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Forum Index : Microcontroller and PC projects : CMM2: Lunar Lander

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vegipete

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Joined: 29/01/2013
Location: Canada
Posts: 1081
Posted: 02:41am 07 Jul 2020
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I thought I would have a quick go at hacking together a lunar lander game.

Here is the result:

Use left/right arrows to rotate, [space bar] to fire engines.



LunarLander2.zip

I must say, the abilities of the Colour Maximite 2 make this a simple task in a number of ways.

For example, I wanted smooth lander rotation with all lateral movement generated by the main engine. I went with 19 sprites, each turned 5 degrees from the previous. This gave me 0 to 90 degrees. Sprite orientation finished the full 360 degrees. Nice!

Alas, my first attempt was a rather wobbly rotation. But then I thought, why am I doing all this image generation by hand? Duh, use the image rotate function! So the only sprite required is the lander straight up, with and without rocket flames. The program itself rotates the base image to each angle, then uses the result to make a sprite. Net result: 19 images with no burn, 19 more with engines firing.

Enjoy!
Edited 2020-07-07 12:42 by vegipete
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SimpleSafeName

Senior Member

Joined: 28/07/2019
Location: United States
Posts: 284
Posted: 03:05am 07 Jul 2020
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My first exposure to Lunar Lander was at the Air Force Academy on a PDP11. The program was loaded from paper tape, which took 43 minutes to load.

And for those of you wondering, no I wasn't a cadet. I was a high school student from just down the hill from Arnold Hall (being in Colorado, literally just down the hill).

The burning question in my mind is does it have the McDonald's on the moon? The original game did. I guess that I will have to play it to find out. :)
 
vegipete

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Joined: 29/01/2013
Location: Canada
Posts: 1081
Posted: 09:51pm 07 Jul 2020
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Here's a minor update.

I added stars and the ability to fly off the top of the screen.

Also, basic lander performance characteristics are now constants near the top of the program.
LunarLander2v2.zip
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Sasquatch

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Joined: 08/05/2020
Location: United States
Posts: 296
Posted: 11:20pm 07 Jul 2020
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Very nice VegiPete!  And challenging while being quite playable.

The Atari game and the CMM1 version also had some nifty sound effects and an exploding module when it crashed just to make sure you know you are dead!  Should be easy to implement?  Not trying to step on any toes here  
-Carl
 
bigmik

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Joined: 20/06/2011
Location: Australia
Posts: 2861
Posted: 04:55am 09 Jul 2020
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Hi All,

@Vegipete
Great effort, Brings back memories, My first LL was text entries but I did play a version similar to yours.

Now we all know I am not great at programming but just for fun I put a bit of sound in there..
I quite like it and I am sure there would be better ways to do it, but hey I had some fun in between building Colour Maximite-II's

I had to adjust the volume right down near the start of the program as my sound box (No volume control) outputs the sound way too loud so you may have to adjust the volume to suit your setup..

Anyway I Hope someone else enjoys it too.


LunarLander2v3.zip


Kind Regards

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

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Joined: 07/07/2020
Location: Australia
Posts: 34
Posted: 11:48am 09 Jul 2020
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I saw this and had the same idea, that it needed sound.  I did it a slightly different way, so I thought I would post my interpretation of it.


LunarLander2v2WS.zip

Martin
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Andrew_G
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Joined: 18/10/2016
Location: Australia
Posts: 839
Posted: 07:19am 11 Jul 2020
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OK I've had a fiddle too.
This is based on BigMik's, which is based on VegiPete's which is . . .
All I've done is added a volume adjustment and made the landing Pad green.
As with VegiePete's, left/right arrows rotate, space fires the rocket and "+", "-" alter the volume, and down arrow toggles mute on/off.

I've also changed the "Success" sound effect file to "Landed.MOD" ie "The Eagle has landed" but you can comment that out etc.

Cheers,

Andrew


LunarLander2v4.zip
 
capsikin
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Joined: 30/06/2020
Location: Australia
Posts: 341
Posted: 06:16am 21 Jul 2020
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  Andrew_G said  OK I've had a fiddle too.
This is based on BigMik's, which is based on VegiPete's which is . . .
All I've done is added a volume adjustment and made the landing Pad green.
As with VegiePete's, left/right arrows rotate, space fires the rocket and "+", "-" alter the volume, and down arrow toggles mute on/off.

I've also changed the "Success" sound effect file to "Landed.MOD" ie "The Eagle has landed" but you can comment that out etc.

Cheers,

Andrew


LunarLander2v4.zip


Did you mean to include the sound effect file in the zip? I only saw the main basic program file. The volume control is good though.
 
Andrew_G
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Joined: 18/10/2016
Location: Australia
Posts: 839
Posted: 11:06pm 21 Jul 2020
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Hi Capsikin,
Sorry about that. I'll post a new (improved) version, hopefully later today, and I'll include the missing files.

