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ColecoFan1981

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Everything posted by ColecoFan1981

  1. Joe, I do hope that you get a follow-up to all this from him in the future. ~Ben
  2. I have another to contribute as to color corrections for the TMS-9918A: The values of the two yellows as per original TI data seem to be incorrect, because the stated values make them look a bit green. On the TMS-992xA line, these have different values that make them look more like true yellows. Case in point: TMS-9918A Dark Yellow Hex: A Y' (luminance): 0.73 (original), 0.71 (corrected) R-Y: 0.49 (original), 0.54 (corrected) B-Y: 0.20 (original), 0.21 (corrected) RGB triplets: 194, 204, 64 (original), 206, 191, 64 (corrected) RGB % values: 0.76, 0.8, 0.25 (original), 0.81, 0.75, 0.25 (corrected) TMS-9918A Light Yellow: Hex: B Y' (luminance): 0.8 (original), 0.79 (corrected) R-Y: 0.48 (original), 0.52 (corrected) B-Y: 0.28 (original), 0.29 (corrected) RGB triplets: 209, 219, 120 (original), 219, 208, 120 (corrected) RGB % values: 0.82, 0.86, 0.47 (original), 0.86, 0.82, 0.47 (corrected) TMS-9928A Dark Yellow: Hex: B Y' (luminance): 0.73 R-Y: 0.57 B-Y: 0.07 RGB triplets: 204, 195, 96 RGB % values: 0.8, 0.76, 0.38 TMS-9928A Light Yellow: Hex: B Y' (luminance): 0.8 R-Y: 0.57 B-Y: 0.17 RGB triplets: 222, 208, 136 RGB % values: 0.87, 0.82, 0.53 The R-Y and B-Y values for the TMS-9918A colors that I did, if you want to know, were done by multiplying the RGB % values (as seen in TI's European proposal of producing the TMS-9929A PAL VDP) by the calculations in the RGB to Y'PbPr matrix devised by Charles Poynton. These values following calculation, I added +0.47 to each of them to arrive at their Y', R-Y and B-Y values. ~Ben (ColecoFan1981)
  3. Does anyone really know what Circus Charlie would've looked like on the ColecoVision? Parker Brothers was supposed to have released this 1984 Konami title for that system, and they even had an Atari 2600 version in the works before the plug was pulled, citing the 1983-84 video game crash. The closest Circus Charlie ever got to being released on the CV was this MSX-1 version: Note that neither the ColecoVision nor the MSX-1 were capable of adequate scrolling, due to the limits of the Texas Instruments TMS9900 series VDPs used in them (TMS9918A for the NTSC MSX; TMS9928A for the NTSC ColecoVision and TMS9929A for the PAL MSX and ColecoVision). If the CV version ever was released, all or most of the music would've been in the same pitch as the arcade version, and the first and fifth stage tunes would've been the same as the arcade version as well. The MSX-1 and Nintendo FamiCom versions don't do any of the songs justice; and not to mention that the third stage on the arcade version, where Charlie bounces on trampolines, is omitted (another thing the ColecoVision version might have added to the home version of CC). ~Ben
  4. What about the Sega SG-1000 and successors, such as the Mark III and the Master System? These all used the TI TMS9928A (TMS9929A in Europe) graphics chip. The TMS9928A, as it is used on the Mark III/Master System, could display 16 colors at once, out of a maximum of 52 on-screen and out of 256 total. ~Ben
  5. Would it help you guys any if I said that that eBay auction I mentioned to you a while ago was that of the Super Game Module prototype? ~Ben
  6. I don't mean to "blue-ball" anyone here, it is just a matter of opinion. I apologize to everyone here who thinks I'm blue-balling them. But still, I and a few other Tomy Tutor fans here would like to see at least one of those games get ported for the ColecoVision. ~Ben
  7. The thread should be "may be ported" instead of "to be ported"? Well, I don't know if he's convincing about porting all these games or if he's just thinking about porting some of them. Anyway, good point. Did you see my original post? The words are "How many of you guys would like to see any Tomy Tutor games be ported to the ColecoVision?" Yes, and I fully acknowledge that these will take time to do. These are indeed pure suggestions, and I do understand that not all of these may be ported. ~Ben
