R: R: R: R: Hi All Sam Users From Italy!
Your Lerm Files won’t load on my Samtaper ver :( I think you have the version 4 ;) Simone Voltolini Via Cavour 1, 46030 San Giorgio di Mantova MN Tel/Fax +39 0376 371059 voip: 0376 1855999 - P. IVA 02048930206 skype: ranma_simon Da: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] Per conto di Thomas Harte Inviato: domenica 31 agosto 2014 00:32 A: sam-users@nvg.ntnu.no Oggetto: Re: R: R: R: Hi All Sam Users From Italy! Cool. And if you have any of the games on there already, it might be interesting to do a differential comparison of the files — they’ll be mostly the 48k of memory and that’ll be mostly the same, so with some educated guesswork it might be possible to derive the .LRM file format and write a conversion tool between it and .SNA. Then you could use any game you can find online. … though SC_Speclone would probably be the smarter thing: it’s free for redistribution and can load Plus D snapshot files, which someone’s bound already to have figured out. On 30 August 2014 at 15:26:29, Simone Voltolini (simone.voltol...@tin.it mailto:simone.voltol...@tin.it ) wrote: Thanks Thomas, I will test it and let you know. Kora Sistemi Informatici S.r.l. Il giorno 31/ago/2014, alle ore 00:17, Thomas Harte tomh.retros...@gmail.com mailto:tomh.retros...@gmail.com ha scritto: So, it’s slender pickings, but everything I seem to have put on disk with Samtape and which is also now available from World of Spectrum can be grabbed at https://www.dropbox.com/sh/iksl9n0672miyqq/AADxzgPmOUzYC6g6wrRwvSM7a?dl=0 As I said, I no longer have a copy of Samtape, that disk having expired a long time ago, so I can’t speak as to the functionality of any of these files. Having been a disorganised 10-year old when I had a Sam, it’s very possible that some of these aren’t what they say they are or possibly aren’t even Samtape files. Good luck! I was not able to find a single 128k conversion, though I’m sure I had some. On 29 August 2014 at 08:22:13, Simone Voltolini (simone.voltol...@tin.it mailto:simone.voltol...@tin.it ) wrote: I've 30 disks images with 128 conversions + other 18 but I think there will be more outside ;) Let me gently know, thanks. Simone Voltolini Via Cavour 1, 46030 San Giorgio di Mantova MN Tel/Fax +39 0376 371059 voip: 0376 1855999 - P. IVA 02048930206 skype: ranma_simon -Messaggio originale- Da: owner-sam-us...@nvg.ntnu.no mailto:owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] Per conto di Thomas Harte Inviato: venerdì 29 agosto 2014 16:46 A: sam-users@nvg.ntnu.no mailto:sam-users@nvg.ntnu.no Oggetto: Re: R: R: Hi All Sam Users From Italy! I think I had 4 back in the day; couldn't comment on earlier versions. If you have the manual, does it comment on the file format? It's bound to be something it would be easy to convert .SNA to. I think I also had Sam conversions of the 128k versions of Chase HQ and Tetris 2. I'm unlikely still to have them, but I'll check (and versus World of Spectrum too, obviously)... On 29 Aug 2014, at 07:39, Simone Voltolini simone.voltol...@tin.it mailto:simone.voltol...@tin.it wrote: I perfectly know Thomas. I have the original Sam Tape 3 version and some images produced with Speccy stuff too. But I've read that the version 4 is absolutely the best one. Simone Voltolini Via Cavour 1, 46030 San Giorgio di Mantova MN Tel/Fax +39 0376 371059 voip: 0376 1855999 - P. IVA 02048930206 skype: ranma_simon -Messaggio originale- Da: owner-sam-us...@nvg.ntnu.no mailto:owner-sam-us...@nvg.ntnu.no [mailto:owner= mailto:owner-sam-us...@nvg.ntnu.no
R: R: R: R: Hi All Sam Users From Italy!
And I’ve just prepared 2 floppies with 32 snapped 48k games from my plus D that works perfectly on Sam ;) I will post a link very soon. Best wishes. Simone Voltolini Via Cavour 1, 46030 San Giorgio di Mantova MN Tel/Fax +39 0376 371059 voip: 0376 1855999 - P. IVA 02048930206 skype: ranma_simon Da: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] Per conto di Thomas Harte Inviato: domenica 31 agosto 2014 00:32 A: sam-users@nvg.ntnu.no Oggetto: Re: R: R: R: Hi All Sam Users From Italy! Cool. And if you have any of the games on there already, it might be interesting to do a differential comparison of the files — they’ll be mostly the 48k of memory and that’ll be mostly the same, so with some educated guesswork it might be possible to derive the .LRM file format and write a conversion tool between it and .SNA. Then you could use any game you can find online. … though SC_Speclone would probably be the smarter thing: it’s free for redistribution and can load Plus D snapshot files, which someone’s bound already to have figured out. On 30 August 2014 at 15:26:29, Simone Voltolini (simone.voltol...@tin.it mailto:simone.voltol...@tin.it ) wrote: Thanks Thomas, I will test it and let you know. Kora Sistemi Informatici S.r.l. Il giorno 31/ago/2014, alle ore 00:17, Thomas Harte tomh.retros...@gmail.com mailto:tomh.retros...@gmail.com ha scritto: So, it’s slender pickings, but everything I seem to have put on disk with Samtape and which is also now available from World of Spectrum can be grabbed at https://www.dropbox.com/sh/iksl9n0672miyqq/AADxzgPmOUzYC6g6wrRwvSM7a?dl=0 As I said, I no longer have a copy of Samtape, that disk having expired a long time ago, so I can’t speak as to the functionality of any of these files. Having been a disorganised 10-year old when I had a Sam, it’s very possible that some of these aren’t what they say they are or possibly aren’t even Samtape files. Good luck! I was not able to find a single 128k conversion, though I’m sure I had some. On 29 August 2014 at 08:22:13, Simone Voltolini (simone.voltol...@tin.it mailto:simone.voltol...@tin.it ) wrote: I've 30 disks images with 128 conversions + other 18 but I think there will be more outside ;) Let me gently know, thanks. Simone Voltolini Via Cavour 1, 46030 San Giorgio di Mantova MN Tel/Fax +39 0376 371059 voip: 0376 1855999 - P. IVA 02048930206 skype: ranma_simon -Messaggio originale- Da: owner-sam-us...@nvg.ntnu.no mailto:owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] Per conto di Thomas Harte Inviato: venerdì 29 agosto 2014 16:46 A: sam-users@nvg.ntnu.no mailto:sam-users@nvg.ntnu.no Oggetto: Re: R: R: Hi All Sam Users From Italy! I think I had 4 back in the day; couldn't comment on earlier versions. If you have the manual, does it comment on the file format? It's bound to be something it would be easy to convert .SNA to. I think I also had Sam conversions of the 128k versions of Chase HQ and Tetris 2. I'm unlikely still to have them, but I'll check (and versus World of Spectrum too, obviously)... On 29 Aug 2014, at 07:39, Simone Voltolini simone.voltol...@tin.it mailto:simone.voltol...@tin.it wrote: I perfectly know Thomas. I have the original Sam Tape 3 version and some images produced with Speccy stuff too. But I've read that the version 4 is absolutely the best one. Simone Voltolini Via Cavour 1, 46030 San Giorgio di Mantova MN Tel/Fax +39 0376 371059 voip: 0376 1855999 - P. IVA 02048930206 skype: ranma_simon -Messaggio originale- Da: owner-sam-us...@nvg.ntnu.no mailto:owner-sam-us...@nvg.ntnu.no [mailto:owner= mailto:owner-sam-us...@nvg.ntnu.no
Re: R: R: R: Hi All Sam Users From Italy!
Infact I'm Marking some plus D Snap From My Speccy too :-) AND I've All the emulatore too and Speclone seems the most interesting Thanks a lot Kora Sistemi Informatici S.r.l. Il giorno 31/ago/2014, alle ore 00:31, Thomas Harte tomh.retros...@gmail.com ha scritto: Cool. And if you have any of the games on there already, it might be interesting to do a differential comparison of the files — they’ll be mostly the 48k of memory and thatl be mostly the same, so with some educated guesswork it might be possible to derive the .LRM file format and write a conversion tool between it and .SNA. Then you could use any game you can find online. … though SC_Speclone would probably be the smarter thing: it’s free for redistribution and can load Plus D snapshot files, which someone’s bound already to have figured out. On 30 August 2014 at 15:26:29, Simone Voltolini (simone.voltol...@tin.it) wrote: Thanks Thomas, I will test it and let you know. Kora Sistemi Informatici S.r.l. Il giorno 31/ago/2014, alle ore 00:17, Thomas Harte tomh.retros...@gmail.com ha scritto: So, it’s slender pickings, but everything I seem to have put on disk with Samtape and which is also now available from World of Spectrum can be grabbed at https://www.dropbox.com/sh/iksl9n0672miyqq/AADxzgPmOUzYC6g6wrRwvSM7a?dl=0 As I said, I no longer have a copy of Samtape, that disk having expired a long time ago, so I can’t speak as to the functionality of any of these files. Having been a disorganised 10-year old when I had a Sam, it’s very possible that some of these aren’t what they say they are or possibly aren’t even Samtape files. Good luck! I was not able to find a single 128k conversion, though I’m sure I had some. On 29 August 2014 at 08:22:13, Simone Voltolini (simone.voltol...@tin.it) wrote: I've 30 disks images with 128 conversions + other 18 but I think there will be more outside ;) Let me gently know, thanks. Simone Voltolini Via Cavour 1, 46030 San Giorgio di Mantova MN Tel/Fax +39 0376 371059 voip: 0376 1855999 - P. IVA 02048930206 skype: ranma_simon -Messaggio originale- Da: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] Per conto di Thomas Harte Inviato: venerdì 29 agosto 2014 16:46 A: sam-users@nvg.ntnu.no Oggetto: Re: R: R: Hi All Sam Users From Italy! I think I had 4 back in the day; couldn't comment on earlier versions. If you have the manual, does it comment on the file format? It's bound to be something it would be easy to convert .SNA to. I think I also had Sam conversions of the 128k versions of Chase HQ and Tetris 2. I'm unlikely still to have them, but I'll check (and versus World of Spectrum too, obviously)... On 29 Aug 2014, at 07:39, Simone Voltolini simone.voltol...@tin.it wrote: I perfectly know Thomas. I have the original Sam Tape 3 version and some images produced with Speccy stuff too. But I've read that the version 4 is absolutely the best one. Simone Voltolini Via Cavour 1, 46030 San Giorgio di Mantova MN Tel/Fax +39 0376 371059 voip: 0376 1855999 - P. IVA 02048930206 skype: ranma_simon -Messaggio originale- Da: owner-sam-us...@nvg.ntnu.no [mailto:owner=
Re: Hi All Sam Users From Italy!
En/Je/On 2014-08-28 23:10, Simone Voltolini escribió / skribis / wrote : Last year I start to preserve All of My Speccy, Ql and Now Sam material Nice to see you here, Simone! I didn't know you are interested also in the SAM Coupé. For the list: Simone contacted me some months ago, because he was interested in the QL original software and manuals I offered for sale in my website. I sold him all the stuff. You can trust him ;) -- Marcos Cruz http://programandala.net
Re: Hi All Sam Users From Italy!
Yes Marcos and I didn't know that you are ALSO a Sam user too :-) I'm searching All Kind of original stuff for Sam so If you can Help me I will appreciate ^_^ Best Regards Kora Sistemi Informatici S.r.l. Il giorno 31/ago/2014, alle ore 14:33, Marcos Cruz sam_coupe_list...@programandala.net ha scritto: En/Je/On 2014-08-28 23:10, Simone Voltolini escribió / skribis / wrote : Last year I start to preserve All of My Speccy, Ql and Now Sam material Nice to see you here, Simone! I didn't know you are interested also in the SAM Coupé. For the list: Simone contacted me some months ago, because he was interested in the QL original software and manuals I offered for sale in my website. I sold him all the stuff. You can trust him ;) -- Marcos Cruz http://programandala.net
Re: R: R: R: Hi All Sam Users From Italy!
So, it’s slender pickings, but everything I seem to have put on disk with Samtape and which is also now available from World of Spectrum can be grabbed at https://www.dropbox.com/sh/iksl9n0672miyqq/AADxzgPmOUzYC6g6wrRwvSM7a?dl=0 As I said, I no longer have a copy of Samtape, that disk having expired a long time ago, so I can’t speak as to the functionality of any of these files. Having been a disorganised 10-year old when I had a Sam, it’s very possible that some of these aren’t what they say they are or possibly aren’t even Samtape files. Good luck! I was not able to find a single 128k conversion, though I’m sure I had some. On 29 August 2014 at 08:22:13, Simone Voltolini (simone.voltol...@tin.it) wrote: I've 30 disks images with 128 conversions + other 18 but I think there will be more outside ;) Let me gently know, thanks. Simone Voltolini Via Cavour 1, 46030 San Giorgio di Mantova MN Tel/Fax +39 0376 371059 voip: 0376 1855999 - P. IVA 02048930206 skype: ranma_simon -Messaggio originale- Da: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] Per conto di Thomas Harte Inviato: venerdì 29 agosto 2014 16:46 A: sam-users@nvg.ntnu.no Oggetto: Re: R: R: Hi All Sam Users From Italy! I think I had 4 back in the day; couldn't comment on earlier versions. If you have the manual, does it comment on the file format? It's bound to be something it would be easy to convert .SNA to. I think I also had Sam conversions of the 128k versions of Chase HQ and Tetris 2. I'm unlikely still to have them, but I'll check (and versus World of Spectrum too, obviously)... On 29 Aug 2014, at 07:39, Simone Voltolini simone.voltol...@tin.it wrote: I perfectly know Thomas. I have the original Sam Tape 3 version and some images produced with Speccy stuff too. But I've read that the version 4 is absolutely the best one. Simone Voltolini Via Cavour 1, 46030 San Giorgio di Mantova MN Tel/Fax +39 0376 371059 voip: 0376 1855999 - P. IVA 02048930206 skype: ranma_simon -Messaggio originale- Da: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] Per conto di Thomas Harte Inviato: venerdì 29 agosto 2014 16:08 A: sam-users@nvg.ntnu.no Oggetto: Re: R: Hi All Sam Users From Italy! This list is strictly legal so nothing can be redistributed unless the original authors have given permission. I've got some Samtape snaps of Spectrum software hanging around though; I'll see what's permitted for redistribution on World of Spectrum and get back to you, but probably not until the far end of the weekend. Sadly I think I no longer have Samtape and it explicitly isn't redistributable so I can't test anything. On 29 Aug 2014, at 06:55, Simone Voltolini simone.voltol...@tin.it wrote: Thanks a lot Wub. It was a dream for me to have finally in my hand a Sam Coupè. I hope that someone can help me to find Samtape 4 and Kobrahsoft CD2 Tape di Sam Disk drive utilities. Best wishes. Simone Voltolini Via Cavour 1, 46030 San Giorgio di Mantova MN Tel/Fax +39 0376 371059 voip: 0376 1855999 - P. IVA 02048930206 skype: ranma_simon -Messaggio originale- Da: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] Per conto di the wub Inviato: venerdì 29 agosto 2014 15:49 A: sam-users@nvg.ntnu.no Oggetto: Re: Hi All Sam Users From Italy! Hi and welcome to the Sam scene! :) You made a great choice, the Sam has some excellent software and is the nicest way to play spectrum games on real hardware too! Have fun! Rob.
