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Tony Cruise

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About Tony Cruise

  • Rank
    Chopper Commander

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  • Location
    Tasmania, Australia
  • Interests
    Specravideo & MSX developer from back in the day, now a collector of retro systems. Looking at porting my Spectravideo & MSX titles to the Colecovision.
  • Currently Playing
    Diablo III PS4, No Mans Sky & Tomb Raider
  • Playing Next
    Berzerk arcade

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  1. First some suggestions: 1. try and split your logic so that you are only writing your sprite table to VRAM during the NM, and any other video writes. 2. Put your logic to update the sprites position in your main code (outside of NMI), use the TIMER routines to control how fast things move Now your actual bug: You are using a Zero value comparison, and directly calling the next direction setup, with it's own Zero value comparison which ends up already being true i.e. you skip through your different direction set-ups immediately. You should probably split up your logic into two sections: 1. Decide whether it is time to change direction 2. Update the position based on the current direction and each should only be called once per loop. I hope that has not confused you further. If you want to see some of what I have described above I have made a video series called Lets Make a Retro game on Youtube, that includes sample code for the Coleco.
  2. A little update, as I was playing with sound for my next Let's Make A Retro Game series anyway, I experimented with voice samples for a while last week. Not perfect yet but if you want to hear a Colecovision saying "Humanoid" check out my recent general update video here: View the video on my Youtube Channel here
  3. Agreed, my tool is focused on editing at the tile level rather than the screen level. You can paste in a set of tiles from an external program, but editing directly is something I need to add at some stage. Just about finished my next episode which is on generating Sound and then I will probably do some more work on the tool.
  4. I use IX and IY where the importance of readability is higher than raw speed. As mentioned above it is a simple way to access structured data, and can is supported for 16-math operations i.e. ADC. So keep IX and IY out of your NMI routine where every cycle is important, but use them elsewhere where you should have plenty of cycles available and it's more important to simplify your code so it is readable, easily understandable and thus easier to complete your actual code logic (and debug it). Speed of a single instruction is not important, it is how a whole section of code runs and can be understood (so you can diagnose and fix bugs). Try my Sprite and Tile Editor, the tile part still needs a bit more work but it can do most of what you want.
  5. I see how you set that up but I still have to figure out some timing issues such as when opening my gate animation pauses everything else.  Slowing down the bat flapping causes pauses.


    Either way, I'll fix all those issues when I'm almost at game completion.


    At present I am adding the finer details, title screen, game select screen, audio...  Basically polishing and working on the Super Game level.

    At this point when I look at my comment section it seems that I am the only one that cares about my project so I am in no hurry and I am not under any contract.

    Originally I was contacted from the Coleco License holders about my hardware project.  I think they were just looking for a payout.
    Another back burner deal which is why I asked if you were for hire because I have no time to write the operating system.

    Of course that is another project for another day having to deal with real life.


    It would have been nice if you gave me pointers on my game but we all have priorities.


    Other than that, you are all caught up.


    1. Tony Cruise

      Tony Cruise

      Yeah I got contacted by the Coleco License Holders at some stage too, asking about pricing for me to develop something.  I basically asked them a question about proposed distribution size and they never answered me.


      May have been poking around due to Berzerk, but we have arranged an official license for that now, so I can proceed.


      Sorry I haven't had much time to look at things, family life is still hectic, and I still have some more to finish off on the NES Sydney Hunter game.  Once that is done I will be completely focused back on all things Coleco and MSX :)




  6. My series actually covers exactly what you are asking for i.e. the concept of shared timers, the example code uses the timer code built into the Coleco BIOS.
  7. Tony Cruise

    Electric Adventures

  8. Output can be in uncompressed or compressed (only by Pletter at the moment), controlled through the options.
  9. You can change how the generated code is output using the options i.e. can be output in a way acceptable to pretty much any compiler/assembler will accept, including C. RLE is very similar to Pletter I will add a RLE option soon.
  10. I have released a new version that now includes a tile layout i.e. screen editor. Layouts can be output in raw data i.e. 768 bytes or compressed using Pletta. At the moment it assumes the same tileset is used for all three quadrants, and few more controls on the tab need fleshing out, but it is functional. There is a bug in the tileset editor screen with colours, doesn't happen all the time looking into it though. I have also updated my site to have a SSL certificate, which will prepare it for the coming July deadline (and has already cropped up for some scanner tools, warning when sites don't have a SSL certificate). Hey Atariage, time to make the change
  11. A little addition, hopefully indicating how much I love the arcade game and how I will strive to make it as close to the arcade version as possible: https://youtu.be/DMmnL8Vq3pY
  12. This is an application written in C# .Net for home brew developers to create both Sprite and Tile Set designs for their home brew projects. The sprite design section allows: multi-layer pattern design animation sequences export to assembler and C formats import data directly from existing source code The tile set editor section allows: characters can be designed in groups of four for larger objects powerful colour editing and copying I intend on adding more features in the future. The application is free to use, but I have included a Donate button if anyone would like to contribute to the cost of the certificate. You can download it here: https://www.electricadventures.net/MSXSpriteEditor/publish.htm It will automatically ask to update if you are connected to the Internet if I have published an updated version.
  13. A little update, Berzerk is still being worked on, I had to take an extended break away from all things due to a major issue with my neck, pain, lost the use of my right arm, unable to walk etc. The good news is that I had an operation late last year (fusion C6/7, artificial disc C5/6) and I am in a much better way than I was, virtually no pain, I can fully use my right arm again and my energy levels are improving all the time. I still have some walking issues, but hey I am a computer programmer and mostly sit on my back side all the time I have even dusted off all of my titles in progress and have done some code tidy-up on Berzerk to re-familiarize myself with things so I can continue. More of the collision detection is working and I am looking at starting on placement of the robots and their movement logic, so hopefully I will have an update video to show everyone. I fully intend on becoming a lot more active this year, so watch this space.
  14. Change the JR to JP to test your theory or use an assembler (I use TNIASM) that warns you if any of your JR statements are trying to jump too far. Make sure nothing else is changing the value in A or the Z flag. Now the argument JR vs JP: JR - less rom/code space, but more cycles i.e. fetch PC, add offset JP - more rom/code space, but less cycles i.e. set PC So unless you are really desperate for space it's actually better (faster) to use JP. And to be fair, only learnt that relatively recently myself
  15. Sorry missed this question, I will see if I can track it down again. There is a MSX history book currently being assembled and think the main person in charge of that has a proper copy of the interview with Harry Fox that has mention of their interaction with Coleco.
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