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New Book - Programming Games for the Colecovision and Adam in Assembler


Tony Cruise

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I already paid $30 US for the 1st edition.

Are there enough changes to warrant buying the 2nd?

 

The first one was lacking a lot in the BIOS area such as...

Setting up Coleco Pattern Tables and using them.  aka Object routines.

That was my original intent when I bought the 1st one.

 

Also, the book seemed like a companion to your video series that was never completed.

Does this also mean you finished your Astro-Smash clone?

 

Edited by Captain Cozmos
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9 hours ago, Captain Cozmos said:

I already paid $30 US for the 1st edition.

Are there enough changes to warrant buying the 2nd?

 

The first one was lacking a lot in the BIOS area such as...

Setting up Coleco Pattern Tables and using them.  aka Object routines.

That was my original intent when I bought the 1st one.

 

Also, the book seemed like a companion to your video series that was never completed.

Does this also mean you finished your Astro-Smash clone?

 

It only updates it to cover a newer text editor option, small revisions to the text, and one bug fix in the code (controller memory initialisation that caused issues on one version of the firmware of the Phoenix). 

 

The code has also been updated so you can use the 'Glass' assembler, a simpler assembler but it does work on more platforms than Windows.

 

The book goes through the steps of getting someone started with development on the ColecoVision and Adam, leaving the next steps up to the reader. 

 

The game is playable and a starting point, it was never meant to be a game that I would release as a full game (as it is too simple).

 

The 'object' routines in the ColecoVision BIOS are covered with minimal examples, but also with the obvious note that they have some quite major bugs and are only really useful if you have a patched version of the same code in your game's ROM.

 

The book covers how you use video memory i.e. pattern, colour and name tables., perhaps you should focus on that rather than focusing on the BIOS object routines.

 

I ended up supplying written guides with each of the video episodes, they were the actual basis that started the idea of this book as a better medium.

 

It takes a long time to make video content with all the software development and writing I do making videos is a lower priority for me, you never know I may come back to this series. 

 

I also want to make better sound effects creation tools, but I only have limited time for these activities.

 

The new edition will be a smaller form factor i.e. not spiral bound so that it can be a print-on-demand book, and also thus dispatched from each region around the world making postage much more affordable. 

 

It should also provide readers of the electronic version with more options.

 

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18 hours ago, Tony Cruise said:

Vous devrez demander à Oscar (Nanochess) car c'est probablement son nouveau livre sur la programmation de jeux sur Colecovision en utilisant son nouveau CVBasic (très bon d'ailleurs).

 

Mon livre porte sur la programmation de jeux sur Colecovision en assembleur Z80.

 

Une fois que j'aurai terminé la nouvelle version (elle est assez proche d'être terminée, il n'y a pas beaucoup de modifications à faire) et que je la publierai sous forme de livre double format sur Amazon, cela devrait permettre une version PDF. 

 

La traduction est une autre affaire, je ne connais pas suffisamment le français pour le faire moi-même, je devrais donc trouver quelqu'un pour m'aider.

Je me propose mais je me ferai aider par l'IA et relecture par mes soins

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52 minutes ago, bidouilleur said:

Je me propose mais je me ferai aider par l'IA et relecture par mes soins

I may take you up on that, as there is a reasonable size French-speaking Colecovision community.  Patrice from Cote Gamers may assist as well.

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2 hours ago, dhe said:

@Tony Cruise

 

Will a GBC bound version be available of Version 2?

 

I'd rather pay 3x and have a lay flat book that I can look at and type at the same time.

Unfortunately, not at this stage. This new edition will have a smaller form factor and be printed by the regional print centres, which will make both the book and postage cost cheaper. I loved the spiral-bound first edition, but it weighed over 1kg, which made it impractical to post.

 

Once this edition is out I will be offering a PDF version from my website (I was wrong Amazon don't offer this), so that could be printed and spiral bound by the purchaser of course :)

 

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@Tony Cruise

 

>I will be offering a PDF version from my website (I was wrong Amazon don't offer this), so that could be printed and spiral bound by the purchaser of course :)

 

Ok. I will do that. Printing Color books has become very expensive here, but that's what I will do.

 

You may want to include a release letter, something to the effect.

 

John Smith (real name of course) - is the owner of this copy of the book and has permission from the publisher to print copies for their own personal use - in case there is a hassle at the print shop (ask me how I know?).

 

Thank you the book and responding.

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  • 2 weeks later...

