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alekmaul

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Everything posted by alekmaul

  1. Don't know if someone has a F18A on Colecovision ... Also, I do not have one so I can't test if it's OK (and I think no emulators can handle this FPGA).
  2. Nope, only one sprite for whellbarrow, sorry :/ But as you can see on youtube videos, bagman and cops use two sprites
  3. Nope, must wait retroillucid reply regarding this point
  4. as I posted on FB, here is preview of manual and flyer
  5. That's right, found it, really nice : http://www.lcurtisboyle.com/nitros9/bagitman.html
  6. Last feature added, you can drop bags on guards in you are on a ladder, like the arcade version does
  7. When i tried to compile bagman with last version of sdcc, i have this message : What does it means. Also, the rom is 800 bytes more than with sdcc 3.3 ... So i will continue to use sdcc 3.3 :/
  8. Yep, I know one emulator that can handle it, my personal one But it is too young to share it, need to improve it before a release
  9. Thanks a lot guy, that is really great to share it !!!
  10. Thanks youki, will check the post but the beginning is not really nice "* WARNING * - IT'S STILL BUGGY - TOO BAD!"
  11. hummmm, search the link but can't find some help regarding programming tips for driving module
  12. Hello, All is explain in the title, I want to make a Homebrew compatible with Expansion module 2 and need to know how to program it Does someone (one of the Burn Rubber hombrew programmers for example ) can help me to understand how to access this module.? Thanks for futur help !
  13. I'm on for buying trading cards and will try to make mockup for my futur homebrews on Colecovision , please, don't stop this project !!!
  14. Hi all, Here is my last post for this year (^^, yes, that's true !). I wanted to show you another game that I hope to release next year. It is UWOL Quest for Money, adapted from my SNES version, which is adapted from the Mojon Twins team game (you can see it here : http://www.mojontwins.com/juegos_mojonos/uwol-quest-for-money/. The game uses the VGM compression tools and player from Tursi, thanks to him for the help and this great tool . You can see his comrpession tool here : http://atariage.com/forums/topic/226125-vgm-compression-tool/ It will be available in 2015, in ROM format or cart if I can find a publisher. I wish you lot's of great things for next year and see you in 2015 !
  15. ok, thanks a lot for your reply. I'm using openMTP and your mod->psg converter to do the job for VGM conversion. I will now try to add effects, the music works great.
  16. Hi Tursi, I have a question. It is OK for music, i understood how to manage it. But I have problem with effects, how can we create them (i saw your packed.h file in your example but don't know how you created it).
  17. Hi everyone, it's a long time that I didn't post regarding bagman. Here is a new video of the current version. Need to improve cop intelligence and elevator management but the game is still under 32KO !
  18. Hi everyone, here is a new video of the gameplay. The game will have a story mode and a battle mode, with 2-4 players (a french friend will try to make a Y cable to help 4 player game).
  19. Thanks a lot Teampixelboy ! Merry Christmas to everyone, hope we will have lot's of new things for Colecovision next year !
  20. That"s a really good idea NIAD ! Will try to add 4 players mode with both keypad and joystick. I just need now to find a person with electronic skills to do the hook device !
  21. Yeah, not enough confortable for me too :/. Only one guy on one joystick or it will will too hard to have a correct gameplay. But, if you create a multiplayer accessory, I will be happy to add the feature to my version too
  22. Yes, it will be multiplayer but with only two players. How are you going to manage a 4 players mode, i'm curious ?
  23. I also tested to play digit sound in nmi routine, same freeze during sound playing. I'm using Daniel wav2cvds tool to do sample conversion, I tihink it is ok with sample rate (the wav base file is 8khz, 8bits, mono).
  24. For bagman, i'm using digitilized sounds for bagman speechs. It works well and it is nice But, I need, as explain in Daniel's coleco documentation, to disable nmi for such sound playing. Doing that stops all other actions in game during all sound speech. Is there a way to use digit sounds without disabling nmi ?
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