Author Topic: ColeCoo v3.0 (Updated)  (Read 3809 times)

Offline Kronus

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ColeCoo v3.0 (Updated)
« on: October 17, 2009, 06:13:28 AM »
Colecovision Emulator for Dingoo's native firmware O.S. from alekmaul, No messing around with Linux.

Heres the release notes:
Hi, little post to say that now, here is a Coleco emulator for Dingoo.

You don't need Linux to use it, it's a native Dingoo SIM file.
Put ColecOO.SIM in your GAME directory. Put your .COL games where you want.
Use "Interesting game" from Dingoo menu and choose your .COL file, the emu will launch with the game
Again, i used s2d sdk to make this emulator because i can't do some nice sound without it.
http://www.portabledev.com/pages/dingoo/jeuxdev.-perso/colecoo.php

Download:
http://www.portabledev.com/files/filedwnld.php?file=ColeCOOV20.zip
« Last Edit: October 17, 2009, 09:35:00 AM by Kronus Arm »
"I'm happy to serve the Dingoo Community!"

Offline alekmaul

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    • Portabledev
Re: ColeCoo v2.0
« Reply #1 on: October 17, 2009, 09:30:26 AM »
Be careful , this is not the last version of the emulator !!!!

The last one is here : ColecoV3.0

And i don't use anymore the s2dsdk lib ^^

Please, could you modify the title of the thread reflecting this new version ?

here is the readme file :
Quote
V3.0 : 27/09/2009
  # fix tv out pb
  # fix mode 2 pb (great thanks to Daniel Bienvenue for explaination of pb)
    Just test his last game here : http://newcoleco.dev-fr.org/p4155/2009-06-14-colecovision-ghostblaster.html
  # fix same pb in mode 0 for Pattern Table
  + move to gcc 4 instead of gcc 3.3.1
  + change sound threading to be more accurate
  # fix defender hanging
  - new load state/save state not compatible with previous version (sorry, my hd crashed
    and i rewrote this part from scratch)
  + load/save config in \game\colecoo.cfg

Offline Kronus

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Re: ColeCoo v3.0 (Updated)
« Reply #2 on: October 17, 2009, 09:34:42 AM »
Thanks for the heads-up! You're emu still rocks!

Modified for sakes.
« Last Edit: October 17, 2009, 09:36:44 AM by Kronus Arm »
"I'm happy to serve the Dingoo Community!"

Offline alekmaul

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Re: ColeCoo v3.0 (Updated)
« Reply #3 on: October 17, 2009, 09:37:47 AM »
^^ nice, thanks :)

Offline capt_bugaloo

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Re: ColeCoo v3.0 (Updated)
« Reply #4 on: October 17, 2009, 05:07:56 PM »
Version 3 is excellent!

Offline retro junkie

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    • Pocket Arcade
Re: ColeCoo v3.0 (Updated)
« Reply #5 on: October 17, 2009, 10:06:52 PM »
I was using this today. It works great. 8)
"Only I, retro junkie, can pilot the only prototype battleship in existence against the angry ugly brain damaged horde of aliens that are bent on destroying our part of the galaxy and annihilate earth!"

Offline corky

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Re: ColeCoo v3.0 (Updated)
« Reply #6 on: October 18, 2009, 03:45:14 AM »
This is a great emu. I play it all the time.

One bug to report. In the game H.E.R.O the graphics corrupt every time on level 4. Hope it gets fixed in future releases.

Keep up the good work!

Offline alekmaul

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Re: ColeCoo v3.0 (Updated)
« Reply #7 on: October 27, 2009, 08:38:30 AM »
ok, new version V3.1 will come soon (perhaps this evening) with hero / space fury  /pifall II fixed.
Also, this version will have key config.
So, If you know some games don't working with colecoo v3.0, please tell me ;)
At least, if you want some others enhancements, just tell me ^^

Offline Kronus

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Re: ColeCoo v3.0 (Updated)
« Reply #8 on: October 27, 2009, 09:52:37 AM »
ok, new version V3.1 will come soon (perhaps this evening) with hero / space fury  /pifall II fixed.
Also, this version will have key config.
So, If you know some games don't working with colecoo v3.0, please tell me ;)
At least, if you want some others enhancements, just tell me ^^

Yipee!
I'll keep that on my list of upcoming news, as well as the Duke Nukem 3D port for the Native ;)

+1
"I'm happy to serve the Dingoo Community!"

Offline demon cleaner

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    • ClassicAmiga
Re: ColeCoo v3.0 (Updated)
« Reply #9 on: October 28, 2009, 05:38:43 AM »

Offline alekmaul

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    • Portabledev
Re: ColeCoo v3.0 (Updated)
« Reply #10 on: October 28, 2009, 07:37:02 AM »
Version 3.1 is out now:

http://www.portabledev.com/pages/dingoo/jeuxdev.-perso/colecoo.php

Euh ... Stop smoking some forbidden things, there is a thread in release part of dingoonity and a news on dingoonity about that ....

Offline demon cleaner

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    • ClassicAmiga
Re: ColeCoo v3.0 (Updated)
« Reply #11 on: October 28, 2009, 07:49:29 AM »
Oh, sorry, I'm still not confident with the sections in this forum, so I missed this. Thought that this would also go into the emulation section of the forum.

Offline alekmaul

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Re: ColeCoo v3.0 (Updated)
« Reply #12 on: October 28, 2009, 08:03:48 AM »
Oh, sorry, I'm still not confident with the sections in this forum, so I missed this. Thought that this would also go into the emulation section of the forum.
ok ^^
well, as said Harteex, Emulation section is only for questions about emulation.
The releases for OS native must be in release section, so i put it in release section.

Offline lak

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Re: ColeCoo v3.0 (Updated)
« Reply #13 on: November 01, 2009, 04:19:21 AM »
fyi

Ver 3.1 of Colecoo has problem playing choplifter. bullets/fence get messed up.
regards

Offline alekmaul

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Re: ColeCoo v3.0 (Updated)
« Reply #14 on: November 01, 2009, 06:29:25 AM »
fyi

Ver 3.1 of Colecoo has problem playing choplifter. bullets/fence get messed up.
regards

Well, I think it's not a bug, it's the Choplifter rom that is not good (i have another one where bullets are OK). Just try this rom with another emulator and i think you will have same pb.

 

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