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View topic - SG-1000 to/from ColecoVision ports

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  • Joined: 17 Feb 2020
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Post Posted: Thu Jun 03, 2021 9:58 pm
pcfreak324 wrote
Thank you Stockes for all these ports. It's great to see such immense progress in the porting of ColecoVision games. Do you think you could also port Turbo to SG-1000/SMS? It always wondered my why SEGA didn't port it by themselves, seeing as it was the successor to SEGA's Monaco Grand Prix and had great graphics that would have been ideal to showcase the graphical power of the SG-1000. Turbo for ColecoVision uses the Driving Controller, but there exists a hack by Daniel Bienvenu to use the standard controller instead. This hack could be used as a base for an SG-1000/SMS port.

Anytime, also, I will see about Turbo.
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Post Posted: Thu Jun 03, 2021 10:18 pm
Here's an update of Gorf. Little bit of graphical issues, but works.
Gorf [a1].zip (17.14 KB)

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Post Posted: Thu Jun 10, 2021 1:42 am
I managed to get A.E. to work with some code changes for the BIOS and Game.
And this is extended for 24kB games.
A.E..zip (29.38 KB)

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Post Posted: Thu Jun 10, 2021 10:10 pm
Here's Space Invasion again, now updated.

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Post Posted: Sat Jun 12, 2021 12:30 am
Star Fortress.

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Post Posted: Sat Jun 12, 2021 8:47 am
Last edited by Revo on Sat Jun 19, 2021 2:53 pm; edited 1 time in total
@Stokes: Glad to see you working on theses, but your conversions are so wrong! You're changing all 70-71-72-73 values, even data! You have to change only CALL & JUMP (it seems that you also have to change some 72 for sound). And for example when a CALL is like that: CD 70 71, you have to change it like that: CD 70 C1 (and not CD C0 C1).

Followed proper conversion for Gorf, to start 1 player game press right, to start 2 players game press up (but controller 2 is not well mapped).
Gorf COL2SG Hack.zip (17.06 KB)

 
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Post Posted: Sat Jun 12, 2021 1:58 pm
Revo wrote
@Stokes: Glad to see you working on theses, but your conversions are so wrong! You're changing all 70-71-72-73 values, even data! You have to change only CALL & JUMP (it seems that you also have to change some 72 for sound). And for example when a CALL is like that: CD 70 71, you have to change it like that: CD 70 C1 (and not CD C0 C1).

Followed proper conversion for Gorf, to start 1 player game press right, to start 2 players game press up (but controller 2 is not well mapped).

I see now, sorry for the mistakes.
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Post Posted: Sat Jun 12, 2021 2:21 pm
Last edited by Revo on Sat Jun 19, 2021 2:52 pm; edited 1 time in total
Followed update of Space Invasion, only the score glitch to fix now.
edit: better update down.

@Stokes: Nice control conversion btw, but there was a glitch on fire 'cause of bad change you made on some CALL.
 
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Post Posted: Sat Jun 12, 2021 8:20 pm
Last edited by Revo on Sat Jun 19, 2021 2:54 pm; edited 1 time in total
Followed update of Star Fortress, this conversion need a proper hack control now ;)

 
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Post Posted: Sat Jun 12, 2021 10:27 pm
Last edited by Revo on Sat Jun 19, 2021 2:57 pm; edited 1 time in total
Followed update for Escape From The Mind Master (press 1 then left to start), unplayable due to a reset glitch.

And update for The Yolk's on You (press 1 then 2 & up to start), seems fully playable.

 
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Post Posted: Sun Jun 13, 2021 1:55 am
Last edited by Revo on Sat Jun 19, 2021 2:59 pm; edited 1 time in total
Followed proper conversion for Time Pilot, to start 1 player game press right, to start 2 players game press up (but controller 2 is not well mapped).

And update of Star Wars - The Arcade Game, sound is now working, first phase of gameplay is ok, second is a bit wrong.

 
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Post Posted: Sun Jun 13, 2021 2:00 am
Revo wrote
Followed proper conversion for Time Pilot, to start 1 player game press right, to start 2 players game press up (but controller 2 is not well mapped).

And update of Star Wars - The Arcade Game, sound is now working, first phase of gameplay is ok, second is a bit wrong.

Thanks, I can now play both, including Time Pilot, I was wanting that game to be on the Sega system.
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Post Posted: Sun Jun 13, 2021 9:31 pm
Last edited by Revo on Sat Jun 19, 2021 3:08 pm; edited 1 time in total
Followed update of Boulder Dash, sound is now working. To start a game press up & left then press left & up.

 
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Post Posted: Sun Jun 13, 2021 10:42 pm
Last edited by Revo on Sat Jun 19, 2021 3:04 pm; edited 1 time in total
Followed sound update for Choplifter, Chuck Norris - Super Kicks, Cosmic Avenger, Gateway to Apshai, Tomarc the Barbarian.
COL2SG June#1.zip (77.89 KB)

 
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Post Posted: Tue Jun 15, 2021 11:18 pm
Last edited by Revo on Sat Jun 19, 2021 2:50 pm; edited 1 time in total
Followed update for Space Invasion, score glitch is now fixed, probably a perfect conversion now.