2nd Edition Kindle (Print Replica Edition) is now live on Amazon here: https://www.amazon.com/dp/B08B5WNV3K

Screenshot2024-09-17094005.thumb.png.27de7c3381afd3d62bf1329c03c6aa2c.png

 

There will be "Print on Demand" editions in both paperback and hardback available on the 30th of September.

 

Note: I have added a slightly changed version of CVSoundFX to the Github repository that outputs in a valid format for TNIASM and Glass Assemblers.  May make some other improvements in the future.

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3 hours ago, Tony Cruise said:

2nd Edition Kindle (Print Replica Edition) is now live on Amazon here: https://www.amazon.com/dp/B08B5WNV3K

Screenshot2024-09-17094005.thumb.png.27de7c3381afd3d62bf1329c03c6aa2c.png

 

There will be "Print on Demand" editions in both paperback and hardback available on the 30th of September.

 

Note: I have added a slightly changed version of CVSoundFX to the Github repository that outputs in a valid format for TNIASM and Glass Assemblers.  May make some other improvements in the future.

Do you still need a THIRD PARTY program installed like JAVA to use CVSoundFX or has it been updated to 2024?

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4 hours ago, Captain Cozmos said:

Do you still need a THIRD PARTY program installed like JAVA to use CVSoundFX or has it been updated to 2024?

Yes, you do as it is written in Java to allow it to be cross-platform.  I have only modified what it outputs so far, but have other changes planned in the future.

 

Having the Java runtime installed is no different from having the .Net runtime or VC runtime installed on a Windows machine.

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46 minutes ago, Tony Cruise said:

Yes, you do as it is written in Java to allow it to be cross-platform.  I have only modified what it outputs so far, but have other changes planned in the future.

 

Having the Java runtime installed is no different from having the .Net runtime or VC runtime installed on a Windows machine.

Gotcha...
Java is listed as a security threat and unfortunately I would have to run it through a virtual machine isolated from my workstation.
One of the things I'm working on is a sound/music editor in visual studio for this exact reason.  No modern audio tools for the Colecovision.

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40 minutes ago, Captain Cozmos said:

Gotcha...
Java is listed as a security threat and unfortunately I would have to run it through a virtual machine isolated from my workstation.
One of the things I'm working on is a sound/music editor in visual studio for this exact reason.  No modern audio tools for the Colecovision.

SnevenTracker https://github.com/HertzDevil/SnevenTracker/releases/

Furnace https://github.com/tildearrow/furnace

 

Support the SN76489

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34 minutes ago, Digital Fluff said:

I'll take a look but everyone I've checked into so far just make tunes with no data output that can be used to program anything.
I could be wrong.

 

I made this point to some dude on youtube who was saying make these great tunes for the Sega Genesis.  Use my tracker.
Yes, you can make cool tunes that emulates that chip but you made no provisions to output data usable on the system.  Unless that system has a built in player that understands that data.

 

Anyway, it's github so if it does not output what I am looking for I can modify it.

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On 9/17/2024 at 5:56 AM, Tony Cruise said:

Yes, you do as it is written in Java to allow it to be cross-platform.  I have only modified what it outputs so far, but have other changes planned in the future.

 

Having the Java runtime installed is no different from having the .Net runtime or VC runtime installed on a Windows machine.

I noticed that you also need Java to run the Glass Assembler.

Does this mean you are rewriting your Tile and Sprite editor in Java so it also will be cross platform?
It seems that the cool cross platform development kit hits a snag because you still have to have windows in order to use your flagship program.

 

I was thinking that an update to your book would have at least expanded on the timers section.  Maybe the use of Super Action, Roller, Turbo controllers.

Actual "ADAM" EOS calls.  Hence the title Colecovision "AND" ADAM.

 

As far as Timers, you give limited examples of setup, free signal, how to implementation outside of your NMI and main loop for your video series.

Is it possible that you can expand your knowledge of the Timer routines sometime in a thread, on this platform, since it's too late for the book.

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On 9/27/2024 at 9:49 AM, Captain Cozmos said:

I noticed that you also need Java to run the Glass Assembler.

Does this mean you are rewriting your Tile and Sprite editor in Java so it also will be cross platform?
It seems that the cool cross platform development kit hits a snag because you still have to have windows in order to use your flagship program.

 

I was thinking that an update to your book would have at least expanded on the timers section.  Maybe the use of Super Action, Roller, Turbo controllers.

Actual "ADAM" EOS calls.  Hence the title Colecovision "AND" ADAM.

 

As far as Timers, you give limited examples of setup, free signal, how to implementation outside of your NMI and main loop for your video series.

Is it possible that you can expand your knowledge of the Timer routines sometime in a thread, on this platform, since it's too late for the book.

