That's quite a find. But one thing, the auction says:
One of my pics shows the power supply without the plug and if you
look closely you can see that the wires are tied up and completely
unused., and:
I have uploaded pictures of the test that I carried out.
But the listing only seems to have one
Hi,
I have a Mac running OS X v10.5.3. I also have a USB floppy drive.
Despite having previously refused to acknowledge any DOS formatted
double density disks, the drive seems to have some success recognising
Sam disks. But I don't seem to be able to successfully image a Sam
floppy. I
for it.
On Mon, Jun 16, 2008 at 9:10 AM, Simon Owen [EMAIL PROTECTED] wrote:
Thomas Harte wrote:
Although I'm aware that my USB drive may be hard coded somehow not to
support anything other than the PC layout
That's pretty much it I'm afraid! USB floppy drives are seen as simple
block devices
Various thoughts in response to this entire thread...
I like Pro-DOS because it feels like a real operating system. But I've
never seriously used it. It's a shame that CP/M didn't offer standard
(albeit likely to be much-slower-than-native) graphics routines, or
maybe there'd be a whole bunch of
Sorry! Gmail identified this message and, so far, this message only as
spam. So I haven't seen it until today...
The only slight problem is that I'm dividing one fixed point 8.8
number by another, not one 8 bit number by another. Apart from having
either a very coarse z-axis or a very short one,
spam, promise ;)
http://cgi.ebay.co.uk/ws/eBayISAPI.dll?ViewItemitem=220245979532
On 13 Jun 2008, at 2:17 PM, Thomas Harte wrote:
That's quite a find. But one thing, the auction says:
One of my pics shows the power supply without the plug and if you
look closely you can see that the wires
There are some USB to SCSI adaptors, which OS X fully supports, and
SCSI floppy drives, but overwhelmingly they are of the LS-120 type,
i.e. 100+mb 3.5 drives that are backwards compatible with old
floppies. So probably they'd have PC geometry hard coded at a
different place.
What sort
Hi,
sorry — I've searched the various archives of the mailing list and
just confused myself. So...
In Mode 4, with the display switched on, is it accurate to say that:
1) the RAM gets a clock of 384 cycles/scanline
2) the display runs with a constant 312 scanlines/frame
3) for all but 192
definitely not what this list is for, but Windows and OS X
betas are available from http://tinyurl.com/66wr29
On 10 Jul 2008, at 16:06, Colin Piggot wrote:
Thomas Harte wrote:
I think I'm running out of optimisation ideas now, which is not to say
that there aren't any, just that I haven't had them
matrix calculation stuff doesn't have a strong enough effect. But
that's scheduled for after I've made some multiplication improvements.
On Fri, Jul 11, 2008 at 10:58 AM, Colin Piggot [EMAIL PROTECTED] wrote:
Thomas Harte wrote:
Oh, but it did also occur to me that I could create a convex-sector
I've not actually done any coding on my Sam 3d experiments in a while,
but I have been thinking a lot about the best way to implement polygon
filling. I had a polygon filler working in a much earlier version of
my code (see, e.g. http://uk.youtube.com/watch?v=kr_Lz98qVjE from
about 0:39)
Register
Greetings,
LCD
Thomas Harte schrieb:
Port 252 is read/write? Anybody got any idea about ports 250 251?
On 28 Aug 2008, at 20:22, Leszek Chmielewski wrote:
James R Curry schrieb:
Okay, utterly random question...
How does one determine the start address of the screen in Sam
BASIC
To be honest, I houugh Acorn Electron has the same processor as C64
and Atari XL, and I was sure, they hawe no Ports and anything is
memory-mapped (By the way, I currently extending my Retro-X to Acorn
Electron and Amiga screen conversion, is your Electron Emulator
probably for SAM???).
wrote:
On Thu, 18 Sep 2008 13:26:15 +0100, Thomas Harte
[EMAIL PROTECTED] wrote:
Maybe something like the following to get the colour of the pixel
at (x,
y):
10 LET A=IN 252 BAND 31
20 LET BASE=(A+1)*16384
30 LET ADDR = BASE + (x/2) + y*128
40 LET BYTE = PEEK(ADDR)
50 IF x BAND 1 THEN LET COL
Through an uninteresting, indirect route, it seems likely that I'll be
attending and supplying a Sam for the homebrew area of Byte-Back 2009 (http://byte-back.info/
), one of those classic gaming convention thingies, which will occur
in Stoke-on-Trent on March the 7th and 8th next year.
