Re: New Game: Dave Infuriators
En/Je/On 2012-11-14 16:08, Andrew Gillen escribió / skribis / wrote : Hi, just to let you know I have finally finished writing Dave Infuriators. Simple platform game against the clock. Nice game! It's great to see new projects for the SAM. Marcos -- http://programandala.net
remove
Re: remove
Hi Jukka, In order to remove yourself from the mailing list, send the following command in email to sam-users-requ...@nvg.ntnu.no: unsubscribe Marcos -- http://programandala.net
Re: New Game: Dave Infuriators
That's a nice little game right there! Infuriators is a great title - and very apt!! It's a tricky one and that's for sure! Great to see new stuff still being produced for the SAM! :) Chris. On 14/11/2012 16:08, Andrew Gillen wrote: Hi, just to let you know I have finally finished writing Dave Infuriators. Simple platform game against the clock. Instructions can be found in the readme.txt in the archive. Played with just two keys : change direction and jump, so following the trend these days of minimal controls. Took longer to write than it should with life's distractions and other projects. Also didn't end up quite how I envisioned but here it is nevertheless! Http://www.blackjet.co.uk/download.php?d=dave-infuriators Requires 512K SAM. Cheers Andrew
buggy KEYIN; MasterBASIC's tokenized format; buggy RENUM
Hi all, Some time ago I wrote a toolkit to write MasterBASIC programs with the Vim editor (http://vim.org) and import them into SimCoupe (see http://programandala.net/en.program.mbim). It didn't work because the KEYIN command has bugs (in SAM BASIC, but MasterBASIC didn't fix them). In fact, a similar tool for ZX Spectrum's Beta BASIC (see, in Spanish: http://programandala.net/es.programa.bbim) works like a charm: I can write Beta BASIC code (in an improved format with new features) with Vim, and then, with a keypress, convert it to real Beta BASIC and create a fake disk image ready to be imported into the Beta BASIC interpreter. It would be nice to work the same way with the more powerful MasterBASIC... Is there any patch to fix SAM Coupé's KEYIN? I'm afraid not. I thought an alternative: I could write a program to convert the source code into tokenized MasterBASIC and copy it into a SAM disk image. But the tokenized format is not fully described in the Technical Manual or the MasterBASIC User Manual (though many details can be found there and others are similar to the ZX Spectrum format). In theory this approach is feasible, but much more complex. Any other idea? I'd like to develop some project in MasterBASIC, but its own editor would be a pain compared with the features of a modern editor. Beside, also the RENUM command is buggy, what is a serious limitation. Marcos -- http://programandala.net
Re: New Game: Dave Infuriators
It's great to see more new content! I just wish I could get more than 2 steps up on the first screen. I'm just recovering from a Super Hexagon addiction, so I do like my games tough ;) Si On 14/11/2012 16:08, Andrew Gillen wrote: Hi, just to let you know I have finally finished writing Dave Infuriators. Simple platform game against the clock. Instructions can be found in the readme.txt in the archive. Played with just two keys : change direction and jump, so following the trend these days of minimal controls. Took longer to write than it should with life's distractions and other projects. Also didn't end up quite how I envisioned but here it is nevertheless! Http://www.blackjet.co.uk/download.php?d=dave-infuriators Requires 512K SAM. Cheers Andrew
Re: buggy KEYIN; MasterBASIC's tokenized format; buggy RENUM
This sounds like a problem I was looking at with Josef a few months back, where long ported programs failed on SAM. As far as I could tell it was a bug with LABEL management -- his problem listing used many labels (no use of KEYIN). I was able to narrow it down to a boundary case, as demonstrated with this test program: 1 PRINT Running... 2 FOR x=1 TO 111 3 PRINT at 1,0;x 4 KEYIN STR$ (x*2+100)+ LABEL l+STR$ x+: PRINT +STR$ x+: STOP 5 KEYIN STR$ (x*2+101)+ REM x 6 NEXT x 7 CLS : STOP 8 REM -X 1) Type that into a freshly booted SAM, run it, then wait for the counter to reach 111. If you then type CLEAR it gets stuck and never returns. 2) Next, do the same again but remove the 'X' from the end of line 8. This time the CLEAR command will finish after about 30 seconds, which I believe is the time taken to rebuild the LABEL table from scratch. To rule out a problem with KEYIN, I used LLIST to write the program to a text file using the SimCoupe printer option. I then auto-typed the contents back in to a freshly reset SimCoupe, so KEYIN was never actually executed, even though it was still part of the listing. I was still able to demonstrate the same issue, with the single character difference. My guess is that the final label might be at some kind of page boundary, which trips up the code building the table. I haven't tried to look into it -- any volunteers...? I noticed your program also uses labels, though not as many. It might be worth trying to remove the labels, to see if that magically fixes it? Si On 15/11/2012 18:17, Marcos Cruz wrote: Hi all, Some time ago I wrote a toolkit to write MasterBASIC programs with the Vim editor (http://vim.org) and import them into SimCoupe (see http://programandala.net/en.program.mbim). It didn't work because the KEYIN command has bugs (in SAM BASIC, but MasterBASIC didn't fix them). In fact, a similar tool for ZX Spectrum's Beta BASIC (see, in Spanish: http://programandala.net/es.programa.bbim) works like a charm: I can write