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DIY Arcade Machine

Python MicroPython PyGame Deploy to GitHub Pages

Short video of the DIY Arcade Console in action (on YouTube)

A complete mini arcade system that runs on hardware, desktop, and in the browser: play a collection of classic-inspired games on a 64×64 RGB LED matrix (HUB75 + MicroPython), on your computer with a PyGame emulator, or directly in the browser via WebAssembly (pygbag).

Features

  • Triple Runtime Support
    • MicroPython + HUB75 LED Matrix: Runs on RP2040-based boards (Interstate 75)
    • Desktop (CPython) + PyGame: Full emulator for development and testing
    • Browser (WebAssembly) + pygbag: Play directly in any modern browser, no install needed
  • 70+ Games Available by Default: Classics, puzzle games, racers, shooters, reflex challenges, and compact original arcade games built for the 64×64 matrix
  • Intro Screen: Animated logo display on startup
  • 64×64 Display Layout
    • 58-pixel playfield (rows 0-57)
    • 6-pixel HUD at bottom (score + clock)
  • High Score System: Persistent scores with 3-letter initials entry
  • Memory-Optimized: Buffered framebuffer, packed grid storage, lazy font loading
  • Controller Support
    • MicroPython: Wii Nunchuk-style I2C controller (with auto-detection for variants)
    • Desktop: Keyboard emulation (arrow keys + Z/X)

Table of Contents


Quick Start

Run on desktop

pip install pygame-ce        # or: make install
python main.py               # or: make run

Test in browser locally

pip install pygame-ce pygbag==0.9.2   # or: make web-install
python -m pygbag .                    # build + serve at http://localhost:8000
# Safari: make web-safari (adds required COOP+COEP headers)

Deploy to GitHub Pages

Push to main — the GitHub Actions workflow builds the WebAssembly bundle with python -m pygbag --build . (Python 3.11) and deploys it to GitHub Pages automatically.


Web build (Pygbag)

Local preview (build + serve at http://localhost:8000):

pip install pygame-ce pygbag==0.9.2
python -m pygbag .

CI / offline bundle (writes to build/web/):

python -m pygbag --build .

GitHub Pages: in your repo go to Settings → Pages → Source and select GitHub Actions. Every push to main triggers the workflow which builds and deploys automatically.


Hardware Requirements

For Physical Arcade Machine


Software Requirements

MicroPython Hardware

  • MicroPython Firmware (Pimoroni build recommended)
  • Optional: Thonny IDE for uploading files
  • Optional: mpy-cross for compiling to bytecode (reduces boot RAM usage)

Desktop

  • Python 3.7+
  • pygame-ce 2.x (Community Edition — drop-in replacement for pygame)

Installation

Desktop Setup

  1. Install dependencies:

    pip install pygame-ce
  2. Run the game:

    make run
    # or manually: python main.py

A 640×640 window will appear showing the emulated LED matrix (10× scale).

Browser Setup (pygbag)

pygbag packages the game as WebAssembly so it runs in any modern browser — no Python installation needed.

  1. Install dependencies:

    pip install pygame-ce pygbag==0.9.2
    # or via make: make web-install
  2. Build and serve locally:

    python -m pygbag .    # build + serve at http://localhost:8000
    make web              # same, via Makefile (Chrome / Firefox)
    make web-safari       # Safari (adds required COOP+COEP headers)
    make web-ios          # iPhone/iPad fullscreen-oriented variant
    make web-ios-safari   # iOS/Safari variant with COOP+COEP headers
  3. Controls in browser: same keyboard mapping as desktop — Arrow Keys, Z/Space to confirm, X/Escape to cancel. On touch devices the browser build exposes an on-screen D-pad plus A/B action buttons; tapping the game canvas triggers the primary action, and swiping the canvas sends directional taps.

Browser support: Chrome and Firefox work out of the box. Safari requires Cross-Origin-Isolation headers (make web-safari handles this automatically).

iOS fullscreen: the iOS build keeps the game logic at the original 64×64 matrix resolution and scales the canvas fullscreen with safe-area-aware touch controls. This avoids rewriting every game for a new coordinate system while still filling the phone or tablet screen. On GitHub Pages it is published under /ios/; locally use make web-ios-safari for the closest Safari/iOS behavior.

Automated deployment: every push to main triggers the GitHub Actions workflow which builds the regular WebAssembly bundle plus the /ios/ variant and deploys both to GitHub Pages automatically.

Note: High scores are stored in-memory while the page is open and reset on page reload.