] [mailto:owner-sam-
[EMAIL PROTECTED] On
Behalf Of Thomas Harte
Sent: 23 September 2008 21:40
To: sam-users@nvg.ntnu.no
Subject: New projects Byte-Back 2009
Through an uninteresting, indirect route, it seems likely that I'll be
attending and supplying a Sam for the homebrew area of Byte-Back 2009
(http
What sort of values can those nine variables take on? If it's just two
possibilities (e.g. overlapping or not overlapping) then you could
package them into nibbles in fours, store the nibbles as pixel colours
to unseen screens and reduce your number of POINTs from 9 to 3. It's
essentially
I agree with Simon; I especially like the way the ball crushes itself
to go through short spaces.
On Sat, Sep 27, 2008 at 1:52 PM, Calvin Allett
[EMAIL PROTECTED] wrote:
another vid
http://www.youtube.com/watch?v=14m21hySxG8
Older versions, one faster, one slower:-
, like all the best libraries. Hopefully some sort of BASIC-
or-similar language for utilising the code will be forthcoming after
that.
On 23 Sep 2008, at 22:38, David Brant wrote:
- Original Message - From: Thomas Harte [EMAIL PROTECTED]
To: sam-users@nvg.ntnu.no
Sent: Tuesday
not be obvious. I certainly didn't mean to imply, and
definitely don't believe, that Prince of Persia, Lemmings and Defender
are the complete list of Sam titles that I subjectively consider to be
worth showing.
On 7 Oct 2008, at 21:23, [EMAIL PROTECTED] wrote:
Quoting Thomas Harte [EMAIL PROTECTED
Roughly how much code (in kilobytes) is the part of an average end-of-
display interrupt driven music player that actually resides in the
interrupt handler?
;
that stuff will continue to be the subject matter for SAM Revival for
now. Please anyone feel free to comment or criticise.
On 7 Oct 2008, at 23:13, Andrew Collier wrote:
On 7 Oct 2008, at 22:42, Thomas Harte wrote:
Roughly how much code (in kilobytes) is the part of an average end-
of-display
I'm not sure that I disagree. Furthermore, I don't even like the real
Eric Clapton.
However, I have already booked myself a ticket.
On Wed, Oct 8, 2008 at 10:04 AM, Geoff Winkless [EMAIL PROTECTED] wrote:
On Wed, 8 Oct 2008 09:54:31 +0100, Thomas Harte
[EMAIL PROTECTED] wrote:
Stoke-on-Trent
retroy forums
around the net.
On Wed, Oct 8, 2008 at 8:27 AM, [EMAIL PROTECTED] wrote:
Quoting Simon Owen [EMAIL PROTECTED]:
Thomas Harte wrote:
is anybody able to loan copies of Prince of Persia, Lemmings, Defender
and anything else particularly worth showing?
I'm planning to go to the show
Good work × 2!
On 2 Dec 2008, at 09:17, Adrian Brown wrote:
Girl, Megan Rose Brown, born 26th April, everyone is fine - thanks for
asking.
Hoping to get some http stuff working soon :)
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of Steve
Having just received a copy, obviously I have to say that the 3d demo
is truly awesome. As is the rest of the magazine and disk.
But it does make it apparent that the floppy drive in my Sam isn't
long for this world. I have an external one too, so I should be fine -
but is there any solution yet
How hard is it to obtain a copy of the modified ROM in the correct
physical format and subsequently to install it? I'm a complete
electronics dunce.
Also, any thoughts on how hard it would be to put together a similar
ROM for the Trinity?
On Thu, Jan 8, 2009 at 1:15 PM, Steve Parry-Thomas
To my mind, this would add significantly to the value of the Trinity,
and if you were to develop such a thing (presumably it'd just be
however long it takes to modify the OS ROM, then existing Trinitys
could be reflashed?) then I would definitely go on the pre-order list.
In fact, I guess
I'm just trying to put together a quick OS X tool for managing the 2
gb SD card that I'm using with my new and spiffy Trinity interface —
I've been informed by Colin that the cards use the standard B-DOS
layout, identical to the Atom, but I can't seem to find any
documentation on that. Can
), if not then the SAMDOS format looks quite trivial so I guess I
can just write my own thing. And then post again if the relevant
information is not in there.
