Re: Musics

2012-04-20 Thread david brant

On 20 Apr 2012, at 11:07, David Sanders wrote:

> Hello List,
> 
> If anyone fancies a listen to the most fiendishly complicated piece of Sam 
> music I've written, here it is:
> 
> http://dsanders.co.uk/sanxion.dsk
> 
> It's kind of a conversion of Rub Hubbard's Sanxion loader, but done from 
> memory so probably quite different. I believe the effect at around 2:00 has 
> never been done before on the Coupé! A first time for everything even on the 
> Sam eh? So, why did I spend my morning writing this? Your guess is as good as 
> mine, but I reckon someone now ought to make the effort to convert the actual 
> game. Ahem.
> 
> Cheers
> 
> 
> David
> 

I tried to download your file but got just text in a web page :-(

David Brant

Re: Musics

2012-04-20 Thread Andrew Gillen
That sounds awesome. Great tune 


From: David Sanders 
Sent: Friday, April 20, 2012 11:07 AM
To: sam-users@nvg.ntnu.no 
Subject: Musics


Hello List, 


If anyone fancies a listen to the most fiendishly complicated piece of Sam 
music I've written, here it is:


http://dsanders.co.uk/sanxion.dsk


It's kind of a conversion of Rub Hubbard's Sanxion loader, but done from memory 
so probably quite different. I believe the effect at around 2:00 has never been 
done before on the Coupé! A first time for everything even on the Sam eh? So, 
why did I spend my morning writing this? Your guess is as good as mine, but I 
reckon someone now ought to make the effort to convert the actual game. Ahem.


Cheers




David

<>

Re: Musics

2012-04-20 Thread James R Curry
Looking at your other thread, I'm guessing this lacks player code?

I don't have a copy of E-Tracker lying about.  Can someone give me quick
instructions on listening to this in Simcoupe?

On Fri, Apr 20, 2012 at 5:07 AM, David Sanders wrote:

> Hello List,
>
> If anyone fancies a listen to the most fiendishly complicated piece of Sam
> music I've written, here it is:
>
> http://dsanders.co.uk/sanxion.dsk
>
> It's kind of a conversion of Rub Hubbard's Sanxion loader, but done from
> memory so probably quite different. I believe the effect at around 2:00 has
> never been done before on the Coupé! A first time for everything even on
> the Sam eh? So, why did I spend my morning writing this? Your guess is as
> good as mine, but I reckon someone now ought to make the effort to convert
> the actual game. Ahem.
>
> Cheers
>
>
> David
>
>


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


Re: Musics

2012-04-20 Thread Aleš Keprt
Hi! Nice effort. I am going to release a new version of my SAA player for PC, 
and I am definitely add this tune to the collection, if that’s OK.

I’d like to know why do you use Amstrad CPC file format, instead of a standard 
Sam Coupe one (DSK/MGT or SAD). I tried to extract your music file to let me 
play it in SAA player on PC, but the file extractor obviously cannot read this 
kind of disk image. I think we should stick to standard file formats whenever 
possible to let all those old file utilities work.

Also, does anybody have source code of ETracker player? The debugger shows 
warnings that the code repeatedly reads from address 0x0400, this applies to 
this particular tune and also many other I tried. Maybe it uses Sam-ROM just to 
get some “random” values, but I’d like to look at the source code. I know the 
source code was somewhere published, but I can’t remember where it was.

Also, is ETracker the only commonly used music editor for Sam Coupe? I know 
also Pro Tracker, and some people said that it is probably better than 
ETracked, but I don’t know of any music written in it – it seems to me that all 
the people use just ETracker.

Best regards,
Aley

From: David Sanders 
Sent: Friday, April 20, 2012 12:07 PM
To: sam-users@nvg.ntnu.no 
Subject: Musics

Hello List, 

If anyone fancies a listen to the most fiendishly complicated piece of Sam 
music I've written, here it is:

http://dsanders.co.uk/sanxion.dsk

It's kind of a conversion of Rub Hubbard's Sanxion loader, but done from memory 
so probably quite different. I believe the effect at around 2:00 has never been 
done before on the Coupé! A first time for everything even on the Sam eh? So, 
why did I spend my morning writing this? Your guess is as good as mine, but I 
reckon someone now ought to make the effort to convert the actual game. Ahem.

Cheers


David

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


Re: Musics

2012-04-20 Thread Simon Owen
On 20 Apr 2012, at 17:25, Aleš Keprt wrote:
> I’d like to know why do you use Amstrad CPC file format, instead of a 
> standard Sam Coupe one (DSK/MGT or SAD).

EDSK has been an adopted format in the SAM scene at least as far back as 2005.  
It's the only way to preserve some disks in their original format, allowing for 
unformatted tracks, disk errors and other custom-formatting tricks.  EDSK 
seemed like a reasonable solution at the time, without inventing yet another 
disk image file format.

Before that was finalised I did still create SDF as a temporary solution.  Only 
two public disk images ever existed (Lemmings and Prince of Persia), and I 
don't think the creation tool was every released.  All support for SDF was 
dropped from SimCoupe a few months back, so it's effectively dead.


> I think we should stick to standard file formats whenever possible to let all 
> those old file utilities work.

For legacy use you could convert to MGT:   SAMdisk sanxion.dsk sanxion.mgt

Si



Re: Musics

2012-04-20 Thread Balor Price
Sounds pretty solid!  You're right about the huge complexity ... on 
opposite day   , but I taken with the instruments and your final 
'wild Russian trackmo' effect at the end.


Related Question:  Does anyone know how to layer up music and sound 
effects?  My weapon of choice is Protracker but I can work with 
E-Tracker if it's easier.


Howard


On 20/04/2012 11:07, David Sanders wrote:

Hello List,

If anyone fancies a listen to the most fiendishly complicated piece of 
Sam music I've written, here it is:


http://dsanders.co.uk/sanxion.dsk

It's kind of a conversion of Rub Hubbard's Sanxion loader, but done 
from memory so probably quite different. I believe the effect at 
around 2:00 has never been done before on the Coupé! A first time for 
everything even on the Sam eh? So, why did I spend my morning writing 
this? Your guess is as good as mine, but I reckon someone now ought to 
make the effort to convert the actual game. Ahem.


Cheers


David





Re: Musics

2012-04-20 Thread Aleš Keprt
I can send you my player for Windows if that helps. Or you can download SamPlay 
from my website. It has built-in ETracker player.
Aley

From: James R Curry 
Sent: Friday, April 20, 2012 6:24 PM
To: sam-users@nvg.ntnu.no 
Subject: Re: Musics

Looking at your other thread, I'm guessing this lacks player code?

I don't have a copy of E-Tracker lying about.  Can someone give me quick 
instructions on listening to this in Simcoupe?


On Fri, Apr 20, 2012 at 5:07 AM, David Sanders  wrote:

  Hello List, 

  If anyone fancies a listen to the most fiendishly complicated piece of Sam 
music I've written, here it is:

  http://dsanders.co.uk/sanxion.dsk

  It's kind of a conversion of Rub Hubbard's Sanxion loader, but done from 
memory so probably quite different. I believe the effect at around 2:00 has 
never been done before on the Coupé! A first time for everything even on the 
Sam eh? So, why did I spend my morning writing this? Your guess is as good as 
mine, but I reckon someone now ought to make the effort to convert the actual 
game. Ahem.

  Cheers


  David




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

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


Re: Musics

2012-04-20 Thread Aleš Keprt
You know my disk extractor and other utilitie are dated 199x.

