Difference between revisions of "Homebrew:Pac-Man"

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[[Image:Mockup3.1.png|frame|A mockup of the Pac-Man playing field.]]
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[[Image:Mockup3.1.png|frame|An early mockup of the Pac-Man playing field.]]
  
This Pac-Man homebrew is being developed by [[user:Admin|Blackbird]]. The current plan is to port the original Arcade game to the Channel F as closely as possible, with several easter-egg added in. The current goal is to have the game fit into 2k, and use no external [[RAM]], but the specs will be updated as time goes on.
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This Pac-Man homebrew was developed by Blackbird with help from [[User:E5frog]]. The plan was to port the original Arcade game to the Channel F as closely as possible, with several easter-egg added in. The goal was to have the game fit into 2k, with no external [[RAM]], but the specs was updated as time went by.
 
 
Feel free to visit the [[Talk:Homebrew:Pac-Man|talk page]] to comment on or help improve the game.
 
  
 
== Updates ==
 
== Updates ==
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There are some issues with it, mainly collision detection with the dots, which will be revised in the future versions.
 
There are some issues with it, mainly collision detection with the dots, which will be revised in the future versions.
  
'''August 14, 2007:''' Pac-man has been almost ready for a long time now at build 28, it has almost all the features of the real thing except for a few details. Monsters don't run away when they turn blue, monsters don't slow down in the tunnel and there's also no sliding through the tunnel, object simply disappear and reappear at the other side. There is also no speed increase and no continous soundeffects while playing except for a few clicks when eating and beeps when monsters are eatable. Oh - and there are no intermezzos...  
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'''August 14, 2007:''' Pac-man has been almost ready for a long time now at build 28, it has almost all the features of the real thing except for a few details. Monsters don't run away when they turn blue, monsters don't slow down in the tunnel and there's also no sliding through the tunnel, object simply disappear and reappear at the other side. There is also no speed increase and no continuous sound effects while playing except for a few clicks when eating and beeps when monsters are eatable. Oh - and there are no intermezzos...  
Other than that, I think we've managed to sqeeze everything in, even a nice intro.
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Other than that, I think we've managed to squeeze everything in, even a nice intro.
  
 
Game is almost 8kB and uses the extra RAM to backup scores, copy player-data (on 2-player games) and a few other things.
 
Game is almost 8kB and uses the extra RAM to backup scores, copy player-data (on 2-player games) and a few other things.
  
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...
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'''Finished''' 50 copies sold, complete with box and instruction booklet.
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Available as download below (b31):
  
Work continues.
 
  
 
== Binaries ==
 
== Binaries ==
 
* [http://www.bingbangboom.us/files/channelF/ves-pacman-10.29.2004.zip Build 3 (10.29.2004)]
 
* [http://www.bingbangboom.us/files/channelF/ves-pacman-10.29.2004.zip Build 3 (10.29.2004)]
* [http://www.bingbangboom.us/files/channelF/ves-pacman-11.05.2004-b11.zip Build 11 (11.05.2004)]
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* [http://channelf.se/files/channelf/ves-pacman-11.05.2004-b11.zip Build 11 bin + code (11.05.2004)]
* [http://www.bingbangboom.us/files/channelF/ves-pacman-11.12.2004-b14.zip Build 14 (11.12.2004)]
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* [http://channelf.se/files/channelf/ves-pacman-11.12.2004-b14.zip Build 14 bin only (11.12.2004)]
* [http://w5.nuinternet.com/s660100106/files/channelf/pac-man.bin Build 28 (BIN only)]
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* [http://channelf.se/files/channelf/ves-pacman-02.20.2006-b28.zip Build 28 bin + code (02.20.2006)]
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* [http://channelf.se/files/channelf/pac-b31.7z Build 31 bin + code (11.05.2009)]
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* [http://channelf.se/files/channelf/pac-FeRAM-hiscore.7z Build FeRAM bin + code (03.22.2012)]

Revision as of 21:07, 17 November 2012

An early mockup of the Pac-Man playing field.

This Pac-Man homebrew was developed by Blackbird with help from User:E5frog. The plan was to port the original Arcade game to the Channel F as closely as possible, with several easter-egg added in. The goal was to have the game fit into 2k, with no external RAM, but the specs was updated as time went by.

Updates

November 19, 2004: As it's the start of this page, I'm going to release build 14 here: [1] This adds some music routines (courtesy of e5frog), sprites for Pac-Man in all four directions, and the most major change, pellets! You can eat the pellets as the game keeps track, and once they are all cleared, the board will flash.

There are some issues with it, mainly collision detection with the dots, which will be revised in the future versions.

August 14, 2007: Pac-man has been almost ready for a long time now at build 28, it has almost all the features of the real thing except for a few details. Monsters don't run away when they turn blue, monsters don't slow down in the tunnel and there's also no sliding through the tunnel, object simply disappear and reappear at the other side. There is also no speed increase and no continuous sound effects while playing except for a few clicks when eating and beeps when monsters are eatable. Oh - and there are no intermezzos... Other than that, I think we've managed to squeeze everything in, even a nice intro.

Game is almost 8kB and uses the extra RAM to backup scores, copy player-data (on 2-player games) and a few other things.

...

Finished 50 copies sold, complete with box and instruction booklet. Available as download below (b31):


Binaries