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Blogs

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  • That's what she said.
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  • The (hopefully) weekly rant
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  • Guru Meditation
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  • Tezz's projects blog
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  • Whoopdeedoo
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  • DJT's High Score Blog [Test]
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  • Adam24's AtariAge Blog!
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  • JDRose
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  • ¡Viva Atari!
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  • The hunt for the PAL Heavy Sixer
  • Liduario's Blog
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  • HSC Experience
  • people to fix atari Blog
  • Gronka's Blog
  • Joey Z's Atari Projects
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  • 8BitBites.com
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  • Lynx Links
  • bomberpunk's Blog
  • CorBlog
  • My Ideas/Rants
  • quetch's Blog
  • jamvans game hunting blog
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  • wibblebibble's Basic Blog
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  • The Golden Age Arcade Historian
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  • Bergum's Thoughts Blog
  • marminer's Blog
  • BubsyFan101 n CO's Pile Of Game Picks
  • I like to rant.
  • Cleaning up my 2600
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  • HLO projects
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  1. I sort of discussed this briefly in a recent post, although most old timers here know that I have been trying to get something like this done since the early days of the SGM1 planning. Anyways, this time we got what it takes, we have the team and skills in place to make this happen. Without further ado: Super Game Module 2 Pro Arcade System Components: Super Game Module 2 (expansion module) Super Game Cartridge 2 (game cartridges) Super Game Controller (handheld controller) Goals: Upgrade the ColecoVision to arcade-level quality, circa 1987/1988. Use technology consistent with the late 80s. Create a natural evolution of the ColecoVision hardware, with components that are backward compatible or similar in architecture to the original ColecoVision chipset. Create a cartridge with vastly superior memory capacity but reduced complexity, resulting in games that are more advanced and yet affordable. Create a replacement for the dreadful ColecoVision controllers. Upward compatible with OMNI. Super Game Module 2: Backward compatible with SGM1. New backward compatible co-processor, 24-bit linear address mode, 5 MIPS. New video processor, 2 independent scrollable planes, thousands of tile/sprite patterns, 64 sprites on screen. 16 colors per tile/sprite, 256 colors on screen from 32,000 colors. Configurable screen resolution from 256x192 to 320x240 pixels. Zoom and rotation. New sound processor, powerful and versatile synthesizer with FM, PSG and ADPCM. High quality analog video (composite, s-video, and RGB) and stereo sound outputs. Estimated size 8”x4”, similar design to Coleco’s planned Super Game Module. Super Game Cartridge 2: Stores main ROM, video ROM and audio ROM. Can save progress and content. Same physical format as OMNI cartridges. Small form factor, shaped like Coleco planned Super Game Wafer. Super Game Controller: Compatible with ColecoVision regular controllers. 12 keys keypad. 4 action buttons. Similar size to ColecoVision original controller, but sideways. Overlays. Super Games: First wave will be a collection of arcade ports, with “arrangement” mode including enhanced graphics, sound and possibly gameplay. From there, if we can get enough traction, we plan a mix of enhanced arcade ports and sequels for Atari era classics. Hi there fellow ColecoVision fans, This is an exciting moment for me. Next week our team will dive into Super Game Module 2 design mode. Hardware team in Brazil is producing the first revision of the prototype board, while Ted Mayer (the designer behind the Intellivision II and III) will sink his teeth into our first tooling design based on his concept work from last year (most of it still unpublished). For those who still don’t know, the Super Game Module 2 system will be the successor of the original SGM, fully backward compatible, but also upward compatible with the OMNI system. It is the module I have been dreaming of for years, since I started creating the original SGM, but couldn’t get done because I lacked the skills or resources back then. Well, now with a talented team behind me, things are finally possible and the time has come. For those who have been following me for a while, I came up with many of the SGM2 ideas during the SGM1 long development cycle. Then, when the SGM became something a lot simpler, I moved most of those ideas to the “ColecoVision 2” system we started developing in 2012. I soon had to halt development to deal with difficulties in my personal life. We resumed the system in late 2016, and it eventually morphed into Prometheus as the result of our fallout with Coleco. Prometheus morphed into OMNI due to another fallout, and while OMNI is still coming, we decided that releasing it as a ColecoVision add-on first would make more sense. The SGM2 allows us to tackle the challenge of a new system in smaller and gradual steps. SGM2 is our vision of what the next ColecoVision would have looked and sounded like. By assuming a 5/6 years lifespan, the CV successor would have come out around 1987/1988, so we designed a hardware that would have been possible within the technology constraints of that time. This isn’t an emulator system. Isn’t a Raspberry Pie sort of system. It isn’t a FPGA multicore system. Those have been done again and again. The SGM2 is an expansion module that greatly but elegantly enhances the CV graphic and sound capabilities and brings it in line with early 16-bit systems of the 80s. When the SGM2 is plugged into the CV expansion slot, the CV becomes a multiprocessing system, with the CV CPU handling all sound and I/O tasks, while the SGM2 CPU handles the graphics. Both CPU are compatible, but the SGM2 finally offers 24-bit linear addressing mode (Nintendo did the same thing with the SNES, compatible with the NES CPU but