On 8 Feb 2009, at 18:55, Colin Piggot wrote:
Thomas Harte wrote:
I'm just trying to put together a quick OS X tool for managing
the 2gb SD card that I'm
files from the computer for now. Thanks for
looking into it!
On 10 Feb 2009, at 18:24, Simon Owen wrote:
Earlier I wrote to Thomas Harte:
I don't currently own a regular SD card, so I'm not able to try it
myself. I'll see if I can pick one up in the next couple of days
I managed to acquire
It's not too important, since I have a spare (albeit with the VHF
video thingy missing), but my Sam's power supply has started making an
increasingly loud buzzing noise when it is plugged in. Should I be
alert that it is not long for this world and/or worried for my own
safety?
My next Sam physical hardware question — is there any reason why my
Sam might find itself merging similar colours? Check out:
http://members.allegro.cc/ThomasHarte/temp/Image(072).jpg
That's how the first screen of Prince of Persia looks from both the
SamCo Birthday disk and Blitz 8
in with the white square behind it, when it should be a
touch darker.
Assuming this diagnosis is correct, is there anything I can do that is
likely to be easier and/or cheaper than simply obtaining a Sam with a
functioning ASIC?
On 19 Feb 2009, at 20:42, LCD wrote:
Thomas Harte schrieb:
My
Possibly a bit tediously realpolitik, but surely it'd be easiest just
to write a routine that shoots out new palette values as quickly as
possible for at least as long as the pixel area, set it to alternate
between black and white, do a quick frame grab using a TV capture card
and write a hasty
I was only 9 years old, but I believe that I received an MGT Sam with
a disk drive for £200 somewhere around October 1990. Is that possible?
On Mon, Aug 3, 2009 at 9:03 PM, Andrew Collierand...@intensity.org.uk wrote:
On 3 Aug 2009, at 20:23, Adrian Brown wrote:
I remember selling my spectrum
Am I replying to the correct thread? I don't know. But I've had the
opposite experience to a bunch of people here, having become
substantially more busy in my work than I was even just a few months
ago, squeezing the SAM temporarily out.
A version of my vector 3d-stuff-as-a-library-for-others was
with the gimble lock, euler's fine.
-Original Message-
From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On
Behalf Of Thomas Harte
Sent: Tuesday, August 04, 2009 10:05 AM
To: sam-users@nvg.ntnu.no
Subject: Re: Hi - just checking
Am I replying to the correct thread
...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On
Behalf Of Thomas Harte
Sent: Tuesday, August 04, 2009 10:05 AM
To: sam-users@nvg.ntnu.no
Subject: Re: Hi - just checking
Am I replying to the correct thread? I don't know. But I've had the
opposite experience to a bunch of people here
wrote:
what does vu3d use?
On 05/08/2009, Thomas Harte tomh.retros...@gmail.com wrote:
That's not entirely true. Matrices are numerically unstable, so the
cost of ensuring they remain orthonormal when applying consecutive
local transforms in a game such as Elite is substantially greater than
for a
rendering-type application.
Just guessing, of course.
On Wed, Aug 5, 2009 at 1:18 PM, Roger Jowettrogerjow...@gmail.com wrote:
what does vu3d use?
On 05/08/2009, Thomas Harte tomh.retros...@gmail.com wrote:
That's not entirely true. Matrices are numerically unstable, so the
cost of ensuring
GamerTag: Spec Tec
-Original Message-
From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On
Behalf Of Thomas Harte
Sent: Wednesday, August 05, 2009 5:14 AM
To: sam-users@nvg.ntnu.no
Subject: Re: Hi - just checking
That's not entirely true. Matrices are numerically
Didn't the entirety of Take That, with Robbie, once play Bomberman on
a single Amiga on Gamesmaster? That must have been at least three on
the keyboard, assuming I didn't make it up.
Ant Attack would actually work really well on the Sam. I've never seen
the original code, but by my reckoning it's
Could the block drawing routine use bitmap data? I was imagining itty
bitty brick and stone wall effects and different textured floors.
Yep, yep, should be fine. Having quickly searched, I wrote a forward
ray casting for Ant Attack thingy in C with Allegro a few years ago,
that just loaded an
That's just the method I made up, I've no idea if it's how Ant Attack
does it and it might well not fit with the Spectrum code at all. You
have been warned!
