Re: XOR now completed!

2012-04-25 Thread Aleš Keprt

It says: Domain http://cookingcircle.co.uk/ not found.
Aley

-Původní zpráva- 
From: Balor Price

Sent: Wednesday, April 25, 2012 3:00 AM
To: sam-users@nvg.ntnu.no
Subject: XOR now completed!

Hello everybody

I'm proud to present my conversion of the 1987 Spectrum game XOR.  I
finally kept my promise to my teenage self to finish a SAM game!

You can download it for free from the revived http://cookingcircle.co.uk

I hope you enjoy it (and yell in frustration).  It's 25 years old and
still as rock-hard as I remember.

Any feedback/initial bugs found would be greatly appreciated.  :D

Cheers
Howard

-
Mgr. Aleš Keprt, Ph.D.
private: a...@keprt.cz, www.keprt.cz
office: Moravian College / Moravská vysoká škola Olomouc, ales.ke...@mvso.cz 



Re: SimCoupi

2012-04-25 Thread Simon Owen
On 25 Apr 2012, at 15:23, Andrew Collier wrote:
> I don't have a copy of K&R to hand, but I reckon this is ambiguous (i.e. the 
> value of g_dwCycleCounter&7 depends on the whether this is evaluated before 
> or after the += 4. Honestly I'm a bit surprised that the left hand side is an 
> lvalue at all…).

I don't remember how it came to be like that, but I'd suspect it was fastest 
with VS6 back in the day.  It was pretty nasty, so good riddance to it.

Thanks for the fix!  :)

Si



Re: XOR now completed!

2012-04-25 Thread Balor Price

On 25/04/2012 15:48, da...@properbastard.co.uk wrote:

Quoting Balor Price :

Thanks for the feedback chaps!  I had LOADS of fun making it and will 
probably do another in a few months.  Take that, Lana del Rey!


Nice work Tobermory ... :)

Nice to see this done - great work!

You know what this reminds me of slightly as well Maziacs :)



Marvellous, it reminded me of it too a bit.

I'm certain Tumblr has decided not to forward to my cookingcircle.co.uk 
domain name, so the alternative is


cookingcircle.tumblr.com

Typical.  Maybe in another 10 years it'll be easy to make a website - so 
far I'm regretting not just hacking together a few kb of HTML :)


Re: XOR now completed!

2012-04-25 Thread david

Quoting Balor Price :

Thanks for the feedback chaps!  I had LOADS of fun making it and  
will probably do another in a few months.  Take that, Lana del Rey!


Nice work Tobermory ... :)

Nice to see this done - great work!

You know what this reminds me of slightly as well Maziacs :)


Re: SimCoupi

2012-04-25 Thread Andrew Collier
On 16 Apr 2012, at 16:28, Simon Owen wrote:
> On 16 Apr 2012, at 16:13, Andrew Collier wrote:
>> It still amuses me that the biggest side-effect of my contributions to
>> the Sam scene was to necessitate accuracy in the emulators :)
> 
> Getting the textured scroller right in part 2 of MNEMOdemo1 was definitely a 
> grail moment, where everything had to be right.  Even now, if you build 
> SimCoupe on the Mac and use Clang rather than gcc the scroller is wrong!  
> I've not put any effort into tracking that down yet, but it's almost 
> certainly a compiler issue (gcc and MSVC are fine).

I was intrigued by this, so I had a look:

CPU.cpp: 84
#define PORT_ACCESS(a)  { (g_dwCycleCounter += 4) += ((a) >= BASE_ASIC_PORT) 
?abPortContention[g_dwCycleCounter&7] : 0; }

I don't have a copy of K&R to hand, but I reckon this is ambiguous (i.e. the 
value of g_dwCycleCounter&7 depends on the whether this is evaluated before or 
after the += 4. Honestly I'm a bit surprised that the left hand side is an 
lvalue at all...). Substituting a clearly non-ambiguous version cleans up the 
problems, so I've checked in the change.

