[Coco] Coco3 backwards compatibility

Gene Heskett gene.heskett at verizon.net
Tue Oct 24 23:49:12 EDT 2006


On Tuesday 24 October 2006 23:32, William Astle wrote:

>Robert Gault wrote:

>> The game was made to run on a Coco3 by limiting the data transfer to an

>> upper value of $FEED; protecting the secondary interrupt vectors.

>

>You know, I think they chose that precise location for the secondary

>vector table because the hex value is such a nice one to remember. I've

>always been struck by that. Of course, it just works out that way if you

> start at the top of the reserved page.

>

>Given what I know about programmer types, however, I'd almost wager it

>was intentional. And if it wasn't, they probably went around telling

>everyone it was...


I believe it was intentional, but dictated by the fact that the last few
upper bytes of memory are ram regardless of the mapping of the rest of the
space above $7FFF. This is hard coded into the gime, and the rest of the
coco and coco2 sam chips. I've seen references to that, but cannot now
quote where I read them.


>--

>William Astle

>finger lost at l-w.ca for further information

>

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--
Cheers, Gene
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