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About nitrofurano

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    illustration, coding, typography, graphic design, architecture, electronics, software-libre, Jacque Fresco’s resource-based economy, permaculture, data visualization, etc.
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    games from Mojon Twins
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    games from Mojon Twins

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  1. anyone tried to run it on wine or mono, on gnu/linux? not running here, wine here is version 5.0.3, and mono is - gnu/linux distribution is ubuntu, version 21.04
  2. hi there! i guess we had some forum conversation there in the smspower forum! and sure! this conversion to c64 is really amazing, i wished to see more conversions/ports like that! about msx to sms, i'm still curious why some conversions are not working, like Alpharoid, Tensai Rabbian Daifunsen, Bouken Roman, etc. - perhaps they use some i/o ports directly instead of bios routines calls? i didn't analyze the z80 disassembly of them yet
  3. i have 2 questions about melody/harmony games: 1- how can we develop them? where from can we find documentation, tutorials, etc? 2- which games were developed for melody/harmony, besides Galaga and Mappy? thanks in advance!
  4. about King's Valley, interesting was this "conversion" to c64 - might be an interesting process of converting the z80 assembly code to 6502 with the c64 hardware specifications in mind:
  5. i guess it would be not that offtopic if i mention here an experience i started years ago, and shared in some smspower threads, like https://www.smspower.org/forums/14522-OperationTaiwanLateReleasesPart6 and https://www.smspower.org/forums/16445-MSXToSMSHacks - the task there wasn't that difficult, since there were msx1 games converted to sg1000/mastersystem in Taiwan and South Korea back in the 80's, that was simply a kind of msx1 bios converted to sg1000 hardware combined with the game rom - since the game rom kept pristine, it was easy to get the bios part combined with other games, and some of these converted games worked fine - as far as i know, i guess, some games acesses i/o ports directly instead of calling the bios routines, and situations like that, so that's why games like Alpha Roid, Tensai Rabbian Daifunsen, and etc., got more difficult to convert than Hyper Rally and Bosconian - and since sg1000 has no bios, and roms always start from 0x0000, it gets way easier than converting to ColecoVision, that has a bios (a crappy bios imho, but exists anyway...) - so i guess that's why msx1 games always needed to be disassembled, edited, and assembled back again, and having it in a constant iteration testing process until working? and perhaps converting an msx1 game to ColecoVision is simpler than converting to ZX-Spectrum? (King's Valley, converted from Retroworks, is simply amazing, imho, very very worth playing - http://www.retroworks.es/php/game_en.php?id=4 - - so i guess the method used on this conversion to ZX-Spectrum might be very similar to that used on the conversions from msx1 to colecovision, only considering that the ZX-Spectrum hardware is more limited, since there are no hardware sprites, having different colours, etc. )
  6. hopefully soon we will be able to use XC=BASIC for that: https://forums.nesdev.com/viewtopic.php?f=2&t=19663&sid=c71087dc661063bd07d19d12e388a794
  7. i really wonder how you all can have them running - i tried on Stella, Mame/Mess and Javatari, and nothing at all.... :S
  8. Not exactly software tools. These Korean/Taiwanese "conversions" has in the 0x000..0x3FFF area a kind of "msx1 bios", such routines (like i/o access) targeting sg1000/mastersystem hardware instead of msx1 - i/o ports are different, sn76489 sound chip needs to be treated as ay-3-8910, and ram memory arrangement is sometimes different as well. What Korean/Taiwanese done there was concatenating this "bios" before the original msx1 games, and some of them work quite fine
  9. so i guess vtech socrates is the same as iq unlimited? and based on z-80 cpu? i’m really curious about coding on this hardware, please let us know where from can we find documentation (better than mame/mess sources, i'm struggling when basing on that), or if someone tried to code demos or games for that...
  10. it’s quite easy to code to this game console, i used Boriel’s ZX-Basic Compiler - http://www.boriel.com/wiki/en/index.php/ZX_BASIC:Released_Programs_-_PV1000
  11. would be really great if http://atariage.com/software_search.php?SystemID=2600could host assembly code related to each game in a more organized way, whatever original and/or disassembled sources, specially for documentation and didactic purposes
  12. as shown at http://www.boriel.com/wiki/en/index.php/ZX_BASIC:Released_Programs, here is the list of hardware that i used Boriel’s ZX-Basic compiler: Game Consoles: Amstrad GX4000 (console based on Amstrad CPC+); Bally Astrocade; Casio PV-1000; ColecoVision; Sega SG1000, Master System and GameGear Home Computers: Sinclair ZX-Spectrum (by default) and ZX81; ZX-Evolution/ATM-Turbo (Russian extended ZX-Spectrum clone); MSX, Casio PV-2000 and Sord M5; Mattel Aquarius and Sharp MZ-700; Amstrad CPC and Enterprise 64/128; MGT Sam Coupé; CCE MC-1000 (Brazilian computer, it’s like a CoCo using a z80 instead of 6809, like NEC-PC 6001); Philips/Radiola VG5000; TRS-80 Model I; Bandai Gundam RX-78 Arcade machines: over 100 of them, including: Bally/Midway Rampage; Capcom 1942, Black Tiger and Vulgus; Irem M52 and M62 (like Moon Patrol and Kung Fu Master); Konami Green Beret, Ping Pong, Pooyan, Scramble, Time Pilot; Stern Berzerk; Taito Chack'n'Pop and Minivader; Tecmo Rygar and Solomon’s Key; Tehkan Bomb Jack and Pinball Action; Universal Do Castle, Lady Bug and Mr. Do; etc.. for that i mostly was avoiding ZX-Spectrum, including functions for the specific targeted hardware, and patching the compiled result into image cartridges, image tapes or image disks depending to each hardware using bash script - until now i only did that on GNU/Linux, but i guess it is not difficult to do the same on non GNU/Linux operating systems, specially those non-Unix-based ---- what would be really great was if someone could help forking Boriel’s ZX-Basic Compiler to target other architectures like 6502, 6809, 68000, etc. (68000 actually has BasiEgaXorz and SecondBasic, but both of them are way too dependent of GUI and Wine (or ms-windoze natively), making these both cross-compilers extremelly painful for attempting to compile to other 68000-based machines than Megadrive/Genesis, like NeoGeo, Amiga, Atari-ST, Sinclair QL, Macintosh Plus/II/Classic, etc. )
  13. i imagine that all games from colecovision, sega-sg1000 and msx1 are easier to get converted, mostly only needed to be disassembled from z80 and recoded/reassembled to tms9900 (there might be a kind of "rosetta stone" somewhere, or about to be documented) from msx1, i'd love to see Alpharoid, Tensai Rabbian Daifunsen, Bouken Roman, Indian No Bouken, Skooter, Boggy84, Penguin Kun Wars, and etc., running on TI-99/4A!
  14. whatever it’s crappy or not, i’m trying to develop something for it - still unsuccesssful!
  15. the best ones i don’t know - the ones i consider as simplest ones to develop, from my humble experience: - Colecovision (it’s quite close to sega-sg1000 and msx1) - Sega SG-1000 (as above) - Sega Master System (based on and retrocompatible to sega sg-1000) - Sega Game Gear (no much different from master system, only differing on the palette format and display size) - Casio PV-1000 (really rare console from Nintendo-Famicom time)
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