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Posts posted by Taylor the Gaming Guy
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What other Coleco homebrew should I convert next?
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You can also watch the gameplay here
You must press N to start the game.
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On 6/27/2017 at 12:05 PM, Kiwi said:I wanted to share this...
Ever since I saw that post on the programming forum that is no longer there, I wanted to try doing full motion video stuff for the Colecovision. I decided to leave the color table data out and use fill_vram to fill in the color table, so 1-bit video would play. I created the animation in Cinema 4D, and used cell rendering feature to render the animation in 1 color. Then render a frame at a time and save it to bitmap. I don't know how to extract bitmap as a 1-bit pixel table so I booted up Paint Shop Pro 4 and mass open all the bitmap files I made for the scene. And also booted up CVpaint 2 since it load/process picture from the clipboard. I used copy to get the frame into the clipboard, and in CVpaint, I clicked on paste and loaded the picture as a black and white picture. And produce a .c file as a rle'd data.
I used Cinema 4D to help me draw Pacman and ghost in CVsprite 2. I wanted Pacman to be 2 sprites a line, but it'll take more sprite data to store the punched out version of the sprites. The ghosts are 2 sprites a line. I flickered between 2 sprites to add an additional color to pacman and the power pellet. I had to do the same for Flappe Byrd Medal scene.
And the game itself is kinda making fun of modern game for being too easy and handholdy. This game have 4 FMV animation sequence, the title, board zoom in scene, Pac death scene, and the winning scene. I made MSPAC being the support person like Roll in Megaman Legend or Navi in Zelda:OoT. Score wasn't important in modern game so I left out the scoring feature. Just get to the Power Pallet and you have beaten the game. Also, the enemy doesn't even attempt to chase after you in this game.
I may expand using this FMV idea. I haven't yet make a 256KB or 512KB ROM. Just 128KB that is successfully made. The very least, I do want to make a FMV stuff for my 128KB version of Rockcutter, so these 4 pages of data have something in them.
ROM:
CallOfPac.rom 31.12 kB · 92 downloads
Video:
BTW, https://www.msx.org/forum/msx-talk/software/im-looking-for-gdx?page=5#comment-388307
Enjoy. 🙂
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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 have this too, IDK if I can convert this to MSX though.
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2 hours ago, Kiwi said:Cool! Sure. Pretty neat you were able to convert C converted to asm code to the MSX. I still have the source code, however the 3D objects were not saved.
Speaking of smooth scrolling, I've been experimenting with smooth scrolling lately.

The game's very early. I load the char in 0x0400,0x0c02,0x1404, 0x2c06. So it's shifted by 2. What I'm doing is doing like what NES does when changing CHR-ROM bank, I'm loading new value to the register that holds the address for the CHR. I'm doing this in screen mode 1(1 char/color table), since the mirroring bug doesn't occur in that mode I believe. It copies from the main screen, and paste to the other screen 3lines a frame. Then draw new strip on top before flipping to the other screen. It has enough time to do 6 rows I experimented, but it leave little leftover for CPU time and I'm running the game at 30 fps. 4th speed probably going to be used for escape sequence. I'm using 32 bytes of RAM to do this.
Okay, I will be just there on the MSX site soon. BTW, I would love to also convert this to MSX too. 🙂
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On 6/27/2017 at 12:05 PM, Kiwi said:I wanted to share this...
Ever since I saw that post on the programming forum that is no longer there, I wanted to try doing full motion video stuff for the Colecovision. I decided to leave the color table data out and use fill_vram to fill in the color table, so 1-bit video would play. I created the animation in Cinema 4D, and used cell rendering feature to render the animation in 1 color. Then render a frame at a time and save it to bitmap. I don't know how to extract bitmap as a 1-bit pixel table so I booted up Paint Shop Pro 4 and mass open all the bitmap files I made for the scene. And also booted up CVpaint 2 since it load/process picture from the clipboard. I used copy to get the frame into the clipboard, and in CVpaint, I clicked on paste and loaded the picture as a black and white picture. And produce a .c file as a rle'd data.
I used Cinema 4D to help me draw Pacman and ghost in CVsprite 2. I wanted Pacman to be 2 sprites a line, but it'll take more sprite data to store the punched out version of the sprites. The ghosts are 2 sprites a line. I flickered between 2 sprites to add an additional color to pacman and the power pellet. I had to do the same for Flappe Byrd Medal scene.
