Re: Power supply circuit diagram

2012-01-17 Thread Aley Keprt

Thank you for very interesting description.

According to my findings the 12V line looks like this:

18v |>|\/\/\/\/\12v
        D3      R1:33R     |      |
                           |      -¬
                          ===    /\ D4:12v zener
                 C4:1000uF |     --
                           |      |
0v 

I put my photos here: http://www.keprt.cz/sam/psu.php
__
Od: "nev young" 
Komu: 
Datum: 15.01.2012 13:52

Předmět: Re: Power supply circuit diagram


On 15/01/12 10:52, Aley Keprt wrote:

Colin, thank you very much!!!

Also I always wondered why there is a zener diode (I never saw this kind
of computer power supply) instead of IO 7812.


It's a cheap and nasty way of getting 12v.


And technically, why there is that R1 resistor? Is its purpose to limit
maximum current on 12V line (i.e. something like a cheap reversible fuse)?

The voltage coming of the transformer is nominally somewhere like 18v. 
To get it down to 12v all the current is put through the 33ohm resistor 
which has the 12 zener tied between the other side and ground.


The 12v supply (drawn from memory) is:
(excuse the poor ascii graphics.)

18v--\/\/\/\/\--12v--
         |       33ohm        |
         |                    ¬
        ===                  /\  12v zener
         | 4700uF            --
         |                    |
-0v--

So under no load there is a drop of 6V across the 33ohm resistor which 
gives a current of 0.18A which is just over 1W to be dissipated as heat.


This also means the zener has to lose over 2W of heat as well. As the 
load from sam increases, by running two disk drives for example, more of 
the current goes through sam and takes the load off the zener but the 
resistor still has to burn off the excess voltage.


The problem with this type of regulation is the resistor has to have a 
small enough resistance to let enough current through under max load 
conditions and heavy enough to dissipate the heat.


If you're not using all of the 0.18A available, e.g. you only have one 
floppy drive, then you can increase the 33ohm resistor which will still 
drop the excess volts but draw a smaller current, and so be cooler.


These days, of course, a 7812 would more than likely be cheaper than a 
big resistor :-)


Nev



Re: Power supply circuit diagram

2012-01-15 Thread Aley Keprt

Colin, thank you very much!!!
 
Btw. I never realized these PSU's are dated 1984. A piece of history. :-)
 
Also I always wondered why there is a zener diode (I never saw this kind of 
computer power supply) instead of IO 7812.
 
And technically, why there is that R1 resistor? Is its purpose to limit maximum 
current on 12V line (i.e. something like a cheap reversible fuse)?
 
Aley
__
Od: "Colin Piggot" 
Komu: 
Datum: 15.01.2012 10:52

Předmět: Re: Power supply circuit diagram


Aley wrote:
You can clearly see that D4 is missing (right-bottom), and there is a very 
large old zener diode put there instead. It is Tesla 6NZ70 - 12V 1.5W 
Zener
diode which proudes a LOT of heat. (If I count correctly, a 2.5W diode 
should be used instead.)


That's not the standard part... never seen that old type of Zener diode used 
in the SAM power supply - perhaps that PSU has been repaired by someone else 
in the past?


But yes, D4 is the Zener diode - the 1N5349B I suggested is a 5W diode which 
I use as a replacement.


I am also suspicious about R1 (large grey resistor right beside D4) which 
is a bit mechanically damaged (clearly visible on the second photo),


I would recommend replacing R1 - 33ohm if I remember correctly. I use a 10W 
part for this - as I've repaired quite a few power supplies where the normal 
wirewound resistor has charred the PSU and melted the inside of the power 
supply case when the 12V line fails.


 and also C4 (one of the large capacitors) which seems to me a bit 
bloated.


With these power supplies being made around 1984 (going by date codes I've 
seen on the transformers inside them) replacing the electrolytic capacitors 
is a very good idea.


Colin
=
Quazar : Hardware, Software, Spares and Repairs for the SAM Coupé
1995-2012 - Celebrating 18 Years of developing for the SAM Coupé
Website: http://www.samcoupe.com/








Re: Power supply circuit diagram

2012-01-15 Thread Aley Keprt

I made a few photos of my PSU:
http://www.keprt.cz/sampsu1.jpg
http://www.keprt.cz/sampsu2.jpg
 
You can clearly see that D4 is missing (right-bottom), and there is a very 
large old zener diode put there instead. It is Tesla 6NZ70 - 12V 1.5W Zener 
diode which proudes a LOT of heat. (If I count correctly, a 2.5W diode should 
be used instead.)
 
I am also suspicious about R1 (large grey resistor right beside D4) which is a 
bit mechanically damaged (clearly visible on the second photo), and also C4 
(one of the large capacitors) which seems to me a bit bloated.
 
So do you recommend me to put there 1N5349 instead of that old big boy? (Local retail 
shop here offers me 1N5349, not 1N5349B, but I think it is the same and maybe it actually 
is the "B" version.)
 
I don't use my Sam often, I just nostalgically keep it. So I don't want a whole 
new PSU.
 
Best regards,
Aley
__
Od: "Colin Piggot" 
Komu: 
Datum: 14.01.2012 19:15

Předmět: Re: Power supply circuit diagram


Aley Keprt wrote:
 So I just need to know what was the original piece in the PSU and I am 
going to replace it back.


For the 12V Zener Diode - I use 1N5349B when repairing old supplies. I would 
also recommend replacing the wirewound resistor by it with a higher wattage 
part - often see them burnt out when the 12V line fails. I still have a few 
of these parts if needed.


Thomas Harte wrote:

You should sell those; some of us are pathologically incapable of
soldering but would love a quiet power supply.


I can supply switch mode power supplies with a little adapter cable to plug 
into the SAM if needed. I also add a big capacitor to the 5v line in my 
adapter cable as there can be a bit of noise on the output from the switch 
mode power supplies.


Colin
=
Quazar : Hardware, Software, Spares and Repairs for the SAM Coupé
1995-2012 - Celebrating 18 Years of developing for the SAM Coupé
Website: http://www.samcoupe.com/ 






Power supply circuit diagram

2012-01-13 Thread Aley Keprt

Hi guys, does anybody have the original Sam Coupe power supply unit circuit 
diagram?
My power supply was damaged years ago and somebody repaired it by replacing 
something inside with an old big zener diode. I just remember that 12V line was 
dead and that diode is just a random one which we were able to get. Then in 
90's it was not easy to buy good new diodes here, but it is easy to buy 
anything on internet now. So I just need to know what was the original piece in 
the PSU and I am going to replace it back.
Thanks in advance.
Aley Keprt


Re: Sam scart to PC Monitor converter

2011-07-14 Thread Aley Keprt

In my opinion, today a PC display is just a cheap crippled TV set. If you go 
and buy a proper fully featured LCD/LED TV set, you can get not only better 
picture, but also a standard scart input on it. And you won't need to stick 
with third party HDMI converters etc.
Best regards,
Aley
 
__

Od: "Stephen Longhurst" 


Komu: sam-users 



Datum: 13.07.2011 21:10



Předmět: Sam scart to PC Monitor converter






Hi all,

Has anyone successfully used a scart converter box to display a Sam on
a PC monitor? I've got a Kaanan HDMI upscaler
(http://www.amazon.co.uk/gp/product/B00423K7R2/) and it doesn't sync
to the Sams RGB output properly. I get a picture that stays for a
second or two, then flicks off, then comes on again, etc.

I was hoping to be able to display my Sam on my PC monitor which has
VGA, DisplayPort, DVI and HDMI.  I do have a proper Sam compatible
scart cable.

Cheers,

    Steve

--
Stephen Longhurst
steve at longsteve.com





Please somebody clean Sam web ring

2010-06-13 Thread Aley Keprt

Please can somebody clean Sam web ring of retro trader website? I can see they 
added themselves to our web ring, but
- they didn't aded required navigation bar to previous and next sites in the 
ring
- they don't have anything to do here (my opinion)

Best regards,
Aley


Re: Which assembler?

2007-07-05 Thread Aley Keprt
I've got very good experience with TASM on PC. I use version 3.0.1 and combine 
it with emulator to run the programs on "Sam". ;-)
/---
Aley

  - Original Message - 
  From: Steve Parry-Thomas 
  To: sam-users@nvg.ntnu.no 
  Sent: Wednesday, July 04, 2007 7:44 PM
  Subject: RE: Which assembler?


  I tend to use TASM 3.2 ,[ for PC ] there are better ones out there as every 
one will now recommend the one they like and Edwin's Comet for Sam.
   TASM can be found here: -  
http://www.ticalc.org/archives/files/fileinfo/250/25051.html



  Steve(spt)


   

   


--

  From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Calvin Allett
  Sent: 04 July 2007 18:05
  To: sam-users@nvg.ntnu.no
  Subject: Which assembler?

   

  What Assembler would anybody reccomend me having a go with, i.e.
  preferably the most easy to use :)

  Feature`s don`t neccesarily top my needs, as I won`t be doing any
  games in MC, just wanting to learn the language, and be able to try
  a few small routines. 




--

  Yahoo! Answers - Get better answers from someone who knows. Try it now. 


Re: A feature I'd like in SimCoupé

2006-12-03 Thread Aley Keprt
I am pretty sure that if those 114 bytes persist in the real hardware, it 
surely can do as well in the emulator.

Aley

- Original Message - 
From: "Chris Pile" <[EMAIL PROTECTED]>

To: 
Sent: Sunday, December 03, 2006 1:13 PM
Subject: A feature I'd like in SimCoupé



Persistent Dallas module data.  :-))

Would it be possible to save the Dallas module contents on SimCoupé's 
exit?  Obviously the 14
bytes of clock/status registers would be re-built on the next load, but I 
feel the 114 bytes of user

RAM should persist across SimCoupé sessions.  As per the real hardware.

Just a thought - and something I'd like!!  ;-)

Chris.












Re: Latest Quazar News (April 2006)

2006-04-25 Thread Aley Keprt

If this came 15 years ago, it would be excellent. Now, it's void. :-(

And, Escape... game is really bad on Sam - it's slow, has so many bugs, and 
the controls are stupid. I liked ZXS128 version of that game, not this one.


/---
Aley

- Original Message - 
From: "Colin Piggot" <[EMAIL PROTECTED]>

To: 
Sent: Tuesday, April 25, 2006 11:09 AM
Subject: Latest Quazar News (April 2006)



Mayhem Accelerator
--
As the Mayhem Accelerator is now approaching production, with launch
hopefully within the next couple of months, I've captured some videos of 
it

in action and uploaded them onto the website.

Videos are of:
Lemmings (at 10MHz)
Manic Miner (at 20MHz)
Stratosphere (at 20MHz)
Escape From .. Robot Monsters (at 20MHz)
Total Eclipse (at 20MHz, spectrum emulated)
Rover demo (at 20MHz)

You can find them, and a bit more info, as the first news item at
www.samcoupe.com
Any feedback is appreciated.

(Videos are 4-6MB in size, 25 frames / sec, divx compressed)

Sam Revival
-
Thanks for all the feedback you've sent directly on the latest issue of 
Sam
Revival (issue 14), it seems the colour pages have gone down well, and 
work

is now well underway on issue 15 which is due out in late May.

If you've not tried Sam Revival yet, why not give it a try? £3.99 for the
latest issue with UK postage, or £4.79 with EU postage. More details and
ordering information is up on the website.

Retro Fusion
-
A new 'retro' magazine has now hit the shops. Issue one of 'Retro Fusion'
can be found at GameStation stores in the UK (with online ordering at
www.retrofusion.co.uk). Covering retro computers, consoles and nostalgia,
you'll also find in this first issue a 4 page Sam Coupe article which i've
written - covering the history of the Sam as well as the history of Quazar
and what i've been doing for the Sam for the last eleven years.

All the best,

Colin
=
Quazar : Hardware, Software, Spares and Repairs for the Sam Coupe
April 1995-2006 - Celebrating 11 Years of developing for the Sam Coupe
Website: http://www.samcoupe.com/










Re: Kaleidoscope

2006-03-21 Thread Aley Keprt
This is really interesting, as I ever wondered what exactly is it. (Whatever 
is it, they never tell you what really is it when they try to sell...)

Thank you for this nice description.
/---
Aley



in your last email you said the Kaleidoscope was a bodge - is
this coz there was no software for it?  Does the Kaleidoscope
 realy give the Sam 32,768 true colours?  I'm interested in
what it is and what it does - (you never seem to hear anything
about it...)


It was a complete bodge.

What the kaleidoscope did was pull down the RGB video signals generated by
the Sam as normal (by darkening the output by varying amounts of red, 
green,

blue - set with an OUT command to the kaleidoscope port) so it technically
produced 256 tinted shades of the original colours - in total 32768 
shades,

but could they be used in a proper fashion - nope!

So whatever value of shading the kaleidoscope was set to would affect all
the colours on screen. There was no real way to use it all, could you have
individually shaded pixels - nope again!

At most, you could write code to tint horizontal groups of 16 pixels at a
time... but for all 192 scanlines you would be using all the CPU time and
even effectively tinting 16 pixel blocks that wouldn't really let you
achieve any decent graphical effects, plus 62% of all the CPU time is 
being

used.

In all, a waste of time, it couldnt be utilised in any useable way at all,
therefore no software attempted to used it.

Colin
=
Quazar : Hardware, Software, Spares and Repairs for the Sam Coupe
April 1995-2005 - Celebrating 10 Years of developing for the Sam Coupe
Website: http://www.samcoupe.com/










Mouse emulation problems [Fw: SAM COUPE]

2005-12-31 Thread Aley Keprt
I forward you a translation of message from "velesoft" (original message is 
written in Czech, se below):


- I checked out your Sam Coupe emulator. I tested mouse emulation and I 
obtained these results: All versions of the emulator(s) too early reset 
mouse. I borrowed the original mouse interface from Kapsa club. For example, 
the game Legend of Eshan, which relies on the longer delay before mouse 
reset, doesn't work. In this game, when it is reading the last byte of X 
coordinate, the emulator is actually returning the state of the keyboard, 
because the mouse was reset too early. When using the original Sam mouse 
interface, this game works correctly. The time of mouse port activity must 
be longer at least twice (in the emulator).


Since I don't understand the mouse at all, I replied this:

- Please send me that game, and I will give it to somebody who can try to 
fix the emulation. I personally think that the problem might be in the Sam 
mouse interface from Kapsa, which is probably not identical to the original 
interface. But it must be checked out...


And that person sent me that game, and replied:

- The program is correct, it only has a longer delay in mouse port reading 
routines and before it reads all the numbers, the emulator is returning the 
keyboard status again. In this game you need to hold shift key down in order 
to let the mouse work [in Sim Coupe - all versions]. The mouse interface is 
original from Samco/Samtek. You can find the schema on my www pages, it's 
100% identical to the original one. (On the other hand, the schema listed in 
Sam tech.manual is wrong - the pin out is incorrect and C1 is missing in 
there.) There is no other mouse interface for Sam, just the original one. 
Mr. Richard Haramule tried to make a simplier solution, but he didn't 
finished it successfully. My new "sam mouse turbo" has 100% identical timing 
to the original interface. I wrote a test program in assembler and it showed 
that emulator resets the mouse ports too early.


The mentioned www page is:  www.velesoft.wz.cz

I just wonder why this person calles all his work "turbo something" - it 
sounds to me like something really stupid, like "magnificent abc..." LOL


So, hardware gurus we are awaiting your comments... :-)

/---
Aley

-
Mgr.(MSc.) Aleš Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, Palacký University,
Olomouc, CZ - [EMAIL PROTECTED] - www.inf.upol.cz
-

- Original Message - 
From: "VELESOFT" <[EMAIL PROTECTED]>

To: "Aleš Keprt" <[EMAIL PROTECTED]>
Sent: Friday, December 30, 2005 10:55 AM
Subject: Re: SAM COUPE



Dobry den. Nedavno jsem zkousel Vas emulator SAM COUPE.
Zabyval jsem se testovanim SAM MOUSE a dosel k temto
vysledkum. Prakticky vsechny dosavadni verze emulatoru SAMa
prilis brzy resetuji mys. Original interface jsem si zapujcil z klubu
KAPSA. Zlobi napriklad hra Legend Of Eshan, ktera spoleha na
vetsi odstup resetu mysi. Takze pri hre, kdyz rutina cte uz posledni
byte souradnice X, emulator uz vraci stav klavesnice protoze pred-
casne resetoval. Zatimco na original interface vse funguje perfektne.
Chce to alespon 2x prodlouzit cas, po ktery jsou porty mysi aktivni.


Osobně tipuju, že chyba je v tom programu. Je ten interface z Kapsy

opravdu
"originální"? Protože já mám za to, že emulátor je velmi přesný a chyba 
je

v

tom interfacu z Kapsy, který funguje asi jinak, než originální interface

Sam

Mouse, který je právě emulován v SimCoupe a ASCD.

Chyba v programu neni. Ten pracuje korektne, jen ma delsi casovej delay
mezi vycitanim portu mysi a nez se nactou posledni hodnoty, vraci emulator
opet
stav klavesnice + od zacatku znovu souradnice. U teto hry budete muset
pridrzet v SIM COUPE(vsechny verze) klavesu SHIFT, aby vubec mys
reagovala. Interface je original od SAMCO/SAMtek. Na moji strance
najdete i korektni schema, ktere 100% souhlasi s original zapojenim.
(schema mysi v tech.manualu k sam coupe vubac nesouhlasi pinoutem a
chybi tam hodnoty C1). Zadny jiny mysi interface pro SAMa dosud
neexistoval, jen original. Sice byly pokusy o nove jednodussi reseni, 
ktere

navrhnul pan Richard Haramule, ale z toho seslo. Muj novy SAM MOUSE
TURBO interface ma 100% shodne casovani a chovani s originálem.
V assembleru jsem si napsal tester casovani mysi a opravdu se v emulatoru
prilis
brzy mys resetuje.

Mimochodem jsem si pred par lety postavil ATOM HDD interface a rozchodil
HDD+CD. Nebavilo me furt pretahovat image disket z PC na disketu a na
SAMovi z diskety zas na HDD, tak jsem napsal konvertor, kterej rozdeli
DSK image na dva linearni soubory o delce 400kB. Sam vse umisti do slozky
kam ulozi i TXT soubor nazvy zkonvertovanych images. Hotovou slozku
staci nakopirovat na CD a konvertor na SAMovi

Re: Sophistry

2005-12-12 Thread Aley Keprt

Why don't you go and get the unprotected versions of those games?
It's not ideal from Simon's point of view as he is desperate to emulate 
everything, but it's quite practical. ;-)

/---
Aley

- Original Message - 
From: "Carol" <[EMAIL PROTECTED]>

To: 
Sent: Sunday, December 11, 2005 7:21 PM
Subject: Re: Sophistry



> Is there a way to create SimCoupe-compatible images of
> protected disks yet?

