Re: New game

2014-04-10 Thread Calvin Allett
Thanks Chris, you know what, I'd forgotten it was the SAM's 25th birthday this 
year, I feel quite ashamed, hehe

I'll post a video soon, meant to tonight but gotta get some more gfx done first 
just to set the mood :)

I'd be honoured to get it on Sam Revival. It'd bring back some of those 
treasured memories of FRED, Outlet in the early days.

Simon was kind enough to do a 4 * speed version of SimCoupe some years ago, 
largely to help with some other projects for Mayhem. I've thought for years 
that a Mayhem would be slightly faster than this, and in one project especially 
an extra 10% over what the emulator already does would make a substantial 
difference to a game (Slip 'n Slide)

But even at current speed, it looks like even in Basic a fair range of 
scrolling games could be done at 25fps in a window, which is exciting :D

Anyways, thanks again and I better get cracking...

Sent from Yahoo! Mail on Android



Re: Capacitor fix for comms interface

2012-08-04 Thread Calvin Allett
Sorry to stray from topic but I seem to remember you saying that it would be 
possible to use networking from basic (well hopefully MasterBasic), would it be 
feasible to set up a server and have time to send perhaps even 6 - 8 bytes of 
data for multiplayer games, or would it slow down a real time game too much? 
(have a new game project that would benefit from two player :) )

--- On Sat, 4/8/12, Colin Piggot qua...@clara.net wrote:

From: Colin Piggot qua...@clara.net
Subject: Re: Capacitor fix for comms interface
To: sam-users@nvg.ntnu.no
Date: Saturday, 4 August, 2012, 11:43

David wrote:
 Trinity may be a better interface to go to - as it could make life a  bit 
 easier to work with.

Well, not quite yet, but it's getting there! Still some work to be done on the 
TCP/IP stack but Adrian's been making advances with the main stack code, Simon 
finalised his ethernet drive ages ago and I've been tinkering a bit to get it 
in a semi-useable state and actually doing things - I did pop up a demo on 
YouTube a few months back: http://www.youtube.com/watch?v=-jg2vPgTRkg

I'm aiming to have an Alpha test version of my 'SAMonline' client out soon-ish 
- to test out the code for the text/image viewier, downloading SCREEN$ and 
downloading a game or two. Early dev screenshots: 
http://www.samcoupe.com/news2009/so1.jpg

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/
Twitter: @QuazarSamCoupe 


SAM's 20th Birthday

2009-05-30 Thread Calvin Allett
Hey guys :) sorry I've not been around lately with my useless thoughts but just 
been thinking again about how SAM's gonna be 20 this year and wondering if 
anyone has plans for what we should do to celebrate and also worrying that for 
projects we only really got 6 months or so...

Personally I've wondered for a few years now if a coding/game competition might 
lure some of the Spectrum crew over and increase the SAM's library, even going 
so far in my mind ramblings of offering a first prize of a couple hundred quid 
or my Golden ASIC as incentives (I'm aware that monetary incentives can come 
across as vulgar, but there's a lot of people without jobs that perhaps this 
could intice that otherwise might not?, so thoughts on this would be welcome :) 
) and would like to know if anyone thinks this might be a good idea, and also 
for your blessing or objections (if even one person doesn't think this would be 
a sensible idea then I wouldn't do it out of respect or someone with a working 
brain could perhaps run a competition?) .

anyway, hope you are all well, and I realise that I've always been somewhat on 
the periphery of the SAM scene, so just take this as me drunk and wondering 
about stuff ;)

Cal



  

Re: I've been a bit quiet...

2008-10-13 Thread Calvin Allett
Thought you'd been a bit quiet, hope ya enjoying the new job :)

Seem to have fallen a few issue's behind with SAM Revival, looking forward
to catching up !!!

Colin Piggot [EMAIL PROTECTED] wrote: Hi folks,

Apologies for being so quiet recently. Having started a new job a couple of
months ago I saw a rather drastic decrease in the time I had for the SAM,
but as things get straightened out I'm back busy with SAM stuff and playing
catchup! I spent yesterday slaving over a hot soldering iron so if you had
ordered hardware over the last couple of weeks then you'll be reassured to
know that it'll be winging it's way to you in the post tommorrow.

SAM Revival issue 22 has been rather delayed with all this, I've one article
to finish off for it before it's ready for printing and that shouldn't take
too long. The coverdisk with 22 features the full commercial game 'Burglar
Bob' from Jupiter Software and a 3D wireframe demo from Thomas Harte. The
magazine itself has a roundup of a lot of SAM news, while the feature
articles include a look at what happened to the proposed sequel of Manic
Miner on the SAM - 'The Lower Caverns' was to have new graphics, new levels
and new music. The Developer Diary features a second article from Thomas
Harte about his work on a 3D engine for the SAM. The magazine is available
to preorder - PayPal 'Buy It Now' buttons are now up on my website.

All the best,

Colin
=
Quazar : Hardware, Software, Spares and Repairs for the SAM Coupe
1995-2008 - Celebrating 14 Years of developing for the SAM Coupe
Website: http://www.samcoupe.com/



   

Re: Speed issue's with POINT (x,y)

2008-09-29 Thread Calvin Allett
Thanks Thomas :) Well I'm pleased some people like the look of it so far, 
nearly ditched it when it started slowing down... I'm hoping it'll be my first 
decent game for SAM, hehe ... I spent a good 6 hours on it yesterday, managed 
to get rid of 3 of the point checks, without drastically changing how it 
trials, and with some other changes managed to speed it up about 30 - 40 % when 
your in the air (which is most of the time), so it's back to
the speed I wanted... Now to add in portals and a rope to finish off the 
'trialing' mechanics before enemies and anims... Probs be back to ask for help 
with the rope, ;)

I'd love to try and draw some rotated cogs for a level and watch them pick up
the ball and carry it between them, animated chains to working like conveyor 
belts... but not sure best way to draw them yet. Animated scenery has always 
been the main point of this game, and ahm still
stuck with static scenery :( (I did hoy in some earthquake code earlier though, 
like two lines of code, hehe)...

P.S. Now down to 5 main POINT checks per frame, so getting excited about
trying to knock 4 of those down to 1 check, and that should make a really fast 
engine for static levels, whereby loads of cpu time left for a few enemies... 
and polish the current engine for animated and/or rotating levels, whereby only 
one enemy will be possible probably, so will have to switch tiles occasionally 
to form hazards :)

Cal...

Thomas Harte [EMAIL PROTECTED] wrote: I agree with Simon; I especially like 
the way the ball crushes itself
to go through short spaces.

On Sat, Sep 27, 2008 at 1:52 PM, Calvin Allett
 wrote:
 another vid
 http://www.youtube.com/watch?v=14m21hySxG8

 Older versions, one faster, one slower:-

 http://www.youtube.com/watch?v=U0ksam2anMI
 http://www.youtube.com/watch?v=L8s4yb8zMMQ

 Cal...


 Calvin Allett  wrote:

 Thanks Simon :) Of course it's for the 20Mhz SAM, so I really
 should have it running a lot faster, even in basic...

 Simon Cooke  wrote:

 That's looking pretty solid dude J

 Si

 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
 Behalf Of Calvin Allett
 Sent: Friday, September 26, 2008 1:29 PM
 To: sam-users@nvg.ntnu.no
 Subject: Re: Speed issue's with POINT (x,y)

 http://www.youtube.com/watch?v=2RenBQ5GD24

 That's nearly half the speed that the engine was just 4 weeks ago eek, hehe

 P.S. I put a video up on my YouTube page, but it hasn't gone live yet, will
 post when  it does !






   

RE: Speed issue's with POINT (x,y)

2008-09-27 Thread Calvin Allett
Thanks Simon :) Of course it's for the 20Mhz SAM, so I really
should have it running a lot faster, even in basic...

Simon Cooke [EMAIL PROTECTED] wrote:That’s looking 
pretty solid dude J
   
  Si
   
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Calvin Allett
 Sent: Friday, September 26, 2008 1:29 PM
 To: sam-users@nvg.ntnu.no
 Subject: Re: Speed issue's with POINT (x,y)
  
   
  http://www.youtube.com/watch?v=2RenBQ5GD24
 
 That's nearly half the speed that the engine was just 4 weeks ago eek, hehe
  
 
 P.S. I put a video up on my YouTube page, but it hasn't gone live yet, will
 post when  it does !
   

  
  

   

Re: Speed issue's with POINT (x,y)

2008-09-26 Thread Calvin Allett
-So for each position on the screen that the ball can be, you make nine
-decisions (currently based on testing the result of nine POINT
-statement), each one to determine to whether the graphic below a
-certain pixel is either:
-
- transparent;
- solid; or
- deadly?
-
-Am I right to think that, taking an overview, you need to know whether
-each tested pixel is transparent or solid for bouncing, but only
-whether any of them at all is deadly? i.e. for the purposes of life or
-death, all you care about is whether any of the pixels at all is
-deadly, you don't care how many or which?

Yes, that's perfectly the situation :)  Will need to use an 11th for bouncy
stuff, and could use a 12th to check another pixel above the ball which
would refine movement sometimes :)

-In that case you can say that when the ball is at position (x, y) then
-you care work out how to react from ten Boolean values. The first nine
-are whether or not there is something solid underneath the
-corresponding pixel. The tenth is whether any of the nine pixels are
-deadly.
-
-If you do any subsequent processing to reduce the amount of
-information (e.g. just deciding between 16 types of bounce and whether
-death results) then you can simplify things further. But I daren't
-assume.

I just check all the value's and push or bounce the ball away from them :)

-You can package the ten Booleans into 10 binary digits. In Mode 4,
-each pixel is represented in memory by 4 bits. So you can store the 10
-as 2.5 Sam pixels (so, practically speaking, 3). So you could loop
-through every pixel of your level before the player starts, work out
-the values of the ten values, combine them into 3 Sam pixels then plot
-them to screens that the player will never see. When the player is
-actually playing, do 3 POINTs based on the position of the centre of
-the ball to pull back the 3 pixels, then decode them to get the values
-you're actually interested in.

Now that I actually get this I like the idea, and it makes sense for the 
'static' levels, will have to do new code for moving enemies, as they wouldn't 
be picked up by the new checking as I was using the POINTS to also find them, 
but without speeding the engine up I wouldn't be able to throw any in anyhow ;)

-
-For example (the exact syntax may be a bit scratchy, it's been quite a
-few years for me):
-
-10 LET PCOL = 0
-20 IF POINT(X, Y)  0 THEN LET PCOL = PCOL+1
-30 IF POINT(X+1, Y)  0 THEN LET PCOL = PCOL+2
-40 IF POINT(X-1, Y)  0 THEN LET PCOL = PCOL+4
-50 IF POINT(X, Y-1)  0 THEN LET PCOL = PCOL+8
-60 SCREEN : PLOT (X, Y, PCOL)
-
-then, later...
-
-70 SCREEN : LET PCOL = POINT(X, y)
-80 IF PCOL BAND 1 THEN PRINT POINT (X,Y) is  0
-90 IF PCOL BAND 2 THEN PRINT POINT (X+1,Y) is  0
-100 IF PCOL BAND 4 THEN PRINT POINT (X-1,Y) is  0
-110 IF PCOL BAND 8 THEN PRINT POINT (X,Y-1) is  0
-
-So, you at least reduce 9 POINTs to 3. Of course, there is only a
-benefit if BAND is cheaper than POINT, which it probably will be.

Thank you for providing example source code :D I will try and change the
game engine tomorrow and see how it works :) This could very well
be just the idea I was needing ;) (I took out just 4 of the POINT checks before
just to see the speed gain, and it was VERY noticeable :D )

I will have to keep the current engine for certain levels however, as
I want some of them to do full screen rotations (prerotating them
on PC, and flipping through screens on SAM), and these ones will need the
engine that checks the 'current' POINTs in real time.

Quite excited hoping I can grab some speed back once I've tried this, so thanks
again for your input !

Cal...

P.S. I put a video up on my YouTube page, but it hasn't gone live yet, will
post when  it does !


   

Re: Speed issue's with POINT (x,y)

2008-09-26 Thread Calvin Allett
http://www.youtube.com/watch?v=2RenBQ5GD24

That's nearly half the speed that the engine was just 4 weeks ago eek, hehe


P.S. I put a video up  on my YouTube page, but it hasn't gone live yet, will
post when  it does !




   

Re: iChat/AIM users

2007-09-19 Thread Calvin Allett
What's the best one to use nowadays? I used to love ICQ about 8 years
ago, but not tried out any of the other's. Is there anything that logs
onto them all, someone mentioned something a while back about some prog.

[EMAIL PROTECTED] wrote: Quoting Gavin Smith :

 Perhaps you guys are all on Bebo or FaceBook or whatever today's
 fashionable social site is, but if any of you are on iChat or AIM and
 fancy a SAM chat now and then, feel free to add me - my address is
 [EMAIL PROTECTED]

 Cheers!

I don't use msn



   
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Re: iChat/AIM users

2007-09-19 Thread Calvin Allett
Cheer's, it was Trillian I'd been told about :)

Everybody seems to have MSN (if that's the hotmail one), it does
seem to be very popular.

[EMAIL PROTECTED] wrote: Quoting Calvin Allett :

 What's the best one to use nowadays? I used to love ICQ about 8 years
 ago, but not tried out any of the other's. Is there anything that logs
 onto them all, someone mentioned something a while back about some prog.

MSN's probably the more standard - but not nesc the best.

Trillian, GAIM (now renamed - not sure what) - are good alternatives.

They all have logging - but MSNPlus (an addon for MSN) has better logging :-)



   
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Rotating gfx

2007-09-02 Thread Calvin Allett
Can anybody recommend a good way of rotating some Mode 4 graphics at different 
angles other than 90?

I only use Flash, and have nothing on PC... I think that SAM Paint let's you
do it but it`s protected needing a word from the manual :(   I'm not sure if 
the B-dos version is protected or not?

Anyways, if anybody has a version they'd like to sell with manual, or 
GamesMaster with manual then I'm really really needing these :)

If anyone has a spare power supply unit they'd like to sell too then I'd love 
to get my real machine working.

   
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Re: WOS spam

2007-08-20 Thread Calvin Allett
Woah, looks like he`s trying to spam every single article/topic

Been spamming every few mins/ every hour for over 26 hours :(

Gavin Smith [EMAIL PROTECTED] wrote: WOSam is currently getting spammed like 
crazy by a user called  
brianbaker. Andrew or Dan can you guys delete his account? Is there  
an easy way to delete all his comments?

