Re: missing ProDos games

2013-11-11 Thread david
Quoting Wayne Weedon : On 10/11/2013 22:58, da...@properbastard.co.uk wrote: CP/M was certainly something I seem to remember being discussed a few times in Swansea. Hmmm - I'll have to get a Pi sorted out soon, so I can get a SAM running again. My PC is far from stable, so I've not been able

Re: missing ProDos games

2013-11-11 Thread Wayne Weedon
On 10/11/2013 22:58, da...@properbastard.co.uk wrote: CP/M was certainly something I seem to remember being discussed a few times in Swansea. Hmmm - I'll have to get a Pi sorted out soon, so I can get a SAM running again. My PC is far from stable, so I've not been able to run SimCoupe on it for

Re: Pro-DOS v2.0 (Re: missing ProDos games)

2013-11-11 Thread Chris Pile
Hi Marcos, The new version works great under SimCoupé - and it's really easy to set up an 8-drive system too: A floppy, internal RAM drive a couple of ATOM Lite drives and four external RAM drives. And because of the screen routine improvements (text and scrolling speed) text adventures run

Re: missing ProDos games

2013-11-10 Thread david
Quoting Chris Pile : Really huge and very interesting post snipped... WOW - this certainly sounds impressive indeed!

Re: missing ProDos games

2013-11-10 Thread david
Quoting Chris Pile : Certainly was Wayne - thanks to you!! Have to say, though, that v2.0 shares pretty much none of the original code! What started out as a few tweaks turned into a total re-write!! Was good to have it as reference though. I'm starting to think I've forgotten more than I ev

Re: Pro-DOS v2.0 (Re: missing ProDos games)

2013-11-10 Thread david
Quoting Marcos Cruz : En/Je/On 2013-11-09 21:42, Chris Pile escribió / skribis / wrote : So, basically v2.0 is a brand new version, sharing pretty much none of v1.9's code base. All the improvements sound great, Chris. I've used Pro-DOS with SimCoupe in order to try CP/M Forth systems and te

Pro-DOS v2.0 (Re: missing ProDos games)

2013-11-10 Thread Marcos Cruz
En/Je/On 2013-11-09 21:42, Chris Pile escribió / skribis / wrote : > So, basically v2.0 is a brand new version, sharing pretty much none of > v1.9's code base. All the improvements sound great, Chris. I've used Pro-DOS with SimCoupe in order to try CP/M Forth systems and text adventures. I look f

Re: missing ProDos games

2013-11-10 Thread Chris Pile
Certainly was Wayne - thanks to you!! Have to say, though, that v2.0 shares pretty much none of the original code! What started out as a few tweaks turned into a total re-write!! Was good to have it as reference though. I'm starting to think I've forgotten more than I ever knew! ;-) It's

Re: missing ProDos games

2013-11-10 Thread Wayne Weedon
On 09/11/2013 17:39, Chris Pile wrote: P.S. - New version of Pro-DOS (v2.0) coming soon... ;-) Quite lucky we managed to save the source code then Chris, could of quite easily got into someone elses hands! Looking forward to seeing the new version. Wayne.

Re: missing ProDos games

2013-11-09 Thread Chris Pile
Hi Josef, I've retained floppy support in the left hand bay to remain backwards compatible with version 1.9. And the fact that most people will have a floppy drive there. However, it does support the ATOM-Lite with a master and slave configuration in the right hand bay, this includes a bootin

Re: missing ProDos games

2013-11-09 Thread SCjoe
Hi, Chris,   >> It might be worth getting in touch with Steve Hm, I sent him a message... without any reply. >> New version of Pro-DOS (v2.0) coming soon...  ;-) Awesome! Have you a mind to support up to 4 CF-slots in the AtomLite+ (e.g. slot per CP/M drive?) http://img4.rajce.idnes.cz/d0406/8/89

Re: missing ProDos games

2013-11-09 Thread Chris Pile
On 09/11/2013 16:09, SCjoe wrote: I recovered both adventure files from Amstrad disks stored at the norwegian FTP. It might be worth getting in touch with Steve Parry-Thomas (AKA SPT) who runs the Pro-DOS archive and let him know. I'm sure he would be grateful for a replacement .DSK/.CPM image

Re: missing ProDos games

2013-11-09 Thread SCjoe
Also the file "HiSoft-Devpac80(Gens-2-06-Mons-1-05)" seems to be invalid. I think files are cut (a bad upload?) and have an incorrect length.   I recovered both adventure files from Amstrad disks stored at the norwegian FTP. > It does appear they are corrupt in some way. > Chris.

