Arduino Games .ino, .arduboy

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lix-alpha
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Arduino Games .ino, .arduboy

Post by lix-alpha »

Hi,
would it be possible to load some arduino games made for the Arduboy?
If so, how would someone approach this task? Is there a flashable .fw to do that already?

Thanks

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Re: Arduino Games .ino, .arduboy

Post by rooted »

You can see here that porting is possible.

viewtopic.php?t=31723

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Re: Arduino Games .ino, .arduboy

Post by mameise »

You would need to compile the sketch with the odroid setting and then build the .fw from the generated .bin file.

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Re: Arduino Games .ino, .arduboy

Post by lix-alpha »

rooted wrote:You can see here that porting is possible.
viewtopic.php?t=31723
I saw that but its rebuilt with vector graphics.
I do not believe its used straight from the .ino file itself. At least that is what he said at the bottom of the page.
I may be wrong...

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Re: Arduino Games .ino, .arduboy

Post by lix-alpha »

mameise wrote:You would need to compile the sketch with the odroid setting and then build the .fw from the generated .bin file.
And what are the tools used to do just that?
I am not a programmer, just a 3D artist. :p, but I can learn!

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Re: Arduino Games .ino, .arduboy

Post by mameise »

Check the doom thread in general chat section. Crash explained there how to do and i successfully converted my sketch. ;)

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Re: Arduino Games .ino, .arduboy

Post by lix-alpha »

mameise wrote:Check the doom thread in general chat section. Crash explained there how to do and i successfully converted my sketch. ;)
Once its converted, do you just load it the same way we load Doom or Go-Play?
Thanks for the tip. :)

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Re: Arduino Games .ino, .arduboy

Post by mameise »

Yes when you have the .fw file there is no difference to doom or the emulators.

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Re: Arduino Games .ino, .arduboy

Post by lix-alpha »

Ok and what would be the tool used to compile these .fw, because I read everything on the DOOM port topic page and there is commands and everything but nobody mentioned what tool or software they uses to create these .fw...
Thnaks

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Re: Arduino Games .ino, .arduboy

Post by mameise »

mkfw tool from crashoverride ;)

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Re: Arduino Games .ino, .arduboy

Post by lix-alpha »

mameise wrote:mkfw tool from crashoverride ;)
Yes lol, but these are script that you need to call or run somewhere right?

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Re: Arduino Games .ino, .arduboy

Post by mad_ady »

You'll need to compile mkfw first (not sure if it compiles under windows), and call it with the correct (still not officially documented) parameters

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Re: Arduino Games .ino, .arduboy

Post by mameise »

For Windows users: If you are on Win10 try the Ubuntu for Windows feature. I also use Windows on my primary device, but the Ubuntu for Windows enables all the Linux functionallity needed to compile and use the scripts and stuff.

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Re: Arduino Games .ino, .arduboy

Post by lix-alpha »

Ah here we go, no problem I have a couple linux distro CD laying around my desk.
Thanks

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Re: Arduino Games .ino, .arduboy

Post by mad_ady »

How much space does linux subsystem for windows take?

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Re: Arduino Games .ino, .arduboy

Post by mameise »

Will have to check later. Not that much. About 1gb i would say but will confirm later.

Edit: yes it is around 1gb with the packages installed like ffmpeg and things needed to compile for firmware.

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Re: Arduino Games .ino, .arduboy

Post by lix-alpha »

Can semeone tell me what is the pack name for FFMPEG in Ubuntu Windows?
Sudo apt-get install ffmpeg does not work.

Think I found it:

sudo add-apt-repository ppa:mc3man/trusty-media
sudo apt-get update
sudo apt-get dist-upgrade
sudo apt-get install ffmpeg

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Re: Arduino Games .ino, .arduboy

Post by mameise »

Just did sudo apt update and after that sudo apt install ffmpeg and worked.

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Re: Arduino Games .ino, .arduboy

Post by lix-alpha »

Man I am tired. Why are all info's coming so slow from this community? Is there any complete and clear tutorial out there because I still have issue with:
./mkfw "Application Description" tile.raw 0 16 1048576 app build/application.bin (-bash: ./mkfw: Is a directory)

Now, I am a 3D artist, when someone need my help on some modeling, I take the time to explain correctly. The thing I do not do is give small pieces of informations and make sure he is lost... I am not pointing to anyone in here but there should be some sort of clear step-by-step guide on how to do this. These products sell themself with the mention that its open source, there is a great community, you can learn things blah blah blah. Well its not the case. The community share informations in a manner that is really really hard to understand for someone that is new to all of this. That is bad! Its sad.

Sorry, I had to say it.
Sorry for my english.

