Pac-Man Collection DX

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Van opcode

Expert (108)

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20-03-2006, 17:07


Background graphics are mostly from the MSX2 version, while sprites are mostly from the Famicom version. As I said, I replaced the MSX weapon system with the classic Castlevania system, so now you never loose the whip for exemple. I am keeping the unique MSX item system though, as it adds a lot of depth to the game. Later I will redesign all the level. Gone is the circular level engine from the MSX2 version. The new engine uses linear levels, but I am adding a lot of branches and secret rooms so the player still have a lot of places to explore.
Eduardo

In that case... have you seen "Castlevania 3 : Dracula's Curse" ??... you can try to convert it... or take ideas, enemies, endbosses and maps from there and make some kind of hybrid... I really like that game it should be converted to MSX2!!

About the main character... I like the sprite of Trevor Belmont a lot!!

You're right, Trevor (or Ralph in Japan) sprites and Castlevania 3 are really cool. In fact Castlevania 3 is probably the best version available on 8 and 16 bits machines. But in this case I would need to completely recreate the game graphics (background at least), the engine is more sophisticated, etc. So lets start with the original game then we can move to the sequel in a later time. I am a big fan of Akumajou Dracula series, mostly the early episodes, and I would love to work on a sequel.

Eduardo

Van iamweasel2

Paladin (683)

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20-03-2006, 18:10

Hi there,

I have a new MSX title under development, Pac-Man Collection DX. Pac-Man Collection is a port of my ColecoVision game of same name, which in turn is a compilation of 3 arcade games: Pac-Man, Ms Pac-Man and Pac-Man Plus.
My plans are to have PMC DX released later this year, in cartridge format. The game will require just a standard MSX2, though SCC will be an option. With a SCC cartridge plugged in PMC will sound virtually arcade perfect.

This is a great news! :-) I would like to buy one cartridge, that's for sure. :-)


Pac-Man Collection is the first of my three planned MSX games. The others are Akumajou Dracula DX for the MSX2+ (a remake of the original Dracula, now with smooth scroll. I have it 20% done already) and a port of the Capcom arcade game Commando for use with the GFX9000 video board (still very early in development).

I'm looking forward to see Dracula DX. About this one, I suggest you to add Audio CD support. Using CD, you can have all the great castlevania songs remixed with great quality and without needing extra sound board, like Moonsound. I think that will make playing Dracula DX better than any other 8 bit version. :-) Is that possible?

Van opcode

Expert (108)

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20-03-2006, 21:25

I'm looking forward to see Dracula DX. About this one, I suggest you to add Audio CD support. Using CD, you can have all the great castlevania songs remixed with great quality and without needing extra sound board, like Moonsound. I think that will make playing Dracula DX better than any other 8 bit version. :-) Is that possible?

Hmmm... That's an interesting idea. I was a bit uncertain about which sound system to use. To be honest I don’t like CD sound tracks cause they can’t loop forever and I find it a bit distracting when music fades-out and restart. In other hand, CD music consumes very little CPU resources and it’s good when you’re working with a slow CPU.
SCC is another good candidate, since it was the Konami sound IC. Moonsound would be great, but then it would use a lot of resources. IMHO there isn’t a perfect sound solution for the MSX. A Moonsound like device but with a separated Z80 controlling it would be great. Dracula DX started as a game for an expansion module which I was designing for the ColecoVision. In the first I was going to use the V9958 as a replacement for the ancient TMS9928. But that’s another story… Anyway in my module I was going to use a second Z80 for controlling all sound subsystem. The main Z80 would then make a bus request for the sound Z80, load the sound program and data in the sound memory, release the bus and then reset the sound Z80. From there the main Z80 would just need to send sound codes thru a special I/O port, which in turn would generate an interruption in the sound Z80, forcing that to read the sound code. The sound driver was going to use the FM timers to keep everything in sync, not relying on VDP interruption for that. That would help creating sound drivers which work more like pro music modules. If only I could manage to convince someone to implement it… Question

Eduardo

Van Imanok

Paragon (1188)

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21-03-2006, 08:26

You're right, Trevor (or Ralph in Japan) sprites and Castlevania 3 are really cool. In fact Castlevania 3 is probably the best version available on 8 and 16 bits machines.

It's the best 8 bit Castlevania for sure!... and the japanese soundtrack is simply amazing!!

But in this case I would need to completely recreate the game graphics (background at least), the engine is more sophisticated, etc. So lets start with the original game then we can move to the sequel in a later time. I am a big fan of Akumajou Dracula series, mostly the early episodes, and I would love to work on a sequel.

You're right... step by step...it's a good beginning. I really hope you succeed with it!! Wink

Van opcode

Expert (108)

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09-04-2006, 22:15

Hi,

So here is first alpha for Pac-Man Collection. It's just Pac-Man for now and it isn't playable, though I have complete the whole arcade attract mode, enough to give a good idea of how close this port is to the original. In order to run this demo you will need a MSX2 or better. It runs ok at 3.58MHz, but runs really smooth at 7.14MHz. The game is still very early and I still have many optimizations to do before it goes beta, so don't worry, the final game will run smoothly at 3.58MHz. A suggestion, run it side-by-side with MAME to get a better idea how close to the real thing we are. Next version will be playable and hopefully will run faster. Hope you enjoy.

http://www.opcodegames.com/games/pacman/PAC_MSX.rom

Additionally I want to start a reservation list, just to check how big the interest would be. Please send email to eduardo@opcodegames.com.

Eduardo Mello

Van spl

Paragon (1470)

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09-04-2006, 23:31

Very good! Big smile

Van opcode

Expert (108)

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14-04-2006, 23:35

Hi there,

New update: now the demo is playable! You can play the first stage of Pac-Man. You will need a joystick, as keyboard isn't yet supported. Button B insert coin and button A start a one player game.

http://www.opcodegames.com/games/pacman/PAC_MSX.rom

Pac-Man is almost done now. Here is my to do list:

- Add sound (PSG and SSC will be supported. SCC will sound virtually arcade perfect.)
- Add intermissions
- Performance tunning

Once the basic Pac-Man engine is completed, I will start Ms Pac-Man, which is a far more enjoyable game in my opinion.

Enjoy!

Eduardo Mello

Van spl

Paragon (1470)

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15-04-2006, 11:06

It looks like the arcade Wink Thanks very much for your work!

Van opcode

Expert (108)

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15-04-2006, 15:43

Does someone know where I could find plastic boxes like those that Japanese software makers used during the 80s? Some of them used standard empty boxes with no special casing inside, just a foam with a cavity to hold the cartridge or diskettes. If I can't find such boxes I was thinking about ordering book style paper boxes, like many US computers makers used during the early 80s. They are very stylish. Smile

Van opcode

Expert (108)

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15-04-2006, 22:02

Just a small update:

- Controls are a bit better now. Control scheme is the same as MAME: press 5 or 6 to insert coin, then 1 or 2 to start a 1 or 2 players game. Cursor keys also work.
- It now enables R800 mode if you're using a Turbo-R.

http://www.opcodegames.com/games/pacman/PAC_MSX.rom

Eduardo

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