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Tony Cruise

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  • Gender
    Male
  • Location
    Tasmania, Australia
  • Interests
    Specravideo & MSX developer from back in the day, now a collector of retro systems. Looking at porting my Spectravideo & MSX titles to the Colecovision.
  • Currently Playing
    Diablo III PS4, No Mans Sky & Tomb Raider
  • Playing Next
    Berzerk arcade

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  1. Happy Easter! I have uploaded a new version, I have used the same libraries that @nanochess uses in his wonderful TMSColor application, converted to .Net and now used in the Tile Import section of the application. Now when you press [Import from Clipboard] on the [Character Sets] tab, you will be presented with the following screen: The [Starting Character] box will have the number of the Tile/Character you currently had selected on the main screen, you can change the value manually as well. If the current Clipboard contents is an image it will be displayed on the right, with simple colour palette matching. If you select [Normal Photo] the application will calculate a different mapping, using similar routines to the TMSColor application: If you select [Dithered Photo] the application will calculate a different mapping using a 2x2 dither to allow more colours to be closer together (similar to the 2nd option of TMSColor). If you press the [Import] button with one of the above options selected, the image will be broken down into Tiles/Chars in the current Character Set and a new Screen Layout will be created pointing to the current character set. If you first select 'Use more than one char set', the image will be broken up into 64-pixel high segments and the tile patterns from each section will be placed in three tilesets (new ones will be created as required) and a new Screen Layout will be created pointing to the three character sets. The final output after selecting 'Dither Photo' looks like this. I started with this original image: Then reduced it to 256 pixels wide, and to 16 unique colors, then back to a 256 colour format image (I use Paint Shop Pro for this - I am no good with Photoshop). I then manually removed the edges of the lettering and explosion. This is the image I copied into the paste buffer and achieved the above output using 179 tiles. Another example is my new splash screen for Stunt Cycle, I started with this flyer: I did a bit of trimming and removed the arcade cab, resizing and grabbing a 256 x 192 size section, reduced the colours to 16 (used Ordered Dithering). Increased the colours back up to 256 ending up with the following input image: I then imported it using the 'Photo Dither' option, into multiple tile sets and ended up with the following screen: I had plenty of tiles left to add the Letters and of course the Electric Adventures letters as well. The program will catch any errors from incorrectly formatted images, but let me know if you find anything. Note: The observant will notice the Import from Text options have changed as well. This allows you to import part or all of a tile set in text form from one tileset and then import it in again, just the patterns, just the colour to both, selecting the starting position and the number of characters to import. I haven't tested this thoroughly, but have used it a few times over the last few days.
  2. An update on EA 70's Arcade Classics for the Colecovision, feedback from testers has been pretty good and I have also made a few changes: - Adjustments to main title screen, and more detailed title screens for Depth Charge and Stunt Cycle - Lunar Rescue: fix to start bug when tested on GearColeco, added no move/thrust area just after mothership release, re-spawn more UFOs when you kill too many in a round. - Depth Charge: Screen colour change when you reach Time Extension score, time extension applies correctly, sub point values match depth - Stunt Cycle: Redid the sound effects (still no cheer - work in progress), fixed the score display bug, and reduced the landing area. Will be released on physical cartridge soon, still need to design the packaging, write the instructions etc. Gearcoleco 1.1.0 - EA70sArcade.ROM 2024-03-31 17-54-55_1.mp4
  3. First Beta of EA 70's Arcade Classics for the Colecovision. All three games are merged with a menu selection screen and are working. Just needs a little bit of playtesting, some cover art, a manual etc and it will be ready for release. Gearcoleco 1.1.0 - EA70sArcade-Coleco-240326B.ROM 2024-03-26 20-25-55_1.mp4
  4. EA 70's Arcade Classics will be a collection of three classic 70's arcade games in one cartridge. The three games in the collection are: Lunar Rescue Lunar Rescue a classic early shoot em up game by Taito, ran on Space Invaders hardware. Navigate through the asteroid field to rescue each of the stranded astronauts, then dodge and shoot your way back through the invaders to return back to your mother ship. Depth Charge Your battleship is under attack from squadrons of enemy subs, drop depth charges to take them out before they get you. Time attack game, with extended time gained if you destroy enough enemy subs. Stunt Cycle Very early black and white stunt cycle game, reimagined for 8-bit hardware with a nice splash of colour. There will be versions for Colecovisions, MSX and the original Spectravideo (318/328).
  5. Let me know if you get stuck, I can help with tips for optimizing/moving code to the write place etc
  6. I have a Joy Sensor controller but it doesn’t come in a trapezoid box. NB: also in the middle of the pacific at the moment so won’t be back until the 2nd February.
  7. New project and game for the original Spectravideo, MSX, Colecovision and Memotech MTX machines in collaboration with Jim's Bite Size Games (https://jimsbitesizegames.com). The game is called Asteroid Rescue, with gameplay split into two sections above ground, dodging various spaceships to land on a pad on the surface, followed by navigating a robot through underground caverns collecting fuel. We have completed the graphics design, along with the animation sequences as per the attached video snippet. Working on the game play elements at the moment, another update soon. AsteroidRescue-2024-01-08.mp4
  8. You have a failed/partial install of something else on your system and the temporary files folder has some files in it that are interfering. I would do a Drive optimize space and get it to delete all temporary and system files i.e. from updates. Then run a CHKDSK /F with a reboot and try again.
  9. I am finally getting some actual holidays starting from Christmas, so I may actually have some time to work on some of this (plus finally advance some of my titles).
  10. The final two chapters of my new book "Classic Game Programming on the NES" have been released. - Chapter 15, "Music" - Chapter 16, "Where from here?" Add some atmosphere! You’ve brought your game to life with sound effects, now it’s time to add atmosphere with music, using the Famistudio tool. Then, explore ways to take your completed game to the next level including adding more enemies, granting extra lives, and other fun-fostering enhancements. Order your copy today: http://mng.bz/Jd2p Use the code: au35cru for a 35% discount off any Manning product.
  11. Wrong way around, the name table is the tile map, and the gen table is the patterns themselves. The Gen table is split into Pattern and Colour tables. There are three tables of 256 patterns for each of pattern and colour (unless you muck around with some of the screen settings ;))
  12. The NES book has gone to the production department now, so going through images, forwards, pre-amble etc very close, but will take a couple of months of course. Hoping to have them ready if I get the chance to fly over to the Game On Expo in Arizona in March.
  13. The Kylie signature cannot be guaranteed to be real, but the Tony Cruise one might be
  14. I have an extremely limited number of copies that come signed here: https://www.electricadventures.net/Pages/Shop#!/Programming-Games-for-the-ColecoVision-&-Adam-Signed/p/529931298/category=0 They are of course in Australia, so the postage is quite a bit as the book is heavy. Next year I will put together a revised edition and make it Amazon print on demand.
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