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Forum Index : Microcontroller and PC projects : MMBasic: Knightmare Game

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Posted: 04:17pm
21 Apr 2024
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LeoNicolas
Guru


I released the stage 6 gameplay video.

https://youtu.be/TD_DWqn7wSA

 
Posted: 02:55am
22 Apr 2024
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LeoNicolas
Guru


We will have an intro and a menu screen soon!


 
Posted: 10:58pm
27 Apr 2024
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LeoNicolas
Guru


Hello everyone

I completed the game intro and main menu implementation. The next steps are to implement stages 07 and 8.

https://www.youtube.com/watch?v=xB08OaIKxmU
 
Posted: 07:49am
28 Apr 2024
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Volhout
Guru

Nice, even without level 7 and 8 it is a complete game now.
Excellent work Leonas.

Volhout
 
Posted: 02:25am
07 May 2024
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LeoNicolas
Guru


Stage 7 is coming

 
Posted: 05:50pm
16 Jul 2024
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thwill
Guru


@LeoNicolas,

Is the code here https://github.com/leonicolas/knightmare-cmm2 out of date ?

I ask because if I look at init_menu() it makes a series of calls to print_centralized() which will ultimately blit the text glyphs to PAGE 1 ...

... but I can't find any code that then copies PAGE 1 to PAGE 0 so (at least in MMB4L) that text will never be displayed.

Doesn't seem to work as it currently is on either MMB4W or MMB4L ???

Best wishes,

Tom
Edited 2024-07-17 03:57 by thwill
 
Posted: 10:28pm
16 Jul 2024
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vegipete
Guru


At the start of "init.inc", Leo uses "mode 3,12". Page 1 sits on top of page 0, no?
 
Posted: 04:49am
17 Jul 2024
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LeoNicolas
Guru


Yes, I use mode 3,12 and both pages (0 and 1) for background and text. It works on MMB4W. I haven't tried on the real CMM2 or the Pico yet.

Yes, the source code is up to date in the repo.

I needed to stop the development for a couple of months. I'm near to complete the level 7 development. I'm planing to come back to the game at the end of August. Unfortunately some life problems are holding me now

Thank you for reviving this thread
 
Posted: 11:23am
17 Jul 2024
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thwill
Guru


  LeoNicolas said  Yes, I use mode 3,12 and both pages (0 and 1) for background and text.


Thank you, I was unaware of this "wrinkle" and had just commented out the ", 12" whilst I was getting other things working.

  LeoNicolas said  I haven't tried on the real ... Pico yet.


If a version on the PicoMiteVGA is possible (maybe even the Game*Mite) then your display model will require considerable rework as they don't have the same PAGE model as the CMM2/MMB4W being restricted to the display (N) a frame buffer (F) and a layer (L).

Best wishes,

Tom
 
Posted: 11:44am
17 Jul 2024
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matherp
Guru

Tom

See the chapter on "12-bit mode graphics" in the document "Graphics Programming on the CMM2-v3d.pdf" included in the CMM2 firmware download zip for info on 12-bit mode. The layer buffer on the PicoMiteVGA is an attempt in software to mimic what the CMM2 does using the capabilities of the STM32H7 H/W
Edited 2024-07-17 21:44 by matherp
 
Posted: 12:18pm
17 Jul 2024
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LeoNicolas
Guru


If necessary I can combine both layers in one framebuffer and blit it to the screen
Edited 2024-07-17 22:55 by LeoNicolas
 
Posted: 08:50am
18 Jul 2024
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thwill
Guru


  matherp said  See the chapter on "12-bit mode graphics" in the document "Graphics Programming on the CMM2-v3d.pdf" included in the CMM2 firmware download zip for info on 12-bit mode. The layer buffer on the PicoMiteVGA is an attempt in software to mimic what the CMM2 does using the capabilities of the STM32H7 H/W


Thank you Peter, I've managed to implement a semblance of that, though (if I can be bothered - which may depend on whether semi-transparent is a feature actually in use) I may have to mess with the transparency as currently for simplicity I have 256 alpha levels rather than the 16 used by the CMM2 in this mode.

Best wishes,

Tom
 
Posted: 10:51am
19 Jul 2024
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thwill
Guru


Hi @LeoNicolas,

The file "music.inc" includes a number of calls to PLAY MODFILE with an interrupt set at line 16000 ... except there is no line/label 16000 ?

Best wishes,

Tom
 
Posted: 11:21am
19 Jul 2024
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matherp
Guru

It isn't an interrupt, it is the modfile playback sample rate
 
Posted: 11:25am
19 Jul 2024
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thwill
Guru


  matherp said  It isn't an interrupt, it is the modfile playback sample rate


... thank you. Thus identifying another missing feature in MMB4L and also explaining a later error about mismatched sample rates that occurred with MMB4W after I commented it out.

D'Oh!

Best wishes,

Tom
 
Posted: 11:54am
19 Jul 2024
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Martin H.
Guru


  thwill said  
If a version on the PicoMiteVGA is possible (maybe even the Game*Mite) then your display model will require considerable rework as they don't have the same PAGE model as the CMM2/MMB4W being restricted to the display (N) a frame buffer (F) and a layer (L).

Best wishes,

Tom

You must also bear in mind that the Picomite has less memory than the CMM2, the use of FrameBuffer(F) AND Layer(L) is very memory-intensive.
Cheers
Martin
 
Posted: 08:07am
13 Sep 2024
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MarkF
Regular Member

The game looks pretty cool. Is it completed?
 
Posted: 05:41am
25 Oct 2024
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Martin H.
Guru


Hi Leo,
Out of curiosity, have you made any further progress in programming?

Cheers
Martin
 
Posted: 08:25am
29 Oct 2024
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LeoNicolas
Guru


Hello everyone

Thank you for asking how the things are going. After I completed the level 7 development I needed to pause the project. I got divorced and I'm putting my life back on track. I have plans to finalize the last level as soon my life is back to the "normal" pace.
 
Posted: 09:09am
29 Oct 2024
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thwill
Guru


Hi Leo,

Sorry to hear about your travails.

Note that I have some local updates to Knightmare that I made whilst testing it on MMB4L, I'll share them with you when I've got some other things sorted.

Best wishes on returning to normality,

Tom
 
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