Barry Nelson | 25 May 14:59 2015

Re: [SPAM] Sdc question

FYI, apparently there IS a low level command supported by the CoCo SDC for deleting a file or directory.
Currently it is not accessible from SDC-DOS,  however, YA-DOS supports a low level interface to the SDC
that will do this.

The SDC commands are string formated as follows:

"M:filename"  - mount an image
"N:filename"  - create an image
"D:dirname"   - change directory
"L:dirname"   - print directory
"K:dirname"   - make a directory
"X:name"      - delete a file or directory

The SDC also supports a Rename command (R:), however this command NOT
supported by YA-DOS at this time.

YA-DOS is downloadable from
You can only access these commands in YA-DOS, not SDC-DOS. You could install YA-DOS in one of the 8 flash rom
slots in the CoCo SDC like I did.

I already have support under NitrOS9 for mounting and displaying a directory of the SDC card using the
commands sdir, and sdrive. I had to patch sdrive to support using the CoCo SDC in slot 4 of my multi-pak, but I
have it working now. Since internally, sdrive sends these api strings to the SDC, I should be able to make
sdel, smkdir, and snew commands for NitrOS9 also. The sdrive program I patched says it was written by Tim
Linder. My patch just adds this code to the start of the CmdSetup subroutine right after the first
instruction in that routine, which is pshs x,a.

    lda #$33
    sta $FF7F

(Continue reading)

Ben Anding | 25 May 08:20 2015

Zippster's Coco2 composite board


I was just wondering if Zippster's Coco2 output hardware mod can be installed without replacing the RF
modulator. Specifically, I'm wondering if the MC6847 could be used to drive both the composite board
modification and the RF modulator. 

Best regards,



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Christopher Barnett Fox | 25 May 01:51 2015

DriveWire frustrations

Good evening, folks.

I've been really wanting to use DriveWire, but every time I dive into it I run into trouble. On my Mac, it at
least works occasionally, but is unreliable with frequent hangs and crashes, and on Linux (multiple
distributions, both 32- and 64-bit), I cannot get DriveWire to launch at all. Java exceptions ruin the fun.

So, what gives? What's the magic sauce to get this software to work? I don't own any personal seats of
Windows, so that's out, although from what I've heard it sounds the most reliable DriveWire host.

Any decent, up-to-date documentation available on the best Linux config and installation instructions?




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Michael Brant | 25 May 00:49 2015

miniFlash from Cloud 9

I just got my miniflash from Cloud 9.

I was wondering who has been using the miniFlash carts.  I was wondering
what people are using with them.  I am looking to put some *.ccc files in 2
or 3 of the banks to have handy.  I don't have much of real carts other
than FD-502s. RS-232s, Sound and Speech cartridges and a CoCoSDCs.

If anyone has done this kind of transfer to the banks, I would be
interested to see how that worked for you.


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Andrew | 24 May 23:09 2015

Re: PopStar Pilot - Game development Blog

Nick -

I've been following your PopStar Pilot game dev blog for a while now, 
since you first announced it. Thank you for starting it back up again!

One thing I was wondering - while you do at times go into some brief 
specifics on the techniques and algorithms used in your development 
efforts, you don't delve into them too deeply; were you planning on 
elaborating on these at a future date, after you finished development of 
the game?

One of the things that has frustrated me (mostly in the past) is the 
dearth of coding techniques, algorithms, and code for the CoCo 3 - 
especially when it comes to the more advanced topics (scrolling, 
sprites, music generation using interrupts, etc). There's always hints, 
but few and far between has there been full explanations, which could 
help others. It seems like everyone re-invents the wheel instead.

Something I have always wondered was whether there was a way to double 
buffering or something similar on a stock 128K CoCo 3 - but in SECB - 
with maybe some assembly helper code. Like - is there a way to tell SECB 
to use a different area of memory for the CoCo 3 graphics commands, but 
keep the HSCREEN pointed to the standard area - then have an ML routine 
to copy the memory from one to the other - or swap the address pointers, 
or something like that.

Just my idle thoughts...

On 05/24/2015 01:18 PM, coco-request <at> wrote:
> Message: 13
(Continue reading)

Nick Marentes | 24 May 21:14 2015

PopStar Pilot - Game development Blog

I have added Chapter 21 to my PopStar Pilot game development blog.



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Andrew | 24 May 18:20 2015

Re: The 7th Link - 3D Dungeon?

All - this is going to be a bit long - sorry:

Things are popping into my mind - I was finding a discussion of a 
play-thru on the Oblique Triad game "The 7th Link" - and after seeing 
some screenshots (looks like a CoCo 3 take on "Gates of Delirium" and/or 
ie "Ultima"):

...I remembered I had posted something about it...doing some digging - 
back in 2011 (specifically July 17, 2011 - for those that want to dig 
into the archive of this list) - I made mention that it seemed like this 
game had a 3D dungeon of some sort.

That post references one I posted earlier on July 12, 2011...

Anyhow, Diego Barizo replied asking if I was thinking of "Castle of 
Thaggorad" - I assured him I wasn't. I sincerely remember seeing reviews 
of this game in the Rainbow (and advertisements) showing a 3D dungeon of 
some sort. I also recall (somewhere) that the author mentioned that the 
rooms of the dungeon were designed and rendered using an engine that did 
vector plotting, I believe in a 256 x 256 x 256 "cube" of coordinates.

I don't think I am crazy - maybe I need to dig into those back issues of 
mine and find the article or something - but ultimately, my question 
about this is whether that dungeon rendering technique was ever 
discussed in more detail, by the author or others?

(Continue reading)

Andrew | 24 May 17:16 2015

Re: REMZ Sprite Demo


I was just bouncin' around various CoCo sites (I was actually trying to 
find some kind of Blogspot site where there was some kind of discussion 
on sound sampling rates - ? - no luck) - and eventually found this 
linked off a 256-color discussion:

I'm pretty sure I remember this posting from earlier, but what I am 
wondering now is whether any of the source code and other build tools 
were released?

Maybe they are included on the .DSK image - I don't have my emulator or 
CoCo system handy to look, unfortunately...

Andrew L. Ayers
Glendale, Arizona


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Bill | 24 May 12:46 2015

Need to speak to Josh Harper

Josh, would you please contact me.



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Stephen Pereira | 23 May 23:27 2015

CoCo Cassette Cable on eBay

Recently, some one (or perhaps it was more than one?) was looking for an inexpensive CoCo cassette
interface cable.

I just saw this eBay
auction: <>

This is about the least expensive you can get for the real thing.

Good luck!

Stephen M. Pereira
Bedford, NH  03110


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Barry Nelson | 23 May 21:02 2015

Re: FPGA CoCos

 So, I am to understand that you have a fully working emulated CoCo 3 on a modern FPGA board? What is supported?
Does sound work? What about graphics? What graphics modes are supported? Can I plug legacy joy sticks into
it? Where can the files be obtained to program it? How dos disk access currently work?

> After about 3 hours of trial and error this amateur VHDL coder got it 
> figured out! (I'm sure a more experienced person would have figured it 
> out in no time)  A few very minor changes to Grant Searle's project  
> (which was written for a pretty standard 128K x 8 SRAM) makes it work on 
> the new DE1 board.  The 256K x 16 SRAM on the DE1 now looks like 512K x 
> 8 to the Multicomp project and my MMU which works on another board with 
> a 512K x 8 RAM now works on the DE1.
> Next issue to tackle: make a file system to access the SD Card in FAT 16 
> and eventually FAT32 formats.


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