Re: JAM Assembler 1.13 problems?
People do use it then, not had much in the way of feedback. Jam Assembler does not doing anything special with the font or anything like that. It would be using Windows API for fonts and messages etc. i.e. anything standard windows stuff. Jam Assembler not been tested on anything newer than XP though. What version of Java is your computer using? Have you tried re loading Jam Assembler? I have a newer version on my computer which sorts out some project view issues and does method inheritance I'll upload it tonight with a bit of luck. Otherwise can you send me a screen shot please. On 1 Feb 2012, at 01:19, Balor Price wrote: > > > So, hmmm... while I'm fired up... > > Anyone having problems with the GUI in Jam Assembler? It's been a while > since I tinkered, but now I'm getting gobbledygook instead of English in the > dropdown menus and dialogue boxes... At a guess I'd say the font lookups had > gone askew, it's a JAR file that's executed so it's not relying on Windows > API calls or anything. David? > > Howard
Re: JAM Assembler 1.13 problems?
Hi David, I have used JAM and found it to be an excellent environment. Much of the original code I wrote for Dave was developed using it but I found the default build to address $8000 a limitation, so I ended up with a context/pasmo setup where I could do what I wanted and build to any address. Cheers Andrew On 1 Feb 2012, at 07:59, david brant wrote: > People do use it then, not had much in the way of feedback. > > Jam Assembler does not doing anything special with the font or anything like > that. It would be using Windows API for fonts and messages etc. i.e. anything > standard windows stuff. > > Jam Assembler not been tested on anything newer than XP though. > > What version of Java is your computer using? Have you tried re loading Jam > Assembler? I have a newer version on my computer which sorts out some project > view issues and does method inheritance I'll upload it tonight with a bit of > luck. > > Otherwise can you send me a screen shot please. > > On 1 Feb 2012, at 01:19, Balor Price wrote: > >> >> >> So, hmmm... while I'm fired up... >> >> Anyone having problems with the GUI in Jam Assembler? It's been a while >> since I tinkered, but now I'm getting gobbledygook instead of English in the >> dropdown menus and dialogue boxes... At a guess I'd say the font lookups had >> gone askew, it's a JAR file that's executed so it's not relying on Windows >> API calls or anything. David? >> >> Howard >
Re: JAM Assembler 1.13 problems?
Ah, well the feedback is probably my fault then as it's the only cross-assembler I've been using for SAM stuff. I tried PASMO and AS8080 but so far haven't really streamlined my compile-test-debug phases, so it was a natural choice. I'll send you the details off-list... :) Howard On 01-Feb-12 07:59, david brant wrote: People do use it then, not had much in the way of feedback. Jam Assembler does not doing anything special with the font or anything like that. It would be using Windows API for fonts and messages etc. i.e. anything standard windows stuff. Jam Assembler not been tested on anything newer than XP though. What version of Java is your computer using? Have you tried re loading Jam Assembler? I have a newer version on my computer which sorts out some project view issues and does method inheritance I'll upload it tonight with a bit of luck. Otherwise can you send me a screen shot please. On 1 Feb 2012, at 01:19, Balor Price wrote: So, hmmm... while I'm fired up... Anyone having problems with the GUI in Jam Assembler? It's been a while since I tinkered, but now I'm getting gobbledygook instead of English in the dropdown menus and dialogue boxes... At a guess I'd say the font lookups had gone askew, it's a JAR file that's executed so it's not relying on Windows API calls or anything. David? Howard
Re: JAM Assembler 1.13 problems?
Quoting Balor Price : Ah, well the feedback is probably my fault then as it's the only cross-assembler I've been using for SAM stuff. I tried PASMO and AS8080 but so far haven't really streamlined my compile-test-debug phases, so it was a natural choice. I'll send you the details off-list... :) Howard I've never seen JAM myself (will avoid strawberry related puns!) but will certainly have a look at this too when I have time!
