Started by 40Crisis, 01:16, 04 June 14
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Quote from: SyX on 02:23, 04 June 14Jejeje, FANTASTIC 40Crisis!!! I was hacking the code again, because after all the hard work of porting it, we had a bitter aftertaste for the lack of constant speed using the original arcade roms. I was working in two ideas for fixing it, adding a frameskip or fixing the arcade code.You have made the last and i can only thank you, it's another thing less in the todo list, and one of the things were burning me more, jejeje, because the state-of-the-art tile and sprite code that i developed for pac-man only were looking at it best in projects of friends (Teodoro, Invasion of the Zombie Monsters V2, 4mhz, ...).Are you using any special tool for making the profiling or simply counting cycles and making the math?I modified the arnold emulator to do statistics on CPU cycles, track I/O locations in memory, track read/write to memory/screen memory,etc.. The problem is that my code is consuming a lot of CPU and need to be optimised.So the emulator doesn't run at full speed. Another problem is that I'm using the windows version and even without profiling code, directx sound rendering is jerky and comes late.PS1: I will check if the hack can be used with all the rom hacks too and then i will publish a Pac-Man v1.1 It will depend if the main loop code is at location $238D in all versionsPS2: The fix works in the same pacman hacks than the original (the FAST versions are even funnier now, jejeje).
Quote from: mr_lou on 18:45, 04 June 14I tried it just now on my CPC+. Runs way too fast now of course, because I have to patched ROMs.
Quote from: redbox on 20:42, 04 June 14Patched how?
Quote from: 40Crisis on 09:17, 04 June 14I modified the arnold emulator to do statistics on CPU cycles, track I/O locations in memory, track read/write to memory/screen memory,etc.. The problem is that my code is consuming a lot of CPU and need to be optimised.So the emulator doesn't run at full speed. Another problem is that I'm using the windows version and even without profiling code, directx sound rendering is jerky and comes late.
Quote from: SyX on 21:08, 05 June 14PS: Remember that you need to add the rom files to the DSK.
Quote from: Carnivac on 21:33, 05 June 14How do I do this? I have the arcade rom (from my MAME roms directory) and I can see what I assume to be the four files mentioned in your pacman's readme file but I don't know how to use Winape to put the roms in the dsk.
Quote from: Carnivac on 21:44, 05 June 14ok I did that and instead of the pacman picture flashing reds it now fades to black but then nothing.
Quote from: SyX on 21:59, 05 June 14Mark the checkbox that put Add/Remove AMSDOS headers.Must be only that.
Quote from: SyX on 21:08, 05 June 14As i promised, Pac-Man v1.1 (codename Arcade Edition) is here.I would like to thank 40Crisis again, because his speed-up hack makes the game totally enjoyable now and because during the process of adding it, let me to add a few extras optimizations and fixes (always great for a hacker mind) and making good the reason because i publish the sources of my projects.PS: Remember that you need to add the rom files to the DSK.
Quote from: 40Crisis on 23:10, 05 June 14Many thanks for this new release
Quote from: 40Crisis on 23:10, 05 June 14Just a question about something I have seen in the game since version 1.0the ghost sprites when overlapping other ghost or pacman seem to be unmasked (see screen snasphots) Black color appears not to transparent. But you hardly notice it.Is it a bug or feature ?
Quote from: SyX on 23:29, 05 June 14You are guilty of making this release possible
Quote from: 40Crisis on 23:56, 05 June 14By the way, will you publish the updated source code ?
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