HDTenEightyP/NetNews huggingface dataset:
From: dmyers@cs.umr.edu (David L. Myers)
Subject: FAQS and AI references needed.
Date: Fri, 8 Jan 1993 22:47:06 GMT
Organization: University of Missouri - Rolla, Rolla, MO

(1)  Where are the FAQS for this newsgroup located?

(2)  I want to produce a game similar to Warlords (fantasy wargame).
     Unfortunately, I don't have enough experience with AI to
     write the necessary routines.  If anyone can direct me to 
     some good references/code/etc... on the subject, I would 
     greatly appreciate it.  E-mail or post here, doesn't matter to me.

Thanks in advance,

Dave Myers
dmyers@cs.umr.edu
Newsgroups: rec.games.programmer
From: kuan@dms.agames.com (Frank Kuan)
Subject: how to do int0x10 to write to vga pal?
Organization: AGC
Distribution: world 
Date: Mon, 11 Jan 1993 19:56:17 GMT

How do you make dos interrupt calls that expect as one of it's input
parameters a 32 bit pointer?

I'm trying to make dos 0x10 interrupt call function 0x1072 (to read
and write colors to the color registers on the vga card).

I'm using watcom 9.0, dos 5.0, and 32bit dos4gw dos extender.
I've read the "commonly asked questions" and the library ref for watcom
thoroughly, but was unable to figure out how to solve my problem.
I need to do dos interrupt 0x10. I've successfully used dos
interrupt calls with int386() and int386x(), but now I am
making a call that passes a 32 bit pointer through the dx register
as an input parameter. 

One of the manuals implied that if I simply filled in edx with my
32 bit pointer, it would take care of segment and offset translation
for the int0x10 call. Well, I tried it and it does not work. I even
tried _FP_OFF() and _FP_SEG() with int386x() and splitting it into
two pointers myself and that doesn't work.

- Frank
From: isc20334@nusunix1.nus.sg (CHEY KET HENG)
Newsgroups: rec.games.programmer
Subject: where to get yicons20.arj ?
Date: 5 Jan 93 14:21:17 GMT
Organization: National University of Singapore
X-Newsreader: TIN [version 1.1 PL6]

yeah, where to get the above file? i've been looking for it ... and i'm
hopelessly lost :)

(its a big world out there; gigabytes and gigabytes of goodies)

thanks in advance.
alvin
From: roberts@angelo.amd.com (Dave Roberts)
Newsgroups: rec.games.programmer
Subject: Re: Why are PC graphics so horrible?
Date: 12 Jan 93 19:31:58 GMT
Organization: Advanced Micro Devices, Santa Clara, CA

In article <MKNIP.93Jan12124100@batman.hut.fi> mknip@niksula.hut.fi (Mats Anders Knip) writes:
>Yes, you are right, but it's just so sad.
>The SNES contains 8-channel 8-bit sound, about 500*500*256 gfx (dunno
>the exact resolution), a fairly powerful bitmap scaler/rotator
>+ the processor (what processor is it anyway?) and the rest.

I thought they used a 65816 (16-bit 6502).  I can't be sure, but I
remember reading that somewhere.  Sales of that processor went through
the roof (as did the 6502 when the made the original NES).  Can you
say cash cow for the companies making those?  All the development has
long been payed of, and even if they're virtually giving them away the
volume pays the fixed cost of the fab.  All your other parts are
profit.

Whoops.  Sorry, my semiconductorness started to pop out.

Dave Roberts
Advanced Micro Devices, Inc.
Network Products Division
david.roberts@amd.com
Newsgroups: rec.games.programmer
From: kinsman@jupiter.sun.csd.unb.ca (Aphoriel/Kinsman)
Subject: Thank You!
Organization: University of New Brunswick
Distribution: rec.games.programmer
Date: Mon, 4 Jan 1993 22:46:14 GMT

Concerning my question about variable-based subroutines in C...

Thank you everyone!

I'm new here and I'm pleasantly surprised to see so many people help out
on a simple question and give advice so thorough and extensive.

-Sean Givan
Aphoriel/Kinsman

Newsgroups: rec.games.programmer
From: rdippold@cancun.qualcomm.com (Ron Dippold)
Subject: Re: Why are PC graphics so horrible?
Organization: Qualcomm, Inc., San Diego, CA
Date: Tue, 5 Jan 1993 06:12:34 GMT

vanderby@mprgate.mpr.ca (David Vanderbyl) writes:
>With the Super Nintendo selling for under $100 these days,
>you have to wonder why there can't be a PC graphics card with
>similar capabilities for under $100 as well.