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Re: Arduino Games .ino, .arduboy

Post by mameise »

Well i think you mean mainly me :) Reason for my short answers: I am on vacation atm and only on my mobile phone. Thats makes copy paste and stuff like that a bit complicated.

But to defend the community: Everything has been asked a lot of times and was explained more than once. So with a bit effort all information is here. I am no programmer nor an 3D artist, but i can program and also create 3D parts to print them. So it is always about what you are willing to learn and read.

But i will try to help you. What is the issue? You need to compile your arduino code and get the .bin file out of your temp folder in Windows.

Get the zip from crash with the mkfw package. Go in Ubuntu bash to the folder where it is located. ( you might have to ‚cd ..‘ twice to get out of your home folder and go to: /mnt/c/yourlocationformkfw

In that directory just type: makefile (or similar,sorry, no pc here, but there is only one file that matches) this will create or compile the mifw and you will gwt an error telling you all: not found (at least i got but still works)

After that you have the mkfw in that directory. Now just type the command ./mkfw xyz (whatwver you want) 0 16 ..... and at the end your .bin file (i copied it into the mkfw directory) this will create your .fw file.

Hope it is a bit clearer.

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Re: Arduino Games .ino, .arduboy

Post by mameise »

Give me an hour or so and i will try to make a better howto. ;)

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Re: Arduino Games .ino, .arduboy

Post by lix-alpha »

Nice but I was not talking about you mameise, just the way info circulate in this forum in general.

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Re: Arduino Games .ino, .arduboy

Post by mad_ady »

Firmware development is in rapid development. The current arangement is barely a week old. Documentation is not yet stable or officially written. When it settles, it will be documented

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Re: Arduino Games .ino, .arduboy

Post by crait »

I _did_ port over some of my Arduboy games to the Pocket Go and BittBoy and LDK Game.

Definitely possible to make a similar wrapper and drop in the code. But, I don't have an ODROID... :o

Image
Image

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Re: Arduino Games .ino, .arduboy

Post by millim »

Dear all,

I want to connect to this topic, not starting a new thread on this.
Is there any progress on this topic? Or is time already up for the Arduboy and the Odroid GO justifying this effort?

I mean, team ARG did some great games on the Arduboy, as I know, meanwhile the team disappeared. Still the game sources are available here: https://team-arg-museum.github.io/
I have also seen that there is a port of the arduboy library available for the esp32: https://github.com/tonym128/ESP32_Arduboy
I think still the ATMlib needs to be ported, it contains the timer interrupt loop for the music oscillator written in assembler. The routine is well documented.

I mean, It would be nice to have a full Arduboy games collection running on the Odroid GO.

millim
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Re: Arduino Games .ino, .arduboy

Post by kelbot »

I agree millim. There is a good library of games for arduboy that would be a great fit and welcome addition to have available on Odroid Go. It seems unfortunately that interest in developing for the Go is starting to wane especially now that the Advance and Super are available and the Go being discontinued. I'm keeping my fingers crossed that a Go v2 happens and then maybe some new users will help push some new development.

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Re: Arduino Games .ino, .arduboy

Post by millim »

kelbot wrote:
Tue Mar 23, 2021 12:16 am
I agree millim. There is a good library of games for arduboy that would be a great fit and welcome addition to have available on Odroid Go. It seems unfortunately that interest in developing for the Go is starting to wane especially now that the Advance and Super are available and the Go being discontinued. I'm keeping my fingers crossed that a Go v2 happens and then maybe some new users will help push some new development.
Thank you kelbot!

Maybe I will invest a couple of days to get it done. Unfortunately, the OG does not come with a simple "gaming loop" where you just need to drag and drop a new emulator. I have already a lot of experience how to do it, however, missed to pay attention to it for another project.

Still for every new emulator, the basic things need to be done from scratch:

- Audio streaming
- Color mapping
- Video streaming
- File I/O (OG)
- File I/O (emulator)
- Memory management
- Rom loading
- Preferences I/O
- User interface (GUI)
- Timing
- Event handling
- Navigation

Hopefully the OG v2 addresses this, for doing much faster, more diverse software (game) development. And hopefully it comes with a simulator (SDL2.0 or HTML based).

millim

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Re: Arduino Games .ino, .arduboy

Post by lordhardware »

An arduboy interpretor would be a good middle ground though, as then you can develop for the arduino (which does have SDK and pc emulation) and deploy it on the Odroid.

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Re: Arduino Games .ino, .arduboy

Post by millim »

lordhardware wrote:
Sat Mar 27, 2021 9:25 pm
An arduboy interpretor would be a good middle ground though, as then you can develop for the arduino (which does have SDK and pc emulation) and deploy it on the Odroid.
Yes, good point!

