Re: Hi ho

2003-01-07 Thread f-k-nose

 Original Message - 
From: Geoff Winkless [EMAIL PROTECTED]
To: sam-users@nvg.ntnu.no
Sent: Monday, January 06, 2003 10:47 AM
Subject: RE: Hi ho


 So how does Chris White explain the disaster that was PS1 Speedball?
 
 :)
 
 Geoff

learning curve :)



RE: Hi ho

2003-01-07 Thread Chris White
I must have missed this, and I left 6months from end, just a mixture of
things really lol

Id put it down to experience as well 

C


-- Sig On --
Ppps. I know i can't spell and all my grammer is wrong , so there's no
need to point it out :) 
-- Sig Off --


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of f-k-nose
Sent: 06 January 2003 23:03
To: sam-users@nvg.ntnu.no
Subject: Re: Hi ho



 Original Message - 
From: Geoff Winkless [EMAIL PROTECTED]
To: sam-users@nvg.ntnu.no
Sent: Monday, January 06, 2003 10:47 AM
Subject: RE: Hi ho


 So how does Chris White explain the disaster that was PS1 Speedball?
 
 :)
 
 Geoff

learning curve :)






RE: Hi ho

2003-01-07 Thread Geoff Winkless
Chris White wrote:
 I must have missed this, and I left 6months from end, just a 
 mixture of things really lol
 
 Id put it down to experience as well 

*chuckles*

Actually it wasn't all that bad, I was just disappointed that the
gameplay didn't seem as good as the amiga version :(

What do I know? The only games I've ever written to completion were
versions of Minesweeper and Tetris... :)

Partly because I couldn't draw for toffee, but mainly because I always
got way too caught up in the cool experimental stuff and couldn't be
bothered doing all the dull game design bits :)

Geoff



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RE: Hi ho

2003-01-07 Thread Chris White
Well game play should be identical , as it's the Amiga AI under the
skin, converted from 68000 to C, Same core was taken across to Gba if my
info is correct 

And peeps are entitled to their opionion no matter what ;)

C


-- Sig On --
Ppps. I know i can't spell and all my grammer is wrong , so there's no
need to point it out :) 
-- Sig Off --


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of Geoff Winkless
Sent: 07 January 2003 09:52
To: sam-users@nvg.ntnu.no
Subject: RE: Hi ho


Chris White wrote:
 I must have missed this, and I left 6months from end, just a
 mixture of things really lol
 
 Id put it down to experience as well

*chuckles*

Actually it wasn't all that bad, I was just disappointed that the
gameplay didn't seem as good as the amiga version :(

What do I know? The only games I've ever written to completion were
versions of Minesweeper and Tetris... :)

Partly because I couldn't draw for toffee, but mainly because I always
got way too caught up in the cool experimental stuff and couldn't be
bothered doing all the dull game design bits :)

Geoff



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service. For more information on a proactive anti-virus service working
around the clock, around the globe, visit http://www.messagelabs.com





OffTopic: PS1 Speedball (was Re Hi ho)

2003-01-07 Thread Geoff Winkless
[ about me writing: ]
  Actually it wasn't all that bad, I was just disappointed that 
  the gameplay didn't seem as good as the amiga version :(

Chris White wrote:
 Well game play should be identical , as it's the Amiga AI 
 under the skin, converted from 68000 to C 

Ahh. I thought I might not make myself clear, oh well.

I didn't mean the play of the game, ie the computer's play, I meant
rather the gameplay as in the intuitiveness of the controls, the
learning curve etc.

Just silly things like not having the same after-touch mechanism on the
game pads (contrary to the words in the printed manual, incidentally) so
you need to use analog sticks which makes sending the ball in a straight
line nigh-on impossible.

And the goalie being computer controlled was a mistake. I understood why
the decision was taken: novices -always- send the goalie the wrong way
when control changes from a defender; but it just meant that I had less
control over the outcome of the game than I had before.

 Same core was taken across to Gba if my info is correct

That surprised me: given that it's an ARM chip, why not just use the
code from the Acorn conversion?

 And peeps are entitled to their opionion no matter what ;)

heh. Well I'm with you there.

