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PVColLib: A small, open and free development kit for the Colecovision

License: MIT License

Makefile 3.50% C 67.71% Assembly 18.82% CMake 0.25% C++ 8.43% CSS 1.02% HTML 0.26%
c colecovision homebrew programming sdcc-compiler

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alekmaul avatar jmgwline avatar

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pvcollib's Issues

Sound and external bit issues.

The EmuTwo emulator both has sound issues and an external video issue.
The TMS9928 has an external video which is not properly addressed.
Not that we should see an external video source but the wrong background color shows up if it is not set correctly using Video Mode 1 or 2.

If I may add, it's been two years and if it's never going to be updated I humbly request that it be released as open source.

It has a great debugger with pattern tables and everything.
I will add that this is the best Coleco emulator out there because of features and is my goto when developing games. It is a shame that it is no longer being worked on.

Compilation error

J'ai suivi le wiki , malgré que tout soit fait pour linux.

  • Le Make.exe n'étant pas présent dans le répertoire bin

  • Le Makefile étant incompatible pour windows pour certaine commandes .

J'obtient sous Windows cette erreur ci , après avoir mis un Make, et modifié le makefile pour le helloworld

?ASlink-Error-Bad offset in library file c:/colecodev/lib/collib.lib(video22)

Ce qui est assez embêtant.

Can't compile hello world with colecodev

Can't compile hello world with colecodev, I'm getting:

"make"
Makefile:39: *** empty variable name. Stop.

Process Exit Code: 2
Time Taken: 00:00

Thanks for any help

Pal or Ntsc avec vid_freq

J'ai testé l'affichage du vid_freq pour savoir si on est en Pal ou Ntsc , présent dans les exemples, et celui-ci m'affiche toujours NTSC quelque soit la fréquence de BlueMSX ou EmulTwo

Cela fonctionne t'il avec les émulateurs , ou uniquement qu'avec une vrai machine ?

J'utilise la dernière version de la lib.

Sprite examples

Hello there! I'm experimenting with the library and getting the hang of it, however the sprite examples don't seem to work. The release version has some naming typos for the assets, but even after correcting those, no sprites show on the emulator.

The game examples appear to deal with sprites differently, by writing directly to vram. Is this the intended way? Or maybe there is something I am missing?

Cheers!

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