CoCo PLAY command on GMCJohn Linville2019-10-15 | Prototype hack of Extended Color BASIC 'PLAY' command, using the SN76489 on the Game Master Cartridge...not a bad start!John Linville Live StreamJohn Linville2024-01-12 | ...CoCo river terrain graphics demoJohn Linville2023-01-24 | Demonstration of graphic assets for Motorola 6847 on Tandy Color Computer to represent a river of varying widths...Sprite over scrolling background on CoCo 1/2John Linville2023-01-10 | ...CoCo 1/2 vertical scroll demoJohn Linville2023-01-10 | ...CoCo / Tandy 1000 joystick tester, revisedJohn Linville2022-01-29 | I did a respin on the PCB for the Tandy 1000 and CoCo joystick tester that I recently designed. This version includes a PCB-mounted joystick socket.CoCo joystick tester prototypeJohn Linville2022-01-15 | Some simple testing/verification of a tester for the Tandy Color Computer and Tandy 1000 joysticks. LEDs are used for bar graphs that approximate the X and Y axes, and to indicate button presses.
I plan to respin the PCB to use a PCB-mounted DIN connector and to cleanup a silkscreen issue. But, this proves the circuit is working as designed!Pixart for the CoCo using Google SheetsJohn Linville2021-03-28 | Spreadsheets are for productivity, right? Well, it turns out that using a feature called "conditional formatting", the spreadsheet from Google Docs can be a good tool for approximating how pixel art will look in various modes of the 6847 VDG on the CoCo or Dragon (or other) retro computers!Fahrfall music alternatives?John Linville2020-04-09 | Playing around with the Game Master Cartridge hardware and MML-encoded music led to experimenting with alternative music selections for Fahrfall!
Would you pay (or ask really nicely) to download a ROM image to play on your GMC developer hardware? Or maybe on an emulator like Xroar or MAME?
What other songs would you suggest?Thoughts on CoCoFEST! postponement...John Linville2020-03-14 | CoCoFEST! falls victim to the COVID-19 panic...what now? We'll get through it, no doubt!Loading KCS binary on Micro Chroma 68John Linville2020-01-27 | Demonstration of loading Kansas City Standard audio encoding of program binary onto Micro Chroma 68, emulated in MAME.
http://vdgtricks.blogspot.com/2014/01/final-lap.htmlThoughts on current CoCo community unpleasantness... 2019-06-04John Linville2019-06-04 | The CoCo community has a reputation for drama, perhaps a bit more than the level of drama in other retro computing communities. Having two regular talk shows (with two sets of opinionated personalities) active in the community sometimes fans the flames a bit.
Recently things have gone a bit overboard, with personal attacks replacing exhanges of opinion. This is my plea for a return to sanity...
For current CoCo news and information, please check-out The CoCo Crew Podcast:
Also available in video form on YouTube!YM file conversion for the Game Master CartridgeJohn Linville2019-01-28 | This is a mini demo of a Github project that converts YM music files to data compatible with the SN76489 used on the Game Master Cartridge for the Tandy Color Computer and compatible machines -- another source of music data for your next CoCo game creation!
The Github project is here:
github.com/simondotm/ym2149fMML converter for GMC supports multiple voicesJohn Linville2019-01-25 | MML support for the Game Master Cartridge now offers a simple way to produce musical tracks in multiple voices. Two voices are demonstrated, but a total of three are supported.MML converter targets Game Master CartridgeJohn Linville2019-01-18 | This is an early demo of an MML music converter that can target the SN74689 chip on the Game Master Cartridge (GMC). This should broaden the range of folks that can compose (or transpose) music for games or other software that might use the device.SEGA Joypad adapter for CoCo 1 and 2 (and 3)?!?!?!John Linville2019-01-05 | A sneak peek at a recent project to make something more useful and to bring multi-button gaming to the CoCo 1 and 2...More Christmas from The CoCo Crew!John Linville2018-12-24 | I found VGM versions of a few more Christmas songs. It's still Christmas Eve, so why not share?
