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Posts posted by Tony Cruise
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I have uploaded a new version of my Sprite and Tile Editor: Version 1.0.8115.34244
I have made the following changes:
- You can now select a background colour that is used for all sprites, tiles and screen layouts. The colour you select is saved with your file.
- I have adjusted the output ASM code so that is works with the Glass Assembler (shouldn't effect any of the existing ones but let me know if it does).
Some screen shots:
Extra points if you guess my next game (after Kangaroo)
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Most assemblers allow a range of expressions when assigning values, that are evaluated at compile time and the final value output. This allows you to make your code more readable.
The << and >> expressions are left and right bit shift statements and the value on the left will be left or right shifted the number of times of the right value.
So in your examples:
0 << 2 = 0
1 << 2 = 4 i.e. 00000001 becomes 00000100
2 << 2 = 8 i.e. 00000010 becomes 00001000
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21 hours ago, thegeps said:
So, to run a game that need more RAM (even without AY chip) is enough to test if there is RAM at some expected address simply writing at that address and reading back to check if the value is the one written a moment ago.
In that case we could let the game run (no matter if you write to AY ports if AY isn't present, right?)
Just to do some tests...
;========================= ; Enable SGM Memory ;========================= ENABLE_SGM_MEMORY: XOR A LD (MACHINE),A ; By default a machine is a ColecoVision ; don't enable SGM memory if we have an Adam CALL IS_ADAM CP 1 RET Z ; look for the SGM PSG CALL PSG_TST ; maybe save this somewhere so we know we know what machine we have CP 1 RET NZ LD A,2 LD (MACHINE),A ; enable SGM memory LD A,00000001bh OUT(53h),A RET ;========================= ; The presence of RAM between 2000h-5FFFh on boot means we have an Adam ; A = 1 if an Adam, 0 otherwise ;========================= IS_ADAM: ; check for Ram at 2000h-5FFFh ; write values to 2000h-20FFh LD HL,02000h LD B,0FFh ISA1: LD (HL),B INC HL DJNZ ISA1 ; now read values back LD HL,02000h LD B,0FFh ISA2: LD A,(HL) CP B JP Z, ISA3 ; not a match so probably ROM XOR A RET ISA3: INC HL DJNZ ISA2 LD A,1 LD (MACHINE),A ; for the moment make this machine an Adam RET ;========================= ; SGM PSG Ports ;========================= PSGCTR: EQU 050h PSGWRT: EQU 051h PSGRD: EQU 052h ;========================= ;Check for the existence of a SGM PSG ; A = 1 if found, false otherwise ;========================= PSG_TST: LD HL,5502H LD DE,0AA00H CALL PSG_SET EX DE,HL ;5502H CALL PSG_SET EX DE,HL ;AA00H CALL PSG_TST1 ;TEST BYTE EX DE,HL ;5502H CALL PSG_TST1 ;TEST BYTE PSG_TST3: ; PSG Found LD A,1 RET ;1st PSG Test PSG_TST1: LD A,E OUT (PSGCTR),A LD D,D IN A,(PSGRD) ;READ BACK CP D RET Z ;RETURN IF OK ;IF PSG NOT FOUND POP DE ; Remove return point XOR A RET ;========================= ; SET SGM PSG ;========================= PSG_SET: LD A,E OUT (PSGCTR),A ;SET PSG REG #0 LD A,D OUT (PSGWRT),A RET
Call ENABLE_SGM_MEMORY and the memory location MACHINE will contain 0 = No SGM or Adam, 1 = Just Adam, 2 = Coleco with SGM and if 0 or 2 then the SGM memory will be enabled.
If you get the result 'Just Adam', then you can call PSG_TST separately to see if you have a SGM plugged into an Adam and thus use the extra sound chip.
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4 hours ago, Pixelboy said:
I'm not sure 100% about the ADAM, I'm just assuming that it works the same as the ColecoVision, since it's always possible that a ColecoVision cartridge will interact with the Coleco BIOS which is expected to be in the first 8K range, regardless if this cart is used on the CV or the ADAM.
Yep it just depends what you want selected, but by using Port 7Fh you can select what is in the lower memory from the follow options:
and what is in the upper memory from the following options:
of course always ensuring bits 4-7 are left as zero.