And I don’t like this. I think 95% or even more of disks overall don’t need any 
special disk formats, and there are many software utilities which support 
simple DSK/MGT/SAD because those programs are much older than 2005. It isn’t a 
clever idea to design a whole new file format 15 years after Sam Coupe was born 
and use it for all disks even when it is not needed for most of them. Also 
those two SDF files can be downloaded from some websites, but I haven’t seen 
any protected EDSK files anywhere, so I would prefer sticking with the same 
formats. “Don’t change what works.” Also this is the first time I have seen 
EDSK file on my own eyes, and I wonder why it has DSK extension when it is not 
a real old good DSK file. I looked at the file in heax view and I can see 
Amstrad CPC header in it. Note that I created my SAD format only because it was 
years before DSK format was known to me, and also I have several 840KB disks 
which are a bit problematic in DSK especially in some software which 
automatically expect 800KB DSK only. But otherwise DSK is enough for most of 
disks.

I think it would be OK if we had this file format around 1995 when there was a 
real big need to backup our disks, but not in 2005 when 99% of disks are 
converted and possibly cracked to be converted without any special file formats.

Aley

From: Simon Owen 
Sent: Friday, April 20, 2012 7:36 PM
To: sam-users@nvg.ntnu.no 
Subject: Re: Musics

On 20 Apr 2012, at 17:25, Aleš Keprt wrote:
  I’d like to know why do you use Amstrad CPC file format, instead of a 
standard Sam Coupe one (DSK/MGT or SAD).

EDSK has been an adopted format in the SAM scene at least as far back as 2005.  
It's the only way to preserve some disks in their original format, allowing for 
unformatted tracks, disk errors and other custom-formatting tricks.  EDSK 
seemed like a reasonable solution at the time, without inventing yet another 
disk image file format.

Before that was finalised I did still create SDF as a temporary solution.  Only 
two public disk images ever existed (Lemmings and Prince of Persia), and I 
don't think the creation tool was every released.  All support for SDF was 
dropped from SimCoupe a few months back, so it's effectively dead.


  I think we should stick to standard file formats whenever possible to let all 
those old file utilities work.

For legacy use you could convert to MGT:   SAMdisk sanxion.dsk sanxion.mgt

Si 

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


Re: Musics

2012-04-20 Thread Simon Owen
Aley,

I'd started to type a longer reply to this, but I just can't be bothered 
anymore.  It's clear we have very different approaches to pretty much 
everything.  I'm just not willing to make the same compromises as you when it 
comes to preserving media.  If it doesn't work without modifying it, you need a 
better quality copy.

Si


On 20 Apr 2012, at 20:07, Aleš Keprt wrote:

> You know my disk extractor and other utilitie are dated 199x.
>  
> And I don’t like this. I think 95% or even more of disks overall don’t need 
> any special disk formats, and there are many software utilities which support 
> simple DSK/MGT/SAD because those programs are much older than 2005. It isn’t 
> a clever idea to design a whole new file format 15 years after Sam Coupe was 
> born and use it for all disks even when it is not needed for most of them. 
> Also those two SDF files can be downloaded from some websites, but I haven’t 
> seen any protected EDSK files anywhere, so I would prefer sticking with the 
> same formats. “Don’t change what works.” Also this is the first time I have 
> seen EDSK file on my own eyes, and I wonder why it has DSK extension when it 
> is not a real old good DSK file. I looked at the file in heax view and I can 
> see Amstrad CPC header in it. Note that I created my SAD format only because 
> it was years before DSK format was known to me, and also I have several 840KB 
> disks which are a bit problematic in DSK especially in some software which 
> automatically expect 800KB DSK only. But otherwise DSK is enough for most of 
> disks.
>  
> I think it would be OK if we had this file format around 1995 when there was 
> a real big need to backup our disks, but not in 2005 when 99% of disks are 
> converted and possibly cracked to be converted without any special file 
> formats.
>  
> Aley
>  
> From: Simon Owen
> Sent: Friday, April 20, 2012 7:36 PM
> To: sam-users@nvg.ntnu.no
> Subject: Re: Musics
>  
> On 20 Apr 2012, at 17:25, Aleš Keprt wrote:
>> I’d like to know why do you use Amstrad CPC file format, instead of a 
>> standard Sam Coupe one (DSK/MGT or SAD).
>  
> EDSK has been an adopted format in the SAM scene at least as far back as 
> 2005.  It's the only way to preserve some disks in their original format, 
> allowing for unformatted tracks, disk errors and other custom-formatting 
> tricks.  EDSK seemed like a reasonable solution at the time, without 
> inventing yet another disk image file format.
>  
> Before that was finalised I did still create SDF as a temporary solution.  
> Only two public disk images ever existed (Lemmings and Prince of Persia), and 
> I don't think the creation tool was every released.  All support for SDF was 
> dropped from SimCoupe a few months back, so it's effectively dead.
>  
>  
>> I think we should stick to standard file formats whenever possible to let 
>> all those old file utilities work.
>  
> For legacy use you could convert to MGT:   SAMdisk sanxion.dsk sanxion.mgt
>  
> Si
>  
> -
> Mgr. Aleš Keprt, Ph.D.
> private: a...@keprt.cz, www.keprt.cz
> office: Moravian College / Moravská vysoká škola Olomouc, ales.ke...@mvso.cz



Re: Musics

2012-04-20 Thread Aleš Keprt
Yes, but these compromises are needed for 1 disk of 100, while 99 of 100 do 
work with DSK. So if somebody sends us his new ETracker tune in EDSK format I 
ask myself: “Is this really what we needed?”

Btw. I haven’t seen SAMdisk utility before. It looks nice. I slept many years 
or something.  Please can you tell me the format of TRD (Beta128 TRDOS images)? 
Is it the same as DSK? Or is it like SAD without header? I read the 
documentation you link from your website, so I know the internal data format, 
but I can’t see the actual TRD file format described there. Thanks in advance.

Aley

From: Simon Owen 
Sent: Friday, April 20, 2012 10:40 PM
To: sam-users@nvg.ntnu.no 
Subject: Re: Musics

Aley, 

I'd started to type a longer reply to this, but I just can't be bothered 
anymore.  It's clear we have very different approaches to pretty much 
everything.  I'm just not willing to make the same compromises as you when it 
comes to preserving media.  If it doesn't work without modifying it, you need a 
better quality copy.

Si


On 20 Apr 2012, at 20:07, Aleš Keprt wrote:


  You know my disk extractor and other utilitie are dated 199x.

  And I don’t like this. I think 95% or even more of disks overall don’t need 
any special disk formats, and there are many software utilities which support 
simple DSK/MGT/SAD because those programs are much older than 2005. It isn’t a 
clever idea to design a whole new file format 15 years after Sam Coupe was born 
and use it for all disks even when it is not needed for most of them. Also 
those two SDF files can be downloaded from some websites, but I haven’t seen 
any protected EDSK files anywhere, so I would prefer sticking with the same 
formats. “Don’t change what works.” Also this is the first time I have seen 
EDSK file on my own eyes, and I wonder why it has DSK extension when it is not 
a real old good DSK file. I looked at the file in heax view and I can see 
Amstrad CPC header in it. Note that I created my SAD format only because it was 
years before DSK format was known to me, and also I have several 840KB disks 
which are a bit problematic in DSK especially in some software which 
automatically expect 800KB DSK only. But otherwise DSK is enough for most of 
disks.

  I think it would be OK if we had this file format around 1995 when there was 
a real big need to backup our disks, but not in 2005 when 99% of disks are 
converted and possibly cracked to be converted without any special file formats.

  Aley

  From: Simon Owen 
  Sent: Friday, April 20, 2012 7:36 PM
  To: sam-users@nvg.ntnu.no 
  Subject: Re: Musics

  On 20 Apr 2012, at 17:25, Aleš Keprt wrote:
I’d like to know why do you use Amstrad CPC file format, instead of a 
standard Sam Coupe one (DSK/MGT or SAD).

  EDSK has been an adopted format in the SAM scene at least as far back as 
2005.  It's the only way to preserve some disks in their original format, 
allowing for unformatted tracks, disk errors and other custom-formatting 
tricks.  EDSK seemed like a reasonable solution at the time, without inventing 
yet another disk image file format.

