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Blogs

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  1. Greetings my excellent friends... Just working out the kinks
  2. Coming soon to a Colecovision near you in 2024. What has become of Shamus? Well this is it. More enemies that you can shake a stick at, more rooms than you can handle, more secrets than the CIA and FBI combined, more colors than a bruised apricot.
  3. Here are some various pics using Tursi's Convert 9918 Show him some love and encourage to continue the work Here are 27 Cartridges created with his program. Everything was pretty much drag and drop then select Colecovision rom to export No one expects you to do anything other than drop them in an emulator to see the capabilities of the Colecovision and ADAM If I had to pic the best one of the lot that shows off Coleco's colors it would be Colored Cubes. Here is the latest version of Convert 9918. Convert9918.zip github: https://github.com/tursilion/convert9918 Harmless Lion website: https://harmlesslion.com/software/convert9918/ BTW, some of these pics are off the net. The rest are from my personal photo album. I am not taking credit other than I did the conversion. Picture Carts.zip
  4. I am working on merging the code I created over the last year into a new DEMO. In the mean time I wanted to get your opinion on which one looks the best. The Commodore 64 version seems to be the best version because it is completed but I tend to think my version is the most updated and colorful. You tell me... The original Apple 2 PC DOS Commodore 64 Colecovision (my version) The credit Tablet at the bottom is higher than the others because it will take two credits and copyright. Mine and Schroeders. I plan to make it wider at least 16 bytes on each side. Feel free to comment
  5. I'll post the source shortly, I am looking through the code for the 100,000nth time I'm sick of the game already. the constant buzzing aliens. The thing is 100% disassembled and you can move things around but I am coming across weird issues. First off COLEM. Marats, Windows version, latest release. Refuses to run my reassembled version or the actual rom file unless it starts with AA55. 55AA just wont run no matter how it is sliced. And again, this is the original game, not my chop shop. COLEM SDL 2.1F runs without padding. CoolCV just doesn't care. It will eat anything and run it. EmuTwo worked as well. Gear Coleco would run until level 2 which has graphical errors. Under AtariMax, on a real ADAM, it ran with no issues or padding of the rom. Under the ADE it needed padding. The game is incredibly table driven and it took me 4 days to decipher them. Or at least most of it. Most everything is labeled and every new disassembly I seem to do a better job. The sound on this may be diverse but it only plays one thing at a time. If you ever noticed... The Sprites are objects and are called with Put_Object. The Player is a combination of a Helmet, A face, and a body while the bugs are two parts upper and lower. The player also has a shovel up and a shovel down. So, the Spaceman...player can have up to 4 sprites at one time. And you thought Mr. Do was sprite intensive. Think about it. 4 sprites for the player, two for each bug and then up to 8 bugs on the screen at once. That's 20 sprites on the screen at once. Not only that the game does have sound and maintains a constant speed. Don't tell me the Colecovision wasn't a little bad ass. So, I will release the source after I test a few things. I want to make sure I did not screw something up. Also, what does this say about the state of our emulators if COLEM refuses to play ball or GearColeco for that matter. O3 Cozmos
  6. I will post the source as soon as I resolve 3 more tables but I really don't have the time at the moment. I know that sounds like a cheesy excuse but instead of this fixed rom being buried in another post I decided to give it it's own thread so the title is advertised. In response to another thread that was started by Colecofan1981 I went the go ahead and finished a disassembly of Super Cobra I did awhile back while working on Centipede. I rewrote the controller routine, changed some memory conflict addresses and a few other things. So here is the released binary. It should now work on the ADAM using the Super Action Controllers as well as the Standard ones. The binary had to go past 8k so I padded it to 9. Now this is not the 80's and chips are not expensive like back then so there is no reason to hone this to 8k in order to fit on a single 8k prom for release. So there is no reason to whittle it down. On the other hand, there is lots of room for improvement. The game may have some decent scrolling routines but it looks like it was done by an amateur that had zero documentation on Colecovision programing guidelines hence you had all the conflicts. In the long run I can see a title screen telling you to get ready, press fire to begin? Better sounds, Two players? I tested it on a real ADAM with real SA Controllers and it all works. I can not claim that it works on any machine outside of the Coleco environment. Either way, this version is ready to go. Like always, share, like subscribe, be kind to each other and yourselves. Don't forget to rewind your video tape before returning to Block Buster. If you find another issue with it or my patch doesn't work you can always post it here or PM me. CPT Cozmos Super Cobra (SAC Patched).rom edit: I just tested this on the DINA through MAME and it works as it should. As far as I know, MAME is the closest to hardware without the hardware. If someone out there with a physical DINA can test this out and give feedback then that would be great news. That goes for any other compatible Coleco hardware. Peace...
