Jump to content

opcode

+AtariAge Subscriber
  • Content Count

    4,635
  • Joined

  • Last visited

  • Days Won

    43

opcode last won the day on July 4 2017

opcode had the most liked content!

Community Reputation

4,905 Excellent

6 Followers

About opcode

  • Rank
    River Patroller
  • Birthday 12/20/1970

Contact / Social Media

Profile Information

  • Custom Status
    Bringing new life to your ColecoVision!
  • Gender
    Male
  • Location
    MA, USA
  • Currently Playing
    Penguin Adventure, Gradius
  • Playing Next
    Donkey Kong Arcade

Recent Profile Visitors

33,521 profile views
  1. Btw, I found a few leftovers in the Castlevania original game for the NES/Famicom A holy book, some women’s apparel, and vestiges of a 7th stage. Let’s see if any of that can be used . Sent from my iPhone using Tapatalk
  2. What I can tell for now is that devs can use C and assembly. Dev boards can be hooked up to PCs for integrated debugging system, including step by step execution and memory watching. Sent from my iPhone using Tapatalk
  3. Sneak preview.... Sent from my iPhone using Tapatalk
  4. Sent from my iPhone using Tapatalk
  5. UPDATE (09/21/19): we have now near 400 people in the SGM2 waiting list. Beta starts late December/early January. I believe we can release the SGM2 with 4 games, with about 4 more shortly after that. I plan to leave in the SGM2 in beta for several months while I complete games. We should start with about a half dozen units and expand to pilot run of a few dozen units later on. We also had to make a few changes to hardware to keep it in the price range we were planning ($120-$150). We will discuss those near to beta, when we know there won't be any more changes. Doesn't affect current games though. Castlevania: Completed the level editor, now I can finally put together levels fairly easily. I still believe the game will be playable in time for Halloween.
  6. You can subscribe to the waiting lists here: http://eepurl.com/gfE7TP http://eepurl.com/gmrNpL
  7. UPDATES: we have the SGM2 designed. We had to take extra care with power consumption, since we don’t want to have an extra power supply. We also had to take care of switching modes seamlessly. Castlevania is advancing nicely, and the goal is still to have the game playable around Halloween time. Sent from my iPhone using Tapatalk
  8. I have been missing some action.... Sent from my iPhone using Tapatalk
  9. Now printing.... Still very rough, but should give us a good idea of size, comfort, usability, etc Sent from my iPhone using Tapatalk
  10. I have avoided checking Amico news. I don’t see them as competitors or anything, and I don’t want to be influenced by any of their announcements. In view from the hardware perspective they are doing something quite different of Omni, with their thousands or millions of sprites and modern tech. Sent from my iPhone using Tapatalk
  11. The “original” content has been pushed back until we have an installed user base. Those games involve investment I can’t afford right now. But my deal with Ed Averett is still good, so those games will come after the SGM2 is out. Sent from my iPhone using Tapatalk
  12. Just completed the sprite driver for Castlevania. In addition to the obvious hardware advantage of OMNI/SGM2 over the NES, the SGM2 version can now display all the sprites without the need for "sprite multiplexing". It isn't that the SGM2 has no limits in terms of sprites per scanline, but a NES game just doesn't cross that limit. So with no sprite multiplexing in place, now all sprites display in the proper priority order, greatly improving the illusion of depth. With multiplexing in place, sprites keep moving in front and behind other sprites all the time, breaking the illusion. For example, when Simon overlaps a candle, you can see the candle sprite flickering in front and behind Simon, which looks very weird. Or when Simon crosses a door, the different sprites move front and back.
  13. Yes, that is what I meant, the email list. Sent from my iPhone using Tapatalk
  14. A few updates: Got a 3D printer. That should speed up the prototyping process considerably. Controller is now over 600 units preorders. Castlevania is now near playable. Progressing faster than I had expected, considering it is a NES port. I want to present the game during PRGE, assuming I can find a sponsor. I believe it truly shows the SGM2 potential. Alpha board expected for September with beta board in December. We release in the first half of 2020, the exact date depending on how beta goes. Zaxxon and Galaga are two probable launch titles. Working hand to have Castlevania join that. Other launch window games are Jungle King, Moon Patrol, Loonies, and Elevator Action. There is one more hardware project to be announced soon. Sent from my iPhone using Tapatalk
  15. Indeed, we removed the ColecoVision from Prometheus. But we have the SGM2 as a way to put the extra features back, and by the time the SGM2 releases early next year, we should also have something for those looking for a way to play ColecoVision and SGM1 games without breaking the bank. Sent from my iPhone using Tapatalk
×
×
  • Create New...