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Forum Index : Microcontroller and PC projects : PicoMite VGA :just a little test

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Martin H.

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Posted: 11:06am 16 Feb 2025
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i don't know yet if i have the patience to finish it, maybe someone else wants to do it
kong.zip
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thwill

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Posted: 12:31pm 16 Feb 2025
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Hi Martin,

I'll need to implement the PIXEL() function in MMB4L to see exactly how far you got, but what I can see (the intro) is great, I hope you do finish it.

Best wishes,

Tom
MMBasic for Linux, Game*Mite, CMM2 Welcome Tape, Creaky old text adventures
 
Volhout
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Posted: 01:48pm 16 Feb 2025
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Hi Martin,

Looking great. Especially the first lever, with the rolling vessels. These look like demo levels (no player yet).
What PicoMiteVGA version did you develop on ? v6.00.01 ?, v5.09.00rc5 ? 2040 or 2350 ?

I am running it on v6.00.02b11, and at the 4'th level I get an error message on heap memory playing FLAC.


[396] Play flac "Audio/finish-level-1.flac"
Error : Not enough Heap memory


I will try to look through the code if I can make sense from it. Then maybe I can contribute, -or- just act as a test person.

All in all, a very nice game already, if this can be made playable, it will be a winner.

Volhout

P.S. in the mario csub, are you using magenta as background ? There are quite a lot of 0F0F's these are compressed lilac's ?
Edited 2025-02-17 00:22 by Volhout
PicomiteVGA PETSCII ROBOTS
 
Martin H.

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Posted: 02:38pm 16 Feb 2025
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Hi Harm, Tom.
thank you for testing..
I haven't tried it on v6.00.01. I had the Heap memory Issue with earlier Beta Versions and Peter fied them.
The barrels turn to the front at times. This means that it has recognized a ladder underneath and would have used it (according to the 25% rule).at the moment I don't have a sub to roll down the ladders, so it's just for me to monitor.
Basically the demo is just building the levels so far. I'm trying to stay pixel perfect to the original.
Edited 2025-02-17 00:38 by Martin H.
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Volhout
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Posted: 03:07pm 16 Feb 2025
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Hi Martin,

I have been looking into the Mario figure, and could use your advise.
The 28 sprites in the main code contain Mario data in a 16x16 format, but (unless I am mistaken) the sprite shape is 64 pix H by 56 pix V. So there is lots of black at right and bottom side of Mario. When blit on the L layer, that leaves large black area's.

Could you re-create the CSUB with 16x16 sprite format ?

this shows it:

Kong_h00.zip


Thank you,

Volhout
Edited 2025-02-17 01:16 by Volhout
PicomiteVGA PETSCII ROBOTS
 
Mixtel90

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Posted: 03:14pm 16 Feb 2025
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Wonders...
Should our hero be Gizmo, saving us from reels of tape, angry C64s, vicious punched tape etc.? ;)
Mick

Zilog Inside! nascom.info for Nascom & Gemini
Preliminary MMBasic docs & my PCB designs
 
Volhout
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Posted: 03:17pm 16 Feb 2025
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I intend first to make subs for Mario to walk right/left/up,down. And fall down.

Volhout
Edited 2025-02-17 01:23 by Volhout
PicomiteVGA PETSCII ROBOTS
 
Martin H.

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Posted: 05:22pm 16 Feb 2025
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yes the Mario Sprites are 16x16 (Picture in the Images Folder)
I made the C Subs the same way as @ Petscii Robots eg. Create Sprites from Picture and use Peters Program to convert them to CSUB ...
Dont know, why they are stored at wrong size.



all other sprites are placed on the right and left of the N layer, here I use “real” sprites, because there is the possibility of mirroring.
The area is not needed in the game, as the original game 224x26 Pixel. I moved the top 16 Pixel (Score & Highscore) to the Left and Right on the L Layer.


Edited 2025-02-17 03:40 by Martin H.
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Amnesie
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Posted: 05:35pm 16 Feb 2025
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Hi Martin,

impressive work! I have no errors, but can't move the player (latest beta version).




