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Pacman4K


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#26  

    River Patroller

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Posted Thu Mar 9, 2006 11:49 AM

Dennis - continue! continue! :)

It looks wonderful so far!

#27  

    Sheik Yerbouti

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Posted Fri Mar 17, 2006 7:36 PM

View PostAlbert, on Sun Jan 15, 2006 8:24 PM, said:

Wish there was a way to avoid having the gaps in the playfield maze, though (which evokes memories of Ebivision's Pac-Man).
Given the 2600's playfield gfx limitations, it's not really possible to avoid them (unless playfield pixels are not to be used for the dots...i.e. Alien). Though the number of gaps can be cut down by fudging the maze gfx a bit.


Quote

Even with the various flavors of Pac-Man on the 2600, I still think there's room for improvement in replicating the original arcade game. How much room, I don't quite know. :)
Arcade monster movement pattern compatability, perhaps. Though some feel that patterns reduce the enjoyability of a game.

#28  

    Sheik Yerbouti

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Posted Fri Mar 17, 2006 7:52 PM

View PostDEBRO, on Thu Mar 9, 2006 8:18 AM, said:

I want to make this as close to the arcade as I can get. I don't know if I'll include intermissions yet.
If a 4k rom size is not a goal, intermissions aren't much work to add in (and since they would exist apart from the regular game, there's plenty of ram to be reused if needed). In that sense, the only thing intermissions really "cost" is a single bit of ram to enable the seperate kernal.

BTW for those that don't know, this was in the works before my hack was begun.

#29  

    Sheik Yerbouti

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Posted Fri Mar 17, 2006 8:12 PM

View PostDEBRO, on Sun Jan 15, 2006 5:26 AM, said:

supercat said:

I personally prefer from a gamer's perspective kernels that can share both P0 and P1, since such kernel designs often tend to flicker less than those that cannot.  I believe Pesco/HackEm do this.
I agree with you. I'd like exeriment with this. Moving 2 sprites in this 1LK will be tight but worth a try. That's part of the fun with programming the VCS :D

BTW, Pesco/HackEm does not do this. The ghosts and fruit share the same sprite so they would use a similar technique as I do. One thing they do is restrict the ghosts vertical movement.
In their game the restriction was placed there not due to a kernal limitation, but because 3 of the monsters do not seek the player. In the hack, I removed it because all of them could actively seek the player. This had no negative effect with the existing kernal.

Quote

Cybergoth said:

My only point of critic would be that it's just Pac-Man again...;)
You're right and this is why I've stopped doing this a number of times. I've asked myself many times does the VCS need yet another Pac-man. This was really an exercise for me plus this was my favorite coin-op. When/if I finish this I don't know what I'll do with it. If anything, I'll have a cart made for myself.
Aw...the point is to handle the game's portability problems in new ways. Matching the arcade gfx is out before you even begin...so the next best thing is matching how it plays.

And it's not really Pac-Man "again" if you don't include wannabe hacks like mine ;)

#30  

    Quadrunner

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Posted Mon Apr 24, 2006 1:58 PM

any screen shots?

#31  

    River Patroller

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Posted Mon Apr 24, 2006 3:27 PM

Here ya go :)

Can you tell I'm looknig forward to this? :-D

Attached Thumbnails

  • Attached Image: z26p0000.jpg
  • Attached Image: z26p0001.jpg


#32  

    Stargunner

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Posted Mon Apr 24, 2006 11:12 PM

View PostPacManPlus, on Mon Apr 24, 2006 4:27 PM, said:

Here ya go :)

Can you tell I'm looknig forward to this? :-D

My God! Is it me or does that game looks almost like the 5200 Pac-Man even the Ghost looks like the old 5200 Pac-Man's Ghost!! Great JOB!! Please make this the Final 2600 Pac-Man game that we Atari fans was always dreaming about having :D

#33  

    River Patroller

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Posted Tue Apr 25, 2006 8:16 AM

Reproducing the old 400/800/5200 "Space Invader" ghosts is not a good thing, IMHO.

#34  

    Stargunner

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Posted Tue Apr 25, 2006 10:31 AM

View PostZylonBane, on Tue Apr 25, 2006 10:16 AM, said:

Reproducing the old 400/800/5200 "Space Invader" ghosts is not a good thing, IMHO.
Don't worry...I've replaced these ghost sprites with the ones from you and Nathan Strum. I'll have to decide which ones I like better.

#35  

    Quadrunner

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Posted Tue Apr 25, 2006 11:07 AM

wowzarz, diz looks spiffy. seems the 2600 is the home to varied and different ports of pac man and space invaders :-)

#36  

    Stargunner

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Posted Sun Jun 18, 2006 9:21 AM

Had there been any news on this game? :ponder:

#37  

    Stargunner

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Posted Sun Jun 18, 2006 10:29 AM

View PostAlbert, on Sun Jun 18, 2006 11:08 AM, said:

View PostAtariboy2600, on Sun Jun 18, 2006 10:21 AM, said:

Had there been any news on this game? :ponder:
--Edit: I'm a dolt!

