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Forum Index : Microcontroller and PC projects : Lemmings....

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Posted: 01:46am
19 May 2025
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Grogster
Admin Group


Found this video last night, thought I would post it:

The history of Lemmings...

I was mildy addicted to this game back in the days of MS-DOS 6!  

Watching this video about it, almost makes me want to find a port that will run in DOS-BOX on more modern hardware.  

But I have too many other things to get done.

Perhaps someone could port it to the CMM2?  
Edited 2025-05-19 11:47 by Grogster
Smoke makes things work. When the smoke gets out, it stops!
 
Posted: 07:25am
19 May 2025
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Volhout
Guru

As a demo for "Simple_Sprite_Draw", a program to develop sprites for animation, there was a single lemming walking. But...yah.. it needs a game.
For PicoMiteVGA.

SimpleSpriteDraw by Vegipete

OPTION DEFAULT INTEGER
MODE 2

const SPRADDR = Peek(cfunaddr LemWalk)

box 0,100,MM.HRES,5,,rgb(rust),rgb(rust) ' ground to walk on
for x = 1 to MM.HRES-9
box 0,92,MM.HRES,8,,0,0    ' brute force erase previous image
blit memory SPRADDR+(x mod 8)*36,x,92   ' draw sprite
pause 70
next x
for x = MM.HRES-9 to 1 step -1
box 0,92,MM.HRES,8,,0,0    ' brute force erase previous image
blit memory SPRADDR+(15 - x mod 8)*36,x,92   ' draw sprite
pause 70
next x

CSub LemWalk
00000000
00080008
00066660 0000F660 000FFF00 00003F00
00003F00 00003300 000033F0 0000FF00
' length: 36
00080008
00066600 0000F660 000FFF00 00003F00
000033F0 00F033F0 000F0330 00000FF0
' length: 36
00080008
00006060 00006660 0000F600 000FFF00
00003FF0 000033F0 00033330 00FF00FF
' length: 36
00080008
00006600 0006F660 000FFF60 00003F00
00003FF0 000033F0 0003333F 000FF00F
' length: 36
00080008
00066660 0000F660 000FFF60 00003F00
00003F00 0000F300 000033F0 0000FF00
' length: 36
00080008
00066600 0000F660 000FFF00 00003F00
0000F300 00F0F300 000F0330 00000FF0
' length: 36
00080008
00006060 00006660 0000F600 000FFF00
0000F300 000F3300 00033330 00FF00FF
' length: 36
00080008
00006600 0006F660 000FFF60 00003F00
00003F00 0000F300 0003333F 000FF00F
' length: 36
00080008
06666000 066F0000 00FFF000 00F30000
00F30000 00330000 0F330000 00FF0000
' length: 36
00080008
00666000 066F0000 00FFF000 00F30000
0F330000 0F330F00 0330F000 0FF00000
' length: 36
00080008
06060000 06660000 006F0000 00FFF000
0FF30000 0F330000 03333000 FF00FF00
' length: 36
00080008
00660000 066F6000 06FFF000 00F30000
0FF30000 0F330000 F3333000 F00FF000
' length: 36
00080008
06666000 066F0000 06FFF000 00F30000
00F30000 003F0000 0F330000 00FF0000
' length: 36
00080008
00666000 066F0000 00FFF000 00F30000
003F0000 003F0F00 0330F000 0FF00000
' length: 36
00080008
06060000 06660000 006F0000 00FFF000
003F0000 0033F000 03333000 FF00FF00
' length: 36
00080008
00660000 066F6000 06FFF000 00F30000
00F30000 003F0000 F3333000 F00FF000
' length: 36
end csub
' end


Or...

More fancy...

2023-12-19_053151_lem_walk.zip
.
Edited 2025-05-19 17:33 by Volhout
 
Posted: 07:50am
19 May 2025
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Grogster
Admin Group


Hey, man......I was just joking, but bloody hell!  
Perhaps with some more MMBASIC, we could have a CMM2 Lemmings.  

I'd play it.
For HOURS.  
 
