retroillucid #1 Posted July 30, 2009 Here's a music test for ColecoVision You can see how good the sound chip is Some screenshots when listening to the music Enjoy! zelda2.bin Quote Share this post Link to post Share on other sites
Wickeycolumbus #2 Posted July 31, 2009 Sounds great! Quote Share this post Link to post Share on other sites
Ms. Do #3 Posted July 31, 2009 Cool looking game. Hi J-F i am Yurkie's girlfriend. Quote Share this post Link to post Share on other sites
Pixelboy #4 Posted July 31, 2009 Having no internet at home currently, and no emulator installed at work (I don't dare install one) I can't listen to the tune, but I will soon enough. I assume your friend who programmed Mario Bros used his NES sound conversion tool to do this. Has he tried converting the tunes from Super Mario Bros? Just curious. Oh, BTW, the bushes in your first Zelda screenshot use three colors. Tsk-Tsk! Quote Share this post Link to post Share on other sites
jrok #5 Posted July 31, 2009 Having no internet at home currently, and no emulator installed at work (I don't dare install one) I can't listen to the tune, but I will soon enough. I assume your friend who programmed Mario Bros used his NES sound conversion tool to do this. Has he tried converting the tunes from Super Mario Bros? Just curious. Oh, BTW, the bushes in your first Zelda screenshot use three colors. Tsk-Tsk! If you enlarge it, you'll see it's only two. Quote Share this post Link to post Share on other sites
Pixelboy #6 Posted July 31, 2009 Having no internet at home currently, and no emulator installed at work (I don't dare install one) I can't listen to the tune, but I will soon enough. I assume your friend who programmed Mario Bros used his NES sound conversion tool to do this. Has he tried converting the tunes from Super Mario Bros? Just curious. Oh, BTW, the bushes in your first Zelda screenshot use three colors. Tsk-Tsk! If you enlarge it, you'll see it's only two. I'm seing blue, black and green on the same scanline on the left side of the bush tiles. What do you see? Unless sprites are used to complete the bushes...? Quote Share this post Link to post Share on other sites
jrok #7 Posted July 31, 2009 Having no internet at home currently, and no emulator installed at work (I don't dare install one) I can't listen to the tune, but I will soon enough. I assume your friend who programmed Mario Bros used his NES sound conversion tool to do this. Has he tried converting the tunes from Super Mario Bros? Just curious. Oh, BTW, the bushes in your first Zelda screenshot use three colors. Tsk-Tsk! If you enlarge it, you'll see it's only two. I'm seing blue, black and green on the same scanline on the left side of the bush tiles. What do you see? Unless sprites are used to complete the bushes...? I was asssuming that "black" was the color of the background... no? Quote Share this post Link to post Share on other sites
youki #8 Posted July 31, 2009 (edited) Having no internet at home currently, and no emulator installed at work (I don't dare install one) I can't listen to the tune, but I will soon enough. I assume your friend who programmed Mario Bros used his NES sound conversion tool to do this. Has he tried converting the tunes from Super Mario Bros? Just curious. Oh, BTW, the bushes in your first Zelda screenshot use three colors. Tsk-Tsk! If you enlarge it, you'll see it's only two. Pixelboy is right , there is 3 colors ... not good.. And additionnal color couldn't have done by sprite, because as there 4 bushes.. it would use the 4 sprites in row... and so it would mean that zelda and the girl are not sprites... and in that case they would have 3 colors as well... so not good.. like that, it should be possible : Edited July 31, 2009 by youki Quote Share this post Link to post Share on other sites
jrok #9 Posted July 31, 2009 Having no internet at home currently, and no emulator installed at work (I don't dare install one) I can't listen to the tune, but I will soon enough. I assume your friend who programmed Mario Bros used his NES sound conversion tool to do this. Has he tried converting the tunes from Super Mario Bros? Just curious. Oh, BTW, the bushes in your first Zelda screenshot use three colors. Tsk-Tsk! If you enlarge it, you'll see it's only two. Pixelboy is right , there is 3 colors ... not good.. Ah, yes I see it now. D'oh! Quote Share this post Link to post Share on other sites
Pixelboy #10 Posted July 31, 2009 (edited) Oh, BTW, the bushes in your first Zelda screenshot use three colors. Tsk-Tsk! If you enlarge it, you'll see it's only two. I'm seing blue, black and green on the same scanline on the left side of the bush tiles. What do you see? Unless sprites are used to complete the bushes...? I was asssuming that "black" was the color of the background... no? On the ColecoVision, there's no such thing as a background color, where 8x8 character tiles are concerned. Each pixel in an 8x8 tile pattern is defined as a binary 1 or 0. So on each of the 8 lines of 8 pixels inside a tile, you could have blue and green, or blue and black, or green and black. You can't have all three colors on the same line of 8 pixels. The only way to have something exactly like that screenshot would be to have black sprites as overlays over the bushes (which would use only blue and green). But using sprites like that would be wasteful and problematic. EDIT: Thanks youki. 2ND EDIT: Here's something that the CV could do: Edited July 31, 2009 by Pixelboy Quote Share this post Link to post Share on other sites
retroillucid #11 Posted July 31, 2009 I know it use 3 colors, this's just premitive works... I want to make the backgroud "black" instead of Blue.. The Sound tool was developped for CollectorVision Games... I have this sound tool right here It can convertany musics/SFX from any NES games... works pretty well! Quote Share this post Link to post Share on other sites
