mazethingie_embedded

A maze generator and player for embedded systems, consoles and handhelds


Project maintained by joyrider3774 Hosted on GitHub Pages — Theme by mattgraham

Mazethingie Embedded Version

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Mazethingie is a maze generator / game. I initially developed it to learn how to generate mazes for the levels in Waternet.

Screenshots

The game at twice its own 128x128:

Title screen In game
Mazethingie title screen Mazethingie in game

Game Features:

Playing the Game:

You are the little box, always starting in the lower right corner of the maze, and you need to try and reach the exit in the top left of the mazes you generated.

Controls

Button Action
Up / Down Select menu, move player
Left / Right Change maze width / height in the menu, move player
A Confirm in menu, back to the title screen after solving a maze
B Back to the title screen
(Hold) A + Dpad Increase or decrease the maze width & height while playing
(A) + Left + Down Show or hide the debug info

Buttons

The game’s buttons on every device:

Device D-pad A B
ESPboy d-pad ACT ESC
Gamebuino META d-pad A B
Adafruit PyBadge d-pad A B
Adafruit PyGamer joystick A B
Pimoroni PicoSystem d-pad A B
Pimoroni Explorer A up, C down, B left, Y right X Z
Pimoroni Tufty 2350 UP up, DOWN down, A left, C right B HOME
TinyCircuits Thumby Color d-pad A B
CHGame d-pad A B
Gamebuino AKA d-pad A B
Playdate d-pad A B
Libretro d-pad A B
Game Boy Advance d-pad A B
Nintendo DS d-pad A B
Nintendo 3DS d-pad or circle pad A B
Nintendo 64 d-pad A B
PlayStation d-pad Cross Circle
PlayStation Portable d-pad or the analog stick Cross Circle
PlayStation Vita d-pad or the left stick Cross Circle
Windows arrow keys X C
MS-DOS arrow keys X C
Browser arrow keys X C

On the Tufty 2350 a tap of HOME is B when it is let go.

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

On the CHGame holding START for 3 seconds goes back to the SD game menu.

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_Mazethingie.bin flash it, the board is a LOLIN(WEMOS) D1 mini
Gamebuino META GamebuinoMeta_Mazethingie.zip unzip it onto the SD card, it holds a Mazethingie_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_Mazethingie.uf2 double press reset and copy it onto the drive that appears
Adafruit PyGamer PyGamer_Mazethingie.uf2 same as the PyBadge
Pimoroni PicoSystem PicoSystem_Mazethingie.uf2 hold X while switching on and copy it onto the drive that appears
Pimoroni Explorer Explorer_Mazethingie.uf2 hold BOOT while pressing RESET and copy it onto the drive that appears
Pimoroni Tufty 2350 Tufty_Mazethingie.uf2 hold HOME while pressing RESET and copy it onto the drive that appears
TinyCircuits Thumby Color ThumbyColor_Mazethingie.uf2 put it into bootloader mode and copy it onto the RPI-RP2 drive that appears
CHGame CHGame_Mazethingie.bin (and CHGame_Mazethingie.chgame) flash it over USB with the chgame-upload that comes with the board package: chgame-upload -port COM6 flash CHGame_Mazethingie.bin -run. A .chgame cart of the same build is written beside it, CHGame_Mazethingie.chgame: one file holding the program, 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_Mazethingie.chgame cardfiles writes the game as a .CHG under GAMES/ and the menu’s own files beside it, and you copy everything in cardfiles to the card’s root. cart deploy CHGame_Mazethingie.chgame --card E:\ --no-flash writes straight to a mounted card instead, without the menu’s files. Over USB: cart deploy CHGame_Mazethingie.chgame --port COM6. The .bin above is all you need to do it by hand instead.
Gamebuino AKA Aka_Mazethingie.bin put it on the card the AKA’s loader reads
Playdate Playdate_Mazethingie.pdx.zip unzip it and sideload Mazethingie.pdx, the same pdx runs in the Playdate simulator
Libretro / RetroArch Libretro_Mazethingie.zip copy mazethingie_libretro.dll into RetroArch’s cores folder and mazethingie_libretro.info into its info folder, then Load Core and Start Core
Game Boy Advance GBA_Mazethingie.gba put it on a flash cart or open it in an emulator, the settings are saved in the cartridge’s SRAM
Nintendo DS NDS_Mazethingie.nds put it on a flash card or open it in an emulator, the settings are saved next to it in Mazethingie.sav
Nintendo 3DS 3DS_Mazethingie.3dsx copy it into /3ds/ on the SD card and start it from the Homebrew Launcher, or open it in an emulator, the settings are saved in sdmc:/3ds/Mazethingie/
Nintendo 64 N64_Mazethingie.z64 put it on a flash cart or open it in an emulator, the settings are saved in the cartridge EEPROM
PlayStation PSX_Mazethingie.exe open it in an emulator or send it to a console that runs unsigned code, the settings are not saved yet
PlayStation Portable PSP_Mazethingie.PBP rename it to EBOOT.PBP and put it in ms0:/PSP/GAME/Mazethingie/ on the memory stick, or open it in PPSSPP
PlayStation Vita Vita_Mazethingie.vpk install it with VitaShell on a Vita with homebrew enabled, or open it in Vita3K
Windows Windows_Mazethingie.exe runs on its own, the settings are saved next to it in Mazethingie.sav
MS-DOS DOS_Mazethingie.zip unzip MAZETHIN.EXE onto a DOS machine or into DOSBox and run it, the settings are saved next to it in MAZETHIN.SAV
MS-DOS, not dithered DOS_Mazethingie_ND.zip the same program with DITHERING 0, unzip MAZET_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_Mazethingie.zip upload it to an itch.io HTML project, or unzip it and open index.html from a web server, the settings are saved in the browser

