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Tony Cruise

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Everything posted by Tony Cruise

  1. Next update of my port of Berzerk for the Colecovision. Evil Otto makes an appearance, and chases the player! Pretty much functionality complete, but I have quite a few tidy-ups and speech/collision/timing tweaks to do, but extended play testing will be started very soon!
  2. Yep the sound effects are using the samples from the arcade game, no BIOS sound routine running at all, gives back cycles
  3. I have a number of people, who missed out on the 1st run, ask if there was going to be another run of my EA Classics title. Toby has given the go ahead, but it will of course be limited in number, so now is your chance to express your interest so that we can gauge numbers. Only one version will be released, more than likely the arcade cabinet cover, but please indicate your preference in this thread.
  4. Ah yes definitely your routine, it works very well. I think the sound effects are very close to the arcade now, and you can understand the speech so it is doing it's job well. I am going to write a wrapper routine that allows you to queue up a set of sounds, as the voices in Berzerk are made up of quite a few words in combination.
  5. Just normal Coleco sound chip, using the Math Lab based sample generation code, not perfect but doesn’t do a too bad job considering the limitations of volume control on the sound chip. One sound effect or voice at one time, so have a priority for player shoot sound and the rest only start if the queue is clear. Sent from my iPad using Tapatalk
  6. Another quick update of my Berzerk port for the original Colecovision. Added a graphic to the main title screen based on the Marquee Laid out the High Score screen with any current high scores (added some initial static scores) Demo mode now displays robots and they move and shoot Fixed a couple of bugs in the game play (not shown) Next it's onto: Evil Otto Collision detection tweaks and adjustments Robot AI bug fixes and adjustments High Score entry Play Testing!!
  7. Quick little update to my port of Berzerk for the Colecovision, fixed some bugs when re-spawning. Added some information to the title screen, have written the code to move robot bullets.
  8. Yeah understand the concept, would need a custom PCB to be designed and would be more expensive than a straight 32k Rom cartridge, but doable. Not necessary for this game, but would definitely be worth looking at for some future projects, especially ones that would benefit from either additional Ram or flash storage.
  9. I didn't know there was a cartridge layout that allowed that, I know one of the Megacart designs has read/write flash storage as part of it, they allow up to 128k Rom, are definitely more expensive though. I hadn't heard of any for smaller cartridge sizes. It would also depend on manufacturing cost as well.
  10. I don't think extra Ram would add that many features, although I have thought about additional non-arcade levels and different cavern end bosses. I could mostly do this with the remaining Rom space as I have only used 18k of Rom so far and can easily use up to 32k if needed (same cartridge cost - not like back in the day). It will depend on how I go with writing my own sound effects engine and how many bytes I can steal from OS functions I am not currently using
  11. After a little bit of early beta testing, I had a few bugs to fix and I decided I would have another go at trying to get Cavern Fighter to run on a standard Colecovision without needing the Super Game Module (SGM) or an Adam with their 32k of Ram. I had to rewrite quite a bit of the games scrolling engine and object engine but I have managed to get the game to run stability in the standard Coleco's 1k of Ram! This is of course great as it widens the audience that will be able to enjoy the game. I have sent it off for some more testing and have a couple more bugs to sort (including improving the sound effects), but it is very close to being done. Another update very soon. The game will be released in physical form with a box and a manual by CollectorVision.
  12. Another update and demo of my official port of the arcade game Berzerk to a standard Colecovision. #retro #colecovision #berzerk #homebrew #stern #collectorvision Changes since the last update: - Robots now start moving - Robots move in their chosen direction and animate - Robots can collide and die when they hit walls - Speech example is now clearer - Robots speed up as levels progress - Has placeholder sound for shooting - to be replaced To do: - Robot firing - Adjust robot moving logic - Allow robots to change direction or stop moving - Evil Otto! - Remainder of speech samples and sound effects - Bug fixes from testing Another update soon!
  13. I agree DKIII would be a great one to do, but not worth the danger of using any of the Big N's properties, same as doing anything with Konami's name on it. Now a game inspired by DKIII that would be cool
  14. 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.
  15. Thanks for the offer guys, but we already have a full set of beta testers for this title.
  16. 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!
  17. 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).
  18. 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.
  19. 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???
  20. I can't agree more I was totally lost for a while there.
  21. 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
  22. 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.
  23. 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
  24. 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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