If you'd asked this next week it would have been a whole lot easier to
answer!  I've been trying to get a few things tidied up before Christmas,

so

some of it is a bit up in the air.

I've got a test version of SamDisk that will image (almost) any SAM title
under W2K/XP.  It's missing some features from SamDisk 2.0, so it's not
quite ready to replace the existing version yet.  I'd be happy to send 
you

a

copy to try, if you're just looking to image some disks.

One problem is that it creates images in EDSK format, which the current
SimCoupe releases can't read.  I've added support for it, but I'm in the
middle of hacking the FDC emulation so I can't check my changes back in

yet.

It's likely to be a couple of days before I've put all the pieces back
together though.

Si


Hi, I've been reading the list for a year or two now - never replied 
before

*grin* - I'm one of those silent lurkers mentioned a few months back.

Does this mean I might finally be able to load in Astroball, Manic Miner 
and

Sam Strikes out?
I managed to load in some of my own old disks, but (maybe not suprisingly)
none of my protected ones. Gave up fairly quickly & they're all hiding in
the attic again now, along with poor abandoned Sam himself.
I think I got Splat working though. Infuriating music to say the least.

Carol



--
No virus found in this outgoing message.
Checked by AVG Free Edition.
Version: 7.1.371 / Virus Database: 267.13.13/197 - Release Date: 09/12/05







Re: Biggest Risk to SAM?

2005-08-03 Thread Aley Keprt

Sam is dead. So what survival are you talking about?
/---
Aley

- Original Message - 
From: "Calvin Allett" <[EMAIL PROTECTED]>

To: 
Sent: Wednesday, August 03, 2005 2:49 AM
Subject: Biggest Risk to SAM?



Sorry for the blatent rip off of a thread I seen on
WoS
but what do you guys reckon` is the biggest risk for
SAMs
longterm survival/rememberance?

To me it`s userbase... There`s possibly a smaller user
base than any machine, yet actual more web presence
than some of the older VERY early 80`s computers,
there`s mebeez (and probably) more people with those
machines that remember and might come into the
`scene`, even as casual users for those but with us
there is such a small community that despite all
exciting stuff I feel worried sometimes :)

I know you guys do your things still with the machine,
give it the time it deserves and hardware wise and
some of the software in past 3 years has been immense
but is there anybody even here who isn`t a developer?

It makes me sad but I simply can`t believe that a
machine with all the character and appeal of the SAM
is essentially `ignored` by soo soo many Spectrum
owners that I know would be excited/amazed (especially
the Basic Programmers of them *_+ ) by it... Have a
linux nut friend who`s totally C64/Risc/PC oriented
and yet loves the machine and thinks of it as (his
words) - a kinda alterbntive/flavoured PC, he thinks
the Spectrum is lame, being a C64 nut but for him
having been `forced` to view SAM stuff by me he gives
it respect, and even Personal Computer World called it
once the 8-bit Archimedes, even if we all begrudge the
fact that we undrstand the speed/ahem/issues with SAM
(Mayehem accelorator, woohoo , :))


I remember in the early dying days of Amiga Format
94-96 , or rather perhaps Amiga Computing there were
some quite intensive 6-8 page conference like
`meetings` between those in the magazine writer stable
and the `names` of the coding scene about the  future
and direction of the Amiga, I keep thinking that the
Spectrum scene needs something like this and yet we
all know the Spectrum will be around in fourty-fifty
years, can the same be said of the SAM?


Sorry for ramble :(

Just interested in what everybody perceives to be SAM
/ `our` fate regarding the SAM Coupe :)

Cal *_+





___
Yahoo! Messenger - NEW crystal clear PC to PC calling worldwide with 
voicemail http://uk.messenger.yahoo.com







Re: SAM Coupe Keyboard Relay for Linux

2005-08-02 Thread Aley Keprt

OMG, why would anyone like to use it this way?


- Original Message - 
From: "Stuart Brady" <[EMAIL PROTECTED]>

To: 
Sent: Tuesday, August 02, 2005 2:22 AM
Subject: SAM Coupe Keyboard Relay for Linux



Hi all,

I've written a few programs and a Linux kernel module that allow a SAM
Coupe to be used as a keyboard under Linux.

To use this, you'll need the SAM Comms interface and its driver disk,
and a serial cable.

For the programs, and information on how to use them, see:
http://homepage.ntlworld.com/wholehog/stuart/samkbd/index.html

It's very slow at the moment (but good enough for me to write this
email).  I will try to write a faster version in machine code.

BTW, it uses the standard PC layout.  If you want to use the SAM's
layout, it's best to create a new keymap and load it with loadkeys.

Questions and feedback are welcome!

Cheers,
--
Stuart Brady






Re: samcoupe.org

2005-08-01 Thread Aley Keprt

Who would be interested in hacking it?

- Original Message - 
From: "DAVID LEDBURY" <[EMAIL PROTECTED]>

To: 
Sent: Monday, August 01, 2005 2:37 PM
Subject: samcoupe.org



Has the site been hacked?






Re: 10th Anniversary!

2005-05-01 Thread Aley Keprt



Really?
 
Ehm, I bought Sam in july 1991. In the ad & 
prices sheet there was also Quazar Surround. It was advertised like Prince of 
Persia years before it actually came out, or what was it???
 
--Mgr.(MSc.) 
Aleš Keprt (also known as Aley)[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182Dept. of 
Computer Science, VŠB Technical UniversityOstrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz--

  - Original Message - 
  From: 
  Matt Craven 
  
  To: sam-users@nvg.ntnu.no 
  Sent: Sunday, May 01, 2005 3:04 PM
  Subject: Re: 10th Anniversary!
  
  Well done Colin - congratulations on the 10 year anniversary.
   
  Sounds like a great idea to convert the Gremlin games. I seem to recall 
  someone on the list saying something about Auf Wiedersehen Monty a while ago. 
  Do you know what happened to that?
  Here's to ten more years!
   
  ==Matt.
  Colin Piggot <[EMAIL PROTECTED]> wrote:
  Well 
yesterday was a special day the 10th Anniversary of Quazar!For 
it was on the 29th April 1995 when I had a stand at the third 
Gloucestershow, where I unveiled the (2nd) prototype of the Quazar 
Surround soundcard,marking the start of Quazar!And that was just 
the beginning of what has really taken up a heck of a lotof my time 
since then! As you may be aware a few new products are in thepipeline 
such as the Mayhem Accelerator, and issue 12 of Sam Revival isnearing 
completion and will be being sent out shortly.And here's some juicy 
tidbits of news taken from the next issue of SamRevival to wet your 
appetites about a few other things I am working on whenever I get a few 
free minutes...Hydrasoft Games---I have recently 
bought the rights to several old Sam games, and a pile ofunreleased 
stuff from Pete King, formerly going by the name Hydrasoft. Petehad two 
games released back in 1996 and 1997 - Conquest and Mage Fire, whichwere 
published to a limited extent by Zedd-Soft (run by Michael Stocks 
/Zodiac Magazine). I was also involved with the two titles way back then 
byadding support for the Quazar Surround soundcard to both of the 
games.I had previously secured permission from Pete to use Conquest 
and Mage Fireon the Sam Revival coverdisks (and you'll find Mage Fire on 
the coverdiskwith Sam Revival 12) but now with owning the titles I can 
go further withthem and I am already planning a revamp of Conquest to 
update all thegraphics and sounds. What I have to do now is go through a 
massive pile ofdisks to look at all the unreleased games. Expect more 
news soon!Gremlin Graphics Games--I 
have received permission from Andy Davis of Alchemist Research to use 
oldGremlin Graphics games on th e Sam. Now instead of just adapting the 
ZXSpectrum versions to run on the Sam under emulation (as was done on 
the oldBlitz diskzine back in the late 1990's) it is my aim to create 
full Samversions of some of the classic games for inclusion on the Sam 
Revivalcoverdisks.The first game I am looking at is 'Thing on a 
Spring', originally releasedback in 1984 for the Commodore 64 and 
Amstrad CPC only. Thing on a Spring isa bouncy and fast platformer and 
with some carefully planned scroll routinesit should make the transition 
to the Sam with few problems.Now the music for any game is very 
important for me, and I am planning tofeature the original SID based 
music (for use with the SID interface) aswell as a new rendition of the 
tune for the normal Sam SAA1099 soundchip. I'm pleased to say that 
initial work on the game remake is underway, and theSAA1099 version of 
the music is already complete! The SAA1099 music trackwas carefu lly 
composed by David Suzuki-Sanders (who also composed the 'Aboutas SID as 
its going to get' SAA1099 track on the audio CD with the lastissue of 
Sam Revival.)The second game I am looking at converting is 
'Harlequin', one of the firstgames I ever played on an Amiga, and one 
that immediately impressed me withits graphics, music and playability. 
Harlequin is another scrolling platformgame, based in a fantasy 
dreamworld with very colourful graphics and athumping soundtrack, and 
was released only for the 16 bit machines in 1992 -the Atari ST and the 
Amiga.So why should the Sam be left out of such a great game? No 
reason I think!So far I have converted over the graphics for the first 
level from the AtariST (easier to capture via an emulator than the Amiga 
version), and for themain scenery and characters only 12 colours were 
used so this conversion wasquite straight forward. My aim is to convert 
across the whole of the first< BR>level as a test, to see how well I 
can get the game engine to work. Howeveras this game does inv

My Sam pages udpates

2005-04-11 Thread Aley Keprt

I've updated all my Sam pages at http://www.keprt.cz/sam/

The only reason is that w3c html validator always complained that my pages 
don't follow any HTML standard and listed thousands of error in my 8 (yes, 
eight) short html pages. Wow! Who the hell created these standards, when 
99.99% pages don't follow them...? :-)

(That's just a theoretical question...)

After a long work I managed to fix all my Sam pages, and they are now 
validated against HTML 4.0 Transitional.


--
Mgr.(MSc.) Aleš Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VŠB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--


Fuxoft music

2005-04-05 Thread Aley Keprt

All Fuxoft music lovers, go there: http://www.fuxoft.cz/tmp/dl/mp3/remixes/

There are some new remixes of traditional chip tunes, all done by Frantisek 
Fuka/Fuxoft. They are all in mp3 format, but the sound is classic ... :-)


Which one do you like the most? :-)

/---
Aley 


Re: Bring back the Wispa!

2005-03-10 Thread Aley Keprt

Oh God, what is Whispa?

(Or: Am I too young, or too far away?)

--
Mgr.(MSc.) Ales Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VSB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--



- Original Message - 
From: "Geoff Winkless" <[EMAIL PROTECTED]>

To: 
Sent: Thursday, March 10, 2005 3:03 PM
Subject: OT: Bring back the Wispa!



I know this is offtopic but in the best traditions of comp.sys.sinclair,
where crisp/sweet discussions were almost on-topic...

http://www.PetitionOnline.com/wispa91/

Come on, let's get the Wispa back! So much nicer than the nasty Nestlé 
Aero

and Cadbury's replacement (Bubbly) isn't as nice :(

Geoff


__
This email has been scanned by the MessageLabs Email Security System.
For more information please visit http://www.messagelabs.com/email
__






Re: SAA 1099 Cards

2005-03-03 Thread Aley Keprt
And, obviously, you need a computer with an ISA slot - that also can be 
problematic these times...

--
Mgr.(MSc.) Ales Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VSB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--

- Original Message - 
From: "Stuart Brady" <[EMAIL PROTECTED]>

To: 
Sent: Wednesday, March 02, 2005 9:57 PM
Subject: Re: SAA 1099 Cards



On Wed, Mar 02, 2005 at 08:44:08PM +0100, Aley Keprt wrote:

Yes, I know this.
Somebody contected me a few year ago, wanting me to add a native support
for this sound blaster card to my SAA player for Windows. So, although 
I've
never saw this piece of hardware, my SAA player can play tunes using a 
Z80

emulator and a real SAA on Sound Blaster. :-)


Actually, I was thinking about writing a Linux driver, but it's not as
straightforward as mapping a few registers.  Well, not if you want it to
have sequencer support, anyway...

It would mainly be for SimCoupe, but I won't have much of a motivation
for it unless I get my hands on an early Sound Blaster.
--
Stuart Brady






Re: SAA 1099 Cards

2005-03-02 Thread Aley Keprt

Yes, I know this.
Somebody contected me a few year ago, wanting me to add a native support for 
this sound blaster card to my SAA player for Windows. So, although I've 
never saw this piece of hardware, my SAA player can play tunes using a Z80 
emulator and a real SAA on Sound Blaster. :-)

--
Mgr.(MSc.) Ales Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VSB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--


- Original Message - 
From: "Stuart Brady" <[EMAIL PROTECTED]>

To: 
Sent: Wednesday, March 02, 2005 2:31 AM
Subject: SAA 1099 Cards



Hi,

This probably isn't news to many of you, but I thought I'd share what
I've just found (from Wikipedia):

Creative Labs' first sound card (the C/MS or Game Blaster) had two SAA
1099s on it.  This is why the Sound Blaster 1.0 had two SAA 1099s, and
you could add them to the Sound Blaster 1.5.  I'm not sure if there were
any other cards that had SAA 1099s.

Does anyone know how hard these are to get hold of?

Cheers,
--
Stuart Brady






Re: Sam Coupe Hot-Line

2005-02-17 Thread Aley Keprt
Please could somebody explain what are all you talking about? I don't 
undrstand it at all.


/---
Aley

- Original Message - 
From: "Ian Spencer" <[EMAIL PROTECTED]>

To: 
Sent: Thursday, February 17, 2005 1:18 PM
Subject: Sam Coupe Hot-Line


Colin included a recording from one weeks news on the latest Sam Revival 
CD.
Are these recording really rare? I'm sure I have almost all of the Hot 
line
recording on tape somewhere ? Is it worth me trying to find them in 
amongst
my several tons of junk. or do they already exist somewhere in the Sam 
world?

Ian






Re: How to erase sectors?

2005-02-16 Thread Aley Keprt

Unfortunately, I don't have any of them. Where can I get them?

I also tried Master DOS and its BACKUP "d1" TO "d2" command, as it is known 
to copy only used sectors. But there are still some unwanted bits copied. I 
don't understand, what's wrong here...


--
Mgr.(MSc.) Aleš Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VŠB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--


- Original Message - 
From: <[EMAIL PROTECTED]>

To: 
Sent: Wednesday, February 16, 2005 6:04 PM
Subject: Re: How to erase sectors?



[EMAIL PROTECTED] wrote:

So I assume the best idea is to have a program which scans directory
structure for unused sectors and fills them with zeros (including direc=
tory
entries of erased files). Does anybody know what program can do this?


Look up SDU or IBU that I used to flog.

Although not ideal they are written in basic and so will be easily 
modified.
They scan the directory and calculate which sectors are "live" and copy 
only those. So erased files wouldn't copy to a blank disk.


hth

Nev






How to erase sectors?

2005-02-16 Thread Aley Keprt

In order to archive=upload to NVG some of my lovely text editors which are
still missing there, I need to erase the private text files I have on them.
But how to do it?
- If I just erase the files, the private data actually still reside on the
disk and anybody can udelete and read my private stuff
- There are MasterDos (sub)directories, and many hidden files, which in
together makes quite unpossible to copy the disk to an empty disk, since all
disk copiers I have either don't fully support subdirectories, and/or have
problems with hidden files.
- There are more than 80 file slots in directory structure

So I assume the best idea is to have a program which scans directory
structure for unused sectors and fills them with zeros (including directory
entries of erased files). Does anybody know what program can do this?

--
Mgr.(MSc.) Aleš Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VŠB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--


Re: Anyone going to E3 this year?

2005-02-16 Thread Aley Keprt



E3 isn't open to all audience, is it?
(Or do you mean the same E3 as I 
do?...)
 
/---
Aley
 

  - Original Message - 
  From: 
  Simon 
  Cooke 
  To: sam-users@nvg.ntnu.no 
  Sent: Wednesday, February 16, 2005 7:27 
  AM
  Subject: Anyone going to E3 this 
  year?
  
  I will be there! 
  Yay!
   
  (Oh, and I just 
  got made Lead Engineer of the Tools Division @ Surreal Software :-) double 
  yay!)


Re: Ideas for the ultimate emulator :)

2005-02-12 Thread Aley Keprt
A game console doesn't "emulate" anything. It's a commercial product on its 
own.


There are other news groups devoted to emulation and hardware emulation, and 
this discussion will DEFINITELY craete a huge amount of discussion not 
connected in any way to Sam Coupe.


But Sim Coupe itself is a Sam Coupe clone, so I can hardly see any (even a 
very small) reason of not including it here. Sam or Sim... that's pretty the 
same if you can see the merit. "Ideal emulation" isn't like SimCoupe.


[This is my last comment to this topic.]

--
Mgr.(MSc.) Ales Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VSB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--


- Original Message - 
From: "Jason Thacker" <[EMAIL PROTECTED]>

To: 
Sent: Saturday, February 12, 2005 6:40 PM
Subject: RE: Ideas for the ultimate emulator :)


I take you also think that games consoles don't have a place, after all 
they

only "emulate" what is already available in the arcade.

This idea behind this was to allow us the fond memories of lying on our
stomachs in front of the TV playing those old favourites, as for buying a
new version of (for example) a Sam Coupé, have you seen how rarely they 
come
up on e-bay? Most of the people who would want a Sam will probably never 
be
able to get one, as the originals are either in the bin or a treasured 
part

of somebodies collection.

As for having nothing to do with the Sam Coupe, there is already a healthy
discussion on SimCoupe running on this list, so why not look at other
possible ways in which a Sam, or any other machine for that matter, may be
emulated? SimCoupe may be (and is) a great emulator, but I am sure that
there would be room out there for other options.

Jason

-Original Message-----
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Aley Keprt
Sent: 12 February 2005 16:04
To: sam-users@nvg.ntnu.no
Subject: Re: Ideas for the ultimate emulator :)

I think you should discuss it off the list. It has nothing to do with Sam
Coupe. (And surely there is a usenet group usable for this discussion.) 
And,

I personally don't like the idea of creating a new hardware nonsense to
"emulate" something you can either emulate on a standard computer (PC), or
buy an original hardware at eBay.
--
Mgr.(MSc.) Ales Keprt (also known as Aley) [EMAIL PROTECTED] *** www.keprt.cz
*** ICQ: 82357182 Dept. of Computer Science, VSB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--


- Original Message -
From: "Andy Chandler" <[EMAIL PROTECTED]>
To: "Jason Thacker" 
Sent: Saturday, February 12, 2005 4:42 PM
Subject: Re: Ideas for the ultimate emulator :)



I like your idea. I had a couple of thoughts

"The main processor is a 400MHz+ XScale CPU running embbedded Windows CE.
This allows many emulator writers to take advantage of their current
skills in Win32 development systems.
This CPU would also be powerful enough to emulate most, if not all,
8-bit and 16-bit machines."