 
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Post Posted: Thu Jun 17, 2021 10:54 pm
Last edited by Revo on Sat Jun 19, 2021 2:47 pm; edited 1 time in total
Followed conversion of Lady Bug! Press right to start a game, seems to work fine.

I'm using dZ80 2.0 as disassembler, but it's not the best for COL2SG, here an example with Lady Bug:


003f 32ed73    ld      (73edh),a
0042 0c        inc     c
0043 70        ld      (hl),b


So normally 32 ED C3 0C 70 should be the way to convert, but actually its 32 ED 73 0C C0 that you have to do.

 
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Post Posted: Thu Jun 17, 2021 11:11 pm
Revo wrote
Followed conversion of Lady Bug! Press right to start a game, seems to work fine.

I'm using dZ80 2.0 as disassembler, but it's not the best for COL2SG, here an example with Lady Bug:


003f 32ed73    ld      (73edh),a
0042 0c        inc     c
0043 70        ld      (hl),b


So normally 32 ED C3 0C 70 should be the way to convert, but actually its 32 ED 73 0C C0 that you have to do.

Game well converted. :-)
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Post Posted: Sat Jun 19, 2021 2:38 pm
Last edited by Revo on Mon Jun 21, 2021 4:00 pm; edited 1 time in total
New conversion with Tutankham, press right to start a game.



 
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Post Posted: Sat Jun 19, 2021 3:16 pm
Revo wrote
New conversion with Tutankham, press right to start a game.

OOOOOOOOOOOOOOOOOOOOOOOOOOOOH-
How about Montezuma's Revenge now?
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Post Posted: Sat Jun 19, 2021 3:18 pm
Also, we need a way where we need the two buttons, because we only have one working.
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Post Posted: Sat Jun 19, 2021 3:47 pm
Here a quick attempt, only display title screen.

 
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Post Posted: Sun Jun 20, 2021 4:07 pm
Nintendoooooo ! Followed proper conversion of Donkey Kong Jr.



 
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Post Posted: Sun Jun 20, 2021 5:42 pm
Revo wrote
Nintendoooooo ! Followed proper conversion of Donkey Kong Jr.


Do Donkey Kong.
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Post Posted: Sun Jun 20, 2021 5:45 pm
And a challenge too, see if you can make a memory mapper or set the code to E000 slots than C000. I want to see a 24 or 32 kilobyte game to run.
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Post Posted: Sun Jun 20, 2021 5:48 pm
Last edited by Stokes on Mon Jun 21, 2021 12:05 pm; edited 1 time in total
Y'know, I would like to see Atari games like Defender, Pac-Man, Dig Dug, or Centipede on the SG-1000.
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Post Posted: Mon Jun 21, 2021 9:48 am
In my village only the king can say "I want" and we cut his head off in 1793.

Followed proper conversion for 6 Noises Demo, Amazing Bumpman, Final Test Cartridge.
COL2SG June#2.zip (26.88 KB)

 
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Post Posted: Mon Jun 21, 2021 12:05 pm
Revo wrote
In my village only the king can say "I want" and we cut his head off in 1793.

Followed proper conversion for 6 Noises Demo, Amazing Bumpman, Final Test Cartridge.

Oh-.
My bad. :-|
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Post Posted: Mon Jun 21, 2021 12:55 pm
HEHE :)
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Post Posted: Mon Jun 21, 2021 3:03 pm
Last edited by Revo on Mon Jun 21, 2021 10:05 pm; edited 1 time in total
Sound update for Moonsweeper (glitch also fixed) and Tournament Tennis.

 
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Post Posted: Mon Jun 21, 2021 9:55 pm
Followed update for Tank Wars (no more glitch?), and conversion of Q-Bert.

 
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Post Posted: Mon Jun 21, 2021 10:25 pm
Revo wrote
Followed update for Tank Wars (no more glitch?), and conversion of Q-Bert.

Now this is a better version of Q-Bert for the SG-1000, heck, who knows what Sega or another company was thinking when they created their own port on the SG-1000?
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Post Posted: Mon Jun 21, 2021 11:14 pm
Update for Gyruss and Star Wars - The Arcade Game, no more glitch as far than I can play.



 
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Post Posted: Tue Jun 22, 2021 7:39 am
Conversion of Dance Fantasy, Jumpman Junior, Robin Hood.

 
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Post Posted: Tue Jun 22, 2021 10:01 am
Followed Gust Buster, need hack controls to be fully playable.

 
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Post Posted: Tue Jun 22, 2021 2:01 pm
Quest for Quintana Roo

 
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Post Posted: Wed Jun 23, 2021 8:09 am
Evolution

 
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Post Posted: Thu Jun 24, 2021 9:07 am
Brain Strainers, was not able to hack the sound for this one.