ROM image for the Game Master Cartridge is available here:
A little project I've been working on and crowing a bit about lately...a BASIC compiler, currently targeting the TRS-80 MC-10. I'm still fleshing things out, improving the BASIC language implementation, etc. I also intend to target at least the TRS-80 Color Computer and the Dragon, maybe other machines as well.
http://retrotinker.blogspot.comDemo of cyd_gmc on real GMC hardwareJohn Linville2018-04-13 | A demo of cyd_gmc on real GMC hardware on my desk. The cyd part comes from Ciaran Anscomb, the gmc software part comes from Stewart Orchard, and the hardware design is mine, using the SN76489. Shown here running on a Tandy Color Computer.Fahrfall: Master Edition preview for CoCoFEST! 2018John Linville2018-04-05 | I have adapted the music in Fahrfall to use the SN76489AN chip on my Game Master Cartridge PCB, plus added a few other embellishments.
This edition of Fahrfall will be available at CoCoFEST! on April 21-22, 2018 in Lombard, IL!
http://fahrfall.blogspot.comFahrfall converting music for SN76489ANJohn Linville2018-01-01 | An initial progress report on getting Fahrfall music converted do play on the SN76489AN hardware that it included on my Game Master Cartridge design. The conversion of the melodies here is simple and algorithmic, with minimal manipulations of the tone registers and no addition of rhythm or a chord progression. Hopefully I can improve my tools and the music in the future.Preview of CoCoFEST! 2017 demo (SN76489 audio and bank switching ROM card)John Linville2017-04-16 | This is a demonstration of my new "game" PCB, utiliizing 64K of bank switched ROM (4 x 16K) and a TI SN76489AN audio chip. This should satisfy the audio needs of lots of games, or at least do a better job of that than the "leave it to the CPU" situation for most CoCo games.
Want to see it in person? Then I'll see _you_ at the 26th Annual "Last" Chicago CoCoFEST! in Lombard, IL -- 22-23 April, 2017!
http://www.glensideccc.com/cocofestPlay/demo of Flood It! by Evan C. WrightJohn Linville2017-02-13 | Just a short demo of a nifty little puzzle program by Evan C. Wright that he presented at VCF MidWest in 2016. Evan has agreed to let me produce physical cartridges of this game, and we will be making them available at CoCoFEST! and elsewhere before too long...CoCo SN76489AN prototype demoJohn Linville2017-01-21 | CoCo SN76489AN card playing "Chilled Out Princess"Unnamed CoCo3 game project just playing around...John Linville2017-01-08 | I'm starting work on an still unspecified CoCo3 game project. The main goal is to make good use of the CoCo3 SEGA Genesis joypad adapter that I designed last year -- hopefully Neil Blanchard still has more in stock... :-)
Anyway, when starting a game project I often just put something together that lets me toy around with the concept, moving the player on screen and such. This ensures that I am setting video modes and reading inputs properly, etc. It is a good way to get started and hopefully it will stimulate the creative process...maybe... :-)Chiptune player for Tandy Speech/Sound Pak (Update #1)John Linville2016-12-28 | Playing chiptune data from a YM file!Chiptune player for Tandy Speech/Sound Pak (Project Start)John Linville2016-12-27 | Project start video for chiptune player using Tandy Speech/Sound Pak hardware...John Linville Live StreamJohn Linville2016-09-19 | ...Demo of prototype SEGA joypad adapter for CoCoJohn Linville2016-02-07 | A little demo of something I've been working on lately! I showed a similar video a few months back with the point-to-point construction version. Now I have a PCB in for some testing. Hopefully things will go well and this might be available around CoCoFEST! -- see you there, April 23-24, 2016 in Lombard, IL!
