[Coco] Latest Development Blog Chapter for Pop*Star Pilot
Nick Marentes
nickma at optusnet.com.au
Sat Jun 18 23:23:36 EDT 2016
Yes. I am hoping that at some stage in the future, someone may create a
Rom Pak cart PCB that will allow the loading of a 64K ROM via bank
selection for the CoCo3.
Right from the beginning, my goal was to make they game occupy 64K
total. That includes code, level mapping and graphics/sound assets.
But that PCB has not been available and the cost of this PCB, plastic
Rom Pak case and postage from Australia would make it a $50 game with
little profit to make it a worthwhile venture for the amount of work.
The game will be available in a DSK and this can be read from Drivewire,
CoCoSDC or even placed on a standard CoCo Floppy Disk. It will also
allow a much lower sale price.
And, to reply to Mark's comment about the "low" number of screens (I
mentioned 65 at the time), rest assured Mark, I have reallocated my RAM
usage and have added up to 85 screens without going beyond my 64K total
space target. :)
Nothing like programming in old school assembler and hitting the
hardware to get as much juice from it as possible! :)
Nick
On 19/06/2016 9:12 AM, Sean wrote:
> I assumed from the beginning this would be a disk/.DSK based game, not a
> cart.
>
> On Sat, Jun 4, 2016 at 11:35 PM, Mark McDougall <msmcdoug at iinet.net.au>
> wrote:
>
>> Looking great Nick!
>>
>> You may want to consider a banked cartridge for adding more screens? Would
>> be a shame if it were too short for no other reason.
>>
>> Regards,
>>
>> On 3/06/2016 7:24 AM, Nick Marentes wrote:
>>
>>> For those interested, the latest development blog chapter is up.
>>>
>>> http://www.members.optusnet.com.au/nickma/PopstarPilot/28.html
>>>
>>> Nick
>>>
>>>
>> --
>> | Mark McDougall | "Retro Gamers do it
>> | <http://retroports.blogspot.com.au> | with 8 bits!"
>>
>>
>> --
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>>
>
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