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Forum Index : Microcontroller and PC projects : New CMM2 Game: PanzerDuell

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joker
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Joined: 06/02/2024
Location: Germany
Posts: 33
Posted: 11:35am 15 Nov 2025
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Hello Friends,
After some experiments with a CMM2 Assembler and the fascinating Nunchuks, I started a small game which should be a refreshing and entertaining programming holiday together with a friend. It should just take a week, I thought, but it turned out differently.

We haven't seen us for quite a while so we talked so much about past times, that we hardly wrote any lines of code. Eventually, I did it alone and it became my most ambitious project for the CMM2.

A small one-2-one battle game
- for 1 to 4 players
- fully configurable and dynamic player settings
- multiple maps for each player setting
- a particle engine for special effects
- a fully destructible environment
- and a cunning robot opponent for single player matches

You can find the source on GitHub and
further information and pictures in the PanzerDuell Wiki.

Let me know your opinion and also any bugs you may find.

By the way: I added also some more in game pictures for my other games:
Fort Micromite: Fort Micromite Wiki
Air Rescue: Air Rescue Wiki

Furthermore, I invested in a screen capturing device, so that you can expect gameplay videos in future, but first I have to learn how this works. Stay tuned.

Have fun and a nice time
 Matthias
 
LeoNicolas

Guru

Joined: 07/10/2020
Location: Canada
Posts: 549
Posted: 05:54pm 15 Nov 2025
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Great Job Matthias

I love to see new games coming to the CMM2 games base.
 
Volhout
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Joined: 05/03/2018
Location: Netherlands
Posts: 5538
Posted: 09:01am 16 Nov 2025
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Matthias,

Very interesting, I am going to pull out the cm2, to Try all 3 games, that I was unaware of.

Volhout
PicomiteVGA PETSCII ROBOTS
 
Plasmamac

Guru

Joined: 31/01/2019
Location: Germany
Posts: 598
Posted: 01:19pm 16 Nov 2025
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A cmm2 assembler ?
Plasma
 
Volhout
Guru

Joined: 05/03/2018
Location: Netherlands
Posts: 5538
Posted: 04:12pm 16 Nov 2025
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The game Plays Nice, the intro screen graphics are sublime. It asks for some practice to get used to the combo keys (left/right rotates the turret,forward plus left/right rotate the tank.

Nice game. Good sound.

Volhout
PicomiteVGA PETSCII ROBOTS
 
joker
Newbie

Joined: 06/02/2024
Location: Germany
Posts: 33
Posted: 06:28pm 16 Nov 2025
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  Plasmamac said  A cmm2 assembler ?


Yes, I tried to program an ARM assembler in MMBasic.
The project get stuck and is only able to encode approx. a dozen mnemonics and address types. And for these the code is alredy huge.
My method needs heavy rethinking. Therefore I used the time for a new game.

 Best Regards
    Matthias
 
Plasmamac

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Joined: 31/01/2019
Location: Germany
Posts: 598
Posted: 05:41am 17 Nov 2025
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Hahaha , i try it also but for the picomite🤣. Such like the Monitor from the commodore plus 4. with the intension
To implement ASM statement into basic such like powerbasic.
Stuck in the moment because i have not much time unfortunately.
Gtx
Plasma
 
TomSchimana

Newbie

Joined: 27/08/2023
Location: Germany
Posts: 2
Posted: 03:44pm 30 Nov 2025
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Hi Matthias

Found your game PanzerDuell today. Really well done and you can tell a lot of love went into it.

I'm working on my first game too. After trying a few things, I figured out that music and sound effects work best with MOD files. That's what you used as well.

Last time I worked with trackers was back on the Amiga, so like 35 years ago

So I'm wondering how exactly did you do it? Any specific software? I saw that one MOD file is the music and another one has the sound effects. Are the sound effects simply uploaded as instruments in there?

Would be great if you could give me a quick rundown.

Thanks
Tom
 
Volhout
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Joined: 05/03/2018
Location: Netherlands
Posts: 5538
Posted: 09:40pm 30 Nov 2025
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Other games have used MOD files where the first 4 tracks are used for music.
And 16…31 for sfx samples

Then you can independently play music, looping. And at random times play an sfx sample.

On Some games there is a second MOD file with only the sfx samples. In case the player decides to play the game without music, but does appreciatie the sound effect.

Volhout
Edited 2025-12-01 07:41 by Volhout
PicomiteVGA PETSCII ROBOTS
 
Martin H.

