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Forum Index : Microcontroller and PC projects : Colour Maximite Beta Testers

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donmck

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Joined: 09/06/2011
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Posted: 08:59pm 08 Aug 2012
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  vasi said   The only thing which keeps me away from StickOS Basic is the fact that the programs are stored in Flash memory, wearing the microcontroller.

Rich Testardi designed his Basic on Freescale microcontrollers, with 100,000 erase/write cycles - fair enough to develop a Basic program in these conditions. In fact, it allowed you to run and modify your program many times before saving it in Flash - great. Well, I would like to have a Pic32 with such a high endurance as I can't afford to buy a ChipKIT Max32 (or worse, a Maximite/Duinomite) so often.

Too bad it can't store the compiled program to SD-Card (or to say, weird?) !!! PIC32Lua now have an autostart mode from SD-Card, loading and running your application at every start and/or reset. It never touches your Flash.


I do recall us having this conversation back in February now Vasi, and you mentioned the limited erase/write cycles.

BTW, the DM-eMEGA has an additional 2MB on board FLASH DRIVE, and 64KB EEPROM memory. I don't know if and how this could be used.

http://www.dontronics-shop.com/olimex-duinomite-emega-ethern et.html

Don...

https://www.dontronics.com
 
vasi

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Joined: 23/03/2007
Location: Romania
Posts: 1697
Posted: 03:35am 09 Aug 2012
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It would have been great if the Flash drive would be in fact RAM... would have been used as swap in RetroBSD... Duinomites are great boards, great design, as long as you use only the RAM (I refer exclusively to developers).

Color Maximite is a good step ahead but if is running out of memory, and if is enough Flash memory (and maybe is also time to get rid of that flash disk), then a compiler at loading time is required. And not only because of space, also the speed is required. And this must happen yesterday.

I remember someone wanted to use it in his business, to automate some processes, or to count something, can't remember. But I bet he gave up on Maximite because of the slow speed it have (he used some UBW32 boards). This must be addressed, otherwise, people can move on eLua and other microcontrollers (it was already demonstrated that you can make a nice color computer with eLua)...

And, regarding to computers, Maximite must remain close to "physical computing", as Raspberry Pi and Olinuxino are much better in this area. I mean, you can't afford to lose the microcontroller enthusiasts (Glenn once said something about this)..
Hobbit name: Togo Toadfoot of Frogmorton
Elvish name: Mablung Miriel
Beyound Arduino Lang
 
darthmite

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Joined: 20/11/2011
Location: France
Posts: 240
Posted: 05:01am 11 Aug 2012
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Today ... a new demo

This time i adapt 'Space Invaders' , i don't have get the one i made for
the Maximite v2.7 but made it new from start.
They are some difference between the original one and this one.
Here i can Shoot 5 bullets and the Invaders don't jump from a position to the next
one but move smooth from left to right etc ...

here a picture :



and as usual ... a video

Space Invaders for ColourMM

It's a beta actually , i have to improve some parts but it was ok for
testing.

Cheers.


Theory is when we know everything but nothing work ...
Practice is when everything work but no one know why ;)
 
Nick

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Joined: 09/06/2011
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Posts: 512
Posted: 01:38pm 11 Aug 2012
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As usual, good job!

Only one critisism...

The multi-fire is a bit slow. Would it be better with 1 (or 2) faster moving lasers?

Other than that, you again show the power of the new MMBasic 4.

I can't wait to get my Colour Maximite!

(Have I already mentioned this?)

Nick

 
darthmite

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Joined: 20/11/2011
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Posts: 240
Posted: 11:15pm 11 Aug 2012
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  Nick said  
I can't wait to get my Colour Maximite!

(Have I already mentioned this?)



Yes Nick you did it every post
A fast laser will be ok for a Arcade game like R-Type.
Here i try to 'stay' in the 'Space Invaders' concept and with 5 Shoots I'm
a little away but the original 1 shoot was a little boring
But we no more need maximite for Space Invaders ...
Look here ... he he he
Invaders
We just need some friends
Or take example on this one for you next colour Maxman :
Pacman

Cheers.

Darth.

Theory is when we know everything but nothing work ...
Practice is when everything work but no one know why ;)
 
bigmik

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Joined: 20/06/2011
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Posts: 2979
Posted: 11:35am 12 Aug 2012
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  darthmite said  
But we no more need maximite for Space Invaders ...
Look here ... he he he
Invaders
We just need some friends
Or take example on this one for you next colour Maxman :
Pacman

Cheers.

