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Forum Index : Microcontroller and PC projects : PETSCII ROBOTSfor PICOMITE beta
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Volhout Guru Joined: 05/03/2018 Location: NetherlandsPosts: 4239 |
All, The development of the PETSCII ROBOTS game (original designer David Murray aka The 8-bit guy) for MMBasic for the PicoMite is in beta phase. The game should have all game elements implemented. In this phase we are looking for testers. People who want to play the game, and report problems with functionality of compatibility. Attached in this post are - the original game manual - the game itself - picomite firmware versions for picomite and picomiteVGA (V050708RC21) The game will run on: - Picomite VGA platforms, using keyboard control - Game*Mite platform (LCD), using the 8 buttons for playing. You must start the game using the keyboard though, since it is not autorun becuase you replaced the GameMite firmware. - PicoGameVGA platform, using either keyboard or NES controller. Install - install the required firmware (.uf2 file) on the picomite (unzip the ZIP first) - Unzip the game "petrobot25d" to an SD card Setup You need to enable the MOD buffer, and run the pico at 252MHz. The game must be run from an SD card OPTION SDCARD your_specific_GPIO_pins OPTION MODBUFF ENABLE OPTION CPUSPEED 252000 B: CHDIR "petrobot25d" RUN "pet25d.bas" You can use the attached user manual to get fammiliar with the game mechanics. This game is partly a shooter, and partly a puzzle game (you can never win if you just shoot every robot you encounter). Read the manual before playing the game, it enlightens, and explains the keyboard controls. Happy gaming, and let's hear your comments.... Martin_H Volhout PicoMiteVGAV5.07.08RC21.uf2.zip PicoMiteV5.07.08RC21.uf2.zip petrobot25d.zip manual P.S. cheat keys are disabled.... Edited 2023-11-30 19:08 by Volhout PicomiteVGA PETSCII ROBOTS |
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Martin H. Guru Joined: 04/06/2022 Location: GermanyPosts: 1113 |
Additional .. Due to the too few keys, on NES Controllers and Game Mite some have a double assignment The Controlls on the Game*Mite (and NES Controllers)are: use Select Key to Pause and/or Exit Edited 2023-11-30 19:16 by Martin H. 'no comment |
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Volhout Guru Joined: 05/03/2018 Location: NetherlandsPosts: 4239 |
To enable the NES controller for PicoGameVGA boards, change the option in line 7 of the program from "0" to "1". PicomiteVGA PETSCII ROBOTS |
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matherp Guru Joined: 11/12/2012 Location: United KingdomPosts: 9121 |
There is a bug in the code Starred line fails as cannot change a constant |
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Volhout Guru Joined: 05/03/2018 Location: NetherlandsPosts: 4239 |
Thanks Peter, We hate these last minute changes. The change was not tested on a Game*Mite. Good thing you did. pet25e.zip bugs fixed: - Peters find: nesPG1 constant definition fault - when moving a closed box with hidden item, the item moves with it - when inspecting a closed box, remove the lid, also when it contains no hidden item - show loading popup place this in the folder where pet25d.bas resides, and run it with RUN "pet25e.bas" Regards, Martin_H & Volhout Edited 2023-12-01 04:45 by Volhout PicomiteVGA PETSCII ROBOTS |
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Martin H. Guru Joined: 04/06/2022 Location: GermanyPosts: 1113 |
Yes, tried, works. In the video I had the problem to have moved away the box and the item was no longer in it. Nice Loading Message .. If I may make a wish, I would like to have a fade_in from the loading message into the game like here: 'game play variables spn=0 'sprite number em_on=0 '1=is emp active mg_on=0 '1=magent in use FRAMEBUFFER write l:fade_in:FRAMEBUFFER write sc$ Timer =0:playtime=0 'time played in ms (untested on Game*Mite) I thought I had found another bug. You can block your own path by placing boxes in external doors but the same thing happens in the Dos version. so its not a bug but There's a slight difference: In the Dos version, objects in the direct area of the bomb can be destroyed. and you can move on on Pico they just open and you are stuck .. esc to end the Game Edited 2023-12-01 19:14 by Martin H. 'no comment |
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Volhout Guru Joined: 05/03/2018 Location: NetherlandsPosts: 4239 |
Fade in works Volhout PicomiteVGA PETSCII ROBOTS |
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Martin H. Guru Joined: 04/06/2022 Location: GermanyPosts: 1113 |
Also on Game*Mite another special feature in the gameplay... somehow you can have a negative number of Timebombs (and use them).. Edited 2023-12-02 18:51 by Martin H. 'no comment |
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Volhout Guru Joined: 05/03/2018 Location: NetherlandsPosts: 4239 |
Thans Martin, I will look at these. Both should be easy to fix. I assume the plasma gun would also destroy boxes. Volhout PicomiteVGA PETSCII ROBOTS |
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Martin H. Guru Joined: 04/06/2022 Location: GermanyPosts: 1113 |
I checked it in the DOS Version. Looks like Plasma gun does not, unless a Canister is near the Box which explosion also destroys the box. another little different, in DOS Version you can not place a bomb direct on top of the Bot, in the Pico Version you can. (I don't know if that makes a huge difference in gameplay). My strategy is to walk towards the hoverbot until it's sandwiched between me and the wall(or other turning point), then drop a bomb on it and move 3 steps away from him in the direction he is walking.The Bomb would kill the Hoverbot but dont hurt you This works also in Dos version, but there you have to leave a space between you and the Bot and place the Bomb there. Edited 2023-12-02 23:00 by Martin H. 'no comment |
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Volhout Guru Joined: 05/03/2018 Location: NetherlandsPosts: 4239 |