Re: R: R: R: Hi All Sam Users From Italy!
Thanks Thomas, I will test it and let you know. Kora Sistemi Informatici S.r.l. Il giorno 31/ago/2014, alle ore 00:17, Thomas Harte tomh.retros...@gmail.com ha scritto: So, it’s slender pickings, but everything I seem to have put on disk with Samtape and which is also now available from World of Spectrum can be grabbed at https://www.dropbox.com/sh/iksl9n0672miyqq/AADxzgPmOUzYC6g6wrRwvSM7a?dl=0 As I said, I no longer have a copy of Samtape, that disk having expired a long time ago, so I can’t speak as to the functionality of any of these files. Having been a disorganised 10-year old when I had a Sam, it’s very possible that some of these aren’t what they say they are or possibly aren’t even Samtape files. Good luck! I was not able to find a single 128k conversion, though I’m sure I had some. On 29 August 2014 at 08:22:13, Simone Voltolini (simone.voltol...@tin.it) wrote: I've 30 disks images with 128 conversions + other 18 but I think there will be more outside ;) Let me gently know, thanks. Simone Voltolini Via Cavour 1, 46030 San Giorgio di Mantova MN Tel/Fax +39 0376 371059 voip: 0376 1855999 - P. IVA 02048930206 skype: ranma_simon -Messaggio originale- Da: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] Per conto di Thomas Harte Inviato: venerdì 29 agosto 2014 16:46 A: sam-users@nvg.ntnu.no Oggetto: Re: R: R: Hi All Sam Users From Italy! I think I had 4 back in the day; couldn't comment on earlier versions. If you have the manual, does it comment on the file format? It's bound to be something it would be easy to convert .SNA to. I think I also had Sam conversions of the 128k versions of Chase HQ and Tetris 2. I'm unlikely still to have them, but I'll check (and versus World of Spectrum too, obviously)... On 29 Aug 2014, at 07:39, Simone Voltolini simone.voltol...@tin.it wrote: I perfectly know Thomas. I have the original Sam Tape 3 version and some images produced with Speccy stuff too. But I've read that the version 4 is absolutely the best one. Simone Voltolini Via Cavour 1, 46030 San Giorgio di Mantova MN Tel/Fax +39 0376 371059 voip: 0376 1855999 - P. IVA 02048930206 skype: ranma_simon -Messaggio originale- Da: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] Per conto di Thomas Harte Inviato: venerdì 29 agosto 2014 16:08 A: sam-users@nvg.ntnu.no Oggetto: Re: R: Hi All Sam Users From Italy! This list is strictly legal so nothing can be redistributed unless the original authors have given permission. I've got some Samtape snaps of Spectrum software hanging around though; I'll see what's permitted for redistribution on World of Spectrum and get back to you, but probably not until the far end of the weekend. Sadly I think I no longer have Samtape and it explicitly isn't redistributable so I can't test anything. On 29 Aug 2014, at 06:55, Simone Voltolini simone.voltol...@tin.it wrote: Thanks a lot Wub. It was a dream for me to have finally in my hand a Sam Coupè. I hope that someone can help me to find Samtape 4 and Kobrahsoft CD2 Tape di Sam Disk drive utilities. Best wishes. Simone Voltolini Via Cavour 1, 46030 San Giorgio di Mantova MN Tel/Fax +39 0376 371059 voip: 0376 1855999 - P. IVA 02048930206 skype: ranma_simon -Messaggio originale- Da: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] Per conto di the wub Inviato: venerdì 29 agosto 2014 15:49 A: sam-users@nvg.ntnu.no Oggetto: Re: Hi All Sam Users From Italy! Hi and welcome to the Sam scene! :) You made a great choice, the Sam has some excellent software and is the nicest way to play spectrum games on real hardware too! Have fun! Rob.
Re: R: R: R: Hi All Sam Users From Italy!
Cool. And if you have any of the games on there already, it might be interesting to do a differential comparison of the files — they’ll be mostly the 48k of memory and that’ll be mostly the same, so with some educated guesswork it might be possible to derive the .LRM file format and write a conversion tool between it and .SNA. Then you could use any game you can find online. … though SC_Speclone would probably be the smarter thing: it’s free for redistribution and can load Plus D snapshot files, which someone’s bound already to have figured out. On 30 August 2014 at 15:26:29, Simone Voltolini (simone.voltol...@tin.it) wrote: Thanks Thomas, I will test it and let you know. Kora Sistemi Informatici S.r.l. Il giorno 31/ago/2014, alle ore 00:17, Thomas Harte tomh.retros...@gmail.com ha scritto: So, it’s slender pickings, but everything I seem to have put on disk with Samtape and which is also now available from World of Spectrum can be grabbed at https://www.dropbox.com/sh/iksl9n0672miyqq/AADxzgPmOUzYC6g6wrRwvSM7a?dl=0 As I said, I no longer have a copy of Samtape, that disk having expired a long time ago, so I can’t speak as to the functionality of any of these files. Having been a disorganised 10-year old when I had a Sam, it’s very possible that some of these aren’t what they say they are or possibly aren’t even Samtape files. Good luck! I was not able to find a single 128k conversion, though I’m sure I had some. On 29 August 2014 at 08:22:13, Simone Voltolini (simone.voltol...@tin.it) wrote: I've 30 disks images with 128 conversions + other 18 but I think there will be more outside ;) Let me gently know, thanks. Simone Voltolini Via Cavour 1, 46030 San Giorgio di Mantova MN Tel/Fax +39 0376 371059 voip: 0376 1855999 - P. IVA 02048930206 skype: ranma_simon -Messaggio originale- Da: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] Per conto di Thomas Harte Inviato: venerdì 29 agosto 2014 16:46 A: sam-users@nvg.ntnu.no Oggetto: Re: R: R: Hi All Sam Users From Italy! I think I had 4 back in the day; couldn't comment on earlier versions. If you have the manual, does it comment on the file format? It's bound to be something it would be easy to convert .SNA to. I think I also had Sam conversions of the 128k versions of Chase HQ and Tetris 2. I'm unlikely still to have them, but I'll check (and versus World of Spectrum too, obviously)... On 29 Aug 2014, at 07:39, Simone Voltolini simone.voltol...@tin.it wrote: I perfectly know Thomas. I have the original Sam Tape 3 version and some images produced with Speccy stuff too. But I've read that the version 4 is absolutely the best one. Simone Voltolini Via Cavour 1, 46030 San Giorgio di Mantova MN Tel/Fax +39 0376 371059 voip: 0376 1855999 - P. IVA 02048930206 skype: ranma_simon -Messaggio originale- Da: owner-sam-us...@nvg.ntnu.no [mailto:owner=
Re: Hi All Sam Users From Italy!
Hi and welcome to the Sam scene! :) You made a great choice, the Sam has some excellent software and is the nicest way to play spectrum games on real hardware too! Have fun! Rob.
R: Hi All Sam Users From Italy!
Thanks a lot Wub. It was a dream for me to have finally in my hand a Sam Coupè. I hope that someone can help me to find Samtape 4 and Kobrahsoft CD2 Tape di Sam Disk drive utilities. Best wishes. Simone Voltolini Via Cavour 1, 46030 San Giorgio di Mantova MN Tel/Fax +39 0376 371059 voip: 0376 1855999 - P. IVA 02048930206 skype: ranma_simon -Messaggio originale- Da: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] Per conto di the wub Inviato: venerdì 29 agosto 2014 15:49 A: sam-users@nvg.ntnu.no Oggetto: Re: Hi All Sam Users From Italy! Hi and welcome to the Sam scene! :) You made a great choice, the Sam has some excellent software and is the nicest way to play spectrum games on real hardware too! Have fun! Rob.
Re: R: Hi All Sam Users From Italy!
This list is strictly legal so nothing can be redistributed unless the original authors have given permission. I've got some Samtape snaps of Spectrum software hanging around though; I'll see what's permitted for redistribution on World of Spectrum and get back to you, but probably not until the far end of the weekend. Sadly I think I no longer have Samtape and it explicitly isn't redistributable so I can't test anything. On 29 Aug 2014, at 06:55, Simone Voltolini simone.voltol...@tin.it wrote: Thanks a lot Wub. It was a dream for me to have finally in my hand a Sam Coupè. I hope that someone can help me to find Samtape 4 and Kobrahsoft CD2 Tape di Sam Disk drive utilities. Best wishes. Simone Voltolini Via Cavour 1, 46030 San Giorgio di Mantova MN Tel/Fax +39 0376 371059 voip: 0376 1855999 - P. IVA 02048930206 skype: ranma_simon -Messaggio originale- Da: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] Per conto di the wub Inviato: venerdì 29 agosto 2014 15:49 A: sam-users@nvg.ntnu.no Oggetto: Re: Hi All Sam Users From Italy! Hi and welcome to the Sam scene! :) You made a great choice, the Sam has some excellent software and is the nicest way to play spectrum games on real hardware too! Have fun! Rob.
R: R: Hi All Sam Users From Italy!
I perfectly know Thomas. I have the original Sam Tape 3 version and some images produced with Speccy stuff too. But I've read that the version 4 is absolutely the best one. Simone Voltolini Via Cavour 1, 46030 San Giorgio di Mantova MN Tel/Fax +39 0376 371059 voip: 0376 1855999 - P. IVA 02048930206 skype: ranma_simon -Messaggio originale- Da: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] Per conto di Thomas Harte Inviato: venerdì 29 agosto 2014 16:08 A: sam-users@nvg.ntnu.no Oggetto: Re: R: Hi All Sam Users From Italy! This list is strictly legal so nothing can be redistributed unless the original authors have given permission. I've got some Samtape snaps of Spectrum software hanging around though; I'll see what's permitted for redistribution on World of Spectrum and get back to you, but probably not until the far end of the weekend. Sadly I think I no longer have Samtape and it explicitly isn't redistributable so I can't test anything. On 29 Aug 2014, at 06:55, Simone Voltolini simone.voltol...@tin.it wrote: Thanks a lot Wub. It was a dream for me to have finally in my hand a Sam Coupè. I hope that someone can help me to find Samtape 4 and Kobrahsoft CD2 Tape di Sam Disk drive utilities. Best wishes. Simone Voltolini Via Cavour 1, 46030 San Giorgio di Mantova MN Tel/Fax +39 0376 371059 voip: 0376 1855999 - P. IVA 02048930206 skype: ranma_simon -Messaggio originale- Da: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] Per conto di the wub Inviato: venerdì 29 agosto 2014 15:49 A: sam-users@nvg.ntnu.no Oggetto: Re: Hi All Sam Users From Italy! Hi and welcome to the Sam scene! :) You made a great choice, the Sam has some excellent software and is the nicest way to play spectrum games on real hardware too! Have fun! Rob.
Re: R: R: Hi All Sam Users From Italy!
I think I had 4 back in the day; couldn't comment on earlier versions. If you have the manual, does it comment on the file format? It's bound to be something it would be easy to convert .SNA to. I think I also had Sam conversions of the 128k versions of Chase HQ and Tetris 2. I'm unlikely still to have them, but I'll check (and versus World of Spectrum too, obviously)... On 29 Aug 2014, at 07:39, Simone Voltolini simone.voltol...@tin.it wrote: I perfectly know Thomas. I have the original Sam Tape 3 version and some images produced with Speccy stuff too. But I've read that the version 4 is absolutely the best one. Simone Voltolini Via Cavour 1, 46030 San Giorgio di Mantova MN Tel/Fax +39 0376 371059 voip: 0376 1855999 - P. IVA 02048930206 skype: ranma_simon -Messaggio originale- Da: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] Per conto di Thomas Harte Inviato: venerdì 29 agosto 2014 16:08 A: sam-users@nvg.ntnu.no Oggetto: Re: R: Hi All Sam Users From Italy! This list is strictly legal so nothing can be redistributed unless the original authors have given permission. I've got some Samtape snaps of Spectrum software hanging around though; I'll see what's permitted for redistribution on World of Spectrum and get back to you, but probably not until the far end of the weekend. Sadly I think I no longer have Samtape and it explicitly isn't redistributable so I can't test anything. On 29 Aug 2014, at 06:55, Simone Voltolini simone.voltol...@tin.it wrote: Thanks a lot Wub. It was a dream for me to have finally in my hand a Sam Coupè. I hope that someone can help me to find Samtape 4 and Kobrahsoft CD2 Tape di Sam Disk drive utilities. Best wishes. Simone Voltolini Via Cavour 1, 46030 San Giorgio di Mantova MN Tel/Fax +39 0376 371059 voip: 0376 1855999 - P. IVA 02048930206 skype: ranma_simon -Messaggio originale- Da: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] Per conto di the wub Inviato: venerdì 29 agosto 2014 15:49 A: sam-users@nvg.ntnu.no Oggetto: Re: Hi All Sam Users From Italy! Hi and welcome to the Sam scene! :) You made a great choice, the Sam has some excellent software and is the nicest way to play spectrum games on real hardware too! Have fun! Rob.
R: R: R: Hi All Sam Users From Italy!
I've 30 disks images with 128 conversions + other 18 but I think there will be more outside ;) Let me gently know, thanks. Simone Voltolini Via Cavour 1, 46030 San Giorgio di Mantova MN Tel/Fax +39 0376 371059 voip: 0376 1855999 - P. IVA 02048930206 skype: ranma_simon -Messaggio originale- Da: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] Per conto di Thomas Harte Inviato: venerdì 29 agosto 2014 16:46 A: sam-users@nvg.ntnu.no Oggetto: Re: R: R: Hi All Sam Users From Italy! I think I had 4 back in the day; couldn't comment on earlier versions. If you have the manual, does it comment on the file format? It's bound to be something it would be easy to convert .SNA to. I think I also had Sam conversions of the 128k versions of Chase HQ and Tetris 2. I'm unlikely still to have them, but I'll check (and versus World of Spectrum too, obviously)... On 29 Aug 2014, at 07:39, Simone Voltolini simone.voltol...@tin.it wrote: I perfectly know Thomas. I have the original Sam Tape 3 version and some images produced with Speccy stuff too. But I've read that the version 4 is absolutely the best one. Simone Voltolini Via Cavour 1, 46030 San Giorgio di Mantova MN Tel/Fax +39 0376 371059 voip: 0376 1855999 - P. IVA 02048930206 skype: ranma_simon -Messaggio originale- Da: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] Per conto di Thomas Harte Inviato: venerdì 29 agosto 2014 16:08 A: sam-users@nvg.ntnu.no Oggetto: Re: R: Hi All Sam Users From Italy! This list is strictly legal so nothing can be redistributed unless the original authors have given permission. I've got some Samtape snaps of Spectrum software hanging around though; I'll see what's permitted for redistribution on World of Spectrum and get back to you, but probably not until the far end of the weekend. Sadly I think I no longer have Samtape and it explicitly isn't redistributable so I can't test anything. On 29 Aug 2014, at 06:55, Simone Voltolini simone.voltol...@tin.it wrote: Thanks a lot Wub. It was a dream for me to have finally in my hand a Sam Coupè. I hope that someone can help me to find Samtape 4 and Kobrahsoft CD2 Tape di Sam Disk drive utilities. Best wishes. Simone Voltolini Via Cavour 1, 46030 San Giorgio di Mantova MN Tel/Fax +39 0376 371059 voip: 0376 1855999 - P. IVA 02048930206 skype: ranma_simon -Messaggio originale- Da: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] Per conto di the wub Inviato: venerdì 29 agosto 2014 15:49 A: sam-users@nvg.ntnu.no Oggetto: Re: Hi All Sam Users From Italy! Hi and welcome to the Sam scene! :) You made a great choice, the Sam has some excellent software and is the nicest way to play spectrum games on real hardware too! Have fun! Rob.