Darth.


Was that Nick in the front row?



Edited by bigmik 2012-08-13
Mick's uMite Stuff can be found >>> HERE (Kindly hosted by Dontronics) <<<
 
darthmite

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Joined: 20/11/2011
Location: France
Posts: 240
Posted: 11:42am 12 Aug 2012
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Yea , Nick and some clones

I worked on the Space Invaders today , and I'm close to
final version.
Start menu have to be done , actually i just have a bmp.
I will see if my Boss don't made me work too much tomorrow
and try to do something better as start of the game.

Here is the source.

2012-08-12_214107_Space_Invaders.zip

Cheers.

Darth.

Theory is when we know everything but nothing work ...
Practice is when everything work but no one know why ;)
 
Nick

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Joined: 09/06/2011
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Posts: 512
Posted: 01:31pm 12 Aug 2012
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Bigmik: No, It was me making those silly noises... Bleep...Bleep...Bleep...

Darthmite: Space Invaders actually had a bit of strategy behind it if you were trying to go for high scores. It was not really meant to be a fast "shoot-em-up" style game although it did get pretty hectic in later levels when the invaders started very low... even with one laser on the screen.

The thing to note is that in the time it takes 5 lasers to travel to the top of the screen, you can probably let off about 3 faster single lasers.

Multiple shots make it into a "blast-fest" and takes away some of the finer strategy elements of the original game.

Depends on what you are going for.

All that said, it's still a mighty fine example of game programming in Maximite interpretive BASIC.

Maybe someone needs to create an online download site for Maximite programs. Like a Maximite freeware "shop". Something that showcases each program with a screenshot, say a bit about the game etc. Such a site will promote the Maximite professionally to the rest of the world and maybe inspire others to join the Maximite bandwagon.

Nick

 
djuqa

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Joined: 23/11/2011
Location: Australia
Posts: 447
Posted: 01:59pm 12 Aug 2012
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  Nick said  

Maybe someone needs to create an online download site for Maximite programs. Like a Maximite freeware "shop". Something that showcases each program with a screenshot, say a bit about the game etc. Such a site will promote the Maximite professionally to the rest of the world and maybe inspire others to join the Maximite bandwagon.

Nick



Good idea
Anyone with any games,programs or whatever can send me PM
And it will be shortly available on 32BIT.net.au/downloads / maximite.com.au/downloads


Edited by djuqa 2012-08-14
VK4MU MicroController Units

 
Nick

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Joined: 09/06/2011
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Posts: 512
Posted: 02:09pm 12 Aug 2012
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DJUQA:

Wow! That was quick!


Let me try another one...

What we need is someone to send me a a million dollars.

Ok, let's see if that works.

Nick
 
vasi

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Joined: 23/03/2007
Location: Romania
Posts: 1697
Posted: 02:15pm 12 Aug 2012
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Nick, that's not good for your health...
Just give up on the site download idea!
Hobbit name: Togo Toadfoot of Frogmorton
Elvish name: Mablung Miriel
Beyound Arduino Lang
 
bigmik

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Posts: 2979
Posted: 02:46pm 12 Aug 2012
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  Nick said  

Let me try another one...

What we need is someone to send me a a million dollars.

Ok, let's see if that works.

Nick


Hi Nick,

I didnt trust electronic transfers for that much money so I flushed it for you..
You can pick it up at Werribee Sewerage farm in a few hours.




Regards,

Mick


Mick's uMite Stuff can be found >>> HERE (Kindly hosted by Dontronics) <<<
 
bigmik

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Joined: 20/06/2011
Location: Australia
Posts: 2979
Posted: 02:51pm 12 Aug 2012
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Hi All,

Working in the racing industry (I wont tell you I work for Tabcorp or I will have to kill you)

I will let you all in on a little known secret ..


Ok I can guarantee a method that will let you leave a race track with a million dollars in your pocket.

The Secret???
.
.
.
.
.
.
.

OK Go there with 2 Million dollars in your pocket.

Regards,

Mick



Mick's uMite Stuff can be found >>> HERE (Kindly hosted by Dontronics) <<<
 
donmck

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Joined: 09/06/2011
Location: Australia
Posts: 1314
Posted: 03:07pm 12 Aug 2012
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I told you to keep that a secret Mick.