Re: JAM Assembler 1.13 problems?
Ah. I am a moron. Updated from Java 6 update 21 to update 30 and the problem went away. Must say, though, I would never have expected that to have been a problem, especially because your binaries are all JAR files instead of JAD midlets. Okay I'm confused again now! Howard On 01-Feb-12 07:59, david brant wrote: People do use it then, not had much in the way of feedback. Jam Assembler does not doing anything special with the font or anything like that. It would be using Windows API for fonts and messages etc. i.e. anything standard windows stuff. Jam Assembler not been tested on anything newer than XP though. What version of Java is your computer using? Have you tried re loading Jam Assembler? I have a newer version on my computer which sorts out some project view issues and does method inheritance I'll upload it tonight with a bit of luck. Otherwise can you send me a screen shot please. On 1 Feb 2012, at 01:19, Balor Price wrote: So, hmmm... while I'm fired up... Anyone having problems with the GUI in Jam Assembler? It's been a while since I tinkered, but now I'm getting gobbledygook instead of English in the dropdown menus and dialogue boxes... At a guess I'd say the font lookups had gone askew, it's a JAR file that's executed so it's not relying on Windows API calls or anything. David? Howard
Re: JAM Assembler 1.13 problems?
On a related but slightly different note... Sometime in the near future, I want to get back into a fairly major SAM gaming project I was working on. I'm going to give JAM a go (Just quickly tested it on my machine running Windows 7, and seemks to work fine!). :-) I made the mistake of working in GamesMaster again when I started it last year, but I hit a bit of an annoying brick wall with it (Yes, I know... but it worked so well for my first few games! :-D ) Unfortunately those limitations AREN'T because of the limitations of the SAM, so I don't want to compromise the game from what it could do, simply because of GamesMaster. So my plan is to re-program it in Assembly. And my question is... (I think I may have asked this before, but for the life of me I can't remember, so sorry if I have!) what's the best resource for learning it?? ;-) Dave, I love what you've done with "Dave Invaders" :-D What did you read for learning how to program it? Quoting Balor Price : Ah. I am a moron. Updated from Java 6 update 21 to update 30 and the problem went away. Must say, though, I would never have expected that to have been a problem, especially because your binaries are all JAR files instead of JAD midlets. Okay I'm confused again now! Howard On 01-Feb-12 07:59, david brant wrote: People do use it then, not had much in the way of feedback. Jam Assembler does not doing anything special with the font or anything like that. It would be using Windows API for fonts and messages etc. i.e. anything standard windows stuff. Jam Assembler not been tested on anything newer than XP though. What version of Java is your computer using? Have you tried re loading Jam Assembler? I have a newer version on my computer which sorts out some project view issues and does method inheritance I'll upload it tonight with a bit of luck. Otherwise can you send me a screen shot please. On 1 Feb 2012, at 01:19, Balor Price wrote: So, hmmm... while I'm fired up... Anyone having problems with the GUI in Jam Assembler? It's been a while since I tinkered, but now I'm getting gobbledygook instead of English in the dropdown menus and dialogue boxes... At a guess I'd say the font lookups had gone askew, it's a JAR file that's executed so it's not relying on Windows API calls or anything. David? Howard
Re: JAM Assembler 1.13 problems?