How would this compare, roughly, to an x86 processor in terms of
processing power? To emulate an OCS / ECS Amiga takes some serious CPU
cycles while AGA is still sluggish without some seriously powerful PC
hardware even now. The custom ICs takes some conversion time due to it's
use
of planer gfx and not chunky-RGB.

This would be nice to emulate PlayStation 1 and N64 stuff. I like the
use of SD. Maybe Compact Flash might be a possible alternative as well
if necessary. (See M/B below).

If CPU power wasn't hugely important, you could probably build a
slightly larger, but still silent version, using the ITX boards from
VIA, like this one

http://www.kustompcs.co.uk/acatalog/info_5475.html


Rgs,
Andy




Saturday, February 12, 2005, 2:13:22 PM, you wrote:

Jason> Hi guys,

Jason> I have been putting down some of my (admittedly random) thoughts 
on



how to
Jason> get the best possible emulation experience and I have weeded out
some of the
Jason> best at

Jason> http://www.koriel.net/EmulatorIdea.htm

Jason> I would really appreciate it if some of you would deign to look at
the page
Jason> and even (Shock! Horror!) give me some ideas for how this may be
improved in
Jason> some way. Who knows, maybe somebody with the skills to build these
things
Jason> (i.e. not me!) may even take some of them on board!

Jason> Thanks,

Jason> Jason














Re: Ideas for the ultimate emulator :)

2005-02-12 Thread Aley Keprt
I think you should discuss it off the list. It has nothing to do with Sam 
Coupe. (And surely there is a usenet group usable for this discussion.)
And, I personally don't like the idea of creating a new hardware nonsense to 
"emulate" something you can either emulate on a standard computer (PC), or 
buy an original hardware at eBay.

--
Mgr.(MSc.) Ales Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VSB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--


- Original Message - 
From: "Andy Chandler" <[EMAIL PROTECTED]>

To: "Jason Thacker" 
Sent: Saturday, February 12, 2005 4:42 PM
Subject: Re: Ideas for the ultimate emulator :)



I like your idea. I had a couple of thoughts

"The main processor is a 400MHz+ XScale CPU running embbedded Windows CE.
This allows many emulator writers to take advantage of their current 
skills in Win32 development systems.

This CPU would also be powerful enough to emulate most, if not all,
8-bit and 16-bit machines."

How would this compare, roughly, to an x86 processor in terms of
processing power? To emulate an OCS / ECS Amiga takes some serious CPU
cycles while AGA is still sluggish without some seriously powerful PC
hardware even now. The custom ICs takes some conversion time due to it's 
use

of planer gfx and not chunky-RGB.

This would be nice to emulate PlayStation 1 and N64 stuff. I like the
use of SD. Maybe Compact Flash might be a possible alternative as well
if necessary. (See M/B below).

If CPU power wasn't hugely important, you could probably build a
slightly larger, but still silent version, using the ITX boards from
VIA, like this one

http://www.kustompcs.co.uk/acatalog/info_5475.html


Rgs,
Andy




Saturday, February 12, 2005, 2:13:22 PM, you wrote:

Jason> Hi guys,

Jason> I have been putting down some of my (admittedly random) thoughts on 
how to
Jason> get the best possible emulation experience and I have weeded out 
some of the

Jason> best at

Jason> http://www.koriel.net/EmulatorIdea.htm

Jason> I would really appreciate it if some of you would deign to look at 
the page
Jason> and even (Shock! Horror!) give me some ideas for how this may be 
improved in
Jason> some way. Who knows, maybe somebody with the skills to build these 
things

Jason> (i.e. not me!) may even take some of them on board!

Jason> Thanks,

Jason> Jason







Re: Where can I get latest SimCoupe?

2005-02-11 Thread Aley Keprt

1. I like when it's anti-aliased.
2. I would vote also for 150% option.
--
Mgr.(MSc.) Aleš Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VŠB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--

- Original Message - 
From: "Dan Dooré" <[EMAIL PROTECTED]>

To: 
Sent: Friday, February 11, 2005 12:56 PM
Subject: Re: Where can I get latest SimCoupe?



Simon Owen wrote:


I can't reproduce either of these here - can anyone else?


Nope - I too often run with sync turned off and it always remembers (which 
often gives me a shock if I load up something with music in it).


Incidentally, when DirectDraw is enabled the screen is all anti-aliased - 
is this a feature of my GPU driver or is it set in SimCoupe as I'd like to 
have it look the same as the software-emulated mode but run at the speed 
it does in DirectDraw mode as the fuzzyness twists my melon after a while.


Also whilst I'm doing the wish list thing is it possible to have a 
selectable speed (or just a 100%/200%/400% choice) so that I can a) Code 
at 200% which is surprisingly nice and b) Play Lemmings at high speed - 
but not that fast :-)


Dan.






Re: Text conversion

2005-02-07 Thread Aley Keprt
I have plenty of disk images, and simply don't have time to do anything with 
them. In the past, many times somebody said he will look at it, unpack and 
sort the software, and upload it to NVG, but actually nobody ever did 
anything (except "getting" the stuff from me)... :-(

--
Mgr.(MSc.) Ales Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VSB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--


- Original Message - 
From: "Dan Dooré" <[EMAIL PROTECTED]>

To: 
Sent: Monday, February 07, 2005 3:29 PM
Subject: Re: Text conversion



Andy Chandler wrote:


KEYIN - That was the little devil I was thinking of ;-)


KEYIN was a corker of a command, when I think back to the amount of times 
I crashed by blue footed friend with that one I go all misty-eyed and the 
missus has to poke me with a stick to bring me back.


I have converted the text BASIC file that was in 
ftp://ftp.nvg.ntnu.no/pub/sam-users/missing/bcdsk10.bas using the most 
excellent PCSUITE and it works a treat, It will be uploaded to NVG as part 
of my weekly update.


Speaking of which, at the risk of sounding like a broken record, does 
anyone have copies of these files in 
ftp://ftp.nvg.ntnu.no/pub/sam-coupe/missing


net_23.TDO
treaty
MikeAJTrackerModules 1 and 2
etrackerdemo
lib30a
lib30b
Prntfx
TIFF LCB
commix

Also, please take a look at the stuff on NVG as there is an awful lot more 
on there than there ever was before and if you have stuff that is missing 
or just not there then either:


a) If it is in DSK format, has DOS and an AUTO file ZIP it and upload to 
./incoming/
b) If you can't be bothered to tinker with the format then email me the 
files in any compessed format you have them (although ZIP for preference) 
and I will sort them out.


NOTE: Please check NVG *BEFORE* sending me stuff but anything is welcome, 
apart from non-converted emulator snapshots of course.


Dan.






Re: Re[2]: Text conversion

2005-02-06 Thread Aley Keprt



You can use any "printer". Just install it with file as output port 
(instead of LPT), and you get the text file from Sim Coupe. At least my Windows 
does it this way. Then it asks me each time where to save this file (surely not 
windows system32 directory).
ASCD emulator writes everything directly to file, not using any kind of 
Windows printer "drivers". But SimCoupe in Windows is usable as well without any 
problems.
--Mgr.(MSc.) 
Aleš Keprt (also known as Aley)[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182Dept. of 
Computer Science, VŠB Technical UniversityOstrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz--

  - Original Message - 
  From: 
  [EMAIL PROTECTED] 
  To: sam-users@nvg.ntnu.no 
  Sent: Sunday, February 06, 2005 2:33 
  PM
  Subject: Re: Re[2]: Text conversion
  
  to get listings from Sam basic in to a text file for pdfs this is what I 
  did.
   
  install a new printer in windows that prints to text. a Generic / Text 
  Only printer.
   
  from sim coupe just point to that printer, which prints the listing to 
  the file.
   
  one thing to remember that by default windows will put the file into the 
  system32 windows dir.
  So when the input box appears to type in the file name make sure you put 
  in a path c:\temp\somename.txt
  and you will find it in your C:\temp if you have one.
   
  That may of no use to you and may be obvious to others but thats all I 
  do.
   
  regards Steve
   
   


Re: Re[2]: Text conversion

2005-02-06 Thread Aley Keprt

I must add one important point:
Converting anything from Sam to PC is very simple. Just run an emulator and 
print what you want to convert. "print" feature in emulator writes a text 
file on the hosting system. Nothing can be easier. :-)


(And one curious note: I wonder if the current sim coupe still uses my 
printer emulation code, or not. I remember it was originally not emulated, 
so I added it there like tape support, which was recently discussed here. 
It's another feature not very widely used... :-)


--
Mgr.(MSc.) Ales Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VSB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--


- Original Message - 
From: "Ian Spencer" <[EMAIL PROTECTED]>

To: 
Sent: Sunday, February 06, 2005 1:16 PM
Subject: Re: Re[2]: Text conversion




- Original Message - 
From: "Ian Spencer" <[EMAIL PROTECTED]>

To: 
Sent: Saturday, February 05, 2005 5:28 PM
Subject: Re: Re[2]: Text conversion




- Original Message - 
From: "Andy Chandler" <[EMAIL PROTECTED]>

To: "Aley Keprt" 
Sent: Saturday, February 05, 2005 2:22 PM
Subject: Re[2]: Text conversion



That's true, but many years ago, I remember I bodged a small program
together, which took a text file and wrote it in to SAM line by line
using a MasterBasic command.


That's also the way PCSUITE does it.
Ian



Can't remember the command off the top of my head (been a long time),
but as long as the syntax was correct, it would enter it as if you
were writing the line.



Almost forgot but working in the other direction, if your working on a PC 
with SIMCOUPE then my PCPRINT program can read a basic file from a .dsk 
image and convert it to a text file in typical PC format.

Ian


It's sad but these days I can't even remember what I called my programs, 
it was of course SCPRINT.

Ian











Re: Text conversion

2005-02-05 Thread Aley Keprt

Paolo,
as I wrote, STI converts text files from Sam to PC. Not vice versa.
In simple words: Only Sam ---> PC.

Bytes 10 and 13 are not present in Tasword, what is the default input 
encoding. So that's why STI writes those error messages.


Also, I have to add one IMPORTANT note:

SAM BASIC USES SPECIAL FILE FORMAT, NOT JUST TEXT FILES!!!

If you want to write Basic program, use the Sam Basic. You can't write it in 
a text file!!! That will never work without a special Basic 
simulator/converter. Original Sam Basic uses format similar to ZX Spectrum 
basic, including all numbers in binary format, line numbers in binary 
format, tokenized commands/keywords (i.e. single byte per keyword), and 
variables stored in binary form with the Basic program in a single file.


--
Mgr.(MSc.) Ales Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VSB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--


- Original Message - 
From: "Paolo Borzini" <[EMAIL PROTECTED]>

To: 
Sent: Friday, February 04, 2005 10:01 AM
Subject: Re: Text conversion



Hi Aley,

Aley Keprt wrote:
you can import texts from Sam to PC also with STI. It's a part of "Aley's 
Sam Utils", see www.keprt.cz/progs/


I've downloaded the file "Aley's Sam Utils" and also
Net Framework  23Mb file ;-(
I've wrote a simple basic program with MS-Dos Edit.
But in converion step with STI, the program tell me a few error:
Unknown code 13 and code 10 at various position.
Probably not recognize the CR and LF .

Perhaps, I've used the wrong options with STI converter ;-(

Many thanks.

Ciao,

Paolo Borzini







New software

2005-02-05 Thread Aley Keprt

You can download new software from http://www.keprt.cz/progs/
1. New release of Aley's Sam Utils
2. Some new stuff for PC (two "games" and a "demo")

/---
Aley

--
Mgr.(MSc.) Aleš Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VŠB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--


RE: Sam`s Spreadsheet Mauanls as pdf.

2005-02-04 Thread Aley Keprt
Title: Zpráva



At least, I would like to see it. I have 
never seen it before.
Aley
 

  
  -Original Message-From: 
  [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf 
  Of [EMAIL PROTECTED]Sent: Friday, February 04, 2005 2:52 
  PMTo: sam-users@nvg.ntnu.noSubject: Re: Sam`s 
  Spreadsheet Mauanls as pdf.
  
  In a message dated 02/04/2005 13:33:32 GMT Standard Time, 
  [EMAIL PROTECTED] writes:
  I've not seen it in the NVG 
DSKification/GoodSAMC trawl but I would guess that Steve has a copy 
given that he's been taking screenshots from it 
  :-P
  
  yes, I do have a copy should a disk image be uploaded then? please 
  advise.
   if not who has the rights to it? Do they need a disk image? 
  so I can make this happen
   
   
  steve(spt)


RE: Text conversion

2005-02-04 Thread Aley Keprt
Microsoft Visual Studio can also open and save text files in almost any text
format. But it's not free. :-)

/---
Aley


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Edwin Blink
Sent: Friday, February 04, 2005 1:16 PM
To: sam-users@nvg.ntnu.no
Subject: Re: Text conversion



From: Paolo Borzini <[EMAIL PROTECTED]>

> Probably not recognize the CR and LF .

This freeware editor can do a lot and can 'convert' CR/LF by selecting the
format you want.. To convert to 64Col/Outwrite format use one of the SAM
utils mentioned.

http://www.crimsoneditor.com/

Edwin






Re: Fastest memory transfer (on Sam)

2005-02-03 Thread Aley Keprt

Edwin,
when I started this thread I just wanted to hear some simple recommendation 
on how to copy memory into display, move text in scroller, etc... And what 
details I got instead... :-)


I have another question: On Spectrum, it was the basic asm knowledge that JR 
is shorter but slower than JP. But how does it work on Sam? I assume 
(without any exact computation) that due to the contention, JR is probably 
faster than JP in general cases. Am I right? (I consider conditional jump 
when the condition is true as the most important, i.e. general case.)


--
Mgr.(MSc.) Ales Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VSB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--


- Original Message - 
From: "Edwin Blink" <[EMAIL PROTECTED]>

To: 
Sent: Thursday, February 03, 2005 10:22 PM
Subject: Re: Fastest memory transfer (on Sam)




From: Geoff Winkless <[EMAIL PROTECTED]>


Please understand that I'm not trying to be awkward; I just don't

comprehend

the logic.


No prob. I hadn't looked this close on ROM Display contention before so it
is interesting to look into and discuss it, also a reminder to get on with 
a

Z80
T-States list for SAM

I hope this makes it little less confusing and help you understand the 
logic

a bit more:

The ASIC allowes the Z80  to access RAM only once in every 4Ts(RAM) or
8Ts(Display) at the exact same moment.
For convenience, lets say only on the 1st of every 4Ts or 8Ts. Now when 
the

Z80 tries to access RAM on the 2nd the ASIC tells  the Z80 to wait for 3Ts
or 7Ts.

Before I used the notation 3+5 to tell the NEXT memory cycle in RAM will 
be

delayed by 5 Wait States.
It is more confenient to write it like this. But it can be confusing. To
make it less
confusing I will use the following formulas to tell how many wait states
there will
be on a RAM memory cycle.

RAM contention: Wait states = 4-(T MOD 4)
Display contention: Wait states  = 8-(T MOD 8)

where T is the number of Tstates passed before the cycle starts.

So looking at the LDIR again with Z80 is in 'in sync'
(the moment  where (T MOD 4)=0 or (T MOD 8) =0) with ASIC.
The numbers in [] are the number of Ts passed before the cycle:

1st: LDIR
[0] 4,4 (LDIR) >in ROM,  no contention
[8] 3 (read from RAM)  > 8-([8] MOD 8)=0 wait states
[11] 5 (store in RAM ,adjust regs) > 8-([11] MOD 8)=5 Wait States
[21] 5 (BC<>0 PC-2) > internal, no wait states
2nd LDIR:
[26] 4,4 (LDIR) >in ROM,  no contention
[34] 3 (read from RAM)  > 8-([34] MOD 8)=6 wait states
[43] 5 (store in RAM ,adjust regs) > 8-([43] MOD 8)=5 Wait States
[53] 5 (BC<>0 PC-2) > internal, no wait states
[58]

The 1st LDIR takes 26T when Z80 is 'in Sync' then the 2nd to 2nd last will
take 32T each The last one takes 21T.

In case of the call to the ROM LDIR routine the first LDIR will take
31Ts(5Ts to get in sync) and after the last one there will be an extra 7
wait states for fetching the LSB return address for RET ie:
[21+(BC-1)*32] 4 RET > in rom, no contention
[25+(BC-1)*32] 3 LSB from stack >  8-([25+(BC-1)*32] MOD 8)=7 wait states
[35+(BC-1)*32] 3 MSB from stack >  8-([35+(BC-1)*32] MOD 8)=5 wait states

Is it less confusing now or did I give you an headache ?
I'll save the ASIC I/O part for a later time ;-)

For a list what would you prefer or would be less confusing :

RET 10 (4,3,3) 12 (4,1+3,1+3) 24 (4+4,5+3,5+3)

1+.. Number of Wait states added.

or

RET 10 (4,3,3) 12 (4,3+1,3+1) 24 (4+4,3+5,3+5)

..+1 Number of Wait states added.

Edwin







Re: Text conversion

2005-02-03 Thread Aley Keprt

Besides what Ian Spencer wrote,
you can import texts from Sam to PC also with STI. It's a part of "Aley's 
Sam Utils", see www.keprt.cz/progs/
It supports several Sam file formats, and international char sets, 
outputting to Unicode, ANSI or other Windows-based char set.


/---
Aley

- Original Message - 
From: "Paolo Borzini" <[EMAIL PROTECTED]>

To: 
Sent: Thursday, February 03, 2005 4:16 PM
Subject: Text conversion



Hi all,
I have another question ;-)
Are there an utility for translate a PCText (as Notepad or Edit)
to SamCoupeText and viceversa ?

Thanks
Paolo







RE: Fastest memory transfer (on Sam)

2005-02-02 Thread Aley Keprt
And what are those numbers after semicolons (in the asm code below)?

I originally though it's number of T-states, but POP must take at least 12T,
definitely not 4T.

/---
Aley

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Edwin Blink
Sent: Tuesday, February 01, 2005 1:48 PM
To: sam-users@nvg.ntnu.no
Subject: Re: Fastest memory transfer (on Sam)


>I already tried many LDI's and PUSH/POP system on my own, but 
>unfortunately the process of changing SP makes PUSH/POP slower than 
>sequence of LDI's.

The fastest scrollleft code I could think of is the folowing code snippet
which should be repeated 9*height times and It's best to write a routine to
generate it runtime and fill in the proper SP values.

;2 pixel scroll left code element 224Ts or 16T/byte

;AF' and index registers are note used as they slowdown the avarage speed.

 LD SP,&8001 ;12 HardCode address for each element
 POP AF;4
 POP BC
 POP DE
 POP HL
 exx ;4
 POP BC
 POP DE
 POP HL
 dec sp;8
 push hl   ;16
 push de
 push bc
 exx
 push hl
 push de
 push bc
 push af

It's 20% faster and takes 29% less space then LDI's.

BTW These timings (and earlier mentioned) are RAM timings when the ASIC is
NOT updating the display.

