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You guys can thank UniWarS for this one... (Galaxian?)


PacManPlus

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51 minutes ago, Defender_2600 said:

Hey Bob, I've just started looking at the graphics and was thinking maybe you could get a nice result using both palettes for the player's spaceship with two stacked sprites...

 

 

 

787329168_Galaxianvs.thumb.png.02fa1aa4281b9cfe1e3e0055144c3556.png

 

Hey!

 

I'm actually using both palettes for each player (to be able to tell them apart when player simultaneous mode).  The player two's ship looks very close to your 'updated' one, except they have a blue nose instead of a red one. :D 

 

Also, I'm reusing the first two enemy DL entries for each players ship, and that would be two less enemies that can attack the players (making it only up to 4 enemies at a time)

Edited by PacManPlus
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14 hours ago, CPUWIZ said:

A ROM sale could also be an option, locked to a SD cart feature, that can be detected and utitilized.  If the resource is not available to use, the ROM is useless, unless someone spends a bunch of time, trying to refactor critical elements of the code and replace them.

 

It would also be pretty easy to make a tool, that runs code injection on a final ROM and makes them all unique, with unique signatures.

 

I think some of the Jaguar dudes are doing something similar.

The Concerto has some ID bytes that were added for the XM to use for cart identification.

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This is looking amazing on my CRT!  I spent some time playing with my Concerto and it really is fantastic. One of the things that always bothered me with the 400/800 version was how they utilized the full width of the screen, making the enemies look like they were floating across the screen. I'm glad you kept the proper aspect ratio of the game.  I couldn't get Synthpopalooza's sound samples to play on the Concerto.  They would just crash. I was testing the @450 versions.

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2 minutes ago, tep392 said:

I couldn't get Synthpopalooza's sound samples to play on the Concerto.  They would just crash. I was testing the @450 versions.

I don't think any sound demos I've yet tried have played on my Concerto, whether POKEY is at 0450 or 4000. 

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Playing last night's beta, which is really great :D  Seems to run fine off of the Concerto at firmware 0.95 - no freezes, levels seem to progress correctly (I think I made it to level 8 or 9; more on that below), and the game in general is coming along really nicely.

 

Two things stick out:

  • The level indicator flags in the bottom-right corner of the screen aren't implemented, and I don't believe that I saw discussion as to whether or not they would be.  Even if it's just a digital indicator reading 'Level: XXX' or similar, this would be a nice touch, but also appreciated for testing - past a certain point, it's hard to keep track of which level you're actually playing.
  • One behaviour I noticed that might or might not be a bug: starting from level 1 (though it does happen on subsequent levels as well), two of the red aliens will occasionally drop down from the swarm in the same pattern they'd use if they were escorting a boss Galaxian, but there is no boss Galaxian in tow.  What's interesting is that on subsequent passes when a boss Galaxian is in tow, one of the red aliens will break off from escorting it as if it had left the swarm by itself.  Again, not sure if a bug or not, but I didn't see either the Namco or Midway versions in MAME show that behaviour.

BTW: that score advance table looks really nice ?

Edited by x=usr(1536)
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1 hour ago, tep392 said:

I couldn't get Synthpopalooza's sound samples to play on the Concerto.  They would just crash. I was testing the @450 versions.

 

1 hour ago, DrVenkman said:

I don't think any sound demos I've yet tried have played on my Concerto, whether POKEY is at 0450 or 4000. 

 

For the MCP DevCart that I am utilizing to playback the samples, it takes binary files only, and POKEY has to be set @$450 to work, which are working fine. 

