Re: SAM Defender - Updated and Improved!

2007-04-12 Thread Simon Owen

Chris Pile wrote:

I've updated SAM Defender!

snipped huge list

Awesome!  I'm amazed you found so many things to improve upon, as I 
don't remember any real differences from the arcade version.  The 
Williams startup screen was a nice touch too - couldn't help but laugh 
at that :-)




* Saving of the ALL TIME GREATEST scores to non-volatile RAM if you
have Edwin Blink's Dallas real-time clock interface.


I have support for the NVRAM saving in SimCoupe now, but the emulator is
still in pieces after a rash of tweaks and enhancements.  I'll get you 
an updated version once it's suitably back together and tidied up, but 
that might be a little while yet...


Si



Re: SAM Defender - Updated and Improved!

2007-04-12 Thread Chris Pile
 snipped huge list

 Awesome!  I'm amazed you found so many things to improve upon, as I
 don't remember any real differences from the arcade version.

There are still one or two areas left which I could tweak - but I probably won't
as they are pretty trivial.  Well, until the mood takes me again!  ;-)

 The Williams startup screen was a nice touch too - couldn't help but laugh
 at that :-)

It had to be done!  ;-))  I was tempted to add a virtual coin input too - 
complete with a
CREDITS X message along the screen bottom during the attract sequences, like 
the
arcade version.  But that would have been taking things a little too far!!

  * Saving of the ALL TIME GREATEST scores to non-volatile RAM if you
  have Edwin Blink's Dallas real-time clock interface.

 I have support for the NVRAM saving in SimCoupe now, but the emulator is
 still in pieces after a rash of tweaks and enhancements.  I'll get you
 an updated version once it's suitably back together and tidied up, but
 that might be a little while yet...

No problem!  I notice you bundle Defender with SimCoupé - which is great!  If 
you could
bundle the latest version with future SimCoupé updates that'd be brill...  :-)

Chris.




Re: SAM Defender - Updated and Improved!

2007-03-21 Thread Wolfgang

Hi Chris.

Great work! Now I know what I saw on the Bunnik new years party what 
Edwin wouldn´t tell me.

Was a secret?!

Keep on good work.
Wolfgang


Chris Pile schrieb:

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!

=




Re: SAM Defender - Updated and Improved!

2007-03-21 Thread Chris Pile
Hi Wolfgang!

lol - yes, you may have seen the NVRAM stuff as I sent Edwin a test copy
to make sure the NVRAM save/load code worked on Edwin's actual Dallas
interface!

It wasn't really a secret - just a test version!  ;-)

Chris.



- Original Message - 
From: Wolfgang [EMAIL PROTECTED]
To: sam-users@nvg.ntnu.no
Sent: Wednesday, March 21, 2007 9:42 AM
Subject: Re: SAM Defender - Updated and Improved!


Hi Chris.

Great work! Now I know what I saw on the Bunnik new years party what
Edwin wouldn´t tell me.
Was a secret?!

Keep on good work.
Wolfgang


Chris Pile schrieb:

 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!
 
 =






Re: SAM Defender - Updated and Improved!

2007-03-21 Thread Edwin Blink

Hi Chris,

Exellent job ! Maybe now I have a better change on getting a real high score 
;-)


you had me fooled with the crash effect. I though the diskimage was corruped 
until I saw the initial test message :-)


Edwin

- Original Message - 
From: Chris Pile [EMAIL PROTECTED]

To: sam-users@nvg.ntnu.no
Sent: Wednesday, March 21, 2007 8:08 PM
Subject: Re: SAM Defender - Updated and Improved!



Hi Wolfgang!

lol - yes, you may have seen the NVRAM stuff as I sent Edwin a test copy
to make sure the NVRAM save/load code worked on Edwin's actual Dallas
interface!

It wasn't really a secret - just a test version!  ;-)

Chris.



- Original Message - 
From: Wolfgang [EMAIL PROTECTED]

To: sam-users@nvg.ntnu.no
Sent: Wednesday, March 21, 2007 9:42 AM
Subject: Re: SAM Defender - Updated and Improved!


Hi Chris.

Great work! Now I know what I saw on the Bunnik new years party what
Edwin wouldn´t tell me.
Was a secret?!

Keep on good work.
Wolfgang


Chris Pile schrieb:

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!

=








Re: SAM Defender - Updated and Improved!

2007-03-21 Thread Chris Pile
Hi Edwin,

 Hi Chris,
 Exellent job ! Maybe now I have a better change on getting a real high score  
 ;-)

lol - me too!  I was always hopeless at the game!  :-)

 you had me fooled with the crash effect. I though the diskimage was corruped 
 until I saw the initial test message :-)
 Edwin

:-)  That's supposed to be a simulation of the RAM test the real coin-op does 
on start-up!
Have a look at the real coin-op version (under MAME) to see what I was trying 
to achieve.

I took on-board what you said about the older Dallas modules only having 
64-bytes.  Now
I do my initial is there a Dallas module there test in address-space  than 
64-bytes.  So
it should reject older modules (and resort to defaults) but on the later 
modules you should
have data persistence across Defender boot-ups!

Thanks again, Edwin, for testing my initial code!  :-)

Chris.