C-c-c-combatability and standards!  First, I wouldn't buy such a card
unless it was SVGA compatible, or would exist with my current SVGA
card.  I'm not giving up all the rest of the software for such a card.

Second, what's the incentive to write for such a card (other than the
technical thrill)?  It's like writing for smaller market computer.
Obviously there will be some people writing for it, but you have to
get the big companies interested.

-- 
The Nixon principle: If two wrongs don't make a right, try three.
From: det@phlan.sw.stratus.com (David Toland)
Newsgroups: rec.games.programmer
Subject: Re: OK.. about my original copyright question.
Date: 8 Jan 1993 15:36:30 GMT
Organization: Stratus Computer, Software Engineering
NNTP-Posting-Host: phlan.sw.stratus.com

In article <106463@bu.edu> mek@acs.bu.edu (Mark Kern) writes:
>	If you want to protect your original expression, choose copyright.
>If you have an original invention or algorythm, use patent.  If you want
>to protect a  name associated with your product, choose trademark. 

I believe registering a trademark or submitting a patent requires
a search.  This can be a lengthy, expensive process.  On the other
hand, you may need to do this anyway if you don't want to get sued
for infringement upon someone *else's* trademark or patent.

[Special disclaimer - I am *not* in any way associated with the legal
profession, and do not guarantee the accuracy of these statements within
or outside the United States.]


-- 
--------------------------------------------------------------------------
All opinions are MINE MINE MINE, and not necessarily anyone else's.
det@phlan.sw.stratus.com   |  "Laddie, you'll be needin' something to wash
                           |  that doon with."
Newsgroups: rec.games.programmer
From: dxc0904@ultb.isc.rit.edu (D.X. Chin)
Subject: What is WGT, yak?
Summary: what are these?
Originator: dxc0904@ultb
Organization: Rochester Institute of Technology
Distribution: all
Date: Tue, 12 Jan 1993 05:44:57 GMT

Hello,
   
    I'm a little new to things around here, and am a little unclear
about some terms, what is yakIcons and WGT toolkits? 
Thanks in advance...

- Dower


Newsgroups: rec.games.programmer
From: vputz@nyx.cs.du.edu (Victor Putz)
Subject: The Yak does Windows!
Organization: University of Denver, Dept. of Math & Comp. Sci.
Date: Sun, 10 Jan 93 03:11:26 GMT


This'll be short as I'm forced to call long distance for my Internet, but
a quick and brief update as to Where yakIcons is Now.  New features:

Collision detection.  The root system was done by Chris Busch, and I
adapted it for inclusion into the icon class. Uses byte bitwist operators,
comparing 8 pixels at a time, so it's pretty quick.  Prelim tests look
good.

Windows!  Yes, stackable, sizeable, moveable, shuffle-to-top windows. 
Gadgetmanagers can be included in windows in the control panel class--
ever want a window to pull up and change anything in the program?  It's
here.  Windows work OK in doublebuffered mode (but a little waffly with
the mouse; you have to hide and show it at just the right moments.)  This
is pretty hot.  They exist on their own (not governed by a manager) so
creating a window and inserting it into the list and forgetting about it
(using the pointer for something else) works just fine.

Soundblaster .voc file support should be done this weekend (pretty much a
shell for the SBF library).  Working on music; if anyone can help me with
background music, leave mail.

A few other updates.  A NOTE: Xlib04 seems to be slow with my Trident 8900
card; the 8900 on my 486 is significantly slower than a Paradise VGA on a
386.  I have no idea why, and it's irritating.  A side note: on my
Trident, regular and compiled bitmaps run at the SAME speed, while video
memory bitmaps are about 3 times as SLOW.  Is this the fault of my S3
chipset?  I am having trouble developing time-oriented games until this is
fixed (I'm getting about a 10 FPS frame rate, and I know it can be a lot
faster!).  Programs written on my machine at home run faster on other pc's.

Platform kit: Shadow of the Beet is in development and is leading to a
generalized platform game add-on to yakIcons, with gravity, self-contained
monsters (make a copy, put on the map, and forget about 'em; they'll
operate on predescribed movement commands), etc.  Prelim tests on this
look pretty sharp too.

Pilot training is getting pretty time critical, so I only have about 1
day a week to program, relax, and play with my wife and dog, so
development will be slow, but it will be constant.  Should be able to put
in a GIF-to-.YAK convertor soon.  I need to find out how to scale bitmaps!
 Can anyone help?

