Add espboy frontend

This commit is contained in:
Miloslav Číž 2021-01-08 18:10:13 +01:00
parent 348c9dbf9a
commit 384ad511e5
4 changed files with 194 additions and 0 deletions

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@ -33,6 +33,7 @@ This game got some attention on 4chan: [1](https://archive.li/Yzcwt), [2](https:
- Pokitto (220 x 116, 48 MHz ARM, 36 KB RAM, 256 KB flash) - Pokitto (220 x 116, 48 MHz ARM, 36 KB RAM, 256 KB flash)
- Gamebino Meta (80 x 64, 48 MHz ARM, 32 KB RAM, 256 KB flash) - Gamebino Meta (80 x 64, 48 MHz ARM, 32 KB RAM, 256 KB flash)
- Ringo/MAKERphone (160 x 128, 160 MHz ARM, 520 KB RAM, 4 MB flash) - Ringo/MAKERphone (160 x 128, 160 MHz ARM, 520 KB RAM, 4 MB flash)
- ESPboy (128 x 128, 160 MHz)
- unofficial [bare metal Raspberry Pi port](https://github.com/msx80/anarch-baremetalpi) by msx80 - unofficial [bare metal Raspberry Pi port](https://github.com/msx80/anarch-baremetalpi) by msx80
- Has **completely NO external dependencies**, not even rendering or IO, that is left to each platform's frontend, but each frontend is very simple. Uses **no dynamic heap allocation** (no malloc). - Has **completely NO external dependencies**, not even rendering or IO, that is left to each platform's frontend, but each frontend is very simple. Uses **no dynamic heap allocation** (no malloc).
- Can fit into **less than 256 kb** (including all content, textures etc.). - Can fit into **less than 256 kb** (including all content, textures etc.).
@ -72,6 +73,7 @@ compiled:
| Pokitto | 180 KB | 35 (overclock), 22 | 110 * 88 | < 32 KB | | Pokitto | 180 KB | 35 (overclock), 22 | 110 * 88 | < 32 KB |
| Gamebuino Meta | 215 KB | 18 | 80 * 64 | < 32 KB | | Gamebuino Meta | 215 KB | 18 | 80 * 64 | < 32 KB |
| Ringo (MAKERphone) | 1.3 MB | 35 | 160 * 128 | | | Ringo (MAKERphone) | 1.3 MB | 35 | 160 * 128 | |
| ESPboy | 376 KB | 22 | 128 * 128 | |
| browser | 884 KB (whole output) | 35 | 512 * 320 | ~20 MB | | browser | 884 KB (whole output) | 35 | 512 * 320 | ~20 MB |
system requirements: system requirements:

