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Re: ColecoCube

Posted: Tue Nov 06, 2012 6:22 pm
by megalomaniac
actually, cubevision reminded me of codevision before i thought about intellivision....
codevision is an AVR thing...

as for the backdrop....you wont see very many issues with the gradient if viewing with a composite cable....
i wish i could get a nice 480p shapshot for you to see where the gradient bleeds (due to compression?)


not sure about anyone else, but i like collision!!

Re: ColecoCube

Posted: Tue Nov 06, 2012 7:55 pm
by Extrems
Image

You're using PC color range.

Re: ColecoCube

Posted: Tue Nov 06, 2012 8:38 pm
by megalomaniac
i need to steal extrems setup

Re: ColecoCube

Posted: Tue Nov 06, 2012 8:45 pm
by karl_oz
CollisionGC... it is.
Let me know, if it still has to be lighter than this.

Re: ColecoCube

Posted: Wed Nov 07, 2012 2:01 am
by megalomaniac
new version...

Re: CollisionGC

Posted: Wed Nov 07, 2012 7:13 am
by liquitt
good job guys - came out really good!

Re: CollisionGC

Posted: Wed Nov 07, 2012 8:14 am
by megalomaniac
btw...also to note:
a little birdie reminded me to add an update to include 576p

Re: CollisionGC

Posted: Wed Nov 07, 2012 8:45 pm
by karl_oz
Here's a thought for some future release:
Since quite a few of the ColecoVision games require to have the * or # button pressed in order to start a new game, would it be possible to map those two buttons to the X and Y buttons of the Gamecube controller?

Furthermore there are some games, that use the 0 button to pause gameplay. So, of course, this could be mapped to the start button.

And as there are at least some games (like 'Aquattack' for example), that actually make use of the keypad as a directional input device (for 'Aquattack': shoot in different directions), why not map 2-3-6-9-8-7-4-1 to the directions of the C-Stick (that is: 2 = C-Stick up, 3 = C-Stick upper-left, 4 = C-Stick right, etc.)? Haven't figured out, what to do best with Keypad button 5, though... Maybe just map it to the R-Trigger, and Keypad 1 additionally to the L-Trigger, since this oftentimes would be necessary to start a standard game, as well.

What do you think?

Re: CollisionGC

Posted: Thu Nov 08, 2012 2:44 am
by megalomaniac
will be done later...its already on the todo list

Re: CollisionGC

Posted: Mon Nov 12, 2012 4:35 am
by turnerl
nice work guys!!!

Re: CollisionGC

Posted: Fri Feb 15, 2013 1:02 am
by megalomaniac
ive never had the chance to play a coleco so i am unfamiliar with controller arrangement now how to ideally set up configuration / usage for the keypad...
currently the emulator requires the user to exit gameplay to select a keypad button...in my opinion, this is unacceptable....

i have been reading some titles such as Rocky Boxing and Spy Hunter only use 4 keypad buttons, while others may only use 2, or all 12...
sometimes these titles require full use of a joypad plus keypad keys...


this post is a place holder for controller configurations....
if everyone can take a few minutes to select any title (or two or more) listed below and "read" and do some quick homework, it would be really helpful to set up the most ideal controller configuration(s)

1. please select a title below
2. read the manual here: http://www.digitpress.com/library/manua ... index.html to learn a bit about the title and its controller usage
3. play the title and provide feedback on which controls are required
4. post results
5. enjoy your contribution to this project


the manual descriptions are not the best, and trying to play the title on collision in its current state could be a real pain in the ass...
this is the reason for gathering this data, to help make collision a better, more user friendly emulator....
i currently have a few ideas on how to do this, but having the most information on all titles will really help tweak settings


as an example of information i hope to obtain:

Code: Select all

Donkey Kong
  coleco joypad = analog joypad = controls mario movement
  left side button = buttonB = jump
  right side button = button A= not used 
  Keypad 1-8 = select skill level (only used at start of game)
  Keypad * = restart after game over
  Keypad # = select new level after game over 

currently R Trigger will call up a visual overlay to choose which keypad function to "call" for use...and the L Trigger is the action button of the "called" keypad function...
Z button will go back to Collision main menu...


