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Forum Index : Microcontroller and PC projects : PICO PETSCII

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Martin H.

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Posted: 04:56am 11 Nov 2023
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Hi Mark,
thank you for your response ..

We are very grateful for any constructive criticism, Feedback and suggestions for improvement as it helps with "quality management". Even things that seem obvious to us when we deal with them every day can be confusing for someone who is not so familiar with them. Therefore, we are perhaps a bit operationally blind and rely on feedback.
We are in the middle of development, so there are many inconsistencies in the program, but it is far from finished either.


Keep in Mind, by now Petrobot Pico is Work in Progress.

For example, the "Controlls" section in the Menu is by now just a Placeholder for a Funktion that isn't already written.  

The instructions for using the keyboard have also not yet been written. But they are identical to the keys, used in the PET/C64/AMIGA/PC DOS version. look at https://www.the8bitguy.com for those manuals.

We share the work as a "Hobby team project of computer enthusiasts", so everyone can contribute something to programming, but Volhout has the lion's share of writing the game logic.

Be a little lenient if some things don't work yet. They simply haven't been programmed yet
Edited 2023-11-11 16:06 by Martin H.
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thwill

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Joined: 16/09/2019
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Posted: 07:31am 11 Nov 2023
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  MarkF said  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.


Hi Mark.

I bear some responsibility for the PicoGAME VGA and also wrote the Lazer Cycle game and may well end up implementing the controller support for Petscii Robots on the PicoMite. What is an "Atari style gamepad", do you mean "Nintendo style" ?

Best wishes,

Tom
Edited 2023-11-11 17:55 by thwill
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Volhout
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Joined: 05/03/2018
Location: Netherlands
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Posted: 08:01am 11 Nov 2023
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Hi Mark,

Thank you for your feedback. I myself am developing the game on the PicoGameVGA from Mick and Tom, but purely on keyboard control. I actually use the usb terminal as a keyboard. I tested PS2
Others (Kevin, Martin) have looked at LCD.
Yes, the music score is great. Porting this is all Martins work, as are the graphics, and this all would not have been possible without Peter Mathers help in fixing MMBasic bugs and adding features. I even have the feeling he is holding back a new release of MMBasic, to make sure the new version has all bug fixed related to this game…

It is a true team effort.

Volhout
Edited 2023-11-11 18:05 by Volhout
PicomiteVGA PETSCII ROBOTS
 
Martin H.

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Location: Germany
Posts: 1114
Posted: 09:32am 11 Nov 2023
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  thwill said  
  MarkF said  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.


Hi Mark.

I bear some responsibility for the PicoGAME VGA and also wrote the Lazer Cycle game and may well end up implementing the controller support for Petscii Robots on the PicoMite. What is an "Atari style gamepad", do you mean "Nintendo style" ?

Best wishes,

Tom

Tom
As you know I also use the PicoGAME VGA.
As I remember you also managed to get SNES Style Controllers to work on it.

I ordered a cheap clone with 9 Pin Dsub connection, which would be optimal for all controlls in this Game. Hope you can help implementing it
Cheers Mart!n
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thwill

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Posted: 10:12am 11 Nov 2023
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  Martin H. said  As you know I also use the PicoGAME VGA. As I remember you also managed to get SNES Style Controllers to work on it. I ordered a cheap clone with 9 Pin Dsub connection, which would be optimal for all controlls in this Game. Hope you can help implementing it


Oh dear .

Yes, I wrote code that will read a "proper" SNES controller, see https://github.com/thwill1000/mmbasic-sptools/blob/master/src/splib/ctrl.inc

Alas, the one pictured is unlikely to be a proper clone. I have a box of cheap controllers and never found a proper 9-pin SNES clone; though it is theoretically possible and I'm sure the Mick-collective could design a drop-in PCB for one of the "clone" enclosures.

Most likely the one pictured has NES internals and the extra buttons either duplicate A&B or use an oscillator to provide "autofire" A&B.

Another alternative that I have (though it may have a 7-pin connector that I was going to rewire) is that instead of containing the expected shift-register(s) it emulates them using a 5v microcontroller - that won't run off the PicoMite 3v3 supply.

