As a sidenote, to document this issue, i've added it to the google
code project as an "issue".
I believe that anyone can add more issues as they are found.
-s
On Mon, Feb 25, 2008 at 11:02 AM, Scott Lawrence <yorgle@...> wrote:
> On Mon, Feb 25, 2008 at 10:48 AM, Franklin Bowen <franklin@...> wrote:
> > I am still lurking on this group too. I am a coder though so my only
> > interest is understanding the graphics representation within the ROMs.
> >
> > If I wanted to extract the graphics from Robotron, how do I do it? Do I
> > need to create a configuration file? Or does one already exist?
>
> Ahh... You'd think by now that I'd actually have a solution for this
> particular problem... ;)
>
> Robotron, Joust, Sinistar... all of those classic Williams games (
> http://www.klov.com/manuf_detail.php?manuf_id=1729&orig_game_id=9347&sort=3
> ) don't use sprite hardware like Pac-Man and such use. Most of the
> games back then had specialized hardware for taking graphics out of a
> special rom and putting them on the screen. Williams games instead
> used bitmaps within the program roms themselves, as far as I can
> remember. (it's been a few years since I looked into this.)
>
> Turaco leverages off of this sprite mechaism... well, really it
> leverages off of the implementation in an old version in MAME to
> accomplish sprite decoding/coding. Since MAME never implemented a way
> to pull those graphics out of the williams games, turaco has never
> supported it. That's not to say it would be impossible, far from it,
> but making this implementation is a non-trivial effort.
>
> As an aside, I got approached by one of the arcade redistributors (who
> shall remain nameless) a few years back asking about the Williams
> roms. They were offering me a chunk of cash and/or some of their
> products to make the changes to Turaco to support a few of the
> Williams games. It turned into a contract proposal to change the
> graphics myself, then change a bunch of text strings in the roms to
> remove various credits and such. I felt that this was disrespectful
> of the original authors and declined it... so that never actually got
> implemented in Turaco.
>
>
> So in a nutshell; to change Williams games graphics, there's no
> facility to do that with any of the Turaco tools, nor is it possible
> currently to write a driver to add the functionality, sadly.
>
>
> I'll put it on the list of "things to be done at some point" in the
> Turaco to-do list.
>
>
>
> -s
>
> --
> Scott Lawrence
> yorgle@...
> http://www.umlautllama.com
>
--
Scott Lawrence
yorgle@...http://www.umlautllama.com
On Mon, Feb 25, 2008 at 10:48 AM, Franklin Bowen <franklin@...> wrote:
> I am still lurking on this group too. I am a coder though so my only
> interest is understanding the graphics representation within the ROMs.
>
> If I wanted to extract the graphics from Robotron, how do I do it? Do I
> need to create a configuration file? Or does one already exist?
Ahh... You'd think by now that I'd actually have a solution for this
particular problem... ;)
Robotron, Joust, Sinistar... all of those classic Williams games (
http://www.klov.com/manuf_detail.php?manuf_id=1729&orig_game_id=9347&sort=3
) don't use sprite hardware like Pac-Man and such use. Most of the
games back then had specialized hardware for taking graphics out of a
special rom and putting them on the screen. Williams games instead
used bitmaps within the program roms themselves, as far as I can
remember. (it's been a few years since I looked into this.)
Turaco leverages off of this sprite mechaism... well, really it
leverages off of the implementation in an old version in MAME to
accomplish sprite decoding/coding. Since MAME never implemented a way
to pull those graphics out of the williams games, turaco has never
supported it. That's not to say it would be impossible, far from it,
but making this implementation is a non-trivial effort.
As an aside, I got approached by one of the arcade redistributors (who
shall remain nameless) a few years back asking about the Williams
roms. They were offering me a chunk of cash and/or some of their
products to make the changes to Turaco to support a few of the
Williams games. It turned into a contract proposal to change the
graphics myself, then change a bunch of text strings in the roms to
remove various credits and such. I felt that this was disrespectful
of the original authors and declined it... so that never actually got
implemented in Turaco.
So in a nutshell; to change Williams games graphics, there's no
facility to do that with any of the Turaco tools, nor is it possible
currently to write a driver to add the functionality, sadly.
I'll put it on the list of "things to be done at some point" in the
Turaco to-do list.
-s
--
Scott Lawrence
yorgle@...http://www.umlautllama.com
I am still lurking on this group too. I am a coder though so my only
interest is understanding the graphics representation within the ROMs.
If I wanted to extract the graphics from Robotron, how do I do it? Do I
need to create a configuration file? Or does one already exist?
Thanks!
At 11:29 PM 2/24/2008, you wrote:
>For anyone interested, I've uploaded the Turaco CL project to a Google
>Code project;
>
>http://code.google.com/p/bleu-romtools/
>
>More will be coming there soon, but for now, it contains zips of the
>old Turaco/Age projects, a live turacoCL source tree (with the new
>curses-gui stuff in progress), my rom building tool "genroms", a z80
>compiler/assembler (zcc/asz80), and will soon have some game patches
>and original z80/pac code too.
