FreeIntv: the new Mattel Intellivision core (with video demonstration)

Tested this for the first time today, using Windows 10 and a nightly build.

it loaded Astrosmash just fine and I had to figure out the controls as nothing came up in the menu - but once I found the in-emu help menu it made sense.

I def agree on the idea of mapping the keypad to the right stick - that sounds brilliant. I usually manually map keypads like so though:

Left Stick U = 1 D = 2 L = 3 R = 4

Right Stick U = 5 D = 6 L = 7 R = 8

LSB = 9 RSB = 0

Thanks so much for this core. I’m discovering Intellivision thanks to it!

I’m trying to play Tron Deadly Discs, which is meant to be played using either:

  • one controller
    • disc for run direction
    • numeric pad for shooting direction

or

  • two controllers
    • one disc for run direction
    • one disc for shooting direction

I’m at a loss how to configure the core so that I can play it with a “Retropad”.

Any guidance? Thanks again

I’m running libretro-freeIntv on Nintendo 3DS and also on SNES Classic Mini.

In Intellivision Tron Deadly Discs you can’t shoot with the controller disc/pad, only the keypad. Some people used both controllers to be able to run and shoot at the same time. Microsurgeon was the one game that let you move in 16 directions with one disc/pad and fire in 16 directions with the other disc/pad.

Emulating on a computer with jzintv you sometimes setup different controller mappings for different Intellivision games. That’s if you’re not using an Intellivision controller. Tron Deadly Discs and Advanced Dungeons and Dragons might not work with a snes controller, Night Stalker should be possible with the right mappings.

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According to recompile:

That’s a known issue but there isn’t an answer right now.

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Thanks both! I’ll be patient.

Have added a few issues on github about incompatible ROMs.

I’m looking into MOB Collision Test.bin to see if I can spot anything.

Hello,

Is there a fix for the speed issue of the games they seem to be running alot faster than the originals? The in game music is sped up as well.

Thanks so much for the Intellivision Core.

Hopefully some day the Voice Synthesis will be supported too as it probably is the most unique feature of the Intellivision. :slight_smile:

Everything that I tried (which isn’t much) besides B17 Bomber (which crashed for me after the start screen) runs just fine for me. I don’t know if that crash is emulator related though. The rom could just be broken as well.

is there a fix for the games running alot faster than normal?

Not yet. It may be a while before I can get back to it.

Frogger seems broken with freeintv:

Sprites flicker or get cut in half (those gray squares are half part of trucks).

Game looks good in older MESS cores.

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Some progress here. I suspect the speed issues are related to the collision issues. That is, I think the underlying problem is the same.

I’ve mapped the right analog stick to 123, 4,6, 789. I could add an option to map that to ‘disc on other controller’ but I’m not sure how to do that intuitively like the controller swap.

I’ve fixed the weird collision issues. They were related to timing, so the same fix should help with the speed issues as well.

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Is there a way to get controller overlays to display on the onscreen pad?

It’s something I’ve considered, but haven’t come up with a good way to do it yet. The on-screen pads are too small for text, and I think they’d be too obtrusive if they were made any larger.

I had considered an option to show a text description of the selected button on the bottom of the screen, but it’ll take some effort to make button text for each game. There are more pressing issues with it that need addressed first.

No problem. I think overlays would be the best as they are available and would add a nice UI. You could maybe then choose what size you want to display the pad at? I don’t know. Thanks for your message.

with this core i have prob for example with frogger, when u try to cross the road at the first step u die. Other example with nova blast, after a few secs the game reset.

anyone have same probs?

tks

I noticed one single game that doesn’t work with this core on Retroarch 1.7.7: Airstrike

The player’s overlay is invisible rendering the game unplayable. Is this a known issue with this core?

Please let me know Thanks Luca

What do you mean by “player’s overlay”? Do you mean the player’s sprite.

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