File:Super pakpak.zip
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Super PakPak for Windows
File Summary
File | Super PakPak | |
Version | 1 | |
File size | 918 KB | |
Release date | August 5 | |
Release year | 2010 | |
Type | Video game | |
Platform | NES | |
Requirements | ||
License | Freeware |
Game Summary
Developer | Fuzb | |
Publisher | AOH Games | |
Original release date | ||
Original release year | [[:Finnish games:|]] | |
Genre | Action | |
Subgenre | Cave-flying | |
Series | [[:Finnish games:|]] | |
Article | Super PakPak | |
Website | {{{Website}}} |
FILE_ID.DIZ
SUPER PAKPAK is a 2-4 player Spacewar!/Thrust/Gravity force style game for Nintendo Entertainment System and Famicom.
MANUAL
______________________________________________________________________________ __ _____ _____. ________ ____ _______ \_\\ (______\ |_____/ __ /_/ _/__ _/ _ / __________ _\____ Y | / / / _/ Y / _/| .___________ ::\ | | Y | | _ __/\ Y | _ | | /:: :| : |_____ |_________|\___| \____ ____Y | : |: :| . `-----' `----' `----' . |: :| ________ _____ _____._____ ________ _____ _____._____ . |: :| / __ // _ \_\ | // __ // _ \_\ | / . |: :| _ / / / _ Y _ _/. / / _ Y _ _/. : |: :|_____/ /_ __/| Y | | | __/| Y | | | |H7/dS!|: <<-------- \___| |____| |____| |\___| |____| |____| | ------->> `----' `----' `----' `----' I N S T R U C T I O N B O O K L E T Assembly 2010 Summer GameDev Version ______________________________________________________________________________ [Table of Contents] 1. INTRODUCTION 2. GAMEPLAY & RULES 3. TOOLS USED FOR CREATING THE GAME AND CREDITS 4. PLAYING THE GAME ON A REAL CARTRIDGE 5. MULTI-PLAYER GAME 6. ANALOG CONTROLLER 7. CONTACT INFO ______________________________________________________________________________ 1. INTRODUCTION SUPER PAKPAK is a 2-4 player Spacewar!/Thrust/Gravity force style game for Nintendo Entertainment System and Famicom. It was programmed in a few weeks during the year 2010, and was submitted as an official entry for the Assembly Summer 2010 Game Development competition in Helsinki, Finland. This game is completely FREE. To play it, you need a fairly accurate emulator (do NOT use Nesticle!). ______________________________________________________________________________ 2. GAMEPLAY & RULES At least two players are needed to start the game. HOLD button A at the start menu to begin a game. The game will begin after the counter counts to zero. In two player games, you need to get two kills in a round before the level ends. In three or four player games, the level ends when there is only one ship remaining. During the game you can use the following keys: START - Pause (during a pause you can return to the main menu by pressing the buttons DOWN, SELECT, A and B at the same time) LEFT, RIGHT - Turn the ship A - Throttle button increases the speed. When the ship has suffered enough damage, it bursts into flames and can not gain enough speed, hence it becomes harder to maneuver. B - Fire button fires the basic weapon. DOWN - Launches the secondary weapon. If you are landed on a base, this button changes the secondary weapon. Note that you can't fire the secondary weapon while touching the base, and it is momentarily inactive right after you leave the base or right after launching it. The weapon icon is shown on the statusbar, and it will flash when the weapon is unavailable. The secondary weapons are the following: BOMB - Drops down from the ship, explodes and emits 4 bullets upwards. Be careful not to launch this while you are near the ground or the enemy. The bomb itself does not do much direct damage (twice a bullet's). SPRAY CANNON - Emits a 4-bullet spray MINE - Could be planted anywhere. Does very high damage (3x a bullet's) and disappears after a while. VORTEX CANNON - Shoots thru any object, except the impenetrable walls. This does twice a bullet's damage. TELEPORT - Transports the ship to a random starting location. This is useful when trying to avoid a tight spot. You get a point by destroying another ship. If a ship gets destroyed indirectly (lava or crashing into a wall), the ship that damaged it the last time during the round will get a point. If a ship shoots itself or gets blown by an explosive in the level triggered by the ship itself, no one gets a point. There are 12 scenes in the game, after the 12th scene the game is reverted back to the first scene. After any player gets 50 points, the game ends and an end screen will appear. ______________________________________________________________________________ 3. TOOLS USED FOR CREATING THIS GAME AND CREDITS Programming, graphics and levels: fuzb Title screen logo & Artwork: lowhiz Music: quarren Textfile ASCII: h7 -- Compiler and code editing tools: NESASM3 (by BunnyBoy), Programmer's Notepad (by Simon Steele) Graphic tools: Tile Layer Pro (by Kent Hansen), Autodesk Animator Pro, Autodesk 3D Studio 3, Microsoft Paint, Paint Shop Pro. Level editor and packer: Pin Eight NES Tools (by Damian Yerrick) Music tracker: FamiTracker (by jsr) Music engine: FamiTracker player (by jsr, ported for NESASM by banshaku) In-game sound routines: Modified from Fighter F-8000 (by KHS) Emulators: Nintendulator (by Quietust), Nestopia (by Martin Freij) Hardware: PowerPAK (by BunnyBoy), Nintendo AV Famicom Lookup tables: QuickBasic 4.5 NES Documentation and info: http://nesdev.parodius.com/ http://wiki.nesdev.com/ http://nesdev.parodius.com/bbs/index.php MD5 of