___________________________________________________________
___________________________________________________________

A

A.E. Anti-Environment Encounter (Homebrew)
Alcazar: The Forgotten Fortress
Alphabet Zoo
Amazing Bumpman
Amazing Snake (Homebrew)
Antarctic Adventure
Aquattack
Armageddon (Homebrew)
Artillery Duel
Artillery Duel/Chuck Norris Superkicks ("Double-Ender cartridge")
Astro Invader (Homebrew port)
Astrododge (Homebrew)

B

Bank Panic (Homebrew)
B.C.'s Quest for Tires
B.C. II: Grog's Revenge
Beamrider
Bejeweled (Homebrew)
Blockade Runner
Bomb'n'Blast (Homebrew)
Boulder Dash
Brain Strainers
Buck Rogers: Planet of Zoom
Bugs'n'Bots (Homebrew)
Bump 'n' Jump
BurgerTime
Burn Rubber (Homebrew)
BUSTin-Out (Homebrew)

C

Cabbage Patch Kids: Adventures in the Park
Cabbage Patch Kids Picture Show
Campaign '84
Carnival
Centipede
Choplifter!
Colecovision Game Pack #1 (Homebrew)
Colecovision Game Pack #2 (Homebrew)
Chuck Norris Superkicks
Congo Bongo
Cosmic Avenger
Cosmic Crisis
Cosmic Fighter 2 (Homebrew)
Cosmic Fighter 3 (Homebrew)
CVDrum (Homebrew)
Cye (Homebrew)

D

Dacman (Homebrew)
The Dam Busters
Dance Fantasy
Decathlon
Defender
Deflektor Kollection (Homebrew)
Destructor
Dig Dug

Code: Select all

Donkey Kong
  coleco joypad = analog joypad = controls mario movement
  left side button = buttonB = jump
  right side button = button A= not used
  Keypad 1-8 = select skill level (only used at start of game)
  Keypad * = restart after game over ( "need to quick exit" )
  Keypad # = select new level after game over ( "need to quick exit" )
Donkey Kong Jr.
Double Breakout (Homebrew)
Dr. Seuss' Fix-Up the Mix-Up Puzzler
Dragonfire
The Dukes of Hazzard

E

Escape from the Mindmaster (Unreleased prototype)
Evolution

F

Facemaker
Fall Guy, The (Unreleased prototype)
Fathom
Flipper Slipper
Fortune Builder
Fraction Fever
Frantic Freddy
Frenzy

Code: Select all

Frogger
  coleco joypad = analog joypad = controls Frogger's movement
  left side button = buttonB = not used
  right side button = buttonA = not used
  Keypad 1-6 = select game options: number of players, game speed, music on/off (only used at start of game)
  Keypad * = start game
  Keypad # = select new options after game over
Frogger II: Threeedeep!
Front Line

G

Galaxian
Gateway to Apshai
Ghostblaster (Homebrew)
Ghost'n Zombies (Homebrew)
Girl's Garden (Homebrew)
Gorf
Golgo 13 (Homebrew)
Gulkave (Homebrew)
Gust Buster
Gyruss

H

H.E.R.O.
The Heist

I

Illusions
It's Only Rock 'N Roll

J

James Bond 007
Jeepers Creepers (Homebrew)
Joust (Unreleased prototype)
Jukebox
Jumpman Jr.
Jungle Hunt

K

Ken Uston Blackjack/Poker
Kevtris (Homebrew)
Keystone Kapers
Kobashi (Homebrew)
Kung Fu Superkicks

L

Lady Bug
Learning with Leeper
Linking Logic
Lock'n'Chase (Homebrew)
Logic Levels
Looping
Lord of the Dungeon

