Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - zet23t

Pages: 1
Tiny Arcade & Pocket Arcade / Game in the works: MicroVektoRoids
« on: December 03, 2017, 04:37:09 PM »
Just wanting to raise your attention: I am working on a new game (for some time now) and I have also started a Patreon page where you can follow the progress and contribute a bit to the development of the game:

Here are a few in development screenshots:

As soon as it's ready I am providing the binaries for the SD card loading on that page too - though the game is open source and you can also have a look into the (somewhat ugly) source code:

If you don't know patreon: It's a site where people can fund people or teams. In my case I am also looking for feedback :).

User Projects / Code Examples / Game: Tiny Run
« on: August 24, 2016, 05:31:31 PM »
I've finally received all my Tiny Arcades AND I managed to figure out how to deploy SD card games AND I've finally figured out how to compile a Tiny Arcade binary, including generating a TSV file :) - see the attachement.

Just unzip the folder on an SD card that works for your arcade - that should do!

Tiny Arcade & Pocket Arcade / ArcadeMenu troubles
« on: August 20, 2016, 04:55:43 PM »
I have uploaded a few test sketches on my tiny arcade through the arduino IDE, which worked. Afterwards I tried uploading the Arcade Menu sketch with the TinyArcade Menu option enabled. However, after the successful upload, the tiny arcade stays black. It even won't show up in the port options of the IDE.

I can get the port selection back on by holding the bottom right screen button when switching the screen on - then I can upload another sketch again with default compile options, which results in a working game.

However, I fail restoring the MenuArcade sketch - unless I compile it in default mode... then it seems to be working.

My sd card is seemingly not recognized by the menu - it's a 16gb sd card btw, formatted with fat32.

User Projects / Code Examples / TinyDuino Game Kit Case
« on: May 09, 2015, 02:11:32 AM »
Hey there, if you are interested in having a case for the TinyDuino Game Kit - I am working on something, here's the video:

TinyDuino Processors & TinyShields / TinyDuino Bootloader questions
« on: May 05, 2015, 01:20:16 PM »
I intend to modify the bootloader to support loading programs from SD cards. I don't know if this will work, but I want to attempt it in an effort to make an autonomous gaming console that can load different games without being connected via USB.

I am seeking now the source code of the current bootloader that is used in the tinyduino so I can learn what it does and how it works. Furthermore I wonder if I can brick (break) my tinyduino when burning the loader so that I can't program it anymore with my USB shield - maybe someone can tell me?

TinyDuino Processors & TinyShields / Loading programs from SD
« on: April 27, 2015, 04:39:51 AM »
I have recently ordered a SD card reader - I have a vague idea of what I want to achieve and I wonder if anyone could contribute expertise or is interested in the result of this project.

The idea is to make the TinyDuino Game kit an actual complete portable gaming console. One on which you can chose and play several games without connecting it with a computer, simply by loading a game from SD.

As far as my knowledge goes, it is possible to define a bootloader function and make it rewrite the flash memory with any content. So I guess it should be possible to load data from SD, store it in memory, write it to flash, repeat until the program is loaded and then reset via software and let it restart.
The loaded program would contain the game as well as the code to load other games to repeat the entire process. I guess that such logic would consume 4-12kb of memory. However, games could consist then of several programs that get loaded when needed, e.g. a program where you play on a world map vs. a jump and run program to play a specific level.  Communication between program parts would happen then via EEPROM stored values. Saving a gamestate would be done by writing to the SD card.

Any thoughts or considerations about all this? Any reason why it would not work? Interest in having such a system?

TinyDuino Processors & TinyShields / TinyScreen 8bit color issues
« on: April 16, 2015, 07:05:13 PM »
I have noticed in a graphic rendering test that color values are "missing": While I send distinct byte values to the screen, these color differences are indistinguishable from certain other values (I should be able recognize different colors in those cases, I am quite sensitive to that).

So I started testing around using the drawRect function. This is not entirely representative for my case since I only use the writeBuffer function in the code where I noticed the missing colors.
However, if you try out the demo here:, you should see that something is wrong: The screen is displaying two color rectangles. The lower one is using the full r-g-b variant API (16bit colors) to draw a rect with a red-green color gradient. The result is super smooth - as expected.
The upper area of the screen however is displaying the "color palette" that results from the 256 values in the 8bit color value. Each color entry is represented by a 4x4 sized rectangle with a black dot indicating that there's a rectangle with solid filling. Looking at those 256 different colors, it's quite obvious that there are only 3 distinct red colors (should be 4) and 5 green values instead of 8. More or less, there seem to be groups of 2 palette entries each that look the very same.

I am not sure if there's a bug in the tinyscreen.h library or something else, but something isn't working as expected at least.

On a side note: Why is the format actually using rgb 2-3-3 and not rgb 3-3-2? Usually the red and green channels have a higher resolution than the blue channel because the human eye is less sensitive to blue. (like shown here:

TinyDuino Processors & TinyShields / TinyScreen screenshotting?
« on: April 11, 2015, 01:47:45 PM »
What would be your preferred way to make screenshots of the content of the tinyscreen?

TinyDuino Processors & TinyShields / Battery level readout?
« on: April 07, 2015, 04:21:54 AM »
Is it possible to read out the battery level of the lipo? Or what the power source is (battery/usb)?

Hey there,
I am working on a 2d space game that utilizes the gamepad and I was wondering if there are others who work on other games as well. I couldn't find much. Is there a community or something alike for exchanging games and ideas?

If you have a tiny gamepad and a tinyscreen, you can give my code a try:

There's no gameplay yet, but you can fly a spaceship in front of a parallax starfield.

Any feedback is welcome!

Pages: 1
SMF spam blocked by CleanTalk