Well, I've been working on this for about 10 hours, porting it from Ben Coley's initial XNA pacman source code (see below):
http://blogs.msdn.com/ukstudentzine/...vangelist.aspx
Well, the initial trial was, obviously, getting the resolution correct. Basically, I had to scale down and rotate all the sprites respectively.
Next, Ben had used the keyboard as a controller, but obviously the zune doesn't have a keyboard. Using common sense, I snagged the Thrust controll dll from Galactic Wars 3. I then renamed all the keyboard references to see the zune 30 click buttons.
Next (yes, I have even more to say), using photoshop as a pixel ruler, I measured and remapped all the collisions (as you can see some collisions are still missing) for the entire level.
Next still, I had to redo some of the ghost exit code for making the ghosts leave the center (this is still very buggy and needs work).
Finally, I attempted to remap the edible dots grid for pacman, but this turned out much less successful than the rest of my modificatons.
So. Here's what still needs to be done:
-Fix ghost pen exit AI
-Fix ghost pen door closing
-Fix dot grid
-Fix collision mapping for the scenery in the level (some places are too tight a squeeze, others are too large, this needs to be tightened down)
-Fix the score (which is rotated the wrong way and is incorrectly positioned)
As you can see, there is much work still to be done, but I'm going to let you all have a crack at fixing it yourselves.
You can download the file here:
http://tinyurl.com/6dqqlc
Please feel very free to modify, fix, tighten up the screws, or otherwise improve this code, as long as you upload your improved revisions here. Thanks!
EDIT: New progress pictures!! No new code yet though
~Marshillboy