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Forum Index : Microcontroller and PC projects : PICO PETSCII

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Volhout
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Joined: 05/03/2018
Location: Netherlands
Posts: 4247
Posted: 01:37pm 06 Nov 2023
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This version has the change reversed.
Cannot debug atm.
But it will allow you to play.

pet23dl2.zip
PicomiteVGA PETSCII ROBOTS
 
Martin H.

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Joined: 04/06/2022
Location: Germany
Posts: 1114
Posted: 03:11pm 06 Nov 2023
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  Volhout said  This version has the change reversed.
Cannot debug atm.
But it will allow you to play.

pet23dl2.zip

nice on VGA and LCD but the startmenu(layer n) doesn't realy work on LCD !? .. i will check this later
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Bleep
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Joined: 09/01/2022
Location: United Kingdom
Posts: 512
Posted: 05:30pm 06 Nov 2023
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Hi Martin,
Two places to modify the pet23dl2.bas file to get menu working.

Add 9 to the Merge.
 'write frame
 FRAMEBUFFER Write sc$
 Load image "images/layerb.bmp"
 If Game_Mite Then FRAMEBUFFER Merge 9
 acknowledgement


Insert line     If Game_Mite Then FRAMEBUFFER Merge 9,b
   show_menu MS,col%(puls(t))

   Text 0-(4*Flip),0,tp$,,,,Col%(2):Flip=Not(FLIP)
   Inc t: t=t Mod 12
   If Game_Mite Then FRAMEBUFFER Merge 9,b
   Pause 50: 'Contr_input$() is to fast to see what position you are in
 Loop


Regards, Kevin.
 
Martin H.

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Joined: 04/06/2022
Location: Germany
Posts: 1114
Posted: 06:19pm 06 Nov 2023
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  Bleep said  Hi Martin,
Two places to modify the pet23dl2.bas file to get menu working.

Add 9 to the Merge.


Regards, Kevin.

 easy
nice , thank you
so we have ONE version vor VGA and GameMite.
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lizby
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Joined: 17/05/2016
Location: United States
Posts: 3150
Posted: 06:29pm 06 Nov 2023
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  Martin H. said  so we have ONE version vor VGA and GameMite.


Great--from "is it even possible with LCD" to "one version for both".
PicoMite, Armmite F4, SensorKits, MMBasic Hardware, Games, etc. on fruitoftheshed
 
Volhout
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Joined: 05/03/2018
Location: Netherlands
Posts: 4247
Posted: 08:38pm 06 Nov 2023
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There was something freaky going on with the rollerbots. That is fixed now.
No other progress...

pet23e.zip

Regards,

Volhout

P.S. to run this version (common between LCD and VGA) you need to install the last version issued by Peter in the thread for picomite beta's.
I have no confirmation the more or less official RC14 or RC15 at Geoff's site has all these fixes.
Edited 2023-11-07 06:44 by Volhout
PicomiteVGA PETSCII ROBOTS
 
matherp
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Joined: 11/12/2012
Location: United Kingdom
Posts: 9129
Posted: 10:49pm 06 Nov 2023
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  Quote  I have no confirmation the more or less official RC14 or RC15 at Geoff's site has all these fixes.


It does
 
Volhout
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Location: Netherlands
Posts: 4247
Posted: 05:02am 08 Nov 2023
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Martin, others,

In this version (tested on VGA, not on LCD but should work) the elevators work.
press left-right to change floor, and down to get out.

pet23f.zip

@Martin: if you bring up the map (TAB) of level-b or level-d, the rooftop floor is not shown nicely. Maybe some color mapping can be improved.

The algorithms start to eat CPU cycles. We are at 90ms of 120. And we still have 2 bots to move (evilbot and chasing hoverbot).... it is going to be tight.
I also need to look into syncing the loop with VSYNC to avoid the sprite flicker.

Next I will start work on the raft, so we can get everywhere on all maps.

Regards,

Volhout
PicomiteVGA PETSCII ROBOTS
 
Martin H.