Geoff



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RE: OffTopic: PS1 Speedball (was Re Hi ho)

2003-01-07 Thread Chris White
Well for the recorder , there was after touch N controllerable goaly in
there last I looked ;)

Time for a phone call just to see what did happen to it pmsl

And compiler for Gba is a C one as well, and code was portable (ish), so
would have been easier, but again I didn't code the gba version either ,
so I refush to take any blame lmao

C

-- Sig On --
Ppps. I know i can't spell and all my grammer is wrong , so there's no
need to point it out :) 
-- Sig Off --


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of Geoff Winkless
Sent: 07 January 2003 10:26
To: sam-users@nvg.ntnu.no
Subject: OffTopic: PS1 Speedball (was Re Hi ho)


[ about me writing: ]
  Actually it wasn't all that bad, I was just disappointed that
  the gameplay didn't seem as good as the amiga version :(

Chris White wrote:
 Well game play should be identical , as it's the Amiga AI
 under the skin, converted from 68000 to C 

Ahh. I thought I might not make myself clear, oh well.

I didn't mean the play of the game, ie the computer's play, I meant
rather the gameplay as in the intuitiveness of the controls, the
learning curve etc.

Just silly things like not having the same after-touch mechanism on the
game pads (contrary to the words in the printed manual, incidentally) so
you need to use analog sticks which makes sending the ball in a straight
line nigh-on impossible.

And the goalie being computer controlled was a mistake. I understood why
the decision was taken: novices -always- send the goalie the wrong way
when control changes from a defender; but it just meant that I had less
control over the outcome of the game than I had before.

 Same core was taken across to Gba if my info is correct

That surprised me: given that it's an ARM chip, why not just use the
code from the Acorn conversion?

 And peeps are entitled to their opionion no matter what ;)

heh. Well I'm with you there.

Geoff



This email has been scanned for all viruses by the MessageLabs SkyScan
service. For more information on a proactive anti-virus service working
around the clock, around the globe, visit http://www.messagelabs.com





RE: Hi ho

2003-01-06 Thread Geoff Winkless
Cookie wrote:
 However. Let's be clear here; there are those who had the 
 good fortune to grow up doing SAM stuff (or any earlier 
 machine), and those who didn't. The ones who did? Well, they 
 make games like Quantum Redshift, where everything runs at 
 60fps, and there's nary any slowdown or flicker. The ones who 
 didn't? They make games like Splinter Cell, which are 
 difficult to watch on an HDTV because the graphics tear all 
 over the place. You'd think they'd never heard of double 
 buffering, or waiting for the frame sync. And they've never 
 changed the border color to optimize their display in their lives!

So how does Chris White explain the disaster that was PS1 Speedball?

:)

Geoff



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RE: Hi ho

2003-01-06 Thread Graham Goring
Title: RE: Hi ho





So how does Chris White explain the disaster that was PS1 Speedball?


Zing! Hahaha!


Graham





Re: Hi ho

2003-01-05 Thread Simon Cooke
Hi hoFrom: Graham Goring
Blimey, I was looking around for old Sam Coupé sites and I suddenly
remembered the mailing list. So I just thought I'd drop in and see how/what
everyone was doing? Obviously me and James Curry are still in contact but
I've not heard hide nor hair from most ex Spam Soufflé owners in ages!
Graham


Unfortunately, someone opened the door while the Spam was cooking, and it
flopped.

:-)

Si



Re: Hi ho

2003-01-05 Thread Simon Cooke
Colin Piggot [EMAIL PROTECTED] scribbled:

 I'd rather concentrate on the game design part of it myself, for me
 that's the interesting bit about making games. :)

 Well, that has to be the main part but on the other hand, saving
 a few t-states isn't important when you have some 2GHz + monster to
 work with!

Ah yes... a whole host of other problems come to the fore though.

If you're using VC++ or Intel's compiler, their optimization algorithms are
pretty damn good. Provided you don't deliberately jerk them around or
anything (and sometimes, even if you do).

The things to worry about these days are efficiently shoving IO data around,
memory allocation, and the correct choice of algorithms.

(My SAM heritage does still show through though... the app I'm working on at
the moment is 200kb in size when compiled (including graphics), and takes up
less than 1/1 of the available CPU power of the system. Not bad for a
remote control, logging, diagnostics and analysis package for a mass
spectrometer).

