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Pixelboy

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Posts posted by Pixelboy


  1. Quick update: Last night, I finished the last front side of the 165 trading cards. Not only that, but in the last few days, I added the game names, box types, card ID numbers and info icons to all 165 back sides. All I have left to add are the short descriptions, screenshots, and copyright texts. So still a couple of weeks of work ahead, but the project is progressing.  :)

     

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  2. I would submit "2010 - The Graphic Action Game" for ColecoVision as an unusual, hard to classify, but really good game. It's actually my favorite game on the system. I'm surprised no developer has ever made a clone of this game afterwards, with the "2010" movie license taken out of the equation.

     


  3. 8 hours ago, Leeroy ST said:

    However I'm curious if the older computers had scrolling platformers that matched detail of SMB before or around the same time. Not better (though that's a plus) but comparable. I ask because for other genres you can see the older computer hardware pushed, but for platform games SPECIFICALLY for some reason the genre seemed rudimentary in graphics, at least for the games I know of, which is an oddity.

    I don't understand why you would see this as an oddity. It all comes down to one question: Does your machine feature hardware-based scrolling? The NES has hardware-based scrolling, which means the programmer only needs to manipulate a few registers in the graphics chip of the machine in order to generate scrolling. This frees up the CPU to run a bunch of instructions on each screen refresh cycle, so the programmer can manage a lot of objects on the screen, including collision detection with walls, platforms and multiple moving objects.

     

    If your machine doesn't have hardware-based scrolling, then the programmer can either use tile-based scrolling (which usually moves in 8-pixel increments and looks choppy, like Zaxxon, Mountain King or Boulder Dash on ColecoVision) or if he really wants smooth scrolling, the programmer must develop a fancy scrolling engine which takes up a lot of resources in terms of graphic data and CPU time, and run that on top of game logic (collision detection, etc.). It should be no wonder then that scrolling platformers on pre-NES gaming machines would look "less impressive".

     

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  4. Y'know, if I had been in your situation and had known that those funding goals would have been so easily reached, I would have included a custom plastic container in the Kickstarter, designed to hold two Coleco controllers next to each other. Then the control scheme of the arcade game could have been replicated. But that would push the end goal of the Kickstarter way up, of course. :)

     

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  5. Hello ColecoVision fans.  :) 

     

    It's been quite a while since my last News Bulletin, and even though there's actually not a whole lot to say, I'd say it's high time I gave people a quick update.


    REACHING A MILESTONE WITH THE TRADING CARDS PROJECT

     

    I'm happy to report that of the 165 card templates of the first series of ColecoVision trading cards I'm working on, I'm down to just four card front sides left to do. Three of them should be done by the end of this week, but the fourth card is posing a problem for me: I recently noticed that my box scan of the Canadian edition of B.C. II - Grog's Revenge has a blurry spot in the lower left corner which I'm not comfortable with. I sold off this game (with its box) a long time ago, so I cannot redo the scan myself. Does anyone here have this game complete-in-box, and would be willing to scan the box for me? I attached a picture of the box below, for reference. If you can help me out, please send me a PM.

     

    Beyond that, I've estimated that I'll need another month or so to prepare the back side templates of all 165 cards. So I'm definitely getting there, and I'll send all the card templates to the trading card printer as soon as they're ready. But just before I do that, I'll contact all my Team Pixelboy customers and offer them a set of this first series of trading cards, just to try to determine how many sets of cards I should order from the printer. Feel free to send me a PM or an e-mail if you're interested in these trading cards and want to be put on the pre-order list.


    WHAT ABOUT ASTEROIDS?

     

    Well, I've got good news and somewhat bad news. The good news is that software-wise, Asteroids is done, the instruction manual is done, and everything looks good as far as the game itself is concerned. The Asteroids Controller is another story however. Our friend doubledown's real life job has been keeping him outrageously busy since the beginning of the year, so I'm afraid little progress has been made with the controllers. I'm hoping doubledown will be able to get the ball rolling with this soon, but for now, all I can say is that the project is temporarily stalled. Not what you want to hear, I know, but things will move forward again in the near future, that much is certain.