Re: missing ProDos games

2013-11-07 Thread Chris Pile
Thinking they might have been compressed years ago I just tried the old MSDOS version of PKUNZIP (v1.01) which only reports the .ZIP is bad and says to use PKZIPFIX. I tried PKZIPFIX (v1.01) from the same MSDOS archive, but it failed to fix them. It does appear they are corrupt in some way.

missing ProDos games

2013-10-21 Thread SCjoe
Hi, the zip archives Deadline and CutThroats, at http://www.samcoupe-pro-dos.co.uk/cpm_images.html seem to be invalid. Could anybody upload the working copies, please? Thanks. Josef

Re: Sam Coupe games - multipack available as DSK/SAD image?

2012-05-07 Thread Mike Nicholas
Sorry if my English was confusing. There was only one multipack as far as I can recall. I thought in the pack there should be 3 games. Sam strikes out, Sphera and Futureball. But when I check my floppy disks I see Sam Strikes Out and Futureball is on a disk of it's own and Sphera is on

Re: Sam Coupe games - multipack available as DSK/SAD image?

2012-05-07 Thread david
Quoting Simon Owen : Was there more that one Multipack bundle? If so, do you have a list of what was on the others? I'm fairly sure only one was released... but was there another one unreleased? That's a good question! The very nice looking Sam Stikes Out & FutureBall if I recall?

Re: Sam Coupe games - multipack available as DSK/SAD image?

2012-05-06 Thread Simon Owen
On 06/05/2012 11:48, Mike Nicholas wrote: > The disks I purchased no longer work and I wondered if anyone knew if it > is possible to get a DSK/SAD image for these games? I have Multipack 1 in EDSK format (it has a blank track that can't be represented in the simpler DSK or SAD fo

Sam Coupe games - multipack available as DSK/SAD image?

2012-05-06 Thread Mike Nicholas
Hi, I used to be a programmer for the Sam Coupe back in the 1990’s and purchased many games. The disks I purchased no longer work and I wondered if anyone knew if it is possible to get a DSK/SAD image for these games? The main games I am currently looking for are the multipack games. Mike

Next ZX128 games for SAM COUPE

2011-12-03 Thread VELESOFT
Next game conversions from ZX128 to SAM COUPE with 1MB external memory: http://velesoft.speccy.cz/samcoupe/snaper/snaper-2010-v0_3(disk2).zip All games on this disc use modified AY ports and paging port + add slowdown code for correct game speed (game at 6MHz run in original speed as on ZX

RE: Dizzy (was:Porting spectrum games...)

2010-08-13 Thread Adrian Brown
Ive got other plans for this as well anyway :D and not all are screen based ;) more soon on that though From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On Behalf Of Geoff Winkless Sent: 13 August 2010 14:16 To: sam-users Subject: Re: Dizzy (was:Porting spectrum games

RE: Dizzy (was:Porting spectrum games...)

2010-08-13 Thread Adrian Brown
;) From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On Behalf Of Geoff Winkless Sent: 13 August 2010 14:16 To: sam-users Subject: Re: Dizzy (was:Porting spectrum games...) On 13 August 2010 13:56, Tennebø Frode wrote: > In the version im reworking, itll end

RE: Dizzy (was:Porting spectrum games...)

2010-08-13 Thread Adrian Brown
: Dizzy (was:Porting spectrum games...) > In the version im reworking, itll end up needing about 32-64k > for dictionaries as well as about 8k for probabilities if i > use the full lzma system. Im altering it to be more Sam > memory size suited hopefully without reducing compressi

Re: Dizzy (was:Porting spectrum games...)

2010-08-13 Thread Geoff Winkless
On 13 August 2010 13:56, Tennebø Frode wrote: > > In the version im reworking, itll end up needing about 32-64k > > for dictionaries as well as about 8k for probabilities if i > > use the full lzma system. Im altering it to be more Sam > > memory size suited hopefully without reducing compressio

RE: Dizzy (was:Porting spectrum games...)

2010-08-13 Thread Tennebø Frode
> In the version im reworking, itll end up needing about 32-64k > for dictionaries as well as about 8k for probabilities if i > use the full lzma system. Im altering it to be more Sam > memory size suited hopefully without reducing compressiong size. I appreciate the challenge in making extrem

RE: Dizzy (was:Porting spectrum games...)