*sigh*

However. Let's be clear here; there are those who had the good fortune to
grow up doing SAM stuff (or any earlier machine), and those who didn't. The
ones who did? Well, they make games like Quantum Redshift, where everything
runs at 60fps, and there's nary any slowdown or flicker. The ones who
didn't? They make games like Splinter Cell, which are difficult to watch on
an HDTV because the graphics tear all over the place. You'd think they'd
never heard of double buffering, or waiting for the frame sync. And they've
never changed the border color to optimize their display in their lives!

When I were a lad... it were all different. All green fields! And we only
programmed using 0's - we couldn't afford 1's.

Seriously though... there's something to be said for paying attention to the
small stuff. There's a large number of XBOX games which have come out
recently where I'd love to meet the developers and shake them by the neck.
Or the eyeballs -- take your pick.

Simon



Re: Hi ho

2003-01-05 Thread Simon Cooke
RE: Hi hoPart of the problem with SAM games programming was it had about 1/4
the power it really needed to do the system justice -- unless you wanted to
use Mode 2. Unfortunately, by that time, everyone wanted to have a
Spectrum/AtariST crossover (the Atari was yet another machine which didn't
have enough horsepower for its specs).

*sigh*

The XBOX, surprisingly, is the same. It has about 1/2 the power it needs to
live up to its full potential. (And 1/4 the memory). Stick a gig of memory
in that thing, and you'd have a console that no other could beat.

Simon

--
From: Graham Goring
When you don't have the power, you have to limit your options and while that
sometimes leads to better design, it mostly leads to arse games. J

I mean if you look at most of the SAM Coupé's software it was generally not
that great with only a few standout games that showed signs of ingeniousness
(such as Water Works which was brilliant - what happened to Martin Bell?).
Maybe it was down to a lot of people using stuff like SCADs (which sounded
like a disease at the best of times) which produced flawed software (and
similarly GamesMaster had some vile limitations) instead of coding their own
from scratch, but the fact remains that most SAM games weren't exactly
stellar.

However I'd argue that the problem with most PC games these days is that
they're either all me too products or they're infuriatingly over-designed
to the point that unless you're familiar with the genre, they're
impenetrable. These days games are generally far better put together and
designed than they used to be, but our expectation levels are similarly
higher so we don't really notice it.





Re: Hi ho

2003-01-05 Thread f-k-nose

- Original Message -
From: Simon Cooke [EMAIL PROTECTED]
To: sam-users@nvg.ntnu.no
Sent: Sunday, January 05, 2003 2:46 AM
Subject: Re: Hi ho
I mean if you look at most of the SAM Coupé's software it was generally not
that great with only a few standout games that showed signs of ingeniousness
(such as Water Works which was brilliant - what happened to Martin Bell?).
Maybe it was down to a lot of people using stuff like SCADs (which sounded
like a disease at the best of times) which produced flawed software (and
similarly GamesMaster had some vile limitations) instead of coding their own
from scratch, but the fact remains that most SAM games weren't exactly
stellar.




Although without either of these, there would have been even less software
for people to complain about - as coding a game fully from scratch was such
a task for most people





Re: Hi ho

2003-01-05 Thread f-k-nose



- Original Message -
From: Simon Cooke [EMAIL PROTECTED]
To: sam-users@nvg.ntnu.no
Sent: Sunday, January 05, 2003 2:46 AM
Subject: Re: Hi ho
I mean if you look at most of the SAM Coupé's software it was generally not
that great with only a few standout games that showed signs of ingeniousness
(such as Water Works which was brilliant - what happened to Martin Bell?).
Maybe it was down to a lot of people using stuff like SCADs (which sounded
like a disease at the best of times) which produced flawed software (and
similarly GamesMaster had some vile limitations) instead of coding their own
from scratch, but the fact remains that most SAM games weren't exactly
stellar.




I wish more peopel had the talent to have hand coded their work ... as you
say - it would have really made the difference with some Scads games

Some people such as Jupiter did write some great games using Scads however
:)



Re: Hi ho

2003-01-05 Thread Nev Young
On Sat, 4 Jan 2003 18:43:35 -0800, Simon Cooke
[EMAIL PROTECTED] wrote:

 
 When I were a lad... it were all different. All green fields! And we only
 programmed using 0's - we couldn't afford 1's.
 
