PAC-MAN for the Commodore Amiga: Writing an Operating System Friendly Game, Part 1

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I am working on a PAC-MAN for the Commodore Amiga that uses nothing but operating system calls for its graphics, sound, and scheduling. This is the first video in a series showing its development using the earliest C compiler (Lattice C 3.03).

#retrocomputing #retrogaming #gamedev

This is being done as an example of how to use the routines inside every Amiga in the context of their intended use to write software, such as games, that can cooperate in its multitasking environment.

I am writing each piece of the code as an autonomous unit, with testing harnesses, with the goal of breaking each of code out into its own Exec task, communicating with each other via MessagePorts.

I am uploading each piece to GitHub on a regular basis:
https://github.com/tschak909/amiga-pac-man

Index:
00:00 Introduction and Rationale.
02:25 Using the Hardware Directly.
05:50 Why use the Operating System?
08:22 My Environment
09:00 The methodology.
09:45 MazeDraw, drawing the maze using DrawBorder
14:50 A side-step into the custom font.
18:30 Common test harness bits.
22:00 The Makefile for each harness
25:11 DrawStage, drawing the stage icons with DrawImage
31:00 A side-step into how bitplane graphics work.
34:35 Animating PAC-MAN using Simple Sprites
43:15 These work on All Amigas




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