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Blogs

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  • Bri's House
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  • The Upward Spiral
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  • Web-Frickin'-Log
  • The P3 Studio
  • Arcade Attack - Retro Gaming Blog
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  1. I busted some buns on this, took me two days and many attempts but I am getting really good. Frenzy, my 5th version before a release. This is extremely worked on. I identified the sound data, pattern data, object pointers, controller setup. So, if you study the code you can get a sense of how to move little dudes around the screen This is why I wanted to work heavily on this. Sooner or later I want to make something with the freedom from just a few sprites. You have to admit that Frenzy uses objects, Smurf uses objects, almost all in house Coleco games USE OBJECTS yet it's a dying art with little to no examples in Z80 Assembly. Anyway, This still needs cleaning. I could have used $7000 or 7000H for the Ram use and this would have compiled with no issues. I set definitions in order to group objects together in order to study them so they are currently tied to the pointer in the beginning. At some point I would like to use DS for all the ram in order to have a more generic and portable code. So in theory you could take this, update the BIOS routines and Ports then compile it for the MSX 1 or compatible. YOUR WELCOME!!!! I've seen how the Colecovision games have been ported to MSX. The whole rom is put inside some kind of wrapper like it's emulated. In any case, Here is the asm file. Compile with TNIASM, drag and drop or through the CLI/Dos Prompt. Padded with $FF to 24k I also left the header to skip the BIOS wait. You can change it back if you want. It is clean but not as commented as it should be. FRENZY V5.asm
  2. I started a small topic in the programing thread where I disassembled Smurf Rescue. I am now proud to share an almost cleaned up source that I have produced with an astounding amount of hard work. I plan to clean up the code further but for now it is 100% working as far as I have found. Instead of supplying you with a test rom I want you to compile it yourself using TNIASM. All you have to do is drag and drop the source on the TNIASM.EXE and it will produce the Smurf Rescue rom which if you compare with proper software will yield no differences. If you want to do it manually you open up a shell and type TNIASM Smurf.asm I did this for my own knowledge gain and it was a pain because when I sit there and stare at code I do not leave my chair for hours. There are still a number of Pointers that I have not been able to link with some data. As long as they don't change location the game will compile and produce an exact copy. Since my last post of the source I have identified the music data which is in decimal format. Maybe at a later date I will redo it to be more pleasant but for now it is plain data to me. This whole game is based off tables pointing to tables so the data was a bit harder to locate. In any case, here is the code. Smurf.asm
  3. Prices include shipping. May potentially consider trades, though my wants are minimal at this point - feel free to check my post in the wanted section! Reluctant to split up the lots, but who knows - wow me. Photos available upon request, thanks! TRS-80 - $110 -CoCo 2 (model #26-3134A) with one joystick, Mega Bug, Space Assault Sega Master System Lot - $45 -Double Dragon -Penguin Land Both CIB Sega Genesis Lot - $90 -Dynamite Headdy (cb) -Landstalker (loose) -Mortal Kombat (loose) -Sonic 1 (nfr - cb) Computer Game Lot - $25 -TI-99 - Alpiner (cib) -TI-99 - Munch Man (ci) -Vic-20 - Pirates’ Cove (ci) -Vic-20 - The Sky is Falling -TRS-80 - Space Assault Astrocade Lot - $50 *Both are repro carts* -Sea Devil (with case / manual) -Sneaky Snake -1 controller with partial functionality. Will include with games, or $10 by itself. O2 / Videopac - $20 -Loony Balloon Colecovision Lot - $20 -Gateway to Apshai -Tutankham* —I could not get Tutankham to load on my console, but as it was a second copy, I did not try for long. Perhaps after a thorough cleaning, it will come back to life? Basically, this is a freebie, with my hope that someone gets lucky. RUN Commodore Vic-20/C64 Magazine -Issues #1-5, dating 01-05/84. Clueless on this kind of thing, so offer..?
