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ColecoFan1981

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Everything posted by ColecoFan1981

  1. I also want to know if the kind of tone I want to generate would involve the use of PEEK and POKE. The tone numbers from lowest to highest are given as 0-255 in descending order (255 being lowest and 0 being highest). So, again, here is a list of sounds I would like to generate on Atari BASIC: *Lawn mower - gasoline *Lawn mower - electric Thank you again, Ben
  2. Hi, How does one go about playing just one note in Atari BASIC? On the TI-99/4A's BASIC, the command to play a single note is: CALL SOUND(1000,440,2) where... "1000" indicates the duration of the note in milliseconds (from 1 to 4.25 seconds) "440" is the tone level in Hz, and "2" is the volume of the tone. I also have to realize that on the Atari 8-bit machines the sounds and tones are in descending numbers rather than ascending. So, what would I enter to play a 60 Hz tone (mains hum)? Thank you, Ben
  3. Hi, I have attached the textfiles of both the 16K and 24K ColecoVision Donkey Kong ROM dumps for anyone who is interested in hacking these. I hope I can do this without getting into trouble. I would also like to know how to label each instruction, so I can know what to change in regards to the game's timer, the number of lives per skill level, and, on the 24K version, why Mario falls off as he jumps onto the up elevator from his starting point. ~Ben Donkey Kong (1982)(Nintendo).txt Donkey Kong for ADAM (1982)(Nintendo).txt
  4. I would like to know what I can do to make sure the timer on the 16K ROM of the ColecoVision Donkey Kong never goes beyond 99000 points, which if unedited will result in Mario instantly losing a life due to the timer reading nothing (00000 points). On the 16K ROM version, anyone who has managed to get to Level 96 (without losing all Marios) will never make Level 97. Thus, what should I change in the ROM so that the timer never goes beyond 99,000 points (the earlier 24K ROM version of the game never reads beyond 8000 points)? I'd like to know what to change so that the arguments are thus: Is the level greater than 96? (60 hex) (you know, is A>=61H (97 decimal)?) If not, then compute bonus normally. If it is, then set A=60H (96 decimal). On the 24K ROM version, as I said before, the timer never goes beyond 8000 points. The following arguments would be: Is the timer value greater than 80? (50 hex) (you know, is A>=51H (81 decimal)?) If not, then skip ahead to HL value (whatever it is) Yes, then A=50H (80 decimal). I'd like to change this so the timer stays at 9000 points, in which the following arguments are: Is the level greater than 6? (06 hex) (is A>=07H?) If not, then compute bonus normally. If yes, then set A=06H. Thank you, Ben
  5. OK, so I've used dZ80 to disassemble both cartridge version ROMs, but I would like to consult whether or not I can have these ASM files distributed to all of you here who are interested, as I do not want to be seen as a copyright infringer? What I would like for you to figure out in both ASMs are what each and every instruction/argument listed does so that I can change the part of the code that's causing Mario to fall through the up elevator from his starting position after jumping (24K ROM only) on the elevator board (on the 24K version, he also falls through the up elevator if you run to the up elevator from the second girder). I'd also like to know if there is a possible instruction/argument that may trigger a kill screen like that of the arcade version (both 16K and 24K). Thank you, Ben
  6. I would've liked these 32-bit versions of RR better if they used music from the classic roster of groups that were signed to A&M Records, including the likes of Styx, Supertramp, The Police, and .38 Special. Styx's hard-rockin' songs especially may be a good fit for the RR legacy. Think all the songs written primarily by James "J.Y." Young and/or Tommy Shaw, such as all the selections from the Rockers compilation, like: Midnight Ride Shooz Crystal Ball Miss America Man in the Wilderness Blue Collar Man (Long Nights) Renegade Borrowed Time (co-written and sung by Dennis DeYoung) Eddie Too Much Time on My Hands Snowblind Heavy Metal Poisoning Love is the Ritual Little Suzie And then I have a sampling of other classic A&M artists' songs, like: Do You Feel Like We Do? (live) (by Peter Frampton) The Logical Song (by Supertramp) Goodbye Stranger (by Supertramp) Roxanne (by The Police) Message in a Bottle (by The Police) Driven to Tears (by The Police) Demolition Man (by The Police) Synchronicity II (by The Police) Hold on Loosely (by .38 Special) Caught Up in You (by .38 Special) Back Where You Belong (by .38 Special) More Than Words (by Extreme) Hey Jealousy (by Gin Blossoms) Run-Around (by Blues Traveler) Hook (by Blues Traveler) Lie to Me (by Jonny Lang) Would you have preferred any one or more of songs be made available in the Road Rash 32-bit soundtracks? ~Ben
  7. I would much rather see you guys finish the unfinished Super Game Module/ADAM data pack version of Smurf Rescue in Gargamel's Castle. Neither version was officially released. ~Ben
  8. Perhaps we should paraphrase ABBA's Bjorn Ulvaeus and just admit "remembering the ColecoVision and other classic video game systems the way they were." We can never recreate the good old days. ~Ben
