[Coco] PopStar Pilot - Another chapter added

Luis Antoniosi (CoCoDemus) retrocanada76 at gmail.com
Thu Sep 5 10:00:37 EDT 2013


For my unfinished elevator demo i made a C# tool to import arcade screens
to the coco2 palettte. There is one example here:

https://sites.google.com/site/tandycocoloco/cocogl

Once converted you can either embed it on an asm file or just loadm on a
real coco.


On Thu, Sep 5, 2013 at 9:40 AM, Steve Bjork <6809er at srbsoftware.com> wrote:

> Bill,
>
> Any game developer will use the best tools at hand.  When I started
> writing game for the CoCo, the first programs I created the tools needed.
>  I wrote Micro-Painter long before my first CoCo game, Popcorn.
>
> But soon I was limited by the hardware systems of the CoCo and needed
> better hardware.  First, the Amiga was setup for doing some graphics, but
> mostly sound work.  The real help was IBM PC with the memory and speed that
> I needed to create the graphics system for the more modern games for the
> CoCo. From Character based screen maps to libraries of object based sprites
> system, the PC had the storage and power to get the just done.
>
> Yes, I still used a CoCo to create the code using my own assembler.  (It
> was using my hard drive OS system.)  But that was only 5K to 6K of a 32k
> ROM pack.  If the code was any larger, there would have been a need to use
> a PC to write the code.
>
> If I was going to write a CoCo game today, I would use a PC from start to
> end.  The 3-d graphics programs would help make the sprite object look more
> real.  In Donkey Kong Country for the super NES (1994), they use
> pre-rendered 3D graphics (a first) to improve the overall graphical look.
>  Some 20 years later, this is more or less the standard for games on
> graphics system without real time 3-D graphics system.
>
> There are so many other reason why not to use the CoCo in creating the
> graphics.  From Limit memory and color palette, it's just too hard to use a
> CoCo for this type of work.  Why make more work for yourself when there are
> better systems and tools out there?
>
> Steve
>
> On 9/5/2013 2:49 AM, Bill Pierce wrote:
>
>> Nick,
>> It's really looking good.... I do have one complaint. More an observation
>> than a complaint.
>> After all the talk of "Coding it on the Coco", you use an Amiga for the
>> graphics? What gives?
>> With the great graphics tools available for the Coco (CocoMax3, ColorMax3
>> etc), why not keep it on the Coco?
>> I actually enjoy doing graphics work on the Coco, it's one of the few
>> things that even on modern PC with mega Gigs of memory, hasn't changed.
>> Editing pixel by pixel is still the same... Click... bang.... click..
>> bang...
>>
>
>
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>



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Long live the CoCo



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