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CrazyBoss

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Everything posted by CrazyBoss

  1. I guess it depend on the games, by games check for both ram and psg, if one of the fail the game will not continue. I dont know how opcode did the check, Super Pacman will need memory, but not the PSG (but will support PSG if its found), that means it need at least a ADAM to play, or a ADAM with SGM or a ColecoVision with SGM. Other games like SASA and JUMPLAND will only play if PSG and MEMORY are found.
  2. the saga continues here, I did not do any work on the ColecoVision, but I think its not a VDP or VRAM problem, could be something else. Cause in the middle of a game suddenly the controller start to fail, could not move my player left and right, and then suddenly it worked again, but the keypad did not respond, I reset the console and got the "COLECOVISION" logo, with wrong colors. So I suspect it to be some electronics controlling the I/O ? This time I did not see any problems with the sprites, but its not for sure the spritepattern was the same area of the two games.
  3. Hi No pictures, but after 5-10mins sprites start to look weird, other graphics still look ok. Then I can reset, and sometimes I will se the Colecovision logo with other colours than normal, but the letters are the same shape. The most weird is switch off and on will solve the problem for some time and then it return. I did replace the powerswitch. Maybe will show some pics later. But I do think its a VRAM problem. I really dont have time for hardware problems, have some ColecoVision projects that have to be finished soon
  4. If you have the 24k enabled all time the games think it's an Adam all the sgm games I converted detect for if 24k is enabled if so detect for ay chip. If no 24k is enabled then try to enable it and check and then check for ay chip. But if the game uses the BIOS to check if it's an Adam it will not work....
  5. in its current version - I guess NO If I submit it, its only to submit something, i dont think a tic-tac-toe game would have any chance to get anything but a "last place" in the contest. If I get time I will try with another ENTRY, but who knows. Current busy with ColecoVision stuff...
  6. thats good so no need to worry to use math in the code you know sometimes you make something like a=a+20+5+(2*a) i did experience that sometimes you need to use () where your normal dont have to (compared to other basics or pascal). actually I think inty basic do it "wrong" if you dont use the () in this example: a=10+(5*a)
  7. Hello. Do the compiler calculate math before compiling ? I mean a=1+2+3+4+a will be the same as a=10+a make the same size of asm code?
  8. Hi. In hunt to see if I can get an Intellivision, I found a console marked Intellivision III. But I think it must be a Intellivsion (1) but a MARK 3 since Intellivsion III was never released. Living in Sweden, its quite hard to find localy, but could bid on one at Ebay but its quite expencive to ship it I would like to have an intellivision and some kind of flashcard, to test my homebrew games But maybe Later
  9. Hi. Playing around with mame it, made me think why the gameconsoles and computers in the 80's use the hardware they do they could make a deal with Nintendo, Atari, Capcom etc. and reuse 80's arcarde hardware. If you look the arcade versions they usely much better than the console versions, mostly cause of what the Video Processor could do. It was quite common to use Z80 processors for CPU's But why ? My guess is: The Hardware was much more expencive or the Companies which developed the hardware did not want to sell to e.g Coleco, for home-use ? Maybe if E.G the ColecoVision was made with hardware from Capcom, Capcom did not feel they could sell the Arcade mashines anymore? the 9918/9928 was only used few times in Arcade mashines, I think BABY PACMAN, is one of them, maybe the only one. I think I saw somewhere, Atari reused Older Arcade Mashine Hardware for there Consoles, but not sure if its true. Games from the Early 80's had colorfull sprites, Bit-scrolling, great sound effects. But still powered by very common CPU's.
  10. Ok, I was just worried if the rom file is larger than 16,384 bytes (reported by the windows) using the DIR command, it can still be transfered to a flash cartrigde and be played on a real Intellivision.
  11. btw what is the max size of the compiled rom ? - 16k = 16384bytes ?
  12. btw shame Nanochess is a part of the Judges, else maybe we could have the Nanochess (GAME) as an entry ?
  13. Hi. I mean some 16bit variables have been removed from the Compiler. I have more free memory (16bits) in version 1.1 but I think Oscar added a few more 8bits in 1.11 than 1.1 I mean memory, not rom. I dont think I can use that memory with dim or variables, I think I have to peek and poke, to use it, I think maybe I can steal some of the gram, If i dont need to use to many cards right ?
  14. Hi There. Is here the best place to ask. I installed the new 1.12 version, and It seems like more memory have been cut ? If I need more memory I guess I could start to use up video memory right ? Any clue where to hunt for Memory in a Intelvision basic program ? Which ranges can be used safely ? I have an IDEA of a game, but Already now can see it will not run unless I can find more memory. I dont think I will need a lot of graphics but will need 4-6 shapes for sprites. The compiler is getting better and better I will try to make a few entries to the Contest
  15. Yes vprette did release a tic-tac-toe game, last year I released a Tic-Tac-Toe game too, for sure the vprette was more polished and looked better than mine, but it was just to test what I could do with intybasic I am not sure If I get enough sparetime to enter the contest, lets see maybe I will.. I published the rom and sourcecode for my TIC-TAC-TOE long time ago: http://atariage.com/forums/topic/235012-intybasic-tic-tac-toe-sourcecode/
  16. By the way can confirm final rom of Sasa have been send to the publisher....
  17. I can confirm Sasa and jump land is running need a bit more testing. Starcommand runs but need a bit more work....
  18. Going to "Game Masters - The Exhibition" Halmstad, Sweden tomorrow :)

  19. kind of jealous about this beta-testers life-schedule
  20. I am currently working on SASA and JUMPLAND, which will be released by Collectorvision later this year? Both are SGM games.
  21. I guess it will be impossible to make a MSX module for the ColecoVision, unless you add a vdp and z80 to the hardware, the build in z80 and vdp is connected at NMI not INT. So make a ColecoVision msx compatible, would be quite hard, and expencive
  22. It seems to be a sg-1000 game not msx
  23. Hi. There is a Japanese MSX version called Challenge Derby Maybe the ColecoVision version was ment to be a port of this one ?
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