Hi All Sam Users From Italy!
Hi Guys! I'm Simon and I Was a Speccy user since December 1983 and I Was very active until 1993 in Speccy scene creating Many Disciple conversion with our Group Outsoftware and My friend Squonk. Last year I start to preserve All of My Speccy, Ql and Now Sam material (i've found One on eBay Absolutely perfect) and I'm searching all stuff that is possible for This great machine. So If someone can Help me to find Many stuff that I don't have i will appreciate. I usually buy All originals but Also some disk image is appreciated. I Was searching in particular for All Speccy converted stuff (128k) on The SAM and Sam Tape 4d and Kobrahsoft Cd2 to Disk too. If someone can Help me I will appreciate, I will do the same. I'm starting convertìng Many 48k stuff to Sam too :-) Thanks for All Help that you can do for me. Best wishes. P.s.: Colin Work is Absolutely outstanding, please Support it! Kora Sistemi Informatici S.r.l.
Re: Hi - just checking
but surely the code can be fed into the samc compiler no - sam vision erm it looks close?! are you sure that as teh filled in cube rotates it wouldnt be easier to drop to mode1 couldnt you fill 64 pixels of colour witha single byte attribute square only need to work out how many you could get away with seems a bit jerk how many frames does it take to draw? have you tried the echologia demo with the dma and mb-02+ in real spectrum - not sure if they are using the dma tah much some models take 3 to 7 frames to draw wouldnt a sam dma be a wee bit faster than the quoted 17jb per frame velesoft reckon the dma datagear interface handles in on128k also do you need masterdos to detect an external sam - its only another 3mhz but what about those register hungry emulators like the apple and oric or whatever its called oreo - isnt that a biscuit? did you catcht eh text font its taken me a lng time silver paint tonight pressure sensitive keyboard membrane here i come! - didnt realise the 128keypad had a pic controller in it dont they go up to 80mhz! theres development kits in maplin £44 or build it your self for £25ish grade b=£20 http://www.maplin.co.uk/Search.aspx?menuno=12483 usb... http://www.maplin.co.uk/Search.aspx?menuno=12545 2009/8/7 Simon Cooke si...@popcornfilms.com: It's still pretty much just a quick sin/cos lookup for the euler angle calculation. As you say, you just store it in a form that hits 0 at 0, and 2pi - epsilon at 65535. (Or something similar), and then just do a lookup
Re: Hi - just checking
http://www.youtube.com/watch?v=ALLAUaVoQC0feature=channel_page dunno if youd need a dma for this in mode1 or it'd b n e easier in mode2 will try mode 3 next then if anyone knows an easy to use interlace routine would the second interlaced screen be one pixel line below the first - is that how it works its alternate scan lines 2009/8/19 Roger Jowett rogerjow...@gmail.com: but surely the code can be fed into the samc compiler no - sam vision erm it looks close?! are you sure that as teh filled in cube rotates it wouldnt be easier to drop to mode1 couldnt you fill 64 pixels of colour witha single byte attribute square only need to work out how many you could get away with seems a bit jerk how many frames does it take to draw? have you tried the echologia demo with the dma and mb-02+ in real spectrum - not sure if they are using the dma tah much some models take 3 to 7 frames to draw wouldnt a sam dma be a wee bit faster than the quoted 17jb per frame velesoft reckon the dma datagear interface handles in on128k also do you need masterdos to detect an external sam - its only another 3mhz but what about those register hungry emulators like the apple and oric or whatever its called oreo - isnt that a biscuit? did you catcht eh text font its taken me a lng time silver paint tonight pressure sensitive keyboard membrane here i come! - didnt realise the 128keypad had a pic controller in it dont they go up to 80mhz! theres development kits in maplin £44 or build it your self for £25ish grade b=£20 http://www.maplin.co.uk/Search.aspx?menuno=12483 usb... http://www.maplin.co.uk/Search.aspx?menuno=12545 2009/8/7 Simon Cooke si...@popcornfilms.com: It's still pretty much just a quick sin/cos lookup for the euler angle calculation. As you say, you just store it in a form that hits 0 at 0, and 2pi - epsilon at 65535. (Or something similar), and then just do a lookup. That part's fast. Quaternions... The biggest advantage is that you can interpolate between them - which is necessary for skeletal animation. There are a number of disadvantages though - the need to occasionally renormalize them being a big one. (You're not actually gaining any kind of stability there per se; all you're doing is trading one numerical inaccuracy for another). Here's a case against them: http://www.gamedev.net/reference/articles/article1199.asp http://www.somedude.net/gamemonkey/forum/viewtopic.php?f=12t=380 http://www.sjbrown.co.uk/2002/05/01/quaternions/ Note: it may make sense to handle your camera as a quaternion, vs. a rotation matrix for local-worldspace transforms, based on the cost of operations. If you decompose your matrix into all of the pieces you need to calculate when you build it, and keep that alongside all of the pieces you need to apply when you apply it, then you might find more optimization opportunities - especially if you're not performing more than one rotation at once. But ultimately, the name of the game here is to go as far as possible, so it's all going to come down to your use cases. -Original Message- From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On Behalf Of Thomas Harte Sent: Wednesday, August 05, 2009 4:13 PM To: sam-users@nvg.ntnu.no Subject: Re: Hi - just checking They're in some format or another that I don't recall offhand, but is lined up so that a full circle is a nice round binary number for the obvious range fixing optimisation. But it's not just a quick sin/cos table lookup unless you're rotating around one axis only. See, e.g. http://www.manpagez.com/man/3/glRotatef/ (the man page for glRotatef) - clearly there's a lot more going on there than table lookups. Of course, I am taking note of coherences. If the angles associated with an object do not change from one frame to the next, the source matrix is not recalculated. This optimisation postdates the version of my code that has already appeared on Sam Revival, but predates the next version (which is a better optimised version of the code shown in my video http://www.youtube.com/watch?v=j0xN_Mi3B_I) As I've posted to this list in the past, I use something vaguely like SIMD to multiply a 2d vector by a scalar - the relevant part of the scalar sits in the accumulator and is shifted there to make the add/don't add decision in the standard binary multiplication formula, meanwhile the 2d vector sits with the work going in for one component occupying BC, DE and HL, the work for the other occupying BC', DE' and HL'. Hence I get a substantial saving on multiplying the two vector components by the scalar separately. Naturally, I have a classic y = f((x^2)/4) table for the limited range multiplications (related to the maximum size an individual object may be). I assume your point about not accumulating transformations in matrices effectively means that you agree that quaternions are useful beyond interpolation and animation
Re: Hi - just checking
!hd also sim coupe didnt like the full screen or maybe it was camtasia i used to record the desktop anyone got a better one? anyone figure out how to use the tv encoder chip on the vga card - msi mx440 vtd 8x agp /ti4200 vtd 128 / fx5900 zt vtd 128 all msi all Video input video output - none support hi deff despite the manual claiming the tv encoder can encode mpeg with 600mhz proces...@1024x768 - dont seem too hi deff to me! also ati x1950 power colour this had a component input cable with an arrow pointing towards teh machine but guess what also msi digital tv tuner - still only composite and s-video inputs although kind of weirdly the virgn/ntl set top box my brother has actually manages to get the screen to fill the pc tv tuner screen whereas the output from the box never quite works on the tv no matter what setting you try?! maybe use the lan/usb/serial/scart to conenct it to a hi deff tv? need to reflash the bios? not available from ntl/virgin also cant use the cable feed to get hi deff on the pc or the cable cahnnels or the internet have to have adpater for set top box and adapter for a router - was similar in hong kong luckily i had three fans in the card board box above the loos otherwise ida fryed! pccw 6mbps yeah sure engineer tested it never above 300kb and that would have been a miracle ohh you loose 5mbps when you are watching the digital tv service oh yeah well in that case youd have to be giveing me 5mbps in the first place before i could loose what you have never given me in the first place $150 a month christ! crooks can you use the itu t v44 320kbps modem at the same time would increase by 2½ the upload ability at the sneakily unadvertised 256kbps speed (fat chance!) 2009/8/19 Roger Jowett rogerjow...@gmail.com: http://www.youtube.com/watch?v=ALLAUaVoQC0feature=channel_page dunno if youd need a dma for this in mode1 or it'd b n e easier in mode2 will try mode 3 next then if anyone knows an easy to use interlace routine would the second interlaced screen be one pixel line below the first - is that how it works its alternate scan lines 2009/8/19 Roger Jowett rogerjow...@gmail.com: but surely the code can be fed into the samc compiler no - sam vision erm it looks close?! are you sure that as teh filled in cube rotates it wouldnt be easier to drop to mode1 couldnt you fill 64 pixels of colour witha single byte attribute square only need to work out how many you could get away with seems a bit jerk how many frames does it take to draw? have you tried the echologia demo with the dma and mb-02+ in real spectrum - not sure if they are using the dma tah much some models take 3 to 7 frames to draw wouldnt a sam dma be a wee bit faster than the quoted 17jb per frame velesoft reckon the dma datagear interface handles in on128k also do you need masterdos to detect an external sam - its only another 3mhz but what about those register hungry emulators like the apple and oric or whatever its called oreo - isnt that a biscuit? did you catcht eh text font its taken me a lng time silver paint tonight pressure sensitive keyboard membrane here i come! - didnt realise the 128keypad had a pic controller in it dont they go up to 80mhz! theres development kits in maplin £44 or build it your self for £25ish grade b=£20 http://www.maplin.co.uk/Search.aspx?menuno=12483 usb... http://www.maplin.co.uk/Search.aspx?menuno=12545 2009/8/7 Simon Cooke si...@popcornfilms.com: It's still pretty much just a quick sin/cos lookup for the euler angle calculation. As you say, you just store it in a form that hits 0 at 0, and 2pi - epsilon at 65535. (Or something similar), and then just do a lookup. That part's fast. Quaternions... The biggest advantage is that you can interpolate between them - which is necessary for skeletal animation. There are a number of disadvantages though - the need to occasionally renormalize them being a big one. (You're not actually gaining any kind of stability there per se; all you're doing is trading one numerical inaccuracy for another). Here's a case against them: http://www.gamedev.net/reference/articles/article1199.asp http://www.somedude.net/gamemonkey/forum/viewtopic.php?f=12t=380 http://www.sjbrown.co.uk/2002/05/01/quaternions/ Note: it may make sense to handle your camera as a quaternion, vs. a rotation matrix for local-worldspace transforms, based on the cost of operations. If you decompose your matrix into all of the pieces you need to calculate when you build it, and keep that alongside all of the pieces you need to apply when you apply it, then you might find more optimization opportunities - especially if you're not performing more than one rotation at once. But ultimately, the name of the game here is to go as far as possible, so it's all going to come down to your use cases. -Original Message- From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On Behalf Of Thomas Harte
Re: Hi - just checking
Roger, Can we not keep on-topic just slightly? I really don't see what relevance the cost of broadband in Hong Kong has to the blue-footed one. Though actually it's a little like having James Joyce on the list, so I'll try not to complain. David 2009/8/19 Roger Jowett rogerjow...@gmail.com: !hd also sim coupe didnt like the full screen or maybe it was camtasia i used to record the desktop anyone got a better one? anyone figure out how to use the tv encoder chip on the vga card - msi mx440 vtd 8x agp /ti4200 vtd 128 / fx5900 zt vtd 128 all msi all Video input video output - none support hi deff despite the manual claiming the tv encoder can encode mpeg with 600mhz proces...@1024x768 - dont seem too hi deff to me! also ati x1950 power colour this had a component input cable with an arrow pointing towards teh machine but guess what also msi digital tv tuner - still only composite and s-video inputs although kind of weirdly the virgn/ntl set top box my brother has actually manages to get the screen to fill the pc tv tuner screen whereas the output from the box never quite works on the tv no matter what setting you try?! maybe use the lan/usb/serial/scart to conenct it to a hi deff tv? need to reflash the bios? not available from ntl/virgin also cant use the cable feed to get hi deff on the pc or the cable cahnnels or the internet have to have adpater for set top box and adapter for a router - was similar in hong kong luckily i had three fans in the card board box above the loos otherwise ida fryed! pccw 6mbps yeah sure engineer tested it never above 300kb and that would have been a miracle ohh you loose 5mbps when you are watching the digital tv service oh yeah well in that case youd have to be giveing me 5mbps in the first place before i could loose what you have never given me in the first place $150 a month christ! crooks can you use the itu t v44 320kbps modem at the same time would increase by 2½ the upload ability at the sneakily unadvertised 256kbps speed (fat chance!) 2009/8/19 Roger Jowett rogerjow...@gmail.com: http://www.youtube.com/watch?v=ALLAUaVoQC0feature=channel_page dunno if youd need a dma for this in mode1 or it'd b n e easier in mode2 will try mode 3 next then if anyone knows an easy to use interlace routine would the second interlaced screen be one pixel line below the first - is that how it works its alternate scan lines 2009/8/19 Roger Jowett rogerjow...@gmail.com: but surely the code can be fed into the samc compiler no - sam vision erm it looks close?! are you sure that as teh filled in cube rotates it wouldnt be easier to drop to mode1 couldnt you fill 64 pixels of colour witha single byte attribute square only need to work out how many you could get away with seems a bit jerk how many frames does it take to draw? have you tried the echologia demo with the dma and mb-02+ in real spectrum - not sure if they are using the dma tah much some models take 3 to 7 frames to draw wouldnt a sam dma be a wee bit faster than the quoted 17jb per frame velesoft reckon the dma datagear interface handles in on128k also do you need masterdos to detect an external sam - its only another 3mhz but what about those register hungry emulators like the apple and oric or whatever its called oreo - isnt that a biscuit? did you catcht eh text font its taken me a lng time silver paint tonight pressure sensitive keyboard membrane here i come! - didnt realise the 128keypad had a pic controller in it dont they go up to 80mhz! theres development kits in maplin £44 or build it your self for £25ish grade b=£20 http://www.maplin.co.uk/Search.aspx?menuno=12483 usb... http://www.maplin.co.uk/Search.aspx?menuno=12545 2009/8/7 Simon Cooke si...@popcornfilms.com: It's still pretty much just a quick sin/cos lookup for the euler angle calculation. As you say, you just store it in a form that hits 0 at 0, and 2pi - epsilon at 65535. (Or something similar), and then just do a lookup. That part's fast. Quaternions... The biggest advantage is that you can interpolate between them - which is necessary for skeletal animation. There are a number of disadvantages though - the need to occasionally renormalize them being a big one. (You're not actually gaining any kind of stability there per se; all you're doing is trading one numerical inaccuracy for another). Here's a case against them: http://www.gamedev.net/reference/articles/article1199.asp http://www.somedude.net/gamemonkey/forum/viewtopic.php?f=12t=380 http://www.sjbrown.co.uk/2002/05/01/quaternions/ Note: it may make sense to handle your camera as a quaternion, vs. a rotation matrix for local-worldspace transforms, based on the cost of operations. If you decompose your matrix into all of the pieces you need to calculate when you build it, and keep that alongside all of the pieces you need to apply when you apply it, then you might find more optimization
Re: Hi - just checking
