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Forum Index : Microcontroller and PC projects : PICO PETSCII

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Volhout
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Posted: 09:19am 02 Nov 2023
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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
 
Martin H.

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Posted: 10:49am 02 Nov 2023
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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.
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Volhout
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Posted: 12:37pm 02 Nov 2023
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Point taken
I will revert to the old mod files.

Volhout
PicomiteVGA PETSCII ROBOTS
 
Martin H.

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Posted: 05:43pm 02 Nov 2023
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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.
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Volhout
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Posted: 06:57pm 02 Nov 2023
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@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
 
Martin H.

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Posted: 07:13pm 02 Nov 2023
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  Volhout said  @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

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.
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Volhout
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Posted: 10:23pm 02 Nov 2023
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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
 
Martin H.

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Posted: 07:18am 03 Nov 2023
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  Volhout said  Hi Martin, all,

Please find attached petrobot23 zip file for picomite VGA.


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.


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  
  Volhout said  Once you die, the end is not clean implemented (no vanishing yet). On my todo list, as is the elevator...
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
  Volhout said  
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.

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.
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Martin H.

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Posted: 08:23am 03 Nov 2023
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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.
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Volhout
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Posted: 09:53am 03 Nov 2023
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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
 
Martin H.

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Posted: 10:38am 03 Nov 2023
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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.
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Volhout
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Posted: 11:48am 03 Nov 2023
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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
 
Martin H.

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Posted: 12:18pm 03 Nov 2023
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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.
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Volhout
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Posted: 02:12pm 03 Nov 2023
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I just copied the DOS version implementation.

Volhout.
PicomiteVGA PETSCII ROBOTS
 
Bleep
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Joined: 09/01/2022
Location: United Kingdom
Posts: 512
Posted: 07:35pm 03 Nov 2023
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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
 
lizby
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Joined: 17/05/2016
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Posted: 11:43pm 03 Nov 2023
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  Bleep said  Hope this is useful.


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
 
Martin H.

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Posted: 05:39am 04 Nov 2023
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  Bleep said  Hi Volhout & Martin,

I have made appropriate changes for pet23b.bas to run on a LCD.

Hope this is useful.
Regards, Kevin.

Hi Kevin,
Just tested on the Game*Mite
Runs great but i get Problems reading the SD Card.
  Quote  FRAMEBUFFER write sc$:Load image "images/end.bmp"
Error : A hard error occurred in the low level disk I/O layer

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:
  Quote  PicoMite MMBasic Version 5.07.08RC12
OPTION SYSTEM SPI GP6,GP3,GP4
AUTORUN 1
OPTION LIBRARY_FLASH_SIZE  21000
OPTION CPUSPEED (KHz) 252000
OPTION DISPLAY 28, 80
OPTION LCDPANEL ILI9341, RLANDSCAPE,GP2,GP1,GP0
OPTION TOUCH GP5,GP7
GUI CALIBRATE 0, 368, 294, 882, 666
OPTION SDCARD GP22
OPTION AUDIO GP20,GP21, ON PWM CHANNEL 2
OPTION MODBUFF 128


Cheers
Martin
Edited 2023-11-04 15:43 by Martin H.
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Bleep
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Posted: 10:20am 04 Nov 2023
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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
 
lizby
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Posted: 12:34pm 04 Nov 2023
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  Martin H. said  Runs great but i get Problems reading the SD Card.
  Quote  FRAMEBUFFER write sc$:Load image "images/end.bmp"
Error : A hard error occurred in the low level disk I/O layer



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
 
Martin H.

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Posts: 1114
Posted: 12:44pm 04 Nov 2023
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  Bleep said  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

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.
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