Neat. Tried it on xroar--seemed to work find. I've converted a few of my programs in the past to the Colour Computer.
See my JGGAMES.DSKs here.
http://www3.ns.sympatico.ca/jimgerrie/jsoft.html
In general I have found that I have to make the following changes from the space-less basic listings that the MC-10 can handle (and which are good for speeding run times on it). Colour computer basic must have spaces "_" added in the following places:
ONT_GOSUB
FORT=P_TO
IFA>B_THEN
_AND_ _OR_ tests
I also use direct polling of the key-currently-being pressed memory location a lot (as there's no joystick for the MC-10). In the MC-10 this is PEEK(17023)ANDPEEK(2). However, in the Colour Computer the same can be accomplished through the roll-over table. I normally check for key presses using ON-GOSUB routine and an array holding vectors for each key, so
ONK(PEEK(17023)ANDPEEK(2))GOSUB LEFT DIR KEY,RIGHT,UP,DOWN,SPACE or some such. This can be replaced in the coco with a routine like this:
IFPEEK(345)=247THEN RIGHT
IFPEEK(343)=247THEN LEFT
IFPEEK(342)=247THEN DOWN
IFPEEK(341)=247THEN UP
Is there a speedup poke on the Dragon like the Colour Computer? I have found that the MC-10 runs a little faster than the coco in regular speed, but that with the speedup poke on the Coco many of my arcade games work fine (or better actually).
Searching a replacing all "POKE" commands with "POKEMC+" where the variable MC=15360 will adjust for the different screen memory locations. And "PEEK(" with "PEEK(MC+" does the trick...
POKE 49151,64
There is a slightly updated exe file for the main MC-10 emulator version. I'll try to upload it here in the appropriate place.
Jim G