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Forum Index : Microcontroller and PC projects : PICO PETSCII
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Volhout Guru Joined: 05/03/2018 Location: NetherlandsPosts: 4247 |
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 |
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Martin H. Guru Joined: 04/06/2022 Location: GermanyPosts: 1114 |
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 |
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Martin H. Guru Joined: 04/06/2022 Location: GermanyPosts: 1114 |
here they are itemsBlackBG.zip 'no comment |
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Volhout Guru Joined: 05/03/2018 Location: NetherlandsPosts: 4247 |
@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 |
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Martin H. Guru Joined: 04/06/2022 Location: GermanyPosts: 1114 |
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 |
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Volhout Guru Joined: 05/03/2018 Location: NetherlandsPosts: 4247 |
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 |
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Martin H. Guru Joined: 04/06/2022 Location: GermanyPosts: 1114 |
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 |
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matherp Guru Joined: 11/12/2012 Location: United KingdomPosts: 9129 |
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 |
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Martin H. Guru Joined: 04/06/2022 Location: GermanyPosts: 1114 |
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 |
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thwill Guru Joined: 16/09/2019 Location: United KingdomPosts: 4043 |
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. 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 |
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matherp Guru Joined: 11/12/2012 Location: United KingdomPosts: 9129 |
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 |
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Volhout Guru Joined: 05/03/2018 Location: NetherlandsPosts: 4247 |
@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 |
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thwill Guru Joined: 16/09/2019 Location: United KingdomPosts: 4043 |
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. 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 |
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Martin H. Guru Joined: 04/06/2022 Location: GermanyPosts: 1114 |
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 |
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Volhout Guru Joined: 05/03/2018 Location: NetherlandsPosts: 4247 |
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 |
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lizby Guru Joined: 17/05/2016 Location: United StatesPosts: 3150 |
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 |
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Martin H. Guru Joined: 04/06/2022 Location: GermanyPosts: 1114 |
@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 |
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Volhout Guru Joined: 05/03/2018 Location: NetherlandsPosts: 4247 |
@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 |
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Bleep Guru Joined: 09/01/2022 Location: United KingdomPosts: 511 |
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:- 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)! |
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Martin H. Guru Joined: 04/06/2022 Location: GermanyPosts: 1114 |
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 |
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