 
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Post Posted: Fri Jun 25, 2021 9:38 am
Last edited by Revo on Fri Jun 25, 2021 2:28 pm; edited 4 times in total
Nova Blast, to start a game press many button on controller 1.

Turbo, right to start a game, 1 is accelerator, change speed with down.
edit: left & right are now working correctly and now working on emulators and real hardware.


Turbo COL2SG Hack.zip (15.92 KB)

 
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Post Posted: Fri Jun 25, 2021 10:13 am
So to play Turbo on Colecovision, you need Expension Module 2, now we need to find a way to hack the game to play with a regular controller.

edit: Daniel Bienvenu already made this hack!

edit2: Conversion updated, now working fine on real hardware, but don't work on emulators.

edit3: Conversion updated, now working on emulators, score fixed, only the red light from the start don't work properly.

 
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Post Posted: Sat Jun 26, 2021 10:11 am
Looping and Rolloverture.

 
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Post Posted: Sat Jun 26, 2021 10:16 am
I modified the BIOS so we can put Coleco rom at $3000 instead of $8000, so you will have to change all rom addresses (not just RAM), these is lot of work but then we can convert 32kb games. Include conversions examples with 6 Noises Demo and Final Test Cartridge.

 
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Post Posted: Sat Jun 26, 2021 12:20 pm
Revo wrote
I modified the BIOS so we can put Coleco rom at $3000 instead of $8000, so you will have to change all rom addresses (not just RAM), these is lot of work but then we can convert 32kb games. Include conversions examples with 6 Noises Demo and Final Test Cartridge.

Great progress and a big thank you for porting Turbo! Support for 32KB games opens a whole lot of new possibilities.

I am not sure if you know, but cvaddict.com has a great overview of all the available games for ColecoVision. Did you know there exists an improved version of Donkey Kong Junior called Super DK! Junior with a larger rom size (32KB) and additional content from the Arcade? There are also numerous games available on both ColecoVision and SG-1000 that are better on ColecoVision (see this thread at atariage.com).
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Post Posted: Sat Jun 26, 2021 5:16 pm
Revo wrote
I modified the BIOS so we can put Coleco rom at $3000 instead of $8000, so you will have to change all rom addresses (not just RAM), these is lot of work but then we can convert 32kb games. Include conversions examples with 6 Noises Demo and Final Test Cartridge.

You could've set it to $4000, but it's good.
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Post Posted: Sun Jun 27, 2021 1:17 am
Amazing job Stokes & Revo.

I know it was called, but Congo Bongo (Colecovision Version) looks so good. It was great to port to SG1000

:)
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Post Posted: Mon Jun 28, 2021 11:41 am
I asked under4mhz about an important change you have to do on conversion that I didn't understand.

If you have a 21 FF 8F you need to change it for 21 FF 3F, why? Here under4mhz explication:

Quote
That code is a trick to get a value for the size of the stack. It's adding 8fff to the stack pointer, adding 73ff+8fff gives 3fe (ignoring overflow) which is the size of the stack. Since the top of the stack is now at c3ff for SG-1000, this doesn't add up, but c3ff+3fff gives the correct value of 3fe. The code after that then clears the memory. If it's wrong, it clears the return address in the stack, and so returns to address 0, rebooting.

So it's trying to clear the stack, without overwriting the currently used variables or return values. It's doing it all this way because there's no sub sp,hl command in z80, but you can go the other way using 2s compliment and add 3fff.

That bit of code is:

ld hl, $3FFF                ; Subtract C000 from the sp
add hl, sp                  ; Go 'round the other way, because there's no sub sp, hl
ld c, l                     ; Clear everything, except what we're currently using
ld b, h                     ; bc = stack size
ld hl, _RAM_C000_           ; hl = source
ld de, _RAM_C001_           ; de = dest
xor a
ld (hl), a                  ; clear first byte of stack
ldir                        ; copy first byte (==0) to the entire stack
ret                         ; Oops can't clear everything, or this won't work.
 
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Post Posted: Mon Jul 05, 2021 11:31 pm
Hi, I have a person that could help me make CV2SG ports faster, and probably SG2CV, which is good for the CV community. But it's coming soon.
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Post Posted: Mon Jul 26, 2021 3:03 pm
Basically, it's not coming until further notice, probably in the future. But here's an attempt at Donkey Kong.

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Post Posted: Mon Jul 26, 2021 7:04 pm
This is my actual WIP of DK if you want to give a look. I'll finish the conversion next time I'll work on COL2SG (September?).

 
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Post Posted: Mon Jul 26, 2021 7:11 pm
Revo wrote
This is my actual WIP of DK if you want to give a look. I'll finish the conversion next time I'll work on COL2SG (September?).

Seems good for now. I'ma see what codes are there to fix.
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Post Posted: Mon Sep 13, 2021 8:09 am
Revo wrote
This is my actual WIP of DK if you want to give a look. I'll finish the conversion next time I'll work on COL2SG (September?).


Hi mate, have you tried these conversions on real hardware? If not, which emulator are you using?
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