Posted: 11:10am
19 May 2025
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Mixtel90
Guru


You, Sir, are one sad individual.  ;)
 
Posted: 02:29pm
19 May 2025
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PeteCotton
Guru


  Grogster said  Perhaps with some more MMBASIC, we could have a CMM2 Lemmings.


Oh - That would be amazing. One of the best games on the Amiga.
 
Posted: 08:05pm
19 May 2025
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Volhout
Guru

On the pico 2040 VGA you can animate 12 lemmings in 2ms (the large 13x20 sprites).

When you have 20-30 of these larger ones on screen if is really crowded.
But a simple game would be possible while keeping the speed at 100ms (typical lemmings walk speed). That would be roughly 5-6 ms (just animating the sprites).

A lot of game loop will be in the individual control of each lemming.
-find the floor and act to it (climb hill, fall down)
-detect obstacles like walls, or lemmings that stop you
-select the right sprite with the movement.
And then we lose roughly 25% speed in music + sfx.
I have no idea how much mouse control would require yet. But I intend to find out.

But I think it should be do-able. With 30 max larger lemmings.
A game with 100 small ones is another league. That would definitely require a 2350 or CMM2.

Question is... is this simple 30 lemmings game worth developing. If everyone would be disappointed, and only settles for the 100 lemmings game, no one will be happy.

Volhout
 
Posted: 11:52pm
19 May 2025
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Grogster
Admin Group


I would go directly to the CMM2 - it has the graphics ability.
Well, much MORE graphics ability then the PM, although, I have not played with the new 2350 chip, so I don't know it's capabilities there.  But the CMM2 was my original thought.

I was just joking about this though.  It would only be worth doing, if someone had the spare time and wanted a challenge.

  Mixtel90 said  You, Sir, are one sad individual.  ;)


Oh, I know that already.      
 
Posted: 01:25pm
20 May 2025
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ManiB
Senior Member

You need the power of the CMM2 to have some fun.

Here is a video of my brother who got MMBasic running on the STM32F746 Discovery Board:

https://www.youtube.com/watch?v=5g3-ztufoNM

More infos about on my blog:

https://mikrocontroller.bplaced.net/wordpress/?page_id=787

Or her in this forum:
https://www.thebackshed.com/forum/ViewTopic.php?TID=7969



Edited 2025-05-21 00:06 by ManiB
 
Posted: 02:30pm
20 May 2025
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Volhout
Guru

@ManiB,

That is early work (2015).
10 years ago... wauw...

Volhout
.
 
Posted: 08:10pm
20 May 2025
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ManiB
Senior Member

  Volhout said  @ManiB,

That is early work (2015).
10 years ago... wauw...

Volhout
.


In fact, this was a very early time to port MMBasic to the STM32F746NG MCU.

I did a quick search here in the forum to find out when the first versions of CMM2 were released.

Overview of Colour Maximite 2 Versions

CMM2 (First Version)
First Mention: June 2020
Processor: Microchip PIC32MZ EF (ARM Cortex-M7, up to 200 MHz, 2 MB Flash, 512 KB SRAM, 176-pin)
Source: TheBackShed.com, Silicon Chip

CMM2 G2 (Generation 2)
First Mention: December 3, 2020
Processor: Microchip PIC32MZ EF (ARM Cortex-M7, up to 480 MHz, 2 MB Flash, 1 MB SRAM)
Source: TheBackShed.com (?), Silicon Chip (August/September 2021)

CMM2 G2 V2
First Mention: October 2, 2024, with development starting April 4, 2024 (schematic)
Processor: STMicroelectronics STM32H743IIT6 (ARM Cortex-M7, 480 MHz, 2 MB Flash, 1 MB SRAM, 176-pin LQFP)
Source: TheBackShed.com
Edited 2025-05-21 06:16 by ManiB
 
Posted: 09:02am
21 May 2025
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Volhout
Guru

AFAIK the CMM2 has always been STM32 based.
The PIC32MZ family uses MIPS core, not ARM core.