  4. Nevermind The problem was why I could not get my ADAM Boot block to work with disks. come to find out that it had nothing to with my program. I just discovered that if I copy the boot block to 0000h, add my program to 0400h inside a .ddp file I could use backup plus to copy it to a .dsk file it works Has something to do with the way the disk drive stores blocks differently than ddp's. Big woop, a simple 40 column test. Who knows where this is going. test40.dsk
  5. 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
  6. As with the Smurf, I disassembled this a couple of days ago but dug into it last night after I posted the Smurf Source. In any case I identified and set up pointers to a mess load of data ect.... Cleaned up the code a hair and there is much more to do. However, in this version just drag and drop on TNIASM and it will produce a 100% exact copy of the original. Meaning, this does work and compiles now. Do whatever you want with this source but please give me the credit for it's creation and it's ability to compile. The source will change in the future so I will put a version number in the top so you know if you have the latest. Any changes you make will also have to be made to whatever version I release unless you identify a bit of data or routine and want to update the source for completion. Otherwise I would like to keep this source original. Also, if there is a bug fix for the "original rom" that will end up being added to the Colevision Cannon of roms.. At present there are I think 12 Data sets that do not have pointers so if you change the location of routines or the size of pattern tables it will throw their locations off and the game will have unexpected results same as Smurf Rescue. Until I, or someone else, identifies the pointers for that data then those locations can not change because the game is looking for that data in those locations..ya dig? You can however change the colors and the patterns themselves as long as you do not go out of the size boundaries. Yes, I identified the pattern color table as well. At least for the set of patterns I found which were patterns used in the 1st level. I have a pretty good idea about the rest but I need sleep. So, here you go. A working and compil-able, if that's a word, version of DK 24k version. I think my next source will be a non Coleco, maybe an Atari or Parker brothers and lets see what we will see. just re-uploaded with a version of 2.0 DK24.asm
  7. I will reupload the code after I comment the new changes for the update. in the mean time check post version 3
  8. Here is version 7 of my Mouse exclusive rom. Roller Controller, Mouse, Spinners. This version I have not tested on a real machine yet. It works under Cool CV must use shift F5 on my copy to engage the RC. The Mouse tracks well, there is always room for improvement. This is still buggy and in development. I just wanted to gauge your interest. There is no picking players, you have to play as two or by yourself as the CPU has not been engaged yet. Tie has to be fixed. Blue O's have to be able to win Red will win and the game will freeze with a red X 3 in a row. In order to play use the mouse pointer to the spot you pick and press fire, Blue O goes first. Unless you specifically set up CoolCV to input from the mouse then you have to press the space bar or M key for the fire button. I was honestly surprised that CoolCV doesn't default to the mouse buttons yet it will engage the mouse as a roller controller. I would really like to complete this game because it is a ton of experience learning how the spinners work. No sound, lots of bugs but interesting to try and, unless someone tells me different, I claim this is the first Mouse driven Tic Tac Toe for the Colecovision. At least used in the manner of a real mouse and not the track ball. Please let me know your thoughts, good or bad. I tell me kids every time I cook. If it's crap then tell me, otherwise I will be serving you crap all the time with no improvement. It's not about ego. Mouse-Tictactoe v7.rom
  9. This is my successful proof of concept rom, padded to work on real equipment and tested. Written in 100% Z80 assembly language mouse pointer that moves with the roller controller in 360 degrees. After initialization it is a stationary pointer that moves with the controller. load in CoolCV, enable the Roller Controller feature for a Colecovision pointer that moves with your mouse if configured. It may or may not seem choppy because I am moving in increments of 3 for speed. I also have not put any screen boundary limitations. The normal rom is around 337 bytes but I have padded this one to 1k to test on a real Colecovision or ADAM. I feel confident to use my new routines in any paddle based game be it driving, paddle, roller controller. Paddle Test v2 Padded.rom
  10. Been awhile but the rumors of my death have been exaggerated. Anyway... I think I mentioned that I am still in a learning process so in order to research 8 Bit "AI" as well as a more practical way to parse sprites I also wanted to challenge myself to see how small I can get this. 2k was my maximum goal. So, aside from any bugs or quirks you may find I have created a 2k (2048 bytes) version of Pong. 1 or 2 players just press 1 or 2 on the player 1 keypad. First player to reach 10 the game will display the winner side then after a pause will reset to the player select menu. Full game with basic sound and the CPU is actually pretty good. This rom is free to anyone who wants it but if you want to sell it then I get a cut. Then again, who would ever want this for more than 10 minutes. I have tested this in 3 emulators plus a real ADAM and it works fine. It took me around 18 hours of work when opportunity presented itself but at least it is a complete game. Let me know what you think. 2K Pong.rom
  11. Been working this out for a while, about to update the code to make it more efficient. Maybe someone will show interest. HH Test.rom Comments are always welcome. I was going for compactness. 4k is still too large. This works on CoolCV I had to pad this with 255 till I reached 8k for it to work with my ADAM ADE.
  12. 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:
  13. Hello everyone, I was on a day-trip last weekend and found a Colecovision at a thrift store. I took a gamble and bought it. It does not seem to turn on, nothing happens at all. The TV just says no signal. There don’t appear to be any lights anywhere to let you know the system is getting power? I have put a voltmeter to the power supply and get the correct readings. I also get the correct reading when putting the voltmeter to the motherboard. I get voltage under the power switch on the motherboard, but don't know what the correct numbers are supposed to be. I removed the power switch, gave it a thorough cleaning and used DeOxit as well. Re-soldered it, still no signal on the TV. Soldered wire to bridge the pins on the switch, making it permanently on to test it, still no joy. I have several cartridges but none of them make any difference. No Bios, no sound, just a black screens saying no signal. I am using an RF cable attached to a screw-on antenna connector. I have flipped the channel switch back & forth multiple times, same with the power switch. I've hit the reset button several times, held it down... nothing makes any difference. Any suggestions? Thanks!
  14. 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.
  15. Buy their &&it so they can stay in business and make more content. I have mine, what is stopping you!
  16. 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
  17. 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
  18. 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.
  19. 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!
  20. 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.
  21. 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.
  22. 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!
  23. New Colecovision Collectorvision Vanguard $60 $15.99 Shipped if you want it tracked. $10 with no tracking. Anywhere in the continental USA/Canada
  24. 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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