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Posts posted by alekmaul
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Thanks for your comments about what you think I need to adapt, I will release a new version with all your suggestions.
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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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@Kiwi, take a look at pvcollib, it has support for F18a, even with gfx2col tool. You also got some examples how to implement it.
If you got some problems , you can contact me through Facebook chat or hear.
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Sorry, forgot to reply to your post @5-11under, everything is explained here : https://github.com/alekmaul/pvcollib/wiki
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yeah, strange, will investigate this issue ...
and yes, as digress said, i tested it with a directory without space, no more than 8 char, colecodev ..., strange that col_rules can't be find
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yeah, i did an update of newcoleco kit to create a brand new one, addind extra features, examples, complete makefile compilation toolchain & tools (with ple, rle and dan1 compression). It comes also with Phoenix features too.
You can find everything here : https://github.com/alekmaul/pvcollib
And in the thread dedicated to the lib
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@Eric M, if you use my coleco library pvcollib, i managed sprite flickering, so no need for you to implement this feature ;)
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Thanks a lot man
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The pb is the way the memory is init. I got same problem with EMulTwo. If you init all the Coleco memory with 0, it can't run, but if it is another value (0xFF is fine), it works (for memory between 0 and 0x8000).
Perhaps Oscar changed the way he initializes memory in last version.
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oh yeah I understand. I also modified the linker and add a new tool : cvmkcart
If I want to be compatible with your megacart, I will have to modify it.
You also got an example here : https://github.com/alekmaul/pvcollib/tree/master/coleco-examples/megacart
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20 hours ago, PkK said:Support for bank switching for code in banks in SDCC is still incomplete.
For data in banks it works using named address spaces from the Embedded C standard (see section 3.5.5, "Non-intrinsic named address spaces" in the SDCC manual).
OK, will check chapter 3.5.5.
Why are you saying it is still incomplete ? you are working on a new version that will support your new bank switching (you agree it is OK for the current megacart support ?)
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Nice, I think 8KB is better than 4KB, because it is easier to have gfxs & code in the same bank (very practical with other megacart PCB)
How sdcc handles your bank switching ?
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Thanks a lot Luc, that's a great Christmas gift. Merry Christmas for you and your family !
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Tanks a lot, will check it and add it to my pvcollib and emultwo emulator
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Hellp Pkk, nice to hear about your current work.
Some questions ?
How does the bankswitching works ? Is it with a specific adress read ?
How do you create a rom with your current bankswitching system ?
You're talking about 4K bank switching, we can't use more ? like 16k, which is more confortable with lots of graphics / musics (like current megacart project).
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Great, i did the same thing when i developed on gcw0 with sdl lib
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Yep, I got confirmation, it's the same. I can work on it.
I began to integrate the f18a initialization, I will had a default bitmap mode and also adapt the tool gfx2col to have the good palette management for f18a.
If you want to participate to the lib, don't hesitate
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SGM and f18a are on the way, don't worry. But I need to know how Phoenix handles SGM before (don't know if it uses same ports).
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New release 1.2.0 pushed on github
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I did the update, it works fine, thanks
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just a question, do we have a special order for install ? Service before CV core or it doesn't care ?
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also got my membership card and the game today, thanks a lot collectorvision team, that's so great
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Hi all,
I forgot to post here that i'm currently working on a lib based on works of newcoleco (Amy Purple).
The lib uses last sdcc version, is fully functionnal and i'm now going to do the wiki page to help people to install it and doing games with it
It is available here : https://github.com/alekmaul/pvcollib
Next step will be to add SGM support (how to detect it, to use it) and also F18A support (same functions).
If you want to help me with the lib, you're welcome !
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Thanks a lot for sharing the source code. Nice to see such piece of game port to Coleco & MSX
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Sir Ababol
in ColecoVision / Adam
Posted
you're right Kiwi, not enough RAM to manage x & y coordinates for each monster in map (120 monsters ...)