I was too young to appreciate it at the time but I think Fred had a great series on assembly and the Sam that flowed into the sort of topics specifically of interest to game writers. Has anyone converted those to a modern document format? Other than that I can tell you that z80 questions tend to get answered very quickly and in a good amount of detail on StackOverflow though one appears only once every other month or so, so it's not much of a learning resource. On 1 Feb 2012, at 10:39, war...@wdlee.co.uk wrote: > On a related but slightly different note... Sometime in the near future, I > want to get back into a fairly major SAM gaming project I was working on. I'm > going to give JAM a go (Just quickly tested it on my machine running Windows > 7, and seemks to work fine!). :-) I made the mistake of working in > GamesMaster again when I started it last year, but I hit a bit of an annoying > brick wall with it (Yes, I know... but it worked so well for my first few > games! :-D ) Unfortunately those limitations AREN'T because of the > limitations of the SAM, so I don't want to compromise the game from what it > could do, simply because of GamesMaster. > > So my plan is to re-program it in Assembly. And my question is... (I think I > may have asked this before, but for the life of me I can't remember, so sorry > if I have!) what's the best resource for learning it?? ;-) > > Dave, I love what you've done with "Dave Invaders" :-D What did you read for > learning how to program it? > > Quoting Balor Price : > >> Ah. I am a moron. Updated from Java 6 update 21 to update 30 and the >> problem went away. >> >> Must say, though, I would never have expected that to have been a problem, >> especially because your binaries are all JAR files instead of JAD midlets. >> Okay I'm confused again now! >> >> Howard >> >> >> On 01-Feb-12 07:59, david brant wrote: >>> People do use it then, not had much in the way of feedback. >>> >>> Jam Assembler does not doing anything special with the font or anything >>> like that. It would be using Windows API for fonts and messages etc. i.e. >>> anything standard windows stuff. >>> >>> Jam Assembler not been tested on anything newer than XP though. >>> >>> What version of Java is your computer using? Have you tried re loading Jam >>> Assembler? I have a newer version on my computer which sorts out some >>> project view issues and does method inheritance I'll upload it tonight with >>> a bit of luck. >>> >>> Otherwise can you send me a screen shot please. >>> >>> On 1 Feb 2012, at 01:19, Balor Price wrote: >>> So, hmmm... while I'm fired up... Anyone having problems with the GUI in Jam Assembler? It's been a while since I tinkered, but now I'm getting gobbledygook instead of English in the dropdown menus and dialogue boxes... At a guess I'd say the font lookups had gone askew, it's a JAR file that's executed so it's not relying on Windows API calls or anything. David? Howard >>> >> > > >
Re: New Game - "Dave Invaders"
Sorry to join the discussion a bit late! Dave Invaders is amazing! The graphics and music are fantastic and the playability is spot on! Every go leaves you with that, "next time I'll get a bit further" feeling... I've got to level 4 so far! Great work Andrew! You've really given me something to aim for, particularly in terms of making a game that's fun to play. Can't wait to see what you do next! Rob.
Re: JAM Assembler 1.13 problems?
On 01-Feb-12 10:39, war...@wdlee.co.uk wrote: On a related but slightly different note... Sometime in the near future, I want to get back into a fairly major SAM gaming project I was working on. I'm going to give JAM a go (Just quickly tested it on my machine running Windows 7, and seemks to work fine!). :-) I made the mistake of working in GamesMaster again when I started it last year, but I hit a bit of an annoying brick wall with it (Yes, I know... but it worked so well for my first few games! :-D ) Unfortunately those limitations AREN'T because of the limitations of the SAM, so I don't want to compromise the game from what it could do, simply because of GamesMaster. So my plan is to re-program it in Assembly. And my question is... (I think I may have asked this before, but for the life of me I can't remember, so sorry if I have!) what's the best resource for learning it?? ;-) Dave, I love what you've done with "Dave Invaders" :-D What did you read for learning how to program it? Quoting Balor Price : Ah. I am a moron. Updated from Java 6 update 21 to update 30 and the problem went away. Must say, though, I would never have expected that to have been a problem, especially because your binaries are all JAR files instead of JAD midlets. Okay I'm confused again now! Howard On 01-Feb-12 07:59, david brant wrote: People do use it then, not had much in the way of feedback. Jam Assembler does not doing anything special with the font or anything like that. It would be using Windows API for fonts and messages etc. i.e. anything standard windows stuff. Jam Assembler not been tested on anything newer than XP though. What version of Java is your computer using? Have you tried re loading Jam