Just like PowerVR's gfx chips with tile rendering, which process
the z-buffering for the screen in small blocks and render only
what is visible.
This is common practice across all modern cards. A hierarchical approach is
taken - there
is a full z-buffer for all pixels, then a version with
On Sun, Jan 12, 2003 at 01:46:52AM +0100, Thomas Harte wrote:
By the way, with respect to Elite, I once partially reverse engineered the ZX
Spectrum
version, which is visibly identical to the SAM version implying that all that
is running is the
Spectrum code and a mode 1 screen. In which
- Original Message -
From: Stuart Brady [EMAIL PROTECTED]
To: sam-users@nvg.ntnu.no
Sent: Sunday, January 12, 2003 11:48 AM
Subject: Elite port
Somebody was showing me this at uni a while back, and my immediate
thought was hmm, this would make a SAM port a lot easier. I would need
to
- Original Message -
From: Stuart Brady [EMAIL PROTECTED]
To: sam-users@nvg.ntnu.no
Sent: Sunday, January 12, 2003 10:48 AM
Subject: Elite port
Did they use exactly the same file on the disk, just adding a BASIC
program to switch into mode 1? If so, the SAM 'version' couldn't have
I'm currently on the look-out for a SAM in semi-working, or fully-working
condition.
Can anyone assist at all?
Regards
David
On Sunday, January 12, 2003, at 10:48 am, Stuart Brady wrote:
On Sun, Jan 12, 2003 at 01:46:52AM +0100, Thomas Harte wrote:
Did they use exactly the same file on the disk, just adding a BASIC
program to switch into mode 1? If so, the SAM 'version' couldn't have
taken longer than 5-10 minutes
On Sun, Jan 12, 2003 at 12:35:40PM -, David wrote:
Somebody was showing me this at uni a while back, and my immediate
thought was hmm, this would make a SAM port a lot easier. I would need
to read up on graphics before I could make a start on this though. I
presume that there are no
On Sun, Jan 12, 2003 at 12:39:29PM +, Andrew Collier wrote:
On Sunday, January 12, 2003, at 10:48 am, Stuart Brady wrote:
Presumably a good deal of work would be needed to slow the game back
down to its original speed, after the framerate had been increased?
As far as I know, they
unsubscribe
From: [EMAIL PROTECTED]
To: sam-users@nvg.ntnu.no
Sent: Sunday, January 12, 2003 2:42 PM
unsubscribe
unsubscribe requests need to go to [EMAIL PROTECTED] :)
Colin
Quazar : Hardware, Software, Spares and Repairs for the Sam
Website: http://www.quazar.clara.net/sam/
Issue Three of Sam
I also wonder whether the extra memory would be of particular benefit.
Yes, at least if you're drawing in Mode 4. Do you remember a demo
called DWC (Dead Wild Cat) by Marc Broster on Fred 50? It drew rotating
3D wireframe objects and usually kept up to 50 fps. He used most of the
Sam's memory to
Hi all,
I worked for sam co in 1992 but finished when they folded and my daughter was
born, i saw many games coming from people who'd written them at home some
were very good, some were bad and others had some really good ideas but
written badly.
I remember someone sending us a sonic demo
On Sunday, January 12, 2003, at 04:27 pm, Thomas Harte wrote:
I also wonder whether the extra memory would be of particular
benefit.
Yes, at least if you're drawing in Mode 4. Do you remember a demo
called DWC (Dead Wild Cat) by Marc Broster on Fred 50? It drew
rotating
3D wireframe
One last thing, has anyone got a spare floppy drive they want to sell or an
interface so i can use a PC floppy drive.
One of the bits of hardware I make is a replacement disk drive system...
http://www.quazar.clara.net/sam/hardfdc.htm
Colin
Quazar : Hardware, Software, Spares and
14 matches
Mail list logo