leicester not w(y)o(r)kshire a hazel nut in every bite isnt that what comes out of a squirrel? 2009/8/19 David Sanders dsuzukisand...@gmail.com: Roger, Can we not keep on-topic just slightly? I really don't see what relevance the cost of broadband in Hong Kong has to the blue-footed one. Though actually it's a little like having James Joyce on the list, so I'll try not to complain. David 2009/8/19 Roger Jowett rogerjow...@gmail.com: !hd also sim coupe didnt like the full screen or maybe it was camtasia i used to record the desktop anyone got a better one? anyone figure out how to use the tv encoder chip on the vga card - msi mx440 vtd 8x agp /ti4200 vtd 128 / fx5900 zt vtd 128 all msi all Video input video output - none support hi deff despite the manual claiming the tv encoder can encode mpeg with 600mhz proces...@1024x768 - dont seem too hi deff to me! also ati x1950 power colour this had a component input cable with an arrow pointing towards teh machine but guess what also msi digital tv tuner - still only composite and s-video inputs although kind of weirdly the virgn/ntl set top box my brother has actually manages to get the screen to fill the pc tv tuner screen whereas the output from the box never quite works on the tv no matter what setting you try?! maybe use the lan/usb/serial/scart to conenct it to a hi deff tv? need to reflash the bios? not available from ntl/virgin also cant use the cable feed to get hi deff on the pc or the cable cahnnels or the internet have to have adpater for set top box and adapter for a router - was similar in hong kong luckily i had three fans in the card board box above the loos otherwise ida fryed! pccw 6mbps yeah sure engineer tested it never above 300kb and that would have been a miracle ohh you loose 5mbps when you are watching the digital tv service oh yeah well in that case youd have to be giveing me 5mbps in the first place before i could loose what you have never given me in the first place $150 a month christ! crooks can you use the itu t v44 320kbps modem at the same time would increase by 2½ the upload ability at the sneakily unadvertised 256kbps speed (fat chance!) 2009/8/19 Roger Jowett rogerjow...@gmail.com: http://www.youtube.com/watch?v=ALLAUaVoQC0feature=channel_page dunno if youd need a dma for this in mode1 or it'd b n e easier in mode2 will try mode 3 next then if anyone knows an easy to use interlace routine would the second interlaced screen be one pixel line below the first - is that how it works its alternate scan lines 2009/8/19 Roger Jowett rogerjow...@gmail.com: but surely the code can be fed into the samc compiler no - sam vision erm it looks close?! are you sure that as teh filled in cube rotates it wouldnt be easier to drop to mode1 couldnt you fill 64 pixels of colour witha single byte attribute square only need to work out how many you could get away with seems a bit jerk how many frames does it take to draw? have you tried the echologia demo with the dma and mb-02+ in real spectrum - not sure if they are using the dma tah much some models take 3 to 7 frames to draw wouldnt a sam dma be a wee bit faster than the quoted 17jb per frame velesoft reckon the dma datagear interface handles in on128k also do you need masterdos to detect an external sam - its only another 3mhz but what about those register hungry emulators like the apple and oric or whatever its called oreo - isnt that a biscuit? did you catcht eh text font its taken me a lng time silver paint tonight pressure sensitive keyboard membrane here i come! - didnt realise the 128keypad had a pic controller in it dont they go up to 80mhz! theres development kits in maplin £44 or build it your self for £25ish grade b=£20 http://www.maplin.co.uk/Search.aspx?menuno=12483 usb... http://www.maplin.co.uk/Search.aspx?menuno=12545 2009/8/7 Simon Cooke si...@popcornfilms.com: It's still pretty much just a quick sin/cos lookup for the euler angle calculation. As you say, you just store it in a form that hits 0 at 0, and 2pi - epsilon at 65535. (Or something similar), and then just do a lookup. That part's fast. Quaternions... The biggest advantage is that you can interpolate between them - which is necessary for skeletal animation. There are a number of disadvantages though - the need to occasionally renormalize them being a big one. (You're not actually gaining any kind of stability there per se; all you're doing is trading one numerical inaccuracy for another). Here's a case against them: http://www.gamedev.net/reference/articles/article1199.asp http://www.somedude.net/gamemonkey/forum/viewtopic.php?f=12t=380 http://www.sjbrown.co.uk/2002/05/01/quaternions/ Note: it may make sense to handle your camera as a quaternion, vs. a rotation matrix for local-worldspace transforms, based on the cost of operations. If you decompose your matrix into all of the pieces you need to calculate
RE: Hi - just checking
It's still pretty much just a quick sin/cos lookup for the euler angle calculation. As you say, you just store it in a form that hits 0 at 0, and 2pi - epsilon at 65535. (Or something similar), and then just do a lookup. That part's fast. Quaternions... The biggest advantage is that you can interpolate between them - which is necessary for skeletal animation. There are a number of disadvantages though - the need to occasionally renormalize them being a big one. (You're not actually gaining any kind of stability there per se; all you're doing is trading one numerical inaccuracy for another). Here's a case against them: http://www.gamedev.net/reference/articles/article1199.asp http://www.somedude.net/gamemonkey/forum/viewtopic.php?f=12t=380 http://www.sjbrown.co.uk/2002/05/01/quaternions/ Note: it may make sense to handle your camera as a quaternion, vs. a rotation matrix for local-worldspace transforms, based on the cost of operations. If you decompose your matrix into all of the pieces you need to calculate when you build it, and keep that alongside all of the pieces you need to apply when you apply it, then you might find more optimization opportunities - especially if you're not performing more than one rotation at once. But ultimately, the name of the game here is to go as far as possible, so it's all going to come down to your use cases. -Original Message- From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On Behalf Of Thomas Harte Sent: Wednesday, August 05, 2009 4:13 PM To: sam-users@nvg.ntnu.no Subject: Re: Hi - just checking They're in some format or another that I don't recall offhand, but is lined up so that a full circle is a nice round binary number for the obvious range fixing optimisation. But it's not just a quick sin/cos table lookup unless you're rotating around one axis only. See, e.g. http://www.manpagez.com/man/3/glRotatef/ (the man page for glRotatef) - clearly there's a lot more going on there than table lookups. Of course, I am taking note of coherences. If the angles associated with an object do not change from one frame to the next, the source matrix is not recalculated. This optimisation postdates the version of my code that has already appeared on Sam Revival, but predates the next version (which is a better optimised version of the code shown in my video http://www.youtube.com/watch?v=j0xN_Mi3B_I) As I've posted to this list in the past, I use something vaguely like SIMD to multiply a 2d vector by a scalar - the relevant part of the scalar sits in the accumulator and is shifted there to make the add/don't add decision in the standard binary multiplication formula, meanwhile the 2d vector sits with the work going in for one component occupying BC, DE and HL, the work for the other occupying BC', DE' and HL'. Hence I get a substantial saving on multiplying the two vector components by the scalar separately. Naturally, I have a classic y = f((x^2)/4) table for the limited range multiplications (related to the maximum size an individual object may be). I assume your point about not accumulating transformations in matrices effectively means that you agree that quaternions are useful beyond interpolation and animation (which I'm interpreting quite narrowly to be the traditional skeletal type, not broadly to be any old moving image). Anyway, hopefully I'll be able to get myself in gear for a source release at some point in the near future, then you can rip it apart. It's all geared up to be trivial for other (assembler) coders to use to produce their own programs, handling triple buffering and frame rate compensation with very limited need for work on the part of the programmer (which neatly means that all my code scales really well from a normal Sam to a Mayhem or otherwise accelerated machine), etc. I tidied most of it up for a release quite a while ago but decided to switch to Jam rather than sticking on pyz80 because a lot of stuff would be substantially more compact and more readable with proper macro support. I also would much rather that the demo was seen first on Sam Revival rather than on the internet, both as a pathetic attempt to support the publication and because it looks much better on a real television. Never found time to convert it though, so it'll be a pyz80 release. Actually, the demo on the previous Sam Revival was explicitly flagged as PD, so I'll upload a DSK of that demo somewhere once the next edition is out. I think I mentioned every Sam program I've written in the SR article; you can see most of them very briefly in http://www.youtube.com/watch?v=kr_Lz98qVjEfeature=channel_page On Wed, Aug 5, 2009 at 10:16 PM, Simon Cookesi...@popcornfilms.com wrote: Hmmm... what form are you using your Eulers in? If it's radians, it's not too bad - just a quick sin/cos table lookup. And you only need to do it once per object if it's a simple rigid body. The trick with making matrices numerically stable is that you don't
Re: Hi - just checking
That's not entirely true. Matrices are numerically unstable, so the cost of ensuring they remain orthonormal when applying consecutive local transforms in a game such as Elite is substantially greater than the cost of ensuring that a quaternion remains of unit length. I make it 8 multiplies, 3 adds, 1 square root and 1 divide to fix up numerical error in a quaternion. Conversely, I get 36 multiplies, 21 adds, 3 square roots and 3 divides to fix up an orthonormal matrix. Quaternion to matrix is 10 multiplies, 6 shifts and 14 adds. So the way I calculate it, you can fix a quaternion and convert it into a matrix in less than you can fix up a matrix. Furthermore, quaternion composition is 16 multiplies and 12 adds, whereas matrix composition (with assumptions about the bottom row of a 4x4) is, ummm, at least 36 multiplies and 18 adds. And that's with the translation component not completely factored in (I'm reading actual code off screen and have optimised the translation out of this particular batch). Elite is also a perfect example of when Euler's aren't fine, even if they didn't produce Gimbal lock, as all rotation is around local axes. And besides that, Euler angles always have to be converted to some other form before they can be applied to arbitrary geometry. Matrices require no further transforms. On Wed, Aug 5, 2009 at 2:12 AM, Simon Cookesi...@popcornfilms.com wrote: You only really need quaternions if you're doing animation or interpolation. If you can live with the gimble lock, euler's fine. -Original Message- From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On Behalf Of Thomas Harte Sent: Tuesday, August 04, 2009 10:05 AM To: sam-users@nvg.ntnu.no Subject: Re: Hi - just checking Am I replying to the correct thread? I don't know. But I've had the opposite experience to a bunch of people here, having become substantially more busy in my work than I was even just a few months ago, squeezing the SAM temporarily out. A version of my vector 3d-stuff-as-a-library-for-others was all but finished several months ago, I'll endeavour to get that out, though it still has the awkward limitation of doing rotations with Euler angles only - which may be less efficient and is certainly more limiting than special orthogonals or quaternions. I'm still thinking about smart ways to optimise the reverse face stuff. I need to get something hierarchical or otherwise group-related in there; checking every single face is obviously not the optimal way to proceed. I guess what I'm looking for is some sort of bin-type mapping to the surface of the unit sphere that allows all the points on a particular hemisphere to be isolated from the majority of the points on the opposite hemisphere. Or, you know, something at least a lot like a sphere. Though I'm not sure any sort of lookup into something a lot like a sphere would help much as it'd need to be indexed by a three-tuple. I guess a good broad sweep would be to mark each face according to the visibility of the faces of a bounding box - if a face on the real model points away from the face on the bounding box then it definitely can't be visible if the box face is. Or something like that. I'm going to stop thinking aloud now... On Tue, Aug 4, 2009 at 10:22 AM, Steve Parry-Thomasmorriga...@aol.com wrote: I guess when the clocks go back in October SAM users will hibernate over the winter until next August! From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On Behalf Of Ian Spencer Sent: 04 August 2009 08:04 To: sam-users@nvg.ntnu.no Subject: Re: Hi - just checking Wow, I just sent the checking mail to see whether something was wrong with my subscription to the group and it seems it was like poking a stick into a hornets nest (in a positive sort of way) - over 40 mails in the last few days on the group. It's just great to see everyone is alive and kicking out there. Ian - Original Message - From: Ian Spencer To: sam-users@nvg.ntnu.no Sent: Friday, July 31, 2009 4:10 PM Subject: Hi - just checking Not heard anything on the group for quite a while so just thought I would send a 'test' to check it's not me that's got a problem and say hi to everyone. I know you've all taken your Sam's to the beach and so no activity on the group. Ian
Re: Hi - just checking
what does vu3d use? On 05/08/2009, Thomas Harte tomh.retros...@gmail.com wrote: That's not entirely true. Matrices are numerically unstable, so the cost of ensuring they remain orthonormal when applying consecutive local transforms in a game such as Elite is substantially greater than the cost of ensuring that a quaternion remains of unit length. I make it 8 multiplies, 3 adds, 1 square root and 1 divide to fix up numerical error in a quaternion. Conversely, I get 36 multiplies, 21 adds, 3 square roots and 3 divides to fix up an orthonormal matrix. Quaternion to matrix is 10 multiplies, 6 shifts and 14 adds. So the way I calculate it, you can fix a quaternion and convert it into a matrix in less than you can fix up a matrix. Furthermore, quaternion composition is 16 multiplies and 12 adds, whereas matrix composition (with assumptions about the bottom row of a 4x4) is, ummm, at least 36 multiplies and 18 adds. And that's with the translation component not completely factored in (I'm reading actual code off screen and have optimised the translation out of this particular batch). Elite is also a perfect example of when Euler's aren't fine, even if they didn't produce Gimbal lock, as all rotation is around local axes. And besides that, Euler angles always have to be converted to some other form before they can be applied to arbitrary geometry. Matrices require no further transforms. On Wed, Aug 5, 2009 at 2:12 AM, Simon Cookesi...@popcornfilms.com wrote: You only really need quaternions if you're doing animation or interpolation. If you can live with the gimble lock, euler's fine. -Original Message- From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On Behalf Of Thomas Harte Sent: Tuesday, August 04, 2009 10:05 AM To: sam-users@nvg.ntnu.no Subject: Re: Hi - just checking Am I replying to the correct thread? I don't know. But I've had the opposite experience to a bunch of people here, having become substantially more busy in my work than I was even just a few months ago, squeezing the SAM temporarily out. A version of my vector 3d-stuff-as-a-library-for-others was all but finished several months ago, I'll endeavour to get that out, though it still has the awkward limitation of doing rotations with Euler angles only - which may be less efficient and is certainly more limiting than special orthogonals or quaternions. I'm still thinking about smart ways to optimise the reverse face stuff. I need to get something hierarchical or otherwise group-related in there; checking every single face is obviously not the optimal way to proceed. I guess what I'm looking for is some sort of bin-type mapping to the surface of the unit sphere that allows all the points on a particular hemisphere to be isolated from the majority of the points on the opposite hemisphere. Or, you know, something at least a lot like a sphere. Though I'm not sure any sort of lookup into something a lot like a sphere would help much as it'd need to be indexed by a three-tuple. I guess a good broad sweep would be to mark each face according to the visibility of the faces of a bounding box - if a face on the real model points away from the face on the bounding box then it definitely can't be visible if the box face is. Or something like that. I'm going to stop thinking aloud now... On Tue, Aug 4, 2009 at 10:22 AM, Steve Parry-Thomasmorriga...@aol.com wrote: I guess when the clocks go back in October SAM users will hibernate over the winter until next August! From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On Behalf Of Ian Spencer Sent: 04 August 2009 08:04 To: sam-users@nvg.ntnu.no Subject: Re: Hi - just checking Wow, I just sent the checking mail to see whether something was wrong with my subscription to the group and it seems it was like poking a stick into a hornets nest (in a positive sort of way) - over 40 mails in the last few days on the group. It's just great to see everyone is alive and kicking out there. Ian - Original Message - From: Ian Spencer To: sam-users@nvg.ntnu.no Sent: Friday, July 31, 2009 4:10 PM Subject: Hi - just checking Not heard anything on the group for quite a while so just thought I would send a 'test' to check it's not me that's got a problem and say hi to everyone. I know you've all taken your Sam's to the beach and so no activity on the group. Ian
Re: Hi - just checking