  8. This does look good! What I'd like to see next in regards to this conversion are: *The intro screen and the "How High Can You Get?" screen. *The rivets (blue) board. *The conveyor belt board. ~Ben
  9. Are there any Tomy Tutor titles out there being ported? The reason I started this forum is because both the ColecoVision and the Tomy Tutor used Texas Instruments graphics and sound chips; and thus using the same color palette, too. Tomy Tutor games available in the U.S.: *Scramble (Konami, 1981) *Jungler (Konami, 1981) *Loco-Motion (Konami, 1982) *Pooyan (Konami, 1982) *Traffic Jam (1983) *Cave Crawlers (1983) *Deep Six (1983) *Torpedo Terror (1983) *Hyperspace (1983) (this was released in Japan as Tron, though neither version was related to the 1982 Bally/Midway arcade game except for the Recognizers) *Car-azy Racer (1983) ~Ben
  10. How about Epyx's California Games (1987)? Would it be possible to stuff all six events into a 16K ROM chip? Or would it have to be 24K or 32K of ROM minimum? Other popular Epyx games released since the demise of the CV: *Summer Games (1984) *Summer Games II (1985) *Winter Games (1985) *Impossible Mission (1985) *World Games (1986) ~Ben
  11. I have some future ideas for game programming the OpcodeGames team could do for us ColecoVision fans: MY WANT LIST: *Tron / Discs of Tron (Bally/Midway, under license from Disney, 1982) **Note that the levels in Discs were intended to be part of the first Tron game, but time ran out before Tron with Discs could be completed. *Scramble (Konami, 1981) *Jungler (Konami, 1981) *Loco-Motion (Konami, 1982) *Circus Charlie (Konami, 1984) *Track & Field (Konami, 1983) *Hyper Sports (Konami, 1984) *Pooyan (Konami, 1982) *Donkey Kong 3 (Nintendo, 1983) *Mario Bros. (Nintendo, 1983) *Pole Position (Atari, under license from Namco, 1982) (to be used with Driving Module) *Pole Position II (Atari, under license from Namco, 1983) (to be used with Driving Module) *Food Fight (Atari, 1982) *Crystal Castles (Atari, 1983) (to be used with Roller Controller) ~Ben
  12. The TI-99 version, I've noticed, has some inconsistencies, such as: *No intro screen or the "HOW HIGH CAN YOU GET?" screen. *The level complete tune is always the one used for the last board. *Donkey Kong does not carry Pauline when Mario completes a level (on all levels but the last). *No background music whatsoever, except for the "How High" jingle, the hammer tune and the final level complete tune. *Donkey Kong, on the last level, does not fall down when Mario removes the last rivet on the "blue" board. *No jacks on the elevator board. Video: ~Ben
  13. Hi, When I played Mr. Do! on the ColecoVision, I have noticed but many inconsistencies, both audibly and visually: AUDIBLE INCONSISTENCIES: *The tune that plays after the 13 opening notes is different (the original arcade version had the "Can Can Dance" tune, also heard in Donkey Kong, Jr. during the helicopter intermission screen). This tune was excerpted as the intro music in the Atari 2600 version of Mr. Do! *The tune that plays when you collect the prize in the enemy spot (which makes both the Alphamonster and the Blue Munchers appear) is just simple beeps. However, if you collect it on a letter that is already collected, it plays a ditty and then a short tune that temporarily freezes the enemies (this tune precedes the original Alphamonster/Munchers tune) *The tune that plays when you finish a level (collect all cherries, kill all enemies, or collecting the diamond) is different (the arcade version does the "Charge March"). It is also heard when you pause the game. *The tune that plays when you spell out the word EXTRA is different (the original arcade version lifts its EXTRA tune from the Astro Boy TV program) *The tune that