Jump to content

Photo

Commodore 64 ports to Colecovision

Commodore 64 C64 Colecovision port ports archon flappy bird mail order monsters zelda Space Taxi

27 replies to this topic

#1 Protestari OFFLINE  

Protestari

    Dragonstomper

  • 635 posts
  • Location:Toronto Canada

Posted Sat May 3, 2014 6:38 PM

I am new to the Colecovision scene but I have noticed in the threads that Flappy Bird & Space Taxi are being ported to the Colecovision.

 

I even read about Zelda for the CV so I thought since that's possible why not some classics like Archon, Trap Door, Mail order Monster, etc.

 

Is there any interest in the community to have some C64 all time classics ported to the CV.

thanks



#2 cimerians OFFLINE  

cimerians

    Quadrunner

  • 10,191 posts
  • Location:Chicago

Posted Sat May 3, 2014 8:27 PM

I'd be interested but I would think it would be fairly tough to do. No?

 

Another game that would be great to see would be Trolls & Tribulations:

 

Trolls_And_Tribulations.png



#3 Protestari OFFLINE  

Protestari

    Dragonstomper

  • Topic Starter
  • 635 posts
  • Location:Toronto Canada

Posted Sat May 3, 2014 9:19 PM

I'd be interested but I would think it would be fairly tough to do. No?

 

Another game that would be great to see would be Trolls & Tribulations:

 

Trolls_And_Tribulations.png

 

The game looks interesting, I don't know why this could not be ported to the CV. maybe Opcode, Collectervision or Pixelboy could advise us.



#4 Pixelboy OFFLINE  

Pixelboy

    Quadrunner

  • 7,722 posts
  • Location:Montreal, Canada

Posted Sat May 3, 2014 9:26 PM

The game looks interesting, I don't know why this could not be ported to the CV. maybe Opcode, Collectervision or Pixelboy could advise us.


It's indeed interesting, but after watching some footage on YouTube, I have to say I'm not a fan of the floaty physics of this game. Maybe I was spoiled on Super Mario Bros, Mega Man, Contra, etc., but I have certain expectations with jumping physics in platformers.

Aside from that, however, I don't see why this game could not be done on the ColecoVision.

#5 Protestari OFFLINE  

Protestari

    Dragonstomper

  • Topic Starter
  • 635 posts
  • Location:Toronto Canada

Posted Sat May 3, 2014 9:54 PM

It's indeed interesting, but after watching some footage on YouTube, I have to say I'm not a fan of the floaty physics of this game. Maybe I was spoiled on Super Mario Bros, Mega Man, Contra, etc., but I have certain expectations with jumping physics in platformers.

Aside from that, however, I don't see why this game could not be done on the ColecoVision.

 

What about Archon



#6 H.E.R.O. OFFLINE  

H.E.R.O.

    Chopper Commander

  • 237 posts
  • New leader of the Bungeling Empire
  • Location:Underground

Posted Sun May 4, 2014 8:06 AM

How about Pogo Joe?

 

Pogo_Joe_Screenshot.png


Edited by H.E.R.O., Sun May 4, 2014 8:08 AM.


#7 1982VideoGames OFFLINE  

1982VideoGames

    Chopper Commander

  • 162 posts

Posted Sun May 4, 2014 9:50 AM

Raid Over Moscow, Dino Eggs, and Ultimate Wizard (much better than Jumpman) would be incredible to have on cart for the Colecovision.



#8 Ikrananka OFFLINE  

Ikrananka

    River Patroller

  • 2,473 posts
  • Location:Canada

Posted Sun May 4, 2014 2:50 PM

Raid Over Moscow, Dino Eggs, and Ultimate Wizard (much better than Jumpman) would be incredible to have on cart for the Colecovision.


+1 for Dino Eggs

#9 Protestari OFFLINE  

Protestari

    Dragonstomper

  • Topic Starter
  • 635 posts
  • Location:Toronto Canada

Posted Sun May 4, 2014 3:15 PM

So far Sega & MSX games have been ported to the CV.

 

Look up Gamebase 64, their up to version 11 now, over  total game count is now 24000.

