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alekmaul

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Everything posted by alekmaul

  1. Hi @digress You need to run the .bat file to install pvcollib in c:\colecodev (take a look at wiki for explanantions), I don't think you need to copy the bin folder Regarding the samples you tested, I updated them and now they worked. I pushed the updates on github (only some fix with enablenmi and gfx names) but not yet released a new version I'm waiting for new feature we are currently working on with @newcoleco
  2. you're right and I don't think I credit you about that, my mistake :/. I updated readme.md with a link to your website Regarding EmulTwo, i will work on it again to add more Adam support and update some screens for programmers.
  3. Yeah, I also manage some code about VDP corruption, and you have two functions you need to use to update VDP OUTSIDE of NMI routine : and
  4. thanks for your tests @digress, I will investigate the blacks screens. That's strange but I think it is because I did them a long time ago and I forgot regression tests because I use pvcollib for each game I make without any issue ... For all community information, @newcoleco is working a lot to port some of her games she did a long time ago to pvcollib to have more examples to help us using pvcollib She is also working with me to improve pvcollib and add some functions!
  5. New version 1.5.1 is now available here:https://github.com/alekmaul/pvcollib Here is the changelog: Add bunny example (thanks Amy Purple for sharing this game) Fix Makefile to add sys_choice and vdp_putvram_reapeat <_< (stupid I was ...) Add vdp_putvram_repeat to repeat some chars n times on screen (thanks Amy Purple for this function) Add sys_choice function to choose a key on joypad (thanks Amy Purple for this function) Remove docs content (useless) Add graphic mode 1 example Add vdp_putarea function Add default sprite address 0x3800 in mode 2 Add spr_updatefast funciton without changing order Change palette for f18a from bytes to words Add sys_memcpyb to copy memory byte per byte Add snd_mute variable to mute background sound playing (if you have another sound engine) Change vdp_disablescr & vdp_enablescr with flag for nmi Add vdp_getvram function
  6. I love the smooth movement during play. Continue, your game will be great !
  7. The grep command is only to present you the size of CODE, DATA segments. It seems that you do not have it on your computer, I will add it to the minimal command package I zipped with the installation. It is strange that you need to add bin directory to your path, I do not have this issue with my Win XP virtual machine ...
  8. Thanks for your reply. The music driver works fine with my game Sir Ababol, the music renders really different from the mod file I used, but it is normal as the Coleco does not support samples. By the way, the result is great. Regarding sfx, I will use the regular player but I wanted to know how to handle them with VGM. Now, it's ok, thanks to you For your information, I compiled the lib with sdcc 3.9 and it works fine. Thanks again for your great work @Tursi !
  9. Really nice work Tursi, but one thing I do not understand is how to make sfx in vgm format ? I can understand how to convert mod to vgm, but what about sfx ? Another point: I can't see source code of the vgm lib, we need to link with your .a file ? *EDIT* found it in \Players\libcolecovgm2, sorry to have not checked before
  10. I think you meant "like the DELUXE edition of Bomb'n Blast", don't you ?
  11. You're right. The only example with bitmap mode is with MEGACART example : https://github.com/alekmaul/pvcollib/tree/master/coleco-examples/megacart
  12. Circus is also using F18a mode
  13. You know, I'm 53 years old man !
  14. So @Tony Cruise, you're also using the speech synth. for sound effects ? no more use of standard coleco soundbios for that ?
  15. you can also use pvcollib which is supporting megacart (more than 32k) natively also shipped with an example : https://github.com/alekmaul/pvcollib/tree/master/coleco-examples/megacart
  16. thanks for your reply @Ikrananka, i willl play it again and will see if it is so much hard to finish it with such speed. @zaphro72, if you can send here some screenshots about when you think it is not palyable (as you said previously) because monsters are too fast.
  17. ok, it is faster, but is it a problem ? my goal is not to have the same speed but a nice game. You think it is not nice like that ? I'm surprised that people still need to compare instead of saying if they think the game is nice to play or not ...
  18. Please, could you give me where it can't be possible to "past the bad guys", with some screenshots for example, it will help me to understand. Regarding the grave (or bible), it seems ok for me,I will check again ... For your information, monsters and Sir Ababol are using the same frameskip (1 frame), so I think it is now a good compromize for the game.
  19. OK, new version is available here : https://www.portabledev.com/jeux/colecovision/sir-ababol/ You got also a small manual (print & read verison) and an flyer, enjoy ! Don't forget to support homebrew !
  20. ok, will check more deeply the ZX Spectrum version ...
  21. Regarding monster speed, I managed it, don't worry, they move slower now ;). The other problem is not a ROM issue with monster, but a RAM issue. I will try to store monsters coordinates in VRAM , will see if I can have something ok...
  22. you're right Kiwi, not enough RAM to manage x & y coordinates for each monster in map (120 monsters ...)
  23. Thanks for your comments about what you think I need to adapt, I will release a new version with all your suggestions.
  24. Hey the coleco fans, I don't know if you saw what I posted on Facebook but I released for free a new game for Colecovision, adapted from a Mojon Twins title on ZXSpectrum. It is Sir Ababol You can download it for free here : https://www.portabledev.com/jeux/colecovision/sir-ababol/ You can also support my works with a Paypal gift Enjoy !
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