with 24-bit linear addressing). The new video and sound processors on the other hand have never been used on a console before, and that makes the SGM2 totally unique. But hardware is meaningless with no software. For our first wave of SGM2 games, we have started some prep work for arcade ports of some of the most complex arcade games from the golden age of arcades: Zaxxon, Moon Patrol, Jungle King and Elevators are some examples. With the SGM2 the ColecoVision will finally fulfill its motto and offer a great arcade experience home. But the SGM2 can offer more than that. You can get pixel perfect arcade from MAME as well, but does MAME offer “Arrangement” modes with improved graphics, sound, and in some cases, improved gameplay with new content and modes? We have a team of talented professional artists in place ready to start working on those arrangement versions. After the first wave, the plan is to create sequels for classic Atari era games. Last year we had the chance to make deals with several Atari era developers to bring those games to the SGM2/OMNI. All of this content will be exclusive to the SGM2/OMNI. This combination of unique hardware and unique software is what makes the SGM2 the most ambitious, most challenging project in ColecoVision homebrew history. And I want to invite the community to participate on the SGM2 creation. If you share the same passion for bringing new stuff for the ColecoVision as we do, for pushing the envelope, for introducing new and exciting things, for being creative and innovative, for taking the ColecoVision to the next level, or simply want try something new and yet grounded on Atari era for your CV, you are invited to subscribe to our Innovator and Early Adopter campaign. By subscribing you won’t be just helping us getting enough backers to make this project happen, you will also be receiving first hand information, will get a look behind of scenes of the SGM2 creation and learn how all of this works . Please check the details below, and I hope to talk to you soon. Innovator and Early Adopter campaign: The goal of this initiative is to find 200 people interested in helping us with producing and manufacturing the complete Super Game Module 2 system. This is NOT a pre-order list. The 200 people limit applies only to this campaign. 200 people is the threshold number of backers we need to cover all production costs involved with the Super Game Module 2 system. No money will be required or requested until we are ready to go into manufacturing. By staying in the campaign you demonstrate genuine interest in the project and intent to buy. You are free to leave the campaign any time though. Please unsubscribe if you no longer have interest in purchasing the system. That way we can keep an accurate forecast of demand. The campaign membership is non-transferable. Once the total number of subscriptions is reached (200 subscriptions), no more will be offered. Furthermore if you leave mid campaign, you may not be able to come back later. We are offering two types of subscription: “Innovators” and "Early Adopters”. Innovators are limited to 50 people, and we reserve the right to select who will be in this group based on their history with us (Opcode). Early Adopters will be limited to 150 people, first come first served basis. As a member of the Innovator and Early Adopter campaign, you will be offered some benefits: Learn first hand about the project progress Help select the games that will be part of the first wave Your name will be listed in the documentation as an Early Adopter As a member of the Innovator campaign, you will be offered additional benefits: Help with design decisions Even more exclusive, non publicly available information You may be selected to participate in beta testing and pilot runs Your name will be listed in the documentation as an Innovator Please go here to subscribe: http://eepurl.com/gfE7TP FAQ========= Q: What is the planned price point for the module? A: Under $150. Q: What is the planned release date for the system? A: Q4 2019. Q: Will it come with pack-in game? A: Undecided. Will depend on final cost. Q: Will it run all my SGM games? A: Yes, it will. Q: Will the SGM2 offer AV outputs? A: Yes it will. However the SGM2 AV output will only work with SGM2 games. You can’t use it for legacy ColecoVision or SGM1 games. Q: Can I use my ColecoVision RF output when playing SGM2 games? A: Yes, you can. For convenience you can play all your games, ColecoVision, SGM1, and SGM2 using the standard RF output on your ColecoVision console. Q: My ColecoVision has been modded to offer better quality video output. Will I be able to leverage that when playing SGM2 games? A: That depends on the mod you got. The general rule is, if your mod works with the Atari module, then it will work with the SGM2. The F18A has its own video output, so the SGM2 will not be able to use that. However the SGM2 offers its own AV outputs, and you will be able to enjoy high quality analog video (composite, S-video, and RGB) and stereo sound regardless the condition of your ColecoVision AV output. Q: Is my ColecoVision being only used for power supply when in SGM2 mode? A: Not at all! In SGM2 mode the ColecoVision becomes a multiprocessing system, with the ColecoVision CPU handling all the sound and I/O functions. Q: Why can’t the SGM2 use a regular ColecoVision cartridge for SGM2 mode games? A: For similar reasons that the Sega Genesis required a different cartridge format even though it could also run all Sega Master System games. The SGM2 more advanced hardware needs more cartridge lines than the ColecoVision cartridge can offer. For example, the SGM2 offers 24-bit linear addressing mode, while the ColecoVision cartridge slot barely offers 16-bit addressing. However while the Genesis required a cartridge adaptor to play SMS games, with the SGM2 you can still use your ColecoVision cartridge slot for legacy titles. Q: Does the Super Game Controllers plug into the SGM2? A: No, they plug into the ColecoVision unit, just like regular controllers and can be used to play most CV legacy games that require regular controllers. Q: If the Super Game Controllers plug into the CV, why is it part of the SGM2 system? A: While the Super Game Controllers can be used independently, we believe they will improve the SGM2 experience greatly with way more precise control and the addition of two extra action buttons. They are completely optional though, and not included with the SGM2.
