![]() The generator generates an address within 0x0000 and 0x1FFF to read the last few bits of. The blue ghost behavior is random in that it uses a random seed generator that is called every time that a blue ghost needs to make a decision. ![]() Plus, red is usually close enough to you that orange will go into \"near\" mode if he gets close to red. Orange's \"far\" mode rarely leaves him doubled up on top of Red due to the fact that their home quadrants are on opposite sides of the map and \"scatter\" mode repeatedly separates them. He will usually only \"chase\" you if you happen to be in the path between him and the lower left of the screen. If you are in the lower left, he will circle his favorite island indefinitely. Unless you happen to be in the lower left region, his about-face will soon take him into \"far\" mode again, and he will circle back toward your area. This gets him in the same general area of the maze, but then in \"near\" mode, he has a bizarre change of heart and decides to head for his corner of the maze (lower left island). In \"far\" mode, he heads toward Pac-Man using Blinky's logic. Has two modes, \"near\" (within 8 tiles of Pac-Man) and \"far\" (farther away than 8 tiles). The nick \"Guzuta\" means someone who lags behind. Orange - Clyde: Otoboke - \"Guzuta\" (Otoboke = Pretending Ignorance). It makes sense that the closer the red ghost is to Pac-Man (technically, the closer he is to the spot two spaces in front of Pac-Man), the more predictable Inky's behavior appears. No wonder his alternate name on the Puck-Man rom is \"Stylist\"! His regular name, Kimagure (\"Whimsy\") is also appropriate. On a fast-moving playing field with Pac-Man and the red ghost constantly changing position, that \"x\" can be jumping all over the place and sometimes Inky's behavior seems completely random - but it's not. Inky wants to reach that \"x.\" The fact that Inky's AI has two inputs instead of one makes his behavior more complex. Now extend that line twice as far in the same direction and draw an \"x\" where it winds up. To envision Inky's target, draw a line from the Red ghost to the spot 2 tiles in front of Pac-Man. Inputs, are the square two tiles in front of Pac-Man, and the location of the Red ghost. Note that if the space four tiles in front of you is on the other side of a wall, he will go over there in preference to the side you are on.īlue - Inky: Kimagure - \"Aosuke\" (kimagure = fickle/moody/uneven temper). If you face him or turn off to a side, he may turn away from you if that provides a shorter route to the target than running through you. If you're facing away from Pinky, he will chase you (his \"target\" is now in front of both you and him). At close range, the direction you face can mean life or death. ![]() This does indeed effectively \"set up an ambush\" if Pinky manages to get in front of you. Therefore direction Pac-Man is facing as well as actual location of Pac-Man determine Pinky's \"target.\" Pinky attempts to home in on this target using the same logic as the Red ghost uses to home in on Pac-Man. Pink - Pinky: Machibuse (machibuse = performing an ambush). This usually has him tenaciously following Pac-Man, but will occasionally lead to a \"stupid\" choice. He will turn in the direction that will immediately reduce whichever is GREATER of the horizontal distance or vertical distance between himself and Pac-Man. He attempts to reduce the distance between himself and Pac-Man. He doesn't consider which direction Pac-Man is going. Red - Blinky: Oikake - \"Akabei\" (oikake-ru = to run down/to pursue/to chase down). Here is my compilation of info on the ghosts including translations of their japanese names: Two members, JamieVegas, and Dav dug through the code of Pac-Man and found out exactly what is going on. A couple years ago some guys over at determined precisely what the ghosts AI is doing.
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