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Enhanced Pacman

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Submitted on: 3/19/2002 5:33:25 AM
By: Pookie 
Level: Advanced
User Rating: By 53 Users
Compatibility:VB 6.0

Users have accessed this code 13280 times.
 

(About the author)
 
     This is a pacman game I wrote which took 3 days to write, about 15 hours all up. It follows the original pacman game as close as I could and has two modes, original and enhanced, enhanced being just more prettier graphics. As I didn't use any directX, people with slower computers might find the game runs a little slow, though I'm not sure about this. :) If your computer is fairly slow and it misses frames then you could change the tmrkeyboard to 20 milliseconds and play it on turbo speed (x2 normal speed). :)

 
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Other User Comments
3/19/2002 7:55:14 AM:Jonathan Rossing
wow...
Excellent
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3/19/2002 8:31:18 AM:Edward Catchpole
looks good but haven't tried it... yet
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3/19/2002 8:37:21 AM:CodeJack
Excellent work!  I think the ghosts are 
supposed to go through the tunnels 
slower though.  5 globes for sure!
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3/19/2002 8:18:44 PM:Mr Pookie
It's been a very long time since I've 
played pacman on the arcades so there 
will be things which I have forgotten. 
I didn't know about the ghosts slow 
down in the tunnels, so thanks you for 
that. Is there anything else I've 
forgotten guys?
I know pacman is 
suppose to spin around and die, that 
was another thing I had overlooked 
until now. :)
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3/20/2002 10:20:23 AM:George
Very Good.  I like how clean the 
AI/movement code is.  Well commented.
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3/20/2002 11:10:14 AM:jazz
Excellent 
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3/20/2002 11:24:59 AM:Mr Pookie
Thank you for your votes and 
comments.
Okay, I've fixed it so 
that the ghosts moves more slowly 
though the tunnel.
Insert the 
following code into the basGhostAI 
module.
' Slow down ghosts when 
travelling through the tunnel
If .Ypos 
= 232 And (.Xpos > 376 Or .Xpos < 60) 
And .DelayTime = 0 Then 
  HitWall = 
True
End If
This code should go 
right be this line:
' if ghost can 
move, move it
If HitWall = 
False.......
:)
Mr Pookie
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3/20/2002 10:03:29 PM:VolteFace
Excellent! Totally excellent! Five 
globes.
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3/21/2002 7:56:52 AM:Norm Cook
Some of the best coding I've seen on 
PSC, well commented, logically 
indented, easy to follow naming 
conventions.  Just a couple of 
comments:  1) I changed all the Integer 
declares to Long where possible & got 
some speed improvement.  For 32 bit 
machines, it's faster to move 32 bits 
from register to register than it is to 
move 16 or 8 bits, i. e. MOV EAX, EBX 
is faster than MOV AX, BX or MOV AL, 
BL.
2)  I removed the END statements, 
all you need do is UnLoad & in the 
UnLoad event, Set frmPacMan = 
Nothing.
Five from me, keep up the 
good work.
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3/21/2002 8:04:29 AM:Mr Pookie
Thanks for that tip. I always thought 
16 and 32 bit ran the same so never 
bothered with longs unless I needed to, 
but if that's the case, I'll use longs 
more often in future. :)
With the 
End statement, I know it's not really 
needed there, I just like to put it 
there as a safety net. Sort of old 
habits die hard... :D
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3/22/2002 11:01:54 PM:Mark Davidson
Wow! Excellent game. I thing though, 
you should put bonus points sprites in 
the game when you eat a ghost monster 
so people can see how much each one is 
worth, and also when you run over the 
fruit, otherwise good job and well done.
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3/22/2002 11:06:19 PM:Mr Pookie
Sorry, forgot about putting the bonus 
points score in. :)
If anyone else 
finds any other things which needs to 
be added, please point them out to me. 
:)
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3/26/2002 9:55:56 PM:Turki A. Umairan
Wow!!! You reminded me of those "good 
old days" ;-)
5 globes
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3/26/2002 10:30:27 PM:Mr Pookie
Yep. I tried to make it as close as the 
original as possible (UnEnhanced mode). 
It's amazing how many old memories come 
back when you play it. :)
I was around 
8 years old when pacman was around and 
use to play it a lot in the shops, so 
playing this, I still sometimes get 
memories of playing it... :)
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3/27/2002 8:39:42 AM:Dylan Morley
Quality!
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3/27/2002 11:11:14 PM:Kevin m F
that background makes no sense.... 
maybe you should come up with a better 
background pic... but other than that 
its a great game
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3/27/2002 11:56:27 PM:Mr Pookie
I had to choose a picture for the 
background which could be washed out so 
it didn't override the foreground 
graphics, so choosing something 
non-contrasting like a nature scene was 
fine. I know it's not pacman, but it's 
the only pic I could find on my 
harddrive which was suitable.
