Space Invaders Classic lets you play the classic old school arcade game of Space Invaders right in your Mac OS X Dashboard. You can use the arrow keys to control the ship, and press the space bar to shoot. The achieved score is displayed at the upper-left corner. Welcome, to the Space Invaders project, in this docuemnt you find information about how to compile and run the application. Gateway 3ds Mac OS 3DS SD Imager Tool: Trim for mac. Demelza SMS2 Backup Master - Backup 3DS ROMs/Saves: YOU NEED A SMS2 FOR THIS TO WORK! CollosalPokemon Win32 Disk Imager: This program is designed to write a raw disk image to a removable device or backup a removable device to a raw image file. If your Mac is using an earlier version of any Mac operating system, you should install the latest Apple software updates, which can include important security updates and updates for the apps that are installed by macOS, such as Safari, Books, Messages, Mail, Music, Calendar, and Photos.
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macOS | Latest version |
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macOS Big Sur | 11.3 |
macOS Catalina | 10.15.7 |
macOS Mojave | 10.14.6 |
macOS High Sierra | 10.13.6 |
macOS Sierra | 10.12.6 |
OS X El Capitan | 10.11.6 |
OS X Yosemite | 10.10.5 |
OS X Mavericks | 10.9.5 |
OS X Mountain Lion | 10.8.5 |
OS X Lion | 10.7.5 |
Mac OS X Snow Leopard | 10.6.8 |
Mac OS X Leopard | 10.5.8 |
Mac OS X Tiger | 10.4.11 |
Mac OS X Panther | 10.3.9 |
Mac OS X Jaguar | 10.2.8 |
Mac OS X Puma | 10.1.5 |
Mac OS X Cheetah | 10.0.4 |
I just finished porting a Space Invaders clone to run on an AVR microcontroller. The clone is called Classic Invaders, made by the No Quarter Arcade. I have a functional bare-bones version of the game running now. It has the core game without any sound, scoreboard, main menu, etc.
NOTE: The purpose of this article is to describe the steps I took to port the game from PC to AVR. Last meow standing mac os. It does NOT describe the custom hardware I used to generate the video output. I will blog about that later.
For those who are really interested, come to Maker Faire in the Bay Area on May 18-19, 2013. I will be presenting my hardware there.
First, some stats on the game and embedded platform:
Original Classic Invaders game:
- Language: C++
- Platforms: Windows, Linux, Mac OS.
- Graphics library: SDL (http://www.libsdl.org/)
- Other libraries used: Boost (http://www.boost.org/)
Embedded system:
- Architecture: Atmel AVR, 8-bit microcontroller
- Device: Atmega 128A
- Speed: 8 MHz @ 3.3V
- Data memory: 4 KB
- Program memory: 128 KB
- Input: SNES gamepad via SPI
I will post the source code later.
1. Eliminate the non-essentials.
Removed all the code to handle sound, UI, status, and fonts. These aren’t necessary for the operation of the game.
Removed the main menu. Go directly into the gameplay.
These non-essential elements can be added back when the game core is completely ported.
2. Remove advanced C++ code.
Classes are okay because they’re just glorified structs. However, these had to go:
- STL containers: replaced with static arrays. The number of objects is known at compile time.
- Dynamic allocation: replacedwith static allocation. Same idea as above
- Shared pointers from boost library: No longer necessary without dynamic allocation.
- Random number generators from Boost library: Replaced with custom functions to call rand().
Class inheritance was also a problem as derived classes require dynamic allocation. In Classic Invaders, there are different classes for various game object types: aliens, player, shots, etc. They all derive from a common game object class. There weren’t many variables unique to the derived classes, so I removed all the derived classes and put derived members into the base class. The object type is now identified by a “type” member variable.
3. Stub out higher-level libraries.
Classic Invaders used the SDL library to provide graphics, sound, input, and timing functions. I put all calls to SDL into wrapper classes and functions. Their contents were enclosed by “#ifndef __AVR__” so they could be built for AVR without including SDL. Meanwhile, the game could still be compiled and run on PC platforms to verify that my other changes didn’t break anything.
4. Use fixed point numbers instead of floating points.
Embedded microcontrollers tend not to have floating point units. I replaced the floats with a “12.4” fixed point integer type. You can read about fixed point math here: http://en.wikipedia.org/wiki/Fixed-point_arithmetic.
With these changes, the game builds and runs on the AVR. But it crashes due to memory limitations. So the work continues.
5. Reduce variable sizes.
The default int size on AVR is 16 bits. In many places, only 8 bits are required. I replaced all ints with size-specific types from stdint.h.
In some cases, the data can be packed even more using bit fields. I did this for boolean flags and very small integer variables.
6. Move common variables out of the game object class.
Many values were the same across all game objects of one type. For example, the aliens move at the same speed, their shots travel at the same speed, and they have the same image size. I put these common properties into structures and variables outside the game object class.
7. Store some game objects as a simpler structure.
The shield pieces were originally stored as game objects like everything else. As static objects placed in a regular grid, they didn’t need to store pixel coordinates, animation frame count, etc. I replaced them with the following struct that took one byte instead of nine:
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I don’t have the data size before all these changes. I do know that at one point after making a few reductions, the game data required over 3.5 KB. Throw in local variables and data used by standard C libraries, and the program easily exceeded the 4 KB memory limit.
At the time of this writing, after much more space optimization, the game data takes only about 1.6 KB. Week9: disintegration mac os.
Steps #1 thru #7 produce a program that runs without crashing. But it’s also a program that doesn’t do anything except crunch numbers. If you remember Step #3, some important infrastructure was stubbed out. I had to re-implement them for the AVR platform.
8. Enable graphics, timing, and input.
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There’s no reading of image files when your system has no hard disk. The image and palette data are instead stored as raw data in the AVR’s program memory. They are written to the external video hardware, which produces the final video output. Butterfly catch mac os.
Timekeeping is done using the AVR’s internal timers. I wrote some code to increment a counter once per millisecond, plus a function that returns the counter value. This matches the operation of SDL_GetTicks().
Instead of a keyboard, I used a SNES gamepad for input. I read it over the AVR’s SPI interface. It replaces the function of SDL_GetKeystate().
9. Optimize for speed.
The original collision detection code was very inefficient. It checked every object of in group A against every object in group B. On a PC, this inefficiency doesn’t hurt because the system takes little time to brute-force its way through a few dozen objects. But on a 8-bit microcontroller running at 8 MHz, every microsecond counts.
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I made the collision detection more localized. For example, the shield pieces are arranged in a grid within three rectangular clusters. If a shot does not collide with a cluster, it is not checked against individual shield pieces within that cluster. The same is done for alien-shot and alien-shield collisions, as the aliens are also in a regular grid. The shield collision optimization decreased the number of collision checks per game loop from 4000 to 300.
Another improvement in speed came from using a common speed for each type of object (see step #6). Objects are moved according to the formula:
The multiplication and division of large integers are expensive. By computing one movement value per object type instead, the time spent in game logic per loop decreased from 20 ms to 14 ms:
In an earlier stage, I had seen game loop times of 60 ms when there were many collisions. This translates to a choppy 16 fps.
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After all the optimizations, the game loop was no more than 10 ms. The result was a smooth 60 fps, synchronized to the LCD monitor refresh. With this final step, I considered my game port to be complete.