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Forum Index : Microcontroller and PC projects : (MM/DM/UBW32) Invaders

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Author Message
vasi

Guru

Joined: 23/03/2007
Location: Romania
Posts: 1697
Posted: 02:01pm 15 Jan 2012
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Gameduino...
Hobbit name: Togo Toadfoot of Frogmorton
Elvish name: Mablung Miriel
Beyound Arduino Lang
 
Olimex
Senior Member

Joined: 02/10/2011
Location: Bulgaria
Posts: 226
Posted: 03:07pm 15 Jan 2012
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my offer is still open ... ;)
 
darthmite

Senior Member

Joined: 20/11/2011
Location: France
Posts: 240
Posted: 10:02pm 17 Jan 2012
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Hi,

@ Olimex,

Thank you for the offers mate , but i will never get material from someone if
I'm not sure that i will get the time to develop something interesting on it.
What is sure is that i will develop other game for the MM board in the little time i have free after my work.
All you have to do is to convert them that they work on your new hardware.
All the source i provide is 100% FREE FOR ALL , then don't think i will made negative
comment or something like that.
My target is that every can use the MM or clone or what you want as a jump to the world of fun

Cheers.

Darth.
Edited by darthmite 2012-01-19
Theory is when we know everything but nothing work ...
Practice is when everything work but no one know why ;)
 
Olimex
Senior Member

Joined: 02/10/2011
Location: Bulgaria
Posts: 226
Posted: 10:16pm 17 Jan 2012
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darthmite I understood your message from your first post, it's Vasi who was keep asking and I didn't want to be unpolite

no problem to convert your games, it's always pleasure and I start writing small basic code on DuinoMite which reads your MM3.0 basic code with labels from the sd-card, add numbers and replace the labels with numbers, then save on the sd-card so they can be run on DuinoMite without problem
now working on replacing automatically PRINT @ to LOCATE + PRINT
 
Olimex
Senior Member

Joined: 02/10/2011
Location: Bulgaria
Posts: 226
Posted: 06:31pm 27 Feb 2012
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Greetings from Germany!

The Embedded World starts tomorrow and on our booth we will have DuinoMite-Mega with Wii-Nunchuck, so yesterday evening I modified DarthMite's Invaders and made corrections now it works now both with keyboard and Wii-nunchuck.
Modified code is here:

2012-02-28_043013_INV-WII.zip

I'll take some pictures tomorrow of people playing on our booth :)
 
JohnS
Guru

Joined: 18/11/2011
Location: United Kingdom
Posts: 3659
Posted: 08:15pm 27 Feb 2012
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Good luck, I'm sure it's already been a lot of work!

John
 
iandaus

Newbie

Joined: 02/03/2012
Location: Australia
Posts: 3
Posted: 01:38am 25 Mar 2012
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My no-name clone Wii Nunchuck arrived a few days ago. Quite a
bargain. I just cut the cable and soldered some pins to the
ends for use with my CGMMSTICK1 and breadboard. To test it
I used WII_Demo (excellent program, tks) and INV-WII, also
an interesting program for those with longer memories!

Initially I had some problems getting it to work properly
with the INV-WII game. I seem to have now got it functioning
OK. In case others have the same Nunchuck and are interested
there were two issues I encountered.

1 Connection.
My Nunchuck was wired as follows (different from other posts):
SDA Blue
SCL Yellow
3.3v Red
Gnd White

2 Read data I2C Operation
I don't know if this is standard operation (not having another
nunchuck to compare with) but when I2C data is read the first
time (centred) after power is applied the Joy_X and Joy_Y are
both 0. Any subsequent reads (centred) are both 139. Because
of this the INV-WII code sets the centre offset differently
the first time it is run from the second and subsequent runs.
On my setup this means the game works once after power up and
then the "cannon" is stuck on the left. A fix is to power
down the nunchuck before each game, or change the code. My
changes were:

Existing code:

6260 i2cWii = &h52 ' Wii Nunchuck address
6270 I2CEN 400, 100 ' Enable I2C
6280 I2CSEND i2cWii, 0, 2, &hF0, &h55


Replacement code:

6260 i2cWii = &h52 ' Wii Nunchuck address
6270 I2CEN 400, 100 ' Enable I2C
6280 I2CSEND i2cWii, 0, 2, &hF0, &h55
I2CSEND i2cWii, 0, 2, &hFB, &h0 'added 24/3/12 (not sure this is necessary)
I2CSEND i2cWii, 0, 1, &h0 'added 24/3/12 as first read after
I2CRCV i2cWii, 0, 6, RDBuff(0) ' power up X=0 then =139 subsequently
pause 100 ' so make an extra read


Existing code:

6400 Joy_Left = (Joy_X <100)
6410 Joy_Right = (Joy_X >200)


Replacement code:

6400 Joy_Left = (Joy_X <-100) 'changed 24/3/12
6410 Joy_Right = (Joy_X >100) 'changed 24/3/12


Cheers
Ian
 
Olimex
Senior Member

Joined: 02/10/2011
Location: Bulgaria
Posts: 226
Posted: 06:32pm 09 Apr 2012
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Hi Ian
actually the problem was that the first Wii read is always dummy and reads 0
adding one more read in the Wii setup solves the problem.
2012-04-10_043145_SPACE-INVADERS-WII.zip
attached file works fine with Nunchuk and MOD-Wii on UEXT
 
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