DISCLAIMER - just to be safe
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YOU RUN THIS SOFTWARE AT YOUR OWN RISK. 

THERE ARE NO KNOW ISSUES THAT CAUSE FATAL PROBLEMS, BUT I CANNOT BE HELD REPONSIBLE IF YOU LOSE DATA THAT YOU HAVE NOT BACKED UP OR IF YOUR HARDWARE SUDDENLY DEVELOPS A FAULT.

The Pacman name is copyright of Namco, and all content within this game are based on the arcade machine of that name.



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SPVMan
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Hi all 

The other day I found myself with some free time, and didn't feel like working on Quake stuff, and as a big fan on Pacman, I've always meant to write my own version, and the SPV is the perfect platorm.

So after a couple of days of coding, drawing graphics and ripping sounds, here we are.

Of course this is heavily based on the Namco arcade original.

All graphics have been made by my own fair mouse.

The sound's are sampled from an original arcade machine - not sure of the legality of this, but if Namco wish me to remove them, I shall at their request.


Many thanks to all the gang at MoDaCo for the words of support, honest criticism and bug finding - thanks guys/gals.

If you spot any bugs, just let me know

muff


KEYS
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Action key enters the game, and moves from the game over screen to the intro page
Cursors control the character 
2,4,6,8 also control the character now
Backup key quits the game
volume up / down switch the sound on / off
Record button pauses/restarts the action

KNOWN ISSUES / MISSING FEATURES
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- sounds are a little harsh - but then I'm not using FMod to do mix them nicely

HISTORY
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F - fixed
+ - added

V0.10a - 26th March 2003
+ pause mode added
+ ghosts now bounce in the starting pen
+ new sound effect whilst eyes are running back to base
F lots of changes to ghost behaviour code
F ghosts now come straight back out of the pen when regenerating - no waiting - (which was my original code before I got clever :)
F extra life only at 10000, no others!!! eek!
F highscore limit now increased to 9,999,999 - challenge for fumaras :)
F 'Ready!' message + pause at start of new life (was already present between levels)
F game is faster to start off with


V0.09a - 25th March 2003
F fruit sound now slightly louder + small pause to hear it
+ now saves hiscores + sound on/off setting
F allowed the system an extra few ticks per game cycle to help stop slowdowns - sound call are the biggest cause of this problem I suspect - may go to Fmod in the future
F ghost are now slower when edible

V0.08a - 24th March 2003
+ better catch code for potential sound loop errors - hopefully the last :(

V0.07a - 24th March 2003
+ improved control system including new predictive direction ability
+ better catch code for potential sound loop errors

V0.06a - 24th March 2003
F you can no longer eat respawned ghost when the timer is still going - well spotted Gorkster - I hadn't tried eating a respawned ghost before, can't think why not :)
F ghost speeds got silly on later levels - so they've been adjusted throughout

V0.05 - 23rd March 2003
F bug meant no fruit in the statusbar - fixed now

V0.04a - 23rd March 2003
F ghost wandering from pen bug - thanks to Monolithix for spotting this one
+ numeric pad also mapped now

V0.03a - 23rd March 2003
F - end of level sound bug

V0.02a - 23rd March 2003
+ sound on/off toggle
+ fruit appear
+ sound effects
F occasionally ghosts break outside the maze
F ghost path finding is slow/weak
F no levels - speedups

V0.01a - 21st March 2003

- first public release


Contact
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pacman@jiggle.fsnet.co.uk    (will help me sort emails)
