Pacman Level 255 with Free Play option

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Pac-Man Level 255 patch by Vernon Brooks 


This patch modifies Pac-Man to start at level 255. If this level is completed the next level (level 256) is the kill screen. There are two versions of the 6E patch: a standard version (PacMan255.6E) and a freeplay mode version (PacMan255_freeplay.6E). Select one of these files and replace the ROM at 6E on the Midway Pac-Man PCB. Also replace the ROM at 6J with the file PacMan255.6J.


Revision history:



  • 1.00 05/25/2015 initial 6E patch

  • 1.01 05/27/2015 added freeplay

  • 6E patch 1.10 07/21/2015 added 6J patch to prevent Pac-Man from getting stuck above or below the tunnel


Technical info: 


The patch for the ROM at 6E changes the starting level to level 255. Note attract mode will reflect this change.

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    Pac-Man Level 255 patch by Vernon Brooks 

    This patch modifies Pac-Man to start at level 255. If this level is completed the next level (level 256) is the kill screen. There are two versions of the 6E patch: a standard version (PacMan255.6E) and a freeplay mode version (PacMan255_freeplay.6E). Select one of these files and replace the ROM at 6E on the Midway Pac-Man PCB. Also replace the ROM at 6J with the file PacMan255.6J.

    Revision history:

    • 1.00 05/25/2015 initial 6E patch
    • 1.01 05/27/2015 added freeplay 6E patch
    • 1.10 07/21/2015 added 6J patch to prevent Pac-Man from getting stuck above or below the tunnel

    Technical info: 

    The patch for the ROM at 6E changes the starting level to level 255. Note attract mode will reflect this change.

    • 4E0A = pointer into level difficulty index table for current level
    • 4E13 = current level (0-based)
    • 4E73 = pointer to level difficulty index table (68 if easy or 7D if hard)
    • 068F AF XOR A
    • 0690 32 13 4E LD ($4E13),A => C3 F0 0F JP $0FF0 ;jump to patch 087D 06 0B LD B,$0B => 06 0A LD B,$0A ;one less to not reset level to 0
    • 087F CF RST $08
    • 0880 CD C9 24 CALL $24C9
    • 0883 2A 73 4E LD HL,($4E73) => 21 7C 00 LD HL,$007C ;set 9th key difficulty
    • 0886 22 0A 4E LD ($4E0A),HL
    • 0FF0 00 00 => 3E FE LD A,$FE ;load 254 (level 255)
    • 0FF2 00 00 00 => 32 13 4E LD ($4E13),A ;set level
    • 0FF5 00 00 00 => C3 93 06 JP $0693 ;continue
    • 0FFE 48 36 => 9D D6 updated checksum

    The patch for the ROM at 6J prevents Pac-Man from getting stuck above or below the tunnel. On the kill screen Pac-Man can wraparound from anywhere on the corrupted right side of screen and reappear on the left. In most cases Pac-Man will pop into the maze but will get stuck in the areas just above or below the tunnel. This happens because those areas are comprised of wall tiles (wall tiles are codes C0-FF) therefore an invisible tunnel must be "carved" into those areas so that Pac-Man can turn around and wraparound back to the right.

    • 3442 FC => BC ;modify tiles above tunnel so Pac-Man doesn't get stuck
    • 3448 FC => BC 345B FC => BC ;modify tiles below tunnel so Pac-Man doesn't get stuck
    • 3461 FC => BC Note the ROM at 6J is not checksummed.

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