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Everything posted by hardhat
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GhostBlaster - Last chance to get a copy
hardhat replied to newcoleco's topic in ColecoVision / Adam
Got it RelliK111 -
GhostBlaster - Last chance to get a copy
hardhat replied to newcoleco's topic in ColecoVision / Adam
Yeah, it'd been a while since I frequented AtariAge. So it's good to be back for sure. -
GhostBlaster - Last chance to get a copy
hardhat replied to newcoleco's topic in ColecoVision / Adam
Hi all, Okay, so I guess I am a little bit off on my timing. I have actually started manufacturing the cartridges now. I have the first few cartridges ready to ship this week, so I'll be contacting people who requested one, to see if they are still interested. Payment will be by Paypal. Cost is $40 US + $7 shipping anywhere in the world. Package includes a GhostBlaster clear cartridge with the clear label, just like the original run. If you want to get into the request list, you can PM me here. The total run size is up to 30 cartridges. I already have 10 of those made which should satisfy the current requests. Once those are shipped, I'll be opening up direct ordering on the adamcon.org website. -
Colecovision (Adam) cart question - Project Name by Line
hardhat replied to evg2000's topic in ColecoVision / Adam
It was an internal Coleco tool distributed on disk. It uses special disks with no directory, to save the state. Form coleco employees call it "the Coleco Graphics Processor". It was floating around for a while, and the Walter Brothers made a cartridge version of it. It has a nasty habit of overwriting itself, since it doesn't use the directory, so have a converted version on cartridge is useful. There are even some (incomplete) debug interface, that works over the fabled Coleco internal serial port. I have Syd of Trisyd Video Games as a friend on Facebook now. He was in the same Coleco Adam club as I was (MTAG in Toronto). He had some good software with that sound digitizer. -
Interest check in new ColecoVision cart casings
hardhat replied to Pixelboy's topic in Homebrew Discussion
Well I have enough free cash for 200 black ones now. It depends on when you do the product run if I can free up enough cash for more or not. I should buy more I guess. It's hard to predict the future for when the next batch will be made. -
Looks good. I'll have to look around for an emu that'll do justice to the sound.
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I agree, the arc on it is kind of crazy...and on this latest version its even worse. He doesn't calculate the arc, its in an array, and I don't know how he got the numbers, it doesn't mimic gravity thats for sure! anyway, I am attaching another copy of the game.....its a playable demo...but certainly still has some things to do: 1. fix the high frog jump 2. put the score on the scoreboard (currrently its on the bottom of the screen). 3. optimize certain things that bog the animations down (original author has very clean looking code, but many of the loops are not necessary and just slowing things down). 4. put the sound back in. 5. splash animation 6. music on title screen 7. when going back to the title screen the 2nd time, keep scores on the score boards. but anyway, in case I get busy and don't release another rom for a bit, wanted to release this... It's already somewhat playable in both 1 player and 2 player. To make it really good: to do: add levels, add better AI have the lilipads float left to right in later levels. maybe silly levels, like ring of fire in the middle....etc. p.s. the tongue animation code is in there...but I did only put 1 frame of the animation (fully extended) in this version. So...one gets all the slow down of the animation, without actually seeing it...lol...but anyway, another thing that needs to be done. oh yes: more todo: fly 1 and fly 2 are not flapping wings right now, and are not 2 color yet. : sprite flickering engine is not there yet...its rare that its needed, but...it will be done too, for those times when it is. Definately progressing well. I look forward to the next build of Pacific Fleet too. Have you considered combined character and sprite animation for 2 colour flies or something? Helps deal with flicker at least.
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I guess I got stuck on not having the cosine function, which, I think would be needed to do a true gravity based ballistics trajectory...and I just say that because gorilla.bas and most sci calculators expect it, but...but in truth the way you put it...I can do something and fudge the numbers until it looks good on the screen.... I really find the input around here to be excellent...thanks again. If you're starting with an angle and a speed, the sine/cosine table (or math) can be used to figure out initial x and y velocities. From there you can use the math I've already described. Do a forum search for "gravity" or "subpixel" for more good reading. Have fun, 5-11under A look up table of 32 or so initial angles might be enough even. Once it is in the air you need to use a parabola: y=A*x*x+B*x+C which can be done by tracking the: - initial speed - downward acceleration at each time step: increase or decrease X by 1, add the acceleration to the speed, add the speed to the y position. I think that in that order it is called "Varlet integration" or "Euler integration". It can be done with floats with that compiler, but the fixed point math (with the position recorded as x/256 fraction) looks just as good really and is as much as 100x faster. I tried your new rom posted, and it is coming along. Keep at it.
