Mike Harris
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Everything posted by Mike Harris
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ColEm Emulator for Windows, Android, and Linux
Mike Harris replied to GarageResearch's topic in ColecoVision / Adam
In Windows it is Windows Key and PrintSCRN. The full screen image will be in your pictures directory under screenshots -
In the C coding guide or by experience. Which command or what collision routine do you guys use for when a sprite is colliding or over a pattern. I have some ideas but it's those damn offsets because the sprite position is the upper left hand corner. Would love to hear your thoughts and input. TIA
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Bypass $200 and print your own Zaxxon Box, slap some instructions and a DDP in it. I hate to be a snooze Berry but I had all 3 and threw them away 30 or so years ago. I bid on an auction recently where I won an EXP 3/Coleco and a Disk Drive for $305. In an email from the lady told me that Power Supply, Instructions and Software were not in the picture yet were included. Then I found out she divided all that up and was selling it separate. I said that I would at least like the manual to the disk drive and she said no. I had her cancel the sale which she did. The next week she sold it for I think $153 so she ended up losing over $150 because of a manual that she could have easily given me. Point is that you need to walk away from these things because people want to milk you for every dime they can knowing that the nostalgia community are suckers for these things and will pay top dollar for what amounts to 35 year old electronics that may or may not work.
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My game thus far (Super Adventure)
Mike Harris replied to Mike Harris's topic in ColecoVision Programming
Started a public Blog with pictures and the game so far. http://atariage.com/forums/blog/763/entry-15813-day-1-still-tired-from-the-move/ -
My game thus far (Super Adventure)
Mike Harris replied to Mike Harris's topic in ColecoVision Programming
You sound like you were stuck in the blue wall as a blue square. I hate to press you but was this on a real Coleco or ADAM? I have found that every emulator I use yields different results. Oddly enough, despite the actual size of the game at Super Game Level I am only using 98 bytes of the full 1k with 60 rooms. My mapping system can currently use up to 255 rooms but who wants Adventure with that much traveling. Once I get the offset and Castle issue solved I will release an update with the other objects engaged. The Super Game so far has 6 Castles, 6 Dragons, 6 keys, 3 Bats, 4 Treasures, Bridge, Magnet and Sword. The Super Game Level will also have slightly better textures. Despite being a free game I want it to be polished. But for now break it as much as you can but I really do need to know what emulator, if it runs on actual equipment as how well everyone likes the colors because some things from the A2600 you can't do on a Coleco. If there is a color scheme on a real television that is pleasing to peoples eye's then I would love some input on that. Thanks people for your input. -
My game thus far (Super Adventure)
Mike Harris replied to Mike Harris's topic in ColecoVision Programming
Question... Is this on an Emulator if so which one or on a real Colecovision. Stuck in walls is an offset problem which I am working on due to mapping the sprite to the background tiles. Diagonal movement works but that does not go through the collision detection as of yet. Thanks for noticing the bounce. The character also changes color per room as well. -
My game thus far (Super Adventure)
Mike Harris replied to Mike Harris's topic in ColecoVision Programming
20 downloads, comments, bugs found in the map? If I knew how to start a blog with code I am interested but I seen no editor or anything in my blog area. -
CV ROM Update Project - Commercial Releases - v2.0
Mike Harris replied to Ikrananka's topic in ColecoVision / Adam
I take your word and I would believe that too but he worked at Coleco and also said it shipped broken. I just remember loving the game at the time and when I made my backup way back then it came out to 32k. -
