HDTenEightyP/NetNews huggingface dataset:
From: unknown@Apple.COM (Matt Ackeret)
Newsgroups: rec.games.programmer
Subject: Re: Sega or SuperNintendo development
Date: 25 Jan 93 06:41:58 GMT
Organization: Apple Computer Inc, Cupertino, CA

In article <1993Jan5.204930.12729@ryn.mro4.dec.com> wisner@aiag.enet.dec.com () writes:
>Does anyone know how games are developed for Super Nintendo or Sega?
>
>Is it a closed market or can anyone obtain the appropriate documentation,
>put together a development system and eventually sell their game?

I don't know all of the details, but you can get a development system for
the SNES that runs on the Apple IIGS from "Burger" Bill Heineman. You can
get in touch with him at burgerbill@aol.com

I know nothing about the legal agreements needed with Nintendo.. Hopefully
Burger Bill can give you more info on them.
-- 
unknown@apple.com		Apple II Forever
unknown@ucscb.ucsc.edu  These opinions are mine, not Apple's.
Organization: Ege University - Computing Center
Date: Friday, 22 Jan 1993 16:58:06 TUR
From: <OBL9044@TREARN.BITNET>
Newsgroups: rec.games.programmer
Subject:    there is a group on a game project!

hi all,

       bye .. (sorry for that)
From: ssenkere@zeus.calpoly.edu (Scott Senkeresty)
Newsgroups: rec.games.programmer
Subject: PC Graphics (animation)
Date: 21 Jan 93 08:22:35 GMT
Organization: SSS - Silly Students of SLO


Reality is slowly setting in... My roommate and I have decided several
things.

1) IBM graphics are a really stupid
2) We are even more stupid

In hopes of conquering both problems, you must help us out here.

We are interested in learning to program VGA graphics on our machines... and
instead of starting off hell-bound and posting a famous, "How do we make
graphics like in Wolf-3d", we are starting very simple... with the very
famouse game, Pong.

Our main question is how to move the paddles and ball.  We have tried the
obvious.  Write over the current object in the background color, and redraw
it at the new location.   Several problems occured...  Flickering,
Jumpiness, and a slow down of things when the paddles move (ie ball moves
quickly with no paddle movement, slower with 1 paddle movement, slowest with
both). 

What is the logical way of doing this!?  We think maybe we need to store the
whole screen as a bitmap... manipulate our bitmap, and then somehow put it
on the screen (notice the SOMEHOW, as in... beats us). 

[ Are we sounding pathetic enough for your help yet? ]

As long as we are at it... there is the problem of the typematic key rates,
etc.  It would be nice to be able to press several keys at once, and have
them be DOWN until let up... not repeating...   It is our understanding that
this would require writing an Int-9 handler.  Any chance of just happening
to come across some source code!?  :-)  

Oh yes... I forgot something important...  As of now, we are using just C.
We have experimented with Steven Dollins' mode x library as well.



So... get us going in the right direction at least!  Please ?

--
-- Scott and Chris
-- ssenkere@tuba.calpoly.edu || cseitzin@flute.calpoly.edu
-- 
----------------------------------------------------------------------------
|      ssenkere@demeter.calpoly.edu  ||  ssenkere@polyslo.calpoly.edu      |
----------------------------------------------------------------------------
From: parker@ccwf.cc.utexas.edu (Bryan Parker)
Newsgroups: rec.games.programmer
Subject: Re: Nintendo Monitors
Date: 22 Jan 1993 22:32:00 GMT
Organization: The University of Texas at Austin, Austin TX
NNTP-Posting-Host: sleepy.cc.utexas.edu
Keywords: Nintendo

In article <1993Jan22.212630.18043@news.dfrf.nasa.gov> disbrow@skipper.dfrf.nasa.gov writes:
>We're just about to purchase a super Nintendo and I was wondering
>if I can use an old commodore color monitor instead of a TV.
>Any info would be appreciated.

Very possibly... what kind of connections does a commodore monitor have?  I
bought an old color composite monitor with video/audio jacks at a sidewalk
sale in Dallas for $20 and the picture was great.