It's 
easy to change the pic to whatever you 
like, simply load the bitmap into a 
paint prog and change it to something 
you would prefer. :)
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3/28/2002 5:07:06 AM:easf
the background makes PERFECT sense .. 
beauty
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3/28/2002 6:58:58 AM:Mr Pookie
Hahaha, well there you go. :)
Anyone 
who knows a little bit about coding, 
can change the picture, as well as make 
a new picture appear with each new 
level... I just didn't do that as the 
zip file would have been several meg in 
size then...
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4/17/2002 4:43:29 PM:Wacko
I tried to download this code 6 times 
and the PSC Server crashed on me 6 
times, can anyone email the code to 
me?
Thanx PPL
P.S: Mr Pookie, The 
Game Looks Good, Go My Missus 
Interested, So You Must Of Done Sommat 
Write.
Respect, 
Wacko
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4/17/2002 4:48:18 PM:Wacko
Well 7th Time Lucky!
Got It At Last, 
And I Thought That BroadBand Internet 
Was Not As Good As I Had Anticipated, 
Anyway, I WILL Be Back Later After I 
Have Had A Little Ponder @ 
It.
Respect,
Wacko
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4/17/2002 8:49:42 PM:Mr Pookie
It's amazing how many more people have 
checked it out since it was one of the 
winners of the code of the month 
(around 600 new hits in 1 day) the file 
is around 600k if my memory serves me 
correctly, and if it took you 7 times 
to DL it, lucky I didn't include the 10 
different backdrops which would have 
made it around 2.5-3 meg in size then. 
:)
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4/18/2002 4:43:47 AM:jacques
hi a loved the game. many ppl at my 
work now play it. Just some 
notes.
1. When the ghosts go blue, 
their suppose to randomly move, not AI 
move, on your game they run away from 
pacman, in the origenal one they go 
haywire.
2. when pacman goes around 
a corner and the ghost just just just 
touches it pacman dies. At the origenal 
one the ghost must at least be halfway 
in him. 
3. The ghost must just just 
be faster than pacman, not the same 
speed
4. In the origenal game not 
all ghosts were equaly smart. Red was 
smartest. Orange dumbest.
5. When 
pacman start with "Ready!" and I press 
left, pacman first goes right a bit 
then goes left
6. when the free man 
comes, the origenal game make the sound 
"DING DING DING DING DING"
7. try to 
download the origenal. But dude, your 
program rocks!! I'm playing it at lunch 
times
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4/18/2002 5:02:17 AM:Mr Pookie
Okay, thanks for all that info, I'll 
rewrite the code a bit later on and add 
thoses things to it.
It's been a 
while since I've player the original 
(around 10-15 years!) so forgotten the 
finer points of it.
It actually does 
go ding ding ding when you get an extra 
man, just that as I didn't spend much 
time on the sounds, when pacman eats a 
dot straight after getting an extra 
man, the dot sound cancels the extra 
man sound... :(
I'll upload a new 
version within a few days from now, 
depending on how much spare time I 
have. :)
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4/18/2002 11:29:40 PM:WILLY
i think it's very good. though it runs 
very slow on my computer. i'm using 
pentium III 700mhz. i tried to make 
tmrkeyboard properties to 20 but it 
still runs slow. is there another way 
to make it faster. thanx.
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4/18/2002 11:31:58 PM:Mr Pookie
Check your email willy. :)
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4/20/2002 3:21:18 PM:Question
I would like to know where got the 
level picture from.  I dont mean the 
background but the pic that has the 
level lines and dots for pacman to eat. 
 If you made it did you use something 
to make it??
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4/20/2002 9:24:49 PM:Mr Pookie
Not too sure what you are asking as the 
question is a little vague, so will 
guess that you are talking about the 
data held in memory?
I wrote a 
little program which scanned the 
original pacman picture and it drew up 
the table straight into the immediate 
window, then I simply cut and paste the 
whole thing into the game (It had 
already had the 
strdata(0)="WWWWWWWWWWWWWWWWWWWWWW" in 
it for me to grab.
It was a simple 
test of colours, if the colour was blue 
then it was a wall, if it was 
whitish-pink, then it was a dot or 
powerpill...
If you are talking 
about the picture itself, I used Paint 
Shop Pro and made several selections 
and just loaded them in and altered the 
pic to the correct brightnesses. I've 
nearly finished the updated copy of 
pacman which has 8 pics now. :)
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4/21/2002 7:08:11 AM:bassman
This code simply kicks A__. 5 Golden 
Globes from me 'cause they don't have 6.
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4/21/2002 5:32:53 PM:Ikillkenny
A very good game overall.  It's harder 
than normal Pac Man because the ghosts 
are all very smart and move quickly 
around corners (in the originail Pac 
Man going around corners was an 
effective way to get ghosts off of 
you.)  All in all a great game, 5 
globes.