     

    In case you're wondering, Mystery Man made a little progress with Star Castle a while ago, but he too has been kept busy with his job, so he hasn't been able to work on the game much lately. Star Castle's projected release date of Christmas Day 2021 remains unchanged for now.

     

    After the trading cards templates will have been sent to the printer, I will get back to beta-testing and finishing up the manuals for Space Shuttle. This and Star Castle (and Asteroids) will be my priorities towards the end of the year, so Utopia will probably be pushed back to 2022, to be released alongside Arabian.

     

    This concludes this Team Pixelboy News Bulletin. We now return you to your regular forum activities.  :) 
     

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  6. 32 minutes ago, Milli Vee said:

    I've been considering it - to give it voice I may have to require an SGM (just for the sound - not to play the game), I am not sure if the SN76489 can handle it.

    Voice is difficult to do on the ColecoVision no matter what sound chip you use, because the sound chip depends heavily on the CPU, and CPU-driven speech samples usually requires freezing the game while the sample runs.

     

    • Sad 1

  7. On 6/23/2021 at 2:26 PM, Tanooki said:

    ... while the real G&W would be a mess squeezed into one screen, ...

    Actually, it could have been done without having to squeeze both screens into one. The top screen of Nintendo's Zelda G&W is only used for the map and items, as well as the boss fight. So this could have worked by letting the player toggle between the top and bottom screen at will with either the START or SELECT button (the bottom screen would be inaccessible during the boss fight) and this could have been used as a pause function, as a bonus. So yeah, Vermin is nice, but the real Zelda G&W would have been much better, especially with the real original G&W getting pretty pricy over the years.

     

     

    • Like 1

  8. 1 hour ago, opcode said:

    The main different is in game logic. A SGM2 required game can do things is a simpler way because it does't has to be compatible with the stock CV hardware.

    But the CV's CPU is still used, right? If yes, does it receive the same regular VBLANK interrupt from the VSC1 that it receives from the native CV graphic chip? Just curious.  :)

     


  9. 19 minutes ago, Tempest said:

    Do many games actually need them or are they more or less pointless like the 5200 overlays?  I have one for Mouse Trap which is kind of handy.

    Generally, Coleco (and other third party publishers) included overlays when they were needed and useful, otherwise they didn't bother.


  10. 1 hour ago, carlsson said:

    However if the supply and variation becomes too large, each of those units would sell fewer units unless we expect most people buying one are looking to buy all.

    The form factor certainly lends itself well to that kind of "gotta have 'em all" collector market.

     

    When you look at the full list of NES games, there aren't all that many that would be a good fit for modern Game & Watches. Capcom and Konami obviously have a really good library of games in that regard (Contra, Super C and Operation C on a Game & Watch? Yes please!) but beyond those and Nintendo's first-party offerings, there's not a ton of possible G&W that would be must-buys, in my humble opinion, so I don't think the market would become really cluttered, especially if these devices were released only periodically throughout the years.

     

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  11. 5 minutes ago, carlsson said:

    Btw, didn't Nintendo say they would not do any more Mini consoles? Sure, a handheld LCD game is something else than a Mini console but to a certain part it attracts the same customers and from a wide angle look like products in the same segment.

    Nintendo said they wouldn't do any more "Minis" because they were going full steam ahead with the Switch. They can change their minds about that any time they want. Now that they've got the tech and the experience with releasing these "modern" Game & Watches, it's up to them to make a profit with them... or not. There are plenty of ways they could exploit the G&W form factor, beginning with a 10-in-1 collection of old single-screen Game & Watches. They could do a Metroid one, a Pokémon one, a SMB3 one...

