Pollen Angel by Madbeagle
Written in Z80 assembly for the Pacman arcade hardware.

I had been messing around with homebrew development for 80s arcade hardware over the past few weeks and didn't really want to stop for Ludum Dare, so decided instead to make a game that would run on a Pacman board. Yes, if you have the means you should be able to burn these roms and drop them into a real board!
Tools:
- Sublime Text
- SJASM assembler
- NEXXT chr editor (NES)
- Nestopac (Chr to Pacman GFX rom converter)
- Mame 0.251 emulator

Ratings
| Overall | 29th | 4.028⭐ | 20🧑⚖️ |
| Fun | 56th | 3.861⭐ | 20🧑⚖️ |
| Innovation | 27th | 3.975⭐ | 22🧑⚖️ |
| Theme | 48th | 4.194⭐ | 20🧑⚖️ |
| Graphics | 51th | 4.139⭐ | 20🧑⚖️ |
| Audio | 58th | 3.778⭐ | 20🧑⚖️ |
| Humor | 67th | 3.471⭐ | 19🧑⚖️ |
| Mood | 23th | 4.079⭐ | 21🧑⚖️ |
| Given | 28🗳️ | 2🗨️ |
Stoked to see someone else developing their LD entry for obscure 8-bit hardware. :heart_eyes:
The bee drinking from flower animation is adorable and the movement feels really good.
Well done!

Fun game and very cute ^^ Only made it to lvl 4 but I'm not stopping yet
How in the world did you do this? Could you point me(us) in the direction of how you learned to do this? Is there a "hello, world" for making (or I guess re-making or repackaging idk) a pacman rom?
P.S. my top score so far is 19570 I got to level 6.
For working with the hardware I found this pdf the most useful. I obviously had a head-start because I've been making C64, 2600, and Channel F games for three years so a lot of the same principles apply.
https://www.lomont.org/software/games/pacman/PacmanEmulation.pdf
I first got the idea for writing games for Pacman hardware from this video:
https://www.youtube.com/watch?v=bOm_Wk6xqDA
...which also included source code, so I ripped out all the game code and used that to get a basic skeleton for the startup vector, vblank etc. By using the same assembler I could take advantage of the 'savebin' commands which takes your code and splits it up neatly into the correct roms. If I get time I'll put together a hello world example.
https://drive.google.com/file/d/0B12mPLloTZFKNl9vMUV4VWRsSzA/view?resourcekey=0-gFaJl_1EuZ_YfKHXQ5UejQ
As for graphics, I got lucky that I had an acquaintance from the C64 community who had previously made a game for Pacman and asked them what they used, they had a script to take NES CHR roms and convert them into Pacman tile & sprite formats. So that gave me the choice of loads of powerful gfx editors to use for the project.
In the end I had a make file that on pressing F7 would create the Pacman GFX roms from the saved Chr file, assemble the code and launch it in Mame.
Sound was a crapshoot that I just about got some bleeps out of with minutes to spare, but I've since implemented the Pacman sound driver into my next project and can now create custom SFX and tunes.
At least you'll be quite good at it if it gets chosen for the next stream on Sunday!