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Forum Index : Microcontroller and PC projects : PicoPongo, Pong for Picomites (a HDMI Mode 3 game)
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Something wrong here. The ball isn't square. :) Ah, happy memories... |
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Hi Twofingers, Any source code you could share? I think this is a nice one for the Game*Mite. If you don't mind me porting it ? Pong was the ultimate 2 player game. And I think it could be nice to use the Game*Mite with a small communication module (ESP8266 or alike) and play with 2 Game*Mites. That would also work well with my own game Circle, that originally was a 2 player game for 2 NES controllers. I don't know if I have the stamina to pull this all off, but I will try to bring some new life to Game*Mite. Volhout |
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Hi Harm, All you have to do is click on what you want. (Let me know if you need more help. ![]() Remember what the dormouse said Feed your head I would be happy about any further use. I don't think I'm very good at game development, but I thought it would be interesting to do something like this with a Pico. Isn't it amazing that you can now write programs in Basic with a Pico that used to require assembly language? What's missing? I think the sound could be improved. A two-player mode could be added. Different difficulty levels, gradually increasing ball speed, appearing obstacles, bonus points, joystick controls ... @Mick A square ball is an absolute necessity! Maybe it should be bigger... but that's easy to adjust ... ![]() Michael |
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Click on the screenshot Harm, I think Michael's run out of dried frog pills again. Tom |
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He he.... White Rabbit. :) Great song. |
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@all I'd like to know if HMDM mode 3 is identical to VGA mode. The reason is that I want to add the Pong game to Harm's thread, in case it's compatible. The manual isn't clear on this. I've modified the Picopongo slightly. The design has been changed, and the ball speed automatically increases after 20 points (total). The game ends after a total of 60 points. Follow the white rabbit ... ![]() Michael |
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Hi Michael, In case you use resolution 640x480 on HDMI mode 3, the resolution is the same as VGA mode 1. But the way color is made is totally different (VGA uses tiles, HDMI mode 3 can use individual colors). I will look at your code and see if it can be modified. Volhout P.S. in VGA mode 1 it is black and white. In VGA mode 2 the game in essence works but it is not really playable. The bats move far too slow (you cannot change the keyboard repeat in a MMBasic program for a PS2 keyboard, you need to set it on the commandline.). And the bats and rabit are huge... But that is kind of fun. I think this game could be adapted to work on VGA mode 2 relatively simple. Edited 2025-06-16 17:31 by Volhout |
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Thanks for the feedback, Harm! It's very useful! ![]() In principle, I could also rewrite it for Mode 2 (320x240). But the keyboard query is probably the party killer. Without adjusting the repeat rate, the keyboard control makes no sense (to slow!). And I wanted something simple, without any tinkering. By the way, a second "ball" is inserted in the code. The sprite generation was done with a standard image editing program. However, strange, unexpected things sometimes happen during the RGB121 conversion. I tried to improve the sound effects with a custom sound ("play LOAD sound ..." and "play sound ..."). But "play sound 1," M, U, 1" doesn't seem to work". "Play sound 1, "M",S,440" and "Play tone ..." works well too, but it's boring. I couldn't even figure out why "Play sound" needs a "soundno". ![]() Anyway, thanks again for the feedback! Michael |
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Hi Michael, I have no experience with loading sounds. Maybe Martin.H has ? Or Peter has a demo how to do this. But it is exciting to play with it. You are using sprites for the ball. You are aware that it is possible to horizontally mirror a sprite ? So the Rabit could be facing left or right depending it's move... Volhout |
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I think I've already found a solution. It's probably the "MEMORY PACK". If I use a replacement function, it works. Perhaps an addition will follow. I'm still testing. Very good idea! ![]() Regards Michael So the Rabit could be facing left or right depending it's move... Done! ![]() Edited 2025-06-17 06:26 by twofingers |
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