Home
JAQForum Ver 24.01
Log In or Join  
Active Topics
Local Time 06:42 28 Nov 2024 Privacy Policy
Jump to

Notice. New forum software under development. It's going to miss a few functions and look a bit ugly for a while, but I'm working on it full time now as the old forum was too unstable. Couple days, all good. If you notice any issues, please contact me.

Forum Index : Microcontroller and PC projects : PICO PETSCII

     Page 13 of 38    
Author Message
Volhout
Guru

Joined: 05/03/2018
Location: Netherlands
Posts: 4247
Posted: 05:38am 11 Oct 2023
Copy link to clipboard 
Print this post

Martin,

The original artwork.zip does not contain the keys and items. The artwork update does.
So I do not have the black background keys and items as sprites.

Could you please share ?

Regards,

Volhout
PicomiteVGA PETSCII ROBOTS
 
Martin H.

Guru

Joined: 04/06/2022
Location: Germany
Posts: 1114
Posted: 06:16am 11 Oct 2023
Copy link to clipboard 
Print this post

  Volhout said  Martin,

The original artwork.zip does not contain the keys and items. The artwork update does.
So I do not have the black background keys and items as sprites.

Could you please share ?

Regards,

Volhout




i added sfx and theme music (no ingame Music jet)
I think you will find the places where I edited you source (i marked mostly with '@')
so here is pet17 F S
(Font & Sound)

pat17fs.zip

PS: you have to press space to leave the Intro  
Edited 2023-10-11 18:26 by Martin H.
'no comment
 
Martin H.

Guru

Joined: 04/06/2022
Location: Germany
Posts: 1114
Posted: 08:26am 11 Oct 2023
Copy link to clipboard 
Print this post

here they are

itemsBlackBG.zip
'no comment
 
Volhout
Guru

Joined: 05/03/2018
Location: Netherlands
Posts: 4247
Posted: 10:12am 11 Oct 2023
Copy link to clipboard 
Print this post

@Martin, others

Please find attached files for Picomite VGA.

petrobot18.zip

Unzip this archive to A: or B: drive.
Into the folder:


chdir "lib"
library delete
library disk load "pet_lib.bin"
chdir "..
run "pet18.bas"


It should have combined yours and my changes, and updated lib for black background.

Regards,

Volhout
Edited 2023-10-11 23:11 by Volhout
PicomiteVGA PETSCII ROBOTS
 
Martin H.

Guru

Joined: 04/06/2022
Location: Germany
Posts: 1114
Posted: 06:03am 13 Oct 2023
Copy link to clipboard 
Print this post

here we go..

Small change in the program, but a big impact in the look.
The tiles for WATER, FLAG, TRASH COMPACTOR, SERVER and AC Ventilator are now animated.
with almost no slowdown in speed.

Pet18a.zip

have Fun
Mart!n
'no comment
 
Volhout
Guru

Joined: 05/03/2018
Location: Netherlands
Posts: 4247
Posted: 07:13am 13 Oct 2023
Copy link to clipboard 
Print this post

Hi Martin,

This is so smart !!! I didn't think of this. This method could also shrink the door animations. Although the door tiles are not that well ordered in the tile set.

Thanks

Volhout
PicomiteVGA PETSCII ROBOTS
 
Martin H.

Guru

Joined: 04/06/2022
Location: Germany
Posts: 1114
Posted: 07:23am 13 Oct 2023
Copy link to clipboard 
Print this post

  Volhout said  Hi Martin,

This is so smart !!! I didn't think of this. This method could also shrink the door animations. Although the door tiles are not that well ordered in the tile set.

Thanks

Volhout

Thank you  ... I don't think you could use that for the doors.
Because some of them stay locked while you open one. So that's where your method is perfectly fine.
'no comment
 
matherp
Guru

Joined: 11/12/2012
Location: United Kingdom
Posts: 9129
Posted: 07:28am 13 Oct 2023
Copy link to clipboard 
Print this post

What do I need as a complete set of files to run the LCD and/or VGA versions?

Are there any limitations in the firmware that I could possibly address to improve things for you? I've just massively improved FRAMEBUFFER BLIT (RC7) from framebuffer to LCD which can now be used to update sections of the screen rather than the whole screen (FRAMEBUFFER COPY). I could, if this is useful, allow FRAMEBUFFER BLIT to be used on the second processor.
Edited 2023-10-13 17:29 by matherp
 
Martin H.