  2. CollectorVision just announce that the ColecoVision FPGA console, the CollectorVision Phoenix, will also be launched with added Atari 2600 core, with more details coming soon. http://atariage.com/forums/topic/283794-collectorvision-phoenix-kickstarter-is-now-live/?p=4138644 See the Kickstarter here: https://www.kickstarter.com/projects/1408938247/collectorvision-phoenix-an-fpga-colecovision-conso
  3. Years ago, while purchasing some Atari 8 bit gear, I picked up 298 loose CV carts as part of the deal. Also included was a CV console (no power supply), and a roller controller. I was planning on building up a CV collection, but never did. Now, I would like to make room for other stuff. I would like to see these go to someone in the community, so I am asking what I consider to be a fair price of $500 $325 for all of it, for a quick sale. I would strongly prefer to not ship this lot, and I am NOT able to ship this lot, but would be willing to meet in person in Northern California, if possible. I would also consider trading for some Atari 8 bit items. Below is the list of cartridges: DESCRIPTION QUANTITY 2010 1 BC's Quest for Tires 2 BlackJack/Poker 2 Buck Rogers 1 Buck Rogers (Homemade Label) 1 Cabbage Patch Kids 1 Cabbage Patch Kids (PAL) 1 Car Races (Homemade Label) 1 Carnival 14 Carnival (PAL) 1 Centipede 3 Centipede (Homemade Label) 2 Congo Bongo 1 Congo Bongo (Homemade Label) 2 Cosmic Avenger 12 Defender 1 Destructor 1 Donkey Knog Jr. 15 Donkey Kong 30 Donkey Kong Jr. (PAL) 2 Dukes of Hazzard (Homemade Label) 1 Flipper Slipper 1 Frenzy 2 Frogger 5 Front Line 2 Gorf 3 Gorf (PAL) 1 Illusions 1 Ladybug 14 Ladybug (Homemade Label) 1 Looping 6 Looping (PAL) 1 Miner 2049'er 4 Mouse Trap (PAL) 1 Mousetrap 12 Mr. Do! 5 Nova Blast 2 Omega Race 3 Pepper II 3 Pitfall 1 Popeye 2 Q*Bert 9 Q*Bert (Homemade Label) 1 River Raid 1 Rocky 2 Slither 6 Slither (Homemade Label) 2 Smurf 12 Smurf Resuce (Homemade Label) 1 Space Fury 6 Space Fury (PAL) 1 Space Panic 2 Space Panic (PAL) 1 Squish'em Sam 4 Squish'em Sam (Homemade Label) 1 Star Trek (Homemade Label) 1 Subroc 7 Super Action Baseball 10 Super Action Football 1 Tarzan 1 Telly Turtle Drawing Program (Homemade Label) 1 The Heist 1 Time Pilot 3 Time Pilot (Generic Label) 1 Time Pilot (PAL) 1 Turbo 5 Unlabeled 18 Venture 16 Venture (PAL) 1 War Games 3 War Room 2 Zaxxon 10 Zaxxon (PAL) 2
  4. Here's the development thread for Leisure Suit Toby (Larry) I'll post development progress in this thread I've about 75% of all graphics done, I need to double check some though So here's a few screens that has already been verified and works for CV
  5. Anyone here remember the 1983 game B.C.'s Quest for Tires? Based on the comic strip B.C. by Johnny Hart (1931-2007), this is basically a clone of Moon Patrol. You play the character of Thor from the B.C. comic strip (not the Marvel comics character), who rides on a stone wheel dodging obstacles on a quest to rescue the Cute Chick. I played the port of Colecovision. It was also ported to the Atari 800, Apple II, MSX and Commodore 64. It was a fun game. Given its similarity to Moon Patrol, I'm surprised that it never got a port to other platforms like the Atari 2600, 5200 or 7800. (Cue to homebrew developers out there!) Anyone else play this game?
