blockdude_embedded

Blokdude is a remake of the well known TI Caluculator game from Brandon Sterner as well as the blockman game from Soleau Software for embedded systems, consoles and handhelds


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Blockdude Embedded Version

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Blokdude is a remake of the well known TI Caluculator game from Brandon Sterner as well as the blockman game from Soleau Software. This version of the game is based on the GP2X port of blockdude i made over a decade ago.

Screenshots

The browser build, at twice the game’s own 128x128:

Title screen In game
Blockdude title screen Blockdude in game

Game Features:

Playing the Game:

The aim of the game, in any level, is to move the player to the exit door. You will need to create a path to this exit door by picking up blocks and placing them on strategic locations so you can reach the exit door. The player will automatically jump on higher level blocks or ground if you keep moving left or right in front of them. If the level is bigger than what the screen can display, press R to enter free view, this will allow you to pan around the level using the dpad. Press B or R again to go back to the player.

After you solved a level the next level of that level pack is unlocked.

Controls

Button Action
Dpad Select menu’s, options, level packs or levels to play. During gameplay move the player left or right, up picks up or drops a block. In free view pan around the level
A Confirm in menu and level selector, pickup or drop a block in game mode
B Back in options and level selector, ask to quit to the level selector in game, leave free view
L Ask to restart the level
R Enter or leave free view
(A) + Left + Down Show or hide the debug info

Buttons

The game’s buttons on every device:

Device D-pad A B L R
ESPboy d-pad ACT ESC LFT RGT
Gamebuino META d-pad A B MENU HOME
Adafruit PyBadge d-pad A B SELECT START
Adafruit PyGamer joystick A B SELECT START
Pimoroni PicoSystem d-pad A B Y X
Pimoroni Explorer A up, C down, B left, Y right X Z BOOT + B BOOT + Y
Pimoroni Tufty 2350 UP up, DOWN down, A left, C right B HOME HOME + A HOME + C
TinyCircuits Thumby Color d-pad A B left bumper right bumper
Playdate d-pad A B menu: restart menu: free view
Libretro d-pad A B L R
Game Boy Advance d-pad A B L R
Nintendo DS d-pad A B L R
Nintendo 3DS d-pad or circle pad A B L R
Nintendo 64 d-pad A B L R
PlayStation d-pad Cross Circle L1 R1
PlayStation Portable d-pad or the analog stick Cross Circle L R
PlayStation Vita d-pad or the left stick Cross Circle L R
Windows arrow keys X C S D
MS-DOS arrow keys X C S D
Browser arrow keys X C S D

On the Explorer BOOT is held as a shift, the direction pressed with it is not sent.

On the Tufty 2350 a tap of HOME is B when it is let go, held HOME is a shift like BOOT on the Explorer.

On the Gamebuino META holding HOME for a second goes back to its loader.

Devices

Every release has a build for every device. releases/ is where a build of your own puts them, it is not part of the repository:

