Re: Porting spectrum games...
I have to admit that my favourite Dizzy game is the console one - the energy bar is present, some of the arcadey spin-off titles have been rolled in to break up the gameplay and there's quite a limited amount of required travelling to the other side of the world just to pick up an object and travel back. Oh, and as far as I recall only a couple of the coins are of the secret 'press action here to reveal it' type, and they're in places where you might press action anyway like behind doors. None of the guessing the loose bit of handrail malarkey. Or, at least, very little. My memory is imperfect. I wonder how many unique screens you could fit into the Sam's memory (with compression) without resorting to a tile map. One of the things that's obvious after Big Red took over is that they switched quite a lot to a more vector style - not sure if it's actual vectors or just really big tiles, but it does make the world look less vanilla somehow. I guess something like PNG (ie, a standard binary compressor + per scanline switching of how graphics are encoded before compression) with a brute force optimiser (ala optipng/etc) would be the smart thing. And it'll likely always be worse than real PNG, so I guess that's a way to get an upper bound... On Sunday, July 18, 2010, the_wub ! the...@gmail.com wrote: I'm more than happy to write a Sam version of the Pooyan music if someone wants to do the easy bit and write the rest of the conversion ;-) ouch! though I guess I deserve that in hindsight! I honestly hadn't considered what would be involved with a port and I had presumed that starting from a spectrum version would be the easiest way to port anything to the Sam. I had the ST graphics from Strider ready and everything! ;) Dizzy... Arrggh!! I loathe those games! :-)) He's like Morrissey or Marmite it seems, people love him or hate him!
Debugging - argh
And soon it dawned on him why he moved on from Z80 programming Does a debugger for Sim Coupé exist that uses the information from the source file for labels etc? The SimIce debugger is very nice, but the where am I guessing game is getting a bit tedious. Best regards, Stefan
Re: Debugging - argh
On 19 Jul 2010, at 22:31, Stefan Drissen wrote: And soon it dawned on him why he moved on from Z80 programming… Does a debugger for Sim Coupé exist that uses the information from the source file for labels etc? The SimIce debugger is very nice, but the ‘where am I’ guessing game is getting a bit tedious. Best regards, Stefan Not as far as I know. But with JAM Assembler, it does produce a label.tab file if that helps. Also label.tab file is updated after each build. All the best and good luck
RE: Debugging - argh
Excellent! That helps! Thank you! Now hurry along Si and integrate the label.tab in SimIce ;-) You may want to ask David to add page information to the label.tab file first though. ;-) Best regards, Stefan From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On Behalf Of david brant Sent: maandag 19 juli 2010 23:42 To: sam-users@nvg.ntnu.no Subject: Re: Debugging - argh On 19 Jul 2010, at 22:31, Stefan Drissen wrote: And soon it dawned on him why he moved on from Z80 programming Does a debugger for Sim Coupé exist that uses the information from the source file for labels etc? The SimIce debugger is very nice, but the where am I guessing game is getting a bit tedious. Best regards, Stefan Not as far as I know. But with JAM Assembler, it does produce a label.tab file if that helps. Also label.tab file is updated after each build. All the best and good luck No virus found in this incoming message. Checked by AVG - www.avg.com Version: 9.0.830 / Virus Database: 271.1.1/3015 - Release Date: 07/19/10 08:36:00
Re: Porting spectrum games...
I have to admit that my favourite Dizzy game is the console one - the energy bar is present, some of the arcadey spin-off titles have been rolled in to break up the gameplay and there's quite a limited amount of required travelling to the other side of the world just to pick up an object and travel back. Oh, and as far as I recall only a couple of the coins are of the secret 'press action here to reveal it' type, and they're in places where you might press action anyway like behind doors. None of the guessing the loose bit of handrail malarkey. Or, at least, very little. My memory is imperfect. I wonder how many unique screens you could fit into the Sam's memory (with compression) without resorting to a tile map. One of the things that's obvious after Big Red took over is that they switched quite a lot to a more vector style - not sure if it's actual vectors or just really big tiles, but it does make the world look less vanilla somehow. I guess something like PNG (ie, a standard binary compressor + per scanline switching of how graphics are encoded before compression) with a brute force optimiser (ala optipng/etc) would be the smart thing. And it'll likely always be worse than real PNG, so I guess that's a way to get an upper bound... On Sunday, July 18, 2010, the_wub ! the...@gmail.com wrote: I'm more than happy to write a Sam version of the Pooyan music if someone wants to do the easy bit and write the rest of the conversion ;-) ouch! though I guess I deserve that in hindsight! I honestly hadn't considered what would be involved with a port and I had presumed that starting from a spectrum version would be the easiest way to port anything to the Sam. I had the ST graphics from Strider ready and everything! ;) Dizzy... Arrggh!! I loathe those games! :-)) He's like Morrissey or Marmite it seems, people love him or hate him!