  Before that was finalised I did still create SDF as a temporary solution.  
Only two public disk images ever existed (Lemmings and Prince of Persia), and I 
don't think the creation tool was every released.  All support for SDF was 
dropped from SimCoupe a few months back, so it's effectively dead.


I think we should stick to standard file formats whenever possible to let 
all those old file utilities work.

  For legacy use you could convert to MGT:   SAMdisk sanxion.dsk sanxion.mgt

  Si 

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


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

Re: Musics

2012-04-20 Thread James R Curry
Emulations is about more than running old software.  It's about preserving
history.  It's about preserving as much of that history as possible;
obscure disk formats included.

In short, I agree with you, Simon.

On Fri, Apr 20, 2012 at 3:40 PM, Simon Owen  wrote:

> Aley,
>
> I'd started to type a longer reply to this, but I just can't be bothered
> anymore.  It's clear we have very different approaches to pretty much
> everything.  I'm just not willing to make the same compromises as you when
> it comes to preserving media.  If it doesn't work without modifying it, you
> need a better quality copy.
>
> Si
>
>
> On 20 Apr 2012, at 20:07, Aleš Keprt wrote:
>
>   You know my disk extractor and other utilitie are dated 199x.
>
> And I don't like this. I think 95% or even more of disks overall don't
> need any special disk formats, and there are many software utilities which
> support simple DSK/MGT/SAD because those programs are much older than 2005.
> It isn't a clever idea to design a whole new file format 15 years after Sam
> Coupe was born and use it for all disks even when it is not needed for most
> of them. Also those two SDF files can be downloaded from some websites, but
> I haven't seen any protected EDSK files anywhere, so I would prefer
> sticking with the same formats. "Don't change what works." Also this is the
> first time I have seen EDSK file on my own eyes, and I wonder why it has
> DSK extension when it is not a real old good DSK file. I looked at the file
> in heax view and I can see Amstrad CPC header in it. Note that I created my
> SAD format only because it was years before DSK format was known to me, and
> also I have several 840KB disks which are a bit problematic in DSK
> especially in some software which automatically expect 800KB DSK only. But
> otherwise DSK is enough for most of disks.
>
> I think it would be OK if we had this file format around 1995 when there
> was a real big need to backup our disks, but not in 2005 when 99% of disks
> are converted and possibly cracked to be converted without any special file
> formats.
>
> Aley
>
>  *From:* Simon Owen 
> *Sent:* Friday, April 20, 2012 7:36 PM
> *To:* sam-users@nvg.ntnu.no
> *Subject:* Re: Musics
>
>  On 20 Apr 2012, at 17:25, Aleš Keprt wrote:
>
>   I'd like to know why do you use Amstrad CPC file format, instead of a
> standard Sam Coupe one (DSK/MGT or SAD).
>
>
> EDSK has been an adopted format in the SAM scene at least as far back as
> 2005.  It's the only way to preserve some disks in their original format,
> allowing for unformatted tracks, disk errors and other custom-formatting
> tricks.  EDSK seemed like a reasonable solution at the time, without
> inventing yet another disk image file format.
>
> Before that was finalised I did still create SDF as a temporary solution.
> Only two public disk images ever existed (Lemmings and Prince of Persia),
> and I don't think the creation tool was every released.  All support for
> SDF was dropped from SimCoupe a few months back, so it's effectively dead

Re: Musics

2012-04-20 Thread Thomas Harte
If I dare jump in, I'd phrase it the other way around. The source media is
the authoritative copy; hacks and cracks are the compromises.

On 20 April 2012 13:48, Aleš Keprt  wrote:

>   Yes, but these compromises are needed for 1 disk of 100, while 99 of
> 100 do work with DSK. So if somebody sends us his new ETracker tune in EDSK
> format I ask myself: "Is this really what we needed?"
>
> Btw. I haven't seen SAMdisk utility before. It looks nice. I slept many
> years or something. [image: Mrkající veselý oblicej] Please can you tell
> me the format of TRD (Beta128 TRDOS images)? Is it the same as DSK? Or is
> it like SAD without header? I read the documentation you link from your
> website, so I know the internal data format, but I can't see the actual TRD
> file format described there. Thanks in advance.
>
> Aley
>
>   *From:* Simon Owen 
> *Sent:* Friday, April 20, 2012 10:40 PM
> *To:* sam-users@nvg.ntnu.no
> *Subject:* Re: Musics
>
> Aley,
>
> I'd started to type a longer reply to this, but I just can't be bothered
> anymore.  It's clear we have very different approaches to pretty much
> everything.  I'm just not willing to make the same compromises as you when
> it comes to preserving media.  If it doesn't work without modifying it, you
> need a better quality copy.
>
> Si
>
>
>  On 20 Apr 2012, at 20:07, Aleš Keprt wrote:
>
>   You know my disk extractor and other utilitie are dated 199x.
>
> And I don't like this. I think 95% or even more of disks overall don't
> need any special disk formats, and there are many software utilities which
> support simple DSK/MGT/SAD because those programs are much older than 2005.
> It isn't a clever idea to design a whole new file format 15 years after Sam
> Coupe was born and use it for all disks even when it is not needed for most
> of them. Also those two SDF files can be downloaded from some websites, but
> I haven't seen any protected EDSK files anywhere, so I would prefer
> sticking with the same formats. "Don't change what works." Also this is the
> first time I have seen EDSK file on my own eyes, and I wonder why it has
> DSK extension when it is not a real old good DSK file. I looked at the file
> in heax view and I can see Amstrad CPC header in it. Note that I created my
> SAD format only because it was years before DSK format was known to me, and
> also I have several 840KB disks which are a bit problematic in DSK
> especially in some software which automatically expect 800KB DSK only. But
> otherwise DSK is enough for most of disks.
>
> I think it would be OK if we had this file format around 1995 when there
> was a real big need to backup our disks, but not in 2005 when 99% of disks
> are converted and possibly cracked to be converted without any special file
> formats.
>
> Aley
>
>  *From:* Simon Owen 
> *Sent:* Friday, April 20, 2012 7:36 PM
> *To:* sam-users@nvg.ntnu.no
> *Subject:* Re: Musics
>
>  On 20 Apr 2012, at 17:25, Aleš Keprt wrote:
>
>   I'd like to know why do you use Amstrad CPC file format, instead of a
> standard Sam Coupe one (DSK/MGT or SAD).
>
>
> EDSK has been an adopted format in the SAM scene at least as far back as
> 2005.  It's the only way to preserve some disks in their original format,
> allowing for unformatted tracks, disk errors and other custom-formatting
> tricks.  EDSK seemed like a reasonable solution at the time, without
> inventing yet another disk image file format.
>
> Before that was finalised I did still create SDF as a temporary solution.
> Only two public disk images ever existed (Lemmings and Prince of Persia),
> and I don't think the creation tool was every released.  All support for
> SDF was dropped from SimCoupe a few months back, so it's effectively dead

Re: Musics

2012-04-20 Thread david

Quoting David Sanders :


Hello List,

If anyone fancies a listen to the most fiendishly complicated piece of Sam
music I've written, here it is:

http://dsanders.co.uk/sanxion.dsk

Look forward to listening to it if anyone can help :)



Re: Musics

2012-04-20 Thread Andrew Collier

On 20 Apr 2012, at 20:07, Aleš Keprt wrote:

>  I haven’t seen any protected EDSK files anywhere,

Almost all the previously-commercial software on worldofsam.org, for a start.

Andrew



Re: Musics

2012-04-20 Thread Aleš Keprt
Really? I didn't know it. Believe me, I don't lie, I never saw any EDSK or 
at least I don't remember any.

