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Forum Index : Microcontroller and PC projects : How to write games in basic

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mkopack73
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Joined: 03/07/2020
Location: United States
Posts: 261
Posted: 01:38pm 17 Jan 2021
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Saw this over on the Commander x16 forums and thought it might be useful to newbies here.  Obviously some of it will need changes to account for the different graphics and text mechanisms, but a lot of the concepts should be helpful to new people. Or maybe somebody would be willing to port the info over to a set of CMM2 tutorials....

Link to article
Edited 2021-01-17 23:58 by lew247
 
epsilon

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Joined: 30/07/2020
Location: Belgium
Posts: 255
Posted: 06:00pm 17 Jan 2021
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Very interesting. Thanks for posting that!

In the same vein, I'm currently attempting to port the Dragonfly game engine to CMM2:

https://dragonfly.wpi.edu/

The website includes an online book (free) that walks you through the design of a 2D game engine.
I'm currently implementing the engine on PC in C++, by the book, and in parallel I transpose the whole thing to MMBasic. Very interesting exercise so far (I'm about halfway through).

Ruben/Epsilon.
Epsilon CMM2 projects
 
Nautilus
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Joined: 01/01/2021
Location: Germany
Posts: 16
Posted: 04:14pm 18 Jan 2021
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That's funny. I am currently coding a snake game for the CMM2. Thanks for the link  
 
mkopack73
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Joined: 03/07/2020
Location: United States
Posts: 261
Posted: 01:10am 19 Jan 2021
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  epsilon said  Very interesting. Thanks for posting that!

In the same vein, I'm currently attempting to port the Dragonfly game engine to CMM2:

https://dragonfly.wpi.edu/

The website includes an online book (free) that walks you through the design of a 2D game engine.
I'm currently implementing the engine on PC in C++, by the book, and in parallel I transpose the whole thing to MMBasic. Very interesting exercise so far (I'm about halfway through).

Ruben/Epsilon.


Ah, interesting. First i've heard of it. In grad school I took a class on game engine design, where we discussed the typical game loop, including network code, and the sorts of facilities that typically are provided (physics, graphics, AI, sound, etc.)  


Just thinking if we had some good tutorials like the author of the CX16 is doing, that might go a long way towards helping newcomers learn how to make interesting and useful stuff for the CMM2. The CMM2 is SOOOO much more powerful (and easier to program) than the CX16 that it should be really easy to do much more interesting things... Really the only thing we don't have that the CX16 does is a true text mode. Our feature set is incredibly more vast than the CX16's beyond that...  (Well, they might have some advantages in sound as well... MAYBE.)
 
CircuitGizmos

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Joined: 08/09/2011
Location: United States
Posts: 1427
Posted: 04:12pm 19 Jan 2021
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  mkopack73 said   (Well, they might have some advantages in sound as well... MAYBE.)


What are they doing for sound? I remember at one point they were talking about '80s sound chips, or newer versions with similar features.
Micromites and Maximites! - Beginning Maximite
 
RetroJoe

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Joined: 06/08/2020
Location: Canada
Posts: 290
Posted: 01:43am 20 Jan 2021
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According to the website FAQ:

  Quote  
There are 2 designs in final testing and one or both will remain:

Yamaha YM2151 sound chip
SID-like implementation in the VERA FPGA chip


The VERA is their proprietary video generation solution. It has built-in support for tiles, which is kinda cool...
Edited 2021-01-20 11:47 by RetroJoe
Enjoy Every Sandwich / Joe P.
 
toml_12953
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Joined: 13/02/2015
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Posts: 442
Posted: 12:23pm 20 Jan 2021
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  Nautilus said  That's funny. I am currently coding a snake game for the CMM2. Thanks for the link  


You may be interested in this:

https://bisqwit.iki.fi/jutut/kuvat/programming_examples/qbasicsnakegame.pdf

or Nibbles, a game that came with Qbasic:

https://www.dropbox.com/s/gpql61b29mjl6by/nibbles.bas?dl=0[https://www.dropbox.com/s/gpql61b29mjl6by/nibbles.bas?dl=0
Edited 2021-01-20 22:31 by toml_12953
 
mkopack73
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Joined: 03/07/2020
Location: United States
Posts: 261
Posted: 11:27pm 20 Jan 2021
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  RetroJoe said  According to the website FAQ:

  Quote  
There are 2 designs in final testing and one or both will remain:

Yamaha YM2151 sound chip
SID-like implementation in the VERA FPGA chip


The VERA is their proprietary video generation solution. It has built-in support for tiles, which is kinda cool...


