******** ****************** ********** *********** ************ o************* ******************************** ******************************* ***************************** ************************** ************************ ********************* DELUXE PACMAN ********************* Version 1.4 (Both PAL & NTSC) ************************ ************************** ***************************** ******************************* ******************************** **************************** ************************ ****************** ******** MADE BY Edgar M. Vigdal, 5830 LUSTER, NORWAY. _________________________________________________________________ / \ | This game is shareware, so if you use it, like it and/or have it | | in you collection then PLEASE send $10, £5 or 50 NOK to.. | | | | Edgar M. Vigdal, 5830 LUSTER, NORWAY. | | | | If you want to use this game in public-domain libraries, | | and are earning money one my hard work, then | | please send me a bigger fee ($25 -->). | | | | If you send me the fee and a disk, I will return the disk with | | the latest version and some other programs I have made. | | | | When you register, please specify what Amiga you have and amount | | of memory and the version of the game. | | | | Please read the 'ShareWare.Text' for more info about shareware. | \_________________________________________________________________/ This is my personal version of the old, but still wonderful game PacMan (or maybe Jelly Monster). It's not a copy of the original because I have never played the arcade machine. The game is made after some good memories of the game 'Jelly Monster' on the VIC-20. This game was one of the first games I had on the old 4KB computer, and me and my brother was fighting like mad to beat each others high score. The heart beated, the adrenaline was flowing in great amounts and the fingers shivered. I never had so much fun with any game on all the other computers I've tried since. (Hmm, maybe the SiliconGraphics, IRIS Indigo Elan!. Realtime ray-tracing in 24bit is wonderful! (It's my dream machine! (But, with a price tag of $50000 here in Norway, it's only a dream.))). I hope you will like this version of PacMan (Jelly Monster?!). ----<>---- HOW TO INSTALL DELUXE PACMAN ----<>---- THIS ONLY FOR DOS VERSION. TO DISK ------- [1] Format and install a disk, then copy the following files to the disk. PacMan (The game) PacMan.data (The data for gfx,sfx...) CD (A dos file, look in the C: directory for it.) Create a directory called 'S', and one called 'L' on the disk. The 'L' directory is not quite necessary, but it it may be nice to have. Then make a startup-sequence in the 'S' directory that looks something like this.. CD df0: PacMan and copy the following file to the 'L' directory.. disk.validator If you now reboot the machine with the disk in the drive, the game should load and start. [2.1] If you want to use the workbench, then you must create the following directory on the disk... S, Libs, C, L Then copy the following files to the Libs directory.. info.library, icon.library and the following files to the C directory.. LoadWB, EndCLI and the following file to the L directory.. disk.validator Then make a startup-sequence in the 'S' directory that looks something like this.. LoadWB EndCLI You must of course copy the pacman files to the disk. PacMan PacMan.info PacMan.data Now reboot the machine and wait for the workbench to appear on the screen. Then double click on the disk icon and then on the pacman icon. The game should now load and start. [2.2] Or you can copy the PacMan files to a formated disk. And start up your workbench disk and insert the PacMan disk when the workbench is ready. Open the PacMan disk and start Deluxe Pacman by clicking on the PacMan icon. NOTE If you only have 512KB of memory in your Amiga then make a directory named 'C' on the disk and copy the following file to the 'C' directory Add44K (This should be supplied with Deluxe PacMan) and add this to the top of the startup-sequence. Add44K PacMan This small utility will free 44 Kilobytes from the system memory. The game should now get just enough memory to load and start. If not, then disconnect