M

Magical Tree (Homebrew port)
Mario Bros (Homebrew port)
M*A*S*H (Unreleased prototype)
Maze Maniac (Homebrew)
Memory Manor
Meteoric Shower
Miner 2049er
Monkey Academy
Monster Bash (Homebrew Port)
Monster Masher (Homebrew)
Montezuma's Revenge
Moon/Matt Patrol (Unreleased prototype)
Moonsweeper
Motocross Racer
Motocross Racer/Tomarc the Barbarian ("Double-Ender")
Mountain King
Mouse Trap
Mowleco (Homebrew)
Mr. Chin (Homebrew port)
Mr. Do!
Mr. Do!'s Castle
Ms. Space Fury (Homebrew)
Music Box demo (Unreleased prototype)

N

Ninja Princess (Homebrew)
Nova Blast

O

Oil's Well
Omega Race
One on One Basketball
Ozma Wars (Homebrew)

P

Pac-Man (Unreleased prototype)
Pac-Man Collection (Homebrew port)
Peek-a-boo (Homebrew)
Pepper II
Ping Pong / Billiards, Konami's (Homebrew)
Pitfall!
Pitfall II Arcade (Homebrew)
Pitfall II: Lost Caverns
Pitstop
Pooyan (Homebrew)

Code: Select all

Popeye
  coleco joypad = analog joypad = controls Popeye's movement
  left side button = buttonB = punch
  right side button = buttonA = punch
  Keypad 1-6 = select skill level (only used at start of game)
  Keypad 0-9 or * or # = select new level after game over
Porkys (unreleased prototype)
Power Lords
Princess Quest (Homebrew)
Purple Dinosaur Massacre (Homebrew)
Puzzli (Homebrew)

Q

Q*bert
Q*bert's Qubes
Quest for the Golden Chalice (Homebrew)
Quest for Quintana Roo

R

Reversi (Homebrew)
River Raid
Road Fighter (Homebrew port)
Robin Hood
Robin Hood/Sir Lancelot ("Double-Ender")
Roc 'N Rope
Rock 'N Bolt
Rocky Super Action Boxing
Rolloverture
Root Beer Tapper

S

Sammy Lightfoot
Schlange CV (Homebrew)
Schtroumpfs (European-titled 'Smurfs')
Search for the Stolen Crown Jewels (Homebrew)
Search for the Stolen Crown Jewels 2 (Homebrew)
Sector Alpha
Sewer Sam
Side Trak (Homebrew port)
Sir Lancelot
Skiing
Sky Jaguar (Homebrew port)
Slither
Slurpy
Smurf Challenge (Homebrew)
Smurf Paint 'n' Play Workshop
Smurf: Rescue in Gargamel's Castle
Space Fury

Code: Select all

Space Invaders Collection (Homebrew port)
  coleco joypad = analog joypad = navigates through menus; controls cannon movement
  left side button = buttonB = select menu options / fire
  right side button = buttonA = select menu options / fire
  Keypad 1 or 2 = select 1 or 2 players
  Keypad * = pause/resume gameplay
  Keypad # = insert coins
Space Invasion (Homebrew)
Space Panic
Spectar (Homebrew port)
Spectron

Code: Select all

Spy Hunter
  coleco joypad = analog joypad = controls up/down/left/right car movement
  left side button = buttonB = Oil Slick
  right side button = buttonA = Machine Guns
  Keypad 1-8 = select skill level (only used at start of game)
  Keypad * = restart after game over / Pause during game
  Keypad # = select new level after game over
  Keypad 1 4 or 7  = Missiles
  Keypad 3 6 or 9 = Smoke
Squares! (Homebrew)
Squish 'Em Featuring Sam
Star Fortress (Homebrew)
Star Force (Homebrew)
Star Trek: Strategic Operations Simulator
Star Wars: The Arcade Game
Starcom (Homebrew)
Steamroller
Strike It
SubRoc
Super Action Baseball
Super Action Football
Super Action Soccer
Super Cobra
Super Crossforce
Super Sketch

T

Tank War
Tarzan
Telly Turtle
Terra Attack (Homebrew)
Threshold
Time Pilot
Tomarc the Barbarian
Tournament Tennis
Turbo
Tutankham

U

Up'n Down

V

Venture
Victory

W

WarGames
War Room
Way of the Exploding Foot (Homebrew)
Wing War
The Wizard of Id's Wiz Math
Word Feud

Y

Yie Ar Kung Fu (Homebrew)

Z

Zaxxon
Zenji
Zippy Race (Homebrew)
Zombie Near (Homebrew)

Re: CollisionGC

Posted: Fri Feb 15, 2013 1:03 am
by megalomaniac
version .01 beta 1

Code: Select all

NOTE: you must delete coleco/config.ini before using this version ! 
NOTE: you must delete coleco/config.ini before using this version !!
NOTE: you must delete coleco/config.ini before using this version !!!

