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Forum Index : Microcontroller and PC projects : Game*Mite: handheld game console based on PicoMite

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Volhout
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Joined: 05/03/2018
Location: Netherlands
Posts: 4271
Posted: 04:21pm 04 Apr 2024
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Tom,

Did you add blocks and pico-man to Game*Mite.
What other games are you looking for.?
I have been looking into
- maxitrek (new obstacles found)
- rocks in space (but vector graphics will be very slow on lcd, need to change back to sprites)
- chemi chaos (might be a lot nicer on lcd due to 65k colors)
All I have started with but none finished. And using VGA for development.

Volhout
PicomiteVGA PETSCII ROBOTS
 
Volhout
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Joined: 05/03/2018
Location: Netherlands
Posts: 4271
Posted: 04:21pm 04 Apr 2024
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Tom,

Did you add blocks and pico-man to Game*Mite.
What other games are you looking for.?
I have been looking into
- maxitrek (new obstacles found)
- rocks in space (but vector graphics will be very slow on lcd, need to change back to sprites)
- chemi chaos (might be a lot nicer on lcd due to 65k colors)
All I have started with but none finished. And using VGA for development.

And you can ask Martin to port PicoFrog…?

Volhout
Edited 2024-04-05 02:22 by Volhout
PicomiteVGA PETSCII ROBOTS
 
thwill

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Joined: 16/09/2019
Location: United Kingdom
Posts: 4048
Posted: 04:41pm 04 Apr 2024
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Hi @Volhout,

  Volhout said  Did you add blocks and pico-man to Game*Mite.


With Geoff's permission I published links to them here: https://github.com/thwill1000/mmbasic-gamemite?tab=readme-ov-file#other-programs-to-download-and-try, but I haven't added them to the "standard install" ... there is limited space on A:/ on the standard Game*Mite so I can't include everything.

  Volhout said  What other games are you looking for.?


Any contributions are welcome - a {Super} Star Trek of one flavour or another would be wonderful. However I'm very aware it takes considerable sustained effort to create something "finished" as opposed to "mostly works" so I'm disinclined to hassle anyone. You and Martin did exceptionally well taking PETSCII Robots to 95+% done on the Game*Mite.

For myself I've decided that investing the time in getting MMB4L (MMB4W over Wine doesn't "float my boat") to a state where I can use it as a development proxy for the Game*Mite will ultimately pay dividends in speeding up my personal Game*Mite software development, as well as perhaps being for use to the wider community in the future.

Best wishes,

Tom
Edited 2024-04-05 02:44 by thwill
Game*Mite, CMM2 Welcome Tape, Creaky old text adventures
 
Martin H.

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Joined: 04/06/2022
Location: Germany
Posts: 1117
Posted: 05:55pm 04 Apr 2024
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  Volhout said  Tom,
And you can ask Martin to port PicoFrog…?
Volhout

I could take a look at that,
One problem could be that PicoFrog uses the screen(N), the framebuffer(F) and the layer(L). Since I don't have that on the GameMite I would have to rewrite the entire screen output.
but I'm currently stuck on another programming problem. And then I'll also have to get back to Alien Syndrome.

Cheers
Martin
Edited 2024-04-05 03:55 by Martin H.
'no comment
 
Volhout
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Joined: 05/03/2018
Location: Netherlands
Posts: 4271
Posted: 09:01pm 06 Apr 2024
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Hi Tom,

I released ChemiChaos for the Game*Mite....

Volhout
PicomiteVGA PETSCII ROBOTS
 
Turbo46

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Joined: 24/12/2017
Location: Australia
Posts: 1619
Posted: 05:39am 02 Dec 2024
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Hi Tom and all,

In addition to the Game*Mite, I have bought a kit for Geoff"s Picomite Gamer but due to health issues I have not built it yet.

Would it be worthwhile using the new RP2350A for this and any future builds of the Pico*Mite and its clones?

Would some games run faster using this chip?