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Joined: 04/06/2022
Location: Germany
Posts: 1114
Posted: 08:16am 08 Nov 2023
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this is getting more and more fun

short test on LCD - Version..

issues
Menu is not updated correct, Endcard is not shown..

Driving the Elevator works fine, but the infos should disapear if you step out

I have recolored the pixel for the "orange" walls and the brown Tiles in Map

replace those lines in the renderLiveMap Sub

'Tile colors
   T$="00077777977770777770000A0000B0006740694B66EB60E777E722B724B66070"
T$=T$+"0367000700770007770000700707077880000007776777077707770778888887"
T$=T$+"7067700770000007700400000000000000000730073000000000000CCC0C0C0C"
T$=T$+"CC07700770898EEAAA2338677727776777EAAEEAAEE00000000000000000000"


CPU load is pretty much used up, but there shouldn't be so many additional controls that have to be executed on every cycle.

good work
Cheers
Martin
Edited 2023-11-08 20:13 by Martin H.
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Volhout
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Joined: 05/03/2018
Location: Netherlands
Posts: 4247
Posted: 11:32am 08 Nov 2023
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Hi Martin,

Maybe you can't load the ending screen from the SD card on the LCD board, since CPU2 is occupying the SPI bus.

Find attached pet23g.bas with the fixes you proposed.

Volhout
pet23g.zip
PicomiteVGA PETSCII ROBOTS
 
Martin H.

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Joined: 04/06/2022
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Posts: 1114
Posted: 11:44am 08 Nov 2023
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Looks good, there is a playable DOS Version on https://archive.org/
I started it just for comparing  
I missed the F3 Key  ;-)
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Volhout
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Location: Netherlands
Posts: 4247
Posted: 11:47am 08 Nov 2023
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There is a playable DOS version on Davids site. DEMO, only levels 1 and 4.
Runs on Windows and in Linux-DOSBOX.

Volhout
PicomiteVGA PETSCII ROBOTS
 
Martin H.

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Location: Germany
Posts: 1114
Posted: 01:34pm 08 Nov 2023
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I know, i used also the Amiga Shareware in Winuae..
But on Archive the full Version is online Playable, so I could see how the Map from Level 2 has to look.

Ive found 2 little Changes, that you might possibli include..
Please replace in both  Fade subs

the Pause 180
with Pause 50+130*Game_Mite

that looks much smoother

btw:

[123] FRAMEBUFFER wait
Error : Syntax

on the LCD Version
Cheers
Martin
Edited 2023-11-09 00:53 by Martin H.
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Volhout
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Posted: 08:53pm 09 Nov 2023
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Hi Martin, all,

Here is a version that allows you to walk everywhere on the 14 maps.
- raft is floating, just step aboard (i.e. "the islands")
- transporters are working
 an active transporter will beam you up
 an "end of game" transporter becomes active when all robots are dead.
 (in this version the end-game transporter reaches end by killing you..nasty stuff).

cheat keys..
- F3 gives all weapons, items and health (select which with F1 and F2)
- F4 kills all robots... that is cheating in a very bad way....

pet23h.zip

This should work for both LCD and VGA. It requires 50708RC14 or later.
It requires petrobot23.zip (some posts earlier) and install of library (explained in that post.

Give feedback....

Volhout
Edited 2023-11-10 06:55 by Volhout
PicomiteVGA PETSCII ROBOTS
 
Martin H.

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Joined: 04/06/2022
Location: Germany
Posts: 1114
Posted: 10:36am 10 Nov 2023
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LCD:
as usual menu, end_screen and the Mode 1 at the end doesn't work with lcd.
but works with Bleeps changes. Some errors here and there when accessing the SD Card on Game*Mite, but nothing serious.

Music:
Finally I found the last "too loud" part in the sfcmetallicbop2.mod and corrected it
please replace this in the music directory.


sfcmetallicbop2.zip
The problem was that the module looked ok and didn't show or play the error in the tracker, so I had to find it and replace the one wrong Note.

