Correct -

Sam Tetris used a version of the Nemesis the Warlock music.  I believe this may 
be mentioned in the scroll text, but I'm not 100% sure.

Great tune.

--
James R Curry


On Apr 21, 2012, at 2:16 PM, "Aleš Keprt" <[email protected]> wrote:

> I think this is right on ZX Spectrum. I don’t know much about C64, but it has 
> some graphics accelerator at least for sprites, which in turn let us use 
> simpler and faster algorithms for background scrolling, doesn’t it?
>  
> Also, I found this in related videos: 
> http://www.youtube.com/watch?v=kdzfOXkZrY0&feature=related
> Isn’t it the music from Sam Tetris? <wlEmoticon-smile[1].png> David Gommeren 
> or who is the autor of Sam remake?
> This SID has so different sound than our simple triangular waves on SAA1099. 
> But I always liked Frantisek Fuka’s remakes of SID music even without these 
> SID-like sound effects. Frantisek added more channels to play more notes at 
> once instead of just copying the original tune.
>  
> Aley
>  
> From: Balor Price
> Sent: Saturday, April 21, 2012 8:20 PM
> To: [email protected]
> Subject: Re: Musics
>  
> I'm currently using the delta-update (only printing the changes) in XOR to 
> get 192*192 pixel scrolling.  It doesn't go at 50 frames per second, but 
> looking at the C64 version of Sanxion, that's obviously not running at 50fps 
> either:
> 
> http://www.youtube.com/watch?v=WDg1GX37bkU&feature=related
> 
> For example, at about 1m35 the bonus level bullets are obviously skipping out 
> lots of frames to get a good speed.  The mountain level before that, looks 
> like the scrolls are going 16 pixels per update, which looks like 25fps at 
> most.
> 
> But I think most people forget that full screen scrolling never went at 50fps 
> on 8 bit machines.  Even the ST struggled, and the Amiga only managed it 
> because it had the blitter.  If you want to convert it, just go with whatever 
> you can get away with!
> 
> Howard
> 
> 
> 
> 
> On 21/04/2012 18:59, Adrian Brown wrote:
>> 
>> Yer, with limited tiles its not soo bad. The current thing im working on 
>> uses a change check for updates but that’s not for scrolling.  Im just not 
>> sure any method would work for a mode 4 screen, its just too much data.    
>> 
>>  
>> 
>> Adrian
>> 
>>  
>> 
>> From: [email protected] [mailto:[email protected]] On 
>> Behalf Of Thomas Harte
>> Sent: 21 April 2012 18:31
>> To: [email protected]
>> Subject: Re: Musics
>> 
>>  
>> 
>> The best idea I've come up with is to use a very limited number of tiles and 
>> scroll like one of those infinite ball demos.
>> 
>>  
>> 
>> So, you have 8x8 tiles and 8 screen buffers. You scroll only either 1 or 
>> zero pixels at a time, only ever in one direction. Assuming it's a right to 
>> left scroll, for each movement you switch from one buffer to the next. Then 
>> run through each on-screen tile and paint only if that tile is not the same 
>> as the tile one position to its left.
>> 
>>  
>> 
>> With a small number of possible tiles and a normal sort of platform game 
>> layout (ie, lots of horizontal platforms) you shouldn't have to draw all 
>> that much. Level two of Super Mario Brothers would probably be an ideal 
>> usage case.
>> 
>>  
>> 
>> I guess that the next thing would be to store your tile map as the computed 
>> list of tile changes to draw per tile column, and to consider whether 
>> compiling your tiles so that you map from the combination of old tile and 
>> new to the code and draw only the changes gives a meaningful boost for the 
>> memory cost.
>> 
>>  
>> 
>> I'm not sure whether anybody else has done this sort of thing, but I really 
>> mean to give it a go sometime soon.
>> 
>> 
>> On Saturday, 21 April 2012, Adrian Brown wrote:
>> 
>> That’s top, im a child of the electronic sound – don’t think my wife is too 
>> impressed with it blasting out of the office though ;)  Im working on some 
>> other sam bits at the moment (when time allows)  For programmery people, 
>> scrolling on sam is what let it down imho.  Thinking of something like 
>> sanxion, who has some ideas on how to move that much data.  Im guessing it 
>> would have to be mode 2 to really be able to get a decent speed scroller.  
>> Ive tried various things for a decent speed scroll mode 4, but it just 
>> doesn’t seem possible if you want a lot of graphics on screen, even with 
>> compiled block data.
>> 
>>  
>> 
>> Adrian
>> 
>>  
>> 
>> From: javascript:_e(%7b%7d,%20'cvml',%20'[email protected]'); 
>> [mailto:javascript:_e(%7b%7d,%20'cvml',%20'[email protected]');] 
>> On Behalf Of David Sanders
>> Sent: 20 April 2012 11:16
>> To: javascript:_e(%7b%7d,%20'cvml',%20'[email protected]');
>> Subject: Musics
>> 
>>  
>> 
>> Hello List,
>> 
>>  
>> 
>> If anyone fancies a listen to the most fiendishly complicated piece of Sam 
>> music I've written, here it is:
>> 
>>  
>> 
>> http://dsanders.co.uk/sanxion.dsk
>> 
>>  
>> 
>> It's kind of a conversion of Rub Hubbard's Sanxion loader, but done from 
>> memory so probably quite different. I believe the effect at around 2:00 has 
>> never been done before on the Coupé! A first time for everything even on the 
>> Sam eh? So, why did I spend my morning writing this? Your guess is as good 
>> as mine, but I reckon someone now ought to make the effort to convert the 
>> actual game. Ahem.
>> 
>>  
>> 
>> Cheers
>> 
>>  
>> 
>>  
>> 
>> David
>> 
>>  
>> 
> 
> -----------------------------------------
> Mgr. Aleš Keprt, Ph.D.
> private: [email protected], www.keprt.cz
> office: Moravian College / Moravská vysoká škola Olomouc, [email protected]

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