Gavin


   
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Basic keyboard scanning with IN

2007-08-07 Thread Calvin Allett
Could anyone tell me the address's to read using IN (or should that
be ports) for groups of SAM keys?

I need more than one keypress, and would like to use the
following keys (or groups)..

O, and P - 
Z
and M
and space should be needed.

64509 seems to be keys Q,W,E,R,T
and from FRED issue 11A, Axe`s Last Stand
I see
63486 is 1,2,3,4,5 and
61438 is 6,7,8,9 and 0

i have looked (in fact for over half an hour before)

also, any tips on BAND would be an asset, although I shouldn't 
be needing that I for this, as the keys I need are in different groups.

not needed too urgently, but any help or links appreciated :)

Cal...



   
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SPAM on the SAM Coupe wiki

2007-08-07 Thread Calvin Allett

Just to say that there`s a link to 

http://www.catering-machines.com/

been added to the links section, under the banner robot coupe (which
got me excited)... I don`t know how to remove it, or even if
anyone just can.. but just noticed it.

   
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Re: Basic keyboard scanning with IN

2007-08-07 Thread Calvin Allett
Just realised the port address's are seperated by 256 bytes, so
should be able to find the ones I need. I hadn't known that :)

Calvin Allett [EMAIL PROTECTED] wrote: Could anyone tell me the address's to 
read using IN (or should that
be ports) for groups of SAM keys?

I need more than one keypress, and would like to use the
following keys (or groups)..

O, and P - 
Z
and M
and space should be needed.

64509 seems to be keys Q,W,E,R,T
and from FRED issue 11A, Axe`s Last Stand
I see
63486 is 1,2,3,4,5 and
61438 is 6,7,8,9 and 0

i have looked (in fact for over half an hour before)

also, any tips on BAND would be an asset, although I shouldn't 
be needing that I for this, as the keys I need are in different groups.

not needed too urgently, but any help or links appreciated :)

Cal...


  

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Re: Basic keyboard scanning with IN

2007-08-07 Thread Calvin Allett
Thanks a lot lads, I`d got them by stepping up or down
by 256`s from the ones I already knew, although I notice
that when I didn`t have the exact right addresses then
other (groups of) keys can affect the value`s (of other groups)...

Just going with using the straight addresses of
what I need and the value for the key I need, i.e.
30,29,27,23 or 15, so no BAND yet... although it`s cool
to realise it`s only using first 5 bits, and what last
3 can be used for... It`s working a treat, although
I`ll have to do it the way suggested if I allow
redefining of keys, and build a table or something?
But for now, it`s working great, nice not to have to use
the joystick keys :)

Nice to finally get these written down in a notebook *_+

Also interesting to find out why the cursor (right cursor
from memory) used to move the mouse down
and to the left on Ease. always wondered :)

Andrew Collier [EMAIL PROTECTED] wrote: Hi,

That's the right track, lots of things work in 256s (the high and low  
bytes of a 16 bit number).

In the case of the keyboard, the lower byte is always 254 (I think  
your number for QEWRT is suspect) and the upper byte is one of the  
eight numbers which have 7 binary digits set and one clear.

In other words:

upper lower   IN number
byte  byte (decimal) keys

  0xfe fe  65278  VCXZ(shift)
  0xfd fe  65022  GFDSA
  0xfb fe  64510  TREWQ
  0xf7 fe  63486  54321
  0xef fe  61438  67890
  0xdf fe  57342  YUIOP
  0xbf fe  41950  HJKL(return)
  0x7f fe  32766  BNM(sym)(space)

These are all the same keys the Spectrum has. You can read the Sam's  
other keys if you use the same upper bytes and change the lower byte  
to 0xf9 and use the top three bits of the result. There's also the  
cursor keys on IN 65534, but I would avoid that in basic because  
you'll get into a lot of trouble with the mouse interface which  
shares that address (kinda).

HTH,
Andrew



On 8 Aug 2007, at 00:25, Calvin Allett wrote:

 Just realised the port address's are seperated by 256 bytes, so
 should be able to find the ones I need. I hadn't known that :)

 Calvin Allett  wrote: Could anyone tell  
 me the address's to read using IN (or should that
 be ports) for groups of SAM keys?

 I need more than one keypress, and would like to use the
 following keys (or groups)..

 O, and P -
 Z
 and M
 and space should be needed.

 64509 seems to be keys Q,W,E,R,T
 and from FRED issue 11A, Axe`s Last Stand
 I see
 63486 is 1,2,3,4,5 and
 61438 is 6,7,8,9 and 0

 i have looked (in fact for over half an hour before)

 also, any tips on BAND would be an asset, although I shouldn't
 be needing that I for this, as the keys I need are in different  
 groups.

 not needed too urgently, but any help or links appreciated :)

 Cal...


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 now.

-- 
  ---   Andrew Collier 
    http://www.intensity.org.uk/ ---
   --




   
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Re: Basic keyboard scanning with IN

2007-08-07 Thread Calvin Allett
I see how the keys on the left/right hand side of
the keyboard have the bits reversed... I am (currrently), was
gonna just go with tested values (15,23,27,29,30 or reversed)
but cheers for the Basic example of how to use BAND, and
what it is I can`t believe I had forgot about/never used it... so
it`ll probably come in handy getting familiar with it, as I could
mess about with other ports hopefully :D

Colin Piggot [EMAIL PROTECTED] wrote: The manual for Simon's excellent 
Turbomon has the keyboard port map
(http://simonowen.com/sam/turbomon/TurboMON.pdf)

Quickly looking at the PDF myself the ports you need are:

O - IN 57342 - (bit 1)
P - IN 57342 - (bit 0)
Z - IN 65278 - (bit 1)
M - IN 32766 - (bit 2)
SPACE - IN 32766  (bit 0)

The first five bits of each port is used for keys, so BAND is an excellent
way to strip off the unwanted bits to check, and the bits will be LOW if the
key is pressed, so to test bit 0, do BAND 1, bit1 - do BAND 2, bit 2 - BAND
4 ...

E.g. test for say, O, in BASIC

IF NOT ((IN 57342) BAND 2) THEN .

Colin
==
Quazar : Hardware, Software, Spares and Repairs for the Sam Coupe
1995-2007 - Celebrating 12 Years of developing for the Sam Coupe
Website: http://www.samcoupe.com/



   
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Re: Basic keyboard scanning with IN

2007-08-07 Thread Calvin Allett
I see (hadn`t thought) that I`m being stupid again, gonna
use BAND testing, as using value`s will still not work if
two keys in the same group are held down..

I wasn`t liking Z for charge instead of N, so used
N, and M, for charge and Jump, and neither worked if held down together,
as neither value 23 or 27 was true (well obviously, but
I still wasn`t thinking about that)

:)

cheers again. Great when you can get help after midnight, hehe

Calvin Allett [EMAIL PROTECTED] wrote: I see how the keys on the left/right 
hand side of
the keyboard have the bits reversed... I am (currrently), was
gonna just go with tested values (15,23,27,29,30 or reversed)
but cheers for the Basic example of how to use BAND, and
what it is I can`t believe I had forgot about/never used it... so
it`ll probably come in handy getting familiar with it, as I could
mess about with other ports hopefully :D

Colin Piggot [EMAIL PROTECTED] wrote: The manual for Simon's excellent 
Turbomon has the keyboard port map
(http://simonowen.com/sam/turbomon/TurboMON.pdf)

Quickly looking at the PDF myself the ports you need are:

O - IN 57342 - (bit 1)
P - IN 57342 - (bit 0)
Z - IN 65278 - (bit 1)
M - IN 32766 - (bit 2)
SPACE - IN 32766  (bit 0)

The first five bits of each port is used for keys, so  BAND is an excellent
way to strip off the unwanted bits to check, and the bits will be LOW if the
key is pressed, so to test bit 0, do BAND 1, bit1 - do BAND 2, bit 2 - BAND
4 ...

E.g. test for say, O, in BASIC

IF NOT ((IN 57342) BAND 2) THEN .

Colin
==
Quazar : Hardware, Software, Spares and Repairs for the Sam Coupe
1995-2007 - Celebrating 12 Years of developing for the Sam Coupe
Website: http://www.samcoupe.com/




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Slip n Slide video demo.

2007-07-23 Thread Calvin Allett
Hiya, just a quickie to say I`ve posted a video of a game
I`ve just started working on for the SAM with Mayhem accelerator.

It`s only a couple of days work, but I`m quite pleased with the
character control and collision detection so far, so thought I`d post :)

You can see the demo at :-

http://www.youtube.com/watch?v=f16tOeSzc3c

It`d be faster, but having to use the Point command a few times
per frame for collision etc, and must say, it`s got to be one of the
slowest commands I`ve encountered in SAM Basic.

any comments, ideas, welcome

Cal... *_+

   
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Which assembler?

2007-07-04 Thread Calvin Allett
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. 


   
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Re: Which assembler?

2007-07-04 Thread Calvin Allett
Thanks Edwin :)

I like the online manual, and disk contents with descriptions, will
be very handy :D

I`ll ask some questions if (oops, I mean when, hehe) I get stuck !

Right, I`m off to raid the WoSpec archive for books, any reccomendations?

Edwin Blink [EMAIL PROTECTED] wrote:   Hi Calvin,
  
 For SAM I recommend Comet
  
 http://home.orange.nl/edwin.blink/samcoupe/software/comet/comet.htm
  
 it's got fullscreen editor, syntax checking on  entering a line and errors are 
inserted in the source just
 above the line containing the error. Just great to  get started.
  
 For PC I recommend TASM and your favorite  editor.
  
 Edwin
  
- Original Message - 
   From:Calvin Allett 
   To: sam-users@nvg.ntnu.no 
   Sent: Wednesday, July 04, 2007 7:05PM
   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 neccesarilytop my needs, as I won`t be doing any
games in MC, just wanting to learnthe language, and be able to try
a few small routines. 

  

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Re: Car game

2007-06-10 Thread Calvin Allett
Yeah, I suppose I know what you mean :) I just meant with the pace of 
development with Basic, however with the amount of time it takes to actually 
get something running fast/smooth on the SAM in Basic, I`m starting to think 
the gap may not be so large, i.e. it might be faster development wise to just 
do stuff in MC, as wouldn`t need such `polishing` for months :)

anyway, just wanted to apologise for not putting a demo of the car game up yet, 
started working on a new level for Tomato Antics, and not got round to it yet. 
I will try knock up a couple of test engines soon and post them up :) 

Chris Pile [EMAIL PROTECTED] wrote: CA  - Original Message - 
CA  From: Calvin Allett 
CA  To: 
CA  Sent: Sunday, May 20, 2007 10:41 AM
CA  Subject: RE: Car game


CA  ... Surprised more MC`ers don`t have a dabble with Basic more often tbh :D


Well you know what they say - when you've driven a *Ferrari you really don't 
want to go back
to a Morris Minor!  ;-)






*Not that I've ever driven a Ferrari - but you get the idea!  ;-)

Chris.



   
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Balor Knight

2007-06-10 Thread Calvin Allett
CaffeineKid`s asking on WoS if anyone knows how to contact Balor Knight, as he 
would like to ask permission before doing a remake of Astroball, just thought 
I`d ask on here as a lot of you guys seem to be still pretty hooked up with 
where people are/ what their doing etc etc

   
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What genre`s are we missing

2007-06-10 Thread Calvin Allett

as titles, I know we don`t have a beat`em`up on the SAM (should we be pleased 
with that, lol, it is a nice friendly computer after all, hehe), I don`t recall 
hearing of any car games, is their any other genre`s you can think of that we 
need? or specific games within a genre, galaxians/galaga for example?

and just wondering, how much of a head fcuk would Mode 2 be for a MC coder, as 
compared to Mode 4. Personally think that Sphera looked pretty damn fine, and 
someone once had a brilliant demo on FRED, where there was both a side 
scrolling shootemup, and also a side scrolling platformer (you didn`t get to 
control the guy on the platformer sadly). I was amazed anyway, when I seen the 
scrolls with what were pretty OKish graphics, had to be Mode 2 ?

   
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RE: Sam Revival issue 18 out now...

2007-06-02 Thread Calvin Allett
I`ve been missing out, apart from a few issue`s rounabouts 8-10, don`t normally 
get out during day to get postal order`s, but my Sister`s gonna let me use her 
credit card. I for one seriously have been knowing what I`m missing out on, 
it`s a brilliant treat :)

Nice to see you bringing them out frequently Colin, looking forward to reading 
the latest one`s :D


Adrian Brown [EMAIL PROTECTED] wrote: Arrived this morning, Another fine 
issue, Rebelstar screenies are looking great.  Hat off to Simon Owen, don't 
know where you find the time :)

Anyone on the list not getting SR, your missing out, what more can you ask for, 
a top mag, in colour with a coverdisk, get to see lots of things that otherwise 
you would miss.

Nice on Colin :)

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Colin Piggot
Sent: 30 May 2007 11:00
To: sam-users@nvg.ntnu.no
Subject: Sam Revival issue 18 out now...

Issue 18 of Sam Revival is now out, and it's a jam packed issue!

Let's kick off with what's on the disk. First up are the three brand new
emulators from Simon Owen which are truly stunning! He's been busy and has
completed his Galaksija and Orao emulators which were announced in the
previous issue. The Galaksija is a Z80 based computer from Yugoslavia, while
the Orao is a 6502 based Croation system so that's using Simon's latest 6502
CPU emulator core. Both are now fully emulated on the Sam and there's a pile
of games on the disk for each system. To finish off his hat trick Simon has
also released an Apple 1 emulator too!

It doesn't stop there! Also on the coverdisk is the latest version of Chris
Pile's Sam Defender, and also Captain Comic - a classic platformer by Lars
Perrson which was first released back in 1994 and was a remake of a freeware
PC game. Wrapping up the coverdisk there's also a demo I've coded up to copy
an old school effect from the Amiga and includes the source code.

Onto the paper side. 40 pages jam packed with news and articles. The
Developer Diary is bursting at the seams with information from Simon about
all three of his new emulators, and there's also the first screenshots of
ISAAC - the port of Rebelstar that's being developed by Stuart Brady and
Warren Lee.

This issue also sees the start of a new programming column. I've looking at
recreating some demo effects from the Amiga on the Sam, and tackle a two
layer tile based scroller.The issue wraps up with the compulsory sprinkling
of Sam Snippets with bits of trivia from the Sam world. Hope you enjoy the
issue!

This issue of Sam Revival costs £3.99 for the UK, or £4.79 for EU including
Airmail postage. You can also subscribe for three issues at a discounted
price of £10.99 (UK) or £13.49 (EU) and save yourself some pennies!

