Jump to content

Search the Community

Showing results for tags 'SGM'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Atari Systems
    • Atari 2600
    • Atari 5200
    • Atari 7800
    • Atari Lynx
    • Atari Jaguar
    • Dedicated Systems
    • Atari 8-Bit Computers
    • Atari ST/TT/Falcon Computers
  • Gaming General
    • Classic Gaming General
    • Classic Computing
    • Modern Gaming
    • Prototypes
    • Arcade and Pinball
    • Emulation
    • Hardware
    • Gaming Publications and Websites
    • International
  • Marketplace
  • Community
  • Game Programming
  • Site
  • Classic Gaming News
  • The Club of Clubs's Discussion
  • I Hate Sauron's Topics
  • 1088 XEL/XLD Owners and Builders's Topics
  • Atari BBS Gurus's Community Chat
  • Atari BBS Gurus's BBS Callers
  • Atari BBS Gurus's BBS SysOps
  • Atari BBS Gurus's Resources
  • Atari Lynx Programmer Club's CC65
  • Atari Lynx Programmer Club's ASM
  • Atari Lynx Programmer Club's Lynx Programming
  • Atari Lynx Programmer Club's Music/Sound
  • Atari Lynx Programmer Club's Graphics
  • The Official AtariAge Shitpost Club's Shitty meme repository
  • The Official AtariAge Shitpost Club's Read this before you enter too deep
  • Arcade Gaming's Discussion
  • Tesla's Vehicles
  • Tesla's Solar
  • Tesla's PowerWall
  • Tesla's General
  • Harmony/Melody's CDFJ
  • Harmony/Melody's DPC+
  • Harmony/Melody's BUS
  • Harmony/Melody's General
  • ZeroPage Homebrew's Discussion
  • Furry Club's Chat/RP
  • PSPMinis.com's General PSP Minis Discussion and Questions
  • PSPMinis.com's Reviews
  • Atari Lynx 30th Birthday's 30th Birthday Programming Competition Games
  • 3D Printing Club's Chat
  • Drivers' Club's Members' Vehicles
  • Drivers' Club's Drives & Events
  • Drivers' Club's Wrenching
  • Drivers' Club's Found in the Wild
  • Drivers' Club's General Discussion
  • Dirtarians's General Discussion
  • Dirtarians's Members' Rigs
  • Dirtarians's Trail Runs & Reports
  • Dirtarians's Wrenching
  • The Green Herb's Discussions

Blogs

There are no results to display.

There are no results to display.

Calendars

  • AtariAge Calendar
  • The Club of Clubs's Events
  • Atari BBS Gurus's Calendar
  • ZeroPage Homebrew's Schedule

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website


Facebook


Twitter


Instagram


YouTube


eBay


GitHub


Custom Status


Location


Interests


Currently Playing


Playing Next

Found 13 results

  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. For sale this US NTSC Colecovision console modified by Yurkie, composite video output, straight cable cleaned controllers but after being on, the screen goes black after some sec/min , have to put it off and back on to have an image again, but the same problem comes back, so sold as is... with US power supply and the following loose carts BC II GROG REVENGE BURGERTIME CARNIVAL DUKES OF HAZZARD CENTIPEDE FROGGER II JAMES BOND 007 TAPPER TURBO BACK FROM THE DEAD ABLE TO MAKE IT WORK SO I AM KEEPING IT also EXPANSION MODULE 1 ATARi for NTSC console, working $35.00
  3. SiLic0ne t0aD

