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Live connection to Arduboy

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Hi,

Anyway to make live connection from PC to Arduboy via USB-cable.

So you fx can use the Arduboy as display of speedometer or current gear or some other telemetry when drivning racing games on PC?

Cheers
Jacoste

3 posts - 2 participants

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ArduRacer - A Trackmania type time trial game

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ArduRacer.ino-arduboy.hex (77.9 KB)

A top down racing time trail racing game for the ArduBoy

Ardu-Racer2

ArduRacer ReSpeed

Game works like follows, if you beat the number 2 time, you can advance to the next stage.
You need to do 5 laps on each stage.
The stages have checkpoints which you have go through
Your fastest lap time is what gets you to advance.

The HUD is something like
L3/5-4/7 3.14
B-23.34

L3/5 is third lap out of 5 required laps.
4/7 is checkpoints you have passed for current lap
3.14 is your current lap time
B is best time.
If you get a better time it changes to a *
On the top right is a speed gauge ( It should always be full!)

Features

  • Top down racing action
  • 10 Stages
  • Smooth scrolling
  • Saves best times and stage progression automatically when you get a better time or progress stages
  • Can use Tiled to make maps

Will gauge interest, then still looking to add a few things

  • Victory Sound / Lose Sound
  • Actual Lap Times from gameplay to aim for
  • Some optimisations for the zoom (it’s too slow)
  • Once I work out my space, secret levels.
  • Maybe drifting physics… or save off Road Drifting for V2 ArduRacer OffRoad :slight_smile:
    It was really fun building a tile mapped stage engine and then just using Tiled to build the maps.

I hope you have fun playing it.

2 posts - 2 participants

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128 x 128 screen

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For the 90’s Arduboy project Im using a 128 x 128 Color TFT screen and well it needs a modified library for it to actually work now im not trying to make all the games 128x128 and in color im just trying to get a normal arduboy game to work on it so any help would be great since personally I have little to none experience with coding besides messing around in unreal engine using C++ and the only I did that worked was making the player able to walk up a wall

7 posts - 4 participants

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Ardoboy PCB graphic silkscreen footprints

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The silkscreen graphics on the back of the Arduboy are sweet! I was wondering if I could use them (if they are open source)? Is there a link to the footprint library somewhere (I couldn’t readily find it)?

If not these, does anyone know any such collection of graphic silkscreen footprints?

2 posts - 2 participants

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Current draw of Arduboy - Pro Micro version

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Hi.
Anyone know off the top of their head what current the Arduboy draws when based around the 5V Pro Micro?

3 posts - 3 participants

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What is a Pico 8 Console?

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My only interest would be a PICO 8 console running on ESP32, there will be no color Arduboy as such.

20 posts - 6 participants

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Ardudog (V0.1)

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Yes it’s coming

I have a few ideas for gameplay

Gameplay is basically a platformer were your main attack is a dash move with 84 levels with 8 worlds each final level in a world will end with a boss the first 7 boss fights I’m going to take suggestions and there going to be bosses hopefully you have some great ideas

I’m currently working the gameplay like I said I have a few different ideas so a demo will come out at some point

1 post - 1 participant

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Sleeping Arduboy

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Hello,

At first I thought that it was just the battery but when I plugged it, nothing happened.
If I turn it on while charging the red led is on but the screen stays black and there’s no sign of life throught USB. Same thing if I turn it on while pressing the up or reset button.
I tried another USB cable or port, same result.

I’d be glad if someone could help me waking him up.
Good day
Ced

11 posts - 6 participants

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Term Twirl - a Text Twist clone

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term_twirl.ino.leonardo.hex (77.3 KB)

Here’s a GIF

May-29-2020 22-38-07

Description

This is clone of classic Text Twist, with over 1000 random levels. Add to your score by unjumbling the letters to make words. If you use all six letters to make a word within the allotted time, then you can continue to the next level. There is a large bonus for finding all the words before time runs out.

Control

Left/Right: Move the cursor.
Up: Select a letter.
Down: Retract a letter.
A: Play the word.
B: Retract all the letters, or shuffle the letters.

About

The word list for this game is compressed as a DAWG and takes up ~16KB worth of program storage. In theory, 1/8 of the bits are wasted, but it would take a massive re-write of the (de)compressor.