It's easy to order - for PayPal payments (or Credit/Debit card through the
PayPal checkout if you dont have a PayPal account) just click on the Buy Now
buttons on the website. Or for cheque and postal orders email me directly
and i'll be happy to pass on my postal details.

Subscribers copies went out in the post earlier this morning, so should be
with you in a day or two.

All the best,

Colin
=
Quazar : Hardware, Software, Spares and Repairs for the Sam Coupe
1995-2007 - Celebrating 12 Years of developing for the Sam Coupe
Website: http://www.samcoupe.com/









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Re: Wish List - Software

2007-06-02 Thread Calvin Allett
I had a few brief dabbles when you first started up your archive, got a few 
simple games running, wouldn`t mind having a good look at it properly, if you 
can run the software that Id`ve used on PCW`s at school.

Good luck getting something sorted regarding Atom support :) For now, would it 
be possible/helpful to knock up in MasterBasic a front end and file requester, 
to allow you to select certain files, or images and put them in RAM Drive. This 
might help going through them, browsing? Are Prodos disks on normal SAMDos 
format? or in a CP/M format, as you could even build up virtual disks (from 
many) then bang em in the RAM, before launching Prodos, which could be 
beneficial? Let me know if I`m talking bollocks again :)

Steve Parry-Thomas [EMAIL PROTECTED] wrote: Hi All,

My wish list would be that Pro-Dos 1.9 could be patched to work with Atom/
Atom Lite.

At the moment Pro-Dos works fine with Atom and Atom Lite with an A drive as
Floppy and RAM as RAM Drive B.  But it would be great if the CP/M emulation
in Pro-Dos could see the Atom as another drive and access Atom Records. I do
not have the skills to do this, someone out there might have is there any
chance of this? Or if some is will to *point me* in the right direction I
might try over the next year!  

I'm I the only person that uses Pro-Dos? ;-)


Steve(spt)



   
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Re: Wish List - Software

2007-06-02 Thread Calvin Allett
That`s a pity, I thought at least something extra
would be able with RAM Disk :(

 I knew I was talking crap again :)

Colin Piggot [EMAIL PROTECTED] wrote: Steve is the Prodos expert, and of 
course Chris who wrote it, but from what
I can see Prodos uses it's own Ram disk system (i.e. not via MasterDOS) and
also the discs are in cp/m format.

Colin.
==
Quazar : Hardware, Software, Spares and Repairs for the Sam Coupe
1995-2007 - Celebrating 12 Years of developing for the Sam Coupe
Website: http://www.samcoupe.com/

- Original Message - 
From: Calvin Allett 
To: 
Sent: Saturday, June 02, 2007 3:49 PM
Subject: Re: Wish List - Software


I had a few brief dabbles when you first started up your archive, got a few
simple games running, wouldn`t mind having a good look at it properly, if
you can run the software that Id`ve used on PCW`s at school.

Good luck getting something sorted regarding Atom support :) For now, would
it be possible/helpful to knock up in MasterBasic a front end and file
requester, to allow you to select certain files, or images and put them in
RAM Drive. This might help going through them, browsing? Are Prodos disks on
normal SAMDos format? or in a CP/M format, as you could even build up
virtual disks (from many) then bang em in the RAM, before launching Prodos,
which could be beneficial? Let me know if I`m talking bollocks again :)





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RE: Car game

2007-05-20 Thread Calvin Allett
Just a quick message, as I`m a bit/loads hungover after three days on the cider 
:( hehe

Sorry you had so much trouble posting Adrian, I didn`t mean
to ask so much, or to go into so much detail about what I had
been envisioning possible with Basic, so thanks again
for replying so fully, I appreciate it :)

I`ll just say for now that I like your idea`s about how to control the
computer controlled car`s, I`ve never written a car game, even on
the Amiga, so it`s something that I`m coming to completely anew,
and even with the main player control, I`m pretty certain that things
can become complicated (or rather not complicated, but need a
lot of code, so slow) and so I`ve been thinking perhaps along the
wrong road (sorry, very droll :) ) I love the idea of splitting the map into
sections, and having that section `tell` the CPU cars what to do
with regards to speediing up, slowing down etc, I hadn`t thought of
that, and think that would be a very good (and quick) way of achieving
a good compromise.

I`ll honestly try and get some temporary graphics knocked up later, and 
something of a test engine by tonight, just so this is going somewhere, and
not just idle chat :)

Reply fully later as there`s points I want to ask about/ comment on !

Oh, and thanks for including your example in Basic, it`s lovely to have
an example `handed to you on a plate` so to speak, as when MC examples
are used, it`s nice to see another bit of code to try and understand, but when 
your not familar etc etc... Surprised more MC`ers don`t have a dabble with
Basic more often tbh :D

anyways, must SLEEP *_+

Calvin...
 
Adrian Brown [EMAIL PROTECTED] wrote: Yer - but not the message i sent before 
- hang on ill try in plain text at the bottom of this.  This was a reply to 
Calvin

Ok, 1st thing, the advantage of using 2 screens is it doesn’t matter how long 
it takes to redraw the screen you will never see any flickering / shearing etc 
as its not being displayed until its ready, so even if the game runs in a 
frame, i would still use 2 screens, it saves alot of headaches 

Black track would mean clearing the sprites was quicker and you wouldn’t need 
to store a mask, but then you wouldn’t be able to go near the edges of the 
track either.  Afraid the black below the cars (well if the cars have 8 
rotation angles – it would need to be aaround them) would work, if you had 2 
cars near each other one would rub out hte other.

Id have to check my timings again, im not sure if unrolling sprites is quicker 
than compiled sprites.  The disadvantage with compiled sprites is clipping them 
to the edge of screens.  (BTW – Did anyone come up with good ways of doing 
this?  I had ways to easily clip to either left/right or top/bottom, depending 
on which way i stored the sprites, but all 4 was a nightmare).   From memory 
though, compiled sprites are quickest, but use the most memory.  You can have a 
generic sprite drawer for specific sized sprites and make it faster than any 
size.  Loading them all wouldn’t be that much of a problem, even a basic sam 
has 256k which can easily store uncompressed sprites.

A slow part of a car game is the computer drivers, there are various ways to 
make them move around the track, i wrote a system where i split the screen up 
into areas and each area told the AI what direction and speed it was ment to be 
going.  That way i could store a table of direction / speed and then, say i 
split the screen up into 16x16 pixel areas, i would take the AI car x and y, 
divide by 16 and read the speed, direction from the table

1000 Let CarAI1X = 100, CarAI1Y = 100;
1010 Let Dir = Peek(DirTableStart + (CarAI1X / 16) + ((CarAI1Y / 16) * (256/16))
1020 Let Speed = Peek(SpeedTableStart + (CarAI1X / 16) + ((CarAI1Y / 16) * 
(256/16))

Then you can just move the direction and speed towards those values.  If you 
want them to take into account other cars then its alittle harder.  (The 
*256/16) is because for each Y step down the table we have a 256/16 X values to 
skip over.

Collision is always a pain, i would probably just do some sort of box 
collision, then its a case of checking if car1X+CarWidth  car2X and car1X  
car2X+CarWidth (and a similar check of Y) you have a collision, although to be 
kind you would reduce the size of the cars so they could overlap a little, 
especially if you have rotating cars.   There are lots of other ways though.

Ive just been digging up some articles i wrote years ago for a friend on 
learning to program the Z80, ill dust them off and check them over then 
hopefully Mr Colin ‘Mayhem’ Piggot will print them up into Sam Revival.  
Hes just sent me a backup of the code i had started in there, so ill get that 
finished off as well.

Anyway, hope that gives you some help.

Adrian
 




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Congdons Shop, Launceston, Cornwall, PL15 7PW.  Registration Number: 4942193.  
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What games

2007-05-20 Thread Calvin Allett
Just a quick thought,

What games could be accomplished on the ol` SAM, everybody always
says about how underpowered the SAM is in Mode 4, but when I`m
playing more Spectrum games recently, I`m getting a certain shock as to
how many games ran at perhaps lower than 8 fps, and yet it doesn`t
matter, perhaps I should have asked what games could be done.

Could Avenger be done at a similar framerate, for example?

   
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Re: Atom-Lite on you tube

2007-05-20 Thread Calvin Allett
Looks great to see a real SAM on teh Tube :D The card looks
interesting too, great the way it just slots in.

Edwin Blink [EMAIL PROTECTED] wrote: Here are some movies on the Atom-Lite.

http://www.youtube.com/v/xKIsEr660HA

http://www.youtube.com/v/QBVsGCV4sPA

Sorry for the poor  quallity. but it's a you tube thing. I don't have some 
place to store the original
40Mb and 20Mb versions

Edwin 




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RE: MC Interrupts

2007-05-17 Thread Calvin Allett
What`s the difference between a JP and a JR, I don`t even mean
in T-States, but what varies between the way they work. If you`s
don`t mind me asking ?

Cal...
`Geoff Winkless [EMAIL PROTECTED] wrote:`Geoff Winkless wrote:
 Anyway, something like:

[snip]

Sorry, it's been a while and I was tired (!!), those local JP's should all
(of course) be JR's!

Geoff


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RE: MC Interrupts

2007-05-17 Thread Calvin Allett
 the sprites in the new 
position
  Update your game logic, move cars etc
  Put the contents of grab buffer 1 back in the old position 
for each sprite
  Grab the area under each sprite into their grab buffer 1, 
remember the position for redrawing
  Use the MC sprite routine to draw the sprites on page 1 in 
the positions
   
  Repeat
   
  This is a little more tricky as you have to keep 2 copies of the grab buffer 
(one for each screen, apparently some people say you can do it with one buffer 
but ive not had much luck with that).  
   
  It depends on the MC routine, some do know about the Screen/display commands, 
some don’t, its not always that hard to alter.  The grabbing is a similar MC 
routine.
   
  Adrian 
   
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Calvin Allett
 Sent: 16 May 2007 02:46
 To: Adrian
 Subject: RE: MC Interrupts
  
   
  `Did someone call? ;) Yes it was the early issues, it was issues 1-5 i think,
 ` i was only talking to colin this evening about that, now ive moved i
 ` really need to get on with finishing it, although i lost all my code
 ` when i lost the sam harddrive.  Ive now got a sam in a can and have
 ` some new flash cards on order so ill get back to it and finish the
 ` little game, maybe some articles on learning mc can be arranged.
 
 A S-I-A-Can Lucky Bas... erm... I mean sweet :D  I haven`t got the articles
 in question, but meaning to get those issue`s, so if you`ll be hopefully doing
 more then that`s brilliant.
  
  
 `To use something like that from basic, you could just do the following
 ` (this is off the top of my head after a bottle of wine, so it maybe
 ` wrong ;) )  But each frame you could do the following (its basically
 ` a double buffer system but from basic).  When i say page 1, page 2 –
 ` i don’t mean physical memory pages, but any particular page, again
 ` from memory it might have been the screen command that allowed you
 ` to open up and use different screens.  If you don’t know then ill
 ` try and dig up the info tomorrow.
 
 Yeah, your right, it`s the Screen command, with also the Display
 command for the flipping.. :) Would a MC routine, know which
 area in RAM to draw too, if Basic was flipping screens though, just thought. OR
 could a copy of a routine be used to either draw to screen 1 or 2, so from
 Basic call the correct one? I`m never sure if you can have a small MC routine, 
and a copy, because if they both need to be paged in or whatever...
 
 
 `IN BASIC:
 `
 `Set the display to page 1`
 `
 `Update your game logic, move the cars etc`
 `
 `Use the MC sprite routine to draw the sprites on page 2 in 
the positions`
 `
 `Set the display to page 2, showing the sprites in the new 
position`
 `
 `   Update your game logic, move cars etc
 `
 `Use the MC sprite routine to draw the sprites on page 1 in 
the positions
 `
 ` 
 `
 `   Repeat ;)
 `
 ` 
 `
 `You still need to either A) handle storing what was under the sprites
 ` and putting it back, or B) just redraw the entire screen before you
 ` draw the sprites.  B) is the easiest to start with but can be slow,
 ` but the key is to get things working then speed them up. Doing this
 ` you are only actually updating when you want to, you don’t need interrupts,
 ` you don’t need anything clever in MC to do checking etc.
 
 I`ve tried drawing the complete (well 2/3rd`s of the screen) using double
 buffering in `Jimf `n Oobs` and it knocks it to about 4 fps, so been thinking
 of for a car game, defining area`s where cars may be, since the tracks
 will only be about 24 pixels high or wide and drawing that if a car/s
 is in that region, this shouldn`t be much of a problem...
 
 I`ll try and knock up a demo of what I have in mind over the next few days,
 and you can hopefully see whether or not you think a MC routine would be
 possible/beneficial :)
  
 
 `I might be completely off track here, so let me know J
 `Adrian.
 
 Your not ;)  Oh, and `off track` very good, is that a pun :)
 
 Cal...
 
 


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Re: MC Interrupts

2007-05-17 Thread Calvin Allett
Ah sweet :) soz for delay, just spent 45 mins typing another reply !

Handy command then JR 

Colin Piggot [EMAIL PROTECTED] wrote:  What`s the difference between a JP 
and a JR, I don`t even mean
 in T-States, but what varies between the way they work. If you`s
 don`t mind me asking ?

JP reads in two bytes more to use as an address to jump to.

JR reads in only one more byte, to use as an offset from the current address
to jump to.

Colin
=
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1995-2007 - Celebrating 12 Years of developing for the Sam Coupe
Website: http://www.samcoupe.com/



   
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RE: MC Interrupts

2007-05-17 Thread Calvin Allett
I meant to say, using a script, so that there`s not extra Let X=X+2 commands
needed and other stuff... I forgot to put the word not in :)

If a Basic prog was looked at once coded, could the MC be able
to read the Car1X, Car1Y variables straight to memory, rather than
having to use basic to poke these variables into somewhere for the
MC to know where to place them? Once it was know where all the
different variables are in memory?

Calvin Allett [EMAIL PROTECTED] wrote: Thanks for the detailed reply :)

Can`t wait to be able to afford a Mayhem, hopefully sometime after
Christmas  :) I`ve got loads of ideas, but it`s hard coding for it
on emulator in some ways.

anywayz, 

If I had a black track instead of textured then there could even be no
need to mask the sprites, 
or switch between two screens,
could just have some black below them etc
to rub the car out itself? That 8*8 pixel machine code (on a Flex disk I think)
has got me thinking that the smaller the graphics the better. And I presume
it would be quicker for the/a MC sprite routine if all Sprite`s were a fixed
size... Could I just ask please if it`s much of an inconvenience, if you wanted 
to
write say three different small (or unrolled) graphics routines, for different
sized graphics, and load them all and use them all? How practible would this be?

