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Forum Index : Microcontroller and PC projects : PETSCII ROBOTSfor PICOMITE beta

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thwill

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Joined: 16/09/2019
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Posted: 02:15pm 04 Dec 2023
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  Volhout said  
OPTION PLATFORM x$

x$ length 12

Volhout


Personally I'd like to see 20, e.g.
OPTION PLATFORM "PicoGAME VGA v4"


We should also get general controller discussion out of this thread, and possibly into: https://www.thebackshed.com/forum/ViewTopic.php?TID=16431

Best wishes,

Tom
Game*Mite, CMM2 Welcome Tape, Creaky old text adventures
 
Volhout
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Posted: 03:02pm 04 Dec 2023
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Tom,

Peter had 12 bytes free.
Hence length 12 (i.e. "PGV_V4")
And yes, let's divert to a different thread.

All,

Attached is a small update to pet25i.bas. Now you can also shoot the PI paintings from the walls in accordance with Martin's observations (Amiga the source code does not explain this is possible, but it is in DOS).

pet25k.zip

No further (quick) changes envisioned. I will wait for the dust to settle on the controllers, and then we go for release candidate.


Volhout
Edited 2023-12-05 03:47 by Volhout
PicomiteVGA PETSCII ROBOTS
 
Bleep
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Posted: 05:50pm 04 Dec 2023
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Hi Harm,
I'm having problems with the map, on a LCD Pico, I'm using 25i, when I press the map button (Tab), I get the map, but when I press it again, it often doesn't go away, I sometimes have to press it 3 times to remove it? Once the map is displayed one press of Tab, the small red blob is present and can be moved, press Tab again and the red blob vanishes, but the map remains, however the player will still move, invisibly, press Tab again, map still there, no red blob, but player will move, press Tab again the map goes, the player has moved, however many squares I pressed the move button, is this a generic problem or only on an LCD? in which case I could have a look at it for you if you would like?
Regards, Kevin.
Edited 2023-12-05 04:13 by Bleep
 
thwill

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Posted: 06:09pm 04 Dec 2023
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  Bleep said  Hi Harm,
I'm having problems with the map, on a LCD Pico, I'm using 25i, when I press the map button (Tab), I get the map, but when I press it again, it often doesn't go away, I sometimes have to press it 3 times to remove it? Once the map is displayed one press of Tab, the small red blob is present and can be moved, press Tab again and the red blob vanishes, but the map remains, however the player will still move, invisibly, press Tab again, map still there, no red blob, but player will move, press Tab again the map goes, the player has moved, however many squares I pressed the move button, is this a generic problem or only on an LCD?
Regards, Kevin.


It confused me too Kevin, but it's "by design"; the map starts in a mode showing the player, then pressing [map] a 2nd time makes it show the robots, then pressing [map] a 3rd time makes it show the secrets, the 4th press exits the map.

In my latest version it beeps every time you press the [map] button and writes an appropriate comment to the message area giving the current mode.

I agree that the player probably shouldn't be able to move in the latter two modes.

Best wishes,

Tom
Edited 2023-12-05 04:10 by thwill
Game*Mite, CMM2 Welcome Tape, Creaky old text adventures
 
Volhout
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Posted: 06:19pm 04 Dec 2023
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Hi Kevin,

That is indeed confusing.. Thank you for bringing it up.
I may be able to fix it. I Will put it on the todo list.

Volhout
PicomiteVGA PETSCII ROBOTS
 
Bleep
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Posted: 06:20pm 04 Dec 2023
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Ah, ok got it, thanks.
 
Volhout
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Posted: 06:38pm 04 Dec 2023
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I was not planning to do it, but since this is such a small change:
Kevin: here you go, should be possible to only walk in map mode that shows player.

pet25l.zip
PicomiteVGA PETSCII ROBOTS
 
Martin H.

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Joined: 04/06/2022
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Posted: 06:57pm 04 Dec 2023
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The behavior of the Tab key in the DOS version
TAB        Shows the map and player position is displayed.
TAB again  Close Map Mode.
SHIFT TAB  (in Map Mode) switches between showing the player- or bot position.
TAB again  Close Map Mode but the System stays in the selected mode
so if you've seen the bots, next time you press TAP in the Game you are in the "show Bots Mode"
There is (or I found) no option to display the items in the map. That's a little cheating. However, the number of remaining items has no influence on winning or losing. The task is to destroy the bots. When all bots are destroyed, the transporter is activated, step on the transporter and you win.  

Edited 2023-12-05 04:59 by Martin H.
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Bleep
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Posted: 07:26pm 04 Dec 2023
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Thanks Harm & Martin,
25l works fine now thanks, even more so now I see how the Map mode works and I included a modification from Tom to stop multiple key presses, when using a controller, a qwerty keyboard is fine, as they don't immediately autorepeat, but a controller will. :-)
Regards, Kevin.
 
Volhout
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Posted: 07:50pm 04 Dec 2023
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@Martin,

I was aware of shift tab. But could not translate this into a string value.
Hence this solution. It is compatible. shift-TAB can be pressed and delivers the same code (ASCII 9) as TAB. But the game does not "remember" the selected mode.

The hidden items view can simply be omitted. Just choose difficulty normal.