 

http://www.gamebase64.com/

 

Tons of great games that could be ported to the Colecovision.



#10 NIAD OFFLINE  

NIAD

    Quadrunner

  • 5,816 posts
  • Location:Chicago Suburb

Posted Sun May 4, 2014 7:49 PM

+1 as well for Dino Eggs. It's a good fit for the CV and was actually planned for release on the CV by MicroFun.



#11 Protestari OFFLINE  

Protestari

    Dragonstomper

  • Topic Starter
  • 635 posts
  • Location:Toronto Canada

Posted Sun May 4, 2014 8:03 PM

Is anybody interested in a Classic Like Archon?



#12 slab0meat OFFLINE  

slab0meat

    Stargunner

  • 1,457 posts
  • Location:NJ

Posted Mon May 5, 2014 8:35 AM

Dino Eggs would be great.  Archon and Raid Over Moscow I agree with too. 



#13 tabachanker2 OFFLINE  

tabachanker2

    Space Invader

  • 23 posts
  • Location:Québec

Posted Wed May 7, 2014 6:15 PM

Porting a game from the C64 amounts to basically reprogramming the game entirely.  It's feasible, but it's as long as programming a new game entirely.  That may be the reason why we haven't seen a lot of those yet.  The only thing you can really port realisticly from a C64 is the rules of the game or some internal calculations (like the AI).  Even then, you have to reprogram it for the Z80 processor.

 

Also, lots of things on the C64 are fairly difficult to emulate on the Colecovision and, depending on what it is, it can even be impossible to do properly.  The most obvious one is hardware scrolling.  It can be done on the CV but lots of graphical details will be lost in the translation.  There's also the hardware collision detection between sprites or sprites/background, which, for example, Space Taxi uses exclusively.  64k RAM vs 1k RAM, and the 32k "normal" cart limit are hurdles that can't be overcome in a lot of games (except by using special cart or the super module I guess).

 

By the way, I'm the one doing the Space Taxi Coleco game.  I disassemble the original game just to get the original movement calculations routine, since this is one of the most important part to get the original game's feel.  This is the only salvagable code from the original game though.  The rest will be all redone.  Also, if the game is released on a normal 32k cart with all 24 levels, I expect some things will have to be stripped down. Don't worry though, the talking passengers will stay in!  I'll use the same routine as in the Squish'em Sam game, which Daniel Bienvenu worked his magic on it to make it even better (I think it was back in 2003...)!

 

Also, I thought about doing the Trolls & Tribulations game a while ago.  The only real problem with this game is the hardware scrolling.  But as the game has a mostly monotone feel in its presentation (mostly gray and blue), I think it's possible to make it look good on the Colecovision even with smooth scrolling.


Edited by tabachanker2, Wed May 7, 2014 6:18 PM.


#14 Protestari OFFLINE  

Protestari

    Dragonstomper

  • Topic Starter
  • 635 posts
  • Location:Toronto Canada

Posted Wed May 7, 2014 6:48 PM

Porting a game from the C64 amounts to basically reprogramming the game entirely.  It's feasible, but it's as long as programming a new game entirely.  That may be the reason why we haven't seen a lot of those yet.  The only thing you can really port realisticly from a C64 is the rules of the game or some internal calculations (like the AI).  Even then, you have to reprogram it for the Z80 processor.

 

Also, lots of things on the C64 are fairly difficult to emulate on the Colecovision and, depending on what it is, it can even be impossible to do properly.  The most obvious one is hardware scrolling.  It can be done on the CV but lots of graphical details will be lost in the translation.  There's also the hardware collision detection between sprites or sprites/background, which, for example, Space Taxi uses exclusively.  64k RAM vs 1k RAM, and the 32k "normal" cart limit are hurdles that can't be overcome in a lot of games (except by using special cart or the super module I guess).

 

By the way, I'm the one doing the Space Taxi Coleco game.  I disassemble the original game just to get the original movement calculations routine, since this is one of the most important part to get the original game's feel.  This is the only salvagable code from the original game though.  The rest will be all redone.  Also, if the game is released on a normal 32k cart with all 24 levels, I expect some things will have to be stripped down. Don't worry though, the talking passengers will stay in!  I'll use the same routine as in the Squish'em Sam game, which Daniel Bienvenu worked his magic on it to make it even better (I think it was back in 2003...)!