On Thu, Aug 6, 2009 at 5:44 PM, the_wub !the...@gmail.com wrote:
crikey, that's very cool Thomas! maybe it's time for me to go find a
Completely unrelated questions, but:
(1) if I disable interrupts temporarily so that I can use the stack
pointer for pixel plotting, is there any reliable way to spot
afterwards if I've missed an end-of-display interrupt? I'm vaguely
aware that there's a current scanline hardware counter
Almost the entire first half hour was set before I was born! I enjoyed
it though, even with the slightly weird ending — we're meant to
believe that Microsoft, Compaq and HP got a major leg up just because
Sir Clive and Chris Curry fell out? And was Sir Clive really that
mean?
On Sat, Oct 10, 2009
. At some point economies of scale amongst
the open people outweigh whatever economies you can achieve with a
custom design and there's no way back from there.
And ARM Holdings are still in Cambridge.
On Sat, Oct 10, 2009 at 8:27 PM, nev young pasiphae1...@yahoo.co.uk wrote:
Thomas Harte wrote
I'm working on a proper, robust and fast polygon filler*, as well as
always looking to improve my line drawer, and have recently discovered
Bresenham's alternative run-slice algorithm, via a Michael Abrash
article published in Dr Dobbs in November '92. It switches you from
making a decision every
Having prototyped my new polygon filler to my satisfaction in C, today
I've been converting it to assembler. With the iPhone stuff and an
Acorn Electron project I've been working on, I haven't done any z80 in
far too long and am not particularly optimistic that I'm writing good
stuff. Actually, it
Oh, yeah, the plotloop is a complete placeholder, just so I can
compare output to the C prototype. That said, I'd done exactly the
same thing on scf versus set 7,d in my line drawing code (don't worry:
just once, outside the loop). I must find time to finish documenting
my vector drawing code as
% of my bugs today have been the result of
pyz80 silently substituting legal code for illegal code. All related
to my sudden haziness on the z80, of course.
On Sat, Oct 24, 2009 at 11:20 PM, Andrew Collier
and...@intensity.org.uk wrote:
On 24 Oct 2009, at 20:08, Thomas Harte wrote:
Anyway
:
sla d
rla
cp e
jr nc, @-NC7
@C8:
sla d
rla
ret
On Sat, Oct 24, 2009 at 11:46 PM, Thomas Harte tomh.retros...@gmail.com wrote:
One trick I almost always use, is instead of:
[...]
Oh, yes, smart move! I'm pretty sure I had at least one copy
.
Entirely my own fault, apologies.
On Sun, Oct 25, 2009 at 12:09 AM, Andrew Collier
and...@intensity.org.uk wrote:
On 24 Oct 2009, at 23:46, Thomas Harte wrote:
By the way:
ld d, (NUMVERTS)
I don't think you can do this?
No, you're right, you can't. It silently substituted ld a, (NUMVERTS
, Thomas Harte wrote:
you fooled me by leaving Version 1.1, released 13 April 2007 at
the top of the read me
Whoops! So it does.
Fixed in svn (though I don't think I will do a re-release at this point...)
Andrew
--
http://www.intensity.org.uk/
the stored value is
greater than the hardware value then trigger a fake interrupt. But
that's much less than neat.
On Sun, Oct 25, 2009 at 9:21 PM, Thomas Harte tomh.retros...@gmail.com wrote:
If you're looking for an excuse to make a new release, it seems still
to accept illegal conditions on jr, like
It's a bit old and not representative of my most recent stuff but was
always intended to be public domain so get your spinning Cobra Mk3
here: http://members.allegro.cc/ThomasHarte/temp/short-3d-demo.zip
Attempts to upload to incoming on ftp://ftp.nvg.ntnu.no/pub/sam-coupe/
failed with a
+0200, Thomas Harte tomh.retros...@gmail.com
wrote:
Attempts to upload to incoming on ftp://ftp.nvg.ntnu.no/pub/sam-coupe/
failed with a permissions error. As it's public domain, please anyone
feel able to upload it there or anywhere else.
Could you please give me a log of the session as I'm
Actually, reduce that to 0.0001% probability since I've now succeeded.
The file is duplicated in the incoming directory of NVG.
On Fri, Apr 16, 2010 at 3:26 PM, Thomas Harte tomh.retros...@gmail.com wrote:
I didn't keep one, but will attempt to reproduce the problem tonight.
Given my level
Objective-C every day.
On Sat, Apr 24, 2010 at 11:50 AM, Roger Jowett rogerjow...@gmail.com wrote:
sam c sam vision?
