Release PandaVision (jzintv) - Intellivision Emulator


Okay, uploaded the new PND.


I think you will like it :)
Works like a charm, thank you very much!

This totally made my day! ^_^

Now all I need to do is create a Keyboard Hack file for the game to change the controls to my liking.

By default the jump button in DK Arcade is set to the Pandora's A button, I'd prefer using the X button..

I don't know how to write a .kbd file for jzintv yet, but I'll see if I can figure it out!
 
Okay, uploaded the new PND.


I think you will like it :)
Works like a charm, thank you very much!

This totally made my day! ^_^

Now all I need to do is create a Keyboard Hack file for the game to change the controls to my liking.

By default the jump button in DK Arcade is set to the Pandora's A button, I'd prefer using the X button..

I don't know how to write a .kbd file for jzintv yet, but I'll see if I can figure it out!
I'm glad it's working for you as it should. I'm sorry I missed out on the DK offerings. I've been a fan of this version since I saw it at the Classic Gaming Expo a few years back when DKII debut, it really is a great port.

I never bothered to get the retail copies, as I didn't have an Intellivision to play them on, but I would have loved to buy the digital versions from the author. I've been searching the web, but no luck. Hopefully at some point, he'll offer them for sale again, or at least make them available to the masses, since the retail game is sold out as well.

Chris
 
Okay, uploaded the new PND.

I think you will like it :)
Works like a charm, thank you very much!This totally made my day! ^_^
Glad you like it :D  

Now all I need to do is create a Keyboard Hack file for the game to change the controls to my liking.

By default the jump button in DK Arcade is set to the Pandora's A button, I'd prefer using the X button..

I don't know how to write a .kbd file for jzintv yet, but I'll see if I can figure it out!
Actually, it's easier using the Pandora-custom one and changing it to your liking.

MAP 0

UP PD0L_D_N
RIGHT PD0L_D_E
DOWN PD0L_D_S
LEFT PD0L_D_W

JS1_N PD0L_J_N
JS1_NNE PD0L_J_NNE
JS1_NE PD0L_J_NE
JS1_ENE PD0L_J_ENE

JS1_E PD0L_J_E
JS1_ESE PD0L_J_ESE
JS1_SE PD0L_J_SE
JS1_SSE PD0L_J_SSE

JS1_S PD0L_J_S
JS1_SSW PD0L_J_SSW
JS1_SW PD0L_J_SW
JS1_WSW PD0L_J_WSW

JS1_W PD0L_J_W
JS1_WNW PD0L_J_WNW
JS1_NW PD0L_J_NW
JS1_NNW PD0L_J_NNW

; Whoops, I lied. Apparently the numbers are used by the right controller by default already. The left controller has no way of typing numbers by default
; We'll just fix that here, eh?
0 PD0L_KP0
1 PD0L_KP1
2 PD0L_KP2
3 PD0L_KP3
4 PD0L_KP4
5 PD0L_KP5
6 PD0L_KP6
7 PD0L_KP7
8 PD0L_KP8
9 PD0L_KP9

RETURN PD0L_KPE ; enter
BACKSPACE PD0L_KPC ; clear

HOME PD0L_A_T ; top two side buttons
PAGEDOWN PD0L_A_L ; bottom left side button
END PD0L_A_R ; bottom right side button

PAGEUP PAUSE

ESCAPE QUIT

The part you want to change for DK Arcade is:


HOME PD0L_A_T ; top two side buttons
PAGEDOWN PD0L_A_L ; bottom left side button
END PD0L_A_R ; bottom right side button
Swap HOME and PAGEDOWN here.
The final file for you (with your suggested change) would be:

MAP 0

UP PD0L_D_N
RIGHT PD0L_D_E
DOWN PD0L_D_S
LEFT PD0L_D_W

JS1_N PD0L_J_N
JS1_NNE PD0L_J_NNE
JS1_NE PD0L_J_NE
JS1_ENE PD0L_J_ENE

JS1_E PD0L_J_E
JS1_ESE PD0L_J_ESE
JS1_SE PD0L_J_SE
JS1_SSE PD0L_J_SSE

JS1_S PD0L_J_S
JS1_SSW PD0L_J_SSW
JS1_SW PD0L_J_SW
JS1_WSW PD0L_J_WSW

JS1_W PD0L_J_W
JS1_WNW PD0L_J_WNW
JS1_NW PD0L_J_NW
JS1_NNW PD0L_J_NNW

; Whoops, I lied. Apparently the numbers are used by the right controller by default already. The left controller has no way of typing numbers by default
; We'll just fix that here, eh?
0 PD0L_KP0
1 PD0L_KP1
2 PD0L_KP2
3 PD0L_KP3
4 PD0L_KP4
5 PD0L_KP5
6 PD0L_KP6
7 PD0L_KP7
8 PD0L_KP8
9 PD0L_KP9