Guru

Joined: 04/06/2022
Location: Germany
Posts: 1331
Posted: 09:40am 01 Dec 2025
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  TomSchimana said  Last time I worked with trackers was back on the Amiga, so like 35 years ago

So I'm wondering how exactly did you do it? Any specific software? I saw that one MOD file is the music and another one has the sound effects. Are the sound effects simply uploaded as instruments in there?

Would be great if you could give me a quick rundown.

Thanks
Tom

Hi Tom
I feel the same way. I was still quite good at it in the early 1990s. But first we have to remember that.

Rarely no MOD use all possible 32 sample slots. As Volhout has already described. In addition to the instruments, you also load samples for the sounds into free slots in the mod file. Protracker  or similar software is your friend. You just have to remember the slot numbers for the sounds. In the program, you then use the “PLAY MODSAMPLE” command to play them. Unlike the Amiga, mmbasic can play more than 4 Voices simultaneously, so that the music or individual tracks are not interrupted.

The mod files with only sound, has no playlist.
This means that you hear nothing when you call “PLAY MODFILE”, but the silent module is still played in the background. The sound for your program is called only via “PLAY MODSAMPLE” and you hear the sfx without Music.
Good Luck and have Fun.
Cheers
Martin
Edited 2025-12-02 06:48 by Martin H.
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joker
Newbie

Joined: 06/02/2024
Location: Germany
Posts: 33
Posted: 06:28pm 06 Dec 2025
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Hello,
So, the guys explained it already quite well. Only two things to add:
1. Up to now I only use music for the intro and focus on sound effects in the game. But you could do both as Volhout and Martin explained it.
2. To create the file I use Milkytracker on Linux. An ancient tool in a modern environment but it works fine.

Cheers
 Matthias
 
disco4now

Guru

Joined: 18/12/2014
Location: Australia
Posts: 1075
Posted: 11:10am 07 Dec 2025
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I loaded panzerduel from GitHub. I placed it in panzerduel directory.

I had 1 error where the code looked for desert.raw but file is dessert.raw that I could fix.

I still have this. Is it some config file I need?

Error in inc/settings.inc line 12: Could not find the file.

regards
Gerry
Edited 2025-12-07 21:11 by disco4now
F4 H7FotSF4xGT
 
TomSchimana

Newbie

Joined: 27/08/2023
Location: Germany
Posts: 2
Posted: 01:14pm 16 Dec 2025
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HI

Thanks for explaining.

So just to be clear: with a MOD file that has music and SFX samples, there's no way to turn off just the music and keep the sound effects? Means I'd need two separate files if I want to give that option?

Can't test this myself yet since I don't have sound on my CMM2, but speakers are on the way. Planning to work on the soundtrack for my game over the holidays. My Asteroids clone is pretty much done. Everything's vector based including the fonts, collision physics works. Just missing proper sounds and a highscore.

Tom
 
Martin H.

Guru

Joined: 04/06/2022
Location: Germany
Posts: 1331
Posted: 01:43pm 16 Dec 2025
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Hi Tom
  TomSchimana said  
So just to be clear: with a MOD file that has music and SFX samples, there's no way to turn off just the music and keep the sound effects? Means I'd need two separate files if I want to give that option?

yes, you have to create a 2nd MOD without a Playlist with just the Samples.
To make things easy, take your Modul, save it as "Silence.mod" ,delete all Playlists and save it again.
  TomSchimana said  
Can't test this myself yet since I don't have sound on my CMM2, but speakers are on the way. Planning to work on the soundtrack for my game over the holidays.

I dont own a CMM2, but You could test it on MMB4Windows which should be CMM2 Compatible.
Cheers
Martin
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Volhout
Guru

Joined: 05/03/2018
Location: Netherlands
Posts: 5538
Posted: 03:27pm 16 Dec 2025
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Hi Tom,

Attached ZIP is work in progress, but it has 2 mod files, one with SFX and the other with music and SFX, both are Martin.H's work. It is not finished at all, but already playable. I develop for PicoMite, but fixes have been included to run on MMB4L and CMM2. But I have not tested such myself.

rocks15.zip

Anyway,, you can use it to look how the mod file sample playing works.

Volhout

P.S. This code is a real community project, many have contributed. I won't name them all but if you search for "rocks" on the forum you'll see.
Edited 2025-12-17 01:32 by Volhout
PicomiteVGA PETSCII ROBOTS
 
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