Difference between revisions of "Homebrew:Pac-Man"

From veswiki
Jump to: navigation, search
(Binaries)
Line 32: Line 32:
  
 
== Binaries ==
 
== Binaries ==
* [http://www.bingbangboom.us/files/channelF/ves-pacman-10.29.2004.zip Build 3 (10.29.2004)]
+
* [[:File:pac-b10_playfield.7z|Build 10 bin + code (2004)]]
 
* [http://channelf.se/files/channelf/ves-pacman-11.05.2004-b11.zip Build 11 bin + code (11.05.2004)]
 
* [http://channelf.se/files/channelf/ves-pacman-11.05.2004-b11.zip Build 11 bin + code (11.05.2004)]
 
* [http://channelf.se/files/channelf/ves-pacman-11.12.2004-b14.zip Build 14 bin only (11.12.2004)]
 
* [http://channelf.se/files/channelf/ves-pacman-11.12.2004-b14.zip Build 14 bin only (11.12.2004)]

Revision as of 13:30, 15 March 2019

Recording of the finished version of Pac-Man.

An early mockup of the Pac-Man playing field.


This Pac-Man homebrew was developed by Blackbird with help from 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 intermissions... 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.

November 5th, 2009: The version that's final is done, some carts have been made already with earlier versions. Even though there are small details left that could be fixed it has come together as a very good game and appropriate version of the original game. Ended up at 14kB with all intermissions. Missing features that could have been added: 256th broken table, better tunneling...

2012: Tried adding FeRAM to keep the score after turning cart off, worked great, multiplied the number of times the highscore is written in the memory to decrease risk of trashing the score at power on/off or ejecting the cart. Recommend holding reset at such operations just to be safe. Last cartridge #50 was sold to an American fellow with this feature added. Binary and code available last in the list below. ...

In total 50 copies made, all complete with box and instruction booklet.


Binaries