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Forum Index : Microcontroller and PC projects : Colour Maximite Beta Testers

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darthmite

Senior Member

Joined: 20/11/2011
Location: France
Posts: 240
Posted: 01:46pm 25 Jul 2012
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bah , just wait and see , Geoff made every-time something
we don't think before ... he he he ...
I have to look for made the other sprites too for complete the demo.
And i have to look to found a SD Card socket fast, mine have sometimes
wrong contact ....

Darth.

Theory is when we know everything but nothing work ...
Practice is when everything work but no one know why ;)
 
Nick

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Joined: 09/06/2011
Location: Australia
Posts: 512
Posted: 02:23pm 25 Jul 2012
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I'd like to see this sprite editor you are working on.

Is it an extension of your excellent font editor?

Nick

 
darthmite

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Joined: 20/11/2011
Location: France
Posts: 240
Posted: 10:33pm 25 Jul 2012
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It's not a extension , i made it new.
And i take all the functions i made in the fonts
editor for mirror , move , flip etc and put them
in the Sprite Editor.
Do you have test it ? , the DL is in top of page 2

Darth.

Theory is when we know everything but nothing work ...
Practice is when everything work but no one know why ;)
 
Nick

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Joined: 09/06/2011
Location: Australia
Posts: 512
Posted: 11:02pm 25 Jul 2012
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Bloody genius!

You should update your font editor to match your Sprite editor and then they'll be a matching set. (Or have you already done this?)

Integrate Sprite and Font editor into one mega package?

I'd be keen to see what your next Colour Maximite game will be.

Nick

 
darthmite

Senior Member

Joined: 20/11/2011
Location: France
Posts: 240
Posted: 06:39am 26 Jul 2012
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I made a new release from the Sprite editor.
This time animation are added and a little bug was
resolved.
A little picture:



And the new release:

2012-07-26_163727_SprMite.zip

Enjoy

Darth.

Theory is when we know everything but nothing work ...
Practice is when everything work but no one know why ;)
 
darthmite

Senior Member

Joined: 20/11/2011
Location: France
Posts: 240
Posted: 11:01am 27 Jul 2012
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Because i never stay in place i have made a conversion
from MM v2.7 from my little Moon Lander game
This time i use music modules not for ... music ...
But as game sound effect ... he he he ...
I added a little video here :
Colour Maximite land on the Moon

and a little picture ....



And for those who have build a ColourMM here are the sources , sprites and Modules.
2012-07-27_210012_Lander.zip

Enjoy.

Darth.

Theory is when we know everything but nothing work ...
Practice is when everything work but no one know why ;)
 
Geoffg

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Joined: 06/06/2011
Location: Australia
Posts: 3308
Posted: 01:08pm 27 Jul 2012
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That is so wonderful Darth.

Silicon Chip has confirmed that the Colour Maximite will be published in the September issue (on sale in 3 to 4 weeks).

At about the same time I will finish and release V4.0 of MMBasic (which supports colour). I have not forgotten the original Maximite users - V4.0 will also run on the original Maximite and most new features such as the sound/music synthesiser will also work on that platform.

In the first release the 240x216 game playing mode that Darth used here will only be supported in the Colour Maximite - so you will need one of them to play this game.

Darth has done a wonderful job, I especially like the voice calling out "the Eagle has landed". Absolutely brilliant.

Geoff
Geoff Graham - http://geoffg.net
 
darthmite

Senior Member

Joined: 20/11/2011
Location: France
Posts: 240
Posted: 01:44pm 27 Jul 2012
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Hi Geoff
What you ear is Neil Armstrong ... he he he , i get the original record from the NASA
for made this sound
Actually the CMM is very stable , no errors , no hang , nothing ...
And i try to push it to limits
Anyway , without your good job , i will not be able to made my good job ... he he he .

Cheers.

Darth.

Theory is when we know everything but nothing work ...
Practice is when everything work but no one know why ;)
 
bigmik

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Joined: 20/06/2011
Location: Australia
Posts: 2971
Posted: 07:40pm 27 Jul 2012
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  darthmite said  
my little Moon Lander game

Enjoy.

Darth.


Cool Darth,

It was actually the moon lander game that got me interested in Computers back in 1979 when I used to `almost' live in the Tandy shop and play moon lander on their model I level I TRS-80....

I cant wait to give it a try... Will have to get me a CMM..

Regards,

Mick
Mick's uMite Stuff can be found >>> HERE (Kindly hosted by Dontronics) <<<
 
darthmite

Senior Member

Joined: 20/11/2011
Location: France
Posts: 240
Posted: 12:24am 28 Jul 2012
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The Moon lander game mechanics is very easy to program.
What i have want to show here is the flexibility from the
audio module to be used not just to put music out to your
speaker , but to use them as game sound effects
And like you bigmik i liked this game allot very very
long time ago when i made it the 1st time on a ZX81 with only
1kb Ram and 1Mhz speed
The TRS-80 was a monster in comparison to the little ZX .. he he

Cheers.

Darth.

Theory is when we know everything but nothing work ...
Practice is when everything work but no one know why ;)
 
bigmik

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Joined: 20/06/2011
Location: Australia
Posts: 2971
Posted: 12:27am 28 Jul 2012
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  darthmite said  


The TRS-80 was a monster in comparison to the little ZX .. he he

Cheers.

Darth.


