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CollectorVision Game System


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#1001 Toaddio OFFLINE  

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Posted Sun Oct 14, 2018 7:09 PM

Thanks again for this work. I did the early adopter and hope the Kickstarter comes through. This whole thing is a really exciting advancement for the community so I hope those of us that are emotionally attached don’t deter you from your efforts.

#1002 VintageGamer74 OFFLINE  

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Posted Thu Oct 18, 2018 3:53 PM

This looks really cool. Never had a Colecovision but this may be something to consider. Love 8 and 16 bit systems and games. Good luck with this! 👍

#1003 Keatah OFFLINE  

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Posted Fri Oct 19, 2018 7:14 PM

This looks really cool. Never had a Colecovision but this may be something to consider. Love 8 and 16 bit systems and games. Good luck with this!

 

Colecovision was THE SHIT among my small circle of videogame buddies back in the day. Once we were old enough to understand tech specs and how consoles worked in general, it became one of the most anticipated systems of anything to date.


Edited by Keatah, Fri Oct 19, 2018 7:14 PM.


#1004 SegaSnatcher OFFLINE  

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Posted Thu Oct 25, 2018 3:51 PM

I just wanted to apologize to the Collectorvision team if my posts have offended you and I never meant drama to come out of it.  I just truly felt mentioning the things I thought was lacking in the system could have been of some help to possibly make the system more appealing.  Unfortunately I allowed a specific member here to get to me to the point that caused an ongoing bickering match. I realize now that it was a waste of time and just caused a distraction. I simply just wanted to say my peace without someone attacking me, that is all.  And no, I'm not saying this because someone told me to. I'm just tired of people assuming I'm just a troll/hater. That is definitely the opposite of who I am and what my intentions were. 

Again, I wish you luck and hope you find success with this project.  

- Matt



#1005 rodge2001 OFFLINE  

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Posted Sun Oct 28, 2018 2:18 AM

So the only output is HDMI? Is there no way to connect it to a CRT TV? I wish there was a simple analog output as well. RF is authentic but prone to interference while composite may require too much modification. Can HDMI be converted to analog with a simple adapter?

#1006 digress OFFLINE  

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Posted Sun Oct 28, 2018 6:48 AM

Yes. one of these would do it.

 

https://www.amazon.c...0?ie=UTF8&psc=1

 

So the only output is HDMI? Is there no way to connect it to a CRT TV? I wish there was a simple analog output as well. RF is authentic but prone to interference while composite may require too much modification. Can HDMI be converted to analog with a simple adapter?



#1007 Toaddio OFFLINE  

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Posted Fri Nov 2, 2018 8:59 PM

 

Bump.



#1008 TPR OFFLINE  

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Posted Fri Nov 2, 2018 9:09 PM

 

Bump.

 

Also see this thread: http://atariage.com/...er-is-now-live/



#1009 Pixelboy OFFLINE  

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Posted Thu Nov 8, 2018 1:29 PM

Question for the CollectorVision team (or to TPR if he is able to test it): How are the various buttons of the Super-NES controller mapped on the Phoenix? I'm talking about the regular Super-NES controller, not the NTT (buttons A, B, X, Y, SELECT, START, L and R).

#1010 retroillucid ONLINE  

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Posted Thu Nov 8, 2018 3:05 PM

Question for the CollectorVision team (or to TPR if he is able to test it): How are the various buttons of the Super-NES controller mapped on the Phoenix? I'm talking about the regular Super-NES controller, not the NTT (buttons A, B, X, Y, SELECT, START, L and R).

 

The number keys can be accessed through button combinations using the L and R trigger buttons (i.e. L + Y = 1)



#1011 Pixelboy OFFLINE  

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Posted Fri Nov 9, 2018 6:52 AM

The number keys can be accessed through button combinations using the L and R trigger buttons (i.e. L + Y = 1)


Um, not really what I asked... :) Let me rephrase my question: Are the A/B/X/Y buttons mapped to the four Super Action Controller buttons, and is START mapped to (*) and SELECT mapped to (#)?

#1012 Bmack36 OFFLINE  

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Posted Fri Nov 9, 2018 7:08 AM

Um, not really what I asked... :) Let me rephrase my question: Are the A/B/X/Y buttons mapped to the four Super Action Controller buttons, and is START mapped to (*) and SELECT mapped to (#)?

No L or R triggers pressed:

B-> L fire

A-> R fire

Y-> SAC 3 button

X-> SAC 4 button

Start-> not mapped yet but could be

Select-> not mapped yet but could be

 

L Trigger held down

Y-> 1

X-> 2

B-> 3

A-> 4

Select-> 5

Start-> 6

 

R Trigger held down

Y-> 7

X-> 8

B-> 9

A-> 0

Select-> *

Start-> #



#1013 Pixelboy OFFLINE  

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Posted Fri Nov 9, 2018 7:18 AM

Okay, thanks for the info. :)

#1014 Zonie OFFLINE  

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Posted Tue Nov 13, 2018 8:05 PM

OK, now I've taken a closer look. I was never the CV fanboy, but this will play 2600 Roms natively from the SD, has a PS2 keyboard port presumably for the numeric keys, Built in Home brews, SGM games natively, and a SNES control port so it will work with my 2 button CX40 with Nintendo internals...

Yeah,  maybe this is the one to get.


Edited by Zonie, Tue Nov 13, 2018 8:08 PM.