Guru

Joined: 04/06/2022
Location: Germany
Posts: 1114
Posted: 07:55am 13 Oct 2023
Copy link to clipboard 
Print this post

the complete equipment for VGA is in the file that Volhout last posted.
Today I added the tile animation so the .bas  file has to be exchanged with mine.
At the moment I'm concentrating on the VGA version and the ingame Music but
I'm sure the others (thwill/lizby/Bleep) can tell you more about the development of the LCD version.

The VGA version currently uses the layer only to display the sprite.
Everything else is on N
Edited 2023-10-13 18:10 by Martin H.
'no comment
 
thwill

Guru

Joined: 16/09/2019
Location: United Kingdom
Posts: 4043
Posted: 09:17am 13 Oct 2023
Copy link to clipboard 
Print this post

  Martin H. said  I'm sure the others (thwill/lizby/Bleep) ...


I check in once in a while but am not actively working on it, both through lack of time and the "too many cooks" principle. If @Volhout and @Martin run out of steam then time permitting I will step in to try and complete the work, other than that I standby to add some TLC at the end should it need it.

  matherp said  Are there any limitations in the firmware that I could possibly address to improve things for you? ... I could, if this is useful, allow FRAMEBUFFER BLIT to be used on the second processor.


I suspect that because of synchronization issues that is probably going to be more trouble to make use of than it is worth.

In any case I think it's proven that even prior to yesterday's firmware update the PicoMite can render the graphics on the LCD fast enough to be playable (even with an SPI display) though perhaps movement/animation may need to be less fluid on the SPI version.

In my mind the real question now is whether the "business logic" can be handled fast enough; my guess is that it probably can in MMBasic, and failing that a few selected CSUB routines should fix it.

Keep up the good work,

Tom
Game*Mite, CMM2 Welcome Tape, Creaky old text adventures
 
matherp
Guru

Joined: 11/12/2012
Location: United Kingdom
Posts: 9129
Posted: 09:41am 13 Oct 2023
Copy link to clipboard 
Print this post

Just tried to run on a LCD and the library doesn't work - why?

The data in the library is tokenised. So the token for "CSUB" on the PicoMIte is not the same as the token for "CSUB" on the PicoMiteVGA.
This means that PEEK(CFUNADDR  which works on the VGA version does not work if that library is loaded on a PicoMite

In order to get round this in a final version you would need to use FLASH DISK LOAD rather than the library and hard code the start addresses of each "CSUB" rather than looking them up in the program
 
Volhout
Guru

Joined: 05/03/2018
Location: Netherlands
Posts: 4247
Posted: 09:47am 13 Oct 2023
Copy link to clipboard 
Print this post

@Tom,

Currently the main loop is fixed at 120ms. In VGA we are using 40-ish ms. Since the LCD can blit close to 8 fps, and that is done in the background, I assume the game will end up being equally playable in LCD.
The only change for LCD that may be needed is the use of sprites for the player (and robots). At this moment the game is closer to "NO-ROBOTS" than "PETSCII ROBOTS".

I am currently working on the "move item" function. And have changes the keyboard keys to the user manual defined keyboard keys.

Then are on my roadmap, in chronological order):
- using MEDKIT (to repair yourself...)
- firing weapons (I had this working on my original PETSCII version, but have learned a lot since then) and causing damage. This also involves firing through windows, and destroying the wooden bridge (the stone bridge will survive).
- explosion animations (once weapons fire, this can be added) and damage handling and cumulative explosions.
- time bomb to trigger explosions
- emp to lame (not exsisting yet) robots.
- trash compactor to kill (in testing first) yourself....

And then.....
Start with the bots....

Side projects
- startup screen
a/ how to save and restore levels, choose levels.
b/ how to implement difficulty
- ending screen

tons to do...

Volhout

EDIT: oh yes .... using FLASH slots .... forgot about that
Edited 2023-10-13 19:50 by Volhout
PicomiteVGA PETSCII ROBOTS
 
thwill

Guru

Joined: 16/09/2019
Location: United Kingdom
Posts: 4043
Posted: 09:54am 13 Oct 2023
Copy link to clipboard 
Print this post

  matherp said  In order to get round this in a final version you would need to use FLASH DISK LOAD rather than the library ...


This is the one thing I did start looking at (because on the Game*Mite you don't want to be messing about with LIBRARY DISK LOAD), but I set it aside for now because the contents of the flash/library were still a moving target.