  9. I hope it works out this time ... who knows ...
  10. Another SG1000 game I want for the CV is Monaco GP (1979). ~Ben
  11. This topic looks good so far, and quite so the MSX screenshot of the game. Anyone remember the mock-up screenshot of the CV version of this game that is seen in some Sears catalogs? Mr. Do! was also ported to the Tomy Tutor (this game is the last of nine featured in this video): I do wish that the CV could've been better. Frankly, this is why I think the original Super Game Module wafer format system should've been released instead of the ADAM computer. ~Ben
  12. While we're talking California Games I am going to stray off-topic for a bit and say that the Nintendo NES version of this title, released appropriately in the summer of 1989, is better somewhat for it contains all six events as with the Apple II and Commodore 64 computer ports the game was originally developed for when initially released in 1987. The Sega Master System port was released during the spring of 1990. The Genesis version released a year later, although better in terms of graphics, of course given the system is a 16-bit, lacks the frisbee event, and it also rearranges the event songs (the skating level using the halfpipe music; the halfpipe level using the surfing music; the surfing level using the frisbee music even though the latter level is not included; the hackysack level using the skating music; and the BMX level using the hackysack music). I could go on and on about this; however, I must moderate myself as you guys are talking specifically about the Atari Lynx port of CG. ~Ben
  13. What do you think can be worst than years in jail (according to Nintendo's web site)? What could be worse than that, IMO, is a life sentence without parole (repeat offender). I do hope OpcodeGames's founder cheers up and enters rehab to exercise his demons. Everyone needs a break sometime. When he's feeling confident again, I and the rest of us CV/Adam fans will hope for the best in the near future. ~Ben
  14. I hate to say goodbye to OpcodeGames. I hope he can continue doing the conversions I long for. MODERATOR NOTE: Please put this in the correct forum group if necessary. ~Ben
  15. Does this mean we can no longer do homebrews, and that we may have to stop all the projects we're currently homebrewing? (In regards to all the copyrighted games out there.) ~Ben
  16. Here is a Coleco to TI-99/4A conversion of Tutankham (yeah, I know, not MSX but still the same Texas Instruments chip technology here and there) by retroclouds: I'd love to see other ColecoVision/ADAM games receive TI-99/4A ports, such as: *Donkey Kong (cartridge version; 16K ROM chipset) *Donkey Kong Super Game (ADAM) *Donkey Kong Junior (cartridge version) *Donkey Kong Junior Super Game (ADAM) *Smurf Rescue in Gargamel's Castle Super Game (Super Game Module) *Super Cobra If I had MSX-to-ColecoVision conversions on my mind, it would be these following Konami games: *Hyper Rally *Pippols *Track & Field *Vampire Killer *Exerion ~Ben
  17. I cannot wait to hear what the game sounds like! ~Ben
  18. I'd love to see them; this way we can approximate how they would appear to look within the limits of the TMS9928A palette. ~Ben Like others Waffer games, its actually a remake of the original with better graphics & some new level too Here's a screenhot: Snow-covered mountains! Brrr... I wonder if Coleco had plans to include Grieg's "Anitra's Dance" as the music for this part of the game? ~Ben
  19. I'd love to see them; this way we can approximate how they would appear to look within the limits of the TMS9928A palette. ~Ben
  20. Does anyone remember the proposed Super Game wafer (and later the DDP version, also never released) version of Smurf Rescue in Gargamel's Castle? According to the second issue of ColecoVision Experience magazine, its synopsis is thus: Also, the Super version, if released, would have played the proper Smurf theme song (as heard in the Saturday morning cartoon companion) at the beginning when the game starts, and after you lose your last Smurf. ~Ben