jrok #12 Posted July 31, 2009 Having no internet at home currently, and no emulator installed at work (I don't dare install one) I can't listen to the tune, but I will soon enough. I assume your friend who programmed Mario Bros used his NES sound conversion tool to do this. Has he tried converting the tunes from Super Mario Bros? Just curious. Oh, BTW, the bushes in your first Zelda screenshot use three colors. Tsk-Tsk! If you enlarge it, you'll see it's only two. Pixelboy is right , there is 3 colors ... not good.. And additionnal color couldn't have done by sprite, because as there 4 bushes.. it would use the 4 sprites in row... and so it would mean that zelda and the girl are not sprites... and in that case they would have 3 colors as well... so not good.. like that, it should be possible : You know, it might not look too bad if the black texture was swapped for blue, as long as the outline integrity was still somewhat intact: Or, if that's too lossy, maybe reduce the texture somewhat to flesh out the shape more: Quote Share this post Link to post Share on other sites
King_Salamon #13 Posted August 21, 2009 This is Zelda 2... but what about Zelda 1? You have that listed as a coming soon on your site... will you be bringing both Zelda 1 and 2 to the Coleco? If so, fantastic! Quote Share this post Link to post Share on other sites
Yurkie #14 Posted August 22, 2009 This is Zelda 2... but what about Zelda 1? You have that listed as a coming soon on your site... will you be bringing both Zelda 1 and 2 to the Coleco? If so, fantastic! I side scrolling RPG for the ColecoVison would be cool! Quote Share this post Link to post Share on other sites
King_Salamon #15 Posted August 23, 2009 This is Zelda 2... but what about Zelda 1? You have that listed as a coming soon on your site... will you be bringing both Zelda 1 and 2 to the Coleco? If so, fantastic! I side scrolling RPG for the ColecoVison would be cool! Wouldn't it? I think it would be a blast... I played the first one a lot but the second one I barely played (my friend bought it and played it to death and I lost interest.) Would be fun to play them on the Coleco. Instead of the screen scrolling it could do like the Smurfs I suppose... although... with the Opgrae Module would a game like this be possible? Quote Share this post Link to post Share on other sites
youki #16 Posted August 23, 2009 You don't need the opcode module to make this kind of game on coleco. You would just need a megacart. Because standard 32k is too short. Quote Share this post Link to post Share on other sites
retroillucid #17 Posted August 23, 2009 This is Zelda 2... but what about Zelda 1? You have that listed as a coming soon on your site... will you be bringing both Zelda 1 and 2 to the Coleco? If so, fantastic! Maybe, who knows? Quote Share this post Link to post Share on other sites
King_Salamon #18 Posted August 24, 2009 You don't need the opcode module to make this kind of game on coleco. You would just need a megacart. Because standard 32k is too short. That's understandable.. but my question is.. the coleco has problems with scrolling. Extra cart room can't solve this but perhaps extra RAM can?? Quote Share this post Link to post Share on other sites
King_Salamon #19 Posted August 24, 2009 This is Zelda 2... but what about Zelda 1? You have that listed as a coming soon on your site... will you be bringing both Zelda 1 and 2 to the Coleco? If so, fantastic! Maybe, who knows? That would be pretty awesome! I'll wait and see! Quote Share this post Link to post Share on other sites
youki #20 Posted August 24, 2009 That's understandable.. but my question is.. the coleco has problems with scrolling. Extra cart room can't solve this but perhaps extra RAM can?? I think for a game like Zelda II , a character step scrolling wouldn't be too painful. And Even, i sure that we could remove the scrolling totally and it won't change too much the game. Sometimes it is better to don't have scrolling that have a bad scrolling. anyway you can perform some kind of smooth scrolling on the colecovision , but if you use common technics to achieve that, the result won't be very nice graphically , because it will really limits what you can do as graphics. Looks all games that scroll smoothly on coleco, you will see it is very limited graphically. Of course Extra Ram could help to do faster anf better things. But as i said in other post, i think , a coleco+extra ram , is no more a real colecovision. It is closest to a MSX than a Coleco , i'd say. Quote Share this post Link to post Share on other sites
Tursi #21 Posted August 24, 2009 That's understandable.. but my question is.. the coleco has problems with scrolling. Extra cart room can't solve this but perhaps extra RAM can?? anyway you can perform some kind of smooth scrolling on the colecovision , but if you use common technics to achieve that, the result won't be very nice graphically , because it will really limits what you can do as graphics. I would think for smooth scrolling that bandwidth to the VDP is a bigger problem than RAM. You can't expand the VDP RAM, it's locked to 16k (technically you could replace the VDP for a later one or bankswitch the VRAM if you're very clever, but that is not trivial). Adding more CPU RAM still puts the memory on the wrong side of the VDP interface. Depends how much you want to scroll, of course. I think I read somewhere about 2k/frame can be pushed to the VDP without dropping anything? A full character set is 6k, a full color bitmap mode screen is 12k. In both cases you then need to worry about color limitations, since you can't smoothly scroll different color combinations across the 8 pixel boundaries in any mode. Quote Share this post Link to post Share on other sites
King_Salamon #22 Posted August 28, 2009 I think the game would be fun without the scrolling... it would be different but still capture the essence of Zelda 2. I guess we will have to wait and see what Retroillucid comes up with! Quote Share this post Link to post Share on other sites
jeremysart #23 Posted August 28, 2009 Zelda on Coleco would be awesome. Even if not the complete game! Quote Share this post Link to post Share on other sites
grafixbmp #24 Posted September 1, 2009 This may be silly or not work well enough but, as far as the bushes go, could you flicker like green/blue one frame and black/blue another? This would mean having 2 diffrent sprites for the bushes. I guess I am too hooked on 2600 style designing. Quote Share this post Link to post Share on other sites
youki #25 Posted September 1, 2009 You are limited to 4 sprites in a row on a colecovision. if you uses sprites for the bushes , you won't have sprites for something else. Or you will have terrible flickering in addition of the bushes ones. But i don't think the main problem for Zelsa would be the bushes... Quote Share this post Link to post Share on other sites