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New Time Pilot Arcade for the ColecoVision with SGM


opcode

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Get ready to time warp back to 1982... and 1910.... and 1940... and 1970... and 2001... 🚀 Pre-orders will be opening shortly, so make sure you don't miss out. Subscribe to our newsletter, and we'll notify you the moment they go live!

 

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So the clouds are now sprites?
 

Curiosity from a programmers standpoint where is the line drawn that you will end up needing extra memory, a better sound chip and an FA18 to enjoy the game.
I can only suspect that by the time it is completed the only thing being used on the Colecovision is the Z80 and a controller.
 

Will this be for the Colecovision or a Franken-Vision/Coleco-Stein

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

So the clouds are now sprites?
 

Curiosity from a programmers standpoint where is the line drawn that you will end up needing extra memory, a better sound chip and an FA18 to enjoy the game.
I can only suspect that by the time it is completed the only thing being used on the Colecovision is the Z80 and a controller.
 

Will this be for the Colecovision or a Franken-Vision/Coleco-Stein

All my games exclusively utilize and require the Super Game Module. In this specific game, a harmonious blend of the ColecoVision and SGM sound chips is employed. The visuals and audio showcased in the videos were crafted using the ColecoVision CPU, video processor, sound chip, and controllers, coupled with the enhanced capabilities of the SGM's memory and sound chip. These configurations are set in stone as the game stands completed and fully playable.

Beyond these technicalities, given the presence of over 3,000 SGMs in the gaming community, delving into a philosophical debate about what defines a ColecoVision seems impractical and a diversion from productive pursuits.

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13 minutes ago, opcode said:

given the presence of over 3,000 SGMs in the gaming community,

I have one and look forward to purchasing a copy of Time Pilot. This is my son’s favorite coin-op. I can see us playing many games.

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4 hours ago, opcode said:

All my games exclusively utilize and require the Super Game Module. In this specific game, a harmonious blend of the ColecoVision and SGM sound chips is employed. The visuals and audio showcased in the videos were crafted using the ColecoVision CPU, video processor, sound chip, and controllers, coupled with the enhanced capabilities of the SGM's memory and sound chip. These configurations are set in stone as the game stands completed and fully playable.

Beyond these technicalities, given the presence of over 3,000 SGMs in the gaming community, delving into a philosophical debate about what defines a ColecoVision seems impractical and a diversion from productive pursuits.

I was more interested in the Flickering of the sprites anyway.  The original used patterns which I have found amazingly easy to do after a bit of research.
I believe a Colecovision is what it is.  It does not have the extra memory or a PSG.  What you just described is an MSX.  Hey, that's cool too.  I just prefer stock

 

Either way, I know this game will be a hit judging by the responses you have already.

 

I've decided to take up Tunnels and Trolls but as an actual scroller in 8 directions.
I've converted my mobile object routines from cyber bugs to walls that can be combine in any order.

I move them instead of the main character which always stays in the middle.  This gives the illusion of walking down corridors.

Considering I demonstrated that I can have 60 onscreen patterns at one time without slowing down, it should make an interesting game.

As long as I have ROM space I have an unlimited number of maps.

 

I only mention it because again, it looks like you changed the clouds to sprites.

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41 minutes ago, Captain Cozmos said:

I believe a Colecovision is what it is.  It does not have the extra memory or a PSG.  What you just described is an MSX.  Hey, that's cool too.  I just prefer stock

What I just described is a ColecoVision with SGM. Since you prefer stock and you won't find that here, how about finding someone else to bug. 

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26 minutes ago, opcode said:

What I just described is a ColecoVision with SGM. Since you prefer stock and you won't find that here, how about finding someone else to bug. 

Sorry to bug you.
I thought we were having a conversation for which these websites were made for.

but hey.  You have a nice day.

 

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Well, that sure makes the Time Pilot originally released for the ColecoVision look like crap.

 

I initially had misgivings about an expansion for the ColecoVision too, but it's here, it's existed for over ten years, and it's been well supported for those ten years. If you don't want a Super Game Module, you don't have to buy one... but you're not going to get the best possible version of Time Pilot, either.

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10 hours ago, nanochess said:

I've been watching the videos again and again. It is impressive what you have done with the stock VDP chip. You went the complete extra mile. Hats off to @opcode!

 

Thank you, Oscar. Coming from you that is quite a compliment. :) 

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Looks amazing!  Buttery smooth...

 

Re: SGM - there are more than 100 SGM games (as of late 2022 according to ColecoVision.dk) and if we're not there already, it won't be but another year or two before the number of SGM games eclipses the number of original game titles (~145 depending on which source you cite).  While the SGM isn't "stock", it's a decade-old defacto standard add-on that most of us are expecting new CV games to target.

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Incredible.  Absolutely incredible.  Time Pilot was one of my favorite games growing up.  This really is the arcade version at a horizontal TV orientation.

 

Now, can you give the same treatment to Super Buck Rogers: Planet of Zoom and Carnival?  Zaxxon and Super Zaxxon?  You have set the bar for future releases! 🙂

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On 2/3/2024 at 8:44 AM, Captain Cozmos said:

So the clouds are now sprites?
 

Curiosity from a programmers standpoint where is the line drawn that you will end up needing extra memory, a better sound chip and an FA18 to enjoy the game.
I can only suspect that by the time it is completed the only thing being used on the Colecovision is the Z80 and a controller.
 

Will this be for the Colecovision or a Franken-Vision/Coleco-Stein

You are such a douchebag!!

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On 2/4/2024 at 11:07 AM, wavemotion said:

While the SGM isn't "stock", it's a decade-old defacto standard add-on that most of us are expecting new CV games to target.

Not only that, it is the natural organic evolution that Coleco themselves may have gone had things not went south in 1984.  I mean, the ADAM already had the additional RAM so it's not as though the SGM is introducing things that would be completely foreign to the Coleco product.


That being said, Time Pilot looks AMAZING!  One of my all time favorite arcade games and 13 year old me who played the original CV version endlessly is very much looking forward to this update! 

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Just a heads up: the videos you're seeing here are from the attract mode, so some sound effects may be missing as it limits the sounds played. Also, the game offers 8 difficulty levels. The attract mode showcases level 2, which is just the beginning—level 1 is the easiest. So, trust me when I say the game can get seriously intense on the higher difficulty levels! 💥

 

In addition to the 8 difficulty levels, the final game boasts:

  • All 5 stages from the arcade
  • "LESS FLICKER" mode, where enemies sport a single color, greatly reducing flickering.
  • High score name entry, just like in the arcade.
  • Your high scores and settings are saved directly to the cartridge for convenience.

 

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10 hours ago, TPR said:

Not only that, it is the natural organic evolution that Coleco themselves may have gone had things not went south in 1984.  I mean, the ADAM already had the additional RAM so it's not as though the SGM is introducing things that would be completely foreign to the Coleco product.

Expanding on that, Coleco themselves announced the SGM in 1983, comprising three main components:

  1. Vastly expanded RAM memory
  2. Support for games larger than 32KB (via micro tapes)
  3. Capability of saving game progress (via micro tapes)

Opcode's SGM implements the first component, while the Super Game Cartridges replace the originally planned tape drive and cover the latter two.

 

Although Coleco's SGM didn't include an additional sound chip, it was common practice in the 80s for external sound chips to be utilized. For instance, the 7800 and Famicom employed them extensively. My objective was to double the number of available sound channels, anticipating future needs. This foresight proved invaluable, as without it, games like Time Pilot and Amidar would have experienced a significantly reduced soundtrack compared to their arcade counterparts.

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