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Forum Index : Microcontroller and PC projects : PicoMite: WIP - The Sealed Room Murder - Illustrated Adventure

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thwill

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Joined: 16/09/2019
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Posted: 01:23pm 19 Jul 2026
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Hi folks,

For the first time in a long while I've found some time for myself, so here is a video on what I've been working on for PicoMite:

https://www.youtube.com/watch?v=5pu1SOZqU9U

All feedback welcome.

I'm afraid I'm not going to provide any playable release until it is "finished" as I recognise I probably only get one shot at people playing this game and I want them to play the "best" version.

Best wishes,

Tom
Edited 2026-07-19 23:30 by thwill
MMBasic for Linux, Game*Mite, CMM2 Welcome Tape, Creaky old text adventures
 
Mixtel90

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Posted: 02:26pm 19 Jul 2026
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YES! I love it! :) You've captured a nice "old" feel, much like Cluedo - and there's nothing wrong in that. Looks like your parser might be reasonable too, with more than two words.

Good idea to hang on IMHO.
Mick

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Amnesie
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Posted: 06:53pm 19 Jul 2026
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Wow, this looks promising!
 
Volhout
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Posted: 07:50pm 19 Jul 2026
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Tom,

This is great. Very much interested to play it. Can't wait...

Volhout

Looking at the color palette used in your linux build, I would suggest to run it on 2350 HDMI.
Edited 2026-07-20 05:57 by Volhout
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Martin H.

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Posted: 09:22pm 19 Jul 2026
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That looks really promising and professional – well done, Tom
  Volhout said  Looking at the color palette used in your linux build, I would suggest to run it on 2350 HDMI.
Yes, that’s what I was thinking too; HDMI Mode 5 might display it like that. Or, at the very least, Mode 2 with the colour palette set via MAP.
We’ll find out when Tom publishes it
Cheers
Martin
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Turbo46

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Posted: 05:27am 20 Jul 2026
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Very impressive Tom,

I like the detailed descriptions and images and can't wait to try it. What did you use to generate the images?

Generating images has caused me no end of frustration.

Bill
Keep safe. Live long and prosper.
 
Grogster

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Posted: 05:34am 20 Jul 2026
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Very nice work.    
Smoke makes things work. When the smoke gets out, it stops!
 
Frank N. Furter
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Posted: 06:26am 20 Jul 2026
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WOW!      

Frank
 
thwill

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Posted: 08:31am 20 Jul 2026
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Hi folks,

Thanks for the positive noises.

> Very much interested to play it. Can't wait...

I'm quite pleased with the engine and graphics but note the game itself is more of a pure deduction/detective experience than a traditional adventure game. You GO to location, EXAMINE objects, ASK suspect ABOUT thing and then ACCUSE. There are no puzzles or object manipulation involved.

> Looking at the color palette used in your linux build, I would suggest to run it on 2350 HDMI.

I don't have any real PicoMite HDMI hardware (I've stopped chasing the hardware and firmware improvements after I found it becoming an unrewarding full time job on its own) and have been relying on MMB4L's simulation abilities - that are not 100% correct - it allows 32-bit colour in all modes and resolutions. I'm hopeful 320x240 with 256 colours will be enough to do justice and am intending to produce PicoMiteHDMI, CMM2, PicoCalc, MMB4W and MMB4L builds plus a PicoMiteVGA build with dithered RGB121 graphics - though that won't look so great.

> What did you use to generate the images? Generating images has caused me no end of frustration.

They are all generated with Gemini AI. After a lot of frustrating trial and error (as you know, Bill), I finally settled on a free workflow that works consistently:

1. I fed the location descriptions into Claude AI to review, edit, and convert into detailed image-generation prompts.
2. I manually pasted each prompt into a fresh Gemini conversation (isolated threads keep it from carrying over unwanted style drift).
3. If an image needed adjustments, I didn't ask Gemini to edit it directly. Instead, I had Claude tweak the prompt text and ran it again in a brand-new Gemini thread.

The Claude-generated prompts act as the "source of truth," and I’m checking them directly into the repository alongside the final assets.

Here is an example prompt for the first location:
# LOC017_DRIVE

Pixel art, VGA 256-colour palette, 480x320 pixels (displayed at 240x160), style of early 1990s point-and-click adventure games such as Police Quest or King's Quest VI. Hard pixel edges throughout, no anti-aliasing, no modern rendering techniques. Muted period-appropriate colour palette. Static background scene, no UI elements, no text overlays.

