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MrDave

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Everything posted by MrDave

  1. Great i look foward to designing and printing my own modules
  2. I am looking to make simple carts like parsec , alpiner etc with standard eproms.. is there a schematic available or pcb ? Thanks
  3. Yes you just need to pop in a extended basic rom or eeprom in that socket and you are good to go. I have some 28 to 24 pin adapters and roms if you need ... If you ever yave a chance to get a coco3 at a fair price do so ! It's a much more capable machine although backwards capable with coco2
  4. Yes you are correct.. i gave up on screws.. wanting a smoother look.. after testing i just glue the cart together.. it's not like you need to open up your carts...
  5. I would check the capactors and clean in the rf can .. clean the connection turn the adjustments back and fourth lokking for improvement..
  6. Printed out some of my new case designs.. i think they came out amazing 😍
  7. That Doodle bug image is really cool.. ..a very playable coco game..
  8. First poke 359,57 Then POKE 65314,X Where X is one of 8,16,32,64 .. Try each one.. One of them is lowercase on some coco2's One is wide screen.. ..invert colors... etc
  9. Register ff22 can be poked to widen the screen or swap colorsets If you are using a coco3 the a palette command or poke to FFbX will change the color
  10. Youtuber 8 bits in the basement has decided to learn 6809 assembly and port his atari basic game to the Coco ! Here is his progress so far..
  11. There are some very playable games in that collection.. It's a good chance to grab a bunch.. Any defective or useless titles you could swap out the pcb for a better game anyway the roms are easy to burn. i have put all kinds of games on cart . usually any finance carts became victim to a upgrade
  12. Easiest is straight to a compatable rgb monitor.. then rgb to scart - hdmi The signals are closer to vga type and some people have made those.. but the component video is not the same rgb even though they used those colors on the cable. But the video out on the rgb pins is really nice., and worth figuring something out.
  13. Latest update .. background tiles, scrolling and more sprites per scanline now ..
  14. Opps i posted my response on wrong thread. I have this mode all worked out now .. 256 diffrent tiles with 32 diffrent sets of color combinations assigned to them in blocks of 8. My mistake was thinking the it was like the zx spectrum where color is assigned to the screen.. but in this mode color is assigned to the tiles. Thanks again for the help.
  15. Thanks for the help guys.. Here we have different color background tiles along with my 16x16 sprites The background color table is 32 bytes and sets the color of groups of 8 characters in ram ..not the screen location as i was thinking..
  16. Ok got help from msx forum.. in the mode i am in each group of 8 characters gets their color set it seems
  17. Hmm i am in mode 0 .. is that why i am having trouble giving seperate colors.. Everything else is working in mode 0 i can set the top block color but the lower one ends up matching.. i used a diffrent character for it.. if my top color is a $2000 .. where is my lower one in the color table..i have tried many places..
  18. Now to set the bottom block yellow... Hmm not yet,,
  19. Thanks ! I was just about to post that i have it working .. ( i watched you video many times lol great series ) I put a character on the first byte then the last and i see it on screen After i remembered the edian is backwards to my 6809 lol
  20. Help i am still mixed up on background graphics... pattern name And pattern gen.. Pattern gen is my 32x24 tile map right ? If so what is pattern name ? Thanks.in advance lol
  21. Help i am still mixed up on background graphics... pattern name And pattern gen.. Pattern gen is my 32x24 tile map right ? If so what is pattern name ? Thanks.in advance lol
  22. I am going to give this another go this winter.. was really fun to program on coleco
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