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Posts posted by Tony Cruise
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On 1/26/2020 at 5:56 PM, Yurkie said:Got my Ultimate SD multicart back from repair. Need any BETA testers? This is a very near an dear classic to me.
On 1/27/2020 at 11:50 AM, lawdawg710 said:Agreed with Yurkie. If you need BETA testers, I would love to help, this game is very dear to my heart. Looks great, can't wait to see more updates.
Thanks for the offer guys, but we already have a full set of beta testers for this title.
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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!
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30 minutes ago, opcode said:I don’t port with a tool set, and the reason for the problem was mentioned above. It isn’t software related otherwise everybody would be experiencing the same issues.
I understand your frustration, just please don’t say things that aren’t true.
We have been working on a new cartridge PCB to eliminate the issue, but we aren’t there just yet.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).
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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.
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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???
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10 hours ago, Pixelboy said:Looking at this gameplay of Multiverse is a wonderful example of why it's important to read the manual before playing.
I can't agree more
I was totally lost for a while there.
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7 hours ago, Mike Harris said:LOL
It's an ADAM program that allows you to compose music, save it and I think print out the sheet music but don't quote me on that.
Graphics I think I have mastered.
Sounds and Music is still a mystery.
Just waiting on Tony Cruise's next two programing videos which is supposed to explain sound and music.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
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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.
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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:
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10 hours ago, Mike Harris said:I use your editor all the time and I like the 3 tab that you have a screen layout.
However, in my opinion, being able to draw within those squares then expand each square for finer details.After that then send all the patterns to the pattern list so it can be output to ASM or C.
The way you have it now is too exhausting going back and forth between tabs, no docks for the colors.
I am in no way criticizing or ungrateful, I wish I had your abilities and I would make a version that fits my needs.
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.
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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.
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On 6/27/2019 at 8:05 AM, Mike Harris said:Thanks.
I've followed Tony's entire series. He's the one who got me started.
Helped me out of a few jams but unfortunately my thirst for knowledge has outgrown what his series has to offer.
What I really would like is Coleco Z80 source code.
I can find games for all kinds of z80 based systems but not a whole lot for Colecovision so it's a crawl but I have found that if I work really hard at it then I really retain that knowledge.
Take a break and rethink it, sit on the toilet and have a breakthrough.
I started last year around Thanksgiving then stopped the project for about a month and when I started up again double my code because I took a break.
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.
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It's best if the outputs are uncompressed. You can then use the compressor of choice. There were some other previous tile editors that didn't offer uncompressed.
Output can be in uncompressed or compressed (only by Pletter at the moment), controlled through the options.
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Most results are ASM only.
It would be great if it supports RLE compression as well.
I use C, not ASM.
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.
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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

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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:
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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.
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- multi-layer pattern design
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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.
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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

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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.
Do you have said interview so I can check the context of it? This is something I'm interested in more generally even if I don't think the hardware designer can answer the question. A friend of mine has talked to, and plans to again, Arnold Greenberg so it would be good to get some context on that front.
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What do you mean by this? As far as I know Nuvatec was just a software developer. Do you have reason to believe they altered parts of the Colecovision design?
I am not quite sure what these questions are asking.
Do you have any particular sourcing on this? Closest I could find was an admission by Arnold Greenberg that they may become involved in the MSX standard, which of course was based on the Spectravision. What's the reason to suspect that Spectravideo had some sort of deal rather than just ripping Coleco off?
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.
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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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I’m always excited for some Berzerk! Now if you can port Space Dungeon right after this! This looks great! It helps further my decision to purchase an Adam Computer.
I had not heard of Space Dungeon, so looked it up immediately. Wow, I am impressed, and yes this would definitely be possible, so it makes me want to get Berzerk finished so I can start work on it!
Twin stick controls will be available for Berzerk as a control option by the way, Would work with them mounted in the roller controller perhaps.
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Announcing Berzerk for CV!
in ColecoVision / Adam
Posted
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.