Jump to content

Recommended Posts

13 hours ago, TPR said:

I do like the font that has been used for the score, etc.  Very "arcade like" of that era. 

Thanks I just finished creating it from a paused picture of the high score entry :) 

Share this post


Link to post
Share on other sites
2 hours ago, Milli Vee said:

Thanks I just finished creating it from a paused picture of the high score entry :) 

Looks like you easily made it. Congratulations! Maybe voice can be a reach goal if you hit $4000.

  • Like 1

Share this post


Link to post
Share on other sites
5 minutes ago, Swami said:

Looks like you easily made it. Congratulations! Maybe voice can be a reach goal if you hit $4000.

I've been considering it - to give it voice I may have to require an SGM (just for the sound - not to play the game), I am not sure if the SN76489 can handle it.

  • Thanks 1

Share this post


Link to post
Share on other sites
32 minutes ago, Milli Vee said:

I've been considering it - to give it voice I may have to require an SGM (just for the sound - not to play the game), I am not sure if the SN76489 can handle it.

Voice is difficult to do on the ColecoVision no matter what sound chip you use, because the sound chip depends heavily on the CPU, and CPU-driven speech samples usually requires freezing the game while the sample runs.

 

  • Sad 1

Share this post


Link to post
Share on other sites
6 hours ago, Pixelboy said:

Voice is difficult to do on the ColecoVision no matter what sound chip you use, because the sound chip depends heavily on the CPU, and CPU-driven speech samples usually requires freezing the game while the sample runs.

 

That’s what I was thinking to 

Share this post


Link to post
Share on other sites

It's kind of neat to see my name in the list of backers in the latest video footage posted on Kickstarter.  Congratulations on meeting the funding so quickly. 

  • Thanks 1

Share this post


Link to post
Share on other sites
10 hours ago, Swami said:

Looks like you easily made it. Congratulations! Maybe voice can be a reach goal if you hit $4000.

With the game fully funded stretch goals would be a good idea and a good way to increase your contributions.  Maybe increase the meg count? Commit to adding speech? Maybe add support for the Super Game Module or the F18A? 

 

9 hours ago, Pixelboy said:

Voice is difficult to do on the ColecoVision no matter what sound chip you use, because the sound chip depends heavily on the CPU, and CPU-driven speech samples usually requires freezing the game while the sample runs.

 

 

3 hours ago, Milli Vee said:

That’s what I was thinking to 

True, but "Go for it" can play before the game does (it doesn't have to be while you're in motion like the arcade) and the "Oh no" sound could play right before you fall...
 

  • Like 1

Share this post


Link to post
Share on other sites
2 hours ago, Milli Vee said:
Hi all - I have added some options that are SGM and Adam Specific to the Kickstarter campaign: https://www.kickstarter.com/projects/8bitmilli/a-modern-take-on-a-classic-game-for-the-colecovision-and-adam/posts/3237158

Great goals!  I like your realistic and reachable $$$ levels for them as well!  I've back some projects where the stretch goals are sooo much money its like they never expect them to be reached (and often they're not).  Here's to hitting that $5k mark!

Share this post


Link to post
Share on other sites

I'm curious if the Z80 source code that $100 level backers receive will be fully commented to help understand what's going on?  Or not?

 

Thanks

Share this post


Link to post
Share on other sites
3 hours ago, Ikrananka said:

I'm curious if the Z80 source code that $100 level backers receive will be fully commented to help understand what's going on?  Or not?

 

Thanks


 

100% commented. When it’s compiled the compiler makes a file that contains all the source in the order of compilation including all comments. 
 

 

Share this post


Link to post
Share on other sites

I just passed 8k in code size - have 24k left. You can accomplish a lot if you write right z80 code 

  • Like 1

Share this post


Link to post
Share on other sites
16 hours ago, Ikrananka said:

I'm curious if the Z80 source code that $100 level backers receive will be fully commented to help understand what's going on?  Or not?

