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Posts posted by digress
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Meant to comment on this a few days ago. Looks pixel perfect. Very nice. Could you use the Atari 2600 paddle controllers possibly? This game was incredibly fun on Atari 2600
Or even the existing coleco controllers such as the roller controller or the superaction controller speed roller. with the super action controller you could even control 4 players and the functionality already exists.
I mean, I even mastered coleco football (American style) with that dame speed roller. It can be done. and base running in baseball
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Cool thanks for the info. I will look through it and start some experiemtns right after I finish my current project.
What I did to make scrolling for Flappy is using double buffered screen. Since there's a limit on how much data that the vdp can process in a frame, the backdrop and the pipes are draw across 6 frames. Put_frame() is the most common function I use in my projects. The backdrop is fill_vram across 2 frame to draw the sky(have to overwrite the old pipes). Then the cityscape is put_vram() on the 3rd frame since put_frame version of it is too slow. It does require 192 bytes, however I Pletter compressed it on to ROM, which compressed it to 36 bytes. It get decompressed into the color table 2 due how Pletter function works and then brought to RAM since I have 192 byte to spare. The pipes are series of put_frame statements, the pipe are drawn in the reminding 3 frames. Put_frame works good for sliding in from the side of the screen and doesn't have any problems when sliding 0-255. However, going y direction 0-255 does have some issue, which I made the pipe stop drawing at 250.
I am using screen(name_table1,name_table2); function. The first argument is which screen to display, the second argument is what screen to draw on. Get put library like print_at, put_at, put_char,put_frame will draw on to the other screen. Without that, the pipe will flicker. Doing assignment of drawing objects, I have enough cpu time to process the game. When Flappy and the score is on the same line, they become transparent(on LCD and blend frame) and they are consistent. It tells me there is no delay and the game is running at 60 fps.
The 2nd stage in the cave is just 1 screen with put_frame statement leaving a trail while the end unturn the trail. The tiles are redefine, which the tiles are stored on ROM get uploaded to that spot of the tile memory. There is slowdown in this section of this game, not enough to cause vram corruption.
Vertical scrolling I did with Pit shoot'em does require quite a bit of RAM. It reads all the tiles, load the new tiles on the top of the screen, and then shift down one row and then write the old tiles.
I had an idea to do horizontal smooth scrolling with variable speed. I lost track of my thoughts. I will come back to that one later. -
last problem I'm having is:
I call the stplay from my main program loop but in order to get the playback timing to work and it to sound as it should I need to call a delay(1) (1 cycle? I think)
this corrects the music and it plays with no distortion. the sprites animate and the bg is proper. however it completely disables joystick or keypad input so I can't move or even start the game.
a kind of work around is to make a for..I loop to waste some time instead of using delay(1) but this distorts the music. the joystick input works this way though.
now if I put a delay(1) without stplay() it doesn't effect the joystick input.
I'm not sure what is going on.
Excellent, congrats!
It doesn't matter if it's called from the NMI itself, it's only the timing that matters.
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Actually the second game looks more interesting to me than the first.
I need more info about scrolling bgs for the next project.
. Great job.
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edit. I realize it should be in the nmi routine and this was just a backwards way of getting it to work. So I'm leaving it in the nmi routine but at least I know it works.
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I got it!
It's now working with graphics and sprites & the music is working . After trying a bunch of different things...I'm not %100 sure what I did different as I changed too many things at once.
seems the main thing was to put in a delay(1) and have the stplay in my main loop rather the the nmi routine.
Now I'm going to try it in the full game seem if I can get the whole package at once working.
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Can you put me down for one regular copy 11-100 if someone drops out or on the back order list. Thanks
Elektronite always delivers great quality and on time.
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Ok I got a little further. I got a working compile with the graphics on screen and the music playing from your library. Music sounds great before I bring in the getput libraries but Music is distorted for some reason though after I attached the getput library.
I attached 2 files. 1 without any getput libraries attached and the same file after I got the libraries attached and graphics on screen.
same music file other wise.
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I like to support homebrews. I can't buy every one but I would like my 2 orders converted to the new Sydney Hunter Game. It looks great. So just leave me on the confirmed list for this new game.
I'm a coleco guy so I was really looking forward to smurf as I grew up with the coleco game. But this is a good compromise.
how about "Barfs" he's turns green from too much beer and has to stagger home stopping to chuk his guts every screen or so while avoiding falling into the ditch.
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yeah , this is cvnotes also by Daniel Bienvenu. And it has the noise channel generator built in. It's great for creating sound effects too.
it generates the codes for you.
http://www.eriscreations.com/downloads/cvnotes.zip
Hey, digress, do you have a list of noise channel notes in code? I have been using CVSoundGen by Daniel Bienvenu to get all the notes I need displayed into code. However, his does not have the noise channel notes apparently. I'd like to add that as a note type. I've been fooling around trying to figure them out, but I figured it would be good to just ask. If it is like Famitracker, I know that there isn't that many notes for noise....like perhaps 12 notes or less.
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That sounds cool. The multitracks are nice once you get them all going. I got my screen covered in tracker windows.