RETURN PD0L_KPE ; enter
BACKSPACE PD0L_KPC ; clear

PAGEDOWN PD0L_A_T ; top two side buttons
HOME PD0L_A_L ; bottom left side button
END PD0L_A_R ; bottom right side button

PAGEUP PAUSE

ESCAPE QUIT

Save that file as ROMNAME.kbd, place it into the same directory as the ROM, and it should be loaded and work automatically.
 
It runs fantastic, thank you :)

Always interested in finding "new" versions of the arcade classics!

Nice version of Donkey Kong.
 
The part you want to change for DK Arcade is:


HOME PD0L_A_T ; top two side buttons
PAGEDOWN PD0L_A_L ; bottom left side button
END PD0L_A_R ; bottom right side button

Swap HOME and PAGEDOWN here.

The final file for you (with your suggested change) would be:

MAP 0


UP PD0L_D_N


RIGHT PD0L_D_E


DOWN PD0L_D_S


LEFT PD0L_D_W


JS1_N PD0L_J_N


JS1_NNE PD0L_J_NNE


JS1_NE PD0L_J_NE


JS1_ENE PD0L_J_ENE


JS1_E PD0L_J_E


JS1_ESE PD0L_J_ESE


JS1_SE PD0L_J_SE


JS1_SSE PD0L_J_SSE


JS1_S PD0L_J_S


JS1_SSW PD0L_J_SSW


JS1_SW PD0L_J_SW


JS1_WSW PD0L_J_WSW


JS1_W PD0L_J_W


JS1_WNW PD0L_J_WNW


JS1_NW PD0L_J_NW


JS1_NNW PD0L_J_NNW


; Whoops, I lied. Apparently the numbers are used by the right controller by default already. The left controller has no way of typing numbers by default


; We'll just fix that here, eh?


0 PD0L_KP0


1 PD0L_KP1


2 PD0L_KP2


3 PD0L_KP3


4 PD0L_KP4


5 PD0L_KP5


6 PD0L_KP6


7 PD0L_KP7


8 PD0L_KP8


9 PD0L_KP9


RETURN PD0L_KPE ; enter


BACKSPACE PD0L_KPC ; clear


PAGEDOWN PD0L_A_T ; top two side buttons


HOME PD0L_A_L ; bottom left side button


END PD0L_A_R ; bottom right side button


PAGEUP PAUSE


ESCAPE QUIT
Save that file as ROMNAME.kbd, place it into the same directory as the ROM, and it should be loaded and work automatically.
That does the trick, now I'm off for some DK Arcade fun, woohoo! :lol:

I'm glad it's working for you as it should. I'm sorry I missed out on the DK offerings. I've been a fan of this version since I saw it at the Classic Gaming Expo a few years back when DKII debut, it really is a great port.

I never bothered to get the retail copies, as I didn't have an Intellivision to play them on, but I would have loved to buy the digital versions from the author. I've been searching the web, but no luck. Hopefully at some point, he'll offer them for sale again, or at least make them available to the masses, since the retail game is sold out as well.

Chris
You can still download the old version of DK Arcade without the extra levels or Japanese board order here:

http://www.intellivision.us/roms/Donkey%20Kong.zip
 
Last edited by a moderator:
There's a new build of jzIntv available...

-------
From: "Joe Zbiciak intvnut@yahoo.com [intvprog]" <intvprog@yahoogroups.com>
To: "intvprog@yahoogroups.com" <intvprog@yahoogroups.com>
Sent: Monday, November 20, 2017 3:31 AM
Subject: Re: [intvprog] Source code for most recent jzintv build?



I've uploaded a new build of jzIntv, along with the corresponding source code.
http://spatula-city.org/~im14u2c/intv/
Details here: Updated jzIntv: GRAMSHOT, RELOAD, and more - Intellivision Programming

------------
 
New build released today.


