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Posts posted by ColecoFan1981
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2 hours ago, mizapf said:There is actually no limitation. You can turn on the sound processor, and it will continue without control. It is probably caused by the automatic sound list processing. Since it loads the sounds from VDP, there is no way to query the current VRAM pointer, so when you interrupt the music played from the list, you don't know where you were when you want to continue. But no one needs to use the built-in sound list player.
(You may also use GROMs for sound lists, but typically, third-party games use machine language and the VDP.)
Just checked: The current position should be copied in 83CC, so that could be possible. Maybe it is just a "worst practice" phenomenon? (Everyone using the same bad example.)
I do believe there may be errors in the program code that result in all these sound-related interruptions. Something like, for example, an LDA instruction instead of an LDY or LDX.
~Ben
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How did you get those screenshots - what emulator were you using?
~Ben -
I really hope you guys blocked Chris Cardillo and his associates.
~Ben
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I'm guessing you guys were Beatles fans - wouldn't say that just from Taxman, but Super Taxman 2 plays When I'm Sixty-Four at the title screen, so...

Speaking of The Beatles, they had a song called "Taxman" released in 1966 - it was penned by George Harrison.
Its lyrics dealt with the oppressive British tax system implemented by Harold Wilson, the then-leader of the then-governing Labour Party, of which out of every pound sterling the group had earned at the time, 95 pence went into taxes, hence the lyric "there's one for you, nineteen for me," referring to when the pound sterling was pre-decimal and consisted of 20 shillings. Wilson is name-checked in the lyric "Don't ask me what I want it for" whereas Edward Heath (of the Conservative Party) is mentioned in "If you don't want to pay some more."
"Weird" Al Yankovic wrote and recorded a parody of the song in 1981 called "Pac-Man," which was the same year Brian Fitzgerald's Apple II Pac-Man clone we're discussing here was released... "Weird" Al didn't commercially release his version at the time, due to the success of "Pac-Man Fever."
Sample lyrics:
Let me tell you how it will be
There's one for you, nineteen for me
'Cause I'm the taxman, yeah, I'm the taxman
Should five percent appear too small
Be thankful I don't take it all
'Cause I'm the taxman, yeah, I'm the taxman
~Ben
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I just blocked COLECO HOLDINGS LLC on Twitter!
~Ben
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Pretty sure Coleco was known for HARD CORE PORNOGRAPHY

Considering DK is Naked
But covered up in fur...
~Ben
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Can we please stop with this porn talk and get back to real issues with this case?
~Ben
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I hope this will not take 20+ years to resolve! We know we will win!
~Ben
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I hope it is not getting worse...
~Ben
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Please check TPR's post a few posts back and tell me what are Chris requests there. He says, that he would prefer if porn isn't promoted on the ColecoVision. For me that is a clear statement that what he wants is not so much about CV trademark use in game (otherwise they would have requested the publisher to remove instead of a fan page), but that he wants to control the content and what can and can't be promoted for the CV. He believes the CV is his platform. He seriously believe that.... funny
So it isn't about consumer confusion, it is about control. So your guidelines won't be enough for them.
Yes, please do not produce any porno games!
~Ben
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I am still hoping this drama will end in our favor...
~Ben
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I really hope these issues can be resolved! All the best to you ColecoVision fanatics and homebrewers!
~Ben
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This is what I do in the last room in the castle...
Walk Smurf into near center of the room, then make him jump at the center of the floor, so he can do a long jump onto the skull's head and then another onto the throne where Smurfette is!
The other thing that bothers me is this: why did the programmers not implement points for each unused energy unit? Since it is also how much "time" you have, each unused unit of energy could be 100 points added to your score. For example, if you have 14 bars of energy left upon saving Smurfette, that is 1,400 points added to your score!
~Ben
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Is it true that 20th Century-Fox Video Games had planned to release Spacemaster X7 for the ColecoVision in 1983-84, before the video game crash took hold?
Whether or not that's true, I would love to see you program a ColecoVision version of this Atari 2600 game.
