11/14/07: Project status? by lost, | Category: VR CoCo 4 Project | 7 comments - (Comments are closed)

Project status?

Is there any ongoing work or discussion of this project? In particular, is there anywhere a person could obtain work-in-progress code for this? It seems to me that there might be more interest in the project if there was something to look at and comment on. After all, it’s hard to visualize something from a lot of words on a screen.

7 comments to Project status?

  • RobertGault

    Perhaps you should take the lead and create some code.

  • Lost

    I’d consider it but not until I have reasonable assurance that I’d not be duplicating effort. I know in some discussions there have been references to things that may have been implemented for mess but do not seem to be in the wild. (I can’t remember what those were now, only that I couldn’t find them at the time.)

    In any event, I can’t put any time into it until into the new year due to RL complications.

  • 6809er

    Is there any ongoing work or discussion of this project? In particular, is there anywhere a person could obtain work-in-progress code for this? It seems to me that there might be more interest in the project if there was something to look at and comment on. After all, it’s hard to visualize something from a lot of words on a screen.

    There has been no code done because it’s stalled in the design stage.

    When I try to get the project going (a few months back) most of the talk was anti-productive options on what the project should not be.

    At this point, project’s design (so far) has been on my own with input from a few CoCo user that are open to what the design could be.

    Please remember that any CoCo project is a “labor of love” with limited resources in both time and money and that controls the speed of development. (Look at long it’s taking for the SuperBoard from Cloud-9 to get done!)

    As for where we are…

    We start with the MESS as the core for the project but the later versions have not been so great. (Very buggy.) Now with the VCC emulator running under the Raindow IDE, we may move to that being the project’s code base. (Besides the programmer is very open to creating a V.R. CoCo 4 version.)

    While VCC is for windows only at this time, the programmer maybe open to using SDL to make the code cross-platform. We will see how far the project gets before we cross that bridge.

    Will the first version be a full V.R. CoCo 4 with all the extras? Most likely not. We need to take this project one step at a time. From now, let get the bugs out of the code-base and IDE system.

    The goals the first time out are:

    1) Get the full IDE system up and running. The key to writing new CoCo programs. With the current state of the VCC and Raindow IDE, we are just about there.

    2) Expand the graphics modes to support all CoCo 1/2 graphics modes in the CoCo 3 mode. Some programs will not run on a coco 3 because some graphics modes are not supports. Need to address this.

    3) Get the VCC to support the Speech Sound pak and other standard CoCo hardware items.

    4) Add a few extra improvements to the CoCo 3 hardware to make a V.R. CoCo 3.5 like…
    A) 2048 Megabytes of RAM (done on the VCC)
    B) Extra CPU speed (done on the VCC)
    C) Add a Red and Green bits for a 8-Bit color reg. for 256 color palette.
    D) Add more scrolling control to the Bit map screens.

    Later we will add tools like an Internet Interface system so your V.R. CoCo can talk to other V.R. CoCos on the web.

    Well, that is where the project is as of today. More will happen once those working on it have more time. For me, I just moved and I’m still trying to get my house in order.

    Hopefully, you can visualize the project with the above words.

    Steve (6809er) Bjork

  • Lost

    That clarifies things immensely. Using a windows-only platform does effectively lock me out of the development process since I don’t own anything that runs Windows. That said, I can certainly understand the reasoning for moving away from mess (which seems to be aptly named). Add in also that something specifically written to emulate the coco and only the coco should have a lot less hacky code, I can see it being a good choice in the long run.

    I do understand the time factor, having just bought a house myself. :)

  • militantbuddhist

    Considering that Steve wrote some of the best code for the coco’s, I would just agree with whatever he says about what a virtual coco should be. :lol:

    I have a stack full of ancient games of his that I still play because he is an excellent coder.

    Just my 2 cents.

  • pastageek

    So since it has been all talk, I’d like to take the first initiative and say that we should as I was talking about in a post in the programming section make a plugin to the visual studio IDE for cocoBASIC. Maybe take that a step further and make the plugin or the products of the completed plugin have a coco look and feel but more so.

    This plugin could be made to be coco3 aware insomuch as the pc would be connected to the coco3 via the serial port and we could make the syntax support high level functions that access the dsk and tape drives connected to the coco3. That way you get the best of both new and retro worlds.

  • pastageek

    Punk Maister and I have been talking about a plugin, so why not take it to the next level. Parts could be written in C#, or C++, or Visual BASIC. Other languages are supported by the .NET framework.

    A plugin to VS could be just what we need this project off the ground.