Edwin






RE: Fastest memory transfer (on Sam)

2005-02-02 Thread Aley Keprt
But ASIC is usually updating the "paper" area most of the time...
So I'd like to know how does it perform in "paper" area.

Also, I made the following change to my program: I removed the FRAME
interrupt handler and replaced it with LINE 191 interrupt handling. This way
I put the top and bottom border areas. I think it runs a bit faster, if I
put the LDI code at the start of the interrupt handler, because it runs in
the border area. :-)

A.


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Edwin Blink
Sent: Tuesday, February 01, 2005 1:48 PM
To: sam-users@nvg.ntnu.no
Subject: Re: Fastest memory transfer (on Sam)


>I already tried many LDI's and PUSH/POP system on my own, but 
>unfortunately the process of changing SP makes PUSH/POP slower than 
>sequence of LDI's.

The fastest scrollleft code I could think of is the folowing code snippet
which should be repeated 9*height times and It's best to write a routine to
generate it runtime and fill in the proper SP values.

;2 pixel scroll left code element 224Ts or 16T/byte

;AF' and index registers are note used as they slowdown the avarage speed.

 LD SP,&8001 ;12 HardCode address for each element
 POP AF;4
 POP BC
 POP DE
 POP HL
 exx ;4
 POP BC
 POP DE
 POP HL
 dec sp;8
 push hl   ;16
 push de
 push bc
 exx
 push hl
 push de
 push bc
 push af

It's 20% faster and takes 29% less space then LDI's.

BTW These timings (and earlier mentioned) are RAM timings when the ASIC is
NOT updating the display.

Edwin






RE: And what about ZX Spectrum memory contention - just to compare with Sam

2005-02-01 Thread Aley Keprt
To be honest, I already read that document. And totally forgot it... ;-)
Thank you.

/---
Aley


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Stuart Brady
Sent: Monday, January 31, 2005 11:04 PM
To: sam-users@nvg.ntnu.no
Subject: Re: And what about ZX Spectrum memory contention - just to compare
with Sam


On Mon, Jan 31, 2005 at 10:41:52PM +0100, Aley Keprt wrote:
> I know this is not "Spectrum users", but I must ask: how does Spectrum
> memory contention work? How is it possible to run Spectrum software on
Sam, 
> when it [Spectrum] definitely uses very different memory contention
scheme?
> 
> I remember that memory 16384-32767 seemed to be the only contended 
> area.

See http://www.sinclairfaq.com/cssfaq/reference/48kreference.htm#Contention

You're right. On the 48k/128k/+2, the memory can be accessed for two
t-states in every eight. On the 48k, only 16384-32768 is contended. On the
128k/+2, banks 1, 3, 5 and 7 are contended.

On the +2A/+3, the memory can be accessed for one t-state in every eight.
Banks 4, 5, 6 and 7 are contended.

AFAICS, the SAM's MODE 1 contention will affect Spectrum software even when
it's using memory outside of 16384-32767, but since most games spend most of
their time manipulating video memory anyway, this seems like a reasonable
approximation.

When I read about the SAM's extra contention in MODE 1, I couldn't help
feeling that this was a shame, since there are Spectrum games that benefit
from being played at a slightly faster speed.

Cheers,
-- 
Stuart Brady





And what about ZX Spectrum memory contention - just to compare with Sam

2005-01-31 Thread Aley Keprt
I know this is not "Spectrum users", but I must ask: how does Spectrum 
memory contention work? How is it possible to run Spectrum software on Sam, 
when it [Spectrum] definitely uses very different memory contention scheme?


I remember that memory 16384-32767 seemed to be the only contended area.

--
Mgr.(MSc.) Aleš Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VŠB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--


Sam memory contention - I am totally confused

2005-01-31 Thread Aley Keprt

A SimCoupe source code comment says:
//  if we are in the main screen area, or one of the extra MODE 
1 contended areas:

//  CPU can only access memory 1 out of every 8 T-States
//  else
//  CPU can only access memory 1 out of every 4 T-States

Let's assume we are executing while in ray is in screen mode 4 ("paper" 
area).


For example LD (HL),N is 2 bytes long and writes 1 byte to memory. So it has 
3 memory accesses in total, what gives the total execution time of 24T when 
screen is drawn.


Note that classic Z80 specs. says 10T for this instruction. So it's a quite 
big difference.


Also, Edwin Blink wrote that for sprite drawing I should use the sequence of
LD (HL),nn
INC L
which is 16 T per byte - but how can it be 16T in total when each memory 
access takes 8T?


Or do I understand it wrongly? Please tell me... :-)

/---
Aley 


RE: Fastest memory transfer (on Sam)

2005-01-31 Thread Aley Keprt
Title: Zpráva



Sorry, it should stay **I regularly use...**, obviously not 
you.
Aley-Original Message-From: 
[EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] 
On Behalf Of Aley KeprtSent: Monday, January 31, 2005 10:20 AMTo: 
sam-users@nvg.ntnu.noSubject: RE: Fastest memory transfer (on 
Sam)I really miss some features in that debugger, and documentation 
as well.**U regularly** use ZX Spin emulator. 
It can't emulate Sam Coupe, but contains a very strong debugger, and also 
assembler compiler.But, of course, I use SimCoupe to develop my new 
demo. It has so tight timings, that I wonder how it will look on the real 
machine. (I will testlater.) ;-)Aley-Original 
Message-From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] 
On Behalf Of Simon OwenSent: Monday, January 31, 2005 4:15 AMTo: 
sam-users@nvg.ntnu.noSubject: RE: Fastest memory transfer (on 
Sam)Aley Keprt wrote:> I need to move (video) memory on Sam, 
what's the fastest routine?Despite its unfinished state, the SimCoupe 
debugger can be used to time blocks of code.  Whenever you enter the 
debugger the T-diff value in the bottom right of the display shows the number of 
_real_ tstates that have passed since the debugger was last active.  If 
you're single-stepping it shows the time for the previous instruction, and if 
you step over a call or hit a breakpoint you'll get the time for the whole 
block.In the absence of a debugger page-change function, a DI and HALT 
can be used to conveniently stop execution at the start of your code.  Call 
your code then enter the debugger and use Ctrl-Down to advance past the blocked 
HALT. If you've followed that by a CALL to your test code, press '8' on the 
numeric keypad to step over the CALL and read off the T-diff value for the 
entire sub-routine (including the CALL and RET).  Alternatively, scroll 
down and double-click on the final RET to set a breakpoint, then press Esc to 
exit the debugger and continue execution until the breakpoint is hit.Of 
course, the ASIC/memory contention will depend on the current raster position, 
so you'll need to anchor the test starting point for consistent results.  
You could perhaps use an EI/HALT/DI after the blocked HALT above or simply 
disable the screen for the duration of the 
test.Si


RE: Fastest memory transfer (on Sam)

2005-01-31 Thread Aley Keprt
I really miss some features in that debugger, and documentation as well.

U regularly use ZX Spin emulator. It can't emulate Sam Coupe, but contains a
very strong debugger, and also assembler compiler.

But, of course, I use SimCoupe to develop my new demo. It has so tight
timings, that I wonder how it will look on the real machine. (I will test
later.) ;-)

Aley


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Simon Owen
Sent: Monday, January 31, 2005 4:15 AM
To: sam-users@nvg.ntnu.no
Subject: RE: Fastest memory transfer (on Sam)


Aley Keprt wrote:
> I need to move (video) memory on Sam, what's the fastest routine?

Despite its unfinished state, the SimCoupe debugger can be used to time
blocks of code.  Whenever you enter the debugger the T-diff value in the
bottom right of the display shows the number of _real_ tstates that have
passed since the debugger was last active.  If you're single-stepping it
shows the time for the previous instruction, and if you step over a call or
hit a breakpoint you'll get the time for the whole block.

In the absence of a debugger page-change function, a DI and HALT can be used
to conveniently stop execution at the start of your code.  Call your code
then enter the debugger and use Ctrl-Down to advance past the blocked HALT.
If you've followed that by a CALL to your test code, press '8' on the
numeric keypad to step over the CALL and read off the T-diff value for the
entire sub-routine (including the CALL and RET).  Alternatively, scroll down
and double-click on the final RET to set a breakpoint, then press Esc to
exit the debugger and continue execution until the breakpoint is hit.

Of course, the ASIC/memory contention will depend on the current raster
position, so you'll need to anchor the test starting point for consistent
results.  You could perhaps use an EI/HALT/DI after the blocked HALT above
or simply disable the screen for the duration of the test.

Si






RE: Newbie would like help ... Please!

2005-01-31 Thread Aley Keprt
I think the best one to start with is a "Sam Coupe users's Guide". It's
excellent, and it'sa vailable in a PDF format from ftp.nvg.ntnu.no server
(and possibly also www.simcoupe.org - I'm not sure).

/---
Aley


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Jason Thacker
Sent: Sunday, January 30, 2005 12:20 PM
To: sam-users@nvg.ntnu.no
Subject: Newbie would like help ... Please!


It had to happen, after nearly thirty years of using all sorts of computers
I saw a Sam and said "There is an 8-bit machine I want to develop for!".

One snag, I haven't got a clue how! I have a Sam on the way courtesy of
E-Bay, but no manuals :( I am desperately trying to track down online
resources for teaching programming on the Sam, I haven't had too much
success so far, but does anybody have any ideas where I could find this type
of information?

Thanks!

Jason







RE: Fastest memory transfer (on Sam)

2005-01-31 Thread Aley Keprt
Thanks! I did some tests on my own, and the profiling says that the most
slowest part is the text scroller. I already tried many LDI's and PUSH/POP
system on my own, but unfortunately the process of changing SP makes
PUSH/POP slower than sequence of LDI's. You know, the TASM doesn't support
clever macro's so I can simply use REPEAT statement to compute LD SP,nn for
each cycle of PUSH/POP. When using dynamic scheme, i.e. LD HL,16; ADD HL,SP;
LD SP,HL; it's way too slow.

Push 16T and POP 12T? I believe what you say, but that Z80 timings document
which I got from somebody here (last week) says PUSH 11T and POP 12T. So
what's the reason of these differences? I assume that's something with
memory contention on Sam, and probably all those Z80 instruction timings
documents are pretty useless on Sam.

Btw. Those assembler compilers I got from Sam users are not very good. If I
understand it correctly, PYZ don't use ascii files. So I use TASM, but it
uses nonstandard syntax (I hate it!), so I had to rewrite the original Comet
source file (Comet uses quite good syntax - I think it's Zilog Z80
standard). Also, I extremely miss REPEAT and preprocessor variables, like
Borland's TASM or Microsoft's MASM has on i8086 CPUs. Having the clever
macros, it would be easy to write optimized memory copying code. (That
stupid Z80 crossassembler TASM even can't include a binary file.)

I would like to write something like:

COUNTER = 16
REPEAT lines*128
LD SP,16
POP
...
PUSH
Counter = counter + 16
ENDM

It's it great in it's simplicity? But it's not supported by those Z80
compilers.

:-(((
:-(((
:-(((

A.


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Edwin Blink
Sent: Sunday, January 30, 2005 2:44 PM
To: sam-users@nvg.ntnu.no
Subject: Re: Fastest memory transfer (on Sam)


I need to move (video) memory on Sam, what's the fastest routine? I expect
it must utilize push & pop instructions, since they take just 10T to move a
byte, but I am unsure what is exact look of the whole routine. Please can
somebody help me?

There is not a single fastest routine for everything. To get the fastest
routine it must be tailormade for it's task.

For clearing or filling  use PUSHes 16T per two bytes
For scrolling use PUSH/POPS 28Ts per two bytes
For copying use many LDIs 20 T per byte
For sprite drawing use LD (HL),nn,INC L 16 T per byte

Note that a PUSH qq  takes16T and a POP qq takes 12T

Edwin






Fastest memory transfer (on Sam)

2005-01-30 Thread Aley Keprt
I need to move (video) memory on Sam, what's the fastest routine? I expect 
it must utilize push & pop instructions, since they take just 10T to move a 
byte, but I am unsure what is exact look of the whole routine. Please can 
somebody help me?


--
Mgr.(MSc.) Aleš Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VŠB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--


RE: Development tools wanted

2005-01-28 Thread Aley Keprt
Thank you very much.

tasm301.zip contains documentation in another packed file. It has .zoo
extension. How to read or unpack it?

/---
Aley


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Edwin Blink
Sent: Friday, January 28, 2005 4:25 PM
To: sam-users@nvg.ntnu.no
Subject: Re: Development tools wanted


>cross-assembler for PC could be better for me. (But I need to convert 
>the Comet source to it somehow.) Any advices?

Convert Comet sources in both ways:

http://home.wanadoo.nl/edwin.blink/samcoupe/software/comet/comcon.zip

Cross assembler that supports Z80:

http://home.wanadoo.nl/edwin.blink/avigo/programming/tasm301.zip

Edwin





RE: Development tools wanted

2005-01-28 Thread Aley Keprt
Title: Zpráva



Oh, I use the simple method: Shorter source 
= faster binary. :-)
It isn't exact, but still within reach of 
the orange manual - you just need to count number of source code 
lines.
But, of course, thank you very much. I'll 
use it.
 
/---
Aley

  
  -Original Message-From: 
  [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf 
  Of Geoff WinklessSent: Friday, January 28, 2005 4:13 
  PMTo: sam-users@nvg.ntnu.noSubject: RE: Development 
  tools wanted
  Bleagh. At least use something with instruction timings in 
  it.
   
  http://www.ticalc.org/pub/text/z80/z80time.txt
   
  is 
  an example, although bear in mind that the Sam's timing is somewhat, erm, 
  fuzzy, generally :-) - IIRC everything's rounded up to multiples of four in 
  contention time.
   
  Actually, what is the timing issue, I don't think I ever really 
  properly understood it... is it every contended memory access is 4 
  cycles?
   
  G
  
  
  From: [EMAIL PROTECTED] 
  [mailto:[EMAIL PROTECTED] On Behalf Of 
  [EMAIL PROTECTED]Sent: 28 January 2005 14:57To: 
  sam-users@nvg.ntnu.noSubject: Re: Development tools 
  wanted
  
  
  In a message dated 01/28/2005 14:53:15 GMT Standard Time, [EMAIL PROTECTED] 
  writes:
  I still use the original 
orange ZX Spectrum manual as a Z80 
  instructionsreference.
  
  I have a version of this as pdf if you want it , or anyone else just 
  email me!
   
  regards 
  Steve__This 
  email has been scanned by the MessageLabs Email Security System.For more 
  information please visit http://www.messagelabs.com/email 
  __


RE: Where can I get latest SimCoupe?

2005-01-28 Thread Aley Keprt
Win32 doesn't have standard output (except when in console mode), but you
can still have -version and -help options. You can open the message box and
write options list or version number information there (I use it in some my
programs).

Aley

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Stuart Brady
Sent: Thursday, January 27, 2005 10:55 PM
To: sam-users@nvg.ntnu.no
Subject: Re: Where can I get latest SimCoupe?



Also, on platforms that support standard output, "-help" and "-version"
would be cool, as well as warning messages for unregonised options.

Cheers,
-- 
Stuart Brady





Development tools wanted

2005-01-28 Thread Aley Keprt
Hello everybody!

After 11 years I decided to refresh one of my unfinished projects, which was
just about to be completed when I got my PC 486. :-) I found both literature
and software in my archive, but I'd like to get some better software if
there is one. I write this e-mail to ask for help.

I still use the original orange ZX Spectrum manual as a Z80 instructions
reference.

I originally used Comet 1.4 for programming, I liked it much. I found both
dikette and manual, so I can use it atill, but maybe there is a newer (and
free) version, or preferably something yet better - I think that a
cross-assembler for PC could be better for me. (But I need to convert the
Comet source to it somehow.)
Any advices?

And, finally, E-Tracker. I have original version. Is there any new version,
or possibly a new player routine (some bugfixes?). The original player
routine works perfectly for me. I don't know wether there were more
versions, or any known bugs in there. I just wonder why does it read from
memory addresses around 0 - I tested it yesterday in ZX Spin debugger and
SamPlay SAA player, and found that E-Tracker player reads memory at
addresses around zero. Does anybody know, what does it mean? Some kind of
"random" numbers? This is important also for my SAA player "SamPlay" for PC,
because it doesn't contain ROM, and if E-Tracker needs ROM there, it
probably doesn't play 100% as on original Sam. Any experiance?

/---
Aley


RE: Christmas Present

2005-01-25 Thread Aley Keprt
Oh, I know it's called "Messenger", but my fingers write what they wish, not
what I wish...
Sorry. :-)

/---
Aley


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Aley Keprt
Sent: Tuesday, January 25, 2005 1:36 PM
To: sam-users@nvg.ntnu.no
Subject: RE: Christmas Present


That's very nice. I have never seen the Mesenger (except on adv.
materials...). How much was it?

...but I unintentionally did the similar thing without buying the Messanger.
As soon as I saw that there is no ZX ROM at Sam, I took my ZX Spectrum+, and
typed SAVE"rom"code 0,16384, then loaded this file to Sam BEFORE starting
the MGT/Samco's emulator. This way I was able to run much more Spectrum
games. :-)

It's very simple, the only remaining problems was(/is) the tape loaders.
Even the cracked games sometimes failed to load due to a incompatible
loader. If we had problems, we either got a version with properly
cracked-removed loader, or did a D80 snapshot, and saved that snapshot back
to tape, what made a tape version loadable to Sam's emulator. (Those times,
D80 was our local most popular disk drive for Spectrum, while +D was a
hugely overpriced top-edge hardware which I've never seen anywhere in our
country - former Czechoslovakia.)

/---
Aley


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Ian Collier
Sent: Tuesday, January 25, 2005 11:16 AM
To: sam-users@nvg.ntnu.no
Subject: Re: Christmas Present


On Mon, Jan 24, 2005 at 01:33:25AM +, Stuart Brady wrote:
> BTW, does anyone know the format used for the messenger snapshots? It
> really ought to be in the CSS FAQ.  (Unless it's the +D format, in 
> which case it's already there.)

As far as I know, a Messenger snapshot is a 64K file containing a complete
memory dump (including ROM).  The contents of the registers are stored in a
22-byte block which ends at 0x3d00 (um, so that'd be 0x3cea starting
address) in the same format as the register block of a Sam/+D SNAP file
(where the register block is stored starting at byte 220 of the directory
entry).  Which seems to mean that they are in the
order:

 IY IX DE' BC' HL' AF' DE BC HL Ir SP

"Ir" is actually a spare byte followed by the contents of the I register.
The R register, interrupt flag, value of AF and the execution address (PC)
are all popped off the stack once the snapshot is loaded.

imc









RE: Christmas Present

2005-01-25 Thread Aley Keprt
That's very nice. I have never seen the Mesenger (except on adv.
materials...). How much was it?

