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Forum Index : Microcontroller and PC projects : Picomite VGA games

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Volhout
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Joined: 05/03/2018
Location: Netherlands
Posts: 4222
Posted: 01:25pm 14 Apr 2023
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This thread has been edited at the request of Volhout, to remove all non-game related posts, or posts that do not link to games.  Please do no post anything on this thread other then new links to or code for new games.  (GROGSTER)


The question has been asked on the forum before: "is there any place where I can find games for the PicoMite(VGA)?".

Let's put them in one thread. I'll open the the thread with a PicoMite VGA patch of my 2021 programming challenge entry "Ten Line Sokoban".
Don't try to understand how the code works...but enjoy it on the PicoMiteVGA. Just make sure you run MMBasic 5.07.07 since the program uses the fact that there is a filesystem to create a sprite file. Or add SD card support for the file system.


TLS - the game


s=11:z=16:Dim f(s,s),t(s,s),v$(16):GoSub 1:Sprite Load "x.s":Do :MODE 2:Read x,y
For i=1To s:Read a$:l=Val("&h"+a$):For j=1To s:f(i,j)=3And l:t(i,j)=(f(i,j)=1)
l=l\4:Next j,i:CLS :Print w,,"TLS":f(x,y)=4:Do :d=0:For i=1To s:For j=1To s:k=f(i,j)
o=120+z*(i-6):p=99+z*(j-6):Sprite write Int(k+1+((k=4)*n)),o,p,0:d=d+(k=1):Next j,i
If d+q=0Then:w=w+1:Exit :EndIf :Data 9,2,FFC,3003,3003,30C3:Do :a$=Inkey$
Loop While a$="":n=3And Asc(a$):c=(n<2)*(n*2-1):b=(n>1)*(n*2-5):e=x+b:g=y+c
If f(e,g)=3Then:b=0:c=0:ElseIf f(e,g)=2Then:If f(e+b,g+c)<2Then:f(e,g)=t(e,g)
f(e+b,g+c)=2:Else :b=0:c=0:EndIf :EndIf :f(x,y)=t(x,y):x=x+b:y=y+c:f(x,y)=4:q=t(x,y)
If a$="r"Then:Exit :EndIf :Data FC0,,FFC,3217,3203,3003,FFC,5,2,,,,FFFF,D5F3,CBC3
Loop :Restore :For i=1To(s+2)*w:Read a$:Next i:Loop :Data C023,C3CF,EC0C,C0FC,FFC0
Data 8,5,,,,FC0,DC0,CFF,FE87,D83F,FFB0,370,3F0,6,3,,,3FF,3FF03,30FA3,30083,303FF
Data 3F300,C3F0,C570,FFF0,5,4,,,,FF0,C30,E3F,3DA3,3163,3163,3F03,3FF,7,7,,,,FF00
Data C3F0,C03F,CE07,C897,C87F,C3F0,FF00,6,6,,,3FF,3F03,3023,30E3,3163,317F,32F0
Data 30C0,3FC0,9,7,,,,,FFFF,C017,C897,FABB,C897,C017,FFFF,7,6,,,FFFF,D503,D1B3
Data CB03,C23F,F30C,328C,3F0C,3FC,7,6,,,,3FF0,303F,3053,3373,32B3,3C23,C0F,FFC
Data 8,2,,,,FF0,C3F,FC03,C273,CE23,C44F,FF0C,3FC,6,2,,,,,FFFF,C303,C0B3,DA13
Data CDEF,C10C,FFFC,2,3,FFC,3FC0C,30C8C,300BF,37F23,37203,3703F,37230,37F30
Data 30030,3FFF0,6,3,,,,3FFFC,321DC,32FCF,31323,36683,32043,31FFF,3FC00,10,7,,FF
Data 3FFCC3,300FE3,339003,331FEF,339C0C,301CEC,3F100C,30FFC,3FC00,5,10,,,3FFFC0
Data 3005C0,33F5FF,303003,32B0C3,3E3FCF,32000C,303F0C,3FF3FC,5,3,3FC0,30FF,F023
Data C2C3,CC8F,C0BC,FF0C,F0C,D0C,D5C,FFC,3,8,FFFFC,C3C0C,C008C,C0F0F,FC8C3,C803
Data FC3F,3570,3030,30F0,3FC0,9,7,,,,3FFF,3003,3333,3003,FF3F,C2A3,C153,FFFF
Data 10,10,3FF003,3333FF,303003,0,3FF3FF,8030,3FF3FF,0,3FF3FF,307333,FC303
1 Open "x.s"For output As#1:Print #1,"16,8":Do :Read a$:Loop Until a$="s"
For i=1To 8:For j=1To 14:Read a$:b=Len(a$):v$(j)="":If b=1Then:v$(j)=v$(Val(a$))
Else :For k=1To b Step 2:n=Val("&h"+Mid$(a$,k,1)):r$=Mid$(a$,k+1,1):For l=1To n
v$(j)=v$(j)+r$:Next l,k:EndIf :Print #1,v$(j)+"  ":Next j:Print #1,Space$(16)
Print #1,Space$(16):Next i:Close #1:Restore :Return :Data s,E0,1,1,1,1,1,1,1,1,1,1,1,1
Data 1,E0,1,1,3016601630,4016401640,5016201650,602660,7,6,5,4,1,1,1,2210821022
Data 1,E0,1,1,1,1,1,1,1,1,3,1,1,4410441044,1,E0,14104410441024,4,3,1,1,3,4,4,3
Data 1,1,2730443027,2720642027,2710841027,27102445241027,271014154415141027
Data 27111564151127,2711841127,7,7,10171184111710,1031643110,2031443120,308130
Data 406140,406140,308130,2031443120,1031643110,10171184111710,2711841127,6,6
Data 27111564151127,271014154415141027,27102445241027,2710841027,2720642027
Data 2730443027,9750,A71130,507120,203415443110,1034156431,34158421,6,6,6,5,4,3
Data 2,1,5097,3011A7,207150,103144153420,3164153410,21841534,6,6,6,5,4,3,2,1


