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Messages - PacManPlus
Quote from: "retromod"
Well i asked my bank via email if it allowed to take money without permission and nobody answered. Is it allowed because they habe not answered? No of xourse.
Your example fails on may levels:
1 - I didn't just 'send an email'. I sent a) a few e-mails to different addresses that I thought had to do with licensing, b) posted on *their own site* a few times asking permission or who to contact about permission, and c) Pinged two people who used to post on AA that worked for Namco and Activision (the Activision guy just for advice on how to do this). Frankly if I thought they would take my call I would have called them.
2 - You are elevating an argument to extreme levels to make an (invalid) point. This is not 'stealing money from a bank' (and I am offended by your comparison)... this is making a port of a GAME to a classic system (and wanting to give the copyright holders a cut - as they should get!) I know if the situation were reversed, I would be HONORED that someone would want to take something I had done and port it to another platform. As I said in my earlier post, it would keep the game / legacy alive.
3 - (and this may be the reason I have been left alone up until this point) - I ALWAYS put the copyright holder's info on my splash screens. There is no question on who holds the copyright. I never claim to own anything (exept on my own games).
'The guy at AA' doesn't 'suit' me because I never made any such claim about screenshots. I let anyone use anything of mine (including my own original games) because it benefits the community. I've even posted my source code over on AA.
Please, make claims when you know what you are talking about.
Just my input here:
When I was working on Pac-Man Collection, I tried *every which way* to contact Namco for some sort of permission. E-Mails to various people, even directly to their website, and I even posted on their Message board asking the question. I got zero responses. I *wanted* to do this the right way. I heard from a few people that it isn't worth their time (read: lawyers fees) to go after something that might sell 100-200 copies ona 20 year old system (that doesn't explain Princess Rescue though)... So I just went ahead. It would have been great for the game if I was to give them a fee based on carts sold, or given me a cap on the number of carts I was allowed to sell, etc.
While I was working on other games, I actually got some of the author's help with them. I.E. I got Owen Rubin's help with Space Duel (and I sent him a cart when I was done). I also got Alan McNeil's help with Frenzy / Berzerk (and I sent him a boxed cart as well). For Defender, I did send Eugene Jarvis an e-mail explaining what I wanted to do and why, but I never heard back from him... although that might be a moot point now anyway.
I don't understand why the copyright owners wouldn't just work with us on these things. It's more exposure for their IP, would gain them a little more money in licensing fees, and it allowes the 'legacy' to continue. There is no down side, unless there is something I am greatly missing...
...play Astro BLASTER!
For the purists out there, I copied the sprites directly from the arcade game, as well as the movement tables. I'm using 320A mode to get the look/feel down. The 'Fuel' gauge is the same as the arcade *divided by three* to fit on the line with the temperature gauge, which is *divided by two*. All increments / decrements to both gauges have been adjusted appropriately, so they should work exactly like the arcade.
For the most part, the playfield is the same, except that I had to take one zone (i.e. 8 scanlines) away from under the ship (no biggie), and one zone away from the very top of the playfield. On my TODO list:
- Enemies that drop in certain waves
- Hidden bonuses
Regarding the 'Speech', I will only implement speech at non-gameplay points (i.e. after losing a ship *2 ships remaining*, when the game has ended *play over*, etc.). Any other important information (i.e. the Warp countdown) will be written on the screen behind the action. I do plan to have the attract mode announcement (i.e. the title of this thread).
It was challenging getting (up to) 16 enemies, 6 enemy shots, 1 player shot and the player to update each frame during VBLANK, but I finally did it. Of course, it will use the HSC.
Screenshots and bins found here:
Yes - I'm grateful for anyone talking about the games I make - I can't frequent all of the sites all of the time so I have a main home.
Quote from: "TrekMD"
I'm early waiting to see a binary of this to test it out. Bob's games are always awesome.
« on: June 12, 2013, 16:58:27 PM »
You mean between to choose TIA and Pokey? Unfortunately, I have about 32 bytes left in ROM code space. (Nor would I have any space left in the banks after all of the Pokey music has been added).
Having two sets of sound drivers + data for them would require much more space than I have.
« on: June 12, 2013, 16:49:30 PM »
Thanks for the kind words, guys :113:
Actually, the only thing I will be using from the XM is the Pokey at $450. As stated above, I can't use the memory (don't really need it here anyway), nor will I be using the HSC or the Yamaha.
Synthpopalooza is doing an excellent job converting the music for this, and we only have background music for 3 levels and the 'defeat boss' music left.
I may release a NON-XM version, which has sound effects, but no background music.
I'm actually working on another arcade port at the same time...
[size=80]Charge... attack... shoot... kill... destroy...[/size]
« on: May 24, 2012, 16:15:10 PM »
Thanks, man - I really appreciate it.
« on: May 24, 2012, 16:07:57 PM »
Quote from: "Minerals"
Looks good so far, but clearly needs some more work. Like why does he have a health bar and then lose a life as soon as he is touched....?
Why does "Wonderboy?" ... and "Super Mario Bros.?" (in the form of a timer) ... and "Scrapyard Dog?" (also in the form of a timer)
It acts as a mechanism to keep the player moving. In both a positive and negative way (positive in the way that it awards bonus points at the end of a level for the amount of time left, and negative in a way that if you take too long you die).
That being said, I think I need to decrease the reduction time in my health bar - it's moving too slow.
Thanks, guys for the compliments also.