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Found 16 results

  1. After years of plans, false starts, and redesigns, we are finally coming closer to get a new version of the SGM out. Now officially named the Super Game Module 2. From our announcement:
  2. I'm back! Tons more games for sale for many systems. I tried to make everything cheaper than you can BIN it on ebay, but if my prices are off feel free to let me know. Shipping is from 10016. Right now I'm only shipping within the US due to the complexities and uncertainties of shipping overseas during a pandemic. Check my old feedback and new feedback. ************************* **ATARI** ************************* Atari 2600 Pictures for 2600 & 7800 games: https://postimg.cc/gallery/506L48Q Wico Command Stick (looks like this😞 $9 I also have some CX40s available for cheap. Frogs and Flies (w/manual): $2 Spider-Man (w/ manual): $8 ************************* **COLECO** ************************* ColecoVision Pictures: https://postimg.cc/gallery/NtC9mFg Antarctic Adventure: $6 B.C.'s Quest for Tires II: Grog's Revenge: $8 Bump 'n' Jump (w/ manual): $18 Congo Bongo: $8 Frogger II: Threeedeep! (w/ manual): $11 Illusions (w/ manual and key): $18 Module Man (CIB, requires SGM): $33 ************************* **COMMODORE** ************************* Commodore 64 Picture 1: https://postimg.cc/8fMKym1x Picture 2: https://postimg.cc/5jCRNbwp Jumpman Junior: $4 ************************* **NEC** ************************* Pictures: https://postimg.cc/gallery/gJvGCcm Final Lap Twin: $14 Neutopia (JP): $18 Neutopia II (JP): $18 Take all three for $45. ************************* **NINTENDO** ************************* Nintendo/Famicom Pictures: https://postimg.cc/gallery/vgsFmny NES Advantage (CIB, some styrofoam stuck to the cords): $29 NES Four Score: $18 Bomberman manual: $10 Game Boy Pictures: https://postimg.cc/gallery/RhF9QBy Bomberman GB: $10 Dracula Densetsu (JP Castlevania Adventure): $10 Final Fantasy Legend: $15 Final Fantasy Legend II: $15 Heiankyo Alien: $6 Solar Striker: $5 Star Hawk: $90 Game Boy Color Pictures: https://postimg.cc/gallery/YGnkmD8 Alice in Wonderland: $11 Bust-a-Move 4: $5 Mario Golf: $17 Pocket Bomberman: $8 Rayman 2: $18 Revelations: The Demon Slayer: $40 Toki Tori: $14 Wendy Every Witch Way: $100 Game Boy Advance Pictures: https://postimg.cc/gallery/CgYfSyG Golden Sun: $30 Iridion II: $25 Klonoa: $48 Rayman Advance: $5 Samurai Jack: $7 Shining Soul: $38 Sonic 3 Advance: $11 ************************* **SEGA** ************************* Genesis https://postimg.cc/gallery/ykYLqgm Beggar Prince (anniversary edition, still in plastic): reasonable offer? Phantasy Star II (missing manual): $50 Road Rash (cardboard version): $20 Spider-Man/X-Men: Arcade's Revenge (missing manual): $10 Game Gear Pictures: https://postimg.cc/gallery/MR6WTnP Earthworm Jim: $33 Tempo Jr: $40 Super Column: $2 Saturn All games are Japanese. Pictures of Bomberman/controllers: https://i.postimg.cc/yd1ZBcwr/20210613-175035.jpg Pictures of the other games: https://postimg.cc/gallery/Zy0JsLg Astal: $35 Azel: Panzer Dragoon RPG: $20 Clockwork Knight: $18 Tactics Ogre: $11 Bomberman bundle: It comes with the game, the Saturn Multi Tap MK 80102, two SS Horip Pads, a model 1 controller, and a 3D controller that I'd like to sell all together: $175 for the lot. ************************* **SONY** ************************* PlayStation 2 Pictures (more forthcoming): https://postimg.cc/gallery/CFLsXcG Baldur's Gate: Dark Alliance: $10 (disc looks like it might need resurfacing, but I was able to play the first few levels while testing it - not sure if or where it might skip) Burnout 3: Takedown: $10 Dragon Quest VIII: Journey of the Cursed King (no cardboard, but includes demo): $25 Gran Turismo 3 A Spec (red NFR edition): $3 Ico: $19 R-Type Final: $35 Shadow of the Colossus (no manual): $11 XGRA: Extreme G Racing Association: $4 PlayStation Portable Pictures: https://postimg.cc/gallery/Wrf4xV7 Burnout: Legends: $10 Crush: $8 Final Fantasy IV: Complete Collection: $30 Gradius Collection: $50 Medieval Resurrection: $8 WipeOut Pure: $2
  3. 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
  4. 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.
  5. 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
  6. Buy their &&it so they can stay in business and make more content. I have mine, what is stopping you!
  7. 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.
  8. 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.
  9. Colecovision lot: $1250 Atari lot: $750 Price on bundled lot: $1600 Looking to sell a collection of CIB Atari and Colecovision games/accessories. There are about 70 games in varying conditions. We’re moving in a few weeks and are looking to downsize a bit. I’m hoping to move this as a lot and am willing to consider offers Here is a link to all the pictures: https://www.icloud.com/sharedalbum/#B0PGrq0zwG4fPIc Here is a link to a Google sheets document with a list of games and prices based on Pricecharting: https://docs.google.com/spreadsheets/d/1oTgS9Owj6MN7RDZTpwCeT4Xn6xDjvWY6IIaObJbzNsg/edit
  10. 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)
  11. 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.
  12. New Colecovision Collectorvision Vanguard $60 $15.99 Shipped if you want it tracked. $10 with no tracking. Anywhere in the continental USA/Canada
  13. 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.
  14. 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!
  15. 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!
  16. 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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