RE: Multiplayer Sam

2005-01-05 Thread Simon Cooke
Aley Keprt wrote: Sent: Tuesday, January 04, 2005 1:18 PM To: sam-users@nvg.ntnu.no Subject: Re: Multiplayer Sam Sorry, I am really busy now, so I really can't continue this. I will end up with a short message: IT'S ALREADY DONE AND IT WORKS! If this is not enough, I can't help you

RE: Multiplayer Sam

2005-01-05 Thread Simon Cooke
Aley Keprt wrote: Sent: Tuesday, January 04, 2005 1:18 PM To: sam-users@nvg.ntnu.no Subject: Re: Multiplayer Sam Sorry, I am really busy now, so I really can't continue this. I will end up with a short message: IT'S ALREADY DONE AND IT WORKS! If this is not enough, I can't help you

Re: Multiplayer Sam

2005-01-04 Thread Aley Keprt
Cooke [EMAIL PROTECTED] To: sam-users@nvg.ntnu.no Sent: Monday, January 03, 2005 10:52 AM Subject: RE: Multiplayer Sam Aley wrote: No complete dump! You just need to start with the same emulator.exe file, the same ROM files, and DSK/TAP file. Then you send keys (+ additional I/O input, if it's

Re: Multiplayer Sam

2005-01-03 Thread Aley Keprt
Aley Keprt wrote: You just define what particular keys will be accepted from remote computer, and you send just the keys (in both directions). That doesn't solve the main problem, which is keeping both emulations perfectly in sync. Even time-stamping the input would require everything

Re: Multiplayer Sam

2005-01-03 Thread Aley Keprt
Aley Keprt wrote: You just define what particular keys will be accepted from remote computer, and you send just the keys (in both directions). That doesn't solve the main problem, which is keeping both emulations perfectly in sync. Even time-stamping the input would require everything

Re: Multiplayer Sam

2005-01-03 Thread Aley Keprt
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz -- - Original Message - From: Aley Keprt [EMAIL PROTECTED] To: sam-users@nvg.ntnu.no Sent: Monday, January 03, 2005 1:33 AM Subject: Re: Multiplayer Sam Aley Keprt wrote: You just

Re: Multiplayer Sam

2005-01-03 Thread Edwin Blink
I haven't looked into it. But it's sounds interresting. I think some keys and a time stamp are not enough. How would you play a game that has random elements ? Edwin

Re: Multiplayer Sam

2005-01-03 Thread Edwin Blink
I haven't looked into it. But it's sounds interresting. I think some keys and a time stamp are not enough. How would you play a game that has random elements ? Edwin

Re: Multiplayer Sam

2005-01-03 Thread Aley Keprt
Blink [EMAIL PROTECTED] To: sam-users@nvg.ntnu.no Sent: Monday, January 03, 2005 2:15 AM Subject: Re: Multiplayer Sam I haven't looked into it. But it's sounds interresting. I think some keys and a time stamp are not enough. How would you play a game that has random elements ? Edwin

Re: Multiplayer Sam

2005-01-03 Thread Edwin Blink
- Original Message - From: Aley Keprt [EMAIL PROTECTED] To: sam-users@nvg.ntnu.no Sent: Monday, January 03, 2005 3:49 AM Subject: Re: Multiplayer Sam all peers must use the same emulator version, Are you saying a complete emulator memory/register dump is send to all peers ? so any

Re: Multiplayer Sam

2005-01-03 Thread Edwin Blink
- Original Message - From: Aley Keprt [EMAIL PROTECTED] To: sam-users@nvg.ntnu.no Sent: Monday, January 03, 2005 3:49 AM Subject: Re: Multiplayer Sam all peers must use the same emulator version, Are you saying a complete emulator memory/register dump is send to all peers ? so any

RE: Multiplayer Sam

2005-01-03 Thread Simon Owen
Aley Keprt wrote: Slaves send their pressed keys with time stamps, master sends back what keys should be really passed to the emulator (with timestamps). That sounds better, with the additional detail :-) I'm not sure the clients need to time-stamp their input though, as the server

