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Posts posted by alekmaul
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Happy birthday from France Mr PixelBoy

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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) -
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Thanks a lot, will take a look at it

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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.
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Merci Nicolas.
Le mode slalom est pas simple mais l'effet de glisse est là
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Really nice Daniel, will try it soon

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Really great to share this to the community.
Thanks a lot Mister Pixelboy, and have a really nice Christmas !
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And also Youki, f18a, as SGM, are not compatible with our SCART console

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Thanks a lot, great part of Coleco and IntV history. You're great Pascal
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yes, like PixelBoy said, it can be produce by CV, even it look more like a drawing than a real screen.
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Your friend is really a great guy to allow you to share this part of CV/INTV games. Thanks a lot Pascal !
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Part of the history of Colecovision
! Thanks for sharing !-
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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
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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
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Excellent, thanks a lot scalpel !
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--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.
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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 ?
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Now that the INtv version is done, it's going to be ¨easier¨ to port it to the GB
Although, I admit I would prefer a NES port
ok ... not really a good news for someone who told me a long time ago to begin a GB port ... That I did ...

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Really nice, what about the GB version, any progress regarding it ?
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ok, thanks for your tests. Will check more deeper in my code to find the issue :/
regarding ram, it seems ok :Area Addr Size Decimal Bytes (Attributes)
-------------------------------- ---- ---- ------- ----- ------------
_DATA 00007000 0000037C = 892. bytes (REL,CON) -
No, it is a screen with no scrolling, and the player is the only thing running when the sound locksAre you doing a lot of tile scrolling? I find the player works fine. I have current problem when I try to play music in the planes section which has 32x18 area of screen scrolling that it won't play at all unless I crash the plane or fly straight up so the scrolling stops.
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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 ...
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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
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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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Also.... if you are using it without the rest of my lib, that might be a factor. I've never tested it standalone since the earliest days.

I'm only using the player, not all the lib.
And yes, it is not the same, I saw the optimizations you did but I have no sound with this version, will check again if it is my code that is not good with this one.

Flapee Byrd Colecovision ROMs
in ColecoVision / Adam
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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
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