  Quote  ... and hard code the start addresses of each "CSUB" rather than looking them up in the program


Or, rather than hard-code them have the start addresses/offsets also being read from (a known address in) the flash.

Best wishes,

Tom
Game*Mite, CMM2 Welcome Tape, Creaky old text adventures
 
Martin H.

Guru

Joined: 04/06/2022
Location: Germany
Posts: 1114
Posted: 11:19am 13 Oct 2023
Copy link to clipboard 
Print this post

  Martin H. said  
The tiles for WATER, FLAG, TRASH COMPACTOR, SERVER and AC Ventilator are now animated.

I had a small error in the sub that I noticed when I tried level-F.(The server was not visible before). I had set the start of the TLAs incorrectly


it should be

'SERVER 143
 tile_index(143)=tla_index(16+a2)
 Inc a2: a2=a2 And 3


sorry for that
Edited 2023-10-13 21:27 by Martin H.
'no comment
 
Volhout
Guru

Joined: 05/03/2018
Location: Netherlands
Posts: 4247
Posted: 11:44am 13 Oct 2023
Copy link to clipboard 
Print this post

Thanks Martin,

Fixed that.

Try moving objects.... (first "m", then cursor key, then cursor key).

pet18e.zip

It does not check yet if there is a UNIT at target location (robot/player) but for the rest it should work.

Volhout

P.S. I slowed down the water animation.
Edited 2023-10-13 21:47 by Volhout
PicomiteVGA PETSCII ROBOTS
 
lizby
Guru

Joined: 17/05/2016
Location: United States
Posts: 3150
Posted: 12:04pm 13 Oct 2023
Copy link to clipboard 
Print this post

  Martin H. said  I'm sure the others (thwill/lizby/Bleep) ...


Canadian Thanksgiving with guests from afar has intervened, as well as extensive carpentry work around the front door without a carpenter, so I've had to back-burner this for now.

Great progress, though--congrats.
PicoMite, Armmite F4, SensorKits, MMBasic Hardware, Games, etc. on fruitoftheshed
 
Martin H.

Guru

Joined: 04/06/2022
Location: Germany
Posts: 1114
Posted: 12:19pm 13 Oct 2023
Copy link to clipboard 
Print this post

@Volhout  works fine (as far as I tested)

should I take care of the startup screen Menu in the meantime?

@lizby, happy Thanksgiving..
Ten years ago, I could have helped you with the carpentry, but now I'm too old (or not in physical condition) for that, and it's a little too far to get there
Edited 2023-10-13 22:23 by Martin H.
'no comment
 
Volhout
Guru

Joined: 05/03/2018
Location: Netherlands
Posts: 4247
Posted: 01:01pm 13 Oct 2023
Copy link to clipboard 
Print this post

@Martin,

Yes, if you like you can attack the startup screen.

Small update from my side: you can walk the rendered map.
use <TAB> to enter map mode, use <TAB> to exit map mode.
You are a small red square.

pet18f.zip

Have a good weekend

Volhout
Edited 2023-10-13 23:12 by Volhout
PicomiteVGA PETSCII ROBOTS
 
Bleep
Guru

Joined: 09/01/2022
Location: United Kingdom
Posts: 511
Posted: 01:15pm 13 Oct 2023
Copy link to clipboard 
Print this post

I've been away on hols for the last week, I will have a look @ getting it all going again on LCD once I'm back, which will be next week. I would hope that eventually there will be a single source, which simply checks what it's running on & works.

Peter said:-
  Quote  I could, if this is useful, allow FRAMEBUFFER BLIT to be used on the second processor.

Yes please :-) along with your other speed improvements, I think this would be a very useful feature.

Regards Kevin.
(from Croatia, where it's currently too hot(for us), were expecting 22C got 28C)!
 
Martin H.

Guru

Joined: 04/06/2022
Location: Germany
Posts: 1114
Posted: 01:27pm 13 Oct 2023
Copy link to clipboard 
Print this post

  Volhout said  @Martin,

Yes, if you like you can attack the startup screen.

Small update from my side: you can walk the rendered map.
use <TAB> to enter map mode, use <TAB> to exit map mode.
You are a small red square.

pet18f.zip

Have a good weekend

Volhout

nice,  
the TAB is good, maybe dot should flash or be some kind of crosshair to make it easier to see the position on the map.
If you jump out of the map back in the game, it would be good if the point disappeared again.     just kidding
good weekend
'no comment
 
     Page 13 of 38    
Print this page
© JAQ Software 2024