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Everything posted by bfg.gamepassion
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it's hard to make music when you're not musician ...
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Ok, i know that the previous video should be the last, but here is something new added to the game And making these videos show me ingame bug, that i can fix next (for example, the invincibility here have a problem, i've fixed). http://youtu.be/SrvrtXEVChs Music are taken from sid-->midi and to OpenMPT (soundtracker that can play midi files) -->Coleco of my own (coded in java). For the moment the java program is very basic, but before that i can't code any music So, i'm happy :) For the technics, OpenMPT can generate music with that output : ModPlug Tracker IT |D#501v64... |........... |........... |........... |........... |........... |........... |........... |===........ |........... |........... |........... |........... |........... |........... |........... |........... |........... |........... |........... |C#501v64... |........... |........... |........... |D#501v64... |........... |........... |........... My java program read that text file an generate assembly music code for ColecoVision.
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If i can find a tool that can play the SID file and show me the notes ...
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Request : I'm searching a midi file or a .MOD file of the music of the first level of the arcade game. (I think it's the same music as the amiga, atari st or C64). The only think i need is a file of any of these versions that can be played in a soundtracker like openMPT. If someone have these, know an url where i can find this (i haven't found level 1 music) or can explain me how to rip the game music in one of this format, don't hesitate to PM me ! ;) ;)
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Pang : Need music and SFX and it will be done !!
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Yes it's me The PCEngine project is on stand by until i have new graphics.
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Only C. I can't write a single line of assembler code, it burns my eyes ! :-D
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Here is the last video i post until the end of the development process. In this video you'll can see the first 10 levels of the game, 2 bonuses and a beautifull gameplay bug at level 10 (Corrected at the time o wrote this lines) I'll hope you'll enjoy the video ! http://youtu.be/HphyVDnlmQ4
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I think it exists on Commodore 64 ... not sure.
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Here is ladders and platform you can brake. http://youtu.be/auKaTQAMO40
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For the moment, i'll try to insert the minimum requierement to do a maximum of level. That include : Vertical platform, Horizontal platform, H&V Breakable platform, ladders. The game will have limitation so i'll must cheat in designing level My GP32/PC/dreamcast version of this game contains 28 levels. Let count a maximum of 80 bytes for a level, 30 levels took 2400 octets. For the moment the game took : 19705 bytes. Count 3 kbytes more for adding bonus, and ladder collision, some more pattern animation for the player ... Find someone to make the music :) I think 30 levels with 3 or 4 backdrop is possible. I hope ...
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Work of the day : New Backdrop from Youki, and i've added Vertical platform and done lot of optimization. There's lot of less speed variation. http://youtu.be/ze585qEKiS8
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I plan to change the ball color for each background in order to better see them. Black for the smallest is a good idea indeed !
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Hi. I've decided to start this thread to present you a try to adapt the arcade game PANG to Colecovision. For the moment the major difficulty is to stabilize the speed of the game, too fast when there's not a lot collision detection to do (event with "VBL" synchronisation), or slowdowns where there's lot of collision. So, my first aim is is to succeed in slowdown the game, or speedup the game, and have a constant game speed. Then add what it lacks Here is a video of the prototype in action. http://youtu.be/i-a_T5KJpvY I'd like to thank Crapahute for making sprites faster than lightning just before goind to holliday, and Youki for making me spontanioulsy (may be this word is frenglish ) a mock of the first screen graphics show in this video.
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Defender of the Crown for ColecoVision
bfg.gamepassion replied to retroillucid's topic in ColecoVision / Adam
WOW !!!!!!!!! :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: -
ColecoVision Arcade Controller (FINAL Prototype!)
bfg.gamepassion replied to retroillucid's topic in ColecoVision / Adam
Is it possible to adapt Japanese Stick and button on it ? -
CV Tracker - Music composer - Early Dev Demo
bfg.gamepassion replied to RKGames's topic in ColecoVision / Adam
That's a great news !! There's only basic tool for Coleco around the web, this one seems to be very useable and will be really usefull. Will you share it with the community ? -
I've had some news 7 days ago, he was ill, his child too ... I've send a rom to him to see my advance on a project, but no news ... I hope is okay ...
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Coleco always goes to left
bfg.gamepassion replied to bfg.gamepassion's topic in ColecoVision / Adam
Ok, since i've cleaned up the motherboard, the problem only show up in the atarimax sd carde menu ... http://youtu.be/147MGnoPlGw Sorry for my bad english, and the video is taken in the "laundry" :) Damned wife ;) -
Hi ! One of my Colecovision always goes to left ... For example, i play bomb'n blast and the piece move to left alone, even with no joystick plug in any game port. It seems that joystick port 2 goes well, only the port 1 don't work. I've cleaned motherboard (that usually fix 99% of my problems ) but it don't work better ... Has someone have an idea what can i try to fix this ? Thanks in advance. Edit : I've found that it may be the SN74LS541N who is in cause. So i've try this test : Plug in and turn on the Coleco with a Donkey Kong cart inserted. When the game automatically goes into play mode, note if the Mario moves without touching the joystick. If so, then the 1st player chip is definitely damaged. If a two player game is the one automatically started (which seems to be the prevalent fail mode) automatic movement of the second player's Mario likewise indicates that the 2nd player chip is certainly damaged. Lack of automatic movement does not rule out the possibility that either or both chips are damaged; indeed, given the automatic select problem, it's likely that at least one chip is damaged. But determining that one chip is certainly damaged can minimize your work. I've tryed Donkey kong and ... it works well ... And i've try many commercial game who works ... It's seems that on the COLECO SD MAX do the behavior !!! ANY IDEA ?!!!
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Ho my god !!! That's a sample code ! Thanks a lot, i'll check that, and implement it in my new game, because i need that thing !!! Thanks VERY VERY MUCH !!
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Don't forget me ;)
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Need help for modifying an assembly routine
bfg.gamepassion replied to bfg.gamepassion's topic in ColecoVision Programming
Thanks for advices !! Here's the routine i've decided to use : void put_frameS(byte *tile,char x,char y,char w,char h) { char i; char cw; // calculated weight //char px; int offset_deplacement; char tmp; if (x>23) return; if (y>23) return; tmp = x+w; if (tmp<24) // Il n'y aura pas de clipping à droite { if ( (x>=0) && ((y+h)<24) && (y>=0) ) // Et il n'y aura pas de clipping tout court { put_frame0(tile,x,y,w,h); } else // Il y aura un clipping à gauche { put_frame(tile,x,y,w,h); } return; } offset_deplacement = 0; // Si on dépasse du crop // Il faut calculer la nouvelle largeur if ((tmp) > 24) cw = 24-x; else cw = w; for (i=0;i<h;i++) { tmp = y+i; // Ligne courant de l'écran à écrire if ((tmp)>24) return; if ((tmp)>=0) { put_vram(chrtab+((tmp)<<5)+x,tile+offset_deplacement,cw); } offset_deplacement += w; } } It mixed 3 "techniques" to have the more optimized speed possible i think.