And the game itself is kinda making fun of modern game for being too easy and handholdy. This game have 4 FMV animation sequence, the title, board zoom in scene, Pac death scene, and the winning scene. I made MSPAC being the support person like Roll in Megaman Legend or Navi in Zelda:OoT. Score wasn't important in modern game so I left out the scoring feature. Just get to the Power Pallet and you have beaten the game. Also, the enemy doesn't even attempt to chase after you in this game.
I may expand using this FMV idea. I haven't yet make a 256KB or 512KB ROM. Just 128KB that is successfully made. The very least, I do want to make a FMV stuff for my 128KB version of Rockcutter, so these 4 pages of data have something in them.
ROM:
CallOfPac.rom 31.12 kB · 88 downloads
Video:
Hi there, Kiwi. I was able to port this to MSX, I can show it to you if you're interested. 🙂
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28 minutes ago, 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.
I'm really wanting to see that, speaking of Lunar Ball, it was released by Pony too. I have ideas for homebrew, how about Final Justice, Swing, and Crusader, I want to see that too.
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3 minutes ago, carlsson said:Prisoner of War was already converted to ColecoVision: https://www.teampixelboy.com/prisoner_of_war.php
Pixelboy does it again. 🙂
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5 hours ago, jltursan said:In fact there's a "downgraded" Metal Gear for MSX1 🙂. I mean, not exactly the original script; but with the same mood you can find Prisoner of War. Superb game!
Oh snap. Thanks for showing.
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Just now, Leeroy ST said:I said I believed I heard that someone downgraded it to work on a MSXI.
Also the Famicom and Coleco are pretty similar in power aiming for two different game design philosophies, I don't believe any console released before 1986 is double the power of the NES.
Okay, thanks for telling me.
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1 hour ago, Leeroy ST said:Didn't someone port a downgraded Metal Gear I to the MSXI?
It makes me wonder if one could port the NES version to the ColecoVision. The way the sprites look definitely makes it seem possible and they aren't very far in power, just that the Famicom has tile game support built in (and it's mandatory) which works well for this style of game. It doesn't really look like it uses much in the way of graphical enhancements in the carts it looks very close to a native Famicom game outside some of the backgrounds. I think it's possible even without the SGM without much sacrafice.
I barely even know if Metal Gear was released for the original MSX, just only MSX2. Maybe Opcode should add in the V9938 / V9958 and MSX2 codes onto the Super Game Module 2. Also if I'm not mistaking, the ColecoVision has some code with the NES / Famicom itself, maybe from this website: https://rec.games.video.classic.narkive.com/h7k24NV0/cvb-could-colecovision-games-play-on-the-master-system
Also, ColecoVision is playable on SG-1000 and Master System, just find some of the zips here: https://www.smspower.org/forums/9867-SG1000ToColecoVisionPorts
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16 minutes ago, youki said:The Castle has been already released for Colecovision , i think it is by Collectorvision.
I searched it up and came to Electric Adventures. Thanks for the response. I was also able to seek Steve Begin's other things like Mr. Do's Wild Ride.
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I'm also wondering if anybody is doing Ascii's game, The Castle. Either the MSX port or SG-1000.
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2 minutes ago, NIAD said:Go to Pixelboy’s website for news of games that he has in development and plans to release.
Go to Opcode’s Subforum here and his website for info and join his mailing list.
Go to CollectorVision‘s Subforum here for all the latest news and their website for additional info.
Most, if not all, Homebrewers will usually post info here as well.
Also checkout their Facebook, Twitter, etc. pages for info.
Okay, thanks.
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Just want to hear any news about new games for the ColecoVision, whether it's Pixelboy, Opcode, CollectorVision, SGM, SGM2, etc. You can comment down any type of news or type of games you want for the ColecoVision.
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On 5/2/2020 at 11:13 AM, Pixelboy said:Not to sound mean or anything, but that SMSPower forum thread is not really about "Mission", you only present it at the end of the thread.
It would be nice if you presented what "Mission" actually is before posting a link like that. In this day and age, you can't just expect people to download and open unknown zip files.
Also, would Poppaq the Fish be nice for Coleco? I'm doing that too.
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On 5/2/2020 at 11:13 AM, Pixelboy said:Not to sound mean or anything, but that SMSPower forum thread is not really about "Mission", you only present it at the end of the thread.