I don't know much about World of Sam. It is something like NVG FTP archive?
Aley

-Původní zpráva- 
From: Andrew Collier

Sent: Saturday, April 21, 2012 2:59 AM
To: sam-users@nvg.ntnu.no
Subject: Re: Musics


On 20 Apr 2012, at 20:07, Aleš Keprt wrote:


 I haven’t seen any protected EDSK files anywhere,


Almost all the previously-commercial software on worldofsam.org, for a 
start.


Andrew


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



Re: Musics

2012-04-20 Thread James R Curry
It's a Wiki about the Sam world but has some disk images hosted which I believe 
you can access from their product pages.  It also has broken polls.  At least 
it did today when I tried to vote on one.

--
James R Curry


On Apr 20, 2012, at 8:13 PM, "Aleš Keprt"  wrote:

> Really? I didn't know it. Believe me, I don't lie, I never saw any EDSK or
> at least I don't remember any.
> I don't know much about World of Sam. It is something like NVG FTP archive?
> Aley
> 
> -Původní zpráva-
> From: Andrew Collier
> Sent: Saturday, April 21, 2012 2:59 AM
> To: sam-users@nvg.ntnu.no
> Subject: Re: Musics
> 
> 
> On 20 Apr 2012, at 20:07, Aleš Keprt wrote:
> 
>> I haven’t seen any protected EDSK files anywhere,
> 
> Almost all the previously-commercial software on worldofsam.org, for a
> start.
> 
> Andrew
> 
> 
> -
> Mgr. Aleš Keprt, Ph.D.
> private: a...@keprt.cz, www.keprt.cz
> office: Moravian College / Moravská vysoká škola Olomouc, ales.ke...@mvso.cz
> 


Re: Musics

2012-04-20 Thread Thomas Harte
Attempting to vote takes me through to a blank page -- is that what you saw?

On 20 April 2012 18:16, James R Curry <8...@itdoesntsuck.com> wrote:
> It's a Wiki about the Sam world but has some disk images hosted which I 
> believe you can access from their product pages.  It also has broken polls.  
> At least it did today when I tried to vote on one.
>
> --
> James R Curry
>
>
> On Apr 20, 2012, at 8:13 PM, "Aleš Keprt"  wrote:
>
>> Really? I didn't know it. Believe me, I don't lie, I never saw any EDSK or
>> at least I don't remember any.
>> I don't know much about World of Sam. It is something like NVG FTP archive?
>> Aley
>>
>> -Původní zpráva-
>> From: Andrew Collier
>> Sent: Saturday, April 21, 2012 2:59 AM
>> To: sam-users@nvg.ntnu.no
>> Subject: Re: Musics
>>
>>
>> On 20 Apr 2012, at 20:07, Aleš Keprt wrote:
>>
>>> I haven't seen any protected EDSK files anywhere,
>>
>> Almost all the previously-commercial software on worldofsam.org, for a
>> start.
>>
>> Andrew
>>
>>
>> -
>> Mgr. Aleš Keprt, Ph.D.
>> private: a...@keprt.cz, www.keprt.cz
>> office: Moravian College / Moravská vysoká škola Olomouc, ales.ke...@mvso.cz
>>


Re: Musics

2012-04-20 Thread James R Curry
Yep!

--
James R Curry


On Apr 20, 2012, at 8:26 PM, Thomas Harte  wrote:

> Attempting to vote takes me through to a blank page -- is that what you saw?
> 
> On 20 April 2012 18:16, James R Curry <8...@itdoesntsuck.com> wrote:
>> It's a Wiki about the Sam world but has some disk images hosted which I 
>> believe you can access from their product pages.  It also has broken polls.  
>> At least it did today when I tried to vote on one.
>> 
>> --
>> James R Curry
>> 
>> 
>> On Apr 20, 2012, at 8:13 PM, "Aleš Keprt"  wrote:
>> 
>>> Really? I didn't know it. Believe me, I don't lie, I never saw any EDSK or
>>> at least I don't remember any.
>>> I don't know much about World of Sam. It is something like NVG FTP archive?
>>> Aley
>>> 
>>> -Původní zpráva-
>>> From: Andrew Collier
>>> Sent: Saturday, April 21, 2012 2:59 AM
>>> To: sam-users@nvg.ntnu.no
>>> Subject: Re: Musics
>>> 
>>> 
>>> On 20 Apr 2012, at 20:07, Aleš Keprt wrote:
>>> 
>>>> I haven't seen any protected EDSK files anywhere,
>>> 
>>> Almost all the previously-commercial software on worldofsam.org, for a
>>> start.
>>> 
>>> Andrew
>>> 
>>> 
>>> -
>>> Mgr. Aleš Keprt, Ph.D.
>>> private: a...@keprt.cz, www.keprt.cz
>>> office: Moravian College / Moravská vysoká škola Olomouc, ales.ke...@mvso.cz
>>> 


Re: Musics

2012-04-20 Thread Andrew Collier
Hmm - I'll look at it tomorrow.

Andrew

On 21 Apr 2012, at 02:27, James R Curry wrote:

> Yep!
> 
> --
> James R Curry
> 
> 
> On Apr 20, 2012, at 8:26 PM, Thomas Harte  wrote:
> 
>> Attempting to vote takes me through to a blank page -- is that what you saw?
>> 
>> On 20 April 2012 18:16, James R Curry <8...@itdoesntsuck.com> wrote:
>>> It's a Wiki about the Sam world but has some disk images hosted which I 
>>> believe you can access from their product pages.  It also has broken polls. 
>>>  At least it did today when I tried to vote on one.
>>> 
>>> --
>>> James R Curry
>>> 
>>> 
>>> On Apr 20, 2012, at 8:13 PM, "Aleš Keprt"  wrote:
>>> 
>>>> Really? I didn't know it. Believe me, I don't lie, I never saw any EDSK or
>>>> at least I don't remember any.
>>>> I don't know much about World of Sam. It is something like NVG FTP archive?
>>>> Aley
>>>> 
>>>> -Původní zpráva-
>>>> From: Andrew Collier
>>>> Sent: Saturday, April 21, 2012 2:59 AM
>>>> To: sam-users@nvg.ntnu.no
>>>> Subject: Re: Musics
>>>> 
>>>> 
>>>> On 20 Apr 2012, at 20:07, Aleš Keprt wrote:
>>>> 
>>>>> I haven't seen any protected EDSK files anywhere,
>>>> 
>>>> Almost all the previously-commercial software on worldofsam.org, for a
>>>> start.
>>>> 
>>>> Andrew
>>>> 
>>>> 
>>>> -
>>>> Mgr. Aleš Keprt, Ph.D.
>>>> private: a...@keprt.cz, www.keprt.cz
>>>> office: Moravian College / Moravská vysoká škola Olomouc, 
>>>> ales.ke...@mvso.cz
>>>> 



RE: Musics

2012-04-21 Thread Adrian Brown
That’s top, im a child of the electronic sound – don’t think my wife is too 
impressed with it blasting out of the office though ;)  Im working on some 
other sam bits at the moment (when time allows)  For programmery people, 
scrolling on sam is what let it down imho.  Thinking of something like sanxion, 
who has some ideas on how to move that much data.  Im guessing it would have to 
be mode 2 to really be able to get a decent speed scroller.  Ive tried various 
things for a decent speed scroll mode 4, but it just doesn’t seem possible if 
you want a lot of graphics on screen, even with compiled block data.

 

Adrian

 

From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On 
Behalf Of David Sanders
Sent: 20 April 2012 11:16
To: sam-users@nvg.ntnu.no
Subject: Musics

 

Hello List,

 

If anyone fancies a listen to the most fiendishly complicated piece of Sam 
music I've written, here it is:

 

http://dsanders.co.uk/sanxion.dsk

 

It's kind of a conversion of Rub Hubbard's Sanxion loader, but done from memory 
so probably quite different. I believe the effect at around 2:00 has never been 
done before on the Coupé! A first time for everything even on the Sam eh? So, 
why did I spend my morning writing this? Your guess is as good as mine, but I 
reckon someone now ought to make the effort to convert the actual game. Ahem.