Newsgroups: rec.games.programmer
From: fdscussi@sunee.uwaterloo.ca (Frank Scussion)
Subject: Licensing fees
Organization: University of Waterloo
Date: Tue, 26 Jan 1993 21:49:13 GMT

A friend and I are designing a graphics library for use in games, and we're
wondering what we can expect game development houses to license it for (i.e.
what sort of licensing fees are reasonable).

Anyone out there done anything similar?  If not for graphics libraries,
perhaps for music or digitized sound effects?

Xref: sparky rec.games.programmer:5520 comp.os.msdos.programmer:12451
From: rcskb@minyos.xx.rmit.OZ.AU (Kendall Bennett)
Newsgroups: rec.games.programmer,comp.os.msdos.programmer
Subject: Re: Graphics Library for the SpeedStar 24X?
Date: 26 Jan 1993 00:34:45 GMT
Organization: RMIT Computer Centre
NNTP-Posting-Host: minyos.xx.rmit.oz.au

nbb3647@ultb.isc.rit.edu (N.B. Bast) writes:

>RE: person who said SpeedStar 24X used S3 chip...  (I screwed up the
>post, and it didn't quote in right...)

>	The SpeedStar24X uses a Westen Digital chip, not S3.  the 24X is
>minutely faster than a Tseng 4000 card in DOS, and has gotten better
>winmark ratings than S3 based cards in the same machine...  (this is
>highly based upon Drivers though...)  the 24X is also much cheaper than
>most S3 cards.  i.e. why buy S3?

Could someone tell me what WD chip it uses? WD90c30? WD90c31? Some other
chip (since I believe it has co-processed stuff on it right?).

Thanks,

+------------------------------------------+-------------------------------+
| Kendall Bennett                          | Internet:                     |
| RMIT Advanced Computer Graphics Centre   | kjb@citri.edu.au              |
| CITRI Building, 723 Swanston Street      | rcskb@minyos.xx.rmit.oz.au    |
| Carlton Victoria 3053 AUSTRALIA.         |                               | 
+------------------------------------------+-------------------------------+
Newsgroups: rec.games.programmer
From: glover@casbah.acns.nwu.edu (Eric Glover)
Subject: Aaargh!!! Scanning.
Organization: Ankara Bay, Ankara 113
Date: Fri, 22 Jan 1993 20:44:40 GMT

I really need to know if there is a good program to 

1: scan in images into 320x200x256 mode
2: edit that scan and save it out as .pcx to be used as sprites

I have a logitech scanman 32, a 386 with 4 meg ram and a fairly steep hate
for Ms Windows.  Id prefer a commercial product; as I have really had it
with shareware programs!!! I have yet to find one that will do what
I need it to do which is to scan in the image then color it.

Why not use the Grey Touch (tm), blech software with the SM32? it will only
scan in hig res modes, it wont support 320x200 in any form only the
640X480 ect. modes.

This is really enough to make me want to punch this **** computer, like
most of you Ive been working on a shareware here for a number of years,
only to be hung up by some problem at every turn, now its image capturing.

any ideas on this folks?

corel draw?
Pcpaintbrush 5+?
Deluxe Paint II+? 
Help?

email or post.
From: jjf@byron.u.washington.edu (Matthew Martin)
Newsgroups: rec.games.video
Subject: Re: Video Game copiers
Date: 27 Jan 1993 21:29:26 GMT
Organization: University of Washington, Seattle
NNTP-Posting-Host: byron.u.washington.edu

There is one thing you guys are not considering...  How many people would 
actually have bought the game???  Here is an example, and this is the same
BS propaganda AT&T and US West gives you when calculating losses...

10 people have pirated copies of a $50 game...  Company says that is a $500 
loss...  But that ASSUMES ALL 10 people would have actually bought the game..
When in reality usually on 1 or 2 of them would resulting in a $50-$100 loss
and certainly not the $500 you read in BS propaganda...

Phone companies are the same way.. It doesnt cost AT&T anything when someone    makes an illegitimate call..  10 illegal calls made at $100 a call.. AT&T 
says that a $1000 loss..  WRONG!  Chances are non of the calls would have been
made so the loss is 0..  And yes it IS 0 since AT&T OWNS their lines and 
doesnt have to rent them like most subcarriers such as MCI, ITT, ITI, bla...