If so, How could you slow them down a bit? A delay in the main loop? Changing (Lowering) the CPU speed? Could this be done automatically in a game by testing MM.DEVICE$? so the same game could be played on both versions.

Volhout made a change in PETSCII ROBOTS to accommodate the Pico 2, was that merely to identify the chip? Or were there other changes required.

Thanks
Bill
Keep safe. Live long and prosper.
 
Volhout
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Joined: 05/03/2018
Location: Netherlands
Posts: 4271
Posted: 07:24am 02 Dec 2024
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Hi Bill,

I am not Tom, but I share my 5 cents

1/ Geoff does not use a standard pico. His version has a LiPo charger on the module.
2/ Looking at the schematics, I see that Geoff's display connection is also SPI.

RP2350 is improving gamespeed. But the SPI interface to the display slows it down again. This is obvious is fast games (PETSCII) and some (ROCKS) I am not even trying to port to LCD. Going to parallel LCD will improve this.

The changes between 2040 and 2350 are minimal, thanks to a lot of standardization from Peter. Adaptations needed in programs are minimal, and more related to 5.08.00 -> 6.00.01 language changes.

If you decide to go for 2350, make sure you follow the "alternative package" procedure in the Game*Mite user manual. The standard uf2 file is 2040 only.

Volhout
PicomiteVGA PETSCII ROBOTS
 
thwill

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Joined: 16/09/2019
Location: United Kingdom
Posts: 4048
Posted: 10:09am 02 Dec 2024
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  Volhout said  I am not Tom, but I share my 5 cents


I'm Spartacus! ... but I haven't invested in any RP2350 modules yet.

  Volhout said  1/ Geoff does not use a standard pico. His version has a LiPo charger on the module.


This sounds like a major issue; you can drop a 2350 onto the standard Game*Mite PCB because that has a separate charging module, but using one on the PicoGamer would require you to hack in a charger ... or wait until the 3rd party market provides a suitable 2350 module with an onboard one.

  Volhout said  The changes between 2040 and 2350 are minimal, thanks to a lot of standardization from Peter. Adaptations needed in programs are minimal, and more related to 5.08.00 -> 6.00.01 language changes.


The most likely issue will be with code of the form:

IF MM.DEVICE$ = "PicoMite" THEN ...

or the equivalent using MM.INFO$(DEVICE) as this condition won't return true for the RP2350 firmware. It will need replacing with INSTR possibly using a regular expression (Appendix E of the new manual) to avoid matches with the VGA variants.

  Volhout said  If you decide to go for 2350, make sure you follow the "alternative package" procedure in the Game*Mite user manual.


Appendix C of the Game*Mite User Manual, however I believe @Volhout experienced some issue where he had to switch to the B: drive before running the "install-a.bas" program; this may have been due to the issue with the MM.INFO$(PATH) function that Peter says is resolved now.

Best wishes,

Tom
Edited 2024-12-02 20:11 by thwill
Game*Mite, CMM2 Welcome Tape, Creaky old text adventures
 
Volhout
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Joined: 05/03/2018
Location: Netherlands
Posts: 4271
Posted: 12:39pm 02 Dec 2024
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@Bill,

AFAIK, Geoff did not publish a "alternate package" for the PicoGamer. His (2) uf2 files (4MB and 16MB) will not directly work on the RP2350A. Geoff's menu (that automatically adds games to the main menu when found on the A: drive) avoids having to add them manually. That is nice..

Volhout
Edited 2024-12-02 22:40 by Volhout
PicomiteVGA PETSCII ROBOTS
 
Turbo46

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Joined: 24/12/2017
Location: Australia
Posts: 1619
Posted: 11:57pm 02 Dec 2024
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Thanks Volhout and Tom and I apologise for the lack of thought put into my questions.

Of course I can't replace the Pico board on the Pico Gamer with a standard Pico 2. In future (or even now) there may be a suitable Pico 2 board but I won't bother.

No matter how fast the processor is, the serial display will always be a bottleneck. It may improve processor intensive games though.

Simpler to leave things as they are.

Thanks

Bill
Keep safe. Live long and prosper.
 
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