Anyone know of a good Pac Man emulator thingy/ROM

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Nobody
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Anyone know of a good Pac Man emulator thingy/ROM

Post by Nobody » Mon Jun 07, 2010 11:09 pm

Anyone know of a good Pac Man emulator thingy/ROM, question mark.
i should change my signature to be rude to people who hate pictures of valves
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mqdar
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Post by mqdar » Mon Jun 07, 2010 11:36 pm

MAME32. :wink: :D
Skype wrote:[7:23:42 AM] Darx: Click here to give me an internet!
[7:23:57 AM] 'a'a: *clicks here*
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MyNameIsKooky
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Post by MyNameIsKooky » Tue Jun 08, 2010 12:46 am

I can never get new ROMs to work in MAME, so I'm hacking the NES version if anyone's interested.

I guess I'm just a n00b at setting up arcade stuff, then.
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Post by Nobody » Tue Jun 08, 2010 2:59 am

I tried MAME, but the ROM didn't work or something.
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Post by maxnick » Wed Jun 09, 2010 6:57 pm

Uijt jt nz tjhobuvsf.
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Post by Nobody » Thu Jun 10, 2010 3:53 am

Nah, I mean the real maze, ghosts, ect. and offline.
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Post by maxnick » Thu Jun 10, 2010 4:05 am

I know, I was just kidding.
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MyNameIsKooky
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Post by MyNameIsKooky » Thu Jun 10, 2010 7:11 pm

I have an NES Rom of Pac-Man that's much easier to operate with the NES emulator if you're interested. The colors, sounds, and title are a tad bit different, but that shouldn't be a problem.
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Post by Nobody » Thu Jun 10, 2010 10:07 pm

OK.
i should change my signature to be rude to people who hate pictures of valves
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MyNameIsKooky
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Post by MyNameIsKooky » Thu Jun 10, 2010 10:17 pm

So you want it?
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Post by Nobody » Thu Jun 10, 2010 10:20 pm

Yes.
i should change my signature to be rude to people who hate pictures of valves
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MyNameIsKooky
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Post by MyNameIsKooky » Thu Jun 10, 2010 10:27 pm

Do you have the emulator Virtua?
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Post by Nobody » Thu Jun 10, 2010 10:36 pm

Yes.
i should change my signature to be rude to people who hate pictures of valves
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MyNameIsKooky
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Post by MyNameIsKooky » Thu Jun 10, 2010 10:44 pm

http://www.doperoms.com/roms/nintendo_n ... D.zip.html

Copy the entire link and paste it into the address bar.

I didn't make the download myself, so I'm not necessarily illegal.
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Post by Kilicool64 » Fri Jun 11, 2010 7:29 pm

MyNameIsKooky wrote:I didn't make the download myself, so I'm not necessarily illegal.
But I think posting links to illegal content violates the forum rules, doesn't it?
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Post by MyNameIsKooky » Fri Jun 11, 2010 10:00 pm

No worries, just let the FBI come and arrest me.
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Post by maxnick » Fri Jun 11, 2010 10:16 pm

MyNameIsKooky wrote:No worries, just let the FBI come and arrest me.
No, The Secret Service would come, because they're the Cabinet or Department or whatever of Treasury AND PAC MAN IS A TREASURE!
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Post by Nobody » Fri Jun 11, 2010 10:36 pm

Leaving the president unprotected, my plan all along.*

MWAHAHAHAHA!

*It is necessary to make sacrifices when planning evil stuff. MyNameIsKooky's arrest was an unfortunate side effect and will
** be remedied some other time.

**may






[size=0]No, not really.[/size]
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Post by MyNameIsKooky » Sun Jun 13, 2010 1:13 am

Here's my notes on the various addresses of the Pac-Man NES ROM. I'm not sure what some of the values are for, but I'll probably look at them harder later. I've scoured roughly a fifth of the ROM. Towards the end of this list I find some useful stuff like text functions.

NOTE: "Ghost Intro" is the title screen section where Pac-Man eats the Ghosts.

