Jump to content

Kiwi's Blog

  • entries
    92
  • comments
    70
  • views
    87,997

Entries in this blog

Worked on DK3 and another game today

I got the puffs to disperse after you sprayed it. Also, remade the 1st board to be like the NES. The original Arcade game is 2 screen vertically, so I made the screen like the NES version. You aren't able to jump and touch DK in the arcade so it had to be done. I could add another tileset in the middle third of the screen for Donkey Kong hanging off the rope like in the arcade version. I pretty much crammed DK on to one tileset. One of my biggest concern with DK3 is the bee's behavior, spr

Kiwi

Kiwi

Witch work in progress

I worked on this game last night. I drew the witch and her shooting star. I added a system that the tree can be spawn which I can do by pressing 1.   I'm going to do try to see if I can get the trees to look like trees.   The goal in this game is to travel as far as you can. You lose by colliding into a tree. You can shoot stars at trees to destroy them. However, you have limited amount of mana, so avoiding trees is the best options in most case. You also have limited of bombs that wi

Kiwi

Kiwi

What is Sony doing with the PSP?

When this handheld system came out, everyone who wanted one was excited to get their hands on this system. I mean, they made PSP e-magazine for it, made videos that would play on the PSP, and etc. The media on the other hand didn't care much about it. Is Sony either on-board with this system, or not? Do Sony suffer from bi-polar disorder? Sigh... It an awesome handheld system with great potential! What happening to it?   Anyway, my personal experience with this system was wonderful.

Kiwi

Kiwi

Upgrading the interface

I decided to increase the graphic window size a bit because 8 columns isn't enough and will cause some problem drawing good graphic due to the nature of having 8x1 color resolution. So I increase the number of column to 9 columns. So the graphics will be more colorful and less black boxy outline.   Before and after.   Here's the updated interface.  

Kiwi

Kiwi

Today I got older.

I just turned 32 years old today. I first played the Atari 2600 I think I was 4 years old. And that was my first passion of video games. My older brother and sister didn't have the patient to play through video game like I have. So now, I finally can make video games. Only for the Colecovision though. Well, I can make Flash games, and Petit Computer. I'm really interested working with system with limitation.   I got my Colecovision in 2008, because of Burgertime. I never actually given

Kiwi

Kiwi

Throwing Cutter blades at the enemies. Ouch!

I added cutter beam attack. The mock-up of him tossing the cutter blade, so it had to happen in this game. You have to collect the cutter power up to use them. I added a counter that shows up when you have some. I didn't think it would be possible, but I realized that I had 12 sprites available and not 6. I was thinking 4 boss sprites took 4 sprite slot, but that not how it works. The enemy takes up 12 sprites, the boss when he appears takes 4. It could take more, but this isn't a mega ca

Kiwi

Kiwi

Text Adventure real Part 1 finished

I was able to add stuff to the yesterday and complete what I wanted to put after the slime kill scene. I wanted to add a RPG cliche after the slime part to make people laugh.   What I did to get the program working again. Remove all multiplication, since I was using these to generate the tiles into that graphic box. Remove functions that were not function into the main(). I have to think of scenes that linear and put them into the main(). The logo, title load, and more are moved into th

Kiwi

Kiwi

Text Adventure progress...

I'm removing the Logo screen from it since it seems to cause problem. I'll remake that screen. Probably due to the sprite RLE decompression problem. I don't know about this project. Hopefully I can get it to the end of this game. I'm going to restructure the programming eventually to make it stop doing that resetting thingy. However, it works for now.   I learned how to use put_frame() and should use that in the beginning. I finished converting the fill_vram tiling method to use the pu

Kiwi

Kiwi

Text Adventure production continues

I'm glad that I waited and not blow off this project once in all. I created 3 new project to work on while I figured out the problem. I have to thank bfg.passion for posting about NMI and Newcoleco mention the retro system do have problem with multiplication, which was the answer.     This is the RAM, The CF is garbage data. This is after I changed some of the mathematic formula to add, and not multiply. The number of CF is greatly reduced. The game only uses about 32 bytes of RAM for

