PkK
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Posts posted by PkK
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What I find more interesting is that they use a CP/M based compiler *. I don't know much about the free "modern" Z80 compilers...what's wrong with sdcc or z88dk ?
*) At least that's what I see on http://www.geocities.com/newcoleco/framesen.html
That's because the CP/M version of the Hi-Tech C compiler is freely available, and Colecovision libraries which facilitate game development have been made for that compiler.
In order to work with SDCC or Z88DK, one would have to re-write or port the library. I've been looking for several months now for an alternative to the CP/M C compiler, but haven't been able to find anything.
I have written a colecovision library and tools for use with sdcc. The game "Schlange CV" I posted about is written using that.
I've attached another small example, a two-level game using scrolling written using sdcc and my library.
While the library seems pretty stable the tools (png2cv, png2cvs, abc2cvm , cvm2abc) are only developped as far as was necessary for writing Schlange CV and the attached demo.
In addition to sdcc I also used GNU make and sed.
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Well, if you set the moves/(10 seconds) option to something high like 600 and don't use high-skilled AIs it should be really fast. Faster than 600(US) / 500(Europe) is impossible since the only timing source in the Colecovision is the vertical-blank interrupt.
So far I tested the game only with the MESS emulator; I already ordered a new EPROM-burner, once I get it I'll test the game on a CBS Colecovision console.
As far as the title screen is concerned: I might replace it with something nice-looking without all that technical info for the final release. I just programmed the game and then added title- game over- and game-won screens in the end. Since writing some text for them was the easiest I went that way knowing that I might replace them later on.
About hte bug you saw: In your screenshot as similar thing is visible: The corrupted length display for the white snake. I have already seen those bugs and thought I found the cause of them and eliminated it. They never appeared during my testing with the MESS emulator since.
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Since this forum is much more frequented than the coleovision-specififc-one I'll post here too.
I've nearly finished a Colecovision game. The current version is fully playable and has already 23 levels. Further details and a ROM image can be found in my post on the colecovision developer's forum.
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I have nearly finished a new colecovision game.
I have attached 0.10, the last stable version. I has no known bugs, 23 levels and uses 28K.
My current development version already has twice as much levels - each time you win a level the next one will be randomly selected from 2. You win the game after playing through 23 levels.
Please tell me what you think about the game. I still have 2 K left. Waht should I do with it?
-More levels?
-More music?
-Nicer intro screen?
-Nicer game over screen?
-Nicer game won screen?
-In game manual?
-Any other ideas?
Philipp

Another new game
in ColecoVision Programming
Posted
I wrote this game in less than a week. IT is fully playable now, other things like an intro screen are still missing.
It has 6 levels, move the player or balloon using the joystick.
When dead you can restart the current level using the fire button.
To win the first level land on the left part of the ship.
In the second level stay away from bullets and pirates to survive. Try to lure the pirates into the gun's line of fire to kill them.
To win the third level you just have to stay alive until the counter reaches zero.
Please tell me what you think about it.
Fantasy.rom.gz