PkK
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Posts posted by PkK
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Sorry, there were some delays due to hardware issues on teh MAcOS X build infrastructure.
The release candidate can now be found at:
http://sourceforge.net/projects/sdcc/files/
Philipp
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Creative and original, I think the words are self-explanatory.

No. They could mean something like "not a modification of an existing game" or "not a port of a game to the ColecoVision (arcade or other system)". They could also mean "gameplay and story never seen before in any video game", etc.
Philipp
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Don't get me wrong.... I really adore this community, and the awesome people within it. Otherwise I wouldn't of created my site.

My dream (if I may) is to see more creative and original titles come to the Colecovision by means of homebrew. Whether it comes from Collectorvision, Team Pixelboy or Opcode games, or anyone else for that matter. I think a lot of people would be on board with that.
Again, just my thoughts.

Kam
What would you consider to be a "creative" or "original" title? Which of my games (http://colecovision.eu/ColecoVision/games/) would you consider to fall into these categories and why or why not?
Philipp
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sdcc 3.5.0 is to be released soon. Today, there will be release candidate 1.
You can download the release candidate and have a look at it. The more eyes on it, the less likely are hidden bugs.
The main changes from previous sdcc 3.4.0 are:
- Many fixes and improvements in the stm8 port
- --disable-non-free configure option
- z80 port fixes
- long long fixes
- Changed default language dialect from --std-sdcc89 to --std-sdcc99
- Reorganized and updated manual
- Reduced memory consumption (most noticeable for high --max-allocs-per-node)
- Faster compilation for stm8 (most noticeable for high --max-allocs-per-node)
- atoll() function for conversion of strings to long long
- __z88dk_fastcall and __z88dk_callee calling conventions for more efficient function calls and better compability with z88dk
- --lospre-unsafe-read renamed to --allow-unsafe-read
I think all ColecoVision programmers will want to change from 3.4.0 to 3.5.0. Of particular interest are the z80 bug fixes and the long long bug fixes. The z80 port is also affected by the reduced memory consumption, which matters for those compiling at high --max-allocs-per-node for more optimization.
z88dk is another free compiler for the z80; sdcc generates better code when compiling C, and supports more C features. The z88dk philosophy is to have lots of asm-implemented functions, and use C for a glue layer on top. Thus z88dk has features for efficient calls to asm functions from C. We now also support those in sdcc via __z88dk_fstcall and __z88dk_callee.
Philipp
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How would you categorize games that can use, but do not need certain hardware?
E.g. a game that has an extra level when the SGM is present?
Or a game that can be played with normal controllers, but using a Super Action controller offers more options (e.g. in Search for the Stolen Crown Jewels 2, there is a level, where you have 4 gun turrets; with the Super action controller you can fire from all 4 at all times, with the normal controllers you fire always from the topones (unless those are already destroyed, when it switches to the lower towers)).
Philipp
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Yeah, I would think that it wouldn't fit every type of game. But digress' WAR would be a good candidate for brown carts though.

Actually I first got the idea for brown because it reminds me of the color of the T&T books.
There will probably be 4 or 5 different colors.
Philipp
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So Phil, what you're proposing is a new batch of your mini-cart homebrew kits? Didn't you tell me that brown was one of the colors you were considering? I don't think brown has been done yet as a ColecoVision cartridge.