The Basic part could be speeded up a lot, by Gosubing  a script,  that would 
place the Computer cars at certain places, so they`d be quite dumb like a 
skaletrix, but would be able to randomly (or not so randomly) switch between 
about 5 tracks and stuff to get in the way etc. Just so that there`s Let 
Car1X=Car1X+2 and other code  etc needed.

something like
1000 Def Proc Lev1
1010 Gosub Car1 : Gosub Car2 : Gosub Car3
1020 Car1Switch :Car2Switch : Car3Switch : procs would only be 3 or 4 lines
1030 if Inkey$=L$ or Inkey$= l$ then SwitchToL :rem Code to switch tracks or 
ram car
1040 If Inkey$=R$ or inkey$=r$ then SwitchToR   
1050 If (Code to test Shift Key)  then  Let Speed=Speed+1 AND Speed6
1060 If Inkey$=firesaysthepirate and Arrrgg=0 then then Gosub FireInit:Let 
arrrgg=1
1065 If Arrrgg=1 then gosub MovBullit
1070 If Inkey$=Oil$ and Oils0 then Gosub Oils: Let Oils=Oils-1


1080 GoSub Tim : Another script like thing to do other extras and place pickups
1090 Call Cars  (Machine Code Routine)
1095 GoTo 1010: End Proc
`
`
2000 Car1 Script
2010 Let Car1X=200,Car1Y=55 : Let Car1=Car1+10 : Return
2020 Let Car1X=204,Car1Y=55 : Let Car1=Car1+10 : Return
 etc etc, with a once per loop jump to a Line that randomly speeds the car
   up, or slows it down, by adding or taking away 5 or 7 etc to
the variable Car1 or switches it Track, by affecting Car1Y
2030 Let Car1X=208,Car1Y=55 : Let Car1=Car1+10 : Return
2035 Let Car1x=208,Car1Y=58 : Let Car1=Car1+10 : Return
2040 Let Car1X=212,Car1Y=55 : Let Car1=Car1+10 : Return
2045 Let Car1X=212,Car1Y=58 : Let Car1=Car1+10 : etc etc, or diff line for X 
speed
2050 Let Car1X=216,Car1Y=55 : Let Car1=Car1+10: Return

The code for collisions could hopefully be handled by a look up
table, or some fancy Def FN`s, but I`m afraid I`d need some
help possibly,as never really done that before, or possibly
the code could be  initially handled by comparing the Car1 gosub variables, 
Car2 etc with player and each other initially, as it`d know there basic position
quickly and know if there at other ends of track, anyhow that`s the only real 
thing making me worry... Collision detections gonna be the biggest amount of 
code
needs doing, and I`m not sure if Basics gonna be fast enough to show
the MC code off reasonably if I just call it after each loop.

I was thinking the main Player would work much the same, way
but have more lanes perhaps, so you could give more of a nice,
feel and not make the controls too fiddly if you instantly switch
three lanes by mistake, or you could perhaps slide out dureing corner`s...

What do you think, would it be worth tackling it in this way, I`m not
sure how much speed could be got from some MC in there verses
Put, but SAMs basic is quite slow once you start giving it
a lot of commands to process, some MC could hopefully give  more time back
to run more of a complicated game engine, so I just hope it could be more
advanced than another glorified LCD type game, but with quick graphics :)

The one thing tuff about doing it this way, is all the lines of Gosub code
needed to place each car, it`d be a sqeeze getting it under 64K, and
Basic startes crashing, locking up then :(

I`m truly sorry for my stoned ramble, but it`s nice talking
about programming ;)

Cal...

Adrian Brown [EMAIL PROTECTED] wrote:v\:* 
{behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* 
{behavior:url(#default#VML);} .shape {behavior:url(#default#VML);}  
Dont worry about the speed, just order a mayhem accelerator ;)  But 
yes, redrawing the entire screen can be very slow.  Ideally what you do is more 
like:
   
  Clear

Re: MC Interrupts

2007-05-17 Thread Calvin Allett
Thanks :) I`ve been reading the 1995 posts to the mailing list these
past few days, and it`s amazing how much I`m picking up from
those old old posts, so I`ve seen it mentioned that they run at around
the same speed on SAM, am I remembering right that it depends
where in screen the raster is when the code is run?



Andrew Collier [EMAIL PROTECTED] wrote: 
On 17 May 2007, at 22:17, Calvin Allett wrote:

 What`s the difference between a JP and a JR, I don`t even mean
 in T-States, but what varies between the way they work. If you`s
 don`t mind me asking ?

A JR takes less space, two bytes compared to a JP instruction which  
takes 3. In a JR, you take your current address and add a one-byte  
offset to it, so you can only jump approximately 128 bytes in either  
direction (generally, the assembler will do this calculation for  
you). In a JP instruction you specify an the whole two-byte  
destination address and you jump exactly there.

Because of the Sam's memory timings, using JR is usually as fast (or  
slightly faster than) using JP. That may change with Mayhem accelerator!

Andrew

-- 
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    http://www.intensity.org.uk/ ---
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RE: Testing new routines - shiddy Tomato Antics

2007-05-17 Thread Calvin Allett
Thank you, I`ve wasted far faar too much time on it, but it`s been enjoyable
and I`ve learnt a few tricks :) It`s just a pity that the game is such a non 
game at the moment, but it will serve to show other`s hopefully if we can get 
more Speccy Basic coder`s on the machine... there`s still a few I know wanting 
to get
stuck in :)

Adrian Brown [EMAIL PROTECTED] wrote:v\:* 
{behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* 
{behavior:url(#default#VML);} .shape {behavior:url(#default#VML);}  
   Thats really nice J some nice attention to detail.
   
  Adrian
   
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Calvin Allett
 Sent: 16 May 2007 03:01
 To: Adrian
 Subject: Testing new routines - shiddy Tomato Antics
  
   
  
 Just to say I`ve put a demo of level one up of Tomato Antics. Still not really
 a proper game yet, but spent a lot of time trying to get it to as fast a speed
 as I can, so that I can start adding in game elements.
 
 It`s more of a reintroduction to SAM Basic and a test to see what can
 be got out of the language.
 
 anyway, it`s far too easy at the mo, and there`s a cheat enabled for a 1000 
lives,
 but if you persist through the boredom for about 5 minutes, till it`s rained 
and
 stopped then I`d like your opinions on the new way of using the Put routines 
(there severely
 limiting for game design though :(  )
 
 I`m thinking that using something like this, it should be fairly feasable to do
 the Skeet shooting level of Hypersports at a similar speed, and other
 similar simple games.
 
 link is :-
 
 http://www.4shared.com/file/16034007/a826cff5/SAMs_Antics_-_April_2007.html
 
 
 Oh, redefining keys or selecting Sinclair won`t work, as there`s temporarily
 two copies of the game, so keys are:-
 
 O - Left,  P- Right, and M to jump higher if you hold it down, five superjumps
 
 Thanks, Cal...


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Re: MC Interrupts

2007-05-17 Thread Calvin Allett
So the SAMs z80 really  is actually slowed down quite considerably, I hadn`t 
realised how much :(

Thanks for the details :)

Andrew Collier [EMAIL PROTECTED] wrote: On 17 May 2007, at 23:24, Calvin 
Allett wrote:
 Andrew Collier  wrote:

 Because of the Sam's memory timings, using JR is usually as fast (or
 slightly faster than) using JP. That may change with Mayhem  
 accelerator!

 Thanks :) I`ve been reading the 1995 posts to the mailing list these
 past few days, and it`s amazing how much I`m picking up from
 those old old posts, so I`ve seen it mentioned that they run at around
 the same speed on SAM, am I remembering right that it depends
 where in screen the raster is when the code is run?

Yes. The Sam's ASIC deals with memory in blocks of 4 cycles at a  
time, and also steals four cycles out of every eight while drawing  
the screen (and also in some parts of the border, in MODE 1). In  
general, this means that Sam cycle timings are usually the Z80's own  
timings rounded up to a multiple of four, and then doubled if the  
screen is on.

But a few instructions don't obey this rule, because they don't need  
to read memory at the time ASIC reads it. So when the screen is on,  
they escape part of the time doubling. JR is one of these  
instructions, but JP is not.

On a raw Z80, on in a Sam running from external memory, and probably  
in the Mayhem accelerator; JP takes 10 cycles, and JR takes 12 (or 7  
for a conditional jump not taken).

In a Sam during the border, or if the screen is off, JP takes 12  
cycles and also JR takes 12 cycles (a conditional jump which is not  
taken, only takes 8 cycles).

When the screen is on, JP takes 24 cycles, but JR only takes 16 (a  
conditional JR is 16 cycles whether taken or not).

HTH,
Andrew

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MC Interrupts

2007-05-15 Thread Calvin Allett
I`ve come across a little routine on an old disk magazine that provides four 
8*8 pixel masked `sprites` via a MC interrupt routine, it seems pretty fast, 
and am wondering about trying to use it, however I`m wondering if it`s possible 
to alter an interrupt routine so that it only runs the code every 2nd or third 
frame?

I know the routine would be called every frame, but what I mean is, it slows 
Basic down by about 20 %, and there`s no way basic is gonna run a loop at 50 
fps to alter the coords of the `sprites`, so would it seem feasable to be able 
to alter the routine with a flag, so that it jumps straight back every other 
frame and only draws the other frames?

I`ve been wondering this before, in relation to the Mayhem accelerator, as if 
wanting to write a game to run at 20Mhz (about four times normal speed with 
uncontended RAM?) then if I`d be able to run an intterupt music player, but 
have the player altered to only play the music every 4th frame, to keep tune at 
correct speed approx? I`m not sure how the timing would work for MC coder`s 
when running a faster machine, so I`m probably talking crap here :)

Oh, and while I`m rambling, does anybody know if there exists an interrupt 
player for AY music, or just players to incorporate into MC?

Thanks.

Calvin...


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RE: MC Interrupts

2007-05-15 Thread Calvin Allett

Calvin Allett wrote:
 so would it seem feasable to be able to alter the routine 
 with a flag, so that it jumps straight back every other frame 
 and only draws the other frames?

`Assuming you don't need to worry about redrawing them if they haven't 
`moved
`you could simply add your own interrupt handler to check whether the
`positions are the same and don't call the sprite routine if they are.
`
`If your BASIC program _is_ changing the display then you will have to 
`call
`them every frame anyway, since the masks will go horribly wrong 
`otherwise
`(in fact, won't they anyway?)

The game I`m thinking is a simplistic Super Sprint type game, and
they`d be travelling over road graphics that wouldn`t be changing,
so that`s not a problem, but I see what you mean.

i hadn`t thought of actually adding in anything to the routine, apart
from wondering if it could be slowed down to not run as often, and give
more speed to Basic, but your idea sounds even better, checking the coords
and only changing/drawing if they change :) that sounds to be the best.

--
 
`I'm confused why you'd want to fake hardware sprites with interrupts 
`anyway,
`why not just write some MC to blat the sprite and call it from your 
`BASIC
`routine? That gives much more fine-grained control.

I don`t know :D I`m loving the extra speed of the Put command
in MasterBasic, and just wanting/needing more speed than the generic
routine offers, and coming across this little 4 `sprite` routine
just got me excited (even if it`s only 8*8 graphics)... It would
actually be better to use a routine that I could Call when required,
and not waste time though... never been a fan of interrupts in Basic,
as they slow it down terribly :)


`Anyway, something like:
` 
`MyInt:
`  PUSH HL
`  PUSH BC
`Sprite1:
`LD BC, 
`LD HL, (SpritePos1)
`SBC HL, BC
`JP Z, GoSprites
`Sprite2:
`LD BC, 
`LD HL, (SpritePos2)
`SBC HL, BC
`JP NZ, GoSprites
`Sprite3:
`LD BC, 
`LD HL, (SpritePos3)
`SBC HL, BC
`JP NZ, GoSprites
`Sprite4:
`LD BC, 
`LD HL, (SpritePos4)
`SBC HL, BC
`JP NZ, GoSprites
`  POP BC
`  POP HL
`reti
`GoSprites:
`LD HL, (SpritePos1)
`LD (Sprite1+1), HL
`LD HL, (SpritePos2)
`LD (Sprite2+1), HL
`LD HL, (SpritePos3)
`LD (Sprite3+1), HL
`LD HL, (SpritePos4)
`LD (Sprite4+1), HL
`  POP BC
`  POP HL
`JP OldHandler
`
`It's not exactly optimal but it's fairly obvious what it does.
`

hehe, cheers for the example Geoff, but I`m afraid I`m still
to learn MC, I can understand the LD commands, and i think I`ve
got the general idea of what POPs and JP`s do, but as soon
as I start to think about having to have graphics in special formats
etc it puts me off learning MC... I have dl`d some MC books from
WoSpec recently though *_+

thanks again :)

Cal...


   
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Re: MC Interrupts

2007-05-15 Thread Calvin Allett
Calvin Allett wrote:
 I`ve been wondering this before, in relation to the Mayhem
 accelerator, as if wanting to write a game to run at 20Mhz
 (about four times normal speed with uncontended RAM?)
 then if I`d be able to run an intterupt music player, but have
 the player altered to only play the music every 4th frame,
 to keep tune at correct speed approx?

`Interrupts aren't affected by the speed of the machine.
`
`The ASIC generates the frame interrupt every 50th of a second, it's all 
`tied
`right into the video timings. So things like music players, or any 
`frame
`interrupt (or line interrupt) routines don't need to be changed at all.

I knew that I was possibly talking crap :D I should have realised actually,
so that`s really cool, so you still get your 50 interrupts, but
just more you can do between them.


 Oh, and while I`m rambling, does anybody know if there exists
 an interrupt player for AY music, or just players to incorporate
 into MC?

`I don't recall seeing any standalone interrupt players to play AY 
`music,
`although Cookie and Stefan have in the past written patches into the 
`various
`128K demos they both converted to play the music through the SAA1099 so
`they've done the main bit of work of converting AY register data into 
`the
`nearest equivalent for the SAA.
`
I used to love these demo`s, and the converted games, as I still
usually prefer AY music over The Sound Machine, or E-tracker, although
some SAM tunes blow the AY away :) I was thinking it might be easier
to get someone to do a tune or two for games, if I needed an AY tune
over an SAA as the scenes bigger.

---
`
`Could be a bit more tricky if you are meaning to play .AY files, which 
`are
`essentially the speccy machine code player and the data that would 
`need
`the machine code part (which I guess is specific to the tune and the
`programmer who wrote the player) to be patched to play through the SAA 
`etc.

