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  1. darryl1970

    RatTrap

    RatTrap Around January 6th, I plotted a mouse on-screen. I had a couple ideas in mind. I wanted to plot a 320-mode mouse, like the one on Exidy's MouseTrap. The game is pretty basic as far as graphics. The sprites are single color, and I thought it would look pretty cool on the 7800. The mouse and dog looked great. This got me wondering if I could create a similar experience to the arcade. I had a little challenge recreating the maze, followed by the challenge of getting the mouse to follow the maze. With this, I realized that the maze would need to change, based on the doors that are switched. I thought this would be a perfect candidate for the SNES controller (SNES2Atari)! At this point, I started looking at the ColecoVision port, because I figured that was the bar for home ports. I also started to think that, while 320 mode would be cool, the 7800's strength is its multi-color sprites. I decided to redraw the sprites to what I thought played to the 7800 strengths. Once I did this, I got the mouse to follow the maze. Next, I worked on the switching doors. All of the maze routines were reusable for the cats, so it wasn't really too much to get the cats into the maze. I created a few sound effects to handle eating, barking, and screeching. I decided to reuse the PentaGo music engine, built by Playsoft. I started picking out some of the tunes. The game just happened. I added scoring, lives, sound effects, high score saves, and some title screens. The game has a way to go. Since the game was brought to light in the forums, I decided to throw a demo together. Please note that it's a very early demo, and I have a lot to add. However, there is a lot here that I am pretty happy about. Game Features: 1 Player Controller Options 2-Button Joystick Left Button = Doggie Button Right Button & Left = Red Doors Right Button & Up = Yellow Doors Right Button & Right = Blue Doors SNES Controller (Only when Auto-Detect is triggered) SNES STANDARD B = Doggie Button (Start Button also works as Doggie Button) Y = Red Doors X = Yellow Doors A = Blue Doors Select = Pause SNES COLORBTN Greeen / Start = Doggie Button (Start Button also works as Doggie Button) Red = Red Doors Yellow = Yellow Doors Blue = Blue Doors Select = Pause Dual Joysticks (Will be disabled when a high score device is present, but HS saves are currently disabled for now. Left Stick moves mouse Right Stick Left = Red Right Stick Up = Yellow Right Stick Right = Blue Right Stick Down = Doggie 2 Player Controllers Shared Stick (Same as 2-Button above) Single Stick (Same as 2-Button) Share SNES (Auto-Detect) *P1 and P2 will share the SNES controller in port 1 Difficulty Levels Novice - Starts with 4 cats (1 normal and 3 slow); Hawk doesn't come out until later in the stage Arcade - Starts with 6 cats; Similar to Arcade difficulty Expert - 2 Cats are very fast. Music Has 3 BG tunes so far, 3 prize tunes (31 different prizes to collect), level clear tune, and an Intro tune. I have other tunes and sound effects in mind. Added more music and sfx in the 02-11-2023 update below. This demo allows for one or two players, and all difficulty levels are accessible. Players get two lives, but extras can be earned at 30k & 60k. However, the game ends after three mazes are cleared. This initial version may contain bugs. This is an early release for fun. RatTrap_Demo_01-27-2023.a78 UPDATE 1/28/2023 - Corrected title screen spelling & added title music. RatTrap_Demo_01-28-2023.a78 UPDATE 2/11/2023 - Major Update (See thread below for details!) Click here for update thread! UPDATE 2/15/2023 - Update (See thread below for details!) Click here for update thread! UPDATE 03/04/2023 - Update (See thread below for details!) Click here for update thread!
