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Forum Index : Microcontroller and PC projects : PicoMiteVGA PETSCII ROBOTS release candidates
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Volhout Guru Joined: 05/03/2018 Location: NetherlandsPosts: 4222 |
Thanks Kevin, Can you adjust this from mmbasic? Repeat rate and repeat delay? Volhout PicomiteVGA PETSCII ROBOTS |
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Mixtel90 Guru Joined: 05/10/2019 Location: United KingdomPosts: 6778 |
It's part of OPTION KEYBOARD :) Mick Zilog Inside! nascom.info for Nascom & Gemini Preliminary MMBasic docs & my PCB designs |
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Volhout Guru Joined: 05/03/2018 Location: NetherlandsPosts: 4222 |
Thanks Mick, That worked. With OPTION KEYBOARD US,0,0,0,0 the game runs perfect. I even like the faster repeat when using the build in editor. Since it is in the non-volatile options, my PicoMiteVGA will use it forever. Here is RC5 with 99% of Martin's proposed change implemented. Only had to replace Difficulty=1 again with Diff_level=1 robots_rc5.zip Regards, Volhout PicomiteVGA PETSCII ROBOTS |
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Martin H. Guru Joined: 04/06/2022 Location: GermanyPosts: 1113 |
I didn't find any significant differences. So for me, RC 5 is the Version, which could be the Final Ready in just 3 Mounth 14/09/2023 to 13/12/2023 'no comment |
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thwill Guru Joined: 16/09/2019 Location: United KingdomPosts: 4036 |
Hey folks, If it works, it works, but IMO we should probably be reading directly connected keyboard with ON PS2, possibly (if such a thing works) in parallel with INKEY$ for a potentially attached "console keyboard". There is code to handle ON PS2 and map from scan codes to something more useful here: https://github.com/thwill1000/mmbasic-sptools/blob/master/src/splib/ctrl.inc and you can see it in use in https://github.com/thwill1000/mmbasic-lazer-cycle. Notes: 1. In theory it can even handle that Shift-Tab combination for the map ... or at least it could if I'd included the Shift scan-code mappings in my code. 2. Unlike INKEY$ I don't think ON PS2 knows anything about keyboard internationalisation, the scan codes instead refer to physical key locations irrespective of what is printed on them ... I may be wrong. Best wishes, Tom Edited 2023-12-13 19:46 by thwill Game*Mite, CMM2 Welcome Tape, Creaky old text adventures |
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Volhout Guru Joined: 05/03/2018 Location: NetherlandsPosts: 4222 |
Hi Martin, I'll put RC5 once more through it's paces (=test it), and then make the final changes (remove the cheat keys and the loop time counter). Then create the release package, and program the SD card. The Aliexpress components are out for delivery, so this weekend is target for creating the complete package for shipping. Then I will also send a mail to David with the link to your video, and give him heads-up that hardware is shipped. Hi Tom, Please take RC5 back to the PICO PETSCII thread and improve. I feel this game can still be optimized more. But with my envisioned schedule, I intend to ship this version for release V1. I am sure there will be a version V2, with all the controllers and other improvements. Volhout P.S. this version handles SHIFT-TAB since the keycode is the same in PicoMiteVGA as TAB. It only does not memorize the last map chosen. Edited 2023-12-13 20:16 by Volhout PicomiteVGA PETSCII ROBOTS |
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Volhout Guru Joined: 05/03/2018 Location: NetherlandsPosts: 4222 |
@Mick, I have used your construction document and added some to it. Could you review, and indicate where I missed things, or went wrong ? Very much appreciated... PicoMite VGA Basic.zip Volhout PicomiteVGA PETSCII ROBOTS |
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thwill Guru Joined: 16/09/2019 Location: United KingdomPosts: 4036 |
Hi @Volhout, I gathered as much which is why I've stopped posting code and am instead just heckling from the cheap seats . I will certainly be taking another look in the New Year. Best wishes, Tom Game*Mite, CMM2 Welcome Tape, Creaky old text adventures |
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Mixtel90 Guru Joined: 05/10/2019 Location: United KingdomPosts: 6778 |
Nothing glaring, I don't think, Volhout. :) Page 8 has "build" rather than "built", which I think might be better. The schematic gave me a temporary shock (lol) when I saw it in portrait mode, but it's still readable and it doesn't really matter. I can do you a vertical one if you prefer. Mick Zilog Inside! nascom.info for Nascom & Gemini Preliminary MMBasic docs & my PCB designs |
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Volhout Guru Joined: 05/03/2018 Location: NetherlandsPosts: 4222 |
Hi Mick, Habits always get in the way. I am used to vertical schematics since most are drawn in landscape templates. Just leave it as is. It is fine... Volhout PicomiteVGA PETSCII ROBOTS |
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Mixtel90 Guru Joined: 05/10/2019 Location: United KingdomPosts: 6778 |
Comes from several years on a manual drawing board, where just about everything was done in landscape because of busbar and control supply systems. :) Mick Zilog Inside! nascom.info for Nascom & Gemini Preliminary MMBasic docs & my PCB designs |
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Bleep Guru Joined: 09/01/2022 Location: United KingdomPosts: 509 |
Hi Harm, Do you use the gun with autorepeat to rapid fire? If so, could you add this change for the Wii Classic controller code please, so that firing will allow auto repeat, its only the Instr line that changes, the rest is just for context. ' Suppress auto-repeat except for movement and firing. If last$ = read_input$ Then If Not Instr("up,down,left,right,fire-up,fire-down,fire-left,fire-right", last$) Then read_input$ = "" Exit Function EndIf Else last$ = read_input$ EndIf I've also noticed, on the LCD version RC5, if I escape out, none of the statistics are now displayed, the screen appears correctly, but with no values? Regards, Kevin. |