Many true things said in jest.  :-)

There are (were) some brands of eprom/prom/rom where you did in fact
only program the 0s as all other bits were 1 by default.  

I'll get me coat.


-- 
Nev - please note that mail to nevilley@ will no longer work.


Re: Hi ho

2003-01-05 Thread f-k-nose

- Original Message -
From: Simon Cooke [EMAIL PROTECTED]
To: sam-users@nvg.ntnu.no
Sent: Sunday, January 05, 2003 4:39 AM
Subject: Re: Hi ho


f-k-nose [EMAIL PROTECTED] scribbled:

 - Original Message -
 From: Simon Cooke [EMAIL PROTECTED]
 To: sam-users@nvg.ntnu.no
 Sent: Sunday, January 05, 2003 2:46 AM
 Subject: Re: Hi ho
 I mean if you look at most of the SAM Coupé's software it was
 generally not that great with only a few standout games that showed
 signs of ingeniousness (such as Water Works which was brilliant -
 what happened to Martin Bell?). Maybe it was down to a lot of people
 using stuff like SCADs (which sounded like a disease at the best of
 times) which produced flawed software (and similarly GamesMaster had
 some vile limitations) instead of coding their own from scratch, but
 the fact remains that most SAM games weren't exactly stellar.


 

 Although without either of these, there would have been even less
 software for people to complain about - as coding a game fully from
 scratch was such a task for most people

Careful with those attributions there, skippy. 'Twas Graham that wrote that.

Simon

---

Sorry - my mistake!

(It was a bit late I wrote wot i did ;)



Hi ho

2003-01-03 Thread Graham Goring
Title: Hi ho





Blimey, I was looking around for old Sam Coupé sites and I suddenly remembered the mailing list. So I just thought I'd drop in and see how/what everyone was doing? Obviously me and James Curry are still in contact but I've not heard hide nor hair from most ex Spam Soufflé owners in ages!

Graham





Re: Hi ho

2003-01-03 Thread Frans v. Egmond




Welcome back!
Colin has launched a new paper Sam Coupe magazine, you could check that out,
as well as several interesting new hardware bits...
Have you looked at his site yet?

Frans

Graham Goring wrote:
   
  
 
  
  Hi ho

  Blimey, I was looking around for old Sam Coup sites
and I suddenly remembered the mailing list. So I just thought I'd drop in
and see how/what everyone was doing? Obviously me and James Curry are still
in contact but I've not heard hide nor hair from most ex Spam Souffl owners
in ages!
  
  Graham 
  





RE: Hi ho

2003-01-03 Thread Graham Goring
Title: RE: Hi ho





I've not, but I did hear that Colin was still producing hardware for the SAM. Are there many active users still? The only time I look at SAM stuff is via emulation. I'm thinking of compiling a disc of all the best e-tunes in one lump...

What's his website addy then?


Graham


-Original Message-
From: Frans v. Egmond [mailto:[EMAIL PROTECTED]] 
Sent: 03 January 2003 16:25
To: sam-users@nvg.ntnu.no
Subject: Re: Hi ho


Welcome back!
Colin has launched a new paper Sam Coupe magazine, you could check that out, as well as several interesting new hardware bits...

Have you looked at his site yet?


Frans





RE: Hi ho

2003-01-03 Thread Adrian Brown
Title: RE: Hi ho



His 
site can be found at 

http://www.quazar.clara.net/sam/

If you 
have an actual Sam its worth digging it out and supporting it 
:)

Adrian

  -Original Message-From: [EMAIL PROTECTED] 
  [mailto:[EMAIL PROTECTED]On Behalf Of Graham 
  GoringSent: 03 January 2003 16:23To: 
  'sam-users@nvg.ntnu.no'Subject: RE: Hi ho
  I've not, but I did hear that Colin was still producing 
  hardware for the SAM. Are there many active users still? The only time I look 
  at SAM stuff is via emulation. I'm thinking of compiling a disc of all the 
  best e-tunes in one lump...
  What's his website addy then? 
  Graham 
  -Original Message- From: Frans 
  v. Egmond [mailto:[EMAIL PROTECTED]] 
  Sent: 03 January 2003 16:25 To: sam-users@nvg.ntnu.no Subject: Re: Hi 
  ho 
  Welcome back! Colin has launched a new 
  paper Sam Coupe magazine, you could check that out, as well as several 
  interesting new hardware bits...
  Have you looked at his site yet? 
  Frans 