  2. Hi guys. Once upon a time (well, it was 2015) I was stuck with the flu and only a MacBook laptop, and unable to test Mecha-9 and other games sent to me because the available emulators just don't handle VDP nuisances, Megacart, and even less Super Game Module. So I ported my private emulator with support for Megacart and Super Game Module. It has a pretty simple user interface but it works like a charm on my Mac, and you can play any game from the original ones till Pac-Man Collection Later it has been greatly improved, and I've included some of my games that have been released freely, and also some games contributed graciously by Team Pixelboy. The package includes binaries for Mac OS X, Linux, Windows, and Raspberry Pi 3 (this one in the _all marked ZIPs), and also the usage instructions. For people having Retroarch running on Mac OS X, or Pi 4 running Retropie, I've uploaded an alpha version containing a .dylib file (for Mac OS X), and a .so file (for Pi 4). It is really amazing being able to use the CRT filters and the rewind feature. Because of my lack of knowledge about Retroarch, it handles the keypad like in FreeIntv, pressing one of the action buttons to make a tiny keypad appear, selecting the key you want, and then using another action button to enter that key. Some people have experienced interrupted or glitched audio output using Windows 10/11, the current solution is to install the DirectX9 libraries. Edit: Jan/17/2022 uploaded a alpha version for Retroarch, compiled only for Mac OS X and Pi 4. For Retroarch is enough to add the dylib to the cores, for Retropie are included instructions on how to install it. Also because of my lack of knowledge about Retroarch, it handles the keypad like FreeIntv where you select keys by using a tiny keypad. Edit: Sep/02/2020 v0.6.9, now allows to take screenshots while in pause. Also added my game Zombie Near to the pack of included ROMs. Edit: Jun/16/2020 v0.6.8, now allows to reverse joystick interpretation for up/down and left/right, useful with some controllers reported. I hope to not have broken anything in this release. Edit: Jun/13/2020 v0.6.7, now support for random number generation on games like Word Feud (using RAND_GEN from Coleco BIOS). Paused windows doesn't show trash if minimized/maximized or something passes over. Pause shows a message. Added Mecha-9 to the game collection included. Now finally includes libsdl to avoid installing it. Edit: Nov/30/2017 v0.6.6, now Raspberry Pi version included, also added Ctrl+Fn+F4 to save a memory snapshot and Ctrl+Fn+F9 to log PSG values in each frame. (although keys are configurable, Ctrl for these isn't) Edit: May/25/2017 v0.6.5, joysticks are now configurable, support shortcuts for full screen and saves state of it for next time (Mac Cmd+Ctrl+f and Windows Alt+Enter), enhancement of VDP emulation and undocumented modes, correction of execution time for some Z80 instructions, and solved bug where Sammy Lightfoot would crash. Raspberry version not available yet. Edit: Feb/15/2016 v0.6.4, now ADAM keyboard can be fully configured (very useful for users with non-US keyboards), and finally Raspberry version compiled. Edit: Jan/11/2016 v0.6.3, better emulation for Z80 solves pitch problem in speech in Sewer Sam and Squish'Em Sam, keys F4 and F7 are now configurable, Expertype and ADAM Bomb 2 are now working, fixed some ADAM keys for Windows, added 64K RAM expansion for ADAM, fixed bug in joystick support (not tested), added code to show joystick movement when using F7 (show codes). Raspberry not updated in this version because I didn't found my external keyboard Edit: Nov/27/2015 v0.6.2, solves small bugs in Z80 and VDP emulation. Ctrl+Fn+F4 creates debugging snapshots. Allows to use two keys to activate one button (both pressed at same time). Allows for two keys to activate same button (for example two controllers). Raspberry now shows status messages (important for F7 key codes). More keys are configurable: video recording, audio recording, screenshots, enable/disable roller controller. When using Roller Controller the sensitivity has been adjusted (was too fast). Edit: Nov/05/2015 v0.6.1, small bugs fixed. Pause and Reset key couldn't use joystick. Better compression for AVI and safeguard if 2GB limit is reached. PAL switching didn't update BIOS European byte. Able to exit using # and * key at same time (only Raspberry) Edit: Nov/04/2015 v0.6.0, all platforms updated! Added fast startup of Colecovision BIOS, Roller Controller enabled/disabled with only Fn-F5, VIDEO RECORDING!!! using Fn-F6 (AVI with ZMBV codec, playable with VLC Player), support for Right Shift + Enter to exit in Raspberry PI (useful for Retropie). BTW, several people has donated to CoolCV for the Mac version and also for the Raspberry version, including a Raspberry PI (still stuck in snail mail) but I've got another one for the development using