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4/21/2002 9:36:36 PM:Mr Pookie
I think I better download a copy of the 
original and have a fiddle with it 
before uploading the new version of it, 
as it sounds there are a lot of things 
I may have missed about it... Thanks 
for all the info so far guys.
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4/21/2002 10:22:27 PM:Danny Weyand
Pacman was the greatest game ever and 
you did a great job of remaking it. I 
love it. Within a day I was addicted to 
it again. Anyways It's great. and 
'Computer games don't affect kids. If 
pacman affected us as kids, we'd all be 
running around in the dark, munching on 
candy and listening to repetitive 
music.' Thank god I have Pacman again!
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4/22/2002 12:20:55 AM:Mr Pookie
Funny you should say that, cause I now 
run around in the dark munching on 
candy while listening to repetitive 
music. :(
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4/22/2002 7:32:29 PM:WILLY
i change the code according to your 
suggestion, first at normal speed it 
was still slow but in insane speed it 
is quite okay. thanks i think i can 
enjoy playing your game now. i hope 
there are still many more games created 
in vb so i can learn from it. thank you 
very much again.
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4/22/2002 8:18:59 PM:Mr Pookie
The timing loop in this version of 
Pacman is triggered every 10 
milliseconds, so if the computer is 
slow, it will miss the timing so become 
20, or 30, or 40 if the computer is 
like ancient!
I've heard the older 
computers also with the timers ain't 
very accurate with timings under 55 
milliseconds, so this may be another 
problem to address...
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4/23/2002 6:03:41 PM:Niknak!!
'Computer games don't affect kids. If 
pacman affected us as kids, we'd all 
be 
running around in the dark, 
munching on 
candy and listening to 
repetitive 
music.'  I think youll 
find its 'munching on pills' not candy 
;)
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4/23/2002 7:46:11 PM:Mr Pookie
True, but maybe some people viewed the 
pills as smarties or m&m's when they 
were kids!!!!! :)
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4/25/2002 2:50:38 PM:jFurner
I read about programming games all over 
the Internet a few years back and 
stumbled upon many interesting sites. 
One site said something that may help 
newbies (not you :), though I have 
since lost the link:
The author of 
the site recommended starting with 
Tetris, for simple input handling, 
drawing, sound, and basic interface 
coding. Next was Breakout for more 
advanced physics. Then Pacman (looks 
like you skipped ahead ;) because it's 
simple and includes AI.
He said 
something about the AI that may be of 
use. He said (just like Jacques did) 
that the ghosts had different levels of 
inteligence, that was really quite 
advanced for the time. One ghost always 
went right for Pacman. Two of the other 
ghosts tried to surround Pacman so the 
first could get him and he wouldn't 
have an escape route. The last one just 
went around at random.
In case you 
were wondering, the last game on his 
list was Mario, beause then you could 
include a world bigger than the screen.
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4/25/2002 3:37:07 PM:Anders
Excellent Code!
Still a fab game 20 
years on
Keep it up
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4/25/2002 8:43:27 PM:Mr Pookie
Re: jFurner.
Interesting stuff. 
Though I would have thought pong then 
breakout then tetris as tetris has 
those different shaped objects which 
you has to use maths to calc the shape 
fitting into the blocks....
My next 
and should be final version of this 
pacman game, which I'm nearly finished 
as I don't have too much time to do it, 
has the new AI system for some ghosts, 
plus lots of other little adjustments 
from all the info people have sent to 
me via emails. ;)
So when it is 
done, I'll upload it. The only thing I 
need to do now is change the 2nd and 
3rd ghost so that they calc the escape 
route, which won't be hard to do, just 
time consuming. :)
Don't think I'll 
write a mario game as I never did get 
into that one much.
Still haven't 
decided the next little game project 
yet... :)
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4/27/2002 4:10:29 PM:Saurabh Gupta
Great work.. 5 from me!
jacques > 
FYI, Pac-Man goes slower than the 
ghosts when its eating the dots and 
faster when its not.
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4/27/2002 5:56:20 PM:Freddy
For your next game how about re-writing 
the old BASIC game Gorrila.bas it's a 
classic right?
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4/27/2002 5:56:49 PM:Freddy
P.S. Great work, 5 from me!
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4/27/2002 9:24:05 PM:Mr Pookie
I don't know the game Gorrila.bas. If 
you can point me to a website which can 
tell me about it, maybe then I can 
consider writing it. :)
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4/28/2002 10:56:57 AM:PortJump Pete
Very well done. Note on pacman
s 
death... he's supposed to 'blip out'.. 
he basicly keeps opening his mouth 
untill he is completely extraverted, 
then goes 'pop' in a little burst of 
pixels. I actually have this from when 
I bought the MS Return of Arcade back 
in '95 as well a the original ROM that 
someone turned into a playable 
screensaver. In anycase, WTG! I am very 
impressed.