I hope others follow my example, and make this into a valuable thread...

Volhout
Edited 2023-08-05 15:10 by Grogster
PicomiteVGA PETSCII ROBOTS
 
stanleyella

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Joined: 25/06/2022
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Posted: 01:50pm 14 Apr 2023
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We don't all have psychic abilities :) What is the code/idea?
 
Volhout
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Posted: 01:54pm 14 Apr 2023
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Sorry, should have explained....

Sokoban
PicomiteVGA PETSCII ROBOTS
 
Geoffg

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Posted: 01:54pm 14 Apr 2023
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Good idea, here is the Tetris clone that is included in the firmware download (for any who might have missed it): Blocks.zip

Geoff
Geoff Graham - http://geoffg.net
 
Volhout
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Posted: 08:56pm 14 Apr 2023
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One year ago I made a demo game for the NES controller interface running on PIO. Nobody could play the game, it was a 2 player game.

I spend 2 hours to convert it to single player, keyboard control.
You play against the computer.

CIRCLE ONE

A fast paced game for PicoMiteVGA

You are a blue creature that needs to eat apples to grow. When you have grown to screen size you win the game. Your competitor will do anything to get to the food first. The AI is slower, but can run diagonal, you can't.

Between levels you can catch your breath until you press the "a" key..

Bon Appetite


circle_one.zip
PicomiteVGA PETSCII ROBOTS
 
thwill

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Posted: 02:47pm 16 Apr 2023
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Lazer Cycle by me:
       https://github.com/thwill1000/mmbasic-lazer-cycle/releases/download/1.0.0/lazer-cycle-pmvga-100.bas

PicoVaders - PicoMite Space Invaders clone by @Martin H:
       https://www.thebackshed.com/forum/ViewTopic.php?TID=14976

Stellar Battle in the Seven Green Hills Zone by @vegipete:
       https://www.thebackshed.com/forum/ViewTopic.php?TID=14697&PID=190080

Mario Apple Panic by @gadgetjack:
       https://www.thebackshed.com/forum/ViewTopic.php?FID=16&TID=15528

Mario Run by @gadgetjack:
       https://www.thebackshed.com/forum/ViewTopic.php?FID=16&TID=15544

Best wishes,

Tom
Game*Mite, CMM2 Welcome Tape, Creaky old text adventures
 
Volhout
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Posted: 08:27pm 17 Apr 2023
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@Geoff,

A simple way to add game sound to the game.....