Andrew



Re: XOR now completed!

2012-04-25 Thread Balor Price
Thanks for the feedback chaps!  I had LOADS of fun making it and will 
probably do another in a few months.  Take that, Lana del Rey!


Yes it was one of those 'work it out as you go along' games back in the 
day.  I have found and tweaked the original inlay, it can be found on 
cookingcircle.co.uk now.  It stayed rigidly in Mode 4, despite the 8*8 
blocks of the circle algorithm.  Most of the front end hits a smooth 
50fps and the 'full-screen' scrolling usually manages 17fps.  I actually 
had to slow it down with simple mazes when it suddenly jumped to 25fps.


Dying seems to be inevitable in this game, which is why there are 
infinite lives and no 'reset' button.  Also... if anybody takes a look 
at the code... let's just say it gets pretty ugly in there.  I just 
wanted to complete something for a change. :D



As for the Wolfenstein attempt, years ago I managed to get a bunch of 
bitmap vertical walls running at about 12.5fps, it didn't seem that 
sluggish compared to Freescape or something.  Ashamed to admit I lost 
the original, but that's what happens when you insist on using very old 
computers all the time...


Howard



On 25/04/2012 07:18, war...@wdlee.co.uk wrote:
Just been having a quick play!! Love that it works so fast. :-) very 
cool to see another new SAM game. How many is that now, in the last 
few months? Dave Invaders, Garden Centre of the Universe and now 
XOR... :-) What next??? :-D Those making them, should see about 
getting them mentioned in Retro Gamer magazine. They've got a section 
in the magazine about new games for all the old machines, with 
mini-reviews etc. Definitely worth a bit of free promotion and seeing 
your game in print on the shop shelves. :-)



Quoting James R Curry <8...@itdoesntsuck.com>:

I remember ordering the original from one of those ZX Spectrum mail 
order
places.  They were never able to deliver it, for some reason, and 
offered

me the choice of another game, instead.

No idea what I wound up buying.

Now I can finally play it.  Looks good!  Is it in Mode 4?

On Tue, Apr 24, 2012 at 8:21 PM, Thomas Harte 
wrote:



I played it for five minutes and it all looked very impressive. That
being said, I don't actually know the original game so I was quite
lost. Looking at the incredibly sparse World of Spectrum inlay scan
though, I think I'm meant to work things out for myself?

On 24 April 2012 18:00, Balor Price  
wrote:

> Hello everybody
>
> I'm proud to present my conversion of the 1987 Spectrum game XOR.  I
finally
> kept my promise to my teenage self to finish a SAM game!
>
> You can download it for free from the revived 
http://cookingcircle.co.uk

>
> I hope you enjoy it (and yell in frustration).  It's 25 years old and
still
> as rock-hard as I remember.
>
> Any feedback/initial bugs found would be greatly appreciated.  :D
>
> Cheers
> Howard





--
James R Curry
8...@itdoesntsuck.com










Re: XOR now completed!

2012-04-25 Thread warren

*Watches as stuff flies over my head* Oooh, purdy colours!!! :-D

I could do graphics and level design for it lol! Very cool to hear how  
you'd go about it... Wouldn't it be a wonderful big finger to all the  
naysayers who always said the SAM couldn't compete? ;-)


Warren

Quoting Thomas Harte :


Being one of my favourite topics... the Wolfenstein algorithm is
actually incredibly inefficient. It's a linear search for every column
and then a couple of multiplies, an add and a divide to get scale.

If you instead used a combination forward/backward renderer with
portals and convex sectors, you could do significantly better for any
sort of geometry you'd expect on that level of device.

Assuming I've thought this through, costs Wolfenstein doesn't incur
would be: per visible sector you'd end up at a quadrant test, a divide
and a small table lookup per vertex, a divide, two multiplies and
three adds per visible wall. But you'd then be looking at (much the
same) two multiplies and an add every 8 or 16 columns and just two
adds per column. So you're spending a little on setup to save a lot
per column.