MicroPython Setup

Quick Method (Recommended)

The project now uses a tiny bootstrap approach to avoid on-device compilation memory errors:

  1. Install mpy-cross (optional but highly recommended):

    brew install micropython  # macOS
    # or: pip install mpy-cross
  2. Connect your Interstate 75 via USB

  3. Upload with Make:

    make upload
    # or manually: ./upload.sh

    The script will:

    • Auto-detect connected devices
    • Compile arcade_app.pyarcade_app.mpy (if mpy-cross available)
    • Upload both main.py (tiny bootstrap) and the compiled module
  4. Reboot the device - games start automatically

Manual Method

If you prefer manual upload via Thonny or ampy:

  1. Flash MicroPython firmware to Interstate 75
  2. Upload main.py (tiny bootstrap file)
  3. Upload arcade_app.py or arcade_app.mpy (the main application)
  4. Optional: Upload highscores.json if you want to preserve scores

Make Commands

For ease of use, a Makefile is provided with the following commands:

  • make install: Installs desktop dependencies (PyGame)
  • make run: Runs the PyGame emulator locally (python main.py)
  • make arcade-bundle: Rebuilds arcade_app.py from the modules in arcade_src/
  • make test: Rebuilds the bundle and runs the unit tests
  • make check: Verifies the committed bundle and runs the unit tests
  • make targets-check: Builds and smoke-tests desktop, MicroPython and both web targets
  • make desktop-check: Initializes PyGame and presents a headless frame
  • make hardware-check: Compiles main.py and arcade_app.py with mpy-cross
  • make web-check: Builds and validates the regular and iOS/touch web bundles
  • make web-install: Installs pygbag for browser/WebAssembly builds
  • make web-build: Builds the regular browser version into build/web/
  • make web-ios-build: Builds the fullscreen-oriented iOS version into build/ios/
  • make web-pages-build: Builds the Pages artifact with the regular version at / and the iOS version at /ios/
  • make web: Builds the WebAssembly version and serves it at http://localhost:8000
  • make web-ios: Builds and serves the iOS fullscreen-oriented version at http://localhost:8000
  • make web-ios-safari: Serves the iOS build with COOP+COEP headers for Safari
  • make upload: Compiles and uploads the code to the hardware (./upload.sh)
  • make build: Precompiles arcade_app.py into bytecode (arcade_app.mpy)
  • make clean: Cleans up previous build artifacts and pycache
  • make clean-all: Cleans up all files and the python virtual environment

Modular source workflow

The editable application source lives in arcade_src/. Its ordered fragments share one namespace and are concatenated into arcade_app.py. This preserves the single-module deployment model and low runtime overhead required by MicroPython while keeping development work split into manageable files.

After changing a fragment, run make arcade-bundle and commit both the source fragment and the regenerated arcade_app.py. make check detects a stale bundle.

Target support and validation

Target Runtime and input Validation
HUB75 console MicroPython, Interstate 75, Nunchuk/I2C controller make hardware-check, then a physical-device smoke test before release
Desktop CPython, pygame-ce, keyboard make desktop-check
Browser pygbag/WebAssembly, keyboard and optional touch make web-check plus a browser canvas smoke test
iOS/touch browser pygbag/WebAssembly, on-screen D-pad, action buttons and gestures Included in make web-check; published below /ios/

make targets-check runs every automated check. The HUB75 check proves that both deployable modules compile to MicroPython bytecode; display timing, brightness, I2C wiring and controller behavior still require the physical console because those properties cannot be reproduced faithfully on a host.


Content Selection

The configuration block at the top of arcade_src/00_runtime.py can hide content for a smaller or curated build. Add menu IDs to CONFIG_DISABLED_GAMES and effect IDs to CONFIG_DISABLED_DEMOS; leave the lists empty to show everything. CPU game previews in DEMOS use G:NAME, for example "G:DOOMLT".

CONFIG_DISABLED_GAMES = ("DOOMLT", "RAYRCR")
CONFIG_DISABLED_DEMOS = ("MANDEL", "G:DOOMLT")

Game List

The default configuration offers more than 70 selectable games plus demo animations. The table below documents the complete built-in catalog; entries can be enabled or disabled through the content-selection settings above.

