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Posts posted by Bmack36
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14 minutes ago, Northcoastgamer said:
Both rounds are in the books with Bmack 36 edging out Serguei2 in Boulder Dash and Dugger taking top sailor honors for Popeye. Nicely done gentlemen! Thanks to everyone that partook in this double whammy!
I just noticed I am missing the beat the best (sega_shark level) +15 bonus for popeye.
Thanks
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3 hours ago, zaphro72 said:
I don't believe it matters but I would do the service first as then you can make sure the newer cores took properly
This is correct. Updating the service first will allow you to see which version of the cores you have installed and to verify that the core has the right revision after updating.
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23 minutes ago, Neogeoman said:
Thanks for getting back to me, do you know where I can get the latest firmware update and how to I go about installing it? Tested the game on my Colecovision with super game module and it works fine
in the first post. There should be instructions for installation in the manual, but basically put the file in the root of the sdcard and make sure the file name does not change when copying it over. Then when you turn on the system, immediately hit # to enter the service menu, then 1 to install core, then 1 to install cv core. The LED should then flash purple while it is updating.
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If you have the whining sound, try re-installing core 7 from the release thread and verify it says 0007 next to the cv core in the load cores or install cores screen.
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6 minutes ago, doubledown said:
I'm guessing you meant to type "if the Roller Controller is powered by the expansion port of the Phoenix"...and if that's the case...is this possible? Does the Expansion port provide +5V, plus ground, capable of the minimal amperage required to power the Roller Controller, and if so, can you tell us which pins these are? And alternately, is the keyboard port on the front of the Phoenix, wired as the de-facto PS/2 keyboard standard, wherein Pin 4 is +5V (@275mA) and Pin 3 is the ground...which would also be more than enough to power the Roller Controller (or Driving Module)?
The info provided by Bmack36 is regarding "spinning controllers" that require power...and not applicable to joystick type controllers that happen to have pin 9 wired/connected within their cable.
That adapter you linked, would work to disconnect Pin 9, and as long as the little bit of length of Pin/wire 9 that is still there, (from the connector to the dip switch that can "break" it's line), doesn't pick up any interference, it could possibly work to alleviate the glitch.
Yes, that is what I meant, and yes it is possible. The power and ground can be pulled from the PS/2 as well.
The issue with Pin 9 and cables with nothing connected to it is a different issue. We are working on resolving that for the next batch.
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The warping is specific to the Roller Controller and is caused by the power supply to it. Since the controller ports don't have any true power or grounds going through it, there can be a differential between the grounds in the roller controller and the Phoenix. On a Colecovision this can't happen because the roller controller plugs into both the power supply and the CV. If the Phoenix is powered by the expansion port of the phoenix or the ground is connected between the roller controller power and the ground on the Phoenix, then the roller controller will work properly.
Turbo has some software "drift" built into the game and isn't related to the actual steering wheel input.
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Anyone find the easter egg yet for this game. Makes it much easier
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The fix would either be a passthrough board that plugs in the controller and keyboard port or something that plugs in the expansion port.
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CollectorVision Phoenix Production Update:
We have some bad news and some good news.
First the bad:
We thought the new revision of the board was ready to go into production. Unfortunately, when we got the samples in we noticed a previously reported issue but one that we had not been able to reproduce.
A few of the first production run customers had an issue with the roller controller where the character would unexpectedly warp around the screen. We had previously not been able to reproduce this issue ourselves. When testing the roller controller with the new boards we saw this same issue. We went back and tested the previous production boards and it appeared as well. So it seems it is related to something in the roller controller hardware or power.
This is something we need to get fixed before we can run the production boards. This unfortunately is going to push the shipping date back. We are doing all we can to get this fixed as soon as possible, but I don't want to really speculate on a date until production has started as that is when we will have a much better idea of the delivery date. We are still hoping to get it done by first quarter 2021.
The good news is that we have a plan to resolve the issue and are currently working on fixing it. Once we have a fix for the new boards, we should be able to make an adapter board that could be used for the first production run to resolve the issue on the old boards.
I hate that this is getting pushed back and really wanted to get this shipped before the end of the year, but I don't want to ship it out with this controller issue.
Thank you all for your patience
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11 hours ago, wongojack said:
Is there a video playthrough of this game anywhere online? I'm having trouble with a section in "Cavern of the Middle" toward the end where the bats and ropes present some very challenging jumps. I found a SNES playthrough online, but it seems the rope section is different at that part.
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The Phoenix appears to be more sensitive to noise on the encoder lines. Was the standard cv controller that is messing up a SAC. If the spinner is in a particular orientation it can cause issues in some games. Has the cable been replaced on the one that is messing up? It could be that that controller has all 9 wires running through it with pin 9 not hooked up to anything and it is picking up noise.
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8 minutes ago, Ikrananka said:
I finally got time to update my Phoenix and try out MT, RF and SJ and they work great - thank you ?
Unfortunately, I found another issue with one of Opcode's early games, namely Space Invaders Collection. I hadn't play tested this on the Phoenix before other than to check the attract mode and menu worked - which they do. However, if one tries to start a one player game (after pressing # to add credits) it either immediately freezes or just resets after pressing 1 on the keypad. If you try and play a two player game the game will start but if one presses * to pause the game and then * to unpause the game it then immediately either freezes or resets. This behaviour occurs with both the original cart and the game rom from the SD card. The issues are the same with core Rev 6 and Rev 7. I'll add this to the GitHub as an issue shortly.
It seems to run fine on mine with Rev7. Which controller are you using?
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Yes it is working on mine
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112,680
(I was really just making a video getting through all stages and just happened to beat my last score on the run)
Here is a video if it is helpful:
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Colecovision HSC Season 13 - Round 29 - Star Fortress
in ColecoVision High Score Club
Posted
For those Curious it rolls back to 0