 

Cheers

 

 

David

 



Re: Musics

2012-04-21 Thread Chris Pile

Oooo, that's very, very nice!  Would work really well as the backing track to 
some
kick-arse shmup!  I'm hearing some nice Williams-esque sounds in there too - 
that
little wibbly-wobbly blippy background bust at around 1.17 in particular!

If you don't make your living composing digital music you're wasting your 
talents!  ;-)



- Original Message - 
From: "David Sanders" 

To: 
Sent: Friday, April 20, 2012 11:07 AM
Subject: Musics


Hello List,

If anyone fancies a listen to the most fiendishly complicated piece of Sam
music I've written, here it is:

http://dsanders.co.uk/sanxion.dsk

It's kind of a conversion of Rub Hubbard's Sanxion loader, but done from
memory so probably quite different. I believe the effect at around 2:00 has
never been done before on the Coupé! A first time for everything even on
the Sam eh? So, why did I spend my morning writing this? Your guess is as
good as mine, but I reckon someone now ought to make the effort to convert
the actual game. Ahem.

Cheers


David



Re: Musics

2012-04-21 Thread Thomas Harte
The best idea I've come up with is to use a very limited number of tiles
and scroll like one of those infinite ball demos.

So, you have 8x8 tiles and 8 screen buffers. You scroll only either 1 or
zero pixels at a time, only ever in one direction. Assuming it's a right to
left scroll, for each movement you switch from one buffer to the next. Then
run through each on-screen tile and paint only if that tile is not the same
as the tile one position to its left.

With a small number of possible tiles and a normal sort of platform game
layout (ie, lots of horizontal platforms) you shouldn't have to draw all
that much. Level two of Super Mario Brothers would probably be an ideal
usage case.

I guess that the next thing would be to store your tile map as the computed
list of tile changes to draw per tile column, and to consider whether
compiling your tiles so that you map from the combination of old tile and
new to the code and draw only the changes gives a meaningful boost for the
memory cost.

I'm not sure whether anybody else has done this sort of thing, but I really
mean to give it a go sometime soon.

On Saturday, 21 April 2012, Adrian Brown wrote:

> That’s top, im a child of the electronic sound – don’t think my wife is
> too impressed with it blasting out of the office though ;)  Im working on
> some other sam bits at the moment (when time allows)  For programmery
> people, scrolling on sam is what let it down imho.  Thinking of something
> like sanxion, who has some ideas on how to move that much data.  Im
> guessing it would have to be mode 2 to really be able to get a decent speed
> scroller.  Ive tried various things for a decent speed scroll mode 4, but
> it just doesn’t seem possible if you want a lot of graphics on screen, even
> with compiled block data.
>
> ** **
>
> Adrian
>
> ** **
>
> *From:* owner-sam-us...@nvg.ntnu.no  'owner-sam-us...@nvg.ntnu.no');> 
> [mailto:owner-sam-us...@nvg.ntnu.no 'owner-sam-us...@nvg.ntnu.no');>]
> *On Behalf Of *David Sanders
> *Sent:* 20 April 2012 11:16
> *To:* sam-users@nvg.ntnu.no  'sam-users@nvg.ntnu.no');>
> *Subject:* Musics
>
> ** **
>
> Hello List,
>
> ** **
>
> If anyone fancies a listen to the most fiendishly complicated piece of Sam
> music I've written, here it is:
>
> ** **
>
> http://dsanders.co.uk/sanxion.dsk
>
> ** **
>
> It's kind of a conversion of Rub Hubbard's Sanxion loader, but done from
> memory so probably quite different. I believe the effect at around 2:00 has
> never been done before on the Coupé! A first time for everything even on
> the Sam eh? So, why did I spend my morning writing this? Your guess is as
> good as mine, but I reckon someone now ought to make the effort to convert
> the actual game. Ahem.
>
> ** **
>
> Cheers
>
> ** **
>
> ** **
>
> David
>
> ** **
>


RE: Musics

2012-04-21 Thread Adrian Brown
Yer, with limited tiles its not soo bad. The current thing im working on uses a 
change check for updates but that's not for scrolling.  Im just not sure any 
method would work for a mode 4 screen, its just too much data. 

 

Adrian

 

From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On 
Behalf Of Thomas Harte
Sent: 21 April 2012 18:31
To: sam-users@nvg.ntnu.no
Subject: Re: Musics

 

The best idea I've come up with is to use a very limited number of tiles and 
scroll like one of those infinite ball demos.

 

So, you have 8x8 tiles and 8 screen buffers. You scroll only either 1 or zero 
pixels at a time, only ever in one direction. Assuming it's a right to left 
scroll, for each movement you switch from one buffer to the next. Then run 
through each on-screen tile and paint only if that tile is not the same as the 
tile one position to its left.

 

With a small number of possible tiles and a normal sort of platform game layout 
(ie, lots of horizontal platforms) you shouldn't have to draw all that much. 
Level two of Super Mario Brothers would probably be an ideal usage case.

 

I guess that the next thing would be to store your tile map as the computed 
list of tile changes to draw per tile column, and to consider whether compiling 
your tiles so that you map from the combination of old tile and new to the code 
and draw only the changes gives a meaningful boost for the memory cost.

 

I'm not sure whether anybody else has done this sort of thing, but I really 
mean to give it a go sometime soon.


On Saturday, 21 April 2012, Adrian Brown wrote:

That's top, im a child of the electronic sound - don't think my wife is too 
impressed with it blasting out of the office though ;)  Im working on some 
other sam bits at the moment (when time allows)  For programmery people, 
scrolling on sam is what let it down imho.  Thinking of something like sanxion, 
who has some ideas on how to move that much data.  Im guessing it would have to 
be mode 2 to really be able to get a decent speed scroller.  Ive tried various 
things for a decent speed scroll mode 4, but it just doesn't seem possible if 
you want a lot of graphics on screen, even with compiled block data.

 

Adrian

 

From: owner-sam-us...@nvg.ntnu.no 
  
[mailto:owner-sam-us...@nvg.ntnu.no 
 ] On Behalf 
Of David Sanders
Sent: 20 April 2012 11:16
To: sam-users@nvg.ntnu.no 
 
Subject: Musics

 

Hello List,

 

If anyone fancies a listen to the most fiendishly complicated piece of Sam 
music I've written, here it is:

 

http://dsanders.co.uk/sanxion.dsk

 

It's kind of a conversion of Rub Hubbard's Sanxion loader, but done from memory 
so probably quite different. I believe the effect at around 2:00 has never been 
done before on the Coupé! A first time for everything even on the Sam eh? So, 
why did I spend my morning writing this? Your guess is as good as mine, but I 
reckon someone now ought to make the effort to convert the actual game. Ahem.

 

Cheers

 

 

David

 



Re: Musics

2012-04-21 Thread Balor Price
I'm currently using the delta-update (only printing the changes) in XOR 
to get 192*192 pixel scrolling.  It doesn't go at 50 frames per second, 
but looking at the C64 version of Sanxion, that's obviously not running 
at 50fps either:


http://www.youtube.com/watch?v=WDg1GX37bkU&feature=related

For example, at about 1m35 the bonus level bullets are obviously 
skipping out lots of frames to get a good speed.  The mountain level 
before that, looks like the scrolls are going 16 pixels per update, 
which looks like 25fps at most.


But I think most people forget that full screen scrolling *never* went 
at 50fps on 8 bit machines.  Even the ST struggled, and the Amiga only 
managed it because it had the blitter.  If you want to convert it, just 
go with whatever you can get away with!


