Petscii on the CMM2 - sorted


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matherp
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Joined: 11/12/2012
Location: United Kingdom
Posts: 10965
Posted: 05:17pm 19 Dec 2023      

You need the latest CMM2 beta posted 17:00 UTC 19/12/2023

Attached is a hack version of the Petscii code with the minor changes needed. Note this is an old version I happened to have lying around so I will leave it to the Petscii gurus to do properly

pet25n.zip


Changes are RGB functions for non-CMM2 colours
FRAMEBUFFER commands replaced by PAGE commands
LOAD IMAGE replaced by LOAD BMP (NB: missed two in the above)
FLASH LOAD replaced by MEMORY INPUT

UPDATE
I've now added the missing colours to the CMM2 beta 19:09 UTC
Edited 2023-12-20 05:08 by matherp

Volhout
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Joined: 05/03/2018
Location: Netherlands
Posts: 5704
Posted: 08:47am 20 Dec 2023      

Hi Peter,

What a nice achievement. I am sure this will have a follow up. If not from me, then from Martin.  Personally I do not own a working CMM2 anymore. So I am waiting for availability to order a new one.

I estimate that when (me/Martin) pick this up, that first we will do is make use of the video capabilities of the CMM2, and use the original graphics (VGA 256 colors). In other words, create a new sprite library.
Another thing could be to perfect the gameplay details more. The CMM2 is 5-10x faster than the pico, so it will allow deeper search routines to get closer to the DOS version. I had to cut some corners there in the pico.

But it is very good to hear that it is possible.

Volhout

The changes you made in the program, correct me if I am wrong, are in some cases using a different command. Is it an idea to harmonize that between the basic dialects?
LOAD IMAGE -> LOAD BMP
I guess this is just a command name change.
Maybe similar for FRAMEBUFFER and PAGE ?

I do expect that FLASH LOAD and MEMORY INPUT under the hood are different.

Volhout
Edited 2023-12-20 18:49 by Volhout

Volhout
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Joined: 05/03/2018
Location: Netherlands
Posts: 5704
Posted: 10:14am 21 Dec 2023      

Hi Peter,

Just tried your pet25n.bas on the latest (b22) MMB4W on a recent Thinkpad laptop (W10).

- it starts, but quitting with <ESC> then <ESC> reveals another LOAD IMAGE error that should be converted to LOAD BMP
- after fixing above, I get a "internal fault...sorry" error. Probably because we bluntly restart the game by executing "RUN" inside a running program.

So the essence works, but a few more things need finetuning.

Volhout

P.S. it is logical, but a bit hilarious that the game runs more smooth on the pico than it does on MMB4W on this (i9 .. mind you) laptop....
Maybe that is also the keyboard repeat causing it...
Edited 2023-12-21 20:16 by Volhout

Martin H.

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Joined: 04/06/2022
Location: Germany
Posts: 1357
Posted: 05:56pm 21 Dec 2023      

the Amiga / PSPTiles also uses only 16 Colors, but not RGB 121.
To use the original Colorscheme in my test, I stored the Tiles on 2 Pages and gave every Tile a (source) x,y,page Coordinate, instead of the index. For the sprites I used a PNG file with transparents.

cmm2 Petscii test


It's all more programming, but you get the original colors

Martin H.

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Joined: 04/06/2022
Location: Germany
Posts: 1357
Posted: 07:15am 22 Dec 2023      

  Volhout said  

So the essence works, but a few more things need finetuning.

Volhout

just played through MAP 1
one Timebomb kills the Evilbot  
map 3  Timebombs dont kill bots

so its not based on RC but plays realy nice

matherp
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Joined: 11/12/2012
Location: United Kingdom
Posts: 10965
Posted: 08:16am 22 Dec 2023      

  Quote  so its not based on RC but plays realy nice


No - as I said above
  Quote  Note this is an old version I happened to have lying around so I will leave it to the Petscii gurus to do properly
. Think it was pet25n. Should be easy from my version to mod the latest release candidate. My assumption was this should be done with lots of IF MM.DEVICE$ statements to keep a single source