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JamesD

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Everything posted by JamesD

  1. BTW, the port of 'The Last Ninja' that was in the works for the Coco3 surfaced at Cocofest (going on now) and it may get released.
  2. float is most useful when you have existing source code that depends on it and you don't want to rewrite it to port the software.
  3. Omniflop is the utility I was thinking of.
  4. The blurb on armchairarcade: http://www.armchairarcade.com/neo/
  5. OMG!!! That's ridiculous!!! I haven't heard back from the guy who did this, but he had the CoCo3 disk image on that page in the link above, and I downloaded that. Does anyone here know anything about creating a CoCo-readable floppy disk from a disk-image on an XP machine? Why hasn't someone created a multi-cart or 'SIO2PC'-equivalent for this system yet?!?!?! Any advice appreciated! TIA. --Timster-- Actually, there is something similar. Check out Cloud9's products. For a commercial product you'll want Drivewire to transfer files and SuperIDE will let you use compact flash. However there is a free utility that can transfer disk images if you have a 360K floppy in your PC. I actually used a 720K disk. I can't remember the name of the utility off the top of my head.
  6. Try visiting Coco3.com, the yahoo group or check out the mailing list. http://coco3.com http://five.pairlist.net/mailman/listinfo/coco
  7. Its not emulation, but rather a "port" as even the author acknowledges this. From the web page: It's a partial port and partial emulation.
  8. Yep... the actual arcade game emulated on the Tandy Coco3 Link
  9. The point was that it's not an ANSI compiler. Not that there aren't ways around that. I ported a program from BASIC to C and tried to get it running on Z88dk (common C cross compiler for Z80 machines like the Speccy). It doesn't have floats either and it was a pain. While it was doable, float is just a whole lot easier and more what a lot of software expects.
  10. Nope, I'm thinking of the compiler you are. From the main page you link to: While it may be a good compiler, those are both ANSI features. Bit fields aren't used very much so that's not a big thing but float is pretty common. double could just be implemented as float at first and most (not all) double usage would work. <edit> If double were implemented, float could be represented as double as well. ROM floating point libs could also be used to save RAM.
  11. I picked up a couple Gorf carts for the 8 bit computers. I think it was $6 with shipping for the two. I'd probably find it cheaper locally.
  12. I thought Sweet 16 was the emulated 16 bit instruction set built into the Apple II ROMs.
  13. First of all... the Coco drives are not built in. Perhaps someone was thinking of a Model III. Here is a Coco drive unit on ebay. ebay is one place to find stuff or you can get stuff from Cloud9. They make an IDE/Compact Flash interface and a product called DriveWire that lets you treat a PC like a hard drive over a high speed serial connection. There are several places you can download software from. I'd go with the Coco3. While I like the looks of the Coco1 the best, it's missing features that even later Coco2's had like lower case letters. The Coco3 also has a 40 and 80 column text modes, 16 color hi-res 320x192 graphics and more RAM. Most software for the older machines runs on it and most of the new software requires a Coco3. There was actually a lot of cassette software available since the Coco has a 1500 baud interface. I just rarely see much of it on ebay. In spite of a small number of cartridges to chose from, they seem to be the most common. The Deluxe Joysticks work both the Coco and Tandy 1000 machines. For game downloads start here and then check here and a few more here. There are others.
  14. You can try looking at this thread for others: http://www.atariage.com/forums/index.php?showtopic=103622
  15. I thought I'd pass on this youtube video of the Coco3 game 'Crystal City'.
  16. I have games for the Ti99 and don't even own one. I've decided that I have enough extras and stuff I don't need that I should start putting things on ebay myself.
  17. That's great news! Well, if anything gets changed I'd start with SIMMs for RAM and FLASH for the ROMs.
  18. Pac Man was probably produced in higher numbers than any other arcade machine. I wouldn't spend a lot on one with potential problems.
  19. I think a lot of old systems would be junked without them. However, it makes it difficult to pick up stuff at estate or yard sales for really cheap prices. Sure you can get deals but only if you beat the ebayers to them.
  20. I think she might still be a little upset over what happened with the C64 DTV and not getting paid royalties for later projects that used the technology. Besides, I'll bet she's plenty busy on other consulting jobs.
  21. Some of the many Coco adventures: Adventures in Mythology Adventure in Wonderland Bedlam Blackbeard's Island Caladuril: Flame of Light Dallas Quest Dr. Livingston Escape 2012 The Interbank Incident Hall of the King Hall of the King II: The Inner Chambers Hall of the King III: The Earthstone Revealed Major Istar - Under the Doomed Sea Martian Crypt Plateau of the Past Sands of Egypt Tower of Fear There were some games that were part adventure and part arcade: Beyond the Cimeeon Moon Fembots Revenge
  22. I think the Coco was the first machine to have an animated adventure. I'm not sure but I *think* it was Pyramid Adventure.<edit> Sands of Egypt After that there were a bunch.
  23. I'm not sure I agree with Zork. Scott Adams beat Infocom by years in the commercial adventure market and the original 'Adventure' was around years before that. <edit> 'Adventurland' and 'Pirate Adventure' were released in 1978. Zork was 1979 Not years but it was before Zork. 'Adventure' is also called 'Colossal Cave Adventure'. It has it's origins all the way back in 1972. The "official" version in C was introduced in 1976. http://www.rickadams.org/adventure/a_history.html
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