 

Thanks

 

Here is a snippet of what the source code will look like:

 

0015   8000                             .org    08000h
0016   8000             
0017   8000             ; **************************************************************
0018   8000             ;
0019   8000             ; Cartridge header information
0020   8000             ;
0021   8000             ; **************************************************************
0022   8000             
0023   8000 55 AA       TitleControl    .dw     0AA55h                                  ; No title
0024   8002 00 00       SpritePattern   .dw     0                                       ; Pointer to Sprite patterns
0025   8004 00 00       SpriteAttribs   .dw     0                                       ; Pointer to the sprite order table
0026   8006 00 00       TempRamPointer  .dw     0                                       ; CV Bios temp ram?
0027   8008 D7 73       StickPointer    .dw     073d7h                                  ; Pointer to the joystick data tables (5 bytes each)
0028   800A 24 80                       .dw     GameStart                               ; Pointer to start of game
0029   800C ED 4D                       reti                                            ; rst 08h
0030   800E 00                          nop
0031   800F ED 4D                       reti                                            ; rst 10h
0032   8011 00                          nop
0033   8012 ED 4D                       reti                                            ; rst 18h
0034   8014 00                          nop
0035   8015 ED 4D                       reti                                            ; rst 20h
0036   8017 00                          nop
0037   8018 ED 4D                       reti                                            ; rst 28h
0038   801A 00                          nop
0039   801B ED 4D                       reti                                            ; rst 30h
0040   801D 00                          nop
0041   801E ED 4D                       reti                                            ; rst 38h
0042   8020 00                          nop
0043   8021 C3 92 8A                    jp      NMI                                     ; NMI
0044   8024             
0045   8024             ; **************************************************************
0046   8024             ;
0047   8024             ; Initialize the CV, VDP etc
0048   8024             ;
0049   8024             ; **************************************************************
0050   8024             
0051   8024             GameStart: .module GameStart
0052   8024             
0053   8024 CD D6 1F                    call    TURN_OFF_SOUND                          ; Make sure there is no sound going on
0054   8027 21 33 00                    ld      hl,00033H                               ; Initialize Random Number Generator
0055   802A 22 C8 73                    ld      (RAND_NUM),hl
0056   802D AF                          xor     a
0057   802E 32 C6 73                    ld      (DEFER_WRITES),a
0058   8031             
0059   8031 CD 79 89                    call    VDP.Initialize                          ; Initialize the VDP for Mode 1
0060   8034 3E 20                       ld      a,SPACE
0061   8036 CD 54 8A                    call    SCRN.Fill
0062   8039             
0063   8039 21 EF 8B                    ld      hl,FONT.Data
0064   803C CD 35 89                    call    VDP.ModifyFonts
0065   803F CD 00 89                    call    VDP.CopyFont                            ; Copy to upper fonts
0066   8042             
0067   8042 CD 52 91                    call    GAME.Init                               ; Initialize Game variables
0068   8045             
0069   8045             #include        "titlepg.z80"
0001+  8045             ; **************************************************************
0002+  8045             ;
0003+  8045             ; Title screen - show backers and High Score wait for controller
0004+  8045             ; selection (1 or 2) to start a game
0005+  8045             ;
0006+  8045             ; **************************************************************
0007+  8045             
0008+  8045             TitleScreen: .module TitleScreen
0009+  8045 21 DC 80                    ld      hl,_colors
0010+  8048 CD E0 88                    call    VDP.SetFontColorGroups                  ; Set the title screen colors
0011+  804B             
0012+  804B 21 58 8D                    ld      hl,CCLogoFont
0013+  804E CD 35 89                    call    VDP.ModifyFonts                         ; Set the title screen fonts
0014+  8051             
0015+  8051 21 ED 80                    ld      hl,_crazyClimber1
0016+  8054 CD 19 8A                    call    SCRN.PrintStringAt                      ; Display the CC logo
0017+  8057 21 09 81                    ld      hl,_crazyClimber2
0018+  805A CD 19 8A                    call    SCRN.PrintStringAt
0019+  805D 21 25 81                    ld      hl,_redux
0020+  8060 CD 19 8A                    call    SCRN.PrintStringAt                      ; Display the Redux
0021+  8063 21 2D 81                    ld      hl,_controller
0022+  8066 CD 19 8A                    call    SCRN.PrintStringAt                      ; Display the Controller prompt
0023+  8069             
0024+  8069 21 44 81                    ld      hl,_copyright
0025+  806C CD 19 8A                    call    SCRN.PrintStringAt                      ; Display the copyright
0026+  806F 21 5E 81                    ld      hl,_nihon
0027+  8072 CD 19 8A                    call    SCRN.PrintStringAt                      ; Display the NIHON copyright
0028+  8075             
0029+  8075 21 9B 81                    ld      hl,_KStitle
0030+  8078 CD 19 8A                    call    SCRN.PrintStringAt                      ; Display the copyright
0031+  807B             
0032+  807B DD 21 16 86                 ld      ix,_KSLIST                              ; List of all the backers
0033+  807F             _restart:
0034+  807F 21 00 01                    ld      hl,VDP.SCREEN + ((_KStitleROW + 2) * 32)
0035+  8082 11 60 01                    ld      de,_KSshowCount * 32
0036+  8085 3E 20                       ld      a,SPACE
0037+  8087 CD 8B 88                    call    OS7.FillVram                            ; Clear the list on the screen
0038+  808A 0E 08                       ld      c,_KStitleROW + 2                       ; Row to start on
0039+  808C 06 0B                       ld      b,_KSshowCount                          ; Number to show at one time
0040+  808E             _loop:
0041+  808E C5                          push    bc                                      ; Save counter
0042+  808F DD 7E 00                    ld      a,(ix)                                  ; See if done with list
0043+  8092 FE FF                       cp      255
0044+  8094 20 04                       jr      nz,_cont
0045+  8096 DD 21 16 86                 ld      ix,_KSLIST                              ; Yes so reset to top
0046+  809A             _cont:
0047+  809A DD 6E 00                    ld      l,(ix)
0048+  809D DD 66 01                    ld      h,(ix + 1)                              ; HL = address of string to display
0049+  80A0 41                          ld      b,c                                     ; Put row in b
0050+  80A1 0E 00                       ld      c,0                                     ; zero column
0051+  80A3 CD 25 8A                    call    SCRN.PrintString                        ; Go print it
0052+  80A6 C1                          pop     bc                                      ; Get counter
0053+  80A7 0C                          inc     c                                       ; Next row
0054+  80A8 DD 23                       inc     ix
0055+  80AA DD 23                       inc     ix                                      ; Next supporter
0056+  80AC 10 E0                       djnz    _loop
0057+  80AE 01 04 20                    ld      bc,8196                                 ; Delay to allow reading of the names
0058+  80B1             _wait:
0059+  80B1 C5                          push    bc