Heh for a second I assum that you ment the Pac-Man game not the A-VCS-tec Challenge :twisted:

#38  

    Quadrunner

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Posted Sun Jun 18, 2006 10:38 AM

View PostAtariboy2600, on Sun Jun 18, 2006 11:29 AM, said:

View PostAlbert, on Sun Jun 18, 2006 11:08 AM, said:

View PostAtariboy2600, on Sun Jun 18, 2006 10:21 AM, said:

Had there been any news on this game? :ponder:
--Edit: I'm a dolt!

Heh for a second I assum that you ment the Pac-Man game not the A-VCS-tec Challenge :twisted:
Yeah, I stupidly read the title of the thread and thought it was an older thread that Simon had started about A-VCS-tec Challenge, and then responded appropriately. D'oh!

..Al

#39  

    Stargunner

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Posted Sun Jun 18, 2006 6:39 PM

View PostAtariboy2600, on Sun Jun 18, 2006 11:21 AM, said:

Had there been any news on this game? :ponder:
Well, I still plan on finishing it. It's been a dream or wish of mine for years. Right now Real Life ™ has slowed down work on this.

#40  

    Stargunner

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Posted Wed Aug 2, 2006 3:15 PM

Hey any news on this demo game? I hope it could become a full Pac-Man game^_^

#41  

    Chopper Commander

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Posted Wed Aug 9, 2006 3:27 PM

Man I've been happy with Pacman Arcade (Rob Kudla Hack)... but this... this is the pot of gold at the end of the rainbow...

I hope this makes it to cart form...

#42  

    Stargunner

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Posted Wed Aug 9, 2006 9:09 PM

Hi there,

Sorry for not responding sooner. I still plan on finishing this but I just haven't had the time to devote to it lately. BTW, I'm not using the "Space Invader" looking ghosts like the 5200/A8 anymore. I'm using the ghosts done by ZylonBane.

#43  

    Stargunner

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Posted Thu Aug 10, 2006 1:00 AM

View PostDEBRO, on Wed Aug 9, 2006 10:09 PM, said:

Hi there,

Sorry for not responding sooner. I still plan on finishing this but I just haven't had the time to devote to it lately. BTW, I'm not using the "Space Invader" looking ghosts like the 5200/A8 anymore. I'm using the ghosts done by ZylonBane.

Screenshot my lord? :lust:

#44  

    Stargunner

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Posted Sun Sep 24, 2006 4:34 PM

Hye are there any update on thsi demo game?? :ponder:

#45  

    Breakpack for the new millenium :D

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Posted Sun Sep 24, 2006 8:49 PM

Yes yes,screeeeeeens! :lust: :lust:

Edit:BTW,I like the '5200' look of the ghosts.When I saw the pics,I was like 'is this the 5200 version?!'

Still impressive anyway you look at it.Once you get this down perfect,A Ms.Pac hack would prolly be easy to do,like the arcade version :ponder:












Hope Super Pac and Baby pac aren't far behind :)

Edited by Breakpack, Mon Sep 25, 2006 6:02 AM.


#46  

    Stargunner

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Posted Wed Oct 25, 2006 6:43 PM

Wonder if Pacmanplus can help in making this game?

#47  

    Breakpack for the new millenium :D

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Posted Wed Oct 25, 2006 7:54 PM

We need it!

#48  

    Stargunner

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Posted Thu Oct 26, 2006 7:16 AM

View PostBreakpack, on Wed Oct 25, 2006 8:54 PM, said:

We need it!

Yes yes we do^_^

#49  

    Breakpack for the new millenium :D

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Posted Thu Oct 26, 2006 12:29 PM

View PostAtariboy2600, on Thu Oct 26, 2006 9:16 AM, said:

View PostBreakpack, on Wed Oct 25, 2006 8:54 PM, said:

We need it!

Yes yes we do^_^

....and the game,too!

:ponder:
:ponder:

#50  

    Stargunner

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Posted Sun Oct 29, 2006 8:15 PM

Hi there,

View PostAtariboy2600, on Thu Aug 10, 2006 2:00 AM, said:

Screenshot my lord? :lust:
I can do better than that and give you another test ROM. This still has bugs in it. I'm mainly using it to test timing. The frame delay values are consistent with 7800 Ms. Pac-man just reduced to 1 byte of RAM vs. 4 bytes :)

This test ROM is 4K and pretty much too tight to add anything else. I wanted to see if I could do a no frills Pacman in 4K. This is playable but missing elements (i.e. energizer sound, sound for eating monster, fruit sound, game over, death sound is awful, etc.). I'm also working on the variable flicker. The one in this one is buggy and doesn't give the results I'm looking for. I'll have to expand to at least 8K to get a decent one.

Give this a run in your favorite emulator or run it on the real thing and let me know what you think so far. Watch out for Blinky in "Cruise Elroy" state as he really flies after you at that point (again...working on timing).

Also, the monster sprite graphics come from ZylonBane and the Pacman sprite comes from PacManPlus. Thanks guys.

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