You'd draw front to back, zero overdraw for the world. Sprites would
be sorted per sector and I guess you'd want to walk back to the front
in sector order to paint them in, making it a stack-type thing rather
than merely a queue.

Walls could be any angle, and costs would increase as geometry
complexity increased, whereas in Wolfenstein they increase as your
rooms get larger. But freely angle walls would probably allow you to
keep the geometry simple.

Disadvantages would be indeterminate, and usually larger, level data
sizes, and the need to create a proper editor rather than just editing
in TextEdit or Notepad or whatever.

So, yes, I'm good at bluster.

On 24 April 2012 23:18,   wrote:

Just been having a quick play!! Love that it works so fast. :-) very cool to
see another new SAM game. How many is that now, in the last few months? Dave
Invaders, Garden Centre of the Universe and now XOR... :-) What next??? :-D
Those making them, should see about getting them mentioned in Retro Gamer
magazine. They've got a section in the magazine about new games for all the
old machines, with mini-reviews etc. Definitely worth a bit of free
promotion and seeing your game in print on the shop shelves. :-)

I agree with the discussion that we all concentrated on emulating the 16bit
machines too much instead of working within the limitations to create other
stuff, but such is the way of things. We all wanted to do what the big-boys
could. Then again, that pushed a lot of the games further than a lot of
people expected anyway. I suppose that's another area where the SAM was like
the Spectrum. It wasn't technically as advanced as say the c64 in many ways,
but competed by sheer versatility and creativity. Such was the SAM to the
Amigas and STs. I think over the years the SAM has certainly proved it could
do great stuff, when pushed to its limits. Who originally thought Lemmings
would work? It's a shame we didn't see more games that weren't as limited by
speed, like Dizzy/Flashback types.


I'd love to see a basic test of a wolfenstein game running! :-) It'd really
be a nice show-piece. Having said that, if someone managed to get it
working, once the pseudo 3D engine of that was running, why not create the
SAM's own first FPS? (Like Colin was planning with Chrome) No need to use
the existing Wolfenstein graphics and such, when we can create our own for
the SAM, and our own level designs, story, creatures, etc?

Warren




Quoting James R Curry <8...@itdoesntsuck.com>:


I remember ordering the original from one of those ZX Spectrum mail order
places.  They were never able to deliver it, for some reason, and offered
me the choice of another game, instead.

No idea what I wound up buying.

Now I can finally play it.  Looks good!  Is it in Mode 4?

On Tue, Apr 24, 2012 at 8:21 PM, Thomas Harte
wrote:


I played it for five minutes and it all looked very impressive. That
being said, I don't actually know the original game so I was quite
lost. Looking at the incredibly sparse World of Spectrum inlay scan
though, I think I'm meant to work things out for myself?

On 24 April 2012 18:00, Balor Price 
wrote:
> Hello everybody
>
> I'm proud to present my conversion of the 1987 Spectrum game XOR.  I
finally
> kept my promise to my teenage self to finish a SAM game!
>
> You can download it for free from the revived
> http://cookingcircle.co.uk
>
> I hope you enjoy it (and yell in frustration).  It's 25 years old and
still
> as rock-hard as I remember.
>
> Any feedback/initial bugs found would be greatly appreciated.  :D
>
> Cheers
> Howard





--
James R Curry
8...@itdoesntsuck.com












Re: XOR now completed!

2012-04-25 Thread Thomas Harte
Being one of my favourite topics... the Wolfenstein algorithm is
actually incredibly inefficient. It's a linear search for every column
and then a couple of multiplies, an add and a divide to get scale.

If you instead used a combination forward/backward renderer with
portals and convex sectors, you could do significantly better for any
sort of geometry you'd expect on that level of device.

Assuming I've thought this through, costs Wolfenstein doesn't incur
would be: per visible sector you'd end up at a quadrant test, a divide
and a small table lookup per vertex, a divide, two multiplies and
three adds per visible wall. But you'd then be looking at (much the
same) two multiplies and an add every 8 or 16 columns and just two
adds per column. So you're spending a little on setup to save a lot
per column.

