A Fake Game & Watch style game for 32blit, picosystem ...
This is the 32blit version of my fake formula 1 game & watch game. This is a port based on the funkey version
Avoid incoming traffic by moving the player left or right. Traffic will keep increasing in speed. Best highscore is saved
| Button | Action |
|---|---|
| DPAD LEFT | Move Player Left |
| DPAD RIGHT | Move Player Right |
| BUTTON A | Move Player Right |
This is a basic template for starting 32blit projects for the Pimoroni PicoSystem.
It shows a minimal code layout and asset pipeline, giving you a starting point for a new project.
It’s based on the original template project from the
32blit beta, with added asset
handling, and some tidying up to fit in with how I do things.
The number 1 reason is portability! 32blit SDK will build for:
And is portable to any platform supporting SDL2.
This means you can ship your game to more people on more platforms, share it online to play, and reach a little further than the confines of PicoSystem!
Additionally the 32blit SDK has some conveniences:
Use this template to generate your own project.
Consult the 32blit wiki for guides on various parts of the SDK:
We recommend using Linux to work with PicoSystem/Pico SDK. It’s the path of least resistance!
This guide was tested with Ubuntu 21.04, and most of these instructions will work in its WSL (Windows Subsystem for Linux) equivalent.
You’ll need a compiler and a few other dependencies to get started building C++ for PicoSystem:
sudo apt install git gcc g++ gcc-arm-none-eabi cmake make \
python3 python3-pip python3-setuptools \
libsdl2-dev libsdl2-image-dev libsdl2-net-dev unzip
And the 32blit tools:
pip3 install 32blit
If pip gives you warnings about 32blit being installed in a directory not on PATH, make sure you add it, eg:
export PATH=$PATH:~/.local/bin
You might also want to add this to the bottom of your ~/.bashrc.
You’ll also need the various SDKs for PicoSystem and 32blit.
It’s recommended you keep all of the SDKs in a directory alongside your project, this makes it easier for CMake to find them:
git clone https://github.com/32blit/32blit-sdkgit clone https://github.com/raspberrypi/pico-sdkgit clone https://github.com/raspberrypi/pico-extrasIf you’ve got local copies of the Pico SDK, Pico Extras and 32blit SDK alongside your project, then you can configure and build your .uf2 like so:
mkdir build.pico
cd build.pico
cmake .. -DCMAKE_TOOLCHAIN_FILE=../../32blit-sdk/pico.toolchain -DPICO_BOARD=pimoroni_picosystem
If you’d like the Pico SDK to handle grabbing Pico SDK and Pico Extras for you, you can use:
mkdir build.pico
cd build.pico
cmake .. -DCMAKE_TOOLCHAIN_FILE=../../32blit-sdk/pico.toolchain -DPICO_BOARD=pimoroni_picosystem -DPICO_SDK_FETCH_FROM_GIT=true -DPICO_EXTRAS_FETCH_FROM_GIT=true ..
:warning: Note: This approach is not recommended, since you might be reconfiguring a few times during your project and re-downloading things unecessarily!
Connect your PicoSystem to your computer using a USB Type-C cable.
From a power-off state, hold down X (the top face button) and press Power (the button at the top left, next to the USB Type-C port).
Your PicoSystem should mount as “RPI-RP2”. On Linux this might be /media/<username>/RPI-RP2:
cp your-project-name.uf2 /media/`whoami`/RPI-RP2
The file should copy over, and your PicoSystem should automatically reboot into your game.
If you’re not using hires mode and need some more RAM, it can be disabled:
...
blit_executable(amazing-lores-game ...)
...
target_compile_definitions(amazing-lores-game PRIVATE ALLOW_HIRES=0)
These features of the 32blit API are currently unsupported on any pico-based device:
HOME and MENU buttonsOpenMode::cachedAdditionally some supported features have limitations:
screen surface is RGB565 instead of RGB888hires screen mode is not double-buffered, usually resulting in a lower framerateget_metadata is missing the author and category fieldsblit::random is not a hardware generator