There is a world of difference between CALCULATED LOSS and REAL LOSS....
      

Please dont confuse the two anymore!
From: wgurney@csugrad.cs.vt.edu (Wes Gurney)
Newsgroups: rec.games.video
Subject: Pit Fighter
Date: 21 Jan 93 01:36:48 GMT
Organization: Virginia Tech Computer Science Dept, Blacksburg, VA

HELP!! Dooes anyone have a list of spoilers for Pit Fighter 
for SEGA Genesis.  I was wondering how to continue.

Thanks a lot,
wgurney@csugrad.cs.vt.edu
From: richard@travis.csd.harris.com (Richard D. Piasecki)
Newsgroups: rec.games.video
Subject: Re: Sega CD Rom
Date: 23 Jan 1993 15:59:14 -0500
Organization: Harris CSD, Ft. Lauderdale, FL
NNTP-Posting-Host: travis.csd.harris.com

In article <1jquqeINNdrm@phakt.usc.edu> tehyang@phakt.usc.edu (Teh Kao Yang) writes:
>In article <C19D5r.K68@constellation.ecn.uoknor.edu> eric@geoblue.gcn.uoknor.edu (Eric Pyle) writes:
>>	I heard someone mentioned that Mega-CD has an RPG called
>>    Silver Star or something like that. They said is was
>>    fluctuating on the list for being the best Sega game. Any
>>    more info on this?
>
>Yes Lunar the Silver Star is currently the highest rated game in all
>the Japanese mags. But the chance of it ever being ported to Sega-CD is about
>zero. Seems like Sega thinks that Americans don't like Japanese-style RPGs...
>

If Final Fantasy II is an example of Japanese style RPGs and the Ultimas are
examples of American style RPGs, then Sega is 100% correct.

				--- Rich


-------------------------------------------------------------------------------
Richard Piasecki            Founder, Pope, Dalai-Lama, Lord High Priest and 
richard@csd.harris.com      Head-Guru of Piaseckism, the most perfect religion
rcs88098@zach.fit.edu       in the world.

"It's a tough job being the most perfect being in the universe, but someone's
 got to do it."
         --- Quote from "The 1001 Rules of Piaseckism"

-------------------------------------------------------------------------------



Xref: sparky rec.games.video:28345 misc.forsale:36073
From: rdunkle@aal.itd.umich.edu (R. M. Dunkle)
Newsgroups: rec.games.video,misc.forsale
Subject: Genesis Game : Captain America for sale
Date: 22 Jan 1993 18:45:02 GMT
Organization: Campus Computing Sites, University of Michigan
Distribution: world
NNTP-Posting-Host: apollo40.aal.itd.umich.edu
Originator: rdunkle@richards.aal.itd.umich.edu


	As the title says - 
	Captain America and The Avengers for Genesis
	Box, manual, all in fine shape
		- $33 inc. 2nd-day shipping in US
		or try me with a trade offer, for Genesis or PC
-- 
* Brian A. Dunkle | rdunkle@aal.itd.umich.edu <- REPLY TO HERE!! Not "engin" *
* Also available at bdunkle@ccit.arizona.edu  <- Where I really am, but VAX  *
* Support systems analyst, Information Technologies Center, AzHSL    /\      *
* Detroit Red Wings fan, stranded in the desert, Tucson, Arizona     \/      *
From: songer@lexmark.com (Christopher Songer)
Newsgroups: rec.games.video
Subject: Re: Sega CD Rom
Date: 22 Jan 93 14:51:41 GMT
Organization: Lexington, KY
X-Disclaimer: These views are the poster's and not necessarily those of Lexmark

(Teh Kao Yang) writes:
>
>The only aspect in which it is inferior is in the color palette size. What
>else AVAILABLE NOW on the market in the same price range can match the Sega
>CD's other technical specs? SNES CD? Could you please tell me where I can
>buy one?
>

There are only two senses a video game can use -- sight and sound. Of
these two, sight is arguably dominant. The SegaCD, like all CD 
products, does a great job with the sound part. As it turns out, 
in color visuals, color depth is much more important even than 
resolution in some images. Consider the difference between contone 
and binary color printing for images. Contone generally makes a 
great sacrifice of resolution for enchanced color gamut. Yet looks
amazingly better.