Updates in this release:
  • Lots of documentation updates for existing and new AS1600 features in ./doc/utilities/as1600.txt
    • Improved documentation on expression list support
    • Improved documentation on CFGVAR support, including tables describing the supported metadata variables and their meaning.
    • NEW: TODAY_STR_xxx and TODAY_VAL_xxx functions that return the current date and time
    • NEW: Expression-list slicing and indexing
  • Updates to cart.mac
    • NEW: Better documentation regarding static vs. dynamic-paged ROM segments
    • NEW: Explicitly mark which segments are static vs. dynamic, and adapt ROMSEGSZ to select among static segments.
    • NEW: Add CURROMSEG and CURROMPAG symbols to query the current ROM segment number and, for dynamic-paged segments, what Mattel page number it's using.
    • Switch to DZ-Jay's ECS detection algorithm
  • Updates to AS1600:
    • NEW: Add a -v flag to report assembler version (SVN revision number)
    • NEW: Add long-option spellings for flags
    • NEW: Add --help (aka. -h or -?) usage information
    • NEW: TODAY_STR_xxx / TODAY_VAL_xxx support (mentioned above)
    • Bugfixes to expression-list handling
  • Updates to jzIntv:
    • NEW: Reports SVN revision number
    • Randomize JLP memory and Intellicart memory when given --rand-mem
    • Document flags which control border area in --help output
    • Rename tutorvision_compat to tv_compat, as it was already tv_compat most places in the source.
    • Minor cleanups suggested by various sanitizers and warnings from different compiler environments. (Trying to keep it clean for -Werror.)
Also, the Windows build is now built with GCC 7.2.0 rather than GCC 6.3.0. Not sure that makes a huge difference.
 
Last edited:
Is there any indication these updated builds will help with your problems, or any others which could be exploited with the Pandora build? Getting source zips is really the bare minimum open source implementation these days; putting everything in a git (or other) repo and pushing that to somewhere like github really is much friendlier to any downstream users or your stuff.
 
Latest release 1-14-2018


Bugfix release:
  • Cleaned up many display glitches around display enable/disable.
  • Fixed "BACKTAB is one frame delayed" display issue.
  • Correctly parse variables in CFG file when there's no whitespace between variable and '='.
  • Don't add metadata to ROM twice in bin2rom.
  • Add missing "description" tag description to doc/utilities/as1600.txt

Here's info on the 1-8-2018 release
All this is now available in the 2018-01-08 release.
  • NEW: Add _EXPMAC keyword, to force macros to expand in both the taken and not-taken branches of an IF. This is needed for IF-statements inside a RPT block, whose taken/not-taken behavior varies across loop iterations.
  • NEW: Increase resolution of release_date to incloude hours, minutes, seconds, and timezone.
  • NEW: Add build_date and version CFGVARs.
    • build_date takes the same format as release_date.
    • version is an arbitrary format string.
    • Both tags can appear an arbitrary number of times.
  • NEW: Add %z specifier to TODAY_xxx.
    • Reports timezone as +HHMM in TODAY_STR_xxx.
    • Reports timezone as minutes relative to UTC in TODAY_VAL_xxx.
  • NEW: Add _ROTL16, _ROTL32, _ROTR16, _ROTR32 operators.
    • Same precedence as SHL, SHR, SHRU.
  • Internal: Increase IF-ELSE-ENDI stack depth from 32 to 256.
  • Internal: Additional infrastructure for normalizing metadata between different object file types.
  • BUGFIX: Add missing __FEATURE.TODAY for the TODAY_xxx feature. This was supposed to be in the last release, but a fatfingered edit fail deleted it.
  • BUGFIX: Fix some nested RPT cases.
    • Multiple RPTs inside a nested RPT now work.
    • RPT guarded by an IF also now works.
  • BUGFIX: Fix some metadata tag behavior when loading ROMs w/ tags.
  • Misc: Start marking stuff 2018.
  • Misc: Update documentation for new features.
 
Space Battle (1979) was pretty impressive - in some ways it anticipated Wing Commander's rotated bitmap graphics for spaceship enemies.
 
Even Galaga rotates its sprites, I thought. But this is the intellivision thread, and that game does predate Galaga by a few years, so that is still pretty neat. Wing Commander psh!
 
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