...but I unintentionally did the similar thing without buying the Messanger.
As soon as I saw that there is no ZX ROM at Sam, I took my ZX Spectrum+, and
typed SAVE"rom"code 0,16384, then loaded this file to Sam BEFORE starting
the MGT/Samco's emulator. This way I was able to run much more Spectrum
games. :-)

It's very simple, the only remaining problems was(/is) the tape loaders.
Even the cracked games sometimes failed to load due to a incompatible
loader. If we had problems, we either got a version with properly
cracked-removed loader, or did a D80 snapshot, and saved that snapshot back
to tape, what made a tape version loadable to Sam's emulator. (Those times,
D80 was our local most popular disk drive for Spectrum, while +D was a
hugely overpriced top-edge hardware which I've never seen anywhere in our
country - former Czechoslovakia.)

/---
Aley


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Ian Collier
Sent: Tuesday, January 25, 2005 11:16 AM
To: sam-users@nvg.ntnu.no
Subject: Re: Christmas Present


On Mon, Jan 24, 2005 at 01:33:25AM +, Stuart Brady wrote:
> BTW, does anyone know the format used for the messenger snapshots? It 
> really ought to be in the CSS FAQ.  (Unless it's the +D format, in 
> which case it's already there.)

As far as I know, a Messenger snapshot is a 64K file containing a complete
memory dump (including ROM).  The contents of the registers are stored in a
22-byte block which ends at 0x3d00 (um, so that'd be 0x3cea starting
address) in the same format as the register block of a Sam/+D SNAP file
(where the register block is stored starting at byte 220 of the directory
entry).  Which seems to mean that they are in the
order:

 IY IX DE' BC' HL' AF' DE BC HL Ir SP

"Ir" is actually a spare byte followed by the contents of the I register.
The R register, interrupt flag, value of AF and the execution address (PC)
are all popped off the stack once the snapshot is loaded.

imc





RE: Christmas Present

2005-01-25 Thread Aley Keprt
"spconv"? I think already have it somewhere. I probably frogot... :-)

/--
Aley

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Frode Tenneboe
Sent: Tuesday, January 25, 2005 12:00 PM
To: sam-users@nvg.ntnu.no
Subject: RE: Christmas Present


On Tue, 25 Jan 2005 10:40:57 +0100 "Aley Keprt" <[EMAIL PROTECTED]> wrote:
> > Oops, it's not in the CSS FAQ, it's in the Ramsoft DISCiPLE/+D 
> > Technical Guide --
> http://www.ramsoft.bbk.org/tech/mgt_tech.txt
> > --
> > Stuart Brady
> 
> Oh yes, thank you very much. I read the Ramsoft's manual. Now I know 
> how complicated that snapshot files are. They even use directory entry 
> (tracks
> 0-3) to store snapshot data! Oh, I wish they have used .Z80 format
instead.
> :-)
> I will try to make a converter snap-->z80.

Henk de Groot did that 13 years ago. Look for spconv.

 -Frode

-- 
^ Frode Tennebø | email: [EMAIL PROTECTED] ^
| Ericsson AS   | Isebakkeveien 49  |
| N-1788 Halden | Phone: +47 45 24 99 39|
| with Standard.Disclaimer; use Standard.Disclaimer;|





RE: Christmas Present

2005-01-25 Thread Aley Keprt
> Oops, it's not in the CSS FAQ, it's in the Ramsoft
> DISCiPLE/+D Technical Guide --
http://www.ramsoft.bbk.org/tech/mgt_tech.txt
> --
> Stuart Brady

Oh yes, thank you very much. I read the Ramsoft's manual. Now I know how
complicated that snapshot files are. They even use directory entry (tracks
0-3) to store snapshot data! Oh, I wish they have used .Z80 format instead.
:-)
I will try to make a converter snap-->z80.

Another interesting point is that in my Sam manual there isn't any message,
even a short sentence, describing how to make snapshots with the
Samco's/MGT's original emulator. I remember that it was a real mystery. :-)
And it is now desribed in Ramsoft's +D manual - I see that Sam Coupe
original Spectrum emulator behaves identically to the +D hardware. I would
like to know where this was actually documented for Sam users 15 years ago,
when it was important for us. I knew nothing those times, was it my personal
fault?

/---
Aley


RE: Christmas Present

2005-01-24 Thread Aley Keprt
Where is that +D snapshot format described?
I mean I have a few old snapshots done with the original Samco's Spectrum
emulator, and I am unable to convert them to any other format (to be used in
other emulators).
/---
Aley

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Stuart Brady
Sent: Monday, January 24, 2005 2:33 AM
To: sam-users@nvg.ntnu.no
Subject: Re: Christmas Present


On Sun, Jan 23, 2005 at 11:59:47PM -, Johnna wrote:
> They're just for dumping Spectrum ROM's onto a coupe for those games 
> that couldn't load because of difficult loaders.

We'd usually load games on the Spectrum and then transfer them across...
There were some that didn't like the NMI (Paperboy springs to mind), but I
never actually tried loading them using the Coupe!

If your Spectrum's keyboard was useless, you could copy the initial state
from the Spectrum to the SAM, type LOAD "" on the SAM, copy it back to the
Spectrum, play the tape, and then copy back to the SAM!

> Handy if you've a load of Spectrum games you want to convert, but not 
> necessary now we have the Internet and access to ROM files.

AFAICS, there were only really three main reasons for using the SAM to play
Spectrum games -- you didn't have a working spectrum, you wanted to play
with the palette, or you wanted snapshots.  :-)

BTW, does anyone know the format used for the messenger snapshots? It really
ought to be in the CSS FAQ.  (Unless it's the +D format, in which case it's
already there.)

Cheers,
--
Stuart Brady





Where can I get latest SimCoupe?

2005-01-23 Thread Aley Keprt
Where can I get latest SimCoupe, or some other utility that could create 
empty SAD image?


I was at sourceforge, the CVS sources in ZIP there are more than 2 years 
old.


I was at NVG, there is only version from year 1999!

I was at simcoupe.org, it's pretty the same...

A cynic would say "If SimCoupe existed, it would be the best sam coupe 
emulator, but it actually doesn't [exist]."




Well, I only wanted to create an empty disk image with 15 tracks (150KB of 
zeros). I tried to use my personal simcoupe (I don't remember where I got 
it, it's version 0.90 beta 4), but it's "new disk" dialog always crashes, 
regardles the entered values.




Can somebody help me?

--
Mgr.(MSc.) Aleš Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VŠB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--


Re: Fuxoft [Re: Still no tapes received]

2005-01-20 Thread Aley Keprt
Alright, some tunes were programmed by Fuxoft, but not composed by him. I am 
sure he wrote all credits to Jarre, Hubbard and others in the rolling text 
which was deliberately removed by Sinclair User... AFAIK those times it was 
absolutely normal to convert real music to Spectrum (or Amiga, mainly 
Amiga...). As I remember, Fuxoft wrote in his demos that he simply loves 
Hubbard's tunes and they are the best ever made on any computer. (I 
personally don't share this opinion, but it isn't important.)


As far as I remember, the most famous Sam Coupe tunes of all times called 
"music1" and "music2" which appeared in at least 5 different demos and games 
were written by Fuxoft as well, but at least one of them is converted from 
C64 as well. Do you remember these tunes?


--
Mgr.(MSc.) Ales Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VSB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--


- Original Message - 
From: "Simon Cooke" <[EMAIL PROTECTED]>

To: 
Sent: Thursday, January 20, 2005 6:37 PM
Subject: RE: Fuxoft [Re: Still no tapes received]



Aley Keprt wrote:

Exactly.

I looked at it, and there is
- changed name of the proggie
- no author name
- no country info
- no description of tunes

Originally the proggie contains a detailed description of all
26 tunes. I think it is one of the best AY music demos ever
written (all 26 tunes were written by Franisek Fuka himself),
and the vast majority of people that saw it don't know it is
from Fuxoft (and they will never know...).


Except for the ones written by Rob Hubbard, Ben Daglish, Martin Galway, 
and

Jean Michel Jarre, sure.

(A) is a Rob Hubbard tune (Monty on the Run?). (C) is a Jean Michel Jarre
one (which Ocean also reused as a C64 tune at one point). Most of these
tunes are ported SID tunes from the C64 - and I mean, seriously, all 
credit

to Frantisek for being able to port them, but he didn't write them.

I mean shit, (F) is Crazy Comets by Rob Hubbard (or one that he did later
that I can't remember the name of based on the same basic lines), (J) is
another Hubbard tune. (L) is Ghostbusters by Adam Bellin (and Ray Parker
Jr.), M is Axel F (not sure which game), N is from the Neverending Story 
or
Starwars or something, O is another Jean Michel Jarre one (Equinoxe?), T 
is

a Genesis tune (Land of Confusion), U is another Jean Michel Jarre tune, V
is from a James Bond game, X is another C64 game tune, Y is from an 
Indiana

Jones game, and Z is yet ANOTHER Jean Michel Jarre tune.


Since SU 111 is dated may 1991, I see no reason why they
didn't contacted the author. It was 18 months after eastern
block collapsed, so there were no political problems when
trying to contact anybody anywhere in the east.


It looks like it was rewritten by the guy who did their game cheats, so
they'd trust what he said.

Si







Re: "Spectrum on Sam" games at NVG

2005-01-20 Thread Aley Keprt

But I think that 128k, AY and tape->disk converted games
should stay.


They have always been a part of the SAM scene, so it does feel like they
belong in the archive.  I'd still be tempted to keep them in a different
category from native SAM software, to make sure people are aware they're
still conversions.


Definitely. There should be "spectrum" directory, which would say it all.

A cynic would say: If you want some crap, go to "games", if you want some 
good stuff, go to "spectrum" subdirectory...




Si


Aley 


Uploaded stuff at NVG

2005-01-20 Thread Aley Keprt
I uploaded this stuff to NVG. Please let somebody (Frode?) move it from 
incoming to the right places.


original Sam tapes:
---
Batz 'n' Balls demo.tap.zip
E-Mon.tap.zip
F-16 Combat Pilot.tap.zip
Kaboom.tap.zip
Kreuzen.tap.zip
Prince of Persia demo.tap.zip
Screen Squash.tap.zip
Shanghai [warez version].tap.zip

[all tapes in total: 160KB]

All tapes work with ASCD 0.96, except Shanghai (dosk version doesn't work in 
ASCD too, I don't know why :-).


I also have several Spectrum games, which need to be sorted before upload. 
Anybody want to look at it, remove the prohibited marks, possibly non 
worikng ones and upload the rest to the NVG FTP? I can send you the 5 MB 
pack of 12 disks by e-mail. Note: Only 128k, AY and tape-->disk conversions 
are included. No pure 48k stuff!


--
Mgr.(MSc.) Aleš Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VŠB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--

Batz 'n' Balls demo.tap.zip
E-Mon.tap.zip
F-16 Combat Pilot.tap.zip
Kaboom.tap.zip
Kreuzen.tap.zip
Prince of Persia demo.tap.zip
Screen Squash.tap.zip
Shanghai [warez version].tap.zip


Re: "Spectrum on Sam" games at NVG

2005-01-20 Thread Aley Keprt

Eh, we discussed this a week ago. :-)

At first it obvious that any standard 48k games which don't need any changes 
to run on Sam should be removed. I don't understand why these games are at 
NVG in sam-coupe directory.


But I think that 128k, AY and tape->disk converted games should stay. Better 
said, these title don't seem to be present at NVG, so we can upload them.


And finally, I must add that Sam Coupe is a Spectrum clone. You can't shut 
your eyes and don't see this fact. 99% of good games on Sam are Spectrum 
games. I personally never spend much time playing that crappy Defenders, Sam 
Strikes Out or void Sphera. Instead, I converted Spectrum Sim City to save 
games to samdisk and built my cities, did great battles in 128k North and 
South, shoot'em all in Exolon, did assaults in 128k Laser Squad Remix, etc. 
I mean that any Spectrum emulation related stuff, including games should be 
there, except those ones that can be used in original form. For me, 90% of 
Sam Coupe is just a bit too expensive pseudo 128k Spectrum with a disk drive 
and pseudo-AY.


Of course, we don't want to waste all the disk space with Spectrum stuff, so 
we omit all the titles which originally didn't load due to a protected 
loaders failed to work on a Sam's different CPU speed, if these titles can 
be run from a 48k SNAP file like .Z80, .SNA or .MUL.


--
Mgr.(MSc.) Ales Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VSB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--


- Original Message - 
From: "Gavin Smith" <[EMAIL PROTECTED]>

To: 
Sent: Thursday, January 20, 2005 3:39 PM
Subject: Re: "Spectrum on Sam" games at NVG


This is probably a good time to ask people's opinions on including Speccy 
games
that have been made to run on a SAM, on samcoupe.org - my opinion is that 
they
are still Speccy games and they should initially be left out. What do 
others

think?

Gavin

Quoting Aley Keprt <[EMAIL PROTECTED]>:


There is "Explosion" emulator at NVG (it does Spectrum on Sam).

There are also lots of games for this emulator. Does anybody checked that
there aren't any of the Codemsters, US Gold, Ultimate and other 
explicitly

forbidden titles?

--
Mgr.(MSc.) Ale¹ Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, V©B Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--












"Spectrum on Sam" games at NVG

2005-01-20 Thread Aley Keprt

There is "Explosion" emulator at NVG (it does Spectrum on Sam).

There are also lots of games for this emulator. Does anybody checked that 
there aren't any of the Codemsters, US Gold, Ultimate and other explicitly 
forbidden titles?


--
Mgr.(MSc.) Aleš Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VŠB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--


Some newer emulator needed [Re: Let's discuss ZX Spectrum games]

2005-01-20 Thread Aley Keprt
- Original Message - 
From: "Wolfgang Haller" <[EMAIL PROTECTED]>

Sent: Sunday, January 09, 2005 12:50 PM


Use Martijn Groens emulator for 48K ones, it works with TAP, Z80, and PLUS 
D format. I set a manual to the community list, but I can send this as PDF 
to anyone who is interested.


Where can I get this emulator (and manual)?

Are there any other emulators which natively support TAP/TZX and/or Z80/SNA 
files?

(Besides my one.) I mean natively, i.e. without any conversion.

/---
Aley 


Re: Fuxoft [Re: Still no tapes received]

2005-01-20 Thread Aley Keprt

Exactly.

I looked at it, and there is
- changed name of the proggie
- no author name
- no country info
- no description of tunes

Originally the proggie contains a detailed description of all 26 tunes. I 
think it is one of the best AY music demos ever written (all 26 tunes were 
written by Franisek Fuka himself), and the vast majority of people that saw 
it don't know it is from Fuxoft (and they will never know...).


Since SU 111 is dated may 1991, I see no reason why they didn't contacted 
the author. It was 18 months after eastern block collapsed, so there were no 
political problems when trying to contact anybody anywhere in the east.


--
Mgr.(MSc.) Ales Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VSB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--


- Original Message - 
From: "Simon Cooke" <[EMAIL PROTECTED]>

To: 
Sent: Thursday, January 20, 2005 8:32 AM
Subject: RE: Fuxoft [Re: Still no tapes received]



Aley Keprt wrote:

Frantisek Fuka told me, that ALL texts of his 128k demos
Fuxoft Soundtrack part 3 or 4 were removed, including the
country of origin. I don't know what issue of what magazine
it was, otherwise we could possibly compare it to the
original version. (Fortunately, both these demos are
preserved with their original texts because they were
formerly converted from 128k to Sam Coupe.
:-) )


Sinclair User magazine, Issue 111.

http://newton.sunderland.ac.uk/~specfreak/Magazines/SinclairUser/su1991.html







Fuxoft [Re: Still no tapes received]

2005-01-19 Thread Aley Keprt

If a program really is PD, then they don't need permission to distribute
it.


I only wanted to say that YS didn't knew it. I mean even if it was PD, they 
[YS] weren't sure, unless they asked the author. You cannot believe to the 
in-game text. Is my opinion now clear?



his origin is Czechoslovakia. We both think
there is no reaon of removing the country name.


Did the program previously say that, and end up not saying it?


Frantisek Fuka told me, that ALL texts of his 128k demos Fuxoft Soundtrack 
part 3 or 4 were removed, including the country of origin. I don't know what 
issue of what magazine it was, otherwise we could possibly compare it to the 
original version. (Fortunately, both these demos are preserved with their 
original texts because they were formerly converted from 128k to Sam Coupe. 
:-) )


/---
Aley 


Re: Still no tapes received

2005-01-19 Thread Aley Keprt

Thank you very much! I never heard about this.

But, technically,

they surely didn't own the written permission of Shanghai's author
(1) to do the changes
(2) to distribute in on a cover tape
(3) saying that it really is a PD (public domain title)

Let's imagine that somebody take Manic Miner, change the in-game text to let 
it say "this is Manic miner by p*ssoft, it is public domain", and then give 
it to Your Sinclair. Do you think they are allowed to publish it? (And 
change the name of "author".) I think they need a written permission in each 
case, regardless what's written in in-game text.


Frantisek Fuka aka. Fuxoft told me today, that he don't know that Shanghai 
was ever published in any magazine. It is a completely new information to 
him. (I didn't ask him whether he is lucky, or angry... :-)
He just told me that he remembers they published another his program without 
a permission, and changed the text too, especially removing any notice that 
the author is Franisek Fuka and his origin is Czechoslovakia. We both think 
there is no reaon of removing the country name. Is Czechoslovakia offensive? 
[This must be a joke.]


--
Mgr.(MSc.) Aleš Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VŠB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--


- Original Message - 
From: "Andrew Collier" <[EMAIL PROTECTED]>

To: 
Sent: Wednesday, January 19, 2005 8:22 PM
Subject: Re: Still no tapes received



On Wed, 2005-01-19 at 18:41, Aley Keprt wrote:

I really don't understand how "publisher's PG language guidelines" can 
allow
change of the copyrighted material. It seems to me like Italian 
Load'n'Run -
they also changed everything they got and re-published without allowing 
with

changed names. I remember "Il Meccanico" instead of "Automania" and many
other titles. I don't like these warez "releases"!


I don't know whether it was Your Sinclair who changed the name in that
version, or released the changed version; I just mentioned that whenever
his name came up in the pages of Your Sinclair (in the PD demos column
for example) it became Franksoft. When someone wrote into the letters
page to ask why the name got changed, that was more or less the reason
they stated.

It doesn't matter whether that the name wasn't chosen with any intention
of being offensive, it's just that to an English reader, there's only
one way of pronouncing the word spelt "Fuxoft" and that is clearly
inappropriate for the pages of a magazine intended to be suitable for
children and teenagers.


Your Sinclair *did* have a history of changing some of the programs
which went onto the Smash Tape - for similar reasons, removing
swearwords from scrolly messages, for example. Now - those demos were
usually referred to as "P.D.", a legal term which would give YS every
right to make those changes.

But are they really Public Domain? The authors usually called them such,
but also put copyright symbols on it. This is legally inconsistent, but
a lot of people did it, and I can see how YS would have difficulty
making the distinction between PD and Freeware, especially in the case
of an author (who had done P.D. Spectrum demos in the past) releasing a
product, but expecting the copyright terms to be different without
explicitly saying so. Was Shanghai ever intended to be distributed
commercially?