Yeah but it also has sound functionality...

They were originally planning to use 2 other chips - the yamaha and another one. But that other one apparently is giving them a lot of headaches when they try to run the board at the full planned 8Mhz so they're going to drop it and use the Vera to provide that capability in addition to the video.

In terms of raw video capabilities - the Vera probably matches up quite well against our CMM2 - capabilities, speed, colors, etc. It has an actual tile/text mode which is an advantage for certain types of games. But the way you program it through poking an address( from basic) is pathetic and far from straightforward for the beginner.  If they would have gone ahead and used the c128's BASIC 7.0 then I feel like they would have been in much better shape for doing reasonable stuff in BASIC and less users would be forced towards 6502 assembly to do meaningful stuff.

The CMM2 has the advantage of a really powerful BASIC implementation, especially so now with all the 3D commands!
 
RetroJoe

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Joined: 06/08/2020
Location: Canada
Posts: 290
Posted: 08:23am 21 Jan 2021
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Yep, couldn't agree more - I'm befuddled by many of the design choices being made on the X16 project.

I'm going to keep my eye on it because I'm a big fan of The 8-Bit Guy, but I don't have a compelling interest in getting one; if for some strange reason I get the urge to code in assembler on a physical 6502, I have both an Apple II and an Atari 800 to do it on :)

Also, was it you that posted something here recently about the TTGO VGA32? I picked one up recently, and it's quite a compelling little gadget. It feels like a close cousin to the CMM2, hardware-wise.

Regarding this thread, it would be awesome if it stayed alive and folks kept adding relevant articles
and code snippets to it.

My interest in the CMM2 was (and is...)  predicated on the premise that "mere mortals"  can write high quality games in BASIC, but I realized very early on that even though I know how to code, I don't actually know how to write arcade-style action games :) It's a lot harder than it looks - even basic (no pun intended) action games have a lot going on, so as time allows I've been doing small experiments, but it's slow going.

Ideally, over time, there will be enough CMM2-specific game development content and concepts that it can be aggregated into a dedicated documentation volume or appendix, in the same vein as Peter's graphics manual.
Enjoy Every Sandwich / Joe P.
 
RetroJoe

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Joined: 06/08/2020
Location: Canada
Posts: 290
Posted: 08:23am 21 Jan 2021
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P.S. I have had a very hard time posting to TBS lately, and I believe the problem is with curly single and double quotes. On my iPad, I have resorted to "forcing" straight quotes by holding down the keyboard key and picking the straight variant from the pop up menu. Maybe there's a setting somewhere to use straight quotes by default...
Edited 2021-01-21 18:29 by RetroJoe
Enjoy Every Sandwich / Joe P.
 
thwill

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Joined: 16/09/2019
Location: United Kingdom
Posts: 4311
Posted: 12:37pm 21 Jan 2021
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  RetroJoe said  P.S. I have had a very hard time posting to TBS lately, and I believe the problem is with curly single and double quotes. On my iPad, I have resorted to "forcing" straight quotes by holding down the keyboard key and picking the straight variant from the pop up menu. Maybe there's a setting somewhere to use straight quotes by default...


I've seen the same issue. I think Gizmo may have made an over conservative change to what is acceptable in an effort to eliminate some of the issues that some Unicode postings have been causing. Perhaps he could sanitise our ramblings on the server side and convert curly-quotes to their straight variants ?

Cheers,

Tom
MMBasic for Linux, Game*Mite, CMM2 Welcome Tape, Creaky old text adventures
 
RetroJoe

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Joined: 06/08/2020
Location: Canada
Posts: 290
Posted: 07:57am 22 Jan 2021
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Happy to report that on IOS devices, curly quotes can be turned off by disabling the "Smart Punctuation" setting under General | Keyboard. A little bit uglier text, and quite an anachronistic workaround in 2021, but a lot less frustrating!
Enjoy Every Sandwich / Joe P.
 
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