plays when you lose a Mr. Do! is different. VISUAL INCONSISTENCIES: *The screen that appears after you spell the word EXTRA is just a bland-looking green screen with the text: CONGRATULATIONS! YOU WIN AN EXTRA MR. DO!" (rather than an animated sequence where our hero strikes his Power Ball at the Monster, who, after being blinded by it, drops down an extra Mr. Do! into the life status) *The screen where you finish three phases in a row (with how long it took to do each) is gone. *After finishing ten phases, the color scheme repeats itself (rather than different colors for all phases in the arcade version) I am wondering if several of these inconsistencies were arrived at due to limitations of the CV's audio and video display processors and the cartridge size (which was 24K of ROM on the released version from 1983). ~Ben
  14. Check this item out, ColecoVision fans! Go to www.ebay.com and input item #380130289581 into the search query. It is titled 2 COLECO ADAM SYSTEM TEST EXPANSION MODULES. ~Ben
  15. Hi, Does anyone know all about the early version of Coleco's proposed Donkey Kong port for its Adam computer, which had gotten them involved in a dispute with Nintendo (the trademark owner of DK) and Atari (who published the game for home computers), during the CES show that took place in Chicago during the summer of 1983? Apparently, Nintendo gave Coleco the rights to the game console versions of DK (ColecoVision, Atari 2600 and Mattel Intellivision), while the same rights were assigned to Atari for home computers (Atari 800XL, Commodore 64, Apple II). The dispute came about because it was known to have prejudiced the final outcome over Atari attempting to sign on as the U.S. distributor of Nintendo's FamiCom game console (which Nintendo of America would end up doing so only two years later, in 1985, but as the Nintendo Entertainment System, or N.E.S.). That prospect ended up being nixed as well, with Atari CEO Ray Kassar getting the boot in August 1983. Coleco's port of this proto Adam DK was a cartridge version, according to Wikipedia, and their involvement ultimately had no significant impact on the Atari/Nintendo agreement. But how did Coleco manage to release this port on the Adam data pack? ~Ben
  16. I would like to see a new subforum within these forums in the future devoted to the programming of the Apple II computer system. Why? I would like to know how to decode its six (!) colors (a number that was greatly increased with the introduction of the IIGS and its 8/16-bit crossover 65C816 processor), finding out all their RGB values and hex triplets. However, I would also like to request the IIGS's 65C816 color palette, too. Thank you, Ben Edge (ColecoFan1981)
  17. OK, now, another question: what would be the optimum color saturation level suitable for NTSC and PAL TVs? I represent the former area, and the latter market segment would have an obvious lower level of color saturation, probably in the neighborhood of 50%-55%. For NTSC TVs, it would be in the neighborhood of 70%-75%. Both the TMS9918(A) and TMS9928A were designed for NTSC-market computers and consoles; while the TMS9929A would represent the PAL-market equivalents. The same applications apply for the lower-end TMS9100 series. ~Ben
  18. Hi, In regards to reprogramming Donkey Kong for ColecoVision, here is my template of what could've been in the original cartridge version: *Leave Board 1's graphics/music alone, except add light blue barrels which will turn to fireballs after entering the oil can on the girder Mario starts at. *Change the graphics and music in Board 4 (blue "harmonica" girders), then, as Mario removes the last rivet, DK falls down and Mario is reunited with Pauline. *Omit music from Board 3 (the elevators board), and add in the bouncing jacks (fireballs here are OK). Current order of boards on the ColecoVision cartridge version of DK: Ramps, Rivets, Elevators, Rivets, Elevators (1-4-3-4-3 in arcade terminology) Correct