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Forum Index : Microcontroller and PC projects : PICO PETSCII

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Bleep
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Posted: 09:45am 26 Sep 2023
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As long as the game logic isn't too onerous, Volhout probably knows more about that, I think that will potentially be a possibility, if it'll run ok on a VGA, I would think it'll be possible to run on a standard Mite, maybe with a slightly reduced screen update rate, but hopefully usable. :-)
Regards Kevin.
 
Martin H.

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Posted: 11:22am 26 Sep 2023
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  Volhout said  
You can walk the whole map, obstructed only by tiles that cannot be walked according the tile attributes. There is no pixel scroll, only tile based movements.


I will look at it, when I am at Home. If you use just tile movement are the Steps 24 Pixel ?
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Volhout
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Posted: 12:10pm 26 Sep 2023
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Yes, 24 pixels

And the player is only 1 sprite, not really walking...
So it is very primitive. But it was made to prove that we understand the information in the amiga source material.

Volhout
Edited 2023-09-26 22:11 by Volhout
PicomiteVGA PETSCII ROBOTS
 
Volhout
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Posted: 02:33pm 26 Sep 2023
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  vegipete said  Is there any value in the Ultima 1 mini demo I posted a while ago? The world maps exist as a PNG file. The CMM2 made this easy to store on one of the many graphics pages. Individual pixels were read and converted to larger images to paint the view immediately around the player.


Hi VegiPete,

I tried your demo on the pico, and I think CMM2 is to far off. I will study it's algorithms to see if it is of benefit to us.
Thank you for offering.

Volhout
PicomiteVGA PETSCII ROBOTS
 
Bleep
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Posted: 03:53pm 26 Sep 2023
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I have converted Volhout code, provided in a zip file a few posts back, to run on an SPI Serial LCD, using Peters new Framebuffer Copy in the background.
It's not at all bad, :-) frame rates look to be great, certainly a excellent start and definately usable on a LCD, at the moment.
Great work Peter, Volhout and Martin. :-)
Video of it working.
This is running at 252Mhz on a ST7789_320 LCD display.
Regards, Kevin.
 
Martin H.

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Posted: 04:36pm 26 Sep 2023
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  Volhout said  Yes, 24 pixels

And the player is only 1 sprite, not really walking...
So it is very primitive. But it was made to prove that we understand the information in the amiga source material.

Volhout

Looks great ... I will test tomorrow, if you can use -16 or -8 as X Coordinate for the Tiles..

The walking can stop or change direction at a full tile but the animation would be 8 Pixel (1 Subtile) to keep it smoother :-)
Edited 2023-09-27 02:37 by Martin H.
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matherp
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Posted: 04:37pm 26 Sep 2023
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Kevin

Is it easy to post the complete program and files so I can try it on the parallel display

Thanks
 
Volhout
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Posted: 04:38pm 26 Sep 2023
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Not bad at all !!!
PicomiteVGA PETSCII ROBOTS
 
Bleep
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Posted: 05:16pm 26 Sep 2023
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Hi Peter,
This is Volhouts zip with a new bas file added "petsciiLCD.bas".
You first need to go to graphics directory and load all the ***_csub.bas and hit.csub files into the library, then run either Volhout VGA version pet8.bas or the LCD version petsciiLCD.bas the changes were actually very minor.

petrobotlcd.zip

Regards, Kevin.
 
lizby
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Posted: 05:22pm 26 Sep 2023
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  Bleep said  load all the ***_csub.bas


Can you try the new LIBRARY DISK SAVE command?
PicoMite, Armmite F4, SensorKits, MMBasic Hardware, Games, etc. on fruitoftheshed
 
Bleep
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Posted: 05:38pm 26 Sep 2023
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Hi Lizby,
Yes just tried that and it does work, saved the library out, then deleted it and then loaded it back in, worked fine. :-)
Regards Kevin.
 
lizby
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Posted: 05:40pm 26 Sep 2023
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  Bleep said  just tried that and it does work, saved the library out, then deleted it and then loaded it back in, worked fine.


And can you post it?
PicoMite, Armmite F4, SensorKits, MMBasic Hardware, Games, etc. on fruitoftheshed
 
Bleep
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Posted: 05:53pm 26 Sep 2023
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Hi Lizby,
It's in the same directory as the .bas files, petscii.lib it appears you have to do the load it manually, I tried it in the program and it said it was not allowed, presumably a space limit problem.

petrobotLCD.zip

Regards, Kevin.
 
matherp
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Posted: 06:30pm 26 Sep 2023
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  Quote  I tried it in the program and it said it was not allowed, presumably a space limit problem.


No, the issue is that when you run a program it builds an index of subroutines including in the library. If you tried to load a library in a program that list would be wrong. However, if the library is just data you can load it into a flash slot using the new FLASH DISK LOAD command and access the data via direct addressing
 
matherp
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Posted: 06:51pm 26 Sep 2023
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How about this

https://youtu.be/noPtHnbNBB0
 
Bleep
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Posted: 07:10pm 26 Sep 2023
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Very smooth Peter, & very fast. :-)
 
Volhout
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Posted: 08:45pm 26 Sep 2023
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Only a minor update to previous package (not much time tonight): player is walking.

put this file in the folder where "pet8.bas" resides.
then run "pet9.bas"

Volhout
pet9.zip
Edited 2023-09-27 06:46 by Volhout
PicomiteVGA PETSCII ROBOTS
 
lizby
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Posted: 12:09am 27 Sep 2023
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Ok, I got pet9 working on the LCD. Looks great. Thanks Martin, thanks Volhout, thanks Bleep, thanks Peter.

I got to walk the guy around the building, but was blocked at the door. Is there a trick (passkey available) or is this just as far as it's gotten?

I personally have no problem with scrolling one tile at a time, but I have no experience with these PC games--was a working man when they rolled out, so never spent the time to develop the skills needed.
PicoMite, Armmite F4, SensorKits, MMBasic Hardware, Games, etc. on fruitoftheshed
 
Volhout
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Posted: 04:58am 27 Sep 2023
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@lizby

Yip, the door is automated in the game, and this large piece of code is not yet written
Tune in to this channel in a few months…

Volhout
PicomiteVGA PETSCII ROBOTS
 
Martin H.

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Posted: 06:12am 27 Sep 2023
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  Volhout said  Only a minor update to previous package (not much time tonight): player is walking.

put this file in the folder where "pet8.bas" resides.
then run "pet9.bas"

Volhout
pet9.zip


Harm,
fun to see the sprite running araund the map and to see how it interacts with the Background ... top..

just an Idea:
It is possible to use negative values in the Sprite compressed Command if a part of the Sprite is still on the Screen.
so you can start painting the Tiles -16 or -8 Pixel from the left
so if you use stx or sty as an offset (subtile X and subtile y) with the values
-16,-8,0,8,16 you can get the 8 pixel wide scrolling
Sprite compressed sprite_index%(playersp+playermv),xs+stx,ys+sty


good job ...
cheers
Martin
Edited 2023-09-27 16:39 by Martin H.
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