Andrew

--
---Andrew Collier
  http://www.intensity.org.uk/ ---
 --
r<2+ T<4* cSEL dMS hEn/CB1.1.4








Re: Still no tapes received

2005-01-19 Thread Aley Keprt

Here is a description of what Fuxoft means. I cite Frantise Fuka:

"
First of all, I am from the Czech Republic and "Frantisek Fuka" is my real 
name. To be more precise, there is a weird thing above the letter "s" that 
cannot be reproduced in ASCII. The whole name sounds somehow like 
"Fran-tjee-shek Foo-kah" (the "Foo" is short). "Fuxoft" is my nickname which 
I "invented" when I was about 12 years old and started programming first 
games for 8-bit computers. It was derived from "Fuka" + "soft[ware]" and is 
supposed to be pronounced "Fooksoft" (again, "foo" is short). I really don't 
remember if I had any idea back then (in the year 1980) what certain four 
letter English words mean, but if I had, I didn't care. (BTW, "Fuka" is 
certainly not usual Czech name and "Frantisek" means "Franciscus" or 
"Frank".)

"


I really don't understand how "publisher's PG language guidelines" can allow 
change of the copyrighted material. It seems to me like Italian Load'n'Run - 
they also changed everything they got and re-published without allowing with 
changed names. I remember "Il Meccanico" instead of "Automania" and many 
other titles. I don't like these warez "releases"!


--
Mgr.(MSc.) Aleš Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VŠB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
------



- Original Message - 
From: "Andrew Collier" <[EMAIL PROTECTED]>

To: 
Sent: Wednesday, January 19, 2005 7:07 PM
Subject: Re: Still no tapes received



On Wed, 2005-01-19 at 18:01, Aley Keprt wrote:

I have a question:
Where are these tapes from? Especially Shanghai. It says: "Franksoft 
1990",
but hey! Shanghai is from Fuxoft. Who made this "Franksoft"-copy? At 
least

it looks so genuine... :-)


Your Sinclair always changed the name to Franksoft whenever they
mentioned it, presumably because the real name didn't meet with the
publisher's PG language guidelines.

Andrew

--
---Andrew Collier
  http://www.intensity.org.uk/ ---
 --
r<2+ T<4* cSEL dMS hEn/CB1.1.4








Shanghai

2005-01-19 Thread Aley Keprt

Look to the enclosed screenshots.

I asked Frantisek Fuka (just now) why there is "Franxoft 90" at the title 
screen of "Shanghai" game I received on a tape from Simon Owen. He replied 
that this must be a work of a cracker.


--
Mgr.(MSc.) Aleš Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VŠB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--


Shanghai-Franxoft.png
Description: PNG image


Shanghai-Fuxoft.png
Description: PNG image


Re: Still no tapes received

2005-01-19 Thread Aley Keprt
Oh, I forgot to add that Shanghai does load but doesn't run correctly. This 
is not related to tape loading, since as you know Shanghai never run 
correctly in old SimCoupe/ASCD. (I don't know why.)

--
Mgr.(MSc.) Ales Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VSB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--


- Original Message - 
From: "Simon Owen" <[EMAIL PROTECTED]>

To: 
Sent: Monday, January 17, 2005 1:02 PM
Subject: RE: Still no tapes received



Aley Keprt wrote:

A few days ago, I asked here if somebody could possibly send
me his Sam Copue tapes in TZX format to let me test them in
emulator. Up to now, nobody sent me anything :-


I missed your post about this too, though it could have been in the bunch
that were lost when I switched mail servers.

I've just e-mailed you the 8 TZX files I have (all untested), which 
include

some demos from Crash/YS cover tapes.

Si







Re: Still no tapes received

2005-01-19 Thread Aley Keprt

Well, I tested your tapes.
Good tapes, thank you very much.
All of them works in ASCD when converted from TZX to TAP. I am quite happy 
for this, since some of them are quite nonstandard. I mean those TZX contain 
some garbage, which is movet do TAP as well. But ASCD proved to take only 
what Sam needs from those tapes. :-)


I will support add TZX later. Currently I have combined TZX/TAP loader 
finished, just need some time to incorporate it into ASCD, since the current 
source code is Win32 only and the release version ASCD 0.96 is DOS only. Oh, 
I did the port 2 years ago and never finished it... :-)


I have a question:
Where are these tapes from? Especially Shanghai. It says: "Franksoft 1990", 
but hey! Shanghai is from Fuxoft. Who made this "Franksoft"-copy? At least 
it looks so genuine... :-)


Thank you for you help. If you have some more tapes, plase send them too.
Best regards,
Aley Keprt

--
Mgr.(MSc.) Ales Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VSB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--


- Original Message - 
From: "Simon Owen" <[EMAIL PROTECTED]>

To: 
Sent: Monday, January 17, 2005 1:02 PM
Subject: RE: Still no tapes received



Aley Keprt wrote:

A few days ago, I asked here if somebody could possibly send
me his Sam Copue tapes in TZX format to let me test them in
emulator. Up to now, nobody sent me anything :-


I missed your post about this too, though it could have been in the bunch
that were lost when I switched mail servers.

I've just e-mailed you the 8 TZX files I have (all untested), which 
include

some demos from Crash/YS cover tapes.

Si







Suspisious files at NVG

2005-01-19 Thread Aley Keprt

Hello everybody,

I found some suspicious files at NVG.
The directory "missing" contains some ZIP files marked as "cannot unpack". I 
unpack these files without problems. So why are they marked "cannot unpack"? 
I assume that the man who did the so-called NVG dskification process used 
some old PkUnzip version. Please get the latest version and try again! :-)


Good luck.

/---
Aley


Still no tapes received

2005-01-17 Thread Aley Keprt
Hello everybody,

A few days ago, I asked here if somebody could possibly send me his Sam
Copue tapes in TZX format to let me test them in emulator. Up to now, nobody
sent me anything :-

Yesterday, I played around with TZX files, and it seems pretty well. You can
use Ramsoft's "MakeTZX" utility (downoad from www.WorldOfSpectrum.org). It
is assured to fully support Sam tapes. I tested it and it works 100
correctly with my 15 years old cheap Sony HF-90 tapes! :-) It's simple, but
very good.

I will definitely add TZX support to emulator (ASCD for sure, maybe also
SimCoupe if Simon Owen will let me to do so :-), because it supports blocks
> 65535 bytes, and that is the major problem of TAP usage on Sam Coupe.

So, please send me some tape images. At last! I have only some test files I
personally save on my real Sam Coupe. They works, but it's not enough for
real testing. Thanks.

/--
Aley


RE: SAM Newsdisks

2005-01-17 Thread Aley Keprt
Seems that there were more disk magazines on the market than machines
sold... :-)

/---
Aley


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of david
Sent: Sunday, January 16, 2005 8:55 PM
To: sam-users@nvg.ntnu.no
Subject: Re: SAM Newsdisks


 --- Edwin Blink <[EMAIL PROTECTED]> wrote: 
> > 5 - although part of Newsdisk 6 became SAM Prime 1
> 
> Thanks and SAM Prime became Blitz ?
> 
> Edwin
>  

I think the linage was ...

SAM Quartet - became the SAM Newsdisk (and some split
off to become SAM Public Quarterly with Sam Buchanan)
- which split off to become SAM Prime (disk then later paperzine, the
paperzine after a couple of issues had a cover disk made by myself, the
later by Steven "Pickasso" Pick)

SAM Prime then later became Blitz when Malcolm took
over publishing of Phoenix titles.





RE: Comet->ASCII

2005-01-14 Thread Aley Keprt
Then, technically, it runs on a PC too, since "Sam runs on a PC". :-))
Aley

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Simon Cooke
Sent: Friday, January 14, 2005 7:33 AM
To: sam-users@nvg.ntnu.no
Subject: RE: Comet->ASCII


Edwin Blink wrote:
> From: Simon Cooke <[EMAIL PROTECTED]>
> 
> > Hey! Mine converts both ways too!
> 
> For PC too ?

Nah, runs on the SAM itself. But it converts to and from ASCII and COMET
formats, with your own choice of line terminator.






Re: How ROM knowns wheter a disk is "bootable"

2005-01-13 Thread Aley Keprt
Nice. :-) I would possibly add an option to ASCD to create such "better" 
disks where DOS is outside the first 80 tracks.


But how to do it exactly? What procedure uses the regular SAMDOS2 to load 
itself? It uses the standard procedure? I mean does it check two last bytes 
of each sector to find the next one? I am suspicious about this. As fas as I 
remember sometimes I had hard times trying to add a DOS to a nonbootable 
disk, and I always though it is not only the first sector, but whole SAMDOS 
what must be placed at the start of the disk. Or maybe the sectors must be 
used one after another? Anybody knows this?


It is different in MasterDOS. I never has any problems making a disk 
bootable with master dos, so it surely can be anywhere, as long as the first 
sector is at 4-1.


--
Mgr.(MSc.) Ales Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VSB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--

- Original Message - 
From: "Edwin Blink" <[EMAIL PROTECTED]>

To: 
Sent: Thursday, January 13, 2005 1:11 PM
Subject: Re: How ROM knowns wheter a disk is "bootable"



From: Frode Tenneboe <[EMAIL PROTECTED]>

But you could put the rest of the DOS anywhere you like on the disc. 
Cookie

did that to "good" effect in MaxiDOS/QDOS where he put the DOS on tracks

80-82.

Just side one

BTW if you wish you could store DOS anywhere into the directory as long as
there is one
slot before it that has both filetype and 1st char of filename zero to 
mark

end of directory.
When storing the remaining 19 sectors of SAMDOS at track 2,sector 2 then
there would
be room for 41 files on such a disc. :-)

Edwin






Re: How ROM knowns wheter a disk is "bootable"

2005-01-13 Thread Aley Keprt

On Thu, 13 Jan 2005 06:38:06 +0100 "Aley Keprt" <[EMAIL PROTECTED]> wrote:
Oh, and does it mean that I can have SAMDOS at arbitrary directory slot 
as
long as its body occupies tracks 4 and 5? If you say that ROM loads 
directly

track 4... :-)


The SAM ROM only loads the sector at track 4, sector 1

Of course, it's >technically< impossible to create this kind of disk is 
with

a standard SAVE command on Sam, because SAMDOS always store files at the
lowest free tracks. (So I can't have track 4 free, and directory slot #01
used alredy.) But I could possibly create it manually in Sam basic. What
about creating an empty disk, make it bootable (save samdos to it), then
read track 0 sector 1, copy first 256 bytes to the other 256 bytes, save
back that sector, and delete original DOS file. Now there is a samdos 
image
in directory slot #02, and the disk is still bootable and fully correct. 
Am

I correct? :-)


No. The ROM does not have a concept of directory or files. Just that one
sector.


Will it work?


No.

But you could put the rest of the DOS anywhere you like on the disc. 
Cookie
did that to "good" effect in MaxiDOS/QDOS where he put the DOS on tracks 
80-82.


Please read again what I suggested. If you say that Sam ROM reads just track 
4 sector 1, it means that I AM correct. Yet again, if you say that Sam ROM 
doesn't know about directory, that means I AM correct.


/---
Aley 


Re: How ROM knowns wheter a disk is "bootable"

2005-01-13 Thread Aley Keprt
Oh, and does it mean that I can have SAMDOS at arbitrary directory slot as 
long as its body occupies tracks 4 and 5? If you say that ROM loads directly 
track 4... :-)


Of course, it's >technically< impossible to create this kind of disk is with 
a standard SAVE command on Sam, because SAMDOS always store files at the 
lowest free tracks. (So I can't have track 4 free, and directory slot #01 
used alredy.) But I could possibly create it manually in Sam basic. What 
about creating an empty disk, make it bootable (save samdos to it), then 
read track 0 sector 1, copy first 256 bytes to the other 256 bytes, save 
back that sector, and delete original DOS file. Now there is a samdos image 
in directory slot #02, and the disk is still bootable and fully correct. Am 
I correct? :-)


Will it work?

:-))

--
Mgr.(MSc.) Ales Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VSB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--


- Original Message - 
From: "Edwin Blink" <[EMAIL PROTECTED]>

To: 
Sent: Thursday, January 13, 2005 2:50 AM
Subject: Re: How ROM knowns wheter a disk is "bootable"


I have a little technical question: How does Sam ROM know whether the 
file

no.01 is DOS, or not?


track 4 sector 1, offset $0100 the word "BOOT" bits 7 and 5 of each char 
is

ignored
If it finds it sector which was loaded at &8000 will be executed  &8009 as
the first 9 are part of
(inherited from GDOS) file header which is unused.

Edwin






Re: How ROM knowns wheter a disk is "bootable"

2005-01-13 Thread Aley Keprt

Thank you (thanks to Andrew Collier as well).

So what's GDOS? A system software from MGT's ZX Spectrum disk interface 
Disciple or Plus D?


I'd like to know what are those 9 bytes at the start of each file for. The 
existence of these 9 bytes is quite well known for everyone, who ever tried 
to read Sam disks by sectors. But what's inside? If I want to add file to a 
sam disk myself, what should I put to these 9 bytes? It seems that these 9 
bytes contain the same information as is stored in directory entry of a 
file. Please, can somebody tell me what should I write there if I would like 
to mimic the behaviour of Sam DOS? Thanks.


--
Mgr.(MSc.) Ales Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VSB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--


- Original Message - 
From: "Edwin Blink" <[EMAIL PROTECTED]>

To: 
Sent: Thursday, January 13, 2005 2:50 AM
Subject: Re: How ROM knowns wheter a disk is "bootable"


I have a little technical question: How does Sam ROM know whether the 
file

no.01 is DOS, or not?


track 4 sector 1, offset $0100 the word "BOOT" bits 7 and 5 of each char 
is

ignored
If it finds it sector which was loaded at &8000 will be executed  &8009 as
the first 9 are part of
(inherited from GDOS) file header which is unused.

Edwin


How ROM knowns wheter a disk is "bootable"

2005-01-13 Thread Aley Keprt
I have a little technical question: How does Sam ROM know whether the file 
no.01 is DOS, or not? It doesn't blindly load anything there, is it? Does 
"bootable" disk have some special contents in track 0, sector 1? Or possibly 
the special contents are at track 4, sector 1? (I'd expect there is 
something at track 0, sector 1, but I'm not sure what exactly. Please tell 
me.)

--
Mgr.(MSc.) Ales Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VSB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--


- Original Message - 
From: "Simon Owen" <[EMAIL PROTECTED]>

To: 
Sent: Thursday, January 13, 2005 12:30 AM
Subject: RE: Let's discuss ZX Spectrum games



Edwin Blink wrote:

Hey I've got Lerm assembler on take ! I'm sure there where
some things that where on tape


Shouldn't the archive aim to store software in its original format?  Some
titles were released on both disk and tape, so it would make sense to
preserve both disk and tape images, and not just the most convenient 
format.

Converting existing disk titles to tape files seems wrong to me, and would
also make them much less convenient for use on real machines.  Of course,
I've nothing against new software being written out as tape images if 
that's

what the author wants!

(my e-mail has been down recently, so apologies if I've missed anything 
that

has already covered this)



until simcoupe has a 'replacement boot' feature (hint hint !)
that boots dos from a virtual drive when attemting to boot
from a nono bootable disk.


I've implemented a quick test version that does a temporary disk image
switch when attempting to boot from a non-bootable disk.  It loads only 
DOS

from the switched disk, returning to the original disk for the AUTO* file
search (if required).  In the options you just specify the path of the 
disk

image or .SBT file containing DOS.  Does that fit your requirements?

It might even be nice if SimCoupe had a built-in DOS image so the option
could be enabled by default, to help out new users...

Si






Re: Let's discuss ZX Spectrum games

2005-01-13 Thread Aley Keprt

My opinion is:

1. Original commercial software should be stored in original format.

PLEASE SEND ME ALL >ORIGINAL< SAM TAPE ARCHIVES YOU OWN. (If it's possible.) 
I need these files to test ASCD tape capability. (Both TAP and TZX files are 
welcome, if they are perfect originals.)


2. Underground software, free software and anything "it started to exist 
when I made it at home and copied it to my friend" doesn't have any 
"original" format. In Czech Republic, 90% of software if this kind of free 
stuff. People always copied "anything anywhere", mening that if somebody 
wanted to get a program, he just found a diskette where this program can 
fit, and added this new program to the existing program on that diskette. 
Many people even copied new free stuff to a diskettes of commercial 
programs, just to better use the space. :-)
So I consider pretty pointless and unrealistic when somebody still talks 
about "original" format generally. Original format of 90% Sam software is 
"just files". There is no :original: data storage, only the contents, i.e. 
the files are original. And you can copy these file anywhere on a real Sam. 
So that's I wanted TAP (or possibly ZIP with decorated file names containing 
all additional information normally hidden in headers - it's still my 
favourite one!).
I must also add that the programs were originally spread on disks, not 
tapes. My willing to store something like TAP files was not aimed to be able 
to load these program via tape loader. I just wanted to store programs 
file-based, and enable a simple TAP to DSK copy software with it, so let 
anyone can create his own :compilation: as hw wish. This way it would be the 
real "original" way of spreading Sam software.


Shortly: I don't want any tape mayhem.

In the future, I am going to make the utilities which will

1. allow to copy files from DSK/SAD to ZIP or TAP, or vice versa. This 
copying will perfectly keep all the contents of the file, including its 
original Sam name, starting address, basic run line, screen$ palette, file 
type, etc. if you extract some files from DSK/SAD to ZIP, and then copy them 
from ZIP back to DSK/SAD, that DSK/SAD will work on a real Sam.


2. allow to use DSK/SAD and TAP files in Total Commander or Windows shell as 
virtual folders. I.e. you will be able to open such a file like a directory 
and copy files from it or to it easily.


--
Mgr.(MSc.) Ales Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VSB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--

- Original Message - 
From: "Edwin Blink" <[EMAIL PROTECTED]>

To: 
Sent: Thursday, January 13, 2005 1:44 AM
Subject: Re: Let's discuss ZX Spectrum games



Shouldn't the archive aim to store software in its original format?  Some
titles were released on both disk and tape, so it would make sense to
preserve both disk and tape images, and not just the most convenient

format.

I agree

Converting existing disk titles to tape files seems wrong to me, and 
would

also make them much less convenient for use on real machines.


I disagree on that part.  I've seen several SAM go on ebay without
discdrives and I'm sure
there are many more and SAMs with faulty discdrives too. TAPes can  can be
easely converted
into WAVs and burned on a audio CD and can then SAM users without floppy
drive can enjoy
some of that stuff on the real machine too.


I've implemented a quick test version that does a temporary disk image
switch when attempting to boot from a non-bootable disk.  It loads only

DOS

from the switched disk, returning to the original disk for the AUTO* file
search (if required).  In the options you just specify the path of the

disk

image or .SBT file containing DOS.  Does that fit your requirements?


Excellent.