Sorry so short; I'll try to keep in touch.  Look for yicons21 within the
next few months.  Good luck-- and good gaming!

-->Vputz
From: goodrich@lynx.larc.nasa.gov (Mike Goodrich)
Newsgroups: rec.games.programmer
Subject: Re: OK.. about my original copyright question.
Date: 7 Jan 1993 13:22:48 GMT
Organization: NASA Langley Research Center, Hampton, VA  USA
Distribution: world
NNTP-Posting-Host: lynx.larc.nasa.gov

In article <wH1ywB2w164w@jwt.UUCP>, bbs-cyclic@jwt.UUCP (Ron Czarnik) writes:
|> Maybe what I meant was a trademark.  What I basically don't want used is 
|> the idea.  What is the difference/definition between/of a copyright and a 
|> trademark?
|> 
|> -Ron

A trademark is an actual symbol (or name) and must be registered. A copyright
is just that:  a right of the author and is implicitly present in a creative work.

...mike
Newsgroups: rec.games.programmer
From: bbs-cyclic@jwt.UUCP (Ron Czarnik)
Subject: OK.. about my original copyright question.
Reply-To: bbs-cyclic@jwt.UUCP
Organization: The Matrix
Date: Wed, 6 Jan 1993 19:40:19 GMT

Maybe what I meant was a trademark.  What I basically don't want used is 
the idea.  What is the difference/definition between/of a copyright and a 
trademark?

-Ron
Newsgroups: rec.games.programmer,rec.games.empire
From: wang@cs.uiuc.edu (Eric Wang)
Subject: Re: PC Empire Combat Resolution
Reply-To: wang@cs.uiuc.edu
Organization: University of Illinois at Urbana-Champaign
Distribution: usa
Date: Thu, 7 Jan 1993 22:11:15 GMT

marshall@seas.gwu.edu (Christopher Marshall) writes:

>Does anybody know how Walter Bright's PC Empire conducts combat?

I think it's just like the manual says it is, but the random number
generator seems to generate "streaks" (consecutive hits vs one of the
combatants) more often than it should.

>I seem to run into a lot of very unlikely combat results, like an army
>doing 2 points of damage against a destroyer.

Or an enemy Fighter destroying two Armies and sinking an undamaged
Battleship and an undamaged Transport (w/6 Armies) in a single turn.
(Yes, this happened to me, once.)  The moral is: don't place any great
reliance on any one unit; just play for mis-matches in your favor (e.g.
use Destroyers vs Transports, Cruisers and Battleships vs Fighters,
etc), and eventually the odds will even out.

>The manual talks about how the two pieces 'trade hits' until one is dead.
>Assume piece A attacks piece B.  I imagine what Empire does is roll to see
>if A hits B.  Apply damage to B if A hit.  Roll to see if B hits A.  Apply
>damage to A if B hit.  Continue.  My question is, how do you calculate
>the probability of A hitting B given the attack factor of A and the defense
>factor of B?

Unknown.  You've read the manual, so you know as much about it as any of
us.

Eric Wang
wang@cs.uiuc.edu
From: at608@cleveland.Freenet.Edu (Bob Rogers)
Newsgroups: rec.games.programmer
Subject: Need keyboard, TSR, joystick source
Date: 4 Jan 1993 19:17:12 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: at608@cleveland.Freenet.Edu (Bob Rogers)
NNTP-Posting-Host: hela.ins.cwru.edu


I'd like to write a TSR that would poll the PC's joystick B (connected to
rudder pedals)  and, depending on the value found, put a key in the
keyboard buffer.  This object is to add rudder pedal support to the game
"Secret Weapons of the Luftwaffe".  

Any pointers to asm. code or docs. relating to joystick polling (timer driven?),
key stuffing, and/or TSRs would be appreciated.

