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Posts posted by Taylor the Gaming Guy
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7 hours ago, nanochess said:Hi everyone!
Five years ago I saw this game made for Spectrum by The Mojon Twins, and I was so impressed that I asked for permission to port it.
Well, life got in between, and finally Yesterday I started porting it, and here is the fully functional game freely available (as the original was also).
Not only for Colecovision, but also for MSX.
Enjoy it!
zombie_calavera_msx_colecovision.zip 27.77 kB · 107 downloads
Hi Nanochess, nice job porting this to both systems. Seems like an amazing Spectrum game if you ask me. Revo ported it to the SMS just today.
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And I'm also doing SG-1000 games onto ColecoVision.
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45 minutes ago, Pixelboy said:I suppose it's possible. I'd leave the publishing part to someone else, honestly.
Great, if you want to make it in works or not, just let me know the news about this game. 🙂
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On 8/28/2020 at 11:38 AM, Pixelboy said:If you're in the mood to port an MSX homebrew to the ColecoVision, may I suggest Night Knight? It's a recent release similar to Miner 2049er that looks kinda fun.
Otherwise, I would suggest porting "Do! Run Run" (known as Super Pierrot on the MSX) which looks rather good when compared to the arcade version. Do change the title screen to match the arcade game, please.
There's also The Fairyland Story on MSX which may be interesting to port, given that it has many levels. Fans of Bubble Bobble may enjoy that one.
A port of Lunar Ball could be interesting, or maybe Konami's Boxing.
Just my two cents.
Hey Pixelboy, I don't know if it exists or not, but would it be possible to port Sony's Coaster Race to the Super Game Module with the driver expansion or controller?
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I did do a SG-1000 conversion of Congo Bongo, it gave me a blue screen.
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Does anybody think of actually putting bootleg games, like Korean, onto the ColecoVision like Super Boy (I, II, and III), Cyborg Z, and Dr. Hello?
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I also will try to convert the Taiwanese 16kB MSX header to Coleco as a test.
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On 10/30/2016 at 9:32 AM, nitrofurano said:recently i tried to convert some msx1 games to sg1000:
dd ibs=1 count=$((0x4000)) skip=$((0x0000)) if=RoadFighterTW.sg of=twheader16kb.bin cat twheader16kb.bin HyperRally_msx1.rom > HyperRally.sg cat twheader16kb.bin HyperSports1_msx1.rom > HyperSports1.sg cat twheader16kb.bin HyperSports3_msx1.rom > HyperSports3.sg cat twheader16kb.bin KonamisBilliards_msx1.rom > KonamisBilliards.sg cat twheader16kb.bin Pooyan_msx1.rom > Pooyan.sg cat twheader16kb.bin Crusader_msx1.rom > Crusader.sg cat twheader16kb.bin WarpAndWarp_msx1.rom > WarpAndWarp.sg cat twheader16kb.bin Bosconian_msx1.rom > Bosconian.sg
these ones were converted successfully (at least from the emulation viewpoint) - i wonder how different would be converting these same games to colecovision - i see that some disassembling/assembling (z80dasm and pasmo seems to be amazing tools for this) might be needed
what i saw is that the first 16kb from RoadFighterTW.sg (indexed at smspower.org) has most of the msx1 bios routines, and some of the msx1 games can be concatenated after these 16kb without any issues - the problem is that other msx1 games accesses i/o ports independently from the bios routines
i don’t know if this feedback/information can be helpful for people converting those hundreds of msx1 games still about to be converted to colecovision
This was actually easy back in the Taiwanese / Korean past. Running these games would be good for the Sega Master System / Game Gear. But, if you would like to put actual MSX games on the SG-1000, you might wanna do some editing inside the MSX files and use a DahJee extension (The ones that have the company's MSX header, if you know what I mean.)
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1 hour ago, Kiwi said:It's basically 1 fixed 16KB lower ROM and 16 bankable Upper ROM.
The source code is basically loading image/color from RLE format. Nmi is disabled through out. I don't think MSX has vram corruption issue that Colecovision does. All I know MSX has their interrupt connected to INT and not NMI for the VDP.
