A match 3 game for the Pimoroni PicoSystem.
Download the latest release from the GitHub releases page, then connect your PicoSystem to your computer using a USB Type-C cable.
From a power-off state, hold down X (the top face button) and press Power (the button at the top left, next to the USB Type-C port).
Your PicoSystem should mount as "RPI-RP2". On macOS this might be /Volumes/RPI-RP2
:
cp pico3.app.uf2 /Volumes/RPI-RP2
The file should copy over, and your PicoSystem should automatically reboot into your game.
You'll need a compiler and a few other dependencies to get started building C++ for PicoSystem. With macOS that will include installing xcode (even if you don't plan on using xcode). After that the process will be:
- Adding the xcode build tools:
xcode-select --install
- Adding OSS build libraries:
brew install cmake
- Installing 32blit tools:
pip3 install 32blit
- Installing the ARM cross-compile toolchain from https://developer.arm.com/tools-and-software/open-source-software/developer-tools/gnu-toolchain/gnu-rm/downloads (this could be done from brew, but I prefer a system-wide install)
- Add the ARM tools directory to your current PATH. As an example, you can add
~/.zprofile
and addexport PATH="$PATH:/System/Volumes/Data/Applications/ARM/bin"
at the end for the default install. - Clone 32blit SDK: https://github.com/32blit/32blit-sdk.git
- Change into the cloned directory and update submodules as needed:
git submodule update --init
- Clone Pico SDK: git clone -b master https://github.com/raspberrypi/pico-sdk.git
- Change into the cloned directory and update submodules as needed:
git submodule update --init
- Clone Pico Extras: git clone -b master https://github.com/raspberrypi/pico-extras.git
- Change into the cloned directory and update submodules as needed:
git submodule update --init
- Move all the SDKs into
/opt
(again, I'm a fan of system-wide installs)
To test on your local machine before copying to the PicoSystem, build an SDL port of your app with:
mkdir build.sdl
cd build.sdl
cmake ..
make
In MacOS you can then open the app with:
open PicoMatch3.app
If you've got local copies of the Pico SDK, Pico Extras and 32blit SDK alongside your project, then you can configure and build your .uf2 like so:
mkdir build.pico
cd build.pico
cmake .. -D32BLIT_DIR=/opt/32blit-sdk -DPICO_SDK_PATH=/opt/pico-sdk -DCMAKE_TOOLCHAIN_FILE=/opt/32blit-sdk/pico.toolchain -DPICO_BOARD=pimoroni_picosystem
make