Contents tagged with PIX-6T4
Last tuesday I got a PIX-6T4 (Pix six-ty-four) gaming console. Before I got it I was a bit curious; how can a game with only 64 pixels be… well… built. My friend and the creator of the PIX-6T4, Fabien Royer and his colleague Bertrand Le Roy, wrote two games, “Meteors From Outer Space” and “Paddles”, but this didn’t convince me in the usability. I must say, I was a bit skeptic. Don’t get me wrong here though. It’s a nice soldering kit, and a good platform to learn to program for micro controllers, that’s a fact! But I didn’t see a possibility for games with an ‘FUN!’ factor.
Until Pete Brown (software developer) posted a game called “Sixty4Racer“. For me, this was the proof it had some real value, even after soldering and developing a bit.
If you follow Pete, it probably won't surprise you to know he's gotten his hands on a PIX-6T4 and has shared his recent experience building the kit and writing his first "real" game for it.
This comment made me smile:
...every time I see these 8×8′s I think "and I thought I was pushing it with the undocumented 160×100 CGA mode"
After assembling my Netduino-powered PIX-6T4, I wanted to go and write a simple game. This post describes the construction of that game, including all source code.
When you have 64 monochrome red pixels, you need to keep the graphics simple. I decided on a game inspired by the classic Atari River Raid game. This is essentially a vertical scrolling game where you need to dodge obstacles with your boat. Variations included things like Spy Hunter on the C64 and many many others. Most of those games also involved shooting and enemies, but that's a but more complex than you can reasonably do on this board. I won't enable moving walls like Laser Gates, but I'll leave things open enough not to make it impossible to do that in the future. The game had to be small enough that I could figure out the API, and then design, code, and blog about it in a single evening after my kids went to bed The PIX-6T4 is fun, but I have way too many projects on my backlog to be able to devote any significant time to it (here's a taste: a ShapeOko CNC mill, an AVR MIDI->CV Converter, the final touches on the MIDI Thru Box, several MFOS Synth Modules, Several Gadgeteer Board Concepts, a Win8 XAML book, chapters to review in my Silverlight 5 book, and much much more). In fact, that was one of the big selling points of this device: simple gameplay and quick to develop for. Combined with the great library Fabien designed, and my past experience with Netduino and, more specifically, C#, and this should be an evening project.