RE: Hi ho

2003-01-03 Thread Graham Goring
Title: RE: Hi ho





Ta'. I think my actual SAM is in Stratford Upon Avon at the moment (I'm in Manchester) and I'm not even sure if it works any more. Certainly the disc drive made odd whining sounds last time I tried using it...

I'm surprised that Colin's working on a FPS game for the SAM, though, as I'd have thought it was impossible to recoup the costs on it?

Graham


-Original Message-
From: Adrian Brown [mailto:[EMAIL PROTECTED]] 
Sent: 03 January 2003 16:25
To: sam-users@nvg.ntnu.no
Subject: RE: Hi ho


His site can be found at 
 
http://www.quazar.clara.net/sam/
 
If you have an actual Sam its worth digging it out and supporting it :)
 






Re: Hi ho

2003-01-03 Thread Colin Piggot
 Ta'. I think my actual SAM is in Stratford Upon Avon at the moment
 (I'm in Manchester) and I'm not even sure if it works any more. Certainly
 the disc drive made odd whining sounds last time I tried using it...

Well disk drives can be easily replaced


 I'm surprised that Colin's working on a FPS game for the SAM, though,
 as I'd have thought it was impossible to recoup the costs on it?

Oh don't sound so pessemistic :)

There is still life in the Sam world! In fact, over the last 2 years I've been
busier and busier things have really been on the up. Judging by all the
correspondance i receive more and more people are coming back to the Sam scene ,
and there is certainly still demand for software and hardware - if there wasn't
I could hardly see myself working on more and more new stuff - especially a
magazine and new hardware (of which there are one or two new bits of hardware to
be released later this month..!)

Although, on the otherhand,  I was described as being quite insane in an email
to the list a few days ago - to quote: The man's quite clearly insane! I think
his SAM in a can project is really fantastic and is clearly the work of a
madman. It's well worth getting this issue to read the article

Colin

Quazar : Hardware, Software, Spares and Repairs for the Sam
Website: http://www.quazar.clara.net/sam/
Issue Three of Sam Revival Magazine Out Now !



RE: Hi ho

2003-01-03 Thread Adrian Brown
And remember, not every one is doing stuff for Sam for a financial gain.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
Behalf Of Colin Piggot
Sent: 03 January 2003 16:50
To: sam-users@nvg.ntnu.no
Subject: Re: Hi ho


 Ta'. I think my actual SAM is in Stratford Upon Avon at the moment
 (I'm in Manchester) and I'm not even sure if it works any more. Certainly
 the disc drive made odd whining sounds last time I tried using it...

Well disk drives can be easily replaced


 I'm surprised that Colin's working on a FPS game for the SAM, though,
 as I'd have thought it was impossible to recoup the costs on it?

Oh don't sound so pessemistic :)

There is still life in the Sam world! In fact, over the last 2 years I've
been
busier and busier things have really been on the up. Judging by all the
correspondance i receive more and more people are coming back to the Sam
scene ,
and there is certainly still demand for software and hardware - if there
wasn't
I could hardly see myself working on more and more new stuff - especially a
magazine and new hardware (of which there are one or two new bits of
hardware to
be released later this month..!)

Although, on the otherhand,  I was described as being quite insane in an
email
to the list a few days ago - to quote: The man's quite clearly insane! I
think
his SAM in a can project is really fantastic and is clearly the work of a
madman. It's well worth getting this issue to read the article

Colin

Quazar : Hardware, Software, Spares and Repairs for the Sam
Website: http://www.quazar.clara.net/sam/
Issue Three of Sam Revival Magazine Out Now !




RE: Hi ho

2003-01-03 Thread Graham Goring
Title: RE: Hi ho





Well disk drives can be easily replaced


I'll stick with my PC for now I think... Far more fun writing games on the PC than the SAM (I don't have to worry about optimising ;) ).