#1015 retroillucid ONLINE  

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Posted Tue Nov 13, 2018 9:44 PM

The Intro of Sydney Hunter & The Caverns of Death 



#1016 Gandor OFFLINE  

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Posted Wed Nov 14, 2018 10:27 AM

WOW super nice intro


Sent from my iPhone using Tapatalk

#1017 128Kgames ONLINE  

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Posted Wed Nov 14, 2018 9:20 PM

WOW super nice intro

 

I second that. 



#1018 xybot67 OFFLINE  

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Posted Sat Nov 17, 2018 11:10 AM

Just curious, will the Phoenix also fix the flicker in Atari 2600 games?



#1019 Zonie OFFLINE  

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Posted Sun Nov 18, 2018 8:50 AM

Just curious, will the Phoenix also fix the flicker in Atari 2600 games?

Oh wouldn't that be nice.



#1020 Tursi OFFLINE  

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Posted Sun Nov 18, 2018 4:31 PM

While I can't speak for Phoenix directly, I would comment that from a technical aspect, it's pretty unlikely to fix the flicker in 2600 games.

 

The flicker in 9918A games is normally caused by a limitation in the video chip - it can only draw four sprites of 32 on a single line. Fifth sprite or higher disappears. Software can rotate the sprite indexes to produce a software flicker, or do nothing and let things briefly vanish. Either way the F18A stops the flicker by drawing all 32 sprites. 

 

The 2600 has no problem drawing all of its "sprite" objects on a single scanline (that being two players, two missiles, and a ball). The problem here is that the count of objects is too small for most games, so the games "multiplex" the objects - that is, they draw the same object in different places at different times (often with different patterns - it's very flexible). Sometimes it's just too hard to get everything in place on a single frame, so objects are multiplexed across multiple frames. For instance, on even frames the player sprites might be the two human players, and on odd frames the player sprites might be two enemies. This will cause flicker. Since the Phoenix is hardware, it's going to be focused on the single scanline it's currently drawing. But to remove this flicker, it would need to be able to process two entire frames and somehow understand that the players bouncing around the screen are supposed to represent different characters, and completely regenerate the image. And flicker across 3 frames is not uncommon on the 2600, either. I'd be shocked if someone pulled it off convincingly and more shocked if it was done without inducing latency. :)

 

(I guess I should note you COULD add a phosphor effect and fade the pixels over time - this would reduce flicker by reducing apparent brightness. But it still requires a full frame buffer.)


Edited by Tursi, Sun Nov 18, 2018 4:34 PM.


#1021 Zonie OFFLINE  

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Posted Sun Nov 18, 2018 6:50 PM

Party Pooper.



#1022 xybot67 OFFLINE  

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Posted Sun Nov 18, 2018 6:56 PM

While I can't speak for Phoenix directly, I would comment that from a technical aspect, it's pretty unlikely to fix the flicker in 2600 games.

 

The flicker in 9918A games is normally caused by a limitation in the video chip - it can only draw four sprites of 32 on a single line. Fifth sprite or higher disappears. Software can rotate the sprite indexes to produce a software flicker, or do nothing and let things briefly vanish. Either way the F18A stops the flicker by drawing all 32 sprites. 

 

The 2600 has no problem drawing all of its "sprite" objects on a single scanline (that being two players, two missiles, and a ball). The problem here is that the count of objects is too small for most games, so the games "multiplex" the objects - that is, they draw the same object in different places at different times (often with different patterns - it's very flexible). Sometimes it's just too hard to get everything in place on a single frame, so objects are multiplexed across multiple frames. For instance, on even frames the player sprites might be the two human players, and on odd frames the player sprites might be two enemies. This will cause flicker. Since the Phoenix is hardware, it's going to be focused on the single scanline it's currently drawing. But to remove this flicker, it would need to be able to process two entire frames and somehow understand that the players bouncing around the screen are supposed to represent different characters, and completely regenerate the image. And flicker across 3 frames is not uncommon on the 2600, either. I'd be shocked if someone pulled it off convincingly and more shocked if it was done without inducing latency. :)

 

(I guess I should note you COULD add a phosphor effect and fade the pixels over time - this would reduce flicker by reducing apparent brightness. But it still requires a full frame buffer.)

Thanks for the explanation, but it was fun to dream, lol



#1023 ColecoJoe OFFLINE  

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Posted Mon Nov 19, 2018 11:01 AM

I never received an answer to this question when the kickstarter was happening so I will ask again. Will there be any warranty or support for this product?



#1024 retroillucid ONLINE  

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Posted Mon Nov 19, 2018 3:34 PM

I never received an answer to this question when the kickstarter was happening so I will ask again. Will there be any warranty or support for this product?

We're going to give a limited warranty wich will warrants the original consumer purchaser that the CollectorVision Phoenix shall be free from defects in material and workmanship for a period of 90 days from the date of purchase (when the unit is received) 

As for support,
After the 90 days warranty, if something happens to your console, we are going to repair or replace your console and we'll provide you an estimate cost of repair

 

*All these informations (and more) are going to be included in the Phoenix Instruction Manual 

 


Edited by retroillucid, Mon Nov 19, 2018 3:35 PM.


#1025 Master Phruby OFFLINE  

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Posted Mon Nov 26, 2018 11:11 AM

I just made the commitment for a Phoenix machine. I have faith in Collectorvision that this won't turn into a 7800XM or Opcode DK situation.






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