I don't know what book you are reading but it does actually contain all of those things you listed.  Maybe you should read it more carefully.

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3 hours ago, Tony Cruise said:

I don't know what book you are reading but it does actually contain all of those things you listed.  Maybe you should read it more carefully.

Sorry, I could not find any information on the setup and use of the SAC, Roller and Driving Controllers in your book.

But that's OK.  After disassembling Omega Race and Rocky Boxing I have an understanding how it's done.

 

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7 hours ago, dhe said:

@Tony Cruise  -- Will the amazon hard cover lay flat?

 

 What website can I get the pdf for the second edition from!

I have ordered samples of the soft cover, but haven't ordered a hard cover for myself as yet so I don't know.

 

I have added the digital download (PDF) edition on my website here:

https://www.electricadventures.net/Pages/Shop#!/Programming-Games-for-the-ColecoVision-and-Adam-in-Assembler-2nd-Edition-Digital/p/699220014

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ProgrammingGamesfortheColecovisionV2-FrontCover-FinalWeb.thumb.png.dc4f6d2a6b8869d2323ba9e01f130238.png

 

The 2nd edition of the book  has been completed and is now available in four different formats as follows:

I will have signed Paperback copies available on the Electric Adventures website as soon as my author copies arrive.

About this book

Programming Games for the ColecoVision and Adam in Assembler is a comprehensive guide to developing your first retro game for the ColecoVision or Adam.

Throughout, all concepts are illustrated with a simple space-based shoot-em-up that is based on the awesome Astrosmash game reminiscent of games from your childhood.

Who should read this book?

For anyone interested in building their own retro games! No programming experience required.

How this book is organized: A roadmap

This book is divided into 19 chapters and 6 appendixes:

·         Chapter 1: Introduction – An introduction to the ColecoVision console and the Adam Computer and what we will be aiming to achieve.

·         Chapter 2: Getting Setup – We will go through the setup of various tools so that you can work towards creating new games for the ColecoVision and Adam, using your modern computer.

·         Chapter 3: The Structure of a Game – How the structure of game is broken down.

·         Chapter 4: Starting Z80 Assembler – We cover the basics of Z80 assembler.

·         Chapter 5: Z80 Loops, Conditions and Bits – We cover a few more essential concepts in Z80 assembler.

·         Chapter 6: Starting Somewhere – We with a simple demo ColecoVision project that provides the basic framework or template for making a game

·         Chapter 7: Starting a Game – We start making our game, called “Mega Blast”.

·         Chapter 8: Move and Shoot – We get some objects moving on the screen.

·         Chapter 9: Enemy Movement – We introduce some simple enemy movement.

·         Chapter 10: Collision Detection – We add some simple collision detection so that the bullets our ship is firing can hit and destroy the asteroids that are falling down the screen.

·         Chapter 11: Scoring – We add scoring to our game.

·         Chapter 12: Player Collisions and Lives – We detect whether any enemy objects hit the player ship and display the number of lives the player has remaining.

·         Chapter 13: More Enemies - We enhance the generation of the enemy objects.

·         Chapter 14: TMS9928A/TMS9929A – Graphics – We cover some more technical details on how the graphics are handled on ColecoVision.

·         Chapter 15: TMS9928A/TMS9929A – Sprites – In addition to the character tiles the TMS processor allows 32 sprites to be displayed on top of the background.

·         Chapter 16: Generating Sounds – We look at how we generate sound.

·         Chapter 17: Sound Effects – We use the OS 7 BIOS functions to add some sound effects to our game.

·         Chapter 18: Playing Music – It’s time to make our system sing, well play some simple music at least.

·         Chapter 19: Where to from here – Our game is still quite simple and could do with several features added to turn it into a more polished and professional title.

·         Appendix A: Colecovision BIOS Functions (OS 7) – This appendix contains information on the useful routines that are included in the ColecoVision’s BIOS, also called OS 7.

·         Appendix B: Adam Computer EOS - The Adam provides a set of additional BIOS functions called the ‘Elementary Operating System’ (EOS).

·         Appendix 😄 Memory Map – The memory map of both the ColecoVision and the Adam computer.

·         Appendix 😧 Z80 I/O Ports Assignments - These are the common I/O ports used by the ColecoVision and Adam Computer.

·         Appendix E: Distributing Your Title – How to distribute your title to others.

·         Appendix F: Text Editor Setup Guide – A more detailed guide on setting up the two featured text editors.

·         Appendix G: Opcode Games Super Game Module – Make even more complex games using the hardware features added by the Super Game Module from Opcode Games.

 

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