any extra disk drives and try again. If you want the high scores to be saved to the disk, then keep the disk write enabled. If you still can't get it to work, then send me the small fee and a disk and I will send you the trackdisk version. HARDDISK -------- Copy the following files to your games directory. PacMan PacMan.info PacMan.data Load workbench, open your game directory and click on the pacman icon and the game should load. Or drag the Deluxe_PacMan directory to your games directory, and open it and select the PacMan icon to start. ----<>---- HOW TO CONTROL DELUXE PACMAN ----<>---- The game can be controlled in many ways. You can use a joystick in port 2, or the keyboard, or even the mouse. Joystick -------- Up = move pacman up | | Left = move pacman left ---+--- Right = move pacman right | | Down = move pacman down Firebutton to shoot when pacman have the gun. Keyboard -------- For right handed the following keys can be used... [8] (keypad) [P] Cursor Up | [4] (Keypad) | [6] (Keypad) [L] ----+---- ['] Cursor Left | Cursor Right | [2] (Keypad) [.] Cursor Down and for left handed the following keys can be used... [W] | [A] ---+--- [D] | [X] Press [SPACE] to shoot when pacman have the gun. Other key and their actions... [F1] Starts one player game. This is the default mode. [F2] Starts two players game. [F10] Pauses the game. [1] Beginners game mode (really slow!) [2] Normal game mode. [3] Expert game mode. [E] Toggle music and sound effects. [H] Hall Of Fame. [A] About the game. [B] Boss key. (Read 'BOSS FUNCTION'. Only DOS) [M] More info (Only trackdisk version) [ESC] Quit the game. [SPACE] Starts the game, same as button on joystick. Mouse ----- The mouse can also be used to control the pacman. Just move the mouse in the direction you want to turn pacman. This is a bit sensitive , but with a bit of training it can be used. (I've scored over 200000 with the mouse!) (NOTE: In version 1.2 this function is improved a bit) ----<>---- HOW TO PLAY DELUXE PACMAN ----<>---- The game is like this. Our yellow hero pacman must eat all of the pills in the maze to get to the next maze. But danger lurks in the maze. Four evil ghosts is looking for pacman, and they want to stop pacman from getting to the next maze. In the maze there are some power pills that pacman can eat, and now he can kill the ghosts for a limited time. There are also some fruits that popup from time to time, and pacman can eat these for extra bonus points. And sometimes some special tools will popup. When eaten they may effect pacman or the pills or even the ghosts. Some will speed up pacman, some will give random points and some will lead to extra levels. I hope you have got the plot by now because it's really simple, just survive in the maze as long as possible and get the highest score. Here are a short description of the tools: EXTRA.. When you have collected all of the five letters you will get one extra life and move you to the extra levels. SPEED UP.. This tool comes in two versions, one normal speed up and one hyper speed. SHIELD.. This will protect PacMan against the ghosts. The ghosts can not kill PacMan when he have the shield. GLUE.. This will slow down the ghosts. FREEZE.. This will freeze the ghosts for a short time. DYNAMITE.. This will make the ghosts explode, and give you 5000 points for each ghost. x2.. This will multiplay every point you get by two. x5.. This will multiplay every point you get by five. DIAMOND.. This will change all the pills into diamonds for a short time. PRESENT.. This will give you a high random score for each pill you take. Very good !! CLOCK.. This will give you some extra tool time. Each tool will last a bit longer. EXTRA LEVEL.. This will send PacMan to an extra level. There are five extra levels, and if you manage to clear the extra level you will get 50000 points. You will not loose any lives on the extra levels. If you have the extended version there will be ten extra levels. JUMP.. This will send PacMan to a random level. GUN.. This will make PacMan able to shoot the ghost and get a random high score for each ghost. TIPS: I+f a g+h+o+s+t i+s i+n t+h+e t+u+n+n+e+l, y+o+u c+a+n p+a+s+s