Howard




On 21/04/2012 18:59, Adrian Brown wrote:


Yer, with limited tiles its not soo bad. The current thing im working 
on uses a change check for updates but that's not for scrolling.  Im 
just not sure any method would work for a mode 4 screen, its just too 
much data.


Adrian

*From:*owner-sam-us...@nvg.ntnu.no 
[mailto:owner-sam-us...@nvg.ntnu.no] *On Behalf Of *Thomas Harte

*Sent:* 21 April 2012 18:31
*To:* sam-users@nvg.ntnu.no
*Subject:* Re: Musics

The best idea I've come up with is to use a very limited number of 
tiles and scroll like one of those infinite ball demos.


So, you have 8x8 tiles and 8 screen buffers. You scroll only either 1 
or zero pixels at a time, only ever in one direction. Assuming it's a 
right to left scroll, for each movement you switch from one buffer to 
the next. Then run through each on-screen tile and paint only if that 
tile is not the same as the tile one position to its left.


With a small number of possible tiles and a normal sort of platform 
game layout (ie, lots of horizontal platforms) you shouldn't have to 
draw all that much. Level two of Super Mario Brothers would probably 
be an ideal usage case.


I guess that the next thing would be to store your tile map as the 
computed list of tile changes to draw per tile column, and to consider 
whether compiling your tiles so that you map from the combination of 
old tile and new to the code and draw only the changes gives a 
meaningful boost for the memory cost.


I'm not sure whether anybody else has done this sort of thing, but I 
really mean to give it a go sometime soon.



On Saturday, 21 April 2012, Adrian Brown wrote:

That's top, im a child of the electronic sound -- don't think my wife 
is too impressed with it blasting out of the office though ;)  Im 
working on some other sam bits at the moment (when time allows)  For 
programmery people, scrolling on sam is what let it down imho.  
Thinking of something like sanxion, who has some ideas on how to move 
that much data.  Im guessing it would have to be mode 2 to really be 
able to get a decent speed scroller.  Ive tried various things for a 
decent speed scroll mode 4, but it just doesn't seem possible if you 
want a lot of graphics on screen, even with compiled block data.


Adrian

*From:*owner-sam-us...@nvg.ntnu.no 
 
[mailto:owner-sam-us...@nvg.ntnu.no 
] 
*On Behalf Of *David Sanders

*Sent:* 20 April 2012 11:16
*To:* sam-users@nvg.ntnu.no 


*Subject:* Musics

Hello List,

If anyone fancies a listen to the most fiendishly complicated piece of 
Sam music I've written, here it is:


http://dsanders.co.uk/sanxion.dsk

It's kind of a conversion of Rub Hubbard's Sanxion loader, but done 
from memory so probably quite different. I believe the effect at 
around 2:00 has never been done before on the Coupé! A first time for 
everything even on the Sam eh? So, why did I spend my morning writing 
this? Your guess is as good as mine, but I reckon someone now ought to 
make the effort to convert the actual game. Ahem.


Cheers

David





RE: Musics

2012-04-21 Thread Adrian Brown
Very true, most ran at 20fps.  However The amiga did often run at 60.  I worked 
on several Amiga titles that ran at 60fps.  They had hardware scrolling which 
made it easy J

 

Adrian

 

From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On 
Behalf Of Balor Price
Sent: 21 April 2012 19:31
To: sam-users@nvg.ntnu.no
Subject: Re: Musics

 

I'm currently using the delta-update (only printing the changes) in XOR to get 
192*192 pixel scrolling.  It doesn't go at 50 frames per second, but looking at 
the C64 version of Sanxion, that's obviously not running at 50fps either:

http://www.youtube.com/watch?v=WDg1GX37bkU&feature=related

For example, at about 1m35 the bonus level bullets are obviously skipping out 
lots of frames to get a good speed.  The mountain level before that, looks like 
the scrolls are going 16 pixels per update, which looks like 25fps at most.

But I think most people forget that full screen scrolling never went at 50fps 
on 8 bit machines.  Even the ST struggled, and the Amiga only managed it 
because it had the blitter.  If you want to convert it, just go with whatever 
you can get away with!

Howard




On 21/04/2012 18:59, Adrian Brown wrote: 

Yer, with limited tiles its not soo bad. The current thing im working on uses a 
change check for updates but that's not for scrolling.  Im just not sure any 
method would work for a mode 4 screen, its just too much data. 

 

Adrian

 

From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On 
Behalf Of Thomas Harte
Sent: 21 April 2012 18:31
To: sam-users@nvg.ntnu.no
Subject: Re: Musics

 

The best idea I've come up with is to use a very limited number of tiles and 
scroll like one of those infinite ball demos.

 

So, you have 8x8 tiles and 8 screen buffers. You scroll only either 1 or zero 
pixels at a time, only ever in one direction. Assuming it's a right to left 
scroll, for each movement you switch from one buffer to the next. Then run 
through each on-screen tile and paint only if that tile is not the same as the 
tile one position to its left.

 

With a small number of possible tiles and a normal sort of platform game layout 
(ie, lots of horizontal platforms) you shouldn't have to draw all that much. 
Level two of Super Mario Brothers would probably be an ideal usage case.

 

I guess that the next thing would be to store your tile map as the computed 
list of tile changes to draw per tile column, and to consider whether compiling 
your tiles so that you map from the combination of old tile and new to the code 
and draw only the changes gives a meaningful boost for the memory cost.

 

I'm not sure whether anybody else has done this sort of thing, but I really 
mean to give it a go sometime soon.


On Saturday, 21 April 2012, Adrian Brown wrote:

That's top, im a child of the electronic sound - don't think my wife is too 
impressed with it blasting out of the office though ;)  Im working on some 
other sam bits at the moment (when time allows)  For programmery people, 
scrolling on sam is what let it down imho.  Thinking of something like sanxion, 
who has some ideas on how to move that much data.  Im guessing it would have to 
be mode 2 to really be able to get a decent speed scroller.  Ive tried various 
things for a decent speed scroll mode 4, but it just doesn't seem possible if 
you want a lot of graphics on screen, even with compiled block data.

 

Adrian

 

From: owner-sam-us...@nvg.ntnu.no 
  
[mailto:owner-sam-us...@nvg.ntnu.no 
 ] On Behalf 
Of David Sanders
Sent: 20 April 2012 11:16
To: sam-users@nvg.ntnu.no 
 
Subject: Musics

 

Hello List,

 

If anyone fancies a listen to the most fiendishly complicated piece of Sam 
music I've written, here it is:

 

http://dsanders.co.uk/sanxion.dsk

 

It's kind of a conversion of Rub Hubbard's Sanxion loader, but done from memory 
so probably quite different. I believe the effect at around 2:00 has never been 
done before on the Coupé! A first time for everything even on the Sam eh? So, 
why did I spend my morning writing this? Your guess is as good as mine, but I 
reckon someone now ought to make the effort to convert the actual game. Ahem.

 

Cheers

 

 

David

 

 



Re: Musics

2012-04-21 Thread Aleš Keprt
I think this is right on ZX Spectrum. I don’t know much about C64, but it has 
some graphics accelerator at least for sprites, which in turn let us use 
simpler and faster algorithms for background scrolling, doesn’t it?

Also, I found this in related videos: 
http://www.youtube.com/watch?v=kdzfOXkZrY0&feature=related
Isn’t it the music from Sam Tetris?  David Gommeren or who is the autor of Sam 
remake?
This SID has so different sound than our simple triangular waves on SAA1099. 
But I always liked Frantisek Fuka’s remakes of SID music even without these 
SID-like sound effects. Frantisek added more channels to play more notes at 
once instead of just copying the original tune.