the donations Thanks for contributing!!! Edit: Sep/23/2015 v0.5.4, Mac only, allows controller mapping to be changed (creates Documents/coolcv_mapping.txt), changed Fn+F7 to show instead key codes and joystick button codes, support for Super Action Controllers (you need to activate buttons in mapping file). Edit: Sep/01/2015 v0.5.3, Mac only, added Fn+F10 to save PNG screenshots, now also checks for file numbers previously used and doesn't rewrite them. Now also accepts dropping ZIP files, the first ROM/COL/BIN file inside will be used as game ROM Edit: Aug/31/2015 v0.5.2, Mac only, documented Fn+F8 feature to accelerate disk/tape read in ADAM mode. Added new feature to record audio files using Fn+F9, it saves files in your Music folder. Note it reuses numbers if re-run, so copy any files you like. Now you can use Q*Bert sounds for your cellphone calls, for example Edit: Aug/25/2015 v0.5.1, highly experimental Raspberry PI version now available in post #91 http://atariage.com/forums/topic/240800-coolcv-emulator-for-mac-os-x-linux-and-windows/page-4?do=findComment&comment=3307835 Edit: Aug/08/2015 v0.5.1, controllers should feel smoother now. Solves a bug in VDP collision register (failed in Carnival) and also allows to run Super Donkey Kong prototype (1983) deactivating SGM support (it crashed because the game wrote to port 7FH) (now ZIP file includes all platforms) Edit: Jul/31/2015 v0.5 Added keypad support for controller 2 in keyboard and experimental Coleco ADAM support for DSK and DDP (check Read Me file for details) I've tested only SmartBASIC, Dragon's Lair and Donkey Kong Jr. (Aug/01/2015 added Linux and Windows versions) Edit: Jul/29/2015 v0.4 Now supports for controller 2 in keyboard. Higher audio volume. Also implemented support for two joysticks (tested by grips03) with Fn+F7 to switch buttons and now it can launch ROM files (use context menu in your ROM file, select get info, change application to CoolCV, change for all) though not sure why there is a small delay in launching. Jul/30/2015 just added Windows and Linux versions. Edit: Jul/26/2015 Now also compiled for Linux, 32 bits and 64 bits be sure to run the right version. Also you need to drop your ROM file into the window. If it's running slow, make smaller the window. Edit: Jul/25/2015 I compiled this for Windows (very early). Same as Mac version, but you need to drop your ROM file INTO the window. If it's running slow, make smaller the window. Edit: Jul/24/2015 v0.3 I've made this an integrated app for Mac. Now download it, open it, then drag&drop your ROM file over the icon appearing in task bar (bottom of screen). In fact you can put the app in the Launchpad for running it easily (no more command line!!) Edit: Jul/23/2015 v0.2 ok, I didn't resisted the temptation to add window resizing and full screen mode. Snapshot saving/restoring. -pal option. And improved aspect ratio. coolcv_v0.1.zip coolcv_v0.2.zip coolcv_v0.3.zip coolcv_v0.3_win.zip coolcv_v0.3_linux.zip coolcv_v0.4.zip coolcv_v0.4_win.zip coolcv_v0.4_linux.zip coolcv_v0.5.zip coolcv_v0.5_win.zip coolcv_v0.5_linux.zip coolcv_v0.5.1_all.zip coolcv_v0.5.2_mac.zip coolcv_v0.5.3_mac.zip coolcv_v0.5.4_mac.zip coolcv_v0.6.0_all.zip coolcv_v0.6.1_all.zip coolcv_v0.6.2_all.zip coolcv_v0.6.3_almost_all.zip coolcv_v0.6.4_all.zip coolcv_v0.6.5_almost_all.zip coolcv_v0.6.6_all.zip coolcv_v0.6.6_all_extra_games.zip coolcv_v0.6.7_almost_all.zip coolcv_v0.6.8_almost_all.zip coolcv_v0.6.9_almost_all.zip coolcv_retroarch_mac_pi.zip
  3. Hi guys. I am creating this thread to post general announcements not related to games or hardware. First news: the website has been and now it has our release schedule for 2016. We also have waiting lists for our upcoming games. Please, check it out! www.opcodegames.com
  4. As you may (or might not) know, Coleco was supposed to release Vanguard for the ColecoVision back in the 80s It sadly became one of the many vaporware announced by Coleco For years, CollectorVision strived to release prototypes, unreleased and vaporware games announced by former Coleco In fact, we made it our very own commitment! Well, today I'm happy to announce yet another former vaporware game! That's right! We're finally bringing Vanguard to the ColecoVision, and we're very proud to bring you to MOST ACCURATE home conversion of Vanguard! It even includes the famous original speech synthesis, music and sfx We're also not afraid to tell you it compares in term of quality to Pac Man Collection and Mario Bros CV version, in other words..... it's arcade perfect! Yes, it is that much good!! The cartridge is 128K and is packed with full goodness! What else can I say, other than you'll have to play it to believe it! ''The best is yet to come''
