Jump to content

CrazyBoss

Members
  • Content Count

    444
  • Joined

  • Last visited

Posts posted by CrazyBoss


  1. The SGM "boots" with 24K of RAM, which leaves the BIOS untouched. The software on the game cartridge can tell the SGM to replace the 8K of BIOS with RAM, thus making 32K of RAM available. If the SGM is never told to go to 32K mode, it will stay in 24K mode until the console is turned off.

     

    The SGM does not "boot" with 24K, it need to get a command to enable it. If its An Adam its not safe to enable the SGM ram, so first you check for "is it an Adam" if not you can enable 24/32k.


  2. I did a small color test rom, and it seems like I can actually adjust the colors to match better, I cant compare to the RF, cause I have no TVs that can adjust to the NTSC output. But anyway, it can be ajusted, the problem is I use the same tv for ColecoVision, Memotech MTX, C64 and Vic20, and if it looks good at the Intellivision, it will look bad at the other platforms, but maybe I just need to adjust when needed.


  3. I think with shark shark, the background is cyan and the jelly fish are light blue. On some TVs light blue looks a little pinkish/purplish but clearly different from magenta which can look really pink. Ideally, it should look similar to original rf but nothing is ideal. I've heard of some mods where they had trouble seeing the jellyfish. What's wrong with the seaweed.

     

    The shark looks black, but with some blue ghosting, but I think there is a problem, cause a homebrew game i was working on, shows pink color, but emulator shows light blue.

     

    I have been looking at rgb values for what I see, I cant see any pattern, most colors looks ok. I think I better try to find or code a color test mode, to compare.

     

    I tried to fire Shark Shark up again, I guess the plants in the ocean should fade between two green colors, but those seems to fade between almost invisible and some kind of blue. Maybe my "green" value is to weak, which will make light blue more like magenta, and make the green plants more or less cyan.

     

    But again, I dont see a any problems in Super Minefield, it looks good compared to Emulator colors.

     

    I know the colors from the STIC can be a big subject, Joe have been talking about its not 100% clear how the colors should look, so maybe there are no Official documents shows the RGB values on each color.

    For the Colecovision VDP we have those:

    Colour           Y     R-Y   B-Y   R     G     B     R    G    B
    0 Transparent
    1 Black         0.00  0.47  0.47  0.00  0.00  0.00    0    0    0
    2 Medium green  0.53  0.07  0.20  0.13	0.79  0.26   33  200   66
    3 Light green   0.67  0.17  0.27  0.37  0.86  0.47   94  220  120
    4 Dark blue     0.40  0.40  1.00  0.33  0.33  0.93   84   85  237
    5 Light blue    0.53  0.43  0.93  0.49  0.46  0.99  125  118  252
    6 Dark red      0.47  0.83  0.30  0.83	0.32  0.30  212   82   77
    7 Cyan          0.73  0.00  0.70  0.26	0.92  0.96   66  235  245
    8 Medium red    0.53  0.93  0.27  0.99	0.33  0.33  252   85   84
    9 Light red     0.67  0.93  0.27  1.13! 0.47  0.47  255  121  120
    A Dark yellow   0.73  0.57  0.07  0.83	0.76  0.33  212  193   84
    B Light yellow  0.80  0.57  0.17  0.90	0.81  0.50  230  206  128
    C Dark green    0.47  0.13  0.23  0.13	0.69  0.23   33  176   59
    D Magenta       0.53  0.73  0.67  0.79	0.36  0.73  201   91  186
    E Gray          0.80  0.47  0.47  0.80	0.80  0.80  204  204  204
    F White         1.00  0.47  0.47  1.00  1.00  1.00  255 255 255
    

  4. Hi

     

    I installed a composite mod a while back, its a 2609/NTSC

     

    but after I played Shark Shark it seems like some colors are a bit off.

     

    The Jellyfish is Magenta instead of Light Blue (or Cyan)

     

    There are also something with the plants.

     

    https://oshpark.com/shared_projects/Y9AoW16r

     

    I used new components, but maybe a bad solder job?

     

    Or should I try to change some values on the resistors or capacitors ?

     


  5. you can test if there is a ay psg present. and you also need to test for if its an adam, by checking the data in memory. Cause you its not safe to enable the sgm memory if its an adam.

     

    to test if there is an ay processor, you can write a value to a register, and read it back.


  6. is it possible to find replacement part batteries for the PS3 controller, mine dont charge too, and it dont even try to charge, i tried with another cable too. Could be the charge circuit?, cause even if the battery was dead I think it would still try to charge ?


  7. Hi.

     

    Maybe it have been up before, but why did they maybe Intellivision II, incompatible with some games?