2010-08-13 Thread Adrian Brown
-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On Behalf Of Tennebø Frode Sent: 13 August 2010 11:31 To: sam-users@nvg.ntnu.no Subject: RE: Dizzy (was:Porting spectrum games...) > Yer LZMA is a nightmare... Just out of curiosity, how much temporary memory is used for the huffman t

RE: Dizzy (was:Porting spectrum games...)

2010-08-13 Thread Tennebø Frode
> Yer LZMA is a nightmare... Just out of curiosity, how much temporary memory is used for the huffman tree/probablity tables while decompressing? -Frode -- ^ Frode Tennebø | email: frode.tenn...@saabgroup.com ^ | Saab Technologies Norway AS | Isebakkeveien 49 |

RE: Dizzy (was:Porting spectrum games...)

2010-08-11 Thread Adrian Brown
] On Behalf Of Thomas Harte Sent: 07 August 2010 20:16 To: sam-users@nvg.ntnu.no Subject: Re: Dizzy (was:Porting spectrum games...) LZMA doesn't seem to be terribly well documented, but I'm curious so do you mind if I ask a few questions? The LZ77-style stuff is quite well documented on

Re: Dizzy (was:Porting spectrum games...)

2010-08-07 Thread Thomas Harte
.@nvg.ntnu.no] On > Behalf Of Thomas Harte > Sent: 03 August 2010 18:16 > To: sam-users@nvg.ntnu.no > Subject: Re: Dizzy (was:Porting spectrum games...) > > I've just been reading about range/arithmetic coding, which feels like > it should do better than Huffman but

RE: Dizzy (was:Porting spectrum games...)

2010-08-03 Thread Adrian Brown
To: sam-users@nvg.ntnu.no Subject: Re: Dizzy (was:Porting spectrum games...) I've just been reading about range/arithmetic coding, which feels like it should do better than Huffman but seems to require some modulo arithmetic per input or output token so may not be time effective on a Sam. Hav

Re: Dizzy (was:Porting spectrum games...)

2010-08-03 Thread Thomas Harte
gt; -Original Message- >> From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On >> Behalf Of Stefan Drissen >> Sent: 01 August 2010 13:31 >> To: sam-users@nvg.ntnu.no >> Subject: RE: Dizzy (was:Porting spectrum games...) >> >> Not a C person

Re: Dizzy (was:Porting spectrum games...)

2010-08-02 Thread Thomas Harte
us...@nvg.ntnu.no] On > Behalf Of Stefan Drissen > Sent: 01 August 2010 13:31 > To: sam-users@nvg.ntnu.no > Subject: RE: Dizzy (was:Porting spectrum games...) > > Not a C person, but would http://sdcc.sourceforge.net/ help? > > -Original Message- > From: owner-sam-u

RE: Dizzy (was:Porting spectrum games...)

2010-08-01 Thread Adrian Brown
(was:Porting spectrum games...) Not a C person, but would http://sdcc.sourceforge.net/ help? -Original Message- From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On Behalf Of Adrian Brown Sent: zondag 1 augustus 2010 14:04 To: sam-users@nvg.ntnu.no Subject: RE: Dizzy

RE: Dizzy (was:Porting spectrum games...)

2010-08-01 Thread Adrian Brown
: Dizzy (was:Porting spectrum games...) Not a C person, but would http://sdcc.sourceforge.net/ help? -Original Message- From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On Behalf Of Adrian Brown Sent: zondag 1 augustus 2010 14:04 To: sam-users@nvg.ntnu.no Subject: RE

RE: Dizzy (was:Porting spectrum games...)

2010-08-01 Thread Stefan Drissen
Not a C person, but would http://sdcc.sourceforge.net/ help? -Original Message- From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On Behalf Of Adrian Brown Sent: zondag 1 augustus 2010 14:04 To: sam-users@nvg.ntnu.no Subject: RE: Dizzy (was:Porting spectrum games

RE: Dizzy (was:Porting spectrum games...)

2010-08-01 Thread Adrian Brown
Harte Sent: 01 August 2010 12:16 To: sam-users@nvg.ntnu.no Subject: Re: Dizzy (was:Porting spectrum games...) As a quick mea culpa, there was a bug in my code that means the second set of figures I had were wrong. I'm back to an average 10% and up to 15% worse than Adrian. On Sun, Aug 1, 2010

RE: Dizzy (was:Porting spectrum games...)

