The beginning of along serie I hope
MAC conversions
Moderator: Chad
- Phil Lamat
- Regulation Coordinator
- Posts: 2076
- Joined: Wed Mar 06, 2002 9:19 am
MAC conversions
LordGaz has made a converted inp for Rick Carter's pacman score which playbacks correctly with m60
The beginning of along serie I hope
The beginning of along serie I hope
Wow! That is amazing!!
That is the main MacMAME inp that I've been wanting to see - but thought that I never would (without a Mac!).
I'd been thinking that MacMAME was using different Random Numbers to the windows version, and that it was therefore impossible to convert the INPs, but LordGaz has proved this theory wrong!
Thanks heaps LordGaz for this fantastic feat. I don't know how you did it, but I'm very glad you did!
Kranser.
That is the main MacMAME inp that I've been wanting to see - but thought that I never would (without a Mac!).
I'd been thinking that MacMAME was using different Random Numbers to the windows version, and that it was therefore impossible to convert the INPs, but LordGaz has proved this theory wrong!
Thanks heaps LordGaz for this fantastic feat. I don't know how you did it, but I'm very glad you did!
Kranser.
dang gaz, you are God Gaz now! I removed the header from your conversion and it's not the same inp file, what did you do to the inp file to get it to work??
signed
-very curious and very needy of the conversion program.
**EDIT** not to mention those are some stellar skills! I wouldn't quite say it's not a pattern but it's certainly more grouping method than a pattern, very cool.
signed
-very curious and very needy of the conversion program.
**EDIT** not to mention those are some stellar skills! I wouldn't quite say it's not a pattern but it's certainly more grouping method than a pattern, very cool.
Last edited by Chad on Thu Sep 18, 2003 9:30 pm, edited 1 time in total.
-skito
I assume you mean my 9th key pattern.The TJT wrote:I liked "lick the pink" and "breath of red" in your pattern
Yeah, the first half of it is really solid and cool I think. I just developed a pattern for the sake of getting to the split-screen.
I could likely further develop the second half of that pattern to make it faster. The first half of it is really fast.
The "breath of red" I guess you mena is where red is on my butt and pops/reverses off of it just before killing me.
When I run the 'complete" pattern there actually is a facial of red right at the very end. I'm not sure if I ran that total pattern at all in that inp.
I hesitate near the end before getting the left-bottom energizer to finish the board. The complete pattern actually just goes right over to that left-bottom energizer hitting it almost exactly the same time they pop/reverse with a facial on the red monster.
If you are slow any of the last 5-10 turns you die doing that though...so in running it for the split-screen I felt it wasn't necessary so do that safer half a second sit before finishing the board.
By adding a couple of dummy frames to the beginning. I've tried the same trick with some of Rick's other inps, without any success.Chad wrote:dang gaz, you are God Gaz now! I removed the header from your conversion and it's not the same inp file, what did you do to the inp file to get it to work
- Barry Rodewald
MARP Assistant Web Maintainer

MARP Assistant Web Maintainer

Barry, I think a similar thing will work for my Marble Madness inps.
I was able back then to add some padding near the beginning and have it actually play the first maze ok instead of going into service mode.
On the second maze the fact it's a little bit out of time sync shows as a collision happens with the ball that doesn't in the actual gameplay so it's off sync.
Padding it with a couple frames of dummy data similar to what Gaz did for pacman likely would get the timing right. The only issue then would be on later mazes if the pseudo-random stuff there would be the same or not.
I was able back then to add some padding near the beginning and have it actually play the first maze ok instead of going into service mode.
On the second maze the fact it's a little bit out of time sync shows as a collision happens with the ball that doesn't in the actual gameplay so it's off sync.
Padding it with a couple frames of dummy data similar to what Gaz did for pacman likely would get the timing right. The only issue then would be on later mazes if the pseudo-random stuff there would be the same or not.