The fact that SegaCD's one technical weakness is in such a critical
area is key. The Genesis in general has proven quite able to make
ok looking games. Usually, however, they rely upon cartoonish graphics --
something which does not require a wide color range. So to say that
the "only aspect in which it is inferior" is color, is possibly to
ignore what a serious aspect that is. 

In essence Sega is telling its graphics designers: You can choose
64 crayolas of 512. Nintendo is telling its graphics designers:
You can choose 512 of 32000. The SNES titles have looked and will
contine to look better than both the SegaCD and Genesis titles.
It would be quite disappointed to buy a SegaCD an find that 
Prince of Persia looks better on a $90 system than my $400
system.

The other features of the SegaCD are fine. Indeed, they are presently
unmatched on the market. Yet the SegaCD has a $400 price tag (including
Genesis). This price has two repurcussions. The first is that I
as a consumer feel I have a right to expect a system which exceeds
the cheaper consoles in EVERY respect for $400. The second is: it
NEEDS to exceed the other consoles in every respect to acheive a 
market penetration able to drive the production of CD games.

As has been pointed out in recent discussions, CD games take quite
sometime and effort to develop. I would be alot more comfortable
buying one if Sega had a product which had demonstrably better
games than its console competitors. It does NOT. And one of the
features they did include which could have produced such a game
-- the excellent 3D effects -- is both matched by Nintendo's 
SFX offering, and currently not utilized in any serious manner. 
It will be quite ironic if Nintendo releases StarFox before Sega 
gets a serious "3D" game out for its CD player.

I hope that game designers produce games for the SegaCD which 
make it worth buying. I would love to be able to justify the
purchase to myself (and for my wife and I that is usually not
a tough justification) but presently, and I think the SegaCD
has hampered itself to the point where we may not see that.

-Chris
From: rhardcor@csd4.csd.uwm.edu (Randy Hardcorn)
Newsgroups: rec.games.video
Subject: Sonic 1/2 Hints/Cheats
Date: 26 Jan 93 15:17:07 GMT
Article-I.D.: uwm.1k3kljINNlaq
Distribution: world
Organization: Computing Services Division, University of Wisconsin - Milwaukee
NNTP-Posting-Host: 129.89.7.4

Hi all,

Since I only got my Sega Genesis recently, could someone please send me
through E-Mail any and all lists with cheats for Sonic and Sonic 2?

Thanks,

  --Randy

--
"Go over MY head again.... and I'll have yours on a platter."
         -- Starfleet Cmdr. Ben Sisko    Star Trek: DS9
Newsgroups: rec.games.video
From: uugblum@ariel.lerc.nasa.gov (VMScluster Administrator)
Subject: Star Wars Hints
News-Software: VAX/VMS VNEWS 1.41    
Organization: NASA Lewis Research Center
Date: 22 Jan 1993 23:53 EST  

For those of you with the Force:

How do you kill the Lava Beast in level 4?  I keep getting pushed into the lava.

I heard that there are some option codes which can be entered at the start of
the game by pushing a combination of buttons.  Any idea what these are?

Is there any way you can specify the starting level?  I hate starting at the
beginning each time.

Newsgroups: rec.games.video
From: rehrauer@apollo.hp.com (Steve Rehrauer)
Subject: Software Toolworks: "The Miracle Piano Teaching System"?
Date: Mon, 25 Jan 1993 15:39:29 GMT
Distribution: usa
Organization: Hewlett-Packard Corporation, Chelmsford, MA

Our daughter would love a keyboard for her birthday, and we've found
several in the $100-$150 range that seem quite nice.  However, I wondered
if anyone had any experience, good or otherwise, with the product that is
the subject of this article?  It's a rather no-frills keyboard in appearance,
that connects to a Genesis/NES/SNES unit.  With included software cartridge,
it claims to be a teaching system.

