Jump to content

Maggoo

Members
  • Posts

    16
  • Joined

  • Last visited

Posts posted by Maggoo

  1. Hello Maggoo ;-)

    Try CoolCV. It supports SGM (both AY8910 and 32K of ram).

     

    Hey Arturo :)

     

    Thanks, music works in CoolCV :thumbsup: I'll run a few tests to make sure everything works okay and the final ROM should be available next week...

     

    BTW is there a way to detect if the Colecovision is 50 or 60hz (to adjust music speed accordingly)?

    • Like 1
  2. So I got the final version ported, it requires the SGM module as the "hi res" mode requires a bit more than 1KB of RAM. Since it has an AY, I simply changed the port used by the music/fx player to 50h.

     

    Everything works fine but the music in BlueMSX right now. Do u know if the PSG is emulated in that emulator for the SGM?

    • Like 1
  3. I created the MSX version which has music and sound effects, it also includes a second game mode similar to Jawbreaker 1 on the Atari 2600.

     

     

    I did a quick port of one of the Beta versions of rhe game for the Coleco as a test but it wasnt the final version with all the features. Took only a few hours to port so of there is any interest I can try to port the final version instead...

    • Like 4
  4. if you only plan to play a few MSX 1 cartridge games, the US spec CX5M will do. Most likely you will need to make your own video cable as most eBay auctions I have seen come without one and it's not a standard cable (but rather easy to make one tho). Typically the going price for those nowadays is between $60 to $120 depending on the condition.

     

    If you want to play MSX2 and up games (think Metal Gear, Vampire Killer), it's easy to find one on eBay, although they can be pricey. Japanese models are best for using in the US as they will boot by default in NTSC mode. European model can be switched to NTSC with a single command but by default will boot in Pal.

     

    Keep in mind that Japan use 100Volts vs 110 in the US so you will need something like this to keep it safe:

     

    http://www.amazon.com/VCT-VT-1000J-Japanese-Transformer-Converts/dp/B000PC4SVU/ref=sr_1_1?ie=UTF8&qid=1415590847&sr=8-1&keywords=japanese+step+down+converter

     

    I would also recommend a Megaflashrom SD which makes it easy to copy files back and forth from a PC using an Micro SD card. The latest model also has a 512KB Ram extension built in which can be useful as most Japanese MSX only come with 64KB

  5. if you only plan to play a few MSX 1 cartridge games, the US spec CX5M will do. Most likely you will need to make your own video cable as most eBay auctions I have seen come without one and it's not a standard cable (but rather easy to make one tho). Typically the going price for those nowadays is between $60 to $120 depending on the condition.

     

    If you want to play MSX2 and up games (think Metal Gear, Vampire Killer), it's easy to find one on eBay, although they can be pricey. Japanese models are best for using in the US as by default they will boot in NTSC mode. European model can also be switched to NTSC but by default will boot in Pal.

     

    Keep in mind that Japan use 100Volts vs 110 in the US so you will need something like this to keep it safe:

     

    http://www.amazon.com/VCT-VT-1000J-Japanese-Transformer-Converts/dp/B000PC4SVU/ref=sr_1_1?ie=UTF8&qid=1415590847&sr=8-1&keywords=japanese+step+down+converter

     

    I would also recommend a Megaflashrom SD which makes it easy to copy files back and forth from a PC using an Micro SD card. The latest model also has a 512KB Ram extension built in which can be useful as most Japanese MSX only come with 64KB

  6.  

    It seems like its using more than 1kb of memory somewhere. At least I saw the MSX version using memory from 0xE000-0xE53D and that is not including the stack. At CV you have 1kb memory including the stack, and if you using the CV bios, a few more bytes might be in use :( I normaly use 0x6000-0x63FF at the CV, other prefer to use 0x7000-0x73FF. You might use VRAM if possible if more than 0x3FF bytes (including the stack) is in use.

     

    Yes it does at the moment but I already shaved off 192 bytes of buffer I was not using. The PT3 music replayer I am using is also a bit RAM hungry with 384 bytes of RAM used for various stuffs and I'm thinking that a good option would be to replace that replayer all together (since it would need to be modified for the Coleco anyway) with another mean of making music.

  7. If there is any interest I can try to make a Coleco Version of Jawbreaker II:

    ).

     

    It's not using more than 1KB of Ram and the whole game fits in 16KB. The only challenge for me is the Coleco soundchip which I'm not too familiar with but if there is some sort of existing routine that translate AY registers to Coleco soundchip it should be fairly simple.

    • Like 4
  8. Some more examples of smooth scrolling on MSX1/V9918

     

    Princess Quest (vertical and horizontal):

    http://www.youtube.com/watch?v=mPQ3PsrqpeU

     

    Pippols by Konami:

    http://www.youtube.com/watch?v=y2se7byPKjA

     

    Theseus by ASCII:

    http://www.youtube.com/watch?v=k73p_KP0em4

     

    Crusader:

    http://www.youtube.com/watch?v=ZruRcSKsJPQ

     

    Circus Charlie (uses some sprites overlay in some areas to hide scrolling glitches):

    http://www.youtube.com/watch?v=Now42DgefPQ

     

    Malaika:

    http://www.youtube.com/watch?v=dH6gtS_2iGM

    • Like 1
  9. Rasmus' post got me thinking. I wasn't really correct when I said you'd need over 500 different patterns to pull this of by just changing the name table in graphics mode instead of the color table in bitmap mode. In bitmap mode, we effectively have pseudo-pixels that are made up of 4x2 hardware pixels, which means that all permutations are made with only 50 patterns. Unfortunately, you need these patterns twice in order to do shaded walls, resulting in 100 patterns for walls that can only come in one color (but two shades of that color). So in theory you could do two differently colored walls with 200 patterns and still only update the name table. Problem would then be color clashing artifacts when a slice changes color mid-pattern, but it would be possible.

     

    So I wondered how it would look if I changed the pseudo-pixels to a size of 8x2 (losing half of my horizontal resolution, but keeping the vertical resolution). That way you only need 8 patterns per shade (although unfortunately they need to be split out on two color table entries in order to have different colors for the floor and ceiling).

     

    The result runs much faster as you can see in this video (classic99 without overdrive), but in my humble opinion at times gets too ugly to be useful (especially when you're close to a wall on your side, look at the lower part of the left-hand side wall in the youtube thumbnail below or when I try to go through the blue doorway in the video):

    http://www.youtube.com/watch?v=bCY0wM2U788

     

    I also added collision detection (but not wall sliding physics, so it doesn't feel very nice yet... at least you can't walk out of the map anymore :) )

    TIFILES version attached, let me know if someone wants to see the source code, the main raycasting function is exactly the same, but the draw_slice function is now all in C, and the blitting to the VDP is now just a single vdpmemcpy command from Tursi's lib.

     

    Very impressive!

    • Like 2
  10. My guess would be they are using pre-calculated animations in this one (seeing how the player is always smack-dab in the middle of the corridor, always stops exactly at intersections and always turns in 90° increments). But given how many pixels change on screen every frame I'd say that this is unfortunately going to be a little bit too difficult for our little TI to pull off. The C64 CPU has direct access to VDP memory and that makes a huge difference in terms of how many updates you can push to the screen.

    This looks very similar to Episode IV for the MSX1 which I beleive uses the lowres bitmap mode so in theory the TI should be able to handle it.

     

    • Like 1
×
×
  • Create New...