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- ********************* DELUXE PACMAN
- ********************* Version 1.4 (Both PAL & NTSC)
- ************************
- **************************
- *****************************
- *******************************
- ********************************
- ****************************
- ************************
- ******************
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-
- 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
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