Game
The game is really progressing. Good work

Cheers
 Mart!n
Edited 2023-11-10 20:43 by Martin H.
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Volhout
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Joined: 05/03/2018
Location: Netherlands
Posts: 4247
Posted: 01:19pm 10 Nov 2023
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Martin,

There is an error in "level-a". There is one hoverbot type 3 with only 6 life, and this will convert to a agressive bot type 4 immediately. Where as in other levels the agressive bots are type 4 from the start, and have 10 (0x0A) health.

I fixed the level in a hex editor, and will combine this with your new MOD file in a new release (petrobot24), probably after the weekend.

Have I missed some of Kevins changes ? I thought I nailed them all.
Can I ask you to make Kevins missing mods in pet23h.bas and when you are happy with the LCD version, post it on the forum ? I will do a "diff" with the original, and port the changes over to the new pet23i.bas (or pet24.bas).
I really was under the impression that FRAMEBUFFER WAIT was the only remaining problem. I fixed that. Sorry for this.

As should be clear, I am writing the agressive hoverbot at the moment.

Volhout
PicomiteVGA PETSCII ROBOTS
 
Martin H.

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Joined: 04/06/2022
Location: Germany
Posts: 1114
Posted: 03:08pm 10 Nov 2023
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  Volhout said  Martin,

Can I ask you to make Kevins missing mods in pet23h.bas and when you are happy with the LCD version, post it on the forum ? I will do a "diff" with the original, and port the changes over to the new pet23i.bas (or pet24.bas).

As should be clear, I am writing the agressive hoverbot at the moment.

Volhout

here is the Version that runs on my Game*mite
I hope I covered all Framebuffer merges and updates.
Pet23hl.zip

If you need to change the Map files, then this error should be in all Versions, as we  took the Maps unchanged from Github  
Edited 2023-11-11 01:09 by Martin H.
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Bleep
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Joined: 09/01/2022
Location: United Kingdom
Posts: 512
Posted: 04:13pm 10 Nov 2023
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Hi Volhout,
I've checked the version from Martin and agree, this is working well on the LCD.
Looking at your code, you have removed the optimisation of only checking the viewable window? in Sub scan_units, was there a problem with this, because activating it saves around 20mS which easily gets you back inside your 120mS frame rate. :-)
Regards, Kevin.
 
Volhout
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Posted: 09:08pm 10 Nov 2023
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Scan_units also processes things out of sight. I.e. it brings the raft into the view window. And robots that have a long travel. And large explosions.
Writesprites is limitted to view window, as is writeworld.

Volhout
Edited 2023-11-11 07:11 by Volhout
PicomiteVGA PETSCII ROBOTS
 
MarkF
Regular Member

Joined: 01/08/2023
Location: Australia
Posts: 47
Posted: 02:07am 11 Nov 2023
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Great to see Petscii Robots on the PicoMite. I ran it on my new PicoGAME VGA system.

Many thanks to Volhout and the others that have contributed to this project.
The music score is fantastic.

Just a few newbie things I noticed.

1) I didn't load the library at first. The game does show the Intro screen, but once you press [space] the screen goes black and stays that way. Even [ctrl][c] does not exit the game. The only way to get the computer back is cycling power or pressing the reset button.

I then loaded the library...

2) Apart from the left, right and space keyboard instructions on the Intro screen, I didn't know what the other Controls were for the game. The Control option doesn't seem to work.

I then ran through the code and found the keyboard controls, and also that the Controls Case is empty in the code, so that explains why it didn't work on the Intro screen. I presume that code is to be added later.

I have the PicoGAME VGA with a switched Atari style gamepad but it doesn't work with Petscii robot game. My PicoGAMEVGA/gamepad works fine with the Laser Cycle game.

Thanks again for porting Petscii to the PicoMite and I look forward to the evolving game updates.
Edited 2023-11-11 12:28 by MarkF
 
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