SAM Defender - Updated and Improved!

2007-03-20 Thread Chris Pile
Hi SAMsters,

I've updated SAM Defender!

Why?

Well, basically I did all of the things I *should* have done back in '98.  
Things that have been
annoying me for years!

Below are a list of the things changed, plus any new features and also a link 
to where you can
get this - finally (probably!) final - version!

=

List of things changed to match the arcade coin-op:

* Hyperspace is now a 25% chance of death on re-entry - was 50% before.

* Homing enemies do not home to the hyperspace re-entry position - they did 
before!

* Landers appear in groups of five, as they always have.  When you shoot the 
last Lander
in the current world state, the next available group is warped in immediately.  
Before, you
could have an empty world while the counters for the next group timed-out.  So, 
now its
never an empty world!  :-)

* Climbing Landers that once carried a humanoid (which you've now shot!) that 
reach the
top of the screen will now warp in at a random world X position.  Before, they 
would warp
in at the same world X position they disappeared at.

* Hunting Landers will now pick a new humanoid target if their current target 
gets captured
or destroyed.  Before, if their target vanished they would hunt blindly over 
potential victims
and *never* pick them up...  Total pants!

* Humanoids are now scattered randomly over the planet surface.  Before, they 
were put
at a uniformed distance apart - depending on the number of humanoids in the 
world.

* Enemy shots now have a little randomness to their ultimate destination.  
Before, every
shot was deadly accurate to the player's ship.

* Swarmers - their logic has received a major overhaul.  Before, they fired in 
any direction
using the same shot-logic as the rest of the enemies.  They also flew around 
the player
like a swarm of bees.  This was bollocks - nowhere near the same as the coin-op 
original,
and something that's annoyed me for years!  The coin-op Swarmers will *only* 
fire when
they are flying *toward* the player - they also use a different shot style and 
sound.  This
means you can let Swarmers fly past you, quickly turn and chase them in the 
knowledge
that they won't fire at you - providing you keep close to them.  They only 
change direction
when they go beyond a certain distance from the player.  In SAM Defender it 
wasn't possible
to use this chasing trick...  But it is now - as Swarmers now mimic the 
coin-op.  :-)

* Upon player death all screen contents are preserved - including any warping 
enemies
and explosion fragments.  Before, all fragments and warpers were erased due to 
the way
their engines worked.  Not good - and not like the coin-op!  Fixed!  :-)

* Baiters and Mutants now mimic the coin-op more closely - slight changes to 
their logic.

* Background stars now twinkle faster - a closer match to the coin-op's twinkle 
speed.

* Some sound priorities rearranged, to closer match the coin-op.  Even though 
the sound
is still shite!  ;-)

=

List of (internal) things changed from the last version:

* Faster and more random random number generator.
* Faster processing of the linked-list used to handle the world entities.
* Optimisations of the sprite engines and scanner dots engine.
* Cleaner final stage to the merging Defender logo on the attract mode.  No 
empty block!
* Coin-op timing for the appearance/disappearance of the 500 sprite during 
attract mode.
* General removal of redundant code - such as...
* Removal of light-pen detection code.  I doubt this was needed - how many had 
a light pen!
* High-score table is now 8-slots, and contains the same initials and scores as 
the coin-op.

=

List of things removed from the last version:

* Initial Persona logo.
* Rotating Digital Reality logo

As both of these were seen once only - at initial game boot-up - their code and 
data have
been removed, saving around 8k on the final program size!

=

List of things added to this version:

* Coin-op style rug test-pattern during initial game boot-up!  As per coin-op 
power on!
* Coin-op style INITIAL TESTS INDICATE UNIT OK message!  As per coin-op power 
on!
* An ALL TIME GREATEST high-score table!  As per coin-op.
* Saving of the ALL TIME GREATEST scores to non-volatile RAM if you have 
Edwin Blink's
  Dallas real-time clock interface.  The coin-op saved the ALL TIME scores to 
NVRAM.

* Saving of your control key choices to NVRAM too.

See the readme.txt file in the Defender .ZIP for information about SAM 
Defender's NVRAM
saving capabilities.

=

So, there you go!  Some improvements and changes I've been meaning to do for 
years!  If you
carry an image of SAM Defender on your website, or if you bundle it in any 
compilations Etc.,
then please replace the current version with the one found here:

http://www.yz.pwp.blueyonder.co.uk/kf/defender.zip

Please note, 

RE: SAM Defender - Updated and Improved!

