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Under4MHZ

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Everything posted by Under4MHZ

  1. Thanks, that helps. I'm trying to read KBCODE to get the keypad numbers by polling it in a loop. In MAME the numbers keys register, but on real hardware it remains zero. (it doesn't work in Altirra either) Is there a technique with reading KBCODE? Something I have to do first like writing to CONSOL or a timing requirement as with reading POT?
  2. How do I read the number buttons and start/pause/reset buttons on the joystick?
  3. Thanks, that was it. The below code works: void main() { for(;;) { u8 *ptr; ptr = (void*)0xE800; // POKEY Pot PrintNumber(12,0,*ptr++); PrintNumber(12,1,*ptr++); ptr = (void*)0xC010; // Trigger (fire buttons) PrintNumber(8,0,*ptr++); PrintNumber(8,1,*ptr++); ptr = (void*)0xE80B; // POTGO start scan sequence *ptr = 0x00; ptr = (void*)0xE80F; // SKStat Fast pot scan *ptr = 0xff; for(int wait = 0; wait < 30000; wait++); } } I had to trigger the POTGO and enable the Fast POT scan, along with a delay between reads. https://www.atariarchives.org/mapping/memorymap.php for information on POTGO and SKSTAT. This assumes the interrupts are disabled, or the interrupt vectors have been overridden.
  4. I'm trying to write code for reading 5200 joysticks. My code is simply: void main() { for(;;) { uint8_t *ptr = (void*)0xE800; PrintNumber(12,y,*ptr++); PrintNumber(12,y,*ptr++); PrintNumber(12,y,*ptr++); PrintNumber(12,y,*ptr++); PrintNumber(12,y,*ptr++); PrintNumber(12,y,*ptr++); PrintNumber(12,y,*ptr++); PrintNumber(12,y,*ptr++); } } I've tried on MAME and Atari 800 and it's only returning 0. If I set the address to 0xC010 the triggers return 1 or 0, so I know the code can read and display values. Any ideas on what I could be doing wrong? Do I have to set up the POKEY in some way for this to work?
  5. Are the shells the standard ColecoVision cartridge size? Is there a 3d model for them? Getting the shells 3d printed appears to be fairly expensive.
  6. Thanks, that's great. How about shells/casings? How do I get those?
  7. How do I order them? Do you have a website with the details? Do you supply just the PCBs or do they come complete with the components and casings? Do you ship internationally?
  8. Am I able to buy megacarts? Who sells them, and how much do they cost?
  9. Thanks again for all your testing. I've increased the debouncing delay by a tick. Let me know if it's better. Pegged-COL-1.05.zip Vexed-COL-1.05.zip
  10. Another fix, I left in the too long delay I was using for testing. Once we're happy these are fixed, I'll release my other games with this fixed in them as well. Pegged-COL-1.04.zip Vexed-COL-1.04.zip
  11. Thanks again for your feedback. It was very helpful. Could you try these for me? Let me know if it's still not right. I'm happy to keep iterating until it works properly. Pegged-COL-1.03.zip Vexed-COL-1.03.zip
  12. Can you try these? I've upped the first move delay a little, but if it's not enough I can increase it. Pegged-COL-1.02.zip Vexed-COL-1.02.zip
  13. Sorry, that text shouldn't be there. That's an old entry based on an old plan that I mistakenly left in the text.
  14. Can you give these a try? I've fixed a number of issues in my libraries since I released these, and hopefully that'll fix the problems you're seeing. Please let me know if there's still an issue and I'll look into it. Pegged-COL-1.01.zip Vexed-COL-1.01.zip
  15. I know how it was. You had your faithful ColecoVision, but your best friend had a C64. He loved to rub your nose into the fact he had the latest puzzle game and you didn't. You loved your ColecoVision, but you just wished they'd released a new game for it. Well, here it is finally, 36 years too late. Collect the coins, avoid the boulders, fireflies and butterflies. Amoebas and Magic Walls make diamonds too. DiamondDash2-COL-1.00.zip
  16. Match the sames tiles until all tiles have been removed. Season tiles are interchangeable with each other as are the flower tiles. Left button to select and match tiles. Right button to show tiles blocked from view. Can you clear all the tiles? Mahjong-COL-1.00.zip
  17. No problem. I wasn't happy with the controls either. Anyway I was only porting Arno Dash to ZX Spectrum, so not interrupting anything important.
  18. I've increased the delay slightly and fixed a few issues on the key repeat delay. Let me know if what you think. I'm happy to keep tweaking until it feels right. Pillars-COL-1.02.zip
  19. Thanks for the feedback. Let me know if this is ok. Pillars-COL-1.01.zip
  20. Match the jewels to clear the lines. What level can you get to? Pillars-COL-1.00.zip
  21. Move the boulders and collect the diamonds. Collect all the diamonds to move to the next level. Press fire button to retry the level. Can you finish all 50 levels? Pitman-COL-1.00.zip
  22. I've fixed the issues you've mentioned: - Make sure sound is turned off after finishing - Fixed rendering text on finishing - Made # key resigned game I prefer to make games intuitive than to have instructions, though maybe that's a bit difficult for a console. It's reasonable idea,maybe next release. The features you've mentioned are good idea. Originally, I didn't have enough tiles for extra text, but I might just have enough now to display numbers. Maybe in a later version I'll add a timer and some stack options. Klondike-COL-1.01.zip
  23. The classic solitaire card sorting game now for your Colecovision. The goal of the game is to sort the cards into order. Left button to select a card to move, then press again to move the card. Right button to move the pointer to bottom of the pile, then press again to move the deck. Right click also automatically moves a card to the foundation, if a valid move. Hold both left and right buttons together to resign the current game. Klondike-COL-1.00.zip
  24. The classic game of searching for mines. Press left button to reveal the square, use right button to flag as a mine. Minesweeper-COL-1.00.zip
  25. I've updated it to only accept only on input per frame. Snake-COL-1.04.zip
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