Assembler? I have a newer version on my computer which sorts out some project view issues and does method inheritance I'll upload it tonight with a bit of luck. Otherwise can you send me a screen shot please. On 1 Feb 2012, at 01:19, Balor Price wrote: So, hmmm... while I'm fired up... Anyone having problems with the GUI in Jam Assembler? It's been a while since I tinkered, but now I'm getting gobbledygook instead of English in the dropdown menus and dialogue boxes... At a guess I'd say the font lookups had gone askew, it's a JAR file that's executed so it's not relying on Windows API calls or anything. David? Howard (Sorry for thread-based top-posting again, back to the bottom in my defence top-posting is the standard at work) >what's the best resource for learning [assembler]?? ;-) Personal experience? For reference, you'll need: *The Technical Manual /http://www.google.co.uk/search?q=SAM+coupe+technical+manual&ie=utf-8&oe=utf-8&aq=t&rls=org.mozilla:en-GB:official&client=firefox-a/ *Rodney Zaks' Programming the Z80www.z80.info/zip/zaks_book.pdf *At least one other person to talk to, bounce ideas off, and experiment with. Ideally, you'll be wanting a bound version of these three items, because you'll be referencing them an awful lot! -Howard
Re: JAM Assembler 1.13 problems?
The Fred stuff is a goldmine. Http://Sam.speccy.cz/coding.HTML has the series I think you are referring to. I used some code for the define key routine in my game from that series. Personally, my basis for z80 learning was from the speccy. William Tangs Spectrum Machine Language for the Absolute Beginner helped massively to get the basic concepts, then jon cauldwell's excellent tutorial helped with game flow and stuff like scoring. I wrote a smAll, simple space invaders clone on speccy before moving on to the sam where I did a conversion of it as my first project (which was to be included as a hidden extra in Dave, buy I forgot to put it in). Couple that lot with the tech manual and lurking on the World of Spectrum development forum sponging information and it all came together... Slowly! Cheers Andrew On 1 Feb 2012, at 11:02, Thomas Harte wrote: > I was too young to appreciate it at the time but I think Fred had a great > series on assembly and the Sam that flowed into the sort of topics > specifically of interest to game writers. Has anyone converted those to a > modern document format? > > Other than that I can tell you that z80 questions tend to get answered very > quickly and in a good amount of detail on StackOverflow though one appears > only once every other month or so, so it's not much of a learning resource. > > On 1 Feb 2012, at 10:39, war...@wdlee.co.uk wrote: > >> On a related but slightly different note... Sometime in the near future, I >> want to get back into a fairly major SAM gaming project I was working on. >> I'm going to give JAM a go (Just quickly tested it on my machine running >> Windows 7, and seemks to work fine!). :-) I made the mistake of working in >> GamesMaster again when I started it last year, but I hit a bit of an >> annoying brick wall with it (Yes, I know... but it worked so well for my >> first few games! :-D ) Unfortunately those limitations AREN'T because of the >> limitations of the SAM, so I don't want to compromise the game from what it >> could do, simply because of GamesMaster. >> >> So my plan is to re-program it in Assembly. And my question is... (I think I >> may have asked this before, but for the life of me I can't remember, so >> sorry if I have!) what's the best resource for learning it?? ;-) >> >> Dave, I love what you've done with "Dave Invaders" :-D What did you read for >> learning how to program it? >> >> Quoting Balor Price : >> >>> Ah. I am a moron. Updated from Java 6 update 21 to update 30 and the >>> problem went away. >>> >>> Must say, though, I would never have expected that to have been a problem, >>> especially because your binaries are all JAR files instead of JAD midlets. >>> Okay I'm confused again now! >>> >>> Howard >>> >>> >>> On 01-Feb-12 07:59, david brant wrote: People do use it then, not had much in the way of feedback. Jam Assembler does not doing anything special with the font or anything like that. It would be using Windows API for fonts and messages etc. i.e. anything standard windows stuff. Jam Assembler not been tested on anything newer than XP though. What version of Java is your computer using? Have you tried re loading Jam Assembler? I have a newer version on my computer which sorts out some project view issues and does method inheritance I'll upload it tonight with a bit of luck. Otherwise can you send me a screen shot please. On 1 Feb 2012, at 01:19, Balor Price wrote: > > So, hmmm... while I'm fired up... > > Anyone having problems with the GUI in Jam Assembler? It's been a while > since I tinkered, but now I'm getting gobbledygook instead of English in > the dropdown menus and dialogue boxes... At a guess I'd say the font > lookups had gone askew, it's a JAR file that's executed so it's not > relying on Windows API calls or anything. David? > > Howard >>> >> >> >>
Re: JAM Assembler 1.13 problems?