Damn, really didn`t know this, I thought that the .AY files
were just data for the soundchip, although having heard 48K beeper
and 128K AY in the format, I should have realised it included the player :(

Thanks for info Colin, I`d misunderstood both things, erm ;)

Cal...


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Re: MC Interrupts

2007-05-15 Thread Calvin Allett
I still need to catch up on the later issue`s, and the earlier ones... I`d 
forgot there was such an article, but I`d heard, one of the early ones I think 
:)

[EMAIL PROTECTED] wrote: Quoting Calvin Allett :

 I`ve come across a little routine on an old disk magazine that 
 provides four 8*8 pixel masked `sprites` via a MC interrupt routine, 
 it seems pretty fast, and am wondering about trying to use it, 
 however I`m wondering if it`s possible to alter an interrupt routine 
 so that it only runs the code every 2nd or third frame?

I also seem to recall a pretty decent Sprite article in SAM Revival... can't
recall the issue - but it was from that clever chap Adrian (Brown, I think?)




   
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Acadia Disk Mag

2007-05-15 Thread Calvin Allett
I was supposed to upload Issue 4 and 6 of Arcadia last year, and never got 
round to it, well I`ve found issue 6, and upped it to :-

http://www.4shared.com/file/16014910/5a4803f8/ARCADIA_6.html

Can`t find issue 4 at the mo, but I`m sure I had it, so will see if there`s
any disks I forgot to rip... also noticed that I couldn`t find any issue`s of 
SCPDU
on nvg, so have upped issue 5 to :-

http://www.4shared.com/file/16014949/5ee34f19/SCPDU5.html

i can`t remember what else I was supposed to upload, so will have a look and 
see what`s missing :)

Also, sorry Dan, as I think it was you whom I said I`d mail them too AGES ago :)

Cal...


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Palette Line`s

2007-05-15 Thread Calvin Allett
I`m working on a few things at the moment that use 4 - 8 palette lines, doesn`t
slow basic down noticeably, but when changing them there`s a very slight delay, 
as 
there are 8 changes/commands that need to be made at once... I was wondering if 
anybody could help me out with the following.

Does the SAM store the palette lines in the same memory area as the current 
screen bitmap, and if so, how much space in bytes do they occupy, and where are 
they... I`d ideally like to change the lines, grab the Mem$ of the correct 
area, and then when required in game, be able to poke the string$ into the 
correct area, so as to be able to change them all with one command... this 
would also allow the ability hopefully to restore the background paper palette 
lines, to having no palette lines, once the sky is all blue, or black... would 
be slightly quicker then..

Thanks :)

Cal...

   
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Re: Palette Line`s

2007-05-15 Thread Calvin Allett
Thank you so much Colin :D

So that`sMem$(22016 to 22527) ... I tried to convert it with the 
 character and got a - number, lol, I take it the  char is to denote Hex..

I did try and find it myself a few times in the tech manual, but couldn`t...

right, I can see if it`s faster now *_+

Colin Piggot [EMAIL PROTECTED] wrote:  I`d ideally like to change the lines, 
grab the Mem$ of the correct area, 

MEM$(5600 TO 57ff)

is what you want for the BASIC line interrupt table :)

Colin
=
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1995-2007 - Celebrating 12 Years of developing for the Sam Coupe
Website: http://www.samcoupe.com/


   
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Re: Palette Line`s

2007-05-15 Thread Calvin Allett
cheers *_+  That`s even better if you can use hex in Mem$, that`s another thing 
learnt :) I normally hate it when every MCoder use`s Hex all the time, but I 
suppose I should get used to it if ever I`m to learn MC :)

Colin Piggot [EMAIL PROTECTED] wrote:  Thank you so much Colin :D
 So that`s Mem$(22016 to 22527) ... I tried to convert it with the
  character and got a - number, lol, I take it the  char is to denote
 Hex..

Yes  denotes hex in BASIC. You can use that in the MEM$ command as I put -
no need to convert to decimal.

 I did try and find it myself a few times in the tech manual,
 but couldn`t...

Page 27 :)

Colin
=
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1995-2007 - Celebrating 12 Years of developing for the Sam Coupe
Website: http://www.samcoupe.com/




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Re: Acadia Disk Mag

2007-05-15 Thread Calvin Allett
Cheers Dan for nvg`ing for me, I`ll learn how to upload to the incoming soon :)

Just been trying out the SCPDU5 disk, and if you boot samdos 2 from another 
disk the disk seems to work fine, and there`s some interesting stuff on it... I 
do seem to remember that one (or two) progs didn`t work, so I`ll see if I can 
get a disk put together with normal dos, for now, so it`s not too fiddly.

I originally ripped that disk on a 98 box with some dos prog, but noticed when 
I re-ripped some other disks under XP with Simons SamDisk, that disk that 
originally didn`t rip well (i.e. sector errors etc) ripped perfectly, so I`ll 
re-rip it if it has any errors...

Dan Dooré [EMAIL PROTECTED] wrote: Calvin Allett wrote:

 http://www.4shared.com/file/16014910/5a4803f8/ARCADIA_6.html

Verified and pushed to incoming/ on NVG

 Can`t find issue 4 at the mo, but I`m sure I had it, so will see if there`s
 any disks I forgot to rip... also noticed that I couldn`t find any 
 issue`s of SCPDU
 on nvg, so have upped issue 5 to :-
 
 http://www.4shared.com/file/16014949/5ee34f19/SCPDU5.html

Ooh, not good this one - it's one of Cookies Maxidos+ disks with the 
extra tracks so DSK format won't do the do.

Si - does SamDisk write EDSK's yet - I had a looksey at 
http://simonowen.com/sam/samdisk/ but it's not changed :-(

 Also, sorry Dan, as I think it was you whom I said I`d mail them too 
 AGES ago :)

Probably, but being old and addled I've forgotton :-)

Dan.


   
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Re: MC Interrupts

2007-05-15 Thread Calvin Allett
no probs mate, I`m not exactly gonna be able to do anything with any MC code 
yet anyhow, and I know your  busy :) I do love looking through the issue`s I 
have, it always eggs me on to do more coding, but I need to get the early 
issue`s especially for the (sounding great) articles :D

[EMAIL PROTECTED] wrote: Quoting Calvin Allett :

 I still need to catch up on the later issue`s, and the earlier 
 ones... I`d forgot there was such an article, but I`d heard, one of 
 the early ones I think :)


I've got a site to work on tonight, otherwise I'd be dipping in my issues to
look for you :(




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RE: MC Interrupts

2007-05-15 Thread Calvin Allett
`Did someone call? ;) Yes it was the early issues, it was issues 1-5 i think,
` i was only talking to colin this evening about that, now ive moved i
` really need to get on with finishing it, although i lost all my code
` when i lost the sam harddrive.  Ive now got a sam in a can and have
` some new flash cards on order so ill get back to it and finish the
` little game, maybe some articles on learning mc can be arranged.

A S-I-A-Can Lucky Bas... erm... I mean sweet :D  I haven`t got the articles
in question, but meaning to get those issue`s, so if you`ll be hopefully doing
more then that`s brilliant.
 
 
`To use something like that from basic, you could just do the following
` (this is off the top of my head after a bottle of wine, so it maybe
` wrong ;) )  But each frame you could do the following (its basically
` a double buffer system but from basic).  When i say page 1, page 2 –
` i don’t mean physical memory pages, but any particular page, again
` from memory it might have been the screen command that allowed you
` to open up and use different screens.  If you don’t know then ill
` try and dig up the info tomorrow.

Yeah, your right, it`s the Screen command, with also the Display
command for the flipping.. :) Would a MC routine, know which
area in RAM to draw too, if Basic was flipping screens though, just thought. OR
could a copy of a routine be used to either draw to screen 1 or 2, so from
Basic call the correct one? I`m never sure if you can have a small MC routine, 
and a copy, because if they both need to be paged in or whatever...


`IN BASIC:
`
`Set the display to page 1`
`
`Update your game logic, move the cars etc`
`
`Use the MC sprite routine to draw the sprites on page 2 in the 
positions`
`
`Set the display to page 2, showing the sprites in the new 
position`
`
`   Update your game logic, move cars etc
`
`Use the MC sprite routine to draw the sprites on page 1 in the 
positions
`
` 
`
`   Repeat ;)
`
` 
`
`You still need to either A) handle storing what was under the sprites
` and putting it back, or B) just redraw the entire screen before you
` draw the sprites.  B) is the easiest to start with but can be slow,
` but the key is to get things working then speed them up. Doing this
` you are only actually updating when you want to, you don’t need interrupts,
` you don’t need anything clever in MC to do checking etc.

I`ve tried drawing the complete (well 2/3rd`s of the screen) using double
buffering in `Jimf `n Oobs` and it knocks it to about 4 fps, so been thinking
of for a car game, defining area`s where cars may be, since the tracks
will only be about 24 pixels high or wide and drawing that if a car/s
is in that region, this shouldn`t be much of a problem...

I`ll try and knock up a demo of what I have in mind over the next few days,
and you can hopefully see whether or not you think a MC routine would be
possible/beneficial :)
 

`I might be completely off track here, so let me know J
`Adrian.

Your not ;)  Oh, and `off track` very good, is that a pun :)

Cal...




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Testing new routines - shiddy Tomato Antics

2007-05-15 Thread Calvin Allett

Just to say I`ve put a demo of level one up of Tomato Antics. Still not really
a proper game yet, but spent a lot of time trying to get it to as fast a speed
as I can, so that I can start adding in game elements.

It`s more of a reintroduction to SAM Basic and a test to see what can
be got out of the language.

anyway, it`s far too easy at the mo, and there`s a cheat enabled for a 1000 
lives,
but if you persist through the boredom for about 5 minutes, till it`s rained and
stopped then I`d like your opinions on the new way of using the Put routines 
(there severely
limiting for game design though :(  )

I`m thinking that using something like this, it should be fairly feasable to do
the Skeet shooting level of Hypersports at a similar speed, and other
similar simple games.

link is :-

http://www.4shared.com/file/16034007/a826cff5/SAMs_Antics_-_April_2007.html


Oh, redefining keys or selecting Sinclair won`t work, as there`s temporarily
two copies of the game, so keys are:-

O - Left,  P- Right, and M to jump higher if you hold it down, five superjumps

Thanks, Cal...


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Re: Manic Miner scores

2007-02-13 Thread Calvin Allett
1874 here :) Played it the other night then just spent 10 mins now. don`t know 
if I can cut anything off time wise. will youtube a version.

Simon Owen [EMAIL PROTECTED] wrote: Just a daft question/challenge really, 
and one I know has been done for
the Speccy version.  What's the highest possible score for Central Cavern?

I've played through it countless times during SimCoupe testing, and 
noticed I got around the same score most runs.  A good run gives me 
1875, though that's still without pixel-perfect jumps.

Next time you've got time to kill, give it a try!

Si




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Re: Happy New Year

2007-01-02 Thread Calvin Allett
Thanks, I`ll check what it was that I couldn`t load, but I`m not sure
if I ever got anywhere with B-Dos, still never used it. 

So it`s possible to just take a standard file from WoS and load it
directly into emulator?

Colin Piggot [EMAIL PROTECTED] wrote:  Which emulator on SAM do you guy`s 
use? I only ask
 as I`d like to take 48K snaps from say WoS and play
  them on SimCoupe and never managed it due to
 different format snaps.

I use Martijn Groen's ZX Spectrum Emulator v4.0, the one that's on the B-DOS
disk images, as that can handle .SNA,  .Z80 (48K), and .TAP files. Very
nifty!

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/



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Re: Happy New Year

2007-01-02 Thread Calvin Allett
Nice one, I`d love to play Rentakill Rita, Bosconian 87 and a few others on 
SAM, just for the different aspect ratio.

Could you post a link to your site please :)

Martijn Groen [EMAIL PROTECTED] wrote: Colin Piggot wrote:
 Which emulator on SAM do you guy`s use? I only ask
 as I`d like to take 48K snaps from say WoS and play
  them on SimCoupe and never managed it due to
 different format snaps.
 

 I use Martijn Groen's ZX Spectrum Emulator v4.0, the one that's on the B-DOS
 disk images, as that can handle .SNA,  .Z80 (48K), and .TAP files. Very
 nifty!

 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/




   
A happy new year to everyone!
I will be uploading ZX Spectrum Emulator v5.0 to my website asap
and the last version of my ZX81 Emulator which includes the
hi-ress graphics routines made by Johan Koelman.

Greetz,

Martijn Groen




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Re: Happy New Year

2007-01-01 Thread Calvin Allett
:D Happy New Year !

Been playing on E.S.I.`s Ice Chicken earlier :) Got up to level 5, it`s a lot 
easier than I`d remembered.

Which emulator on SAM do you guy`s use? I only ask as I`d like to take 48K 
snaps from say WoS and play them on SimCoupe and never managed it due to 
different format snaps.

Gavin Smith [EMAIL PROTECTED] wrote: Hey Sammers, happy new year chaps.

http://cgi.ebay.co.uk/R-B-I-Baseball-2-SPECTRUM-SAM-COUPE- 
boxed_W0QQitemZ280065591817QQihZ018QQ

Seeing as I've never heard of this title on the SAM, I'm 99.99%  
sure that when it says SAM Coupe compatible on the box, that it  
actually means might play on the SAM if you've a decent emulator -  
right?

Gavin


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Re: Sophistry

2005-12-13 Thread Calvin Allett
david [EMAIL PROTECTED] wrote:  You're probably right.It was a waste of my time anyway.Project abandoned.  I think this is a bit of a shame :(  I`m sincerely sure that this isn`t/wasn`t a waste of your time David...  I know for one that I`ve been looking forward to your site and have checked whenever I could get online...  I remeber talks/discussions on here with others (me included) asking  if others could contirbute and you giving a yes, and whatever you have so far would be appreciated by us other SAM users..  I`m sure with such a small SAM hardcore userbase that not only  is there room for a few of us to do archive sites, but further that  the idea of more than one or two is
 possatively exciting... I remember  when I first had internet access back in` `99 trawling the web for SAM  stuff, people, info etc etc and the thought of what `could be` makes me  both surprised and joyfully tearful that the SAM is not only surviving  but is in a relatively healthy position.  :)  --- Andrew Collier  wrote:  On 10 Dec 2005, at 19:31, david wrote:   (Blah - sounds like a load of excuses doesnt it?  Happens to be true, but still sounds like it :()   Anyway - I hope to get something sorted soon ...  No offence, but the way you say that makes me even more convinced   that I should start doing it myself...  Andrew  -----   Andrew Collier  http://www.intensity.org.uk/ ---  
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Re: manic miner

2005-11-16 Thread Calvin Allett
david [EMAIL PROTECTED] wrote:  Can't remember to be honest... but theres 2 parts toit...4 keys during the scrolly message - and CLF (CopyrightLiberation Front  aka KLF - as Matthew was a bigfan!) during the game... You could always use the NMI button if you want ;)  Nice one :)I`ll give the NMI a go...
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Re: Missing Disks?