Don...
https://www.dontronics.com
 
darthmite

Senior Member

Joined: 20/11/2011
Location: France
Posts: 240
Posted: 10:13am 14 Aug 2012
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  Nick said  
Darthmite: Space Invaders actually had a bit of strategy behind it if you were trying to go for high scores. It was not really meant to be a fast "shoot-em-up" style game although it did get pretty hectic in later levels when the invaders started very low... even with one laser on the screen.

The thing to note is that in the time it takes 5 lasers to travel to the top of the screen, you can probably let off about 3 faster single lasers.

Multiple shots make it into a "blast-fest" and takes away some of the finer strategy elements of the original game.

Depends on what you are going for.

All that said, it's still a mighty fine example of game programming in Maximite interpretive BASIC.


Hmmm ... yea ... True
I made some mod's on the game.
Rest 2 shoots who go faster , the invaders are faster every new levels too.
I improved the invader movement itself too that they change direction and go down when one of the 'border' invaders are at screen limit.
Here is the new source :

2012-08-14_200235_Space_Invaders.zip

And if it is too easy for you Nick ... then
Modify : MaxShoot = 2
with : MaxShoot = 1
They will be only 1 shoot at time.
Now : CanonShootSpeed = -10 is how much pixel every of the canon shoot go up
when fired , don't go over -16 of it can be that you pass some invaders
With -16 your bullet go faster ...
MaxEnnemyShoot and MaxShoot are limited to 5 , if you go for more you will get
a Sprite error because i just have create sprites for max 5 shoots for both invaders and the canon.
Now if you want made more harder you can modify :
CycleShoot = 400
with a higher value , this is how much mS you have to wait until you can
shoot again
Have you build a ColourMM or are you still in 'can't wait to get one status ??'

Cheers.

Darth.


Theory is when we know everything but nothing work ...
Practice is when everything work but no one know why ;)
 
darthmite

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Joined: 20/11/2011
Location: France
Posts: 240
Posted: 10:16am 14 Aug 2012
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post error please deleteEdited by darthmite 2012-08-15
Theory is when we know everything but nothing work ...
Practice is when everything work but no one know why ;)
 
Nick

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Joined: 09/06/2011
Location: Australia
Posts: 512
Posted: 10:47am 14 Aug 2012
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  darthmite said  

Have you build a ColourMM or are you still in 'can't wait to get one status ??'



I'm still suffering the "can't wait to get one status" illness.

I have to rely on your YouTube videos to see your great game(s).

Nick
 
vasi

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Joined: 23/03/2007
Location: Romania
Posts: 1697
Posted: 10:58am 14 Aug 2012
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Nick, that means your Maximite got fried?
Hobbit name: Togo Toadfoot of Frogmorton
Elvish name: Mablung Miriel
Beyound Arduino Lang
 
boss

Senior Member

Joined: 19/08/2011
Location: Canada
Posts: 268
Posted: 11:02am 14 Aug 2012
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Greetings from Canada,

first I would like to thank Geoff for all the time and effort he spent with Color MM development. The result is magnificent and the decision to switch from 64 pin to 100 pin chip is smart. With additional IO pins and integrated RTC module it seems to be capable for industrial use. Because of UBW32 design doesnt have SD and RTC on board I spent lot of time time to find appropriate modules. Especially for SD card, it means the shorter connection is the more reliable the function will be. Finally I found both modules (RTC+SD) suitable to be installed under the UBW board (see picture). All modules are available on Ebay. And it works like charm.









http://www.ebay.ca/itm/DS1307-Based-Real-Time-Clock-Arduino- I2C-Tiny-Size-20x20mm-Any-uControl-/330778120169?pt=LH_Defau ltDomain_0&hash=item4d03e98fe9


Card detect signal should be connected to GND and WP the same way or you can mount WP switch on front panel.

Reagards

boss
 
aargee
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Joined: 21/08/2008
Location: Australia
Posts: 255
Posted: 12:00pm 14 Aug 2012
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Boss,

Is that a heatsink on the PIC32?

I really like haw everything is stored "under the house" on the proto board! Can you post a higher res photo?

- Rob.


For crying out loud, all I wanted to do was flash this blasted LED.
 
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