In message <[EMAIL PROTECTED]> David Zambonini writes:
> > >In message <[EMAIL PROTECTED]> David Zambonini writes:
> > [David saying DWC was superb deleted]
> > 
> > >Your saying dead wild cat was better than your demos? Yeah, sure, perhaps 
> > >it
> > >was more involved that what you've written, but it took me fucking ages to
> > >write, while you can put together decent demos in a few days. Which,
> > >incidently, was one of the main reasons i stopped coding.
> > >marc broster
> 
> A few days? A week, maybe... I get the routines up and running in a 

Ohhhh, a whole week? Your obviously not as good as i thought you were....

> few days, but only after thinking about what I'm going to do next for 
> about four months.. and the time I quote doesn't include polishing 
> the finished product, either... So get back to coding.. of course 
> it's hard work... and why should you, one of the best coders, decide 
> to stop? We *need* you...

"One of the best coders". heh heh. As for 'needing' me, yeah, the SAM scene
has fallen apart over the last few years, just as people were getting more out
of the machine, some of the eariler 'pros', David Gommeran (sp? The guy who
did tetris while everyone else was doing BASIC BLITZ routines), ESI, the guy
who used to be 'Masters of Magic', etc, have moved on, but i guess it's not
surprising. The SAMs good for playing around on, but there's bigger fish to
catch. That said, there have been some new people in recent times, but i doubt
they'll be many more. As for me, it's that my interests have changed, if i
still wanted to do assembly, i would use the SAM.

Out of interest, how about we compile a list of some of the 'pros' who worked
on the SAM, past and present, we could do a kind of time line. Be interesting
to see who's left.

> > Marc, how about me and you form a coalition - the "Kill a 
> > too-clever-for-his-own-good Demo Coder" foundation? :) 
> 
> You'll be first against the wall, Si... :)

We would have to pick lots to decide who's going to see off Andrew...

  
> > Actually, David's demos is one of the reasons (as well as wanting to do lots
> > of other stuff, like utilities, and to make some money) that I'm not going
> > to do any more demos... well, not for a while at least. DAMN impressive.
> > Nothing technically astounding, but polished to shine so fine you can see
> > your face in it.
> 
> Damn. I'm sure I didn't see *my* face in them... hmm... perhaps I 
> should cut down on the Marc Broster sprites.. :)
>

Marc Broster sprites? Cool. Anybody want to enlighten me as to what he's on
about? I doubt he's using scanned pictues of me in his demos.

  
> > DAVID>>>> Just thought I'd mention that I'm going to use a technique similar
> > to the one you've used in SMURF 2 to speed up text printing. I've not got my
> > SAM with me at the moment, but it prints characters using the Interlace
> > method you mentioned. The data isn't hardcoded for space reasons though...
> 
> Yup. The speed increments should be fairly impressive... just over 6 T-
> states per pixel. Oh, If you use a word method for storing the 
> character data and then use the stack pointer as a update pointer, 
> you can increase the speed it takes a text screen to update by yet 
> more. ( I always find that it's the sprite control routine that takes 
> up a lot of time, so if you cut it down to nothing, you're cooking.. 
> (no pun intended.. :) ) ) I'm afraid you'll have to snail me for 
> exactly what I mean, though...
>

Likewise, what's SMURF 2? As for the sprite control routine, what David said
is true, on the SAM you want to be spending most of your time plotting sprites
(if your doing a game that is) rather than deciding where to plot them. I'd
designed a real fast control routine for my shoot'em up, shame i never wrote
it.
 



marc broster

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