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camp2023-57155-eng-Celeste_opus.txt
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[MUSIC]
[MUSIC]
So, good afternoon.
We are here at the nerds of the Oberrheinische Tiefebene and Krosshain stage at the CCC Camp 23.
And we have the next talk is called "Celeste, bringing an Indie classic to Pico system."
And it's from Andreas, also known as Pixelpunker.
And he is into retrocomputing and electronic music.
And before we go also to the stream out there, we have this stage have a hashtag.
It's on paper, but you can also use it.
It's a hashtag #CCCAMP23NOTX or #CCCCCAMP23NOTX.
And if you use it in Fediverse, we can take your questions and read them out loud here.
And without further ado, welcome to the stage.
Thank you.
[APPLAUSE]
Welcome to my talk, "Celeste, bringing an Indie classic to Pico system."
Thank you all for being here.
I hope you're enjoying the camp so far.
Show me with hands how many of you have heard of or played Celeste.
Okay, almost all of you.
That's good.
This talk is also not only about Celeste, but also about Pico system.
If you could switch once.
This little device, it's small handheld that is geared more towards people who like to
make their own games and not just play them.
But more about that in a minute.
Let me start with some background about what is pixel art.
From 1972 to 1995, pixel art was simply called computer graphics.
Starting with Pong all the way, it's been in 2D.
But then in 1995, the PlayStation came along and everything was about 3D.
2D was obsolete, outdated, old hat.
Nobody was interested in it.
Everything moved to 3D even if those early worlds were pretty lacking in detail.
But then starting in 2004, there was an indie game called Cave Story, which started a sort
of pixel art renaissance.
It's still very popular, so it's not a trend.
It's here to stay.
Pixel art is very still in use today.
Today we have mainly free flavors of pixel art.
On one end of the spectrum we have new games for vintage hardware like SEMS Journey.
The great thing about these games is that with the culminated knowledge and experience,
these games often surpass the commercial games of the era.
Then in the middle of the spectrum we have games that look kind of old but are more advanced
underneath.
For example, they may not observe a strict sprite limit or they have bigger worlds than
used to be or they are simply programmed in more modern frameworks that take a lot more
resource.
Then we have at the high end what I would call high pixel art, which combines pixel
art with a next-gen look.
Pixel art is not an aesthetic and artistic choice, not a technical necessity anymore.
Which brings me to Celeste.
Celeste is certainly a high pixel art game.
It was released in 2018.
For an indie game it had an astounding number of copies sold over one million.
It's a game in the vein of a really difficult, precision platformer where you die a lot and
you learn by trial and error.
It also has a really great story and a quite deep story frankly with some topics of identity
if you read between the lines.
But inside Celeste, the full release, is hidden as an easter egg.
Celeste is now called Classic, which is a prototype done in Pico-8, which precedes the
full release.
But it's also inside the commercial game if you find it.
Which brings me to Pico-8.
Probably have heard about it as well.
It's a fantasy console.
It's like an emulator for a machine you've never heard of that did not really exist in
real life.
It's inspired by the BBC Micro, its creator Zep had this as a child.
If you boot it up you see a command line and you used to program this in basic but now
it's Lua.
And it has integrated tools for creating tiny games.
And it's still very popular for game gems if you have prototyping something, if you don't
have a lot of time.
And it has a lot of constraints and these are made to make you more creative so you're
not confused with too many choices.
And it still has a really strong community.
Which brings me finally to the Pico system.
It's a tiny handheld based on the Raspberry Pi Pico microcontroller.
But combines it in a nice form factor with a battery.
It's overclocked out of the box.
It has a small piece of speaker.
It does a little bit of tiny Casio style sounds.
And it gives you six hours of battery which is thanks to the Pi Pico that really consumes
a lot of tiny amount of power.
And it has a generous amount of 16 megabytes of flash form, executing place form which
I'll talk about in a minute.
And has a tiny square screen.
Inside it's powered by the Raspberry Pi Pico or RP2040.
It's a new microcontroller from Raspberry with two core zero cores.
But also some additional hardware like for example a hardware division unit, a interpolator,
lots of DMA channels and PIO, programmable I/O which is a special feature of the Pi
Pico.
It's quite a confusing for some if they see Pico 8 and Pico system they think it's the
same as it's not.
Here you see some differences and similarities.
Both do have a square and tiny screen.
Pico in name, Pico in size, reduced controls.
But Pico 8 has a runtime with some overhead.
Whereas Pico system by default runs with a compiled C++.
Pico 8 has lots of RAM.
Lua has a minimum of two megabytes and very little ROM.
The games are just 32K in size.
The Pico system it's reversed.
You have lots of ROM, 16 megabytes but very little RAM, 265 kilobytes.
And lastly Pico 8 needs a pretty beefy processor for what you're getting, 1 gigahertz at least.
Pico system is overclocked to 250 megahertz.
So when I began porting the first question is why don't we just port the Pico 8 runtime
that could play all kinds of games.
The question is that simply the RAM requirements make it impossible.
There was an attempt to expand the RAM but it ran at like 8 or 10 FPS because it's really
slow and there's no stripped down equivalent on the Lua side like MicroPython for Python.
So it's just too big for this tiny microcontroller.
If you try it on Pico 8 on a full Raspberry Pi 1 you will even have some slowdown.
So it's just too much.
So it's a direct port.
Pico system has an amazing amount of frameworks to offer.
There are six or seven of them that you could choose from.
I choose to go with the official Pico system SDK because it first has a reduced footprint
and if you look at the API you will notice some similarities.
Looks kind of the same but I want to mention two additional frameworks you could use.
