There are some graphic bugs in Doulder Dash on Turbo R. I will try to correct that.
In Smurf (MMM version) there is a ghost sprite moving around the rooms of the castle that not happen in Smurf.com (Franky/Playsoniq Version) I think is MMM memory mapper related.
MMM and Franky versions are same. Only the I/O port number to acces to the SN76489 is different. Both versions are Playsoniq compatible. So ghost sprite should appear on the both versions. Maybe it appears in some conditions. I have never seen it on my two MSXs.
at 1:21 you can see me testing the ghost sprite but it doesn't show up with Franky/Playsoniq
alex, do you have emulated both sgm (32K ram and AY8910) and megacartrige (Rom mapper up to 1MB) for colecovision?
ARTRAG, games work with the MSX RAM. They work without sound if Franky, MMM or Playsoniq cartridge is not insered.
at 1:21 you can see me testing the ghost sprite but it doesn't show up with Franky/Playsoniq
I saw the video but I never had this bug with my MMM. And since it works with your Franky and my MMM, I think there must be something different in your config when you use your MMM that annoys.
Have you tried several times and the bug occurs every time? Have you tried the MMM version with the Playsoniq?
I saw the video but I never had this bug with my MMM. And since it works with your Franky and my MMM, I think there must be something different in your config when you use your MMM that annoys.
My question is if any of these cartridges can emulate megacartrige mapper and allocate tam to emulate the sgm ram mapping or if there are sw patches to do this (very hard for megacartriges)
@ARTRAG: I think you're little confused here. let try to explain little bit most all colecovision games library are just <32KB (ROM+8KB BIOS) that mean a MSX Computer with at least 64KB is able to run every colecovision if it is patched correctly. from long time people try to Emulate the Colecovision Joystick/Audio chip Routines using MSX PSG/Keyboard Routines but when Hardware like Musical Memory Mapper, Franky/Playsoniq show up the Audio Chips Rutines was excluded because the MSX PSG Emulation in some cases sound good but never was enough.
What I did with MSX SIC was just Capture the whole RAM (64KB) Study it from the ground so I can understand how the Coleco Bios Interact and the Patches already applied for Eduardo Mello/Ricardo Bittencourt so I did my own Enhanced Version of SIC but because I already have a ROM loader (FRANKY LOADER) that load anything in Memory Mapper RAM that is why the use of BMMS.COM that help with RAM MAPPER INITIALIZATION and the loader reorganize the MEMORY MAPPER PAGES and finally execute it usually at 0x0000. The bad news is FRANKY LOADER Require at least 128KB RAM. GDX get a different approach condensing the whole game (ROM+BIOS+PATCHES) as short as possible requiring just a simple MSX with 64KB RAM.
About SGM (Super Game Module) I would like someone here provide me with any SGM ROM DUMP so I can try to modify it and RUN on MSX but nothing yet. all the Patched Colecovision games for MSX are basic ROM Dumps.
You can see here many games if 128KB or 256KB
https://atariage.com/forums/topic/286381-team-pixelboy-news-...
They use a rom mapper called mega cartridge and an expansion called SGM
they are both documented on Atariage in the colecovision programming resources
The current name of what I have calle megacartridge is MegaCart2
sgm infos are there
https://atariage.com/forums/topic/203851-super-game-module-t...