[Coco] hardware scrolling

Luis Antoniosi (CoCoDemus) retrocanada76 at gmail.com
Mon Dec 2 12:51:37 EST 2013


Dragon Fire makes use of 8 colors on hi-res and it's pretty
impressive. But it fails on PAL machines and coco3... How could it get
to stores ?

On Sun, Dec 1, 2013 at 11:12 PM, Steve Bjork <6809er at srbsoftware.com> wrote:
> On 12/1/2013 2:35 AM, Simon Jonassen wrote:
>>
>> Hey Steve !
>>
>> I hear what your saying...
>>
>> If i see a "glitch" on the screen when i play with the vdg/sam, i'm at it
>> like a dog with a bone until i get it to work ! - in the 80's i programmed
>> demos etc for the c64....
>>
>> But at the same time, alot of people might not have seen all these tricks
>> that you are saying have been lost to the eons of time....
>>
>> So my re-inventing the wheel and making the sourcecode for it freely
>> available might help these tricks survive !
>>
>> Another thing, why was the "DMA" mode such a big no no ???????? - it's in
>> there and it can be exploited.....
>
> It was simple that the undocumented modes may not always be there in future
> versions CoCo.
>
> The future was key word for CoCo programmers.  The games that I would start
> work on Today may not hit the stores for almost a year.
>
> To get a game in to the next Catalog that hit the stores in August, the
> final version would need to be in Tandy's hands no later than April.  Most
> games where contracted by December for next year's Holiday season.
>
> With these types of lead times, you always had to be watchful of the changes
> in the future.
>
> Add in the fact that there was always a new model of the CoCo on the drawing
> boards.  So, undocumented modes could be gone by the time your software hit
> the stores.  That's not good for sells!
>
> Steve
>
>
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Long live the CoCo



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