[Coco] Raster position

Sandro Mestre san.mes at gmail.com
Sat Mar 9 08:51:35 EST 2013


Yes a softsprite routine. Are there other sprites on the Coco range of
computers but software ones?

a hborder interrupt sounds cool.

I will have to read about the interrutps on the Coco then...

Thanks

2013/3/9 Luis Antoniosi (CoCoDemus) <retrocanada76 at gmail.com>

> you mean soft sprites right ?
>
> well you can use the hborder interrupt. it will be triggered every
> scanline.
>
>
> On Sat, Mar 9, 2013 at 4:25 AM, Sandro Mestre <san.mes at gmail.com> wrote:
>
> > Hello, I'm new to this list.
> >
> > I would like to code a game for the Coco1/2. I usually code for the
> > commodore c64 so I am aquainted with the 6502 but I also can code for the
> > motorolas 6800, 6809 and 680000. During the last days I have coded a
> sprite
> > engine for a computer with a 6809E and it is working great and then I
> > thought that I could code also the game for the Coco/Dragon computers.
> >
> > I need to know if there is a register that I can poll to check the
> current
> > raster position or if there is another way to know when the VDP starts
> > painting the horizontal borders. I am asking this because as many will
> know
> > if I paint the sprites there(borders) there will be no flickering.
> Another
> > option I have would be to use double buffering but then this would eat
> much
> > more memory and that would be perhaps a no go.
> >
> > How safe is it to use the high speed poke on a game? Do coco games use
> it?
> >
> > Thanks
> >
> > Wood
> >
> > --
> > Coco mailing list
> > Coco at maltedmedia.com
> > http://five.pairlist.net/mailman/listinfo/coco
> >
>
>
>
> --
> Long live the CoCo
>
> --
> Coco mailing list
> Coco at maltedmedia.com
> http://five.pairlist.net/mailman/listinfo/coco
>



More information about the Coco mailing list