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Forum Index : Microcontroller and PC projects : PICO PETSCII

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Martin H.

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Joined: 04/06/2022
Location: Germany
Posts: 1114
Posted: 06:49am 03 Oct 2023
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  Volhout said  Hi Martin,

Your "items.bmp" contains 6 items (pistol,plasma,medkit,emp,magnet,bomb)
But it's size is 48(correct) x 128 pixels. 128 is not divisable by 6.
I tried 48x21 and that works reasonable

Could you look at it and see if you can improve.
I think the official images where each 48x24 pixels ?
It would also help when the background would match the layer background, since they should not be transparent when placed on L, or would need this same background when placed on N layer.

The background may also be important for the cards. These are 16x16 (48x16 for 3 cards) according the amiga documentation.

Thanks for your effort in making this a nice game....

Regards,

Volhout

Good Morning Harm,
the Item and the Health Icons does not absolutely have to match into the 24x24 grid.
They have fixed Screenpositions at the Info Panel..
like this:




Tileset

Health ,Screenposition: 272,160
HL good to bad = 0 to 5
Tilesize: 48 x 52

Item/Weapon
ITM 0 & 1 Weapon, Screenposition: 272,36
ITM 2-5 Item, Screenposition: 272,80
Tilesize:48 x 24

Keys KEY:Tilesize: 16 x 16
Screenposition: 272,124 | 288,124 | 304,124

I've repainted the Items and Icons with DarkGreen BG Color and
refurbished the Intro Screen for better readability:



Here are the updated Files & the Font

Artwork Update.zip

Have Fun
 Mart!n
Edited 2023-10-03 16:57 by Martin H.
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Volhout
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Posted: 06:56am 03 Oct 2023
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Thanks Martin,

Will play with these tonight.

Volhout
PicomiteVGA PETSCII ROBOTS
 
Martin H.

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Posted: 07:06am 03 Oct 2023
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  Volhout said  Thanks Martin,

Will play with these tonight.

Volhout

Unfortunately, I've been awake since 3 a.m. so I had time for that. Today is a holiday in Germany, so it doesn't matter.
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karlelch

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Joined: 30/10/2014
Location: Germany
Posts: 172
Posted: 05:12pm 03 Oct 2023
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Hi all,

I tested `pet10LDC.bas` with a Waveshare Pico-Res Touch LCD (2.8", via SPI), running the program from an SD card (`B:`) and was surprised how smooth it worked.

Really nice!
I am looking forward future versions!

Best
Thomas
 
Volhout
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Posted: 09:06pm 03 Oct 2023
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Pet13: Major cleanup, and preparations for implementing gameplay.

- implemented all Martins Artwork in folder structure, including music, sfx.
- generated new library, including items and animation sprites
 The new library uses 90kbytes of 100k (almost full).
- pressing spacebar cycles through "no weapon", pistol and plasma
- the library is in the folder "lib" and can be loaded in one (manual) operation with

LIBRARY DISK LOAD "pet_lib.bin"


It is a large ZIP, bet contains everything you need to generate a new library when required. I think this is a good basis to use for the GITHUB archive.


petrobot2.zip

Volhout
PicomiteVGA PETSCII ROBOTS
 
lizby
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Joined: 17/05/2016
Location: United States
Posts: 3150
Posted: 11:11pm 03 Oct 2023
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Hmmm ... I don't find pet_lib.bin.
PicoMite, Armmite F4, SensorKits, MMBasic Hardware, Games, etc. on fruitoftheshed
 
Volhout
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Posted: 04:59am 04 Oct 2023
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Oops....
try this..


petrobot2_1.zip


Volhout
PicomiteVGA PETSCII ROBOTS
 
Martin H.

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Posted: 06:00am 04 Oct 2023
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  Volhout said  Oops....
try this..


petrobot2_1.zip


Volhout


missing file data\tileset.amiga    
(I copied the one from PETSCIIRobots-SDL-main but it isnt in the Zip File)

Great job harm, looks very nice and The speed @252000 is quite sufficient.

Edited 2023-10-04 16:14 by Martin H.
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Volhout
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Posted: 06:08am 04 Oct 2023
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petrobot2_2.zip

You just beat me to it. I had cleaned a SD card, put everything on it, and test run.
I should have done this yesterday night, but I got tired... And this morning during breakfast I just added the pet_lib.bin.

But this ZIP seems to be complete... finally.

Now I can get to coding. So many idea's but I had to get the structure right first.
If I did not have a day time job, I would start immediately. But it has to wait to the evenings...

Volhout
Edited 2023-10-04 16:12 by Volhout
PicomiteVGA PETSCII ROBOTS
 
Martin H.

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Posts: 1114
Posted: 06:20am 04 Oct 2023
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  Volhout said  petrobot2_2.zip


Now I can get to coding. So many idea's but I had to get the structure right first.
If I did not have a day time job, I would start immediately. But it has to wait to the evenings...

Volhout

so do I.Fortunately, I usually find some time in the "home office", which is not possible when I am in the office
Tested it, verry good work.

If you like, I can code the SUB renderLiveMap

PS: Your Listing looks nicer with the PETSCII Font:


 
Edited 2023-10-04 22:03 by Martin H.
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Volhout
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Posted: 12:35pm 04 Oct 2023
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Hi Martin,

One final thing I am thinking about is adding the index files also to the library. Then you have everything in one place.

I would make a program based on the loadindex sub in pet13 that writes creates a new program "index.bas"

The index.bas would look like this


option default integer

dim tile_index(&hff)
tile_index(0)=&hxxxxxxxx 'this is an absolute address in library
tile_index(1)=&hyyyyyyyy
etc...
tile_index(255)=&hzzzzzzz

dim spr_index(&h60)
spr_index(0)=&haaaaaaaaa
etc...