Sorry to be the bearer of bad news.

Tom
Edited 2023-11-11 20:14 by thwill
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Martin H.

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Posted: 02:18pm 11 Nov 2023
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So we may need a SNES clone with the original connector (which hopefully works with 3.3V) and an adapter that can then be used on dsub.
Like they built for the Atari Version(I think).


I'll wait to see what comes.


Thank you for the Link, In the meantime I can try to integrate my NES controller into the program (same button assignment as the GameMite).
Edited 2023-11-12 00:33 by Martin H.
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Mixtel90

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Posted: 02:35pm 11 Nov 2023
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This one is an electronic clone of a NES controller. It could probably be expanded to a SNES with an extra chip and made attachable to a NES interface though - it's the software that changes.
Mick

Zilog Inside! nascom.info for Nascom & Gemini
Preliminary MMBasic docs & my PCB designs
 
thwill

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Posted: 02:48pm 11 Nov 2023
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  Martin H. said  So we may need a SNES clone with the original connector and an adapter that can then be used on dsub. Like they built it for the Atari (I think).


Not necessarily.

I just went down to the "box of shame" and opened up a clone SNES controller with the "original" 7-pin connector. It contains an unmarked 16 pin IC and a handful of passives. It's not wired correctly to be a shift-register (and the pull-up resistors aren't present either). In an earlier discussion (12+ months back) @Volhout surmised it was a micro-controller emulating the original shift-register design and @Sasquatch tested a similar device and found it didn't work with the PicoMite, surmising it was a 5v device*.

* Note that the real NES and SNES controllers are nominally 5v, but fortunately for us the 4021 shift-registers they are built around (the SNES uses 2 x 4021 chained together or a single 20-pin V520B) will run acceptably at 3v3.

Best wishes,

Tom
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thwill

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Posted: 02:58pm 11 Nov 2023
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Note that none of the photos on the listing corresponding to the AliExpress image that @Martin H posted show whether this device has the shoulder buttons or not, and the listing says "Compatible Nintendo Model: Family Computer", which if accurate is the Nintento FamiCom, known to us in the "West" as the NES, not the SNES (Super FamiCom).

EDIT: I know far too much about Nintendo gamepads.

I'll be interested to hear what Martin ultimately has delivered.

Best wishes,

Tom
Edited 2023-11-12 01:26 by thwill
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MarkF
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Joined: 01/08/2023
Location: Australia
Posts: 47
Posted: 05:47am 12 Nov 2023
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Thank you Volhout, Tom, Mick, Martin for your comments (above).

Hmmm. I'm not sure of which gamepad I have then. It's switched. See PHOTO below.

I bought it from Ebay Australia and it arrived in 3 days:

https://www.ebay.com.au/itm/355051578514

It works well with the PicoGAME board.


P.S. Many thanks to Mick Ames for the PicoGAME VGA design. I had fun making it.



Edited 2023-11-12 15:52 by MarkF
 
Mixtel90

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Posted: 09:54am 12 Nov 2023
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That's the original Famicom controller design. It pre-dates the Super Nintendo NES IIRC.

I'm pretty sure it's the same internally.

Glad you like the board. :)


EDIT:
No, it's not the original Famicom. That doesn't have 4 buttons on the right. It looks more like a Famicom clone of some sort. There's a few pics almost half way down this page.
Edited 2023-11-12 21:56 by Mixtel90
Mick

Zilog Inside! nascom.info for Nascom & Gemini
Preliminary MMBasic docs & my PCB designs
 
Volhout
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Posted: 12:26pm 12 Nov 2023
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A new version.... I tested on VGA only.

This one does not use the library anymore. It needs the new PicoMiteV50708-RC15

So...

Install PicoMite 5.07.08-RC15

Take care: RC15 erases all options, so you have to re-install all options (SD card, OPTION AUDIO .... , OPTION CPUSPEED 252000, OPTION MODBUFF ENABLE)

UNZIP petrobot24.zip and put on SD card.

