Re: New Game: Dave Infuriators

2012-11-15 Thread Marcos Cruz
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

2012-11-15 Thread Jukka Karjalainen




Re: remove

2012-11-15 Thread Marcos Cruz
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

2012-11-15 Thread Chris Pile

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

2012-11-15 Thread Marcos Cruz
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

2012-11-15 Thread Simon Owen
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

2012-11-15 Thread Simon Owen
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

2012-11-15 Thread James R Curry
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

2012-11-15 Thread Simon Owen
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

2012-11-15 Thread Andrew Gillen
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

2012-11-15 Thread Marcos Cruz
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