deathshadow
24-02-2011, 09:50 PM
*** UPDATE *** version 1.6 released
Adding early stages of general MIDI and MT-32 support. (still very WIP, but cool none-the-less)
Official Site Page:
http://www.deathshadow.com/pakuPaku
Version History
http://www.deathshadow.com/pakuPaku_Revisions
(massive changes in 1.6)
Direct Download links:
http://www.deathshadow.com/downloads/paku_1_6.rar (59k)
http://www.deathshadow.com/downloads/paku_1_6.zip (67k)
Preview image:
http://www.deathshadow.com/images/pakuMenuThumb.png
Click for Larger (1024x768 - 17.1k) (http://www.deathshadow.com/images/pakuMenu.png)
Play it Live with jDOSBox (requires java)
http://www.deathshadow.com/pakuPakuLive
If you want the prebuilt .zip file for running it in jDOSBox with a custom .conf file included, you can get that here:
http://www.deathshadow.com/jdosbox/paku_1_6.zip
Which can be embedded easily into a web page with the following (valid HTML/XHTML) code.
****** [if IE]>
<object
classid="clsid:8AD9C840-044E-11D1-B3E9-00805F499D93"
width="640" height="400"
>
<![endif]****
****** [if !IE]>****
<object
type="application/x-java-applet"
width="640" height="400"
>
******<![endif]****
<param name="code" value="jdos.gui.MainApplet" />
<param name="archive" value="jdosbox_applet.jar,paku_1_6.zip" />
<param name="param1" value="-conf jar://dosbox.conf" />
<param name="param2" value="imgmount e jar://paku_1_6_160k.IMA -t floppy" />
<param name="param3" value="e:" />
<param name="param4" value="paku /cms" />
<p>
This game requires Java to function. Please either enable it in your browser, switch to a Java capable browser, or download the appropriate version off of
<a href="http://www.java.com">Oracle's Java Website</a>
</p>
</object>
Just thought I'd share that I've released a new pac-man game for Dos, with the minimum target being a 128 meg 4.77mhz 8088 with a CGA card...
What makes this one so special? It uses the "undocumented" 160x100 16 color mode -- the same one that classics like "round42", "moonbugs" and "tunneler" uses... and like "tunneler" I've got EGA/VGA support.
Unlike Jeoffrey Silverton's "tunneler" I don't just accept the odd/even 9 pixel issue on the VGA or the 50px black bar at the bottom of the EGA display -- so I reprogram the CRTC on both cards to try and force a true 640x200 or 640x400 display mode. On some clone VGA cards this does result in a stripe down one side, and on many clone EGA cards choke on the reprogram, so I've included a /safe command line option to make those cards use Silverton's technique of just reprogramming the scanline height.
I've also added a quick 3 voice audio stack, with support for adlib, C/MS (aka game blaster), Tandy/Jr and PC Speaker sound. Of these, C/MS actually sounds the best with tandy/jr a close second. (I always hated Adlib, and my code to support it is a bit dodgy). If you've got an old box with a SB 1.0 or a soundblaster 1.5/2.0 with the optional C/MS support chips installed your in for a treat -- a game by someone other than Sierra that supports it.
Runs great under DosBox, I suggest setting oplmode to CMS and using the /CMS command line option to enable that sound type, though if you like you can live with the default adlib sound -- it's still better than speaker. (kind-of)
Mostly I just made this as a stress reliever from my day job of dealing with nimrods trying to set website development back a decade with all the HTML5 nonsense -- Or should I say HTML 3.2 that they've stopped slapping a tranny doctype on and instead just slap a HTML5 one on for no good reason vomiting up presentational markup any old way. I've been on a real retrocomputing kick of late (as evidenced by my dusting off my Tandy 1000EX).
In terms of licensing I'm releasing it to the public domain, and you'll find the COMPLETE Turbo Pascal 7 source code in every major release's archive file.