     

    And if third-party companies were smart, they would jump on the same bandwagon: Imagine Capcom doing a G&W-style device with all the Mega Man games on NES, or they could partner with Disney to release special G&W devices with such NES games as DuckTales, Chip 'n Dale Rescue Rangers, etc.

     

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  12. 6 hours ago, Tanooki said:

    Personally, given it's a US based wonder with these, not Japanese, I think they'd do Metroid.  Metroid Prime 4 should be out next year, it would be a good tease along side since the anniversary was missed.

    With an exclusive full-color version of Metroid II included, this would actually be interesting.  :)

     

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  13. 34 minutes ago, thanatos said:

    I will probably get the Zelda one since it has 3 games, so I'll play them. The SMB one with just the one game isn't enough as just a novelty, I don't really collect stuff like that.

    There are actually two games on the SMB one, namely the original SMB and SMB2J (a.k.a. the Lost Levels) but I see what you mean. It would have been much more of a must-buy if they had put SMB, SMB2-USA and SMB3 on the device.

     

    Looking at how they put Link's Awakening on the Zelda G&W, it makes me wonder if they could release "packs" of old Gameboy games in the G&W form factor. Pokémon would lend itself to that concept very well.

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  14. Nintendo released a Super Mario Bros Game-&-Watch device last year, this year they're doing the same thing with Zelda.

     

    My prediction: A Donkey Kong Game-&-Watch in 2023, to mark the 40th anniversary of the release of DK on Famicom. It should feature the NES games Donkey Kong, Donkey Kong Junior, Donkey Kong 3, and maybe the Donkey Kong Junior single-screen G&W game as a bonus.

     

    I think it would sell. Anyway, just thinking out loud.  :)

     

    • Like 3

  15. 4 hours ago, VectorGamer said:

    Are there any good arcade style shooters on GBC? Quote this so I get notified of a response...thanks

     

    - 1942

    - Asteroids

    - Galaga - Destination Earth

    - Gradius II (in Konami GB Collection - Vol. 4)

    - Nemesis (in Konami GB Collection - Vol. 1)

    - Parodius (in Konami GB Collection - Vol. 2)

    - Pop'n Twinbee (in Konami GB Collection - Vol. 3)

    - Project S-11

    - R-Type DX

    - Space Marauder

    - SWIV

    - Yars' Revenge

     

     

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  16. 10 minutes ago, Viny wants to learn how to VCS said:

    Uh... I know that it's too much time since this topic has been created, but, how many 128x128 pages can sprite chr have in rom?

    Your question doesn't make sense for the context of the ColecoVision. You can define as many sprite patterns as you want within the cartridge (there is no notion of "pages") but the real limit is in the video RAM: You can load up to 64 16x16 sprite patterns in VRAM, if I remember correctly.

     


  17. 1 hour ago, Kiwi said:

    Another thing that comes to mind.  When using the SGM memory, it maps out the original 1KB of memory, and it can map out the BIOS too.  So I don't think you can use SGM as extended memory on top of the original 1KB of memory since the memory map overlaps to get 33KB and the z80 can't see both at the same time. Unless you need the extra 1KB, you'll have to turn off the SGM to use that memory. I would just enable SGM upon boot, and the bios stuff I believe should use the 0x7000 and up.  Have to check the crtcv.map to make sure. 

    Uh... what?  :?

     

    Putting the notion of BIOS overriding aside, all the SGM does is exactly what the ADAM does: It turns a range of addresses into available RAM. This range includes the 1K of RAM of the vanilla ColecoVision, as well as the "mirrored" range around that 1K. So in the end you get 24K of contiguous RAM instead of just 1K. You can extend this range to replace the Coleco BIOS, adding 8K for a total of 32K of RAM, so in that mode, anything in the total addressing range that is not cartridge memory (i.e. all addresses below 8000h) is RAM. Not sure what needs to be done to put the SGM in 32K mode, but when the user presses the reset button on the console, the BIOS automatically becomes available again so the system can reboot normally.

     

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