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Forum Index : Microcontroller and PC projects : PicoRocks - A Teaser

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Martin H.

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Joined: 04/06/2022
Location: Germany
Posts: 1113
Posted: 04:40pm 01 Aug 2024
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  Volhout said  Hi Martin,

I'll pick this when I am back from holidays. The tent is not a good place for monitors and laptops...

Will be monitorin the thread on the phone though.

Volhout

Then just make sure you don't swim away.
Could happen in the summer of 2024. I'll be on vacation in Holland for a week at the end of the month. Just to see something different.
Have fun in the tent
Cheers
Martin
'no comment
 
Hans

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Joined: 18/10/2022
Location: Canada
Posts: 116
Posted: 06:11pm 01 Aug 2024
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@Volhout

Wow, what a difference the keyboard option makes.

At least I can rotate the spaceship in a speed that allows me to get the flying saucers.

All the updates have been great thanks guys!

Hans …
 
stanleyella

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Joined: 25/06/2022
Location: United Kingdom
Posts: 2120
Posted: 07:40pm 01 Aug 2024
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relax,don't be 2 tents :)... my 5 tents worth..doh

How do I play the sound?
> option list
PicoMiteVGA MMBasic USB Edition  5.09.00RC5
OPTION SERIAL CONSOLE COM2,GP8,GP9
OPTION AUTORUN  ON
OPTION FLASH SIZE 4194304
OPTION COLOURCODE ON
OPTION KEYBOARD UK, 0, 0, 600, 150
OPTION CPUSPEED (KHz) 378000
OPTION SDCARD GP13, GP10, GP11, GP12
OPTION AUDIO GP0,GP1', ON PWM CHANNEL 0
OPTION MODBUFF ENABLE  

I don't know how to load the RISsound into drive "a".
I can copy RISsound to sd card then cd "b" but no idea.
the sound play tone works with the filter to amplifier.
 
Volhout
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Joined: 05/03/2018
Location: Netherlands
Posts: 4223
Posted: 07:56pm 01 Aug 2024
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Stan,

Put both files in the rocks12bf.zip into 1 location. Either A or B drive.
Then run rocks12bf.bas

Do not use Martin’s mod files yet. They need to be implemented in rocks13.bas.

Volhout
Edited 2024-08-02 05:57 by Volhout
PicomiteVGA PETSCII ROBOTS
 
stanleyella

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Joined: 25/06/2022
Location: United Kingdom
Posts: 2120
Posted: 09:24pm 01 Aug 2024
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it's how to load the RISsound to the "a" flash from win c:/downloads
 
Hans

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Joined: 18/10/2022
Location: Canada
Posts: 116
Posted: 10:02pm 01 Aug 2024
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  stanleyella said  it's how to load the RISsound to the "a" flash from win c:/downloads


Take an SDcard and insert it into your computer or a reader, then just drag and drop.

As explained, B: [ENTER] to change drives and then start the game with run or F2.

Hans ...
 
phil99

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Joined: 11/02/2018
Location: Australia
Posts: 2135
Posted: 10:14pm 01 Aug 2024
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In MMEdit / MMCC select Mode --> File Manager.
In the C:\ pane (left) navigate to the file, highlight it then click ">>>" button and it should be copied to the right pane A:.

Or in TeraTerm use Xmodem.
Type
XMODEM R "filename"
press enter then select File --> Transfer --> Xmodem --> Send then navigate to your file on c:\ and select it.
Be quick or it will time out.
 
Volhout
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Joined: 05/03/2018
Location: Netherlands
Posts: 4223
Posted: 08:05am 02 Aug 2024
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Stan,

If you have either windows or linux, install MMEdit please.

MMEdit

You will be amazed what this can do. No more commands typing.

When you have installed:
- open MMCC
- select COM port
- Select PicoMiteVGA (or PicoMite)
- Press "CONNECT". In the text field a green message is shown that it is connected.



Then open the file manager
- press MODE
- select file manager




You can select files, and using the ">>>" and "<<<" buttons copy them. Change the drive with the blue button (A or B on PicoMite) Right side is the PicoMite, left side is the PC.

When done, close the file manager.

You can save the configuration with "SAVE settings". Note that my MMCC has the GEEK stored as one default.

If you want to modify or create a program you can open MMEDIT, the opening, editting and closing of files is very intuitive. To run the program on a connected PicoMite, you press the rightmost icon. And it is automatically copied to the Mite (using MMCC) and run.