At $399.99 list, the price is rather high, and I have my doubts that it's
worth 3-4x the price of a keyboard alone.  And yes, I'll certainly audition
the heck out of it if we do become seriously interested (we have a Genesis,
so would be looking at that version).  But I thought I'd first ask if anyone
here has used one.  Comments welcome, here or via email.  Thanks.

(I also intend to ask on rec.music, but since this is at least tangentially
related to games... :-)
-- 
"Look, Max: 'Cheese in a pressurized can'! |   Steve rehrauer@apollo.hp.com
 Even WE wouldn't eat THAT!"               | H.P. Systems Technology Division
   -- Freelance Police                     |    Massachusetts Language Lab
From: kens@think.com (Ken Sullivan)
Newsgroups: rec.games.video
Subject: SNES and SEGA diffs??
Date: 25 Jan 1993 11:07:21 -0500
Organization: Thinking Machines Corporation



Probably a bonehead question but, I was wondering if anyone know what the
difference is between the sega cart is and the snes cart? I'm aware that
you cannot run one on the other but what is the difference between the
proms??? Just the pinout or is it a completely different chip? This is 
strictly a curiosity question, no hacking intended!


Thanks,

K......
Newsgroups: rec.games.video
From: rauser@fraser.sfu.ca (Richard John Rauser)
Subject: Re: Bad Games (reasons?)
Organization: Simon Fraser University, Burnaby, B.C., Canada
Distribution: usa
Date: Thu, 28 Jan 1993 01:17:47 GMT

rinck@ucsee.Berkeley.EDU (JOHN JOSEPH RINCK) writes:

>  While pondering why most Genesis and Super Nintendo games suck, I came
>  to the conclusion that the game companies gear their products towards
>  little kids.  

   Not really. Certainly many games are geared to kiddies...take Road Runner's
Death Valley Rally for the Super NES...a total piece of crap, designed for
little kids who want to be the Road Runner. However, I think most of the 
companies realize that they aren't making games primarily for kiddies.
 

>  So I then got concerned.  Being that there are probably thousands of
>  people that use this newsgroup regularly, and they are not little kids with
>  low expectations, I concluded that the game market is not strictly for
>  "kiddies."  

    I'm glad you realized this! Of course it isn't for kiddies! For the
vast majority of rec.games.video readers, video games are a way of life,
a philosophy, a different state of being!
 
>  But then why do most games suck?  Either the game companies don't realize
>  that their game market has a fair share of older, more discriminating
>  persons, or they simply do not care about the quality of their games.

   Game companies do indeed realize that their games are generally for
older, more disciminating gamers. The reason 80% - 90% of all 16-bit games
suck (same with 8-bit, I guess, but who cares about 8 bit anymore?) is simply
because these game designers sometimes get incredibly lazy. The second big
reason is they usually have strict deadlines. If you're wondering why Sonic 2
for the Genesis is such a turkey, the answer is simple: Sega rushed it to
get it out for Christmas. If you're wondering why NHLPA Hockey '93 for the
Super NES is so incredibly HORRIBLE, it's because the programmers at 
Electronic Arts were rushing the game, and didn't care if they produced a 
piece of crap in the process. Laziness and deadlines...the two factors that
account for the amazing number of crappy games.

>  I feel that quality is not a big concern in the game production world.

   You got that right.

-- 
Richard J. Rauser        "You have no idea what you're doing."
rauser@sfu.ca            "Oh, don't worry about that. We're professional
WNI                          outlaws - we do this for a living."
-----------------
"Remember, no matter where you go, there you are." -Dr.Banzai
From: hsieh@gismo.corp.sun.com (richard hsieh)
Newsgroups: rec.games.video
Subject: -- compatability between japaness systems and us systems --
Date: 23 Jan 1993 00:40:39 GMT
Organization: Super Sparc Entertainment Systems (SSEC) Inc.
Distribution: world
Reply-To: hsieh@gismo.corp.sun.com
NNTP-Posting-Host: gismo.corp.sun.com

hi,

i'm sure this question had been asked a zillion times, but i'm not a regualr 
reader of this group. and i do not have enough memory installed in my brain.