2005-11-16 Thread Calvin Allett
Dave [EMAIL PROTECTED] wrote:  On Sat, 12 Nov 2005 15:15:28 + (GMT), david wrote:--- Calvin Allett  wrote: I think that`s the name, I know he managed to get  I think there must be a few crossed wires about Derek Morgan. He livesin Skelmersdale, Lancs, and he had a PD library and F9 Software. I'veyet to see Derek on the net. If he did eventually get connected thenhe mustn't be able to find us. That's surprising really because he wasDave W  Oops, my bad... I`ve always had that name in my head, but wasn`t  sure... done some checking and it was someone called Alec Carswell...Thanks for clearing that up :)   
 Cal
		 
 
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Re: test

2005-11-16 Thread Calvin Allett
[EMAIL PROTECTED] wrote:  Just a remark - if my last post came to you broken (like only 3  sentences), then ignore it, please. I wrote quite a long one, but it  was cutted down and I don't know the reason.Sorry for inconvienence!ellvisYeah, it was only three lines... it seems to say enough though :)Nice to see SAM in one of the well known Party`s *_+Cal...---
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Re: What be classed as the standard nowadays?

2005-11-12 Thread Calvin Allett
--- Ian Spencer [EMAIL PROTECTED]
wrote:

 
 - Original Message - 
 From: Calvin Allett [EMAIL PROTECTED]
 To: sam-users@nvg.ntnu.no
 Sent: Tuesday, November 08, 2005 2:36 AM
 Subject: What be classed as the standard nowadays?
 
 
 I don`t mean so much hardware (yet also), but what
 Dos
  is standard? is it all B-Dos? and what is the
 relation
  with B-Dos and Basic, can MasterBasic be run with
 BDos
  to effect a 30 percent Put speedup?
 
  Never got anywhere with Bdos, but interested...
 
 Yes, it is possible to get B-Dos to work with
 Masterbasic I use it all the 
 time.
 Ian
 

Cheers :)

I thought the manual looked a bit `fiddly` so haven`t
got into it yet, but found a few tips in SAM
Revival...

Cal *_+



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Re: What be classed as the standard nowadays?

2005-11-12 Thread Calvin Allett

--- [EMAIL PROTECTED] wrote:

  
 My Sam system/set up is
  
 Sam 512, 1 floppy, Atom with CF card 256 and slave
 Harddrive  Maxtor 7 gig an 
 old PC spare drive.
  
 (slave drive when in use powers from an old PC psu)
 
 
 with a  small switch fitting to switch the CF card
 to master or slave , 
 normally set  to master.  
 
 Comms interface with PC serial mouse [thanks to 
 Edwin]
 
  
 PC keyboard interface [ thanks to Colin]
  
 Boot Rom V2 [thanks to Edwin]
  
 BDos 1.7n 
 
 Steve(spt)
got anywhere with Bdos, but  interested...
 
 

Wow !!! thats one hell of a setup :) I think the CF
card route is the way I`ll go when I finally get back
to using a real machine...

sorry for more questions, but is the boot rom
something  like the ones Steve Nutting was doing back
in the day, i.e. to fix disk corruption, or is it
(hopefully) to possibly boot up with extra code for
newer stuff?

Cal *_+


P.S. 

Once again thank you so much for the scanning of the
MasterBasic manual in particular, but also
MasterDos...  (not here enough so need to get these
thanks in, hehe)... there`s a fair few folk like
Arjun, monty.mole and Sadako over at WoS dying (time
permitting of course) to get into SAM Basic and
needing specifics of tips and tricks so these come in
really handy :)




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Re: What be classed as the standard nowadays?

2005-11-12 Thread Calvin Allett

--- david [EMAIL PROTECTED] wrote:

 
 --- Calvin Allett [EMAIL PROTECTED] wrote:
 
  I don`t mean so much hardware (yet also), but what
  Dos
  is standard? is it all B-Dos? and what is the
  relation
  with B-Dos and Basic, can MasterBasic be run with
  BDos
  to effect a 30 percent Put speedup?
  
  Never got anywhere with Bdos, but interested... 
 I'm sure that someone managed to get Masterbasic and
 B-Dos running together... B-Dos is definately the
 one
 to use if you consider using an atom or cf interface
 :)
 

Cheers, ... yes, the CF card route is sounding soo soo
tempting :)

David, did you ever remember what the cheat was for
Manic Miner ? I seem to rember you saying something
about a combination of two things/sets of key presses
at different times and a clue like Ice cream or summit
 I was pretty drunk all last year so I could
indeed have imagined even the conversation let alone
the clues, lol, but I`d love to see all the screens on
SAM version..

Maybe could be a tip/cheat in SAM Revival or ZX-Shed
if you can shed (haha, dips head in shame) any light
on it... 

Cal *_+



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Re: Hi Dudes *_+ Full message

2005-11-12 Thread Calvin Allett

--- Colin Piggot [EMAIL PROTECTED] wrote:

 Calvin Allett wrote:
  from my quick lookabout (and on pay per minute so
 very
  quick) I`d like to say nice one to Colin, jeez you
 do
  a lot for the scene, the new games are looking
 cool,
  especially Harlequin which I somehow missed out on
 on
  older systems... be great to see this on SAM...
 
 There are certainly a few great classics from the
 Gremlin lot, Harlequin is
 certainly my favourites. I've done a bit more work
 on it as well as Thing on
 a Spring.

I was getting back into ST`s and in particular under
emulation a few months ago, and I think the one game I
didn`t download was Harlequin, as I`m looking forward
to it so much(due to it being scrolling, and obviously
the first professional accelerated game)... I`ll check
the original versions after I`ve discovered it on SAM
:)

Have you had any articles in past SAM Revival`s
regarding any tools/environments you use when
developing games? 

For instance do you have a generic mapper, or do you
knock something up for each game? I`ve been putting
off doing one but recently decided to get all those
tools done which have needed doing (hence dabblings
with Flash).

also, if you have one... which route did you decide
on, is it 16*16 ala Amiga or 8*8 tiles?

Oh, and yes, Gremlin have an amazing catalogue,
Avenger would be beautiful on SAM... but that is just
a dream (like also Great Escape in colour,hehe) :)


 But I am also concentrating on the revamp
 of Conquest and some of
 the other unreleased games from Hydrasoft that I now
 own. There'll be a
 development update on both software and hardware in
 the next issue of Sam
 Revival showing how I am getting on with things.
 

lol, :) scrub questions above, I see these things are
best for inclusion in the mag...

Who was Hydrosoft? I don`t think I`ve heard their name
before?


Can I just ask if it would be a good rough estimate of
about 4.5 times original speed for the finished
version of Mayhem... I mean under emulation in
meantime for dev, I`ve spent the last four weeks
working on graphics for a new accelerated game called
`Jimf and Oobs go Whack` and not sure quite what can
be pulled from uncompiled Basic turbo`d, but some
practice and a profiler have quite astounded me with
what can be done with MasterBasic`s faster commands...
 

(p.s.) the 4.5 times comes from the fact you say
memory will be uncontended... good luck with the
project as well :)

Cal *_+





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Re: What be classed as the standard nowadays?

2005-11-12 Thread Calvin Allett

--- Colin Piggot [EMAIL PROTECTED] wrote:

 Calvin Allett wrote:
  sorry for more questions, but is the boot rom
  something  like the ones Steve Nutting was doing
 back
  in the day, i.e. to fix disk corruption, or is it
  (hopefully) to possibly boot up with extra code
 for
  newer stuff?
 
 I think the bootrom Steve was refering too is the
 Atom Bootrom - which was
 written by Edwin - which will boot from the Hard
 Drive or CF when the Sam is
 powered up.

Sweet, sounds cool... 

 
 Floppy disk corruption on reset is fixed by having
 an alternate 8MHz clock
 signal going to the WD1772 disk controllers.
 

I seem to remember this, is it a Mod that all you guys
have had done (possibly 10+ years ago), is it a Mod
you provide service for (as Im not alowed near
electronics, hehe) :)

I suppose it`s not as relevant nowadays what with all
the HD`s and CF cards... I remember people (or rather
magazines and web based `accounts` of SAM) always made
it a big deal, but at the time I ALWAYS used to eject
disks, it became habit very quickly... apart from
unexpected crashes of software/machine and the quick
hurry to eject, lol





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Re: What be classed as the standard nowadays?

2005-11-12 Thread Calvin Allett

--- Colin Piggot [EMAIL PROTECTED] wrote:

 Calvin Allett wrote
  David, did you ever remember what the cheat was
 for
  Manic Miner ? I seem to rember you saying
 something
  about a combination of two things/sets of key
 presses
  at different times and a clue like Ice cream or
 summit
   I was pretty drunk all last year so I could
  indeed have imagined even the conversation let
 alone
  the clues, lol, but I`d love to see all the
 screens on
  SAM version..
 
 David wrote an excellent six part series on Manic
 Miner for Sam Revival
 (appears is issues 3 to 8) looking at all sixty of
 the Manic Miner screens
 in detail, with hints and tips, some scans of the
 original drawings for a
 few of the levels too as well as behind the scenes
 gossip and anecdotes from
 when the game was being developed back in the early
 90's. A very interesting
 read overall. Manic Miner also features on the

Im looking forward to getting those issues :)

 coverdisk with issue 9 of Sam
 Revival should anyone out there not have this
 classic!


Don`t forget Money Bags Special Edition with a
thumping soundtrack is on the same disk/issue *_+
 
 New Website now up: http://www.samcoupe.com/




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Re: What be classed as the standard nowadays?

2005-11-12 Thread Calvin Allett

--- Dan Dooré [EMAIL PROTECTED] wrote:

 Calvin Allett wrote:
  I don`t mean so much hardware (yet also), but what
 Dos
  is standard? is it all B-Dos? and what is the
 relation
  with B-Dos and Basic, can MasterBasic be run with
 BDos
  to effect a 30 percent Put speedup?
 
  From

http://home.wanadoo.nl/edwin.blink/samcoupe/software/bdos/bdosinfo.htm
 

Thanks, always lose web addresses :) I think theres
stuff in there not in the .pdf


 = COMPATIBILITY NOTES
 =
 
 Programs which POKE or CALL  directly into SAMDOS
 will not
 work correctly with B-DOS.

S`ok , never really did know much about messing with
Dos anyway in those ways...

 
 Dan.
 

Cal *_+





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Re: What be classed as the standard nowadays?

2005-11-12 Thread Calvin Allett

--- Colin Piggot [EMAIL PROTECTED] wrote:

 Calvin Allett wrote:
   is it a Mod you provide service for (as Im not
 alowed 
  near electronics, hehe) :)
 
 If it's something you want done, then yes, I can
 easily do it for you.

Thinking about it, it probably would be as even
after (hopefully) when I get my SAM sorted and CF card
and reader I think I`ll be heavily tempted to start
using old workdisks :) 

I LOVE SimCoupe, but you can`t beat a real machine !


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




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Re: Missing Disks?

2005-11-12 Thread Calvin Allett

--- Dan Dooré [EMAIL PROTECTED] wrote:

 Calvin Allett wrote:
  What are the most important disks which you
 remember
  which are missing?
 
 I think most stuff is now up on NVG apart from
 these:

I have a list somewhere on real SAM Coupe disk from
Pat Spencer, who used to trade a lot (and whom I
expect everyone here used to know :) ) I can`t
remember a lot of the names of certain more obscure
disk mags and other software, but I`m sure there`s a
good fifth perhaps of early SAM software missing. it
was nice to see Metempsychosis stuff up on there
finally.

I`ll try to find it, but have imaged most of my disks
and haven`t found it yet, also it might be interesting
to check the SCPDSA catalogues from the early days to
see how things correspond?

I`ve still got my copies which given a month or two I
could hunt out if they would be useful...

 
 These are the files that could not be unpacked as
 part of the achive re-org
 project.
 
 There are stored here as DSK files with the
 offending code inside, if 
 you have
 a copy of these then please upload a DSK version to
 /pub/sam-coupe/incoming.
  ,
 Dan Doore 04/01/05
 
 
 Files and original locations in the tree
 
 
 ./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/utils/disk/old/lib30a - cannot unpack
 ./disks/utils/disk/lib30b - cannot unpack
 ./disks/utils/Prntfx - cannot unpack
 ./disks/utils/TIFF LCB - cannot unpack
 ./disks/utils/terminal-emulation/commix - cannot
 unpack
 
 
 There was a stack of stuff by Daton that isn't up
 but I can't remember a 
 lot else.

It`s mainly stuff from Ron Stirling which I`m after at
the mo - he had a very nice (at the time) ceefaxt type
menu system on one disk (Review? perhaps, don`t know
how many issues he pulled off), but as you say, from
memory it is hard to remember :)

edit:  Oops, and sorry I don`t have have of the above
but surely that treaty is David Gommerons little
demo/game? which could be resolved from FRED etc?

probs wrong, again !
 
  There seems to be some disk magazines missing,
 plus
  there was some Australian software for SAM
 distributed
  over here in 93-95 that seems to be not preserved,
 
 ColonySoft?

That`s the one :) couldn`t remember the name

  I can only say that someone from Scotland who`s
 name I
  forget (Derek something ?) seemewd to be
 organising it
  as Shareware...
 
 Derek Morgan - Sam PD?

I think that`s the name, I know he managed to get
either GAC or PAW onto SAM, or at least to get
permission from author around 93/94

If that tallies with the name then that`s the dude...
I tried emailing him multiple times last year with no
reply, due to him buying distribution rights from me
for BitaByte issues 1-5 plus more or less anything I
ever wrote... major :(   ...

I`d be very pleased if I could get in contact with him
if you know or anybody knows his current email. (he
was running a small dance studio in Scotland a few
years ago, if indeed the name is right)


 
  SCPSDU etc, ... 
 
 Justin Ash?

Bingo
 
 Dan.
 
 Cheers for help Dan..

