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Tony Cruise

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Everything posted by Tony Cruise

  1. So updates from the weekend: - Fix robot explosion offset - Robots placed in walls removed - Bonus score when exiting screen after all robots killed - Added characters for blocked room entrance and life counter. Blocked last entrance, and re-coloured to match current robot colour. Adjusted the position of player on entry to screen. - Display lives remaining, show bonus once all robots are killed with same text and colour as arcade version.
  2. Thanks for the offer guys, but we already have a full set of beta testers for this title.
  3. Another update, health is stable (including other family members) and I have finally gotten in the position where I am able (and want) to program again. So to get things going, after finishing off Cavern Fighter ready for Beta testing I moved onto my port of Berzerk which will still work on a stock Colecovision or Adam. The game play is coming along nicely now, I have made the following changes: Speech sample - Robot placement (couple of minor issues to fix) Collision detection between players laser and Robots, scoring and Robot Death animation Screen transition scrolling, with Robots moving as well To do: Robot movement Robot collision with walls Robot shooting and collision detection Evil Otto Remainder of speech samples - manual tuning of existing one High Score Table Another update soon!
  4. Communication is key, plus I don't like to see someones talents wasted, you are far too good a programmer to just churn out ports (especially ones that would not pass both a percentage original code test and especially branded character/symbol tests in a copyright dispute). I know you mean well and have been a long term supporter of the Colecovision, so don't take my words to heart too much (grumpy old person mode off).
  5. Good point I do now have a Pheonix so will try it on that over the weekend. And yes I listed myself as having a Pal system in the earlier parts of this post. That shouldn't generally be a problem. Would have been nice to have actually received support from OpCode though, especially as this was sold as a premium product. Perhaps a lesson to OpCode that maybe working on writing titles from scratch might be a better strategy, rather than just porting other peoples code with a tool set and having issues like this.
  6. Any updates on fixes for Penguin Adventure, it's been over 18 months since I got my copy and I am still unable to play it, and very little communication on updates and progress???
  7. I can't agree more I was totally lost for a while there.
  8. Code now working for all three platforms i.e Colecovision, MSX and Spectravideo, article complete, just need to get a break from family stuff to actually record it
  9. 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.
  10. 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
  11. 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.
  12. 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.
  13. 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.
  14. Output can be in uncompressed or compressed (only by Pletter at the moment), controlled through the options.
  15. 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.
  16. 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
  17. 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
  18. 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.
  19. 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.
  20. 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
  21. 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.
  22. From an interview with Harry Fox (Spectravideo), plus the known long development time of the Spectravideo design, how it was shown around a lot of companies (mainly in Japan) by Nishi from ASCII Corporation, well before the actual MSX standard was formed. Spectravideo released most of the titles they developed for the Spectravideo for the Colecovision as well, plus also bringing out the Colecovision adapter (which has Colecovision branding on it - there had to be some discussion). So really was there any design leakage either way or at least any more information on timelines would be fantastic. There is a rumor (and only a rumor) of Spectravideo selling an early design to Colecovision to assist with memory timing issues they were having. This could be completely false, or even around the other way, but it would be nice to get some more information closer to the source. Plus the even more mysterious why the SG-1000 hardware is even closer to the Colecovision design.
  23. It would be most interesting to find out more about the ties with Spectravideo, from what others (from Coleco and Spectravideo) have said there was some technology transfer one way or another. We know MSX came from the Spectravideo base hardware and we also know that Colecovision and Spectravideo had fairly close ties. But there is a not a lot of public detail on what was exchanged. The discussions may have only been so Spectravideo could bring out their Colecovision adapter.
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