[Coco] Interbank Incident for Drivewire
Luis Antoniosi (CoCoDemus)
retrocanada76 at gmail.com
Thu Jan 3 17:02:09 EST 2013
hmm shouldn't the SAM V1, V2 and V3 be set accordingly as well or this
is only a must for coco2 ?
On Thu, Jan 3, 2013 at 4:54 PM, Robert Gault <robert.gault at att.net> wrote:
> L. Curtis Boyle wrote:
>>
>> It should just involve patching the game itself. If Interbank is using
>> either display graphics commands, or normal bitmapped graphics, then a PMODE
>> 4 style artifacting screen is identically set up to a PMODE 3 style 4 color
>> screen. You would lose "subtle" colors (yellows,etc.), but it should work
>> fairly well. I know I had patched Biosphere the same way many years back,
>> and it worked fine.
>>
>> L. Curtis Boyle
>> curtisboyle at sasktel.net
>
>
> Curtis,
>
> I just tried "messing" with Interbank using the MESS debugger. I started
> Coco3 emulation and started the game to reach the first graphics screen
> where you see a coastline scene and are asked if you have a Speech Sound
> Pak.
>
> With MESS artifacting the graphic looks very good. I started the debugger
> and changed the value at $FF22 from $F8 to $E8 (PMODE4 to PMODE3). That
> produced a true color screen but of course with incorrect colors.
> Changing the palette colors as follows, the screen was almost acceptable
> with unfortunately almost unreadable text.
> Palette Value
> $FFB4 0
> $FFB5 9
> $FFB6 $24
> $FFB7 $3F
> The net result was similar to the VCC composite presentation but the text
> was not as sharp.
>
> I don't have any method for doing the above on a real Coco3 so either the
> system code or the game will need patching. I'm not sure which type of
> patching will be easiest. It will be interesting to see if the text is
> readable on a real Coco3 in "PMODE3" graphics.
>
> Robert
>
>
>
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