order of boards on the arcade version of DK: Ramps, Conveyor Belts, Elevators, Rivets (flows in this order in Level 3 on the U.S. version, with the Ramps board repeated once in Level 4 after the Conveyor Belt board, and twice from Level 5 on, the second time after the Elevator board; the Japanese version uses the Level 3 arrangement all the time) *Note that several home versions, such as the ColecoVision, Atari 7800 and Nintendo FamiCom/N.E.S. versions, eliminated the Conveyor Belts board due to cartridge ROM limits. The Coleco Adam, Apple II and Atari 800XL versions, among others, contain all four boards. When completed, the CV cartridge version of DK should look like this, all levels appearing once before repeating at higher difficulty: Level 1 (4000 points): Boards 1, 4 (three fireballs appear in Board 4) Level 2 (5000 points): Boards 1, 3, 4 (four fireballs appear in Board 4) Level 3 and 4 (6000 and 7000 points respectively): Same as Level 2 Level 5+ (8000 points): Same as Level 2 (second fireball moves from DK's girder to Mario's starting girder) ~Ben
  19. While Joe Z. (INTVnut) is waiting on a mail response from one Karl, I am, in this meantime, going to devise each of the intensities (from 0 to 7; 0 being no intensity and 7 being maximum) for the 15 colors the TMS9918A and TMS9928A/9929A produces. 1. Black (RGB: 0-0-0; intensity values: 0-0-0) 2. Medium Green (RGB: 35-203-50; 0-7 scale: 36-219-36 for intensity values 1-6-1) 3. Light Green (RGB: 96-221-108; 0-7 scale: 109-219-109 for intensity values 3-6-3) 4. Dark Blue (RGB: 84-78-255; 0-7 scale: 73-73-255 for intensity values 2-2-7) 5. Light Blue (RGB: 125-112-255; 0-7 scale: 109-109-255 for intensity values 3-3-7) 6. Dark Red (RGB: 210-84-66; 0-7 scale: 219-73-73 for intensity values 6-2-2) 7. Cyan (RGB: 69-232-255; 0-7 scale: 73-219-255 for intensity values 2-6-7) 8. Medium Red (RGB: 250-89-72; 0-7 scale: 255-73-73 for intensity values 7-2-2) 9. Light Red (RGB: 255-124-108; 0-7 scale: 255-109-109 for intensity values 7-3-3) 10. Dark Yellow (RGB: 211-198-60; 0-7 scale: 219-182-73 for intensity values 6-5-2) 11. Light Yellow (RGB: 229-210-109; 0-7 scale: 219-219-109 for intensity values 6-6-3) 12. Dark Green (RGB: 35-178-44; 0-7 scale: 36-182-36 for intensity values 1-5-1) 13. Magenta (RGB: 200-90-198; 0-7 scale: 182-109-182 for intensity values 5-3-5) 14. Gray (RGB: 204-204-204; 0-7 scale: 219-219-219 for intensity values 6-6-6) 15. White (RGB: 255-255-255; intensity values: 7-7-7) ~Ben
  20. In regards to the ColecoVision version of Donkey Kong, which was the pack-in cartridge for said system, there were versions of it produced with both 16K and 24K ROM chips. The 24K ROM version was known to be the earliest, and then Coleco programmers decided to cut 8K of this to 16K sometime during 1983. There are notable differences between the 16K and 24K ROM versions of DK: The broken ladder glitch on the girder board does the following: *24K ROM version - Mario disappears after execution of the glitch and then re-appears after about 15 seconds on the top girder next to DK. However, Mario may lose a life when this is done because sometimes DK may throw a barrel the very instant Mario lands on DK's girder. *16K ROM version - Executing this glitch causes Mario to fall down the girder and instantly go on to the rivets board. Other notable differences: *24K ROM version has a maximum time limit of 8000 bonus points. *16K ROM version pushes this maximum to 99900 bonus points. But if this counter turns over at 00000 points, Mario will die instantly. *24K ROM version - when Mario dies, the background music continues playing for a few timer ticks. *16K ROM version - when Mario dies, the background music cuts out instantly when the death fanfare plays (timer's still ticking, though). *24K ROM version - place Mario next to Pauline's hat, seen on the right side of the rivets board, and jump up from below and the hat magically disappears. MODERATOR NOTE: Move this topic if necessary. ~Ben