 

The header (*.a78) versions posted though, have all the headers set for POKEY@$4000.   These will of course make a future PROPack release with the corrected header, but below are the POKEY@$450 now with proper headers.  See if these work any better with Concerto:

 

Galaxian Alien Death 2 Sound (450) (20210118).a78Galaxian Alien Death 2a Sound (450) (20210118).a78Galaxian Coin Sound (450) (20210118).a78Galaxian Explosion Sound (450) (20210118).a78Galaxian Extra Life Sound (450) (20210118).a78Galaxian Hum 1a Sound (450) (20210118).a78Galaxian Hum 2a Sound (450) (20210118).a78Galaxian Hum 3a Sound (450) (20210118).a78Galaxian Hum 4a Sound (450) (20210118).a78Galaxian Hum 5a Sound (450) (20210118).a78Galaxian Hum 6a Sound (450) (20210118).a78Galaxian Shot Sound (450) (20210118).a78Galaxian Start Sound (450) (20210118).a78Galaxian Alien Death 1 Sound (450) (20210118).a78

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Think I may have just found a reproducible scoring glitch:

  • Start a new game, verify score is at 0
  • Don't shoot anything until a boss Galaxian comes down with two red aliens escorting it
  • Shoot only both red aliens, then let the boss Galaxian collide with your ship
  • Note that your score is now 350 points
    • 100 points are (correctly) awarded for the red aliens, but only 150 points are awarded for colliding with the boss Galaxian, when 800 was the expected value

Doing this twice in a row will result in a score of 700.  Lives decrement correctly when colliding with the boss Galaxian.

 

Expected behaviour: score increment should have been 1000 points for killing both red aliens plus colliding with the boss Galaxian in both instances.  MAME confirms.

 

I haven't tried this on levels higher than the first one yet, but given that scores seemed somewhat off on higher levels, suspect it's not confined to just level 1.

Edited by x=usr(1536)
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2 hours ago, PacManPlus said:

Hey!

 

I'm actually using both palettes for each player (to be able to tell them apart when player simultaneous mode).  The player two's ship looks very close to your 'updated' one, except they have a blue nose instead of a red one. :D 

 

Also, I'm reusing the first two enemy DL entries for each players ship, and that would be two less enemies that can attack the players (making it only up to 4 enemies at a time)

Thanks for the explanation Bob, I like the blue spaceship. :)  It would be nice and appreciated if, in the single player game, it was possible to select the color of the spaceship (yellow or blue) with the difficulty switch. I was also thinking that maybe a less intense yellow color (like gold color that gives more a metal feeling) could be overall a little less intrusive and more balanced, even for the legs of the enemies and for the score.

 

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BTW: it just occurred to me that Galaxian is using the same high score display routine as UniWarS - i.e., showing the high score on its own dedicated screen.  Galaxian doesn't do this and instead just writes it to the top-of-screen display.  Eliminating that routine could squeeze out a few more bytes, though I'm not sure how tight on memory you might be so can't say if it's worth the effort or not.

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Hey!

 

Thanks for the feedback!

 

Regarding your points:

- Yes, the level indicator is not present yet (I did mention I needed to put that in) :(  ...although it will most likely have to be at the top (along with the score) as if I extend the tiles at the bottom the enemies will 'disappear' when they reach that zone due to running out of maria time.

- I've fixed the 'No boss Galaxian in tow'.  That one was at least easy to take care of. :)

- I don't seem to be getting this: It is correct that the boss Galaxian is currently only worth 150, as I haven't implemented the alternate scoring yet. I *do* get 350 as a score, from killing both red aliens (for 100 points each) and slamming into the boss Galaxian for 150 (giving 350)  Are you sure that's not what is happening?

 

Also, I need the top line for 1 and 2 player scores, along with the lives displays (and possibly the level counter)..  That's why the high score isn't displayed there :( 

Edited by PacManPlus
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4 minutes ago, Defender_2600 said:

Thanks for the explanation Bob, I like the blue spaceship. :)  It would be nice and appreciated if, in the single player game, it was possible to select the color of the spaceship (yellow or blue) with the difficulty switch. I was also thinking that maybe a less intense yellow color (like gold color that gives more a metal feeling) could be overall a little less intrusive and more balanced, even for the legs of the enemies and for the score.

 

Thank you!

 

I'll give gold a shot, and see about allowing the color of the ship to be selectable (but that one will be when some of the other stuff is done) ;) 

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37 minutes ago, Trebor said:

See if these work any better with Concerto:

Not for me, sadly. Like most/all of the POKEY demos from your ProPack collection with POKEY sound at $450, these .A78 files just give me a solid white screen but no audio at all. 

