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Posts posted by bfg.gamepassion
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Thanks for the screenshot. It seems ok

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Hello,
can you test this megacart rom and tell me if you see the left,up,down wall on a crt screen ? And if possible make a photo of the screen

I don't know if this will become a real game, but i'd like to know if the whole screen is visible.
Thanks a lot !!
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Just to clarify something, no this version is not arcade perfect.
First, the resolution of the arcade game is for a vertical screen, so some level has to be reworked.
The scoring system has been simplified, but people who take the lighted bomb will be greatly rewarded in scoring.
The 32ko rom is filled with music and graphics, i've focused the game on his gameplay, to have a much better feeling than the SG1000 version and trust me it's totally better than this version, no possible compare.
Yes there is some color clash, the bomb are not sprites. It's impossible to make the bomb with sprites, (with 2 color !! Some screen should use more than 32 sprites, and say hello to flickering like christmas tree !) so characters has been used and due to the limitation of the Colecovision to avoid color clash there was some options :
- Have a black screen instead of the background ...
- Using square bomb like the SG1000 version
- Or having background in only 2 colors.
- Using lot of graphics bomb but say hello to slowdown and simplified background (or less background)
So i've prefer have some color clash, it's a fair compromise to have a more beautiful game.
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my friend Bfg already posted somewhere here a Video where you see a full run of the game on a beta version.
Friend ? You mean LOVER i guess !!!!!

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Bomb Jack Obscure???. it is may be not as famous as pacman or Dk but close! ..Ok...may be in the U.S it is different.
Bfg did a very great job on that one! . It plays very very smoothly. I love it! I played hours on it. ( I speak about game here not about BFG ...
:rolling: )I'd love you play with me hours
:D 
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Final rom has been sent to CollectorVision.
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Background have been changed is the last release candidate.

Physics have changed a little too. I think the game has a really good feeling in term of gameplay/physics. (Should ask Alekmaul or Youki my official beta testers
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Just a little post to say that the game is also available on MSX !
https://www.youtube.com/watch?v=sKxPhFkadkc
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I didn't use the two blue key and entered the flame room, I did have the golden thing, but it said I died. Perhaps I need to open all blue doors? I could not open the red door in the dark area. Any ideas?
Find ... a torch
Then it will be easy to find what you are searching for ! -
I'm impressed !! I'll have to make an harder sequel
:) With procedural dungeon
(All the routine are done on PC, must find time to make a game with that !
)Have you find the game easy ? Normal difficulty ? Hard ?
Have you had fun playing with it ?
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Hello,
can someone make a hellow world example for SDCC with makefile, ctr0 modified is needed and so ? Because i've got the theory in mind, but for the moment i know no one (Youki,Alekmaul and me) succeeding making a megacart rom in SDCC ...
:(Edit : forget it, seems like AlekMaul just suceed for Bagman
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Quite nice, although I would make the active fuse spark on the bombs a bit more bold. It's hard to see the spark as it is now.
Yes, this thing need to be fixed

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Here is a new video. Luc if we use for the final version the gfx you'll be credited of course.
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Is the video of Dungeon and Trolls work in progress?
Yes. It lack of sound for example.
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Hello,
I'm new here but hope to share some stuffs I did (and sure, I WILL do) for Colecovision.
Previously, I did some emulators of The Colecovision console and last week, I thought about doing MazezaM for colecovision to test Daniel Bienvenu lib (he tested nds lib previously on dev-fr, the old french DS, GBA, and so on community).
So I port my GBA version to Colecovsion :
Here is the youtube link :
http://youtu.be/Rj7jPJi3r9s?list=UUEP793b8Q6Rlt2fjP2L2vrA
I have now some questions :
Is there a tool to compress graphics with Dan0 compression method or other method than RLE ?
Is there tools for music conversion. My GBA version is a mod file, and I want to port, at least, the MazezaM theme to it.
Hope to release MazezaM soon
, after this one, I will try to port another game : Uwol.J'ai un code java pour transformer le code RLE de IGVCM en Dan0 si tu veux ...
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Nibbli is not out yet, so they got advanced access to the ROM?
Yes.
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I use 99% C, and a very little assembly langage for some routine ...
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I know this post is old, but thank you newcoleco for posting. I followed what you said and it fixed the graphic glitches I was getting. I've now tested over 400 times to repeat the error and it is flawless!!!!!!!
:grin:
:grin:
:grin:I changed all my vram code to use this format.
disable_nmi();
delay(1);
rle2vram (FontTitle,0); //Load my Title screen Font
enable_nmi();
If you can read French here is a tutorial who explain 3 method to write into Vram and avoid corruption problem :
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The game is done, the Release candidate has been sent to Collectorvision.
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Risky Rick in Dangerous Traps (June 25th)
in ColecoVision / Adam
Posted
A little unboxing in French.
https://youtu.be/kcYHn_CWYA0