Meanwhile, I have invested a some hours on that project. I was able to port the Arduboy2 lib + CastleBoy (for testing) to esp_idf already. But, still without the fancy :) stuff.
I think video will be straight forward with 2x upscaling, same for keypad. Sound will be tricky, I think it needs to go through an emulation stage to get 44100 kHz samples to the speaker/Bluetooth or I2S.

Furthermore, plane to use the SDcard for configuration and snapshot (maybe - if I find a way to do that). Unfortunately, the AVR emulator is 10x times to slow on the OG for real time usage. So in case to have multiple games, all needs to be compiled at once. which adds an extra level of complexity on the *.ino setup() and loop() function handling - at least this is my view.

Let's see how far I can go before giving up...
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Re: Arduino Games .ino, .arduboy

Post by kelbot »

I'm cheering you on over here if that helps. :)

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Re: Arduino Games .ino, .arduboy

Post by millim »

kelbot wrote:
Mon Mar 29, 2021 12:04 am
I'm cheering you on over here if that helps. :)
It helped .. ;)

Spent again one/two hours on that project. Have now full ported CastleBoy (including sound emulation). On the display, I have used 2.5x3.75 scaling to fit the 128x64 pixel display to the 320x240 OG display. I could make this configurable to 1:1 2:1 for correct aspect ratio, in case it make sense to somebody? For sound, I have found a very simple solution for the ArduboyTones library to emulate the timer. Should also work for ATMlib and Beep lib.

Image Image

On the multiple game selection, I am not clear, maybe you have some suggestions how to do? I think all the games use static allocation of the classes and globals, so in case multiple games are compiled into one source, I will run into memory resource issues quickly. I think it is doable for 10 to 20 games. Maybe you have suggestions which games should be preferred for the first release.

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Re: Arduino Games .ino, .arduboy

Post by lordhardware »

@ducalex this would likely be a lot more useful long term to people over SNES on this device, and also allow for the firmware to load user generated games natively

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Re: Arduino Games .ino, .arduboy

Post by kelbot »

millim wrote:
Thu Apr 01, 2021 3:32 pm
kelbot wrote:
Mon Mar 29, 2021 12:04 am
I'm cheering you on over here if that helps. :)
It helped .. ;)

Spent again one/two hours on that project. Have now full ported CastleBoy (including sound emulation). On the display, I have used 2.5x3.75 scaling to fit the 128x64 pixel display to the 320x240 OG display. I could make this configurable to 1:1 2:1 for correct aspect ratio, in case it make sense to somebody? For sound, I have found a very simple solution for the ArduboyTones library to emulate the timer. Should also work for ATMlib and Beep lib.

Image Image

On the multiple game selection, I am not clear, maybe you have some suggestions how to do? I think all the games use static allocation of the classes and globals, so in case multiple games are compiled into one source, I will run into memory resource issues quickly. I think it is doable for 10 to 20 games. Maybe you have suggestions which games should be preferred for the first release.

millim
Great work! I haven't played any arduboy games yet to know which would be best to include. Maybe there is a best of list somewhere that would be a good place to start.

How hard is it to compile? Is a small cli tool that you can supply your own list of aruduboy files to feasible?


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Re: Arduino Games .ino, .arduboy

Post by rcarillion »

Hi
Here are the great games on the Arduboy Fx.
https://bateske.github.io/ArduFXTest/
Erwin's Arduboy Collection
A curated list of 281 games
https://arduboy.ried.cl/

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Re: Arduino Games .ino, .arduboy

Post by millim »

rcarillion wrote:
Fri Apr 02, 2021 11:21 am
Hi
Here are the great games on the Arduboy Fx.
https://bateske.github.io/ArduFXTest/
Erwin's Arduboy Collection
A curated list of 281 games
https://arduboy.ried.cl/
Thank you. Right, these are very good references, I am already aware off.

millim

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Re: Arduino Games .ino, .arduboy

Post by millim »

I worked a bit on the multi-game concept:

A.) I have started with the ATMlib, and a game using it (ARDUVENTURE) keeping it in parallel to CastleBoy in one executable. BOOM! Linker symbol collision.
B.) The problem is that a lot of games use identical file names or classes. I think to make it organized, every single game needs a unique namespace. What is in principle possible, but not worth the effort.
C.) Compile every single game stand-alone and runtime dynamic linking. No code from ESP32 IDF available. Not simple, hacking of the ELF files necessary. Otherwise it is the well known FW overwrite process of the OG when switching from one game to another.
D.) Arduino just needs setup() and loop(). There is no delete() function in the Arduino concept. Therefore, all libraries are normally static memory allocation based. Need to change the game allocation structure to dynamic (runtime heap location), and add a unload() function the game is called when switching from one to another to free up all resources.

As my conclusion, it is doable for a single game, but a collection of games within one single FW is far from trivial.

millim

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Re: Arduino Games .ino, .arduboy

Post by millim »

Short Update ...

