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Forum Index : Microcontroller and PC projects : MMBasic: Knightmare Game
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LeoNicolas Guru Joined: 07/10/2020 Location: CanadaPosts: 479 |
I released the stage 6 gameplay video. https://youtu.be/TD_DWqn7wSA |
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LeoNicolas Guru Joined: 07/10/2020 Location: CanadaPosts: 479 |
We will have an intro and a menu screen soon! |
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LeoNicolas Guru Joined: 07/10/2020 Location: CanadaPosts: 479 |
Hello everyone I completed the game intro and main menu implementation. The next steps are to implement stages 07 and 8. https://www.youtube.com/watch?v=xB08OaIKxmU |
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Volhout Guru Joined: 05/03/2018 Location: NetherlandsPosts: 4280 |
Nice, even without level 7 and 8 it is a complete game now. Excellent work Leonas. Volhout PicomiteVGA PETSCII ROBOTS |
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LeoNicolas Guru Joined: 07/10/2020 Location: CanadaPosts: 479 |
Stage 7 is coming |
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thwill Guru Joined: 16/09/2019 Location: United KingdomPosts: 4049 |
@LeoNicolas, Is the code here https://github.com/leonicolas/knightmare-cmm2 out of date ? I ask because if I look at init_menu() it makes a series of calls to print_centralized() which will ultimately blit the text glyphs to PAGE 1 ... ... but I can't find any code that then copies PAGE 1 to PAGE 0 so (at least in MMB4L) that text will never be displayed. Doesn't seem to work as it currently is on either MMB4W or MMB4L ??? Best wishes, Tom Edited 2024-07-17 03:57 by thwill Game*Mite, CMM2 Welcome Tape, Creaky old text adventures |
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vegipete Guru Joined: 29/01/2013 Location: CanadaPosts: 1110 |
At the start of "init.inc", Leo uses "mode 3,12". Page 1 sits on top of page 0, no? Visit Vegipete's *Mite Library for cool programs. |
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LeoNicolas Guru Joined: 07/10/2020 Location: CanadaPosts: 479 |
Yes, I use mode 3,12 and both pages (0 and 1) for background and text. It works on MMB4W. I haven't tried on the real CMM2 or the Pico yet. Yes, the source code is up to date in the repo. I needed to stop the development for a couple of months. I'm near to complete the level 7 development. I'm planing to come back to the game at the end of August. Unfortunately some life problems are holding me now Thank you for reviving this thread |
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thwill Guru Joined: 16/09/2019 Location: United KingdomPosts: 4049 |
Thank you, I was unaware of this "wrinkle" and had just commented out the ", 12" whilst I was getting other things working. If a version on the PicoMiteVGA is possible (maybe even the Game*Mite) then your display model will require considerable rework as they don't have the same PAGE model as the CMM2/MMB4W being restricted to the display (N) a frame buffer (F) and a layer (L). Best wishes, Tom Game*Mite, CMM2 Welcome Tape, Creaky old text adventures |
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matherp Guru Joined: 11/12/2012 Location: United KingdomPosts: 9191 |
Tom See the chapter on "12-bit mode graphics" in the document "Graphics Programming on the CMM2-v3d.pdf" included in the CMM2 firmware download zip for info on 12-bit mode. The layer buffer on the PicoMiteVGA is an attempt in software to mimic what the CMM2 does using the capabilities of the STM32H7 H/W Edited 2024-07-17 21:44 by matherp |
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LeoNicolas Guru Joined: 07/10/2020 Location: CanadaPosts: 479 |
If necessary I can combine both layers in one framebuffer and blit it to the screen Edited 2024-07-17 22:55 by LeoNicolas |
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thwill Guru Joined: 16/09/2019 Location: United KingdomPosts: 4049 |
Thank you Peter, I've managed to implement a semblance of that, though (if I can be bothered - which may depend on whether semi-transparent is a feature actually in use) I may have to mess with the transparency as currently for simplicity I have 256 alpha levels rather than the 16 used by the CMM2 in this mode. Best wishes, Tom Game*Mite, CMM2 Welcome Tape, Creaky old text adventures |
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thwill Guru Joined: 16/09/2019 Location: United KingdomPosts: 4049 |
Hi @LeoNicolas, The file "music.inc" includes a number of calls to PLAY MODFILE with an interrupt set at line 16000 ... except there is no line/label 16000 ? Best wishes, Tom Game*Mite, CMM2 Welcome Tape, Creaky old text adventures |
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matherp Guru Joined: 11/12/2012 Location: United KingdomPosts: 9191 |
It isn't an interrupt, it is the modfile playback sample rate |
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thwill Guru Joined: 16/09/2019 Location: United KingdomPosts: 4049 |
... thank you. Thus identifying another missing feature in MMB4L and also explaining a later error about mismatched sample rates that occurred with MMB4W after I commented it out. D'Oh! Best wishes, Tom Game*Mite, CMM2 Welcome Tape, Creaky old text adventures |
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Martin H. Guru Joined: 04/06/2022 Location: GermanyPosts: 1117 |
You must also bear in mind that the Picomite has less memory than the CMM2, the use of FrameBuffer(F) AND Layer(L) is very memory-intensive. Cheers Martin 'no comment |
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MarkF Regular Member Joined: 01/08/2023 Location: AustraliaPosts: 47 |
The game looks pretty cool. Is it completed? |
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Martin H. Guru Joined: 04/06/2022 Location: GermanyPosts: 1117 |
Hi Leo, Out of curiosity, have you made any further progress in programming? Cheers Martin 'no comment |
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LeoNicolas Guru Joined: 07/10/2020 Location: CanadaPosts: 479 |
Hello everyone Thank you for asking how the things are going. After I completed the level 7 development I needed to pause the project. I got divorced and I'm putting my life back on track. I have plans to finalize the last level as soon my life is back to the "normal" pace. |
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thwill Guru Joined: 16/09/2019 Location: United KingdomPosts: 4049 |
Hi Leo, Sorry to hear about your travails. Note that I have some local updates to Knightmare that I made whilst testing it on MMB4L, I'll share them with you when I've got some other things sorted. Best wishes on returning to normality, Tom Game*Mite, CMM2 Welcome Tape, Creaky old text adventures |
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