  7. I am cleaning it up now and identifying some memory locations before I post it. The usual disclaimers and pleasantries such as do not sell my work.... I can not stress how much I love THANK YOUS, TROPHIES, PROMOTIONS...... This was done for learning as well as sharing with the community. Speaking of, I have put forth an olive branch to the MSX community with my work. If you go over to the MSX resource website they talk about using wrappers, for some reason, to get games like Smurf to run on the MSX. Why..., just disassemble, adjust for your system then reassemble it. Easy to do on the MSX which has enough ram. MSX to Coleco, well you know the deal. I may change that in the future. If an MSX rom does not use more than 1k then I may be able to port it. Even if it does use more than 1k that also does not mean it can not be ported over. Considering that they did all of this in the 80's, I am flabbergasted as to why more games were not on the Colecovision without the extra hardware....Either way, that's for a rainy day. As far as Mr. Do! All links accounted for. All Sounds have been identified and cataloged. Some memory locations as well Several unused routines, mostly concerning sound, have been removed for a grand total of 21,331 in size with the original at 24,576. A total savings of 3,245 bytes. That is over 3k and your telling me that they did not have the space for two extra screens like when you get a diamond or a picture on the EXTRA Bonus screen? They already had the space because they could not use anything less than 3x8k proms without losing something in the game. Maybe I will add these before I release the code. Or have the release and my patch. So basically there are 5 major tables that encompass the 10 Phases (levels) the first load Extra and Blue Munchers behavior int ram then the Apple Placement Then the Cherries Then the Playfield Patterns Then the Playfield Colors Then the Spites They are listed in that order in the source but "not necessarily" called in that order The game is mostly made up of Sprites with maybe 64 patterns to the entire game. I've identified the placement data for the levels and now I am trying to figure out the structure. I have 100% no doubt that you can make a level editor for this but there is only so many ways to draw in 32x24 where 3 of those rows are used for the hud. Once you get the source I am sure you can create levels and change the sound to suit your needs as opposed to Smurf which would take a bit of work. So, I will release something, sometime soon. I'm just incredibly busy and I also promised the wif that I would make spaghetti tonight. If anything you should take away from all of this is what you call "A BREAK" Don't ignore your family. It's just a computer. CPT Cozmos edit: My earlier assessment about the new rom size was 21,331 I scoured the source to find and addition 55 bytes. Now the rom size is 21,276 with a new savings of 3,300 bytes. More than enough to add content and stick within a 24k rom.
  8. This is before a proper NMI or end of scan line implementation. This uses little to no resources in terms of Video or Standard RAM I just wanted your opinion. Boing Demo v1.0.rom
  9. A world exclusive by yours truly. Part One: A bit of history. I set out to disassemble Rocky Boxing because I wanted to know everything about the two extra buttons as well as the Spinner. I did the work but there are still a few hiccups which involve some pattern tables. They will eventually be resolved, but everything else seems to be in working order. So, we come to all the other games with a pause feature that blanks the screen and plays some music. Rocky Boxing does not have this... until now.... Part two: The ADAM Music Demo cartridge has a Rocky Boxing Pause tune. I asked a couple of people and received various replies that all amount to i do not know but it might be. No worries, I am not taking credit for the tune, just for inserting it into the game. Now, I do not know for sure if it was ever a legitimate tune that was supposed to be in Rocky Boxing but it is there now. I added it to the Sound Table with all the data and calls. I created my own pause feature that bypasses the Rocky version. It blanks the screen, plays the tune then when you press * again it will bring back the screen and resume where you left off. Now I did not test this 100% and as always there is room for improvement. If you find issues then I would appreciate that you let me know so I can attempt to fix them. If all is good then share as you like but do not sell. My hope is that you enjoy this gift to the community and as I would love to make a few $$ off my work, I would rather do it by creating something from the ground up. As soon as I am done with the Rocky Boxing disassembly I will post it like the others. Until next time, hit the like button, loves, promotions.... Enjoy O3 Cozmos BTW It is a bit over 21k now because of the extra data. So, to work on real equipment it may have to be padded to 24k. If you can't do that then I will create a padded version. If there are no issues then we are all good. Edit: here is the padded version instead. Let's make it legit. Rocky Boxing (pause) v1.rom