I have finalized the Arduboy multi-game concept on the OG:

ImageImageImage

.. at the moment with two games compiled into one FW file.

- Full emulation of ATMlib and ArduinoTones audio libraries.
- All games run at 60 FPS, audio at 22050 Hz, display runs at 25 FPS (might go up to 30 FPS with faster blitting routine - I think the display does not support B/W or 8 color mode data transfer).
- Games are encapsulated in unique namespaces.

I might complete if for the "Team ARG Museum" games.

I can share the code if you are interested. Still a hack, just to get an appetizer and see how it works?

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Re: Arduino Games .ino, .arduboy

Post by rcarillion »

Wow! This is crazy how far this has come. :D

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Re: Arduino Games .ino, .arduboy

Post by millim »

rcarillion wrote:
Fri Apr 09, 2021 8:40 am
Wow! This is crazy how far this has come. :D
I had a bit of time to continue here. This is the status so far:

Image

twelve games in one source. I still need to work on two basic sound libs to make it complete. Then I will share a FW file here + some more games.

millim

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Re: Arduino Games .ino, .arduboy

Post by millim »

Arduboy for the Odroid GO.

Please find in here THIS LINK a firmware release of this project. It includes a list of Arduboy games. The game name and its copyright owner is listed in the Menu. All credits go to the game programmer and the Arduboy library development team. I just made it available for the Odroid GO.

After flashing the FW file and reboot, you will enter the game launch menu. You can move <up> and <down> by one or, by <left> and <right> for page up an down. By pressing <A> you can select the game you want to play. You will see “Game Loaded!” text message on the display. By pressing <M> + <B> you can leave menu to start or continue the game. With <M> + <B>, you will enter the game select menu again.

In the Menu, you can move <MENU>+ cursor pad from the Game Select Panel to the Preferences Panel forth and back. The Preferences are self explanatory.

In principle you can work without the SDCARD. But, without storing default settings or game status. In case you want to use these features, prepare two folders: "/sd/aby/eeprom" and"/sd/aby/aux". /sd” means the SDCARD mount point.

In case you find this collection of games attractive, or in case you have additional suggestions, please let me know. All in all, it was a nice project to understand the Arduboy architecture and the “how-to” of tiny hardware game programming.

In case there is more interest in this, I can open a new thread for more games to come in one package. Other than that, hopefully the next OG generation is based on a ESP processor capable to reuse all of the code.

Millim
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Re: Arduino Games .ino, .arduboy

Post by Nemo1984 »

Unfortunately, it doesn't save the game in Arduventure.

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Re: Arduino Games .ino, .arduboy

Post by Hensch »

Thanks Millim for your effort. I'm testing it right now and wanted to create the folders as you suggested. Unfortunately on Windows one cannot name a folder "aux". Can this be changed in the source code?

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Re: Arduino Games .ino, .arduboy

Post by millim »

Nemo1984 wrote:
Wed Apr 21, 2021 2:57 am
Unfortunately, it doesn't save the game in Arduventure.
oh, I forgot to mention this. Unfortunately the SDcard writing process is very slow (at least the experience with my device), so that in-game update of the EEPROM data is not possible without messing up the game-to-hardware synchronization. I decided to do it that way: When a new game is selected in the menu, the previous game EEPROM will be "flashed" to the SDcard. So you need to to that to save the game in Arduventure for example.

I might think about adding a entry in the preferences menu to be more specific. So by clicking it, the game EEPROM will be stored.

millim

millim
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Re: Arduino Games .ino, .arduboy

Post by millim »

Hensch wrote:
Wed Apr 21, 2021 3:02 am
Thanks Millim for your effort. I'm testing it right now and wanted to create the folders as you suggested. Unfortunately on Windows one cannot name a folder "aux". Can this be changed in the source code?
Really?! I am not using Windows. Sorry for that. Will rename it to "ini" if this works out for you?
...then I will update the firmware and repost.

millim

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Re: Arduino Games .ino, .arduboy

Post by ODTxF »

millim wrote:
Fri Apr 09, 2021 4:35 am

I can share the code if you are interested. Still a hack, just to get an appetizer and see how it works?
Hello, your .fw works for me (just tested hopper and squario). Please, can you share your code to see how it works?

Suggetions for games to add in your .fw:

Circuit Dude https://community.arduboy.com/t/circuit ... -tool/2490
FlappyBirdie https://github.com/GameExpress/FlappyBirdie
MicroCity https://github.com/jhhoward/MicroCity
Shadow Runner https://github.com/Team-ARG-Museum/ID-15-Shadow-Runner
Logix https://community.arduboy.com/t/logix-game-jam-3/5691

Could you add an option to disable the "battery %" pop up in game?

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