Are there any musicians out there who fancy composing or providing
some music for a shoot-em-up? It's the SAM version (and next chapter)
of a speccy game I wrote last year.
Seem to have found one :-)
Cheers
Andrew
Looks encouraging and has some good features.
It would be even nicer if it could be operated from command line for use in
build scripts though!
- Original Message -
From: VELESOFT veles...@seznam.cz
To: SAM USERS sam-users@nvg.ntnu.no
Sent: Sunday, March 09, 2014 1:09 PM
Subject:
Set up an IM2 vector table, use the frame interrupt to set up the first line
interrupt (send the line number you want to fire to port $f9), then have your
line interrupt routine set up the second time it should trigger by sending the
new line number again to port $f9.
I do that more or less
I do similar, although I do all my graphics work in grafx2. Save them out as
16 colour pngs and import into my own crap thing I wrote in Delphi to parse
through the RGB data, combine the nibbles and chuck the image out a a load
of DEFBs, line by line. It'll auto-create the CLUT entries too if I
file3 -o image.dsk
(Yes, the python's going through an interpreter - or rather, bytecoded - but
for this size of files compared to computer performance these days I doubt
you'll notice a speed issue)
Andrew
On 7 Oct 2013, at 20:41, Andrew Gillen a...@joua.net wrote:
Hi Stefan
Thanks
Hi,
Anyone know of any any cli based utlities for just constructing disk images?
Ideally something windows based, I guess a CLI-ified (and scriptable) version
of Edwin Blink's SAM Disk Manager would be ideal ;-) ?
Cheers
Andrew
Not a lot of use to you I realise, but I can confirm it is working fine
here, too.
Cheers
Andrew
- Original Message -
From: Stephan Haller no...@froevel.de
To: sam-users@nvg.ntnu.no
Sent: Monday, June 24, 2013 9:15 PM
Subject: Re: Sim Coupe
Hmmm ... wasn't a problem either. The
Nov 2012, at 20:36, Simon Owen simon.o...@simcoupe.org wrote:
It's great to see more new content! I just wish I could get more than 2
steps up on the first screen. I'm just recovering from a Super Hexagon
addiction, so I do like my games tough ;)
Si
On 14/11/2012 16:08, Andrew Gillen
Hi, just to let you know I have finally finished writing Dave Infuriators.
Simple platform game against the clock. Instructions can be found in the
readme.txt in the archive.
Played with just two keys : change direction and jump, so following the trend
these days of minimal controls.
Took
I use a tool I coded in Delphi or whatever the free open source clone of it is
called. It converts pngs into defbs and creates the palette but it needs the
source image to be made up of the Sam palette accurate colours. It does not
create valid screen$ files though as I have never needed to
I think Tommy Gun meets many of your requirements, Chris.
Www.users.on.net/~tonyt73/TommyGun
Cheers,
Andrew
On 14 Jun 2012, at 09:23, Chris Cowley chrr...@gmail.com wrote:
Am starting to poke about a little more with Coupe development as time
permits and I wondered what, if anything,
Seems to work a treat. I shall no doubt feature a bordertron generated pause
effect in my next game.
Many thanks for your work on this, Chris.
All the best
Andrew
--
From: Chris Cowley chrr...@gmail.com
Sent: Thursday, June 07, 2012 6:39 PM
To:
haha, coding legend - I wish ! Nice compliment but I'd say it was down to
dogged determination rather than anything else. I wanted it complete as
quickly as possible so I could play it! It helps massively to have a
reference design to work from, and having the majority of the graphics
already
of SAM
AAArrrgghh it's ridiculously moreish even though I'm terrible at it! Looks
like the collision detection problems have been totally sorted, and the
movement of Moby is really smooth too. Well done! Can't wait for Dave
Infuriators.
Howard
On 25/05/2012 12:02, Andrew Gillen wrote:
Hi
Hi folks
I've been a busy little bee this past month. After playing the very excellent
speccy game The Lost Tapes of Albion released by Dave Hughes for the 30th
anniversary I just had to get some of that action into the SAM. Dave 2 was put
back on the shelf temporarily and I began work. After
This sounds excellent
Keep em coming !
