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Found 25 results

  1. https://atariage.com/forums/profile/73874-itchy-scratchy/content/?type=core_statuses_status&change_section=1
  2. 1st Screen shot of where we left off back in 1982.... Generated for the Colecovision tested in CoolCV But, can you claim your prize or is this just the beginning? E.mul T.wo
  3. Technical question that needs insider info. I have several versions of the TI 9928 book including an original I received in 1984 just by calling Texas Instrument. The way I understand it is the Chip itself has a basic type of BIOS. I also understand that this is locked inside the Colecovision. However, a...Could a jumper unlock it (doubtful) but b... Is this bios a standard generic bios or one written for the Colecovision environment itself. Knowing a bit about chips that most of these are write once but some if you add voltage on certain pins they can be written to. I know this is above a lot of peoples pay grade but hopefully one of you knows just enough that may lead to more information. Maybe something Howard Eglowstein can answer if he pokes his head around here on occasion. I know he does over on the ADAM Facebook page.
  4. Here is an early version of the Tripplin Game (Tripple-Trippin) FROM SCRATCH (C) 2020 Will be 3 classic games from the 80's v3.5 mind you I am on v19 working on bugs and polish. This plus the 2 other games built into later revisions of this rom. If I gave you v19 that would give away too much of the mystique. So, I wanted to get your input. If it works on real equipment because this seems to be an issue with our games right now. Speed, stuttering, NTSC/EU if you can manage it. There are no menus, no skill levels to set but if you press 1, 2 or 3 on keypad #1 during game play you activate Live Tiles (tm) I have worked out the mines blowing up each other and I am not sure about everything that works and not on this version. Shooting mines makes the score go haywire in this early bugged release. 2 players are working. Shooting each other has been disabled. No sound or music. The play field is 100% random when the menu system is running because the seed value changes while waiting for you to select a game. In this version it jumps strait to the game for testing purposes so the mines stay the same after each reset. But, here you go for now. 100% Assembly Language 6000 lines of hand typed Code Tripplin v3.5.rom
  5. I would almost be ignorant to believe that this questions has never been asked. Has anyone attempted to make a Colecovision cartridge with battery back up. I am researching my options as far as how large I can make a game. We have seen the limits of the Colecovision in our games. A quick shoot 'em up, what's your high score but there is another reason why that is all we ever had and no save game feature on the Colecovsion. Shove the cartridge in, play the game then put your cartridge back on the shelf. DONE! I have no issues with creating a decent size Zelda-ESK adventure game with a feature to save your progress. I mean seriously... If I have to be limited to a password system then so be it but I would rather have something that you can play till you are tired, save your game then turn it off until you are ready to progress. So lets make it happen people. BTW, I know this can be done with emulator save states or better yet make a full ADAM game using file BIOS features saving to data pack or disk but how much more can we do with cartridge based games. Let's not allow the TI 994A to be the only hobby machine from all these years. Heck, I have seen more done on the old TRS 80 than I have for ADAM...
  6. So far it is pre-animation and a map with room numbers but whomever wants to give feedback is welcome The offsets have not been tuned so you might get stuck in a wall. If you stay within the green lines you should be fine. Do not go left in room 0, that is INFINITY!!!!!!!!! You may get the same result at the end in room 128. I would like to get the approval of the original author but if that is not the case I can tweak this to be an entirely different game. All 129 rooms are there 0-128 Enjoy !Shamus v2.5.rom
  7. Polishing up my game and I am running into small issues that some of you brains might be able to help with. One, I am running out of time because of Christmas and Grand kids flopping about. Two, I am running out of time because of Christmas and Grand kids flopping about. With that I would ask if anyone in the community has an accurate count down timer like that featured in Donkey Kong, Blasto or your common core game with a count down timer. I have two players competing for merchandise on the screen with a count down so the higher score wins after time out. My routines work but they are iffy at best so if there is a professional formula that also shows a 3 digit display anywhere on screen Please, code must be in Z80 assembly. Tony Cruz gave me some insight on BCD and now I am thinking I was pretty dag on good with my coding, I have done some things you shall see, however this went over my head and just did not work the way I thought it would. A simple 3 digit display timer that counts increments of 1's from 199 to 0. TIA always.
  8. Buy their &&it so they can stay in business and make more content. I have mine, what is stopping you!
  9. https://atariage.com/forums/profile/73874-itchy-scratchy/?status=86004&type=status
  10. Now that I am a month and some change away from releasing my work I would like to call on those of you that have already traveled this road. I can print my own boxes but would rather have someone who already does this and has the equipment to handle at least 100 units. I am in no way expecting my game to be popular but there may be some out there that would want a physical collectors version with a proper box and manual like the old days. Being as I also want my work to get out there and not charge a fortune which doing this myself would do. So please PM me with ideas and contacts. Also, this is related to my programing work but may not be directly programing so if anyone wants to transfer it to a proper place in the thread please do so.