Cal *_+



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Re: Hi Dudes *_+ Full message

2005-11-08 Thread Calvin Allett

--- Dan Dooré [EMAIL PROTECTED] wrote:

 Calvin Allett wrote:
 
  The version I have is early but will upload it
  hopefully in next few days... also, who did the
 hack
  to allow Mouse control?
 
  It was the copy on the disc that came with the Sam
  Mouse so I think it 
  was someone within or at least for SamCo at the
time
  - Colin MacD may 
  know something about that because I think he was
  working at SamCo at the 
  time - mind you, it was a while ago so I may be
  talking complete bobbins.

Cheers for info... I`ve just realised that there`s
a bug in the mouse version whereby the text feature
no longer works, I`ll merge the Basic with old
version.. does anybody really need mouse abilites from
Flash, personally the great joy for me is to use keys
to move around pixel by pixel (keep in mind I`ve never
seen or used SAM Paint yet :) , though spent 3 hours
trying to hack it :( )


 
  also, I been checking and seem to have some
 Arcadia
  Disk Mags which are missing and some other stuff.
  
  Who would it be best to send these to?
 
 Sent them to me and I'll furtle them and push them
 up to NVG - if the 
 muchkin gives me enough time of an evening to do it
 :-)
 
 Dan.
 


Thanks very much Dan *_+ I thought there were 2 or 3
Arcadia`s  missing from archive but it seems that only
issue 6 is missing, I also have some other disks, 
though still need to make images (Simon`s NT software
has helped a lot, as even with Win98 I`d always had
disk errors with Dos progs :( ) 

Do you ever still dabble with SAM or MasterBasic ? I
realise that time is short and seem to remember you
getting into C back in the day but you know what I
mean... :)

Cal



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Re: Hi Dudes *_+

2005-11-08 Thread Calvin Allett
Sorry to hear you`ve been ill... must say that
I`m looking forward to the site, even though
the SAM scene is as much a niche as you you can get
there`s still a lot of people (lot meaning some, :),
hehe ) ask about SAM in variuous places (even in 1  or
2 obscure Amiga  forums)...

It`s such a shame... I think I`ve missed some
discussions but I hope you can make some provisions
for a proper forum, I know i`ve never been into/able
to be at the various shows but after 14 years of
owning a SAM I`d dearly like to be able to post
sh*tloads of posts without fear of anooying people
within their email accounts :)...

Cal *_+


--- david [EMAIL PROTECTED] wrote:

 Just to let everyone know - i've not forgotten about
 the site, just been very ill recently - and am
 mid-moving, so havent really been able to do much.
 
 But - I haven't forgotten about the site... it will
 be
 sorted soon (perhaps not as polished as i'd like -
 but
 it'll be able to be updated by anyone who wants to
 help :))
 
 I'd like to thank those kind people who've passed me
 stuff, and others who've offered to help when its
 finally sorted. Very appreciated!
 
 BTW - while i'm at it - as i've not posted on the
 list
 for a couple of weeks... great latest issue Colin!
 
 
 --- Calvin Allett [EMAIL PROTECTED] wrote:
 
  Just wanted to hi to you guys (pity I can`t say
 and
  gals, hehe)
  
  Lost my internet connection few months ago so
  normally
  I`d have to say hope I ain`t missed anything, but
 in
  a
  scene as small as ours (or yours seen as I`m not a
  ragular) I hope I`ve missed loads.
  
  from my quick lookabout (and on pay per minute so
  very
  quick) I`d like to say to nice one to Colin, jeez
  you
  do a lot for the scene, the new games are looking
  cool, especially Harlequin which I somehow missed
  out
  on on older systems... be great to see this on
  SAM...
  
  -
  
  What happened to Gavin (hope I`ve the name right)
  and
  his site?
  
  David, any update on your site? would there be any
  chance of us others adding to it?
  
  --
  
  Is anyone still interested in Basic games? I`ve a
  demo
  (very early) 
  
  
  
 

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Missing Disks?

2005-11-08 Thread Calvin Allett
What are the most important disks which you remember
which are missing?

i`m sure I seen one issue of Review by Ron Stirling on
nvg, and i only had two issues,, one of which is now
knackered, but I wouldn`t mind a look at his menuing
sytem in Basic Code...

There seems to be some disk magazines missing, plus
there was some Australian software for SAM distributed
over here in 93-95 that seems to be not preserved, I
can only say that someone from Scotland who`s name I
forget (Derek something ?) seemewd to be organising it
as Shareware...

SCPSDU etc, ... 



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What be classed as the standard nowadays?

2005-11-08 Thread Calvin Allett
I don`t mean so much hardware (yet also), but what Dos
is standard? is it all B-Dos? and what is the relation
with B-Dos and Basic, can MasterBasic be run with BDos
to effect a 30 percent Put speedup?

Never got anywhere with Bdos, but interested... 





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Hi Dudes *_+

2005-11-03 Thread Calvin Allett
Just wanted to hi to you guys (pity I can`t say and
gals, hehe)

Lost my internet connection few months ago so normally
I`d have to say hope I ain`t missed anything, but in a
scene as small as ours (or yours seen as I`m not a
ragular) I hope I`ve missed loads.

from my quick lookabout (and on pay per minute so very
quick) I`d like to say to nice one to Colin, jeez you
do a lot for the scene, the new games are looking
cool, especially Harlequin which I somehow missed out
on on older systems... be great to see this on SAM...

-

What happened to Gavin (hope I`ve the name right) and
his site?

David, any update on your site? would there be any
chance of us others adding to it?

--

Is anyone still interested in Basic games? I`ve a demo
(very early) 



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Hi Dudes *_+ Full message

2005-11-03 Thread Calvin Allett
Just wanted to say hi to you guys (pity I can`t say
and gals, hehe)

Lost my internet connection few months ago so normally
I`d have to say hope I ain`t missed anything, but in a
scene as small as ours (or yours seen as I`m not a
regular) I hope I`ve missed loads.

from my quick lookabout (and on pay per minute so very
quick) I`d like to say nice one to Colin, jeez you do
a lot for the scene, the new games are looking cool,
especially Harlequin which I somehow missed out on on
older systems... be great to see this on SAM...

-

What happened to Gavin (hope I`ve the name right) and
his site?

David, any update on your site? would there be any
chance of us others adding to it?

--

Is anyone still interested in Basic games? I`ve a demo
(very early) of Tomato Antics game on my site but
since then written a profiler (with help from that
thread on WoS) and managed to shift it from 10-12 fps
to about 35-45 still uncompiled... the game itself is
simplified and thus can cut down on code, but still
the smoothest game I seen in Basic on SAM... 

also hacked the MC of Flash to change the Erase menu
option to an Extra menu so I can run Basic code, and
added a better animation feature, sprite grabber and
saver plus ability to scroll an area one pixel to
left, which for basic is essential if it`s at an odd
pixel.

The version I have is early but will upload it
hopefully in next few days... also, who did the hack
to allow Mouse control?

I`ve called my version (as I intend to add some other
features/improvements) Flash Pro v1.0 but would like
to credit the author of the Mouse code.

Plus also, even though this name is for my personal
version, does anyone have any objections to me calling
it thus?

-

anyways, this message has already been sent whilst
halfway through (noob, hehe) so have to end here.

Hope everyone is fine.. :)

Cal *_+


--

P.S. Steve, I was pleased to see you were able to take
over on ZX Shed when I let them down, nice job, what I
had was half written..

also, I been checking and seem to have some Arcadia
Disk Mags which are missing and some other stuff.

Who would it be best to send these to?

Regards

Calvin *_+



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Re: Lemmings

2005-11-03 Thread Calvin Allett

--- Chris White [EMAIL PROTECTED] wrote:

 Hiya everyone
 
 Quicky , I been emailed n asked if anyone has a full
 boxed version of
 lemmings for sam they wanna sell , if so email me
 with price etc and go from
 there 
 
 O n happy Halloween
 
 Cw
 
 


Sadly I was unable to buy it at the time... seen it
since, lovely version... well done, an archimedes nut
friend even thinks it`s a nice version :)



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Re: SAM Coupe Keyboard Relay for Linux

2005-08-03 Thread Calvin Allett

--- Stuart Brady [EMAIL PROTECTED] wrote:

 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
 

Wow ! seriously..., nice one... haven`t stopped
smiling yet since I read this and I don`t even run
Linux :) (ahem, yet )





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Biggest Risk to SAM?

2005-08-03 Thread Calvin Allett
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 *_+





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Who`s missing?

2005-08-03 Thread Calvin Allett
From memory alone who`s missing from posting here?

To not still be typing in five minutes, I`ll only
mention  a few but just a couple I`m amazed haven`t
found their way here being Colin MacDonald, though I
get the impression he`s doing well... and Ian Slavin
(Axe), would be cool too if Steve Taylor or M.o.Magic
etc could be here :)

Ohh, and Stefan Drissen, I know most/half members here
were regulars at the UK meetings or had connections
with SAMCo, but who amongst the scene do you wish was
contributing or talking about SAM Still?  
 




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Re: Who`s missing?

2005-08-03 Thread Calvin Allett

--- david [EMAIL PROTECTED] wrote:

 Theres a few faces i've not seen here often :(
 

:( / :) hehe

I just got a bit realisation kick in there, I never
mentioned Bruce or Gordon, naughty naughty, hehe...
Should have mentioned them straight away, OH and also
of course Dr Andy Wright, author of my favourite Cmp
language :)

Who were you thinking of Dave?



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Re: 10th Anniversary!

2005-05-05 Thread Calvin Allett
Congratulations Colin :) Well done on sticking it out,
oo-err *_+

Great news on the new software, the Gremlin games
especially being amazing to hear, I remember seeing
pictures of Harliquin back in the day and thinking it
looked brilliant, and whilst not being able to picture
Thing on a Spring, I can at least remember the name.

Haven`t been able to get issue 11 of SAM Revival yet,
but dying to hear all that music :), and the Invasion
II game on issue 10 blew me away, such nice animation
and sprites, brilliant game, Warren did a great job, I
enjoy it faar more than flashback which I could never
get anywhere with (a bold statement I realise)

Good luck with finding the time with these projects,
and I`m dying to know more about the Mahem accelerator
(serves me right for not keeping up with SAM stuff).

-

Just also like to say well done to Steve, Dan and
everyone else who`s been busy doing stuff for the new
SAM archive

--




--- 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 Gloucester
 show, 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 lot
 of my time since then! As you may be aware a few new
 products are in the
 pipeline such as the Mayhem Accelerator, and issue
 12 of Sam Revival is
 nearing completion and will be being sent out
 shortly.
 
 And here's some juicy tidbits of news taken from the
 next issue of Sam
 Revival to wet your appetites about a few other
 things I am working on when
 ever I get a few free minutes...
 
 Hydrasoft Games
 ---
 I have recently bought the rights to several old Sam
 games, and a pile of
 unreleased stuff from Pete King, formerly going by
 the name Hydrasoft. Pete
 had two games released back in 1996 and 1997 -
 Conquest and Mage Fire, which
 were 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 by
 adding support for the Quazar Surround soundcard to
 both of the games.
 
 I had previously secured permission from Pete to use
 Conquest and Mage Fire
 on the Sam Revival coverdisks (and you'll find Mage
 Fire on the coverdisk
 with Sam Revival 12) but now with owning the titles
 I can go further with
 them and I am already planning a revamp of Conquest
 to update all the
 graphics and sounds. What I have to do now is go
 through a massive pile of
 disks 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 old
 Gremlin Graphics games on the Sam. Now instead of
 just adapting the ZX
 Spectrum versions to run on the Sam under emulation
 (as was done on the old
 Blitz diskzine back in the late 1990's) it is my aim
 to create full Sam
 versions of some of the classic games for inclusion
 on the Sam Revival
 coverdisks.
 
 The first game I am looking at is 'Thing on a
 Spring', originally released
 back in 1984 for the Commodore 64 and Amstrad CPC
 only. Thing on a Spring is
 a bouncy and fast platformer and with some carefully
 planned scroll routines
 it 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 to
 feature the original SID based music (for use with
 the SID interface) as
 well 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 the
 SAA1099 version of the music is already complete!
 The SAA1099 music track
 was carefully composed by David Suzuki-Sanders (who
 also composed the 'About
 as SID as its going to get' SAA1099 track on the
 audio CD with the last
 issue of Sam Revival.)
 
 The second game I am looking at converting is
 'Harlequin', one of the first
 games I ever played on an Amiga, and one that
 immediately impressed me with
 its graphics, music and playability. Harlequin is
 another scrolling platform
 game, based in a fantasy dreamworld with very
 colourful graphics and a
 thumping 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 Atari
 ST (easier to capture via an emulator than the Amiga
 version), and for the
 main scenery and characters only 12 colours were
 used so this conversion was
 quite straight forward. My aim is to convert across
 the whole of the first
 level as a test, to see how well I can get the game
 engine to work. However
 as this game does involve full screen scrolling and
 some quite large sprites
 I will be 

Re: How to install SAMDOS?

2004-12-26 Thread Calvin Allett
 --- Simon Cooke [EMAIL PROTECTED] wrote: 
 Hi folks..
  
 Embarassing question here... *cough*
  
 Anyone got any idea how to install SAMDOS on a new
 disk? I tried copying
 onto a new SimCoupe disk, but for some reason that
 didn't work.
  
 I've got a christmas pressie for you if you can
 figure it out :)
 
 Thanks,
 Simon
  

I know it`s not exactly the `proper` solution you
wanted Simon, but I always just pick a disk with
Samdos on (i.e. a Fred issue) , copy/paste it and
delete everything on the copy bar the dos :)

or pick a disk with not much on, as it`s
easier/quicker deleting everything..

Calvin...





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Re: How to install SAMDOS?

2004-12-26 Thread Calvin Allett
 --- Simon Cooke [EMAIL PROTECTED] wrote: 
 Hi folks..
  
 Embarassing question here... *cough*
  
 Anyone got any idea how to install SAMDOS on a new
 disk? I tried copying
 onto a new SimCoupe disk, but for some reason that
 didn't work.
  
 I've got a christmas pressie for you if you can
 figure it out :)
 
 Thanks,
 Simon
  

I know it`s not exactly the `proper` solution you
wanted Simon, but I always just pick a disk with
Samdos on (i.e. a Fred issue) , copy/paste it and
delete everything on the copy bar the dos :)

or pick a disk with not much on, as it`s
easier/quicker deleting everything..

Calvin...