Looking through open wrought-iron park gates, down a gravel drive dusted with snow that curves gently toward a small red-brick Georgian manor house, larger and more prominent than a distant speck — its full facade clearly readable even from across the parkland. Tyre tracks run the length of the drive toward the parked car, crossed by numerous footprints criss-crossing the snow in several directions. A high stone wall flanks the gates. A 1920s police constable stands by one gate-pier, rendered with clear detail: navy tunic with a row of buttons, a wide leather belt, dark trousers, and the distinctive domed custodian helmet with a small badge visible at the front; his pose is upright and watchful, hands loosely clasped behind his back. Snow-covered parkland spreads either side, largely open, with only a few bare winter trees scattered well back toward the tree-line rather than close to the viewer. Far left, barely visible against the tree-line, a small octagonal Victorian summer house. An old black 1920s police saloon — round headlamps, running boards, spare wheel — is parked on the drive in front of the house. Snow also covers the path running around the house, more footprints crossing it near the entrance. Stone lions and steps mark the entrance; the symmetrical brick facade shows two sash windows on each side of the central pedimented front door, evenly spaced across the ground floor, with a matching row of windows above. To the right of the house, and further back still, low brick outbuilding roofs are just visible beyond it, kept well below the house's own roofline. A path to the right of the house runs off between an avenue of statues on plinths, spaced at intervals and rendered as simple pale stone silhouettes. To the left of the house, a snow-covered tennis court is faintly suggested by the line of its net and boundary markings. Colour palette: red brick, cream trim, pale gravel, grey-white snow, navy constable's uniform, dark iron and trees, muted overcast sky. Flat winter daylight. No other figures.


There are a couple of images I am still struggling with where I need a level of precision (number of things, location of those things) that the AI image generator can't seem to handle. In that case I'm hoping I can get something close enough, hack it in an art package and then get the generator to clean it up.

Best wishes,

Tom
Edited 2026-07-20 18:53 by thwill
MMBasic for Linux, Game*Mite, CMM2 Welcome Tape, Creaky old text adventures
 
Martin H.

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Posted: 11:35am 20 Jul 2026
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Hi Tom,
Once you’ve finished it, I’d be happy to have a look at the graphics to see if we can still produce something usable from 16 colours



Source:Screenshot of your YT Video


(either RGB 121)



or a Combintion of both
-----------------------------------------------
or ‘mapped’ to 16 colours for (Pico2-HDMI).



Cheers
Martin
Edited 2026-07-20 21:47 by Martin H.
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lizby
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Posted: 12:26pm 20 Jul 2026
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Tom--I've never done anything like this before, but I fed your great prompt into Gemini:



Fantastic; thanks for showing the way.

(The "small octagonal Victorian summer house" looks more like a gazebo. I was actually hoping to find out what a small octagonal Victorian summer house might look like. (I guess I could ask for that specifically.))

Lance

And terrific scene images in general.

~
Edited 2026-07-20 22:29 by lizby
PicoMite, Armmite F4, SensorKits, MMBasic Hardware, Games, etc. on FOTS
 
thwill

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Posted: 12:36pm 20 Jul 2026
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  lizby said  The "small octagonal Victorian summer house" looks more like a gazebo. I was actually hoping to find out what a small octagonal Victorian summer house might look like. (I guess I could ask for that specifically.)


Gazebo's tend to be temporary canvas structures, at least in the UK, with regards the summer house I think that Gemini has rendered correctly.

Eric and the Dread Gazebo

Best wishes,

Tom
MMBasic for Linux, Game*Mite, CMM2 Welcome Tape, Creaky old text adventures
 
lizby
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Posted: 12:42pm 20 Jul 2026
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Gazebos as I would imagine them--at least the 6- or 8-sided ones:



(Sorry to go OT.)
PicoMite, Armmite F4, SensorKits, MMBasic Hardware, Games, etc. on FOTS
 
thwill

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Posted: 12:47pm 20 Jul 2026
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Yup, Google agrees on that too, I fed the tale of Eric and the Dread Gazebo into Gemini:



But a search for Octagonal Victorian Summerhouse produces something similar, same thing, different names ?

Best wishes,

Tom
Edited 2026-07-20 22:47 by thwill
MMBasic for Linux, Game*Mite, CMM2 Welcome Tape, Creaky old text adventures
 
JohnS
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Posted: 01:58pm 20 Jul 2026
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  lizby said  Tom--I've never done anything like this before, but I fed your great prompt into Gemini:



Fantastic; thanks for showing the way.

(The "small octagonal Victorian summer house" looks more like a gazebo. I was actually hoping to find out what a small octagonal Victorian summer house might look like. (I guess I could ask for that specifically.))

Lance

And terrific scene images in general.

~

It's really good, but hasn't got what I understand by "two sash windows on each side of the central pedimented front door ...  with a matching row of windows above"; it just has one window each side (and above).

John
Edited 2026-07-20 23:59 by JohnS
 
thwill

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Posted: 02:50pm 20 Jul 2026
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  JohnS said  It's really good, but hasn't got what I understand by "two sash windows on each side of the central pedimented front door ...  with a matching row of windows above"; it just has one window each side (and above).


Yup, it's non-deterministic, sometimes it gets that detail right and sometimes it doesn't - pain in the arse - though if I had any pixel pushing skills it would be a great way of getting a first draft:



As it is I just have to iterate until I get something "close enough".

Best wishes,

Tom
MMBasic for Linux, Game*Mite, CMM2 Welcome Tape, Creaky old text adventures
 
lizby
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Posted: 03:20pm 20 Jul 2026
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So ... Great, but you missed the part about "two sash windows on each side of the central pedimented front door ...  with a matching row of windows above"



(Though I think in Tom's image it's more clear that they are "sash" windows. I note that in the movies or shows they're often casement windows, so when open, someone can simply step in from outside, or step out.)

~
Edited 2026-07-21 01:23 by lizby
PicoMite, Armmite F4, SensorKits, MMBasic Hardware, Games, etc. on FOTS
 
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