Andrew/Balor/thomas those links and info are great! Thanks very much! (Finding a place with all the fred stuff is great... I've got a lot of them, but they're all hidden in a box somewhere lol!) Think I've got an 'original' copy of the tech manual that I got from FRED back in the old days, but handy to have the PDF too! In a few months when I have some free time, I'm planning to get back into my SAM game project. :-) So keep an eye out!! Quoting Andrew Gillen : The Fred stuff is a goldmine. Http://Sam.speccy.cz/coding.HTML has the series I think you are referring to. I used some code for the define key routine in my game from that series. Personally, my basis for z80 learning was from the speccy. William Tangs Spectrum Machine Language for the Absolute Beginner helped massively to get the basic concepts, then jon cauldwell's excellent tutorial helped with game flow and stuff like scoring. I wrote a smAll, simple space invaders clone on speccy before moving on to the sam where I did a conversion of it as my first project (which was to be included as a hidden extra in Dave, buy I forgot to put it in). Couple that lot with the tech manual and lurking on the World of Spectrum development forum sponging information and it all came together... Slowly! Cheers Andrew On 1 Feb 2012, at 11:02, Thomas Harte wrote: I was too young to appreciate it at the time but I think Fred had a great series on assembly and the Sam that flowed into the sort of topics specifically of interest to game writers. Has anyone converted those to a modern document format? Other than that I can tell you that z80 questions tend to get answered very quickly and in a good amount of detail on StackOverflow though one appears only once every other month or so, so it's not much of a learning resource. On 1 Feb 2012, at 10:39, war...@wdlee.co.uk wrote: On a related but slightly different note... Sometime in the near future, I want to get back into a fairly major SAM gaming project I was working on. I'm going to give JAM a go (Just quickly tested it on my machine running Windows 7, and seemks to work fine!). :-) I made the mistake of working in GamesMaster again when I started it last year, but I hit a bit of an annoying brick wall with it (Yes, I know... but it worked so well for my first few games! :-D ) Unfortunately those limitations AREN'T because of the limitations of the SAM, so I don't want to compromise the game from what it could do, simply because of GamesMaster. So my plan is to re-program it in Assembly. And my question is... (I think I may have asked this before, but for the life of me I can't remember, so sorry if I have!) what's the best resource for learning it?? ;-) Dave, I love what you've done with "Dave Invaders" :-D What did you read for learning how to program it? Quoting Balor Price : Ah. I am a moron. Updated from Java 6 update 21 to update 30 and the problem went away. Must say, though, I would never have expected that to have been a problem, especially because your binaries are all JAR files instead of JAD midlets. Okay I'm confused again now! Howard On 01-Feb-12 07:59, david brant wrote: People do use it then, not had much in the way of feedback. Jam Assembler does not doing anything special with the font or anything like that. It would be using Windows API for fonts and messages etc. i.e. anything standard windows stuff. Jam Assembler not been tested on anything newer than XP though. What version of Java is your computer using? Have you tried re loading Jam Assembler? I have a newer version on my computer which sorts out some project view issues and does method inheritance I'll upload it tonight with a bit of luck. Otherwise can you send me a screen shot please. On 1 Feb 2012, at 01:19, Balor Price wrote: So, hmmm... while I'm fired up... Anyone having problems with the GUI in Jam Assembler? It's been a while since I tinkered, but now I'm getting gobbledygook instead of English in the dropdown menus and dialogue boxes... At a guess I'd say the font lookups had gone askew, it's a JAR file that's executed so it's not relying on Windows API calls or anything. David? Howard
Re: JAM Assembler 1.13 problems?
