Thursday, June 15, 2017

An editor for 0xFF

0xFF is a simple game engine using a 256x256 pixels image as the only source for a whole game.
While you can make a whole game with gimp, the player also integrates an editor (under construction, but usable)

Here is a small video of me demoing it to make a tiny game. The editor runs on the bitbox, using a mouse or a gamepad.

Friday, May 12, 2017

Small video : soldering of the MCU of a bitbox

While I was soldering some bitboxes I thought some may be interested to see how they are done. Nothing too special - I certainly don't pretend to be good at it , there are way better videos.  Footage is sped up 4x (No sound)

Saturday, December 3, 2016

Bdash updated

Boulder Dash was one of the first games to arrive on the Bitbox, but wasn't really advanced enough. I took some time and it's now getting some attention. A new release has been done, with some new features:

  • using chiptracker and not sound samples (reducing the game size greatly) ! The original soundtrack was provided nicely by Pulkomandy
  • levels ! at last there are more than one level !  now the 1st boulder dash games are available, from a levels.h file describing levels with const strings.
  • butterflies  / fireflies : those deadly enemies are now available to kill you. Implementing those were a little tricky since the game was purely tile based (i.e. the whole game state was an array with tile indices) , and the animals need a direction state, I now have a "sprite in tiles" system.
  • last level restart : up to now you had basically one life.  (which was very annoying). Now, you restart at the last level you started on. Which means you have basically infinite lives. 
  • many small fixes

WIP (non available but shall be available some time)

  • proper lives 
  • title screens with a little text. This will need a smaller tilemap which will share the tileset and vram of the existing one.
  • cool transition effects
  • amoeba & magic wall ! 
  • score / highscore
See it here :

Tuesday, November 1, 2016

New Game : Mario Watch !

Hi ! It's been a long time since real content has been put on this blog.

Now is a good time to fix that, by announcing a new game on the bitbox  !

Being a kid while the game & watch lcd games were all the rage, I like to reimplement them.
This one is a nice one because it has mario ! Released in 1983, this little will be playable o the bitbox and the micro. A few missing features (sound & scores by example) for now, but the gameplay is starting to take shape !

stay tuned for next updates, you can still begin to play it now !

Game is hosted at :


Tuesday, May 31, 2016

Ideas of games to write

Some of us are looking for game ideas to code (just before they've way too many projects ongoing :) )

Of course, you can contribute to one of the WIP projects on the bitbox wiki page ( - frankly, many of those games need attention and could use some polish.

But hat if you can to create a simple project in a weekend (of course it will run on the bitbox, where else ?), here are some ideas of simple games to try  !

Examples :
And here is someone who coded 50 games last year ! Can you do better ? (I don't :) )

Thursday, April 21, 2016

Micromo : a Thomson MO5 emulator !

Hi all, I made a port of the dcmo5 emulator for the bitbox micro.
The MO5 was a famous (in France, completely unknown everywhere else) computer, not so bad after all, and on par with a Spectrum. 

Its specs : 
  • 320x200 fixed palette 16-colors (16k RAM) with 2 colors by row of 8 pixels
  • CPU : a motorola 6809E @ 1MHz
  • 48kB of RAM / 16kB of ROM
This first version can run Basic, load programs from cassette (embedded on the binary), use a keyboard. It can play some games and runs on Bitbox (should run on micro also). It's a first release, missing selecting cassettes from the (existing) menu, gamepad support or sound.

Thanks a lot to Pulkomandy who is a real MO5 programmer - lots of cool stuff about those micros and democoding on these old clunkers on his site:

shinra demo
my (much better) demo.

Sunday, March 6, 2016

Answer to preceding post ... ByteBeat

As you may have tried yourself, the tiny binaries produced by the preceding code create long tunes directly coded by a function of time !

So you basically have s=f(t) where s is the output sample, t the sample id and f a simple expression as the one I put on the title.

The thing is you can actually build quite complex song with it ! 

This technique has been called bytebeat and the main article describing it was made by someone named "viznut".

See the original article here or here