Colecovision conversion - need help

Por mtini

Master (142)

imagem de mtini

31-07-2019, 01:08

I am trying to learn how to convert Colecovision to MSX with the help of a code created by Ricardo Bittencourt that I will list below. I have a question in the GAME DATA section of the code below that indicates that I should put the modified ROM code. How do I extract the ROM code?

The Changes that the program requests have already been made, Such as changing the D3 BE for 98, and D3 BF por 99

I made these modifications right in the .ROM file using a HEX Editor. Now I need to know how to put the ROM data into the GAME DATA section of the code below. Then I need to compile using a .MAC file. I would also like to know how I compile with the "sjasmplus" program.

Thanks.

; -----------------------------------------------------------------------        
;
;    Coleco Loader
;    Copyright (C) 2004 by Ricardo Bittencourt
;
;    Project started at 22/6/2004. Last modification was on 7/10/2004.
;    Contact the author through the addresses: 
;        
;        <a href="mailto:ricardo@700km.com.br">ricardo@700km.com.br</a>
;        <a href="http://www.700km.com.br/mundobizarro" title="http://www.700km.com.br/mundobizarro">http://www.700km.com.br/mundobizarro</a>
;
; -----------------------------------------------------------------------        
;
; Credits:
;
;       Programming
;               Ricardo Bittencourt (main programmer)
;
;       No penguins were harmed during the making of this program.
;
; -----------------------------------------------------------------------        

	ASEG
	ORG     0100h
	
; notes on porting coleco games to msx	
	
; coleco video is the same as msx
; just swap D3 BE for 98, and D3 BF por 99

; coleco sound is done on i/o port F0
; remove it and change to a call to PUT_F0
; I implemented only the functionality needed for SIC,
; other games may require a more precise emulation

; coleco player input has two modes of operation, both read from FCh
; if you previously output to i/o port 80h, then input is done on keyboard-mode
; if you previously output to i/o port C0h, then input is done on joystick-mode
; joystick is fully emulated in this code, 
; keyboard is not finished yet

; coleco bios is preloaded at address 0; cartridge starts at 8000h

; coleco uses NMI as time interrupt, this must be changed to IM 1 in msx

; -----------------------------------------------------------------------

START:
        JP      LOADER

COLECO_DATA:
        INCLUDE COLECO.INC

LOADER:
        DI

        LD      HL,COLECO_DATA
        LD      DE,0
        LD      BC,8192
        LDIR
        
        LD	HL,GAME_DATA+32766
        LD	DE,0FFFEh
        LD	BC,32767
        LDDR
        
        LD	A,0C3h
        LD	(038h),A
        LD	HL,66h
        LD	(039h),HL
        
        CALL	INIT_SOUND
        
        JP      0A9CAh

; -----------------------------------------------------------------------

GET_C0FC_AND_B:
	PUSH	BC
	PUSH	HL
	PUSH	DE
	; keyboard player 1
	IN	A,(0AAh)
	AND	0F0h
	OR	8
	OUT	(0AAh),A
	IN	A,(0A9h)
	LD	HL,KEYCONVERT_C0
	LD	B,0
	LD	C,A
	ADD	HL,BC
	LD	E,(HL)
	
	; joystick player 1
	LD	A,15
	OUT	(0A0h),A
	IN 	A,(0A2h)
	AND	10111111b
	OUT	(0A1h),A
	LD	A,14
	OUT	(0A0h),A
	IN	A,(0A2h)
	LD	HL,JOYCONVERT_C0
	LD	B,0
	LD	C,A
	ADD	HL,BC
	LD	A,E
	AND	(HL)

	POP	DE
	POP	HL
	POP	BC
	AND	B
	RET

; -----------------------------------------------------------------------

GET_80FC_LD_B_A:
	PUSH	BC
	PUSH	HL
	PUSH	DE
	; keyboard player 1
	IN	A,(0AAh)
	AND	0F0h
	LD	D,A
	OUT	(0AAh),A
	IN	A,(0A9h)
	LD	HL,KEYCONVERT_80
	LD	B,0
	LD	C,A
	ADD	HL,BC
	LD	A,0FFh
	XOR	(HL)
	LD	E,A
	
	LD	A,D
	OR	7
	OUT	(0AAh),A
	IN	A,(0A9h)
	LD	HL,KEYCONVERT_80B
	LD	B,0
	LD	C,A
	ADD	HL,BC
	LD	A,E
	XOR	(HL)

	POP	DE
	POP	HL
	POP	BC
	LD	B,A
	RET

; -----------------------------------------------------------------------
; player 1 and player 2 use same joysticks/keyboard

GET_C0FF_AND_C:
	PUSH	BC
	PUSH	HL
	PUSH	DE
	
	; keyboard player 1
	IN	A,(0AAh)
	AND	0F0h
	OR	8
	OUT	(0AAh),A
	IN	A,(0A9h)
	LD	HL,KEYCONVERT_C0
	LD	B,0
	LD	C,A
	ADD	HL,BC
	LD	E,(HL)
	