CV ROM Update Project - Commercial Releases - v2.0
Mike Harris replied to Ikrananka's topic in ColecoVision / Adam
Reading Coleco Nation #9 interview with Paul Jaquays states that Destructor was released at 54K yet the only versions I find are 32k. Where is the disconnect? -
This is just a preview of my version before I even knew about the Opcode version. There are 3 other levels 2 others in the original as well as the Super Game Level which doubles the map, monsters, several new objects. Monsters and most objects disabled. I just wanted to show what I accomplished in two months between December last year and February. One key is activated just for show and you can leave it anywhere in the entire world as well as every other object. At this point I just wanted opinions. Once completed the game is 100% free. Test it on a real Colecovision if you dare and let me know results. BTW Code is already implemented but disabled so I could concentrate on one set of objects at a time. Level select and Title is also disabled but you can move around the entire level one map to get a feel. As far as the BG color, I tried Grey like the original but it was too loud so I tried blue. Project HERO 5.rom
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I second this motion. Although the Programmer's Manual does have information it is neither complete nor does it have examples. I have tried all sorts of fooling around within Assembly at a great many hours with little success because I might not be meeting previous criteria as in setting up an address or patterns. Shape Tables, Put Frame.... Just a ton of stuff. What is true in any forum is that when you are in a company and working on a game there are those who you can go to for tips, advice and knowledge that you will never find in a classroom or an over engineered technical manual. Going through past posts from the old Coleco Programmers Yahoo Group there was more participation and now that the new programmers are coming of age it seems no one wrote a guidebook nor has the time to share knowledge. Some even have businesses to run. I can not speak for others but If someone wrote a comprehensive programmers guide to the ADAM/Colecovision/SGM in Assembly language with examples then I would pay top dollar for it. If I had to suspect then I would bet money that half you guys out there already have tons of code written down already just not compiled and bound together in some Coleco Programmers Bible. I swear, I am on fire to make software but I spend days just trying to figure stuff out that you guys have already done years ago just looking at the games you have released and the strain of inching forward is a huge turn off.
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I'll try it and post the results. It seems the hardest things in Assembly end up being the easiest in the long run. thanks
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Can someone provide a mathematical formula or code to wrap text around the screen? I have looked all over Coleco and MSX forums but have come up empty. Say I have a block of data such as; DB 00,01,02,03,04,05,06,07,08,09,10,12,13,14,15,16,17,18,19,20,21,22,23 So if I shift this all to the right say 6 spaces how can I have this display on the same line when it hits the end of the screen like this example; 18 19 20 21 22 23 00 01 02 03 04 05 06 07 08 09 10 12 13 14 15 16 17 Or if I take away I would do the same but in reverse like this; 06 07 08 09 10 12 13 14 15 16 17 18 19 20 21 22 23 00 01 02 03 04 05 I have been wracking my brain on this for about month before I bother you guys. TIA MH
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Thanks for the heads up. Even this routine just evolved into a new one that is faster and saved me even more rom space. At the end of the project I will do the optimizations.
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Another unreleased CV game found and preserved!
Mike Harris replied to retroillucid's topic in CollectorVision
Yes, I forgot banking as well. Chiclet keyboard and character graphics like a Commodore 64. I think down here it was from AT&T. You guys just made me remember. It was called the AT&T Sceptre Videotex Terminal, 1983 | Videotex, teletext. -
Another unreleased CV game found and preserved!
