Anyone interested in converting AGD to the Dragon/CoCo?

A place to discuss everything Dragon related that doesn't fall into the other categories.
pser1
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Re: Anyone interested in converting AGD to the Dragon/CoCo?

Post by pser1 »

Hi,
another update ...
I have converted the event0 that controls the movement of the player character.
This one calls a few new subroutines that have been converted too.
The player can, from this version, choose keyboard or joystick, to use the latter, you have to choose
option '2' on the menu screen. Any other key will enable keyboard.
I am attaching here two binaries, one for PM4 and one for PM3 despite objects and sprites have not yet been reworked.
These .BIN will work in a CoCo2 or in a Dragon with 64k (both)
FOG0Q5.jpg
FOG0Q5.jpg (60.22 KiB) Viewed 7399 times
cheers
pere
FOG0Q5.ZIP
(27.15 KiB) Downloaded 363 times
sorchard
Posts: 531
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Location: Norwich UK

Re: Anyone interested in converting AGD to the Dragon/CoCo?

Post by sorchard »

Hi Pere,

That's superb! Great work :)

I have a feeling that the reworked PM3 graphics will look really good too.
Stew
pser1
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Re: Anyone interested in converting AGD to the Dragon/CoCo?

Post by pser1 »

sorchard wrote:Hi Pere,
That's superb! Great work :)
I have a feeling that the reworked PM3 graphics will look really good too.
Hi Stew,
thanks for your kind words.
I hope the PM3 graphics will be good enough, anyway the PM4 looks very well too
cheers
pere
pser1
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Re: Anyone interested in converting AGD to the Dragon/CoCo?

Post by pser1 »

Hello,
I have been adding more events to the FOGGY and now the game changes screens when you get to the limits
If you get caught by a sprite you loose a life and in case you get onto an object, you get it and it disappears
from screen.
I have moved along 4-5 rooms, but if you want to cheat a bit, I can tell you a poke that will allow you to have
way more lives: POKE&H2416,nn (I am sure that 99 is a pretty good number to practice ...)
It is not yet perfect, there are still some points to correct, but it seems playable right now
So, there you are the zip with the two binaries.
EXEC&HE00 to play and pressing the key 'Z' anytime will immediately exit the game
Enjoy!

cheers
pere
FOG0Q7E.ZIP
(27.67 KiB) Downloaded 369 times
sixxie
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Re: Anyone interested in converting AGD to the Dragon/CoCo?

Post by sixxie »

Excellent stuff! It’s pretty nippy, you must be doing good work with the library calls.
pser1
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Joined: Sun Mar 25, 2012 7:32 pm
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Re: Anyone interested in converting AGD to the Dragon/CoCo?

Post by pser1 »

sixxie wrote:Excellent stuff! It’s pretty nippy, you must be doing good work with the library calls.
Hi Ciaran,
thanks for these kind words ...
I am just converting the Z80 code to 6809.
Basically the game engine that should be used for all of the Z80 programmed games (with AGD)
I think that the sounds are not OK. On the Spectrum they are not competing one with another.
They use the FS to control the timing and allow sounds to be generated.
I have a short IRQ routine to increment only $113 (TIMER) as this variable is used on the Z80 too
But the result is not nice enough to me. Hopefully I will find some (hidden or not) bugs that might make sound a bit better
cheers
pere
pser1
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Joined: Sun Mar 25, 2012 7:32 pm
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Re: Anyone interested in converting AGD to the Dragon/CoCo?

Post by pser1 »

Hello,
this should be the last FOGGY version, according to the Z80 source I am working on.
Anyway Kees told me that there is something to be added, something like 'Adventure mode'
I will have a look at the 'new' code and will try to insert it into the engine ...
By now, once solved the 'typical' joystick sound problems, I attach here a zip with two binaries
You have only three lives, but if you want more to practice ...
POKE&H26B8,nn (max 255)
As usual EXEC&HE00 starts the game
Pressing '2' on the menu will select Right Joystick, any other key will select Keyboard
To exit the game just press 'Z' and the computer will restart.
Works in CoCo2 and Dragon both 64k because needs to switch to MAP1
cheers
pere
FOG0R0.ZIP
(28.42 KiB) Downloaded 354 times
pser1
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Re: Anyone interested in converting AGD to the Dragon/CoCo?

Post by pser1 »

Just a screenshot of the menu with letters in three colours in PMode3
PM3-ColouredText.jpg
PM3-ColouredText.jpg (36.96 KiB) Viewed 7320 times
cheers
pere
oss003
Posts: 25
Joined: Sat Jun 23, 2018 12:01 pm

Re: Anyone interested in converting AGD to the Dragon/CoCo?

Post by oss003 »

Looks great Pere ......
The graphical characters for the frame and eyes, can be designed in multicolour.

Greetings
Kees
pser1
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Re: Anyone interested in converting AGD to the Dragon/CoCo?

Post by pser1 »

oss003 wrote:Looks great Pere ......
The graphical characters for the frame and eyes, can be designed in multicolour.
Greetings
Kees
Maybe, but we only have three 'free' colours to use with a fixed background.
That way text can be shown in any of these 3 colours and the same applies to
the other elements that are defined inside the font table ...
By now, The conversion of the blocks/objects/sprites to PMode3 is being difficult
The trick applied to the text, that uses only 8 screen bytes is easy but seems too
complicated to extend it to sprites as they move and affect up to three bytes in a row every move
These means 48 writes for drawing/deleting. I am afraid this could be too many cycles when applied to all sprites.

By the way, for what is the "adventure mode" usefull?
I have read the code and found some conditional code (.if aflag or .if pflag ...)
I assume that these flags will be added by the AGDX generator. By now they don't exist.
cheers
pere
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