#define SWITCH_IN_BANK1 { dummy=(*(volatile unsigned char*)0xFFF0); } // b0 with 64k #define SWITCH_IN_BANK2 { dummy=(*(volatile unsigned char*)0xFFF1); } // b0 with 64k #define SWITCH_IN_BANK3 { dummy=(*(volatile unsigned char*)0xFFF2); } // b1 with 64k #define SWITCH_IN_BANK4 { dummy=(*(volatile unsigned char*)0xFFF3); } // b2 with 64k #define SWITCH_IN_BANK5 { dummy=(*(volatile unsigned char*)0xFFF4); } // b0 with 64k #define SWITCH_IN_BANK6 { dummy=(*(volatile unsigned char*)0xFFF5); } // b1 with 64k #define SWITCH_IN_BANK7 { dummy=(*(volatile unsigned char*)0xFFF6); } // b2 with 64k #define SWITCH_IN_BANK8 { dummy=(*(volatile unsigned char*)0xFFF7); } // b0 with 64k #define SWITCH_IN_BANK9 { dummy=(*(volatile unsigned char*)0xFFF8); } // b0 with 64k #define SWITCH_IN_BANKa { dummy=(*(volatile unsigned char*)0xFFF9); } // b1 with 64k #define SWITCH_IN_BANKb { dummy=(*(volatile unsigned char*)0xFFFa); } // b2 with 64k #define SWITCH_IN_BANKc { dummy=(*(volatile unsigned char*)0xFFFb); } // b0 with 64k #define SWITCH_IN_BANKd { dummy=(*(volatile unsigned char*)0xFFFc); } // b1 with 64k #define SWITCH_IN_BANKe { dummy=(*(volatile unsigned char*)0xFFFd); } // b2 with 64k #define SWITCH_IN_BANKf { dummy=(*(volatile unsigned char*)0xFFFe); } // b0 with 64k void main(void) { screen_mode_2_bitmap(); screen_on(); reset: delay(2); SWITCH_IN_BANK1; delay(1); rle2vram(a42,0); rle2vram(a42c,0x2000); delay(8); rle2vram(a43,0); rle2vram(a43c,0x2000); delay(8); rle2vram(a44,0); rle2vram(a44c,0x2000); delay(8); rle2vram(a45,0); SWITCH_IN_BANK2; rle2vram(a45c,0x2000); delay(8); rle2vram(a46,0); rle2vram(a46c,0x2000); delay(8); rle2vram(a47,0); rle2vram(a47c,0x2000); delay(8); rle2vram(a53,0); rle2vram(a53c,0x2000); delay(8); SWITCH_IN_BANK3; rle2vram(a55,0); rle2vram(a55c,0x2000); delay(8); rle2vram(a56,0); rle2vram(a56c,0x2000); delay(8); rle2vram(a57,0); rle2vram(a57c,0x2000); delay(8); rle2vram(a58,0); SWITCH_IN_BANK4; rle2vram(a58c,0x2000); delay(8); rle2vram(a59,0); rle2vram(a59c,0x2000); delay(8); rle2vram(a60,0); rle2vram(a60c,0x2000); delay(8); rle2vram(a61,0); SWITCH_IN_BANK5; rle2vram(a61c,0x2000); delay(8); rle2vram(a62,0); rle2vram(a62c,0x2000); delay(8); rle2vram(a63,0); rle2vram(a63c,0x2000); delay(8); rle2vram(a64,0); SWITCH_IN_BANK6; rle2vram(a64c,0x2000); delay(8); rle2vram(a65,0); rle2vram(a65c,0x2000); delay(8); rle2vram(a66,0); rle2vram(a66c,0x2000); delay(8); rle2vram(a67,0); SWITCH_IN_BANK7; rle2vram(a67c,0x2000); delay(8); rle2vram(a71,0); rle2vram(a71c,0x2000); delay(32); rle2vram(a75,0); SWITCH_IN_BANK8; rle2vram(a75c,0x2000); delay(32); rle2vram(a79,0); rle2vram(a79c,0x2000); delay(16); rle2vram(a81,0); rle2vram(a81c,0x2000); delay(8); rle2vram(a82,0); SWITCH_IN_BANK9; rle2vram(a82c,0x2000); delay(8); rle2vram(a83,0); rle2vram(a83c,0x2000); delay(8); rle2vram(a84,0); rle2vram(a84c,0x2000); delay(8); rle2vram(a85,0); SWITCH_IN_BANKa; rle2vram(a85c,0x2000); delay(8); rle2vram(a86,0); rle2vram(a86c,0x2000); delay(8); rle2vram(a87,0); rle2vram(a87c,0x2000); delay(8); rle2vram(a88,0); SWITCH_IN_BANKb; rle2vram(a88c,0x2000); delay(8); rle2vram(a89,0); rle2vram(a89c,0x2000); delay(8); rle2vram(a90,0); rle2vram(a90c,0x2000); delay(8); rle2vram(a91,0); SWITCH_IN_BANKc; rle2vram(a91c,0x2000); delay(8); rle2vram(a92,0); rle2vram(a92c,0x2000); delay(8); rle2vram(a93,0); rle2vram(a93c,0x2000); delay(8); rle2vram(a94,0); SWITCH_IN_BANKd; rle2vram(a94c,0x2000); delay(8); rle2vram(a95,0); rle2vram(a95c,0x2000); delay(8); rle2vram(a96,0); rle2vram(a96c,0x2000); delay(8); rle2vram(a97,0); SWITCH_IN_BANKe; rle2vram(a97c,0x2000); delay(8); rle2vram(a98,0); rle2vram(a98c,0x2000); delay(8); rle2vram(a99,0); rle2vram(a99c,0x2000); delay(8); rle2vram(aa0,0); SWITCH_IN_BANKf; rle2vram(aa0c,0x2000); delay(16); rle2vram(aa2,0); rle2vram(aa2c,0x2000); delay(8); rle2vram(aa3,0); rle2vram(aa3c,0x2000); delay(8); a=1; delay(60); goto reset; }Okay then. Is this like a reverse code or just seperate codes like this. Because I want to target it at the 55 AA or AA 55 hex, or most likely known as in assembly...