  5. Hello. I created a new game : Mummy Maze An archaeologist explore many Egyptian pyramids. In order to open sarcophagus. He must find all anks dispersed in the maze. But beware: the tomb is stuffed with deadly spikes and lethal arrows. Bats and cursed mummies gonna give you a hard time; however, if you find the holy khopesh, you will can face them. When you open sarcophagus, a new exploration in a larger and harder tomb awaits you. Good luck. I had the idea about this game since I was a teen. I planned to create a game inspired by Atic Atac, a famous gamy for ZX Spectrum, with a nightmarish ambiance. Finally I decide to create a simple game with original idea. Specidications : - Mazes are generated randomly so you gonna not risk to encounter the same level. - Tombs become bigger during your progress. You gonna need your memory, else you gonna have trouble to find yourself. - You earn an extra life every 1000 points for a maximum of nine lives. mummy_maze.rom
  6. Hi everyone c: I did this conversion of "Despacito" for MSX/Colecovision/Intellivision tonight, and I wanted to show it to all of you. I add the .bas file to compile on Intybasic and listen on your Intellivision. Enjoy. I will post here more of my works later. Check more of them on http://adan.eu.pn/ Despacito.bas
  7. Hi. I bought Ed Averett's Magnavox Odyssey 2 Inspiration Pack and made a video about it. I go over the pros and cons while playing some games. Overall, I really like the collection and would like to see another volume of this with newer homebrew titles.
  8. http://my.stratos.net/~hewston95/RTM29/RTM29.html I was reading this link about the various home ports of the 1981 Konami arcade game, Super Cobra, and one of the problems with the ColecoVision port is that it does not support the Super Action Controllers. I'm wondering if you folks here think differently than the reviewers in the above link? What could we do as ColecoVision fanatics to make Super Cobra compatible with the Super Action Controller? Thank you, Ben
  9. New things are coming. I am writing a brand new set of routines that will recreate, at the highest possible resolution, Vector style graphics within the limitation of the 9928 VDP Here are 3 screenshots. Sorry they are large but I wanted to keep the CoolCV logo in the same spot for scale and relationship.. Screenshot 1 has the green dot in the middle of the screen from a single plot point like in HGR2 mode. In reality the middle of the screen is the joining of 4 8x8 patterns. It looks like this. 1=pixel is on, 0 pixel is off or another color 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,1 1,0,0,0,0,0,0,0 0,0,0,0,0,0,0,1 1,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 The example in the pictures looks like this 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,1 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 The green dot is slightly offset from the exact middle but I intentionally left it that way to demonstrate what happens when the Vector graphics occupies the same pattern space. The red square is made up of Vector lines and not patterns. Screenshot 2 is the same square with only the x,y each having a -10 offset. Notice that it did not effect the green dot in the middle whatsoever. The Red Square is vectored around the green dot and it is not occupying the same set of patterns. Screenshot 3 shows the limitations of the 9928. I offset the Red Square with a +10x and +10y but the unfortunate reality is that, despite drawing the Vector around the green dot, it does end up sharing the same color value because of the color limitations per line within a pattern definition. However, if I refrain from changing colors next to each other I should be able to recreate any type of Vectrex game within reason. Right now I am continuing to refine the subroutines as well as see how far I can go concerning possible games. At present I am able to Vector any shape within the resolution of 255x191. I can also place a dot, or series of, anywhere on the screen and in any color within the limitations of the VDP. Hopefully, my next visual will be some type of Vectrex style animation. CPT Cozmos
  10. As part of our ongoing effort to improve our service in 2016, starting on November 30th Opcode Games will offer customer support where you can get your questions and requests answered within 2 business days. Support will work like this: 1) You send your questions or requests to support [at] opcodegames.com 2) The system will send you an auto reply email to let you know we received your message 3) You get an answer within 2 business days, assuming there is anything in your email to be answered or acknowledged 4) In case we are unable to answer questions for a given period of time, for example due to vacations or some unforeseen condition, the auto reply system will let you know when to expect an answer So please use the new support system if you need to contact us. We cannot guarantee answers to questions sent to my personal email, my AtariAge messenger or posted in any forum thread.