the original ROM: 9f4c7dab70be2af37cadc5be0166023d *superpakpak.nes ______________________________________________________________________________ 4. PLAYING THE GAME ON A REAL CONSOLE If you don't have a PowerPak, you can still play SUPER PAKPAK on a real NES. Get a UNROM (Pro Wrestling, Ikari, the original Contra, Rygar) donor cartridge and remove the PRG ROM chip. The other chip is a RAM, and it should not be removed. Burn a 27C512 EPROM with the game ROM (don't include the INES header which is the first 16 bytes). Bend up pin 22 of the EPROM and solder the chip in the place of the old PRG ROM. Solder a jumper wire from pin 22 to pin 14. The original ROM pinout is the following. ---_--- PRG A15 - |01 28| - +5V PRG A12 - |02 27| - PRG A14 PRG A7 - |03 26| - PRG A13 PRG A6 - |04 25| - PRG A8 PRG A5 - |05 24| - PRG A9 PRG A4 - |06 23| - PRG A11 PRG A3 - |07 22| - PRG A16 (This is /OE&VPP in the EPROM) PRG A2 - |08 21| - PRG A10 PRG A1 - |09 20| - PRG /CE PRG A0 - |10 19| - PRG D7 PRG D0 - |11 18| - PRG D6 PRG D1 - |12 17| - PRG D5 PRG D2 - |13 16| - PRG D4 GND - |14 15| - PRG D3 ------- The 27C512 EPROM pinout is almost the same! Only the Pin 22 is Output enable/Programming voltage supply. The EPROM's Pin 22 should be pulled up and tied to ground (Pin 14). The original PRG A16 pin is not needed, because our game is only 64 kilobytes. If you don't want to break an existing cartridge, you can buy a "ReproPak" PCB and a nice case from http://www.retrousb.com/. ______________________________________________________________________________ 5. MULTI-PLAYER GAME You can play with a NES Four Score/NES Satellite adapter, or if you have a Famicom System, you can use regular Famicom multi-player controllers. If you have a regular NES, and you don't have a Four Score/Satellite, it is possible to hack two more controllers into the expansion port at the bottom of the NES (this actually adds Famicom multi-player feature to your NES, which is supported by some Japanese games). This is the controller pinout: +- GND - |O\ CLK - |OO\ - +5V Strobe - |OO| - D3 D0 - |OO| - D4 +--+ This is the expansion port pinout: +-------\ +5V |01 48| +5V GND |02 47| GND Audio In |03 46| NC R/W |04 45| Out2 (from CPU) A15 |05 44| Out1 (from CPU) Cart con. pin #51 |06 43| Out0 (from CPU- strobe on sticks) Cart con. pin #52 |07 42| Cart con. pin #16 Cart con. pin #53 |08 41| Cart con. pin #17 Cart con. pin #54 |09 40| Cart con. pin #18 Cart con. pin #55 |10 39| Cart con. pin #19 /OE for stick 2 |11 38| Cart con. pin #20 Player #1 D1 |12 37| /OE for stick 1 Player #1 D3 |13 36| Player #1 D4 /IRQ |14 35| Player #1 D0 Player #2 D2 |15 34| /OE for stick 1 Player #2 D3 |16 33| Player #1 D2 /OE for stick 2 |17 32| D0 Player #2,D4 |18 31| D1 Player #2,D0 |19 30| D2 Player #2,D1 |20 29| D3 Audio out |21 28| D4 Video out |22 27| D5 +9V |23 26| D6 4.00MHz CLK |24 25| D7 +-------/ Expansion Connector Wire them the following way: Controller 3: GND ----> Expansion port pin 2 or 47 (GND). +5V ----> Expansion port pin 1 or 48 (+5V). CLK ----> Expansion port pin 34 or 37 (/OE for stick 1) Strobe -> Expansion port pin 43 (Out0 - strobe on sticks) D0 ----> Expansion port pin 12 (Player #1 D1) (NOTE: Not to D0 !!) Controller 4: GND ----> Expansion port pin 2 or 47 (GND). +5V ----> Expansion port pin 1 or 48 (+5V). CLK ----> Expansion port pin 11 or 17 (/OE for stick 2) Strobe -> Expansion port pin 43 (Out0 - strobe on sticks) D0 ----> Expansion port pin 20 (Player #2 D1) (NOTE: Not to D0 !!) Pinouts are from Kevin Horton's document "NES Cart Types" (http://kevtris.org/nes/nestuff2.txt). ______________________________________________________________________________ 6. ANALOG CONTROLLER SUPER PAKPAK supports an analog controller! Too bad this analog controller does not exist yet. The analog controller DOES NOT work with a Four Score, only with the Famicom style multitap. If you want to try to make one, here are the shift register bits: +--------------------------------------------------------+ |Read# 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | +----+---------------------------------------------------+ | Joy#1/Joy#2 | +---------------------------------------------------+ | A | B | Select | Start | Up | Down | Left | Right | +---------------------------------------------------+ +-----------------------------------------------+ | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | +-----------------------------------------------+ | Analog | +-----------------------------------------------+ | D7 | D6 | D5 | D4 | D3 | D2 | D1 | D0 | +-----------------------------------------------+ +---------------------------------------+ | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | +---------------------------------------+ | Adapter info | +---------------------------------------+ | 1 | 1 | 0 | 0 | 1 | 0 | 1 | 1 | +---------------------------------------+ A good candidate would be a microcontroller with AD and a potentiometer with the stopper inside removed, so it rotates 360 degrees. You could also implement it in pure TTL logic and use an old AD080x AD-converter! ______________________________________________________________________________ 7. CONTACT INFO You can e-mail the author at: fuzb@***.fi You can find the author from IRC: fuzb @ ircnet/quakenet ______________________________________________________________________________
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