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Everything posted by Tony Cruise
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Season 8 - Game 1 - Galaxian
Tony Cruise replied to Manoau2002's topic in ColecoVision High Score Club
23,760 Need more practice -
Yeah the original Zanac only came out on MSX 1 and this is the one Opcode is converting. It is extremely hard to get a MSX copy. The sequel Zanac Ex was brought out for MSX 2 and Famicom/NES (but just called Zanac) - the MSX 2 version is better than the NES version (my opinion). Having the memory the SGM offers allows much more complex and faster games as a lot more can be done in main memory and then copied to video ram in blocks. Plus of course the SGM has the MSX sound chip which uses far less of the CPU to produce sound.
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Team Pixelboy News Bulletin - September 1st 2014
Tony Cruise replied to Pixelboy's topic in ColecoVision / Adam
Thanks for the updating, splitting into two releases will ease the pain felt in our wallets The game looks very interesting, wouldn't be hard to do, would need more time in my life before I did it though unfortunately, have a big enough backlog now. -
Wrath of the Shurikens / ''Shuriken no ikari''
Tony Cruise replied to retroillucid's topic in CollectorVision
That looks awesome, hoping to have time soon myself to restart my development efforts. -
Excellent work on this, another must get, especially for bullet hell shooter fans (like me ). I dont have this one for MSX either, but do have Zanac EX which is the same as the NES version and only works on MSX 2 machines, so this one will fill a nice hole in my MSX shoot em up collection. Will look forward to the release.
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Looks very good so far, I like puzzle games like this. There is some work on another thread to be able to play VGM files, and there are a number of tools to convert music into that format.
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Signed up, looking forward to this one, as have not been lucky enough to come across a MSX copy.
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Fully indeed intend to have the normal game as is, but also have an enhanced mode with more enemy variation and perhaps some form of boss mode. We shall see. Even with my new logo splash screen and a splash screen the game comes in a 6k, so plenty of room for lots of other features And I have only spent about 10 hours on it so far, so I think there is plenty of scope for more.
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I write in Z80 ASM using Context text editor and tniasm as the assembler. I use Paint Shop Pro for graphics and CVPaint2 to convert images, but only really use that for splash screens. I have made myself a sprite editor, which I can also use to make tiles and then build up game screens using set tiles. I mostly use Windows platforms, although I am typing this on a Macbook. I have found setting up everything on a Macbook is too much trouble so I have a virtual machine running windows using VMWare
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I had an afternoon this weekend where I was left alone and have been playing Seaquest for the Atari 2600 a bit lately, trying to set a high score, and I couldn't stop thinking about the game and how it could be done on the TI-99xx chipset i.e. Colecovision, MSX and original Spectravideo. I sat down and started putting together some of the graphics, and then started putting the framework of the game together. So far I have completed the following: EA Splash Screen Title Screen (although it needs some more pixel level editing) Main play screen tile layout Oxygen Meter Lives remaining display Main Sub movement Enemy Sub spawning and movement I was quite surprised I got so much done in such a short period of time. There are obviously quite a few things still to do i.e. sharks, divers, collision detection, sound effects and music, but I am confident enough that I will be able to make quite a decent port. I posted a short video of the game before I did the title screen and enemy movement to my Facebook page here More updates soon.
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2600 Games You Want On the ColecoVision
Tony Cruise replied to VectorGamer's topic in ColecoVision / Adam
I might have an announcement shortly that you will like -
Team Pixelboy News Bulletin - August 1st 2014
Tony Cruise replied to Pixelboy's topic in ColecoVision / Adam
Put me down for the following from your updated list: - Girl's Garden - Peek-a-boo - Track & Field - Destructor SCE - Circus Charlie - Golgo 13 - Ninja Princess - Bank Panic - Konami's Ping-Pong -
Yes it was released on the original Spectravideo hardware before being ported to MSX later. As an original Spectravideo title it is extremely rare, I remember playing it back in the day, but have not seen a copy since
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JetPack! available for sale - ColecoVision homebrew
Tony Cruise replied to 5-11under's topic in ColecoVision / Adam
Got mine in the mail yesterday, haven't had a chance to undo the package as yet. -
The Music/SFX problem will soon be history!
Tony Cruise replied to retroillucid's topic in CollectorVision
Sorry I have not finished making an assembly version of the player code, but I have been unwell for 2-3 weeks (and am still unwell). Also has delayed all of the games I am working on at the moment, they are all making progress though. I will be optimising it for speed and Ram as much as possible, so hopefully it should perform better than the C version of the player. -
JetPack! available for sale - ColecoVision homebrew
Tony Cruise replied to 5-11under's topic in ColecoVision / Adam
PM Sent -
The Music/SFX problem will soon be history!
Tony Cruise replied to retroillucid's topic in CollectorVision
Thanks for this, I have grabbed the C source for the player and am converting it across to ASM, as this is what I am stuck on with my current projects as well. I just don't have the time to hand write sound and music for each game. And the BIOS sound routines do not work very well. -
Ah thank you I have been struggling with conversion of sound to the Colecovision, especially since my original games did not include much sound and music in the first place (limited memory when developing on a SV-318 and a tape based compiler ). I am converting the player.c to asm at the moment, might take me a day or so - constantly get interrupted at the moment.
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Well if you do manage to put something together I would be interested, as Boulder Dash is one of my favourite games for the MSX and Atari 8-bit. I think the idea of getting permission to port one of the sequels sounds like a better prospect though. Not that I have time at the moment (seem to be in work hell at present), I would happily add it to my list of projects. But that would make it fifth in the queue though.
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Official Announcement: Archon for the ColecoVision
Tony Cruise replied to AtariBuff's topic in ColecoVision / Adam
You can count me in for a copy of this as well, can't wait to see how it turns out. -
Good game, but does not need SGM - just saying
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Nemesis/Gradius
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system Random routine RAND_GEN equ $1FFD
Tony Cruise replied to BrianBeuken's topic in ColecoVision Programming
Try this random routine, you need to seed it with something, one of the best things is to have a time counter in your NMI routine and make that the seed when the user starts the game i.e. the user becomes the random seed value. ; ; Seed Random numbers ; Seed in HL SEED_RANDOM: LD (SEED),HL RR H RL L LD (SEED+2),HL RET ; ; Generate a random number, based on the initial Seed ; value. ; RND: PUSH HL PUSH BC PUSH DE LD DE,(SEED+2) LD HL,(SEED) LD B,5 RLP1: RR H RL L RR D RL E DJNZ RLP1 LD B,3 RLP2: PUSH DE LD DE,(SEED) OR A SBC HL,DE EX DE,HL POP HL DJNZ RLP2 LD (SEED),HL LD (SEED+2),DE LD A,E ;OR H POP DE POP BC POP HL RET ORG 07000h SEED: DS 4z -
It's in another topic called Colecovision Assembler Template. It includes replacement code to do all VDP actions, rather than using the BIOS routines.
