I have just finished coding a sprite demo engine for the CoCo 3, it has been uploaded here:
The demo features:
– Fullscreen resolution of 256×192 in 16 colors
– Fast and smooth scrolling background
– Up to 8 sprites, 16×16 pixels, with transparency support
– Very large background: 5440 pixels wide by 192 pixels = 522240 bytes of graphic compressed using tile maps
– 60 frames per second at all time
– Multiple animated background tiles
– Runs on a stock CoCo 3 with 128KB
– Color palette designed for RGB monitor
To control the demo:
At startup, the demo displays 6 sprites. You can’t control them, they circle around the screen.
Move joystick to the right to scroll (scrolling only works in one direction)
Use joystick buttons to add or remove sprites: Button #0 add 1 sprite (up to 8 on the screen), Button #1 remove 1 sprite.
Known bugs or limitations:
– When removing a sprite, sometimes a little bit of ‘garbage’ may be left on the screen
– Some sprites may flicker slightly when reaching the top of screen while scrolling, with background animated tiles.
The source code is 37,779 bytes long and took me countless hours to optimize. I believe this demo can prove a CoCo 3 is so versatile it could outperform a Commodore 64 at graphics.
Comments and suggestions are welcome!
This post was submitted by remz.