Below is Geoff's Blocks with few lines added to create game sound.
Thank you Geoff for this well polished version of Blocks...

'start endless music now
Play volume 50,50  'adjust for best gameplay (0-100)
restartplay        'start music (endless loop)

'timed interrupt to restart the gameboy tetris tune when ended (1:16 duration)
Sub restartplay
 Play wav "tet16cut.wav",restartplay 'start music, and restart when end
End Sub


The sound file I recorded from a nintendo gameboy...

Blocks_sound.zip

Happy gaming...

Volhout
PicomiteVGA PETSCII ROBOTS
 
Martin H.

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Posted: 05:52am 18 Apr 2023
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Something I ve been working on last year:

'Pico Frog
' by Martin Herhaus 2022
' This is a Frogger game that is similar to the original arcade version
' released by Konami (c) in 1981, but completely rewritten in MMBasic for the
' Raspberry PicoVGA
'
' This code has an open source license, you can copy it, change it,
' for any purpose for commercial use or not. But these comments
' should be in you main file.
' The graphics and Music are based upon but not the original
'------
' developed on PicoMite Version 5.07.05RC...
' runs on PicoMite Version 5.07.06
' would not run on lower Versions due to the use of
' Framebuffer, Layer and Sprites. For this, the Pico also has to run
' at 252000 KHz or higher
'
'Use OPTION CPUSPEED 252000 or OPTION CPUSPEED 378000

It is playable but surly can be enhanced..
I have trouble with 5.07.07RC/Beta with the Game-Controller Routines but maybe Tom can fix it



PicoFrog.zip
Edited 2023-04-18 16:26 by Martin H.
'no comment
 
Volhout
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Posted: 06:50am 18 Apr 2023
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Wauw Martin, this is great !!! So near to the actual game. A marvel !!

Volhout
PicomiteVGA PETSCII ROBOTS
 
Mixtel90

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Posted: 07:25am 18 Apr 2023
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It doesn't really show off the PicoMite, but it's quite fun. :)

Eliza.zip

I'm currently attempting a port of Super Star Trek and it's looking promising, although rather buggy at the moment. Might do something a bit graphical with it later.
Edited 2023-04-18 17:28 by Mixtel90
Mick

Zilog Inside! nascom.info for Nascom & Gemini
Preliminary MMBasic docs & my PCB designs
 
Volhout
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Posted: 10:38am 18 Apr 2023
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Hi Martin,

This is the "keyboard only" version of the frog. Runs on 50707RC4. Stripped out some controller stuff since it would not run (as is) on my VGA picoMite. Best at 378MHz, otherwise runs fairly slow...


picofrog_keyb.zip

Volhout

P.S. Martin, any suggestions as how to make it slightly more responsive ?
Edited 2023-04-18 21:02 by Volhout
PicomiteVGA PETSCII ROBOTS
 
Martin H.

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Posted: 12:56pm 18 Apr 2023
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Hi Tom
  thwill said  
  Martin H. said  I have trouble with 5.07.07RC/Beta with the Game-Controller Routines but maybe Tom can fix it

Oh good, I was feeling idle ... not . Can you be more specific about the problem.

The Error I get is:

[809] If Call(read_fn$(i%)) = expected%(i%) Then
Error : Unknown user function

in Function ctrl.poll$ ...

 Do
   For i% = 0 To Bound(read_fn$(), 1)
     ctrl.open(read_fn$(i%))
     t% = Min(expires%, Timer + 100)
     ' Try to read the controller multiple times within a 100ms window.
     Do
       If Call(read_fn$(i%)) = expected%(i%) Then
         ctrl.poll$ = read_fn$(i%)
         Exit Function
       EndIf
     Loop Until Timer >= t%
   Next
 Loop Until Timer >= expires%



or
[435] Select Case Call(controller$) ' @thwill
Error : Unknown user function

my System :
PicoMiteVGA MMBasic Version 5.07.07RC4
OPTION KEYBOARD GR
OPTION CPUSPEED (KHz) 252000
OPTION SDCARD GP10, GP12, GP11, GP13
OPTION AUDIO GP6,GP7, ON PWM CHANNEL 3

I hope that helps
Edited 2023-04-18 22:58 by Martin H.
'no comment
 
Martin H.