32 blitz SDK is the most powerful certainly from a bigger machine and a pretty new one
MicroJS, not Micro, which is easier to begin with, you just need a web browser.
So when I started porting the first step was to convert all the assets.
So I wrote Python scripts to import the sprite sheets and also do some color format conversion.
More about that in a minute.
We have map data which is the level data.
This is also converted.
Some Pico 8 games use compression because 32k is really little but that's not necessary
for Pico systems so we can remove compression.
There's no actual loading, it's just ROM addressed directly.
So it works like the consoles of old.
You're not loading, you're not pausing, you just access a memory address and your level
data is all there.
Lastly there's some sound conversion.
Pico 8 is known for its chip tunes.
Sadly they don't work on this one but they also converted what is there as sound effects.
All this conversion of the file formats, they're really explained in detail in the Pico 8 wiki
so that's a great resource.
Let me talk a bit more in detail about the colors.
I hope you can see those colors.
Pico 8 has just 16 colors but they're really cleverly chosen artistically so it looks a
lot more colorful than 16 colors suggest.
There's even a hidden palette of another 16 colors.
It works with old school tricks like palette swaps.
This is a chess prototype I did.
The chess pieces are the same sprite but just recolored with palette swaps.
In the old times you also used it for color cycling effects that look pretty amazing but
they don't use practically no resources even on old machines because the palette change
costs almost nothing and you can do some animation style that's just a cycling of colors.
That's the two reasons Pico 8 still uses palettes.
The system on the other hand uses the ST7789 display, a pretty common display with a controller
to power it.
It has 18 bits of color which is 260,000 colors.
Also works in 16-bit color mode with 62,000 colors and lastly in 12-bit mode which gives
you 4,000 colors.
And we go with this 12-bit color mode which gives us exactly the Amiga palette of 4,096
colors.
But there's a problem.
If you store 12 bits inside 16 bits you can't read them out efficiently via memory copy.
You have to skip four bits.
But there's some PyRO assembly.
It's connected via DMA to the memory and then it processes those bits and throws some away
and saves us 25% of the SBA bandwidth and this is great because SBA bandwidth is the
one limiting factor for the refresh of this display.
There are those 12 bits stored in two bytes, means one nibble, that's the word for four
bits, can be used for full alpha transparency which looks great and it's uncommon for an
8 or 16-bit machine.
So what I did when porting the SDK out of the box has some so-called blend modes.
There's copy which is just a memory copy, so from source to the screen it ignores what's
there.
Then we have mask which is one bit transparency.
And finally we have a mode with full alpha transparency and of course this one is the
slowest.
Then I added additional PQ8 blend modes, a new one called sprite which uses a transparency
map.
This is a feature of PQ8 where you can assign some colors to be transparent or not.
Secondly palette, because there are palette effects and that means colors are changed
after the effect.
So the screen is already drawn and then we decide on a palette change, change it afterwards.
And to enable this I used this transparency nibble to store the original PQ8 color index
instead so I can reassign whenever there's a palette change.
But also want to use the full 4,000 colors so maybe combine or enhance on the existing
game.
So I finally have convert which copies those palette colors to full RGBA.
Okay secondly the game loop, every game has an internal game loop that reads data from
the controller, updates the game logic and finally draws the screen.
The ST789 has different refresh rates you can use.
50 hertz is the default, I go here for 60 hertz.
And the great thing about this play is it has a dedicated v-sync pin so we can sync
to the display.
And this display I used to start the game loop so we don't have a timer but the display
drives the refresh and this saves up to one frame of latency for us.
And lastly PQ8 is made for exactly 30 FPS so I just wait twice and then I have exactly
30 FPS and if you count up the time it really keeps the time correctly.
Just a bit of detail regarding the screen, PQ8 has 128 by 128 pixels, really odd and
unusual resolution.
PQ system has just 120 by 120, this doesn't sound like much of a difference.
If you have a scrolling game cutting off 4 pixels doesn't hurt but for a single screen
game like Celeste sometimes there are some important objects that would be hidden, I
hope you see the red outline.
So I implemented a moving camera that follows the player that also tries not to bounce back
and forth with some limits.
So only when it needs to.
Okay last important aspect of these piece of speaker sounds, we have lots of sounds in
the original but we are only left with wave and noise channels.
Let me show you what it sounds like.
Yeah that's what's left of the sound but still it gives a nice feedback.
And I used the second core to decouple the sound speed from the frame rate.
Okay before I come to this last slide let me just show you quickly what it looks like.
If you could switch to the camera.
So here's Celeste.
You can play it and it runs in full speed.
There are pickups and because it runs on a Raspberry Pi I changed the pickups to be a
Raspberry but you can always change it back to the original strawberry.
So that's one minor addition.
Okay the last point is I've done it again and tried to port it again.
This time in Rust using Asiakruna's embedded Rust and uses embedded graphics and embedded
graphics core.
I'm starting from scratch and the first thing I did was this sprite routine which pauses
the sprite sheet and now writes it using, you should switch back to the camera please.
It pauses the sprite sheet and displays it.
As you can see right now it's still a bit slow which is because we are not using a frame
buffer yet we are just moving directly to the SBI to display.
But yeah that's the future of this port and I also want to convert the Lua code this time
not by hand but with a Asiak Simplex Poser to make it a general framework for porting
Pico 8 games to the Pico system.
Thank you.
Well thank you very much Pixelbunker.
I think you could have used more time for getting more deeper into it but who ever wants
to know more can ask you like the side of the stage because we need to make space for
the next talk that is already in preparation and will happen here in 18 minutes so we need
that time to change the stage but thank you very much for coming and thank you very much
for coming here.
Thanks.
[Applause]
[Music]