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Re: Beta testers wanted

2004-12-25 Thread Calvin Allett
 --- Will McGugan [EMAIL PROTECTED] wrote: 
 Hi folks,
 
 This is kind of off topic. My hobby project this
 year is a retro-style 
 game for the PC inspired by the classic (IMHO)
 Speccy game - 'A Whole 
 New Ball Game' by Pete Cooke. Im sure most of you
 have played it. My 
 version is called 'Ping Ball' and Im looking for
 some beta testers to 
 play it, find bugs and maybe make a few suggestions.
 Sam fans should be 
 ideal since most of you are techies, and appreciate
 retro games ;)
 
 I'm really interested in finding out the minimum
 spec, so if you have 
 any old machines please give it a try. I reckon it
 should be playable on 
 a P2 400 with 16bit display, but thats just a guess.
 Beta testers get a 
 mention in the credits and a free copy of the game.
 
 Here's the installer...
 http://www.willmcgugan.com/pingballsetup.exe
 
 There are a few old screenshots here..
 http://www.pingball.com
 
 
 Regards,
 
 Will McGugan
 aka Mork back in the day
 You may remember me from such games as Ore Warz and
 Ore Warz II :)
 
 
  

Looks nice William, download it the other day, but
haven`t had time to check it out..

Merry Christmas :)

Calvin 






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Re: Beta testers wanted

2004-12-25 Thread Calvin Allett
 --- Will McGugan [EMAIL PROTECTED] wrote: 
 Hi folks,
 
 This is kind of off topic. My hobby project this
 year is a retro-style 
 game for the PC inspired by the classic (IMHO)
 Speccy game - 'A Whole 
 New Ball Game' by Pete Cooke. Im sure most of you
 have played it. My 
 version is called 'Ping Ball' and Im looking for
 some beta testers to 
 play it, find bugs and maybe make a few suggestions.
 Sam fans should be 
 ideal since most of you are techies, and appreciate
 retro games ;)
 
 I'm really interested in finding out the minimum
 spec, so if you have 
 any old machines please give it a try. I reckon it
 should be playable on 
 a P2 400 with 16bit display, but thats just a guess.
 Beta testers get a 
 mention in the credits and a free copy of the game.
 
 Here's the installer...
 http://www.willmcgugan.com/pingballsetup.exe
 
 There are a few old screenshots here..
 http://www.pingball.com
 
 
 Regards,
 
 Will McGugan
 aka Mork back in the day
 You may remember me from such games as Ore Warz and
 Ore Warz II :)
 
 
  

Looks nice William, download it the other day, but
haven`t had time to check it out..

Merry Christmas :)

Calvin 






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Merry Christmas ! ! !

2004-12-25 Thread Calvin Allett

Merry Christmas everyone :)

Have a great time...

Calvin *_+







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Merry Christmas ! ! !

2004-12-25 Thread Calvin Allett

Merry Christmas everyone :)

Have a great time...

Calvin *_+







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RE: SDI a nef diskimage format ?

2004-12-10 Thread Calvin Allett
 --- Z80 [EMAIL PROTECTED] wrote: 
 
 Hi, is there a format for SimCoupe similar to
 Sinclair Spectrum Z80/Sna
 format ?
 
 Regards,
 
 Dumitru Florin Gabriel ( Zecut0r ).
 
 
 
Not that I`ve seen... if there was it`d have to be
either 256K or in a lot of cases 512K big,  plus seen
as most software was disk based you`d have to have a
copy of whatever disk was in drive 1 too (780K) (in
case of extra loading) so snaps could/would be up to
nearly 1.3 Megabytes each...

Might have it`s uses though, occasionally :)

(CKay)  

in fact mosta the time you probably wouldn`t need a
copy of the disk also (but you might not know which
software will reload data, or load new data, or need
to write to disk...)

:)

It would be nice...



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Re: Sam User Guide PDF version 1

2004-12-08 Thread Calvin Allett
 --- [EMAIL PROTECTED] wrote: 
 Hello folks,
  
 Here is weeks of work and the result version 1 of
 the users manual as a  full 
 pdf.
 There may be errors  some text formatting may not
 be 100% - Yet , but  its a 
 start.
  
 If someone can tell where to dump it to the new sam
 archive site so I can  
 upload it.
  
 Its 10.50 meg if you want to check it out now its on
 the Pro-Dos site
  
 _http://www.samcoupe-pro-dos.co.uk/sammanual.html_ 
 (http://www.samcoupe-pro-dos.co.uk/sammanual.html) 
  
 [ next pdf will be MasterDos ]
  
  
 regards to all,
 Steve(spt)
  

Nice one Steve, I already downloaded it when half
finished, and it looks soo clean and well done...
great job, I`ll certainly get the new version.

I found one on a european site as well the week later,
(two busses at once?) and that one was (not to be
impolite) wonky, blurry etc etc... not at all as nice
:)

Cal






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Yaaaayyyy - Sam's 15th Birthday!

2004-12-01 Thread Calvin Allett
 --- Adrian Brown [EMAIL PROTECTED] wrote:

 I had to live for 6 months with no computer to get
 the sam :(
 

Phoo, that`s harsh...

I had to save for 18 months to get mine, luckily I
suppose as by Feb `91 the drives were all sorted...
although I did try the tapes... didn`t Flash take like
20 minutes (literally) to load... jeeez, haha

I think New Computer Express said it best when they
were giving a SAM away as a prize, and they described
it as the 8 bit Archimedes... true then, and still
now.

Happy Birthday to you
Happy Birthday to you
Happy BthDy DEEEAAARRR S`AAA
Happy Biirthdaaay to you... ahem :)

15, before you know it he`ll be dating, haha




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Re: SAM Software Archive

2004-11-24 Thread Calvin Allett
 --- Gavin Smith [EMAIL PROTECTED] wrote: 
 I've been thinking a lot about this software archive
 idea we've been talking
 about, so thought I'd write up a little summary of
 what my thoughts are.
 
 Proposal:
 A World Of Spectrum style semi-official archive for
 SAM software, housed on the
 web and built by the members of sam-users.
 

Nice one :)

It`s about time the SAM was given a decent archive...
I too think the best would be samcoupe.org

Calvin *_+




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Re: Sam for sale

2004-11-14 Thread Calvin Allett
 --- Gaz Wilson [EMAIL PROTECTED] wrote: 
 
 Alas the time to sell my retro collection has come,
 and this too means
 getting rid of my SAM - owned from new in 1989 this
 had brought me
 much pleasure over the years, but now it's time for
 someone else
 to benefit from a near mint SAM.
 
 SAM, and other stuff (more to go on over the coming
 weeks) can be seen
 at http://members.ebay.com/aboutme/dragon-lord2/
 
 Thanks
 
 GW

Hey Gary :)

Cheers for letting me know about your SAM sale...
unfortunately I can`t join ebay, so can`t bid :(

I`ve mentioned it on WoS though for you, even though
you already had a few bidders, and posted a link... as
if I can`t get it, then I may as well help you get a
good price *_+

It`s a pity you hadn`tr just mailed, and not put it up
on ebay, as I would have negotiated a price with you,
as I do actually want another SAM, as I need mine
fixed (just the power pack)...

anywayz, best of luck with the auction, and if you
have any SAM software (Masterbasic, Masterdos etc etc)
don`t hesitate to contact me first.

Later,

Cal *_+





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Re: Sam for sale

2004-11-14 Thread Calvin Allett
 --- Gaz Wilson [EMAIL PROTECTED] wrote: 
 
 Alas the time to sell my retro collection has come,
 and this too means
 getting rid of my SAM - owned from new in 1989 this
 had brought me
 much pleasure over the years, but now it's time for
 someone else
 to benefit from a near mint SAM.
 
 SAM, and other stuff (more to go on over the coming
 weeks) can be seen
 at http://members.ebay.com/aboutme/dragon-lord2/
 
 Thanks
 
 GW
 
Ooops, I thought this had been a private email, rather
than from mailing list.

I got a helluva shock when I got an email from myself.

Sorry...

(Don`t smoke and mail peeps *_+ )




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Re: Sam for sale

2004-11-14 Thread Calvin Allett
 --- david [EMAIL PROTECTED] wrote: 
  Always interested in software also - i've lost so
 many over the years :(
  

I think it`s a crying shame how little there is to buy
for the SAM, but then again, we all know the
quantity`s that were produced in the first place of
software.

Im really really needing M-DoS/M-Basic, just so I can
get the instructions, and everytime there`s a SAM on
ebay, including these it winds me up, cos ebay is
innacessable to me :(







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Re: Re[2]: What is this interface?

2004-11-01 Thread Calvin Allett
 --- Colin Piggot [EMAIL PROTECTED] wrote: 

 
 Having been after one for years for my own
 collection,  I think that the 103
 pounds I paid out for that one earlier was a
 bargain... I just need to find
 a suitable spot to hang it now!


I bought one for 80 quid at the time, and STUPIDILY
about 5 years ago, I tooks the chip out the case,
ripping/tearing some of the cardboard backing, I
carried the chip around with me in a briefcase for a
few years, and then put it back in the case, it`s back
up on my wall, but doesn`t look as nice, if you get
close. :(

Note... don`t let an idiot have anything special, or
expensive.







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Re: Re[2]: Email

2004-10-25 Thread Calvin Allett
 --- Andrew Collier [EMAIL PROTECTED] wrote: 
 On Oct 24, 2004, at 1:44 pm, Calvin Allett wrote:
 
  I wonder if he understands the fact that there is,
 and
  never really was any money in the SAM, that it was
 a
  machine supported by us, and his father as an act
 of
  love... and that his father would not want him to
 act
  in such a manner?
 
 I think he might consider it a bit arrogant if
 someone writes to him to 
 say we knew his father better than he did himself.
 
 Andrew
 
 -- 
   ---   Andrew Collier 
 http://www.intensity.org.uk/ ---
--
 Have you lost your Marbles?
 http://www.marillion.com/
 
  

I never meant it in a bad way, or to infer that, I
personally never knew him, being hospitable bound for
many years I never got to any show, or have indeed to
this day EVER met anyone else who owns a SAM Coupe...

I just meant, as we all know, that it`s a machine of
love, much like the 1978-1985 type machines and we`d
all like it to be around for years... and with a nice
atmosphere.

Cal :)






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RE: Re[2]: Email

2004-10-24 Thread Calvin Allett
 --- Dan Doore [EMAIL PROTECTED] wrote: 
  I'm personally saddened by the tone of Duncan's
 email. If he owns the
  rights to something, then I'm sure no-one has any
 objections to him
  exercising those rights.
 
 I think that was the thing that upset me the most, I
 too had many
 conversations with Malcolm and his passion for the
 Sam was something we
 could all relate to because we felt the same way.
 
 With regard to Defender (which will be why he sent
 me the mail I presume)
 from all the information I have Chris still owns
 this and not Persona and he
 released it as non-profit freeware (Dec 20th 2001

http://web.archive.org/web/*/http://www.btinternet.com/~c.pile/)
 - the only
 reason I have it on my site is that Chris' website
 was shut down and I put
 together a page to keep it 'active' on the web as a
 service to the community
 *sigh*
 
 I have removed he download for the time being and if
 Duncan can prove that
 he has the rights then I will happily remove it (and
 send a copy of his
 rights assertion to Midway Games :-) - if he
 can't then it will go right
 back up again where it belongs - in the public
 domain.
 
 I also wonder if this means that anyone owed
 royalties will be able to claim
 them back, with compound interest :-)
 
 Dan.
 
 
  

I wonder if he understands the fact that there is, and
never really was any money in the SAM, that it was a
machine supported by us, and his father as an act of
love... and that his father would not want him to act
in such a manner?

Perhaps Dan, you should send him a message, as a .dsk
file with one of your smoth basic scrollers :)





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Re: Shows... Driver abilities

2004-09-01 Thread Calvin Allett
I don`t know, hadn`t even heard of Driver version two `til Colin mentioned it to me...

What`s Steve up to now?\

I kinda left the SAM scene in `94, but been actively loving SimCoupe for 3 yeas or so :)DAVID LEDBURY [EMAIL PROTECTED] wrote:

--- Calvin Allett <[EMAIL PROTECTED]>wrote:  Good luck with the shows :)  Can anybody tell me if Driver could run two programs at once, both two progs onscreen at once, running.. and also, with one task able to be not drawn but running..  NIce to see all the old names, and that people are still doing stuff.  Cal *_+I dont think it could, but it wouldnt surprise me ifthe planned Driver2 could do it how far did thatever get?(Remembers Steve Taylor chatting about it with a loadof us SAM owners on a train from a show the onewith the Entropy T-Shirt fun IIR :))
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Re: Shows... Driver abilities

2004-09-01 Thread Calvin Allett
SAM mines was cool, I remember it :) and just loaded up issue 57, and had a go with the Mouse (which I couldn`t do back then )... even better... I seem to remember you have different sized levels too...

You mention Driver programming, do you mean coding in MC, for it, as hacks, addons.. or do you mean with it`s own language, or API, scripting some?

I was told this was in the pipeline for Driver V2

Sounds like it was promising *_+Andrew Collier [EMAIL PROTECTED] wrote:
On Aug 31, 2004, at 9:51 pm, Calvin Allett wrote: Good luck with the shows :)  Can anybody tell me if Driver could run two programs at once, both two  progs onscreen at once, running.. and also, with one task able to be  not drawn but running..You could have multiple programs resident, but only one would be able to get access to the screen at a time. Not sure if the others got any CPU time even - although there may have been tricks you could pull with interrupts. But it's a long time since I did any DRiVER programming...FWIW, SamMines (eventually on Fred 57) was in fact originally going to be a driver application, although for various reasons I ended up making it stand-alone (and coding half a WIMP system in the process).Andrew-- --- Andrew Collier 
 http://www.intensity.org.uk/ -Have you lost your Marbles? http://www.marillion.com/
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Re: Shows... Driver abilities

2004-09-01 Thread Calvin Allett
MMMmm... all very mysterious... I thought Bob was outa the scene (if you can call it that) now...

I`ll drop it

:)Andrew Collier [EMAIL PROTECTED] wrote:
On Aug 31, 2004, at 11:01 pm, Calvin Allett wrote: I don`t know, hadn`t even heard of Driver version two `til Colin  mentioned it to me...The first rule about version two, is that you do not talk about version two. The second rule of version two is that you do not talk about version two, especially if Bob is in earshot.Andrew-- --- Andrew Collier  http://www.intensity.org.uk/ -Have you lost your Marbles? http://www.marillion.com/
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SAM Lives

2004-08-27 Thread Calvin Allett
My SAM is dead (boo hoo) :(

Thank God for SimCoupe (which is running 18 hours a day) :)



Ian Spencer wrote:



Just a test as I haven't had anything from the list since the 16th July.. Sams in hibernation, everyones on the beach
Ian

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