You are the perfect game designer!    

Greetings
Daniel
 
Martin H.

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Posted: 05:48pm 16 Feb 2025
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  Amnesie said  Hi Martin,

impressive work! I have no errors, but can't move the player

Daniel ,
This is still far from a finished game, rather a proove of the concept, whether and how the game could be created on the Pico. So, till now, you dont have a Player to move  
Cheers
Martin
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Martin H.

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Posted: 06:47pm 16 Feb 2025
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  Volhout said  Hi Martin,

Could you re-create the CSUB with 16x16 sprite format ?


here they are:

Mar_IDX:
Data 0,68,148,216,292,360,440,508,588,684,788,884,988,1048,1108
Data 1168,1216,1276,1364,1452,1540,1608,1672,1740,1804,1864,1924,1964

CSub M_SPRITES
00000000
'Offset  0
'Mario000 is compressed
80100010
889B8495 99C21498 C211C211 1196C311 11C212C2 C41394C3 98C79814 82149916
82139812 149882C1 11819785 829784C3 849785C2 13988391 14981392 00941491
'Offset  68
'Mario001 is compressed
80100010
889B8495 99C31398 C112C211 1196C311 11C212C2 C41394C3 96C79814 93128214
14C291C2 91C31383 811291C3 11C183C1 92C291C2 95119188 8A941289 82139312
93128393 9B139E13 00000000
'Offset  148
'Mario002 is compressed
80100010
9B84979F C2149888 11C21199 96C311C2 C212C211 1394C311 C79814C4 91811597
16C197C1 82C295C3 1294C214 8A12948A 92841294 96119583 95149D13 00000000
'Offset  216
'Mario003 is compressed
80100010
889B8496 99C21498 C211C211 1196C311 11C212C2 C41394C3 93C29314 14C591C7
11921282 91C192C2 96158313 83C18112 87911296 14911193 11911489 8494128A
9A9F829D 00000000
'Offset  292
'Mario004 is compressed
80100010
88998497 9714C29A 11C211C3 C39511C2 C212C211 C4149611 9BC79613 82129916
C1829814 85971382 C3849714 85978111 839882C2 13988491 14971392 00931491
'Offset  360
'Mario005 is compressed
80100010
88998497 9713C39A 12C111C3 C39511C2 C212C211 C4149611 96C79613 821293C2
13C39314 91C21483 83C111C2 911281C1 911192C3 92C29288 12958912 8312948A
9D138293 92139C13 00000000
'Offset  440
'Mario006 is compressed
80100010
9984979F 14C29A88 C211C397 9511C211 12C211C3 149611C2 C79613C4 8191C19A
16C39715 14C297C1 8A96C282 128A9412 84928395 96139612 97149511 00000000
'Offset  508
'Mario007 is compressed
80100010
88998496 9714C29A 11C211C3 C39511C2 C212C211 C4149611 91C29313 91C293C7
129211C2 91C31482 91138315 C18396C1 11951281 12918793 14891292 118A1291
84981291 969F829D 00000000
'Offset  588
'Mario008 is compressed
80100010
9181949F 97889986 11C111C1 11C111C2 C81196C1 C1129511 C112C212 12C19312
12C214C2 92C391C1 92C282C2 119112C4 11811481 91C11291 82128214 81119414
81C184C1 92889711 138A9312 14881391 93811591 13941382 0000009A
'Offset  684
'Mario009 is compressed
80100010
C49DC296 9212C19D 91129514 15921181 13911393 81911492 8413C311 11C28213
84C183C2 C1118291 85128112 11C38292 92841381 12C11182 92851291 C111C282
84C18311 C4118192 13948612 82911391 91129413 95149312 149212C2 1393C297
00000092
'Offset  788
'Mario00A is compressed
80100010
159B1393 13829381 14881392 94138A93 93129288 84C18111 941181C1 82128214
12C19114 14811191 12911181 82C292C4 91C392C2 14C212C1 93C112C2 C212C112
9512C112 9611C811 11C111C1 11C111C2 978897C1 9F869181 00000096