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Posted: 05:00pm 20 Apr 2023
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  Volhout said  Hi Martin,

This is the "keyboard only" version of the frog. Runs on 50707RC4. Stripped out some controller stuff since it would not run (as is) on my VGA picoMite. Best at 378MHz, otherwise runs fairly slow...


picofrog_keyb.zip

Volhout

P.S. Martin, any suggestions as how to make it slightly more responsive ?

I tested your KB Version with RC6,  Speed is Ok now @252 000
'no comment
 
thwill

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Posted: 08:38pm 20 Apr 2023
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Pico Frogger with updated PicoGAME VGA support for NES and Atari controllers:

picofrog.zip

This version should also work with the standard PicoMiteVGA.

When it is first run it will prompt for whether to enable PicoGAME support and it will remember this for the future(*).

(*) I have made an executive decision that there can be a file "A:/.config" in the simplest INI file format (it was going to be JSON, but PicoMite does not have that function).

At the moment the only content of interest in the file is a line:
pcb = pico-game-vga

or:
pcb = generic


If and when this file gets more use I will write a utility to maintain it, until then "it is, what it is".

Let the disagreements begin ... but please start a new thread in which to berate me.

Best wishes,

Tom
Edited 2023-04-21 06:39 by thwill
Game*Mite, CMM2 Welcome Tape, Creaky old text adventures
 
Martin H.

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Posted: 07:08am 21 Apr 2023
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  thwill said  Pico Frogger with updated PicoGAME VGA support for NES and Atari controllers:

picofrog.zip

This version should also work with the standard PicoMiteVGA.


brilliant
just tested in Pico Game (V2) with NES Controller  
Firmware 5.07.06 and Firmware 5.07.07RC6

in my opinion, this should be the official version of Pico Frog.

Graet job, thank you Tom

BTW:The idea to do it without a config file dates back to the Firmware, when the PicoMite without SSD did not have a real file system.


Cheers
 Mart!n
Edited 2023-04-21 17:47 by Martin H.
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Volhout
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Posted: 09:45am 25 Jun 2023
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Comming to this theater soon .....





PicomiteVGA PETSCII ROBOTS
 
Volhout
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Posted: 07:00pm 26 Jun 2023
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SNAKE for Picomite VGA

In this game you control a snake (more a caterpillar with uncontrolled appetite) through a grass field, where fruit falls from the trees. The snake, ever hungry, eats all there is. Also thorny bushes, or even itself. Needless to say that these last 2 hurt him to death.

The game is progressive, as is the music. At scores of 50 and higher it comes to its full potential... so practise a lot...

There is a high score list that registers your achievements. But in this version it only remains as long as you keep this game in memory (VAR SAVE).

The game design is driven from a similar game I wrote 40 years ago for the ORIC-1.
Initially I thought of using it as an entry in the programming competition, but I will think of something new by that time. Or become a judge... When you crunch the game it is not even 3 kbyte in size (just remove comments).

I tried to run this on MMB4W in mode 7 but that did not run, probably because the incompatibility in the sprite file. Conversion to LCD on the pico might work, but that is not my intention. Leave that to others...

Enjoy the game, and give feedback.
En list your highscore here !!!

 'snake for Picomite VGA 5.07.07
 
 'play snake game using cursor keys. Avoid eating scrub and yourself
 'eat all fruit to grow.
 
