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

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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Yes, sorry, that’s correct. The game plays fine except the player’s sprite is invisible. There might be other missing elements but that is the most obvious.

I’m slowly switching all of my emulators to retroarch cores and I’m excited about this core.

Thanks Luca

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Thanks for that. Bug reports like this are very helpful. I’m working on a big update that should fix a lot of issues with sprites, so, hopefully, that issue will be solved for you in the near term.

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Great to hear. :slight_smile:

I just got RetroArch setup using your core and I think I found a ‘bug’. One of my favorite games from when I was a kid was Dragonfire. I can get it to load, select the 1 player and level, and it starts to play. But I am unable to see any of the animations … like my players figure, the fireballs, or arrows firing at me. Since I can not see them, they end up hitting my character and killing him. I can get the character (invisible to me) to move the right under cover to keep him from dying so it seems all the hit detection is still working. Is this a known bug? I didn’t see any issues with the other games I tried like Astrosmash and Beauty and the Beast.