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Found 11 results

  1. A project I have been working on for the last two years is nearing completion i.e. my next book called 'Programming Games for the Colecovision and Adam in Assembler'. It includes a tutorial section working through the steps of creating a game, with a Z80 assembler primer and information on how to set up a cross development environment (similar but extended from my Let's Make a Retro Game series). It also includes a complete Colecovision BIOS reference guide, covering ALL of the jump table BIOS calls with explanations and examples for using each call. There are extensive memory and port maps, also with explanations etc. It will have a dedicated web site section where you can download the code (for lazy typers :)). The early pre-order link for the Kindle edition is available here. Cover is still a draft. Shortly after I have released the Kindle Edition, there will also be a physical print edition available on Amazon's print to order service, which I used for my last book and has been received well. It does have some colour screen shots and pictures in it, let me know how many people would be interested in a full colour edition, rather than a colour cover with black and white interior. The book is currently 90% complete, with the majority of the content completed, but I have about ten quality read through passes to do and need to tidy-up/check all the source code etc. I am aiming for a 1st August 2020 release date at this stage.
  2. Hello to all, I've seen some MSX and SG-1000 conversions for the ColecoVision. I was just wondering if there would be any converters in ROM format and sold for the ColecoVision. These three consoles are Z80 processors themselves. Other converters might be the Sord M5, the Casio PV-2000, or the Memotech MTX512.
  3. Hello there, I have written multiple emulators for relatively complicated systems, and recently I decided to try writing one for a simpler device. I chose the ColecoVision. The problem is, I can't seem to find any good documentation or reference on the ColecoVision's hardware. I did manage to find programming tutorials and stuff on the hardware, but I'm preetty sure it won't be enough to make an emulator. Since this forum seems to have a lot off stuff about the coleco, I decided to ask here: Would anyone happen to know where one can find good references? Thank you very much!
  4. Star Wars the Arcade Game for ColecoVision played on my CollectorVision Phoenix. And a Micro Machines Rancor. Excellent game for ColecoVision, in the arcade, and the Arcade 1Up machine. We need more games with vector graphics. May the 4th be with you, always.
  5. In this video I am playing Oil's Well for ColecoVision from 1983 or 1984. Some highlights from the video are this game sounds like GORF, has sprites similar to Pac-Man, stages remind me of Bubble Bobble, and I say the word totally because of the decade I grew up in.
  6. Here's a video I made of The Official Space Fury by Sega played on my CollectorVision Phoenix! I never saw this in the arcade but played a ton of this as a kid. It's an exclusive port to the system although there is a Vectrex homebrew called Space Frenzy. I would love to see CollectorVision, Opcode Games, or Team Pixelboy do an updated arcade port of this!
  7. Hello to all. I was just wondering if it would be possible to put ColecoVision games on the Sega Master System (Or mostly SG-1000). This is my first topic started. You can read this topic here: https://www.smspower.org/forums/1433-ColecoGamesOnASMS
  8. I already know about Colecovision Box Art http://www.colecoboxart.com/colecovision_repro.htm However I could not find on the site specifics. I wanted to start production of my own boxart and labels for my upcoming games and I was hoping that somone on Atari age could give me already produced formulas. Maybe some sample material ect... Label Dimensions? Font if any...Type of label maybe current product you use. Sticky, how many colors? Printer type? Then the same with Boxes and Manuals. I wanted to be as authentic to the original Colecovision but using modern materials and printers even if I have to buy them instead of outsourcing. Come on guys, you have been doing this a long time. TIA Keep Homebrewing alive.
  9. With the SGM 4th run now shipped, I think it is appropriated to start discussing 2018. But first... A big thank you to all the 400 people who pre-ordered the SGM during the 4th run. That totally blew me away, was never expecting that many orders. With that, the SGM installed base has now surpassed 1000 units, which I believe is a pretty amazing for a console that is 35 years old. Had someone told me 35 years ago I was going to create a platform inside a platform, I would have never believed... or ever wrapped my head around it. Even the wildest dreams can sometimes come true, guys... But with great powers come great responsibilities as they say (although I generally prefer to quote Star Trek as my source for wisdom). That means I actually admit game offer has been a little lackluster. I mean, the SGM was supposed to bring the arcade ports home on the ColecoVision, but I don't think that has happened just yet. So let's focus on that next. But first there are some stuff I still need to put behind me, which will hopefully happen from now until mid May. That includes shipping the 50 additional SGMs I have, shipping the 2 color line games I started offering back in December (shipping this week guys), shipping back a couple of replacement SGMs, nameplates for the 2nd run. I also have two additional and probably final color line games that were completed last year but that I still need to offer. Then we get to actual new content for 2018. First one is Donkey Kong. Then I have Pac-Man DX which I completed last year but still have to ship. And hopefully there is one more surprise that I am still not ready to disclose, but hopefully will make a few arcade fans here really happy (it will at least make me happy). Truth be told, last couple of years have worn me out a bit, fighting a couple of very persistent and annoying a**holes, but hopefully the joy of the hobby will get back to me this year. I also miss interacting with people here more, the many friends I made here over the years. That is something I also want to focus this year. The worst part of becoming a publisher is that the volume of things you must take care of crushes some of the spontaneous interaction you have with other fans. It is sometimes hard to avoid, but I will try my best to correct that too. So yeah, let's keep our beloved ColecoVision (or any classic Atari era console for the matter) alive and kicking! EDIT: To do list: - Ship extra 50 SGMs to AtariAge - Ship all color line games (Guardic and Penguin Wars) - Ship nameplates 2nd run - Ship replacement SGMs - Fix Penguin Adventure Opcode Games 2018 release schedule (tentative) - SGM 4th run (shipped) - SGM 4th run addendum release (shipping soon) - Color line Guardic and Penguin Wars (shipping) - Donkey Kong Arcade (TBA) - SGM 5th run (TBA) - Pac-Man DX (TBA) - Gradius rerelease (TBA) - Additional color line games (TBA)
  10. New Colecovision Collectorvision Vanguard $60 $15.99 Shipped if you want it tracked. $10 with no tracking. Anywhere in the continental USA/Canada
  11. Hello! 👍 This is my current project, Bitsy-Converter. This tool is capable of converting Bitsy scripts into various formats: * JSON: A JSON object representing the parsed script; useful for chaining with other tools; * Arduboy: A ".ino" sketch that can be compiled into an Arduboy game; * SDCC + LibCV: A ".c" source file designed to be compiled by SDCC, using the LibCV library; this can be used to generate ROMs for either: -- ColecoVision; -- SG-1000; -- Sega Master System (for now, only SG-1000 mode is supported); -- MSX. The code generated for SDCC + LibCV can either be compiled with SDCC, or with 8bitworkshop.com (which has an online compiler). The code generated for Arduboy can be compiled with either the Arduino IDE or ProjectABE (which has a buit-in compiler).
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