 'version
 ' s1 = basic ASCII text snake
 ' s2 = using sprites for snake
 ' s3 = adding fruit and tone
 ' s4/s4_1 = 8 sprites
 ' s5/s5_1 = dynamic game experience, music
 ' s6/s6_1 = highscore + compressed music
 ' s7/S7_1 = add sprites to bas file, add intro
 ' snake8 = release
 
 'init arrays and restore previous highscore list
 z=255:Dim s(z,1),n$(9):VAR restore
 
 'start graphics and sound
 MODE 2
 SetTick 120,music
 
 'variables used, and default values
 ' s(x,y)=head coord, (v,w)=head motion, tail erase unless food
 ' h=head poiter, t=tail pointer, l=length snake = level
 ' z=max length snake, p=pixel ahead, n$()=highscore list
 ' c=food delay, (i,j)=food coordiates, u=field color dark green
 ' d=tick counter music, e=music pointer, m$=music, f=tone
 ' a$=input, b=key
 h=0:t=0:l=2:d=0:b=131:x=120:y=x:s(h,0)=x:s(h,1)=y:c=79:e=1:u=16384
 
 'compressed sound score containing bass, metrum, and melody
 m$="QQE\STSE\Q\SOC\X\SC\\\QMA\STSA\Q\QL@\P\Q@\S\QQE\STSE\Q\SOC\X\SC\\\TMA\VXVA\T\VO@\[\XC\\\"
 
 'create sprite file in filesystem and load 8 sprites
 Open "8.spr" For output As #1
 Print #1,"8,8,8"
 For i=1 To 64
   Read a$:Print #1,a$
 Next
 Close #1
 Sprite load "8.spr",1
 
 
 'intro screen
 CLS u                              'empty grass field
 
 'game title
 j=3*Pi/2
 For i=0 To 3*Pi Step Pi/16        'print S as a series of snake sprites
   Sprite write 1,80-40*Cos(i),(1+(i>j))*80-40*Sin(i+Pi*(i>j))
   Pause 100
 Next
 Sprite write 3,120,160            'append head
 Text 140,40,"nake",,,6,RGB(orange),u
 
 'legend and enter player name
 For i=4 To 7
   Sprite write i,120+i*12,110
 Next
 Sprite write 1,168,130:Sprite write 8,180,130
 Text 220,110,"good food",,,,,u
 Text 220,130,"death",,,,,u
 Text 168,165,"use cursor keys",,,,,u
 Text 168,200,"enter name  ......",,,,,u
 n$(0)=""
 Do
   a$=Inkey$
   If a$<>"" Then
     n$(0)=n$(0)+a$
     Text 240,200,n$(0),,,,,u
   EndIf
 Loop Until a$=Chr$(13)
 'Input n$(0)                         'n(0) is new game info, n(1..9)=highscore
 
 
 'playfield
 For i=0 To 39                       'bushes around field
   For j=0 To 30
     Sprite write 8,8*i,8*j
 Next :Next
 Box 8,8,304,224,1,u,u               'dark green ground
 
 
 'main game loop
 Do
   If b>127 Then                     'calculate movement when b<>0
     v=(b=131)-(b=130)               'change only at key press
     w=(b=129)-(b=128)               'else keep moving same
   EndIf
   a$=Inkey$:b=Asc(a$)               'detect arrow keys
   
   If b=27 Then Save image "game.bmp"
   
   x=x+8*v:y=y+8*w                   'new x,y no protection relies on fence
   p=Pixel(x+4,y+4)                  'look ahead what is coming
   Text 0,0,Str$(l)                  'show level = length
   
   If p=u Then                       'when background then empty
     Sprite write 1,s(h,0),s(h,1)    'write body shape over old head
     h=(h+1) And z:s(h,0)=x:s(h,1)=y 'new head pointer and store x,y
     t=(h-l) And z                   'new tail pointer
     Sprite write 2+(v=0),x,y,4+(v=1)+2*(w=1)
     Box s(t,0),s(t,1),8,8,1,u,u     'erase tail
   ElseIf p=65280 Or p=RGB(brown) Then  'if wall or body then die
     SetTick 0,0:Play stop
     Text 160,100,"HIGHSCORE",C,,,,u
     score
     Text 160,60,"You died, <CR> or 'q' to quit",C,,,,u
     Do :a$=Inkey$:Loop While a$=""
     If a$="q" Then End Else Run     'very brute end game control
   Else                              'is food
     Box x,y,8,8,1,u,u               'erase food eaten
     l=Min(l+4,z):c=79
   EndIf
   
   Inc c,1                           'new food after 80 moves
   If c=80 Then                      'after 80 snake moves provide new food
     Do                              'find free location
       i=8*Int(1+Rnd()*38):j=8*Int(1+Rnd()*28)
     Loop Until Pixel(i+4,j+4)=u
     c=0:Sprite write 4+(l>50)+Int(Rnd()*4),i,j    'OK and plot
   EndIf
   
