Menu
JAQForum Ver 19.10.27

Forum Index : Microcontroller and PC projects : PicoPongo, Pong for Picomites (a HDMI Mode 3 game)

Posted: 02:43pm
09 Jun 2025
Copy link to clipboard
twofingers
Guru

This is PicoPongo, my version of Pong for Picomites.
The HDMI (Mode 3) game is designed for solo players against the Pico and keyboard control.

Help key is 'F1'.
Cursor up = Paddle up  
Cursor down = Paddle down
't' = Sound on/off
's' = Screenshot
'p' = Pause
Esc = Exit




Have fun.

Regards
Michael
 
Posted: 03:01pm
09 Jun 2025
Copy link to clipboard
Mixtel90
Guru


Something wrong here. The ball isn't square. :)

Ah, happy memories...
 
Posted: 03:10pm
09 Jun 2025
Copy link to clipboard
Volhout
Guru

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
 
Posted: 04:08pm
09 Jun 2025
Copy link to clipboard
twofingers
Guru

  Volhout said  Hi Twofingers,

Any source code you could share?
...

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


  Volhout said  ... If you don't mind me porting it ? ...

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
 
Posted: 04:24pm
09 Jun 2025
Copy link to clipboard
thwill
Guru


Click on the screenshot Harm, I think Michael's run out of dried frog pills again.

Tom
 
Posted: 04:31pm
09 Jun 2025
Copy link to clipboard
Mixtel90
Guru


He he....  White Rabbit. :)
Great song.
 
Posted: 06:45pm
15 Jun 2025
Copy link to clipboard
twofingers
Guru

@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
 
Posted: 07:19am
16 Jun 2025
Copy link to clipboard
Volhout
Guru

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
 
Posted: 10:47am
16 Jun 2025
Copy link to clipboard
twofingers
Guru

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
 
Posted: 01:59pm
16 Jun 2025
Copy link to clipboard
Volhout
Guru

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
 
Posted: 02:39pm
16 Jun 2025
Copy link to clipboard
twofingers
Guru

  Volhout said  Hi Michael,

I have no experience with loading sounds. Maybe Martin.H has ? Or Peter has a demo how to do this. ...

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.

  Volhout said  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

Very good idea!    I'll try that. I've also considered replacing the sprite (oops!) when it goes out of bounds.
Regards
Michael

So the Rabit could be facing left or right depending it's move... Done!


Edited 2025-06-17 06:26 by twofingers
 


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