Nukey Shay Posted February 7, 2005 Author Share Posted February 7, 2005 Flashing maze: This is a quick edit...so there might be a few bugs attached to it. What I've done here is rather than reset the maze once one is cleared, I bumped the fruit timer down to a value of $FF. So once the display is drawn, the program checks this value. If it's not $FF, the program continues normally...otherwise, it skips over all movement and just updates the timers. Once the frame counter rolls over, the fruit timer is cleared and the program continues In the display portion, I also check this value when the kernal is updating the screen colors. If it's $FF, bit 4 of the frame counter is LSR'ed and merged with the maze color. pacman8k.zip Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted February 7, 2005 Author Share Posted February 7, 2005 Eyes were still in motion in a finished maze...that's fixed. I also cleaned up the sounds a bit. Dunno about changing them just yet The siren will get higher in pitch as you move up levels. pacman8k.zip Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted February 7, 2005 Author Share Posted February 7, 2005 BTW I also corrected the flashing so it happens 4 times instead of 8. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted February 7, 2005 Author Share Posted February 7, 2005 Sound experiment... Also toying around with a release timer I'm unsure if I like these changes...since it makes the game less unique pacman8k.zip Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted February 17, 2005 Author Share Posted February 17, 2005 I decided to drop the custom sounds...they didn't always work in the game anyway. Kept the release timer tho. Bugfix: The game will kill the bluetime sounds when the last ghost is eaten. pacman8k.zip Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted February 17, 2005 Author Share Posted February 17, 2005 I also fixed the starting tune so it won't begin to play while the reset button is held down. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted February 17, 2005 Author Share Posted February 17, 2005 Improved collision detection: pacman8k.zip Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted February 17, 2005 Author Share Posted February 17, 2005 And a better energizer siren: pacman8k.zip Quote Link to comment Share on other sites More sharing options...
Vic George 2K3 Posted February 17, 2005 Share Posted February 17, 2005 Definitely getting better. Quote Link to comment Share on other sites More sharing options...
SS Posted March 3, 2005 Share Posted March 3, 2005 And a better energizer siren: I finally got around to giving this a whirl on my CC2 today. I got a MAJOR roll on the title screen. Otherwise, everything looks pretty cool. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted March 3, 2005 Author Share Posted March 3, 2005 That happens because I don't know what value I should be using for the countdown timer when exiting the title screen display kernal The original game never used one, since it jumped right to the game board when the program boots. Bugfixes: The fruit timer is reset once the intro tune finishes (it was popping up on the screen too quick on the first board)...and the points value is reset to display for 128 frames once it's eaten (sometimes, this would not be displayed at all). The board flash is corrected pacman8k.zip Quote Link to comment Share on other sites More sharing options...
keilbaca Posted March 3, 2005 Share Posted March 3, 2005 I played this a lot, got a few suggestions and comments. First off, very nice work, especially the collision detection. 2nd of all, is there a way to change up the ghosts' ai? The patterns work, and even though the new ghost comes out while the rest are still blue, they're still running from you, not chasing you. That is all. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted March 6, 2005 Author Share Posted March 6, 2005 I still don't know how the AI works exactly...there's subroutines being jumped to and stack return addresses being PLA'ed off everywhere! I did find an area where the player's X and Y locations are either copied to temps OR reversed and then copied to temps...which might make sense (in other words...the ghosts are always "chasing", it's just that they are chasing inverse locations which makes it appear as if they are running away). Another odd thing about the original program is that the player Y location is set up to be saved as an inverse...but it never is The lower few lines set up a new value for the accumulator, but the accumulator is loaded at LFA99. So I added an additional STA to the program. Any idea why those lines were even there? Dennis? LFA63: LDA pacmanX ;3 copy player location to temps STA kernelPFValues+1 ;3 LDA pacmanY ;3 STA kernelPFValues ;3 ;original ; LDA currentPlayerVars+18 ;3 energizer active? ; BPL LFA82 ;2 branch if not ;changed...allow ghosts to run away seperately LDA objectDirections,X ;4 AND #$04 ;2 check for blue flag BEQ LFA82 ;2 branch if not blue LDA pacmanX ;3 use inverse locations instead CLC ;2 (i.e. run away) ADC #$60 ;2 EOR #$FF ;2 STA kernelPFValues+1 ;3 LDA pacmanY ;3 CLC ;2 ADC #$B1 ;2 EOR #$FF ;2 ...not saved?? ;added (missed in original game??) STA kernelPFValues ;3 JMP LFA99 ;3 pacman8k.zip Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted March 6, 2005 Author Share Posted March 6, 2005 Oops... Seems to work a bit better with the original branch still there Ghosts are harder to catch! pacman8k.zip Quote Link to comment Share on other sites More sharing options...