It would be nice if you presented what "Mission" actually is before posting a link like that. In this day and age, you can't just expect people to download and open unknown zip files.
And also, I am trying to put the SG-1000 version of H.E.R.O. on the ColecoVision.
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On 5/2/2020 at 11:13 AM, Pixelboy said:Not to sound mean or anything, but that SMSPower forum thread is not really about "Mission", you only present it at the end of the thread.
It would be nice if you presented what "Mission" actually is before posting a link like that. In this day and age, you can't just expect people to download and open unknown zip files.
Hey, I fixed it, sorry I haven't responded. I am doing an MSX game for SGM called Flash Splash, it can be useful for ADAM if it can. I am using the source of your own SGM code, I am still working on it, but if you want, you can test it out.
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Y'know, I really was wondering if you guys were porting the MSX games from MSX code to CV code, or there is BIOS code inside the MSX to Coleco games.
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On 4/10/2014 at 9:25 AM, muffie said:Have you guys heard about this:
http://www.msx.org/news/en/muffies-conversions-coleco-and-sg-1000-released-cartridge
I did the conversions by patching the original BIOS, including an emulator of the SN sound chip.
*before anyone asks, everything is free, I'm not charging a penny for it neither I'm making any money out of carts. The guy selling that is only covering costs.
As the SN sound chip lacks noise emulation (MSX Sound chip has fewer noise frequencies), now, I'm trying to change some of the sound inside the roms.
I saw that you guys have some special tools for homebrew development. Maybe I could use one of those to it.
I mean, anyone knows how the native sound format is too different from AFX format used by Shiru's AYFX editor?
http://shiru.untergrund.net/software.shtml
Best Regards,
Muffie
Hello there Muffie, as you know, I'm Taylor Stokes (Taylor's Everything Channel on MSX.org). I like the ColecoVision to MSX conversions by you guys, even me. You did a good job on those games, even Mikie. 🙂 Nice to meet you.
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I found some videos that might help.
ArcadeUSA:
TriceraAwesome:
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On 5/28/2020 at 3:37 PM, MrPix said:Hey homebrewers.

I'm a hardware guy. I've designed a couple of options for improving the capacity of CV/Adam carts. I have a couple of options and would love to work with a couple of homebrew writers to release some much larger games with more advanced capabilities.
Option 1:Larger than 32K carts, using paging. 64, 128, 512K or more - a lot is possible. The extra could also be a mix of ROM and battery backed SRAM with an interesting write method and persistence of scores or play positions between games even after power cycling.
Option 2:As above, but as a module with WiFi, to allow truly multiplayer games on different machines in different locations. This would allow all kinds of services like downloadable game libraries, team games, storing high score tables, leagues/seasons, games that auto update content over time, etc. etc. It does require a back end server, but there's so many little extras that become possible it could really expand your options over ordinary carts. Even just as a beta testing platform for private use, you can have it tell the beta tester a new version is available and 4 seconds later they're running it. This cart could also offer extended functionality for CP/M, BASIC programming, or etc. on the Adam. It would also add the option of PS/2 keyboards, bluetooth gamepads, etc. if someone else writes the drivers - I'm really a hardware guy.
Stretch goals:
More advanced sound, SGM-style functionality
If you're interested in basic concepts, we can chat here. If you're interested in co-developing something, PM me and we can sort out details.
Let's see what we can do!
MrPixWell, if one of you people are completing these goals, keep up the good work trying this.
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On 5/27/2020 at 12:39 PM, nitrofurano said:hi there! i guess we had some forum conversation there in the smspower forum!
and sure! this conversion to c64 is really amazing, i wished to see more conversions/ports like that!
about msx to sms, i'm still curious why some conversions are not working, like Alpharoid, Tensai Rabbian Daifunsen, Bouken Roman, etc. - perhaps they use some i/o ports directly instead of bios routines calls? i didn't analyze the z80 disassembly of them yet
Bouken Roman works on Aaronix 1, Aaronix 2, and Joy Soft. I also wonder what forum conversation we're talking about, maybe MSX2SMS.



Any ideas for SG-1000, MSX, or Sord M5 games for ColecoVision?
in ColecoVision / Adam
Posted
While we're here, I want to see Poppaq the Fish on the Coleco or any type of Ascii or Mass Tael game.