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Forum Index : Microcontroller and PC projects : Chuckie Egg for the Pico Computer 3 - the ultimate platform game

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Mixtel90

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Joined: 05/10/2019
Location: United Kingdom
Posts: 9220
Posted: 07:14am 14 Sep 2026
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I did manage bits of Manic Miner and Lemmings. :)
My introduction to Frogger was far older and less complex - Lollipop Lady Trainer on the Nascom-1.
I've spent hours and hours on Colossal Cave and Zork though!

You make me sound like a real "Gamer". Thanks!  :)
Mick

Zilog Inside! nascom.info for Nascom & Gemini
 
thwill

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Joined: 16/09/2019
Location: United Kingdom
Posts: 4405
Posted: 09:28am 14 Sep 2026
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With the exception of Flappy Bird* and Sokoban** I played them all 35+ years ago ;-)

* didn't exist
** only discovered from TBS in the last few years

  Volhout said  Kingdom


If you mean the "Yellow River Kingdom" game that I ported then that is very niche and I suspect only people who had a BBC B would know it. It was one of the edutainment programs on its "Welcome Tape". It is a graphical version of https://en.wikipedia.org/wiki/Hamurabi_(video_game).

Best wishes,

Tom
MMBasic for Linux, Game*Mite, CMM2 Welcome Tape, Creaky old text adventures
 
matherp
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Joined: 11/12/2012
Location: United Kingdom
Posts: 12034
Posted: 12:59pm 14 Sep 2026
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One more release of chuckie egg using the original BBC Micro sounds. This needs V6.03.02B6 or above to run

chuckie.zip
 
Volhout

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Joined: 05/03/2018
Location: Netherlands
Posts: 6184
Posted: 08:51am 16 Sep 2026
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Just for clarification:

The new chucky egg only runs on 2350 ... correct ?
PLAY BBC is not implemented in PicoMite2040VGA .. or is it ?
Important to know since the original chucky runs on PicoMite2040VGA.

Volhout
PicomiteVGA PETSCII ROBOTS
 
matherp
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Joined: 11/12/2012
Location: United Kingdom
Posts: 12034
Posted: 09:08am 16 Sep 2026
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It is implemented in all builds including PICOMIN
 
Volhout

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Posts: 6184
Posted: 09:16am 16 Sep 2026
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Peter,

On picomite2040VGA (running b6) there is one thing strange.
I run the demo you included with the elite sounds.
Sound number 2 (explosion noise) is not audible (silent) but...

After finishing sound number 9 (the last one) the noise of the explosion is heard.
(when the text shows that sounds of explosion are combined).

But not audible as individual noise half.

Volhout

P.S. maybe related : in the first picomite chucky there was a 'footsteps' sound when walking. In the new chucky there is only a constant dit-dit sound, but no footsteps. And the dit-dit is not related to walking. Maybe this is per design, as I do not know the game.
Edited 2026-09-16 19:27 by Volhout
PicomiteVGA PETSCII ROBOTS
 
matherp
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Joined: 11/12/2012
Location: United Kingdom
Posts: 12034
Posted: 10:32am 16 Sep 2026
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Fixed Chuckie Egg sound

chuckie.zip

The sound demo is correct. Both are silent by design, for two different reasons — neither is a fault in the demo or in the firmware.

#2, "explosion, the noise half" — channel 0, pitch 7.

Pitch 7 is white noise clocked by channel 1, not at one of the three fixed rates. The engine takes the clock from channel 1's phase increment (io/AudioBBC.c:404-411):


int tuned = ((np & 3) == 3);
if (!tuned || b->ch[1].inc)
At that point in the demo channel 1 has never been given a note — sounds 0 and 1 are channel word 18, i.e. channel 2. So ch[1].inc is still 0, there is nothing to clock the shift register with, and the guard deliberately emits nothing rather than parking the LFSR at a DC level for 1.3 seconds. The comment just above it says exactly that: "Until channel 1 has a pitch there is nothing to be tuned by, and those two settings stay silent." On a real BBC you would get whatever junk was left in the tone-1 period register, so the noise half alone was never a defined sound there either.

You can prove it: play #3 first and then #2 (channel 1's increment survives the note), and #2 will hiss.

#3, "the tone that sweeps it" — channel 1, amplitude 3 = envelope 3.

Envelope 3's ADSR is AA=1, AD=0, AS=0, AR=-1, ALA=1, ALD=1. Attack adds 1 per step and immediately hits the attack target level of 1; decay of 0 leaves it at the decay level, also 1; sustain adds 0. So the note sits at level 1 out of the 126 the engine scales (io/AudioBBC.c:214-240) — about −42 dB, and after the mix *= 64 an amplitude of 64 in a ±32767 sample. It is inaudible on purpose. Elite's envelope 3 exists for its pitch half (240 sweeping down through PI1/PI2/PI3), whose only job is to clock the noise on channel 0. On a real BBC it would be even more thoroughly silent: the OS maps the 0–126 level onto the SN76489's 4-bit volume, and 1 rounds to off.

Which is why the pair at the end of your demo is the only way either of them is meant to be heard — the tone tunes and sweeps, the noise is what you actually hear, and the demo's own comment ("Heard apart, neither is the sound") is correct.
 
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