 

Also, I thought about doing the Trolls & Tribulations game a while ago.  The only real problem with this game is the hardware scrolling.  But as the game has a mostly monotone feel in its presentation (mostly gray and blue), I think it's possible to make it look good on the Colecovision even with smooth scrolling.

 

Thank you very much for your detailed explanation.

I will look forward to the release of your game.

 

So I guess if we wanted to see the Archon Game it would have to go through the same process.



#15 Pixelboy OFFLINE  

Pixelboy

    Quadrunner

  • 7,722 posts
  • Location:Montreal, Canada

Posted Wed May 7, 2014 8:23 PM

By the way, I'm the one doing the Space Taxi Coleco game.  I disassemble the original game just to get the original movement calculations routine, since this is one of the most important part to get the original game's feel.  This is the only salvagable code from the original game though.  The rest will be all redone.  Also, if the game is released on a normal 32k cart with all 24 levels, I expect some things will have to be stripped down. Don't worry though, the talking passengers will stay in!  I'll use the same routine as in the Squish'em Sam game, which Daniel Bienvenu worked his magic on it to make it even better (I think it was back in 2003...)!
 
Also, I thought about doing the Trolls & Tribulations game a while ago.  The only real problem with this game is the hardware scrolling.  But as the game has a mostly monotone feel in its presentation (mostly gray and blue), I think it's possible to make it look good on the Colecovision even with smooth scrolling.


Hi Steve! Forgive me for going off-topic for a minute, but what's the current status of Wizard Siege? When I saw it running back in 2005, it seemed pretty playable. :)

#16 tabachanker2 OFFLINE  

tabachanker2

    Space Invader

  • 23 posts
  • Location:Québec

Posted Wed May 7, 2014 10:55 PM

 

Thank you very much for your detailed explanation.

I will look forward to the release of your game.

 

So I guess if we wanted to see the Archon Game it would have to go through the same process.

You're welcome!

 

Archon should be fairly simple to do on the Colecovision,  If I remember correctly, the pieces on the board are all monochrome so they could all be rendered without that sprite flickering that plagues a couple of CV games.  There is no scrolling, the collision detection subroutine should be pretty simple, the game is small enough to fit on a cart and it doesn't probably use a lot of RAM.  So yes, probably a pretty easy game to do on the CV.  But, as I said in my previous post, not a single line of code can be lifted from the original game, everything would have to be recoded.

 

Well I guess it still is faster to do an oldie than a new game. You don't have to spend time on creating the game itself, the rules, the animations, the musics are already done. It's just a matter of rewriting the game well enough on the new console.

 

Yeah, Wizard Siege... my Duke Nukem Forever... (in developement since 2001 I think!)  Well, the core game is pretty much finished.  The game is 100% playable.  What's missing is adjusting the parameters like the speed of the ball, the time it takes to accelerate, the wizard apparitions frequence, etc.  I'd like to add sounds and musics. And a couple of levels (I have about 20 levels done IIRC).  What I want to do is complete the game to my satisfaction, then fill the rest of the cart with as many levels as I can squeeze in.



#17 AtariBuff OFFLINE  

AtariBuff

    Stargunner

  • 1,176 posts
  • Location:Cosmopolitan

Posted Wed May 7, 2014 11:00 PM

Yeah, Wizard Siege... my Duke Nukem Forever... (in developement since 2001 I think!)  Well, the core game is pretty much finished.  The game is 100% playable.  What's missing is adjusting the parameters like the speed of the ball, the time it takes to accelerate, the wizard apparitions frequence, etc.  I'd like to add sounds and musics. And a couple of levels (I have about 20 levels done IIRC).  What I want to do is complete the game to my satisfaction, then fill the rest of the cart with as many levels as I can squeeze in.

Any chance for a release in 2014 (maybe through Team Pixelboy)?

 

Would you be interested in doing Archon, as this game is on many people's wishlist (on mine too  :grin: )?