     

    Why make it incompatible ? cause they wanted to lock out 3rd party games?

     

    In commercials they actually said "It play all your games the old intellivision plays"

     

    Sony Playstation, had many versions too, but the "Ps One" still plays games which was programmed for the 1st version.

     

    I know its about some changes in the Exec, but I dont think it was a mistake, I am quite sure they had a reason to block those games ?

     

     

     


  8. I could not get the signal from an USA NTSC INTELLIVISION, to work at any of the LCD tvs i had access to. I ended up make a composite mod for my Intellivision, maybe the Aquarius is a diffirent story. I remember i could get a color fuzzy picture, but no sound using the analog tv tuner, but the main problem is the TV tune on different frequencies in EU than in USA.


  9. It actually works with 8 directions. Cause it check each bit for up,down,left,right. So if your routine is doing the same for up+left as up and left, it cover that too.

     

    Normaly I use those routines to convert to another bit pattern, cause i normaly do game conversion from other systems. So i "emulate" a Sega SG-1000 game controller bit pattern or MSX joystick etc.

     

    My code work like this:

     

    is it a up then y=y-1

    is it a down then y=y+1

    is it a left then x=x-1

    is it a right then x=x+1

    is it a fire then do something

     

    so press up+left will do y=y-1 and x=x-1


  10. This is what I ultimately ended up with.

     

    MOVE_PLAYER:

     

    CALL POLLER

    LD A, (CONTROLLER_BUFFER+3)

    CP 0

    JP Z, NO_MOVE

     

    LD H, 0

    LD L, A

    ADD HL, HL

    LD DE, JOY_DIR_TABLE

    ADD HL, DE

    LD A, (HL)

    INC HL

    LD H, (HL)

    LD L, A

    JP (HL)

     

    NO_MOVE:

    RET

     

    JOY_DIR_TABLE:

    DW DUMMY,NORTH,EAST,NORTH_EAST,SOUTH,DUMMY,SOUTH_EAST

    DW DUMMY,WEST,NORTH_WEST,DUMMY,DUMMY,SOUTH_WEST

     

    DUMMY:

     

     

    It works great.

     

    But if you guys can really help me out I need a better routine that creates a wall in the tiles that a sprite can not go through.

    I have a routine that checks what patterns are underneath or adjacent to the sprite but it has issues and does not work all the time.

    Thats a way to do it too, but I think this routine is slower and take up more space than mine :) anyway its not a problem. If you use HL besure to push and pop it, if you are sure you dont use HL before you call your joystick routine, its not a problem, else you would want to push hl just before you set the H,0, and pop it on each of the adresses in JOY_DIR_TABLE.


  11. I always use the ports directly, not any bios calls.

    I only use bios to turn of the soundchip in the start of the code.

     

    Here is the code I used, notice the 3 nops to ensure it work on ADAM computers.

     

    JSUP: out ($c0),a
    nop
    nop
    nop
    in a,($fc)
    bit 0,a
    jr nz,JSLEFT
    **** CODE for JOYSTICK UP *****


    JSLEFT: bit 3,a
    jr nz,JSRIGHT
    **** CODE for JOYSTICK LEFT *****


    JSRIGHT:bit 1,a
    jr nz,JSHOME
    **** CODE for JOYSTICK RIGHT *****

    JSHOME: bit 6,a
    jr nz,JSDOWN
    **** CODE for JOYSTICK FIRE *****


    JSDOWN: bit 2,a
    jr nz,JSUD
    **** CODE for JOYSTICK DOWN *****


  12. Its always great with more options, and INTYBASIC is also in development, maybe in the future it performs better and other features can be supported.

    Local variables could be nice, and booleans, but else i dont have a long list of missing features in Intybasic.Until now I stick to Intybasic cause I really dont know C so well. And I grew up with Basic at homecomputer, later did some Turbo Pascal in CP/M, and MSXDOS (and MSDOS). But its more about what are you used too. If you are used to C you would like to use a C compiler, sure. But its great if we can have a C compiler, so we have more choices :)


  13. I did not read all the post, but why people sould be interested in a C compiler when we have IntyBasic ?, cause those people dont know the Basic Syntax?

    Some times when people hear Basic they think slow code, thats for sure, with older systems where the code is not Compiled. I dont think Intybasic is slow, first of all it compiles to assembler, which is assembled into a usefull code, second it is maintained by Oscar, who is also a very good Assembler programmer :) so I am quite sure his compiler know what its doing :)

     

    Maybe some one can do a C Compiler, which Compiles into Intybasic code :)

×
×
  • Create New...