PacManPlus Posted August 1, 2004 Share Posted August 1, 2004 Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted August 2, 2004 Author Share Posted August 2, 2004 Different bluetime sounds (still kind of crummy)...plus flashing monsters and a background siren. pacman8k.zip Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted August 2, 2004 Author Share Posted August 2, 2004 Intro music...but it's really fast pacman8k.zip Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted August 2, 2004 Share Posted August 2, 2004 Pac-Man sure does look good in this hacked version. I can't wait until you get done fixing it all up and changing all of the sounds to something closer to the arcade version. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted August 2, 2004 Author Share Posted August 2, 2004 The maze is going to be a real challenge. The program grabs some of it from data tables, some of it from ram, and some of it "hard coded" in the kernal itself. Take a look at the IF ColorDots lines in the assembly to see the parts I needed to change that are just dealing with the dots Seems like the maze could have been done in less romspace if it was just all asymmetrical data! Quote Link to comment Share on other sites More sharing options...
NE146 Posted August 2, 2004 Share Posted August 2, 2004 I dunno man.. the maze as sucky as it is, is kind of the single remaining factor tying it and making it recognizable as a modded 2600 Pacman.. which I think is a good thing. I think if you're gonna change it then at least keep one version with the original maze and then do all the changes in another seperate build. Just mho Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted August 2, 2004 Author Share Posted August 2, 2004 Rip tip. I've got the space Tune sort of fixed...still a bit scratchy, but plays at the proper speed. pacman8k.zip Quote Link to comment Share on other sites More sharing options...
Breakpack Posted August 2, 2004 Share Posted August 2, 2004 Dude,this has got to be made into a cart when you get the final revision made.Along with PacManPlus's Hangley Man 5200! Quote Link to comment Share on other sites More sharing options...
ATARI TROLL Posted August 3, 2004 Share Posted August 3, 2004 Nukey....have you thought of a hack Multicart with hangley man and this 8 kb pacman?? Please say you'll have one of these titles on cart please.....For the love of god..... Quote Link to comment Share on other sites More sharing options...
Godzilla Posted August 3, 2004 Share Posted August 3, 2004 man thats damn impressive especially considering what its a hack of Quote Link to comment Share on other sites More sharing options...
WildBillTX Posted August 4, 2004 Share Posted August 4, 2004 What are the game settings?? - I think #2's the hardest (and the most fun). I had one monster follow me into the tunnel, which hardly happens when I played the original cart. I also liked the way you fixed the sprite detection, I hated when you'd die if you just bumped a monster. Keep working on it - theres a good game in here somewhere. Quote Link to comment Share on other sites More sharing options...
WildBillTX Posted August 4, 2004 Share Posted August 4, 2004 What are the game settings?? - I think #2's the hardest (and the most fun). Looked at the HTML docs - its "Game 6 is the most difficult game variation. For a real challenge try Game 6 with difficulty level A." Okayyyy but I like Game #2 because the ghosts can catch up quickly. loved this quote: "NOTE: Sometimes the ghosts try to hide behind each other, so they appear to be one single ghost chasing PAC-MAN." no..just bad programming. Quote Link to comment Share on other sites More sharing options...
bcprs1 Posted August 23, 2004 Share Posted August 23, 2004 This is AWESOME!!!! Keep up the good work. I don't know if it can be done, but can make fruit? Also, can you change the scoring to be more like the real pac-man? Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted August 23, 2004 Author Share Posted August 23, 2004 Yeah...but the flicker would be worse. This game doesn't multiplex the sprites...and changing the game kernal to use it is really out of my league. The scoring could be set to be the same (it already is, really...just divided by 10)...but the score would roll over sooner - so I was at odds of changing it. Besides that, I'm already working on something more authentic Quote Link to comment Share on other sites More sharing options...
Dav Posted August 23, 2004 Share Posted August 23, 2004 I like this one better since it's based on the atari version. I always wondered why in the world they had that zero in the score. I would have put a dummy zero on the screen and skipped it. Quote Link to comment Share on other sites More sharing options...
Vic George 2K3 Posted August 23, 2004 Share Posted August 23, 2004 Though off the topic, any possibility of an 8K Donkey Kong? Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted August 24, 2004 Author Share Posted August 24, 2004 Didn't Paul Slocum already build an 8k hack of DK? Quote Link to comment Share on other sites More sharing options...
PacManPlus Posted August 24, 2004 Share Posted August 24, 2004 Idea for the 'Scoring' issue... Can't we just put a 'static' zero at the end of the score display? No shifting of points, might be an easier solution Bob Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted August 24, 2004 Author Share Posted August 24, 2004 Doesn't matter, since the score can only display 6 digits (3 copies for each of the 2 player sprites). It would be "easier" just to hack the score table... ;points tables ;last 2 digits(low byte)... LFF06: .byte $20; $FF06 first monster .byte $40; $FF07 second monster .byte $80; $FF08 third monster .byte $60; $FF09 fourth monster .byte $01; $FF0A dot .byte $05; $FF0B energizer ;(high byte)... LFF0C: .byte $00; $FF0C shared-"vitamin"(low), 1st monster(high) LFF0D: .byte $00; $FF0D 2nd monster .byte $00; $FF0E 3rd monster .byte $01; $FF0F 4th monster .byte $00; $FF10 dot .byte $00; $FF11 energizer .byte $01; $FF12 "vitamin" Since the high byte values are shared with table LFF0D, the table LFF0C would need to be moved to a free area (or shared with other data). All this will accomplish is cause the score to roll over 10 times sooner pacman_normalpoints_.zip Quote Link to comment Share on other sites More sharing options...
ATARI TROLL Posted August 24, 2004 Share Posted August 24, 2004 love the scoring on this.....now you can actually say you earned something over 2000 pts Quote Link to comment Share on other sites More sharing options...
Breakpack Posted August 24, 2004 Share Posted August 24, 2004 Could it be possible to make the ghosts change direction when eating an energizer or after a certain time?And can it be fixed when Pac-Man turns right when he eats a ghosts,no matter which direction he faces? Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted August 24, 2004 Author Share Posted August 24, 2004 Yeah...the monsters can be made to change direction by XORing their current direction (what's down is up and what's left is right)...but additional routines would need to be added to double-check that they wouldn't be moving through a wall on the next frame. PacMan facing to the right is a throwback to the original game...what is happening is that the sprite is flipped (the original game only had a character that faced one direction...and the program flipped it as needed). That instruction could be removed entirely. Quote Link to comment Share on other sites More sharing options...
bcprs1 Posted August 24, 2004 Share Posted August 24, 2004 Wow, after playing your version, I tried the original version again and realized just how much it stunk. YOur version is a HUGE improvement. It is amazing how a few small changes can make this game 500% better. Keep going!!!!! Quote Link to comment Share on other sites More sharing options...
Vic George 2K3 Posted August 24, 2004 Share Posted August 24, 2004 Didn't Paul Slocum already build an 8k hack of DK? Not unless there's something I totally missed. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted August 24, 2004 Author Share Posted August 24, 2004 http://atariage.com/forums/viewtopic.php?p...p=572513#572513 Quote Link to comment Share on other sites More sharing options...
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