  6. Index of Updates! 4/15/15 - Initial post (see below) 4/16/15 - Pixelboy Games Arrive 5/7/15 - New games & Overlays 5/9/15 - Repro Boxes 5/23/15 - Some rare carts 6/1/15 - Clear case SGM 6/4/15 - Some NIB games 6/7/15 - Rey's awesome ADAM Power Supply 7/8/15 - Amazing collection of Repro Boxes 7/31/15 - New Homebrews & a ColecoVision Press Kit 8/8/15 - Opcode's Juno First 8/20/15 - Super Sketch 8/28/15 - Shovel Knight for the ColecoVision! 9/17/15 - Review of an AWFUL European homebrew controller 9/24/15 - Frenzy! 10/1/15 - The awesome F18a ColecoVision review! 10/6/15 - Boxxle & more from Pixelboy 10/8/15 - F18a + HDMI Converter Results #1 10/16/15 - Super Famicom NTT Controller & Taiwan Cooper Games 10/22/15 - F18a + HDMI Converter Results #2 10/23/15 - My final "loose cart" needed to complete the collection! 1/28/16 - Pics of my stuff 2/5/16 - Donkey Kong & DKJR Arcade Flyers 2/11/16 - More arcade flyer scans 2/17/16 - My daughter loves the ADAM! 2/20/16 - Even more arcade flyers 2/23/16 - Coleco ADAM Zaxxon Box 2/29/16 - Yay! More Pixelboy! 3/7/16 - One year anniversary post - My entire homebrew collection! 3/11/16 - USB PC Interface for ADAM Keyboard Review 3/11/16 - Mr. Do! "Alternate" Coleco Box 3/15/16 - Awesome homebrew repro boxes by Pixelboy! 3/26/16 - DK, DKJr, Zaxxon AWESOME ADAM games boxes! 4/12/16 - 5 New Games from CollectorVision - Star Soldier, Drol, Hang On, MORE! 4/21/16 - Track & Field II photos & video! 5/5/16 - New additions to the collection! 5/6/16 - Venture video! 5/12/16 - Opcode Prototype Games 5/20/16 - Mouse Trap Video! 6/8/16 - Mail Call! Sammy Lightfoot! 7/21/16 - Ms. Pac-Man Custom Tabletop! 7/22/16 - My Coleco Tabletops! 8/13/16 - Added a boxed Donkey Kong to the collection! 12/6/16 - Jawbreaker II is here! 10/15/16 - Some recent additions to the collection. 11/3/16 - I really suck at Bump n Jump! 12/6/16 - Nice looking "used" CV Box! 12/10/16 - Video of Jeepers Creepers! 1/30/17 - Video of Frantic! 4/8/17 - Playing ColecoVision on a SpectraVideo SV 328! 4/26/17 - Video of Kaboom! 2/4/17 - Strange "Mini" ColecoVision 7/5/17 - Custom Made Berzerk Tabletop 8/7/17 - German Version of Super Cross Force! 8/9/17 - Unboxing and playing Sydney Hunter! 8/13/17 - Photos of my collection from the 90s! 9/22/17 - Thoughts on Sydney Hunter! 2/7/18 - 3 New Videos! 2/14/18 - Wizard of Wor Review! 2/15/18 - Team Pixelboy Budget Series! 2/21/18 - Donkey Kong Review! 4/6/18 - A Boot Hill Review! 8/31/18 - Some oddly shaped boxes! 11/28/21 - A long overdue update! 1/11/22 - Unboxing a sealed copy of Jumpman Junior! 2/12/22 - Arkadion for ColecoVision is BAD! Full Review 2/15/22 - Reproduction ColecoVision Console Box Review 3/5/22 - Bull & Mighty's Critical Moment Gameplay Video Why I got back into collecting ColecoVision... …It’s all the Flashback’s fault! Seriously! Growing up, the ColecoVision was always “my system.” It really was the video game machine that I grew up on and followed religiously. Sure, I had a 2600 before it and a C-64 and then an NES after it, but it was the system that would change a part of my life as an adult. My “video game childhood” started out with the original Sears Tele-Games Pong which I received for Christmas in 1975, and then two years later Santa put a 2600 under the tree. I was only 7 at the time when the 2600 came out, and while I played it to death, I was still a bit too young to really appreciate games and how important they were about to become. But then 1982 rolls around, I’m reading Electronic Games Magazine and news about the ColecoVision at CES is talked about and I was blown away. At this point in my life I was addicted to any stand-up game to hit the arcades but disappointed in the current home-version offerings. Seeing what the ColecoVision was going to bring home blew me away, and I had to get one! The two childhood CV stories that I remember distinctly… First - I always knew where my parents hid my Christmas presents and one day after school I had discovered that they had bought the ColecoVision system, Expansion Module #1 and several games that were available. But it would be weeks before Christmas and I just couldn’t wait. Knowing the exact schedule of when my parents would be coming home and how much time I had between getting back from school, I would go and take the ColecoVision, and very carefully remove it all out of the box, hook it up to the TV, play it as long as I possibly could, and then with enough time to reverse the process, put it all back into the box EXACTLY as it was before and put it right back to where it was “hidden.” And of course I played off the “surprise” perfectly fine on Christmas day! To this day, my parents still have no idea I did this! The second was when I had saved up all my allowance to buy Donkey Kong Jr. For whatever reason that game came out (at least where I lived) at a higher price than other ColecoVision games and while at the store wanting to buy it, my parents wouldn’t let me due to the higher price. Thankfully, my parents didn’t pay too close of attention, and one day I rode my bike down to Gemco (big box store in SoCal in the 80s) and happily used up my allowance to purchase the game. They never even noticed that I had bought it. My collection of CV games as a kid included pretty much all the “common” games. I had all the arcade ports and many of the original games that came out up until the end, all the add-ons, controllers, etc. The only thing I never had growing up was Adam. Fast forward through the next few years… My gaming career went from ColecoVision to the Commodore 64 to NES/SNES, (One of my best friends had an ADAM so I had a lot of exposure to that as well) etc… But even through all those years, I had kept a ColecoVision plugged in, and it would always be a system I’d go back to. I ended up working in the video games industry from 1989 - 2011, which is an entirely other story, but I got into the industry because I was a retro games fan. During those first 10 or so years, I would go to flea markets and collect games. ColecoVision was always the system I looked out for the most. At one point I pretty much had collected just about everything that was out there at the time. I want to say I had really close to a complete collection of loose carts