Beta BASIC code (in an improved format with new features) with Vim, and then, with a keypress, convert it to real Beta BASIC and create a fake disk image ready to be imported into the Beta BASIC interpreter. It would be nice to work the same way with the more powerful MasterBASIC... Is there any patch to fix SAM Coupé's KEYIN? I'm afraid not. I thought an alternative: I could write a program to convert the source code into tokenized MasterBASIC and copy it into a SAM disk image. But the tokenized format is not fully described in the Technical Manual or the MasterBASIC User Manual (though many details can be found there and others are similar to the ZX Spectrum format). In theory this approach is feasible, but much more complex. Any other idea? I'd like to develop some project in MasterBASIC, but its own editor would be a pain compared with the features of a modern editor. Beside, also the RENUM command is buggy, what is a serious limitation. Marcos
Re: New Game: Dave Infuriators
Don't get me started on Super Hexagon. Terry Cavanagh insisted to me at Fantastic Arcade that My game's not difficult after I repeatedly died at the 7 second mark. I'm a bit better at it now. I do love the game. On Thu, Nov 15, 2012 at 2:36 PM, Simon Owen simon.o...@simcoupe.org wrote: It's great to see more new content! I just wish I could get more than 2 steps up on the first screen. I'm just recovering from a Super Hexagon addiction, so I do like my games tough ;) Si On 14/11/2012 16:08, Andrew Gillen wrote: Hi, just to let you know I have finally finished writing Dave Infuriators. Simple platform game against the clock. Instructions can be found in the readme.txt in the archive. Played with just two keys : change direction and jump, so following the trend these days of minimal controls. Took longer to write than it should with life's distractions and other projects. Also didn't end up quite how I envisioned but here it is nevertheless! Http://www.blackjet.co.uk/download.php?d=dave-infuriators Requires 512K SAM. Cheers Andrew -- James R Curry 8...@itdoesntsuck.com
Re: New Game: Dave Infuriators
The last 20 seconds on level 6 might kill me, so I've been having a bit of a break from it. It's s addictive though. Si On 15/11/2012 20:40, James R Curry wrote: Don't get me started on Super Hexagon. Terry Cavanagh insisted to me at Fantastic Arcade that My game's not difficult after I repeatedly died at the 7 second mark. I'm a bit better at it now. I do love the game. On Thu, Nov 15, 2012 at 2:36 PM, Simon Owen simon.o...@simcoupe.org mailto:simon.o...@simcoupe.org wrote: It's great to see more new content! I just wish I could get more than 2 steps up on the first screen. I'm just recovering from a Super Hexagon addiction, so I do like my games tough ;) Si On 14/11/2012 16:08, Andrew Gillen wrote: Hi, just to let you know I have finally finished writing Dave Infuriators. Simple platform game against the clock. Instructions can be found in the readme.txt in the archive. Played with just two keys : change direction and jump, so following the trend these days of minimal controls. Took longer to write than it should with life's distractions and other projects. Also didn't end up quite how I envisioned but here it is nevertheless! Http://www.blackjet.co.uk/download.php?d=dave-infuriators Requires 512K SAM. Cheers Andrew -- James R Curry 8...@itdoesntsuck.com mailto:8...@itdoesntsuck.com
Re: New Game: Dave Infuriators
Second level is arguably easier (less cluttered anyway) than the first so use that to hone skills. The first level is designed to be completable by Dave himself without user intervention, although he doesn't use the quickest route; but it will unlock level 2 on completion. Cheers Andrew On 15 Nov 2012, at 20:36, Simon Owen simon.o...@simcoupe.org wrote: It's great to see more new content! I just wish I could get more than 2 steps up on the first screen. I'm just recovering from a Super Hexagon addiction, so I do like my games tough ;) Si On 14/11/2012 16:08, Andrew Gillen wrote: Hi, just to let you know I have finally finished writing Dave Infuriators. Simple platform game against the clock. Instructions can be found in the readme.txt in the archive. Played with just two keys : change direction and jump, so following the trend these days of minimal controls. Took longer to write than it should with life's distractions and other projects. Also didn't end up quite how I envisioned but here it is nevertheless! Http://www.blackjet.co.uk/download.php?d=dave-infuriators Requires 512K SAM. Cheers Andrew
Re: buggy KEYIN; MasterBASIC's tokenized format; buggy RENUM
En/Je/On 2012-11-15 20:37, Simon Owen escribió / skribis / wrote : To rule out a problem with KEYIN, I used LLIST to write the program to a text file using the SimCoupe printer option. I then auto-typed the contents back in to a freshly reset SimCoupe, What do you mean auto-typed? Text spooling? AFAIK SimCoupe lacks a file spooling option (in fact it is what I need: SimCoupe to type the content of a text file of the host machine). I noticed your program also uses labels, though not as many. It might be worth trying to remove the labels, to see if that magically fixes it? I think I tried everything I could imagine when I developed the several versions of MBimport one year ago. Nevertheless I've just written a new label-less version of MBimport. It's easy to remove the two or three labels of the importer, but it makes no difference because there are many labels in the imported KEYIN-ed code. I'll remove them too --just to see what happens. Thank you Marcos -- http://programandala.net