t+r+u+e t+h+e t+u+n+n+e+l w+i+t+h+o+u+t g+e+t+t+i+n+g k+i+l+l+e+d. I+f y+o+u m+a+n+a+g+e t+o t+a+k+e 4 p+o+w+e+r+p+i+l+l+s a+f+t+e+r e+a+c+h o+t+h+e+r y+o+u w+i+l+l g+e+t t+o t+h+e e+x+t+r+a l+e+v+e+l+s. E+v+e+r+y t+i+m+e y+o+u g+e+t a+l+l t+h+e g+h+o+s+t+s i+n o+n+e g+o, y+o+u w+i+l+l i+n+c+r+e+a+s+e t+h+e c+h+a+n+c+e o+f g+e+t+t+i+n+g t+h+e m+o+r+e v+a+l+u+e+d t+o+o+l+s. (D+I+A+M+O+N+D,P+R+E+S+E+N+T a+n+d E+X+T+R+A L+E+V+E+L). T+h+e g+u+n c+a+n g+i+v+e y+o+u v+e+r+y m+a+n+y p+o+i+n+t+s i+f y+o+u u+s+e i+t c+o+r+r+e+c+t+l+y. Have fun !!! ----<>---- SOME EXTRA FEATURES IN DELUXE PACMAN ----<>---- PAL/NTSC -------- The game will hopefully detect NTSC machines, and if detected it will display a message. The user can now choose if he want to toggle the 50/60 Hz switch or go for the 200 lines mode. If the machine have the ECS Agnus, it will switch from 60Hz to 50Hz and emulate the PAL system (I hope so!?). If you don't notice any changes after the switch, I assume you don't have the ECS chip. (If you have it and no change occured, then please contact me!!) If you have a PAL (50Hz) machine, you can force the game into 60Hz by holding the left mousebutton pressed while the game load. If you have the ECS Agnus, the game will get a bit more 'arcade' look (that's what I feel (but also a bit more speedy (harder??))). MUSIC 1 MB CHIP OR MORE ONLY!! ----- DOS VERSION: If you get sick of the music you can change it. You just copy two of your favourite SoundTracker module to the PacMan disk/directory and rename them to 'PacMan.Music1' and 'PacMan.Music2'. If there is enough memory when the game has loaded, it will load the two modules and use them instead of the default music. The first melody, 'PacMan.Music1' , will be played on the title screen and in the game, and the second will be played on the hall of fame screen. The play routine used is the ProTracker1.11b routine, so most of the modules around should work. If the extra music is used then the music will be played to the end before the game goes into demo or leave the Hall of Fame part. TRACKDISK VERSION: If you know how to write tracks onto a disk, then you can even change the music on the trackdisk version. If you have an assembler that can write sectors of data, eg. AsmOne or some Seka clones, you must use the following format and procedure. (Some use 'sectors' and other will use 'blocks', but according to AsmOne a sector is 512 bytes.) At sector 800 MUSI ;The 4 letters 'MUSI', this is ;the header identifier. 4 bytes. SIZE_music1 ;This is a longword with the ;size of module1 in bytes. SIZE_music2 ;This is a longword with the ;size of module2 in bytes. Music1 . . . Music2 . . . MAX_SECTOR ;Do use any blocks after 1757. Here is a source the can be use with the AsmOne assembler. ;------------------------------------------------------------------------- ; ; WRITE_MUSIC version 1.0 FOR TRACKDISK VERSION!!! ; ; Plass the right file name in the source and place PacMan Disk in ; df0, then assemble the source. ; ;------------------------------------------------------------------------- START_BLOCK = 800 ;Place music at 800 and after... MAX_BLOCK = 1757 ;Last block that can be used, ;hiscore block follows. ; Some macros the will write out the music to the disk. ; AUTO WS\S1\START_BLOCK\Size1\ AUTO WS\S2\START_BLOCK+Size1\Size2\ SECTION Music,DATA_C ;Use CHIP to get the WS command to work. S1: dc.b "MUSI" ;Header identifier dc.l E1-S1 ;Size of music 1 dc.l E2-S2 ;Size of music 2 ; Filename for song 1 INCBIN "MUSIC:MODULES/mod.nightlight" ;Include the file E1: Size1=((E1-S1)/512)+1 ; Filename for song 2 S2: INCBIN "MUSIC:MODULES/mod.Night-Club-Theme" ;Include the file E2: Size2=((E2-S2)/512)+1 ; Test that the files will fit onto the disk ; IF START_BLOCK+Size1+Size2>MAX_BLOCK FAIL ENDC ;-------------------------------------------------------------------------- ;END OF SOURCE. PROCESSORS.... -------------- I have tested it on a 512KB A1000 and a 3Mb A2000, with and without workbench. I don't know if it works on MC68020/30/40 processors, but I have tried to not use any CPU delays and silly tricks. If it don't work ,please contact me !! (* I now know that it works on