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Tony Cruise

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Everything posted by Tony Cruise

  1. 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.
  2. I have a Pal, simple AV modded console, no other changes and it doesn't work on mine.
  3. I'd also like to thank everyone who contributes to the Colecovision community and keeps support for the system going after all this time. Especially thank you to all of the home brew developers, especially the ones that make the effort to craft games from scratch, and make the console do things previously thought not possible. Sorry I have been offline for a while, just been surviving, we have not had a good ride of late, but know that things have improved, so expect updates on my numerous titles under development soon.
  4. Not quite on topic, but this is an OpCode update thread, any updates on sorting out the non-working Penguin Adventure carts, been 14 months since I got my non-working one and hardly an email in response?
  5. I finally have a nice relaxing weekend off at our holiday home after many months of work and family health issues. So I decided to revisit a home brew development project for the Colecovision that I had not touched for a while, a port of the arcade game Berzerk. The port is running well, the maze is the same as the arcade, including all of the 65k rooms in the same layout. See a video of the game running here: The changes since I last shared an update are: - The player can now fire in all directions (some bugs to iron out) - The player dies when touching a wall - The player's fire will stop when hitting walls Still to do: - Player fire collision detection with robots - Robot placement - Robot movement - Robot firing - Scoring - Title screen, including high score table - Sound effects - Speech - yes it will support speech So far the ROM is coming in at 15k in size, so there is plenty of room in a 32k Rom cartridge for the arcade speech data and an appropriate sample player. Another update soon.
  6. My 12 year old is going to love this one, she loves Undertale.
  7. Yeah sorry it was me again Toby asked me to have a go at writing a version from scratch (not a lazy port), a couple of years ago (eek 2014 - I looked), I actually got a fair way through programming the level and graphic layout logic, but family issues; 1st one of my daughters health - Lupis (which still continues), followed by my own decline in health have not helped me get projects to completion. I have had an operation earlier in the year and I am getting better, it's just taking time. In the mean time I am working on one project for Collectorvision at a time, 1st is Sydney Hunter on the NES, then Berzerk for the non-expanded Colecovision. Eggerland (or what ever we would have called it) is a little way down the list. Here are a couple of screen shots, the main game screen actually has animation of the Snakes, I'll do a video when I swing back to this project.
  8. Any updates on the faulty Penguin Adventure cartridges. as nice as the box is it would be nice to have a working game and it has been six months now?
  9. I haven't had a wonderful year, both with work levels and a seriously ill child, but things are definitely on the up. I have a new job and my 2nd eldest is in remission and things seem to have settled down. I am back doing some coding, but I have to finish off a title for Collectorvision 1st before I can come back to this one. But don't worry it is one of my favourite 2600 games and I really want to make an excellent version for the Coleco
  10. With repeatable tiles, and screens made up of larger segments you could have the whole game JF is proposing above with the suggested game play enhancements in 16k easily. Using twin sticks sound interesting as well.
  11. Yes a 128k ROM cartridge can be used in a stock Coleco, the maps storage is trivial as it is based off quite a large tile layout. It's not quite like Berzerk i.e. all 65565 rooms are generated by a fix seed random function, but it's not far off that in design. The original arcade ROM is only 7 x 4k i.e. 28k in size and is written in Z80.
  12. Kamshaft and I also started on a Wizard of Wor port (for the stock Colecovision) but stopped when the Team Pixelboy version was announced. Kamshaft did a good job on the graphics for our version too, which is why we switched to Berzerk. I was not aware that the Team Pixelboy port needed the SGM though, I don't see why it couldn't be done in 1k of Ram, and a 32k Rom cartridge.
  13. Yay got my copy today, just like the others, extremely well packed, thank you. Long weekend coming up as well, so can't wait to play it
  14. Hi Gracie, Still haven't heard anything back from my support request regarding Penguin Adventure, stock PAL ColecoVision with simple composite AV mod, have every other SGM game and they all work fine, this one just loops at the Super Game Module logo screen. Exerting pressure etc does nothing. Thanks Tony
  15. Got my copies of Gradius and Penguin Adventure the other day as well, Gradius seems to work fine, although haven't played through it very far as yet. Penguin Adventure does not work, I am having the same issue of it looping through the Super Game Module screen continuously. I have tried putting pressure on the cartridge and it makes no difference. My setup is a stock Pal Colecovision, only change is a simple composite AV mod and the power switch has been fully cleaned and serviced. I have a large number of both original and home brew titles, including all Super Game Module titles released so far and have never had a problem with any of them. Have sent a support request through to opcode, waiting for a response, but did see above that he may be away at the moment.
  16. Definitely put me down for one as well. Looking very good so far, can't think of anything else to add that hasn't already been mentioned.
  17. I think there is a previous discussion about both Wizard of Wor and Bezerk from that Opcode announcement in that they were games he would like to release in the future. To my knowledge no coding has been done, the screen shots were just mock-ups of games he thought would be possible. So Pixelboys Wizard of Wor and my version of Bezerk are the only versions that will be released that I know of. I would also like to note, I do not foresee Bezerk needing the Super Game Module, even once I add the voice parts of the game. Also with Bezerk I am seeking formal permission from the current copyright owner as they are still active. And while we are on the subject, this is a thing that I hope others are doing, especially with certain games that current property owners consider to be one of their prime intellectual properties (they may have seemed to be asleep but I can assure everyone that they are not dead), as it could bring all of the games that are just ported (using most of original source code) in view i.e. especially the number of games that have been released in the last couple of years, it would make it worthwhile to pursue legal action by the mere quantity. I am in recovery from the illness that has kept me out of action for the last half of 2016, so we shall see a lot more progress on my list this year.
  18. Yes definitely will be releasing a MSX version as well. Due to our postage black hole down here in OZ will probably be done through Repro Factory and Collectorvision may distribute in Canada/USA, we shall see as they haven't done a MSX release as yet.
  19. Finally got some time to have a go at cleaning up Cavern Fighter for Colecovision, majority of play issues sorted, graphics have been tweaked, more colour used through out. Just needs some sound and a bit more play testing and it should be ready for release very soon. https://www.facebook.com/ElectricAdventures/videos/796485177156206/ NB: Will require the Super Game Module.
  20. The Tile Editor part of my Sprite & Tile Editor is still a work in progress, but it might meet some of your requirements. NB: It is Windows only, it is written in .Net however, so may work using the Mono libraries and/or Wine, but I haven't tested it. http://www.electricadventures.net/ViewArticle.aspx?Id=128
  21. And soon Bezerk will be added to the list
  22. I may still be able to optimize the memory usage for the scroll buffer, to get it to run on a stock Colecovision, otherwise game play is pretty much complete now. But still have some graphical tweaks, sound and music to finish off before it's ready to release, it's coming along though.
  23. NES Engine is already done for the Championship Cartridge last year, but need to finish off some of my Colecovision projects before I start putting together the game from the story board and map.
  24. There does not seem to be an option to ship to Australia (or anywhere outside Europe) on the order form?
  25. As promised, a monthly update on the progress with Bezerk for Colecovision. Spent a bit of time on Bezerk for Colecovision, line intersection bug fixed, scrolling of room after leaving done and have progression to next room. To do: - Collision detection - Animation sequences need adjusting - Robot placement logic - Shooting - player and robots - Voice, sounds etc Bezerk - Coleco - 2016-07-31.mp4
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