Oh don't sound so pessemistic :)

There is still life in the Sam world! In fact, over the last 2 years I've
been
busier and busier things have really been on the up. Judging by all the
correspondance i receive more and more people are coming back to the Sam
scene ,
and there is certainly still demand for software and hardware - if there
wasn't
I could hardly see myself working on more and more new stuff - especially a
magazine and new hardware (of which there are one or two new bits of
hardware to
be released later this month..!)


I must admit I'm surprised, the last Quedgely show I went to (are they still going?) seemed to be populated by about 30 people with the remainder of the space filled by tumbleweeds rolling forlornly in the desert breeze. ;)

Although, on the otherhand, I was described as being quite insane in an
email
to the list a few days ago - to quote: The man's quite clearly insane! I
think
his SAM in a can project is really fantastic and is clearly the work of a
madman. It's well worth getting this issue to read the article


Nowt wrong with being made. The idea of a SAM in a nice case is a good one. It's one of those things that will always seem like a great idea, like a portable Speccy with games on FlashRAM.

Graham





RE: Hi ho

2003-01-03 Thread Graham Goring
Title: RE: Hi ho





And remember, not every one is doing stuff for Sam for a financial gain.


Well, I never did anything for FRED for money, it was all for the love of the machine on the SAM. Same thing with PC games, I only write 'em for fun and to remake Speccy classics.

Graham





Re: Hi ho

2003-01-03 Thread Colin Piggot
 I'll stick with my PC for now I think... Far more fun writing games on the
 PC than the SAM (I don't have to worry about optimising ;) ).

Optimisation is the fun part! Getting down to the nitty gritty in assembler is a
great way to spend the night ;)

Colin

Quazar : Hardware, Software, Spares and Repairs for the Sam
Website: http://www.quazar.clara.net/sam/
Issue Three of Sam Revival Magazine Out Now !



RE: Hi ho

2003-01-03 Thread Graham Goring
Title: RE: Hi ho





Optimisation is the fun part! Getting down to the nitty gritty in assembler
is a
great way to spend the night ;)


I'd rather concentrate on the game design part of it myself, for me that's the interesting bit about making games. :)


Graham





RE: Hi ho

2003-01-03 Thread Adrian Brown
Title: RE: Hi ho



Dont 
have to worry about optimising... Now where is the fun in not optimising, the 
best bit of programming is watching little coloured timer bars flicker on the 
screen, and counting t states :D

  -Original Message-From: [EMAIL PROTECTED] 
  [mailto:[EMAIL PROTECTED]On Behalf Of Graham 
  GoringSent: 03 January 2003 16:57To: 
  'sam-users@nvg.ntnu.no'Subject: RE: Hi ho
  Well disk drives can be easily replaced 
  I'll stick with my PC for now I think... Far more fun writing 
  games on the PC than the SAM (I don't have to worry about optimising ;) 
  ).
  Oh don't sound so pessemistic :)  There is still life in the Sam world! 
  In fact, over the last 2 years I've been 
  busier and busier things have really been on the up. 
  Judging by all the correspondance i receive more 
  and more people are coming back to the Sam scene 
  , and there is certainly still demand for software 
  and hardware - if there wasn't I could hardly see myself working on more and more new stuff - 
  especially a magazine and new hardware (of which 
  there are one or two new bits of hardware 
  to be released later this month..!) 

  I must admit I'm surprised, the last Quedgely show I went to 
  (are they still going?) seemed to be populated by about 30 people with the 
  remainder of the space filled by tumbleweeds rolling forlornly in the desert 
  breeze. ;)
  Although, on the otherhand, I was described as being 
  quite insane in an email to the list a few days ago - to quote: "The man's quite clearly 
  insane! I think his 
  SAM in a can project is really fantastic and is clearly the work of a 
  madman. It's well worth getting this issue to read the 
  article" 
  Nowt wrong with being made. The idea of a SAM in a nice case 
  is a good one. It's one of those things that will always seem like a great 
  idea, like a portable Speccy with games on FlashRAM.
  Graham 


RE: Hi ho

2003-01-03 Thread Adrian Brown
Title: RE: Hi ho



Thats 
the problem with PC games these days though- most dont have any design :) 
when you dont have the power you have to have better design to 
compensate.