2007-03-20 Thread Steve Parry-Thomas
Many thanks Chris!



spt



-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Chris Pile
Sent: 20 March 2007 19:47
To: sam-users@nvg.ntnu.no
Subject: SAM Defender - Updated and Improved!

Hi SAMsters,

I've updated SAM Defender!

Why?

Well, basically I did all of the things I *should* have done back in '98.
Things that have been
annoying me for years!

Below are a list of the things changed, plus any new features and also a
link to where you can
get this - finally (probably!) final - version!

=

List of things changed to match the arcade coin-op:

* Hyperspace is now a 25% chance of death on re-entry - was 50% before.

* Homing enemies do not home to the hyperspace re-entry position - they did
before!

* Landers appear in groups of five, as they always have.  When you shoot the
last Lander
in the current world state, the next available group is warped in
immediately.  Before, you
could have an empty world while the counters for the next group timed-out.
So, now its
never an empty world!  :-)

* Climbing Landers that once carried a humanoid (which you've now shot!)
that reach the
top of the screen will now warp in at a random world X position.  Before,
they would warp
in at the same world X position they disappeared at.

* Hunting Landers will now pick a new humanoid target if their current
target gets captured
or destroyed.  Before, if their target vanished they would hunt blindly over
potential victims
and *never* pick them up...  Total pants!

* Humanoids are now scattered randomly over the planet surface.  Before,
they were put
at a uniformed distance apart - depending on the number of humanoids in the
world.

* Enemy shots now have a little randomness to their ultimate destination.
Before, every
shot was deadly accurate to the player's ship.

* Swarmers - their logic has received a major overhaul.  Before, they fired
in any direction
using the same shot-logic as the rest of the enemies.  They also flew around
the player
like a swarm of bees.  This was bollocks - nowhere near the same as the
coin-op original,
and something that's annoyed me for years!  The coin-op Swarmers will *only*
fire when
they are flying *toward* the player - they also use a different shot style
and sound.  This
means you can let Swarmers fly past you, quickly turn and chase them in the
knowledge
that they won't fire at you - providing you keep close to them.  They only
change direction
when they go beyond a certain distance from the player.  In SAM Defender it
wasn't possible
to use this chasing trick...  But it is now - as Swarmers now mimic the
coin-op.  :-)

* Upon player death all screen contents are preserved - including any
warping enemies
and explosion fragments.  Before, all fragments and warpers were erased due
to the way
their engines worked.  Not good - and not like the coin-op!  Fixed!  :-)

* Baiters and Mutants now mimic the coin-op more closely - slight changes to
their logic.

* Background stars now twinkle faster - a closer match to the coin-op's
twinkle speed.

* Some sound priorities rearranged, to closer match the coin-op.  Even
though the sound
is still shite!  ;-)

=

List of (internal) things changed from the last version:

* Faster and more random random number generator.
* Faster processing of the linked-list used to handle the world entities.
* Optimisations of the sprite engines and scanner dots engine.
* Cleaner final stage to the merging Defender logo on the attract mode.
No empty block!
* Coin-op timing for the appearance/disappearance of the 500 sprite during
attract mode.
* General removal of redundant code - such as...
* Removal of light-pen detection code.  I doubt this was needed - how many
had a light pen!
* High-score table is now 8-slots, and contains the same initials and scores
as the coin-op.

=

List of things removed from the last version:

* Initial Persona logo.
* Rotating Digital Reality logo

As both of these were seen once only - at initial game boot-up - their code
and data have
been removed, saving around 8k on the final program size!

=

List of things added to this version:

* Coin-op style rug test-pattern during initial game boot-up!  As per
coin-op power on!
* Coin-op style INITIAL TESTS INDICATE UNIT OK message!  As per coin-op
power on!
* An ALL TIME GREATEST high-score table!  As per coin-op.
* Saving of the ALL TIME GREATEST scores to non-volatile RAM if you have
Edwin Blink's
  Dallas real-time clock interface.  The coin-op saved the ALL TIME scores
to NVRAM.

* Saving of your control key choices to NVRAM too.

See the readme.txt file in the Defender .ZIP for information about SAM
Defender's NVRAM
saving capabilities.

=

So, there you go!  Some improvements and changes I've been meaning to do for
years!  If you
carry an image of SAM Defender on your 

Re: SAM Defender - Updated and Improved!

