Linked by Thom Holwerda on Tue 2nd Apr 2013 11:17 UTC
Games A lot of interesting stuff on the internals of one of the greatest games of all time: Pac-Man. First, recreating Pac-Man in a day. Second, a very detailed look at the artificial intelligence of each of the game's ghosts. As it turns out, each ghost had its own 'character' and approached Pac-Man in its own unique way. Third, the Pac-Man Dossier, the most detailed study of the game ever.
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Been there...
by deathshadow on Tue 2nd Apr 2013 13:54 UTC
deathshadow
Member since:
2005-07-12

The Pac Man Dossier was invaluable when I was writing my recent Pac-man ripoff/clone for early DOS machines. It too is open, more so than most FLOSS-tards are comfortable with since I just copyrighted, then went public domain since, as I keep saying if you're gonna give something away, **** sake just give it away!

DOS VERSION, circa 2011:
http://www.deathshadow.com/pakuPaku

The download includes the full Turbo Pascal 7 and assembler source code. It's a bit unique in that it uses the 'undocumented' 160x100 CGA mode (no anti-snow code for real CGA, but great on the Jr and Tandy 1k's), attempts to properly support those modes on VGA (working flawless) and EGA (not so much)... and has support for a wide range of sound cards including PC Speaker, Adlib, Tandy/Jr, CMS and even some primitive MIDI/MT32 support.

I also back in November this past year did a port to the Commodore 64 in C and assembly.

http://www.deathshadow.com/pakuPakuC64

Which leverages the doubled vertical resolution and sprite system to look a bit better than most such attempts on that platform. Certainly far closer to 'the real thing' than Atarisoft's attempt -- but that's not exactly hard since their attempt was little more than "how fast can we port the atari 400/800 version".

I also have some Java emulators up so the more timid out there can run them without playing in the emulators.

The DOS one works great:
http://www.deathshadow.com/pakuPakuLive

The C64 one has some glitches due to emulation bugs.
http://www.deathshadow.com/pakuPakuLiveC64

I have to say recreating it in a DAY sounds challenging -- mine took a lot longer than that, but for the PC one I was ice-skating uphill with what can be done on a 4.77mhz 8088, particularly in the oddball 16 color graphics mode... and the C64 one was a crash course for me in 6502 machine language and the C64's capabilities since I never really had any 6502 machines. Back in the day I was more of a TRS-80 guy so Z80 and 6809 were more my forte.

I also had to make changes to the game logic a good deal since perfectly replicating it is not entirely practical when working at 3/8ths the resolution.

Edited 2013-04-02 13:56 UTC

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