can anyone shed me some lights regarding Super NES/Super Famicom, are they 
compatable? i was told you can plug US carts into Japaness systems, but not
vice-versa. is it true? since old NES/Famicom are totally different, so i kind 
of wonder the correctness of the above statement.

and how about Sega/Mega Drive? they look "almost" identical from outside 
appreance. did Sega do something like lock chip, pin swapping, whatever, to
seperate japaness/us game cart markets? 

thanks for any info!!

richard
Newsgroups: rec.games.video
From: ejo@kaja.gi.alaska.edu (Eric J. Olson)
Subject: Re: Zelda: LTP
Organization: Citizens for Boysenberry Jam Fans
Date: Tue, 26 Jan 1993 00:37:04 GMT

In article <93024.2104553IU6YVN@CMUVM.CSV.CMICH.EDU> Monica <3IU6YVN@CMUVM.CSV.CMICH.EDU> writes:

>I can't figure out how to beat the wizard who captures Zelda.  I can get
>to him, but I just watch him make Zelda disappear.  How do I kill him?

You don't; attack the curtains after he's gone.

Eric Olson <ejo@kaja.gi.alaska.edu>
From: tzs@carson.u.washington.edu (Tim Smith)
Newsgroups: rec.games.video
Subject: Re: WANTED: SNES Game Genie
Date: 26 Jan 93 14:50:24 GMT
Article-I.D.: shelley.1k3j3gINN7nj
Organization: University of Washington School of Law, Class of '95
NNTP-Posting-Host: carson.u.washington.edu

>	I'm still looking for a SNES Game Genie. Is $40 too little? (If you
>think that is out of line, write me and suggest a resaonable price. Maybe we
>can work something out.) Doesn't anyone out there in Netland have a
>dis-satisfaction (or boredom) with their Genie?

I would guess that most people with a Game Genie for SNES haven't had time
to get dissatisfied with it.  Mine, for example, is just sitting on the
shelf, because I'm waiting for the codes to come out for the games I need
it on.  I won't know if I'm dissatisifed until I actually get a chance to
us it!

Maybe when people start getting the 50 additional codes promised on the box,
and the update service starts updating, you will have more luck in finding
someone selling theirs.

--Tim Smith
From: cxc4107@hertz.njit.edu (Christopher Lee Cavender)
Newsgroups: rec.games.video
Subject: Game Genie codes for Shadow of the Beast
Date: 24 Jan 93 08:16:26 GMT
Organization: New Jersey Institute of Technology, Newark, N.J.

Does anybody have these?
							Chris

-- 
----------------------------------------------------------------------------
 What is Love? - Me             | "Repent Harlequin!" Said the Ticktockman |
 Love is Truth! - Plato         |------------------------------------------|
 What is Truth? - Pontus Pilate | "More Light! More Light!" Anthony Hecht  |
Newsgroups: rec.games.video
Subject: Re: Let's form alt.super.nes!!
From: keith@intaud.usu.edu (Keith Sedgwick)
Date: Fri, 22 Jan 1993 16:57:16 GMT
Organization: Utah State University (USU)

In article <bck3_c_@rpi.edu> petitc@rs6422.ecs.rpi.edu (Christopher Jon Petit) writes:

>mglicksman@loyola.edu (Michael `SLAM' Glicksman) writes:

>>In article <C18705.JGs@srgenprp.sr.hp.com>, dondd@sr.hp.com (Don Dillon) writes...
>>>Richard John Rauser (rauser@fraser.sfu.ca) wrote:
>>>: 
>>>:    Hey, if they can form alt.games.lynx and alt.sega.genesis, why not
>>>: alt.super.nes? Especially considering the Super NES is pretty darn close
>>>: to #1...anyone like the idea?
>>>: 
>>> 
>>>YEASSSSSSSS!!!! this is definitely a superb idea.
>>> 

>>       I think we need a super.nes group too. 


> Seconded!


>-- 
>"Protect endangered species!  Contribute to the Exxon Supporter's Fund!"
>"Pay no attention to that little man behind the keyboard."
>"If you want to look for fish, best not to look in desert."
>"The greatest beauty in the world is beauty that is private."


	I'll add a third!!

	We need a alt.super.nes

	Great idea

Newsgroups: rec.games.video