A little follow up to a discussion started by Ade (@cmonkey ) years ago, when he ported the Pengo engine over to pac land hardware (I'll try and find the link and add it here).
This is written in JavaScript on the back of a simple bare bones port of my XBOX 360 game engine that I built for students many moons ago.
I wrote this when testing some tilemap and sprite animation routines in the last engine I wrote for students. It implements the pengo random number generator and the maze generation algorithm in the same way the z80 code does. It's quite a nice little, good enough algorithm they implemented. Doesn't maintain a direction chosen state which saves bytes (I think pengo only had about 960 bytes of RAM like Pac-Man). You can mess about with the speed and size of the generation. There is a slight bug in the pengo algorithm that sometimes causes it to leave double blocks that it shouldn't.
Pengo maze generator
Now I've retired it's time to get back to coding old hardware shizz again. So hopefully I'll start posting some stuff a bit more regularly
This is written in JavaScript on the back of a simple bare bones port of my XBOX 360 game engine that I built for students many moons ago.
I wrote this when testing some tilemap and sprite animation routines in the last engine I wrote for students. It implements the pengo random number generator and the maze generation algorithm in the same way the z80 code does. It's quite a nice little, good enough algorithm they implemented. Doesn't maintain a direction chosen state which saves bytes (I think pengo only had about 960 bytes of RAM like Pac-Man). You can mess about with the speed and size of the generation. There is a slight bug in the pengo algorithm that sometimes causes it to leave double blocks that it shouldn't.
Pengo maze generator
Now I've retired it's time to get back to coding old hardware shizz again. So hopefully I'll start posting some stuff a bit more regularly