Oh, I'm currently using 2.14 fixed point for matrix components (engine goes Eulers - matrix, apply that) if that helps the discussion of the level of nuisance caused by numerical errors. Earlier versions of the code, including I think the version last provided on Sam Revival, used 8.8 fixed point throughout but that produced some visible precision issues. 2.14 isn't exactly perfect, but it's as good as things are going to get without a major speed tradeoff. The 2.14 is used only for matrix generation and composition (since objects are assumed to be positioned under the influence of exactly two matrices in my code — a camera matrix and an object matrix), it's rendered down to 8.8 for geometry transformation. On Wed, Aug 5, 2009 at 1:14 PM, Thomas Hartetomh.retros...@gmail.com wrote: That's not entirely true. Matrices are numerically unstable, so the cost of ensuring they remain orthonormal when applying consecutive local transforms in a game such as Elite is substantially greater than the cost of ensuring that a quaternion remains of unit length. I make it 8 multiplies, 3 adds, 1 square root and 1 divide to fix up numerical error in a quaternion. Conversely, I get 36 multiplies, 21 adds, 3 square roots and 3 divides to fix up an orthonormal matrix. Quaternion to matrix is 10 multiplies, 6 shifts and 14 adds. So the way I calculate it, you can fix a quaternion and convert it into a matrix in less than you can fix up a matrix. Furthermore, quaternion composition is 16 multiplies and 12 adds, whereas matrix composition (with assumptions about the bottom row of a 4x4) is, ummm, at least 36 multiplies and 18 adds. And that's with the translation component not completely factored in (I'm reading actual code off screen and have optimised the translation out of this particular batch). Elite is also a perfect example of when Euler's aren't fine, even if they didn't produce Gimbal lock, as all rotation is around local axes. And besides that, Euler angles always have to be converted to some other form before they can be applied to arbitrary geometry. Matrices require no further transforms. On Wed, Aug 5, 2009 at 2:12 AM, Simon Cookesi...@popcornfilms.com wrote: You only really need quaternions if you're doing animation or interpolation. If you can live with the gimble lock, euler's fine. -Original Message- From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On Behalf Of Thomas Harte Sent: Tuesday, August 04, 2009 10:05 AM To: sam-users@nvg.ntnu.no Subject: Re: Hi - just checking Am I replying to the correct thread? I don't know. But I've had the opposite experience to a bunch of people here, having become substantially more busy in my work than I was even just a few months ago, squeezing the SAM temporarily out. A version of my vector 3d-stuff-as-a-library-for-others was all but finished several months ago, I'll endeavour to get that out, though it still has the awkward limitation of doing rotations with Euler angles only - which may be less efficient and is certainly more limiting than special orthogonals or quaternions. I'm still thinking about smart ways to optimise the reverse face stuff. I need to get something hierarchical or otherwise group-related in there; checking every single face is obviously not the optimal way to proceed. I guess what I'm looking for is some sort of bin-type mapping to the surface of the unit sphere that allows all the points on a particular hemisphere to be isolated from the majority of the points on the opposite hemisphere. Or, you know, something at least a lot like a sphere. Though I'm not sure any sort of lookup into something a lot like a sphere would help much as it'd need to be indexed by a three-tuple. I guess a good broad sweep would be to mark each face according to the visibility of the faces of a bounding box - if a face on the real model points away from the face on the bounding box then it definitely can't be visible if the box face is. Or something like that. I'm going to stop thinking aloud now... On Tue, Aug 4, 2009 at 10:22 AM, Steve Parry-Thomasmorriga...@aol.com wrote: I guess when the clocks go back in October SAM users will hibernate over the winter until next August! From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On Behalf Of Ian Spencer Sent: 04 August 2009 08:04 To: sam-users@nvg.ntnu.no Subject: Re: Hi - just checking Wow, I just sent the checking mail to see whether something was wrong with my subscription to the group and it seems it was like poking a stick into a hornets nest (in a positive sort of way) - over 40 mails in the last few days on the group. It's just great to see everyone is alive and kicking out there. Ian - Original Message - From: Ian Spencer To: sam-users@nvg.ntnu.no Sent: Friday, July 31, 2009 4:10 PM Subject: Hi - just checking Not heard anything on the group for quite
Re: Hi - just checking
You mean the Psion one? No idea, as I've never used it or explicitly disassembled anything z80 related. I've entered the z80 assembly fold from the direction of writing emulators. I'd guess that if it's not intended to be particularly realtime then quite possibly they're using the floating point formats supported natively by the Spectrum ROM? It'd save a lot of code and solve a lot of issues, and while being far too slow for realtime it'd probably be fast enough for a rendering-type application. Just guessing, of course. On Wed, Aug 5, 2009 at 1:18 PM, Roger Jowettrogerjow...@gmail.com wrote: what does vu3d use? On 05/08/2009, Thomas Harte tomh.retros...@gmail.com wrote: That's not entirely true. Matrices are numerically unstable, so the cost of ensuring they remain orthonormal when applying consecutive local transforms in a game such as Elite is substantially greater than the cost of ensuring that a quaternion remains of unit length. I make it 8 multiplies, 3 adds, 1 square root and 1 divide to fix up numerical error in a quaternion. Conversely, I get 36 multiplies, 21 adds, 3 square roots and 3 divides to fix up an orthonormal matrix. Quaternion to matrix is 10 multiplies, 6 shifts and 14 adds. So the way I calculate it, you can fix a quaternion and convert it into a matrix in less than you can fix up a matrix. Furthermore, quaternion composition is 16 multiplies and 12 adds, whereas matrix composition (with assumptions about the bottom row of a 4x4) is, ummm, at least 36 multiplies and 18 adds. And that's with the translation component not completely factored in (I'm reading actual code off screen and have optimised the translation out of this particular batch). Elite is also a perfect example of when Euler's aren't fine, even if they didn't produce Gimbal lock, as all rotation is around local axes. And besides that, Euler angles always have to be converted to some other form before they can be applied to arbitrary geometry. Matrices require no further transforms. On Wed, Aug 5, 2009 at 2:12 AM, Simon Cookesi...@popcornfilms.com wrote: You only really need quaternions if you're doing animation or interpolation. If you can live with the gimble lock, euler's fine. -Original Message- From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On Behalf Of Thomas Harte Sent: Tuesday, August 04, 2009 10:05 AM To: sam-users@nvg.ntnu.no Subject: Re: Hi - just checking Am I replying to the correct thread? I don't know. But I've had the opposite experience to a bunch of people here, having become substantially more busy in my work than I was even just a few months ago, squeezing the SAM temporarily out. A version of my vector 3d-stuff-as-a-library-for-others was all but finished several months ago, I'll endeavour to get that out, though it still has the awkward limitation of doing rotations with Euler angles only - which may be less efficient and is certainly more limiting than special orthogonals or quaternions. I'm still thinking about smart ways to optimise the reverse face stuff. I need to get something hierarchical or otherwise group-related in there; checking every single face is obviously not the optimal way to proceed. I guess what I'm looking for is some sort of bin-type mapping to the surface of the unit sphere that allows all the points on a particular hemisphere to be isolated from the majority of the points on the opposite hemisphere. Or, you know, something at least a lot like a sphere. Though I'm not sure any sort of lookup into something a lot like a sphere would help much as it'd need to be indexed by a three-tuple. I guess a good broad sweep would be to mark each face according to the visibility of the faces of a bounding box - if a face on the real model points away from the face on the bounding box then it definitely can't be visible if the box face is. Or something like that. I'm going to stop thinking aloud now... On Tue, Aug 4, 2009 at 10:22 AM, Steve Parry-Thomasmorriga...@aol.com wrote: I guess when the clocks go back in October SAM users will hibernate over the winter until next August! From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On Behalf Of Ian Spencer Sent: 04 August 2009 08:04 To: sam-users@nvg.ntnu.no Subject: Re: Hi - just checking Wow, I just sent the checking mail to see whether something was wrong with my subscription to the group and it seems it was like poking a stick into a hornets nest (in a positive sort of way) - over 40 mails in the last few days on the group. It's just great to see everyone is alive and kicking out there. Ian - Original Message - From: Ian Spencer To: sam-users@nvg.ntnu.no Sent: Friday, July 31, 2009 4:10 PM Subject: Hi - just checking Not heard anything on the group for quite a while
Re: Hi - just checking
Oh, sorry, I think I missed the point of your question. My guess would be that it uses matrices internally, as they're a popular mathematical construct in a variety of fields but quaternions having been seriously out of fashion for at least a century. I have a degree in Maths Computer Science but don't recall meeting them even once during my studies — though a joint honours degree does necessarily end up reducing your exposure to either subject individually. Also, my guess is that the sort of literature related to computer graphics that is now extremely easy to access thanks to the web would have been really quite hard to access during the 1980s. It's like a hindsight thing. We're perched here at least two decades after computer graphics started to break out of academia and into widescale usage in consumer products, so we benefit from historical perspective and the entire body of knowledge is now much more accessible. On Wed, Aug 5, 2009 at 1:23 PM, Thomas Hartetomh.retros...@gmail.com wrote: You mean the Psion one? No idea, as I've never used it or explicitly disassembled anything z80 related. I've entered the z80 assembly fold from the direction of writing emulators. I'd guess that if it's not intended to be particularly realtime then quite possibly they're using the floating point formats supported natively by the Spectrum ROM? It'd save a lot of code and solve a lot of issues, and while being far too slow for realtime it'd probably be fast enough for a rendering-type application. Just guessing, of course. On Wed, Aug 5, 2009 at 1:18 PM, Roger Jowettrogerjow...@gmail.com wrote: what does vu3d use? On 05/08/2009, Thomas Harte tomh.retros...@gmail.com wrote: That's not entirely true. Matrices are numerically unstable, so the cost of ensuring they remain orthonormal when applying consecutive local transforms in a game such as Elite is substantially greater than the cost of ensuring that a quaternion remains of unit length. I make it 8 multiplies, 3 adds, 1 square root and 1 divide to fix up numerical error in a quaternion. Conversely, I get 36 multiplies, 21 adds, 3 square roots and 3 divides to fix up an orthonormal matrix. Quaternion to matrix is 10 multiplies, 6 shifts and 14 adds. So the way I calculate it, you can fix a quaternion and convert it into a matrix in less than you can fix up a matrix. Furthermore, quaternion composition is 16 multiplies and 12 adds, whereas matrix composition (with assumptions about the bottom row of a 4x4) is, ummm, at least 36 multiplies and 18 adds. And that's with the translation component not completely factored in (I'm reading actual code off screen and have optimised the translation out of this particular batch). Elite is also a perfect example of when Euler's aren't fine, even if they didn't produce Gimbal lock, as all rotation is around local axes. And besides that, Euler angles always have to be converted to some other form before they can be applied to arbitrary geometry. Matrices require no further transforms. On Wed, Aug 5, 2009 at 2:12 AM, Simon Cookesi...@popcornfilms.com wrote: You only really need quaternions if you're doing animation or interpolation. If you can live with the gimble lock, euler's fine. -Original Message- From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On Behalf Of Thomas Harte Sent: Tuesday, August 04, 2009 10:05 AM To: sam-users@nvg.ntnu.no Subject: Re: Hi - just checking Am I replying to the correct thread? I don't know. But I've had the opposite experience to a bunch of people here, having become substantially more busy in my work than I was even just a few months ago, squeezing the SAM temporarily out. A version of my vector 3d-stuff-as-a-library-for-others was all but finished several months ago, I'll endeavour to get that out, though it still has the awkward limitation of doing rotations with Euler angles only - which may be less efficient and is certainly more limiting than special orthogonals or quaternions. I'm still thinking about smart ways to optimise the reverse face stuff. I need to get something hierarchical or otherwise group-related in there; checking every single face is obviously not the optimal way to proceed. I guess what I'm looking for is some sort of bin-type mapping to the surface of the unit sphere that allows all the points on a particular hemisphere to be isolated from the majority of the points on the opposite hemisphere. Or, you know, something at least a lot like a sphere. Though I'm not sure any sort of lookup into something a lot like a sphere would help much as it'd need to be indexed by a three-tuple. I guess a good broad sweep would be to mark each face according to the visibility of the faces of a bounding box - if a face on the real model points away from the face on the bounding box then it definitely can't be visible if the box face is. Or something
Re: Hi - just checking
I thought it was BASIC! 2009/8/5 Thomas Harte tomh.retros...@gmail.com Oh, sorry, I think I missed the point of your question. My guess would be that it uses matrices internally, as they're a popular mathematical construct in a variety of fields but quaternions having been seriously out of fashion for at least a century. I have a degree in Maths Computer Science but don't recall meeting them even once during my studies — though a joint honours degree does necessarily end up reducing your exposure to either subject individually. Also, my guess is that the sort of literature related to computer graphics that is now extremely easy to access thanks to the web would have been really quite hard to access during the 1980s. It's like a hindsight thing. We're perched here at least two decades after computer graphics started to break out of academia and into widescale usage in consumer products, so we benefit from historical perspective and the entire body of knowledge is now much more accessible. On Wed, Aug 5, 2009 at 1:23 PM, Thomas Hartetomh.retros...@gmail.com wrote: You mean the Psion one? No idea, as I've never used it or explicitly disassembled anything z80 related. I've entered the z80 assembly fold from the direction of writing emulators. I'd guess that if it's not intended to be particularly realtime then quite possibly they're using the floating point formats supported natively by the Spectrum ROM? It'd save a lot of code and solve a lot of issues, and while being far too slow for realtime it'd probably be fast enough for a rendering-type application. Just guessing, of course. On Wed, Aug 5, 2009 at 1:18 PM, Roger Jowettrogerjow...@gmail.com wrote: what does vu3d use? On 05/08/2009, Thomas Harte tomh.retros...@gmail.com wrote: That's not entirely true. Matrices are numerically unstable, so the cost of ensuring they remain orthonormal when applying consecutive local transforms in a game such as Elite is substantially greater than the cost of ensuring that a quaternion remains of unit length. I make it 8 multiplies, 3 adds, 1 square root and 1 divide to fix up numerical error in a quaternion. Conversely, I get 36 multiplies, 21 adds, 3 square roots and 3 divides to fix up an orthonormal matrix. Quaternion to matrix is 10 multiplies, 6 shifts and 14 adds. So the way I calculate it, you can fix a quaternion and convert it into a matrix in less than you can fix up a matrix. Furthermore, quaternion composition is 16 multiplies and 12 adds, whereas matrix composition (with assumptions about the bottom row of a 4x4) is, ummm, at least 36 multiplies and 18 adds. And that's with the translation component not completely factored in (I'm reading actual code off screen and have optimised the translation out of this particular batch). Elite is also a perfect example of when Euler's aren't fine, even if they didn't produce Gimbal lock, as all rotation is around local axes. And besides that, Euler angles always have to be converted to some other form before they can be applied to arbitrary geometry. Matrices require no further transforms. On Wed, Aug 5, 2009 at 2:12 AM, Simon Cookesi...@popcornfilms.com wrote: You only really need quaternions if you're doing animation or interpolation. If you can live with the gimble lock, euler's fine. -Original Message- From: owner-sam-us...@nvg.ntnu.no [mailto: owner-sam-us...@nvg.ntnu.no] On Behalf Of Thomas Harte Sent: Tuesday, August 04, 2009 10:05 AM To: sam-users@nvg.ntnu.no Subject: Re: Hi - just checking Am I replying to the correct thread? I don't know. But I've had the opposite experience to a bunch of people here, having become substantially more busy in my work than I was even just a few months ago, squeezing the SAM temporarily out. A version of my vector 3d-stuff-as-a-library-for-others was all but finished several months ago, I'll endeavour to get that out, though it still has the awkward limitation of doing rotations with Euler angles only - which may be less efficient and is certainly more limiting than special orthogonals or quaternions. I'm still thinking about smart ways to optimise the reverse face stuff. I need to get something hierarchical or otherwise group-related in there; checking every single face is obviously not the optimal way to proceed. I guess what I'm looking for is some sort of bin-type mapping to the surface of the unit sphere that allows all the points on a particular hemisphere to be isolated from the majority of the points on the opposite hemisphere. Or, you know, something at least a lot like a sphere. Though I'm not sure any sort of lookup into something a lot like a sphere would help much as it'd need to be indexed by a three-tuple. I guess a good broad sweep would be to mark each face according to the visibility
