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Posts posted by Pixelboy

  1. 30 minutes ago, Neogeoman said:

    Do Run Run...I never heard of it but you got my attention I'm going to go check it out now. The good times keep coming!

    Here's a video of MSX Super Pierrot in action. The music and sound effects alone are great.  :)




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  2. Is the Analogue 8 still a thing? After the Duo's announcement, I thought it was just a passing trademark that fell in the proverbial crack. Did Kevtris or someone else at Analogue confirm that the Analogue 8 and the Analogue Duo are not one and the same?


    Also, I feel a bit cheated myself, having bought an "original" Nt Mini at full price and now the Noir in seeing cores that were not (and probably cannot) be released on the original. As far as actual gaming goes, I don't mind it too much, I'm okay with the jailbreak stuff I have now on my Nt Mini, but the value of the "old" Mini is obviously going to go down in value. If I ever decide to part with my Nt Mini, I'll be lucky if I sell it at half the price I payed for it.


  3. On 3/26/2019 at 10:13 PM, boxpressed said:

    Here are some of my rare 2600 controllers. As a kid, I drooled over these in the pages of Electronic Games magazine.


    Fire Command II (really for ColecoVision) by GIM. I have a regular one-button Fire Command for the 2600 in bad shape.







    Interesting. Are both pictures above taken from the same boxed unit, meaning that they packaged the two-button version of the Fire Command II in a box which only shows one fire button on each side?  :) 


  4. 11 hours ago, Neogeoman said:

    This game absolutely deserves a physical release,  a very underrated and fun game that never got the release it deserved 

    Another one that deserves a release is Do Run Run. The MSX version (known as Super Pierrot) is surprisingly well done when compared to the arcade game, so a port of that version would be a good addition to the ColecoVision library.  :)


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  5. 2 hours ago, 7800Knight said:

    Now if Nintendo decides to reissue some of their other Game & Watch titles, you've got my money.  


    Indeed. Releasing a new unit with the exact same form factor (and color screen) as the SMB unit, but with a collection of Game & Watch games would be an interesting product for many. They could easily fit these into the unit:


    - Ball

    - Flagman

    - Vermin

    - Fire

    - Manhole

    - Helmet

    - Lion

    - Parachute

    - Octopus

    - Chef

    - Egg

    - Turtle Bridge

    - Donkey Kong Junior

    - Mario's Cement Factory

    - Tropical Fish

    - Super Mario Bros

    - Climber

    - Balloon Fight


    Many of the best Game & Watches are the ones with two screens, but I think the list above contains enough interesting classics. You can leave this in your coat pocket, take it out whenever, and play whichever game you're in the mood to play.


    Flagman and Lion could be a bit awkward to play, but it could work with a combination of D-Pad and buttons I suppose. Sadly, they probably couldn't include Popeye and Snoopy Tennis because of licensing. T'would be nice if they could manage it though.


    Fire Attack could also be included, but they'd need to replace the far west setting with a circus backdrop and replace the Indians with monkeys, because 2020.


    The best thing is that they wouldn't need to alter anything in the physical design of the unit: Use the same electronics, controls, screen and casing as the SMB unit, and just do reproductions of their G&W games like they did with Ball. And they could include clock features too, of course.


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  6. If you have a byte of data and a free byte in RAM, it's always possible to process the byte of data and "construct" the flipped or mirrored version in the free byte, and then send this free byte to VRAM. You need 8 such free bytes to do 90-degree tile rotations.


    To my knowledge, there's no feature in the VDP or the Coleco BIOS that lets you do this easily.


  7. Quick note: While I'm not working on my own version of the Dracula vaporware at the moment, I do have a few ideas for a possible implementation of the game. However, my ideas are rather "loose" and would amount to an unconventional kind of game, which means I'm not sure how much fun the finalized game would be. All this to say that if someone picks up the torch on Dracula, I would just like to be aware of the project, so I don't waste any time working on my own version in the future.  :)


  8. 3 hours ago, CZroe said:

    LOL! It's just a DLNA-compliant network-connected TV turner with some uncanny resemblances. ;) Officially, it's a "SiliconDust HDHomeRun Dual ATSC Tuner." IIRC, it supports ClearQAM, ATSC, and CableCARD. It let's you turn your PC into an HD TiVo-style DVR.

    Why you little Mike Kennedy...  😜


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  9. 1 hour ago, Bmack36 said:

    Are the issues the same when run from the sd card?


    What kind of controller are you using. The speed of movement in CPK is affected by the spinner input. If you use a SAC and spin the spinner the character will move super fast while it is spinning. If you are using a custom controller that has a pin 9 wire without anything connected to it, it can cause spurious spinner inputs affecting speed.


    I don't see any missed jumps in  Montezuma's with the snes or standard controllers when run from sd card.


    If you hold down # after the core loads with a cartridge in the slot, it will take you to a menu where you can turn off/on the sprite flickering and scanlines. This is only necessary when playing from carts. These options are available on the sd card menu as well.


    Zenji loads and plays fine from the SD card, does that work on your system or does it just mess up from the cart.


    For Fathom, that is the way it works on a standard system as well.

    Tried Cabbage Patch Kids with a different controller, and it works fine, so the custom controller I'm using apparently has an unconnected pin 9. This causes trouble with Zenji as well, because it plays fine with a different controller (both from cart and SD card). Montezuma also seems to be allergic to my custom controller. The jumping works fine with other controllers.


    Fathom seems to behave "normally", as the behavior's the same with blueMSX. I could swear I could make the skill level number go up and down when I played this game as a kid...


    I'll keep testing over the next few days. Thanks for your assistance!  :)


  10. I've been testing one of my Phoenixes with my collection of CV carts, and I noticed some issues while playing. Can anyone confirm these problems?


    - Cabbage Patch Kids - Adventures in the Park : Game plays about twice as fast as it should.


    - Fathom : At the opening skill select screen, moving the joystick in any direction increases the skill level number, but I cannot decrease it.


    - Montezuma's Revenge : Jumping works about 10% of the time when I press the fire button.


    - Rock 'n Bolt : When the guy emerges from the hole in the floor, his sprite is entirely visible. Probably because F18A is active by default, so not really a bug.  :)


    - Zenji : Doesn't work on the Phoenix. Sometimes the title screen appears and I can hear some music, but it crashes quickly. Most of the time, I just get a black screen upon reset.


    I've tested just over 20 carts so far. It's kind of a drag to have to press the reset button every time I insert a new cart and turn the power on, but the system works fine otherwise. I love the nice, crisp image.  :D


  11. It's interesting to see Analogue having developed a true R&D department, with Kevtris as director. Just think of all those people learning from the master.  ;)


    I would imagine that his team of a "dozen people" is currently split between the Pocket (including the Dock and the cart adaptors) and the Duo. So plenty of work to go around for everybody involved right now. But what is such a large team going to do next, after those two sets of products will have been released? One can only wonder, although I suppose if there's a will to do the PlayStation, they've probably started doing some preliminary work on the project already.


    There's a little voice inside my head that hopes they'll do a TV-only mini-console version of the Pocket (i.e. cartridge slot on the console, with wired or wireless hand controller) but I know that's unlikely to happen.


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