3 ms·
Hey, I did that in collaboration with Jason Law. Sure wish it had been used more back in the day. I always thought the Sierra games were a good fit. The CoCo
by ddingus 8y ago
Hey, I did that in collaboration with Jason Law.
Sure wish it had been used more back in the day. I always thought the Sierra games were a good fit.
The CoCo3 also does 50hz NTSC. Almost all US displays will take it, and it gives one a bit more time to push pixels.
One only needed a PC to derive a palette. The bit patterns are straight up binary. One byte per pixel, $0 to $ff.
No color redirection though. It is an absolute value to color display.
A palette, arranged nicely by hue and Luma takes just 1 8 bit page of RAM. Get the raw values into a PC, sort them, save off as byte data organized by huge and shade...
On 6809, 1 byte per pixel is sweet. Like the chip was made for it. If you want to abuse the stack, compiled sprites are fast.
It could be used back in the day. I did that on my CoCo in the 80's and 90's. Never developed anything big with it, but it was not difficult.
Found it one day when I did not configure the GIME chip properly. I just happened to write binary sequences... saw the rainbow, knew about artifact color on the Apple 2 and the rest was easy.
Later, with microcontrollers, I duplicated the CoCo 3 and then doubled the bit resolution and or depth. It is possible to get very full color with just monochrome bits running fast relative to the NTSC signal.
Fun days.