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You are going to need to use a Megacart (or Megacart like) ROM layout and the game will need to use the Super Game Module (and this also gives you the MSX sound chip which will make your port easier), which will give you up tp 32k of Ram if you need it.
A number of MSX ports, use the bottom 16k Ram space to replace the Coleco BIOS with a MSX BIOS.
The Megacart info (from my book is as follows):
The MegaCart is a special design (originally by Bryan Edward) that allows ROMs to contain up to 1MB if required.
The cartridge can be several different sizes as follows:- 128K - 8 banks of 16K
- 256K - 16 banks of 16K
- 512K - 32 banks of 16K
- 1MB - 64 banks of 16K
The first 16K of ROM is fixed to the last 16k section of the ROM and is located at 8000h to BFFFh on
the ColecoVision (and Adam).
The 2nd 16K area (C000h to FFFFh) can be changed to any of the banks in the cartridge (including the
last one) by reading from memory address FFC0h to FFFFh i.e. each location represents one of the
64 possible memory banks to select.
This also means the top 64 bytes (FFC0h to FFFFh) of each 16K ROM bank can’t be used.
Example Usage (from MegaCart documentation):; For 128K Megacart (for 256K one I start on $fff0 up ; to SLOT_15 at $ffff) SLOT_0: equ $fff8 SLOT_1: equ $fff9 SLOT_2: equ $fffa SLOT_3: equ $fffb SLOT_4: equ $fffc SLOT_5: equ $fffd SLOT_6: equ $fffe SLOT_7: equ $ffff ; At start of code ld hl,SLOT_0 ; Default slot of Megacart, ; but set again because user can do a ColecoVision RESET call sel_slot ; My typical switching code ld hl,SLOT_3 call sel_slot ; Slot selection sel_slot: ld (slot),hl ; Saves current slot, useful because in NMI ; routine sometimes I switch slots to play music from OTHER slot ld a,(hl) ret
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Ordered
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On 4/30/2022 at 8:17 AM, Captain Cozmos said:
I have been fortunate enough to catch on when it comes to Z80 programing and finding my way around.
However, IDE's are not my thing.
I started out in the late 80's, early 90's with Borlands Turbo C under Dos.
I can find myself around Visual studio because youtube is ripe with examples.
When I started learning with Tony Cruise's youtube series he set up his environment with Sublime and TNIASM.
Well I switch to Notepad ++ because Sublime costs money as far as I remember, been awhile.
So, does anyone out there have a script or tutorial how to merge TNIASM with NP++?
At present I use the command line and if I get an error it lets me know where.
In Tony's setup all he has to do is press a key and it compiles. If there is an error it goes to the error.
I mean, I have been able to get by with the CLI (amiga reference) but if NP++ is capable I would like to make it easier on myself.
Anyone have a clue?
Assuming you are using TNIASM and it is a directory c:\tniasm045.
1. Add the NppExec plugin to Notepad++
2. Select Plugins->NppExec->Execute Npp Script.. F6
3. Paste in the following commands:
cd $(CURRENT_DIRECTORY) // go to directory of the current file
c:\tniasm045\tniasm.exe "$(FILE_NAME)"4. Press the [Save] button and give it a name e.g. Compile
You should now be able to compile your code and see the output in the console window that appears below.
You need to make sure you have your primary ASM file in focus at the time.
Jumping from an error to the line I still need to figure out.
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On 4/16/2022 at 8:02 AM, 5-11under said:
If I recall correctly, it's mirrored 8 times between $6000 and $7FFF, so any 1K block within there will work.
Yep this is correct, it is mirrored eight times and thus each block represents the same section of actual memory.
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2 hours ago, youki said:
thanks Tony!
Could you make a quick modification in your tool for me? I would really like to be able to choose the background color of the sprite editor grid.
Color of this grid
Or if it is more easy for you , to be able to choose the windows background color for the entire tool.
It will be very better to see how a sprite looks on different background colors.
Your wish is my command Version 1.0.8116.39475 uploaded.
It saves the selected background colour with the file.
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I have uploaded a new version of my MSX/Coleco Sprite and Tile Editor: Version 1.0.8115.34244
Small update, you can now move tile patterns around in the set of 256 tile patterns using the directional buttons below the Tile Set.