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main_espboy.ino Normal file
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/**
@file main_espboy.ino
This is ESPboy implementation of the game front end, using Arduino
libraries.
by Miloslav Ciz (drummyfish), 2021
Sadly compiling can't be done with any other optimization flag than -Os.
Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/)
plus a waiver of all other intellectual property. The goal of this work is to
be and remain completely in the public domain forever, available for any use
whatsoever.
*/
#define SFG_CAN_SAVE 1 // for version without saving, set this to 0
#define SFG_FOV_HORIZONTAL 240
#define SFG_SCREEN_RESOLUTION_X 128
#define SFG_SCREEN_RESOLUTION_Y 128
#define SFG_FPS 22
#define SFG_RAYCASTING_MAX_STEPS 20
#define SFG_RAYCASTING_SUBSAMPLE 2
#define SFG_DIMINISH_SPRITES 1
#define SFG_CAN_EXIT 0
#define SFG_DITHERED_SHADOW 1
#define SFG_AVR 1
#include <Arduino.h>
#include <Adafruit_MCP23017.h>
#include <Adafruit_MCP4725.h>
#include <TFT_eSPI.h>
#if SFG_CAN_SAVE
#include <ESP_EEPROM.h>
#define SAVE_VALID_VALUE 173
EEPROMClass eeprom;
#endif
#define MCP23017address 0
#define MCP4725address 0x60
Adafruit_MCP23017 mcp;
Adafruit_MCP4725 dac;
TFT_eSPI tft;
#include "game.h"
#define SAVE_VALID_VALUE 73
uint8_t gamescreen[SFG_SCREEN_RESOLUTION_X * SFG_SCREEN_RESOLUTION_Y];
uint8_t keys;
void SFG_setPixel(uint16_t x, uint16_t y, uint8_t colorIndex)
{
gamescreen[y * SFG_SCREEN_RESOLUTION_X + x] = colorIndex;
}
void SFG_sleepMs(uint16_t timeMs)
{
}
uint32_t SFG_getTimeMs()
{
return millis();
}
int8_t SFG_keyPressed(uint8_t key)
{
switch (key)
{
case SFG_KEY_UP: return keys & 0x02; break;
case SFG_KEY_DOWN: return keys & 0x04; break;
case SFG_KEY_RIGHT: return keys & 0x08; break;
case SFG_KEY_LEFT: return keys & 0x01; break;
case SFG_KEY_A: return keys & 0x10; break;
case SFG_KEY_B: return keys & 0x20; break;
case SFG_KEY_C: return keys & 0x80; break;
case SFG_KEY_MAP: return keys & 0x40; break;
default: return 0; break;
}
}
void SFG_getMouseOffset(int16_t *x, int16_t *y)
{
}
void SFG_setMusic(uint8_t value)
{
}
void SFG_save(uint8_t data[SFG_SAVE_SIZE])
{
#if SFG_CAN_SAVE
eeprom.write(0,SAVE_VALID_VALUE);
for (uint8_t i = 0; i < SFG_SAVE_SIZE; ++i)
eeprom.write(i + 1,data[i]);
eeprom.commit();
#endif
}
void SFG_processEvent(uint8_t event, uint8_t data)
{
}
uint8_t SFG_load(uint8_t data[SFG_SAVE_SIZE])
{
#if SFG_CAN_SAVE
if (eeprom.read(0) == SAVE_VALID_VALUE)
for (uint8_t i = 0; i < SFG_SAVE_SIZE; ++i)
data[i] = eeprom.read(i + 1);
return 1;
#else
return 0;
#endif
}
void SFG_playSound(uint8_t soundIndex, uint8_t volume)
{
int freq = 400;
int dur = 75;
switch (soundIndex)
{
case 0: freq = 120; dur = 250; break; // shot
case 1: freq = 200; dur = 260; break; // door
case 2: freq = 80; dur = 200; break; // explosion
case 3: freq = 220; dur = 50; break; // click
case 4: freq = 180; dur = 200; break; // plasma
case 5: freq = 300; dur = 100; break; // monster
default: break;
}
tone(D3,freq,dur);
}
void setup()
{
dac.begin(MCP4725address);
delay (100);
dac.setVoltage(0,false);
mcp.begin(MCP23017address);
delay(100);
// buttons
for (uint8_t i = 0; i < 8; i++)
{
mcp.pinMode(i,INPUT);
mcp.pullUp(i,HIGH);
}
mcp.pinMode(8,OUTPUT);
mcp.digitalWrite(8,LOW);
tft.begin();
delay(100);
tft.setRotation(0);
tft.setAddrWindow(0,128,0,128);
tft.fillScreen(TFT_BLACK);
dac.setVoltage(4095,true); // backlight
pinMode(D3,OUTPUT); // sound
#if SFG_CAN_SAVE
eeprom.begin(SFG_SAVE_SIZE + 1);
#endif
SFG_init();
}
void loop()
{
keys = ~mcp.readGPIOAB() & 255;
SFG_mainLoopBody();
uint8_t *pixel = gamescreen;
for (int i = 0; i < SFG_SCREEN_RESOLUTION_X * SFG_SCREEN_RESOLUTION_Y; ++i)
{
tft.pushColor(pgm_read_word(paletteRGB565 + *pixel));
pixel++;
}
}