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Don't forget to vote for this and other games. The votepack is now up at http://minigamecomp.org.uk/vote.php?module=NS-User Comments are much appreciated too.
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The screen shot looks promising. The trees are especially nice. I've also programed games for PalmOS and PSP when I'm not doing ColecoVision games. So welcome to the platform.
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No, Freeze SMS just don't seem to like ColecoVision games it doesn't already know about.
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I just tried it with Mekaw072 and it works perfectly. What version were you using. It seems like Freeze SMS thinks that none of my ROMs for any of my 10 or so games that I've written are ColecoVision games. I wonder why. Maybe it doesn't recognize the 55AA header instead of the AA55 header. Both are valid, but one was used by most commercial games, and the other usually used by people who don't want the default ColecoVision title screen.
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I like Dirty Jobs. Fun. Something like the attached? I have an Ostrich that evades you, and you pretty much have to chase it to a fence. If it notices you're close, it runs aways fast. Use the fire button when your shirt turns purple to catch the Ostrich, and bag them. I didn't do the "loading into a truck" part that you described. If you like it so far, maybe you can draw the art. Edit: I've attached a screen shot of the progress, if you don't have time to try the ColecoVision rom. It was a ColecoVision game you wanted, right? I also fixed a logic bug in version 0.2, where you could just hold fire, and added a between level instruction screen. And I tuned the graphics a tiny bit. ostrich0_1.zip ostrich0_2.zip
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I haven't tried either of those before. I usualy use Virtual Coleco (which is flakey I guess), BlueMSX and AdamEm, and on the PSP I use pspcolem, which requires that I bring the rom size up to 4k or greater for some reason. Maybe I'll look for those other two, but I thought that Murphy74 uses Meka.
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Were these ColecoVision games released in real boxes?
hardhat replied to Pixelboy's topic in Classic Console Discussion
Well somewhere around 1987, my brother met with Telegames at a video/electronics trade show that summer, and they said that they had received Skiing, but it was incomplete. So they finished debugging it and released it then. I bought it at Toys R Us at Christmas time ("Wow! New ColecoVision games"). I know a lot of the new telegames games came in a generic box, or a CBS box at least in Canada. Skiing didn't work on my Coleco Adam, and I didn't have a ColecoVision at the time so I traded it to a friend. I remember the sticker being "reproduction" quality, as well as the box. So I believe that it was never done with full colour Coleco art for the box or sticker. -
Thanks. I tried playing for a high score, and found that it ran out of free timers when I hit 15535 after an hour of play. So I fixed that bug, and the disappearing score that sometimes happens on game over. The update (labeled 1.1) is in the same place as linked to in the first post.
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I'm glad you liked it. I've wanted to make a Turbo type game for a long time, and also Antartic Adventure is a fav of mine. I don't often get over 8000 myself, but when I did I would make it harder I basically rewrote it 3 times to get it to the right size for the compo. The first time there were to be two other modes of game play, done in C. The second time, I started in C with size in mind, and started to know what was truely important. The final time, I started in assembler since growing a project is easier than squeezing it for me, and I came up with some good ideas for higher compression ratio for the screen graphics, so that helps too. I still have a long list of other things that I'd like to add, so I may make a full game of it later. You never know.
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Hi, To celebrate the 25th anniversary of the ColecoVision game system, here is my entry for the Minigame Competition 4k division. You are the captain of the proud Maid of the Mist, taking tourists toview Niagra Falls. Sounds easy? Well, to keep from being fired you need to keep your ship in ship shape, by avoiding rocks and logs in your way. Hit one, and your ship will slow, and you will risk falling behind. Hit too many and you'll sink. Watch for the dreaded whirlpools which are sure to sink you. Here is a vid of the game play: and the screenshot: Download and try it yourself: mistma4k.zip which includes source. Voting doesn't open until next week, but there are lots of fun games that you can download already from that site.