Aley

From: Balor Price 
Sent: Saturday, April 21, 2012 8:20 PM
To: sam-users@nvg.ntnu.no 
Subject: Re: Musics

I'm currently using the delta-update (only printing the changes) in XOR to get 
192*192 pixel scrolling.  It doesn't go at 50 frames per second, but looking at 
the C64 version of Sanxion, that's obviously not running at 50fps either:

http://www.youtube.com/watch?v=WDg1GX37bkU&feature=related

For example, at about 1m35 the bonus level bullets are obviously skipping out 
lots of frames to get a good speed.  The mountain level before that, looks like 
the scrolls are going 16 pixels per update, which looks like 25fps at most.

But I think most people forget that full screen scrolling never went at 50fps 
on 8 bit machines.  Even the ST struggled, and the Amiga only managed it 
because it had the blitter.  If you want to convert it, just go with whatever 
you can get away with!

Howard




On 21/04/2012 18:59, Adrian Brown wrote: 
  Yer, with limited tiles its not soo bad. The current thing im working on uses 
a change check for updates but that’s not for scrolling.  Im just not sure any 
method would work for a mode 4 screen, its just too much data. 

   

  Adrian

   

  From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On 
Behalf Of Thomas Harte
  Sent: 21 April 2012 18:31
  To: sam-users@nvg.ntnu.no
  Subject: Re: Musics

   

  The best idea I've come up with is to use a very limited number of tiles and 
scroll like one of those infinite ball demos.

   

  So, you have 8x8 tiles and 8 screen buffers. You scroll only either 1 or zero 
pixels at a time, only ever in one direction. Assuming it's a right to left 
scroll, for each movement you switch from one buffer to the next. Then run 
through each on-screen tile and paint only if that tile is not the same as the 
tile one position to its left.

   

  With a small number of possible tiles and a normal sort of platform game 
layout (ie, lots of horizontal platforms) you shouldn't have to draw all that 
much. Level two of Super Mario Brothers would probably be an ideal usage case.

   

  I guess that the next thing would be to store your tile map as the computed 
list of tile changes to draw per tile column, and to consider whether compiling 
your tiles so that you map from the combination of old tile and new to the code 
and draw only the changes gives a meaningful boost for the memory cost.

   

  I'm not sure whether anybody else has done this sort of thing, but I really 
mean to give it a go sometime soon.


  On Saturday, 21 April 2012, Adrian Brown wrote:

  That’s top, im a child of the electronic sound – don’t think my wife is too 
impressed with it blasting out of the office though ;)  Im working on some 
other sam bits at the moment (when time allows)  For programmery people, 
scrolling on sam is what let it down imho.  Thinking of something like sanxion, 
who has some ideas on how to move that much data.  Im guessing it would have to 
be mode 2 to really be able to get a decent speed scroller.  Ive tried various 
things for a decent speed scroll mode 4, but it just doesn’t seem possible if 
you want a lot of graphics on screen, even with compiled block data.

   

  Adrian

   

  From: javascript:_e(%7b%7d,%20'cvml',%20'owner-sam-us...@nvg.ntnu.no'); 
[mailto:javascript:_e(%7b%7d,%20'cvml',%20'owner-sam-us...@nvg.ntnu.no');] On 
Behalf Of David Sanders
  Sent: 20 April 2012 11:16
  To: javascript:_e(%7b%7d,%20'cvml',%20'sam-users@nvg.ntnu.no');
  Subject: Musics

   

  Hello List,

   

  If anyone fancies a listen to the most fiendishly complicated piece of Sam 
music I've written, here it is:

   

  http://dsanders.co.uk/sanxion.dsk

   

  It's kind of a conversion of Rub Hubbard's Sanxion loader, but done from 
memory so probably quite different. I believe the effect at around 2:00 has 
never been done before on the Coupé! A first time for everything even on the 
Sam eh? So, why did I spend my morning writing this? Your guess is as good as 
mine, but I reckon someone now ought to make the effort to convert the actual 
game. Ahem.

   

  Cheers

   

   

  David

   




Re: Musics

2012-04-21 Thread James R Curry
Correct -

Sam Tetris used a version of the Nemesis the Warlock music.  I believe this may 
be mentioned in the scroll text, but I'm not 100% sure.

Great tune.

--
James R Curry


On Apr 21, 2012, at 2:16 PM, "Aleš Keprt"  wrote:

> I think this is right on ZX Spectrum. I don’t know much about C64, but it has 
> some graphics accelerator at least for sprites, which in turn let us use 
> simpler and faster algorithms for background scrolling, doesn’t it?
>  
> Also, I found this in related videos: 
> http://www.youtube.com/watch?v=kdzfOXkZrY0&feature=related
> Isn’t it the music from Sam Tetris?  David Gommeren 
> or who is the autor of Sam remake?
> This SID has so different sound than our simple triangular waves on SAA1099. 
> But I always liked Frantisek Fuka’s remakes of SID music even without these 
> SID-like sound effects. Frantisek added more channels to play more notes at 
> once instead of just copying the original tune.
>  
> Aley
>  
> From: Balor Price
> Sent: Saturday, April 21, 2012 8:20 PM
> To: sam-users@nvg.ntnu.no
> Subject: Re: Musics
>  
> I'm currently using the delta-update (only printing the changes) in XOR to 
> get 192*192 pixel scrolling.  It doesn't go at 50 frames per second, but 
> looking at the C64 version of Sanxion, that's obviously not running at 50fps 
> either:
> 
> http://www.youtube.com/watch?v=WDg1GX37bkU&feature=related
> 
> For example, at about 1m35 the bonus level bullets are obviously skipping out 
> lots of frames to get a good speed.  The mountain level before that, looks 
> like the scrolls are going 16 pixels per update, which looks like 25fps at 
> most.
> 
> But I think most people forget that full screen scrolling never went at 50fps 
> on 8 bit machines.  Even the ST struggled, and the Amiga only managed it 
> because it had the blitter.  If you want to convert it, just go with whatever 
> you can get away with!
> 
> Howard
> 
> 
> 
> 
> On 21/04/2012 18:59, Adrian Brown wrote:
>> 
>> Yer, with limited tiles its not soo bad. The current thing im working on 
>> uses a change check for updates but that’s not for scrolling.  Im just not 
>> sure any method would work for a mode 4 screen, its just too much data.
>> 
>>  
>> 
>> Adrian
>> 
>>  
>> 
>> From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On 
>> Behalf Of Thomas Harte
>> Sent: 21 April 2012 18:31
>> To: sam-users@nvg.ntnu.no
>> Subject: Re: Musics
>> 
>>  
>> 
>> The best idea I've come up with is to use a very limited number of tiles and 
>> scroll like one of those infinite ball demos.
>> 
>>  
>> 
>> So, you have 8x8 tiles and 8 screen buffers. You scroll only either 1 or 
>> zero pixels at a time, only ever in one direction. Assuming it's a right to 
>> left scroll, for each movement you switch from one buffer to the next. Then 
>> run through each on-screen tile and paint only if that tile is not the same 
>> as the tile one position to its left.
>> 
>>  
>> 
>> With a small number of possible tiles and a normal sort of platform game 
>> layout (ie, lots of horizontal platforms) you shouldn't have to draw all 
>> that much. Level two of Super Mario Brothers would probably be an ideal 
>> usage case.
>> 
>>  
>> 
>> I guess that the next thing would be to store your tile map as the computed 
>> list of tile changes to draw per tile column, and to consider whether 
>> compiling your tiles so that you map from the combination of old tile and 
>> new to the code and draw only the changes gives a meaningful boost for the 
>> memory cost.
>> 
>>  
>> 
>> I'm not sure whether anybody else has done this sort of thing, but I really 
>> mean to give it a go sometime soon.
>> 
>> 
>> On Saturday, 21 April 2012, Adrian Brown wrote:
>> 
>> That’s top, im a child of the electronic sound – don’t think my wife is too 
>> impressed with it blasting out of the office though ;)  Im working on some 
>> other sam bits at the moment (when time allows)  For programmery people, 
>> scrolling on sam is what let it down imho.  Thinking of something like 
>> sanxion, who has some ideas on how to move that much data.  Im guessing it 
>> would have to be mode 2 to really be able to get a decent speed scroller.  
>> Ive tried various things for a decent speed scroll mode 4, but it just 
>> doesn’t seem possible if you want a lot of graphics on screen, even with 
>> compiled block data.
>> 
>>  
>> 
>> Adrian
>> 
>

Re: Musics

2012-04-21 Thread warren
David, looking forward to checking out your music, once I remember how  
to play it! ;-)


On the issue of scrolling games...