It might even be nice if SimCoupe had a built-in DOS image so the option
could be enabled by default, to help out new users...


Good Idea and I think it would nice for experienced users too.

Edwin






Re: Let's discuss ZX Spectrum games

2005-01-11 Thread Aley Keprt
I don't think SAMDOS should be on each disk. It is convenient for using 
the

disk with simcoupe
until simcoupe has a 'replacement boot' feature (hint hint !)  that boots
dos from a virtual drive when
attemting to boot from a nono bootable disk.

Edwin


I think that in the real world a DOS >is< on each disk (or at least 98% or 
so). Having 32KB ROM full of rarely used stuff instead of DOS is one of the 
biggest mistakes of Sam designers. (I remember Atari ST did the same way 
when it was launched back in 1985. But the initial mistake was detected soon 
after and replaced by a different ROM containing DOS inside.) I would rather 
let tape users load basic from tape, than disk users to load dos from a 
disk. (Big sorry to all tape users... :-)


I think that booting from a virtual disk would be very good. Wow, who will 
implement it? :-)


/--
Aley 


Re: Sam Coupe TAP files

2005-01-11 Thread Aley Keprt

I know SAM and ZX
header length are not the same so when a spectrum(emu)  tries to load a 
SAM

header there will be
a checksum error and it will try the next part in tap file. Correct me if
I'm wrong.


There is no checksum error. Headers have different ID (ZXS uses 0 for 
header, while Sam doesn't), so ZXS will never load a Sam header. Reversely, 
Sam ROM uses a very special approach resulting in that it actually loads 
anything from either ZXS or Sam. I implemented this into my handler too, so 
if you put a ZXS tape into ASCD, it will load in Sam mode (but you get 
nonsense when loading Basic program). Summary: ZXS and Sam tape images can 
live together.


/--
Aley 


Re: Let's discuss ZX Spectrum games

2005-01-11 Thread Aley Keprt

The only problem is that most of the stuff on discs was only ever in
that format and sequential format like TAP is kind of no-sensical - what
happens when you want to write the high score table back to disc? Update
a file?


Discs was (and still is) the standard way of distributing SAM software.
The only reason for any TAP support must be to archive the Flash!
tape, the SAMDOS tape and the two games ever released on tape in a
reproducible format.


I dodn't say we have to use exactly TAP! I just wanted to say that a 
file-based format could be better than a physical copy of a sam disk. If you 
don't like TAP, I can offer you ZIP or something... We can store all 
additional information (like start line number of a basic program) to file 
names inside ZIP. If you ask how to load and use this TAP or ZIP, I say: The 
emulator (or another utility) simply copy these files to a disk, add 
"samdos2" image and "auto" loader, and boots it. The advantage of a 
file-based format si that it allows to combine several programs, i.e. to put 
several different programs to a single disk. If you have a file-based 
archive, you know exactly what files belong to a program, and you can work 
with it easier.



There is no practical reason for having separate single-file archives
(as opposed to discs). The extra amount of a compressed SAMDOS2 file
takes is a minuscle 7K and if one is unhappy with the layout, one
can always change it oneself. :)


I see this reason: It is very convenient to have 15 games on a single disk 
(if they can fit there). To have 15 different diskettes for 15 short games 
was never very popular approach. You don't see this reason "practical"?


From the server point of view, I think we can always store a classical 
DSK/SAD disk image, and add any other file-based archive as a secondary 
source, if somebody would be interested in using it.


/--
Aley 


Re: Let's discuss ZX Spectrum games

2005-01-10 Thread Aley Keprt
Thank you Frode. I hope someday I will have spare time to extract these 
disks and look what's inside. :-)


---

I must add that this GoodSAMC is a holy nonsense. Sorry that I complain once 
again, but really - eh - where is any good point in having all these 
non-official ZXS games "compilations" in a disk database? I bet every one of 
us have got his own 10 or 30 ZXS disks. Should we have all these 
"compilations" listed in GoodSAMC? I don't think so. The software like 
GoodSAMC is good for MAME or similar projects, where it is used only for 
official ROM releases which are always the same. But using it for private 
nonofficial ZXS games "compilations"? Hey, I call it silly.


---

And as for archiving software, I would vote for a file-based format, like 
TAP or something silimar. If we had a litte smart utility, we can automate 
the copying of whole programs from one disk to another one. And what in the 
fact is "program"? I think it is a set of files. And what is TAP? It is a 
set of files in particular order. The only difference of disk-based "set of 
files" to a tape-based "set of files" is that you can't use LOAD"" when 
working with a disk (a filename must be specified), and you must store files 
in a specific order in a TAP to have them loaded correctly. Okay, it is a 
bit different.
Maybe we could go another way: What about having a standardized logical disk 
contents format, which will in its basic form act as a regular DSK/SAD file, 
but will be stored in always the same way what will allow simple automatic 
copying of multiple source disks to a single disk. What I'm talking about is 
if we store a single program per disk, it will be OK for emulation. And I 
thing it is preffered over unofficial "compilations". But if we'd be able to 
automatically merge these disks into a disk containing all-in-one, that 
would be better for real Sams. (Having every single 40K proggie on a 
separate disk isn't very convenient.)


btw. Is there a virtual DSK/SAD file system for Total Commander or at least 
FAR, which would be able to extract files from DSK/SAD or even copy then 
from one disk to another? I would like to make it if it isn't already done.


--
Mgr.(MSc.) Ales Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VSB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--


- Original Message - 
From: "Frode Tenneboe" <[EMAIL PROTECTED]>

To: 
Sent: Monday, January 10, 2005 9:22 AM
Subject: Re: Let's discuss ZX Spectrum games



On Sun, 9 Jan 2005 11:44:58 +0100 "Aley Keprt" <[EMAIL PROTECTED]> wrote:


I found 12 diskettes full of ZX Spectrum 128k and/or multi-load games
converted to Sam. I personally did mainly the tape->disk conversions,
because it is the easiest part (and I was 13, eh, so it was quite hard 
for
me either... :-). Later I also made a half-universal 48k+AY emulator, 
which
supported 48k+AY snapshot files. Then I also converted some very simple 
128k

games (they just used 128k memory for AY music).


In the early days I did some conversions as well, but I'm not sure
where those are now. Hoever, there are a few disks on NVG now
which contains Spectrum conversions in one way or another:

GoodSAMC/Spectrum 128 - Myth and Escape From Singe's Castle (19xx).zip
GoodSAMC/Spectrum 128 Music Disk 1 (19xx) (PD).zip
GoodSAMC/Spectrum 128 Music Disk 2 (19xx) (PD).zip
GoodSAMC/Spectrum Emulator (Sept 04) (1990).zip
GoodSAMC/Spectrum Games (128K) Disk 01 (19xx).zip
GoodSAMC/Spectrum Games (128K) Disk 02 (19xx).zip
GoodSAMC/Spectrum Games (128K) Disk 03 (19xx).zip
GoodSAMC/Spectrum Games (128K) Disk 04 (19xx).zip
GoodSAMC/Spectrum Games (128K) Disk 05 (19xx).zip
GoodSAMC/Spectrum Games (128K) Disk 06 (19xx).zip
GoodSAMC/Spectrum Games (128K) Disk 07 (19xx).zip
GoodSAMC/Spectrum Games (128K) Disk 08 (19xx).zip
GoodSAMC/Spectrum Games (128K) Disk 09 (19xx).zip
GoodSAMC/Spectrum Games (128K) Disk 10 (19xx).zip
GoodSAMC/Spectrum Games (128K) Disk 11 (19xx).zip
GoodSAMC/Spectrum Games (128K) Disk 12 (19xx).zip
GoodSAMC/Spectrum Games (48K) Disk 1 (19xx).zip
GoodSAMC/Spectrum Games (48K) Disk 2 (19xx).zip
GoodSAMC/Spectrum Games (48K) Disk 3 (19xx).zip
GoodSAMC/Spectrum Games (48K) Disk 4 (19xx).zip
GoodSAMC/Spectrum Games (48K) Disk 5 (19xx).zip
GoodSAMC/Spectrum Games (48K) Disk 6 (19xx).zip
GoodSAMC/Spectrum Games Compilation 01 (19xx).zip
GoodSAMC/Spectrum Games Compilation 02 (19xx).zip
GoodSAMC/Spectrum Games Compilation 03 (19xx).zip
GoodSAMC/Spectrum Games Compilation 04 (19xx).zip
GoodSAMC/Spectrum Games Compilation 05 (19xx).zip
GoodSAMC/Spectrum Games Compilation 06 (19xx).zip
GoodSAMC/Spectrum Games Compilation 07 (19xx).zip
GoodSAMC

RE: NVG DSKification

2005-01-10 Thread Aley Keprt
600 files?
I never though so many programs for Sam can exist. :-)

/---
Aley

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Frode Tenneboe
Sent: Monday, January 10, 2005 9:31 AM
To: sam-users@nvg.ntnu.no
Subject: Re: NVG DSKification


On Sun, 09 Jan 2005 18:06:15 + Dan Dooré <[EMAIL PROTECTED]> wrote:
> Gents,
> 
> The DSKification of NVG has been uploaded and awaits Frode's magical
> touch to move it into position.

This has now been done. I have move the old stuff into ./OLD temporarily.

Kudos to Dan for sifting thourgh almost 600 files of various formats!

 -Frode

-- 
^ Frode Tennebø | email: [EMAIL PROTECTED] ^
| Ericsson AS   | Isebakkeveien 49  |
| N-1788 Halden | Phone: +47 45 24 99 39|
| with Standard.Disclaimer; use Standard.Disclaimer;|




Re: NVG DSKification

2005-01-10 Thread Aley Keprt

A few missing ones?
I have many other programs that nobody ever uploaded to NVG yet, but because 
I am too lazy to extract each program from my chaotic old diskettes. These 
are missing as well. :-)


--
Mgr.(MSc.) Ales Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VSB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--

- Original Message - 
From: "Dan Dooré" <[EMAIL PROTECTED]>

To: "Sam Users" 
Sent: Sunday, January 09, 2005 7:06 PM
Subject: NVG DSKification



Gents,

The DSKification of NVG has been uploaded and awaits Frode's magical touch 
to move it into position.


In the meantime here is the new structure, very similar to the old but 
with a few tweaks to separate native Sam stuff from PC/Emulation stuff.


+---disks
|   +---adult
|   +---demos
|   |   +---axoft
|   |   +---entropy
|   |   +---esi
|   |   +---games
|   |   +---lords
|   |   +---metempsychosis
|   |   |   +---never_released
|   |   |   \---released
|   |   +---mgt-samco
|   |   +---mikeaj
|   |   +---mnemotech
|   |   \---thedvb
|   +---dos
|   +---games
|   |   +---Commercial
|   |   +---PublicDomain
|   |   \---ZXSpectrum
|   |   \---explosion
|   +---graphics
|   +---magazines
|   |   +---fred
|   |   +---Fredatives
|   |   +---misc
|   |   +---SAM-Paper
|   |   +---sape
|   |   \---scac
|   +---misc
|   +---music
|   |   +---etracker
|   |   |   \---modules
|   |   +---mod
|   |   \---samples
|   +---prodos
|   \---utils
|   +---disk
|   |   \---old
|   \---terminal-emulation
+---docs
+---emulation
|   +---ascd
|   +---ROMs
|   +---samemu
|   +---simcoupe
|   |   +---CVS
|   |   |   \---SimCoupe
|   |   |   +---Allegro
|   |   |   |   \---CVS
|   |   |   +---Base
|   |   |   |   \---CVS
|   |   |   +---CVS
|   |   |   +---Extern
|   |   |   |   \---CVS
|   |   |   +---SDL
|   |   |   |   \---CVS
|   |   |   \---Win32
|   |   |   +---Cursors
|   |   |   |   \---CVS
|   |   |   +---CVS
|   |   |   \---Icons
|   |   |   \---CVS
|   |   \---wincoupe
|   \---sound
|   \---songs
+---incoming
+---missing
+---pics
+---sources
|   \---HDOS-IDE
\---tools
+---pc
+---rexx
\---unix

There have been no real additions to the archive since the idea was to 
make it more accessible for both real Sam and SimCoupe users and to have 
all the files in the same format for when they can be converted into the 
(hopefully) up and coming all-encompassing archive format.


We are still missing a few items - thanks to Frode and Edwin for sorting 
me out with some from their collections - so when it's up please feel free 
to go into 'missing' and see if you have them:


./disks/games/colaris.lcb - cannot unpack
./adult/net_23.TDO - cannot read TDO file
./disks/misc/treaty - cannot unpack
./disks/music/etracker/modules/MikeAJTrackerModules 1 and 2 - cannot 
unpack

./disks/music/etracker/etrackerdemo - cannot unpack
./disks/music/samples/qltheme - cannot unpack/determine pack type
./disks/utils/disk/old/lib30a - cannot unpack
./disks/utils/disk/lib30b - cannot unpack
./disks/utils/disk/bcdsk10.bas -  text file of BASIC program
./disks/utils/Prntfx - cannot unpack
./disks/utils/SAM81-ZX81Emulator - BASIC Broken in file
./disks/utils/TIFF LCB - cannot unpack
./disks/utils/terminal-emulation/commix - cannot unpack

Dan.





Re: Another example why I dislike .DSK format

2005-01-10 Thread Aley Keprt

What "some people have since decided..."???
.SAM files are sample data!
Of course, Ami Pro uses .SAM as well, I don't complain. But I used .SAM for 
sample data for years in several programs years before AmiPro came into 
public knowledge.

--
Mgr.(MSc.) Ales Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VSB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--


- Original Message - 
From: "Stuart Brady" <[EMAIL PROTECTED]>

To: 
Sent: Sunday, January 09, 2005 3:39 PM
Subject: Re: Another example why I dislike .DSK format



On Sun, Jan 09, 2005 at 12:53:33PM +, Andrew Collier wrote:


.dsk is very convenient for simple images. But there have been
discussions here of a more expandable disk format which we can adopt as
standard, and we can call it what we like. Does .sam mean anything yet?


Yes.  Samna Ami Pro, aka Lotus AmiPro (which was basically the first
decent Word Processor for Windows).  Unfortunately, some people have
since decided that it's signed 8-bit sample data.  *sigh*
--
Stuart Brady





Re: Another example why I dislike .DSK format

2005-01-09 Thread Aley Keprt
But simple the support of DSK (or SAD) should be preserved too, since it's 
good for its simplicity and so many utils can work with it (them).


--
Mgr.(MSc.) Ales Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VSB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--


- Original Message - 
From: "Dan Dooré" <[EMAIL PROTECTED]>

To: 
Sent: Sunday, January 09, 2005 3:16 PM
Subject: Re: Another example why I dislike .DSK format



Aley Keprt wrote:

And of course, .SAM means "sample", it's used for years for sound 
samples. :-)


And AMIPro Word docs and a myriad of others :-)

> Don't we have SDF or something, which is a generic Sam disk format?

From what I understand SDF is a discontinued format and this spawned the 
discussion on a generic format for representing all sam disk geometrys 
with headers for containing information and such like.


The reason for persevering with the DSK format is for simplicity but as I 
have said in the NVG re-org mails but as soon as a format is available 
they will all get moved into this format and hopefully the complications 
of dealing with the mish-mash of DSK/TD0/SADv1/SADv2/MGT/PAK/LIB/SBT 
formats will be over.


Dan.





Re: Let's discuss ZX Spectrum games

2005-01-09 Thread Aley Keprt
I must emphasize one point: Spectrum file formats used on Sam. They are 
many.


If we look to classci 48k emulation, we have files from WoS database, which 
I call standard. They all could be loaded somehow to Sam. But there are also 
several Sam-specific snapshot file types not used at WoS. AFAIK these 
formats are older than formats used on WoS, so that's the reason they exist. 
Can somebody help me understanding these formats? (I would preferably make a 
converter from these old formats to classic Z80.)


At least, I know of
- The standard MGT/Samco's emulator without ROM. Is this somewhat similar or 
identical to the +D format mentioned by Womoteam? - This is the most wanted, 
since I still have got some old snapshots of games which are missing at WoS.
- Fidzi's .MUL format. The most widely used one in Czech & Slovak republic. 
:-)
- Fuxoft's format - They say this is the oldest Spectrum-on-Sam proper 
emulator and its snapshot format, but it has registers stored in Sam Basic, 
so the proper conversion is quite tricky. After appending the registers to 
the main file, I call this format .FUX and it's the only known and supported 
Spectrum-on-Sam snapshot format in ASCD.)
- My own .AYS used for games with emulated AY music, (it's .MUL with two 
bytes added at the end).




And here's my list of games (48k ones are skipped):

AYS files: Mad House, Exolon, Captain Dynamo, MQM 2, Magnificent, Mega 
Phoenix, Sound Tracker, Fuxoft Soundtrack 4, Loopz, Rex 1+2, Tetris 2


Special third-party Sam tunes added to Spectrum games (quite uncommon :-), 
but it's really true):

Dizzy 4, Dizzy 6, Laser Squad / Remix 128, F16 Combat Pilot (???)