Sample gameplay video:
~Ben
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Does anyone here remember the Casio PV line of computers? They were quite rare given their 1983 introduction, since that year saw both the Nintendo Famicom and Sega SG1000 go on sale there for the first time. Casio also marketed two MSX-based computers under the models PV7 and PV16.
Among the video games that were available for it included Namco's Galaga and Dig Dug, Konami's Super Cobra, Amidar and Pooyan, and Universal's Lady Bug and Space Panic.
My questions about the PV line are:
1 - what VDP did they have?
2 - what soundchip did they have? I want to think... Texas Instruments SN76489
Thank you,
Ben Edge
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Daniel,
Nice to hear back from you again, and that I wish you all the best... I just followed you on Twitter!
~Ben
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I guess 1 question I would have would be did the alpha monster get killed before or after you were killed. Also you say you were killed was your next life deducted from the top or did it stay the same meaning you got the extra guy and just used it on your death.
The Alphamonster was crushed before me, of course.
Yes, my next life was deducted.
~Ben
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Betcha didn't know that the Japanese market version of Rygar (Argus no Senshi) has different background music... until at least you reach Garloz!
https://www.youtube.com/watch?v=JATfyDx6KzY
~Ben
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Here's a glitch I happened to exploit while playing Mr. Do! on ColecoVision (ColEm emulator):
I was on scene 4, and the last Alphamonster I needed to go after was the "E" one to spell out "EXTRA" for getting an extra life. But just as I was about to power ball him, a blue Muncher suddenly dropped an apple down my path, crushing not only the Alphamonster, but also me and a Badguy. However, instead of going to the green Extra Life award screen, I instead lost my present life, and after game play resumed, all the letters in the word "EXTRA" became red! This means no Alphamonsters and thus no further opportunities for getting extra lives unless you reset your game! A screenshot of my experience is seen below for you.
Have any of you tried this glitch at least once?
~Ben
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Here's my four palette fixes to be used in future editions of ColEm, AdamEm and Classic99.
It is a spreadsheet as PNG file.
In order (from left to right), I have the RGB values for:
TMS9918/A (as used on the TI-99/4, TI-99/4A and Tomy Tutor) - "tms9918.pal"
TMS9928A (as used on the ColecoVision, Sega SG1000 and MSX1) - "tms9928a.pal"
V9938 (original; as used on MSX2 and Myarc Geneve) - "v9938.pal"
V9938 (alternate - which approximates the actual TMS9928A colors using the seven intensities of the V9938) - "v9938alt.pal"
Please let me know what you think of all four of these. Thank you!
~Ben
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Joe,
I reworked the TMS9928A palette and set the maximum saturation level to 51%, which is bright enough yet that the RGB values do not read past 1.0 (255):
01 - Black - 0,0,0 (#000000)
02 - Medium Green - 62,184,73 (#3EB849)
03 - Light Green - 116,208,125 (#74D07D)04 - Dark Blue - 89,85,224 (#5955E0)
05 - Light Blue - 128,118,241 (#8076F1)
06 - Dark Red - 185,94,81 (#B95E51)
07 - Cyan - 100,220,239 (#64DCEF)
08 - Medium Red - 219,101,89 (#DB6559)
09 - Light Red - 255,137,125 (#FF897D)
10 - Dark Yellow - 204,195,94 (#CCC35E)
11 - Light Yellow - 222,208,135 (#DED087)
12 - Dark Green - 58,162,65 (#3AA241)
13 - Magenta - 183,102,181 (#B766B5)
14 - Gray - 204,204,204 (#CCCCCC)
15 - White - 255,255,255 (#FFFFFF)
~Ben
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How I wish the "99 stroke 8" was a (full-blown) reality!
~Ben
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Hey, pretty cool, man!
Thank you,
~Ben
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New TI-99 Manual Library Site
in TI-99/4A Computers
Posted
Right, since many browsers are now blocking FTP sites once and for all, so this is cool how you intend to move all these files from WHTECH.
~Ben