  10. Once again, but this was a bit different. First off to say is that I did this for my education after I said I was taking a break. I am working on two projects that have nothing to do with disassembling unless I needed a routine or two. In any case, I like sharing my work free of charge. I invest in you and you return that by creating more games. Plus hitting the like button, please subscribe.... I changed this up a bit. I created some macros to automate a most of this work. I also updated it to act as if it were real hardware. Now, my disassembler automatically references and labels all BIOS calls. It also initializes the entire 1k of memory as $7000 even if it is $6000. Meaning it will automatically remap cartridges using $6000 to $7000. The BIOS starts at $0000 and only 8k, Ram at $7000 and only 1k, and Carts of any size start at $8000. The stack pointer and PC counters also are now properly referenced. I updated my IDE to clean up and left justify the code for readability. I am now adding Sound definitions so you can track where each specific sound is being referenced. This should help you track down routines for your own work. This is so much easier than going to the Sound Table and looking up which sound 0BH is or some deal like that. Again, I am trying to label as much as possible which will include RAM locations at some point. This disassembly has been heavily labeled and some of it may be incorrect as far as the function. To be fixed at a later date. Most everything has been identified but at the time of this writing I did not reference the snake movement routines but the general area is there along with the music, patterns and other sound effects. I did my best to outline the main loop and pause button. I spent a good amount of time on this and credit goes to me. Do not sell my work. I did the usual tests by scrambling up the routines in most every way following proper Z80 structure and it assembled with no issues. If you find something broken then we can work together on fixing it. It would be greatly appreciated if CoolCV is looked at for the Spinner Emulation. I am pretty sure the Main gun or whatever it is is not supposed to fly off to the side when you press F5. Ever since I started testing Spinner Routines this happens. If I had to bring it to someones attention I would say that something is not being initialized to zero. Or maybe it's just me. Assemble with drag and drop on TNIASM or use the DOS prompt. I plan on revisiting this disassembly in the future to make it better but for now it should be transportable without issue. I also found two routines that did not have any references so they were removed for a savings of 60 bytes. I did not pad this one so if you want to assemble this to 16k you will have to add a few bytes. So here you go, Slither by me O3 Cozmos Slither.asm
  11. Coming to a Colecovision near you. This is what I have been doing while waiting for PCB's and Chips The game is about done, I didn't want to show screenshots until I adding some features and polished a few things. Planned for March release in Cartridge form, box, instructions and laser engraved Collectors Coin. Full featured Driving/Battle game missiles, arcade action, futuristic special effects. 3 car styles, several car colors. 1 or 2 players, human vs human or human vs cpu. Zwei and Futuristic Tracks feature.... Complete the track with missiles...Best out of 3 rounds win....All out War Complete the track with missiles...Highest Score wins....All out War Complete the track no missiles...Highest Score wins...Best to avoid the other car Warning....Futuristic Track has seizure causing, irritating and annoying pulsating special effects, futuristic cars also carry photon style torpedo's. Arcade Style Track, Arcade Style Game Play Old School Track for nostalgia. Play till you run out of lives. Cool sound effects Features may change after this announcement. Tested on stock equipment and several emulators. No flicker, no lag....NO expansion modules needed. Next games to work on planned are Shamus 2084 and Pepper III
  12. so I can create drivers for the DOS project. I posted this in the main DOS thread but a new titled gets more attention. I need to either import or make new drivers to support it but I am not sure who manufactured it in the first place.
