HDTenEightyP/NetNews huggingface dataset:
From: dgrace@nyx.cs.du.edu (David grace)
Subject: EGA Memory Map
Organization: Nyx, Public Access Unix (sponsored by U. of Denver Math/CS dept.)
Disclaimer1: Nyx is a public access Unix system run by the University of
Disclaimer2: Denver for the Denver community.  The University has neither
Disclaimer3: control over nor responsibility for the opinions of users.
Date: Sun, 11 Oct 92 19:52:11 GMT

HELP!  How the &^%@# do you map EGA memory!?!  I know that it starts at at
A000h, but if I poke a value directly into that location (or any one
withinhin
EGA mem range) all I get is a white dot!  I have no idea how to changenge
the color of that dot!  And only even (or is odd) colors read from thathat
location(s).s).
 6>
Okay: I know that EGA memory is mapped with 4 planes (as with some VGAVGA
 8>modes) and that the RGBI is derived from the nibble modeso) b and that
the RG
 nibble of  nibble of each     f each plane, but WHERE are these planes?
 9>plane, but WHERE are these planes?
 0>
This is killing me, because I want to write a FAST EGA game, but don'tn't
want to use slow ol' QuickBASIC or TPASCAL sprite routines.  Writing my my
own, it seems, shall be the only solution to this.  If you know
anything,ng,


 
 8>modes) and that the RGBI is derived from the nibble modeso) b and that
the RG
 nibble of  nibble of each     f each plane, but WHERE are these planes?
 9>plane, but WHERE are these planes?
 0>
This is killing me, because I want to write a FAST EGA game, but don'tn't
want to use slow ol' QuickBASIC or TPASCAL sprite routines.  Writing my my
own, it seems, shall be the only solution to this.  If you know
anything,ng,
please HELP me!  A future game is in your hands.......
15>
16>
17>
SMiLE -- Simple MIni Line Editor MENU   (C) Aug 1989 Alejandro Liu

S - Quick Save      A - Abort Editor    L - List Text       V - Preview
Text
W - Wrd Wrp Toggle  N - Screen Width    H - Help Scree


quit
From: amitp@owlnet.rice.edu (Amit J Patel)
Newsgroups: rec.games.programmer
Subject: Re: Tile systems that work?
Keywords: graphics, tiles, easy, good
Date: 16 Oct 92 13:01:46 GMT
Reply-To: amitp@owlnet.rice.edu
Organization: Rice University

In article <1992Oct15.215213.28751@mnemosyne.cs.du.edu>, vputz@nyx.cs.du.edu (Victor Putz) writes:
|> 
|> Yes!  At last someone who has agonized about this as well!  I'm doing much
|> tthe same (tile-based wargame), and finally decided on the square format
|> with a twist or two.  Each piece on a square has it's in-square position,
|> so the game acts as if it's on a much finer grid than the map of tiles. 
|> Distance becomes a little easier, since it's absolute, pythagoras-style
|> distance.
|> 

As a user, I think hex-based games look prettier.  :)

I tried writing a hex-based game to see how the math worked out, and
here is my coordinate system:

 /---\     /---\     /---\     /---\     /---\     /---\     /---\   
< 0,0 >---< 2,0 >---<     >---<     >---<  A  >---<     >---<     >
 >---< 1,1 >---< 3,1 >---<     >---<  A  >---<     >---<     >---<
< 0,2 >---< 2,2 >---<     >---<  A  >---<     >---<     >---<     >
 >---< 1,3 >---< 3,3 >---<  A  >---<     >---<     >---<     >---<
< 0,4 >---< 2,4 >---<  A  >---<     >---<     >---<     >---<     >
 >---< 1,5 >---< 3,5 >---<     >---<     >---<     >---<     >---<
< 0,6 >---< 2,6 >---<     >---<     >---<     >---<     >---<     >
 >---< 1,7 >---< 3,7 >---<     >---<     >---<     >---<     >---<
< 0,8 >---< 2,8 >---<  B  >---<     >---<     >---<     >---<     >
 >---< 1,9 >---<     >---<  B  >---<     >---<     >---<     >---<
< 0,10>---< 2,10>---<     >---<  B  >---<     >---<     >---<     >
 \---/     \---/     \---/     \---/     \---/     \---/     \---/

The reason I picked this over several other methods was that it's easy
to store, because it's just a rectangular array.  (x,y div 2)

Vertical columns have the same x coordinate.
The "A" diagonal has the same x+y.
The "B" diagonal has the same y-x.