On 23 April 2010 17:56, david brant davidcbr...@yahoo.com wrote:
On 23 Apr 2010, at 13:38, Thomas Harte wrote:
For the Sam, obviously. And being not down with the kids, I'm
I really should find the time to finish off the documentation and get
it out there. I still have the vague notion of attaching or creating a
high level language for the game logic parts that aren't so time
critical, but don't intend to treat the issue as a sticking point. I
really, really need to
? maybe the font size too?
On 24 April 2010 14:32, Thomas Harte tomh.retros...@gmail.com wrote:
Those aren't cross compilers; a cross compiler would convert a high
level language such as C to a Sam Coupe binary on a platform like the
PC. Sam C and Sam Vision run directly on the Sam, making them
Oh, I sort of wish you'd listed the technical manual separately. I
know there's a PDF about on the internet but it has a few OCR-style
typos so I'm a bit wary of it. And I can't find it now, making me
think it may not be legitimate to circulate.
On Sun, May 9, 2010 at 3:47 PM, David Watson
to a program that'll open the DOC file in the zip
(I'm sure Microsoft Word would oblige) then I'll submit corrections.
On Sun, May 9, 2010 at 10:39 PM, Frode Tennebø fr...@tennebo.com wrote:
On Sun, 09 May 2010 23:04:53 +0200, Thomas Harte tomh.retros...@gmail.com
wrote:
Oh, I sort of wish you'd
if it
means releasing less than I'd have liked.
And for the record, yes I'd do a much better job if I were starting
again from scratch.
On Tue, May 25, 2010 at 4:02 PM, Roger Jowett rogerjow...@gmail.com wrote:
is it difficult to disassmeble the 3d routines you made?
On 22 May 2010 17:58, Thomas Harte
Get it here: http://members.allegro.cc/ThomasHarte/temp/Sam3d-01.zip
If you have pyz80 then it should build out of the box to produce a
spinning Cobra Mk3 demo a lot like the one on Sam Revival 22 (ie, the
older of my demos) but faster and more accurate. And that the camera
starts in an odd
need to double the
horizontal size in order to get around the rediculous fatpix cirlce
fix?
On 25 May 2010 16:29, Thomas Harte tomh.retros...@gmail.com wrote:
Nope, shouldn't be. I've not done anything particularly clever
anywhere. I think there's some minor dynamic reprogramming
Oh, gosh, sorry. The default installation option for OS X is a case
insensitive filing system, hence my failure to spot this. I hope to
pull the data structure information into the manual and update the
release at some point, I'll fix the case then too.
On Tue, May 25, 2010 at 9:35 PM, David
and memory hungry without providing
sufficient benefit. So I'll rip off the useful bits and post that at
some later date. Hopefully soon.
On Tue, May 25, 2010 at 10:04 PM, Thomas Harte tomh.retros...@gmail.com wrote:
Oh, gosh, sorry. The default installation option for OS X is a case
insensitive filing
in mode 2 then?
On 25 May 2010 21:04, Thomas Harte tomh.retros...@gmail.com wrote:
3d data isn't graphics mode dependant like 2d data, but also doesn't
have any particular common layout so it's really difficult to pull
from existing titles. That's in contrast to 2d data, since you pretty
much
rez?
On 26 May 2010 15:01, Thomas Harte tomh.retros...@gmail.com wrote:
Mode 1 routines would very nearly work in Mode 2, the main difference
being that Mode 2 has a linear pixel layout but Mode 1 replicates the
order of the ZX Spectrum by switching some of the bits around. There's
also a gap
that the non-rounded routine would
have picked). I haven't experimented there.
On Thu, May 27, 2010 at 3:19 PM, Roger Jowett rogerjow...@gmail.com wrote:
how are lines drawn using rom routine or your own?
On 27 May 2010 15:14, Thomas Harte tomh.retros...@gmail.com wrote:
Removing hidden line removal would
Actually, 3 or 4 for the cube, now I think about it. But you get the
point. Always nicer when you realise that what you're doing exactly
fits an extremely well-documented and well-known data structure and
algorithm.
On Fri, May 28, 2010 at 8:54 AM, Thomas Harte tomh.retros...@gmail.com wrote:
I
?
28 May 2010 12:19, Thomas Harte tomh.retros...@gmail.com wrote:
Actually, 3 or 4 for the cube, now I think about it. But you get the
point. Always nicer when you realise that what you're doing exactly
fits an extremely well-documented and well-known data structure and
algorithm.
