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]