that were available in the USA, and many games CIB, and at this point I even had an ADAM up and running. ColecoVision was still “my system.” At this point, I was also collecting stand-up arcade machines, and when I was living on the east coast I had about 40 machines in my game room and probably another 50 or so PCB’s that I could plug into various machines. I spent a great deal of time restoring dedicated cabinet 80s arcade games. Here's a few pics of my "game room" (wish I had more and at better quality, but in those days, the smart phone didn't exist!) In 2002 I took a job with Activision and had to move back to SoCal. At this point in my life, I had become jaded with the video games business based on a number of different things that had happened and I was totally disenchanted with the industry. It was no longer a “hobby” for me, but a “job.” Disgruntled and uncaring about video games at this point, I sold everything I had. Didn’t even look back on it. Didn’t really care and moved to SoCal totally empty-handed as far as any retro games went. No consoles. No arcade games. Not even a handheld. For the first couple of years at Activision, I didn’t even look at retro games, even though I was working for one of the companies that is iconic in the eyes of retro game fans, my interest in video games has pretty much died at this point, and my less-than-stellar experience at Activision (it was not a great company to work for during the years I was there) most certainly didn't help. That being said, one of my co-workers was selling off some of their old game machines, and one of the machines was a ColecoVision with a hand-full of games. I instantly flash backed to childhood and I just had to have it. I bought it, took it home, made sure it worked, loved it, but put it in a box, and there it would stay, for probably another half decade. In 2011 I finally got out of the video games business, focused on my theme park travel site and roller coaster video production (yes that is what I do for a living) which I had been doing on the side for many years and we moved to Orlando pursue that more. (When you are doing work in the theme park business, Orlando really is the place to be!) If I said I had totally gotten out of retro gaming over those years, that would be a lie. While I was no longer collecting physical hardware or game carts, I always had an emulator or two on my computer. And it almost always consisted of MAME, ColecoVision, and Atari. I would find myself going back to play my favorite ColecoVision games from time to time. When I worked for WayForward, I did have a Vectrex sitting on my desk with a Sean Kelly multi-game cart, but that was mostly for “show.” In fact, when I moved to Orlando, I gave it away. Orlando was a total fresh start for me. No more video games career, time to shift gears, have a different focus, move forward and not look back. And things have been going very well since. Still have the emulators on my laptop and would play from time to time, but I had pretty much forgotten about games and anything retro. I had not given up on games entirely though. I always had whatever the latest Nintendo system was and a few games, but nothing really interested me to be fanatical. We’d play Mario Party with groups of friends, I was slightly addicted to Animal Crossing and always had a handful of NES Virtual Console games, but that was about it. And then the ColecoVision Flashback system came out… I thought “What a cool idea… so many of my favorites as a kid all in one place, and easy to hook up to the TV!” (I totally understood the licensing aspects of games so I knew some games couldn’t be included.) Two things went through my mind while playing the system: 1. This Flashback just isn’t good enough, it didn’t *feel* right, and that right there sparked my interest in pulling the ColecoVision I had sitting in a box for many years out of storage and playing the real thing, and 2. WHAT ARE ALL THESE HOME-BREW GAMES ON THE FLASHBACK!?!?! When I had gotten out of collecting games around 2001, there really wasn’t any home-brew (that I was aware of) out there for the system. At least not to the level that I was seeing on the Flashback system. I did some research and I simply could not believe that people were STILL MAKING GAMES for my childhood system keeping it alive! And not just tinkering around, or home-brew games that looked like someone punched in some code from Compute! magazine, I had found legit boxed games of arcade ports and original content that was just as good if not better than the original games that came out for the system 30 years ago. This blew my mind! I had to do a double take… “People are STILL making games for a system that hasn’t seen a retail store shelf in 30 years???” This was something that I realized that I needed to be a part of! And all of a sudden, something I hadn’t felt in 20 years was back… I was once again a “fan” of games instead of it being a “job.” As I played games like Circus Charlie, Buster Bros, and Girls Garden, I’ve just sat there thinking to myself “I honestly cannot believe I’m playing these games…on a COLECOVISION!!! WTF?!?!?” I had known of sites like Digital Press and Atari Age, had browsed them for reference when working on other games, but hadn’t really paid close enough attention to them to really understand what was going on in any of the retro gaming communities. Doing some searching around, it seemed like Atari Age was *the* community for ColecoVision fans and I registered. Seeing just how much I needed to get caught up on, I spent hours and hours neglecting my own business to read up on hundreds of threads (and I’m still getting caught up!) Through the help of many of the forum members I have now collected over 100 of the home-brews that have been produced over the years and have re-collected many of the loose released carts. I have been totally blown away by this community since I found it and I haven’t been this excited in anything game-related in years. So that’s my story… my introduction, etc… And if you read this whole damn thing then I’m even MORE impressed with this community! Looking forward to getting more caught up on the past and what the future of the system has in store! Thank you for reading!