*Start 
Flame War*

  -Original Message-From: [EMAIL PROTECTED] 
  [mailto:[EMAIL PROTECTED]On Behalf Of Graham 
  GoringSent: 03 January 2003 17:02To: 
  'sam-users@nvg.ntnu.no'Subject: RE: Hi ho
  Optimisation is the fun part! Getting down to the nitty 
  gritty in assembler is a great way to spend the night ;) 
  I'd rather concentrate on the game design part of it myself, 
  for me that's the interesting bit about making games. :) 
  Graham 


RE: Hi ho

2003-01-03 Thread Adrian Brown
Title: RE: Hi ho



But 
lets not get into the PC game war on the sam mailing list :D - 


I 
stillspend a good few hours playing stratosphere, bugs me that i cant get 
very far, it just keeps calling me back, to try and get a little further 
:D

A.

  -Original Message-From: [EMAIL PROTECTED] 
  [mailto:[EMAIL PROTECTED]On Behalf Of Adrian 
  BrownSent: 03 January 2003 17:04To: 
  sam-users@nvg.ntnu.noSubject: RE: Hi ho
  Thats the problem with PC games these days though- most dont have 
  any design :) when you dont have the power you have to have better design to 
  compensate.
  
  *Start Flame War*
  
-Original Message-From: 
[EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]On Behalf 
Of Graham GoringSent: 03 January 2003 17:02To: 
'sam-users@nvg.ntnu.no'Subject: RE: Hi ho
Optimisation is the fun part! Getting down to the nitty 
gritty in assembler is a great way to spend the night ;) 
I'd rather concentrate on the game design part of it myself, 
for me that's the interesting bit about making games. :) 
Graham 


Re: Hi ho

2003-01-03 Thread Colin Piggot
 I'd rather concentrate on the game design part of it myself, for me that's
 the interesting bit about making games. :)

Well, that has to be the main part but on the other hand, saving a few
t-states isn't important when you have some 2GHz + monster to work with!

Colin

Quazar : Hardware, Software, Spares and Repairs for the Sam
Website: http://www.quazar.clara.net/sam/
Issue Three of Sam Revival Magazine Out Now !



Re: Hi ho

2003-01-03 Thread Colin Piggot
 Right, you're clearly ALL mad. ;)

Ah, is it really that obvious? :)

Colin

Quazar : Hardware, Software, Spares and Repairs for the Sam
Website: http://www.quazar.clara.net/sam/
Issue Three of Sam Revival Magazine Out Now !



Re: Hi ho

2003-01-03 Thread Colin Piggot
 RE: Hi hoDont have to worry about optimising... Now where is the fun in not
 optimising, the best bit of programming is watching little coloured timer
 bars flicker on the screen, and counting t states :D

Ah yes... changing the palette to see how many lines the routines use very
psychadelic... I do it myself all the time too!

Colin

Quazar : Hardware, Software, Spares and Repairs for the Sam
Website: http://www.quazar.clara.net/sam/
Issue Three of Sam Revival Magazine Out Now !



RE: Hi ho

2003-01-03 Thread Adrian Brown
Title: RE: Hi ho



thank 
you, ill take that as a compliment :D 

  -Original Message-From: [EMAIL PROTECTED] 
  [mailto:[EMAIL PROTECTED]On Behalf Of Graham 
  GoringSent: 03 January 2003 17:05To: 
  'sam-users@nvg.ntnu.no'Subject: RE: Hi ho
  
  Right, you're clearly 
  ALL mad. ;)
  
  
  -Original 
  Message-From: Adrian 
  Brown [mailto:[EMAIL PROTECTED] Sent: 03 January 2003 17:03To: sam-users@nvg.ntnu.noSubject: RE: Hi ho
  
  
  Dont have to worry 
  about optimising... Now where is the fun in not optimising, the best bit of 
  programming is watching little coloured timer bars flicker on the screen, and 
  counting t states :D
  



RE: Hi ho

2003-01-03 Thread Adrian Brown
Yer, i miss that when im working on other platforms.  So few machines you
can still do that on :D

A.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
Behalf Of Colin Piggot
Sent: 03 January 2003 17:09
To: sam-users@nvg.ntnu.no
Subject: Re: Hi ho


 RE: Hi hoDont have to worry about optimising... Now where is the fun in
not
 optimising, the best bit of programming is watching little coloured timer
 bars flicker on the screen, and counting t states :D

Ah yes... changing the palette to see how many lines the routines use
very
psychadelic... I do it myself all the time too!

