new INTIM limits for "worst cases". I'd confirmed that there's a lot of free time in the program area now...no jitters w/6 WSYNC's added even when all 4 monsters are fast-moving eyes. So, I went to work on the multiplex. Matching the center sprite flash with the energizer blink picks up some, and getting rid of the small setup loop gathers much more (so that the playfield GFX was cleared 1.5 lines too soon). I moved these lines down to happen a bit later to at least finish the current line (so the lower maze border is back to being only 1 scanline). I will fix if I can find something consistant to place before it. Savings from the matching center sprite flash might possibly be enough to fix the CuttleCart "GO" message jitter though (since that was a worst case, and it sounds as though it only happened while this message was onscreen). 10/02/06: I walk the line... - A correction for the above. Rather than clear the playfield gfx ram (9 cycles), I just cleared the color register (3 cycles)...then moved that instruction to hit just prior to the bankswitch to the multiplex macro. A consistant 2 scanlines on the bottom during active games, but it did skew a bit when the center object is onscreen at the start of a demo game. So the demo mode branch was also moved to the top of the Show_Addl_Sprites label, which corrected the time difference Since the playfield gfx isn't cleared by this routine now, I just moved those instructions to the program area which has more than enough time to burn. 10/03/06: PAL woes... - The above change caused an extra scanline to appear intermittantly during regular play in the PAL (312 scanline) build. Bugfixed...but the screen will appear at a lower position now. Some BIT instructions which were used as small jumps have also been replaced (to make timing a bit more consistant...except where it WAS used to provide matched timing). Dunno much about PAL (read: too lazy to learn about that too), so I'm crossing my fingers and toes here. 10/04/06: 7800-iffy - Attempting to get rid of random dots above leftmost monsters. The STY GRP0 line in Ind7c has been moved 2 lines up. This MIGHT reintroduce phantom dots for the 7800 tho...feedback needed. Original line left in place and commented out in case it does. - Moved the low-level slowdown effect, so that eyes are not affected. This saves 3 bytes...and the program appears to be doing well for cycle time. 1 Quote Link to comment Share on other sites More sharing options...
+sramirez2008 Posted November 29, 2018 Share Posted November 29, 2018 Yep. I did not have this version. Plays really well. Like the way the ghosts move. 2 Quote Link to comment Share on other sites More sharing options...
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