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Messages - dulsi

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Tiny Arcade / Re: classic games ?
« on: October 29, 2018, 07:17:51 PM »
Pacman is available under the name Viobyte in user projects forum. I still need to add some more mazes and other power pellets. Right now the power pellet make use invulnerable for a short period.

User Projects / Code Examples / Re: Color Monsters
« on: October 11, 2018, 11:09:51 PM »
Another article on the development of Color Monsters.

General Discussion / Re: BMP file on Tinyscreen
« on: September 21, 2018, 09:02:21 PM »
I don't believe there is anything in the TSV file that specifies duration. I'm guessing that setting a duration would mean it just includes a copy of that image enough times to make it last for that duration which would make the file size larger.

Tiny Arcade / Re: How do you compare the TinyArcade hardware with?
« on: August 15, 2018, 05:43:23 PM »
Hello Réna! Thank you very much for your answer. Yes, it seems that on paper, the TinyArcade is between a Super Nintendo and a Sega Saturn on CPU, but I haven't done a stress test and see how many sprites I can get running on screen. Have anybody tried benchmarking the TinyArcade?

In terms of pixel size, it's almost half of the screen resolution of an Atari 2600, but because of the small screen size the TinyArcade looks much better :).
Sprites in old console were handled by the graphics hardware. They had a specific size and maybe restrictions on colors. For example see the discussion of coins on the gameboy. TinyArcade's graphics hardware doesn't have a concept of sprites. So to compare the number of sprites TinyArcade can handle, you have to decide what a sprite size is. Also you need to decide what framerate you are going for.

Tiny Arcade / Re: Font use on screen
« on: August 09, 2018, 09:00:10 AM »
Viobyte displays a score without using the font. I added in an image of numbers at 4x4 size. For color monster I needed a full font. I found one on opengameart.org. It has more complicated drawing code so viobyte might be easier to understand but you could still use the larger font. 4x4 was needed for viobyte because I wanted the maze to be as large as possible.

Tiny Arcade / Re: Custom colors (other than the 16 pre-defined?)
« on: July 26, 2018, 11:52:20 AM »
const unsigned int tacoInvaderBitmap[] = {
This is not what the image generator created. You need it to be char not int. If your drawing code requires int, you can cast it to an int pointer. (Alternatively you could combine the characters. So "0x00, 0x00" becomes "0x0000". I don't know off the top of my head if TinyArcade is little or big endian. If it is little endian you need to reverse the pairs when combining. So "0x10, 0x20" would become "0x2010". Personally I wouldn't do that as using the output of the image generator directly is easily than fiddling with it afterward.)

Tiny Arcade / Re: Custom colors (other than the 16 pre-defined?)
« on: July 25, 2018, 09:26:30 AM »
The C code generated by the tool has 18 entries per line (when the image is 9 pixels wide), but it has the right number of lines (7). I am not sure if the settings I entered are the right ones. They are in the screenshot above.
You have Color Conversion set to "RGB-565 (16bit)". That is two bytes per pixel which is why it has 18 entries per line. You should use that if you have "display.setBitDepth(TSBitDepth16);" in your code.

If you are using "display.setBitDepth(TSBitDepth8);", you need to change it to "RGB-332 (8bit)".

Tiny Arcade / Re: Custom colors (other than the 16 pre-defined?)
« on: July 24, 2018, 07:57:03 AM »
My suggestion is to not set colors directly. Create your image in a painting program. Dowload zet23t's td2play (https://github.com/zet23t/td2play). Go to tools/js_image_converter. Load the html file into a browser. Use it to convert your images.

User Projects / Code Examples / Re: Color Monsters
« on: July 10, 2018, 07:05:42 AM »
I created an Open Game Source article about the development. The game is not playable yet but it is getting there. You can paint your monster. You can wonder around a small world. You can start a combat but it doesn't end.

Tiny Arcade / Re: SdFat and directories
« on: June 23, 2018, 09:44:09 AM »
SdFat developer has checked in my fix. SdFat 1.0.6 should work.

Tiny Arcade / Re: SdFat and directories
« on: June 23, 2018, 12:13:11 AM »
Please use SdFat in the new version of SuperOteme.(SuperOteme103_source.zip)
That does work. I started comparing parts of the code to the Arduino SdFat library. I believe I found the issue. Unfortunately this means I have to tell people to install the library and then fix it or include a copy in my code. I don't like those options.

User Projects / Code Examples / Re: Color Monsters
« on: June 16, 2018, 11:13:36 AM »
This looks really cool! I'd really like some new TinyArcade games!
The code is at https://github.com/dulsi/colormonster. Right now it just allows you to paint things. The save file format will need to change so I don't recommend creating anything elaborate.

Tiny Arcade / Re: SdFat and directories
« on: June 16, 2018, 11:09:55 AM »
Grrr... The SdFat library I copied from SuperOteme is not working. It creates the file in the subdirectory but fails to write to it. I'm unsure if it did work and started failing or if I never checked the file size and it never worked.

For the time being I've gone back to the Arduino IDE SdFat library and store files in the main directory.

Tiny Arcade / Re: SdFat and directories
« on: June 14, 2018, 10:09:38 PM »
I downloaded the source code to SuperOteme. I copied the SdFat library from it. That works. I'm not pleased with this solution as I don't want to keep a copy of that source in my project. It also makes it difficult for my simulator to support it.

Has anyone gotten the SdFat library in Arduino IDE working? Do I need to initialize it differently or maybe alter the SdFatConfig.h settings?

Tiny Arcade / SdFat and directories
« on: June 13, 2018, 07:05:59 AM »
For my color monster game, I've been looking into SdFat. I've been able to write to a file in the root directory. I haven't been able to write a file in a subdirectory. I'd much rather save information in the game directory than in root. I did tried this:
Code: [Select]
dataFile.open("colormonster/colormn1.dat", O_WRITE | O_CREAT | O_TRUNC)Anybody know what I'm doing wrong?

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