http://www.glensideccc.com/cocofestRC2016/01 Update #14 more-or-less completeJohn Linville2016-01-27 | I now have the timing calibration in place, including support for both PAL and NTSC timing. There may be a few odds and ends left, but this is mostly a done deal. Thanks for watching, and stay tuned for my next Retrochallenge entry or whatever comes next!RC2016/01 Update #13 fuzzing the timingJohn Linville2016-01-27 | Just a little experiment to show what the game would be like with a bit less attention paid to getting the timing right...RC2016/01 Update #12 almost there...John Linville2016-01-22 | Most items are now checked-off my list, with the exception of integrating the timer synchronization code with the main program. Other than that, we are down to odds and ends for Xmas Rush -- looking good for the end of the month!RC2016/01 Update #11 winning and losingJohn Linville2016-01-21 | Now I am detecting whether or not you have seized the Christmas tree from the evil snowmen, and whether or not you have escaped the forest. I have basic win/lose handling, although right now the only way to lose is to quit. Next I'll get the snowmen moving, and then we'll be down to odds and ends...RC2016/01 Update #10 sound and furyJohn Linville2016-01-20 | More progress, back to the actual game. I now have player movement, collision detection between the player and the background/playfield, and there is sound when the player moves -- exciting stuff! :-)RC2016/01 Update #9 manual synchronizationJohn Linville2016-01-18 | No vsync signal, no problem! Some careful use of the timer and some assistance from the user will give us what we need, so long as we always keep track of the time... :-)RC2016/01 Update #8 solid timingJohn Linville2016-01-14 | Mostly the same code as Update #7, but with a little bug fix related to resetting the timer each time it expires. Now we have a solidly timed video loop, albeit still not synchronized to what the 6847 VDG is doing. The sync will probably have to be manual -- more code for later!RC2016/01 Update #7 timing redrawsJohn Linville2016-01-13 | I now have the background getting drawn properly! But the double-buffered drawing algorithm copied from the CoCo doesn't fit the (single-buffered) MC-10. Worse, the MC-10 isn't cooperating on timing...RC2016/01 Update #6 coordinate translationJohn Linville2016-01-13 | Another inch forward...I am able to translate X/Y coordinates from the 32x32 grid used in Xmas Rush to the offset in the video buffer needed to plot my graphics objects. A little tip of the hat to the 6803 -- the 16-bit accumulator is handy when translating from the 6809 and when moving data in general!RC2016/01 Update #5 graphics modeJohn Linville2016-01-11 | Minimal progress, another text screen for instructions and setting the graphics mode...RC2016/01 Update #4 intro and tally screensJohn Linville2016-01-08 | Starting to look more like a real game! So far this is just the intro screen and the (empty) scoreboard. But, I think it demonstrates that I have some mastery of the machine and can move on to porting the actual game...RC2016/01 Update #3 keyboard and soundJohn Linville2016-01-07 | Proving that I know how to scan the keyboard for input and how to get audio as output...RC2016/01 Update #2 hardware timingJohn Linville2016-01-06 | Timing is usually better done by hardware than by hand-tuned loops. Now I know how to do that with the MC-10 as well!RC2016/01 Update #1 loading codeJohn Linville2016-01-06 | I can load code on my MC-10 from my laptop! Not that surprising, but satisfying all the same... :-)Plumpy Pig sings Blue ChristmasJohn Linville2015-12-24 | A holiday favorite around the Linville household...hopefully everyone can take it in the intended spirit and enjoy the humor!Linville s Carol of the BellsJohn Linville2015-12-24 | My little take on a classic holiday tune...enjoy!Xmas Rush gameplay demoJohn Linville2015-12-18 | Xmas Rush is a (somewhat) Christmas-themed video game for the Tandy Color Computer 1, 2, and 3 as well as the Dragon 32, Dragon 64, Tano Dragon and other compatibles.
Enter the forest, Seize the last Xmas tree, Escape the evil snowman...