Holding RESET on the Tufty 2350 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 CHGame’s display is 128x128 as well. The game draws straight to it, a 1 bpp screen buffer can be built in with -DSCREENBUFFER=1. Its 20464 bytes of RAM have no room for an 8 bpp one.

The Playdate shows the game in black and white, scaled up in the middle of its display. The menu marks the selected line with a > there, and the player is drawn white instead of red.

The Game Boy Advance shows the game scaled to 160x160 in the middle of its screen, with black bars at the sides.

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. The settings go into Mazethingie.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 them afterwards.

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. The settings go into sdmc:/3ds/Mazethingie/Mazethingie.sav.

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. The settings are saved next to the program in MAZETHIN.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 settings are saved in the browser’s localStorage under the game’s name, so a private window plays it but forgets them 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. The settings are saved in the cartridge EEPROM, which the ROM says it has, so a cartridge or an emulator without one plays the game but forgets them 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. The memory card is not written yet, so the settings are 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 settings are saved next to the EBOOT.PBP in Mazethingie.sav.

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

Building

python tools/build_releases.py builds a release for every device

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
--idf DIR ESP-IDF, for the Gamebuino AKA C:/github/esp-idf, IDF_PATH
--idf-tools DIR where ESP-IDF installed its tools IDF_TOOLS_PATH, else ~/.espressif or C:/Espressif
--aka-lib DIR a checkout of Gamebuino_AKA_lib C:/github/Gamebuino_AKA_lib, AKA_LIB_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
--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
--define NAME[=VALUE] any other define, for every build VALUE defaults to 1

Not every device takes every buffer mode, the device header in source/mazethingie_embedded/Platform<device>.h says which, and one it does not take stops that build with a message. A 1 bpp buffer only shows white on black, so there the grey menu items and the red player are drawn white and the selected menu line is marked with a >.

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, see source/mazethingie_embedded/PlatformCHGame.h.

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 Gamebuino AKA build needs ESP-IDF and Gamebuino_AKA_lib, see platforms/aka/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

Mazethingie was created by Willems Davy.