Home
JAQForum Ver 24.01
Log In or Join  
Active Topics
Local Time 10:59 01 Aug 2025 Privacy Policy
Jump to

Notice. New forum software under development. It's going to miss a few functions and look a bit ugly for a while, but I'm working on it full time now as the old forum was too unstable. Couple days, all good. If you notice any issues, please contact me.

Forum Index : Microcontroller and PC projects : Attack of the PETSCII Robots for PicoMite with CMM2 Support

Author Message
kninja_pi
Newbie

Joined: 02/07/2025
Location: United States
Posts: 2
Posted: 06:34pm 26 Jul 2025
Copy link to clipboard 
Print this post

Hello All,

I've added CMM2 support to the existing PETSCII Robots code for PicoMite. I used the PicoMite VGA version from the 8 Bit Guy's web site.

It should work on both PicoMite VGA and CMM2. I say "should" because I don't have a PicoMite VGA for testing (yet). The cool screen transitions aren't working properly, and I'm sure there are many other issues, so have a look and let me know.

I do realize I'm standing on the shoulders of giants and all that I've done is added a handful of lines to the code...because my only goal here was to actually play the game :)

Many thanks.

MMBasic-Robots-CMM2-Support.zip
 
Volhout
Guru

Joined: 05/03/2018
Location: Netherlands
Posts: 5089
Posted: 06:23am 27 Jul 2025
Copy link to clipboard 
Print this post

Hi ninja-pi,

Thanks for this port. There has been 1 earlier port for CMM2 by Peter Mather, to check if commands between pico and cmm2 are the same.

I am glad you ppsted it.

Volhout
PicomiteVGA PETSCII ROBOTS
 
kninja_pi
Newbie

Joined: 02/07/2025
Location: United States
Posts: 2
Posted: 07:34pm 27 Jul 2025
Copy link to clipboard 
Print this post

Thanks Volhout!

I am very happy it's working, but there are a few things that I think I could improve.

First off, I used the latest version of the firmware (6.00.00b3). I had been using the latest stable version from Geoff's website, but since it doesn't support BLIT MEMORY, the latest beta seemed the right way to go. Figuring out a cool workaround without BLIT MEMORY might be possible, but definitely over my head.

I'm loading the graphics binary data into PAGE ADDRESS 3. I figured since I'm not using it, it's probably fine and it works. Let me know if this is OK or not.

I decided to go with Mode 7,12 since we're using transparency and layers. I defined a separate set of colors for the CMM2 (creatively named cmm2colors). The only difference between the original "colors" is that RGB(MAGENTA) is defined as RGB(MAGENTA,0). This seems to work. The only problem was that the BMPs for the intro screen, end screen, and main game screen would load, but they wouldn't appear. I did notice that the face BMPs on the title screen would show up though. The only difference that I could find was that the face images were RGB color instead of indexed color. So, I saved the 3 BMPs as RGB color with the following names:

introscreen_cmm2.bmp
layer_b_cmm2.bmp
end_cmm2.bmp

...and that worked. It just bugs me that I have to have separate image files. Also, as I mentioned in my earlier message, the cool fade_in/fade_out functions don't really work with the new bitmaps. I think it's related to my choice of using RGB colors, but I'm not really sure.

Everything else was just adding IF conditions to swap out FRAMEBUFFER WRITE with PAGE WRITE, LOAD Image with LOAD Bmp, etc.

Take care,

kninja_pi
 
Volhout
Guru

Joined: 05/03/2018
Location: Netherlands
Posts: 5089
Posted: 09:31pm 27 Jul 2025
Copy link to clipboard 
Print this post

Strange these bmps would not appear.

In few weeks I can look at the fade in/out. Currently not in the country.

Volhout
PicomiteVGA PETSCII ROBOTS
 
Martin H.

Guru

Joined: 04/06/2022
Location: Germany
Posts: 1233
Posted: 04:51pm 28 Jul 2025
Copy link to clipboard 
Print this post

  Volhout said  Hi ninja-pi,

Thanks for this port. There has been 1 earlier port for CMM2 by Peter Mather, to check if commands between pico and cmm2 are the same.

I am glad you ppsted it.

Volhout

I think you mean this Entry

kninja_pi
here you can find the entry with the appropriate sprites and tiles etc. for MMB 4 Windows, I used several framebuffers instead of the blit memory, which worked well. However, it was still based on an early beta version of PetsciiRobots, I didn't pursue it any further but it may help you.
if you have a lot of patience, you can read through the super-long post describing the history of the development of the PicoVGA version.
I just realized, the graphic should also work with a PICO2 HDMI, it also only uses 16 colors, just not RGB 121
Cheers
 Martin
Edited 2025-07-29 03:35 by Martin H.
'no comment
 
Volhout
Guru

Joined: 05/03/2018
Location: Netherlands
Posts: 5089
Posted: 05:59pm 28 Jul 2025
Copy link to clipboard 
Print this post

@kninja,

Martin provided links to earlier versions that where ported to CMM2 and MMB4W.

Please note that if you want to make use of other graphics (tiles) you need additional programs (and knowledge how to use them) to create the graphics database from the tiles Martin has shown you. These programs are not included in the release. The last release where these where included was beta24. Beta25 and RC dont have these anymore.

If you are interested, I can provide them.
In the PicoMite documentation on Geoff's website there is a document called Graphics In The Picomite, that explains how it works.

Volhout
Edited 2025-07-29 04:05 by Volhout
PicomiteVGA PETSCII ROBOTS
 
Print this page


To reply to this topic, you need to log in.

The Back Shed's forum code is written, and hosted, in Australia.
© JAQ Software 2025