[Coco] VCC 1.40 or "other mechanism" question
Roger Taylor
operator at coco3.com
Sat Dec 27 23:23:46 EST 2008
At 08:59 PM 12/27/2008, you wrote:
>I have a BASIC program (saved as ascii text on my windows system)
>that I want to run on my CoCo3 (real or emulated). I have VCC 1.4
>loaded on a USB drive (so I can play CoCo games anywhere), as well
>as a real CoCo3 (Disto controller, 3.5 and 5.25 floppy drives, MPI,
>512 memory upgrade) I am also a registered user of Drivewire and
>Roger Taylor's excellent Rainbow IDE.
With CoCoNet and the Rainbow IDE, you can build virtual disks from
the IDE and the CoCo can have the disk(s) mounted at the same time.
DRIVE 0,"C:\PROGRAM FILES\RAINBOW IDE\PROJECTS\MYGAME\DISKS\DISK1.DSK"
Now when you build your project and a .dsk is created, you can type
DIR on the CoCo and the files are right there. I know that's a long
pathname, but you should also be able to have projects in a directory
such as e:\mygame\disks\disk1.dsk where e would be a USB drive or something.
You can also write BASIC programs (or copy) from the CoCo to a
mounted virtual disk and use imgtool.exe from the PC to read the
files into an editor.
CoCoNet (currently) doesn't allow loading in programs from the PC
using LOAD or LOADM, but I can code this in, which would also mean
I'd have to support SAVE and SAVEM to the PC. The enhanced LOAD and
LOADM commands wouldn't barf on bad filetypes like they do when using
a floppy disk. Heck, there's no reason why I couldn't do a LOAD
"http://www.coco3.com/program.bas" to make things complete.
What about CoCo-to-CoCo disk and file sharing? A PHP script on the
web could be written to help do all sorts of neat things like this.
Multi-player CoCo games:
SAVEW
"http://www.coco3.com/multiplayer.php?player=Roger&data=23908472489278948923472389478924789274893242394723984
where the data string could encode all sorts of parameters for your
player in the game including X/Y coordinates, character, etc. The
readback data generated by the web script could list the same type of
data strings for each other player in the game. The running CoCo
game could then plot all players based on their most information. A
request that short can happen a few times a second or even
faster. The number of players? Unlimited - controlled by the web
script or CoCo game limits.
This is possible right now with version .09.
CoCo to CoCo chat is possible as well if you post your name and
message to a helping PHP script on the web which also returns the
latest messages from the other chatters, much like how the CoCo Cafe
works except the messages would be raw and not HTML formatted into a
fancy web page.
--
Roger Taylor
http://www.wordofthedayonline.com
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