   Pause Max(180-l,80)               'dynamic speed
 Loop
 
 'dynamic music play
Sub music
 gn
 If f<700 And l>50 Then Play sound 1,B,Q,f,l/16   'melody sounds when l>50
 
 If (d And 3) = 0 Then
   gn :Play sound 2,B,Q,f,l/16     'metrum increases
 EndIf
 
 If d=0 Or d=8 Then
   gn :Play sound 3,B,S,f          'bass always
 EndIf
 
 d=(d+1) And 15                    'count in 1/16 note
 If e>Len(m$) Then e=1             'wrap score to beginning
End Sub
 
Sub gn
 f=110*2^((Asc(Mid$(m$,e,1))-59)/12)  'calc freq
 Inc e,1                            'next note
End Sub
 
 'manages the highscore list, uses n$(0) for new entry, show n$(1..9)
Sub score
 n$(0)=Right$("00"+Str$(l),3)+"  "+n$(0)  'combine level and name
 Sort n$():VAR save n$()            'sort and save
 For i=1 To 9
   Text 133,200-i*9,n$(i),,,,,u     'show list
 Next i
End Sub
 
 'sprite data
 Data 00EEEE00,0EECCEE0,EEECCEEE,ECCECCCE,ECCCECCE,EEECCEEE,0EECCEE0,00EEEE00
 Data 00EEEEE0,0E77CCEE,47177CCE,4477CCCC,4477CCCC,47177CCE,0E77CCEE,00EEEEE0
 Data 00444400,0E7447E0,E717717E,E777777E,EC7CC7CE,ECCCCCCE,EECCCCEE,0EECCEE0
 Data 00009900,00229000,02AAA220,2AAA2AA2,2AAAAAA2,2AAAAAA2,02AAAA20,0028A200
 Data 000000E0,000000E0,00000666,00006666,00066E60,00666600,E66E6000,06600000
 Data 00009000,00009000,04444440,44444444,44444444,44444444,04444440,00444400
 Data 00EEEE00,0ECCCCE0,EC7CCCCC,ECCCCCCC,ECCCCCCC,ECCCCCCC,0ECCCCC0,00CCCC00
 Data A002020A,0A020A02,020A0202,00202002,202A2020,0A02A020,0022A200,000AAA00


Volhout

P.S. if you press <ESC> during the game, it saves the screen to a file "game.bmp" as proof that you achieved what you claim....

P.P.S. For Tom and Martin: the music compression is very simple: the lowest frequency is 147Hz, the highest 698Hz, all notes in between are calculated from an index that is derived from the ASCII value of each character. The Bass is 1/2 tempe, the Metrum is 1/4 tempo, and the melody is 1/16 tempo. All in one ASCII string.
Edited 2023-06-27 05:11 by Volhout
PicomiteVGA PETSCII ROBOTS
 
stanleyella

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Joined: 25/06/2022
Location: United Kingdom
Posts: 2118
Posted: 07:49pm 26 Jun 2023
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I got no sound

PicoMiteVGA MMBasic Version 5.07.07
OPTION AUTORUN ON
OPTION KEYBOARD US
OPTION CPUSPEED (KHz) 378000
OPTION DISPLAY 20, 40
OPTION AUDIO GP0,GP1, ON PWM CHANNEL 0

OPTION DISPLAY 20, 40???
 
Volhout
Guru

Joined: 05/03/2018
Location: Netherlands
Posts: 4222
Posted: 08:06pm 26 Jun 2023
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Sound will build up during gameplay. Try to reach a score of 60 or higher...
PicomiteVGA PETSCII ROBOTS
 
Volhout
Guru

Joined: 05/03/2018
Location: Netherlands
Posts: 4222
Posted: 12:28pm 20 Jul 2023
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This is a version of the classic "STARTREK" text adventure game from 1978 that is adapted for picomite.

super_startrek_pico.zip

Enjoy...

Volhout
Edited 2023-07-20 22:35 by Volhout
PicomiteVGA PETSCII ROBOTS
 
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