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New (sorta) hack


Nukey Shay

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Thumbs up Nukey! 8)

*Smacks ATARI TROLL with a rubber mallet

Homie don't play that :P

 

 

This version plays great....like the lighter ghosts. I did notice when chasing the ghosts, after the third eaten one the game reset itself. This happened a day ago. I just thought it was a miskey'd move on the keyboard. Am I the only one who has experienced this??
If it was a day ago, it must have been the previous version.

What was happening in the previous version was that when a monster or fruit was eaten, the pointer to the sound data was ORA'ed instead of LDA'ed. And the sound data table was located right at the end of the bank. So if 2 monsters were eaten on successive frames, the first would leave a value of $10...the frame finishes and bumps the value down 1 notch to $0F...then the next monster ORA's $10 again - which would leave a value of $1F in the sound counter. Since the sound table was less than 32 bytes long, the game would bankswitch when it tried to read the next frequency to be played - either resetting/crashing the game or causing a major flicker (depending on what value the registers held).

 

The missing color shift for the Go object was due to the tables being shifted around...I just corrected that problem. I also just corrected the color shift that happens on successive 5th key boards - and the game will allow you to begin at that level in the upcoming release :)

 

The word "complete" in the title is not a mistake - the game is complete...no real additions have been made to the game ever since the intermissions were in place. I've just been trying to get it to handle all the additions correctly without losing too much time (which was causing flickers - as well as total drop outs in the previous version - I haven't noticed any of the latter in this one yet). Eliminating the score flash gave me enough cycle time to avoid them in the 1st bank...but I've still got to cut down the time used in the program area. Once that's finished, I can concentrate on polishing up the intermission routines (which have loads of free time).

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A little closer...

Timing during the program section has been increased by 128 cycles. Now it only seems to "bump" very seldom...I think the kernal itself might have an extra cycle someplace :P

 

I corrected the speed increase for the red monster (when the long timer has it's high bit set)...but now it looks like the "2" symbol got lost someplace :x

 

I also trimmed out the positioning table from bank2 (for intermissions). Instead, the game flips to bank 1 to grab the correct value and then swaps back. And now I've got 122 bytes free in bank1/204 bytes free in bank2.

hackem_.zip

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  • 2 months later...
Current tweaks...

 

Via CC2, I played up through the first key. The screen "jumped" once (on the first board), I passed through a blue ghost once (3rd board?), and I didn't see any ghosts stuck in a horizontal "line" across the screen. I'll give it a few more run-throughs.

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Yeah...I don't believe those glitches are related to timing mishaps in the main program. I think I've got that problem fixed. Going through a monster (blue or not) will always be an issue, since the collisions aren't checked every frame...but checks two of them every other frame. I believe that a monster going through walls was related to the sound pointer being too high again (same as before - counter gets too high and the program bankswitches). The program was ORing a value of 3 to the pointer when the dots were eaten - I removed that. So the screen jump was most likely due to an incorrect cycle count in 1 of the 10 "sub" kernals. I still need to map all of those out one of these days :P

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ty for the update Nukey! no complaints here 8)

 

Oh, I'm not complaining! I love what Nukey's been able to accomplish. Just reporting back on what I've seen since I know that he's not done tweaking it yet. :)

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Damn :( The pink monster moved through a wall ONCE after about 50 plays...I still haven't seen a screen roll tho (anyone?). So I guess if I can't find that remaining bug, it's not such a big deal...seeing how it's so rare and the monster is corrected once completeing the maze anyway.

 

Just added a playfield "nail" to the second intermission. It's kind of wide, but the monster gets tripped up on it correctly :) It'll be in the next binary posted later on.

post-222-1091499674_thumb.jpg

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Wow, I just saw this for the first time, downloaded it and gave it a shot in Stella.

 

:o

 

Incredible! Is this going to be released on cart by AtariAge at some point? I don't have a CuttleCart but this game REALLY needs to be played on the 2600... I could never have imagined a Pac-Man this good on the 2600!

 

Nice work, Nukey!

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Be sure to read the very first post...that details the console controls (the first post also contains the original 4k version that has less features). Also, check out the Hangly Man thread...which provides an open area every other maze and additional tunnels similar to the arcade version.

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! haven't seen a single glitch in over a dozen games...so I'm crossing my fingers.

 

I'm sorry to report that I did see a few. Is anyone running the game on a Cuttle Cart I? Maybe this is a 7800 issue since I know that the 7800 can be very sensitive to timing issues.

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! haven't seen a single glitch in over a dozen games...so I'm crossing my fingers.

 

I'm sorry to report that I did see a few. Is anyone running the game on a Cuttle Cart I? Maybe this is a 7800 issue since I know that the 7800 can be very sensitive to timing issues.

 

Thanks for the info. Z26 shows a steady 262 scanlines, so I don't know what else to try :sad:

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out of the 4 different verisons of pacman that I own, I am the worst at Nukeys....I usually average a 35-50,000 game and am finally achieving that on Nukey's now. I did get to see the second intermission finally. I decided to play Hangley man and hackem till about 4:00am this morning to accomplish such. Lots of coffee helps too! Cheers :)

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This is sure to be an annoying question. I’m already annoyed at myself for even asking it. Still ... :ponder:

 

I was just playing the black background hack of "Ms. Pac-Man" and found myself wondering if (once Nukey feels complete with it) "Hack 'Em" could be re-hacked into an even more accurate version of "Ms. Pac-Man"?

 

Not suggesting that it even needs to be done or anything. Just curious.

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