>
>-s
>
>--
>Scott Lawrence
>yorgle@...
>http://www.umlautllama.com
>
>
>The Turaco CL website:
> http://www.cis.rit.edu/~jerry/Software/turacoCL
>
>The Turaco Yahoo Group:
> http://groups.yahoo.com/group/Turacory/Software/turacoCL
>
>The Turaco Yahoo Group:
> http://groups.yahoo.com/group/Turaco
>Yahoo! Groups Links
>
>
>
--
Franklin Bowen (Franklin@...)
http://fmbbowen.com/
For anyone interested, I've uploaded the Turaco CL project to a Google
Code project;
http://code.google.com/p/bleu-romtools/
More will be coming there soon, but for now, it contains zips of the
old Turaco/Age projects, a live turacoCL source tree (with the new
curses-gui stuff in progress), my rom building tool "genroms", a z80
compiler/assembler (zcc/asz80), and will soon have some game patches
and original z80/pac code too.
-s
--
Scott Lawrence
yorgle@...http://www.umlautllama.com
Nope. the drivers are remaining the same. If you want to use romsets that line up with modern MAME sets, you can just change the romnames in the .ini files. There will not be an updated ini file release set.
You can easily get the filenames for the romset you want to edit from MAME. You can use its ROM audit function to get the filenames... from there it should be straightforward to map new filenames to the old ones... perhaps use the modern MAME source to help figure out which filenames are associated with which rom banks.
If you're really having a lot of trouble with it, I can help out, but the above sould give you all of the information you need to make the changes to the driver.ini files.
To be honest, I don't know why they changed around romset filenames. That change makes no sense to me. If they really wanted to help preserve the old arcade hardware (which is their main goal, according to their website) then they would have maintained the original filenames, which hardware maintainers have been using for years. Regardless, if they would have gone to an external driver file format like the "Sparcade" emulator had before MAME was called "MAME" then it would be a non-issue... But that's neither here nor there.
sorry about the rant. ;)
-s
On Sun, Feb 17, 2008 at 2:28 PM, theboy_181 <theboy_181@...> wrote:
> I'm not sure if there's any interest in this, or if any of you are
> still out there. Is anyone still out there?
Yep, I was surprised to see a Turaco message.
> I'm not sure if there's any interest in this, or if any of you are
> still out there. Is anyone still out there?
Yes we are still here!! :) well at least I am.
Glad to see you are still keeping the project alive.
Turaco is a very usefull tool.
Hey all.
I've been playing with the "ncurses" library, and I think I'm going to
add the bitmap editor back in to TuracoCL. I'm pretty close on
getting it done.
here are some screengrabs and source bits for the new experiment.
http://www.umlautllama.com/rand/?q=guitest&b=2322
It runs in a console window/xterm type of thing. you use the keyboard
to move around (tab to change focus), and '/' brings up the Lotus
1-2-3 style menu... so you can do things like "/aqy" to exit, or "/"
then use the arrow keys and "return", and so on.
I'm not sure if there's any interest in this, or if any of you are
still out there. Is anyone still out there?
Misfit095
Told you I wasn't dead yet. This is the long overdue core upgrade.
**This is an under construction release**
Pacman driver still being worked on
All multi-games( pacmulti,menu-game,fourplay,etc.) removed until
someone can help with the rewrite
Games included in MAME removed
On a good note:
All MAGE games have been added ( coinmaster driver disabled in full
builds )
All four builds are available again
Game Total 469
http://misfitmame.mameworld.net
-----Original Message----- From: Scott Lawrence
[mailto:sdlpci@...] Sent:Monday, March
21, 200511:05 AM To: Turaco@yahoogroups.com Subject: Re: [Turaco] Misfitmame
release coming
As many of you know, I haven't really touched Turaco in quite a while now. I
made Turaco
CL, and even with its quirks, it basically does what it sets out to do. Where
do all of you
see Turaco going in the future?
I've created a poll, and i'd like you all to vote in it.
http://games.groups.yahoo.com/group/Turaco/surveys?id=1626846
-j
Enter your vote today! A new poll has been created for the
Turaco group:
Where do you see Turaco going in the future?
o Dead end. May it die a horrible death.
o A gui-based application (like Turaco Classic, but more advanced) (As a Java
application)
o more command-line based tools
o a library to be included by other applications
o integration into a paint program as a plugin (Gimp, Uberpaint/4P, etc)
To vote, please visit the following web page:
http://groups.yahoo.com/group/Turaco/surveys?id=1626846
Note: Please do not reply to this message. Poll votes are
not collected via email. To vote, you must go to the Yahoo! Groups
web site listed above.
Thanks!
--- In Turaco@yahoogroups.com, "J-Dude" <pokeman1019@y...> wrote:
> I wanted to do some starwars editing in turaco but it says it cant
> find gfxdecodes does anyone know what i can do?
