[Coco] hardware scrolling
Simon Jonassen
simon at roust-it.dk
Mon Dec 2 12:51:54 EST 2013
I have a PAL version......
By thorsten dittel.....
/Simon :-)
-----Oprindelig meddelelse-----
Fra: coco-bounces at maltedmedia.com [mailto:coco-bounces at maltedmedia.com] På
vegne af Luis Antoniosi (CoCoDemus)
Sendt: 2. december 2013 18:52
Til: CoCoList for Color Computer Enthusiasts
Emne: Re: [Coco] hardware scrolling
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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