#18 carlsson OFFLINE  

carlsson

    Metagalactic Mule

  • 5,220 posts
  • Location:Västerås, Sweden

Posted Thu May 8, 2014 4:58 AM

For what it's worth, Archon was officially ported to the ZX Spectrum and Amstrad CPC too, both Z80 computers in case porting in any way gets easier when the source and target CPU are the same. I am not so sure about that, perhaps the MSX games were easier to convert to Colecovision as they for most part also share the video chip.

 

Anyway for nit-pickers, weren't most of the early EA titles originally games for the Atari 8-bit that almost instantly got ported to the C64?

 

Interestingly, this summary page lists the publisher to be Activision, not Electronics Arts. That surely must be a typo, or did at some point Activision acquire the rights to the original game from EA? I believe today most of the rights lie with the original developers: Jon Freeman, Anne Westfall and Paul Reiche III.

http://www.mobygames...p/archon-series

 

As for a popular C64 original (I think!) that indeed uses smooth parallax scrolling but not an awful lot of colours so it might be able to emulate, is Paradroid. However I seem to recall that Graftgold took a different approach with the ZX Spectrum and made it into an isometric follow-up due to difficulties to get parallax scrolling on the Speccy, see Quazatron.



#19 Pixelboy OFFLINE  

Pixelboy

    Quadrunner

  • 7,722 posts
  • Location:Montreal, Canada

Posted Thu May 8, 2014 6:36 AM

Any chance for a release in 2014 (maybe through Team Pixelboy)?


It's already been scheduled for a 2014 release by CollectorVision:

http://atariage.com/...on-2014-lineup/

From Steve's comments, I'd say putting Wizard Siege in that 2014 release lineup could have been a little premature, considering Steve is working on another game at the moment...

#20 tabachanker2 OFFLINE  

tabachanker2

    Space Invader

  • 23 posts
  • Location:Québec

Posted Thu May 8, 2014 8:14 AM

It's already been scheduled for a 2014 release by CollectorVision:

http://atariage.com/...on-2014-lineup/

From Steve's comments, I'd say putting Wizard Siege in that 2014 release lineup could have been a little premature, considering Steve is working on another game at the moment...

 

Or rather, it's Space Taxi that's a little premature... I haven't written a single line of code yet for the game!



#21 AtariBuff OFFLINE  

AtariBuff

    Stargunner

  • 1,176 posts
  • Location:Cosmopolitan

Posted Thu May 8, 2014 8:18 AM

Guys, I'm looking for a programmer for the ColecoVision & Intellivision port of Archon. Please PM me.


Edited by AtariBuff, Thu May 8, 2014 8:19 AM.


#22 Pixelboy OFFLINE  

Pixelboy

    Quadrunner

  • 7,722 posts
  • Location:Montreal, Canada

Posted Thu May 8, 2014 10:30 AM

Or rather, it's Space Taxi that's a little premature... I haven't written a single line of code yet for the game!


LOL! Well then, Wizard Siege looks like a better candidate for a 2014 release! :P

#23 chuckwalla OFFLINE  

chuckwalla

    Dragonstomper

  • 741 posts
  • Location:New York

Posted Thu May 8, 2014 2:56 PM

The bane of ColecoVision gamers!

Attached Thumbnails

  • Classic Gaming Humor 1.jpg


#24 Pixelboy OFFLINE  

Pixelboy

    Quadrunner

  • 7,722 posts
  • Location:Montreal, Canada

Posted Thu May 8, 2014 3:49 PM

LOL!

(By the way, Steve, I just sent you a PM.) :)

#25 NIAD OFFLINE  

NIAD

    Quadrunner

  • 5,816 posts
  • Location:Chicago Suburb

Posted Thu May 8, 2014 8:14 PM

The bane of ColecoVision gamers!

IIRC, this cartoon appeared in a Playboy issue?







Also tagged with one or more of these keywords: Commodore 64, C64, Colecovision, port, ports, archon, flappy bird, mail order monsters, zelda, Space Taxi

0 user(s) are browsing this forum

0 members, 0 guests, 0 anonymous users