Device File How to install
ESPboy ESPboy_Blockdude.bin flash it, the board is a LOLIN(WEMOS) D1 mini
Gamebuino META GamebuinoMeta_Blockdude.zip unzip it onto the SD card, it holds a Blockdude_embedded folder with the game, its save and the loader’s images, the .hex in it is for flashing the game directly
Adafruit PyBadge PyBadge_Blockdude.uf2 double press reset and copy it onto the drive that appears
Adafruit PyGamer PyGamer_Blockdude.uf2 same as the PyBadge
Pimoroni PicoSystem PicoSystem_Blockdude.uf2 hold X while switching on and copy it onto the drive that appears
Pimoroni Explorer Explorer_Blockdude.uf2 hold BOOT while pressing RESET and copy it onto the drive that appears
Pimoroni Tufty 2350 Tufty_Blockdude.uf2 hold HOME while pressing RESET and copy it onto the drive that appears
TinyCircuits Thumby Color ThumbyColor_Blockdude.uf2 put it into bootloader mode and copy it onto the RPI-RP2 drive that appears
Playdate Playdate_Blockdude.pdx.zip unzip it and sideload Blockdude.pdx, the same pdx runs in the Playdate simulator
Libretro / RetroArch Libretro_Blockdude.zip copy blockdude_libretro.dll into RetroArch’s cores folder and blockdude_libretro.info into its info folder, then Load Core and Start Core
Game Boy Advance GBA_Blockdude.gba put it on a flash cart or open it in an emulator, the progress is saved in the cartridge’s SRAM
Nintendo DS NDS_Blockdude.nds put it on a flash card or open it in an emulator, the progress is saved next to it in Blockdude.sav
Nintendo 3DS 3DS_Blockdude.3dsx copy it into /3ds/ on the SD card and start it from the Homebrew Launcher, or open it in an emulator, the progress is saved in sdmc:/3ds/Blockdude/
Nintendo 64 N64_Blockdude.z64 put it on a flash cart or open it in an emulator, the progress is saved in the cartridge EEPROM
PlayStation PSX_Blockdude.exe open it in an emulator or send it to a console that runs unsigned code, the progress is not saved yet
PlayStation Portable PSP_Blockdude.PBP rename it to EBOOT.PBP and put it in ms0:/PSP/GAME/Blockdude/ on the memory stick, or open it in PPSSPP
PlayStation Vita Vita_Blockdude.vpk install it with VitaShell on a Vita with homebrew enabled, or open it in Vita3K
CHGame CHGame_Blockdude.bin and BLOCKDUD.DAT (and CHGame_Blockdude.chgame) flash it over USB with the chgame-upload that comes with the board package: chgame-upload -port COM6 flash CHGame_Blockdude.bin -run, and copy BLOCKDUD.DAT into the root of the microSD card. The game’s pictures and its levels are both on that card and it draws nothing without it: it says so on a screen of its own and stops. Copy the file to a freshly formatted card if it says the file is in too many pieces. One binary holds both level packs whole. A .chgame cart of the same build is written beside them, CHGame_Blockdude.chgame: one file holding the program, the card file, its cover picture and the game’s details, in the format that repository’s spec/chgame.md sets out. Install it from a clone of CHGame. On to the SD card, which is how the console installs it from its own menu: python tools/chgame.py cart prepare CHGame_Blockdude.chgame cardfiles writes the game as a .CHG under GAMES/, the menu’s own files beside it and BLOCKDUD.DAT in the root, and you copy everything in cardfiles to the card’s root. cart deploy CHGame_Blockdude.chgame --card E:\ --no-flash writes straight to a mounted card instead, without the menu’s files. Over USB: cart deploy CHGame_Blockdude.chgame --port COM6, which flashes it and writes its card file in one go when --card is given too. The .bin and the .DAT above are all you need to do it by hand instead.
Windows Windows_Blockdude.exe runs on its own, the progress is saved next to it in Blockdude.sav
MS-DOS DOS_Blockdude.zip unzip BLOCKDUD.EXE onto a DOS machine or into DOSBox and run it, the progress is saved next to it in BLOCKDUD.SAV
MS-DOS, not dithered DOS_Blockdude_ND.zip the same program with DITHERING 0, unzip BLOCK_ND.EXE and run it the same way. On a 256 colour screen a shade the palette has no colour for is the nearer one it does have, instead of a pattern of the two
Browser Web_Blockdude.zip upload it to an itch.io HTML project, or unzip it and open index.html from a web server, the progress is saved in the browser

The Tufty 2350 has no speaker, the game is silent there. Holding RESET until the rear LEDs are dark puts it to sleep, a front button wakes it up again, with UP and DOWN held as well it goes into shipping mode instead.

The Thumby Color’s display is 128x128, the game’s own size, so it is shown 1:1 over the whole screen. That build has not been tried on the device itself yet.

The Playdate shows the black & white skin, scaled up in the middle of its display. It has no side buttons, L and R are the restart and free view entries of its system menu.

The Game Boy Advance shows the game scaled to 160x160 in the middle of its screen, with black bars at the sides. Scrolling around a level that is bigger than the screen is slow there: the game engine draws the whole screen again while the view moves.

On the Nintendo DS the game is scaled to 192x192 in the middle of the top screen, with black bars at the sides, and the bottom screen stays dark. What the game saves goes into Blockdude.sav on the card it was started from, so a card that libfat can not write to (or an emulator without one) plays the game but forgets it afterwards. Its tones are square waves played as a sample: the DS’s own tone channels count their frequency in a 16 bit timer and can not go below about 256 Hz.

On the Nintendo 3DS the game is scaled to 240x240 in the middle of the top screen, with black bars at the sides, and the bottom screen stays dark. What the game saves goes into sdmc:/3ds/Blockdude/Blockdude.sav. Its tones play through the console’s DSP when the DSP firmware has been dumped to the SD card (sdmc:/3ds/dspfirm.cdc), and through CSND when it has not: on hardware either one plays, in an emulator only the DSP one does.

On MS-DOS the game runs in VGA mode X, 320x240 in 256 colours, blown up to 240x240 in the middle of the screen with black bars at the sides. That mode rather than the usual 320x200 one because its pixels are square, where 320x200 is stretched over the same screen and would show the game a fifth too tall. The 256 colours are set to the RGB332 cube, which is exactly what the game’s 8 bpp screen buffer holds, so a frame reaches the card without a colour being worked out. Its tones are a square wave on the PC speaker, the progress is saved next to the program in BLOCKDUD.SAV, and Escape quits. The program is 32 bit and carries the CWSDPMI host inside it, so it needs nothing beside it on the disk.