  11. In order to contribute and help budding Coleco/ADAM programmers I intend to share various code snippets that will help you along. I have found over the years that specific details are hard to come by so I will help where I can but I am not going to teach you Z80 assembly language. It is not as hard as you think and can look intimidating at times but don't give up. If you use assembly language you will gain speed and space over any higher level language. (my opinion you may feel different) That said. Have you ever wanted to know what pattern your sprite is over or just wanted to know what pattern (or color) is at what position on the screen. Maybe you want to build a wall that you do not want to pass through so your wall is pattern 45. Well, you can say if a = 45 then do not pass. In assembly that looks like this LD A, ???? (magic number) CP 45 ; (Compare) or if A = 45 JP Z DO_NOT_PASS ; If yes then jump to Do not pass routine if no then continue on. ; Continue Journey code.... RET ;(Return from where you called from) DO_NOT_PASS: ; Do not continue moving through pattern. RET ;(Return from where you called from) But how do you get that important magic 45 or other value into A Well, in another post I will show you how to set up graphics but for now we will just say it is there. For now it is sitting in GRAM, VRAM....The Ram connected to the TI9928 Graphics Chip. The way Colecovision works is that the Z80 uses Ram and the Graphic Chip uses Ram so in order to get to the 16k Graphics Ram you have to go through a port which kind of sucks because it creates a bottle neck. However the Z80 is mighty fast so we can get away with a few things and scrolling is not one of them. That does not mean you can't have scrolling games, it just means they won't look as smooth as modern systems. Because Coleco Sprite Y and X values range from 0 to 192 Y and 0 to 256 X we have to divide them by 8 to get the proper Rows and Columns In the Coleco world we have 32x24 screen patterns (768) Mathematically it all adds up and divides equally as you would expect in the computer world. The routine is actually 4 parts. 1st is to divide by 8 and get the Rows 2nd is to divide by 8 and get the Columns 3rd is to send (OUT) to PORT 0BFh. 4th is put that returned value (IN) 0BEh into A Port BE VRAM Data (Read/Write) Port BF VDP Status Registers (Read Only) I do not want to get into the AND's and PORTS right now because that is information overload and a distraction so for now I am sticking with minimum code. Copy and paste or use the asm attachment. ; Tile Identify Routine (c) 2020 "From Scratch" Enterprises ; Free to use but please use love for me in the credits. ; To find Pattern under Sprite. (upper left hand corner) ; Sprite Definition (Y, X, Pattern, Color) ; LD Y into (OFFSET_Y) and LD X into (OFFSET_X) then call SPRITE_TO_TILE ; Pattern value will come back in A ; To find the pattern on screen (no sprite) LD HL with tile position 0-767 + VRAM_NAME ($1800) ; To find the pattern color (no sprite) LD HL with tile position 0-767 + VRAM_COLOR ($2000) ; Call QUICK_TILE. Pattern value will return in A VRAM_NAME: EQU $1800 SPRITE_TO_TILE: LD HL, VRAM_NAME LD A, (OFFSET_Y) ; offset Y (ROW) CP 0 ; can't divide by zero skip to find Columns JP Z, FIND_COLUMN SRL A ; divide by 8 (192/8) 24 Rows (actually divide 3 times by 2) SRL A SRL A LD B, A LD DE, 32 XOR A ZERO: ADC HL, DE DJNZ ZERO FIND_COLUMN: LD A, (OFFSET_X) ; offset X (Column) CP 0 ; can't divide by zero skip to QUICK_TILE which calls port to get value JP Z, QUICK_TILE SRL A ; divide by 8 (256/8) 32 Columns (actually divide 3 times by 2) SRL A SRL A LD E, A LD D, 0 XOR A ADC HL, DE QUICK_TILE: DI LD A, L OUT (0BFh), A ; (OUT) Lower Bits LD A, H AND 3Fh OUT (0BFh), A ; (OUT) Higher Bits EI IN A, (0BEh) ; (IN) Return value into A RET If you find errors or inconsistencies please let me know in the comments. Identify Tile.asm
  12. https://atariage.com/forums/profile/73874-itchy-scratchy/
  13. Just want to gauge the interests about the Coleco / ColecoVision (ADAM) History Book The book is first going to be available as hard copy Then later will become available as Ebook Are you interested by this book? Also, feel free to post questions, suggestions, comments and critics
  14. The original very rare super game Grogs Revenge, by Coleco Canada, was release with a nasty bug. When you use the warp codes listed in the manual for mountain 1, and you warp up to Level E, and went into any cave, the screen went black, and the game froze. Well Thanks to Oscar Toledo, that bug has been repaired using the following modification... From Oscar Toledo, I've analyzed the game and I've trimmed down the bug. 1. The bug happens when entering any cave of level E of mountain 1. 2. The game has an internal buffer of 64 bytes. 3. The buffer is filled with X+Y+Y elements (shells, stalactites and stalagmites) 4. Coleco programmers made a mistake, the total number of elements was 57+20+20 = 97, this doesn't fit in the buffer of 64 bytes. 5. This is the only level where they made the mistake. 6. I've patched it to 16+20+20 = 56 elements. Find annex the patched DDP file (byte $5374 in file changes to $10, this is $b074 in ADAM memory) BTW, the passwords for mountain 1: 2,2-3,3-4,4-5,5-6,6 For mountain 2: 2,2-2,3-4,4-4,5-6,2-7,8 For mountain 3: 4,2-6,6-7,1-2,3 Now. After fixing that bug, another one popped up where you warped past level E, the game would go into oblivion, and crash. Oscar has fixed that problem too, with the following modification... >>> For block patch this is block #28, sector #3, blk: 93 (it contains $06, patch to >>> $05) and blk: 120 (it contains $06, patch to $04) >>> People who have this game, sealed or not, are going to need these modifications to use the game. So make note of these changes. Any questions, let me Know. I'm on atariage as Klasko54
