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Everything posted by bfg.gamepassion
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Hi, i really need BIG help. In the Newcoleco coding library is a superb fonction called put_frame. Here is the source code : ; gpfram0.s .module put_frame ; global from this code .globl _put_frame ; put_frame (void *table, byte x, byte y, byte width, byte height) .area _CODE _put_frame: exx pop hl exx pop hl pop de pop bc push bc push de push hl exx push hl exx push ix push iy call 0x080b pop iy pop ix ret It take a memory zone (*table) of characters of widht and height, an display it at position x,y. If it's out of the screen, it's okay, it don't crash anything. I really can't read assembly. But What i'd like to to, is if this routine want to put a char at a position x > 24, then, it don't do put the char. Can somebody change easily this assembly routine to do that ?! Or is it not possible because it call a bios routine at 0X080b ??? By the way, there is the put_frame0 routine, who don't check "boundary" ... Maybe it's possible to modify ... ; gp9fram0.s .module put_frame0 .globl calc_offset ; global from this code .globl _put_frame0 ; put_frame0 (void *table, byte x, byte y, byte width, byte height) .area _CODE _put_frame0: exx pop hl exx pop hl pop de call calc_offset pop bc push bc push de push hl exx push hl exx loop: push bc push de push hl ld b,#0 xor a call 0x1fdf pop hl pop de pop bc push bc ld b,#0 add hl,bc ex de,hl ld bc,#0x0020 add hl,bc ex de,hl pop bc dec b ld a,b jr nz,loop ret
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Thanks, i've tryed to attached the rom file to my first post, but the forum told me that i'm not authorized to attach this kind of file ... May be i'm not enough "older" on the forum to do that ...
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19 days before Christmas. Santa deliver gift from his factory to the warehouse. But the evil Grinch have done a bad trick. All the gifts are lost in North Pole. Now, you're mission is to get back all gift before Christmas Night ! Or eventually make an high score :) http://youtu.be/0lwe6ASeFkg This free game is for you Coleco Lovers, this "stampede clone" is my little contribution for Christmas, hope you'll appreciate it !! The sprites GFX are made by Crapahute !! Have fun ! Download here : File name: Save Christmas.rom File size: 9.6 KB
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SG-1000 adapter for Colecovision (?)
bfg.gamepassion replied to ozma wars's topic in ColecoVision / Adam
From the SG1000 to Colecovision i'd like to have BorderLine ... My first game on my first computer a Yeno Sega SC3000 -
What do you mean by software sprite ? Characters ?
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Yeah, it's better, but then you won't have any scrolling stars in the red-to-black dithered portion, not unless the star pixels are red also. Correct, but you don't need to have it here to have good rendition of the star scrolling effect. And if really you want, you can have it anyway... use sprites for star in that area... Even if you put 8 sprites in a row (i think you really don't need to do that, 3 star in a row is enough anyway) with flickering for the stars i think the result will be correct. Just don't put Helicopter on that row.. I won't code the stars with sprite. I really need all the 32 sprites for bullet an ennemy !! There's at minimum 10 helicopter for level 1 to 3, 4 sprites for the 2 player (2 sub + 2 shoot, wan't to do a cooperative/scoring attack game). So it let me only 18 sprites for the ennemy bullet, And this game is heavy bullet consuming :) The good news : All the collision routine are coded (for 2 player simultaniously) , and i have no more slowdown, even having 32 sprites on screen. Bad news : i haven't coded the control for player 2, so it may change But before doing anything else, i'm tuning the attack wave to have something closest to the arcade game. It's interesting, but long die and retry process ...
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My god, you are right !!!! I sure i had test a new version of Mame last week ... But i haven't put it in a new folder, may be i've lanched the bad executable. So yes !! It's playable !! THANKS !
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It's unplayable under Mame :( There's only 2 Helicopter, and when you shoot them ... nothing more. The only thing i have to adapt the game is the only video we can found on youtube. But the project is on a very good way ! :)
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Wip of the day : http://www.youtube.com/watch?v=JhnabiVJwZo There's slowdown on wave 2 when the player shoot ... Surely collision detection issue. Note that the goal is to have 2 player at the same time playing on the screen if possible.
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Very excellent idea ! No, i have : byte pattern1[] = {1,2,1,2,...} byte pattern2[] = {2,3,2,3,...} No pointer for the animation frame but a pointer for the global animation : byte *animation[] = { pattern1, pattern2 }; and put_frame(animation[0],x,y,w,h) didn't work ... And that's the same thing i use in Commando (in more complex way ...) and it works ... Anyway, my last solution works, and Youki's solution is even better !!