But I think the 2015 port of MMBasic to STM32 was before CMM2 was concepted.

Volhout
.
 
Posted: 09:47pm
21 May 2025
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darthvader
Regular Member

@ManiB

Wow , so long ago ,
i worked with Uwe on this project , i added the Sprites , Polygon , 3D Functions to the interpreter  
It was bad that Uwe don't have time to continue the project.
The STM32 was the best at that time , for now i don't have check but for real power i
think the teensy 4.1 is the only one to beat the STM.
And greetings to Uwe when you get in touch with him  
 
Posted: 07:58am
22 May 2025
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ManiB
Senior Member

  darthvader said  @ManiB

Wow , so long ago ,
i worked with Uwe on this project , i added the Sprites , Polygon , 3D Functions to the interpreter  
It was bad that Uwe don't have time to continue the project.
The STM32 was the best at that time , for now i don't have check but for real power i
think the teensy 4.1 is the only one to beat the STM.
And greetings to Uwe when you get in touch with him  


Yes, I remember. I bought an STM32F7 Discovery board just because of this MMBasic project and thought it was so great to be able to write Basic programs that were faster to execute than if you had programmed in assembler back in the 80s.

Unfortunately, my brother decided to stop updating his blog, which meant that the website was no longer accessible and then the webspace was deleted;(

To my regret, and probably also to the regret of his fan community, a great documentation on the STM32 microcontroller has been lost.

I have therefore decided to put his work back online here:
https://mikrocontroller.bplaced.net/wordpress/
 
Posted: 07:17pm
10 Aug 2026
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homa
Guru


Just to bring the lemming idea back into the spotlight for a moment...  

The following short demo on a C64:
https://www.youtube.com/watch?v=fbXIdK3o3NU

And here is the explanation:
https://www.youtube.com/watch?v=uZ1atMUOUMU

It’s just unbelievable.
Matthias
 
Posted: 12:25am
11 Aug 2026
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Grogster
Admin Group


Excellent!      
 
Posted: 03:16am
11 Aug 2026
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Martin H.
Guru


Fortunately, you can find the animations online
Amiga Spritesheet
or bigger
Lemmings 16x20
Edited 2026-08-11 15:53 by Martin H.
 
Posted: 07:34am
11 Aug 2026
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Volhout
Guru

Hi Martin,

I think the 16x20 is not very suitable for a 320x240 resolution screen. I have a lemmings core working with 13x20 (mouse control on pico !!), and despite they look great, and move great, it will be hard to make a nice landscape/world for them to move in. The landscape can scroll sideways, but vertical scroll is difficult to play. So your total height is only 15 lemmings high (not much falling/digging/parachuting to do).

I started re-writing my core to make use of the 8x8 (classical) lemmings. And it helps that Peter added collision detection with the background. So the game is in essence possible now.

Volhout

Rodents demo: that is really using every aspect and bug inside the VIC2 chip....
Edited 2026-08-11 17:53 by Volhout
 
Posted: 11:49am
11 Aug 2026
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Martin H.
Guru


  Volhout said  Hi Martin,

I think the 16x20 is not very suitable for a 320x240 resolution screen.


Hi Harm,
You’re probably right, but I’ve written a little demo/benchmark here anyway to see how many Lemmings can be moved.  
lemtest.zip
 
Posted: 12:16pm
11 Aug 2026
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Volhout
Guru

You have seen this ?

lem_core3.zip

100 lemmings walking...(the visible ones...)

Incidental you see a lemming flickering, but those are 2 lemmings exactly on top of each other.

Volhout
Edited 2026-08-11 23:03 by Volhout
 
Posted: 08:06am
15 Aug 2026
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Martin H.
Guru


Volhout
I’ve put together the complete set for you here as sprites and CSUB file. These are 318 converted Amiga sprites which, to allow for freedom of movement, are still 16x16 pixels in size.
sprites.zip

You can, of course, create a Lib from it or read the BMP using BLIT FLASH. See which works best for you.
Have a good Weekend
Cheers
Martin
 
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