  21. Put me on the list for the Expansion Module #3 that is the Super Game Module (wafer media) as well as the planned Expansion Module #4 that plays Intellivision games, and also the ColecoVision version of the KidVid speech synthesizer module. Thank you, Ben Edge
  22. I can't really answer your questions but there is another version of Donkey Kong for ADAM which is the supergame version. It has the high score table, springs in the elevator stage(like most other arcade versions), the conveyor belts in pie factory stage actually work, etc. I think that the game play is a little "sticky", for lack of a better word, when you're going up the ladders which makes the game very difficult for me but the game is still satisfying. Someone recently shared the image file with me and I remembered this version when I had an ADAM way back when. Chuck Chuck, In issue #3 (Winter 1984) of ColecoVision Experience magazine, Paul Chang of Flushing, NY had written a letter to the magazine about the glitch some players do to quickly get to the second screen. He writes: "I call this trick the 'Black Hole.' In the Girder screen when the game starts, move Mario to the first broken ladder. Climb all the way up the broken ladder, then climb back down and take two steps to the left. Then jump to the right, and Mario will go straight through the bottom of the screen. Mario will appear on the next screen, the Rivet screen. By the way, the DONKEY KONG cartridge that came with the system in 1982 is a little different. The difference is that it will take ten seconds longer, and you do not start on the Rivet screen right away. Instead, Mario will land in front of the two ladders that are in front of Donkey Kong. Move to the left and climb the ladders as usual." ~Ben
  23. Hi, Does anyone know anything about the proposed Super Game wafer version of Smurf: Rescue in Gargamel's Castle called, appropriately, Super Smurf: Rescue in Gargamel's Castle? I am not so sure as to what the final product was supposed to have looked like visually (according to ColecoVision Experience magazine, issue #2, the description was: "As if poor embattled Smurf didn't have enough troubles, now he's got snakes to fight. The super game also includes mountains to climb and other new scenes (what new scenes, exactly?). Plus a lot more graphic elements."). This was one of several Super Game renditions planned while Coleco had the Super Game wafer module in its cards, before they chose to go in a different direction by selling it as the ADAM computer add-on instead. Other unreleased Super Game renditions planned included Midway's Gorf, Sega's Turbo (for Driving Module) and SubRoc, and Konami's Time Pilot (best when used with Roller Controller). The two Nintendo titles, Super Donkey Kong and Super Donkey Kong, Jr. both were later released as DDP tapes for the ADAM, as was a rendition of Sega's Zaxxon. ~Ben
  24. Hi, Is it true that whenever you attempt to do any bugs on the CV version of Smurf: Rescue in Gargamel's Castle that the system auto-resets? That's the outcome when I play the ROM on the Virtual ADAM emulator. The bugs in question: *919,500 Points -- this occurs when you (quickly) shift Smurf back and forth between the first two screens when playing Skill Level 4. You don't actually get these points with the gameplay continuing. *No Score -- this occurs when you (quickly) shift Smurf back and forth between the first two screens when playing Skill Level 3. The scoreboard disappears as well as other glitches showing up. ~Ben
  25. This pause switch thing looks interesting! Now if only there will be CV emulators in the future that will have this feature... ~Ben
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