[Coco] DynoSprite source code now available!

Allen Huffman alsplace at pobox.com
Wed Dec 3 10:21:26 EST 2014


Richard, before I RTFM, does this library handle things like setting up the screen, etc.? I never learned how to do that in RS-DOS, but when I found out there were system calls in (early) NitrOS-9 (when it was a commercial patch), I went to work and wrote an OS-9 Space Invaders game in assembly. I figure I could have done things like that in RS-DOS if I ever knew how to just turn on a screen and get to the pixels :)

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> On Dec 2, 2014, at 8:36 PM, Richard Goedeken <Richard at fascinationsoftware.com> wrote:
> 
> Attention all Coco Game Developers!  (Yes, all 5 of you!)  I am proud to
> finally announce the publication of the DynoSprite source code.  That's right,
> the most advanced video game engine ever written for the Tandy Color Computer
> 3 is now available to you for use with all of your projects for the low, low
> price of: Nothing!  You heard it right: I released this incredible game
> creation framework under an open source BSD license.  I've spent countless
> hours during the last year and half pouring my blood, sweat, and tears into
> this software, and I'm publishing it under a permissive license so that it can
> be used as widely as possible.  You can get it from:
> 
> https://www.github.com/richard42/dynosprite
> 
> Github is also a great software collaboration site (all the cool kids are
> using it these days), so you can make your own DynoSprite forks and submit
> fixes or improvements back to my repository.
> 
> I'm going to start developing my own game with this engine now, and I
> sincerely hope that others in the Coco community will hop on board and use
> DynoSprite to realize their Coco 3 game visions as well.  Let's go show the
> rest of the vintage computing community that the old Radio Shack computer
> still has more tricks up its sleeve!
> 
> Richard
> 
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