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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 |
Hi Martin (& Peter), Since the largest modfile in the set was 179 kbyte, so I set the modbuff to 180k The new modfiles work. Thanks. Tonight I hope to make progress on pet23. Yesterday I failed to make any progress. Volhout Edited 2023-11-02 19:21 by Volhout PicomiteVGA PETSCII ROBOTS |
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Martin H. Guru Joined: 04/06/2022 Location: GermanyPosts: 1114 |
I didn't get around to anything productive last night either. I would still try to do it with the default Settings, so that you don't have to do any changes here. Modules in other games can also get by with 40 kb. 'no comment |
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Volhout Guru Joined: 05/03/2018 Location: NetherlandsPosts: 4247 |
Point taken I will revert to the old mod files. Volhout PicomiteVGA PETSCII ROBOTS |
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Martin H. Guru Joined: 04/06/2022 Location: GermanyPosts: 1114 |
By the way. Yesterday I tried the Amiga shareware version with Win UAE... I don't like it that much because, for example, they don't animate the search. And in my emulation the screen was stretched too much. What I noticed with the DOSBox version is that they use the start menu much more conveniently. I'll addapt that Edited 2023-11-03 03:45 by Martin H. 'no comment |
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Volhout Guru Joined: 05/03/2018 Location: NetherlandsPosts: 4247 |
@Martin, Can I request your MOD expertise once more ? The "M" key supposed to stop music. But when I stop music, I also loose SFX. Is it possible to create a mod file that runs, but makes not music, but does contain the SFX samples that can be played ? Or is this technically not possible ? Volhout PicomiteVGA PETSCII ROBOTS |
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Martin H. Guru Joined: 04/06/2022 Location: GermanyPosts: 1114 |
that is the sfx.mod, but than you would have to reset the numbers of the Sounds ... EDIT: I created an empty Mod with the sfx at the same sample numbers 16-30 as in the music. you have to load it with Play Modfile as usual .. then the sfx are there petsciisfx.zip Edited 2023-11-03 05:49 by Martin H. 'no comment |
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Volhout Guru Joined: 05/03/2018 Location: NetherlandsPosts: 4247 |
Hi Martin, all, Please find attached petrobot23 zip file for picomite VGA. petrobot23.zip It contains a new library (better compressed), so you have to UNZIP LIBRARY DELETE LIBRARY DISK LOAD "lib/pet_lib23.bin" RUN "pet23.bas" This ZIP still contains the larger MOD files, but does not use them. You can use the default OPTION MODBUFF ENABLE of 128k. In this version you can get shot by rollerbots. Use cheat key F3 for medkit and weapons. Once you die, the end is not clean implemented (no vanishing yet). On my todo list, as is the elevator... Let's hear your comments.... Volhout P.S. look at my code for the music ON/OFF (it is commented out). When I stop the music, it autostarts again after 2 seconds... another something to find out. Edited 2023-11-03 08:24 by Volhout PicomiteVGA PETSCII ROBOTS |
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Martin H. Guru Joined: 04/06/2022 Location: GermanyPosts: 1114 |
Is it normal that Rollerbots also can couse the mines to explode? funny but I died as I wanted to move it in his way But your todo list gets shorter .. on my todo list .. 1.Getting the Intro like the Intro in the DOS Version 2. Write something for the red flashing Display when get hit. 3. shorten the Ingame MODs&SFX to under 128k without loosing quality After the "IF k$="M", I added a k$="" that seemes to help. All and all you are getting closer to a real Game. Great job Edited 2023-11-03 17:21 by Martin H. 'no comment |
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Martin H. Guru Joined: 04/06/2022 Location: GermanyPosts: 1114 |
2. Write something for the red flashing Display when get hit. we cannot simply change the BG Color, but for visual signaling, it should be sufficient if the "border" flashes red. untested sub BorderFlash 'overwrite the free windows in the Border with red local integer x1,w,c Framebuffer write L x1=272,w=320-x1:c=col%(4) box 0,0,320,15,,c,c:box 0,200,264,40,,c,c box x1,32,w,32,,c,c:box x1,72,w,38,,c,c box x1,122,w,22,,c,c:box x1,154,w,86,,c,c pause 20:'wait one frame ' and make them transparent again c=col%(5) box 0,0,320,15,,c,c:box 0,200,264,40,,c,c box x1,32,w,32,,c,c:box x1,72,w,38,,c,c box x1,122,w,22,,c,c:box x1,154,w,86,,c,c Framebuffer write N end sub Edited 2023-11-03 18:29 by Martin H. 'no comment |