  7. This is my latest release after a painstakingly figuring out how to use the early clock bit with sprites. Now, if you walk off each side of the screen Tim does not just disappear. He eases in on either side. I also incorporated this into jumping. It does not work as well as I would like but when you jump the action is so fast it does not take away from the game. I may adjust this more in the future. I really wanted this because when I say a polished AAA game that is what I mean. If I sell this I want you to get your money's worth. I also fixed the bug previously mentioned about animation continuing when you press up or down when not on a ladder as well as when you are on a ladder and press left or right. I rewrote the jump function when I had to incorporate the ECB routine. Same with the east and west movement. Honed and more efficient. So, for prosperity and asking you to find bugs, here you go. Next release will have the upper graphics and sound. Maybe you will even start picking up some eggs. If I am starting too many threads then please leave me feedback on how to promote this in my folder where everyone can get an update or the best way to get the message out. CC Dino Eggs v36.rom
  8. Several weeks back, a quiet little eBay auction went largely unnoticed by the collector-public. Whereas on the surface, it seemed just a slightly overpriced collection of boxed albeit rag-tag commons, included in the assemblage were two Coleco in-house prototypes of a game that would eventually be published and sold on the open market. Those two prototypes were works-in-progress of "Dr Suess Fix-Up The Mix-Up Puzzler". While not the most thrilling prototype works, there is excitement in that these are the first ever protos that I have acquired! The first cart is simply a still screen of the to-be-released puzzle, and a long "frozen" tone plays when booted up. I will have to clean the contact to see if there is other audio. The second cart is an early revision of the game with a few minor changes, including "Puzzle" rather than "Puzzler" in the title. The music's tempo is a beat faster, which tells me that marketing or someone probably advised that they slow it down for small children in the final release. I think the faster is better! The sound effects are slightly different too. Attached are pictures of the protos. When time permits, I'll get some game-play footage up for comparison. Thanks for looking! FUTMU Graphics Demo in-house label. FUTMU Graphics Demo EEPROMs and PCB. FUTMU Rev "R". FUTMU Rev "R" EEPROMs and PCB.
  9. I used a program to convert the old CVSoundFX JAVA into C++ code. I am not a C++ guy but I was hoping that one of you awesome programmers out there that understand this better than I can somehow compile and make this work natively under windows. It is a long shot but this would go a long way in order to help Coleco programmers produce sound effects for their games. Self included. I was not given permission from Amy Purple for this but I would suspect there would be no opposition being this persons good will towards the community. The original is also included in the zip as I have found it online. CC CVSoundFX - C++.zip
  10. I know about the AtariMax Ultimate SD Cart already, and that does look like a nice solution. But it's perhaps more than is needed to simply load the virtual ROMs off an SD card into the ColecoVision, and the price tag is a bit steep. So I'm wondering if anyone other than AtariMax rolled their own, and were kind enough to make it open source? Not really looking for one that already has a PCB layout included, mostly just interested in a schematic and the firmware to flash into the inevitable MCU or FPGA.
