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Tony Cruise

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Everything posted by Tony Cruise

  1. Only just realised Pyxidis is missing off the list as well - will be released by Collectorvision. Find the thread here: http://atariage.com/forums/topic/254708-pyxidis-for-colecovision/
  2. Totally missed seeing this, but probably Ok as I will be able to save up while you get to me in the list i.e. please add me to the list. NB: Found out from watching Steve Benway's review.
  3. Next alpha release of Cavern Fighter for the Colecovision. A few bug fixes, some more features and a bit of a colour update in a lot of places. Level of difficulty selection, skip stage cheat is enabled for this video. See my Facebook page for the video here: https://www.facebook.com/ElectricAdventures Currently does require the Super Game Module, but I am not giving up on trying to get it to run on a stock Colecovision just yet. Will be published through Collectorvision later in the year. S
  4. Excellent work, great to see it back online.
  5. Another one of my original titles for MSX and the original Spectravideo machines, was called Pyxidis. It is a vertically scrolling shooter, with two layer scrolling and a few levels to work through. As I was limited to 12.5k for both code and runtime RAM back in the day, so the game could run on the SVI-318, the original game only contained three levels, had limited enemy variety. So instead of just converting the original game over to the Colecovision, I have been slowly adding more to the original game, plus also use some newer techniques to both increase clarity, colours and reduce sprite flicker. The game also now runs faster on a stock Colecovision than it did in the original version. Rather than having large periods where you don't get updates, I will try and post a new video and/or screen shots once a month for each of my titles on the appropriate thread here and on my Facebook page. Here is a video of the current state of the game (video captured with CoolCV - which does an awesome job by the way). Pyxidis - Coleco - 2016-07-11.mp4 Pyxidis - Coleco - 2016-07-11.mp4
  6. You missed Cavern Fighter: http://atariage.com/forums/topic/253166-cavern-fighter-for-colecovision/
  7. Cavern Fighter was one of my unreleased games for the MSX computers back in the day, the game was almost finished but never released in physical form. This is the very first version of the Colecovision conversion, generally working, less a few features, such as sound. Does currently require the Super Game Module, but with a bit of memory optimization of the draw buffer I may be able to make it run on a stock Colecovision. More updates soon.
  8. Are you releasing a MSX cartridge version of this one as well, I got Mecha 8 on both last time and I would like to do the same this time as well if possible? Coleco version is coming surface so I will be looking forward to it's arrival in a month or so.
  9. And if you do want to work in assembler, my series of articles and videos on it starting here. Includes templates to get you started.
  10. Very excited to be working on one of my favourite arcade games, Kamshaft has done an excellent job with the graphics, we will post some game play when we are further advanced. Also thank you to Kamshaft for his efforts in testing and suggesting improvements to my Sprite Editor tool (which is now a Sprite and Tileset Editor tool).
  11. Games may read/write to the mirrored address but also use the normal address and they would expect the same data i.e. the mirroring needs to be implemented for full library compatibility. And yep as Pixelboy said 400h not 800h, my bad There are not that many games that do this, but there is not a lot of information about which ones do so it's best to do it to make sure.
  12. You would need the Coleco BIOS in the lower 16k The 32k cartridge ROM maps to the upper 32k Normal Ram starts at 7000h, but is mirrored back to 4000h and is 800h long. As CrazyBoss said you would need the ports mapped appropriately
  13. Now this would be very handy, even though I have a Atarimax, removing the steps of removing SD, writing file to SD and then booting up the Atarimax cartridge, would be much more convenient when you are in final stage testing. Is there any way, information about the current machine state could also be incorporated so you could potentially live debug issues i.e. memory dump (video and normal), Z80 registers etc? So you could potentially dump and then debug a game on a live machine rather than using an emulator.
  14. I have an original run Opcode module and it runs fine on my Pal CV. I don't remember it being a specific version for Pal either. I do know the original SGM does not work on the PAL Scart CV though and a special version was needed for that. The Video timing for Pal and NTSC are handled by the different version of the TI-9918A/28A that comes with each region machine, so I wouldn't think a module adding Ram and a sound chip would effect the video at all?
  15. Count me down for one, when they are ready.
  16. If you need some information on assembly language programming for the Coleco (and other related systems), I started a series on this, which includes templates to get you started etc. I also shows you how to setup an editor to get error information back from the assembler, so you can jump to the error etc. First article is located here There is an associated video for each article.
  17. Render sprites in the order 0 to 31 one frame and 31 to 0 the next frame, this will give you minor flickering (depending on how often more than 4 sprites are on a line). Use higher number sprites for any outline/secondary colours. See the template for my series on my web site for examples, or PM me for the code.
  18. Sorry had to put Seaquest on hold for a little while, went over to the dark side and wrote a NES game. Have made some progress just not enough to post some more video on it.
  19. Sorry been a bit of track due to both insane levels of work and a child with a serious illness so have had to focus on other things. Work has been sorted with the project I have been working on for the last three years going into production successfully just this last Saturday, so this should hopefully relieve the pressure on that side of things for a while. I am working on a special home brew project at the moment, but when that is finished I will be returning to both this game and the conversion of the next of my original MSX titles from the 80's i.e. Pyxidis. It is game play complete, but I am still working on sound effects and music and it still needs some more rounds of testing.
  20. Nope you only need an MSX 1 to play the majority of the MSX games released. MSX 2 and MSX 2+ games only account for about 20% of the games released. Granted they are Master System+ level type of games though, so well worth experiencing, but it is not a cheap way to go. The best place to get a MSX machine (MSX 1 or 2) is from the Netherlands, but for non 220/240v users you will need get a voltage converter and of course the output is at 50Hz so you need a screen capable of displaying that.
  21. Yeah it outputs uncompressed data in a couple of formats at the moment and/or you can cut and paste from the individual output. It would be very easy to add some more outputs. It's not perfect but works quite well, allows you to make two layered sprites and has shift, mirror and rotate functions. I'll have a specific article on it shortly. It is windows only and .Net based.
  22. Well you are going to get Seaquest as soon as my work gives me a break Which may be very soon, most of our major projects are winding down for the year. Failing that I have the entire month of January off on leave, so we shall see then I have already made a start on it, just have had no energy after work to program Z80, have finished off my sprite editor though.
  23. Try having four kids and see where that leaves you On the other hand my eldest moved out a few weeks ago, so I actually get to to use a TV occasionally, so things are improving
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