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Volhout Guru Joined: 05/03/2018 Location: NetherlandsPosts: 4247 |
Hi Martin, I did not implement your "flashing border" yet. I have implemented a "fade out and game end" in this version I will look into your comments. On my picomite, your fix k$="" does not work. It feels like this is a bug in MMBasic. But I am not sure. Something like a modbuffer not being cleared when you load a smaller MOD file. pet23a.zip And I need to write down what comment text is used in the real game, and start porting that. About the artwork (images). Did you think about the intro screen (you still "manipulate" the picture to allow for 4 lines of text in the menu). Did you think about the game screen (the top 24 lines are black. Nice for debug info, but in the real game you might want to fill it with something nice ? cut out a section of the intro screen ?). Regards, Volhout Edited 2023-11-03 19:54 by Volhout PicomiteVGA PETSCII ROBOTS |
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Martin H. Guru Joined: 04/06/2022 Location: GermanyPosts: 1114 |
I will look at it later .. My Idea for the Top Line .. while the game,it could be a Status Line ... which could be the name of the Map, the Difficulty level and maybe the number of remaining Robots, so that you know, when you can go to the Transporterplatform (end of Level). if we do so, I can extend the frames upper 24 Pixel that the information fits better to the rest of the Game Edited 2023-11-03 20:48 by Martin H. 'no comment |
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Volhout Guru Joined: 05/03/2018 Location: NetherlandsPosts: 4247 |
One hour of sweat later.... The final screen starts to get filled.. pet23b.zip The weekend I will most likely not work on the game. We have visitors (3 kids) that will eat out all my energy. Expect new updates early next week. On the todo list: - elevator - hoverbot attack after being shot - plasma gun fire (I implemented single target, but should blow similar to explosion) - magnet (his will be quite a change) - EMP and drowning hoverbot .. ? Maybe I skip this(*). - trash compactor - evilbot - difficulty - transporter - check completeness (sounds, information text) - remove cheat key and presets Christmas is a hard to achieve goal.... so much to do... And every new item takes increasingly more effort to implement. Not breaking the earlier functions. Volhout (*) does not add much to the game, you can lure the hoverbot by shooting at it, it will come on land following you, and you can time bomb it. P.S. I tried, but need advise how to make a screenshot. The SAVE IMAGE "xxx" seems to show L layer (magenta) despite FRAMEBUFFER WRITE L or N. I was unable to make a nice screenshot (with acknowledgements to Peter, Geoff, Dave M etc..) Edited 2023-11-03 22:13 by Volhout PicomiteVGA PETSCII ROBOTS |
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Martin H. Guru Joined: 04/06/2022 Location: GermanyPosts: 1114 |
One hour of sweat later.... How about the Info Line ? layerc.zip PS: For my taste, it will fit better to use the Top Line at the Start/Intro Screen for Credits etc (Thats what I made it for) , not the Info at Start of the Game Edited 2023-11-03 23:17 by Martin H. 'no comment |
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Volhout Guru Joined: 05/03/2018 Location: NetherlandsPosts: 4247 |
I just copied the DOS version implementation. Volhout. PicomiteVGA PETSCII ROBOTS |
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Bleep Guru Joined: 09/01/2022 Location: United KingdomPosts: 512 |
Hi Volhout & Martin, I have made appropriate changes for pet23b.bas to run on a LCD. This is the Diff, as you can see the changes are quite small. In theory I have made it so that VGA will still work fine, with Game_Mite=0 set. 7c7 < Const Game_Mite=0 --- > Const Game_Mite=1 9a10 > sc$="f" 11a13 > sc$="n" 13a16 > If Game_Mite Then FRAMEBUFFER Create 'f 52a56 > FRAMEBUFFER Write sc$ 53a58 > If Game_Mite Then FRAMEBUFFER Merge 202c207 < FRAMEBUFFER write l:CLS col(5):FRAMEBUFFER write n 'clear layer --- > FRAMEBUFFER write l:CLS col(5):FRAMEBUFFER write sc$ 'clear layer 215a221 > k$="" 228c233 < --- > If Game_Mite Then FRAMEBUFFER merge 9,b 322c327 < FRAMEBUFFER write n --- > FRAMEBUFFER write sc$ 372c377 < FRAMEBUFFER write n:Load image "images/end.bmp" --- > FRAMEBUFFER write sc$:Load image "images/end.bmp" 399c404 < FRAMEBUFFER write n --- > FRAMEBUFFER write sc$ 1416c1421 < FRAMEBUFFER write l:CLS :FRAMEBUFFER write n --- > FRAMEBUFFER write l:CLS :FRAMEBUFFER write sc$ 1421c1426 < FRAMEBUFFER write l: fade_in: :FRAMEBUFFER write n --- > FRAMEBUFFER write l: fade_in:FRAMEBUFFER write n 1460c1465 < FRAMEBUFFER write L:fade_out:FRAMEBUFFER write n --- > FRAMEBUFFER write l:fade_out:FRAMEBUFFER write n 1536c1541,1542 < Pause 80 --- > If Game_Mite Then FRAMEBUFFER merge 9,b > Pause 180 1545c1551,1552 < Pause 80 --- > If Game_Mite Then FRAMEBUFFER merge 9,b > Pause 180 1562c1570 < If Not gamemite Then Contr_input$="":Exit Function --- > If Not Game_Mite Then Contr_input$="":Exit Function pet23bLCD.bas.zip Hope this is useful. Regards, Kevin. PS. I have used Martins new layer bitmap, looks good. :-) I have also just added, getting the screen fade in and out working. Edited 2023-11-04 08:16 by Bleep |