  11. Just a bit of teaser update. Jumping disabled so I can get the falling right. A couple of animation bugs on occasion. I have to go play the game and see if you are trapped on ladders or can you drop to the floor if on a ladder and move to the side. I just wanted your thoughts. CC Fixed... Ladder lockout engaged. So if you are on the ladder you can not leave unless you reach the top, the bottom or jump off. Jump is still disabled. Bumped to v2 Dino Eggs v2.rom
  12. This is a new set of routines I am working on for future game/s I ask anyone who wants to to run this and send me a brief description of any bugs. I know there are several that need to be honed especially the offsets. Jumping is with either fire button, up down left and right. As always, 100% Z80 Assembly Language. Opinions, bugs, suggestions, thoughts, limericks, ponders, feedback....leave here or pm. New Routine Test.rom
  13. Hi everyone. Around here I'm sure cleaning up an old garage sale find is commonplace. But in the spirit of encouraging others who have never done so to try, I made a video about how I do it. I realize there's many ways to go about this - if yours differs would love to hear how:
  14. I was burned out with Diablo and needed to take 5 So today I disassembled, cleaned up the code within reason and have come up with a 100% version that you can assemble with a drag and drop on TNIASM I found as many data pointers I could within a day including all the pattern tables, sound, sprites, colors. If I missed or mislabeled something feel free to update and let me know so I can update the source. So, the reason why I do these things are so you can study the code and discover how it was done in order to write your own. Whomever wrote this did not use a single BIOS call. Everything went through the OUT Ports and is a great exercise on how you can write a game by taking over every resource. Just you and the Colecovision. If have not moved anything around so toy at your own risk If you find this useful then feel free to buy me a pizza one day or better yet Thanks, Trophies..... ATARI Pacman v1.asm ATARI Pacman v1.rom
  15. This my new game for Colecovison. It's inspired from The Electric Yo-Yo, a arcade game Taito. Use controller to move your hamster, collect all snacks, and avoid ennemies. Have fun. hamster_with_wire.rom
  16. This is what I have been working on and it wasn't just changing a few ports. Here are first screenshots No ADAM or SGM required. I did not want to say anything until I got the gameplay screen working. Learning how to disassemble Coleco and ADAM software has allowed me to learn an incredible amount which I had to cross reference jump table, memory addresses, NMI and a host of other things. This is not just changing a few pointers, ports or data. I had to locate and extract everything off the disk. Create an environment that looked like a Coleco ADAM with OS7, ram and EOS along with the proper load addresses for all of this data. Then disassemble it all. Then, clean out all the ADAM calls by redirecting all of that data which uses ADAM Ram instead of $7000 like the Colecovision. I also had to write new NMI and Controller routines all which rely on ADAM tables. I am also incorporating the original boot screen by loading all the patterns by rearranging everything. I can use the original boot or the standard Coleco load screen. There is a lot more to it but I just wanted to list a few things off the top of my head. Mind you that this is not completely ready but SURPRISE............ I would also like to add that despite me having to rewrite a lot of code that this is not my game and I have no clue as to the copywrite on it but if Opcode wants to make some kind of distribution deal I am all ears. BTW, Someone over on FB was said to be working on this but with my inquires no one has gotten back with me. I would like to say that I am not to step on anyone's toes or work, I have no relation to this guy and mean no disrespect but at the same time I have not had any feedback or seen any progress. There is a lot that had to be done to get this functional on the Colecovision and if he can do it then great. We will have two versions then. It is my intention to also bring this into the 21st century with a more colorful version but one step at a time. CC
  17. In this week's episode I present more rare and valuable games for the Colecovision. Does anyone have any updates on the Pink Panther game that was in the works for the Colecovision? Just wondering. Have a great week!
  18. 'm in the process of clearing out my storage room at home and found some Colecovision stuff. Years back I got interested in Coleco stuff but never really got too deep into it and kind of lost interest. I think I may have actually gotten most if not all of these items from this very forum. I just figured that I would post it up here and give a shot at returning it to the community before trying elsewhere. Just to be straight forward about it. I have no idea what is a fair price and would like to get rid of all of it in one go or at least in as few lots as possible. Also, I should imagine shipping will be awful considering how things are at the moment. I've a console that has had an AV mod, Controllers with ball tops and straight cord, original power brick. One of the super action controllers, the expansion to play Atari games, and a bunch of Coleco games in various states of decay. Check out the photos. On an aside, I've yet to get to it but there are boxes and boxes of Atari stuff in my storage I'll have to deal with soon, and it's possible there could be more Coleco stuff mixed in with that. Life events... yeah.