2010-08-01 Thread Adrian Brown
...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On Behalf Of Thomas Harte Sent: 01 August 2010 12:16 To: sam-users@nvg.ntnu.no Subject: Re: Dizzy (was:Porting spectrum games...) As a quick mea culpa, there was a bug in my code that means the second set of figures I had were wrong. I'm back to an av

RE: Dizzy (was:Porting spectrum games...)

2010-08-01 Thread Adrian Brown
Im going to write the decompressor to check the compression is right ;) -Original Message- From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On Behalf Of Thomas Harte Sent: 01 August 2010 12:16 To: sam-users@nvg.ntnu.no Subject: Re: Dizzy (was:Porting spectrum games

Re: Dizzy (was:Porting spectrum games...)

2010-08-01 Thread Thomas Harte
As a quick mea culpa, there was a bug in my code that means the second set of figures I had were wrong. I'm back to an average 10% and up to 15% worse than Adrian. On Sun, Aug 1, 2010 at 9:37 AM, Frode Tennebø wrote: > On Sun, 01 Aug 2010 10:18:55 +0200, Andrew Park wrote: > >> Back in the days

Re: Dizzy (was:Porting spectrum games...)

2010-08-01 Thread Frode Tennebø
On Sun, 01 Aug 2010 10:18:55 +0200, Andrew Park wrote: Back in the days of the Sam there was a screen compressing utility which was ok, anyone know where i can find it? Lord Insanity's Screen Cruncher (ftp://ftp.nvg.ntnu.no/pub/sam-coupe/disks/utils/LordInsanityScreenCruncher.zip)? -F

RE: Dizzy (was:Porting spectrum games...)

2010-08-01 Thread Andrew Park
Subject: RE: Dizzy (was:Porting spectrum games...) Yer - yours is probably a little better then, the flashback screens are more what you want to look at. Ill play around a little more. Adrian -Original Message- From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On

Re: Dizzy (was:Porting spectrum games...)

2010-07-31 Thread Thomas Harte
ilto:owner-sam-us...@nvg.ntnu.no] On > Behalf Of Thomas Harte > Sent: 31 July 2010 14:31 > To: sam-users@nvg.ntnu.no > Subject: Re: Dizzy (was:Porting spectrum games...) > > Oh, but wait! Enabling searching for the best LZ77 window and pattern > size (just in terms of 4 bits, 8

RE: Dizzy (was:Porting spectrum games...)

2010-07-31 Thread Adrian Brown
: sam-users@nvg.ntnu.no Subject: Re: Dizzy (was:Porting spectrum games...) Oh, but wait! Enabling searching for the best LZ77 window and pattern size (just in terms of 4 bits, 8 bits, 12 bits or 16 bits - not a completely free search) seems to put me at: 1: 256 x 141 : 4593 2: 256 x 141 : 5731 3

Re: Dizzy (was:Porting spectrum games...)

2010-07-31 Thread Thomas Harte
may find >>> you get a much better compression rate. >>> >>> Adrian >>> >>> -Original Message- >>> From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] >>> On Behalf Of Adrian Brown >>> Sent: 31 July 2010 13:16

Re: Dizzy (was:Porting spectrum games...)

2010-07-31 Thread Thomas Harte
Adrian >> >> -Original Message- >> From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] >> On Behalf Of Adrian Brown >> Sent: 31 July 2010 13:16 >> To: sam-users@nvg.ntnu.no >> Subject: RE: Dizzy (was:Porting spectrum games...) &g

Re: Dizzy (was:Porting spectrum games...)

2010-07-31 Thread Thomas Harte
may find > you get a much better compression rate. > > Adrian > > -Original Message- > From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] > On Behalf Of Adrian Brown > Sent: 31 July 2010 13:16 > To: sam-users@nvg.ntnu.no > Subject: RE: Dizzy (was:

RE: Dizzy (was:Porting spectrum games...)

2010-07-31 Thread Adrian Brown
better compression rate. Adrian -Original Message- From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On Behalf Of Adrian Brown Sent: 31 July 2010 13:16 To: sam-users@nvg.ntnu.no Subject: RE: Dizzy (was:Porting spectrum games...) Ok, providing I havent made any

RE: Dizzy (was:Porting spectrum games...)

2010-07-31 Thread Adrian Brown
Ok, providing I havent made any mistakes on the compressor it looks like the sizes are down at: 1: 256 x 141 : 4416 2: 256 x 141 : 5613 3: 256 x 192 : 9103 4: 256 x 192 : 8594 5: 256 x 192 : 10103 Ill write the decompressor and check, depends how slow it is to decompress i guess ;)

RE: Dizzy (was:Porting spectrum games...)