Distances are a bit tricky, because x isn't spaced the same as y:
    
   d  = sqrt( ((y2-y1) / 2) ^ 2 + 
              ((x2-x1) / sqrt(3)) ^ 2 )

(Look at the equilateral triangle {(0,0),(1,1),(0,2)} to see where
 I got that)

but they're not that bad once with this coordinate system.  The
shortest path algorithm (for moving a piece from one location to
another) is what I'm working on --- I've started with the standard
textbook algorithm (graph traversal), but the nodes are so regular
that I thought I might be able to find something better.

I didn't get very far on my game because school started, but maybe
I'll get back to hexes someday...


		Amit



-- 
/\\ Amit J Patel, amitp@owlnet.rice.edu
\\/ I think I'm at Rice University 
Newsgroups: rec.games.programmer
From: mucds@uxa.ecn.bgu.edu (Corey D. Stinson)
Subject: Apology.
Organization: Educational Computing Network
Date: Thu, 15 Oct 1992 18:06:05 GMT

   This is a contiuation of the Calling al graphics artists! thread
where an argument started and I ended up calling one responder a
d*ckhead.

   I believe his name was UNinja or something to that effect.  This
apology is directed at him.  I realize that there is no place for
petty name calling on the net and I am sorry that I let anger and
perhaps misunderstanding to take over my response.
                                       Corey D. Stinson
From: jgreen@csugrad.cs.vt.edu (John Green)
Newsgroups: rec.games.programmer
Subject: Re: Calling all graphics artists!
Date: 13 Oct 92 18:19:08 GMT
Organization: Virginia Tech Computer Science Dept, Blacksburg, VA

mucds@uxa.ecn.bgu.edu (Corey D. Stinson) writes:
[
>  Greets all,

>      I am working on a traditional-type role playing game but I have a
>small problem.  I really can't draw that well!  Is there anyone out
>there who is a good artist, able to draw people and monster pictures?
>I'm not looking for anything fancy at all.  The game I'm working on will
>be shareware.  Is there anyone who would like to contribute?
[clip rest of article]

In relation to this is an idea I've been thinking about recently - how about
starting a collection of bitmaps suitable for tile-based RPG's or arcade
games.  Could be organized by genre, game type, etc.  That would give
programmers who can't draw some more incentive to get their games done.
Ideally, such a collection (along with an index of some sort) would be
stored on an FTP site somewhere.

Another code-fiddler with no artistic talent,
John Green
jgreen@csugrad.cs.vt.edu
Newsgroups: rec.games.programmer
From: scarnie@esk.compserv.utas.edu.au (Stuart George Carnie)
Subject: Creative Labs E-Mail Address???
Organization: University of Tasmania at Launceston
Date: Wed, 14 Oct 92 00:41:31 GMT

Does anyone have the E-Mail address of C-Labs or whether they read this         
network??

Stuart,
-- 
scarnie@esk.compserv.utas.edu.au

"On a distant planet, a creature strums his guitar..." {:-)
------------------------------------------------------------------------------
Xref: sparky rec.games.programmer:4279 k12.ed.comp.literacy:1911 comp.sys.mac.games:10202 comp.sys.mac.programmer:17078 rec.sport.baseball:30119
From: bdavis@phoenix.Princeton.EDU (William Davis)
Newsgroups: rec.games.programmer,k12.ed.comp.literacy,comp.sys.mac.games,comp.sys.mac.programmer,rec.sport.baseball
Subject: What language for kids to write baseball program?
Date: 16 Oct 92 17:30:51 GMT
Distribution: na
Organization: Princeton University
Originator: news@nimaster

Hi,

My 10-year old and a friend want to write a computer game dealing with
baseball, for a special school project.  They are bright and patient,
but have no computer experience (Dad does, and is willing to tutor).
Any ideas on what language or tools they (I) might investigate using?
We have a Mac and the school has Apple IIe's, so it would be ideal if
the language/tools were available on both platforms.