RE: Hi - just checking
Hmmm... what form are you using your Eulers in? If it's radians, it's not too bad - just a quick sin/cos table lookup. And you only need to do it once per object if it's a simple rigid body. The trick with making matrices numerically stable is that you don't ever want to do a stepwise transform on an object - you regenerate the matrix from scratch each time. (This is one of those things you never really see in practice; most engines split out the rotational transforms and keep them separate, using either an axis-angle representation, quaternions, or in some bad cases, euler angles [this is what Unreal uses btw]. That way, you keep fidelity - or at the very least, you don't care too much about inaccuracies as they come in - you can just ignore them if your object is rotated a little off; it's not a culumlative error). Assuming no scaling or shear, just rotation and translation, your translation is the rightmost column of numbers in the matrix. If all of your objects are pre-scaled in memory to the right size, all you have to do is apply the rotation and translation in order to each of the points. Screen-space projection is a little more difficult, but that one you can precalc all the divides in. On machines without SIMD or dedicated 3D instructions (such as the SAM), it's nearly always best to break out the matrix into individual linear equations, take the common pieces and only calculate them once, and then operate on them that way. -- Simon Cooke Director of Engineering / Business Developer, X-RAY KID STUDIOS - www.x-raykid.com Founder, Popcorn Films - www.popcornfilms.com Cell: 206 250 7892 XBOX Live GamerTag: Spec Tec -Original Message- From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On Behalf Of Thomas Harte Sent: Wednesday, August 05, 2009 5:14 AM To: sam-users@nvg.ntnu.no Subject: Re: Hi - just checking That's not entirely true. Matrices are numerically unstable, so the cost of ensuring they remain orthonormal when applying consecutive local transforms in a game such as Elite is substantially greater than the cost of ensuring that a quaternion remains of unit length. I make it 8 multiplies, 3 adds, 1 square root and 1 divide to fix up numerical error in a quaternion. Conversely, I get 36 multiplies, 21 adds, 3 square roots and 3 divides to fix up an orthonormal matrix. Quaternion to matrix is 10 multiplies, 6 shifts and 14 adds. So the way I calculate it, you can fix a quaternion and convert it into a matrix in less than you can fix up a matrix. Furthermore, quaternion composition is 16 multiplies and 12 adds, whereas matrix composition (with assumptions about the bottom row of a 4x4) is, ummm, at least 36 multiplies and 18 adds. And that's with the translation component not completely factored in (I'm reading actual code off screen and have optimised the translation out of this particular batch). Elite is also a perfect example of when Euler's aren't fine, even if they didn't produce Gimbal lock, as all rotation is around local axes. And besides that, Euler angles always have to be converted to some other form before they can be applied to arbitrary geometry. Matrices require no further transforms. On Wed, Aug 5, 2009 at 2:12 AM, Simon Cookesi...@popcornfilms.com wrote: You only really need quaternions if you're doing animation or interpolation. If you can live with the gimble lock, euler's fine. -Original Message- From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On Behalf Of Thomas Harte Sent: Tuesday, August 04, 2009 10:05 AM To: sam-users@nvg.ntnu.no Subject: Re: Hi - just checking Am I replying to the correct thread? I don't know. But I've had the opposite experience to a bunch of people here, having become substantially more busy in my work than I was even just a few months ago, squeezing the SAM temporarily out. A version of my vector 3d-stuff-as-a-library-for-others was all but finished several months ago, I'll endeavour to get that out, though it still has the awkward limitation of doing rotations with Euler angles only - which may be less efficient and is certainly more limiting than special orthogonals or quaternions. I'm still thinking about smart ways to optimise the reverse face stuff. I need to get something hierarchical or otherwise group-related in there; checking every single face is obviously not the optimal way to proceed. I guess what I'm looking for is some sort of bin-type mapping to the surface of the unit sphere that allows all the points on a particular hemisphere to be isolated from the majority of the points on the opposite hemisphere. Or, you know, something at least a lot like a sphere. Though I'm not sure any sort of lookup into something a lot like a sphere would help much as it'd need to be indexed by a three-tuple. I guess a good broad sweep would be to mark each face according to the visibility of the faces of a bounding box - if a face on the real model
Re: Hi - just checking
@nvg.ntnu.no Subject: Re: Hi - just checking That's not entirely true. Matrices are numerically unstable, so the cost of ensuring they remain orthonormal when applying consecutive local transforms in a game such as Elite is substantially greater than the cost of ensuring that a quaternion remains of unit length. I make it 8 multiplies, 3 adds, 1 square root and 1 divide to fix up numerical error in a quaternion. Conversely, I get 36 multiplies, 21 adds, 3 square roots and 3 divides to fix up an orthonormal matrix. Quaternion to matrix is 10 multiplies, 6 shifts and 14 adds. So the way I calculate it, you can fix a quaternion and convert it into a matrix in less than you can fix up a matrix. Furthermore, quaternion composition is 16 multiplies and 12 adds, whereas matrix composition (with assumptions about the bottom row of a 4x4) is, ummm, at least 36 multiplies and 18 adds. And that's with the translation component not completely factored in (I'm reading actual code off screen and have optimised the translation out of this particular batch). Elite is also a perfect example of when Euler's aren't fine, even if they didn't produce Gimbal lock, as all rotation is around local axes. And besides that, Euler angles always have to be converted to some other form before they can be applied to arbitrary geometry. Matrices require no further transforms. On Wed, Aug 5, 2009 at 2:12 AM, Simon Cookesi...@popcornfilms.com wrote: You only really need quaternions if you're doing animation or interpolation. If you can live with the gimble lock, euler's fine. -Original Message- From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On Behalf Of Thomas Harte Sent: Tuesday, August 04, 2009 10:05 AM To: sam-users@nvg.ntnu.no Subject: Re: Hi - just checking Am I replying to the correct thread? I don't know. But I've had the opposite experience to a bunch of people here, having become substantially more busy in my work than I was even just a few months ago, squeezing the SAM temporarily out. A version of my vector 3d-stuff-as-a-library-for-others was all but finished several months ago, I'll endeavour to get that out, though it still has the awkward limitation of doing rotations with Euler angles only - which may be less efficient and is certainly more limiting than special orthogonals or quaternions. I'm still thinking about smart ways to optimise the reverse face stuff. I need to get something hierarchical or otherwise group-related in there; checking every single face is obviously not the optimal way to proceed. I guess what I'm looking for is some sort of bin-type mapping to the surface of the unit sphere that allows all the points on a particular hemisphere to be isolated from the majority of the points on the opposite hemisphere. Or, you know, something at least a lot like a sphere. Though I'm not sure any sort of lookup into something a lot like a sphere would help much as it'd need to be indexed by a three-tuple. I guess a good broad sweep would be to mark each face according to the visibility of the faces of a bounding box - if a face on the real model points away from the face on the bounding box then it definitely can't be visible if the box face is. Or something like that. I'm going to stop thinking aloud now... On Tue, Aug 4, 2009 at 10:22 AM, Steve Parry-Thomasmorriga...@aol.com wrote: I guess when the clocks go back in October SAM users will hibernate over the winter until next August! From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On Behalf Of Ian Spencer Sent: 04 August 2009 08:04 To: sam-users@nvg.ntnu.no Subject: Re: Hi - just checking Wow, I just sent the checking mail to see whether something was wrong with my subscription to the group and it seems it was like poking a stick into a hornets nest (in a positive sort of way) - over 40 mails in the last few days on the group. It's just great to see everyone is alive and kicking out there. Ian - Original Message - From: Ian Spencer To: sam-users@nvg.ntnu.no Sent: Friday, July 31, 2009 4:10 PM Subject: Hi - just checking Not heard anything on the group for quite a while so just thought I would send a 'test' to check it's not me that's got a problem and say hi to everyone. I know you've all taken your Sam's to the beach and so no activity on the group. Ian
Re: Hi - just checking
Wow, I just sent the checking mail to see whether something was wrong with my subscription to the group and it seems it was like poking a stick into a hornets nest (in a positive sort of way) - over 40 mails in the last few days on the group. It's just great to see everyone is alive and kicking out there. Ian - Original Message - From: Ian Spencer To: sam-users@nvg.ntnu.no Sent: Friday, July 31, 2009 4:10 PM Subject: Hi - just checking Not heard anything on the group for quite a while so just thought I would send a 'test' to check it's not me that's got a problem and say hi to everyone. I know you've all taken your Sam's to the beach and so no activity on the group. Ian
RE: Hi - just checking
I guess when the clocks go back in October SAM users will hibernate over the winter until next August! From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On Behalf Of Ian Spencer Sent: 04 August 2009 08:04 To: sam-users@nvg.ntnu.no Subject: Re: Hi - just checking Wow, I just sent the checking mail to see whether something was wrong with my subscription to the group and it seems it was like poking a stick into a hornets nest (in a positive sort of way) - over 40 mails in the last few days on the group. It's just great to see everyone is alive and kicking out there. Ian - Original Message - From: Ian Spencer mailto:ian.spen...@freenet.de To: sam-users@nvg.ntnu.no Sent: Friday, July 31, 2009 4:10 PM Subject: Hi - just checking Not heard anything on the group for quite a while so just thought I would send a 'test' to check it's not me that's got a problem and say hi to everyone. I know you've all taken your Sam's to the beach and so no activity on the group. Ian
Re: Hi - just checking
Am I replying to the correct thread? I don't know. But I've had the opposite experience to a bunch of people here, having become substantially more busy in my work than I was even just a few months ago, squeezing the SAM temporarily out. A version of my vector 3d-stuff-as-a-library-for-others was all but finished several months ago, I'll endeavour to get that out, though it still has the awkward limitation of doing rotations with Euler angles only — which may be less efficient and is certainly more limiting than special orthogonals or quaternions. I'm still thinking about smart ways to optimise the reverse face stuff. I need to get something hierarchical or otherwise group-related in there; checking every single face is obviously not the optimal way to proceed. I guess what I'm looking for is some sort of bin-type mapping to the surface of the unit sphere that allows all the points on a particular hemisphere to be isolated from the majority of the points on the opposite hemisphere. Or, you know, something at least a lot like a sphere. Though I'm not sure any sort of lookup into something a lot like a sphere would help much as it'd need to be indexed by a three-tuple. I guess a good broad sweep would be to mark each face according to the visibility of the faces of a bounding box — if a face on the real model points away from the face on the bounding box then it definitely can't be visible if the box face is. Or something like that. I'm going to stop thinking aloud now... On Tue, Aug 4, 2009 at 10:22 AM, Steve Parry-Thomasmorriga...@aol.com wrote: I guess when the clocks go back in October SAM users will hibernate over the winter until next August! From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On Behalf Of Ian Spencer Sent: 04 August 2009 08:04 To: sam-users@nvg.ntnu.no Subject: Re: Hi - just checking Wow, I just sent the checking mail to see whether something was wrong with my subscription to the group and it seems it was like poking a stick into a hornets nest (in a positive sort of way) - over 40 mails in the last few days on the group. It's just great to see everyone is alive and kicking out there. Ian - Original Message - From: Ian Spencer To: sam-users@nvg.ntnu.no Sent: Friday, July 31, 2009 4:10 PM Subject: Hi - just checking Not heard anything on the group for quite a while so just thought I would send a 'test' to check it's not me that's got a problem and say hi to everyone. I know you've all taken your Sam's to the beach and so no activity on the group. Ian
RE: Hi - just checking
You only really need quaternions if you're doing animation or interpolation. If you can live with the gimble lock, euler's fine. -Original Message- From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On Behalf Of Thomas Harte Sent: Tuesday, August 04, 2009 10:05 AM To: sam-users@nvg.ntnu.no Subject: Re: Hi - just checking Am I replying to the correct thread? I don't know. But I've had the opposite experience to a bunch of people here, having become substantially more busy in my work than I was even just a few months ago, squeezing the SAM temporarily out. A version of my vector 3d-stuff-as-a-library-for-others was all but finished several months ago, I'll endeavour to get that out, though it still has the awkward limitation of doing rotations with Euler angles only - which may be less efficient and is certainly more limiting than special orthogonals or quaternions. I'm still thinking about smart ways to optimise the reverse face stuff. I need to get something hierarchical or otherwise group-related in there; checking every single face is obviously not the optimal way to proceed. I guess what I'm looking for is some sort of bin-type mapping to the surface of the unit sphere that allows all the points on a particular hemisphere to be isolated from the majority of the points on the opposite hemisphere. Or, you know, something at least a lot like a sphere. Though I'm not sure any sort of lookup into something a lot like a sphere would help much as it'd need to be indexed by a three-tuple. I guess a good broad sweep would be to mark each face according to the visibility of the faces of a bounding box - if a face on the real model points away from the face on the bounding box then it definitely can't be visible if the box face is. Or something like that. I'm going to stop thinking aloud now... On Tue, Aug 4, 2009 at 10:22 AM, Steve Parry-Thomasmorriga...@aol.com wrote: I guess when the clocks go back in October SAM users will hibernate over the winter until next August! From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On Behalf Of Ian Spencer Sent: 04 August 2009 08:04 To: sam-users@nvg.ntnu.no Subject: Re: Hi - just checking Wow, I just sent the checking mail to see whether something was wrong with my subscription to the group and it seems it was like poking a stick into a hornets nest (in a positive sort of way) - over 40 mails in the last few days on the group. It's just great to see everyone is alive and kicking out there. Ian - Original Message - From: Ian Spencer To: sam-users@nvg.ntnu.no Sent: Friday, July 31, 2009 4:10 PM Subject: Hi - just checking Not heard anything on the group for quite a while so just thought I would send a 'test' to check it's not me that's got a problem and say hi to everyone. I know you've all taken your Sam's to the beach and so no activity on the group. Ian
Re: Hi - just checking
Ian Spencer wrote: Not heard anything on the group for quite a while so just thought I would send a 'test' to check it's not me that's got a problem and say hi to everyone. While looking for something else I came across this page and as a result have wasted most of the morning reading old sam-users posts. http://www.atbirmingham.com/warwick/cooke_cl Still it's good to know that Sam moves in academic circles. ;-) Nev
Re: Hi - just checking
On 31 Jul 2009, at 18:46, LCD wrote: maybe everyone is busy with their next SAM Mega hit game? ;-). Actually, it's funny you should mention that Andrew -- http://www.intensity.org.uk/
Re: Hi - just checking
