So it was a poor word choice and an underlying issue I wasnāt aware that we are limited to the multipies of 220x176.
Then I think either centering or lowering the screen by 8 or 16 pixels would be a better solution. Maybe creating a border around the screen would also help. And the text can be rendered on the bottom as @FManga originally intended.
Hey @jonne, I tried to put 325 bin files on the SD, but the loader was not pleased.
The Up/Down arrows donāt work, but you can flash the first game in the list. Initial rendering takes a while and so does switching from Settings to File.
Haha! Yea, it might have some trouble with that many .bins
I think at some point I might have to change the system to use directories instead, but but butā¦ its mostly a matter of memory space (and the lack of it).
Yeah, the size is pretty awkward. Iāve got some ideas that might help remedy this, I just havenāt had a chance to try to implement them yet. First I need to make sure the games actually work!
Hereās my first attempt at solving the size problem.
Press C to toggle zoom. I donāt remember which is which. One contains cats, another has a scenic train ride with passengers that speak some language I could not identify, and the other is a little adventure with multiple endings.
Iāve found that some games work pretty well zoomed in, others not so much.
For some reason, and despite the shortcomings, these games are more interesting/fun to me on the Pokitto than on the PC. Itās nice to have 50 of these little games sitting on the SD card for when I have a spare minute to play one.
You can find the 352 games I batch-converted here, itās better than me posting that many bins in the forum.
Edit: Now I wish the loader had some way to mark games as favorites, so theyād show with a different color in the beginning of the list. It would also be nice if it could delete games (or at least hide from the list). @jonne is the source code to the loader available somewhere?
The zoom works awesome. I think thatās the best solution for pokitto resolution.
There are few bugs I have noticed, hope you donāt mind me bringing them up:
The animation of the sprites is still a bit too fast it seems.
The controls seem to be tied to something, as single clicking will often not register. I guess it is because it is not during a refresh frame when animation changes.
The animation stops when the text renders.
Now, if we could get a tool or a tutorial how to plug bitsy game and turn it into a .bin it would be awesomeā¦
Yeah, I still need to fine-tune the speed. EDIT: See latest release
EDIT: Fixed. Inputs register correctly, now.
Since the text is over the sprites and Iām not using a framebuffer, having animation play while text renders would result in a lot of flashing. Pausing the animation was the less-annoying option.
Right now, setting everything up locally is quite convoluted (Node.js, armgcc, make). Iām thinking of making a github site where you drop in a bitsy html file, it does the compilation for you and gives you the final bin. This will solve a few hard problems (looks like lots of bitsy games are broken, but still work due to bugs in specific versions of the engine. Each game needs to be parsed by the engine itās bundled with) but is going to be some workā¦ and Iām still busy trying to get the engine right.
Iāve been admiring bitsy for a while now and have been thinking about making a bitsy games interpreter. and here it is all ready to go ) Iāll try to run it too