	; joystick player 1
	LD	A,15
	OUT	(0A0h),A
	IN 	A,(0A2h)
	AND	10111111b
	OUT	(0A1h),A
	LD	A,14
	OUT	(0A0h),A
	IN	A,(0A2h)
	LD	HL,JOYCONVERT_C0
	LD	B,0
	LD	C,A
	ADD	HL,BC
	LD	A,E
	AND	(HL)

	POP	DE
	POP	HL
	POP	BC
	AND	C
	RET

; -----------------------------------------------------------------------

INIT_SOUND:
	PUSH	BC
	PUSH	DE
	LD	A,7
	OUT	(0A0h),A
	IN	A,(0A2h)
	AND	11011100b
	OR	00011100b
	OUT	(0A1h),A
	LD	BC,03A1h
	LD	E,0
	LD	A,8
INIT_SOUND_LOOP:	
	OUT	(0A0h),A
	OUT	(C),E
	INC	A
	DJNZ	INIT_SOUND_LOOP
	
	POP	DE
	POP	BC
	RET
	
; -----------------------------------------------------------------------

FILLER:	DS 02200h-FILLER
        
; -----------------------------------------------------------------------

J2200: 	JP	GET_C0FC_AND_B
J2203:	JP	GET_C0FF_AND_C
J2206:	JP	GET_80FC_LD_B_A
J2209:	JP	PUT_F0
J220C:	JP	PUT_F0_INC_DE
J220F:	JP	PUT_F0_XOR_A

; -----------------------------------------------------------------------

PUT_F0_INC_DE:
	CALL	PUT_F0
	INC	DE
	RET

; -----------------------------------------------------------------------
	
PUT_F0_XOR_A:
	CALL	PUT_F0
	XOR	A
	RET
	
; -----------------------------------------------------------------------

PUT_F0:
	PUSH	HL
	PUSH	BC
	
	OR	A
	JP	P,SOUND_DATA
	
	LD	(LATCH),A
	BIT	4,A
	JR	NZ,VOLUME
	
	; select low bits of frequency for tone channels
	LD	B,A
	RLCA
	RLCA
	RLCA
	RLCA
	AND	6
	PUSH	AF
	CALL	LOAD_FREQ_TABLE
	LD	A,(HL)
	AND	0F0h
	LD	C,A
	LD	A,B
	AND	0Fh
	OR	C
	LD	(HL),A
	POP	AF
	
FREQ_DATA:	
	CP	6
	JP	Z,FREQ_NOISE
	CP	4
	JR	Z,FREQ_JOINT
	OUT	(0A0h),A
	PUSH	AF
	CALL	LOAD_FREQ_TABLE
	LD	A,(HL)
	OUT	(0A1h),A
	INC	HL
	POP	AF
	INC	A
	OUT	(0A0h),A
	LD	A,(HL)
	OUT	(0A1h),A
	
	JP	SOUND_EXIT
	
	; select volume for tone channels
VOLUME:
	LD	B,A
VOLUME_DATA:	
	RLCA
	RLCA
	RLCA
	AND	3
	LD	C,A
	ADD	A,LOW(VOL0)
	LD	L,A
	LD	A,HIGH(VOL0)
	ADC	A,0
	LD	H,A
	LD	A,B
	AND	0Fh
	XOR	0Fh
	LD	(HL),A
	
	LD	A,C
	CP	3
	JR	Z,VOLUME_NOISE
	CP	2
	JR	Z,SOUND_EXIT ; tone 2 not used
	ADD	A,8
	OUT	(0A0h),A
	LD	A,(HL)
	OUT	(0A1h),A
	JR	SOUND_EXIT

FREQ_JOINT:
	PUSH	AF
	CALL	LOAD_FREQ_TABLE
	LD	A,6
	OUT	(0A0h),A
	INC	HL
	LD	A,(HL)
	AND	0Fh
	JR	NZ,SOUND_SATURATE
	DEC	HL
	LD	A,(HL)
	AND	11100000b
	JR	NZ,SOUND_SATURATE
	LD	A,(HL)
	OUT	(0A1h),A
	POP	AF
	JR	SOUND_EXIT
	
SOUND_SATURATE:
	LD	A,0FFh
	OUT	(0A1h),A
	POP	AF
	JR	SOUND_EXIT	
	
SOUND_DATA:
	LD	HL,LATCH
	BIT	4,(HL)
	JR	Z,HIGH_FREQ
	
	LD	B,A
	LD	A,(LATCH)
	JR	VOLUME_DATA

	; select high bits of frequency for tone channels
HIGH_FREQ:
	LD	B,A
	LD	A,(HL)
	RLCA
	RLCA
	RLCA
	RLCA
	AND	6
	PUSH	AF	
	CALL	LOAD_FREQ_TABLE
	LD	A,B
	RLCA
	RLCA
	RLCA
	RLCA
	LD	B,A
	AND	0F0h
	LD	C,A	
	LD	A,(HL)
	AND	0Fh
	OR	C
	LD	(HL),A
	INC	HL
	LD	A,B
	AND	3
	LD	C,A
	LD	A,(HL)
	AND	11111100b
	OR	C
	LD	(HL),A
	POP	AF
	JP	FREQ_DATA