RE: Multiplayer Sam

2005-01-03 Thread Simon Owen
Aley Keprt wrote: Slaves send their pressed keys with time stamps, master sends back what keys should be really passed to the emulator (with timestamps). That sounds better, with the additional detail :-) I'm not sure the clients need to time-stamp their input though, as the server

RE: Multiplayer Sam

2005-01-03 Thread Simon Owen
Edwin Blink wrote: How would you play a game that has random elements ? The emulator state would be enough to seed the pseudo-randomness in each case. There's not much scope for getting random values anyway - reading the refresh register and values from I/O ports pretty much cover it, and

RE: Multiplayer Sam

2005-01-03 Thread Aley Keprt
is the only thing you need to store. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Edwin Blink Sent: Monday, January 03, 2005 4:00 AM To: sam-users@nvg.ntnu.no Subject: Re: Multiplayer Sam - Original Message - From: Aley Keprt [EMAIL PROTECTED

RE: Multiplayer Sam

2005-01-03 Thread Simon Cooke
Aley wrote: No complete dump! You just need to start with the same emulator.exe file, the same ROM files, and DSK/TAP file. Then you send keys (+ additional I/O input, if it's random). That's all you need to handle. Sam doesn't have any ability of real random number generation. It's

RE: Multiplayer Sam

2005-01-03 Thread Simon Cooke
Aley wrote: No complete dump! You just need to start with the same emulator.exe file, the same ROM files, and DSK/TAP file. Then you send keys (+ additional I/O input, if it's random). That's all you need to handle. Sam doesn't have any ability of real random number generation. It's

Multiplayer Sam

2005-01-01 Thread Will McGugan
Hi Folks, I've been mulling over an idea for playing Sam games over a network. Imagine if you will, a version of the very excellent SimCoupe that acted as a server which would send the current screen to clients (with VNC like encoding), and also act on key presses sent by the clients. The end

Multiplayer Sam

2005-01-01 Thread Will McGugan
Hi Folks, I've been mulling over an idea for playing Sam games over a network. Imagine if you will, a version of the very excellent SimCoupe that acted as a server which would send the current screen to clients (with VNC like encoding), and also act on key presses sent by the clients. The end

Re: Multiplayer Sam

2005-01-01 Thread MorriganCP
Regarding SimCoupe, who is currently maintaining it? The only version I can find on simcoupe.org is 0.81a, but I have version 0.90 beta 10 installed - and I cant remember where I got it from.. Simon Owen is"Mr Simcoupe"you can find him at www.simcoupe.org.. Simon has been making a

Re: Multiplayer Sam

2005-01-01 Thread MorriganCP
Regarding SimCoupe, who is currently maintaining it? The only version I can find on simcoupe.org is 0.81a, but I have version 0.90 beta 10 installed - and I cant remember where I got it from.. Simon Owen is Mr Simcoupe you can find him at www.simcoupe.org.. Simon has been making a

Re: Multiplayer Sam

2005-01-01 Thread Aley Keprt
, January 01, 2005 3:32 PM Subject: Multiplayer Sam Hi Folks, I've been mulling over an idea for playing Sam games over a network. Imagine if you will, a version of the very excellent SimCoupe that acted as a server which would send the current screen to clients (with VNC like encoding

Re: Multiplayer Sam

2005-01-01 Thread Aley Keprt
: Saturday, January 01, 2005 3:32 PM Subject: Multiplayer Sam Hi Folks, I've been mulling over an idea for playing Sam games over a network. Imagine if you will, a version of the very excellent SimCoupe that acted as a server which would send the current screen to clients (with VNC like encoding

RE: Multiplayer Sam

2005-01-01 Thread Simon Owen
Aley Keprt wrote: You just define what particular keys will be accepted from remote computer, and you send just the keys (in both directions). That doesn't solve the main problem, which is keeping both emulations perfectly in sync. Even time-stamping the input would require everything

RE: Multiplayer Sam

2005-01-01 Thread Simon Owen
Aley Keprt wrote: You just define what particular keys will be accepted from remote computer, and you send just the keys (in both directions). That doesn't solve the main problem, which is keeping both emulations perfectly in sync. Even time-stamping the input would require everything