  21. Actually, Karl invented that mode. He gave me a photocopy of his proposal to add it to the TMS9918A. I'll have to ask him if I can scan that and post it. (I'll also have to find where I put it. I think it's in a folder at work.) As for the data manual--I will get to it someday (that book lives sitting on my scanner), but it is a huge time sink and I haven't had that block of time yet. Also, I can't get the scanner to work on my computer, so I have to use my wife's. That's another hiccup. I just spoke w/ Karl on the phone. He said he has a bunch of VDP stuff that he's going to email me. This should be fun. :-) Have him e-mail me his information to [email protected] or [email protected] . Thank you, Ben
  22. How does one decode a chrominance value for a certain color like, say, 0.267, if the phase angle of that color is 237 degrees? In other words: E'I = gamma corrected I signal E'Q = gamma corrected Q signal I = orange-cyan axis signal, situated 33 degrees ahead of the ER-EY axis. Q = magenta-green axis signal, situated 33 degrees ahead of the EB-EY axis. In other words, how do I decode a chrominance value (which is equal to the square root of the sum generated from the sum of the squares E'I and E'Q) back to its respective I and Q values, which I can then convert to RGB values later? Are there any reliable formulas/matrices out there (such as those devised by Charles Poynton) for which I can do this? Thank you, Ben
  23. Ben, You had also asked separately for my table for the TMS9118. I believe it should match what the TMS9918 does, but I don't have a TMS9918 sheet handy to compare. Here's a scan of my tables for the TMS9118/28/29: Joe, Do you ever think that Rich Drushel's information concerning the TMS9918A colors for the AdamEm emulator is the right way to get the proper colors of the 9918A? ~Ben
  24. Could you please send me a PM via e-mail to [email protected] regarding:

    How exactly did you convert the Y/R-Y/B-Y / YPbPr values of the TMS9928A colors to RGB? Please send me some complete calculations.

    Thank you,

    Ben

  25. Since TI seemed to poorly document the R-Y and B-Y color differences for each luminance value of the 15 standard color value voltages (because of two things: the omission of arithmetic signs from the stated color difference value factors; and also not providing any unambiguous units for any said value), I would like to ask: is there anyone out there besides Richard Drushel who can better discuss how to further up on providing reliable values for the 992xA series VDP that can be reliably converted to RGB triplets? And this would include a reliable algorithm as well. For the record (each basic luminance factor applies to both the TMS9918A and TMS992xA; R-Y and B-Y difference factors applicable only to TMS9928A and TMS9929A): 1 = Black (Y = 0.0; R-Y difference = 0.47; B-Y difference = 0.47) 2 = Medium Green (Y = 0.53; R-Y difference = 0.07; B-Y difference = 0.2) 3 = Light Green (Y = 0.67; R-Y difference = 0.17; B-Y difference = 0.27) 4 = Dark Blue (Y = 0.4; R-Y difference = 0.4; B-Y difference = 1.0) 5 = Light Blue (Y = 0.53; R-Y difference = 0.43; B-Y difference = 0.93) 6 = Dark Red (Y = 0.47; R-Y difference = 0.83; B-Y difference = 0.3) 7 = Cyan (Y = 0.73; R-Y difference = 0.0; B-Y difference = 0.7) 8 = Medium Red (Y = 0.53; R-Y difference = 0.93; B-Y difference = 0.27) 9 = Light Red (Y = 0.67; R-Y difference = 0.93; B-Y difference = 0.27) A = Dark Yellow (Y = 0.73; R-Y difference = 0.57; B-Y difference = 0.07) B = Light Yellow (Y = 0.8; R-Y difference = 0.57; B-Y difference = 0.17) C = Dark Green (Y = 0.47; R-Y difference = 0.13; B-Y difference = 0.23) D = Magenta (Y = 0.53; R-Y difference = 0.73; B-Y difference = 0.67) E = Grey (Y = 0.8; R-Y difference = 0.47; B-Y difference = 0.47) F = White (Y = 1.0; R-Y difference = 0.47; B-Y difference = 0.47) Thank you, Ben Edge (ColecoFan1981)
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