xor d
ld d,l
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On 6/28/2017 at 9:56 AM, Kiwi said:ROM: BTshort.rom
I was curious how well it handles doing both pattern and colors table. Not really well. 3-4 frames per 16KB bank. At least the majority of the Burgertime short I did 8 years ago made it in. After all, Burgertime was the game that made me get a Colecovision.
Here's the short:
Tursi, I did come across that animation thread. I thought it was really cool!! I did send my sister the link of Frozen, Let it Go few years ago. When you say memory, you're referring to ROM size? I think the Ultimate SD cartridge might use up to 1024KB, it has the 512KB ROM that test bankswitching.I am also trying to port this to MSX.
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3 hours ago, youki said:i agree with you concerning sounds ( however i prefer the theme (Magnetic Field from Jean Michel harre) in colecovision version which not the one from arcade but same as C64 version. )
But in term of gameplay i don't share your opinion. The colecovision is really closer to the arcade version then the SG 1000 one.
Okay, I do agree, also, the theme is used in a lot of ports in Bomb Jack, but I don't know why it was never released for the arcade and the ones that used arcade music.
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3 minutes ago, youki said:Bomb Jack on Colecovision do NOT require the SGM.
Oh, Okay.
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1 minute ago, youki said:i think the existing colecovision of Bomb Jack is way better than the SG1000 version.
I even put the demo on MSX.
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1 minute ago, youki said:i think the existing colecovision of Bomb Jack is way better than the SG1000 version.
Okay then, since it's on the SGM.
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2 minutes ago, Ikrananka said:I asked Juan the coder and unfortunately he isn't interested in doing any ports of his games. There is a port of Night Knight in the works for the ZX Spectrum Next but that's being done by another coder. So, Night Knight for the ColecoVision would also have to be done by someone else.
Oh, maybe somebody can, like Pixelboy, he can do a lot of MSX ports.
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Just now, Spector said:The Arkanoid release for the Coleco by Collectorvision is a port of the MSX version, but you need the Super Game Module to play it. Was the MSX version good?
The MSX version, I say, it is good and even has the music and sound effects to resemble the arcade version.
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I was also able to find some of Pixelboy's ongoing projects. And I can't wait. Also, I know that Arkanoid for the Coleco has been released, but did anybody try to port the MSX version of the game for Coleco?
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1 minute ago, Spector said:Aargh it's not been released yet! It's completed but they still have to get the cartridges and boxes finished according to the website:
Okay then.
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18 minutes ago, Spector said:The SG-1000 version of Zaxxon has been released for the Colecovision as Zaxxon II, but the others, like Bomb Jack and Galaga haven't been SG-1000 ported as far as I know.
I'm trying to find this port of Zaxxon, but it seems like I can't find it.
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How about that one Pac-Man clone for the MSX, "Oh Shit! (or other names like Shit!, Oh No!)." This would be great for ColecoVision, maybe even better for the Super Game Module.
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22 minutes ago, Neogeoman said:Would love to see an SG-1000 PORT of hero and bomb jack. Both have great colors/sprites/gameplay and of course as with most SG games fantastic music and sounds
Dude, I've been thinking the same thing, maybe OPG (Opcode Games), TP (Team Pixelboy), or CVG (CollectorVision) can do that, please make this happen, I've been wanting this to happen. Even Sega-Galaga, Zoom 909 or Zaxxon would be really good.
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1 hour ago, CrazyBoss said:Mass Tael/Ascii games already released for the ColecoVision: Telebunny and Sasa. I have been thinking about port Poppaq the fish, but it seem like the game is a bit to simple to be fun?
Hi there CrazyBoss, nice conversions. I think it is a good idea to put it on there, just try. 🙂






Zombie Calavera Prologue
in ColecoVision / Adam
Posted
I also created a Konami SCC version for MSX.