Volhout
Edited 2024-08-02 18:13 by Volhout
PicomiteVGA PETSCII ROBOTS
 
stanleyella

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Joined: 25/06/2022
Location: United Kingdom
Posts: 2120
Posted: 02:38pm 02 Aug 2024
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Thank you Hans,phil99,Volhout for replying.
I copied RISsound to sd card in win then B: enter on pico and got sound effects. nice.
I've always used mmedit but didn't know about mode so will retry transfer RIS to pico a:
 
stanleyella

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Joined: 25/06/2022
Location: United Kingdom
Posts: 2120
Posted: 05:16pm 02 Aug 2024
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Comparing rocks6 with rocks12 using usb kb on vga usb I found the ship rotation faster on rocks6. The keyboard is slower on rocks12 and stops working ie presses do nothing after a while. is it the trig?
 
Volhout
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Joined: 05/03/2018
Location: Netherlands
Posts: 4223
Posted: 11:08pm 02 Aug 2024
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Rocks12bf has bug fix
PicomiteVGA PETSCII ROBOTS
 
Volhout
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Joined: 05/03/2018
Location: Netherlands
Posts: 4223
Posted: 07:51pm 29 Aug 2024
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Here is Rocks13, an Asteroids version for PicoMite VGA and PicoGameVGA.

It uses the new MOD file from Martin.H.
Few bugs are fixed.
I have tuned a bit on the keyboard controls, but not much we can do.
The Console keyboard, and PS2 keyboard, are set to

OPTION KEYBOARD US,0,0,0,0

for minimum keyboard delays, but the dead time before key repeat happens (0=250ms) is simply sluggish for a game like this. 100ms would already be "slow".
Using the keyboard you need to use a different method of playing.

The best is use the NES controller, like the PicoGameVGA (Mixtel/thwill platform) uses. Run the pico at 252MHz.

Know issue: the small UFO's are quite lethal. If you get one, you need to keep moving, because they aim very accurate, and you loose a ship. I am currenly trying to hide behind an asteroid, but success depends on the number of asteroids on screen.

Next I will work on the game intro and game ending.
Then I try to implement the nunchuck controller since it seems a good game interface.


rocks13.zip


Unzip to a folder, and run "rocks13.bas"

Happy gaming....

Volhout

P.S. it also runs on RP2350 VGA platforms.
Edited 2024-08-30 05:55 by Volhout
PicomiteVGA PETSCII ROBOTS
 
thwill

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Joined: 16/09/2019
Location: United Kingdom
Posts: 4036
Posted: 09:51pm 29 Aug 2024
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Very nice @Volhout,

If you want the keyboard to work well then you need to use an attached PS2 keyboard rather than the serial console and read it with MM.INFO(PS2), see the attached.

rocks13-thwill.zip

Best wishes,

Tom
Game*Mite, CMM2 Welcome Tape, Creaky old text adventures
 
Volhout
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Joined: 05/03/2018
Location: Netherlands
Posts: 4223
Posted: 05:28am 30 Aug 2024
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Hi Tom,

Thank you. I had prototyped similar before (hardcoded), but that only works for ps2, or does it also work for usb keyboards? I like your scan map idea. And it works very well.

I will keep this in. Thank you for your help. I still have some items from your initial feedback on the todo list. They's get attention soon.

I very much enjoy this kind of development, many in the forum contribute, and in the end we have a nice game.

Thank you:

-thwill for the PS2 implementation
-javavi for the NES implementation
-martin.h for implementing sounds, the new mod file, and the nice font
-stanleyella for the game feedback
and most and for all
-vegipete for making a start with vector drawn vector graphics

I should not forget Peter and Geoff, for providing the platform....

Volhout
Edited 2024-08-30 17:12 by Volhout
PicomiteVGA PETSCII ROBOTS
 
thwill

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Posts: 4036
Posted: 07:43am 30 Aug 2024
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  Volhout said  Thank you. I had prototyped similar before (hardcoded), but that only works for ps2, or does it also work for usb keyboards? I like your scan map idea. And it works very well.


I think on the PicoMite USB you have the KEYDOWN() function instead (like the CMM2), but I also believe that KEYDOWN() "respects" the keyboard language option (https://www.thebackshed.com/forum/ViewTopic.php?FID=16&TID=17184) whereas the PS2 method is "better" for games as it is only concerned with the position of the keys not what is printed on them. The code I shared was grabbed from my controller library and is both more than is required for this particular job, and also possibly less since it isn't handling multiple simultaneous key-presses.

YMMV, but I always find it's best to abstract out the input, so would just have a simple call to a get_input%() or get_input$() function in the main loop and all the gritty bits hidden within that function. It's a bit of extra overhead but IMO worth it.