Turaco only supports Raster games that have sprite hardware.
Star Wars is a vector game, so it doesn't have graphics drivers (or
support) in Turaco.
I know there's a Tempest map editor, perhaps they have an editor or
know where one might exist...
-s
In case anyone cares, I just got my MPD mspacman running, without
crashing at all. (I set it on the back burner, and picked it up again
yesterday)
http://www.cis.rit.edu/~sdlpci/Software/gamehacks
I also got the graphics for my Crazy Otto hack a little more done...
-s
Apologies to those of you who have been pending joining the group for almost a
month. I
don't check this page as often as I should.
Welcome, and enjoy!
-s
--- In Turaco@yahoogroups.com, "J-Dude" <pokeman1019@y...> wrote:
> I want to edit super pac-man mazes with AGE does anyone know of a way
> or another program to edit those mazes?
Unfortunately, as far as I know, there only exist map editors for:
- Gauntlet
- Tempest
- Bubble Bobble[*]
And none of them are editable in AGE or Turaco. :(
If you can figure out the Super Pac mazes, you could add in the functionality,
but
AGE's map editor was never really totally finished and modularized to make it
"really
easy" to add new map support.
-s
[*] although just mentioning BB reminds me that in a dream last night, I was
talking
with someone who was porting Bubble Bobble to Pac hardware... that was pretty
neat... although I couldn't figure out how she was doing it, what with all the
extra
sprites and oodles more graphics.... heh.
I've just released my 25 map pac-man hack:
http://www.cis.rit.edu/~jerry/Software/gamehacks/
It's an extension and re-working of Sil's 6 map hack. I expanded it
from 6 to 25 maps, added color support, added limited vertical tunnel
support (first map only for now)
I also expanded the map and color ordering tables to be twice the size
as before...
Does anyone know the URLs for T-Bone, Snake Eyes, Blue Justice or
Pac-Fan?
It's got the following maps:
; map 0: Sil's Vertical Map
; map 1: Hangly Man
; map 2: Puckman
; map 3: Midway
; map 4: Yorgle: Triple Tunnel
; map 5: Yorgle: Illusion
; map 6: Yorgle: Arena (Umlaut Llama)
; map 7: Sil: Ms. Pac-Man Was Here
; map 8: Sil: Power In The Tunnel
; map 9: Sil: Dangerous Bottom
; map 10: Sil: The Two Crosses
; map 11: Sil: Ms. Pac Attack was here too
; map 12: Sil: New York, New York
; map 13: Snake Eyes: Shuffle
; map 14: T-Bone: Slithery
; map 15: T-Bone: Corners
; map 16: T-Bone: Halves
; map 17: T-Bone: Sidestepping
; map 18: Jeff Morris: Xen's Revenge
; map 19: Blue Justice: Crazy 1 (WavyTunnel)
; map 20: Blue Justice: Strange 1 (Bubbles)
; map 21: Blue Justice: Strange 6 (Cloverleafs)
; map 22: Pac Fan: Ultra 1 (The Sides)
; map 23: Pac Fan: Ultra 2 (The Hand)
; map 24: Pac Fan: Ultra 4 (doublecross)
romset and asm are available on my site, link above.
-s
Hi all. I'm amassing a 24 map pacman hack (and perhaps a 20 map mspac
hack as well) and I'd like to hear your suggestions for favorite pac
maps to play on.
Obviously:
Hangly man
Puckman
Midway Pac-Man
Ms Pac-Man (4 mazes)
Miss Pac Plus (4 mazes)
Then from there, the fan created ones:
Xen's Revenge
..??..
suggestions?
For any of you interested, I just found out that Yahoo Groups has RSS
feeds for some groups, including this one
http://rss.groups.yahoo.com/group/turaco/rss
I also set up a livejournal rss mirror for it, under the name
"turaco_rss", as seen here:
http://www.livejournal.com/users/turaco_rss
Now all we need is some game-hacking related content! ;)
-s
I was really far into debt.
Like Most I was in Financial dispair.
I could not seem to get ahead no matter how hard I tried.
Untill I found this place.
http://steppingupnow.place.cc
If you are in debt they can help you out.
Check them out today I did.
This email was sent because you joined our group.
If you do not wish to recieve any emails, unsubscribe.
by sending a mail here Turaco-unsubscribe@yahoogroups.com
I like the one in Ms. Pac that has the two tunnels on each side.
Now I'm thinking that its not in the original game!
--- In Turaco@yahoogroups.com, Scott Lawrence <sdlpci@c...> wrote:
> What do all of you consider to be your favorite Pac/Ms. Pac mazes?
>
> I personally like the "Attack"/"Miss Pac Plus" maps a it more than
the
> original maps.
>
> The "Xen's Revenge" and "Ultra" maps look pretty cool too...
>
> Thoughts?
>
> -s
>
> --
> Scott "Jerry" Lawrence sdlpci@c...
> ld b, #0x05
> call #0x2c5e