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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
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Posted: 10:52am 19 Nov 2023
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Martin, Kevin, others,

Here is the latest version with
- difficulty listed in end screen
- magnet working
 you can drop one, and when a bot walks over it the bot is confused for 15 sec
 you can pick it up again by walking over it
 
Regards,

Volhout
pet24h.zip
PicomiteVGA PETSCII ROBOTS
 
Martin H.

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Joined: 04/06/2022
Location: Germany
Posts: 1114
Posted: 04:10pm 19 Nov 2023
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  Volhout said  Martin, Kevin, others,

Here is the latest version with
- difficulty listed in end screen
- magnet working
 you can drop one, and when a bot walks over it the bot is confused for 15 sec
 you can pick it up again by walking over it
 
Regards,

Volhout

Tested on VGA and LCD .. also the EMP Flash works fine on both Version  
'no comment
 
Bleep
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Joined: 09/01/2022
Location: United Kingdom
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Posted: 06:47pm 19 Nov 2023
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Hi Harm,
Working well here, VGA & LCD, only very minor comment, it looks to me like the fans are going in the wrong direction?
Regards, Kevin.
Edit, it appears to be an optical illusion, they sometimes appear to go one way, then you look again and they look like they are going the other way, so ignore me.
Edited 2023-11-20 05:20 by Bleep
 
Martin H.

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Posted: 07:50pm 19 Nov 2023
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  Bleep said  
Edit, it appears to be an optical illusion, they sometimes appear to go one way, then you look again and they look like they are going the other way, so ignore me.

Hi Kevin,
Flags, Water and the Server have 4 Animation tiles, but Fan only 2 States of 4 Tiles, so it depends on your mind, which direction they go
Edited 2023-11-20 05:52 by Martin H.
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Volhout
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Posted: 07:38am 20 Nov 2023
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Tom, Martin,

I have received an answer from David. He has no objections for our develompent and seemed interested.

My original mail:

Hi David,

Members of "thebackshed.com" are close to finalizing a port of PETSCII ROBOTS that runs completely in interpreted Basic.
It runs on a Raspberry Pi pico based stand alone MMbasic computer. Very similar to the Maximite computer you demonstrated few years ago.

Would you be interested (for your channel) to build a simplified kit of the computer, and look at the implemention of the game in basic.
There is absolutely no commercial interest in this, since we are a group of hobyists that do this for fun.

Would you object if we place the PETSCII ROBOTS basic source code on GitHub ?
Thank you for your answers, and keep the channel alive....

Volhout @ thebackshed.com


David Murray's answer (email).

That's pretty neat.  I didn't realize this was even something in the works.   Unfortunately, I'm booked for the next 6 months or so with projects.  So I really can't commit to anything else at the moment.  But I would like to see updates, especially if somebody makes a video showing the gameplay.  Also, you are free to distribute it however you want.  I'll even host it in the free-download section on my own website if you want, when it is done.

I was surprized about the positive and fast reply. So let's finish this project....
Before Christmas...

Volhout

Yesterday had a small set-back. I implemented the plasma explosion....in pet24f.bas...loosing all the changes we did in pet24g.bas and pet24h.bas to make LCD and NES controller work. I hope I recovered in making all the plasma changes also in pet24h.bas. I will test this thoroughly before I release it since it is so easy to forget 1 change. (a diff compare between 2 versions so far apart is not usefull).
Edited 2023-11-20 18:16 by Volhout
PicomiteVGA PETSCII ROBOTS
 
Volhout
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Posts: 4246
Posted: 08:18am 20 Nov 2023
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@Martin,

Quick question: you played with the DOS version more than I did. When robots are under EMP or Magnet, do they still do damage (i.e. a rollerbot still shoots?).

Volhout
PicomiteVGA PETSCII ROBOTS
 
Martin H.

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Posted: 09:28am 20 Nov 2023
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  Volhout said  @Martin,

Quick question: you played with the DOS version more than I did. When robots are under EMP or Magnet, do they still do damage (i.e. a rollerbot still shoots?).

Volhout

hmm ..good Question, I can't say, I've never paid attention to it .. what does the manual say
Edited 2023-11-20 19:33 by Martin H.
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thwill

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Joined: 16/09/2019
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Posted: 10:24am 20 Nov 2023
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  Volhout said  Tom, Martin,

I have received an answer from David. He has no objections for our development and seemed interested ...


Excellent, that sounds like a complete "green light" then, accelerate to attack speed .

Best wishes,

Tom
Game*Mite, CMM2 Welcome Tape, Creaky old text adventures
 
Volhout
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Posted: 11:09am 20 Nov 2023
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  Martin H. said  
hmm ..good Question, I can't say, I've never paid attention to it .. what does the manual say


Not decisive... I will look into the C++ code what they do...

Question 2: your latest MOD file...rushing in....when does it play ?

Volhout
Edited 2023-11-20 21:10 by Volhout
PicomiteVGA PETSCII ROBOTS
 
Martin H.

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Posted: 12:00pm 20 Nov 2023
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  Volhout said  
  Martin H. said  
hmm ..good Question, I can't say, I've never paid attention to it .. what does the manual say


Not decisive... I will look into the C++ code what they do...

