[Coco] Lode Runner playable demo available
nickma2 at optusnet.com.au
nickma2 at optusnet.com.au
Wed Jun 4 01:16:20 EDT 2014
I'm not familiar with the code and how it translates Apple to CoCo
video but...
If you can't make it write 20 bytes to the right, you can shift the
displayed area to the required number of bytes to the left (rounded
off to 2). That way the code continues to write in the same location
but the CoCo display starts to the left. This may require clearing the
RAM to the left as zero (black) as it will be "junk data" on the first
scanline.
Good idea about the credits on the loader.
Nick
----- Original Message -----
From: "CoCoList for Color Computer Enthusiasts"
To:"CoCoList for Color Computer Enthusiasts"
Cc:
Sent:Wed, 04 Jun 2014 14:44:14 +1000
Subject:Re: [Coco] Lode Runner playable demo available
On 4/06/2014 12:15 PM, nickma2 at optusnet.com.au wrote:
> As for centering...
>
> Is it as simple as setting the top left corner to be 20 pixels to
the
> right? (Apple Hres = 280..CoCo3 Hres=320)
Tried that, but didn't get expected results. I can shift it to the
left
OK, but not to the right. I need some GIME guru's input... ;)
> Make sure you mod the title page to say "Converted to the CoCo3 by
> Mark McDougall"
For the final version, I'll need a little 'bootstrap loader' that
switches in the memory map over DOS and I thought I'd put an intro
screen on that...
This morning I reverse-engineered the spinning GAME OVER animation so
that's next on the porting list tonight (if I get time). I'm actually
keen to knock over the last few graphics tasks so I can move on to
implementing colour!!!
Regards,
--
| Mark McDougall | "Electrical Engineers do it
| | with less resistance!"
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