All, I have taken Tom's version, and fixed the bugs that Martin mentioned. The Timebomb now can destroy virtually all objects, where as the plasma gun can not. You cannot use more bombs and magnets than you have. I left the option open to put a bomb on top of a bot. I like it... pet25g.zip Unzip, Place this file in the same folder where "pet25d.bas" resides, and RUN "pet25g.bas" @Tom, In the intro page you created a rolling banner string that is longer than 255 characters. See what happens at the roll-over. You get a mid$() index larger than 255, and mid$() errors. Please see if you can fix it. Your changes where quite intrusive, but they generally work, so I left them in. I just tested VGA without any hidden file on A, which is what David Murray will get. Volhout Edited 2023-12-03 07:42 by Volhout PicomiteVGA PETSCII ROBOTS |
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thwill Guru Joined: 16/09/2019 Location: United KingdomPosts: 4040 |
It depends on the device, one fix is to tidy up the text thus: Local msg$ = String$(36,32) Cat msg$, "Original game by David Murray - " Cat msg$, "Port to MMBasic by Volhout, Martin H & friends - " Cat msg$, "Graphics by Piotr Radecki - " Cat msg$, "Music by Noelle Aman - " Cat msg$, "MMBasic by Geoff Graham & Peter Mather - " Cat msg$, sys.get_config$("device", "Generic " + Mm.Device$) + " " And/or put the device name somewhere else on the splash-screen, I think it useful to have, YMMV. Thanks . I think they make it clearer and also means that the keys can be redefined and the controls otherwise messed with without too much further intrusion in the game logic. Note that file isn't "hidden" on the 'mite, the dot prefix only hides on Linux IIRC. Best wishes, Tom Game*Mite, CMM2 Welcome Tape, Creaky old text adventures |
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Martin H. Guru Joined: 04/06/2022 Location: GermanyPosts: 1113 |
stupid question: what do I have to do to be able to use the buttons on the gamemite? 'no comment |
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thwill Guru Joined: 16/09/2019 Location: United KingdomPosts: 4040 |
Create file "A:/.spconfig" (or "A:/.config") with contents: device = "Game*Mite" Best wishes, Tom Game*Mite, CMM2 Welcome Tape, Creaky old text adventures |
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Martin H. Guru Joined: 04/06/2022 Location: GermanyPosts: 1113 |
>open "A:/spconfig" for output as #1 >?#1 ,"device = ";chr$(34);"Game*Mite";CHR$(34) >close #1 does not work not spconfig nor config and why not using the data folder? Then we would have it all in one package Please don't complicate things unnecessarily Edited 2023-12-03 17:39 by Martin H. 'no comment |
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thwill Guru Joined: 16/09/2019 Location: United KingdomPosts: 4040 |
Hi Martin, .spconfig or .config, note the leading dot "." Because it is not PETSCII specific. We need a general mechanism to distinguish between different hardware configurations which can't be determined by the firmware, i.e. Game*Mite vs. PicoMite and PicoGAME VGA vs. PicoMiteVGA. Best wishes, Tom Edited 2023-12-03 18:19 by thwill Game*Mite, CMM2 Welcome Tape, Creaky old text adventures |
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Martin H. Guru Joined: 04/06/2022 Location: GermanyPosts: 1113 |
'no comment |
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matherp Guru Joined: 11/12/2012 Location: United KingdomPosts: 9121 |
Slightly off topic - with apologies Martin, Harm and Tom: between you, and with a little firmware support from me, you have pushed the boundaries on how to implement games on the PicoMite family. Obviously, I have included all the new commands created to support this in the manual but there is nothing there that explains how to put these together to create complex graphics. I think it would be great to try and capture your knowledge and experience in some sort of document that could be included in the manual or as a stand-alone explaining the various techniques for achieving the sort of results in Petscii and some of the other games - any volunteers to coordinate? Edited 2023-12-03 22:39 by matherp |
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Volhout Guru Joined: 05/03/2018 Location: NetherlandsPosts: 4239 |
I have on my todo list a piece of text how it all works. Need Martins support fot the mod files and samples. Volhout PicomiteVGA PETSCII ROBOTS |
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thwill Guru Joined: 16/09/2019 Location: United KingdomPosts: 4040 |
Well I've just played the first level intensively for the last two hours on my Game*Mite (I'm not very good, or it is really rather hard) and these are my observations (ignoring issues with my new control scheme that need ironing out ... including it crashing when you win): 1. When the game starts proper I think it should display something like the following messages: "Welcome to <level name>" or "Welcome to PETSCII Robots" "Find and kill all X robots" 2. When you destroy a robot it should display something like: "Target destroyed, Y robots remain" 3. Unless it was the final robot of the level in which case: "All robots destroyed" "Proceed to teleporter" 4. Sometimes when you move an object you automatically follow-up by moving yourself and sometimes you don't. I assume that the latter is correct and it is a controller timing issue. If someone can confirm the correct behaviour I don't mind taking a look. 5. In David's YouTube tutorial the message "You're terminated" is displayed when the EvilBot (any bot?) is destroyed by the trash compactor, I didn't see that ? 6. I would consider replacing CONTROLS on the intro menu with QUIT or EXIT. IMO it's not worth the effort to configure the controls within the game, that's better done externally with a little utility and a file to store them in. Good work guys, Tom Game*Mite, CMM2 Welcome Tape, Creaky old text adventures |
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