LIBRARY DELETE (should not be needed after RC15 install)
CHDIR "petrobot24"
RUN "pet24.bas"

Dying from attacking hoverbots may not be error free in all cases, but in general it works.

This has the new soundfile from Martin, a fixed level-a, and (I hope) all fixes to make it run on the LCD version.

Happy gaming...

Volhout

F3=cheat, F4=kill all robots
petrobot24.zip
PicomiteVGA PETSCII ROBOTS
 
Martin H.

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Posted: 03:17pm 12 Nov 2023
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  Volhout said  A new version.... I tested on VGA only.

This one does not use the library anymore.
Happy gaming...

Volhout



Very pleasant using flash disk load  
Used just on Game*Mite so far and I haven't found any errors yet.
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Bleep
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Joined: 09/01/2022
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Posts: 511
Posted: 05:34pm 12 Nov 2023
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Deleted, after some experiments.
Edited 2023-11-13 04:15 by Bleep
 
thwill

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Joined: 16/09/2019
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Posted: 06:42pm 12 Nov 2023
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Hi guys,

I find optimisation of MMBasic to be very tricky; some things you expect to be cheap are expensive and others that you expect to be expensive are cheap.

I suspect that replacing the call to scan_units() with this might bring dividends by reducing the number of lines of code that have to be scanned for each unit:

For i = 0 To 47
 Select Case UT(i)
   Case <= 22 : Call "unit_ai_" + Str$(UT(i)), i
   Case >= 71 : Call "unit_ai_" + Str$(UT(i)), i
 End Select
Next


And then implementing a raft of "unit_ai_X(i)" subs.

YMMV,

Tom
Edited 2023-11-13 04:48 by thwill
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thwill

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Posted: 06:44pm 12 Nov 2023
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You might be able to simplify further by leaning on error handling for missing subs, e.g.

For i = 0 To 47
 On Error Skip
 Call "unit_ai_" + Str$(UT(i)), i
Next


Tom
Edited 2023-11-13 04:47 by thwill
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thwill

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Posted: 10:29pm 12 Nov 2023
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  Martin H. said  The only program that is currently on A: which austostarts is my "autoexec.bas"


How are you auto-starting it ?

As far as I know you can either:

   - OPTION AUTORUN a flash-slot, or

   -  there is also a (legacy) mechanism involving creating a subroutine called MM.STARTUP which I'm guessing needs to be in the program currently in flash-slot 0 on startup ... though possibly it would also run from the LIBRARY.

I can't find code or documentation for auto-starting something that isn't in flash, but I may be being thick .

Best wishes,

Tom
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Martin H.

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Posted: 05:10am 13 Nov 2023
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Good Morning Tom

  thwill said  
I can't find code or documentation for auto-starting something that isn't in flash, but I may be being thick .

Best wishes,

Tom


for that, it is saved in Flash :-)

EDIT
'autoexec.bas
Drive "b:"
Chdir "b:/Petrobot24/"
Run "pet24.bas"

F1
FLASH SAVE 1
option autorun 1

this is how it works for me.
the Name is just a Reminder for me, what this program is for and for nostalgic reason, there is no Code in Firmware which search for it :-D. Sorry for the Confusien
Edited 2023-11-13 15:34 by Martin H.
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MarkF
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Posted: 05:53am 13 Nov 2023
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Thanks Mick for the info regarding the Famicon controllers.

Your Wikipedia link here with images:  https://en.wikipedia.org/wiki/Nintendo_Entertainment_System#Accessories
 
MarkF
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Posted: 06:00am 13 Nov 2023
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Game keyboard control request please ...

I went to play the game, and for some reason I was unable to do a search or move objects.

I discovered I had the caps lock on.

After viewing the game code, most of the keyboard controls work with lowercase only.

I see that capital [M] toggles the music, and lowercase [m] is to move objects.

A suggestion...

1) Could the toggle music key be changed to something else (any unused key) e.g. [p] ?

and then...

2) Can the game control code be altered so that it operates with either lower/upper case?  e.g.  [Z] or [z] for game object search.
 
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