E-mail me, or post.  Any thoughts would be appreciated.
From: cullhane@medusa.itc.gu.edu.au (Cullhane Gibbs)
Newsgroups: rec.games.programmer
Subject: Re: PC Sprite Engine
Date: 16 Oct 92 02:04:23 GMT
Reply-To: cullhane@medusa.UUCP (Cullhane Gibbs)
Organization: Griffith University, Brisbane, Australia


 I didn't think you could do a fine pixel scroll with VGA - by fine I mean one
 pxiel scroll per frame  - not eight (byte) jumps. If you're going to make
 good arcade games you need a fine pixel scroll like you have on the Super
 Nintendo, MegaDrive & Amiga - and the Neo Geo
 
	cullhane .
From: isc10144@nusunix1.nus.sg (CHAN NICODEMUS)
Newsgroups: rec.games.programmer
Subject: What should I learn?
Date: 16 Oct 92 18:12:19 GMT
Article-I.D.: nuscc.1992Oct16.181219.11826
Organization: National University of Singapore
X-Newsreader: TIN [version 1.1 PL6]

Hello, I'm new to this games thing but I would like to know what a
person who is interested in writing games pc & arcade should learn.

I'm a first year Comp. Sci. student in NUS. I will be learning
C, Cobol, Pascal, Assembly Language for the VAX and also graphics.

What are the essential things to making a game?

What are the job - opportunities for games programmers, and ideas man
(I've got a few games in my head.)

Where do I start?


Nicodemus Chan, National University of Singapore.

E-Mail : isc10144@nusunix3.nus.sg or channico@ibmunx.iscs.nus.sg
Newsgroups: rec.games.programmer
From: ematias@csri.toronto.edu (Ummm... me!)
Subject: Joystick routines
Organization: CSRI, University of Toronto
Date: 11 Oct 92 07:13:22 GMT

   Does anyone happen to have some good joystick routines which would be
suitable for inclusion in an arcade-type action game?  I need only a few
functions such as joystick initialization/centering and reading of the
joystick position, but a fully complete game port library would (of course)
do nicely as well.
   I tried using a full-featured function library called CGAMEJOY.ZIP, but
it kept crapping out on me and reporting a "division error" when I utilized
it at 33Mhz on my 386.  (It works in the "non-turbo" mode (~12Mhz), though.)

   Another possibility would be if someone knows what the problem is with
CGAMEJOY.ZIP and my system, since it's a good function library otherwise.

   Any help would be appreciated.  Thanks,

     - Mark Rosteck -
(g1marker@cdf.toronto.edu)
(ematias@csri.toronto.edu)

Newsgroups: rec.games.programmer
From: dmatiske@nd.edu (david Matiskella)
Newsgroups: rec.games.programmer
Subject: Re: real sprites
Date: 8 Oct 92 02:29:39 GMT
Followup-To: rec.games.programmer
Organization: University of Notre Dame

In article <kennehra.718421065@craft.camp.clarkson.edu>,
kennehra@craft.camp.clarkson.edu (Rich"TheMan"Kennehan) wrote:
> 
> 
> 
> 
> Sounds good!  I'll be posting Info soon! (or E-mailing it if you
> prefer)
> 
> - Rich
>   kennehra@logic.camp.clarkson.edu
	The question is Is a sprite board really neccessary? I wonder if a S3
board couldn't do a lot of what you want. The only thing I think it would
have trouble with is with multidirection scrolling which either needs a lot
of on card memory or a fast local bus. After all I seriously doubt that you
could put together a similar card for around $300 bucks. Of course I speak
as one who has never seen the S3 programming documentation.
Newsgroups: rec.games.programmer
From: vputz@nyx.cs.du.edu (Victor Putz)
Subject: Re: wishlist for the ultimate role-playing adventure? [poll]
Organization: University of Denver, Dept. of Math & Comp. Sci.
Date: Thu, 15 Oct 92 21:44:53 GMT

baylor@ccwf.cc.utexas.edu (Baylor) writes:

>In article <718437662.0@selene.FidoNet.Org> Brian.Wehrle@f99.n121.z1.Fid
Net.Org (Brian Wehrle) writes:
>>Hey, ya' know I think Eob was the worst game I've ever played..
>>Yet Pool of Radiance was one of the best ever.
>>Huh.  Well, I'd like the game to be more of an ultima format...looking 
own

>	Am I correct in assuming everyone loved the Ultima format?
>	Me personally, I can't stand it - it was too complex, mouse or no,
>and I couldn't do anything. I don't want to have to read a tome of 
>instructions before i can enjoy a game.
>	For me, it wasn't intuitive, it was just confusing. Maybe i'm just
>not game-minded, but i couldn't get into the game because of it's interf
ce.
>							- baylor
>ps - this isn't an IBM specific question - how neat
..
Hmm... I don't think Brian was referring to the clumsy, confusing
which-button-does-what interface of Ultima7, just the quasi-isometric view
where you look down on the characters.  This is surprisingly easy to do
(see my icons.arj demo; now about 5x faster with xlib03) and looks great!

-->Vputz

Newsgroups: rec.games.programmer
From: kennehra@craft.camp.clarkson.edu (Rich"TheMan"Kennehan)
Subject: Scaling and rotation routines???
Organization: Clarkson University
Date: Sat, 10 Oct 1992 00:09:11 GMT



Hi.  Can anyone recommend some good scaling and rotation routines?
I'd like to be able to do the scaling like on "Wolf 3d".
I have the information from someone describing how the game was done,
but the guy said that the actual scaling was easy and "is left as an
excercise to the reader"...But...I don't know how to do the actual
scaling!!!  If anyone has any info I would greatly appreciate it!!

- Rich
  kennehra@logic.camp.clarkson.edu

Xref: sparky rec.games.programmer:4188 comp.sys.ibm.pc.games:16625
From: cwilson@void.ncsa.uiuc.edu (Chris Wilson)
Newsgroups: rec.games.programmer,comp.sys.ibm.pc.games
Subject: Release of NetSpace v1.3 !!
Date: 9 Oct 92 21:52:58 GMT
Organization: Nat'l Center for Supercomputing Applications


	We would like to announce the first public distribution of
 		Netspace (version 1.3) as Shareware.  

Introduction:

	Netspace is designed to represent what we feel is the next era 
of computer gaming- networking.  The game uses the TCP/IP network protocol 
to allow up to eight seperate players to join together and interact within
the same gaming universe.  Netspace is an arcade style game.  It uses 
real-time graphics to simulate a three-dimensional space dogfight.  However,
instead of fighting computer-controlled ships whose creativity is limited 
by the programmed algorithms, you are battling against your friends.  Space 
consists of a cube that is a 3-D cubic torus (fly out one side and you come 
back through the opposite side.)  With you in the universe are a number of
moving asteroids and 8 ships. All ships which are not controlled by other 
players on the network are drone ships,  which move around randomly and do
not fire.

System Requirements:

	* Intel 80386 or higher MS-DOS based machine
	* Register compatible VGA card

    Optional:
	* Supported network card - for networking
	* MPU-401 compatible MIDI  interface and Roland CM-32L synthesizer
		- for sound effects and music soundtrack

Features:

	* 256 color graphics
	* smooth, 2-page buffered animations
	* TCP/IP networking of up to eight seperate computers
	* Roland CM-32L midi sound effects support
	* Multiple ship styles
	* Many game options

The game was written by:
	Steven Dollins   Chris Wilson   Jon Mittelhauser
              David Beckman & Quincey Koziol

We have placed it in wuarchive.wustl.edu in the /pub/MSDOS_UPLOADS directory
as nspace13.zip.