  13. I would not be the first to do this but I will be the most resent. 20230130_164528.mp4
  14. In the interest of science and I do not know if this is floating around... I extracted the EOS from Smart Basic 2 which is supposed to be updated and fixed for bugs. Is this what is referred as EOS6, EOS7? I don't know fully and maybe someone already did this but it works with COLEM as far as I have tested it. Either way, test, play with just please give me credit if I am the first. CC EOS.zip
  15. Please follow the link to my page on Atari Age for this update. https://forums.atariage.com/profile/79376-captain-cozmos/
  16. This is my magnum opus. Of course it is not complete. I provided the padded and non padded version for your testing. Padded to work on real equipment This one is the real mechanics test version and if you find any bugs I really need to know before I put in some items to play with like picking up eggs and dropping boulders. Animations on all actions Falling through holes if you land in them after jumping. Jumping Climbing Ladders Jump off Ladders Both Buttons jump for now Version 30 update: Always looking. I have already discovered two animation bugs. Pressing u/d while not under a ladder animates Tim. Pressing l/r while on a ladder animates Tim's butt. Will fix by next release. Dino Eggs v30 PAD.rom Dino Eggs v30.rom
  17. 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
  18. 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
  19. Nevermind The problem was why I could not get my ADAM Boot block to work with disks. come to find out that it had nothing to with my program. I just discovered that if I copy the boot block to 0000h, add my program to 0400h inside a .ddp file I could use backup plus to copy it to a .dsk file it works Has something to do with the way the disk drive stores blocks differently than ddp's. Big woop, a simple 40 column test. Who knows where this is going. test40.dsk
  20. I will reupload the code after I comment the new changes for the update. in the mean time check post version 3
  21. I read somewhere that everyone was looking for this too. Again, this has been in my collection since the last time I looked. As far as I know this is out of print and if there is an issue just delete this post. The_Easy_Guide_to_your_Coleco_ADAM.zip
  22. I read over on a Coleco Facebook Group that this can not be found. I have had this forever and do not know where I found it. As far as I know it's out of print but here you go. If there is an issue with this then take it down. Discovering_Scince_on_your_ADAM.zip
  23. This is my successful proof of concept rom, padded to work on real equipment and tested. Written in 100% Z80 assembly language mouse pointer that moves with the roller controller in 360 degrees. After initialization it is a stationary pointer that moves with the controller. load in CoolCV, enable the Roller Controller feature for a Colecovision pointer that moves with your mouse if configured. It may or may not seem choppy because I am moving in increments of 3 for speed. I also have not put any screen boundary limitations. The normal rom is around 337 bytes but I have padded this one to 1k to test on a real Colecovision or ADAM. I feel confident to use my new routines in any paddle based game be it driving, paddle, roller controller. Paddle Test v2 Padded.rom
  24. Greetings, Today I finished a batch of my minimalistic and Low Cost General Purpose Fujinet v1.6 These are called general purpose, due to the interface its not only dedicated to Atari 8 bits computers; the unit is detachable, a DB15 to SIO, DB15 to DIN6, DB15 to RJ12, DB15 to DB19... allows you to connect the Fujinet v1.6 to each supported (currently or future) computer such Atari 8 bits - Commodore 64 - Coleco Adam - Apple II The unit includes all the hardware elements of Fujinet v1.6, also the Coleco Adam interface components. Via jumpers, you can select the desired operation, if Atari 8 bits SIO (C64 as well) or if you desire Coleco Adam Interface. As well, the unit can be powered externally, or via the SIO interface. There is a jumper to change this selection. The USB interface is included, in order to update the device. Microcontroller is the same, an ESP32 WROVER with 16 MB flash and 8 MB PSRAM A photograph of the device: And a video of the device being operated by an Atari 65XE: These units are available at the Atari Age marketplace; its a continous manufacturing, in the same way as the Atari ST/E hard disk units.
  25. I've been collecting Coleco Adam stuff for years, but never really used any of it. So it's time to pass my collection on to someone who will enjoy it. They can all use some cleaning, and maybe retrobrite. Local pick up only Cash or Venmo only, can't take PP for these. $600.00 Click on picture to expand image. Comes with a disk drive, tested today. Drive and original power supply. Also comes with a microSD floppy emulator Power Supply 4 Coleco Adams, 1 has a drive that is a little squeaky, the last one doesn't power up and is missing drive and cover. 3 Coleco expansion module 3 Adams. All work, one is missing the extra drive cover. One has a door that won't close but you can put the DDP in it and can still loads. 3 working keyboards, one is missing some keys 3 non-functional drives 2 x sound blocks for printer 2 x printer ribbons, don't know if either or both fit the adam cleaning cloths for printer rods AV cable Adamnet cables Joystick holders RF shields for DDP tray for holding Colecovision and Expansion Module 3 Autodialer Boxed DDP Memory Expansion? 2 x Microfox Technology IDE card. One has a bad GAL chip, there is a replacement chip that hasn't be installed Boot cartridge for IDE card. Project Name By Line Version 2 - graphic Utility Cartridge. I just dumped this as it hadn't been 3 Printers, not really tested. Powered them on and they seemed to react. Not sure if they work correctly or not. All DDP except Zaxxon, only Zaxxon disk has been tested. 8 boxes of DDPs. Haven't really tested any of these, just used a few to test the systems. So I have no idea how many work or what is on them. Have Fun! Disks Boookes Miscellaneous document, instructions, catalogs, etc.
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