One SAM example that jumped out in my memory was Matt Round's Santa  
Goes Psycho 2 on Fred 52. Not much use for most games, but he used a  
really neat little trick that would work well for an R-Type style  
game, where you wanted a small section at the top or bottom moving  
along at a regular rate. It could also work for a scrolling platformer  
with some limited/stylised use.


He basically had a single image repeated across the bottom, that had  
three 'layers' of graphics (you'll see what I mean if you check the  
graphics) in the image that gave the illusion of varying speeds when  
offset by an uneven amount of pixels (probably just one pixel, I  
haven't checked). So you got the impression of 3 layers of motion  
parallax.


Either way, quite a neat trick, if anyone has a look. He also left the  
file editable, so if you load up GamesMaster, you can check out the  
graphics properly.


Warren

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


Correct -

Sam Tetris used a version of the Nemesis the Warlock music.  I  
believe this may be mentioned in the scroll text, but I'm not 100%  
sure.


Great tune.

--
James R Curry


On Apr 21, 2012, at 2:16 PM, "Aleš Keprt"  wrote:

I think this is right on ZX Spectrum. I don’t know much about C64,  
but it has some graphics accelerator at least for sprites, which in  
turn let us use simpler and faster algorithms for background  
scrolling, doesn’t it?


Also, I found this in related videos:  
http://www.youtube.com/watch?v=kdzfOXkZrY0&feature=related
Isn’t it the music from Sam Tetris?  David  
Gommeren or who is the autor of Sam remake?
This SID has so different sound than our simple triangular waves on  
SAA1099. But I always liked Frantisek Fuka’s remakes of SID music  
even without these SID-like sound effects. Frantisek added more  
channels to play more notes at once instead of just copying the  
original tune.


Aley

From: Balor Price
Sent: Saturday, April 21, 2012 8:20 PM
To: sam-users@nvg.ntnu.no
Subject: Re: Musics

I'm currently using the delta-update (only printing the changes) in  
XOR to get 192*192 pixel scrolling.  It doesn't go at 50 frames per  
second, but looking at the C64 version of Sanxion, that's obviously  
not running at 50fps either:


http://www.youtube.com/watch?v=WDg1GX37bkU&feature=related

For example, at about 1m35 the bonus level bullets are obviously  
skipping out lots of frames to get a good speed.  The mountain  
level before that, looks like the scrolls are going 16 pixels per  
update, which looks like 25fps at most.


But I think most people forget that full screen scrolling never  
went at 50fps on 8 bit machines.  Even the ST struggled, and the  
Amiga only managed it because it had the blitter.  If you want to  
convert it, just go with whatever you can get away with!


Howard




On 21/04/2012 18:59, Adrian Brown wrote:


Yer, with limited tiles its not soo bad. The current thing im  
working on uses a change check for updates but that’s not for  
scrolling.  Im just not sure any method would work for a mode 4  
screen, its just too much data.




Adrian



From: owner-sam-us...@nvg.ntnu.no  
[mailto:owner-sam-us...@nvg.ntnu.no] On Behalf Of Thomas Harte

Sent: 21 April 2012 18:31
To: sam-users@nvg.ntnu.no
Subject: Re: Musics



The best idea I've come up with is to use a very limited number of  
tiles and scroll like one of those infinite ball demos.




So, you have 8x8 tiles and 8 screen buffers. You scroll only  
either 1 or zero pixels at a time, only ever in one direction.  
Assuming it's a right to left scroll, for each movement you switch  
from one buffer to the next. Then run through each on-screen tile  
and paint only if that tile is not the same as the tile one  
position to its left.




With a small number of possible tiles and a normal sort of  
platform game layout (ie, lots of horizontal platforms) you  
shouldn't have to draw all that much. Level two of Super Mario  
Brothers would probably be an ideal usage case.




I guess that the next thing would be to store your tile map as the  
computed list of tile changes to draw per tile column, and to  
consider whether compiling your tiles so that you map from the  
combination of old tile and new to the code and draw only the  
changes gives a meaningful boost for the memory cost.




I'm not sure whether anybody else has done this sort of thing, but  
I really mean to give it a go sometime soon.



On Saturday, 21 April 2012, Adrian Brown wrote:

That’s top, im a child of the electronic sound – don’t think my  
wife is too impressed with it blasting out of the office though ;)  
 Im working on some other sam bits at the moment (when time  
allows)  For programmery people, scrolling on sam is what let it  
down imho.  Thinking of

Re: Musics

2012-04-21 Thread Balor Price

On 21/04/2012 21:14, war...@wdlee.co.uk wrote:
David, looking forward to checking out your music, once I remember how 
to play it! ;-)




Sorry - tried sending an attachment to the list yesterday but they're 
blocked.


Here's a version of the disk with the music compiled on it, just load up 
the basic program...   :)


http://scenedamage.com/cookingcircle/sanxion.dsk





Re: Musics

2012-04-21 Thread warren
Thanks for that!! Just listening. Very very cool!! :-D Well done!!!  
Especially considering how quickly you did it!


I'm actually thinking at some point in the near future, of doing a  
couple of 'special editions' of the two games I got published on Fred  
many-many years ago, so if you'd ever be interested in doing some for  
music for those...? let me know. :-)


Basically thinking of re-doing a lot of the graphics and adding a host  
of polishing touches and tweaks to them. (Invasion on issue 58 and  
Sniper Fire on issue 75) Maybe even add some new levels to them. That  
way I can make a couple of sorta-new small SAM games, without tons of  
effort... ;-) thinking about doing it around the end of May, when I've  
got a nice chunk of time to myself to work on projects.


Warren

Quoting Balor Price :


On 21/04/2012 21:14, war...@wdlee.co.uk wrote:
David, looking forward to checking out your music, once I remember  
how to play it! ;-)




Sorry - tried sending an attachment to the list yesterday but  
they're blocked.


Here's a version of the disk with the music compiled on it, just  
load up the basic program...   :)


http://scenedamage.com/cookingcircle/sanxion.dsk









Re: Musics

2012-04-21 Thread Aleš Keprt

Oh, attachments are blocked? Thank you for pointing it out.
I sent you the player for that tune yesterday, and exactly as you said: It 
was blocked. And without notice.


So who wants to play that tune in Windows: 
https://rapidshare.com/files/1558291338/sanxion.zip

Run the attached .bat file to start it.

I am just unsure if the sound is 100% correct because the tune uses a lot 
the envelopes. Maybe the author can check it. :-)


Best regards,
Aley


-Původní zpráva- 
From: Balor Price

Sent: Saturday, April 21, 2012 10:24 PM
To: sam-users@nvg.ntnu.no
Subject: Re: Musics

On 21/04/2012 21:14, war...@wdlee.co.uk wrote:
David, looking forward to checking out your music, once I remember how to 
play it! ;-)




Sorry - tried sending an attachment to the list yesterday but they're
blocked.

Here's a version of the disk with the music compiled on it, just load up
the basic program...   :)

http://scenedamage.com/cookingcircle/sanxion.dsk




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



Re: Musics

2012-04-22 Thread Colin Piggot

David wrote:

If anyone fancies a listen to the most fiendishly complicated piece of Sam
music I've written,


Great music as always!

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