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, Thomas
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 up
Actually, I guess you don't really need test screens for what you're
doing. the offer is there anyhow :)
-
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
(was: Porting spectrum games...)
Hmmm, not doing very well with the Flashback image I chose to test
(the top left screen) at all. PNG is 10,649 bytes and I'm 13,507
bytes. But unlike yesterday, that's with the Huffman tree stored
(whoops!) and the palette thrown on. I've also tweaked the LZ77 stage
a bit
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 (was: Porting spectrum games...)
Hmmm
send me a link?
Andy
-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 00:11
To: sam-users@nvg.ntnu.no
Subject: Re: Dizzy (was: Porting spectrum games...)
Actually, late night spurt with Huffman trees
[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 been
-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 been
previous post).
Stefan
-Original Message-
From: owner-sam-us...@nvg.ntnu.no [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
: 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 about scumm
@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
the image in the gimp rather than flash! if nothing else! ;) If a
success, I don't dare
: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On
Behalf Of the_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
... :-)
-Original Message-
From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no]
On
Behalf Of the_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
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, the entire PC map (256 colour,
individual screens slightly too large) is 250 kb as a PNG. So it'd be
: 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, the entire PC map (256 colour,
individual screens slightly too large) is 250 kb
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
: 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 more bullish about
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
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
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
On Sun, 25 Jul 2010 20:12:41 +0200, the_wub ! the...@gmail.com 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
, 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 ! the...@gmail.com
Subject: Re: Porting spectrum games...
I've uploaded a demo to ftp://ftp.nvg.ntnu.no
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..
On Sun, 25 Jul 2010 20:12:41 +0200, the_wub ! the...@gmail.com 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
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
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
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
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
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
On 22 July 2010 10:59, Thomas Harte tomh.retros...@gmail.com 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
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!
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.
I've looked into PNG more, and it is actually realistic to
use exactly that algorithm on a Sam (albeit that there's no
need to be identical in byte streams) - it's just a linear
predictor and LZ77 + Huffman on the end. With that in mind,
I've downloaded some of the classic Dizzy maps from
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.
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
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
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
All sounds good to me.
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
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
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
That's great news, I'm sorry for suggesting that CM would not be up
for it. I should have done some research first!
I'd be very happy to lend a hand with graphics and sound for a Dizzy
port/re-write if that would be useful to you and the same goes to
Stefan with Pang. :)
I'd like to learn what
When I was asked to port Sophistry from speccy to SAM I was given the speccy
source code (devpac format I think) - this however was not the final source
code... So I simply wrote a disassembler to disassemble the original game
binary to Comet source. All CALLs, JPs,JRs and DJNZs were labelled
! the...@gmail.com
To: sam-users@nvg.ntnu.no
Sent: Sunday, July 18, 2010 12:53 PM
Subject: Re: Porting spectrum games...
That's great news, I'm sorry for suggesting that CM would not be up
for it. I should have done some research first!
I'd be very happy to lend a hand with graphics and sound for a Dizzy
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 Speccy
titles!
Coin-op conversions...
I'm more than happy to write a Sam version of the Pooyan music if
someone wants to do the easy bit and write the rest of the 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
Hi all,
I just made a comment on World of Sam about porting speccy games and
thought it would be worthwhile to post it here as well.
I’d be interested in having a go at porting anything from the speccy to the
Sam though.
If another dev could help with disassembling the spectrum game and
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
50 matches
Mail list logo