'Offset  884
'Mario00B is compressed
80100010
C49DC298 12921496 921596C1 12918111 13921494 13931391 11C31384 C1849281
C211C283 12859282 11C11281 13849282 82C31181 91128592 8211C112 83C18491
C211C111 12869182 918111C4 13918213 14931391 12911293 12921495 931397C2
000096C2
'Offset  988
'Mario00C is compressed
80100010
8698C29B 841198C2 961A9713 C613941A 81149313 94128114 81148114 12849612
958B9684 978A958B 97149184 9B811381 96159B16 00000000
'Offset  1048
'Mario00D is compressed
80100010
C29EC293 84139886 961A9711 C613961A 81129513 94148114 81148112 12849414
958B9584 968A968B 9B849114 9A811381 95159A16 00000000
'Offset  1108
'Mario00E is compressed
80100010
98C51295 81148112 C194C111 83128213 C292C111 C2938A11 938D938C 958C948D
96850184 13988514 13819A85 9A159B81 9F159A16 00000096
'Offset  1168
'Mario00F is compressed
80100010
1282969F 948A9784 11928C11 8E11918E 85918612 1486C292 9B8593C3 13819B86
9C159C81 9F9F9F13 0000009B
'Offset  1216
'Mario010 is compressed
80100010
9A86969F 99118411 99189818 811298C6 95128114 81148113 82139313 91138214
128412C1 8AC41284 968A93C3 9284968A 97889784 0000931A
'Offset  1276
'Mario011 is compressed
80100010
C19AC599 C198C195 C198C197 1494C195 8194C592 91859816 9C849812 94C19585
1181C185 92C21192 11C11189 918191C2 C1811187 9182C311 1383C181 82C212C1
C316C291 15C38212 11C211C2 8114C382 00918116
'Offset  1364
'Mario012 is compressed
80100010
C19AC592 C198C195 C198C197 C59AC195 169A1492 91129981 95849C85 918595C1
11C29281 C1811192 91819185 11C111C2 C111C38A C2891181 8313C112 829181C1
C216C312 C2118291 C315C211 81168191 0000C314
'Offset  1452
'Mario013 is compressed
80100010
88998497 9714C29A 11C211C3 C39511C2 C212C211 C4149611 13C89613 16811793
148213C4 92C31291 1281C183 8895C381 8995C191 81911194 12948712 92851381
811293C1 C2918313 13911295 C292C192 00000000
'Offset  1540
'Mario014 is compressed
80100010
9BC38195 9883C382 1199C412 96C314C2 C113C211 1394C311 149817C1 811598C3
1182149A C1811399 97889982 97899789 98839184 98139213 94149114 00000000
'Offset  1608
'Mario015 is compressed
80100010
889B8495 99C21498 C211C211 1196C311 11C212C2 C41394C3 98C79814 99118213
1A93C31A 128193C3 8994C386 84978997 13988391 14981392 00941491
'Offset  1672
'Mario016 is compressed
80100010
9981C397 9A82C383 C39712C4 9511C214 13C111C3 179611C2 C39613C1 15819B14
14821199 81C18299 98889813 98899789 98849183 97139213 93149114 00000000
'Offset  1740
'Mario017 is compressed
80100010
88998497 9714C29A 11C211C3 C39511C2 C212C211 C4149611 9BC79613 94138211
C3931AC3 86C3941A 89978112 83988997 13988491 14971392 00931491
'Offset  1804
'Mario018 is compressed
80100010
9F9F9F9F A59C9F9F A1F1A59A C594A799 C1A1F1A5 A1F1A598 A1F1A599 F193F192
A1F1A592 F195F191 F193A592 F192F192 F191F396 0000919F
'Offset  1864
'Mario019 is compressed
80100010
9F9F9F9F A59B9F9F A5F1A19A C198A799 C5A5F1A1 A5F1A194 A192F196 F197A5F1
A5F1A191 F193F192 F192A593 F391F193 F192F196 0000929F
'Offset  1924
'Mario01A is compressed
80100010
9F9F9F9F 9CC19E9F F5A198A7 97A1F1A1 98A997A9 9FC19CA7 9FC19FC1 96C39DC1
00000000
'Offset  1964
'Mario01B is compressed
80100010
9F9F9F9F 9CC19B9F F1A198A7 97A1F5A1 98A997A9 9FC19CA7 9FC19FC1 97C39FC1
00000000
END CSUB

'no comment
 
gadgetjack
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Posted: 08:00pm 16 Feb 2025
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Very impressed Martin!
 