Yes. Brown is one of the colors that will probably be included.
Philipp
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For some years, I have been selling ColecoVision hombrew kits (http://colecovision.eu/ColecoVision/development/Homebrew%20kit.shtml) to people wanting to make ColecoVision cartridges. By now, I've nearly run out of cartridge shells for them.
I'm considering making another batch of 2000 or so.
I'm also considering offering more different colors.
And I'm considering replacing the text "Made in Germany" by "ColecoVision".
Whats your opinion on this?
Philipp
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My girlfriend and I really enjoy your games and the music in them. Thank you for all the work you have done. I'm trying to get a complete collection of your games. Would you mind posting a complete list of your games or sending it to me in a message? I want to see what I'm missing.
The list of released games is at:
http://colecovision.eu/ColecoVision/games/
Philipp
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Ȼi̅x̅ has three sonatas by Giuseppe Domenico Scarlatti. Some of my other games, such as Bankruptcy Builder have music by Bach.
My workflow is transcribe the music into abc from old sheets. From the abc source I can then create pdf sheets (using abcm2ps and ps2pdf) and data for the ColecoVision (using abc2cvm).
Philipp
P.S.: I attached the pdf for the music in Ȼi̅x̅.
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here is the output. I even put in 8 gigs of memory temporarily and got the same result. Uses every availble bit of 8 gigs and still runs out.
Try to compile : level1.cC:\Users\gerry\Desktop\ERIS TEMP DOCKETS\coleco programming\z80\Mr_Turtle>sdcc -mz80 -c --std-c99 --oldralloc level1.cTry to compile : Mr_Turtle.cMr_Turtle.c:174: warning 85: in function score_print unreferenced function argument : 'y'C:\Users\gerry\Desktop\ERIS TEMP DOCKETS\coleco programming\z80\Mr_Turtle>sdcc -mz80 -c --std-c99 --oldralloc Mr_Turtle.cMr_Turtle.c:2722: warning 110: conditional flow changed by optimizer: so said EVELYN the modified DOGERROR - No more memorysdcc essentially compiles one function at a time. So there probably is a single function in your code for which the excessive memory usage happens. Can you isolate it and make a small, compileable code sample? Can you check if the problem still happens with curent development versions of sdcc, such as the snapshot builds?
Philipp
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Hi, Was wondering if there is something that would cause sdcc to gobble up every bit of memory my computer has.
Using a high value for --max-allocs-per-node without using --oldralloc does. It also gives excellent optimization. For --max-alloc-per-node 50000000 I'd recommend at least 64GB of RAM. The default is equivalent to --max-alloc-per-node 3000.
Philipp
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Did you try the --max-allocs-per-node parameter with low value. ?
He is using --oldralloc, so --max-allocs-per-node only affects redundancy elimination, not register allocation.
Philipp
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32K is the max directly adddressable size. The extra 4 lines are chip enable signals for 8K segments (doing it that made way made some sense back when 32K carts had 4 8K chips in them. These days 32K carts have a single 32K or 64K chip in them, and need additional logic to handle the chip enable signals).
Philipp
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The list of my homebrew games can be found at
http://colecovision.eu/ColecoVision/games/
For most of them, there's demo ROMs, too.
Philipp
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Isn't Dungeon & Trolls supposed to be Tunnels & Trolls but the name was changed for copyright reasons?
It's a it more complicated (Dungeon & Trolls also isn't meant to be an RPG):
http://atariage.com/forums/topic/217719-tunnel-trolls/?do=findComment&comment=2849055
Philipp
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I still intend to start working again on Tunnels and Trolls, but unfortunately, I'm too busy for some time to work on CV games.
See also
http://atariage.com/forums/topic/118543-colecovision-tt-rpg-very-early-techdemo/
http://atariage.com/forums/topic/217719-tunnel-trolls/page-2?do=findComment&comment=2849118
Philipp
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I'm currently working on a way to compile a 64K version of Jewel Panic, and I'm wondering if there's an easy way (with SDCC) to specify at which address (in the resulting ROM) tables of data should be positioned.
For example, let's say I have this small table:
static const byte jewel_color[] = { 0x00, 0x30, 0xA0, 0x60, 0x90, 0xD0, 0x70, 0xF0, 0x40 };
I would like this table of 9 bytes to be placed at address 0xC000 in the final ROM. Is there an easy way to do this with SDCC?
Thanks in advance for any help.

You might want to look up the keyword __at in the sdcc manual.
Philipp
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I'm using a SCART to HDMI converter.
Philipp
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Colecovisions never had RGB output, only RF. Since Yurkie only recently made this mod, that's why the thread says "New." Up until then only RF and Composi
I have two original RGB ColecoVisions. AFAIK they were only sold in France back in the day, since TVs with RGB input were much more common there than in other places (support for RGB input via SCART had been mandatory in France for new TVs sold since January 1980).
Philipp
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I guess I am confused by this ... there is only one rgb mod for the Colecovision , done by Yurkie ... as far as I know .
Then I guess Yurkie's thread name "New RGB ColecoVision mod" confused me, since to me it implied that older mods also existed.
There is just the remaining question of how RGB-modded ColecoVisions compare to original RGB ColecoVisions.
Philipp
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Just out of curiosity, since I keep seeing these RGB mod threads here:
How does the video quality of the ColecoVisions with RGB output compare - the RGB modded ones with different mods and the ormal RGB ones?
Personally, have various ColecoVisions, none of them RGB modded, so all still have the original output circuitry. To me, video output looks much better on the RGB ones compared to the NTSC and PAL ones.
Philipp
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Possible, yes. But as I wrote above, depending on where I would ship to, it might not be the best option for you.
Philipp

sdcc 3.5.0 rc1
in ColecoVision Programming
Posted
What are the types of counter and put_char()?
Philipp