Game ID Name Description
DEMOS Demo Showcase Zero-player demos: Snake, Life, Cube, Spark, Plasma, Orbit, Warp, Bounce, Tunnel, Matrix, Fire, Spring, Cradle
2048 2048 Sliding tile puzzle with merge scoring
AIRHKY Air Hockey Fast puck-and-mallet game with CPU or 2-player support
ARENA Arena Top-down wave survival with movement and shooting
ARTILL Artillery Simulator Turn-based angle-and-power shell duel with wind and deforming terrain
ASTRD Asteroids Rotate, thrust, shoot asteroids in space
BEAT Beat Grid Tap matching directions as notes cross the beat line and build a combo
BEJWL Bejeweled Match-3 gem swapping puzzle
BILLI Billiards Pool/Snooker-style table game with cue aim, pockets, rails, and ball collisions
BLOBBY Blobby Volley One-button beach volleyball against a compact CPU blob
BOMBER Bomber Timed bombs, block clearing, and maze enemies
BRKOUT Breakout Brick breaker with rainbow bricks and optional powerups
BUBBLE Bubble Bobble Trap enemies in bubbles and touch them to pop them
BTLZON Battlezone Atari-style vector tank combat with radar, rocks, projectile shots, and waves
CAVEFL Cave Flyer Tunnel navigation (starts wide, narrows progressively)
CENTI Centipede Atari-style segmented shooter with mushrooms and waves
CGOLG Conway's Game of Life Game Competitive Life battle with directed gliders and spaceships
CITY City Chase Top-down city driving with jobs, traffic, police heat, and drop-offs
CLIMB Climber Platform-jumping tower climb with scrolling height
COLMNS Columns Match falling columns of colored gems in horizontal, vertical, or diagonal lines
CONNECT Connect Four Drop counters against a compact CPU opponent and make four in a row
DEFUSE Defuse Cut colored wires in sequence before the timer expires
DEFEND Defender Patrol a wrapping planet and rescue settlers from raiders
DIGDUG Dig Dug Dig tunnels, collect gems, and pump burrowing enemies
DODGE Dodge Avoid falling blocks, dash to dodge
DONKEY Donkey Kong Climb girders, use ladders, and jump rolling barrels
DOOMLT Doom Lite Target-aware raycaster FPS with textured walls, enemy archetypes, and Quad burst fire; also powers the WINMAZE demo renderer
FLAPPY Flappy Bird Navigate through moving pipe gaps
FLOOD Flood Recolor the connected corner region to clear the seven-by-seven board
FIGHT Street Fighters Footwork and timing duel against an aggressive CPU fighter
FROGGR Frogger Hop across traffic lanes and advance through harder levels
GALAGA Galaga Formation shooter with diving enemy attacks
GALAXY Galaxy Capture planets by sending fleets across a compact star map
GOLF Golf Tiny minigolf courses with aim, power, bounces, and obstacles
INVADR Invaders Shoot marching alien waves, protect shields, hit saucers
JOUST Joust Flap between platforms and defeat riders from above
KEEN Keen Platformer with jumps, gems, keys, enemies, and exit doors
KERBAL Kerbal Arcade Launch, circularize, and optionally return in a tiny orbital flight sim
LANDER Lunar Lander Multi-level landing challenge plus optional scrolling v2 route mode with fuel powerups
LASER Laser Mirror-rotation puzzle: guide the beam into the target
LIGHTS Lights Out Toggle a light and its neighbors to clear the five-by-five grid
LOCO LocoMotion Rotating railway puzzle with train routing
LOOP Time Loop Record movement loops whose ghosts hold switches for the next run
MAZE Maze Explorer Fog-of-war maze with gems, enemies, shooting
MARBLE Marble Madness Accelerate a marble through walls, holes, and a finish gate
MINES Mines Minesweeper-style reveal puzzle for the LED matrix
MOON Moon Patrol Armed lunar rover with jumps, craters, and airborne hazards
ORBIT Orbit Absorb smaller blobs, avoid larger ones, and navigate gravity wells
ORBTAL Orbital Bounce shots through numbered circles until they burst
PACMAN Pac-Man Collect pellets, avoid ghosts, power pellets
PAIRS Pairs Memory card matching on a 4x4 board
PAPER Paperboy Cycle through hazards and throw papers into marked mailboxes
PEGGLE Peggle Aim a bouncing ball and clear orange pegs with limited shots
PICROS Picross Solve five-by-five picture logic puzzles from row and column clues
PINBAL Pinball Plunger launch, flippers, bumpers, targets, and multipliers
PITFAL Pitfall Runner Endless runner with snakes, pits, treasures (safe start zone)
POLAR Magnetron Switch polarity and steer charged particles into matching collectors
PONG Pong Paddle vs. CPU or optional 2-player paddle duel
QIX Qix Territory capture, avoid the enemy
RACING Top-Down Racing Overhead circuit racer with curved road, boost, laps, and traffic
RAYRCR Ray Racer Raytrace-style anti-grav racing with boost, energy gates, and rival hovercars
REACT Reaction Grid Hit green pads before time expires and avoid red decoys
REVRS Othello/Reversi Board game with simple CPU opponent
RTYPE R-Type Shooter Side-scrolling endless shooter
SABOTR Saboteur Stealth Sneak through multiple patrol maps and reach the objective
SIMON Simon Says Memory sequence game with colored quadrants
SIGNAL Signal Control Switch traffic lights and keep a busy intersection collision-free
SLALOM Slalom Carve through downhill gates; tuck for more speed and double points
SNAKE Snake Classic snake with red/green targets, wraparound
SOCCER Championship Soccer Atari-style soccer with direction-based passes and shots
SONAR Sonar Ruins Explore a dark maze with limited sonar pulses, recover beacons, and find the exit
SOKO Sokoban Multi-level crate-pushing puzzle campaign
STACK Stacker Timing game: trim and stack moving blocks
STKARC Stick Archer Archery duel with charged shots, wind, and simple arrow physics
TAPPER Tapper Serve four bar lanes and catch every returning mug
TEMPEST Tempest Circle a wireframe tunnel and shoot enemies before the rim
TETRIS Tetris Falling blocks with line clearing
TILT Tilt Slide across ice, collect every crystal, and reset with Z if you get stuck
TRON Tron Lightcycle Leave a trail, steer 90° turns, dodge CPU or optional second player
TWRDEF Tower Defense Build towers across rotating road and open-field layouts
UFODEF UFO Defense Missile Command-style defense with turret/base and wave/time settings
WIRES Wires Rotate cable tiles to power one fully connected circuit
WORMS Worms Mini Turn-based team artillery with destructible terrain and CPU/2-player settings
ZAXXON Zaxxon Isometric fortress flight through moving energy gates