Hi all As people seem to think you can only have your code run at address &8000(32768) here how the loader works (I hope people can understand it!). Questions I have had have mainly about the loader How the loader works When using the default saving of Object file, Jam Assembler only saves what it needs to i.e. does not save big DEFS space or space the DUMP command has made. This is so you can have code and MDATA's in many different pages stored on one file and not super big file. The format is: Header Address of code (2 bytes) Length in byte (2 bytes) Page of code (1 byte (0-31)) Code the code data of the above length After the code there will be another header then code etc. etc. until the end of the file. Sam's loader On the SAM Coupe's side when the disk image is booted auto file runs from line 10 (not line 1). the loader program is loaded at 32527 and uses the rest of that page so you can't use 32527-32767 for your own code or extra basic code. It only loads the file as it needs it so loads the header first then the data and puts it in the right pages. So the object file on the disk says it starts at 32768 but it's never loaded there. After it booted you can run the basic which just calls 32768 or just type CALL ?? I will upload a new version soon which will include an input call address statement on the SAM side of things. Hope this helps people. If not just ask!!! All the best David P.S. The name has come from merging SAM and Java (well sort of!) On 1 Feb 2012, at 09:05, Andrew Gillen wrote: > Hi David, > > I have used JAM and found it to be an excellent environment. Much of the > original code I wrote for Dave was developed using it but I found the > default build to address $8000 a limitation, so I ended up with a > context/pasmo setup where I could do what I wanted and build to any address. > > Cheers > Andrew > > > > On 1 Feb 2012, at 07:59, david brant wrote: > >> People do use it then, not had much in the way of feedback. >> >> Jam Assembler does not doing anything special with the font or anything like >> that. It would be using Windows API for fonts and messages etc. i.e. >> anything standard windows stuff. >> >> Jam Assembler not been tested on anything newer than XP though. >> >> What version of Java is your computer using? Have you tried re loading Jam >> Assembler? I have a newer version on my computer which sorts out some >> project view issues and does method inheritance I'll upload it tonight with >> a bit of luck. >> >> Otherwise can you send me a screen shot please. >> >> On 1 Feb 2012, at 01:19, Balor Price wrote: >> >>> >>> >>> So, hmmm... while I'm fired up... >>> >>> Anyone having problems with the GUI in Jam Assembler? It's been a while >>> since I tinkered, but now I'm getting gobbledygook instead of English in >>> the dropdown menus and dialogue boxes... At a guess I'd say the font >>> lookups had gone askew, it's a JAR file that's executed so it's not relying >>> on Windows API calls or anything. David? >>> >>> Howard >>
Single pixel hardware scroll?
I thought this was worth discussing separately but in the JAM Assembler conversation earlier today Andrew Gillan provided a link to http://sam.speccy.cz/ , on which one of the documents is http://sam.speccy.cz/coding/hardware_scroll.txt — which alleges that changing the border rapidly between black and white can affect the position of the pixel area within the television frame by a row. Sadly it doesn't bother to explain what aspect of the hardware it thinks is responsible or to provide any real timing information, preferring to talk at great length about how a single pixel hardware scroll would buy you two frames to update the display rather than one if you wanted a scrolling area. It's also weirdly specific to a particular monitor in one place, and I notice that whatever effect it thinks it is relying on doesn't work in Sim Coupe. Can anyone comment on whether the article documents a real Sam hardware effect rather than merely a perceived effect specific to a particular monitor?
Re: Single pixel hardware scroll?