You'd draw front to back, zero overdraw for the world. Sprites would
be sorted per sector and I guess you'd want to walk back to the front
in sector order to paint them in, making it a stack-type thing rather
than merely a queue.

Walls could be any angle, and costs would increase as geometry
complexity increased, whereas in Wolfenstein they increase as your
rooms get larger. But freely angle walls would probably allow you to
keep the geometry simple.

Disadvantages would be indeterminate, and usually larger, level data
sizes, and the need to create a proper editor rather than just editing
in TextEdit or Notepad or whatever.

So, yes, I'm good at bluster.

On 24 April 2012 23:18,   wrote:
> Just been having a quick play!! Love that it works so fast. :-) very cool to
> see another new SAM game. How many is that now, in the last few months? Dave
> Invaders, Garden Centre of the Universe and now XOR... :-) What next??? :-D
> Those making them, should see about getting them mentioned in Retro Gamer
> magazine. They've got a section in the magazine about new games for all the
> old machines, with mini-reviews etc. Definitely worth a bit of free
> promotion and seeing your game in print on the shop shelves. :-)
>
> I agree with the discussion that we all concentrated on emulating the 16bit
> machines too much instead of working within the limitations to create other
> stuff, but such is the way of things. We all wanted to do what the big-boys
> could. Then again, that pushed a lot of the games further than a lot of
> people expected anyway. I suppose that's another area where the SAM was like
> the Spectrum. It wasn't technically as advanced as say the c64 in many ways,
> but competed by sheer versatility and creativity. Such was the SAM to the
> Amigas and STs. I think over the years the SAM has certainly proved it could
> do great stuff, when pushed to its limits. Who originally thought Lemmings
> would work? It's a shame we didn't see more games that weren't as limited by
> speed, like Dizzy/Flashback types.
>
>
> I'd love to see a basic test of a wolfenstein game running! :-) It'd really
> be a nice show-piece. Having said that, if someone managed to get it
> working, once the pseudo 3D engine of that was running, why not create the
> SAM's own first FPS? (Like Colin was planning with Chrome) No need to use
> the existing Wolfenstein graphics and such, when we can create our own for
> the SAM, and our own level designs, story, creatures, etc?
>
> Warren
>
>
>
>
> Quoting James R Curry <8...@itdoesntsuck.com>:
>
>> I remember ordering the original from one of those ZX Spectrum mail order
>> places.  They were never able to deliver it, for some reason, and offered
>> me the choice of another game, instead.
>>
>> No idea what I wound up buying.
>>
>> Now I can finally play it.  Looks good!  Is it in Mode 4?
>>
>> On Tue, Apr 24, 2012 at 8:21 PM, Thomas Harte
>> wrote:
>>
>>> I played it for five minutes and it all looked very impressive. That
>>> being said, I don't actually know the original game so I was quite
>>> lost. Looking at the incredibly sparse World of Spectrum inlay scan
>>> though, I think I'm meant to work things out for myself?
>>>
>>> On 24 April 2012 18:00, Balor Price 
>>> wrote:
>>> > Hello everybody
>>> >
>>> > I'm proud to present my conversion of the 1987 Spectrum game XOR.  I
>>> finally
>>> > kept my promise to my teenage self to finish a SAM game!
>>> >
>>> > You can download it for free from the revived
>>> > http://cookingcircle.co.uk
>>> >
>>> > I hope you enjoy it (and yell in frustration).  It's 25 years old and
>>> still
>>> > as rock-hard as I remember.
>>> >
>>> > Any feedback/initial bugs found would be greatly appreciated.  :D
>>> >
>>> > Cheers
>>> > Howard
>>>
>>
>>
>>
>> --
>> James R Curry
>> 8...@itdoesntsuck.com
>>
>
>
>