Colin

Quazar : Hardware, Software, Spares and Repairs for the Sam
Website: http://www.quazar.clara.net/sam/
Issue Three of Sam Revival Magazine Out Now !




RE: Hi ho

2003-01-03 Thread Graham Goring
Title: RE: Hi ho









When you don't have the power, you
have to limit your options and while that sometimes leads to better design, it
mostly leads to arse games. J



I mean if you look at most of the SAM Coupé's software it was generally not that great with
only a few standout games that showed signs of ingeniousness (such as Water
Works which was brilliant - what happened to Martin Bell?). Maybe it was
down to a lot of people using stuff like SCADs (which
sounded like a disease at the best of times) which produced flawed software (and
similarly GamesMaster had some vile limitations)
instead of coding their own from scratch, but the fact remains that most SAM
games weren't exactly stellar.



However I'd argue that the problem
with most PC games these days is that they're either all "me too"
products or they're infuriatingly over-designed to the point that unless
you're familiar with the genre, they're impenetrable. These days games are generally far better put together and
designed than they used to be, but our expectation levels are similarly higher
so we don't really notice it.


Graham





-Original Message-
From: Adrian Brown
[mailto:[EMAIL PROTECTED] 
Sent: 03 January 2003 17:04
To: sam-users@nvg.ntnu.no
Subject: RE: Hi ho





Thats the problem with PC games these days
though- most dont have any design :) when you dont have the power you
have to have better design to compensate.











*Start Flame War*





-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]On Behalf Of Graham Goring
Sent: 03 January 2003 17:02
To: 'sam-users@nvg.ntnu.no'
Subject: RE: Hi ho

Optimisation
is the fun part! Getting down to the nitty gritty in assembler 
is a 
great way to spend the night
;) 

I'd
rather concentrate on the game design part of it myself, for me that's the
interesting bit about making games. :) 

Graham













Re: Hi ho

2003-01-03 Thread Colin Piggot
 However I'd argue that the problem with most PC games these days is
 that they're either all me too products or they're infuriatingly
 over-designed to the point that unless you're familiar with the genre,
 they're impenetrable. These days games are generally far better put
 together and designed than they used to be, but our expectation
 levels are similarly higher so we don't really notice it.

Without wanting to continue a long debate into the art of PC coding ... I will
quickly add my view is that too many games on the PC (and console) look great,
and sound great  but where's the playability!! Hello? Eyecandy and
sonics don't make a hit game! I want something that grabs my attention to keep
coming back for more ... although very few do have that spark of ingenuity to
really make a hit game in my eyes.

Colin

Quazar : Hardware, Software, Spares and Repairs for the Sam
Website: http://www.quazar.clara.net/sam/
Issue Three of Sam Revival Magazine Out Now !



RE: Hi ho

2003-01-03 Thread Graham Goring
Title: RE: Hi ho





Well, that's the thing innit? Pentium processors are bastard-fast so it's the last thing you think of. Obviously coding on the SAM is far more of an artform than anything I do on the PC because every T-state (or multiple of 4, anyway :) ) counts.

The only assembler I did on the SAM Coupé scrolled a message and played a e-tune so it wasn't that taxing. :)


Graham


-Original Message-
From: Colin Piggot [mailto:[EMAIL PROTECTED]]
Sent: 03 January 2003 17:07
To: sam-users@nvg.ntnu.no
Subject: Re: Hi ho

 I'd rather concentrate on the game design part of it myself, for me
that's
 the interesting bit about making games. :)

Well, that has to be the main part but on the other hand, saving a few
t-states isn't important when you have some 2GHz + monster to work with!

Colin

Quazar : Hardware, Software, Spares and Repairs for the Sam
Website: http://www.quazar.clara.net/sam/
Issue Three of Sam Revival Magazine Out Now !