Just to let you know that the port advances slowly but advances anyway!
This is a screenshot of the first location of the game.
By now only the blocks are depicted, next steps will be objects and sprites ... still a long way to go!
cheers
pere
Anyone interested in converting AGD to the Dragon/CoCo?
Re: Anyone interested in converting AGD to the Dragon/CoCo?
Awesome work my friend!
Re: Anyone interested in converting AGD to the Dragon/CoCo?
Hi, Roberto Carlos,robcfg wrote:Awesome work my friend!
pleased to hear from you again
Thanks for your kind words ...
I am waiting for a friend from Retrowiki who is converting these blocks to PMODE3
hopefully the result will be much better than the simple PMODE change!
kind regards
pere
Re: Anyone interested in converting AGD to the Dragon/CoCo?
Hello,
this is just a project status update. The program now draws the locations and adds the correct objects and sprites.
I have gone a bit further and have coded "evnt10" too, but this does nothing on the screen, so I will debug/trace it to verify it works fine.
Next will be the "main loop events".
Certainly I had forgotten that the 16 bit values are treated differently on the Z80 with respect to the way we they are on 6809.
As I use 16 bit registers as much as I can, I need to verify that when writting later I do that in reverse order
Blocks and Objects have been easy to port, but sprites with the (bad) trick of pointing to the ROM when out of screen, have been a nightmare.
Besides, adding the "evnt10" the global code exceeds the 32k limit on a 6809 machine. So, it was time to switch to MAP1 (all RAM),
copy there the Basic Interpreter and use the highest part of RAM for the graphics, that way some 7,197 bytes are free now and if it were the case,
I could re-use the DOS area (C000-E5FF) so 9,728 extra bytes. This has to be enough for the total port, I hope!
Right now I have all into RAM, even the ROM, so the ROM trick now overwrites the, otherwise, protected ROM contents
Will add a bit of code to control that in "dline"
I am uploading here two binary files:
- FOGPM3 this one shows graphics in PMODE3 (4 colours)
- FOGPM4 that one uses PMODE4, so only black and white (unless you have artifacts on)
These files can be loaded into XRoar emulating a CoCo or a Dragon 64k without issues
I will put the files inside VDK and DSK files for people that prefers that way for testing them.
Will upload them later
cheers
pere
this is just a project status update. The program now draws the locations and adds the correct objects and sprites.
I have gone a bit further and have coded "evnt10" too, but this does nothing on the screen, so I will debug/trace it to verify it works fine.
Next will be the "main loop events".
Certainly I had forgotten that the 16 bit values are treated differently on the Z80 with respect to the way we they are on 6809.
As I use 16 bit registers as much as I can, I need to verify that when writting later I do that in reverse order
Blocks and Objects have been easy to port, but sprites with the (bad) trick of pointing to the ROM when out of screen, have been a nightmare.
Besides, adding the "evnt10" the global code exceeds the 32k limit on a 6809 machine. So, it was time to switch to MAP1 (all RAM),
copy there the Basic Interpreter and use the highest part of RAM for the graphics, that way some 7,197 bytes are free now and if it were the case,
I could re-use the DOS area (C000-E5FF) so 9,728 extra bytes. This has to be enough for the total port, I hope!
Right now I have all into RAM, even the ROM, so the ROM trick now overwrites the, otherwise, protected ROM contents
Will add a bit of code to control that in "dline"
I am uploading here two binary files:
- FOGPM3 this one shows graphics in PMODE3 (4 colours)
- FOGPM4 that one uses PMODE4, so only black and white (unless you have artifacts on)
Code: Select all
1 - Load the game and EXEC&HE00, this will show the menu
2 - Pressing any key will show the first location
3 - Any key will show the Objects if any present in that location
4 - Any key will show the sprites for this location, despite the coordinates for the player
will be wrong, they are only correct for the first location
5 - Now you may choose among these options
- 'N' to see Next location
- 'P' to go back to Previous location
- 'Q' to quit the program. The computer will restart to std mode
If you change location, it just goes back to point 3
I will put the files inside VDK and DSK files for people that prefers that way for testing them.
Will upload them later
cheers
pere
Re: Anyone interested in converting AGD to the Dragon/CoCo?
as promised, here come the VDK and DSK versions in a zip file
enjoy!
pere
enjoy!
pere
Re: Anyone interested in converting AGD to the Dragon/CoCo?
Hi, Pere.
It's nice to see it progressing. I hope you manage to finish it and we get lots of games!
It's nice to see it progressing. I hope you manage to finish it and we get lots of games!
Re: Anyone interested in converting AGD to the Dragon/CoCo?
I hope so!jmk wrote:Hi, Pere.
It's nice to see it progressing. I hope you manage to finish it and we get lots of games!
In case I get stuck at any point, I will ask for help (related to Z-80 unfortunately ... )
Kees van Oss has created an Excel file where there are 151 games created with AGD for the Spectrum
So, this is our goal ... adding 151 more games to the Dragon/CoCo collection
The games are not very old, the oldest was created on 2010, last ones on 2018
cheers
pere
Re: Anyone interested in converting AGD to the Dragon/CoCo?
Hi,
just a small update for people that are following this project progress.
It is amazing to see a sprite moving with just a few bytes added!
I am attaching here a zip with the two executable files. One for PM3, the other for PM4
The colours for PM3's objects and sprites are awful, sorry.
These will be reworked by my friend jltursan (Retrowiki web), but the PM4 gives a good idea ...
Cheers and have a nice weekend
pere
Ps if you press 'Q' for a while, the game ends. The keyboard is polled from time to time (by now)
just a small update for people that are following this project progress.
It is amazing to see a sprite moving with just a few bytes added!
I am attaching here a zip with the two executable files. One for PM3, the other for PM4
The colours for PM3's objects and sprites are awful, sorry.
These will be reworked by my friend jltursan (Retrowiki web), but the PM4 gives a good idea ...
Cheers and have a nice weekend
pere
Ps if you press 'Q' for a while, the game ends. The keyboard is polled from time to time (by now)
Re: Anyone interested in converting AGD to the Dragon/CoCo?
HI,
I have updated Retrowiki and AGD group with a new version where two sprites are moving.
Here you are
cheers
pere Ps As ususal, EXEC&HE00 and press 'Q' for a while to exit
I have updated Retrowiki and AGD group with a new version where two sprites are moving.
Here you are
cheers
pere Ps As ususal, EXEC&HE00 and press 'Q' for a while to exit
- luis46coco
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Re: Anyone interested in converting AGD to the Dragon/CoCo?
I loved the games already made as the Amtiguo jones, I hope it looks good in coco although I think it has 8 colors, to see how it looks