 

  • Like 1

Share this post


Link to post
Share on other sites
4 hours ago, Milli Vee said:

 

Here is a snippet of what the source code will look like:
 

Great stuff Milli - thanks.  I'll be backing the project very soon.

  • Thanks 1

Share this post


Link to post
Share on other sites
15 minutes ago, Ikrananka said:

Great stuff Milli - thanks.  I'll be backing the project very soon.

Awesome! As of right now the code is almost 6,000 lines long

Share this post


Link to post
Share on other sites

I received the prototype pcbs today - will be testing and if all is well will be ordering another 100 to start. We have almost reached the Super Game Module stretch goal - up next is the built in editor for SGM and Adam. I hope you will all be able to support me!

https://www.kickstarter.com/projects/8bitmilli/a-modern-take-on-a-classic-game-for-the-colecovision-and-adam

 

 

E59CE380-96D6-4C7E-A741-1A25D17BEB9E.thumb.jpeg.05c407a63e66ddc678be73faf8f73a53.jpeg

 

  • Like 3

Share this post


Link to post
Share on other sites
26 minutes ago, Milli Vee said:

I received the prototype pcbs today - will be testing and if all is well will be ordering another 100 to start

 

Why do the cart edge contacts not extend to the very edge of the PCB?  Will this not be a problem?

 

Also, not sure if you were aware but the Pixels Past cart PCB designs are freely available and also fit into existing CV cart shells: http://www.grandideastudio.com/pixels-past/

Share this post


Link to post
Share on other sites
17 hours ago, Ikrananka said:

Why do the cart edge contacts not extend to the very edge of the PCB?  Will this not be a problem?

 

Also, not sure if you were aware but the Pixels Past cart PCB designs are freely available and also fit into existing CV cart shells: http://www.grandideastudio.com/pixels-past/

We are looking at that :)

  • Like 2

Share this post


Link to post
Share on other sites

I am going to back your kickstarter at the $50 mark.

 

  If I am reading everything properly, and you get fully funded, then my $50 will get me a digital ROM for my Atarimax, a physical Cart for my collection, a DDP for my Adam , as well as SGM support and a level builder . 

 

At $50 this has to be one of the best deals to date

 

 

 

 

 

Share this post


Link to post
Share on other sites
6 minutes ago, rietveld said:

I am going to back your kickstarter at the $50 mark.

 

  If I am reading everything properly, and you get fully funded, then my $50 will get me a digital ROM for my Atarimax, a physical Cart for my collection, a DDP for my Adam , as well as SGM support and a level builder . 

 

At $50 this has to be one of the best deals to date

 

 

 

 

 

Awesome and you are correct as to what you get! Now if you don't want the data pack you can opt for the coffee mug! The 100 level gets you the source code if you want to see how it was written and a personal video thanking you.

 

 

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...