David, looking forward to checking out your music, once I remember how
to play it! ;-)
On the issue of scrolling games...
One SAM example that jumped out in my memory was Matt Round's Santa
Goes Psycho 2 on Fred 52. Not much use for most games, but he used a
really neat little trick that would work well for an R-Type style
game, where you wanted a small section at the top or bottom moving
along at a regular rate. It could also work for a scrolling platformer
with some limited/stylised use.
He basically had a single image repeated across the bottom, that had
three 'layers' of graphics (you'll see what I mean if you check the
graphics) in the image that gave the illusion of varying speeds when
offset by an uneven amount of pixels (probably just one pixel, I
haven't checked). So you got the impression of 3 layers of motion
parallax.
Either way, quite a neat trick, if anyone has a look. He also left the
file editable, so if you load up GamesMaster, you can check out the
graphics properly.
Warren
Quoting James R Curry <8...@itdoesntsuck.com>:
Correct -
Sam Tetris used a version of the Nemesis the Warlock music. I
believe this may be mentioned in the scroll text, but I'm not 100%
sure.
Great tune.
--
James R Curry
On Apr 21, 2012, at 2:16 PM, "Aleš Keprt" <a...@keprt.cz> wrote:
I think this is right on ZX Spectrum. I don’t know much about C64,
but it has some graphics accelerator at least for sprites, which in
turn let us use simpler and faster algorithms for background
scrolling, doesn’t it?
Also, I found this in related videos:
http://www.youtube.com/watch?v=kdzfOXkZrY0&feature=related
Isn’t it the music from Sam Tetris? <wlEmoticon-smile[1].png> David
Gommeren or who is the autor of Sam remake?
This SID has so different sound than our simple triangular waves on
SAA1099. But I always liked Frantisek Fuka’s remakes of SID music
even without these SID-like sound effects. Frantisek added more
channels to play more notes at once instead of just copying the
original tune.
Aley
From: Balor Price
Sent: Saturday, April 21, 2012 8:20 PM
To: sam-users@nvg.ntnu.no
Subject: Re: Musics
I'm currently using the delta-update (only printing the changes) in
XOR to get 192*192 pixel scrolling. It doesn't go at 50 frames per
second, but looking at the C64 version of Sanxion, that's obviously
not running at 50fps either:
http://www.youtube.com/watch?v=WDg1GX37bkU&feature=related
For example, at about 1m35 the bonus level bullets are obviously
skipping out lots of frames to get a good speed. The mountain
level before that, looks like the scrolls are going 16 pixels per
update, which looks like 25fps at most.
But I think most people forget that full screen scrolling never
went at 50fps on 8 bit machines. Even the ST struggled, and the
Amiga only managed it because it had the blitter. If you want to
convert it, just go with whatever you can get away with!
Howard
On 21/04/2012 18:59, Adrian Brown wrote:
Yer, with limited tiles its not soo bad. The current thing im
working on uses a change check for updates but that’s not for
scrolling. Im just not sure any method would work for a mode 4
screen, its just too much data.
Adrian
From: owner-sam-us...@nvg.ntnu.no
[mailto:owner-sam-us...@nvg.ntnu.no] On Behalf Of Thomas Harte
Sent: 21 April 2012 18:31
To: sam-users@nvg.ntnu.no
Subject: Re: Musics
The best idea I've come up with is to use a very limited number of
tiles and scroll like one of those infinite ball demos.
So, you have 8x8 tiles and 8 screen buffers. You scroll only
either 1 or zero pixels at a time, only ever in one direction.
Assuming it's a right to left scroll, for each movement you switch
from one buffer to the next. Then run through each on-screen tile
and paint only if that tile is not the same as the tile one
position to its left.
With a small number of possible tiles and a normal sort of
platform game layout (ie, lots of horizontal platforms) you
shouldn't have to draw all that much. Level two of Super Mario
Brothers would probably be an ideal usage case.
I guess that the next thing would be to store your tile map as the
computed list of tile changes to draw per tile column, and to
consider whether compiling your tiles so that you map from the
combination of old tile and new to the code and draw only the
changes gives a meaningful boost for the memory cost.
I'm not sure whether anybody else has done this sort of thing, but
I really mean to give it a go sometime soon.
On Saturday, 21 April 2012, Adrian Brown wrote:
That’s top, im a child of the electronic sound – don’t think my
wife is too impressed with it blasting out of the office though ;)
Im working on some other sam bits at the moment (when time
allows) For programmery people, scrolling on sam is what let it
down imho. Thinking of something like sanxion, who has some ideas
on how to move that much data. Im guessing it would have to be
mode 2 to really be able to get a decent speed scroller. Ive
tried various things for a decent speed scroll mode 4, but it just
doesn’t seem possible if you want a lot of graphics on screen,
even with compiled block data.
Adrian
From:
javascript:_e(%7b%7d,%20'cvml',%20'owner-sam-us...@nvg.ntnu.no');
[mailto:javascript:_e(%7b%7d,%20'cvml',%20'owner-sam-us...@nvg.ntnu.no');]
On Behalf Of David Sanders
Sent: 20 April 2012 11:16
To: javascript:_e(%7b%7d,%20'cvml',%20'sam-users@nvg.ntnu.no');
Subject: Musics
Hello List,
If anyone fancies a listen to the most fiendishly complicated
piece of Sam music I've written, here it is:
http://dsanders.co.uk/sanxion.dsk
It's kind of a conversion of Rub Hubbard's Sanxion loader, but
done from memory so probably quite different. I believe the effect
at around 2:00 has never been done before on the Coupé! A first
time for everything even on the Sam eh? So, why did I spend my
morning writing this? Your guess is as good as mine, but I reckon
someone now ought to make the effort to convert the actual game.
Ahem.
Cheers
David
-----------------------------------------
Mgr. Aleš Keprt, Ph.D.
private: a...@keprt.cz, www.keprt.cz
office: Moravian College / Moravská vysoká škola Olomouc, ales.ke...@mvso.cz