Cheers,

Andrew
 
Andrew_G
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Joined: 18/10/2016
Location: Australia
Posts: 839
Posted: 01:14am 22 Jul 2020
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Hi All,
Here is an updated Lunar Lander, hopefully with all the sound files - plus some.
Please let me know if it works, if it doesn't and any improvements "someone" should make.

Cheers,

Andrew


LunarLander2v5.zip
 
capsikin
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Joined: 30/06/2020
Location: Australia
Posts: 341
Posted: 04:28am 22 Jul 2020
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  Andrew_G said  Hi All,
Here is an updated Lunar Lander, hopefully with all the sound files - plus some.
Please let me know if it works, if it doesn't and any improvements "someone" should make.

Cheers,

Andrew


LunarLander2v5.zip


Works for me!

For improvements, I'm kind of keen to see games supporting the nunchuk, classic controller, or CMM2 joystick interface convention. But first, is there anyone who'd want to test that?
 
Andrew_G
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Joined: 18/10/2016
Location: Australia
Posts: 839
Posted: 05:43am 22 Jul 2020
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Thanks for the feedback capsikin.
I'm afraid that writing stuff for the NunChuck etc is out of my league but a joystick connection would be of interest to me too.

Cheers,

Andrew
 
capsikin
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Joined: 30/06/2020
Location: Australia
Posts: 341
Posted: 06:06am 22 Jul 2020
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When I was looking at the other versions, I was thinking larger more pixelated text would give a nice retro look. But for your version with the gauges I think the small text suits it.
 
Andrew_G
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Joined: 18/10/2016
Location: Australia
Posts: 839
Posted: 05:41am 08 Aug 2020
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Hello all,

Here is an updated Lunar Lander. It is essentially the same but an untidy overwriting of the "Press [H|h] for help" has been fixed.

LunarLander2v6.zip


Cheers,

Andrew
 
capsikin
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Joined: 30/06/2020
Location: Australia
Posts: 341
Posted: 08:36am 11 Aug 2020
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  Andrew_G said  Thanks for the feedback capsikin.
I'm afraid that writing stuff for the NunChuck etc is out of my league but a joystick connection would be of interest to me too.

Cheers,

Andrew


Here is a version based on your v6 and my new joystick library. It supports left, right, and fire, from the joystick (as well as all the keyboard controls already supported)

LunarLander2Controllers.zip

It's also supposed to support nintendo controllers once the library is debugged, I'll post updates on the library thread here:
CMM2: Joystick / Games controller library

Also I have another version of the library in the zip file that emulates the joystick functions (though not well) using inkey$, in case people only have a terminal keyboard instead of a USB-attached keyboard. I can give instructions for using that if needed.

update: version with updated library 0.2, more likely to work with Nintendo controllers: LunarLander2Controllers.zip
Edited 2020-08-11 22:18 by capsikin
 
Andrew_G
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Posts: 839
Posted: 03:01am 12 Aug 2020
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Well done Capsikin,
I'm not able to test the Joy/chuk aspects as I have neither but I'm pleased to see LL progressing.

Cheers,

Andrew
Edited 2020-08-12 13:01 by Andrew_G
 
vegipete

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Joined: 29/01/2013
Location: Canada
Posts: 1081
Posted: 06:58am 13 Aug 2020
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There has been some nice work done to Lunar Lander 2!

The sun on the lunarscape is really nice.

I have embellished some more, resulting in
LunarLander2v7.zip.

I have amplified and wave-ified the "Eagle has landed" sound, added crumple landing and tuned the engine so it doesn't mis-fire.

I changed the velocity gauges to linear ones and added a circular attitude gauge, all mounted in a sort of control panel. I also turned the bar & circle gauge code into more general purpose re-useable routines.

Finally, I added a 'sudden unexpected violent disassembly' animation. ;-)

==========
I have alas not done anything with Capsikin's controller library. That looks like a superb bit of work that I must study more.
Visit Vegipete's *Mite Library for cool programs.
 
bigmik

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Joined: 20/06/2011
Location: Australia
Posts: 2861
Posted: 12:51pm 13 Aug 2020
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Hi Pete, all,

What about side thruster animation (small jets left and right) and suitable sound effect?

Regards,

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

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Joined: 29/01/2013
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Posts: 1081
Posted: 08:31pm 30 Aug 2020
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Here is an update to Lunar Lander.

This version, number v72, adds an introductory screen.

As usual, extract all five files to the same directory and run the BASIC file. Included are the 3 sound files and the single graphics file.

Note to thwill: if I had a clue how, I would be happy to add this to the demo tape. But I am gitless...
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thwill

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Joined: 16/09/2019
Location: United Kingdom
Posts: 3807
Posted: 11:56pm 30 Aug 2020
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  vegipete said  Note to thwill: if I had a clue how, I would be happy to add this to the demo tape. But I am gitless...


Almost missed this message, best to ping me on the Welcome Tape thread too.

No worries about the update, I will sort it.

Thanks for doing this,

Tom
Game*Mite, CMM2 Welcome Tape, Creaky old text adventures
 
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