Each game tracks high scores with optional initials entry.


Controls

Common Controls

Menu Navigation:

  • Up/Down: Navigate menu
  • Z (or Space/Enter): Start/Confirm
  • C (or X/Escape): Open game options when available; otherwise Back/Cancel

In-Game:

  • Directional movement: Arrow keys / Joystick
  • Primary action (jump/shoot/rotate): Z button / Space / Enter
  • Secondary/Back: C button / X / Escape

Desktop Keyboard Mapping

Action Keys
Move Arrow Keys
Confirm/Action Z, Space, or Enter
Back/Cancel X or Escape
Player 1 Move in 2P W, A, S, D
Player 1 Action in 2P Shift where used
Player 2 Move in 2P Arrow Keys
Player 2 Action in 2P Z, Space, or Enter where used

Game Settings Highlights

  • AIRHKY: PLAYR switches between 1P and 2P; GOALS sets the match length.
  • BILLI: RULE switches between POOL and SNOOK; AIM changes the aim guide length.
  • PONG: PLAYR switches between 1P and 2P.
  • TRON: PLAYR switches between CPU opponent and 2P.
  • CITY: JOBS sets mission count; TRAF toggles civilian traffic.
  • KERBAL: MISN switches between orbit-only and return mission; ASST toggles arcade flight assist.
  • LANDER: MODE switches between classic V1 and scrolling V2 with route pads and fuel pickups.
  • RACING: LAPS sets race length; TRAF toggles traffic cars.
  • WORMS: PLAYR switches between CPU opponent and 2P; TEAM sets two or three worms per side.

MicroPython Controller

  • I2C Address: 0x52 (standard Nunchuk)
  • Pins: SCL=21, SDA=20 (configurable in code)
  • Buttons:
    • C button: Back/Cancel
    • Z button: Confirm/Action
  • Analog stick: 8-directional movement (includes diagonals)

The code auto-detects controller variants including the "new signature" controllers (A0 20 10 00 FF FF).


Usage

Start the app, select a game with Up/Down, and press Z to launch it. If a game has settings, press C on the game list to open the shared settings menu before starting the game.

High scores are stored per game ID. The shared game-over menu offers retry, high-score view, and return-to-menu actions.


Architecture

The modular source workflow is documented in arcade_src/README.md. Per-game descriptions are listed in the game table above.

The short version:

  • GameSelect.GAME_REGISTRY controls which games appear in the selector.
  • GameSettings.DEFINITIONS declares per-game settings for the shared settings menu.
  • Games that accept a constructor context read settings with get_context_setting().
  • Callback-based games inherit FrameLoopGame for portable sync/async frame pacing.
  • Grid games can inherit GridCursorGame for shared, debounced cursor movement.
  • Games report final results through set_game_over_score() so the shared lost/won and high-score flow can handle them.

Troubleshooting

  • If the browser build appears blank, rebuild with python -m pygbag . and check the console for import or asset errors.
  • If settings do not appear for a game, confirm the game ID in GameSettings.DEFINITIONS exactly matches the ID in GameSelect.GAME_REGISTRY.
  • If a game class exists but is missing from the menu, add it to GameSelect.GAME_REGISTRY.
  • If desktop input behaves differently from the cabinet, check the keyboard mapping in the Controls section and the joystick/button helper functions in arcade_app.py.

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