Radio Shack Catalog Number 26–3143. The Orchestra–90 CC is a stereo 8-bit audio player for the Color Computer. It works by mapping two addresses in the Coco’s address space to two 8-bit DACs. $FF7A is for left, and $FF7B is for the right. This is the first time I have been able to use this cart, never mind program it! So far, it’s pretty easy to program.
There was an interesting thread on Facebook this week that was talking about optimization. They took an imaginary sprite routine and optimized the crap out of it. In this article I’m going walk through the various stages of optimization and provide my own analysis of why the changes were made, and why (or if) the optimization was any good.
I’m going to assume you know how, or are familiar with some arcane programming language, and are either somewhat familiar with assembly or enjoy punishing your brain.
You might be surprised with the results of version 5 and 5p. Sometimes less instructions doesn’t always mean faster.
In this article I talk about optimizing the level rendering routine for my game Bouncy Ball for the Color Computer. With the help of the mad man Simon Jonassen, I was able to take the render routine from 7 fps to 50 fps! I was quite surprised at the results. I made a video at the end of this article, and explain things in detail here. I also list a couple resources you might want to have in your back pocket.
I have been thinking about game AI the last couple weeks, and since I’ve been working on a retro themed game for a retro Coco 3, an old book on BASIC games came to mind; Tim Hartnell’s Giant Book Of Computer Games. Tim was a self taught programmer and the author of several successful books on computer programming.
A few nights back I couldn’t sleep, so I decided it would be relaxing to type in a program from Tim’s book. My first choice was Reversi, but there was either an error in the printed source, or I miss-typed something and the program just wouldn’t run. My second choice was Gomoku, which ran the first time I typed RUN. The game has a strong defensive AI, but not much on the offensive side. I’m thinking it would be fun to work on that part of the AI. But that’s for another post.