  15. Picked this up recently and just wanted to share. I had never come across a boxed version of the Adam Digital Data Drive and thought it was pretty cool (maybe it's common?). I found a PicNSave Ad as well listing the price from 1984
  16. I tried searching for this topic, but I couldn’t find it. If it already exists, sorry about that! Please let me know the link, then, as I’ve had trouble finding results that were helpful to me. I’m new to the Adam, and I took a chance on a cheap auction that has no printer. I’ve seen vague references to other options, but I couldn’t find many details. For new folks and non-technical folks, can we have a list of all the known alternatives for power supplies other than the giant printer that wipes tapes when it’s turned on? I’ve heard it’s possible to make one, but how does a newbie go about doing that? Detailed info on any alternatives would be great! I can update this top post with all the different suggestions so it’s easy for new folks to find. Thanks for your help, everyone!
  17. I'm looking for someone to do some repair work on a 1977/78 TRS-80 Model 1 (Level 1) and a Coleco Adam. The TRS-80 needs a key replaced (I have a spare keyboard to pull parts from) and has an issue with the video sync (I think). The Coleco Adam is having some power issues, but I think it's coming from the console itself as it won't power on when one or both of the cassette drives are plugged in, but the power light comes on when they're disconnected. It also has no video, as far as I can tell. I'm more flexible with the TRS-80, since I already have the motherboard removed from the cabinet and could easily ship that, but I'm hoping to find someone who already owns an Adam so I can ship just the console with the data drives installed. I do have a spare printer motherboard I could send as well if needed, though, but it would be more expensive. Anyway, if this sounds like something you could do, let me know and we can discuss pricing. Thanks!
  18. I recapped one ADAM and the other one I just can't figure out. I have the first working just fine but when I went to repair my second ADAM I encountered an anomaly. Of course I checked the power supply and all lines are correct. 12v 5v and -5v...Ground... Well, after changing a burned out tant cap the voltage on that line stabilized to +5 which it should however.. The trace feeding L4 and all the circuits on that line shows 24v which leads me to believe that 2 12v lines are being combined if such a thing is possible. I mean, it's only being fed 12v into the system so how can there be 24v unless the power is being double by something. Capacitor filled to 24v then dumping the power somewhere? If someone has suggestion then I can give a more accurate detail of my testing but that is the major points. All the main chips seem to be fine and are all being fed only 5 volts. The 12v is only used for the digital data drive motors so the circuit is isolated to my knowledge. Either way, I can't get it to boot up until I stabilize that back down to 12v
  19. I recently purchased this alternative power supply for my Coleco Adam from rey_1178 here on AA. Not only is it a major space saver in that it replaces the Adam Printer PS, but it runs quiet and cool and looks awesome! If anyone is interested or has additional questions you can PM rey_1178.
  20. I read about this but only a brief description. Walters software Is there such a thing? How far did it go? If so why not expand this into the new ADAM OSX? Anyone want to fill in the blanks.
  21. Hi. This is a full screen 40 column text editor for the Adam computer I wrote in 8080 assembly under CP/M, called ADAMED. It's a definite improvement over the ED editor I plan on using it to create programs directly on the ADAM rather than mess with emulators. Video demo of ADAMED Adamed.zip
  22. I am wondering if a small color TV can safely sit on an Adam computer? I have a full working Adam computer, along with a spare base unit and parts base unit that I'd like to set up again with a small, RCA colortrack TV that I picked up not long ago. Both my Colecovisions have issues, yet the Adam worked great the last time I used it, but it hogs quite a bit of space with that printer and being able to possibly set the tv on the unit might save some space. Want to check about that before I do it though.
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