2007-03-20 Thread Gavin Smith

*Very* cool. Thanks for your work Chris!


On 20 Mar 2007, at 7:47 PM, Chris Pile wrote:


Hi SAMsters,

I've updated SAM Defender!

Why?

Well, basically I did all of the things I *should* have done back  
in '98.  Things that have been

annoying me for years!

Below are a list of the things changed, plus any new features and  
also a link to where you can

get this - finally (probably!) final - version!

=

List of things changed to match the arcade coin-op:

* Hyperspace is now a 25% chance of death on re-entry - was 50%  
before.


* Homing enemies do not home to the hyperspace re-entry position -  
they did before!


* Landers appear in groups of five, as they always have.  When you  
shoot the last Lander
in the current world state, the next available group is warped in  
immediately.  Before, you
could have an empty world while the counters for the next group  
timed-out.  So, now its

never an empty world!  :-)

* Climbing Landers that once carried a humanoid (which you've now  
shot!) that reach the
top of the screen will now warp in at a random world X position.   
Before, they would warp

in at the same world X position they disappeared at.

* Hunting Landers will now pick a new humanoid target if their  
current target gets captured
or destroyed.  Before, if their target vanished they would hunt  
blindly over potential victims

and *never* pick them up...  Total pants!

* Humanoids are now scattered randomly over the planet surface.   
Before, they were put
at a uniformed distance apart - depending on the number of  
humanoids in the world.


* Enemy shots now have a little randomness to their ultimate  
destination.  Before, every

shot was deadly accurate to the player's ship.

* Swarmers - their logic has received a major overhaul.  Before,  
they fired in any direction
using the same shot-logic as the rest of the enemies.  They also  
flew around the player
like a swarm of bees.  This was bollocks - nowhere near the same as  
the coin-op original,
and something that's annoyed me for years!  The coin-op Swarmers  
will *only* fire when
they are flying *toward* the player - they also use a different  
shot style and sound.  This
means you can let Swarmers fly past you, quickly turn and chase  
them in the knowledge
that they won't fire at you - providing you keep close to them.   
They only change direction
when they go beyond a certain distance from the player.  In SAM  
Defender it wasn't possible
to use this chasing trick...  But it is now - as Swarmers now  
mimic the coin-op.  :-)


* Upon player death all screen contents are preserved - including  
any warping enemies
and explosion fragments.  Before, all fragments and warpers were  
erased due to the way
their engines worked.  Not good - and not like the coin-op!   
Fixed!  :-)


* Baiters and Mutants now mimic the coin-op more closely - slight  
changes to their logic.


* Background stars now twinkle faster - a closer match to the coin- 
op's twinkle speed.


* Some sound priorities rearranged, to closer match the coin-op.   
Even though the sound

is still shite!  ;-)

=

List of (internal) things changed from the last version:

* Faster and more random random number generator.
* Faster processing of the linked-list used to handle the world  
entities.

* Optimisations of the sprite engines and scanner dots engine.
* Cleaner final stage to the merging Defender logo on the attract  
mode.  No empty block!
* Coin-op timing for the appearance/disappearance of the 500  
sprite during attract mode.

* General removal of redundant code - such as...
* Removal of light-pen detection code.  I doubt this was needed -  
how many had a light pen!
* High-score table is now 8-slots, and contains the same initials  
and scores as the coin-op.


=

List of things removed from the last version:

* Initial Persona logo.
* Rotating Digital Reality logo

As both of these were seen once only - at initial game boot-up -  
their code and data have

been removed, saving around 8k on the final program size!

=

List of things added to this version:

* Coin-op style rug test-pattern during initial game boot-up!  As  
per coin-op power on!
* Coin-op style INITIAL TESTS INDICATE UNIT OK message!  As per  
coin-op power on!

* An ALL TIME GREATEST high-score table!  As per coin-op.
* Saving of the ALL TIME GREATEST scores to non-volatile RAM if  
you have Edwin Blink's
  Dallas real-time clock interface.  The coin-op saved the ALL  
TIME scores to NVRAM.


* Saving of your control key choices to NVRAM too.

See the readme.txt file in the Defender .ZIP for information  
about SAM Defender's NVRAM

saving capabilities.

=

So, there you go!  Some improvements and changes I've been meaning  
to do for years!  If you
carry an image of SAM Defender on your website, or if you bundle it