2010-07-30 Thread Adrian Brown
: sam-users@nvg.ntnu.no Subject: Re: Dizzy (was:Porting spectrum games...) Just been following things quietly (Since I'm not a programming genius lol!) but apart from Dizzy, think of the graphical games SAM could do with that many non-tiled full screens? As has been said, being able to

Re: Dizzy (was:Porting spectrum games...)

2010-07-30 Thread warren
Just been following things quietly (Since I'm not a programming genius lol!) but apart from Dizzy, think of the graphical games SAM could do with that many non-tiled full screens? As has been said, being able to use photoshop and then transfer things over, makes it all the better

Re: Dizzy (was:Porting spectrum games...)

2010-07-30 Thread the_wub !
> It looks better and it means that the off-the-shelf tools for creating > screens are substantially more advanced, being things like Photoshop, > and the skills for creating them are much more widespread. If people > are willing to help, they just need to use whatever they normally use. It's a ve

Re: Dizzy (was:Porting spectrum games...)

2010-07-30 Thread Thomas Harte
in 512 kb along with the rest of the program. PNG then came into it as evidence of how compact you can make graphics using well-documented algorithms. That I happen to be using screenshots grabbed from tile-based games for testing is just because 16 colour games were often tile based and reducing

RE: Dizzy (was:Porting spectrum games...)

2010-07-30 Thread Adrian Brown
11:15 To: sam-users@nvg.ntnu.no Subject: Re: Dizzy (was:Porting spectrum games...) They're 16 colour (quite poorly in one case), but not necessarily using colours actually available on the Sam's. I've appended the correct number of bits to store a Sam palette after the compresse

Re: Dizzy (was:Porting spectrum games...)

2010-07-30 Thread Thomas Harte
gt; Behalf Of Thomas Harte > Sent: 29 July 2010 19:31 > To: sam-users@nvg.ntnu.no > Subject: Re: Dizzy (was: Porting spectrum games...) > > Oh, but I haven't actually tested the output stream yet. So for all I > know, some error is lurking somewhere making my numbers small

RE: Dizzy (was: Porting spectrum games...)

2010-07-29 Thread Adrian Brown
19:31 To: sam-users@nvg.ntnu.no Subject: Re: Dizzy (was: Porting spectrum games...) Oh, but I haven't actually tested the output stream yet. So for all I know, some error is lurking somewhere making my numbers smaller by accidentally throwing data away... On Thu, Jul 29, 2010 at 7:00 PM, T

Re: Dizzy (was: Porting spectrum games...)

2010-07-29 Thread Thomas Harte
and ill see how well i >> can compress it.  Good to see people looking at the Sam again.  Im hoping to >> get some more time on Sam Uip soon >> >> Adrian >> >> -Original Message- >> From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntn

Re: Dizzy (was: Porting spectrum games...)

2010-07-29 Thread Thomas Harte
to see people looking at the Sam again.  Im hoping to get > some more time on Sam Uip soon > > Adrian > > -Original Message- > From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On > Behalf Of Thomas Harte > Sent: 28 July 2010 22:31 > To:

RE: Dizzy (was: Porting spectrum games...)

2010-07-29 Thread Adrian Brown
- From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On Behalf Of Thomas Harte Sent: 28 July 2010 22:31 To: sam-users@nvg.ntnu.no Subject: Re: Dizzy (was: Porting spectrum games...) Hmmm, not doing very well with the Flashback image I chose to test (the top left screen) at

Re: Dizzy (was: Porting spectrum games...)

2010-07-29 Thread the_wub !
Actually, I guess you don't really need test screens for what you're doing. the offer is there anyhow :)

Re: Dizzy (was: Porting spectrum games...)

2010-07-29 Thread the_wub !
>>> Actually, late night spurt — with Huffman trees it's 5,528 bytes and >>> 6,653 bytes respectively. So going with the lowest figure I make that 330k for the whole map. The watermark isn't a problem as I'd want to make up each screen by hand anyway. I'd be happy to make a couple of test screens

Re: Dizzy (was: Porting spectrum games...)

2010-07-28 Thread Thomas Harte
line. So that's the experiment for tomorrow night... On Wed, Jul 28, 2010 at 10:53 AM, Thomas Harte wrote: > The previously posted Fantasy World Dizzy map seems to have come from > 'Hall of Light', which offers itself as 'the database of Amiga games' > at ht

Re: Dizzy (was: Porting spectrum games...)