Dizzy 1+2+3+5 (???), Turbulence, Agent Toast

ZX-1  Motos, Jet Bike Simulator, X-Out, Street Fighter, Time Scanner, 
The Way Of The Tiger, Tetris 2


ZX-2  Rambo 3, F.I.R.E., Power Drift, Nigel Mansell Grand Prix, 
Lemmings, Laser Squad, Daley Thompson's Olympic Challenge


ZX-3  Hero Quest 1+2, Dragon Spirit, The Last Ninja 2, Exolon

ZX-4  Chase HQ, R-Type, Iron Lord, Operation Thunderbolt, Cabal, 
Cybernoid


ZX-5  Operation Wolf, Rainbow Islands, North & South, Myth, 
International Karate +


ZX-6  Shinobi, Robocop 2, Shadow Of The Beast, Bubble Bobble, Terramex, 
Belegost


ZX-7  Target Renegade, Stunt Car Racer, Turrican 2, Midnight Resistance, 
Spherical


ZX-8  Wec Le Mans, Sim City, Batman The Movie, Pacmania, 
Ghouls'n'Ghosts, Platoon, Kendo


ZX-9  Hostages, Arkanoid 2, Plotting, License To Kill, Turtles 2, P-47 
Freedom Fighter, Thunderbirds


/---
Aley


- Original Message - 
From: "Wolfgang Haller" <[EMAIL PROTECTED]>

To: 
Sent: Sunday, January 09, 2005 12:50 PM
Subject: Re: Let's discuss ZX Spectrum games



Aley Keprt wrote:

Here is a fast copy of my 128K list for the SAM:

128K + Muliloader Emulation
__

Record 5000: 128K Soft A
Action Fighter ? Action Force 2 ? Altered Beast ? APB ? Arkanoid 2 ? Army 
Moves ? Atom Ant ? Auf Wiedersehen Monty ? Amageddon


Record 5001: 128K Soft A2
Amaurote ? Ancient Fighters

Record 5010: 128K Soft B
Barbarian ? Batman ? Bionic Command ? Blastroids ? Bloodwych ? Boulder 
Dash ? Bubble Bobble ? Buggy Boy ? Battle for Midway


Record 5020: 128K Soft C
Cabal ? California Games ? Chase HQ ? CJ Elephant Antics ? Continental 
Circus ? Captain Blood


Record 5021: 128K Soft C2
Captain Dynamo ? Combat School ? Commando ? Crack Down! ? Cybernoid ? 
Captain Fizz ? Chubby Cristle


Record 5030: 128K Soft D
Daley Thompsons Olympic ? Dizzy - Down the rapids ? Dizzy and the Yolkfolk 
? Dragon Ninja ? Dragon Spirit ? Dan Dare 3 ? Dynasty Wars


Record 5031: 128K Soft D2
Deathstalker ? Dizzy 2 (Dizzy On Treasure Island) ? Dizzy 3 (Fantasy World 
Dizzy) ? Dominator ? Dizzy 4 (Magicland Dizzy)


Record 5040: 128K Soft E
Enduro Race ? E-Motion ? Escape from Singe´s Castle ? Exolon

Record 5050: 128K Soft F
Fairlight ? Football Director 2 ? Foxx fights back ? Frightmare ? Fast 
Food ? Finders Keeper ? Future Knight ? Fire


Record 5060: 128K Soft G
Gauntlet 2 ? Ghostbusters 2 ? Ghosts´ n´Goblins ? Golden Axe ? Guerilla 
War


Record 5070: 128K Soft H
Head Over Heels ? Highsteel ? Hostages ? Hudson Hawk ? Hammerboy 1 ? 
Hammerboy 2 ? Hero Quest


Record 5080: 128K Soft I
Ice Palace ? Indiana Jones 3 ? Impossamole ? IK+ ? Iron Lord ? Ironman

Record 5090: 128K Soft J
Jaws

Record 5100: 128K Soft K
Kendo ? Killed to Death ? Knight Thyme

Record 5110: 128K Soft L
Laser Squad ? Led Storm ? Licence to Kill ? Light Corridor ? Line Of Fire 
? Logic ? Logo ? Lords of Chaos


Record 5111: 128K Soft L2
Loderunner

Record 5120: 128K Soft M
Magic Moon pt.1 ? Magic Moon pt.2 ? Magic Moon pt.3 ? Marauder ? Mask I ? 
Mean Streaker ? Midnight Resistence ? Mystical


Record 5121: 128K Soft M2
Motos ? Myth ? Monaco Grand Prix ? Monte Carlo

Record 5130: 128K Soft N
Never E

Re: Loading Sam Tape into Sim Coupe

2005-01-09 Thread Aley Keprt



Why a printer port? That was used in ancient ages of emulators.
Today you just use your soundcard to load tapes.
Especially in Windows, it's technically impossible to use non-DMA sound 
input, because it would either failed to work or hurt the multitasking system 
core.
 
BUT! SimCoupe emulator doesn't support tapes, and ASCD emulator supports 
just simple TAP files. So if you want to use some tapes, you currently must use 
a conversion program (look at www.worldofspectrum.org) to convert 
tape to TAP file. And I wouldn't bet it will work 100%, since Sam isn't 100% 
Spectrum.
 
--Mgr.(MSc.) 
Aleš Keprt (also known as Aley)[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182Dept. of 
Computer Science, VŠB Technical UniversityOstrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz--

  - Original Message - 
  From: 
  [EMAIL PROTECTED] 
  To: sam-users@nvg.ntnu.no 
  Sent: Sunday, January 09, 2005 11:57 
  AM
  Subject: Loading Sam Tape into Sim 
  Coupe
  
  Hi all,
   
  This is something I have never done but with the talk of Sams tape I 
  wondered if they can be loaded in Via the printer port , like the Z80 spectrum 
  emulator?
   
  Do any of the emulator support this?
   
   As you could get a little gizmo [ from BG Services ] which fitted 
  to the printer port - I still have one and would like to give it a try.
   
  Steve(spt)
   
   


Re: Let's discuss ZX Spectrum games

2005-01-09 Thread Aley Keprt
Codemasters and a few others denied the distribution. Of course. We can 
check each game against WoS for sure. Ideally, we could make a real database 
with online connection to WoS database. (Who knows, everything can be done. 
:-)

--
Mgr.(MSc.) Ales Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VSB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--

- Original Message - 
From: "Andrew Collier" <[EMAIL PROTECTED]>

To: 
Sent: Sunday, January 09, 2005 2:13 PM
Subject: Re: Let's discuss ZX Spectrum games



Aley Keprt wrote:


But what about
- large games with multi-loading levels converted from tape to Sam disk
- AY music converted to Sam Coupe Philips SAA chip
- 128k-only games converted to Sam
- nonworking games fixed to work on Sam

I think these games can be counted, since you simply can't load a
tape/snapshot file into an emulator and play it without any changes.


Personally I think they should be kept separated from "native" Sam 
programs - I don't want to perpetuate the notion that the Sam was only 
good for playing Spectrum games. But it probably is useful to preserve the 
games which had to be changed in some way to make them run.


However, if they are made available for download on samcoupe.org, then 
it's probably best to distribute only the ones which are already available 
through worldofspectrum - at least a couple of the ones in Wolfgang's list 
are by CodeMasters who have denied distribution, for example.


Andrew

--
 ---   Andrew Collier 
   http://www.intensity.org.uk/ ---
  --
Have you lost your Marbles? http://www.marillion.com/






Re: Another example why I dislike .DSK format

2005-01-09 Thread Aley Keprt
Oh yeah, 819200 bytes certainly >is< Sam disk, but neither Total Commander, 
nor Windows Explorer knows it. So when you click on a DSK file, it opens the 
associated program.


This problem is also realted to often used "ZIP for everything". Sometimes I 
think we'd need a tiny universal loader, which will be associated with the 
particular extension, load the file, examine the contents and/or file size 
and start the right program. Does an utility like this already exist?


And of course, .SAM means "sample", it's used for years for sound samples. 
:-) Don't we have SDF or something, which is a generic Sam disk format?


--
Mgr.(MSc.) Ales Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VSB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--


- Original Message - 
From: "Andrew Collier" <[EMAIL PROTECTED]>

To: 
Sent: Sunday, January 09, 2005 1:53 PM
Subject: Re: Another example why I dislike .DSK format




On Jan 9, 2005, at 10:30 am, Aley Keprt wrote:

No, that's a reason why you don't like certain operating systems' 
assumption that a three letter extension can uniquely identify a file 
type. We know, for example, that a file 819200 bytes long doesn't 
represent a +3 disk.


.dsk is very convenient for simple images. But there have been discussions 
here of a more expandable disk format which we can adopt as standard, and 
we can call it what we like. Does .sam mean anything yet?


Andrew

--
 ---   Andrew Collier 
   http://www.intensity.org.uk/ ---
  --
Have you lost your Marbles? http://www.marillion.com/






Let's discuss ZX Spectrum games

2005-01-09 Thread Aley Keprt

So what do you think: Are games converted from ZX Spectrum worthy?
I mean should they be counted as "Sam Coupe games", or not?

I assume we can skip regular ZX Spectrum 48k games which can be loaded (if 
we have got some luck :-) into a regular emulator. As I remember, I made a 
TAP file based emulator back in 1994, and I am sure many other good 
emulators do exist, which can load files from ftp.worldofspectrum.org 
without any conversions.


But what about
- large games with multi-loading levels converted from tape to Sam disk
- AY music converted to Sam Coupe Philips SAA chip
- 128k-only games converted to Sam
- nonworking games fixed to work on Sam

I think these games can be counted, since you simply can't load a 
tape/snapshot file into an emulator and play it without any changes.


I personally made several conversions back in 1992-93, and I am sure other 
people did as well. So we could possibly build up a nice "Spectrum on Sam" 
game database. :-)


I found 12 diskettes full of ZX Spectrum 128k and/or multi-load games 
converted to Sam. I personally did mainly the tape->disk conversions, 
because it is the easiest part (and I was 13, eh, so it was quite hard for 
me either... :-). Later I also made a half-universal 48k+AY emulator, which 
supported 48k+AY snapshot files. Then I also converted some very simple 128k 
games (they just used 128k memory for AY music).


I also have some 128k-only games for Sam, like North & South (one of my 
all-time favourites :-) or Terminator 2.


So what do you think, and - especially - what games do you have got? I'm 
waiting your comments.


--
Mgr.(MSc.) Aleš Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VŠB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--


Another example why I dislike .DSK format

2005-01-09 Thread Aley Keprt
According to several ZX Spectrum emulation pages, they use .DSK for Amstrad 
CPC diskette images, which are also identical to ZX SPectrum 128 +3 diskette 
images. They also define .MGT as +D diskette image, and that's exactly what 
Allan Skillman started to call .DSK. I bet that this "MGT" is the same MGT 
as we may think, since +D disk drives were manufactured by the same company 
as Sam Coupe. I am curious if we could change the extension to let our world 
is more compatible to the (much bigger one) Amstrad and Spectrum +3 world. 
:-)


--
Mgr.(MSc.) Aleš Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VŠB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
-- 


Re: Sam Coupe TAP files

2005-01-05 Thread Aley Keprt
It's just a simple solution, since I have never seen a real Sam tape. I just 
know only what I personally saved with Sam Basic.

I don't support neither TZX nor copy-protected stuff, since I simply have 
never seen any! Can't emulate nonexisting stuff (nonexisting in my life).

In 1991-1993 I converted many many many so-called multiload games from 48k 
and 128k ZX Spectrum tapes to Sam Coupe, so I am quite experienced in tape 
handling asm routines. So I just looked to Sam ROM, and did some hooks 
there. That's all. :-)

Btw. It was definitely easier than doing AY music conversions in ZXS games 
like I did in the past. :-))) While I was sometimes unsuccessful in AY code 
conversion, this TAP handler seems to be working. Both LOAD and SAVE. :-) 
Maybe it's also beacuse I was 13 when I did AY conversion, and today I'm 
more than twice as old.. :-)

Look to ascd/tape.c. The tape handling code is quite long, since I tried to 
keep as much as possible from the ROM code. Even some custom loaders are 
supported, if they fallback to ROM at least for the core loop. It also 
needed to emulate some special behaviour of Sam ROM code regarding to ZX 
tapes loaded into Sam Basic (without emulator). You know, there's a special 
treatment for ZX tapes loaded directly to Sam Basic. (Tell me who knowed 
this before? I definitely not.)

So this is fast-laod. Defenders don't take more than a few milliseconds. :-) 
But obviously, I'm sure that Simon Owen will also want to emulate the real 
slow loading. I'm not interested in this. :-)

--
Mgr.(MSc.) Aleš Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VŠB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--


- Original Message - 
From: "Edwin Blink" <[EMAIL PROTECTED]>
To: 
Sent: Monday, January 03, 2005 2:05 AM
Subject: Re: Sam Coupe TAP files


>
> 4. Note that original TAP file format can't handle all Sam Coupe files.
> Obviously, it's limited to ZXS, which can't have files > 64KB. So I made a
> little extension to the TAP format. If the files are < 64KB in size, it's
> the real TAP, but if files need to be > 64KB in size, there's a little
> extension. See ASCD source code for details.
>
> http://www.keprt.cz/progs/ascd/ascd096src.zip
>
> Had a quick look at it but my Cs not that good.
>
> Could your explain your solution ?
>
>
> Edwin
>
>
>
>
> 


Re: Multiplayer Sam

2005-01-05 Thread Aley Keprt
Sorry, I am really busy now, so I really can't continue this. I will end up 
with a short message:

IT'S ALREADY DONE AND IT WORKS!

If this is not enough, I can't help you.

Note that two years ago I also worked on a commercial PC game (Hidden & 
Dangerous 2), and I did the networking stuff., so I feel quite skilled. :-) 
Networks never be so fast, and it always worked. Gnerally, delay upto 100ms 
is usually quite acceptable in gameplay, and if you get roundtrip ping under 
50ms, it's quite good gameplay. I think 50ms isn't unreal.

--
Mgr.(MSc.) Ales Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VSB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--


- Original Message - 
From: "Simon Cooke" <[EMAIL PROTECTED]>
To: 
Sent: Monday, January 03, 2005 10:52 AM
Subject: RE: Multiplayer Sam


> Aley wrote:
>> No complete dump! You just need to start with the same
>> emulator.exe file, the same ROM files, and DSK/TAP file. Then
>> you send keys (+ additional I/O input, if it's random).
>> That's all you need to handle.
>>
>> Sam doesn't have any ability of real random number
>> generation. It's never random. All pseudo-random numbers are
>> generated from register values, which are always all the
>> same, except I/O input. So I/O is the only thing you need to store.
>
> That won't work. Sorry.
>
> Games run on a 1/50th of a second clock. That's one tick every 20ms.
>
> It takes 10ms to get to the first hop outside of my home on the network.
>
> Which means that the minimum round trip - assuming perfect network
> conditions - is 20ms. With that little leeway, the moment anything stalls,
> everyones game will have to freeze. (Sometimes, I get 15ms to the local
> backbone... Other times, I get 66ms).
>
> Modern games go to HUGE lengths to get around network lag, including user
> action prediction, interpolation, etc etc. (take a look at how they did it
> on Halo 2 - you can find the article on howitworks.com ).
>
> You could get Chaos to work, because it's a turn-by-turn game. That's 
> about
> it.
>
>
>
> 


Re: Sam Coupe TAP files

2005-01-04 Thread Aley Keprt
It's just a simple solution, since I have never seen a real Sam tape. I just 
know only what I personally saved with Sam Basic.


I don't support neither TZX nor copy-protected stuff, since I simply have 
never seen any! Can't emulate nonexisting stuff (nonexisting in my life).


In 1991-1993 I converted many many many so-called multiload games from 48k 
and 128k ZX Spectrum tapes to Sam Coupe, so I am quite experienced in tape 
handling asm routines. So I just looked to Sam ROM, and did some hooks 
there. That's all. :-)


Btw. It was definitely easier than doing AY music conversions in ZXS games 
like I did in the past. :-))) While I was sometimes unsuccessful in AY code 
conversion, this TAP handler seems to be working. Both LOAD and SAVE. :-) 
Maybe it's also beacuse I was 13 when I did AY conversion, and today I'm 
more than twice as old.. :-)


Look to ascd/tape.c. The tape handling code is quite long, since I tried to 
keep as much as possible from the ROM code. Even some custom loaders are 
supported, if they fallback to ROM at least for the core loop. It also 
needed to emulate some special behaviour of Sam ROM code regarding to ZX 
tapes loaded into Sam Basic (without emulator). You know, there's a special 
treatment for ZX tapes loaded directly to Sam Basic. (Tell me who knowed 
this before? I definitely not.)


So this is fast-laod. Defenders don't take more than a few milliseconds. :-) 
But obviously, I'm sure that Simon Owen will also want to emulate the real 
slow loading. I'm not interested in this. :-)


--
Mgr.(MSc.) Aleš Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VŠB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--


- Original Message - 
From: "Edwin Blink" <[EMAIL PROTECTED]>

To: 
Sent: Monday, January 03, 2005 2:05 AM
Subject: Re: Sam Coupe TAP files




4. Note that original TAP file format can't handle all Sam Coupe files.
Obviously, it's limited to ZXS, which can't have files > 64KB. So I made a
little extension to the TAP format. If the files are < 64KB in size, it's
the real TAP, but if files need to be > 64KB in size, there's a little
extension. See ASCD source code for details.

http://www.keprt.cz/progs/ascd/ascd096src.zip

Had a quick look at it but my Cs not that good.

Could your explain your solution ?


Edwin







Re: Multiplayer Sam

2005-01-04 Thread Aley Keprt
Sorry, I am really busy now, so I really can't continue this. I will end up 
with a short message:


IT'S ALREADY DONE AND IT WORKS!

If this is not enough, I can't help you.

Note that two years ago I also worked on a commercial PC game (Hidden & 
Dangerous 2), and I did the networking stuff., so I feel quite skilled. :-) 
Networks never be so fast, and it always worked. Gnerally, delay upto 100ms 
is usually quite acceptable in gameplay, and if you get roundtrip ping under 
50ms, it's quite good gameplay. I think 50ms isn't unreal.


--
Mgr.(MSc.) Ales Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VSB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--


- Original Message - 
From: "Simon Cooke" <[EMAIL PROTECTED]>

To: 
Sent: Monday, January 03, 2005 10:52 AM
Subject: RE: Multiplayer Sam



Aley wrote:

No complete dump! You just need to start with the same
emulator.exe file, the same ROM files, and DSK/TAP file. Then
you send keys (+ additional I/O input, if it's random).
That's all you need to handle.

Sam doesn't have any ability of real random number
generation. It's never random. All pseudo-random numbers are
generated from register values, which are always all the
same, except I/O input. So I/O is the only thing you need to store.


That won't work. Sorry.

Games run on a 1/50th of a second clock. That's one tick every 20ms.

It takes 10ms to get to the first hop outside of my home on the network.

Which means that the minimum round trip - assuming perfect network
conditions - is 20ms. With that little leeway, the moment anything stalls,
everyones game will have to freeze. (Sometimes, I get 15ms to the local
backbone... Other times, I get 66ms).

Modern games go to HUGE lengths to get around network lag, including user
action prediction, interpolation, etc etc. (take a look at how they did it
on Halo 2 - you can find the article on howitworks.com ).

You could get Chaos to work, because it's a turn-by-turn game. That's 
about

it.






RE: Comet->ASCII

2005-01-04 Thread Aley Keprt
And what's that pyz80?

/---
Aley

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Andrew Collier
Sent: Tuesday, January 04, 2005 1:17 PM
To: sam-users@nvg.ntnu.no
Subject: Comet->ASCII


Hi all (but Cookie in particular),

I have a copy of the COMET <-> ASCII converter program, which says it's 
version 1.2. Is there a later version anywhere? I've got a couple of 
comet files which seem to make it fall over.

NB. Anyone who's interested, watch out for a big update to pyz80 within 
the next couple of days. I've made a lot of fixes over Christmas, I 
just need to do a bit more testing before uploading the files.

Cheers,

Andrew

-- 
  ---   Andrew Collier 
    http://www.intensity.org.uk/ ---
   --
Have you lost your Marbles? http://www.marillion.com/





RE: Sam Coupe TAP files

2005-01-03 Thread Aley Keprt
:-)))


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Simon Cooke
Sent: Monday, January 03, 2005 10:59 AM
To: sam-users@nvg.ntnu.no
Subject: RE: Sam Coupe TAP files


 
Edwin Blink wrote:
> Had a quick look at it but my Cs not that good.
> 
> Could your explain your solution ?
> 
> Edwin

OK... Gotta ask... What's your day job, Edwin? If you can write assembler
like a demon, and not C, then we need to fix that. I'm willing to help in
any way I can.





  1   2   3   4   5   6   >