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Hi Folks ! I have paused Coleco dev during 2 months ... After this long pause, i'm back in better condition to develop a new ColecoVision game : Helifire. You can follow (in french) the dev process of the game at this adress : http://bfg-gamepassion.blogspot.com Here is in video the explanation (in french) of the water wave scrolling : http://www.youtube.com/watch?v=Rtu6YPexgZ8
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Want to see the development of an Colecovision game step by step ? (In french sorry ...). Only at : http://bfg-gamepassion.blogspot.com/
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Has to be Chack'n Pop or on second thought... maybe Mr. Chin, maybe Ghosts 'N Zombies . Nah, I'll stick with Chack'n Pop for my guess. SNK was/is very popular in Japan, so Im no way surprised that there's much interests in Ozma Wars Yep, that's Ozma Wars My dream to become a superstar in Japan will soon be real !!! :D :D
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:( The bug is back ... Damned !!! Edit : I've tried to put the refresh scrolling routine out of the nmi(), for the moment no more glitch ... But not sure, must beta test more to see ...
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So, it's about one month i haven't writen a single line of code, until now ... I've take back the Commando source code, and corrected the scrolling bug in ... 10 minutes !!! How can i haven't see that simple bug before, i don't know. That don't make this version of Commando a good game, but, my scrolling routine finally work well
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Shameful Gamer Confessions
bfg.gamepassion replied to MagitekAngel's topic in Classic Console Discussion
Hi, - I don't like Zelda games - For me, Radian Silvergun is a piece of [email protected]!# - I like the LEGO games - I've sold some excellent games (Panzer dragoon saga, guardian heroes , ...) to buy an Astro City arcade cabinet and never really played on it. - I've never played Panzer draggon saga, guardian heroes and all the excellent game i've sold ... - I've 5 dreamcast, 4 Saturn in case one of them crash ... but i played game on this system one time every 2 years ... That's all for the moment ... -
So what you're saying is that you're going to recycle your vertical scrolling engine into another game? It's true that Commando may have been a little too ambitious for 32K... I think Jack the Giant Killer would be a good candidate. Or perhaps a Gauntlet clone with vertical scrolling only. I see lots of possibilities. Not exactly, i say that i want to fix that f#?!ing glitch bug. Maybe it's because my nmi routine is too long, maybe it's a bug of the put_frame routine, or a logical bug, or maybe using the new Daniel's toolchain may correct the problem (who know ...). Correcting the problem interrested me a lot. Maybe i'll put a sample source code to have advices from other coders. In the same time, i think i'll do a simplier arcade adaptation to code (the box is already done :) ). Then, certainly returning more zen, and recoding from scratch this game
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Hi, i've received and atarimax sd Coleco Cartridge, and i've try Commando Return on real hardware (after discovering that one of my ColecoVision didn't recognize paddle anymore ... :( and another problem with the power that cause trouble in video display). Since that i've decided to officially stand by this game. Why ? : - First, the game colour make eyes bleeding ... - There's not enough different object, it's look like the spectrum version - I've the glitch bug on the real hardware (but need to try another fix) - and the worst ... the game is not fun ... I've tryed all the game i've coded and Commando make me ... don't know how to explain that, i haven't got a good feeling ... (Bomb'n blast is the best ! :) buy it ! :) and Ozam wars is a real cool challenge for scoring !!) So i've asked myself, must i continue this game during month and see that it didn't pleased me ?, or must i try to do something "simplier" but much more fun (original arcade game or adaptation more "compatible" to the Coleco). I've decided to follow the second solution and keep the aim to reproduce/understand/fix the scrolling "glitch" bug. Thank for reading.
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Going in holliday !! No coding during 9 days at least.
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For the moment 18 ko ... I hope include 4 levels like in the arcade game ...
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Forum seems had crashed during post, sorry for double/triple post
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<Deleted double post>
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After 1 hour of compiler variable problem in structure (again ...) here's the current WIP. - Preliminary scoring - Preliminary grenade - 1/2 of the firt level coded http://www.youtube.com/watch?v=23kmdGnibus Now, i must code the bridge, and lot of more stuff ...
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Wow ... perfect player moving on ladder ... The worst part when i code a game with ladder ! Congrats !!!!