2010-07-28 Thread Thomas Harte
The previously posted Fantasy World Dizzy map seems to have come from 'Hall of Light', which offers itself as 'the database of Amiga games' at http://hol.abime.net/. You can't just chop up the map and reuse it though, as they've watermarked it with an alpha tran

RE: Dizzy (was: Porting spectrum games...)

2010-07-28 Thread Stefan Drissen
[mailto:owner-sam-us...@nvg.ntnu.no] On Behalf Of Andrew Park Sent: Wednesday, July 28, 2010 10:29 To: sam-users@nvg.ntnu.no Subject: RE: Dizzy (was: Porting spectrum games...) It is great to see some activity on here again, 1 quick question where did the amiga dizzy map come from to get screens, i've

RE: Dizzy (was: Porting spectrum games...)

2010-07-28 Thread Andrew Park
It is great to see some activity on here again, 1 quick question where did the amiga dizzy map come from to get screens, i've been looking for good amiga screenshot maps everywhere as i'm not an artist and this stops me writing games, i like to see graphical progress when i'm wr

Re: Dizzy (was: Porting spectrum games...)

2010-07-27 Thread Stefan Drissen
For a screenshot, I know its not Dizzy, but it is one of the other mentioned games: http://www.mobygames.com/game/flashback-the-quest-for-identity/screenshots I would expect this to be tiled, but it doesn't look directly tiled. See more mappy stuff at: http://www.vgmaps.com/Atlas/Sup

Re: Dizzy (was: Porting spectrum games...)

2010-07-27 Thread Thomas Harte
g >> scrolling. You would however also need to create an animated PNG / MPEG >> player for the animated sequences. >> >> Lots of fun things to do... :-) >> >> -Original Message- >> From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.n

Re: Dizzy (was: Porting spectrum games...)

2010-07-27 Thread Thomas Harte
he_wub ! > Sent: Monday, July 26, 2010 19:21 > To: sam-users@nvg.ntnu.no > Subject: Re: Dizzy (was: Porting spectrum games...) > > If png's can be used then I think we should do it even if using an > image of tiles is a bit ironic!  It would allow changes to be made to > t

RE: Dizzy (was: Porting spectrum games...)

2010-07-27 Thread Stefan Drissen
bject: Re: Dizzy (was: Porting spectrum games...) If png's can be used then I think we should do it even if using an image of tiles is a bit ironic! It would allow changes to be made to the image in the gimp rather than flash! if nothing else! ;) If a success, I don't dare to dream

Re: Dizzy (was: Porting spectrum games...)

2010-07-26 Thread the_wub !
If png's can be used then I think we should do it even if using an image of tiles is a bit ironic! It would allow changes to be made to the image in the gimp rather than flash! if nothing else! ;) If a success, I don't dare to dream about scumm but another possible port would be Flashback, I can'

RE: Dizzy (was: Porting spectrum games...)

2010-07-26 Thread warren
akes no sense since it is originally tile based. -Original Message- From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On Behalf Of Thomas Harte Sent: maandag 26 juli 2010 11:19 To: sam-users@nvg.ntnu.no Subject: Re: Dizzy (was: Porting spectrum games...) The gamble

RE: Dizzy (was: Porting spectrum games...)

2010-07-26 Thread Stefan Drissen
Sent: maandag 26 juli 2010 11:19 To: sam-users@nvg.ntnu.no Subject: Re: Dizzy (was: Porting spectrum games...) The gamble is that anything cartoony compresses better than anything photographic, that PNG is work subsequent to the Sam's heyday, explaining why we're able to be much mor

Re: Dizzy (was: Porting spectrum games...)

2010-07-26 Thread Thomas Harte
ilto:owner-sam-us...@nvg.ntnu.no] On > Behalf Of Frode Tennebø > Sent: maandag 26 juli 2010 08:37 > To: sam-users@nvg.ntnu.no > Subject: Re: Porting spectrum games... > > On Sun, 25 Jul 2010 23:54:41 +0200, Thomas Harte > wrote: > >> PNG wasn't a leg pull, though I

RE: Dizzy (was: Porting spectrum games...)

2010-07-25 Thread Stefan Drissen
: Re: Porting spectrum games... On Sun, 25 Jul 2010 23:54:41 +0200, Thomas Harte wrote: > PNG wasn't a leg pull, though I've been unable to find the Amiga map > for Fantasy World Dizzy. However, the entire PC map (256 colour, > individual screens slightly too large) is 250 kb a

Re: Porting spectrum games...