On 1 Feb 2012, at 20:07, Thomas Harte wrote: > I thought this was worth discussing separately but in the JAM > Assembler conversation earlier today Andrew Gillan provided a link to > http://sam.speccy.cz/ , on which one of the documents is > http://sam.speccy.cz/coding/hardware_scroll.txt — which alleges that > changing the border rapidly between black and white can affect the > position of the pixel area within the television frame by a row. Sadly > it doesn't bother to explain what aspect of the hardware it thinks is > responsible or to provide any real timing information, preferring to > talk at great length about how a single pixel hardware scroll would > buy you two frames to update the display rather than one if you wanted > a scrolling area. It's also weirdly specific to a particular monitor > in one place, and I notice that whatever effect it thinks it is > relying on doesn't work in Sim Coupe. > > Can anyone comment on whether the article documents a real Sam > hardware effect rather than merely a perceived effect specific to a > particular monitor? Sounds to me just perceived effect maybe something to do with the fact TVs interlace, but who knows.
Re: Single pixel hardware scroll?
On 01-Feb-12 20:07, Thomas Harte wrote: I thought this was worth discussing separately but in the JAM Assembler conversation earlier today Andrew Gillan provided a link to http://sam.speccy.cz/ , on which one of the documents is http://sam.speccy.cz/coding/hardware_scroll.txt — which alleges that changing the border rapidly between black and white can affect the position of the pixel area within the television frame by a row. Sadly it doesn't bother to explain what aspect of the hardware it thinks is responsible or to provide any real timing information, preferring to talk at great length about how a single pixel hardware scroll would buy you two frames to update the display rather than one if you wanted a scrolling area. It's also weirdly specific to a particular monitor in one place, and I notice that whatever effect it thinks it is relying on doesn't work in Sim Coupe. Can anyone comment on whether the article documents a real Sam hardware effect rather than merely a perceived effect specific to a particular monitor? I noticed this while I was experimenting with the so-called software interlace mode (see Momentum). Turning the top border white seemed to help the interlace effect. Unfortunately it didn't seem replicable between different monitors/TVs, the better the monitor, the slimmer the effect. And the worst part was, this effect is evident based on *any* colour on the screen, so to take advantage of the effect, you had to know the average brightness of the whole screen for each frame. Weird, I'm suddenly all vocal after not posting for a year... Howard
Re: Single pixel hardware scroll?
On 01/02/2012 20:07, Thomas Harte wrote: > I notice that whatever effect it thinks it is relying on doesn't work > in Sim Coupe. It's certainly nothing that's implemented at the moment, but if it's shown to be a real effect (like border pixels), it should go in. Though it does feel like it could be specific to CRTs, and more likely those that suffer from distortion due to intensity differences? I remember there being some sample interlaced SAM pictures, which may have relied on the effect to give the necessary vertical shift to help with colour blending. I don't know if the Gigascreen images on the Spectrum rely on something similar. Emulator support for that gave a misleading impression of how they looked on real hardware, where the real images were still quite flickery! Si
Re: New Game - "Dave Invaders"
Hi Rob That is praise indeed coming from the author of the mighty fine Garden Centre of the Universe. I'm chuffed with the response the game has had. Very chuffed indeed. SO chuffed in fact: with motivation at a record high we got carried away and sorted out a website for Black Jet at http://blackjet.co.uk All our games will be available from there in future so stay tuned for more announcements and be sure to bookmark it (no pressure, honest)! Cheers Andrew./ -- From: "the wub" Sent: Wednesday, February 01, 2012 11:12 AM To: Subject: Re: New Game - "Dave Invaders" Sorry to join the discussion a bit late! Dave Invaders is amazing! The graphics and music are fantastic and the playability is spot on! Every go leaves you with that, "next time I'll get a bit further" feeling... I've got to level 4 so far! Great work Andrew! You've really given me something to aim for, particularly in terms of making a game that's fun to play. Can't wait to see what you do next! Rob.