Skip to content

Repository files navigation

Znax Embedded

DownloadCountTotal DownloadCountLatest LatestVersion License

Znax is a remake of a game by Nick Kouvaris. It is a sort of puzzle / arcade game where you as the player need to select 4 blocks of the same color as the corners of rectangles as big as you can.

Screenshots

The browser build, at twice the game's own 128x128:

Title screen In game
Znax title screen Znax in game

Game Features / changes:

  • High score saving and loading
  • Optimized Game time, games take less time than in original gp2x game
  • Relative Timer game mode tweaks, you gain less time for clearing blocks compared to original gp2x game, this prevents endless games
  • Removed Skin support compared to original gp2x game

Playing the Game:

You as the player need to select 4 blocks of the same color of the corners of rectangles as big as you can. By doing so you will erase all blocks in this rectangle and they will be replaced by new blocks. You keep on doing this untill the time runs out, and try to gain your highest score possible.

Game Modes:

There are two game modes, Relative Timer and Fixed Timer.

Fixed Timer:

In this mode you don't get extra time for deleting blocks but just points added to your score so here you try to get the highest amount of points in the given time period.

Relative Timer:

In this mode you will gain extra time for deleting blocks and points added, you try to keep gaining time so you can play longer and gain higher scores.

Controls

Button Action
Dpad Select menu's, Move cursor during game play
A Confirm in menus, Select a block
B Back in menu, gametype selector and game
(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
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.

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_Znax.bin flash it, the board is a LOLIN(WEMOS) D1 mini
Gamebuino META GamebuinoMeta_Znax.zip unzip it onto the SD card, it holds a Znax_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_Znax.uf2 double press reset and copy it onto the drive that appears
Adafruit PyGamer PyGamer_Znax.uf2 same as the PyBadge
Pimoroni PicoSystem PicoSystem_Znax.uf2 hold X while switching on and copy it onto the drive that appears
Pimoroni Explorer Explorer_Znax.uf2 hold BOOT while pressing RESET and copy it onto the drive that appears
Pimoroni Tufty 2350 Tufty_Znax.uf2 hold HOME while pressing RESET and copy it onto the drive that appears
TinyCircuits Thumby Color ThumbyColor_Znax.uf2 put it into bootloader mode and copy it onto the RPI-RP2 drive that appears
Playdate Playdate_Znax.pdx.zip unzip it and sideload Znax.pdx, the same pdx runs in the Playdate simulator
Libretro / RetroArch Libretro_Znax.zip copy znax_libretro.dll into RetroArch's cores folder and znax_libretro.info into its info folder, then Load Core and Start Core
Game Boy Advance GBA_Znax.gba put it on a flash cart or open it in an emulator, the high scores are saved in the cartridge's SRAM
Nintendo DS NDS_Znax.nds put it on a flash card or open it in an emulator, the high scores are saved next to it in Znax.sav
Nintendo 3DS 3DS_Znax.3dsx copy it into /3ds/ on the SD card and start it from the Homebrew Launcher, or open it in an emulator, the high scores are saved in sdmc:/3ds/Znax/
Nintendo 64 N64_Znax.z64 put it on a flash cart or open it in an emulator, the high scores are saved in the cartridge EEPROM
PlayStation PSX_Znax.exe open it in an emulator or send it to a console that runs unsigned code, the progress is not saved yet
PlayStation Portable PSP_Znax.PBP rename it to EBOOT.PBP and put it in ms0:/PSP/GAME/Znax/ on the memory stick, or open it in PPSSPP
PlayStation Vita Vita_Znax.vpk install it with VitaShell on a Vita with homebrew enabled, or open it in Vita3K
CHGame CHGame_Znax.bin and ZNAX.DAT flash it over USB with the chgame-upload that comes with the board package: chgame-upload -port COM6 flash CHGame_Znax.bin -run. and copy ZNAX.DAT into the root of the microSD card. The game's pictures are on that card and it draws nothing without it: it says so on a screen of its own and stops. Copy the file to a freshly formatted card if it says the file is in too many pieces.
Windows Windows_Znax.exe runs on its own, the high scores are saved next to it in Znax.sav
MS-DOS DOS_Znax.zip unzip ZNAX.EXE onto a DOS machine or into DOSBox and run it, the high scores are saved next to it in ZNAX.SAV
MS-DOS, not dithered DOS_Znax_ND.zip the same program with DITHERING 0, unzip ZNAX_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_Znax.zip upload it to an itch.io HTML project, or unzip it and open index.html from a web server, the high scores are saved in the browser

The Tufty 2350 has no speaker, the game is silent there. Holding RESET 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 Playdate shows the black & white skin, scaled up in the middle of its display.

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. What the game saves goes into Znax.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 it afterwards. Its tones are square waves played as a sample: the DS's own tone channels count their frequency in a 16 bit timer and can not go below about 256 Hz.

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. What the game saves goes into sdmc:/3ds/Znax/Znax.sav. Its tones play through the console's DSP when the DSP firmware has been dumped to the SD card (sdmc:/3ds/dspfirm.cdc), and through CSND when it has not: on hardware either one plays, in an emulator only the DSP one does.

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. Its tones are a square wave on the PC speaker, the high scores are saved next to the program in ZNAX.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 high scores are saved in the browser's localStorage under the game's name, so a private window plays it but forgets it 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. Its tones are a square wave written into the buffers the sound hardware plays from. The high scores 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 it 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. Its tones are a square wave the SPU plays from a single looping block. The memory card is not written yet, so what the game saves is 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 high scores are saved next to the EBOOT.PBP in Znax.sav.

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

Building

python tools/build_releases.py builds a release for every device
python tools/convert_skins.py turns the images in assets/skins into the headers the game includes

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
--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
--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
--forceskin N FORCESKIN, the skin built in -1, or 0 to 1
--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

-1 is the default skin, or the black and white one with a 1 bpp buffer. There is no skin option in the game, so only the skin that is used is built in and --forceskin is what picks it.

Not every device takes every buffer mode, platforms/<device>/CMakeLists.txt says which, and one it does not take stops that build with a message. A 1 bpp buffer can only show the one skin that is black and white, so it forces that skin whatever --forceskin says, see FORCESKIN in defines.h.

python tools/build_releases.py --forceskin 1                only skin 1, on every device
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, so it builds the black & white skin alone and nothing else: every picture is packed one bit a pixel instead of as RGB565, which is what makes the game fit at all. See FORCESKIN and ONEBITIMAGES in defines.h and source/*/PlatformCHGame.h.

The released build reads its art off the microSD card instead (CARDIMAGES, see cardimages.h), which changes what the device can hold:

  • both skins are on the card in full RGB565, and the game can be asked for either of them while it runs, instead of the one four bit skin a flash build has room for;
  • the game drops from 95% of the flash to 78%, the art no longer being in it.

The card file is ZNAX.DAT, written into releases/ by tools/mkcard.py as part of the build and released beside the binary. It holds a section per kind of data, so what the game later wants from the card goes in beside the art rather than in a file of its own. A picture whose rows are each one colour is kept as one colour a row rather than as pixels, which is what makes a plain background cost nothing. The reader is CHSd, which the board package ships; a flash build needs none of it. See source/*/PlatformCHGame.h for the switch and tools/mkcard.py for what is on the card.

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 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

Game Remake Created by Willems Davy, Original game by Nick Kouvaris. The original flash game is still available on wayback machine

Graphics

All Graphics were made by Willems Davy initially for the gp2x version in jasc paint shop pro 7. The graphics have been adapted for the espboy handheld resolution using gimp.

Releases

Packages

Contributors

Languages