From: David Sanders
Sent: Thursday, May 24, 2012 11:08 AM
To: sam-users@nvg.ntnu.no
Subject: Wait for that game to load!
I admit defeat slightly, but it was a valiant effort.
http://www.dsanders.co.uk/oceanloader.dsk
Cheers
David
--
From: Simon Owen simon.o...@simcoupe.org
Sent: Sunday, May 13, 2012 6:31 PM
To: sam-users@nvg.ntnu.no
Subject: Re: border effects and tricks
On 13/05/2012 10:14, Andrew Gillen wrote:
it created some nice patterns, but not quite the patterns I wanted.
Try
Hi all
There seems to be a lot of talk about timing critical border effects for the ZX
Spectrum. Anyone got any information on achieving the same sort of effects on
the SAM? I'm guessing it would be achieved the same sort of way, and I even
played with Bordertron 3000 (
David,
Still a worthy battle, though.
Keep the tunes coming chaps, this is turning into a good year for the SAM so
far!
Cheers
Andrew
From: David Sanders
Sent: Saturday, May 05, 2012 2:57 PM
To: sam-users@nvg.ntnu.no
Subject: Re: Party like it's 1992, or 1984, or whatever.
Hi Howard
This is excellent, I'm not familiar with the original and I must admit when
I read XOR thought it might be a shoot-em-up (X-Out maybe haha ;)) It is a
really well presented and smooth experience, but REALLY mind bending! I love
the transitions and slidey text :)
Managed the first
That sounds awesome. Great tune
From: David Sanders
Sent: Friday, April 20, 2012 11:07 AM
To: sam-users@nvg.ntnu.no
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
Hi Warren
This idea reminds me of the ZX Spectrum that was modded to run linux.
Check out
http://www.retrothing.com/2009/04/modding-a-sinclair-zx-spectrum-to-run-linux.html
http://www.retrothing.com/2009/04/modding-a-sinclair-zx-spectrum-to-run-linux.html
and
Hi Graeme
When you get round to doing it please feel free to publish a guide so we
(royal we perhaps) may follow suit ! :)
And while I'm at it to save spamming the list twice in a row, in reference
to your Essential SAM goodies thread, take a look at The Garden Centre of
the Universe from
No, second time I've been mail bombed by him in as many weeks. The first was
a mail of 21MB, then tonight 40 odd individual mails plus one of 8MB.
Every single one forwarded to ab...@gmail.com. I know they'll do nothing,
but we can dream, right?
Hi Aleš
Great work on this emulator. I tried it this evening and it plays a mean game
of Dave Invaders and even the demo of Dave Infuriators
Quick load and save seems to work great but with one small bug (that I'm sure
you know about already but I thought I'd mention anyway) when I
various code
that can do that using DOS hooks (no custom code as that's a pain with
SD cards etc)
Adrian
-Original Message-
From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no]
On Behalf Of Andrew Gillen
Sent: 13 March 2012 23:31
To: sam-users@nvg.ntnu.no
Subject: Re: Dave
Pleased you're all looking forward to it :)
I'm looking to include the level editor as part of the release, though I
need to figure out how to save data to disk. It's all well and good loading
using the SAM DOS hook codes but saving I'm not so sure about.
I have yet to tackle this, but does
Hi all
Just thought I'd share with you a peek at the new work in progress for the SAM
http://www.blackjet.co.uk/images/uploads/ani0005.gif
Not much to say on the project yet other than to say it is a platform / puzzler
controlled with two keys; a change direction and a jump. The keen-eyed
Hi David,
On 17/02/2012 20:27, da...@properbastard.co.uk wrote:
would it be possible for the raspberry pi to run SimCoupe ...
I'd expect the OpenGL SDL version should build and run on it without
any trouble. I'll certainly give it a whirl once I get one.
I think you may have a beta-tester
david brant davidcbrant@... writes:
Hi All,
I've uploaded a new version of Jam Assembler to my web site. It's not the
version I was hoping to upload but it
is an improvement on the last.
Has easier object loader on SAM Coupe side hope people like it. I've also
updated the read me file
Hi David,
I have used JAM and found it to be an excellent environment. Much of the
original code I wrote for Dave was developed using it but I found the default
build to address $8000 a limitation, so I ended up with a context/pasmo setup
where I could do what I wanted and build to any
Hi Rob
That is praise indeed coming from the author of the mighty fine Garden
Centre of the Universe.