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...can't get the pokey to work right :( (trying the intro music).  That only uses two tune entries, right?  or am I missing something else?

 

*EDIT - Nevermind - got it working :) 

 

*EDIT 2 - Gold looks MUCH better than yellow - thanks Defender_2600

Edited by PacManPlus
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15 minutes ago, DrVenkman said:

Not for me, sadly. Like most/all of the POKEY demos from your ProPack collection with POKEY sound at $450, these .A78 files just give me a solid white screen but no audio at all. 

16K ROM with POKEY is likely not supported (yet).  The smallest full games with POKEY are 32K;  Ballblazer from retail and Super Circus AtariAge from homebrews.

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11 minutes ago, PacManPlus said:

- Yes, the level indicator is not present yet (I did mention I needed to put that in) :(  ...although it will most likely have to be at the top (along with the score) as if I extend the tiles at the bottom the enemies will 'disappear' when they reach that zone due to running out of maria time.

Ah, OK.  Guess I missed that one in going through the thread, and totally understood re: MARIA time.  Makes sense.

11 minutes ago, PacManPlus said:

- I've fixed the 'No boss Galaxian in tow'.  That one was at least easy to take care of. :)

Cool! Thanks ?

11 minutes ago, PacManPlus said:

- I don't seem to be getting this: It is correct that the boss Galaxian is currently only worth 150, as I haven't implemented the alternate scoring yet. I *do* get 350 as a score, from killing both red aliens (for 100 points each) and slamming into the boss Galaxian for 150 (giving 350)  Are you sure that's not what is happening?

Nope, that's exactly what's happening.  I just didn't understand that the alternate scores weren't implemented yet.  My bad :party:

11 minutes ago, PacManPlus said:

Also, I need the top line for 1 and 2 player scores, along with the lives displays (and possibly the level counter)..  That's why the high score isn't displayed there :( 

Gotcha.  No worries; just thought I'd mention it.  Thinking about it, lives and levels don't need to be displayed on the attract mode screen... So maybe the high score could be shown there along with the last game's scores for P1 and P2 rather than in-game.  Something like P1 on the left, P2 on the right, and the high score in the middle?

 

I really have nothing against the UniWarS high-score screen - and if it's not worth the effort to change it, I am not going to be upset in the least :D

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Galaxian swoops

 

They play on first channel using $Cx @1.79 ... the gliding is kinda rough because of the limited pitch resolution in this mode.  I can retry this in $2x to see if we get any improvement but I don't think we will.  Would be better if I could use 16-bit mode here, but it is what it is ...

 

First one is the beginning of the swoop.  Second one is the looped sound that happens after the swoop.

 

These play in ProSystem (and JS7800), but sound grainy.  Real HW will be better of course.

 

 

galaxian-endswoop.A78 galaxian-endswoop.asm galaxian-endswoop.bin galaxian-endswoop-450.A78 galaxian-endswoop-450.asm galaxian-endswoop-450.bin galaxian-swoop.A78 galaxian-swoop.asm galaxian-swoop.bin galaxian-swoop-450.A78 galaxian-swoop-450.asm galaxian-swoop-450.bin

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Just now, tep392 said:

I wish we could vote for the Lifetime Achievement Award.  I want Bob to win!

 

 

Hell yes! I'm putting together a specific "PacManPlus" folder on my Concerto for JUST his completed games and WIPs. Is there a "canonical list" of all the stuff he's done? :) 

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11 minutes ago, DrVenkman said:

Hell yes! I'm putting together a specific "PacManPlus" folder on my Concerto for JUST his completed games and WIPs. Is there a "canonical list" of all the stuff he's done? :) 

 

I've been working off of this one recently, but can't vouch for how complete it is re: Bob's stuff:

 

 

This is stuff I'd really like to see included in something like Trebor's pack, but broken out under a WIP directory.  I've been putting that together as I go along (with 2600 and 7800 directories under the WIP directory), but haven't been doing it in any sort of organised manner.

 

One other thing I would really like to see (and have been doing some moving about of stuff) is breaking the 2600 and 7800 titles out into PAL and NTSC releases - possibly even SECAM if there are SECAM-specific titles.  For doing testing, it'd be really nice to not have to worry about titles that aren't TV system compatible rather than stumbling over them when going to test.