VOLUME_NOISE:	
	LD	A,10
	OUT	(0A0h),A
	LD	A,(HL)
	OUT	(0A1h),A
	JR	SOUND_EXIT

FREQ_NOISE:
	; not implemented yet

SOUND_EXIT:
	POP	BC
	POP	HL	
	RET

; -----------------------------------------------------------------------

LOAD_FREQ_TABLE:
	ADD	A,LOW(FREQ0)
	LD	L,A
	LD	A,HIGH(FREQ0)
	ADC	A,0
	LD	H,A
	RET
	
; -----------------------------------------------------------------------

FREQ0:	DW	0
FREQ1:	DW	0
FREQ2:	DW	0
FREQN:	DW	0

VOL0:	DB	0
VOL1:	DB	0
VOL2:	DB	0
VOLN:	DB	0

LATCH:	DB	0

; -----------------------------------------------------------------------

KEYCONVERT_C0:
	I DEFL 0
	REPT 256
	DB ((I AND 16) SHR 1) OR ((I AND 32) SHR 5) OR ((I AND 64) SHR 4) OR ((I AND 128) SHR 6) OR ((I AND 1) SHL 6) OR 0B0h
	I DEFL I+1
	ENDM

JOYCONVERT_C0:
	I DEFL 0
	REPT 256
	DB ((I AND 1) SHL 0) OR ((I AND 2) SHL 1) OR ((I AND 4) SHL 1) OR ((I AND 8) SHR 2) OR ((I AND 16) SHL 2) OR 0B0h
	I DEFL I+1
	ENDM

KEYCONVERT_80:
	; coleco 6 mapped in msx 2
	; coleco 9 mapped in msx 1
	I DEFL 0
	REPT 256
	I6 DEFL ((((I AND 4) SHR 2) XOR 1)*(NOT 0111b)) AND 0Fh
	I9 DEFL ((((I AND 2) SHR 1) XOR 1)*(NOT 1101b)) AND 0Fh 
	DB (NOT (0FFh XOR I6 XOR I9)) AND 0Fh
	I DEFL I+1
	ENDM
	
KEYCONVERT_80B:
	; coleco star mapped in msx enter
	; coleco number mapped in msx select
	I DEFL 0
	REPT 256
	ISTAR DEFL ((((I AND 128) SHR 7) XOR 1)*(NOT 1001b)) AND 0Fh
	INUMBER DEFL ((((I AND 64) SHR 6) XOR 1)*(NOT 0110b)) AND 0Fh
	DB (NOT (0FFh XOR ISTAR XOR INUMBER)) AND 0Fh
	I DEFL I+1
	ENDM
	

DUMMY2: DS      256*(HIGH (DUMMY2+255))-DUMMY2
	
GAME_DATA:

ENDOFCODE:

	END     START

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Por alexito

Paladin (761)

imagem de alexito

31-07-2019, 04:14

Hi, mtini I'm Alexito. I used to make conversions for FRANKY. If you don't know with FRANKY your MSX almost turn in a SG1000/SMS/COLECOVISION console but still needing to do some tweaks and hacks.
last year I was involved in fixing some bugs in a game called SPACE INVADERS COLLECTION it was first made for Colecovision (Eduardo Mello) and Coverted by Ricardo Bittencourt for MSX and I think GDX also advised us about some bugs.
Well I decided like you grab some code from Ricardo page and study it. I though my knowledge about Z80 CPU was enough but I was wrong because that experience make me learn more about the MSX MEMORY(SLOT-SUBSLOTS) and Z80 FLIP FLOPS (IFF1 IFF2) so for your question about how introduce the COLECOVISON data (ROM) on MSX? and the SG1000/Sega Master System ROM start always at Z80 address 0x0000 I recommend to study DENNIS KOLLER Loader program called SEGACONV.ASC firstly Dennis requirements are at least 128K RAM because his loader start using for storage the ROM data after the first 64KB RAM (the 1st 64K Internal Ram is used like a buffer and Dennis Loader Zone where he make different stuff like switching Slots/Pages)

Good Luck

PS: I forgot to mention, people used to use different compilers like me I'm used to compile all my Z80 programs with an very old DOS program from PSYQ(ASMZ80.EXE) and always I need to modify the sources to comply with this old tool. so probably you need to adjust Ricardo Bittencourt source to sjasmplus.

Por gdx

Enlighted (6208)

imagem de gdx

31-07-2019, 12:44

If you want convert Colecovision games to MSX you will need to understand how interrupts work. This is the main problem.

alexito wrote:

last year I was involved in fixing some bugs in a game called SPACE INVADERS COLLECTION it was first made for Colecovision (Eduardo Mello) and Coverted by Ricardo Bittencourt for MSX and I think GDX also advised us about some bugs.

And I fixed it at that time.