At 09:22 �� 16/2/2002 +0000, you wrote:

>Phoebus R. Dokos wrote:
>
>>Well I had this program for ages and I never even tried it!!!!
>>Nasta is right, it doesn't run with anything other than the original QL 
>>screen addresses which makes me wonder if QPC2_v3 could run it right.
>>(Screen at $20000)
>>It doesn't appear to mess up anything else and I suspect that animations 
>>run in the memory space of the original screen. The thing is that QPC 
>>doesn't hang!
>>(Also it needs TurboTK instead of the extend_code as most other DP apps
>>which leads me to believe it was originally written in Turbo Compiled 
>>S*Basic....)
>
>
>xtra_code contains SUPERCHARGE extensions (SET_PRIORITY, REMOVE_TASK, 
>LIST_TASKS, END_CMD, DEVICE_STATUS, FREE_MEMORY) which are (presumeably) 
>used by the Supercharged DESIGN and CONSTRUCT.

Which is subset of Turbo IIRC so works either way :-)


>>              so the question is now : Who wrote it?
>
>
>Looking at sprite_code (off DP disk 9!) it contains "R.Woodhouse 1986" 
>right at the end.

Oh I see...

>>                                                     If I could get my 
>> hands on the original code .... :-)
>
>
>I think you'll find that all the code is prob assembler within sprite_code 
>to add the extra procs: SPRITE, SSGON, SSGINIT, SSGSWAP, SSGFILE, SSGMODE, 
>and FNs: SSGEDGE, SSGHIT, SSGEDGE%, SSGHIT%.
>
>Given an hour or 8.358 I'm sure I could generate a (tidyish) source for 
>sprite_code (wonderful inventions disassemblers - try IDIS, also on DP disk 9).

I was trying to avoid that...


>>It is amazing though, very smooth animation and exactly what I want to 
>>do, you can even switch apps and the sprites keep on going.... (Just the 
>>way I want :-)
>>Could it be written by SNG?
>
>
>R.Woodhouse mefinx...funny, I was at school with a R.Woodhouse; wonder if 
>it was same bloke.
>
>
>>Phoebus
>
>Try also a look at the manual (also on DP disk 9) SSG_DOC.

Yes I checked it out but only mentions the procedures nothing regarding 
where its written at etc..

>Or am I just tired from the drive back to Llundain from Glasgow (flat out 
>at 62.5 mph) and have totally misread the problem?

Not totally, I am just trying to avoid to reinvent the wheel... but I am 
afraid I'll have to... at least with a Thing solution I'll be able to use 
pipes as well to supply the sprite animator with the paths of the 
sprites... :-) And best of all it would be reusable... :-)


Phoebus

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