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4/28/2002 12:13:42 PM:Mr Pookie
Nice.
I know about his dying 
sequence, just didn't get around to 
drawing the animation sequence for it. 
:)
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4/28/2002 9:18:22 PM:peter cant
Great!  
Really great!
I'd echo 
some of the other guys comments that 
the ghosts move minutely faster than 
pacman in normal mode, though they lose 
a little bit of ground everytime pacman 
and they turn a corner. This was vital 
to staying alive and general game play. 
Also the way AI worked as I recall 
is that the ghosts followed a fixed 
pattern for the first fifteen-twenty 
seconds, before gowing into 
aggressively pursue pac-man mode, so 
you had a window of opportunity to chew 
up a whole lot of dots before you had 
to really run.
Oh and I don't think 
Pacman made the munchy sound when he 
wasn't munching dots.
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4/28/2002 9:28:56 PM:Mr Pookie
That sound might be just the wav 
finishing off as it cuts out half way 
through the sound after each dot is 
eaten, so you will have the sound 
finish a little after he ate the last 
dot...
Thanks for all the info about 
pacman, as it's the little things that 
I have overlooked and will add to the 
next version of it.
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4/28/2002 9:42:47 PM:Peter Cant
Sorry, my comments re: the munching 
sound.  On my computer there's some 
synch problem between the munch sound 
and eating of the dot.  The computer 
appears to queue the sound so that if 
you've eaten lots of dots, the sound 
keeps coming for some time after you've 
stopped eating.  The more dots you've 
just eaten, the longer the munching 
sound persists.
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4/28/2002 9:46:17 PM:Mr Pookie
I see. might be the sound not getting 
the time to be read from the harddrive 
straight away. :)
I've fixed this in 
the update as all sounds are held in 
memory now.
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4/28/2002 9:49:28 PM:Manny
Excellent! 5 globes 4 ü
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5/9/2002 8:29:34 AM:Exea
As for the game itself, ran without a 
hitch on my computer, excellent stuff - 
5 Globes from me.
Now JFurner, that 
site you're thinking of that was 
talking about starting with Tetris and 
moving onto Breakout would be GameDev, 
a very, very good site and as soon as I 
saw this I was instantly reminded of 
that exact same tutorial on GameDev 
that you were talking about. For those 
that don't know what GameDev is, or 
haven't heard of 
it:
http://www.GameDev.net
And 
the Tutorial he was refferring to is 
at:
http://www.gamedev.net/reference/
design/features/makegames/
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5/9/2002 8:30:32 AM:Exeat
(cont. because of 1000 char 
limit)
And the exact paragraph of AI 
that everyone's touched on:
"You may 
not have been aware of this, but in the 
original Pac-Man the four different 
ghosts had different goals to trying to 
defeat you as a team. The aggressor 
would try to follow the shortest path 
to you, making you directly avoid him. 
The interceptor would try to go to a 
junction that was closest to where you 
would have to move to avoid the 
aggressor. A second interceptor would 
try to stay more towards the middle and 
try to cut you off from using the 
tunnel through the sides. The last 
ghost would sort of wander aimlessly 
about which often kept him staying in a 
section you needed to finish the 
map."
Mr Pookie might want to try 
adding that into his game, it'd sure 
make it more like the original.
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5/9/2002 9:10:32 AM:Mr Pookie
I think I know which web site you got 
that from too, as I have already read 
it word for word, but it's not in my 
bookmarks anymore so lost it again. It 
was one which explained lots of 
different games to write, and how to 
write them.... The updated version will 
have a more better AI like the 
original.
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5/10/2002 3:08:31 AM:Exeat
Yeah, it's www.gamedev.net =/
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7/16/2002 2:06:16 PM:GameDev
Mr Pookie, 
Tee game looks great. The 
improvement might be if you add say 7 
more speed levels so the user can 
select an appropriate level for his/her 
computer. I know the game runs on base 
of 2s. How do you change it to add more 
speed levels?
Thanks! Keep up the good 
work.
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7/16/2002 9:35:43 PM:Pookie
It's not that easy to make all those 
different types of speed levels as you 
said, it runs on a base of 2s. The 
game's engine would have to be 
rewritten to do this, which ain't hard, 
just a bit time consuming.
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8/26/2002 4:31:39 PM:Matt Vincent
Ya right 15 hours...
Tell the truth!
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8/26/2002 10:03:16 PM:Pookie
Well if you don't believe what I wrote, 
then thre not much I can say...
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12/13/2002 10:15:28 AM:MaradeuM
Now, gorrila.bas is the first basic 
example in the world (qbasic), realy 
nice game.
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4/30/2003 7:26:39 PM:HH
Good Work :)
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