Re: Porting spectrum games...

2010-07-19 Thread Thomas Harte
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

2010-07-19 Thread Stefan Drissen
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

2010-07-19 Thread david brant

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

2010-07-19 Thread Stefan Drissen
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...

2010-07-19 Thread Thomas Harte
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!