If I add that to the library with library save, all index arrays are created and filled before the main program starts, and point to the right location in this library. So a library will have a consistent set of data and indices.

With a single LIBRARY DISK LOAD you would be ready. Then RUN "PETROBOT

Volhout

Oh yes... the font.... Almost forgot about that... Looks nic, but readability is less tat the original font. But good for game mimicking.
Edited 2023-10-04 22:37 by Volhout
PicomiteVGA PETSCII ROBOTS
 
Martin H.

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Posted: 01:20pm 04 Oct 2023
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  Volhout said  

With a single LIBRARY DISK LOAD you would be ready. Then RUN "PETROBOT

Volhout

Oh yes... the font.... Almost forgot about that... Looks nic, but readability is less tat the original font. But good for game mimicking.


Sounds convenient.
The listing with the game Font was a Joke  

I took a look at the PlatformSDL.cpp and am about to translate the renderLiveMa
to MM BASIC.

As we dont have the possibility to scale the Tiles
SDL_BlitScaled(tileSurface, &sourceRect, bufferSurface, &destinationRect)  

I think I will create a String where each Tile is represented by one color.
So it will fit in a single String (as Tile 0 is black, we just need 1 to 255)
something like this:


' Level LiveMap Preview 256x128 On Layer
SUB renderLiveMap
local mapX,mapY,T$
'Tile colors
T$="123456789ABCDEF0123456789ABCDEF123456789ABCDEF0123456789ABCDEF"
T$=T$+"0123456789ABCDEF0123456789ABCDEF123456789ABCDEF0123456789ABCDEF"
T$=T$+"0123456789ABCDEF0123456789ABCDEF123456789ABCDEF0123456789ABCDEF"
T$=T$+"0123456789ABCDEF0123456789ABCDEF123456789ABCDEF0123456789ABCDEF"

Framebuffer write L
 for mapY = 0 to 64
  for mapX = 0 to 128
box 4+2*mapX,44+2*mapy,2,2,,Val("&H"+Mid$(T$,VAL("&H"+Mid$(LV$(mapY),mapX+1,1))-1,1))
  Next
 next
end sub


I would replace the values of T$ by the Color which comes out if i shrink each Tile to 1 Pixel
Edited 2023-10-04 23:22 by Martin H.
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lizby
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Joined: 17/05/2016
Location: United States
Posts: 3150
Posted: 01:25pm 04 Oct 2023
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I get an error trying to load the library (PicoMite with ILI9341):

> library delete
> LIBRARY DISK LOAD "pet_lib.bin"
Error : File size 102400 should be 126976


Any ideas about what's going on?

This is both after copying the file from the PC to the SD card and then copying it with xmodem.
Edited 2023-10-04 23:37 by lizby
PicoMite, Armmite F4, SensorKits, MMBasic Hardware, Games, etc. on fruitoftheshed
 
Volhout
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Posted: 01:35pm 04 Oct 2023
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Hi Lizby,

You need to "LIBRARY DELETE" first, otherwise it want's to add it to the existing library. And that one is almost full....

Volhout
PicomiteVGA PETSCII ROBOTS
 
lizby
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Posted: 01:39pm 04 Oct 2023
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Note that "library delete" is the first line of the 3 above.
PicoMite, Armmite F4, SensorKits, MMBasic Hardware, Games, etc. on fruitoftheshed
 
Volhout
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Posted: 01:45pm 04 Oct 2023
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@Martin,

That would work. Although it may be confusing. adjacent tiles (like, doorpost_l,door,doorpost_r) would get random colors, depending where they are in the tile map. I think you get the nicest map if you read the dominant color from each tile.
(load the uncompressed tile in an array, then do a MATH(MEDIAN array()), you get the most dominant color as value).

-or- (since they are compressed)..count the repeat values for each color?

-or- hard code the colors. Since there are only 255, that would not be too bad.

You could also use greyscale (greenscale, since we have 4 levels green) the map based on either method.

Volhout
PicomiteVGA PETSCII ROBOTS
 
Volhout
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Posted: 01:55pm 04 Oct 2023
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  lizby said  Note that "library delete" is the first line of the 3 above.


Right !!

What software version are you running ?
I see that it expects a library size 127kbyte, not 100kbyte. That is unexpected.
Oops... this is a difference between PicoMite and PicoMiteVGA.

The PicoMiteVGA has 100k
The PicoMite has 124k

That is an unexpected complication. I may have to re-create the library on PicoMite, then save that, and add it to the ZIP also.

Bummer....

I hope that Peter does not change library size in the future. In that case we have to re-create it with every release.
Edited 2023-10-04 23:57 by Volhout
PicomiteVGA PETSCII ROBOTS
 
lizby
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Posted: 02:12pm 04 Oct 2023
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  Volhout said  What software version are you running ?


PicoMite MMBasic Version 5.07.08RC4
PicoMite, Armmite F4, SensorKits, MMBasic Hardware, Games, etc. on fruitoftheshed
 
matherp
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Joined: 11/12/2012
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Posted: 03:01pm 04 Oct 2023
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Don't use the library. Use the new FLASH DISK LOAD. You will have to find the start of the first CSUBs data and add it to the addresses but it will then be version independent. MM.INFO(FLASH ADDRESS n) gives you the start address of the flash slot n
Create the data as now and save it as a library but then load it to the flash slot. Save it on the smallest version (WEB) if possible, else VGA
Edited 2023-10-05 01:02 by matherp
 
Volhout
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Posted: 05:35pm 04 Oct 2023
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Until we have flash implemented:
This is the library made on a Game*Mite (LCD).
pet_lib_non_VGA.zip
PicomiteVGA PETSCII ROBOTS
 
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