Github Source

1 post - 1 participant

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Improve Flash read time

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An idea just popped up in my head and I want to share it here.
Usually when reading flash we need to:

  1. select the flash
  2. send read command and address to read from (24bit)
  3. send a byte (usually zero) to read a byte from flash (full duplex)
  4. repeat 3 until done
  5. deselect the flash

Now when we write to the display we do:

  1. select the display
  2. write byte of display data or command
  3. repeat 2 until done
  4. deselect display

The idea is now to combine both, so we will read data from the flash while updating the display:

  1. select the flash
  2. send read command and address to read from (24bit)
  3. select the display
  4. write byte of display data or command, simultaneously receive a byte from flash
  5. repeat 4 until display is updated
  6. deselect display
  7. deselect flash

With this we could read 1kib of data almost for free while updating the display. There is only little overhead at the beginning of the display update. The data could be stored anywhere but maybe even in the frame buffer.

So some games could load a game screen each time they update the display (instead of zeroing it). Then when the update is done the frame buffer is already filled with the game screen and it does not need to be drawn.
I wanted to use it to prefetch data from the flash either for rendering or for music playback.

Sounds reasonable @Mr.Blinky?

4 posts - 4 participants

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Forge Level Editor

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Hello, Arduboy People!
Myself, @filmote, and @Pharap,
are here to announce the release of the Forge level editor for the up and coming Dark Ritual (On Pokkito). This level Editor is tile based and pretty modular so can be used in many different projects and situations. the exported header file can then be used as normal with c++ or whatever takes your fancy. you can find the repo HERE any sugestions and bug reports can be made on the git.

9 posts - 4 participants

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The Arduboy Retropie Dock

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As i was anyway thinking the Arduboy dock needs some more feature i have now built this tiny thing. Will work as the Arduboy dock headless but will also already have some games and emus included :slight_smile: Target is to have retropie with also pico-8 on it. But as the Arduboy dock only works with an older version of jessie i could not take the retropie image.
I have the 2017 jessie on it with the dock already working. Screen (with touch) is also already working. Next will be to install retropie and some emulators.

If i chose wrong categorie please move accordingly :slight_smile: thanks

3 posts - 2 participants

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Serial Script Package Delivery

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Generate a file-type to deliver serial script ‘packages’ for providing a function over serial using the the usb port? Like a simple dumb terminal

5 posts - 2 participants

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Team ARG disappeared- how to get their games?

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Hello! It appears that some time ago, some fellows who called themselves team ARG made some exquisite games for the Arduboy. However, they have since disappeared, and their github download links have went down with it. Does anyone know where I can find their Arduboy releases?

20 posts - 8 participants

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arduFPGA-game, an arduboy/FPGA clone with audio decoder

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The board is designed around a LATTICE iCE40UP5K that implement a ATmega32U4 with the necessary IO’s to run unmodified arduboy games, also ( optionally ) includes a VS1053b audio decoder to play music from uSD or create games with more complex sounds.

This board is a derivation of ARDUFPGA ICE40UP5K V1.1 board

in portable format with a size of only 67x42mmin size, smaller than a credit card.

The games are load from a uSD card thru two stage boot-loader:

The first stage that is written inside the design and has its own 2KBytes of ROM memory and 512Bytes of RAM memory, it has even a dedicated interrupt vector named NMI that interrupt the running game every 1mS and check for INT button to be pressed for at least two seconds, this is a service function that is used to check for a combination of keys to change the LED color or ON-OFF it to act like a flashlight without exiting the game, if no combination of keys are detected the function interrupt the game or running application and load the GUI boot-loader.

Second stage is a GUI explorer/boot-loader that is loaded into the emulated ATmega32U4 program memory running like a normal application or a game and has integrated the FAT FS library, this application check for design and GUI boot-loader updates at startup and update them if user accepts the updates, check and update the design and GUI boot-loader every time a game or application is launch, in case if the running design is custom made for that application or game, when the game or running application is interrupted the GUI boot-loader will automatically save the EEPROM content to the uSD card, and load the EEPROM content from uSD card when a game or application is started, so, all game scores and history is saved if the game is changed.

At this moment all games are in binary format, need to be converted from hex to bin files in order to run.

The design has the capability to increase the size of ROM and RAM memory according to each developer necessities, but no more than 128KB combined.

Different designs, applications source code,boot-loaders source code, user guides, schematic’s and other stuff will be available on:

Of course, design and application ideas are very welcome.

1 post - 1 participant

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Screen privacy

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I know a lot of people a little scared of “the big brother” type of stuff: “not sharing my photos with google photos”, “making sure to disable location services”, etc (like @Pharap for example :smile: ? )

So I wonder what is their opinion about the posibility of capturing whats on a screen just using the residual noise of the screen circuitry (not the transmission)

I have been playing with that tool and I was really surprised that it actually works. When I was in hischool I got hook to a book called F2F https://www.goodreads.com/book/show/1420758.F2f that portrayed a “hacker” eavesdroping on a crime remotely with his “CRT” remote capturing tool (he was mostly spying on people’s screens but he got into a transmission of an ongoing torture)…

So… that science fiction thing now it is way easier/cheaper to implement, and does not only require high-energy-photon-emiting-CRTs to work.

