Stupid Battlezone Question

From: Ed Henciak <ehenciak_at_comcast.net>
Date: Thu Oct 06 2005 - 21:23:44 EDT

Hi all,

   Well, I've decided to give, um, "Stupid" Color Battlezone a whirl since I
am out of 15" BW tubes for my newly aquired mini. I have some 15" tubes
from some old CGA monitors I plan on playing around with. A friend of mine
said that they should work....we shall see...

   Forgive my ignorance as I am not familiar with the hardware, but are
there signals on the BZ board that would let me know if a bad guy is being
drawn (i.e. tank, missile, saucer)?

   The red portion of the screen should be straightforward seeing that I can
simply wire up a comparator on the Y axis (i.e. if Y voltage > some
threshold, then drive red, else drive green).

   It'd be great to make everything "bad" related blue or cyan or
something...just for something different! Is this possible, or do I need
better medication? If not, looks like it'll be native green and red
Battlezone only until I can find a 15" BW chassis.

   Sorry about this post if it is lame, but the "true color" Star Castle
post got me thinking...

Ed

-----Original Message-----
From: owner-vectorlist@vectorlist.org
[mailto:owner-vectorlist@vectorlist.org] On Behalf Of Zonn
Sent: Thursday, October 06, 2005 8:10 PM
To: vectorlist@vectorlist.org
Subject: Re: VECTOR: Star Castle color hack for ZVG?

On Thu, 06 Oct 2005 17:14:26 -0500, Tom McClintock <tomm@mgcap.com> wrote:

>
>
>peter jones wrote:
>> -----Original Message-----
>> From: Tom McClintock <tomm@mgcap.com>
>> To: vectorlist@vectorlist.org
>> Date: Thu, 06 Oct 2005 16:44:49 -0500
>> Subject: VECTOR: Star Castle color hack for ZVG?
>>
>>
>>>How hard would it be to modify the Star Castle code to output color
>>>instead of two intensities like War of the Worlds? Would see quite
>>>advantageous for those of us running a ZVG on a color screen and who
>>>don't want to swap monitor overlays all the time... :)
>>>
>>
>>
>> i dont have a zvg and havnt seen the sourcecode,
>> but as someone who contributes to mame i can tell you that there is no
reason why the scaled overlays in the standard version couldnt be used to
"colourize" the output.
>
>
>Would be nice to see this for Solar Quest as well. Tailgunner should be
>an easy blue. No real way around Armor Attack though... Anyone? :)

Mark Perreira did a great job of all of these things and I believe they have
been incorporated into the newest versions of DOS MAME.

In the MAME.CFG file add:

zvg_artwork = yes // to turn on art work (walls for Armor Attack &
Warrior)
zvg_overlay = yes // to turn on overlays (colorize the B&W games)
zvg_menu = yes // keeps vm_menu.exe from crashing between games

-Zonn

---------------------------------------------------------------------------
** Unsubscribe, subscribe, or view the archives at http://www.vectorlist.org
** Please direct other questions, comments, or problems to chris@westnet.com

-- 
No virus found in this incoming message.
Checked by AVG Anti-Virus.
Version: 7.0.344 / Virus Database: 267.11.11/121 - Release Date: 10/6/2005
---------------------------------------------------------------------------
** Unsubscribe, subscribe, or view the archives at http://www.vectorlist.org
** Please direct other questions, comments, or problems to chris@westnet.com
Received on Thu Oct 6 21:23:57 2005

This archive was generated by hypermail 2.1.8 : Thu Oct 06 2005 - 23:50:00 EDT