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nanochess

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Posts posted by nanochess

  1. OMG! For the first time, I've heard a complete episode!

     

    I'm glad you like my Pumpkin Games :grin:

     

    I could suggest inserting some background music, or some music from games in the background to spice up the recording. Also, I think I missed a longer more noticeable way of separating the sections.

     

    Maybe inserting George Plimpton's Intellivision word recording each time Intellivision is mentioned? Or the cheering crowd effect?

     

    Given my tendency for SHMUP games, I don't have made a Santa Claus game because probably Santa Claus would be shooting a laser, and things get weird in my mind... :rolling:

     

    • Like 5
  2. 4 hours ago, DZ-Jay said:


    For a platformer, I was thinking of the Monkey Moon example from the book; but yeah, any of the contributed games that come with IntyBASIC or the SDK would be a good start.

     

    I believe there is a neat Pac-Man clone in there too (Pak-Pak?).

     

       dZ.

    I don't know how I survived without reading full sentences 😅

     

    Indeed the original question asked for a platformer code, and yes, my book Programming Games for Intellivision includes two examples: Monkey Moon and Bouncy Cube.

    • Like 1
  3. 6 hours ago, ZippyOasys said:

    So, i'm getting ready to dip my feet into intybasic, is there easy platforming example code out there?

    The default distro and the SDK by @DZ-Jay contains around 20 examples of coding and games.

     

    If you know how to use the Windows CMD terminal, or the Mac/Linux Terminal you should have no difficulties.

    • Like 1
  4. 6 minutes ago, craftsman1234 said:

    Just to clarify.   I'd putt something like a 4.7k resister between pins 12 and 16?

     

           +----+--+----+ 
      RAS* |1 o       40| XTAL2
      CAS* |2         39| XTAL1
       AD7 |3    T    38| CPUCLK        R-Y  on TMS9928A/TMS9929A
       AD6 |4    M    37| GROMCLK
       AD5 |5    S    36| COMVID        Y    on TMS9928A/TMS9929A
       AD4 |6         35| EXTVDP        B-Y  on TMS9928A/TMS9929A
       AD3 |7    9    34| RESET*/SYNC 
       AD2 |8    9    33| Vcc 
       AD1 |9    1    32| RD0
       AD0 |10   8    31| RD1 
      R/W* |11   A    30| RD2
       Vss |12        29| RD3
      MODE |13        28| RD4 
      CSW* |14        27| RD5
      CSR* |15        26| RD6
      INT* |16        25| RD7
       CD7 |17        24| CD0
       CD6 |18        23| CD1 
       CD5 |19        22| CD2
       CD4 |20        21| CD3
           +------------+

     

    It would be 33 and 16.

  5. 17 hours ago, craftsman1234 said:

    Thanks for doing this I was finally able to test this on my ColecoVision and Adam.  It does bring up and interesting thing for me on the ColecoVision.   I am using a F18a (Clone using a Tang Nano) In both.   Different topic altogether I know. I've always thought that the Tang was making or something in the Coleco system run faster which leads to crashes in games like Donky Kong.  When playing the music it seems to be twice as fast in the Coleco then the Adam.   So strange but with this test I can clearly hear it. 

    Maybe it is refreshing the screen at double rate, or it needs a pull-up on the Interrupt pin.

  6. 10 minutes ago, mytek said:

    @nanochess quick question... When playing the tones via the keypad, at what audio level are those being played?  Setting 11 on the volume?

     

     

    It is volume 13 for the AY-3-8910 tones (silence is 0).

     

    And the volume is 3 for the SN76489A tones (silence is 15)

     

    • Thanks 1
  7. 18 hours ago, craftsman1234 said:

    Thanks that would be great!

    I found the source code of the SGM test utility. Fortunately, I had a backup because my laptop hard drive crashed in 2014.

     

    I made it to jump to the sound test code even if only a 1K Colecovision is found, also enabled the code for a walking piggy on the screen (I didn't enable it at the time because I was going to use it for a game, but never went to it)

     

    When the music finishes it allows you to press the keys 1 to 6 in order to test each of the SN76489 channels, and the AY-3-8910 channels. cc @mytek

     

    Also when the music finishes, you can move the pig using the stick.

     

     

     

    sgm_test_v2.rom

    • Like 2
    • Thanks 1
  8. 3 minutes ago, craftsman1234 said:

    Thanks the parts arrived and I learned after building the boards that if it doesn't find the Ram the tests stops on the ColecoVision so it never gets to try out the sounds.

    I'll try to find the source code so I can make it to test sound.

     

  9. 6 hours ago, craftsman1234 said:

    Hi,  I know this is an older thread.   I'm building several sound cards for the Adam and want to use this program to test the boards in my ColecoVision before testing them in my single Adam.   I've used the test in the Adam and ColecoVision and Adam with an AtariMax Cart and I curious in a stock ColecoVision with the sound card added will this test run or will it stop stop and not go further once it sees that the system is a ColecoVision.   I'm hoping it just skips the memory and continuers to test the sound.

     

    Thanks.

     

     

    I don't have the source code at hand, but it tests everything step-by-step. So it should test the AY-3-8910 without any problem.

  10. 42 minutes ago, rietveld said:

    Hi.  Late to the party. Or dungeon.

     

    Are the floor layouts randomized? Or are they always the same for each level?

     

    Thanks 

    It will generate a new pseudo-randomized floor layout each time.

     

    It uses the title screen as a waiting point to increase the LFSR.

     

    • Like 1
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