Atariboy2600 Posted March 31, 2005 Share Posted March 31, 2005 Well to show how much I really love the way you are re-doing Pac-Man here's my take on what thge 2600 cart of Pac-Man should look like^_^ Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted March 31, 2005 Author Share Posted March 31, 2005 Looks like crap. Seriously, get rid of Pac-Man's eye and you've got something Quote Link to comment Share on other sites More sharing options...
Atariboy2600 Posted March 31, 2005 Share Posted March 31, 2005 Okay and is there anyway to re-hack an already hack Pac-Man game with a better looking maze? Here's my idea mockup maze I use from a screenshot from one to four^_^ Quote Link to comment Share on other sites More sharing options...
Atariboy2600 Posted March 31, 2005 Share Posted March 31, 2005 Looks like crap. Seriously, get rid of Pac-Man's eye and you've got something Okay, eyes are out! Quote Link to comment Share on other sites More sharing options...
Feralstorm Posted March 31, 2005 Share Posted March 31, 2005 Okay and is there anyway to re-hack an already hack Pac-Man game with a better looking maze? Here's my idea mockup maze I use from a screenshot from one to four^_^ You've seen "Hack'em", right? Quote Link to comment Share on other sites More sharing options...
Vic George 2K3 Posted March 31, 2005 Share Posted March 31, 2005 Okay and is there anyway to re-hack an already hack Pac-Man game with a better looking maze? Here's my idea mockup maze I use from a screenshot from one to four^_^ You've seen "Hack'em", right? He's talking about Raindog's Pac-Man Arcade getting further tweaked to get it closer to the original arcade game's "wire-frame divider" maze look and all. Quote Link to comment Share on other sites More sharing options...
Feralstorm Posted April 1, 2005 Share Posted April 1, 2005 Yeah, I knew that much. Just suggesting that much (not all) of the goals that were suggested for the hacking were already dealt with in Nukey's "Hack'Em". As for re-hacking the pac-hack of Ms. Pac, at least some of it is possible, me not knowing much about the code itself. Hollowing out the maze walls should be possible, depending on how the playfield data is handled. Changing the color of the dots or door to the ghost house is less simple, and probably not possible in a way that looks like those mockups. the playfield color would have to be changed for the scanlines with dots, so slits would have to be cut through the maze walls at those lines to keep the colors from striping them. (look at either of Nukey's Pac-hacks to see that done.) Same pretty much goes for the ghost door, either that or use a missile or something to look like part of the playfield. In any case, only hollowing out the maze walls sounds like something that could be done by a casual hacker. The rest would take some extra work. Quote Link to comment Share on other sites More sharing options...
Lord Helmet Posted April 2, 2005 Share Posted April 2, 2005 My try at a label: Quote Link to comment Share on other sites More sharing options...
+FujiSkunk Posted April 17, 2005 Share Posted April 17, 2005 I have to ask a stupid question. What is the bank-switching routine to use on the Cuttle Cart 2? I've tried all the obvious ones and most of the others, and so far the game hasn't loaded. Thanks. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted April 17, 2005 Author Share Posted April 17, 2005 It should be F8 BANK1 Quote Link to comment Share on other sites More sharing options...
+FujiSkunk Posted April 17, 2005 Share Posted April 17, 2005 Got it. My binary was corrupted. I must've done an FTP ASCII transfer at some point. Good ol' DOS FTP. Thanks for the reply. This is a really cool hack, by the way. Quote Link to comment Share on other sites More sharing options...
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