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usar666

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  1. I could say it's better than spectrum as it allows video reconfiguration as you want with 1bpp/2bpp/4bpp or screen format as you want without attributes clashes.the counterpart is you have at least twice data to process. Cpc has built-in mass storage too, monitor is too part of the cpc as it is sell and designed for cpc main unit.
  2. About sound, It is like MSX or spectrum+2, the main difference is ay is slower on cpc so it plays louder. It's slower to address because ay is behind a ppi on cpc.on the practical way there are no difference as you can use the same play (arkos tracker) for cpc, speccy or MSX...
  3. thanks, how close is this system from original coleco, maybe that would help to understand why it doesn't work with some mods, have you pics of this ?
  4. It has been tested on emulator, on real coleco with atari Max and on its final form on a real cartrige on a real coleco.
  5. I see a lot of hypothesis but i'll make short if some didn't read previous post.I'm not the designer of the cartrige but if you encounter this room changing problem, check how fine your console has been re-assembled, especially mass and ground connect, it maybe not the ultimate solution but i'm pretty sure it is the most frequent issue, the other possible issue is vram reading problem as vram is used for collision détection but you should have some visual corruption in this case. About testing, we tested a lot this game, especially about vram timing problems, playing with coleco joystick too, the game runs in various events through Europe, every problem detected has been fixed, some were really inexpected but we worked to fix them... Sorry for the long post, to make it short : please check if your coleco has been correctly re-assembled after modification and take attention to grounds.
  6. I'd be curious how theses revisions differences could impact Coleco behaviour, RR code use only manufacturer documented features and we can say Coleco is a simple (but powerfull for its time) machine, the most problematic issue seems to be VRAM timing and VRAM delays have been increased over theorical specifications to avoid problems.About mods, this is another problem as mods should respect behaviour of the original hardware, simply because it's not possible to code something without knowing unexpected effects of an additional/modified hardware. Btw, despite the attention given to the final product, minor bugs can happen, i would be sad and apologize to learn that.
  7. Sorry, i may not have explained correctly my point, i'm not an english native so it's sometimes not easy to be understood.Let's say we have been very influenced by demoscene too, my approach is not only for Colecovision but for writing retro games in general and can fit in a simple question 'why using extra hardware/memory when you are not already using fully the machine ?'
  8. Totaly stock machine, getting the best with no extra hardware, this is the whole beauty of making retro games.
  9. yes i'm serious, i see no other robust reason for this topic, and that seems i'm not the only one...
  10. Is this serious or just trolling ?
  11. there is no sprites flickering, this is just an artifact caused by video.
  12. Yep, i wrotte my player exactly like this, the problem is the encoder itself.I'd like to encode sound with 1/300 sec samples (for CPC) but actually the encoder uses only 1/60 sec samples.Do you plan to add variable sample size to your encoder or will it stick to 1/60 sec samples ?
  13. Ah yes, i didn't notice you are artrag, i use already your tool, this is a great thing for machines that owns PSG, thank you a lot that has been very usefull I didn't have time (i am not very good in math i must say so this is a lot of work and i'm involved in other projets) but one day , i'd like to re-write/adapt a such encoder to allow faster replay (for machines like SMS or CPC)
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