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alekmaul

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Everything posted by alekmaul

  1. Good luck for you, hope to see you back here or on FB !
  2. thanks again for sharing your rom about this , well, strange game ^^ I think it is a big challenge to emulate such scrolling on COleco. So, as I said, thanks for that !
  3. Blois, France (near Chambord Castle https://www.google.fr/maps/place/Ch%C3%A2teau+de+Chambord/@47.6130081,1.4602406,12.5z/data=!4m12!1m6!3m5!1s0x47e4add37eb82821:0x6d1fb075610e2871!2sCh%C3%A2teau+de+Chambord!8m2!3d47.616126!4d1.517218!3m4!1s0x47e4add37eb82821:0x6d1fb075610e2871!8m2!3d47.616126!4d1.517218)
  4. Thanks a lot, will take a look at it
  5. Testing is what take the most of the time on my projects. I can develop something but I'm really bad on finding the bugs in my projects. Also, because I'm not a musician, making music and sound are also the parts I did at the end of the projects and that take a lot of time too.
  6. Merci Nicolas. Le mode slalom est pas simple mais l'effet de glisse est là !
  7. Really great to share this to the community. Thanks a lot Mister Pixelboy, and have a really nice Christmas !
  8. And also Youki, f18a, as SGM, are not compatible with our SCART console
  9. Thanks a lot, great part of Coleco and IntV history. You're great Pascal !
  10. yes, like PixelBoy said, it can be produce by CV, even it look more like a drawing than a real screen.
  11. Your friend is really a great guy to allow you to share this part of CV/INTV games. Thanks a lot Pascal !
  12. Part of the history of Colecovision ! Thanks for sharing !
  13. Hi, I have a strange behavior with your compressor Daniel. i tried to integrate it in my tool (thanks for sharing source code), it works fine, but compression ratio is lower than a pletter compressor ! Dan1 : const byte TILtitle3DAN1[] = { // tile size dan1 compressed 965 bytes (52%) const byte COLtitle3DAN1[] = { // color size dan1 compressed 793 bytes (60%) const byte MAPtitle3DAN1[] = { // map size dan1 compressed 385 bytes (49%) Pletter : const byte TILtitle3PLE[] = { // tile size pletter compressed 957 bytes (52%) const byte COLtitle3PLE[] = { // color size pletter compressed 787 bytes (61%) const byte MAPtitle3PLE[] = { // map size pletter compressed 385 bytes (49%) I tried (only the TIL part on my image) with your exe compressor, and it gave same size, 965 bytes. Do you think it is a normal behavior for Dan1 compression ? I added the c source file of the pletter compressor i used (entry point is int pletterCompress(byte *src,byte *dst,int n) Of course, for some pictures, your compressor is sometime better, but not all the time. It is just to inform you and to share information about compression i used this image for test plet.txt
  14. --opt-code-size with sdcc 3.5 does a big difference without it. When I tried sdcc 3.6 some time ago, the code was bigger than with sdcc 3.5 (see here http://atariage.com/forums/topic/253705-sdcc-360-released/?p=3544300).But it was not with code-size option, will try again.
  15. I'm currently thinking bout best options for C source file compilation with SDCC V3.5. Currently, i'm using : --std-c99 -mz80 --opt-code-size --fverbose-asm --max-allocs-per-node 10000 --vc I also saw that a --opt-code-speed option exists, it is used to optimize more for speed instead of size. is it useful to use it with SDCC V3.5 ? Also, can we use --opt-code-size and --opt-code-speed both for compilation ?
  16. ok ... not really a good news for someone who told me a long time ago to begin a GB port ... That I did ...
  17. Really nice, what about the GB version, any progress regarding it ? ?
  18. ok, thanks for your tests. Will check more deeper in my code to find the issue :/ regarding ram, it seems ok :
  19. No, it is a screen with no scrolling, and the player is the only thing running when the sound locks
  20. Well, yes, the sound locks up and I only hear a noise after a few seconds, that's really strange. And the player I used from the zip file works perfectly with my VGM files :/, that is really odd ...
  21. Well, sorry, but it is not working as previous player is working with my VGM files :/ The sound seems to freeze after a certain time , I will investigate why I have such behavior ...
  22. Thanks a lot for all the explanations, that is really nice and understandable ! As I'm also using cvlib and have some minor glitch on some levels, I will seek deeply in cvlib to see how to manage correctly nmi.
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