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lizby Guru Joined: 17/05/2016 Location: United StatesPosts: 3150 |
Better than useful--this is terrific--thanks. (After I figured out that I needed "OPTION MODBUFF ENABLE".) (And of course, thanks especially to Volhout, Martin, and Peter.) Now, of course, my problem is that I don't have any idea how to play the game--no muscle-memory from youth (parcheesi doesn't give you that). I don't think that can be readily fixed. The one issue I've seen is the same as other times--auto-repeat is out of control. At one point, someone fixed this by (I think) clearing the keyboard buffer at each move cycle--but that might now inhibit game play. I like the TAB key view of the map--and also that you can move the guy while in map-view (but I'd maybe need a 7-inch LCD screen to really be able to see him--I guess that's what VGA can give you). It's been really amazing watching this come together. Where else do you see a developer provide new features as soon as the need for them becomes apparent? PicoMite, Armmite F4, SensorKits, MMBasic Hardware, Games, etc. on fruitoftheshed |
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Martin H. Guru Joined: 04/06/2022 Location: GermanyPosts: 1114 |
Hi Kevin, Just tested on the Game*Mite Runs great but i get Problems reading the SD Card. sested on other SD Card, Cardreader/LCD and Micro SD Addapter. I think there is a hardware problem with my Picomite. I will try to fix it, or is there a system-related error here? Settings: Cheers Martin Edited 2023-11-04 15:43 by Martin H. 'no comment |
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Bleep Guru Joined: 09/01/2022 Location: United KingdomPosts: 512 |
Hi Martin, I think this is a known 'feature' you can't be doing a background merge/copy while accessing the SD card, it was to do with the screen & SD card sharing a pin on the I/O, if we separated them there would not be the clash, ie use 2 I/O pins, one for LCD & 1 for SD. Though I wouldn't think the LCD would be being written to at the point you indicate, maybe it's still in the process of updating the screen, try putting a longish pause before the SD card access, see if that stops it. Just thought 100mS should do it, as it's clearly able to keep up with 10Hz, so should be completing in less time than that. :-) Regards Kevin Edited 2023-11-04 21:39 by Bleep |
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lizby Guru Joined: 17/05/2016 Location: United StatesPosts: 3150 |
I also got an SD error upon quitting. Power-cycling fixed it. > load "pet23bLCD.bas" > run [378] FRAMEBUFFER write sc$:Load image "images/end.bmp" Error : A hard error occurred in the low level disk I/O layer > files Error : SD Card not found PicoMite, Armmite F4, SensorKits, MMBasic Hardware, Games, etc. on fruitoftheshed |
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Martin H. Guru Joined: 04/06/2022 Location: GermanyPosts: 1114 |
I think this is a known 'feature' you can't be doing a background merge/copy while accessing the SD card, it was to do with the screen & SD card sharing a pin on the I/O, if we separated them there would not be the clash, ie use 2 I/O pins, one for LCD & 1 for SD. Though I wouldn't think the LCD would be being written to at the point you indicate, maybe it's still in the process of updating the screen, try putting a longish pause before the SD card access, see if that stops it. Just thought 100mS should do it, as it's clearly able to keep up with 10Hz, so should be completing in less time than that. :-) Regards Kevin Hi, Kevin & Lance I tested it ... Sub game_end FRAMEBUFFER write l:CLS Pause 100: FRAMEBUFFER write sc$:Load image "images/end.bmp" Play stop:Play modfile "music/lose.mod" statistics(left_bots,left_hidden) Text 180,66,map_nam$(map_nr) Text 180,82,"?" Text 180,98,Str$(left_bots)+" / "+Str$(start_bots) Text 180,114,Str$(left_hidden)+" / "+Str$(start_hidden) Text 180,130,"?" If Game_Mite Then FRAMEBUFFER copy f,n Pause 4000:Play stop End Sub the Pause 100 has done the Job The Pause 4000 just waits till the lose.Mod is done Cheers Martin Edited 2023-11-04 23:14 by Martin H. 'no comment |
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