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Everything posted by alekmaul
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Team Pixelboy News Bulletin - December 25th 2021
alekmaul replied to Pixelboy's topic in ColecoVision / Adam
Thanks a lot and merry Christmas ! -
Coleco Emulation - What do these games have in common?
alekmaul replied to wavemotion's topic in ColecoVision Programming
I think the problem can be the video chip emulation with interrupt trigger. Perhaps it is not good in ColecoDS. -
Installation of ColecoVision development kit
alekmaul replied to ppj34's topic in ColecoVision Programming
You're right. There was a bug to download msys. I updated the wiki page, it's ok now for msys. -
Installation of ColecoVision development kit
alekmaul replied to ppj34's topic in ColecoVision Programming
Perhaps you can try this https://github.com/alekmaul/pvcollib And tell me if it is easy or not to install it -
Nope, you need to ask to collectorvision if they want to do a video
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this was the reason why I wanted to use SGM as an external RAM ...
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I just wanted to add it as external memory because it is for my dev kit and I wanted to keep it ok with SGM or no SGM. But you're right, as @Kiwi said also, I will change the data-loc and put a big comment in documentation about the use of SGM ram with the kit.
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__sfr __at (0x2000) PORTA_255; seems to work, not byte __at. Another problem, I can't declare array
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If you change data-loc, you will lost the 1K original ram of CV. @PkK, any idea if sdcc is able to handle external ram for Z80 ?
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Hi guys, I'm trying to add new feature to my pvcollib and I began to implement SGM functions I'm currently trying to use external ram, so I added to linker options : But I have a problem to declare variable in this external ram, how can I put variables at 0x2000 ? I "googled" and found some examples, but they do not work Here, for example, http://fivedots.coe.psu.ac.th/~cj/masd/resources/sdcc-doc/SDCCUdoc-10.html xdata at 0x2000 unsigned char PORTA_8255 ; will produce "sgmramtest.c(12) : syntax error: token -> 'at' ; column 8" If I try xdata unsigned char PORTA_8255 ; I have same error. I also found we must use far, same issue with "far unsigned char PORTA_8255 ;" Same thing with "unsigned char __xdata PORTA_8255 ;" Do someone know how to declare in C langage the use of external ram with sdcc ?
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I did it for Colecovision. Just waiting now for a release (perhaps this year ...)
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Demo of my next game for you Colecovision enthusiasts
alekmaul replied to AnalogKid's topic in ColecoVision Programming
You know, Circus will be published soon from CollectorVision -
Really nice @nanochess, I wanted also to post it to coleco, you did it, that's really great ! Bravo !
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Team Pixelboy News Bulletin - January 1st 2021
alekmaul replied to Pixelboy's topic in ColecoVision / Adam
Happy new year ! -
Team Pixelboy News Bulletin - December 25th 2020
alekmaul replied to Pixelboy's topic in ColecoVision / Adam
Thank you, Luc! Happy Holidays and Merry Christmas -
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
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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.
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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
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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!
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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
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I love the smooth movement during play. Continue, your game will be great !
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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 ...
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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 !
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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
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2 New games for your colecovision - We need your opinion
alekmaul replied to tanuki's topic in ColecoVision / Adam
I think you meant "like the DELUXE edition of Bomb'n Blast", don't you ?