1. major code changes to begin process of cleaning up and removing SMS Plus multi-emulator code
    please check for any bugs, it seems to work fine for me...
2. MENU changes, take a look and get familiar with the new layout..(huge menu clean up)
3. mapped keypad * button to START, makes it easier to restart a game or pause (for games which use the pause feature)
4. three controller options: NONE, GAMEPAD, GAMEPAD 4 
   GAMEPAD = original controller layout and usage with * mapped to START button
   GAMEPAD 4 = same as GAMEPAD but: 
      KEYPAD 3 = button X
      KEYPAD 4 = button Y

GAMEPAD 4 is set as the default controller type once a game is loaded, (this button configuration feels right to me, let me know what you think)

the more info i can get posted on the button configurations the better chance i have to create controller options to make these games a lot more playable

Re: CollisionGC

Posted: Fri Feb 15, 2013 1:04 am
by megalomaniac
place holder...

Re: CollisionGC

Posted: Fri Feb 15, 2013 8:33 pm
by karl_oz

Code: Select all

Frogger
  coleco joypad = analog joypad = controls Frogger's movement
  left side button = buttonB = not used
  right side button = buttonA = not used
  Keypad 1-6 = select game options: number of players, game speed, music on/off (only used at start of game)
  Keypad * = start game
  Keypad # = select new options after game over

Code: Select all

Popeye
  coleco joypad = analog joypad = controls Popeye's movement
  left side button = buttonB = punch
  right side button = buttonA = punch
  Keypad 1-6 = select skill level (only used at start of game)
  Keypad 0-9 or * or # = select new level after game over

Code: Select all

Space Invaders Collection
  coleco joypad = analog joypad = navigates through menus / controls cannon movement
  left side button = buttonB = select menu options / fire
  right side button = buttonA = select menu options / fire
  Keypad 1 or 2 = select 1 or 2 players (after having added some credits)
  Keypad * = pause/resume gameplay
  Keypad # = insert coins

Re: CollisionGC

Posted: Fri Feb 15, 2013 8:42 pm
by megalomaniac
updated thanks

Re: CollisionGC

Posted: Sat Mar 02, 2013 10:24 am
by karl_oz
Thanks for the new beta. It works as good as before!
But, I don't get, what's so special about keypads 3 and 4?? I'm not aware of any game, that makes use of these particular buttons... Besides the two fire buttons, the three keypads that are used the most are definitely *, # and 0 - so I really think, that these should be mapped to (in no particular order) Start, X and Y on the gamecube controller.

------------------------------

Furthermore, I've been going through all of the online manuals and kept records about special key usage etc.
Here you go:

COMMON USAGE
(does not refer to all games, but to a lot of them):
Keypad Buttons 1-8 = select a game option before playing
* = replay with the same options after game over
# = return to the options screen after game over


PAUSE / RESUME gameplay
(available in these games):

* / *
(2010, Bump'n'Jump, Choplifter, Congo Bongo, Defender, Dukes Of Hazzard, Fortune Builder, Frenzy, Frontline, H.E.R.O., Illusions, Mr. Do!, Omega Race, Rocky, Slither, Spy Hunter, Star Trek, Subroc, Trazan, Time Pilot, Victory)
total count: 21
* / Fire
(Monkey Academy, Rolloverture)
total count: 2
* / #
(Quest For Quintana Roo)
total count: 1


# / #
(Centipede, Galaxian, Heist, Jungle Hunt, Miner 2049er)
total count: 5
# / any other button
(Tournament Tennis, War Room)
total count: 2
# / Keypad 0
(Blockade Runner)
total count: 1