I'm thinking over the next year I may release two or three more games using the same video/audio code base.
Adding early stages of general MIDI and MT-32 support. (still very WIP, but cool none-the-less)
Official Site Page:
http://www.deathshadow.com/pakuPaku
Version History
http://www.deathshadow.com/pakuPaku_Revisions
(massive changes in 1.6)
Direct Download links:
http://www.deathshadow.com/downloads/paku_1_6.rar (59k)
http://www.deathshadow.com/downloads/paku_1_6.zip (67k)
Preview image:
http://www.deathshadow.com/images/pakuMenuThumb.png
Click for Larger (1024x768 - 17.1k) (http://www.deathshadow.com/images/pakuMenu.png)
Play it Live with jDOSBox (requires java)
http://www.deathshadow.com/pakuPakuLive
If you want the prebuilt .zip file for running it in jDOSBox with a custom .conf file included, you can get that here:
http://www.deathshadow.com/jdosbox/paku_1_6.zip
Which can be embedded easily into a web page with the following (valid HTML/XHTML) code.
****** [if IE]>
<object
classid="clsid:8AD9C840-044E-11D1-B3E9-00805F499D93"
width="640" height="400"
>
<![endif]****
****** [if !IE]>****
<object
type="application/x-java-applet"
width="640" height="400"
>
******<![endif]****
<param name="code" value="jdos.gui.MainApplet" />
<param name="archive" value="jdosbox_applet.jar,paku_1_6.zip" />
<param name="param1" value="-conf jar://dosbox.conf" />
<param name="param2" value="imgmount e jar://paku_1_6_160k.IMA -t floppy" />
<param name="param3" value="e:" />
<param name="param4" value="paku /cms" />
<p>
This game requires Java to function. Please either enable it in your browser, switch to a Java capable browser, or download the appropriate version off of
<a href="http://www.java.com">Oracle's Java Website</a>
</p>
</object>
Just thought I'd share that I've released a new pac-man game for Dos, with the minimum target being a 128 meg 4.77mhz 8088 with a CGA card...
What makes this one so special? It uses the "undocumented" 160x100 16 color mode -- the same one that classics like "round42", "moonbugs" and "tunneler" uses... and like "tunneler" I've got EGA/VGA support.
Unlike Jeoffrey Silverton's "tunneler" I don't just accept the odd/even 9 pixel issue on the VGA or the 50px black bar at the bottom of the EGA display -- so I reprogram the CRTC on both cards to try and force a true 640x200 or 640x400 display mode. On some clone VGA cards this does result in a stripe down one side, and on many clone EGA cards choke on the reprogram, so I've included a /safe command line option to make those cards use Silverton's technique of just reprogramming the scanline height.
I've also added a quick 3 voice audio stack, with support for adlib, C/MS (aka game blaster), Tandy/Jr and PC Speaker sound. Of these, C/MS actually sounds the best with tandy/jr a close second. (I always hated Adlib, and my code to support it is a bit dodgy). If you've got an old box with a SB 1.0 or a soundblaster 1.5/2.0 with the optional C/MS support chips installed your in for a treat -- a game by someone other than Sierra that supports it.
Runs great under DosBox, I suggest setting oplmode to CMS and using the /CMS command line option to enable that sound type, though if you like you can live with the default adlib sound -- it's still better than speaker. (kind-of)
Mostly I just made this as a stress reliever from my day job of dealing with nimrods trying to set website development back a decade with all the HTML5 nonsense -- Or should I say HTML 3.2 that they've stopped slapping a tranny doctype on and instead just slap a HTML5 one on for no good reason vomiting up presentational markup any old way. I've been on a real retrocomputing kick of late (as evidenced by my dusting off my Tandy 1000EX).
In terms of licensing I'm releasing it to the public domain, and you'll find the COMPLETE Turbo Pascal 7 source code in every major release's archive file.
I'm thinking over the next year I may release two or three more games using the same video/audio code base.