Volhout
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Posted: 09:26am 17 Feb 2025
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Hi Martin,

I have no idea where the "Not enough Heap memory" error comes from, but it is not related to playing flac as such. It can also happen when showing a sprite. And actually that may be related to the problem. You dynamically re-program sprite #1. Maybe there is something that does eat memory each time you change the same sprite.
For the rest I cannot see anything that consumes lots of heap.

Anyway, there is something strange in 6.00.0x series. Investigation continues.
I confirm that kong.bas works on 5.09.00rc5. So something has degraded.

Volhout

P.S. is there an online simulator you can advise so I can learn the movements of Mario ? how jump, how walk, how climb, etc. Something in line with what you want it to look like.
Edited 2025-02-17 19:41 by Volhout
PicomiteVGA PETSCII ROBOTS
 
Martin H.

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Posted: 11:44am 17 Feb 2025
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my settings
PicoMiteVGA MMBasic RP2040 Edition V6.00.01
OPTION COLOURCODE ON
OPTION KEYBOARD US
OPTION CPUSPEED (KHz) 252000
OPTION SDCARD GP10, GP12, GP11, GP13
OPTION AUDIO GP6,GP7', ON PWM CHANNEL 3
OPTION MODBUFF ENABLE  192

Maybe your ModBuff is higher?
Here the Version with 16x16 Mario Csub:

Kong_h01.zip
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Amnesie
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Posted: 12:10pm 17 Feb 2025
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Martin,

I am using the normal default modbuffer settings (no number specified) and have no problems with the latest beta version. So I can't replicate the "heap error"... Hm!

EDIT (!) I see you use "PicoMiteVGA MMBasic RP2040 Edition V6.00.01"

I tested only on Pico 2 board, no problems!

Greetings
Edited 2025-02-17 22:11 by Amnesie
 
Volhout
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Posted: 12:11pm 17 Feb 2025
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Hi Martin,

I already made that version, also called h01. And it still has heap issues with 6.00.02b11. I did not try 6.00.01. I tried 5.09.00rc5. But it is good to know that 6.00.01 also works. That limits the option to the 6.00.02 series.

My settings are "OPTION RESET VGA DESIGN 2" and "OPTION CPUSPEED 252000"
These use modbuff 192k. I also have system I2C for the RTC.

I may be able to look further into it this evening (at work now).

Volhout
PicomiteVGA PETSCII ROBOTS
 
Volhout
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Posted: 12:13pm 17 Feb 2025
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Hi Amnesie,

What platform ? 2040 VGA PS2 ? Or 2350 (more memory). Dit you start the "kong.bas" and let it run a whole cycle (all 4 demos). The issue happens when the floor collapses under Kong, before he falls down.

Volhout
Edited 2025-02-17 22:14 by Volhout
PicomiteVGA PETSCII ROBOTS
 
Amnesie
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Posted: 01:02pm 17 Feb 2025
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Hi Volhout,

no problems on the Pico 2 (2350) on the latest beta - I let it loop over 4 cycles (and more for many times).

Maybe because Martin uses the RP2040?

Greetings
Daniel
 
Martin H.

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Posted: 02:26pm 17 Feb 2025
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If FLAC makes problems on Pico2, maybe it helps if the Flacs might be converted to 16khz Mono mp3.
but I couldn't test that on 2040 and my pico 2 does not yet have audio.
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Volhout
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Posted: 05:04pm 17 Feb 2025
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The 2040 cannot do mp3. The only other option is MOD or WAV. But WAV could also be a problem.
But maybe it is simply stopping audio, and waiting a bit for buffers to clear, and then play flac?

Volhout
Edited 2025-02-18 03:05 by Volhout
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