Mike Harris replied to retroillucid's topic in CollectorVision
Telidon/Teliguide" kiosks? I know before I bought my first ADAM there was a department store inside the 163rd street mall named Burdines that I would hang out every day. The salesman allowed me to play and program all their machines from the Vic 20, TI994A and the ADAM because it drove the sales up. Anyway I know that one of these devices or something really similar came out in Miami around 1983 that allowed you to go to message boards, time, weather and some basic games like Colossal Cave Adventure which I would play till store closing if I wasn't doing something else. I remember the Vectrex came out around then as well. I wish I could track that down but I have yet to see it in the computer history museum website. -
Announcing the Super Game Controller for the ColecoVision
Mike Harris replied to opcode's topic in ColecoVision / Adam
Is it possible that you can create a USB version that can be mapped to an emulator? -
I posted this originally in the wrong area. As if you are following. Here is a sample of my 8 bit Z80 Scrolling. Still working out some of the bugs, this is based off of KIWI'S C Code. But it does the job for a 64x64 grid MAP_XY: LD HL, 0 PUSH BC LD A, (SCROLL_Y) CP 0 JP Z, Y_WAS_ZERO LD B, A LD DE, WIDE LOOP_Y: ; Scroll Y * Wide ADD HL, DE DJNZ LOOP_Y Y_WAS_ZERO: ;+Scroll X POP BC LD A, B CP 0 JP Z, FINISH_ADJUST LOOP_ROW: ; Wide * ROW ADD HL, DE DJNZ LOOP_ROW FINISH_ADJUST: ; Add to Map Data put in DE for print LD BC, (SCROLL_X) ADD HL, BC LD (SCROLL), HL LD HL, NEW_MAP LD BC, (SCROLL) ADD HL, BC EX DE, HL RET When calling MAP_XY you have to pass the row in B as in LD B, Row number The return values tells where on the 64x64 grid map to print to the screen which prints a 32 column row of data to the screen. Do this 24 times and you can create a scrolling world in all 8 directions if done right. Now I have to create a double buffer because although it is very fast in pure z80 assemble it still looks choppy moving 8 its at a time. I am 100% certain I can modify all my code to have a 256x256 scrolling world in 8 directions with any patterns and any color in VRAM. Feel free to give me feedback.
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Another unreleased CV game found and preserved!
Mike Harris replied to retroillucid's topic in CollectorVision
Is this the same KIOSK that was in department stores like Jefferson Wards? 1982 is when I first seen the Colecovision on the KIOSK and next to it was the Intellivision and TI994A. They eventually threw them out and I grabbed the controllers because they broke the whole thing into a hundred pieces. -
CollectorVision Phoenix Pre-Order is now live!
Mike Harris replied to Bmack36's topic in ColecoVision / Adam
How about the original Super Game that the "publishers" altered to run in cartridge format. It would be great to run those as well. -
Here is a sample of my 8 bit Z80 Scrolling. Still working out some of the bugs, this is based off of KIWI'S C Code. But it does the job for a 64x64 grid MAP_XY: LD HL, 0 PUSH BC LD A, (SCROLL_Y) CP 0 JP Z, Y_WAS_ZERO LD B, A LD DE, WIDE LOOP_Y: ; Scroll Y * Wide ADD HL, DE DJNZ LOOP_Y Y_WAS_ZERO: ;+Scroll X POP BC LD A, B CP 0 JP Z, FINISH_ADJUST LOOP_ROW: ; Wide * ROW ADD HL, DE DJNZ LOOP_ROW FINISH_ADJUST: ; Add to Map Data put in DE for print LD BC, (SCROLL_X) ADD HL, BC LD (SCROLL), HL LD HL, NEW_MAP LD BC, (SCROLL) ADD HL, BC EX DE, HL RET When calling MAP_XY you have to pass the row in B as in LD B, Row number The return values tells where on the 64x64 grid map to print to the screen which prints a 32 column row of data to the screen. Do this 24 times and you can create a scrolling world in all 8 directions if done right. Now I have to create a double buffer because although it is very fast in pure z80 assemble it still looks choppy moving 8 its at a time. I am 100% certain I can modify all my code to have a 256x256 scrolling world in 8 directions with any patterns and any color in VRAM.
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Another unreleased CV game found and preserved!
Mike Harris replied to retroillucid's topic in CollectorVision
For second there I thought we moved on. -
Another unreleased CV game found and preserved!
Mike Harris replied to retroillucid's topic in CollectorVision
Illusions is one of my all time favorite games on Colecovision so I admit to being partially wrong. And in all honesty, when I seen a title that comes from Sydney Development I thought it came out of Australia. This coming from the last time I even gave this a thought was back in the early 80's, no internet or care to look at an instruction booklet with an address. And yes, we are off topic with nonsense. Politics can destroy the best of friends and brothers. -
Another unreleased CV game found and preserved!
Mike Harris replied to retroillucid's topic in CollectorVision
Tetris came out of Russia and Alexey Pajitnov has been quoted as he did not receive one dime. It all went to the state. But thanks for bringing up one game out of 30 years. You nailed it.