Please let us know if you copy it to other anonymous FTP sites so that we
can update the file when we make our next release.

please direct any questions/comments/etc to
	cwilson@ncsa.uiuc.edu or
	jonm@ncsa.uiuc.edu


-Chris Wilson
 cwilson@ncsa.uiuc.edu
From: baylor@ccwf.cc.utexas.edu (Baylor)
Newsgroups: rec.games.programmer
Subject: Re: PowerPC: the ultimate games machine??
Date: 8 Oct 92 22:25:22 GMT
Organization: The University of Texas at Austin, Austin TX

>This might seem like a weird question, but is anyone thinking of writing games
>for the PowerPC?
	Ok, try this for weider question.
	What is a power PC?
Newsgroups: rec.games.programmer
From: jas37876@uxa.cso.uiuc.edu (John A. Slagel)
Subject: Re: BGI for Mode X, or even Mode 13...
Organization: University of Illinois at Urbana
Date: Mon, 12 Oct 1992 19:06:51 GMT

boutell@cshl.org (Tom Boutell) writes:

>Regarding IBMPC-compatible graphics and Borland C:

>Has anyone written a BGI driver for Mode X, or even for regular
>320x200x256 Mode 13? I'd kill for one. Please respond by email,
>and I'll summarize to the net if I get any useful information. Thanks.

    Yes, there is one called SVGABGI3.ZIP.  You should be able to find it on
    WUARCHIVE.

-- 
------------------------------------------------------------------------
  John A. Slagel, email: jas37876@uxa.cso.uiuc.edu
From: kennehra@craft.camp.clarkson.edu (Rich"TheMan"Kennehan)
Subject: Re: PC Sprite Engine
Organization: Clarkson University
Date: Wed, 14 Oct 1992 20:59:05 GMT

jerry@connection.prospect.com (Jerry Shekhel) writes:

>Commander Keen 4, 5, and 6 run on the VGA.  They have smooth scrolling
>backgrounds in both directions.  Really, where did you get the notion that
>VGA cannot do smooth scrolling?

The amount of smoothness is dependent upon the type of processor you
have and how fast it runs.  Perhaps you were running Commander keen on
a 386?  Try running it on a 16 MHz 286 and write back to me.  Also
note that Commander keen only has one background.  The sprite engine
is going to be able to scroll multiple backgrounds independently.

For great examples of what the sprite engine will be able to do what
the NO IBM can now do, look at these games:

"UN Squadrun" (Super Nintendo)
"Magician Lord" (NEO GEO)
"Thunder Force 3" (Genesis)

- Rich
  kennehra@logic.camp.clarkson.edu


Newsgroups: rec.games.programmer
From: budverst@nyx.cs.du.edu (Bing Udverst)
Subject: Landscape fly-through demo. [PC:VGA][ftp]
Organization: Nyx, Public Access Unix @ U. of Denver Math/CS dept.
Date: Thu, 15 Oct 92 15:14:31 GMT



Landscape fly-through for your viewing.

A demonstration of recent code by a friend of mine who requested it be made
available for comment. 

From: wuarchive.wustl.edu (128.252.135.4)
  in: pub/MSDOS_UPLOADS 
File: landscap.doc (491 bytes) and landscap.zip (1112937 bytes)

Blurb: a sexy wonderful landscape fly-through in SuperVGA (where available)

Requires: [VGA version] a 386 with VGA (it does 320x200, no tweaked modes)
          [SVGA version] a 386 with *TRIDENT* SVGA (640x400.sexy)

Oh, yeah...and ~2Mb free EMS (prob'ly means you need at least 3Mb RAM)

Anyway, give it a shot if you've got the hardware, and mail me [us] at:

  nbradsha@cs.strath.ac.uk  (NOT here @nyx!)

