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The meeting that used to be known as Jaguar Connexion, AC, was held in Congis, France last weekend. The event was great as usual and it's always fun to meet up in person with friends you maybe only get to see once every few years (hi GGN!). Reboot, U-235, CVSD, SCPCD Corp, Groovybee and many others were there tinkering away with their vintage hardware and one or two more modern devices Here's a video I took of the various machines, games and presentations from the event... ...and also a 2Mb Jaguar slideshow ROM of 640x480 photos (some mine, some borrowed form the links in the thread on Yaro): Was also nice to personally place the Jagware Collection copies in the hands of some of the other contributors to the project. \o/ The theme for the speed coding competition was to make a retro/8-bit Baroudeur style game with multiple screens, collects, against the clock and with multiple endings and simple static screen gameplay. Linkovitch made a nice start on a game "Gaztee's Quest For The Golden Cucumber", Matmook's offering was an interesting and graphically pleasing platform adventure, CJ even produced a quick game while sat on the other side of the planet almost 12 hours out of sync with the rest of us, the first level having a cool scrolling dungeon that was only visible around the player (using a rmw object for lighting) - I think thi scould well form the basis for a decent little Jaguar game with a little thought and care. GGN and Ukko worked on a great little game for the Falcon that had the dungeon revealing as the player discovered more of the map, it also had an interesting Typing Of The Dead inspired monster chase level! Away from the stuff going on around me, other platforms such as the Intellivision (Groovybee), Wonder Swan Colour, Lynx (great stuff from Fadest!), Game Boy Advance and Colecovision saw entries. The results of the competition seemed a little surprising to some, including myself, but the point of the compo is never to "win" but to spend 24 hours or so arsing around making rubbish games you'll never finish Personally, for future AC events I'm definitely going to take a step away from the compo stuff and try to explore the event more, chat to my friends there a lot more, play more of the old machines and eat more pizza/baguettes/croissants 'cause I can stay at home and stick my head in my laptop producing utter garbage for a day without all the travelling either side EDIT: D'oh! Forgot to mention, I demoed a few new Reboot games such as Full Circle: Rocketeer (late Beta version), a couple of complete mini games that will round out some re-release projects later in the year, some less complete mini games and also a few proof of concept type builds of various things we're worked on over the years. Lots of useful feedback there from those who saw and played. EDIT 2: Also worth mentioning, two Jagwares had their birthdays around the time of AC and received some nice gifts - see if you can spot who in the slideshow ROM...
DOWNLOAD ColecoVision SlideShow Sample in 5 formats: SLIDESHOW SAMPLE.ZIP README.TXT Hello everyone, My name is NewColeco and I'm gonna tell you what I've been worked on during the last 3 years. Not everyone is aware that graphics are very difficult to add in our beloved homebrew games, especially within the standard 32K cartridge size. To make things worse, some graphics cannot be compressed at all to keep the action fluid and fast. In order to add great looking bitmap screens and tilesets into our projects, we use data compression. I've been working very hard on lossless data compression for our graphics data. My new compressed formats are named DAN1, DAN2, and DAN3; they work especially well for big graphics like charset and bitmap screens. They are, technically speaking, LZ77 variants and developed based on our graphics need. The ZIP file in the download section contains 5 files of the exact same slideshow sample, the only difference is the data compression format used in each one of them. Information about the Slideshow ROM files: in Pletter - ROM size 27730 bytes. in ZX7 - ROM size 27665 bytes. in DAN1 - ROM size 27094 bytes. in DAN1 without RLE support - ROM size 27078 bytes. in DAN3 - ROM size 26999 bytes. For this slideshow sample, saving about 700 bytes is a big deal; should be enough to add an extra picture without going over 32K. Now you know what I've been working on lately. Question? Thanks for reading!