This is a (successful) attempt by jotd to create a 1:1 port of the famous arcade game on Amiga 500 using 100% 68k assembly.
The display is 4:3 so scores, lives, bonuses are on the side rather than on top/botton. The gameplay layout is 1:1 vs the original, though.
REQUIRES:
- Any kickstart, 512k memory
FEATURES:
- original visual & sounds
- original ghost behaviour & speed
- 50 frames per second (PAL) even on a 1MB 68000 A500
- all levels & bonuses & intermission sequences
- original intro
- joystick controlled (port 1) & keyboard (arrows & space)
- can run directly from shell or from whdload (fast machines/complex configurations)
MINOR ISSUES:
- from floppy: crashes when exiting (not confirmed)
CREDITS:
- Jean-Francois Fabre (aka jotd): code and gfx/sfx conversion
- Andrzej Dobrowolski (aka no9): music conversion
- Frank Wille (aka phx): sfx/module player
- meynaf: random routine
- eab forum: useful advice & support
- namco: original game :)
BUILDING FROM SOURCES:
Prerequesites:
- Windows or Linux
- python
- sox
- vasm 68k
- gnu make
(besides the .bin files created from png by python, the rest of the process could be built on an amiga with phxass or some other assembler and sox for the amiga, but you have to be really mad to attempt it in 2021...)
Build process:
- To create the ".bin" files and some palette .s asm files, just run the "convert_sprites.py" python script, then use the "convert_sounds.py" python script (audio).
- python and sox must be installed to be able to perform the wav2raw conversions
- get "bitplanelib.py" (asset conversion tool needs it) at https://github.com/jotd666/amiga68ktools.git
Binary assets must be created first, then makefile must be called to create the "pacman" program