    SGM

    From the album: ColecoVision

    1st run

    © TJW 2014

  4. I was bored today so I decided to make a Super Game Module Commercial Enjoy! http://www.youtube.com/watch?v=ZmwFHIe92e4
  5. Any hope of porting a MSX version of Galaga in the future to run using the SGM? My immediate thread search could not find this mentioned. Has there been mention of it? I'd sure like to fire it up after a long play of Galaxian. The MSX version gameplay looked faithful and slightly better than the 7800.
  6. This is the production status for Penguin Adventure, Gradius and the Super Game Module (3rd run). The status will be updated as required. [updated: 12/09/2016] - Penguin Adventure Game: READY FOR SHIPPING Box: READY FOR SHIPPING Label: READY FOR SHIPPING Manual: READY FOR SHIPPING Cases: READY FOR SHIPPING PCBs: READY FOR SHIPPING - Gradius Game: READY FOR SHIPPING Box: READY FOR SHIPPING Label: READY FOR SHIPPING Manual: READY FOR SHIPPING Cases: READY FOR SHIPPING PCBs: READY FOR SHIPPING - Super Game Module PCBs: READY FOR SHIPPING Box: READY FOR SHIPPING Nameplate: READY FOR SHIPPING Cases: READY FOR SHIPPING Assorted components: READY FOR SHIPPING Manuals: READY FOR SHIPPING THE BOXES HAVE FINALLY ARRIVED AND WE ARE MAKING THE PACKAGES TO SHIP EVERYTHING TO ATARIAGE SO ALBERT CAN DISTRIBUTE IT. THANK YOU ALL FOR YOUR PATIENCE.
  7. The goal here is to start planning a 3rd run of the SGM. But let me make a few things clear first: - 3rd run pre-order or whatever does NOT start until 2nd run is behind me - Yes, I am taking care of the French SCART version. It will ship BEFORE or SIMULTANEOUSLY with the 3rd run, but not after There is a high demand for the SGM, and I have done a beyond poor job distributing it so far. What we want to do this time is to get a 3rd run out of door before July 2016. One option is to offer it with no box, at a reduced price, something around $50, or both boxed (at a regular price) and unboxed versions. In order to get a 3rd run we are going to need 200 pre-orders, with at least 100 pre-orders for the boxed version in order to get that option done. Again, the idea here is not to start a 3rd run right now, so I am not accepting requests yet. We will announce when the 3rd run starts, and as I said, I need to put the 2nd run behind me first. I just want to start a discussion to understand what people want.
  8. I've got five ColecoVision/ADAM games for sale posted on eBay. Unfortunately I need to finance a new cell phone and this is the easiest way to do it. Starting price for each is $50. All are like new and CIB. ROLLERBALL (Requires SGM) LODE RUNNER KINGS VALLEY (Requires SGM) PRINCESS QUEST MOPIRANGER
  9. A while back, chart45 posted about a Stand-Alone ADAM Memory console he owned that could play all SGM required games (Thexder, King's Valley, etc... not talking about the ADAM Super Game conversions or other games that are enhanced by the presence of the SGM) without a SGM plugged into the side Expansion Port. Suffice it to say that a lot of us were skeptical until he posted pics and then a video. So yesterday I received a Memory Console that I won on eBay (it's minty) and in my testing, I have found that this Memory Console will play all the SGM required games (sans sound as the SGM sound chip is used) as well. They include: - King's Valley - Thexder - Rollerball - Goonies - Galaga - TwinBee Using Nanochess' SGM Test Utility rom image with NO SGM plugged in, I get the following results which I don't even remember now if they are the same with a SGM plugged into the ADAM: DETECTED: Coleco ADAM Base 24K RAM Ok Lower 8K RAM Ok Failure in the Sound Chip ...... (because the SGM is not plugged in) I'll be taking the system apart to compare with my other ADAM system that can only play the games listed above if and only if the SGM is attached. I doubt there will be anything physically different between the two that will be obvious, but it's a start. So if you have been waiting for an SGM for a while, you can always try picking up an ADAM and ask the seller if it will play all SGM required games. Be prepared to get some weird response though!
  10. I am considering re-releasing Space Invaders Collection and Pac-Man Collection as part of the Super Game Module Arcade series. Games would be receiving the following enhancements: Space Invaders Arcade==================== - Fixed bugs - Improved performance - Improved sound, pitches are closer to arcade (like the very bassy invaders march) * - Added title scree music * - Improved title screen - Saves hi-score and score table * - Added sound test - New packaging Pac-Man Arcade======================== - Added new sprite mode, less color less flicker - Improved sound, pitches are now arcade perfect * - Improved title screen music * - Slightly improved/altered Ms Pac-Man graphics - Saves hi-score * - Added sound test - New packaging * Requires Super Game Module However, in order to cover my costs, I need at least 100 orders for each game. So I am starting a new list to see if I can get that many pre-orders. In case you might be interested, please subscribe to the following list: http://eepurl.com/1E7nf Thanks guys!
  11. 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
  12. From the album: ColecoVision

    2014

    © TJW 2014

  13. opcode

    Opcode 2019

    So what is in store for us in 2019: 1) We are about to ship Gunfright and Raid on Bungeling Bay as part of the Color line 2) Grazi will ship two more Color line games soon 3) I am working to complete DKA and release it in the 1st half of 2019 4) We may have some scattered Color line releases in the second half of the year, as well as Pac-Man DX 5) But in addition to DKA, the big deal for me this year is the OMNI module for the ColecoVision. That is right! We will (hopefully) release a SGM2 that is backward compatible with the SGM1 and offers all the same features as OMNI, before OMNI is here. It will even use the same physical cartridges as OMNI, so when OMNI is finally released, the game library will be already there. And talking about library, it will be a mix of Atari era classics with much enhanced content, graphics, sound, and gameplay, as well as enhanced arcade classics. All inside a cartridge smaller than a CV cartridge rotated sideways. Videos, demos etc around April. 6) There is possibly more, one more OMNI component we should be able to leverage for the CV... 7) Grazi may have a surprise or two in store as well soon
×
×
  • Create New...