Kiwi

Kiwi

Terminator Salvation

Terminator 2 is my personal best movie of all time. I watched this movie multiple of times, and it never seems to get old. The Original terminator had a human vs the machine, while T2 had an obsolete machine against a superior machine. T3 had the same obsolete machine against the overpowered machine. Terminator Salvation ditch that cat and mouse game, instead it's human race vs machine. Now Terminator and Terminator 2 are awesome and they were made by James Cameron. The other 2 lack someth

Kiwi

Kiwi

Stuck on Text Adventure...

I kinda knew something would happen at the halfway point. I think one of the toughest problem programming this game, I can't tell where the data are going on the RAM. That's a problem with C language I believe. Therefore, I don't know if the RAM are just floating there or they'll be overwritten, or writing after the used spot. I can send data to a specific spot of the Colecovision video memory, but not RAM. The ROM size is 17KB, so going over that makes the game loops right after the title s

Kiwi

Kiwi

Still working on this

For a short game, it takes a long time and patience to make. I had to study the C programming stuff, and translate the TI-83 code into C. I really love the graphic chip of the Colecovision and the vast amount of resource out there is enough for me to start coding for it. ICVGM, again, is awesome. I have to draw a lot of graphics for such small 9 by 6 window. I want to see how far I can push the limitation. Furthermore, working with ICVGM and programming in C relaxes me and made me more conf

Kiwi

Kiwi

Starting a new game! Battle & Quest

Logo screen for this game. It's not animated yet.   The title screen for this game. I put myself and Daniel's name on this page because he provided the tools and resourceI needed to build a game.   The is another one I made for the TI-calculator. It basically a monster battle simulator. My second game of this one uses the graph screen a lot with pixel_On() cases. For dumb reason I didn't finish with that one and if I knew adding the ") and end cases at the end of my if/then and Output

Kiwi

Kiwi

Some updates

I finally completed 1 branch that lead to the player's death. I won't reveal what it is. I got that knocked out of the way. It was fun drawing the graphic for it and writing what happened to your character. Then change the interface brick pattern to skull pattern when you get a game over. Thank you again, Tursi, for helping me extract a premade tile and pasting it into the wildcard spot.   When I made the graphic for this scenario, I couldn't think of a good way to tile recursively since

Kiwi

Kiwi

Smooth Scrolling on Colecovision

This is my code what I thought up how to scroll by copying an 8 by 8 tile from VRAM to RAM, then dupicate another copy of it. Then copy from the 16 entry array to the 8 array by using a variable(frame in this example) as an offset. Then put square array to the tile hot spot, which is the same source it was originally copied from. It shows the illusion scrolling on the Colecovision.   scrolling.rom Here's the source below   #include <coleco.h> #include <getput1.h> #define chr

Kiwi

Kiwi

SIERRA GUI 1

I've been playing Leisure Suit Larry:Reloaded and couldn't resist transferring the GUI to the Colecovision. It's rare to see branching conversation, only when speaking to girls. Don't really need pull, push, open, close, pickup. It been combined into one icon the grab command. There's 6 different verbs that needs text. The picture icon fits on the text portion of the tileset.   The first 0-127 tiles are going to be use through out the game while 128-255 are swapable. I forgot to add the

Kiwi

Kiwi

Short update

I got 4 rooms drawn and one need to made and I need to make more unique tiles for that last room of the puzzle. The 128 tiles pattern table has about 45 tiles left to be drawn. I load the pattern table right after the text pattern at address 0x0400 so the text pattern set won't be overwritten. 3 room tables(yet one room need to be entered) are entered and displayable to test what they look like on the TV screen(due to the colors.).   It appears that the 0xcf that leaked into the RAM is no