I'm chuffed with the response the game has had. Very chuffed indeed. SO
chuffed in fact: with motivation at a record high we got carried away and
sorted out a website for Black Jet at
Hi LCD
I'd love to contribute but I fear I don't have the required expertise. I'm
going to stick to releasing games while I grow my knowledge. I wish you luck
with the endeavour though: it could open up the SAM to new development and
that can only be a good thing.
Cheers
Andrew
have any
effect?
On 28 January 2012 11:41, Andrew Collier and...@intensity.org.uk wrote:
On 27 Jan 2012, at 13:49, Andrew Gillen wrote:
Hi folks
I've finished writing my first game for the SAM. In fact it is pretty
much the first game I've ever programmed in assembler (certainly on the
SAM
Yep and show us youngsters how it is REALLY done :)
--
From: Chris Pile chris.p...@blueyonder.co.uk
Sent: Sunday, January 29, 2012 10:48 AM
To: sam-users@nvg.ntnu.no
Subject: Re: New Game - Dave Invaders
Have to send a me too post - really
Hi folks
I've finished writing my first game for the SAM. In fact it is pretty much the
first game I've ever programmed in assembler (certainly on the SAM anyway) .
I've tinkered with various high level languages over the years but have nothing
to show for it.
You can grab it from this rather
it in assembler. Wish I could do that, as it would give me
much more elbow room for a couple of my own projects. (It's GamesMaster's
fault, honest!!)
It's certainly good old fashioned platformer fun. How many levels/screens
are there?
Warren
Quoting Andrew Gillen a...@joua.net:
Hi folks
I've
Hi Chris
Great to have your feedback. You're right the collision detection isn't
quite there. I don't think it helps that the sprites are pretty irregular in
their dimensions, I've tried to make allowances for this in the code, but it
doesn't quite work as well as I'd like, but you live and
the original SAM supply really for aesthetic value.
Cheers
Andrew
From: Leszek Chmielewski
Sent: Tuesday, January 24, 2012 12:21 AM
To: sam-users@nvg.ntnu.no
Subject: Re: Drive/SCART fault?
Am 24.01.2012 01:01, schrieb Andrew Gillen:
Anyone experienced any issues whereby accessing the floppy
Anyone experienced any issues whereby accessing the floppy drive causes the
display to corrupt? It starts off with the left hand side phasing off in jagged
lines, then eventually the entire screen goes blank. When the drive has been
shut off the display returns. This only effects the video
The version I have on the disk that came with my SAM
SAMDOS 2.0 DR Wright's DEMO
has the cursors keys operating the on screen cursor by default.
I guess I can make an image of this disk and provide if required?
Cheers
Andrew
--
From: ellvis
Hi all
Wonder if someone can offer some advice? I'm trying to get my program to load
in new data during runtime. I can do this at the start of the program by
pointing IX to my uifa, loading the header and then pointing IX to the difa and
c,d and e to the appropriate place as per the technical
I noticed after I hit send at 382Dh it is jumping to 4200h, but there is
nothing there. The ROM disassembly says it is handle hook code in A, well I
suppose it can't if there isn't any (samdos?) code at 4200. So how do I get it
in there?
Cheers!
Andrew
From: Andrew Gillen
Sent: Friday
Hi Rob
All development and composing has been on Sim Coupe so far. The guy doing
the music has redone the module from scratch, and made it a lot longer. This
time round most of it plays fine until about 40 seconds in when some of the
channels come in at the wrong time and are all messed up.
shot, the problem can be completely different!
Hope this help!
ellvis
On Fri, 11 Mar 2011 20:14:53 -
Andrew Gillen a...@joua.net wrote:
Hi Ellvis,
You may be on to something with the speed command, but I'm not sure
what you're precisely referring to! Changing the ornament values (I
think
Hi all,
I just subbed today but have been periodically delving into the archives of
this mailing list for the past six months or so when looking for tips and ticks
for programming my SAM. I've had the machine for about ten years or so having
snapped a mint unit off ebay, but it's taken this
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