2010-07-25 Thread Frode Tennebø
On Sun, 25 Jul 2010 23:54:41 +0200, Thomas Harte wrote: PNG wasn't a leg pull, though I've been unable to find the Amiga map for Fantasy World Dizzy. However, the entire PC map (256 colour, individual screens slightly too large) is 250 kb as a PNG. So it'd be possible. Would this one do: ht

Re: Porting spectrum games...

2010-07-25 Thread the_wub !
I'm sorry for suggesting a leg-pull that wasn't! The more I worked on drawing out the ST graphics the more unlikely it seemed possible to use a raw image.. > I'm unable to get Dizzy.zip ("Permission denied"), but at this point > it does look more like I'll hold you back rather than help you. You

Re: Porting spectrum games...

2010-07-25 Thread Thomas Harte
PNG wasn't a leg pull, though I've been unable to find the Amiga map for Fantasy World Dizzy. However, the entire PC map (256 colour, individual screens slightly too large) is 250 kb as a PNG. So it'd be possible. Animated elements are going to need to be repainted frame by frame so are logically s

Re: Porting spectrum games...

2010-07-25 Thread the_wub !
I can't take any credit for how things look :) Not only are they the work of someone else but the best of the blit routines are by Chris! > With animations going on, wouldn't it be impractical not to have a tile > based system? I agree, although if PNG files can be used then the time saved not h

Re: Porting spectrum games...

2010-07-25 Thread Frode Tennebø
On Sun, 25 Jul 2010 20:12:41 +0200, the_wub ! wrote: The demo is made up from the ST graphics which I've reworked a bit to fit the resolution. Again, I'm not a Dizzy fan myself, but the GFX looks fantastic... All the graphics line up to a 16x16 grid and a tile set would be pretty easy to ma

Re: Porting spectrum games...

2010-07-25 Thread the_wub !
That's great, thanks very much. I'd like to remove those two wubtris demos and upload the latest build at some point, it is as finished as its going to get in this incarnation..

Re: Porting spectrum games...

2010-07-25 Thread Colin Piggot
dware, Software, Spares and Repairs for the SAM Coupé 1995-2010 - Celebrating 16 Years of developing for the SAM Coupé Website: http://www.samcoupe.com/ - Original Message - From: "the_wub !" Subject: Re: Porting spectrum games... I've uploaded a demo to ftp://ftp.nvg.ntnu.no/i

Re: Porting spectrum games...

2010-07-25 Thread Frode Tennebø
On Sun, 25 Jul 2010 20:12:41 +0200, the_wub ! wrote: I've uploaded a demo to ftp://ftp.nvg.ntnu.no/incoming/Dizzy.zip I have moved this to /pub/sam-coupe/temp/ as I will do with the images I consider/get the impression is work-in-progress. Let me know if/when you want them deleted from t

Re: Dizzy (was:Porting spectrum games...)

2010-07-25 Thread Stefan Drissen
Shouldn't that be: ftp://ftp.nvg.ntnu.no/pub/sam-coupe/incoming I have no clue if files are directly readable or if Frode needs to step in. Regards, Stefan On Sun, Jul 25, 2010 at 8:12 PM, the_wub ! wrote: > I've uploaded a demo to ftp://ftp.nvg.

Re: Porting spectrum games...

2010-07-25 Thread the_wub !
I've uploaded a demo to ftp://ftp.nvg.ntnu.no/incoming/Dizzy.zip I hope people can access it from there? I accidentally uploaded the unzipped version by mistake, this could be deleted as I have uploaded the packed archive now. I don't have permission to delete it myself. The demo is made up from

Re: Porting spectrum games...

2010-07-22 Thread the_wub !
All sounds good to me.

Re: Porting spectrum games...

2010-07-22 Thread Thomas Harte
Right, so... framebuffer, 1bit per pixel over/under map, 1bit per tile 8x8 collision map? For a total of 30816 bytes? I'll assume that we're using 64kb for the two screen buffers, 64kb for main game code and music/sound, meaning that the map would ideally break into 96kb segments (for multiloading

Re: Porting spectrum games...

2010-07-22 Thread the_wub !
I've been playing with the speccy version on the Sam this morning and I can see now the effect of the sprite being pushed up as you walk into the terrain. I'm not clear on how you're going to fit amiga screen shots into the Sam but I cannot wait to see it! I'll carry on making up a sprite set and

Re: Porting spectrum games...