Best wishes,

Tom
Game*Mite, CMM2 Welcome Tape, Creaky old text adventures
 
Volhout
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Joined: 05/03/2018
Location: Netherlands
Posts: 4223
Posted: 09:04am 30 Aug 2024
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Hi Tom,

My coding workflow is not as structured as yours most likely. I just write code and when it gets confusing to myself, I start to create structure (otherwise I get lost). Real "go with the flow" in stead of setting up a solid program structure, and then filling in the gaps with code.

I will take your suggestion for restructuring the code at heart. But it is not executed in below code.

This code has an alpha version of pixel dust, and has fixed your complaint about the asteroid size (4 forum pages earlier).

rocks14.zip

Regards,

Volhout
PicomiteVGA PETSCII ROBOTS
 
Bleep
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Joined: 09/01/2022
Location: United Kingdom
Posts: 509
Posted: 02:36pm 30 Aug 2024
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Hi Harm, Tom,
What is the current best USB game controller for PicoMite, you mention NES quite a lot, but what would you recomend? preferably with a link to one I can buy, as I gather that some clones are no good, the SNES looks nicer, with extra buttons, but I'll go with your recomendation.
Thanks, Kevin.
Edited 2024-08-31 00:43 by Bleep
 
Volhout
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Posts: 4223
Posted: 03:23pm 30 Aug 2024
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I think the wii controller is implemented by peter (I2C) But also a ps3 controller I think(USB)

I am using NES because I have no USB picomite platform. The WII and Nunchuck require hardware, since only 1 picomite has connection for it. So you need to wire it to GPIO yourself.

Volhout
Edited 2024-08-31 01:24 by Volhout
PicomiteVGA PETSCII ROBOTS
 
thwill

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Location: United Kingdom
Posts: 4036
Posted: 03:24pm 30 Aug 2024
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LOL, my specialist subject.

Alas this question is easy to ask and difficult to answer.

I'm not using USB and I don't think @Volhout is either, I have one of @Mixtel90's PicoGAME VGA v1.4 boards and I think @Volhout has the same, or maybe a v2.0. These have a pair of DB/9 connectors and will take old-fashioned Atari joysticks and NES (or SNES) clones wired appropriately.

- Many cheap NES clone controllers have DB/9 connectors, I have documented my experiences with them several times (also see my link above). More of the AliExpress ones are good than bad ... but some of them are mechanically lousy. Note that if they have more than 2 fire-buttons on then the additional buttons are either duplicates or connected via an oscillator to provide auto-fire functionality.

- I never found a SNES clone controller with a DB/9 connector (and I have a box of controllers), all those that appear to be such are infact NES clones with additional buttons behaving as above.

- There are SNES clone controllers out there with the standard SNES 7-pin connector, but inside they have a 5V micro-controller instead of the expected shift register(s), these won't work with the PicoGAME VGA even if you change the connector.

- Real old-stock NES and SNES controllers would probably work if you rewired them to DB/9 or built an adapter. They are (like the clones) nominally 5V devices, but the shift-register internals seem to work just fine with 3.3V.

- For my own use I have a multi-button NES clone controller that has been gutted and had its internals replaced with a SNES board designed by @Mixtel90. Unfortunately there is a degree of mechanical variation in the NES clones so there is no "one size fits all" PCB for such a conversion.

If you switch to the newer PicoMiteVGA USB hardware then I suppose in theory a "SNES" style USB controller like the "Buffalo Classic USB Gamepad" would be compatible, however I think Peter limited his testing to (clone?) PlayStation and Xbox controllers and I haven't tried it for myself yet.

As a final note (at least for this post) I think the ideal PicoMite gaming hardware would now be a RP2350 board with a built-in 4 port USB hub + HDMI/DVI (including the audio!)

Best wishes,

Tom
Edited 2024-08-31 01:33 by thwill
Game*Mite, CMM2 Welcome Tape, Creaky old text adventures
 
thwill

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Posts: 4036
Posted: 03:30pm 30 Aug 2024
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  Volhout said  I think the wii controller is implemented by peter (I2C) But also a ps3 controller I think(USB)

I am using NES because I have no USB picomite platform. The WII and Nunchuck require hardware, since only 1 picomite has connection for it. So you need to wire it to GPIO yourself.


With some jiggery pokery you can wire the Wii Nunchuk or Classic controller to a PicoGAME VGA v1.4/2.0. Note that the PicoMite firmware only includes support for the Classic but @Volhout has demonstrated in the past how to use the lower-level I2C functions to support the Nunchuk.

Best wishes,

Tom
Game*Mite, CMM2 Welcome Tape, Creaky old text adventures
 
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