Moving a tile, swaps it with the tile in the direction you press.
Suggested by long term friend and fellow home brewer Claus Baekkel
Download the latest version here: https://www.electricadventures.net/Pages/Category/24
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Will this be a cart only release or will you also have a digital download option
BTW this game looks great
Cartridge only to start with through Collectorvision - digital at some stage later.
Sent from my iPhone using Tapatalk -
Oh wow, doesn't time fly when you are having fun. Is it really six years since I started this thread! This is just me having a day off for once and catching up on a few things.
A quick update on the conversion of my most popular selling game from the mid 80's (1987 in fact), here is the state of Pyxidis converted to run on a ColecoVision. Dare I say actually running faster than the original, more colours, ship drop shadow, colour cycles for the bullets to make them easier to see.
Still some quite obvious bugs, and probably a bit mean to start with (my games really were hard back in the day!).
More to come...
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49 minutes ago, 128Kgames said:
Getting "content not found" ...
You may have to like my Electric Adventures page perhaps (I wouldn't have thought so but Facebook can be silly sometimes). I tried uploading the video here, but the post failed.
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Berzerk ColecoVision - "Gold" Release - ready for final sanity checking before production.
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Just in case some of you don't read the colecovision topics and may be interrested in this game.
Coté Gamers will release soon my new game for STANDARD Colecovision
Topic here : Casimodo is coming soon - ColecoVision / Adam - AtariAge Forums
Looks like a fun game.
Sent from my iPad using Tapatalk- 1
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I thought I would do a general update of what I am working on and also wish everyone a Happy New Years.
Berzerk
Berzerk for ColecoVision is in final testing stage and will be released by Collectorvision this year.
Pyxidis
The conversion (with some enhancements) of my biggest selling game that I released in the 80's for MSX and Spectravideo computers, Pyxidis is also almost complete ready to start some play testing.
EA's 70 Arcade Classics
My next title, this will be a collection of three classic 70's arcade games, Lunar Rescue, Depth Charge and Stunt Cycle released on one cartridge. The first two games are completely finished, I just have a bit more work to do on Stunt Cycle and then combine them into a single cartridge image and it will be ready for testing.
Seaquest 99
My take on the classic Activision title for the Atari 2600 on the ColecoVision. I haven't worked on this one for a while, but intend to continue and finish it this year.
Upcoming titles where I have done graphics layouts for and should be progressed this year are:
Kangaroo
My take on the classic Atari arcade game.
TRON
My conversion of the arcade game of one of my favourite movies of all time! Graphics in the very early stages.
More uas I make more progress during the year.
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On 12/5/2021 at 7:44 AM, insertclevernamehere said:
Any updates? Looking forward to purchasing a physical copy of this.
No further progress to report, but I have almost finished all of my other projects now (trying to finish things before moving onto new things), but on leave from Christmas so hopefully I can get back to this one and start putting the game components together.
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My package finally arrived today, very well packed, everything survived safe and sound.
Everything is of very high quality, very good work to all involved.
I will do a video when I get some gaming time.
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This is very impressive, I just tried it on my last build of Berzerk and it does the sound properly for a start and the default mode it displays it in looks very nice indeed.
I will do some more playing, and maybe upload a video.
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Well that took far less time than expected, Lunar Rescue is now early beta, playable, couple of little niggles but not far off being released!
Just need to work on 1/2 player mode, high score, additional intro screen and any fixes from play testing.
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I thought I remember hearing someone was making Atari's Food Fight for the Colecovision? Anyone remember this?
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I think I might have put my hand up for that on one of the other threads. I haven’t started any work on it though.
Sent from my iPhone using Tapatalk -
8 minutes ago, madmike25 said:
Interested how can I purchase
interested. How can I purchase
Message Toby (toby@collectorvision.com) first in first served.
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3 hours ago, Kaboomer said:
Interested!
Toby at Collectorvision indicated today that he has two copies left of the 2nd run, so message him and he will set you up with a copy.
MSX/Coleco Sprite & Tile Set Editor
in ColecoVision Programming
Posted
Player can only shoot up/down/left/right and the four straight diagonals, so laser can be implemented using 4 tile patterns.
I'll have a look at the other window placements in the Editor in my next session.