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alekmaul

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Everything posted by alekmaul

  1. I changed something since this version . It is now "JOUER AU JEU" in french, no more "PLAY GAME"
  2. What do you mean exactly for "rom format". A rom file of the game to be use with emulators ?
  3. Yep, the menu screen will give you the choice. Regarding digitized sound, i don't think we have english speech. Only french is available.
  4. I am a slave of retroillucid and he wanted this game. So i had to obey and code it !
  5. The first one is MazezaM and the second one is Uwol Quest for money. I only need to add sound for both and that will be ok. Regarding bagman, the speed will change if you carry a bag, you will be slower (and much slower with a blue bag). Of course, this 32K version , as you can hear with the youtube video, also has the digitilized sounds from arcade, thanks to Daniel Bienvu tools for wav converison
  6. Hello, For my 3rd project on Colecovision, i decided to code Bagman. The project is not yet completed, I need to manage Cops and pickaxe. Everything else is now ok .
  7. I agree Daniel, graphics waste too much space in rom , really nice to see you again for such Coleco help for homebrewers. Is your own compression based on your Dan0 compression algorythm ? Can' t wait to see news regarding your new tool about that !
  8. ok, so i wil continue to update it With c++builder 3, i don't konw how to change xaxis (0..3) , it is bios/expe/ram/cart. Will try to release a beta version for test soon.
  9. Is it something like that you want for read/write access (i limited to 255 R/W but i can change that).
  10. Thanks LoTonah, that's the reason why i requested about needs for such emulator. For example, Youki gave me some works for lots of week now, i'm on his requests.
  11. There is no no$xxxx emulator for colecovision. I did some colecovision emulators for other consoles, so I know how to code it. As I said previously, my goal is not to do "bluemsx" clone but another emulator to help me coding homebrews for Coleco. So I put inside it what I want to help me (sprites / bg preview, I/O memory stuffs, also symbols for asm view, and so on).
  12. Hi, Don't know if it is the good place to talk about that but i'm trying ! I'm in search of a Colecovision console for my homebrews developements. I already bought an AtariMax cart to test them I'm french, so I need one with 220V powersupply and Peritel cable for TV output if possible :/ If someone can sell me such console, it will be great.
  13. Got it youki, thanks a lot. I really love the comments regarding this game (I'm French but I think you know that ). Regarding news : I'm currently working on DirectInput integration to support joypad. I'm also working on ini file config to save all things done on emulator and also last rom opened.
  14. Ok Youki, I will update ColecoDS for you if you want OK for non standard modes, will add them but do you have rom regarding such use of non standard mode ?. Regarding display memory, take a look at screenshot, I think it is what you want. Ripping sound and VDP values is a good idea took, i put that on my todo list. Currently, i'm fighting against direct sound, i usually use SDL and DirectSound is not so much easy to implement than SDL.
  15. Savestates will be done. Pause is OK , you have a step by step debugger and you can change what you want in memory Sreenshots are done, BMP version, not png, sorry about that. Regarding PC game controler, what do you want exactly. Currently, you're right, only keyboard is supported ... Regarding Internet, why not, but it is not the prior task for me. As I said, i'm using it for myhombrew devs. Also, evg2000, you're right. PC windows only, it's made with an old version of c++builder. Sorry about that.
  16. Thanks a lot for that. I think I have epyx game on my hard drive. I will use your test rom regarding SGM. Hope to release my emu soon even if some features are not yet available to know if community think it is a good idea to have a new emu for Colecovision
  17. Hello, I'm currently doing a new emulator for Colecovision to help me doing homebrew. This emulator is a "hommage" to Martin Korth no$xxx emulators. Currently, the core emulation works fine and I'm now working on I/O Map window and Screen datails windows. I tested this screens with mode 1 and mode 2, they work fine. Now, I have two requests for the community : 1) I have no rom image with mode 0 and before doing such rom, I just want to know if someone has a Mode 0 rom image to test my emulator. 2) Also, i want to add Super Game Module support. If someone has a rom image of such game, can it send me the link or the rom (if it is not a problem with copyright issues of course). This screen show you my emulator in action.
  18. Thanks for the tip digress, but try it after finding a way to add music to MazezaM.
  19. Reallyu nice work. I love ninja animation Kiwi, are you using C langage or pure ASM for this project ?
  20. Thanks for the lync, I will check it . I'm now trying to find a way to convert mod to mid to colecovision format, not so easy :/
  21. Thanks JF Really nice, is there a tool to compress with pletter algorithm or do I need to do my own one ?
  22. Yeah, I know about that version, but mine is really different and has more levels (same number as the GBA version, more than 20 levels). It will also have musics (i hope ).
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