[Coco] CoCo 32k rom architecture

John W. Linville linville at tuxdriver.com
Wed Jan 27 18:39:50 EST 2016


On Wed, Jan 27, 2016 at 03:42:14PM -0500, Robert Gault wrote:
> Barry Nelson wrote:
> >Repeated attempts to put the Arkanoid code into a rom and have it run on an actual CoCo 3 have failed, although the image runs fine on an emulator, I am wondering if the Akanoid cartridge might tie SELNB to the CTS line? Otherwise maybe the internal rom might still be active?
> >
> 
> Barry,
> 
> I don't have that cart/game and there are two versions on
> http://www.colorcomputerarchive.com/coco/Cartridges/
> 
> Given that the images have the same part#, only one can be correct. One
> image is 16k and the second is "32k" but the second 16k could be junk and an
> artifact of the dumping method.
> Given that the 16k .ccc works with coco2b MESS, this cart should be 16k.
> What type ROM and what size image did you use to create your ROM?
> 
> I suggest you assume the game is 16k and program that size ROM. Let us know
> what happens then.
> 
> Robert

Isn't Arkanoid a "fat binary" game (i.e. containing both coco2 and
coco3 versions)?  Perhaps Steve put the CoCo3 version into the half
of a 32K ROM that a CoCo2 couldn't see?

Just a thought...

John
-- 
John W. Linville		Someday the world will need a hero, and you
linville at tuxdriver.com			might be all we have.  Be ready.


More information about the Coco mailing list