[Coco] Coco Digest, Vol 166, Issue 43
Pere
psergm at gmail.com
Wed Aug 31 09:50:09 EDT 2016
Hi Art,
of course this would be a good solution, but too much work for nothing.
The game is a conversational adventure and the time that needs an image
to be loaded in a CoCo3 is more than acceptable even at 1x.
I prefer to have a source file that creates a binary that can be executed
in any machine.
cheers
pere
Ps. By the way, I have not succeeded to connect VCC with DW4 server
Is there any 'help' file I could have a look at?
This would help me test de DW4 connection (Becker port)
-----Mensaje original-----
Message: 5
Date: Tue, 30 Aug 2016 06:03:54 -0400
From: Arthur Flexser <flexser at fiu.edu>
To: CoCoList for Color Computer Enthusiasts <coco at maltedmedia.com>
Subject: Re: [Coco] The Hobbit ported to 6809 (Dragon64 and coCo2 64k)
- ENDED!
Message-ID:
<CA+LuDccC+XrMjb8bO0WuTh7oTspm_Zwo6D3UAQre+BAorezsMQ at mail.gmail.com>
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If the speed of loading the images slows down the game a lot, you might
consider a version for the CoCo 3 only that stores the images in the extra
memory that's not normally mapped in. Depending on the amount of memory
the images take up, this might require 512K, but perhaps 128K would be
doable. You could perhaps use an existing Ramdisk program, which there
were a number of available for the CoCo 3, if you wanted to retain a
structure where the images have filenames, rather than just memory
addresses.
Art
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