In a browser the game is drawn into a canvas of its own 128x128 pixels, which the page stretches to whatever room it is given while keeping it square and keeping the pixels sharp. The progress is saved in the browser’s localStorage under the game’s name, so a private window plays it but forgets it afterwards. The zip holds index.html, index.js and index.wasm and is what an itch.io HTML project takes as it is.

On the Nintendo 64 the game is drawn into memory in the colours the RDP takes and the RDP shows it scaled to 240x240 in the middle of its 320x240 screen, with black bars at the sides. Its tones are a square wave written into the buffers the sound hardware plays from. The progress is saved in the cartridge EEPROM, which the ROM says it has, so a cartridge or an emulator without one plays the game but forgets it afterwards.

On the PlayStation the game is drawn into memory in the colours the GPU takes, handed to it as a texture and shown scaled to 240x240 in the middle of its 320x240 screen, with black bars at the sides. Its tones are a square wave the SPU plays from a single looping block. The memory card is not written yet, so what the game saves is gone when the console is switched off.

On the PlayStation Portable the game is doubled to 256x256 in the middle of the display, and the high scores are saved next to the EBOOT.PBP in Blockdude.sav.

On the PlayStation Vita the game is blown up four times to 512x512 in the middle of the display, and the high scores are saved in ux0:data/Blockdude/Blockdude.sav.

Building

python tools/build_releases.py builds a release for every device
python tools/convert_skins.py turns the images in assets/skins and assets/skins2 into the headers the game includes
python tools/convert_levels.py does the same for the levels in assets/levels

Where the tools are

The script looks for everything in the place it is installed in here. A tool somewhere else is passed on the command line, or set as the environment variable in the last column and left off the command line:

Option What it points at Default, or environment variable
--arduino-cli PATH arduino-cli, which builds the Arduino devices ARDUINO_CLI
--arduino DIR the Arduino IDE 1.8 folder, used when there is no arduino-cli C:/arduino, ARDUINO_DIR
--arduino2 DIR the Arduino IDE 2 folder, whose own arduino-cli builds the CHGame C:/arduino2, ARDUINO2_DIR
--lovyangfx DIR LovyanGFX for the Windows build, when it is not the one in the sketchbook LOVYANGFX_DIR
--msys2 DIR MSYS2’s mingw64 bin folder, for cmake and ninja C:/msys64/mingw64/bin, MSYS2_BIN
--playdate-sdk DIR the Playdate SDK C:/playdate/PlaydateSDK, PLAYDATE_SDK_PATH
--playdate-arm DIR the bin folder of the ARM gcc the Playdate needs PLAYDATE_ARM_BIN
--libretro-common DIR libretro-common C:/github/libretro-common, LIBRETRO_COMMON_DIR
--devkitpro DIR devkitARM with libgba, libnds, calico, libctru and tools C:/devkitarm, DEVKITPRO
--psn00bsdk DIR PSn00bSDK C:/psn00bsdk, PSN00BSDK_PREFIX
--n64 DIR the mips64-elf toolchain with libdragon C:/n64_dev, N64_INST
--emsdk DIR the Emscripten SDK C:/github/emsdk, EMSDK
--dosdev DIR DJGPP with CWSDPMI C:/dos_dev, DOSDEV
--chgame DIR the CHGame source repository, whose tools write the .chgame cart C:/github/CHGame, CHGAME_DIR
--pspdev DIR the pspdev toolchain C:/psp_dev, PSPDEV_DIR
--vitasdk DIR VitaSDK C:/psvita_dev, VITASDK
--sdl2-mingw DIR SDL2’s mingw package, its x86_64-w64-mingw32 folder SDL2_MINGW

Only the devices being built need their tool, so one missing toolchain does not stop the rest:

python tools/build_releases.py --only N64 DOS --n64 D:/n64_dev --dosdev D:/dos_dev
python tools/build_releases.py --list          shows what would be built
python tools/build_releases.py --only Web      one device only

Build settings

Every device is built with its own settings. These change them for all of the devices at once, and --list shows what the defines would be without building anything. They are the same defines the device headers and the platforms/*/CMakeLists.txt files take, so a single device can be built with -D<name>=<value> from cmake instead:

Option What it sets Values
--forceskin N FORCESKIN, the skin built in -1, or 0 to 4
--forcescreenbuffer N SCREENBUFFER, where drawing goes 0, 1, 8 or 16 bits per pixel
--forcescale N SCALESCREEN, how the game fills the display 1 blown up, 0 1:1 in the middle
--forcewindowscale N WINDOW_SCALE, how big the Windows window opens 1 to 8 times the game’s size
--forcedithering N DITHERING, whether an 8 or 1 bpp buffer spreads its colours 1 spread, 0 the nearest colour
--forcedebug FORCEDEBUG 1, the debug header is always shown no value, on when it is given

-1 builds every skin in and lets the game’s own options pick one. A number builds only that skin in, which is what a device short of room needs.