  19. I am reading Tony Cruise's excellent book as far as addressing the 1k of Coleco memory. His library addresses Coleco Ram at $7000 to set up stack pointers, sprite pointers and the like. However the way I have always perceived the Coleco Ram as being mapped to address $6000 to $63FF Could someone point out the disconnect, maybe it is because I have been working late as well as being a beginner. $0000-$1FFF 8K BIOS ROM $6000-$63FF 1K RAM $8000-$FFFF 32K CARTRIDGE ROM I PM'd him but I suspect that he is busy and this is one of those deals I am trying to work out asap Other websites have said that the 1k Ram is mapped into $6000 to $7FFF. My Hex may be off but that equals to 8k not 1k
  20. Brand New, never used, complete in the box Opcode Games Super Game Module for use with the ColecoVision or ADAM Computer. Shipping worldwide using USPS Priority Mail with required Insurance from zip code 60056. $165.00
  21. I have a large catalog of labels to choose from. I will only produce those labels that I've cleaned up myself. These labels are 100% reproduced by me and printed on high quality sheet labels. The labels are then laminated and computer cut to proper size. You get a peal and stick label that is glossy and smudge proof. I have way too many labels to picture and I have more than just Coleco branded Colecovision labels. Including: Coleco, Atari Soft, Parker Bros., Activision, and many more. Please PM me for my current list of titles and prices. (Many labels are just $2.00 each) Pricing is based on the type of label. Please keep in mind there is a $20.00 minimum purchase (not including shipping charges). Shipping is $7.00 inside the U.S.A. via USPS Priority Mail. Shipping OUTSIDE U.S.A. is $12.00 USPS First Class International mail. I except payment via PayPal only. PM me if you are interested or just have questions. Thanks! P.S. Here's the thread that started all: Colecovision Labels Thread. Again, please PM me for my current list of titles and prices. Update (11/30/2016) Updated description text and picture with new costs.
  22. Nice Ideas is happy to announce the release of a new game for CBS Colecovision: Fireworks Factory. The goal of the game is to extinguish all the building fires and to chase pyroman to prevent him from setting mores fires. There are 7 levels with different layout and 4 difficulty levels. As the game progresses, it becomes more difficult as you will have more and more enemies to fight. You can see 2 videos of the game in the attached files. It is an official release! It is not a homebrew. Two years ago, Timothy Scanlan, the former CEO of Nice Ideas found the game and gave it to us. Fireworks Factory was programmed in 1984 and finished in 1985. Because the video game industry crash, the team renounced to release the game. Here the story about the meeting : gamotek.fr/home-2/fireworks-factory/ The game is really fun. We made 2 videos and took some pictures of the game. The game was made for other platform as MSX as Pyro-man. The CBS Colecovision edition is exactly the same! So, the graphic, the sound are GREAT! THREE DIFFERENT EDITIONS To celebrate this release, we offer 3 different versions of Fireworks Factory video game. There are a regular edition (with original CBS Colecovision cartridge, instruction and box in color) and 2 collector editions with a specific collector box and cartridge (Zippo Light style and Dupont Light Style). For the collector editions, there are only 30 for each (and numbered). The classic one is not numbered. We hope to be ready to ship the game before Christmas! - Classic cartridge will be black (see picture). - Zippo Light style cartridge style will be in silver color (not red) with sticker in color. #1 to #30 - Dupont Light style cartridge will be in white with sticker in color. #1 to #30. PRICE FOR A GAME You can see the reservation list in the last posts of this thread. Please, if you want to reserve a collector edition, reply to this thread and indicate “Zippo Light Style” or “Dupont Light Style” and number you want. For example “Zippo Style #25”. For the classic one, you don’t need to reply here. Just you can ask an invoice or send the money to this Paypal account : pascal.bernard@gmail.com ==> Outside Europe, please, send me the money in USD Currency. COLLECTOR EDITIONS Price by serial number: #2 to #5 = 115$ or 100 euros + shipping #6 to #30 = 100$ or 85 euros + shipping All dollar amounts in US dollars. REGULAR EDITION Price : $65 (or 55 euros) + shipping SHIPPING COST The games will be sent from France. Here the shipping costs. The French post is really good. If you want to buy more than 3 games, contact me. => US, Canada, Australia, Mexico, Brazil and other countries outside UE Shipping for 1 game is 18USD (with tracking and insurance). IMPORTANT : If you already paid more than 18USD for one game, you'll refund a part of the shipping cost. ==> Please, DON'T change the currency, SEND money in USD <== + indicate your nickname with the payment please Shipping for 2 or 3 in the US, Canada, Australia and other countries outside UE is 29,70$ (with tracking and insurance) ==> Please, DON'T change the currency, SEND money in USD <== + indicateyour nickname with the payment please ==> All UE countries (except France, Belgium and Luxembourg) Shipping for 1 game is 13,30 euros (with tracking and insurance). Shipping for 2 or 3 games is 17,40 euros (with tracking and insurance). Please, send money in Euro and + indicate your nickname with the payment please ==> France, Belgium and Luxembourg Shipping for 1 game is 7,5 euros (with tracking and insurance) Shipping for 2 or 3 is 9 euros (with tracking and insurance). Fireworks Factory video.mp4 NIVEAU 4 - TABLEAU 2.mp4
  23. Looking for modern console carry case options. [2600, 5200, 7800, Colecovision, Intellivision, SEGA Master System 1/2 etc...] Also, console carry cases for the mini systems. I have hard shell console cases Genesis, Dreamcast, Jaguar and a couple soft shell cases. But looking at the absurd prices that some of the cases are going for (and don't get me started on shipping costs). I'm looking for more modern less expensive options like Naki G-pak cases. The older larger systems like the Colecovision are hard to find carry case options that fit the system & accessories. What do you use? Thanks
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