MC68020, and then it should work on MC68030 and maybe MC68040 *070692*). (I now know that it work on MC68030 too *201092*). I've also tested it on Kickstart 1.1, 1.2, 1.3 and a developers version of OS2.0. I believe it should work on any kickstart, since all calls to the system is done the way it should be done (through offsets (Not the way the authors of some of the Abacus books do, they make jumps right to the addresses in the ROM. Very nasty !!!!!!)) If you get the OUT OF MEMORY message, then disconnect any external disk-drives. Set DF0: as bootdisk, switch of any drives with the boot-menu (WB2.04). Remove or rename the 'PacMan.Extra' file. Remove any extra music, and try again. BOSS FUNCTION.... ONLY DOS VERSION! ----------------- If you are playing the game at work and the boss suddenly appear, you just press the [B] key and the game will close the screen, and a window with a virus scanning device will be opened up. You can then say that you are testing out a new virus killer and ....... You return to the game by pressing both mousebuttons. NOTE: This function will return you to the main menu, so be careful! ----<>---- CREDITS FOR DELUXE PACMAN ----<>---- All coding, graphics and sound effects by Edgar M. Vigdal. Music by unknown. A special thanks to Toru Iwatani, for creating PacMan. ----<>---- NEXT DELUXE GAME ----<>---- I have just start on my version of the game Donkey Kong, so if I get any response on the PacMan game, I may finish this game. If anybody got any info about the Kong game then I would be very grateful if you could send me a copy. (maps,pictures,sound,text...) Or, if you have another favourite from the good old C64 that you would like to see one the mighty Amiga, then send description and info. Maybe JumpMan ??? (it was really lovely!!!!) ********************************************************************** Feel free to contact me for swapping ideas, demos, utilities... ***************** * H I S T O R Y * ******************************************************************************** * * Version Fixed Date * ~~~~~~~ ~~~~~ ~~~~ * 1.0 First release 280592 * * 1.1 - Look in the correct directory for 070692 * data or PACMAN:, if from WB. * - Trackdisk version implemented. * - Gun and magnet added. * - Runback module changed. (Bug on OS2.0) * - Protracker playroutine added. * - Load new music added. * - Other bugs fixed. * - Finally got the hang of the argument passing * from workbench or CLI, so now it should load * data from the right place. * * 1.1A - Added 'Get ready players'. 070892 * - Now have 20 levels and 5 extra levels * - Official Fred Fish release (Fish-717) * * 1.2 251092 * - Fixed some bugs. Thanks to Christopher Salomon * for finding that strange bug on the extra * level, you most really have played a lot to * find that one. * - Added separate hall-of-fame for the 3 speeds. * Thanks to Thorsten Kollstede for the idea. * - Added some fading. * - Changed the Magnet tool to a Jump function. * The magnet didn't work as intended. * - 'Boss wanders by' function added. * - Fixed DOS & trackdisk version, so that it * searches for extra module & extra music. * * 1.3 - Fixed some small bugs. 301292 * * 1.4 - Changed some routines. 160193 * * * If you find any bugs then PLEASE let me know. Try and describe the * exact situation and your setup, and I may be able to fix the bug. * ******************************************************************************** * S P E C I F I C A T I O N * ***************************** * * Source code - 15340 lines of assembler code. (313KB) * (4 version in one source code and some utilities) * Graphics - 32 Colour, 362 KB raw and crunched data. * Sound - 54 sound effects synthetic. * - 82 Kb samples and music. * ******************************************************************************** __ /// __ /// \\\/// Thanks to \XX/ Amiga for being the best computer ever !!! And a special greeting to those who sendt me the fee, THANK YOU!! To magazin authors/editors: ~~~~~~~~~~~~~~~~~~~~~~~~~~~ If this game is reviewed in your magazin, then please send me a copy of your magazine or the review. That way I can get some ideas for improvment and things to fix! EMW