Edited by x=usr(1536)
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54 minutes ago, x=usr(1536) said:

I've been working off of this one recently, but can't vouch for how complete it is re: Bob's stuff:

It is a "complete" list beyond any doubt, Trebor does an absolutely extraordinary job and if something is not included it is only because it has not yet been publicly shared but rest assured that Trebor already has it in his private hard disk... ;)

 

Back to Bob's amazing stuff, if anyone were a little lazy to browse that topic... :)

 

PacManPlus
Adventure III: The Race For The Chalice | Aug 29, 2016 | Dormant
Armor Attack II* | Apr 16, 2013 | Done
Asteroids/Asteroids Deluxe* | Oct 14, 2007 | Done
Asteroids (Vector Edition Hack)* | Jul 24, 2005 | Done
Astro Blaster* | Feb 01, 2014 | Done
Astro Fighter* | Jul 26, 2015 | Done
Battlezone | Feb 08, 2016 | Dormant
Bentley Bear's Crystal Quest¹ | Dec 20, 2015 | Done
BMP7800 (Utility) | May 23, 2016 | Dormant
Clean Sweep | Feb 08, 2016 | Dormant
Crazy Brix* | Apr 27, 2016 | Done
Crazy Otto (Hack)* | Jan 12, 2010 | Done
Dark Tower (Demo) | May 06, 2013 | Dormant
Defender | Feb 08, 2016 | Dormant
DLLTemplate (DL & DLL Template) | Jul 23, 2008 | Done
Dual Pac-Man (Hack)* | Sep 02, 2005 | Done
FailSafe* | Feb 27, 2010 | Done
Frenzy (w/Berzerk)* | Dec 17, 2013 | Done

Galaxian | Jan 17, 2021 | Development
Hangly-Man (Hack)* | May, 31, 2005 | Done
Jr. Pac-Man* | Sep 24, 2012 | Done
KC Munchkin | Apr 08, 2014 | KC Munchkin (Alt Movement) Apr 09, 2017 | Done
Meteor Shower* | Feb 18, 2012 | Done
Moon Cresta* | Nov 13, 2011 | Done
Ms. Pac-Attack (Hack)* | May 31, 2005 | Done
Ms. Pac-Man (Fast Hack)* | Mar 04, 2006 | Done
Ms. Pac-Man (Hack)* | May 01, 2009 | Done
Ms. Pac-Man 320*¹ | Aug 08, 2011 | Done
Ms. Pac-Man Twin* | Feb 08, 2016 | Dormant
Pac Pollux (Hack)* | Mar 05, 2006 | Done
Pac-Man (Hack)* | May 30, 2005 | Done
Pac-Man 320*¹ | Aug 10, 2011 | Done
Pac-Man Collection*¹ | Updated Monsters | May 31, 2015 | Done

Pac-Man Collection - 40th Anniversary Edition*³ / (Forced TIA) | Jan 03, 2021 | Done

Pac-Man Plus 320¹ | Jun 25, 2019 | Done
Pac-Man Plus (Hack)* | Jun 02, 2005 | Done
PinOut | Jan 29, 2011 | Dormant

Plutos (XM Required Version) | Jun 27, 2020 | Done
ReZolve | Feb 08, 2016 | Dormant
Rip-Off* | May 02, 2012 | Done
Scramble* | Feb 18, 2012 | Done

Sirius (XM Required Version) | Jun 27, 2020 | Done
Source Code List | Sep 30, 2012 | Done
Space Duel* | Oct 14, 2007 | Done
Space Invaders 7800* | Aug 01, 2008 | Done
Super Circus AtariAge (POKEY 0450)*¹ / (POKEY 4000) | Jun 11, 2017 | Done
Super Pac-Man* | Oct 10, 2008 | Done
Ultra Pac-Man (Hack)* | Jun 19, 2005 | Done

UniWarS* | Jan 14, 2021 | Development


PacManPlus / Kurt_Woloch
Baby Pac-Man | Feb 08, 2019 | Done

 

Edited by Defender_2600
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