Cool, I loved that Game on my Atari VCS 2600, now I can play it on my Amiga
A downloadable game
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.
- any 68k CPU
- Kickstart 1.3, 512k memory or
- Kickstart 2.0, 1MB memory
- original visual & sounds
- original ghost behaviour & speed
- 50 frames per second (PAL) even on a 68000 A500
- all levels & bonuses & intermission sequences
- original intro
- joystick controlled (port 1) or keyboard controls (arrows + space)
- can run directly from shell or from whdload (fast machines/complex configurations)
- joystick directions/arrows: move pacman
- space/fire button: start game
- P/second button: pause
- F10 (or quitkey): quit
- ghosts in pen bounce slightly too fast in high levels
The intermissions have been changed to "Acts". The first one shows how Pac-Man and Ms. Pac-Man first meet,
the second shows the two chasing each other around the screen,
and the third shows Pac-Man and Ms. Pac-Man awaiting the arrival of Junior.
- jotd: code and gfx/sfx conversion
- no9: music conversion to protracker
- phx: sfx/module player
- mrv2k: icon
- meynaf: random routine
- eab forum: useful advice & support
- Rob Northen: unpacker (http://aminet.net/util/pack/RNC_ProPack.lha)
- 125scratch: sprite rips https://www.spriters-resource.com/arcade/mspacman/
- midway/gcc: original game :)
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Fantastic port of Ms. Pac-Man.
I did, however, note screen tearing on the second cut scene, as well as on level 7, 12, 13, 15, and 18. I was running it on both a stock Amiga 500 with 512K Chip and 512K Slow (real hardware), as well as on the WinUAE emulator for XBOX. Both exhibited similar behavior, including phantom pellets and fruit passing through walls. I was using the 2021-10 version.
If you do decide to go back into the code, here's a wish list:
1) Ability to skip cut scenes using the pause button.
2) Multiple skill levels.
3) Alternative of keyboard input with define keys option.
tearing with both mrs and mr pacman at the top? I fixed that in the meantime
about your requests:
1) Ability to skip cut scenes using the pause button. => just press ESC
2) it would just be a matter of 10000/15000 points for extra life, starting
3) could be done, but configurable keys is too annoying to code
1) I guess I'll have just park myself closer to the computer when using a controller :-]
2) Looking forward to this, if you decide to go implement that.
3) No worries. Keyboard input and config keys are a nice-to-have and not a biggie.
As for the tearing, I'm seeing pretty extreme tearing and phantom pellets in-game for levels 7, 12 13, 15, and 18. I haven't made it past 18. It seems to be the worst when fruit appears (fruit also wanders through walls). I'm using a PAL Amiga 500 (I suspect this only works in PAL mode anyway). Not sure what's setting this graphic bug off. I wish I could tell you more about it, but it's borderline-intermittent. I do know that the maze returns to normal after the character dies and is regenerated. So the 'refresh' of the board does fix the graphical issue. Although I did work for Nintendo at one time, I was purely a graphics content guy and not a coder, so I'm kind of clueless from a pure debugging standpoint.
If you can post a video somewhere I'd be interested. I have witnessed tearing on "junior" act on slow CPUs (emulation) but the game played fine.
Absolutely brilliant conversion! I do get some graphics corruption when I play it on my A600/Furia/GoTek from an ADF file. It plays mostly without corruption when booting from Workbench.
The ghosts and fruit seem super fast on my Furia, too. Is that normal?
If you need more details about it let me know - I am sure version 1.1 will be perfect!
Keep up the good work, and I vote Dig Dug next! Or maybe a perfect Galaga!
I'm sorry to hear that you have issues. I have tested it a lot with various configs and no issues. I suggest to reach out at EAB at post screenshots of the corruptions for instance. And maybe a video for the speed?
The fruit should be 2x slower than pacman. And after a while the game IS fast.
What to do next? I don't know. Perfect arcade ports are difficult. I'd go for Amidar or Phoenix, or Time Pilot.
Oh! Time Pilot would be nice! That's a fun one! I will check out the thread on EAB - and the speedups really occur by the third level.
Time Pilot (and TP 84 are both high up on my list of arcade greats). I've always hoped someone might take a stab at making more levels for Mr. Do (another Z80 game). The existing arcade levels have paths carved out in the background of zero through 9. What if there were additional levels using A through Z as the pattern? Just a thought. Or maybe a level editor and the end user could make and save levels and post them online for others. Nothing complex mind you. I'm thinking of an even simpler editor than Lode Runner. Again, great work and awesome attention to detail. The tightness of control in Ms. Pac-Man Amiga is the best I've seen. Perfect for twitch players.