[Coco] PopStar Pilot - Another chapter added
Bill Pierce
ooogalapasooo at aol.com
Thu Sep 5 10:48:51 EDT 2013
@ Steve Bjork,
Steve, all that I understand as well as utilize myself at times. The part that you missed was the conversation Nick and I were having on going back to using the Coco for everything.
It was meant as a personal jab at Nick's comments to me.
I know... I forgot the "sarcasm" emoticon!
:-P
Bill Pierce
My Music from the Tandy/Radio Shack Color Computer 2 & 3
https://sites.google.com/site/dabarnstudio/
Co-Webmaster of The TRS-80 Color Computer Archive
http://www.colorcomputerarchive.com/
Co-Contributor, Co-Editor for CocoPedia
http://www.cocopedia.com/wiki/index.php/Main_Page
E-Mail: ooogalapasooo at aol.com
-----Original Message-----
From: Steve Bjork <6809er at srbsoftware.com>
To: CoCoList for Color Computer Enthusiasts <coco at maltedmedia.com>
Sent: Thu, Sep 5, 2013 9:41 am
Subject: Re: [Coco] PopStar Pilot - Another chapter added
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...
--
Coco mailing list
Coco at maltedmedia.com
http://five.pairlist.net/mailman/listinfo/coco
More information about the Coco
mailing list