[Coco] Using DriveWire to write network software

David Ladd davidwladd at gmail.com
Sun Mar 26 14:11:57 EDT 2017


Thinking about it over night.  Since the CoCo's normal game play is based
on the 0 to 63 that would give us 6 bits for the analog.  2 buttons would
be two bits.  So basically could have 2 bytes right there.  Could send one
of the joystick buttons bits with one of the analog 6 bits and then use the
last bit to tell which analog stick/button byte we are dealing with.

What do you think?

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On Sun, Mar 26, 2017 at 11:17 AM, Brett Gordon <beretta42 at gmail.com> wrote:

> That's an interesting idea Stevie. A networked coco joystick?  I think
> there's some pitfalls with the idea (when isnt there?) but it my be fun to
> try anyway.
>
> brett
> On Mar 26, 2017 10:30 AM, "Steve Strowbridge" <ogsteviestrow at gmail.com>
> wrote:
>
> > This was brought up in our CoCoCHAT! yesterday, if there was a way
> > internet-enable existing two player games on the CoCo, what a miracle
> that
> > would be!
> > I don't know all of the logistics, but I think the sharing of Joystick
> data
> > could be "streamed" with a custom i/o device that goes in-line to the
> > joystick port and gets the bits via the "internet" the 2nd challenge
> would
> > be actually sharing the screen, which Skype seems to do an OK job with.
> >
> > I almost think like a custom version of an emulator may be the quickest
> way
> > to make this happen, with some modern protocol to share remote joystick
> > data and screens, but I'd love to live in a world where I could play CoCo
> > games with friends on-line (other than the already existing Global
> Thermal
> > Nuclear War)
> >
> >
> > Steve Strowbridge, aka
> > The Original Gamer Stevie Strow
> > http://ogsteviestrow.com
> > ogsteviestrow at gmail.com
> >
> >
> > On Sun, Mar 26, 2017 at 10:11 AM, Brett Gordon <beretta42 at gmail.com>
> > wrote:
> >
> > > Lee,
> > >
> > > I assume your doing bare-metal asm?  Then first at the lowest layer,
> > you'll
> > > need a copy of Darren's (most righteous) dw routines.  They can be
> > located
> > > in the os9, toolshed, and fuzix repos.  Look for 'dwread.asm' and
> > > 'dwwrite.asm'.
> > >
> > > Next, I prefer to abstract these two routines into a "transaction" -
> > > combining them into a function/routine/proceedure to first send some
> > bytes
> > > via dwwrite, and then read some bytes via dwread.  All but one dw
> > operation
> > > (disk read, iirc) can be formulated with this "transaction" layer.
> > >
> > > Then read up the tech specs on Aaron's site about vports.
> > >
> > > I'll send you some code via email for example, but basically sending
> > bytes
> > > down these vports is dead simple, but reading bytes requires
> periodically
> > > polling to see if any vport channel has data, and reading the data.
> > >
> > > To acheive basic TCP, you send a simple ascii string to the vport,
> await
> > > the connect notice(also in text), then consider the channel a TCP pipe.
> > > "tcp connect some.server.com"
> > >
> > > brett
> > > On Mar 26, 2017 2:10 AM, "Lee Patterson" <lee at 8bitcoder.com> wrote:
> > >
> > > > The telnet.a sample on https://sourceforge.net/p/
> > > > drivewireserver/wiki/Writing_Network_Capable_Software/ is broken.
> Does
> > > > anyone have any samples of how to connect a Coco to a TCP/IP socket
> via
> > > > DriveWire? The tcp/ip server I can write. Getting the coco to talk to
> > > > DriveWire, that’s the tricky part for me.
> > > >
> > > >
> > > >
> > > > Thanks,
> > > >
> > > > Lee
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > > --
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> > > > Coco at maltedmedia.com
> > > > https://pairlist5.pair.net/mailman/listinfo/coco
> > > >
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> > >
> >
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> >
>
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