Great job
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awesome. I wish I could try it out right now. Later today when I have some time. I'll let you know if I can get it as well.
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I checked, it seemed to send to the address above replaceing the @ symbol of course. Oh well , it doesn't matter. Here is the little sample;
sample
I can compile this as long as the player.c is not compiled along with it. If I rename player.ccc to player.c it doesn't work. I can attached the player.h header file and the compile will work but not the player.c
I noticed crt0.s is looking for _my_nmi as opposed to nmi in the crtcv.s . I tried putting in both but no success. I'm just guessing. I'm not sure.
I have compiled this using the cci2 inluding the crtcv.rel, getput and cvlib files options
Thanks for looking. -
I sent you a small sample in the email which I was using to test bring the player.c into another getput sample.
Thanks.
You're going to have to share code, I think. The symptoms you describe don't make sense. Barring a compiler bug, simply including a module (and not calling any of its functions) should not break the rest of the code.
You can email me directly if you don't want to share here (tursi at harmlesslion.com) -
Ideally, It would be great to code 3 sound channels simultaneously and the noise channel so you can better match up the different channels timing wise for 2 part or 3 part music pieces.
But perhaps a simple way to change this is channel 1 or channel 2 or channel 3 for the notes output so it would out put 0x40 instead of 0x80 .
I'm not sure about the 64 note length. Is that a tracker thing? is it possible to extend the length?
You said you are putting in different note lengths which was the other obvious thing
It's very useful. Output of usable music code is a really nice improvement.
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Yeah, I've testing. The moment I include the player library it kills to compiled rom in SDCC with its default compiling.
I was able to use your command line sdcc compile options and get it to compile with your library and the getput library and coleco library and play the music but the moment I make a call to the getput1 library it kills the compiled rom. Any ideas what else I can try.
Thanks. It clearly plays the music perfectly. So I'm really interested in adding this nice option with full credit to my project. The music I hand coded is inadequate.
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I'll try it out right now and let you know.
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Confirmed it is now working on my system win 64 bit.
Thanks , I'll try out the program now.
I see, the problem is you have to have Microsoft VisualBasic PowerPacks installed. It is just for using the shape controls. You may be able to just install that and you should be good to go. Later on tonight or tomorrow, I will try and get out an install out.
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The speed roller was so important to super action baseball. I used to crush my friends cause they could never get me in a run down . It's the one use of it that really really worked well if you mastered it and made it a game of skill.
Just for the heck of it, I looked at the Super Action overlays. Football has too many possible actions to remap to a standard controller keypad, but I think Baseball could be hacked to work with a standard controller. The hacker would have to rename the game "Head-to-Head Baseball", of course.

I played the heck out of Super Action Baseball BITD with my father and don't think a hack of the controls would work as smoothly especially when you have to make quick throws to the infielders and/or specific bases as well as when you need to quickly change control of what baserunner you are controlling. Then there would be the issue of not having the Speed Roller which is used to increase or decrease the speed of the baserunner and sometimes to stop and change the direction the baserunner is running (ie: a rundown).
Well, a hack of SAB might work for me seeing as I have the Proto Hand Controller with built-in Speed Roller!

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I'm a colecovision fan first but I picked up several intellivisions in the last year locally and I'd have to say it's a really nice system as well. My favourites are Frog Bog, armour battle (ambush on the 2600) and horse racing.
Treasure of Tarmin is a really engaging game too. There was nothing like it on coleco... until alcazar which is the closest. The first person perspective though was unique.
But I really like the controllers actually unless you have to make an exact movement but they are more like a mouse than a joystick
ya know I would rather have the homebrews than the super controller games anyway. I think rocky is ok, but gets boring quickly, but the other games I would never play.
I am actually getting excited to buy a colecovision and intellivision and see how they do. Especially the intellivision one since I am never going to buy an authentic intellivision. Now I will have a way to play the games I played at my friends house if with luck they are included.
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Yeah, it's very exciting. Can't make it work once I try to incorporate it into any other project yet though.
AS soon as I make any getput1 librairy calls the rom becomes a black screen when compiled.
Gonna keep at it. Could it be the crt0.s vs the crtcv.s file?
I don't know assembly language so I reply on the high level languages C etc.
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frenzy
spy hunter
looping
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I can't get it to work. I've installed the latest 4.5 .net
I tried it on windows 7 32 bit and windows 7 64 bit. It won't run. Any other suggestions
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f#$k yeah!
exactly what I have been looking for. Thanks. I will try it out tonight.
very timely your sequencer & Tursi's vgm converter. I've really been struggling trying to make music for the colecovision
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VGM Compression Tool
in ColecoVision Programming
Posted
yeah when I put stplay inside the nmi routine the timing is correct but distorted. that's why I was trying it outside of it. I'm going to try what kiwi suggested about only disabling nmi only during large vram writes. I currently have it used during any sprite updates which might be overkill.
overuse of disabling nmi may be causing the distortion. i'll post an update after i try a few things.
1 positive thing I managed to do today also was convert a midi file into a vgm and then into a packed file and it worked and sounded as expected with the player library.
Anyways this seems like the last hurdle