Keys & timestamps are rounded to 1/50. For simplicity. Games read keyboard at 1/50 interrupt only (usually). In network play, all peers must use the same emulator version, so no randomness can occur. When playing back the AIR file, you must playback with the same version as it was recorded. If port IN's are random (they theoretically may be), they are treated as keys, but it's easier to make all unused IN's FFh or so. Again: There's no *real* randomness except some input ports (like keyboard) in ZXS/Sam. So it really works. :-)

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Mgr.(MSc.) Ales Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VSB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
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----- Original Message ----- From: "Edwin Blink" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Monday, January 03, 2005 2:15 AM
Subject: Re: Multiplayer Sam




I haven't looked into it. But it's sounds interresting. I think some keys and a time stamp are not enough. How would you play a game that has random elements ?

Edwin







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