But it was AVAILABLE in 1979.... the ZX81 was not.

eH eH eH ----- He He He back(wards)



Mik
Mick's uMite Stuff can be found >>> HERE (Kindly hosted by Dontronics) <<<
 
darthmite

Senior Member

Joined: 20/11/2011
Location: France
Posts: 240
Posted: 02:07am 28 Jul 2012
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SpriteMite version 2.0 is out

Like Nick suggested i have add the Fonts editor to the
program to made it a only one pack

Sprite editor :



Now click on the 'Edit Fonts' button and you get :




and as you all suppose ... click on the 'Edit Sprites' button to go
back in the Sprites editor.

Here it is :
2012-07-28_120523_SprMite.zip

All the moving , mirror etc buttons are not in the fonts editor because
it was supposed for creating Sprites with the Fonts in the old MM version.


Cheers.

Darth.

PS: the 'Clear this character' Button is not active atm , i will do it after
the weekend
Edited by darthmite 2012-07-29
Theory is when we know everything but nothing work ...
Practice is when everything work but no one know why ;)
 
darthmite

Senior Member

Joined: 20/11/2011
Location: France
Posts: 240
Posted: 04:19am 28 Jul 2012
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I finally activated the 'Clear this Character' functionality.
Here is the latest executable :
2012-07-28_141856_SprMite.zip

Enjoy.

Darth.

Theory is when we know everything but nothing work ...
Practice is when everything work but no one know why ;)
 
Nick

Guru

Joined: 09/06/2011
Location: Australia
Posts: 512
Posted: 08:55am 28 Jul 2012
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Fantastic work Darthmite!!

A truly professional and useful development tool for the Maximite.

Not to mention your Lunar Lander game.

The Colour Maximite can't get here soon enough!

Nick

 
plasma
Guru

Joined: 08/04/2012
Location: Germany
Posts: 437
Posted: 09:23am 28 Jul 2012
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hi there ,

some questions

is this the right board for a colour maximite
-> USB 32-Bit Whacker - PIC32MX795 Development Board <- ?
link

if i bought this board will this futureproof ?
 
Geoffg

Guru

Joined: 06/06/2011
Location: Australia
Posts: 3308
Posted: 12:14pm 28 Jul 2012
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  plasma said   hi there ,

some questions

is this the right board for a colour maximite
-> USB 32-Bit Whacker - PIC32MX795 Development Board <- ?
link

if i bought this board will this futureproof ?

Yes, that is the right board.

When I developed the Colour MM I used this board as the prototype, so it and the Colour MM are compatible - they run the same firmware and always will do in the future.

Geoff
Geoff Graham - http://geoffg.net
 
darthmite

Senior Member

Joined: 20/11/2011
Location: France
Posts: 240
Posted: 12:53pm 28 Jul 2012
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The UBW32 base is the one 'like' i use too.
As prototype is OK, but with the external components you have to add to it.
It can become like mine very fast ... just look here ...
My ColourMM
Then just use it if you can't wait on the real ColourMM who come out soon

Cheers.

Darth.

Theory is when we know everything but nothing work ...
Practice is when everything work but no one know why ;)
 
Nick

Guru

Joined: 09/06/2011
Location: Australia
Posts: 512
Posted: 10:08am 29 Jul 2012
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  darthmite said   The new sprites system save the background before drawing a sprite.
I think the good way is to check the pixels in this buffer.
I don't know how this background is saved when Sprites overlap each other.
But is something to look at

Darth.


The only way to avoid the flicker with this system of software sprites is to use a second copy of the screen that you can reference which doesn't have anything else written to it.

The better approach is double buffering which also involves 2 screens. Display 1 screen while you process the other and then switch between them.

Unfortunatley, Geoff doesn't have the luxury of additional RAM to store 2 screens in memory and so everything has to be done with one.

Basically, any game using these sprites needs to ensure that sprites are kept on to avoid the flicker.

I would look at testing for background pixels by targeting outside the area of the sprite such as just below its feet to ascertain when a sprite character is walking on the ground and follows the terrain.

I still think the system is pretty good when one considers it is a single chip computer without a dedicated video chip and no hardware provided sprite, bit manipulation or audio system. It just shows you the power within interpretive MMBasic that leaves all other "mini kit based" computers like the Maximite for dead.

NickEdited by Nick 2012-07-30
 
djuqa

Guru

Joined: 23/11/2011
Location: Australia
Posts: 447
Posted: 12:18pm 29 Jul 2012
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I think are few people are losing sight of what has been achieved.

Don't be critical of what is desired, but be amazed at what has been achieved with so little hardware support.
Nick, geoff and all the others that are pushing the bounds with the colour graphics are LEGENDARY.


Edited by djuqa 2012-07-30
VK4MU MicroController Units

 
vasi

Guru

Joined: 23/03/2007
Location: Romania
Posts: 1697
Posted: 04:13pm 29 Jul 2012
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No one tried Gameduino with Maximite? I think is better suited for games as it have a sprite engine, screen scroll and collision detection (and speed).

Just a demo (as a reminder) of it:
http://www.youtube.com/watch?v=EWn-6FB4cNQ

I know Ken made some tests on Duinomite but not a final conclusion (and maybe this is why it had no echo) under the form of a finished game?

_____
A game with Arduino and Gameduino. Imagine what can be made using Maximite (or UBW32)
http://www.youtube.com/watch?v=WXbezSgogno&feature=related Edited by vasi 2012-07-31
Hobbit name: Togo Toadfoot of Frogmorton
Elvish name: Mablung Miriel
Beyound Arduino Lang
 
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