Chapter 16 — Pacmo Case Study

This chapter will begin the Pacmo code tour. Like the Tetro material, it may split into several chapters once the full treatment is written.

Planned coverage:

  • reusing the shared TEC-1G hardware layer
  • representing a larger maze behind an 8x8 viewport
  • scrolling by moving the view origin
  • consumable paths and power-state timing
  • monster records and movement periods
  • rendering world state into the matrix framebuffer
  • scoring on the seven-segment display
  • LCD messages and sound cues
  • how the same hardware services support a very different program structure

Pacmo is useful because it stresses a different part of the same machine. Tetro is about pieces and collision in a fixed board. Pacmo is about a larger world seen through a tiny display.