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Volhout Guru Joined: 05/03/2018 Location: NetherlandsPosts: 4222 |
Martin, I did not like the fact that there is no message in the end screen. After the 6 seconds the music stops, but no message you have to press a key to proceed. Now you automatically transfer to start menu after 6 seconds. Kevin: should have fixed your issue also. robots_rc6.zip Volhout PicomiteVGA PETSCII ROBOTS |
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Volhout Guru Joined: 05/03/2018 Location: NetherlandsPosts: 4222 |
All, The schedule is now completely unrealistic. Just received a shipping update from Aliexpress. Delivery of parts is shifted out to end of Januari. Apparently the shipment has passed Dutch customs, but will not be delivered earlier than this... Probably the shipping contract they have with the logistics company, who can make more money on delivering non-chineese packets. So my shipment moved to the bottom of the stack. Low priority... And ordering new parts now (even from local distribution at premium price) just 1 week before Christmas, will not help either. Excuses to all of you who put in some extra effort to make this into a success. It is not to be.. Volhout Edited 2023-12-14 18:01 by Volhout PicomiteVGA PETSCII ROBOTS |
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thwill Guru Joined: 16/09/2019 Location: United KingdomPosts: 4036 |
Might be for the best @Volhout, if you had posted it to David before Christmas there is more chance it too would have become tangled in the post. Best wishes, Tom Game*Mite, CMM2 Welcome Tape, Creaky old text adventures |
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IanRogers Senior Member Joined: 09/12/2022 Location: United KingdomPosts: 151 |
Question aimed at Tom. I'm building a skeletal controller, joystick and 6 buttons. ( just to play this god damn game) would I be better with a shift register??? connect to I2C or make a basic "Ye Olde" 9 pin connection? I'd give my left arm to be ambidextrous |
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Bleep Guru Joined: 09/01/2022 Location: United KingdomPosts: 509 |
Hi Harm, Thanks for the update, only one problem with LCD, Getting a low level disk error. Easy fix, remove the ,b from the FrameBuffer Merge in game_end subroutine. Text 180,130,DIFF_LEVEL_WORD$(diff_level) Play stop:If LCD_DISPLAY Then FrameBuffer Merge 9 Play modfile path$("music/" + Choice(left_bots, "lose.mod", "win.mod")) pause 6000 'sufficient to have 1 win/loose sound This is being caused by the clash between SD access and doing the background updates, but at this point we don't need a background update. :-) Regards, Kevin. PS, I just experimented using a crushed version of the game and it's quite surprising that just removing all the spaces and comments makes such a large difference, at least 10mS in 90 to 100mS, as you noted, so 10%, useful if pushed, but not require in your case. :-) Edited 2023-12-14 22:01 by Bleep |
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Mixtel90 Guru Joined: 05/10/2019 Location: United KingdomPosts: 6778 |
Ian: If you ever get a *firm* decision please let me know. :) So far SNES format (with a shift register) appears to be the favourite but will only handle switch contacts. Tom has sorted out how to interface these very nicely. PicoGAME and a couple of my other designs use them. It seems to be standardised on a D9F connector like an Atari joystick. PETSII Robots can use this, I think. I2C (general) will work with multiple controllers on only 2 pins and can handle analogue as well as digital. In addition the host can configure things on the controller because I2C is bi-directional. However, it's not directly supported in MMBasic. This is what *I* want to use in future because *I* can standardise on the connector too. :) PZ Control uses this. I2C (WII Classic) is supported in MMBasic on the CMM2 and on the PicoMite so there's no work needed. However the connectors are very difficult to find (I ordered 4 in November and I'm still waiting for them). TBH I think the Classic is probably better with the plug cut off and something else fitted. MMB4W doesn't support any controllers (AFAIK) so I'm currently playing with programming in Circuit Python so that the controller sends alphanumeric characters and MMB4W sees it as a keyboard. Mick Zilog Inside! nascom.info for Nascom & Gemini Preliminary MMBasic docs & my PCB designs |
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IanRogers Senior Member Joined: 09/12/2022 Location: United KingdomPosts: 151 |
I believe you can use antimicro for windows app that don't support gamepads. I know VICE users use it. https://sourceforge.net/projects/antimicro.mirror/ I'll just get Tom's schematic and use whatever that is.. I'd give my left arm to be ambidextrous |
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thwill Guru Joined: 16/09/2019 Location: United KingdomPosts: 4036 |
Que? what schematic ? What PicoMite VGA are you wanting to interface a controller with ? For digital joystick and 6 buttons your "obvious" choices are: - 12-bit shift register (probably 2 x 8-bit chained together), requires 3 GPIO, e.g. SNES - I2C, e.g. Wii Classic or Mick's controller of the day, this option will also support analog joysticks - drive 12 GPIO pins directly (Atari joystick does 5, Game*Mite does 8) The currently distributed PETSCII Robots for PicoMite has Wii Classic support, but not SNES support, easy enough to add, but I don't actually have a working controller ... going to bother @Mixtel90 (or eBay) in the New Year. Best wishes, Tom Edited 2023-12-14 23:02 by thwill Game*Mite, CMM2 Welcome Tape, Creaky old text adventures |
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