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Eric M

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  • Content Count

    48
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About Eric M

  • Rank
    Space Invader
  • Birthday September 9

Profile Information

  • Gender
    Male
  • Location
    Arras - France
  • Interests
    my 2 daughters and trying to program on retro computers
  • Currently Playing
    SDCC for Colecovision ;)

Recent Profile Visitors

1,465 profile views
  1. Thank you Youki. Great work you've done on Knight'n more and muncher mouse see you
  2. hi, Here is a new update in video See you DoTheSame - WIP04
  3. hi, here is the menu of the game see you Do The Same - The Menu
  4. Hi Friends I wanted to play a little on my vectrex but it didn't work normally When the vectrex is 'cold' I switch on the vectrex, everything seems to be good but few seconds later, it's like a characters desintegration on the screen. The 3d part seems to be good. Do you encouter this problem ? where could it come from ? thanks friends Eric here is a link to the video My Vectrex display problem
  5. Hi Update for the game 'Do The Same' Do the Same
  6. Hi, Here is my second attempt for colecovision. It's an adaptation from a game done on Atari Jaguar by Matmook Dts has all the Jag' stages Don't hesitate to write a feed back Thanks and stay safe, stay @ home Eric
  7. Great work Ikrananka I've bought it for msx few monthes ago (I have to play with when I'll finish Where Is It ?) Thanks
  8. Great Work Nicam, I've seen it during last RGC Congrat'
  9. Hi Kiwi I've red the compression's topic. I use the source you've included in the files in comp.zip 🙂 Thanks again
  10. Hi friends, I write this little message for an advice. I'm still working on my first game for colecovision and learn every day I open my computer to code on Wii?. From rle I had to move to pletter (I have some things to had but Wii? was about 31KB) (all my graphs are 'pletterized'. From about 31KB, I've got now about 27KB) What I've done : I've integrated pletter_dan.s in my sourcecode and I've replaced the following procedures load_patternrle(Wii_LOGO_PATTERNRLE); duplicate_pattern(); rle2vram(Wii_LOGO_COLORRLE,coltab); rle2vram(Wii_LOGO_COLORRLE,coltab+2048); rle2vram(Wii_LOGO_COLORRLE,coltab+4096); rle2vram(Wii_LOGO,chrtab); rle2vram(Wii_OEIL_SPATTERNRLE,sprtab); by Pletter_Menu(); duplicate_patten(); with static void Pletter_MENU(void) { __asm ld hl,#_Wii_LOGO_PATTERNRLE ld de,#0x0000 call _Pletter ld hl,#_Wii_LOGO_COLORRLE ld de,#0x2000 call _Pletter ld hl,#_Wii_LOGO_COLORRLE ld de,#0x2000+2048 call _Pletter ld hl,#_Wii_LOGO_COLORRLE ld de,#0x2000+4096 call _Pletter ld hl,#_Wii_LOGO ld de,#0x01800 call _Pletter ld hl,#_Wii_OEIL_SPATTERNRLE ld de,#0x3800 call _Pletter __endasm; } It works but is this ok for you or not ? I just want to make less mistakes :) I'm still learning and this forum is the best place to have some answers, solutions, help, ... Thanks in advance for your help Eric
  11. Hi Alek, I'll use your lib for my next project See you
  12. For the last point, without triggering the Early Clock, sprites disappear suddenly when reaching left border. With EC, sprite desappear pixel by pixel when reaching the left border (like it does when it reaches right, up, or down border). Maybe for a next project, I have to study sprite flikering Thx a lot
  13. Hi Kiwi I don't know if I do it right but I use sprite.y = 208 for unused sprites and it works See you Eric
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