Kiwi

Kiwi

Shoot'em up game I'm making

I added background scrolling to this game. It does lag the game a bit. I divided the task up for the enemy object to occur every 3 frames, so 2 enemy movement would be process per frame. Every frame or so, it'll lag a frame since the tiles are redrawn every 8 pixel have been scrolled. So every 48 frames, it'll have that one lag frame. Other than that, the game is stable. Occasionally the < ship get flicker in the wrong direction a brief moment.   I added the green blob enemy that foll

Kiwi

Kiwi

SDCC

I'm beginning not to trust SDCC. I do wished they had older version of SDCC available to download. I would like to troubleshoot with older versions to see if it fixed the issue I'm having. Every update, it seems that they change a lot but neglect to find out it does effect the coleco.h and getput.h. The latest version, with the speed radio button selected, it ignore get_bkgrd function. Without radio button, there no need to use the optimize feature.   Also, yes, I'm still figuring out how

Kiwi

Kiwi

SCUMM for Colecovision Work in Progress 2

I've been working on this project this evening. You can select a verb either by the Colecovision's Keypad or selecting it from the boxes below. There are 4 objects in this room that can be use by verbs displayed above. I didn't put my all on the graphics since I am just building the engine.   All I need is your character being able to walk around in this scene. Then I'll have to figure out how the inventory system going to work via coding.   The text disappear on it own after a few seco

Kiwi

Kiwi

SCUMM for Colecovision Work in Progress 1

I had a feeling I drew these letters before. Maybe it's nothing. Here's the tileset I made for the bottom 1/3 of the screen. I'm leaving the top 1/3 and middle 1/3 for the scene's tiles.     I organized the tile this way on purpose. Whenever you pick up an item, the graphic and color info are pulled from ROM into the first 6 tile slot for that specific item. When you select a verb, the 8 tiles's color table will be fill_vram'd with color white or other colors of your choosing.   N

Kiwi

Kiwi

Scroll screen

I constructed this scroll screen via programming. Here how I made this screen.     static void ScrollScreen(void) { byte x; //declare x rle2vram(PATTERN2RLE, 0x0400); //pour pattern data into char 128-384(my letters are in char 0-127) rle2vram(COLOR2RLE, 0x2400); //pour color data after my letter's color which is in 0x2000-2400   fill_vram(0x1800,0x9D,768);//fill screen with solid yellow tile fill_vram(0x1800,0x98,1);// draw 1 left roller fill_vram(0x1801,0x9a,30);///dra

Kiwi

Kiwi

RockCutter is now set at 128KB Megacart

I started another project after I failed to convert Rockcutter a Megacart format. I soon figured out that if --codeseg bank1 is in that command line, then it would compile the code and const segment in 1 bank. SDCC -? help got me a list of switches to tell me what each switch does. So I found --codeseg and tried it out. Sure enough it compiled both const and code in 1 bank. I used cvmkcart.exe to put the segment together and sure enough it works(once I figured out which bank is the right o

Kiwi

Kiwi

Rock Cutter Blog

I managed to optimize the game enough to have over 700 bytes left before hitting 32,768 bytes. I ditched the font and use the Coleco's BIOS font, 300 byte saving. There's little text in it anyway. My next project I'm going to attempt to bankswitch. I'm going to break up my source files into pieces. And find bfg.passion tutorial and try again with SDCC. I think I can't use CCI3 for this but to compile the sources, but use another program to link all of the data together in to one Megacart RO

Kiwi

Kiwi

Rock Cutter

When I first program this game, I wanted to make a platformer. I did make a gameboy mockup for Pixelation challenge thread long long time ago. Then went on to make a Mock-up of Rock Cutter, if it was made for NES. I made this in Flash 5. I didn't really know how to program back then. The Gameboy and NES mock-up was created in middle of 2002. I thought of trying to make this game for the Colecovision. Platformer is one of my favorite game genre. So I started on it last year in

Kiwi

Kiwi

×
×
  • Create New...