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  

Re: SAM DEFENDER

1999-08-27 Thread Thomas Harte
 The game images plus some general background information can be found here:

Since no-one else seemed to have, I'll just say : thanks for this! 
Since all
my other commercial games are long dead, this will be about the only thing I
have that actually works correctly all of the time on my SAM. And that also
holds true for the power supply unit.

Of course, if it requires 512kb memory, then forget the above sentiment
entirely!

-Thomas


Re: SAM DEFENDER

1999-08-27 Thread Chris Pile

-Original Message-
From: Thomas Harte [EMAIL PROTECTED]
To: sam-users@nvg.ntnu.no sam-users@nvg.ntnu.no
Date: 27 August 1999 00:38
Subject: Re: SAM DEFENDER


 The game images plus some general background information can be found here:

 Since no-one else seemed to have, I'll just say : thanks for this! Since all
my other commercial games are long dead, this will be about the only thing I
have that actually works correctly all of the time on my SAM. And that also
holds true for the power supply unit.

 Of course, if it requires 512kb memory, then forget the above sentiment
entirely!


Thanks for the thanks!!  Oh, and it runs fine on a 256k!!

Chris.



Re: SAM DEFENDER

1999-08-26 Thread Simon Cooke
Ok... so what did you do to it that breaks SimCoupe? :)

Simon



Re: SAM DEFENDER

1999-08-26 Thread Chris Pile
-Original Message-
From: Simon Cooke [EMAIL PROTECTED]
To: sam-users@nvg.ntnu.no sam-users@nvg.ntnu.no
Date: 26 August 1999 02:08
Subject: Re: SAM DEFENDER


Ok... so what did you do to it that breaks SimCoupe? :)


A seasoned 'hacker' like yourself will have no trouble cracking it!  ;-)

I warn you though, the end result (on Simcoupé) isn't pretty.  :-(

Chris.



RE: SAM DEFENDER

1999-08-26 Thread Justin Skists

But anyway, good on you for uploading that! Remind me to buy you a drink
some time... speaking of which, doeS aNyBody know whether there is a
Quedgeley show planned for this October?? I realise Bob's the person to
ask, but has anyone managed to contact him recently? I'd hate to think
that Sam's tenth birthday may go by without a proper party...

Andrew

We could all pile into a pub/club somewhere instead...

Justin.


Re: SAM DEFENDER

1999-08-26 Thread Andrew Collier
On Wed, 25 Aug 1999, Simon Cooke wrote:

 Ok... so what did you do to it that breaks SimCoupe? :)

Well, it isn't *that* long since I posted a little timing routine which
prints a repeatably different result on SimCoupe (up to 0.78) and Sam
Coupe... it wouldn't be hard just to have automated that! Bet he didn't
though?

Andrew

-- 
 --  Andrew Collier  ([EMAIL PROTECTED])  --My other
  --  http://mnemotech.ucam.org  --   .sig is a
   -- Part 3 Materials Science, Cambridge --  PDF file
   --



RE: SAM DEFENDER

1999-08-26 Thread Andrew Collier
On Thu, 26 Aug 1999, Justin Skists wrote:

 But anyway, good on you for uploading that! Remind me to buy you a drink
 some time... speaking of which, doeS aNyBody know whether there is a
 Quedgeley show planned for this October?? I realise Bob's the person to
 ask, but has anyone managed to contact him recently? I'd hate to think
 that Sam's tenth birthday may go by without a proper party...
 
 We could all pile into a pub/club somewhere instead...

Heh - might be nice to have one or two Sams around the place though,
surely? You never know, someone might even have programmed something for
the occasion...

Andrew

-- 
 --  Andrew Collier  ([EMAIL PROTECTED])  --My other
  --  http://mnemotech.ucam.org  --   .sig is a
   -- Part 3 Materials Science, Cambridge --  PDF file
   --



Re: SAM DEFENDER

1999-08-26 Thread Graham Goring
In message Pine.SOL.3.95q.990826085542.26407A-
[EMAIL PROTECTED], Andrew Collier [EMAIL PROTECTED] writes
I'd hate to think
that Sam's tenth birthday may go by without a proper party...

Don't you mean wake?

Graham Goring

-- 

/\
| Ber-Limey! There's not even enough |
|room to swing a cat in this sodding-|
\=== ICQ: 5333545 ===/


Re: SAM DEFENDER

1999-08-26 Thread Chris Pile
Original Message-
From: Andrew Collier [EMAIL PROTECTED]
To: Sam Users Group sam-users@nvg.ntnu.no
Date: 26 August 1999 09:41
Subject: Re: SAM DEFENDER


Not that I want to be unnecessarily picky, but on the site you say:
  
LEGAL JARGON:
  I'm releasing SAM DEFENDER into the public domain. The copyright
remains mine and the game must not be sold for profit or gain. 
  
  
This is actually a contradiction - since you want to retain copyright you
shouldn't be calling it Public Domain (Public Domain is a well-defined
term, legally speaking, which precludes copyright ownership by any
individual). You should probably term it freeware. HTH. 

Fair enough, thanks for pointing it out!!  Consider it changed...

Chris.




Re: SAM DEFENDER

1999-08-26 Thread Gasson
Andrew Collier wrote:
 I'd hate to think
 that Sam's tenth birthday may go by without a proper party...

Graham Goring wrote:
 Don't you mean wake?

Well, I'm glad you didn't organise _my_ 10th birthday party.  ;-)

-- 
James Gasson