Not every device takes every buffer mode, platforms/<device>/CMakeLists.txt says which, and one it does not take stops that build with a message. A 1 bpp buffer can only show the one skin that is black and white, so it forces that skin whatever --forceskin says, see FORCESKIN in defines.h.

python tools/build_releases.py --forceskin 1                only skin 1, on every device
python tools/build_releases.py --only Windows --forcescreenbuffer 1
python tools/build_releases.py --list --forcedebug          what the defines would be

Board packages and libraries

The Arduino devices are built with arduino-cli 1.5.1 and the versions below. They are the ones every release is built with, .github/workflows/build-releases.yml pins them:

Device Board package Libraries
ESPboy esp8266:esp8266 3.1.2 LovyanGFX 1.1.9, TFT_eSPI 2.4.72
Gamebuino META gamebuino:samd 1.2.2 Gamebuino META 1.3.3
Adafruit PyBadge, PyGamer adafruit:samd 1.7.16 Adafruit GFX Library 1.12.6, Adafruit ST7735 and ST7789 Library 1.5.15, Adafruit BusIO 1.17.4, Adafruit NeoPixel 1.15.5, Adafruit SPIFlash 5.1.1
PicoSystem, Explorer, Tufty 2350, Thumby Color rp2040:rp2040 5.5.0 none, everything they use comes with the core
CHGame CHGame:ch32v 0.3.0 none, the core brings its own riscv-none-embed-gcc

The ESPboy draws through LovyanGFX and only includes TFT_eSPI’s header, so the exact TFT_eSPI does not matter much.
The Gamebuino’s core needs Arduino’s own arduino:samd 1.8.14 beside it for sam.h, without it the build stops at “sam.h: No such file or directory”.
The CHGame’s board package is only published for the Arduino IDE 2, so that device is built with the arduino-cli that IDE 2 ships (--arduino2) while the rest use the IDE 1.8 folder, in the same run. Its CH32X035 has 50944 bytes of flash for the game and 20464 bytes of RAM, so it builds the black & white skin alone and nothing else: every picture is packed one bit a pixel instead of as RGB565, which is what makes the game fit at all. See FORCESKIN and ONEBITIMAGES in defines.h and source/*/PlatformCHGame.h.

The released build reads its art off the microSD card instead (CARDIMAGES, see cardimages.h), which changes what the device can hold:

The card file is BLOCKDUD.DAT, written into releases/ by tools/mkcard.py as part of the build and released beside the binary. It holds a section per kind of data, so what the game later wants from the card goes in beside the art rather than in a file of its own. A picture whose rows are each one colour is kept as one colour a row rather than as pixels, which is what makes a plain background cost nothing. The reader is CHSd, which the board package ships; a flash build needs none of it. See source/*/PlatformCHGame.h for the switch and tools/mkcard.py for what is on the card.

The levels are on the card as well, both packs whole, in a section of their own beside the art. They go in exactly as flash held them, each level a header and three run length encoded planes written by the game’s own tools/convert_levels.py, and the game’s reader walks the three from the card a piece at a time instead of through a pointer: nothing of a level is held in RAM that was not held before. See CARD_HAS_LEVELS in cardindex.h and the LVLS section in tools/mkcard.py.

The Windows build draws through the same LovyanGFX 1.1.9, see platforms/windows/CMakeLists.txt.

Toolchains

The Playdate build also needs the Playdate SDK, see platforms/playdate/CMakeLists.txt
The libretro core needs libretro-common, see platforms/libretro/CMakeLists.txt
The Game Boy Advance build needs devkitARM and libgba, see platforms/gba/CMakeLists.txt
The Nintendo DS build needs devkitARM, libnds and calico, see platforms/nds/CMakeLists.txt
The Nintendo 3DS build needs devkitARM and libctru, see platforms/3ds/CMakeLists.txt
The PlayStation build needs PSn00bSDK, see platforms/psx/CMakeLists.txt
The Nintendo 64 build needs the mips64-elf toolchain and libdragon, see platforms/n64/CMakeLists.txt
The PSP build needs the pspdev toolchain, see platforms/psp/CMakeLists.txt (pspdev has no Windows build, so on Windows it is built from WSL)
The Vita build needs VitaSDK, see platforms/vita/CMakeLists.txt
The browser build needs Emscripten, see platforms/web/CMakeLists.txt
The MS-DOS build needs DJGPP, see platforms/dos/CMakeLists.txt

Credits

The Blockdude game idea was created by Soleau Software for the dos blockman game and Brandon Sterner for the Ti Calculator based game. I don’t know who invented the idea first.

The Game uses 21 levels from the Soleau Software blockman dos game. At The time i had created the gp2x version i had gotten approval to use these levels

The game has 5 skins using tilesets created by different people / games