Ian wrote: Not heard anything on the group for quite a while so just thought I would send a 'test' to check it's not me that's got a problem and say hi to everyone. I know you've all taken your Sam's to the beach and so no activity on the group. I've been a bit quiet, but still been getting on with a few things. First up is an update for B-DOS 1.5t for the Trinity Ethernet Interface which I've put in a few extra additions into the code for utilising the microcontroller on the interface more to give a 15% speedup in loading. I've also finished an Autoboot ROM for the Trinity so B-DOS can be loaded from the Trinity's EEPROM on startup, or really it loads a 1K bootblock from the EEPROM so you can really have it do whatever you want it to do on startup, but loading B-DOS seems the most obvious choice! (Video on YouTube - http://www.youtube.com/watch?v=eGoXsY4PBck ) I've set up twitter so I'm now getting into the swing of just popping up short updates as and when I'm working on things - http://www.twitter.com/QuazarSamCoupe. SAM Revival 23 will be out this month (about time! Ed), a bit late, but time hasn't been on my side recently. Also I'm moving to a different DTP package - getting away from a very (very!) early version of Quarkxpress that I've been using for donkies years! On the coverdisk will be Simon's VIC-20 emulator, the latest 3D Demo from Thomas Harte to go with his article in the magazine and a game or two depending on what space is left. Articles wise, a fair few bits of news, tech stuff and source for the Trinity Autoboot, the B-DOS loading bootblock and the short changes to the B-DOS source code to give the 15% speed up. Going back to the earlier thread of SAM's birthday, I think it's fairly safe to say now with the work going on behind the scenes that the idea I had of a special glossy A4 sized edition will be going ahead thanks to the printing costs Adrian was able to get (Thanks Adrian!). It'll all be new material, with quite a few articles and some exclusives already underway in the drafting stages and I'll no doubt be in touch with a lot of people in the coming months to get some bits of info and their memories of their time with the SAM. I'll be aiming for it to go to print for release in December. Colin = Quazar : Hardware, Software, Spares and Repairs for the SAM Coupe 1995-2009 - Celebrating 15 Years of developing for the SAM Coupe Website: http://www.samcoupe.com/
Re: Hi - just checking
just tried to use the 80 column text editor for cpm fo rthe sam its absolute rubbish! the cursor keys on the pc keyboard dont even work and the screen refresh takes ½ an hour to keep up! dont we know anyone who managed to pull off a 128k conversion for teh sam they wouldnt need to bother with anything too complex tasword was only 64kb for the 128 machines its just the paging that needs altered? what do i need to do disassemble it and then go thru looking for all the outs that correspond to the speccy 128 ram out port? how do i do that surely the edit find thing on the pc can do most of that? i only liked using it because you could use the original speccy 32 column mode which was legible as the 64 dolum used only 4 pixels! utterly illegibly - shouldnt be too bad on the timex or the sams 512 mode though depends how close your nose is to the screen! http://www.youtube.com/watch?v=oX3blkwNjLUfeature=related sam juggler theres a few others on there too these are not quite so related unless we ever manage to bung an r800 up the edge connector! http://www.youtube.com/watch?v=1DfDEU_Ifrw http://www.youtube.com/watch?v=YGH5JIPWQ2I http://www.youtube.com/watch?v=1DfDEU_Ifrw 2009/8/1 nev young pasiphae1...@yahoo.co.uk: Roger, was this meant to come to me rather than the mailing list? But to answer your question; I rather doubt it as he has moved on from the 8 bit world and now works for a medium sized ISP type of company. Regards Nev Roger Jowett wrote: would he be interested in using tascon +d to convert tasword +2 for the sam at all?! 2009/7/31 nev young pasiphae1...@yahoo.co.uk: Ian Spencer wrote: Not heard anything on the group for quite a while so just thought I would send a 'test' to check it's not me that's got a problem and say hi to everyone. I know you've all taken your Sam's to the beach and so no activity on the group. Dunno about the beach. I was searching for something in the loft this week and found four complete Sams and about 3 in bits. It made me feel a little sad. I'll be going to Gloucester in August and will be seeing B*b. Br*nchl*y as his daughter is getting wed. Nev
Re: hi found the wee git
http://www.youtube.com/watch?v=1DfDEU_Ifrw http://www.youtube.com/watch?v=YGH5JIPWQ2I http://www.youtube.com/watch?v=1DfDEU_Ifrw http://www.youtube.com/watch?v=oX3blkwNjLUfeature=related 2009/8/1 Roger Jowett rogerjow...@gmail.com: just tried the 80 column text editor in cpm on sam it doesnt actually refresh the screen the cursors dont work cant anyone convert tasword+2 it was much better than this! someone must know how to convert 128k stuff as there is loads of it knocking around - the program is only 64kb no audio and you wouldnt need to bother with sam screen modes to begin with until people wanted to use proportional or mode 3 fonts shes a plus d disc remember took me about a month in hong kong to get tascon +d to work found it on the wos site though there was no instruciotns as there are actually more than one file on the tap file and you need a wee pause to help things a long and insert the right one i was trying to see if it worked with fuse 81 realspectrum zx spin seemed to fail in most of them though cant get any of them to set up a virtual interface1disciple network unfortunately and no one seems to have any idea how to use the fdd3000 co processor with sam or a speccy for that matter! pity the wee git didnt have a few k of video ram adn about six r800's and a dma! have you seen the mb-02+ interface and its dma - they reckon it can switch between tape and disc operation and give 48 the 128 k ram what a pity the similar is not available for the sam! any news on kaleidescope
Re: Hi - just checking
Hi Roger, Could I ask that you don't sent your posts direct to me *and* the list. I'm on the list so I'm seeing it all twice. It all appears to be about cp/m, of which I know nothing, so I have to ignore it twice ;-) Thankx Nev
Hi - just checking
Not heard anything on the group for quite a while so just thought I would send a 'test' to check it's not me that's got a problem and say hi to everyone. I know you've all taken your Sam's to the beach and so no activity on the group. Ian
RE: Hi - just checking
Yep it's been very quite. I'm still after any some Pro-Dos CP/M games if anyone can help? Steve(spt) From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On Behalf Of Ian Spencer Sent: 31 July 2009 15:11 To: sam-users@nvg.ntnu.no Subject: Hi - just checking Not heard anything on the group for quite a while so just thought I would send a 'test' to check it's not me that's got a problem and say hi to everyone. I know you've all taken your Sam's to the beach and so no activity on the group. Ian
Re: Hi - just checking
Ian Spencer schrieb: Not heard anything on the group for quite a while so just thought I would send a 'test' to check it's not me that's got a problem and say hi to everyone. I know you've all taken your Sam's to the beach and so no activity on the group. Ian True, maybe everyone is busy with their next SAM Mega hit game? ;-). LCD
Re: Hi - just checking
Ian Spencer wrote: Not heard anything on the group for quite a while so just thought I would send a 'test' to check it's not me that's got a problem and say hi to everyone. I know you've all taken your Sam's to the beach and so no activity on the group. Dunno about the beach. I was searching for something in the loft this week and found four complete Sams and about 3 in bits. It made me feel a little sad. I'll be going to Gloucester in August and will be seeing B*b. Br*nchl*y as his daughter is getting wed. Nev
Re: Hi Dudes *_+ Full message
--- Colin Piggot [EMAIL PROTECTED] wrote: Calvin Allett wrote: from my quick lookabout (and on pay per minute so very quick) I`d like to say nice one to Colin, jeez you do a lot for the scene, the new games are looking cool, especially Harlequin which I somehow missed out on on older systems... be great to see this on SAM... There are certainly a few great classics from the Gremlin lot, Harlequin is certainly my favourites. I've done a bit more work on it as well as Thing on a Spring. I was getting back into ST`s and in particular under emulation a few months ago, and I think the one game I didn`t download was Harlequin, as I`m looking forward to it so much(due to it being scrolling, and obviously the first professional accelerated game)... I`ll check the original versions after I`ve discovered it on SAM :) Have you had any articles in past SAM Revival`s regarding any tools/environments you use when developing games? For instance do you have a generic mapper, or do you knock something up for each game? I`ve been putting off doing one but recently decided to get all those tools done which have needed doing (hence dabblings with Flash). also, if you have one... which route did you decide on, is it 16*16 ala Amiga or 8*8 tiles? Oh, and yes, Gremlin have an amazing catalogue, Avenger would be beautiful on SAM... but that is just a dream (like also Great Escape in colour,hehe) :) But I am also concentrating on the revamp of Conquest and some of the other unreleased games from Hydrasoft that I now own. There'll be a development update on both software and hardware in the next issue of Sam Revival showing how I am getting on with things. lol, :) scrub questions above, I see these things are best for inclusion in the mag... Who was Hydrosoft? I don`t think I`ve heard their name before? Can I just ask if it would be a good rough estimate of about 4.5 times original speed for the finished version of Mayhem... I mean under emulation in meantime for dev, I`ve spent the last four weeks working on graphics for a new accelerated game called `Jimf and Oobs go Whack` and not sure quite what can be pulled from uncompiled Basic turbo`d, but some practice and a profiler have quite astounded me with what can be done with MasterBasic`s faster commands... (p.s.) the 4.5 times comes from the fact you say memory will be uncontended... good luck with the project as well :) Cal *_+ ___ Yahoo! Messenger - NEW crystal clear PC to PC calling worldwide with voicemail http://uk.messenger.yahoo.com
Re: Hi Dudes *_+ Full message
Calvin Allett wrote: Have you had any articles in past SAM Revival`s regarding any tools/environments you use when developing games? For instance do you have a generic mapper Erm... i've mentioned briefly some of my tools in the magazine over the last year or two, such as the mapper I used for the three Money Bags games - which evolved slightly for each game but I always made sure it was backwards compatible should I need to load files from the earlier games. But I do tend to write the tools specifically for the game in hand, and there's been a few articles about development of stuff - particularly in the 'Quazars Secret Files' articles - covering unfinished products which include the untitled Quazar Karts game, and a clone of Shufflepuck. also, if you have one... which route did you decide on, is it 16*16 ala Amiga or 8*8 tiles? The Money Bags games used an odd 10x10 tile (can't remember why I chose that initially - probably as i was rushing things as the original game that appeared on Soundbyte 15, then revamped for the coverdisk with Sam Revival 9 was written in one week while I was meant to be studying for some university finals!), but Harlequin as it's using the Amiga/ST graphics will be using 16x16 tiles and Thing On A Spring will be is 8x8. Who was Hydrosoft? I don`t think I`ve heard their name before? Hydrasoft were behind Conquest and Mage Fire - two games that were to have been published by Zedd-Soft (Zodiac Magazine / Michael Stocks) in 96/7. I know a few Conquest's were sold, but also know of a few cases of people not getting them or experiencing big delays. Mage Fire as far as I know wasn't actually released at all (until Sam Revival 12 last month anyway!), the author has no idea if it was sold or not either as he never receieved any royalties for either game. (Neither did I - I was involved with the two games back then adding spot sound effects for the Quazar Surround soundcard!) He's always gone down the strategy route, and Conquest especially is very ad dicitive and playable. More news on the revamping of that, and the other unreleased stuff, will be in the next issue of the magazine, and will be sometime on the website too afterwards. Can I just ask if it would be a good rough estimate of about 4.5 times original speed for the finished version of Mayhem... Yeah, think along the lines of 4-5 times faster. Colin = Quazar : Hardware, Software, Spares and Repairs for the Sam Coupe April 1995-2005 - Celebrating 10 Years of developing for the Sam Coupe New Website now up: http://www.samcoupe.com/
Re: Hi Dudes *_+ Full message
--- Dan Dooré [EMAIL PROTECTED] wrote: Calvin Allett wrote: The version I have is early but will upload it hopefully in next few days... also, who did the hack to allow Mouse control? It was the copy on the disc that came with the Sam Mouse so I think it was someone within or at least for SamCo at the time - Colin MacD may know something about that because I think he was working at SamCo at the time - mind you, it was a while ago so I may be talking complete bobbins. Cheers for info... I`ve just realised that there`s a bug in the mouse version whereby the text feature no longer works, I`ll merge the Basic with old version.. does anybody really need mouse abilites from Flash, personally the great joy for me is to use keys to move around pixel by pixel (keep in mind I`ve never seen or used SAM Paint yet :) , though spent 3 hours trying to hack it :( ) also, I been checking and seem to have some Arcadia Disk Mags which are missing and some other stuff. Who would it be best to send these to? Sent them to me and I'll furtle them and push them up to NVG - if the muchkin gives me enough time of an evening to do it :-) Dan. Thanks very much Dan *_+ I thought there were 2 or 3 Arcadia`s missing from archive but it seems that only issue 6 is missing, I also have some other disks, though still need to make images (Simon`s NT software has helped a lot, as even with Win98 I`d always had disk errors with Dos progs :( ) Do you ever still dabble with SAM or MasterBasic ? I realise that time is short and seem to remember you getting into C back in the day but you know what I mean... :) Cal ___ To help you stay safe and secure online, we've developed the all new Yahoo! Security Centre. http://uk.security.yahoo.com
Re: Hi Dudes *_+
Sorry to hear you`ve been ill... must say that I`m looking forward to the site, even though the SAM scene is as much a niche as you you can get there`s still a lot of people (lot meaning some, :), hehe ) ask about SAM in variuous places (even in 1 or 2 obscure Amiga forums)... It`s such a shame... I think I`ve missed some discussions but I hope you can make some provisions for a proper forum, I know i`ve never been into/able to be at the various shows but after 14 years of owning a SAM I`d dearly like to be able to post sh*tloads of posts without fear of anooying people within their email accounts :)... Cal *_+ --- david [EMAIL PROTECTED] wrote: Just to let everyone know - i've not forgotten about the site, just been very ill recently - and am mid-moving, so havent really been able to do much. But - I haven't forgotten about the site... it will be sorted soon (perhaps not as polished as i'd like - but it'll be able to be updated by anyone who wants to help :)) I'd like to thank those kind people who've passed me stuff, and others who've offered to help when its finally sorted. Very appreciated! BTW - while i'm at it - as i've not posted on the list for a couple of weeks... great latest issue Colin! --- Calvin Allett [EMAIL PROTECTED] wrote: Just wanted to hi to you guys (pity I can`t say and gals, hehe) Lost my internet connection few months ago so normally I`d have to say hope I ain`t missed anything, but in a scene as small as ours (or yours seen as I`m not a ragular) I hope I`ve missed loads. from my quick lookabout (and on pay per minute so very quick) I`d like to say to nice one to Colin, jeez you do a lot for the scene, the new games are looking cool, especially Harlequin which I somehow missed out on on older systems... be great to see this on SAM... - What happened to Gavin (hope I`ve the name right) and his site? David, any update on your site? would there be any chance of us others adding to it? -- Is anyone still interested in Basic games? I`ve a demo (very early) ___ To help you stay safe and secure online, we've developed the all new Yahoo! Security Centre. http://uk.security.yahoo.com ___ Yahoo! Messenger - NEW crystal clear PC to PC calling worldwide with voicemail http://uk.messenger.yahoo.com
Re: Hi Dudes *_+
David wrote: BTW - while i'm at it - as i've not posted on the list for a couple of weeks... great latest issue Colin! Glad you liked it! Issue 13 of Sam Revival is pencilled in for release around the second week in December, and will be featuring the full game 'Marbles Deluxe' by Steve Pick on the coverdisk. More info as usual about everything on my webby at www.samcoupe.com Colin = Quazar : Hardware, Software, Spares and Repairs for the Sam Coupe April 1995-2005 - Celebrating 10 Years of developing for the Sam Coupe New Website now up: http://www.samcoupe.com/
Re: Hi Dudes *_+ Full message
Calvin Allett wrote: The version I have is early but will upload it hopefully in next few days... also, who did the hack to allow Mouse control? It was the copy on the disc that came with the Sam Mouse so I think it was someone within or at least for SamCo at the time - Colin MacD may know something about that because I think he was working at SamCo at the time - mind you, it was a while ago so I may be talking complete bobbins. also, I been checking and seem to have some Arcadia Disk Mags which are missing and some other stuff. Who would it be best to send these to? Sent them to me and I'll furtle them and push them up to NVG - if the muchkin gives me enough time of an evening to do it :-) Dan.