$12B: Set to 11 to make Pac-Man and Ghosts invisible. Glitch tiles will appear randomly.
$12E: Like $12B but without glitch tiles.
$139: Set to 11 to make the screen occasionally get offset and/or flicker.
$13A: Screen offset.
$13D: Anything other than 20 causes the screen to shift weirdly.
$13E: Title screen movement and screen offset.
$13F: Title screen reactions and screen offset.
$142: Consistent screen shifting and offset.
$145: Screen wiping when a Power Pellet is collected.
$147: Graphics map pointer.
$149: Offset of moving title screen.
$14A: Title screen offset?
$153-$31D: Title screen triggers.
$31E: Title screen subpallete.
$321-$40F: Title screen layout.
$680-$700: Ghost Intro layout.
$701-$74B: Ghost Intro static ghost piece positions.
$74C-$9B6: Ghost Intro internal behaviour.
$9B7: Decides whether the 10 point counter in the Ghost Intro disappears or not.
$9B8-$9BF: What tiles overwrite the 10 point counter in the Ghost Intro.
$9C1: Decides whether the 50 point counter in the Ghost Intro disappears or not.
$9C3-$9CA: What tiles overwrite the 50 point counter in the Ghost Intro.
$9CC-$9CF: Ghost Intro Ghosts' brief sprite swaps when eaten.
$9D0: Decides if the Ghost Intro Power Pellet blinks or not.
$9D2: What tile the Ghost Intro Power Pellet is when invisible.
$9D3: What tile is to the immediate right of the Ghost Intro Power Pellet.
$9D4: What tile the Ghost Intro Power Pellet is when visible.
$9D5-$9D7: Ditto a few previous commands.
$9D8: Change to make Pac-Man a semi-ghost and the Ghosts evil Pac-Men in the Ghost Intro start!
$9D9: Ghost Intro Viscous sprite offset.
$9DA: Base image of Ghost Intro Ghosts. Changes Pac-Man as well and can crash on some values.
$9DB-$9DC: Viscous status of Ghost Intro Ghosts.
$9DD: Ghost Intro animation pointer.
$9DE: Ghost Intro animation pointer to the animation when the Ghosts become scared.
$9DF: Ghost Intro Scared sprite offset.
$9E0-$9E1: Ghost Intro sprite offsets.
$9E2-$9F3: Ghost Intro Pac-Man frame internal functions.
$9F4: Whether the pink ghost frame transition finishes or not in the Ghost Intro.
$9F6: Whether the Ghost Intro Ghosts are fully animated or not.
$9F7: May cause Ghost Intro Ghosts to go invisible on appearance if changed.
$9F9-$9FD: May slow down or stop the Ghosts' animation in the Ghost Intro.
$9FF-$A00: Animation frame pointers for Ghost Intro Ghosts.
$A02: Ghost Intro Pac-Man animation speed and Ghost Intro Ghost animation frame pointer.
$A0C: Triggers Ghost Intro Ghost flickering.
$A0D-$A1C: Internal Ghost Intro functions.
$A1D: Function executed when Ghost Intro Pac-Man comes on-screen. In this case it may restart.
$A1E-$A31: Pac-Man animation IDs.
$A32: Changes Pac-Man into a glitch just as the Ghost Intro Ends and causes some brief glitchy stuff.
$A33: Subtle one-frame letter wave glitch during transition from Ghost Intro.
$A34: Game glitches into a weird glitchy checksum when Ghost Intro ends.
$BBA-$BBD: Decides whether the "Player" at the start of mazes appears or not.
$BBF: Cordinates of "Player" appearance.
$BC0: 2 Player mode, will glitch up a lot if changed.
$BC1: May delay 2 Player start if changed.
$BC2: Causes "One" or "Two" to sometimes not appear.
$BC3-$BD2: Internal 2 Player functions.
$BD3: "Player" will flicker and you won't be able to play if changed.
$BD5: Some values will cause the Ghosts to start OUTSIDE of the maze. Pac-Man would be nowhere in sight.
$BD7: Works similar to $BD5. Some values cause the maze to never start.
$BD8: Maze starter.
$BD9-$BDA: Works similar to $BD8.
$BDB: Some values cause nothing to appear and maze doesn't start.
$BE0: Amount of time before "Player" disappears. Maximum is C0.
$BE1: Starting point Pac-Man maximum vertical velocity.
$BE2: Vertical random starting offset for Pac-Man?
$BE3: More starting position vertical velocity?
$BE4: Ghost starting functions
$BE5: Player pointer display. CAN BE VERY GLITCHY AND CRASH IF MODIFIED.
$BE6-$BEC: Various transfers?
$BED: Pac-Man transfer.
$BEE: Clyde transfer.
$BEF: Pinky transfer.
$BF2-$BF4: Clyde/Inky transfer. Clyde always moves on one axis, regardless of walls.
$BF5: Inky tansfer.
$BF8: Blinky transfer.
$BFC-$C04: Ghost Box group transfer.
$C05-$C12: Various tiles behind Clyde at start.
$C2E: Anything above 01 makes an invisible wall appear at one part.
$C2F-$C5F: Controls how much of a life is erased when one is used. Also controls a few other things like invisible walls and pallete sections.
$C60-$C68: Controls if Pac-Man and the Ghosts are drawn when "Player" disappears.
$C6F-C73: May make Pac-Man and Ghosts start early if changed.
$C8A: "Ready!" will disappear, but Pac-Man and Ghosts won't be able to move.
$C8C: Very strange. May act very glitchy if changed.
$C8D: Various internal initiation functions.
$C8E-$C93: "Ready!" Text tiles.
$C94-$C99: "Player" Text tiles.
$C9A-$C9C: "One" Text tiles.
$C9D-$C9F: "Two" Text tiles.
$CA0-$CA5: "Ready!" Palletes.
$CA6-$CAB: "Player" Palletes.
$CAC-$CAE: "One" Palletes.
$CAF-$CB1: "Two" Palletes.
$CB2: "Ready!" X Position.
$CB3: "Ready!" Y Position.
$CB4: "Player" X Position.
$CB5: "Player" Y Position.
$CB6: "One"/"Two" X Position.
$CB7: "One"/"Two" Y Position.
$CB8: "Ready!" Character length.
$CB9: "Player" Character length.
$CBA: "One"/"Two" Character length.
$CC4: Left Pac-Man Life Replacement Tile X Position.
$CC5-$CCA: More Life display related things.
$CCB: Function when a Ghost is eaten.
$CCD-$CD0: Delay when a Ghost is eaten.
$CD1: May cause no delay at all when a Ghost is eaten.
$CD2-$CD7: More functions when a Ghost is eaten. Some of them seem to be Ghost-specific.
$CD8: Functions having to do with the Ghosts' eyes appearing.
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