2010-07-22 Thread Thomas Harte
Console Dizzy is quite clearly tile based for both graphics and collision. If I recall, Dizzy himself is three tiles high and when crossing a tile boundary may walk left or right provided that both of the top two tiles are clear. If he ends up with a tile overlapping his bottom third then he's push

Re: Porting spectrum games...

2010-07-22 Thread the_wub !
Yes, Dizzy seems to have near pixel perfect collision, at least for defining the terrain. I thought the bitmap would be 256x192 bits; 0=empty, 1=solid? that would be 6144bytes per screen.

RE: Porting spectrum games...

2010-07-22 Thread Tennebø Frode
ap. 32x24 entries, each a byte in > length, linear left-to-right, top-to-bottom as per Mode 1 > attributes. Just use 0 = empty, 1 = solid for now? Never liked the Dizzy games myself, hence I haven't played them much, but shouldn't the collision detecion be more finely grained than that? -Frode

Re: Porting spectrum games...

2010-07-22 Thread the_wub !
Thanks Andrew, that sounds perfect! It's up to Thomas to choose between pyz80 and Jam then. I can install whichever and have a go at moving some source around myself.

Re: Porting spectrum games...

2010-07-22 Thread the_wub !
I'm definitely up for doing Fantasy World Dizzy, it's also my favourite! I got in trouble several times for phoning the helpline number back in the 0898 days :) Happy memories!

Re: Porting spectrum games...

2010-07-22 Thread Andrew Collier
On 22 July 2010 10:59, Thomas Harte wrote: > Both pyz80 and Jam are supersets of the Comet syntax, but I'm not sure > what tools would be used to actually convert source back and forth > (since I think it's stored tokenised on the Sam?). Back in the day, Simon Cooke wrote a comet <--> ASCII conve

Re: Porting spectrum games...

2010-07-22 Thread Thomas Harte
With foreground, middleground and background you'd be defining graphics which the sprites don't interact with and which they move in front of (that's the background), graphics which the sprites do collide with (the middleground; everything the player actually walks on/against/etc) and graphics whic

Re: Porting spectrum games...

2010-07-22 Thread the_wub !
The Nes Dizzy I've seen is the first one, Dizzy the Adventurer. I'd forgotten how good it was, even without an energy bar.. So what size can a single 24kb screen compress down to? Hand drawn screens would be amazing. I've never used 1 or 2 bit tile maps for collision before so it would be great

Re: Porting spectrum games...

2010-07-21 Thread Thomas Harte
Hmmm, gmail shows that my previous email was sent twice. Apologies to all if that happened, I'll check it isn't happening repeatedly and if it is then I'll try to figure out why. I am perfectly happy saying things just once... I think there are three for the Nes, but the other two are just ports o

Re: Porting spectrum games...

2010-07-20 Thread the_wub !
The only console version I know is the Nes one and I haven't explored it much.. I'm more familiar with the ST versions but the two are not too far apart graphically. I wouldn't like to have to design as many levels as you could possibly fit in though! ;) I'd like to have a go at re-creating the

Re: Porting spectrum games...

2010-07-19 Thread Thomas Harte
conversion >> ;-) > > ouch!  though I guess I deserve that in hindsight! > > I honestly hadn't considered what would be involved with a port and I > had presumed that starting from a spectrum version would be the > easiest way to port anything to the Sam.  I had the ST gra

Re: Porting spectrum games...

2010-07-19 Thread Thomas Harte
conversion >> ;-) > > ouch!  though I guess I deserve that in hindsight! > > I honestly hadn't considered what would be involved with a port and I > had presumed that starting from a spectrum version would be the > easiest way to port anything to the Sam.  I had the ST gra

Re: Porting spectrum games...

2010-07-18 Thread the_wub !
sumed that starting from a spectrum version would be the easiest way to port anything to the Sam. I had the ST graphics from Strider ready and everything! ;) > Dizzy... Arrggh!! I loathe those games! :-)) He's like Morrissey or Marmite it seems, people love him or hate him!

Re: Porting spectrum games...

2010-07-18 Thread David Sanders
> > Regarding Spectrum ports...  Why this road?  I would have though that the > SAM's 16-colour > display would be more suited to many of the original (early/mid 80s) > old-skool coin-op arcade > games.  These games offer far more potential than colourising old Specc

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