...if you want. ;-)


Hell, *I* wrote the menu,
Bing.

|\    N. Bing Bradshaw [comp sci]   |   Morality *out*!  
|/\   nbradsha@uk.ac.strath.cs      |

"...he is on a prune diet and secretly wishes he was bing crosby..." -tarantula
Xref: sparky rec.games.programmer:4288 k12.ed.comp.literacy:1917 comp.sys.mac.games:10225 comp.sys.mac.programmer:17104 rec.sport.baseball:30172
From: scott@mcl.ucsb.edu (Scott Bronson)
Newsgroups: rec.games.programmer,k12.ed.comp.literacy,comp.sys.mac.games,comp.sys.mac.programmer,rec.sport.baseball
Subject: Re: What language for kids to write baseball program?
Date: 16 Oct 92 23:00:56 GMT
Followup-To: rec.games.programmer
Distribution: na

In <haasec.719259065@craft.camp.clarkson.edu> haasec@craft.camp.clarkson.edu (Beta) writes:

>bdavis@phoenix.Princeton.EDU (William Davis) writes:

>>Hi,

>>Any ideas on what language or tools they (I) might investigate using?
>>We have a Mac and the school has Apple IIe's, so it would be ideal if
>>the language/tools were available on both platforms.

>  This is a fairly simple question, in my mind at least...The language is
> BASIC.

Except that AppleSoft BASIC isn't on the Mac.  On the whole, the Mac
implementations of Basic don't use line numbers while the Apple ][
relies on them.  I would suggest either Pascal (good compilers for
both systems) or HyperTalk.

I've heard of HyperCard clones on the Apple ][ (by Roger Wagner
Software (??)) but I don't know how cross- compatible they are.  
For sheer ease and speed of development, HyperCard is just about
unbeatable.

	- Scott
From: baylor@ccwf.cc.utexas.edu (Baylor)
Newsgroups: rec.games.programmer
Subject: Re: wishlist for the ultimate role-playing adventure? [poll]
Date: 15 Oct 92 15:36:47 GMT
Organization: The University of Texas at Austin, Austin TX

In article <718437662.0@selene.FidoNet.Org> Brian.Wehrle@f99.n121.z1.FidoNet.Org (Brian Wehrle) writes:
>Hey, ya' know I think Eob was the worst game I've ever played..
>Yet Pool of Radiance was one of the best ever.
>Huh.  Well, I'd like the game to be more of an ultima format...looking down

	Am I correct in assuming everyone loved the Ultima format?
	Me personally, I can't stand it - it was too complex, mouse or no,
and I couldn't do anything. I don't want to have to read a tome of 
instructions before i can enjoy a game.
	For me, it wasn't intuitive, it was just confusing. Maybe i'm just
not game-minded, but i couldn't get into the game because of it's interface.
							- baylor
ps - this isn't an IBM specific question - how neat
Newsgroups: rec.games.programmer
From: wyman@rtsg.mot.com (Mark S. Wyman)
Subject: Re: Calling all graphics artists!
Organization: Motorola Inc., Cellular Infrastructure Group
Distribution: na
Date: Thu, 15 Oct 1992 13:42:11 GMT

mucds@uxa.ecn.bgu.edu (Corey D. Stinson) writes:



>  Greets all,

>      I am working on a traditional-type role playing game but I have a
>small problem.  I really can't draw that well!  Is there anyone out
>there who is a good artist, able to draw people and monster pictures?
>I'm not looking for anything fancy at all.  The game I'm working on will
>be shareware.  Is there anyone who would like to contribute?

The best advice I can give you is to start designing and coding the game
without any fancy graphics.  Use stick figures, rough outlines, whatever
to begin with.  If by chance you get it to the stage of completion (most
people never do get to this stage) then try to recruit or hire an artist
to fix up the artwork.  Its much easier to get an artist if you can 
demonstrate that you have a viable product.

By the way, artists in the shareware industry are diamonds in the rough.
A good suggestion is to post something about it at your college.

Mark Wyman
Newsgroups: rec.games.programmer