  11. ColecoVision set with Controllers, Expansion modules 1 & 2, cartridges, and more. ColecoVision w/Controllers, Power Supply, Cables ColecoVision Expansion Module #1 - Atari 2600 Expansion ColecoVision Expansion Module #2 - Driving Controller Coleco Cartridges: Donkey Kong Donkey Kong Junior Carnival Turbo Space Panic Smurf Venture Zaxxon Atari 2600 Cartridges, Tapes: Space Invaders Golf Yars' Revenge Championship Soccer Bump 'N' Jump Dark Cavern Arcadia/Starpath SuperCharger Killer Satellites (SuperCharger tape) Communist Mutants From Space (SuperCharger tape) All for $75. Local pickup only near Playa Vista (Los Angeles, California).
  12. Quest $42 Squish em $13 Sewer sam $40 Tutankham $42 Super cobra $15 Frantic Freddy $50 see pic for condition flaws All have their manuals total for lot $202. Will take $175 shipped in u.s. May split into minimum $50 lots Also have vg CIB Silent Hill 2 PS2. Asking $120 shipped in U.S. Lastly Lufia II SNES cart, manual and map. Asking $280 shipped in U.S. Interested in the lot? $500 shipped (total $580) fees covered by buyer. paypal only. Ty for looking!
  13. New Super Game Controllers for the ColecoVision and Super Game Module 2 Last year we announced that we were working with renowned designer Ted Mayer, best known for his work for Mattel (Intellivision II and III, He-Man toys) and the original Star Wars movie. Ted has been helping us with a number of designs, including the OMNI and accessories. One such accessory is the OMNI controller. Before OMNI is released, we plan to offer a ColecoVision compatible version of the OMNI controller, which we are calling the Super Game Controller. The Super Game Controller is fully compatible with the regular ColecoVision controller, including a numeric keypad, and adds two extra buttons, for SGM2 games. The Super Game Controller also allows the use of special game overlays, and we plan to offer a complete set of them for both legacy and new games. We hope to finally offer a complete, high-quality, and viable alternative for the dreadful Coleco controllers. We are now in the process of investigating the costs involved, but so far it looks promising. We have all the sources in place. That said, our goal is to find out if there is enough interest in this project to make it happen. Since we are still investigating costs, it is hard to give precise numbers for minimum orders and final price just yet, but we are estimating 400 units and $60 per controller. We would also prefer to sell them in packs of two controllers. Please keep in mind the price is a guesstimate at this point. It is our best interest to sell the controller at the lowest possible price point, at no profit (for many different reasons, one being this is also our OMNI controller). So how can you “pre-order” them (more like a wait-list at this point, since we don’t plan to charge people until the controllers are final and ready for manufacturing)? Please subscribe to the wait list here:: http://eepurl.com/gmrNpL I will keep this thread updated. UPDATE (4/1/2019): we have crossed the 200 controllers mark already. Thank you! I would say very very promising, so let's get this done! UPDATE (4/2/2019): we are past 270 controllers. Thank you again! The more orders we get, the lower the price goes. UPDATE (4/2/2019): we are past 300 controllers! Amazing. Definitively happening!