On Fri, May 28
include a tv encoder chip on the vga!
can your gl freescape network to a real sam using the pc gameport midi
network on the sam?/rs232 comms interface?
On 28 May 2010 15:58, Thomas Harte tomh.retros...@gmail.com wrote:
I would be _hugely_ surprised if my code was anywhere near as fast as
code
Having investigated that specific title in the past, I believe that
the Dizzy IP is now co-owned 50:50 by CodeMasters and the Oliver Twins
and there is a long standing agreement that people may create whatever
fan titles they wish provided that they don't charge for them and
include correct
I have to admit that my favourite Dizzy game is the console one - the
energy bar is present, some of the arcadey spin-off titles have been
rolled in to break up the gameplay and there's quite a limited amount
of required travelling to the other side of the world just to pick up
an object and
I have to admit that my favourite Dizzy game is the console one - the
energy bar is present, some of the arcadey spin-off titles have been
rolled in to break up the gameplay and there's quite a limited amount
of required travelling to the other side of the world just to pick up
an object and
From the realm of the ridiculous, a RESTful interface for controlling
the debugger and reading machine state with the emulator including a
miniature HTTP server that exposes the interface (on localhost, at
least) would be the absolutely perfect thing. I was looking into
drafting a generic spec for
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
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
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
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
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
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
tomh.retros...@gmail.com wrote:
PNG wasn't a leg pull, though I've been unable to find the Amiga map
for Fantasy World Dizzy. However
Further to this: I've been playing around with it today using a couple
of the more complicated screens from that Amiga map which didn't
feature the watermark (since it's an alpha transparency, causing the
number of colours to skyrocket), resized to 256 pixels across (which
makes 141 pixels high).
padding or headers. Or even the palette.
On Tue, Jul 27, 2010 at 11:47 PM, Thomas Harte tomh.retros...@gmail.com wrote:
Further to this: I've been playing around with it today using a couple
of the more complicated screens from that Amiga map which didn't
feature the watermark (since it's an alpha
Of Thomas Harte
Sent: 28 July 2010 00:11
To: sam-users@nvg.ntnu.no
Subject: Re: Dizzy (was: Porting spectrum games...)
Actually, late night spurt — with Huffman trees it's 5,528 bytes and
6,653 bytes respectively. No predictor yet. The former technically
beats the PNG size, but I'd imagine
for
tomorrow night...
On Wed, Jul 28, 2010 at 10:53 AM, Thomas Harte tomh.retros...@gmail.com 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 http://hol.abime.net/. You can't just chop up the map
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: sam-users@nvg.ntnu.no
Subject: Re: Dizzy
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, Thomas Harte tomh.retros...@gmail.com wrote:
I'll wager you can do better at compression
:
Thanks, ill have a quick go. The only thing wil be PNG is a very good format
for compression. Are these colour reduced to sam already or not?
Adrian
-Original Message-
From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On
Behalf Of Thomas Harte
Sent: 29 July 2010
-Original Message-
From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On
Behalf Of Thomas Harte
Sent: 30 July 2010 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
Sadly I'm already doing that and still doing a lot worse than you. At
this point I'd definitely suggest that if you're willing to donate
code then it be used over anything I can come up with.
I'm still trying though!
On Sat, Jul 31, 2010 at 1:23 PM, Adrian Brown
adr...@apbcomputerservices.co.uk
192 : 9326 (732 bytes worse)
5: 256 x 192 : 10599 (496 bytes worse)
Which puts me, on average, about 10% worse than you.
On Sat, Jul 31, 2010 at 1:33 PM, Thomas Harte tomh.retros...@gmail.com wrote:
Sadly I'm already doing that and still doing a lot worse than you. At
this point I'd definitely
predictors into a big block and
LZ77s the whole lot, finding the best window/pattern size afresh for
the whole lot). I guess I can look for patterns in the results of the
line-by-line search.
On Sat, Jul 31, 2010 at 2:04 PM, Thomas Harte tomh.retros...@gmail.com wrote:
Oh, but for the record
-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 bits, 12 bits or 16 bits
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 fr...@tennebo.com wrote:
On Sun, 01 Aug 2010 10:18:55 +0200, Andrew Park
version would be required.
-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...)
As a quick mea culpa, there was a bug
compile under that) but i think a z80
version would be required.
-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
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