5 posts - 3 participants

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ATMLib State 2020

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So I have decided to start an old project back up on the Arduboy and I was up to adding Audio to the project. I can see that Team ARG have kind of disappeared and taken down their Github repos, so I’m wondering if there is a new ‘official’ place for ATMLib/ATMLib2? Also interested in the tools to prepare audio for the libraries if anyone knows about those too.

And if these aren’t really available any more, what are people using for audio?

7 posts - 5 participants

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What are the best tactile buttons for homemade?

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What are the best buttons? What would be the best buttons to include in an Arduboy kit for a mixture of, easy to solder and feeling good. Is it OK to just use normal surface mount tactile switch? They aren’t my favorite but they are sturdy, easy to solder and easy to source.

image

Standard through hole tactile button. Common, cheap, easy to solder but they don’t feel good to press and the back side can poke you.

image

Surface mount tactile button. Still common, pretty cheap, but a little more difficult to solder. They feel the same as through hole but don’t poke you on the back side of the pcb.

image

Soft tactile button. Too squishy feeling.

image

The SKPM switch, it feels great. It’s tricky to solder and it is also not sturdy, it can get ripped off the PCB somewhat easily.

image

Anyone tried an SKPF switch? It’s supposed to be soft feeling. Still has pokies.

image

Also found the SKPG, it only has 2 posts but at least they are easier to solder. Both these last two are probably hard to find.

Any suggestions? Should I do through hole and just have second PCB behind the pokies? That would be easier to solder… You’ll probably end up with through holes anyways because of the display module.

Also, if going the standard 6x6 tact route, how tall should the button be?

7 posts - 4 participants

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OVNI - Remake "Flying saucer"

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Hello, I would like to present a game that I am making that is in Beta phase. Many adjustments and details remain to be made. It is still necessary to polish it.

The game is a tribute to a machine that I had when I was little. It was called “Flying Saucer” and was “Q&Q LCD card game” brand.

During my childhood this machine made me really enjoy and for that reason I wanted to make this remake in Arduboy.

Hope you like.

regards

3 posts - 3 participants

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arduFPGA-game, an arduboy/FPGA clone with audio decoder

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The board is designed around a LATTICE iCE40UP5K that implement a ATmega32U4 with the necessary IO’s to run unmodified arduboy games, also ( optionally ) includes a VS1053b audio decoder to play music from uSD or create games with more complex sounds.

This board is a derivation of ARDUFPGA ICE40UP5K V1.1 board

in portable format with a size of only 67x42mmin size, smaller than a credit card.

As hardware, there is:

1x LATTICE iCE40UP5K.
1x SSD1306 OLED 128x64 BW display.
1x 2MB of SPI FLASH that the design, the GUI boot-loader and the user application (game) is located, with an endurance of minimum 100K erase/write.
1x 512KB of SPI FLASH for user data, with an endurance of minimum 100K erase/write, this memory is in SO8 package and can be swapped with a SPI RAM memory if the user knows that will write a lot on it.
1x Optionally VS1053b dedicated audio decoder.
1x Electret buzzer.
1x RGB powerfull LED that can be used as flashlight without exiting the played games.
1x Dedicated battery charger with status LED’s.

Design and firmwares:

The games are load from a uSD card thru two stage boot-loader:

The first stage that is written inside the design and has its own 2KBytes of ROM memory and 512Bytes of RAM memory, it has even a dedicated interrupt vector named NMI that interrupt the running game every 1mS and check for INT button to be pressed for at least two seconds, this is a service function that is used to check for a combination of keys to change the LED color or ON-OFF it to act like a flashlight without exiting the game, if no combination of keys are detected the function interrupt the game or running application and load the GUI boot-loader.

Second stage is a GUI explorer/boot-loader that is loaded into the emulated ATmega32U4 program memory running like a normal application or a game and has integrated the FAT FS library, this application check for design and GUI boot-loader updates at startup and update them if user accepts the updates, check and update the design and GUI boot-loader every time a game or application is launch, in case if the running design is custom made for that application or game, when the game or running application is interrupted the GUI boot-loader will automatically save the EEPROM content to the uSD card, and load the EEPROM content from uSD card when a game or application is started, so, all game scores and history is saved if the game is changed.

At this moment all games are in binary format, need to be converted from hex to bin files in order to run.

The design has the capability to increase the size of ROM and RAM memory according to each developer necessities, but no more than 128KB combined.

Different designs, applications source code,boot-loaders source code, user guides, schematic’s and other stuff will be available on:

Of course, design and application ideas are very welcome.

6 posts - 3 participants

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