Keypad 0 / Keypad 0
(Beamrider, Evolution, Pitfall 2, Q-bert 2, Sqish'Em, Up'n Down)
total count: 6
Keypad 0 / any other button
(Sewer Sam)
total count: 1
Keypad 0 / Keypad 8
(Boulder Dash)
total count: 1


Keypad 1 / Keypad 1
(Oil's Well)
total count: 1
Keypad 2 / Keypad 2
(Pitfall 1)
total count: 1
Keypad 9 / Keypad 9
(Robin Hood)
total count: 1


------------------------------
GAMES THAT USE KEYPAD INPUT FOR GAMEPLAY:

- Aquattack
- Blockade Runner
- Dam Busters
- Defender
- Fortune Builder
- Gateway To Apshai
- Gust Buster
- Ken Uston Blackjack + Poker
- Lord Of The Dungeon
- Miner 2049er
- Quest For Quintana Roo
- Spy Hunter
- War Room
- War Games


------------------------------
GAMES THAT REQUIRE SPECIAL INPUT DEVICES:

SUPER ACTION CONTROLLER:
- Frontline
- Rocky
- Super Action Baseball
- Super Action Football
- Super Action Soccer

DRIVING MODUL:
- Destructor
- Dukes Of Hazzard
- Turbo

ROLLER CONTROLLER:
- Slither
- Victory

Re: CollisionGC

Posted: Sat Mar 02, 2013 11:13 am
by megalomaniac
good info you put together...


as for keys 3 and 4, it works kinda like the super action controller and for spyhunter it comes in handy instead of trying to fumble thru a keylist just to fire a missile...
i can always add more controller types, im not too sure what to do about the games that require keypad input...
ill think about that for a bit, im still not sure yet what will work out the best

Re: CollisionGC

Posted: Tue Nov 17, 2015 9:59 pm
by karl_oz
Recently, I've purchased a real ColecoVison. But unfortunately it's not working properly anymore... :(
So, I thought it was time to bring this project up again - since this emulator seems to be the only solution for me to play these games on my CRT.

Megalomaniac, would you mind spending some time on this one again? Please?

I've become aware, that someone named "newcoleco" has successfully hacked all games (except one) that require the DRIVING MODULE and the ROLLER CONTROLLER to work with the standard controller. So there's no need to deal with these devices anymore, I guess. What about the SUPER ACTION CONTROLLER? Would it be possible to map its four fire buttons to A, B, X, Y on the Gamecube controller? And maybe its Speed Roller to the C-Stick?

Furthermore, have you possibly thought about additional controller options / key mappings over the last couple of years? Or is there any chance to implement something to customize (and save?) the controller setup for each user individually?

Re: CollisionGC

Posted: Wed Nov 18, 2015 7:26 pm
by karl_oz
Yet another approach on how to map all buttons of the standard CV controller to the GC controller:

Code: Select all

CV:          GC:
Left Fire    B
Right Fire   A
*            Y
#            X
0            Start
1            L + B
2            L + A
3            L + X
4            L + Y
5            R + B
6            R + A
7            R + X
8            R + Y
9            L + Start
Wouldn't that make the keypad buttons more accessible, than having to select one by skipping through and executing?

Re: CollisionGC

Posted: Thu Nov 19, 2015 1:52 am
by megalomaniac
i looked over the link, ill see what i can do when i have some time available
it doesnt seems like there would be much to do...

i think your approach would be the easiest to use...maybe as simple as adding a selectable controller profile

Re: CollisionGC

Posted: Sun Mar 20, 2016 7:01 pm
by karl_oz
Hey, megalomaniac.
Any progress on this? I don't wanna sound demanding in any way, but it's been awhile since your last post. Do you possibly have some time for this? Back then it sounded like remapping the buttons wouldn't be too big a task.

Re: CollisionGC

Posted: Tue Mar 29, 2016 5:11 am
by sindrik
karl_oz wrote:Hey, megalomaniac.
Any progress on this? I don't wanna sound demanding in any way, but it's been awhile since your last post. Do you possibly have some time for this? Back then it sounded like remapping the buttons wouldn't be too big a task.
I'm kinda curious about this.