Question 2: your latest MOD file...rushing in....when does it play ?

Volhout


The order always seems to be Tune 0,Tune1, Tune 2

LEVEL_MUSIC[] = { 0,1,2,0,1,2,0,1,2,0,1,2,0,1 };

should be
0 Get psyched
1 metallic_bop_amiga
2 rushing in"

But I'll investigate that further
Edited 2023-11-20 22:01 by Martin H.
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Volhout
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Posted: 12:20pm 20 Nov 2023
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Hi Martin,

You are suggesting depending on the level you either play tune 0, 1 or 2
That is easy to implement. Tune = level mod 3.

Volhout
PicomiteVGA PETSCII ROBOTS
 
Martin H.

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Posted: 12:39pm 20 Nov 2023
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  thwill said  

Oh dear .

Yes, I wrote code that will read a "proper" SNES controller,

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.

Tom

Hi Tom, you are right, it is just NES, but was immediately recognized as an NES controller.
even those two "Shoulder Buttons are copy of A and B..

You wanted to see what's inside:



but the controller felt good in the hand, and if I manage to get it back together, I'll use it anyway

SNES Clone with SNES Connector ist ordered
Edited 2023-11-20 22:48 by Martin H.
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thwill

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Posted: 12:43pm 20 Nov 2023
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Thanks, how are the shoulder buttons mounted, on right-angle tac-switches or with little bits of PCB ?

  MartinH said  SNES Clone with SNES Connector ist ordered


As I said earlier there is no guarantee there either. I have some of those and they have a 5V micro-controller inside them instead of the expected shift-register(s). You'd need a level-shifter for them to work.

Best wishes,

Tom
Game*Mite, CMM2 Welcome Tape, Creaky old text adventures
 
Volhout
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Posted: 12:56pm 20 Nov 2023
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  thwill said  I have some of those and they have a 5V micro-controller inside them instead of the expected shift-register(s). You'd need a level-shifter for them to work


That may be true for the WII controller also...Good thing these Aliexpress level shifters are 4 channels. 2 for PS2 keyboard, 2 for other applications...

Volhout
Edited 2023-11-20 22:57 by Volhout
PicomiteVGA PETSCII ROBOTS
 
Martin H.

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Posted: 01:53pm 20 Nov 2023
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  Volhout said  
  thwill said  I have some of those and they have a 5V micro-controller inside them instead of the expected shift-register(s). You'd need a level-shifter for them to work


That may be true for the WII controller also...Good thing these Aliexpress level shifters are 4 channels. 2 for PS2 keyboard, 2 for other applications...

Volhout
The 2 spare channels should be fine for Latch & Clock from the Pico to the controller
Data from the controller to the pico may be able to be linked by a simple resistor voltage divider


    DATA ---[ R ]--+-[2R ]---| Gnd
                   |
                  Pico Pin

5V/3*2=3.33V
Edited 2023-11-20 23:55 by Martin H.
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Volhout
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Posted: 08:14am 21 Nov 2023
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Martin,

Is it correct that the current "get psyched.mod" not supports SFX ?
Or did I include the wrong mod file ?

Volhout
PicomiteVGA PETSCII ROBOTS
 
Martin H.

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Posted: 09:05am 21 Nov 2023
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I will look this afternoon,
I have to compress the Samples so far, that all together fits in 125 k without destroying to much ..
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Mixtel90

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Posted: 10:46am 21 Nov 2023
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The WII controllers are officially 3V3, I think. I've seen reports of people running them on 5V but whether they last long at that voltage is something else. :)

At the moment PicoGAME 4 feeds NES/SNES controllers at 5V and WII controllers at 3V3 - both voltages are on the connector. Incidentally, Simply plugging in a NES/SNES controller is the default setup.
Mick

Zilog Inside! nascom.info for Nascom & Gemini
Preliminary MMBasic docs & my PCB designs
 
Volhout
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Posted: 11:51am 21 Nov 2023
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Martin, all,

This is the last version in the 24 series.
I think I have all game play in the main loop. Intro and ending may need some tuning, and Martin is still looking at one of the music scores.

New in this version:
- EMP drowns hoverbots hovering over water
- Plasma gun makes nice explosions..watch out not to kill yourself
- ESC also pauzes, second ESC is exit.
- music score different per level

Known issues
- level 01/04/07/10/13 do not have sound effects (the mod file has none yet).

After this release we will move into the petrobot25 release that only contains the needed files for gameplay (petrobot24 still has all original tiles).
I target petrobot25 as the "beta series".
After Tom implements his controller interface, we will go for release candidates.

pet24m.zip

Volhout

- cheat key F3 still works....
- I will focus my time from now on testing and bug fixing.
Edited 2023-11-21 22:07 by Volhout
PicomiteVGA PETSCII ROBOTS
 
Volhout
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Posted: 02:44pm 21 Nov 2023
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All,

The method of creating the binary flash file from tile data is quite elaborate.
That is why I wrote a description, to preserve it when my own memory fades...

howto_petrobot_flash_lib.zip

Volhout

Edit: minor timing update so game ending also works with my home PS2 keyboard.

pet24n.zip
Edited 2023-11-22 17:20 by Volhout
PicomiteVGA PETSCII ROBOTS
 
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