Volhout
Edited 2023-12-05 17:56 by Volhout
PicomiteVGA PETSCII ROBOTS
 
Martin H.

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Posted: 07:55am 05 Dec 2023
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  Volhout said  I have on my todo list a piece of text how it all works.
Need Martins support fot the mod files and samples.

Volhout

Here is my attempt at an explanation
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Volhout
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Posted: 11:05am 05 Dec 2023
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Hi Tom, Kevin, Martin,

Once the controller variants are consolidated (NES/SNES/Wii), would any one of you please update "pet25l.bas" with the required changes ?

All,

Feel free to add bug reports in this thread. They may not be solved immediately, but will be dealt with before going to release candidates. I will collect them, and respond.

Thank you all for the time you have spend on making this game better.
Together we achieved something no-one though would be possible.
Special thanks to Peter, who optimized the MMBasic featureset and made it possible.

Regards,

Volhout
Edited 2023-12-05 21:06 by Volhout
PicomiteVGA PETSCII ROBOTS
 
thwill

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Posted: 11:29am 05 Dec 2023
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  Volhout said  Once the controller variants are consolidated (NES/SNES/Wii), would any one of you please update "pet25l.bas" with the required changes ?


I'm on this, plus a page of controller responsiveness notes that I scrawled down on Sunday to look at in PETSCII Robots. May not be done today though because I also want to adapt to the OPTION PLATFORM firmware change that Peter just posted.

Best wishes,

Tom
Edited 2023-12-05 21:30 by thwill
Game*Mite, CMM2 Welcome Tape, Creaky old text adventures
 
Volhout
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Posted: 12:00pm 05 Dec 2023
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Hi Tom,

Thank you. Note that the SNES buttons could be mapped to meet the definintions by David Murray. Not sure if this is playable.





The other controllers we can decide for ourselves.

Volhout
Edited 2023-12-05 22:04 by Volhout
PicomiteVGA PETSCII ROBOTS
 
Martin H.

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Posted: 02:01pm 05 Dec 2023
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missing the TAB Key ;-)

I will probably be out for the rest of the week. Despite the flu shot, it just got me. And it's hard to concentrate and program when your head is pounding
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Volhout
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Posted: 03:49pm 05 Dec 2023
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Martin,

First of all, wish you good health. Take it easy, and drink lots of Tea with Honey. That helped me a lot.

I needed to search to find it, but this addendum for the C64-REU version shows the implementation on SNES controller for MAP mode (the TAB key).



Volhout
PicomiteVGA PETSCII ROBOTS
 
thwill

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Posted: 06:53pm 05 Dec 2023
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@Volhout,

Two items:

1. Unless I'm misremembering from my play session I believe the (roller?)bot can still shoot whilst under the influence of the EMP is that correct behaviour ?

2. I seem to recall from one of David's videos him saying that two EMP blasts would permanently disable a robot (presumably not the EvilBot). It doesn't in the MMBasic version, should it ?

Best wishes,

Tom
Game*Mite, CMM2 Welcome Tape, Creaky old text adventures
 
Volhout
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Posted: 08:37pm 05 Dec 2023
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Hi Tom,

I am not sure about shooting, but after few seconds they wake up again.
It is not hard to adapt the shooting, but I simply don't know.



Volhout

EDIT: just tried it on the DOS version, and yes, the rollerbot should stop shooting.
EDIT2: it is implemented in the next revision.
Edited 2023-12-06 06:55 by Volhout
PicomiteVGA PETSCII ROBOTS
 
thwill

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Posted: 11:18pm 06 Dec 2023
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Hi folks,

With @Volhout's blessing here is an interim version that fixes some of the controller issues:

   pet25m.zip

Differences from pet25l:

- Temporarily returned to requiring the user to edit the program to enable NES gamepad (or Atari Joystick, or Wii Classic gamepad).
    - Defaults to "no controller" on PicoMite VGA.
    - Defaults to Game*Mite "controller" on PicoMite.
    - Uncomment one of lines 17-19 to override.

- Added @Bleep's support for the Wii Classic gamepad.
    - I titivated it somewhat but haven't tested it since the bits to put together a socket only arrived today (thanks Peter) and I haven't had time yet.
    - I'm not convinced this has the final/correct button allocation, we should probably stick closer to the standard SNES allocation.

- Auto-repeat is now suppressed for all controller actions other than movement, anything else requires discrete "presses".

- Fixed variable 'k' re-declaration ERROR when you win the game.

Best wishes,

Tom
Game*Mite, CMM2 Welcome Tape, Creaky old text adventures
 
MarkF
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Joined: 01/08/2023
Location: Australia
Posts: 47
Posted: 01:38am 07 Dec 2023
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Thanks Tom.

I can confirm firmware "50800b4" and pet25m.bas works with SNES controller on PicoGAME VGA.

I do need to un-rem line 16, as instructed:
CTRL_DRIVER$ = "ctrl_nes_a$"        ' NES gamepad on PicoGAME port A

Settings:
OPTION CPUSPEED 252000
OPTION SDCARD GP10,GP12,GP11,GP13   (PicoGAME VGA)
OPTION AUDIO GP6,GP7                (PicoGAME VGA)    
OPTION MODBUFF ENABLE
OPTION PLATFORM "PicoGAME VGA"
 
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