  14. SCRAMBLE is cming to a ColecoVision near you!!! 1744567429_ScrambleAdTeaser.mp4
  15. That's right! There is now a project to fully build your own Colecovision. The github repository contains most of the information needed to build your own from scratch. The idea of this project was to provide a extensive amount of documentation of the system, including the creation of the original PCB's. I used original parts as much as possible, and only varied if parts no longer exist. For instance the RF sub board has a variable tank no longer made. This is substituted with a variable coil plus capacitor. Project Contents: schematic (kicad 7) PCB (kicad 7) datasheets (PDF) 3D printable case parts (inventor 2024/STL exports) Wiki guides Console Project: https://github.com/sparkletron/righteous_tentacle_colecovision Controller Project: https://github.com/sparkletron/Colecovision_Controller After creating my own schematic I did verify it by using @ChildOfCv schematic as a reference. He did a great job, and saved me a great deal of time (My RF board contained the errors, go figure the easier board!). Special thanks to him for his work. There are minor value differences since mine is based on rev F vs the later rev that his is based on. The PCB is as 1:1 as I could make it to the original, alterations for DB9 ports, and non-plated hole building were made to make it easier for mills/etching a PCB. On that note my dream is to turn this into a community project, where people can update the schematic and create a pull request with there revision of the PCB. Creating a complete repository that documents all the revisions. No there is no step by step on how to assemble and create. If people would like that, make it a pull request on the wiki and will go from there. Some ideas for issue requests are below. PCB creation guide 3D printed parts guide Full assembly guide Controller guide If anyone wants to help out with the above let me know! The wiki page https://github.com/sparkletron/righteous_tentacle_colecovision/wiki/Tear-Down-Notes describes the tear down process. Parts listing for purchasing: https://github.com/sparkletron/righteous_tentacle_colecovision/wiki/Detailed-Part-Listing-For-Orders Documentation of various signals: https://github.com/sparkletron/righteous_tentacle_colecovision/wiki/Testing-and-Verification A few other minor notes, no I will not be selling any boards and I won't be selling any parts in general for this. This is for the community to enjoy and do with as they wish. Enjoy! -Jay Pics Incoming... - 3D printed case, with 3D printed controllers. - Inside of the 3D printed case. - Completed PCB during testing (created using a PCB mill). - RF cage open
  16. Quick sale from collection or trade. All tested. Pics below. $80 plus shipping for the lot, buyer pays fees OR willing to trade for a few things (just inbox me for items wanted) Also have PAC-Man collection New in box 2007 opcode (pics below). Only other one on evilbay selling for $950! 🤣…Asking $500 shipped buyer pays fees
  17. I accept PayPal payments, will ship anywhere in the world at the actual cost of shipping using USPS Priority Mail. Any order over $100 should include the purchase of additional USPS Shipping Insurance... completely up to the buyer. Check out the pics and PM me if interested in any of the items or you have any questions and please include your zip or postal code so that I can work up the shipping costs.. If you live in the Chicagoland area, we can also work out a meet so as to save on shipping cost. $75.00 - Penguin Adventure by Opcode Games complete in box and like new. Requires the Opcode SGM or ADAM AY Sound Enhancer. $75.00 - Gradius by Opcode Games complete in box and like new. Requires the Opcode SGM or ADAM AY Sound Enhancer. $ SOLD - Internal FujiNet by Lundy Electronics Unit used only a couple times and just tested to verify good working condition. Installed firmware version is 0.5.892a9532 01/21/2023 and a new version 1.0 07/xx/2023 was recently released but will leave that to the buyer to upgrade if they so desire. Includes FujiNet drive, 2.5’ ADAMnet Cable, ADAMnet 2-1 Splitter with short cable to connect multiple ADAMnet devices to the same ADAMnet Port, Internal to External Cable Set and 3D printed Mounting Bracket. DOES NOT INCLUDE the Data Drive False Door and SD Card and pictures of those only included to show how it looks when installed. Instruction PDF will be sent via email as well as links with further valuable information.
  18. Hi guys. I'm working on a remake of Let's Compare ( Donkey Kong ). The original video is out of date & I need to upgrade it. I'm looking for either the ROMS or good clean video footage of all 4 levels from the updated Intellivision version & The arcade version for the colecovision. The new video will be hi def & 60 fps. Any help would be greatly appreciated & I'll include any help in the credits. Thanks guys. Gaming History Source
  19. 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
  20. Miner 2049er The Heist Boulder Dash and Vaporware I have been looking online but can not find any legacy or who they were sold too. Contacts or what not. Anyone? Please help if you know something. Micro Labs inc. seems to be the the parent company of Micro Fun which is on the games.
  21. 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.
  22. 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
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