[Coco] Sock unveils his CoCo mystery!
coco at yourdvd.net
coco at yourdvd.net
Mon Apr 2 15:19:51 EDT 2007
it's perfect as is - the fact that you did it is amazing in and of
itself :-)
> -------- Original Message --------
> Subject: Re: [Coco] Sock unveils his CoCo mystery!
> From: sock at axess.com (John Kowalski)
> Date: Mon, April 02, 2007 9:56 am
> To: CoCoList for Color Computer Enthusiasts <coco at maltedmedia.com>
>
> First off, thanks again to everybody for the wonderful response and
> comments!
>
> Richard,
>
> I had actually considered doing a version for vertical monitors too.
> (Would
> someone want to put a CoCo into an arcade cabinet to run Donkey
> Kong??) In
> the end I decided on one version that everyone would be able to play - no
> 6309, no having to rotate the monitor :)
>
> To rotate, the graphics routines would need to be rewritten, and the
> graphics data itself entirely redone, but it would have been possible.
> Much later on, I did realise there would have been some complications.
> To
> get maximum performance, the code takes some shortcuts and doesn't
> bother to
> fully mask out stray individual pixels in the sprites - if you look
> carefully, you can spot some black pixels beside mario/fireballs/etc when
> they're drawn in front of other objects. If it were rotated, these
> occasional black pixels would appear above and below some sprites rather
> than on their left & right edges. Black pixels below Mario would mean
> they
> would sometimes appear under his feet and blank out parts of the girders
> he's walking on! It would still work, but this particular graphical
> glitch
> would be much, *much* more noticable then, maybe even to the point of
> being
> distracting.
>
> Of course, it could still then be possible to just add the extra
> masking to
> fix this. The extra processing would impact performance a bit, but
> still work.
>
>
> At 04:48 PM 02/04/2007 +0100, CoCoList for Color Computer Enthusiasts
> wrote:
> >Sock,
> >
> >Great job! I'm particularly impressed by the music - how you get it
> to run
> >smoothly along with the rest of the game is beyond me.
> >
> >Regarding the aspect ratio, would it be possible to do a vertical
> >orientation version in 256x225 which required the user to turn their
> monitor
> >/ TV by 90 degrees? I know this affects the video memory accesses in
> a big
> >way so it would be a quite different piece of code, just wondered
> what your
> >thoughts on this were.
> >
> >Richard
>
> John Kowalski (Sock Master)
> http://www.axess.com/twilight/sock/
>
>
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