Re: Hi Dudes *_+
Just to let everyone know - i've not forgotten about the site, just been very ill recently - and am mid-moving, so havent really been able to do much. But - I haven't forgotten about the site... it will be sorted soon (perhaps not as polished as i'd like - but it'll be able to be updated by anyone who wants to help :)) I'd like to thank those kind people who've passed me stuff, and others who've offered to help when its finally sorted. Very appreciated! BTW - while i'm at it - as i've not posted on the list for a couple of weeks... great latest issue Colin! --- Calvin Allett [EMAIL PROTECTED] wrote: Just wanted to hi to you guys (pity I can`t say and gals, hehe) Lost my internet connection few months ago so normally I`d have to say hope I ain`t missed anything, but in a scene as small as ours (or yours seen as I`m not a ragular) I hope I`ve missed loads. from my quick lookabout (and on pay per minute so very quick) I`d like to say to nice one to Colin, jeez you do a lot for the scene, the new games are looking cool, especially Harlequin which I somehow missed out on on older systems... be great to see this on SAM... - What happened to Gavin (hope I`ve the name right) and his site? David, any update on your site? would there be any chance of us others adding to it? -- Is anyone still interested in Basic games? I`ve a demo (very early) ___ To help you stay safe and secure online, we've developed the all new Yahoo! Security Centre. http://uk.security.yahoo.com
Hi Dudes *_+
Just wanted to hi to you guys (pity I can`t say and gals, hehe) Lost my internet connection few months ago so normally I`d have to say hope I ain`t missed anything, but in a scene as small as ours (or yours seen as I`m not a ragular) I hope I`ve missed loads. from my quick lookabout (and on pay per minute so very quick) I`d like to say to nice one to Colin, jeez you do a lot for the scene, the new games are looking cool, especially Harlequin which I somehow missed out on on older systems... be great to see this on SAM... - What happened to Gavin (hope I`ve the name right) and his site? David, any update on your site? would there be any chance of us others adding to it? -- Is anyone still interested in Basic games? I`ve a demo (very early) ___ To help you stay safe and secure online, we've developed the all new Yahoo! Security Centre. http://uk.security.yahoo.com
Hi Dudes *_+ Full message
Just wanted to say hi to you guys (pity I can`t say and gals, hehe) Lost my internet connection few months ago so normally I`d have to say hope I ain`t missed anything, but in a scene as small as ours (or yours seen as I`m not a regular) I hope I`ve missed loads. from my quick lookabout (and on pay per minute so very quick) I`d like to say nice one to Colin, jeez you do a lot for the scene, the new games are looking cool, especially Harlequin which I somehow missed out on on older systems... be great to see this on SAM... - What happened to Gavin (hope I`ve the name right) and his site? David, any update on your site? would there be any chance of us others adding to it? -- Is anyone still interested in Basic games? I`ve a demo (very early) of Tomato Antics game on my site but since then written a profiler (with help from that thread on WoS) and managed to shift it from 10-12 fps to about 35-45 still uncompiled... the game itself is simplified and thus can cut down on code, but still the smoothest game I seen in Basic on SAM... also hacked the MC of Flash to change the Erase menu option to an Extra menu so I can run Basic code, and added a better animation feature, sprite grabber and saver plus ability to scroll an area one pixel to left, which for basic is essential if it`s at an odd pixel. The version I have is early but will upload it hopefully in next few days... also, who did the hack to allow Mouse control? I`ve called my version (as I intend to add some other features/improvements) Flash Pro v1.0 but would like to credit the author of the Mouse code. Plus also, even though this name is for my personal version, does anyone have any objections to me calling it thus? - anyways, this message has already been sent whilst halfway through (noob, hehe) so have to end here. Hope everyone is fine.. :) Cal *_+ -- P.S. Steve, I was pleased to see you were able to take over on ZX Shed when I let them down, nice job, what I had was half written.. also, I been checking and seem to have some Arcadia Disk Mags which are missing and some other stuff. Who would it be best to send these to? Regards Calvin *_+ ___ How much free photo storage do you get? Store your holiday snaps for FREE with Yahoo! Photos http://uk.photos.yahoo.com
RE: Hi
Kevin Cooper wrote: Just joined the list at the start of the week, been busy having a look at what you're upto... Hello! Am starting to get all nostalgic now, thinking about those many hours I spent with Sam back in the early nineties. I miss it... that real sort of big community feel it had to it. I think that's what we all hanker after... coding on PCs is so much easier but just doesn't have the same feeling. Welcome to the list, anyway! Geoff __ This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email __
Hi
Hi all, Just joined the list at the start of the week, been busy having a look at what you're upto... It's been some time since I used my Sam, probably eight years or so. It's sat in the attic with a load of Sam stuff in my parents' attic. The closest thing I got to it was running the Sam emulator on my PC a couple of years ago. Fantastic! Though not as good as the real thing. I imagine a lot has gone on in that time - too much for you to put in a mail I think... Generally though, what's happening in the world of Sam these days? Am starting to get all nostalgic now, thinking about those many hours I spent with Sam back in the early nineties. I miss it... that real sort of big community feel it had to it. Kevin Cooper. ---Outgoing mail is certified Virus Free.Checked by AVG anti-virus system (http://www.grisoft.com).Version: 6.0.798 / Virus Database: 542 - Release Date: 18/11/04
Re: Hi all!
- Original Message - From: Simon Owen [EMAIL PROTECTED] Marcel Vasak wrote: Zhani plne zdrojaky tech programu abych je mohl upravit na Atom HDD interface pripadne na H-DOS interface.Prominte ze pisu Cesky ale jsem cech a Anglictin stezi ctu nato v ni pisi. Taky se omlouvam za pravopis. Can anyone translate? (Aley?) Si Yes, I can translate :-) But I assume those two (Marcel Vasak and Marian Krivos, the author of discussed software) will discuss this topic off the list, because they can understand to each other (they are Czech and Slovak). Translation: -- I search for the source code of those programs (C, ZEUS, EDIPRO, SAM VISION). I want to make them compatible with Atom HDD and eventually also with H-DOS interface. Please excuse me for writing in Czech. It's because I am Czech and I don't speak English. -- /-- Aley
Re[2]: Hi all!
Dobrý den, 15. března 2003, 18:37:08, napsal jste: Zhani plne zdrojaky tech programu abych je mohl upravit na Atom HDD interface pripadne na H-DOS interface.Prominte ze pisu Cesky ale jsem cech a Anglictin stezi ctu nato v ni pisi. Taky se omlouvam za pravopis. Marcel VAsak Falcen99 Prague.. MK I have upload some source files (C, ZEUS, EDIPRO, SAM VISION) at MK www.tutok.sk/fastgl/Sam/ -- S pozdravem, Marcel [EMAIL PROTECTED]
Re: Hi all!
Marcel Vasak wrote: Zhani plne zdrojaky tech programu abych je mohl upravit na Atom HDD interface pripadne na H-DOS interface.Prominte ze pisu Cesky ale jsem cech a Anglictin stezi ctu nato v ni pisi. Taky se omlouvam za pravopis. Can anyone translate? (Aley?) Si
Re: Hi all!
He wrote: I can get full sources of these progs, because I can modify one for Atom HDD or H-DOS ... I'm sorry but I don't know English. Answer: These sources are the only one that I have. :-((( Marian Can anyone translate? (Aley?) Si
Re: Hi all!
Rumsoft - a name known from Kapsa. But Kapsa was written in Czech so I expect there aren't many people here who regularly read it or at least know about it. "Some good compression software" means "some sleepless nights for users of emulators like me". I'd like to have decompression utilities for all Sam Coupe compression software which works in Windows 2000/XP. This message is not only for Rumsoft, I'd like to unpack software from NVG FTP, and lot's of old stuff there is packed with a "load and call 32000" sysytem. I assume it was made by someone from Poland. And finally, I've never seen Zeus Assembler or Small C. Although I tried to get it, I've never been successful :-(. (I teach C Language and Assembler at Technical University of Ostrava and Palacky University of Olomouc respectively, so I'm really not impressed with "power of Sam Basic". :-) -- Aley Keprt - Original Message - From: Marian Krivos To: sam-users@nvg.ntnu.no Sent: Friday, March 14, 2003 1:25 PM Subject: Re: Hi all! Graham Goring wrote: RUMSOFT Rumsoft?! Name is very familiar but my memory is a blank this morning and I can't think why... RUMSOFT/SAPOSOFT file packer. That's where you probably remember it from. T'was ace. Graham RUMSOFT - 1. some (4) ARCHIVER/PACKERs, 2. EDIPRO (full vysiwyg text editor with proportional fonts, styles, etc, etc)3. ZEUS - like the COMET assembler - but with macros, export/import symbols etc,etc (builtin into SMALL 'C' also)4. SMALL "C" - the Z80 C language compiler with complete IDE (fred publishing - ver 4.21 is latest)5. DEBUGGER - comes with ZEUS and SMALL 'C'6. I can't remeber :-)The problem is that I don't have my own progs! I must download my C compiler from the net by example.But I have all the source files (ascii format).
Re: Hi all!
And finally, I've never seen Zeus Assembler or Small C. Although I tried to get it, I've never been successful :-(. (I teach C Language and Assembler at Technical University of Ostrava and Palacky University of Olomouc respectively, so I'm really not impressed with power of Sam Basic. :-) C ZEUS are both at NVG ftp site
Re: Hi all!
I have upload some source files (C, ZEUS, EDIPRO, SAM VISION) at www.tutok.sk/fastgl/Sam/
Hi all!
First off all I'm dont know English. I'm new to this list. I have got one piece of SamCoupe in years 1993-1995, but my machine fired out completely. After this drama I'm buyed the PC. But I'm remember to my old good SAM with patience. On now I'm found on the NET some SAM's emulators, download try it. Wow, I'm found that my old soft runs very well!!! Best regards, RUMSOFT PS: I there anyone that have/use my SamCoupe EDIPRO text editor???
Re: Hi all!
Hi, Welcome to the list :) Colin Quazar : Hardware, Software, Spares and Repairs for the Sam Website: http://www.quazar.clara.net/sam/ Issue Four of Sam Revival Magazine Out Now !
Re: Hi all!
Marian Krivos wrote: First off all I'm dont know English. Me neither! I'm new to this list. I have got one piece of SamCoupe Welcome to the list! RUMSOFT Rumsoft?! Name is very familiar but my memory is a blank this morning and I can't think why... PS: I there anyone that have/use my SamCoupe EDIPRO text editor??? I haven't used it, but I've been looking for a text editor - find the newer ProType David? :) - can I get a copy of Edipro to try?? Cheers, Gavin
RE: Hi all!
Title: RE: Hi all! RUMSOFT Rumsoft?! Name is very familiar but my memory is a blank this morning and I can't think why... RUMSOFT/SAPOSOFT file packer. That's where you probably remember it from. T'was ace. Graham
Re: Hi all!
Best regards, RUMSOFT I prostrate mysef at the feet of the author of the Imploder, probably the most useful Sam utility I have ever used. PS: I there anyone that have/use my SamCoupe EDIPRO text editor??? Is it up on NVG? (ftp://ftp.nvg.ntnu.no/pub/sam-coupe/) Dan. Direct Line Group Services Limited, registered in England no.3001989, registered office 3 Edridge Road, Croydon, Surrey, CR9 1AG. The following are also members of the Direct Line group of companies: Direct Line Insurance plc, a member of the General Insurance Standards Council and Direct Line Life Insurance Company Limited and Direct Line Unit Trusts Limited, both regulated by the Financial Services Authority. Loans, Mortgages, Credit Cards and Savings provided by Direct Line Financial Services Limited, registered in England number 2372702, registered office 3 Edridge Road, Croydon, Surrey, CR9 1AG. All are members of The Royal Bank of Scotland Group. This e-mail is intended for the addressee only and may contain confidential, proprietary or legally privileged information. If you are not the intended recipient of this e-mail, you should notify us immediately and delete it. You should not copy, print, distribute, disclose or use any part of it. We reserve the right to monitor and record all electronic communications through our networks. We cannot accept any liability for viruses transmitted via this e-mail once it has left our networks.
Re: Hi all!
- Original Message - From: [EMAIL PROTECTED] To: sam-users@nvg.ntnu.no Sent: Friday, March 14, 2003 9:52 AM Subject: Re: Hi all! Best regards, RUMSOFT I prostrate mysef at the feet of the author of the Imploder, probably the most useful Sam utility I have ever used. Hear - hear PS: I there anyone that have/use my SamCoupe EDIPRO text editor??? Is it up on NVG? (ftp://ftp.nvg.ntnu.no/pub/sam-coupe/) I don't think so - but I seem to recall that F9 software where selling it for about 12-15 pound a copy - and that WoMo had forwarded at least one of the RUMSOFT programs to Malcolm Mackenzie to look into contact him for publishing.
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
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
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 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
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 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
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: OffTopic: PS1 Speedball (was Re Hi ho)
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
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 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
Title: RE: Hi ho So how does Chris White explain the disaster that was PS1 Speedball? Zing! Hahaha! Graham
Re: Hi ho
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
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
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
- 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
- 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
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
- 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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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