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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RE[4]: Been there...
by deathshadow on Tue 2nd Apr 2013 20:46 UTC in reply to "RE[3]: Been there..."
deathshadow
Member since:
2005-07-12

Can't say I'm familiar with or come across that... was it specific to a certain platform? Sounds similar to the TRS-80 arrow key placements, which were a pain since you needed both hands for arrow leaving no hands free for anything else. Certainly not seen that one on any PC, TRS-80 or Commodore software. (Lemme guess, Apple?)

Most C64 software I ever dealt with was IJKM, didn't find out why until I wrote the '64 verions -- they're all on the same CIA port. WASD actually took two port reads.. QAOP would be four separate ports on CIA1. Similarly you did see WASZ on some C64 programs -- or even both WASZ and IJKM for multiplayer, as it too is on a single port read.

http://www.c64-wiki.com/index.php/Keyboard#Keyboard_Map

It's generally nicer when you only need to read one or two ports. Even more so when trying to mask the joystick so it doesn't register as keypresses.

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