Thanks.
-- 
Bob Rogers            Internet:  at608@cleveland.freenet.edu
From: coop3@netnews.upenn.edu (Drexel Coop3)
Newsgroups: rec.games.programmer
Subject: Re: Getting a copyright
Date: 6 Jan 93 19:33:27 GMT
X-Newsreader: TIN [version 1.1 PL6]

simply put your the name of the product, the date of the original development, your name and a little 'c' with a circle around it. This is your copyright. For extra protection, you can also write 'all rights reserved'. If your product is for worldwide use, this copyright will not mean s--t in many countries so you have to be careful. Anyway, this will protect you in the u.s. Copyrights don't have to be registered, and don't let anyone tell you they have to be. 
Not too complicated huh?
John Calande   InfoSoft (for the Mac)

Newsgroups: rec.games.programmer,comp.os.os2.programmer,comp.os.msdos.programmer
From: 5692330@mcimail.com  (Robert Gammon)
Subject: Re: how to do vga mode 0x13 in os2?
Nntp-Software: PC/TCP NNTP
Organization: Texas Instruments Materials and Controls Group
Date: Tue, 5 Jan 1993 12:40:24 GMT

In article <1993Jan4.213021.16158@dms.agames.com> kuan@dms.agames.com (Frank Kuan) writes:

 >> 
 >> I have been writing a graphics program that uses vga mode 0x13 (320x200x256)
 >> as a dos application with borland C.  The difficulties I'm having are
 >> all related to 16 bit limitations.
 >> 
 >> I want to use 32 bits, statically allocate more than 64k, and still be
 >> able to use a source debugger and not have it crash. 
 >> 
 >> I think the way to go is to develop this as a 32 bit flat model application
 >> under os/2, and when it is stable, port it to a 32 bit dos extender since
 >> the masses use dos. 
 >> 
 >> I have a few questions concerning this:
 >> 
 >> 1. Is watcom the way to go, gcc, or Zortech? (C++ would be nice, but not
 >>         essential, so that's not a consideration) 
 >> 2. I have four of the .inf redbooks for os2, but I could not find info
 >>         on how to talk to the video card to pop it into mode 0x13, or
 >>         even how to bring up an os2 full screen. What address is vram
 >>         mapped to?
 >> 3. I've never seen an os/2 app written to use vga mode 0x13. Are there
 >>         any available with source?
 >> 
 >> Any advice, answers, hints would be greatly appreciated.
 >> 
 >> - Frank  
 >> 
 >> 

Get VGALIB.ZIP from ftp-os2.nmsu.edu.  The author has implemented a library 
for 320x200 graphics under OS/2.  It may have just the info you are looking 
for.

--
Regards,
Robert Gammon
(713)-274-3299       (voice)
(713)-274-2324       (fax)
From: bal@dcs.ed.ac.uk (Benjamin Librojo)
Newsgroups: rec.games.programmer
Subject: 256 VGA (mode 13h)
Date: 12 Jan 93 10:35:01 GMT
Organization: Department of Computer Science, University of Edinburgh


	Has anyone out there written code for directly accessing display 
memory in VGA 320X200 (256 colors) mode ? For some reason in my program,
if the y-coord is greater than 100 the x position of the pixel seems to be
out by about ten pixels. Does anyone know why this is? Am I doing something
wrong or is the display memory arranged in some strange manner? The only way
I can think of rectifying the situation, is by adding 10 (or whatever) to
the x-coord if the y-coord is greater than 100. But this will obviously
slow things down, and the whole point of writing directly to display memory
is to obtain optimum speed. Can anyone help ????

thanks from Ben
Newsgroups: rec.games.programmer
From: colin.buckley@rose.com (colin buckley)
Subject: Getting a copyright
Organization: Rose Media Inc, Toronto, Ontario.
Date: Fri, 8 Jan 1993 08:24:32 GMT
X-Gated-By: Usenet <==> RoseMail Gateway (v1.70)


Date Entered: 01-08-93 03:20
M(K>        I would also advise not skipping this copyright statement.  Make sur
   >it is displayed prominately on the splash screen of your program or artwork,
   >and sprinkle it in a few places in your compiled code in human readable form
   >(ASCII).

If you're using a Borland language, you must state a copyright notice
or you must use Borland's copyright on the disks.

M(K>         I would advise registering your copyright, since this allows you
   >to recover, in general, more damages in case of infringement than would
   >otherwise be possible.  If I recall, it is relatively inexpensive, only a
   >few dollars, and provides immense protection.  Unfortunately, I don't have
   >the address on hand.

In America isn't it necessary to send them the first 25 and last 25 pages
of Source?  Or has that since been abolished.  I don't have to do that in
Canada, although our fee is almost double the American fee.

Also, since I'm already of topic, there was another post stating that you must
register a trademark.  Not true, which is why you have (in superscript or
whatever the tiny raised text is called) TM for Trademark, and R for Registered
Trademark.  I can't remember if the R is in a circle or not.  Probably is.

                             TM
We Create Worlds...Yea right!

There I've just created a trademark, or maybe not since I've ripped off
a registered trademark.
.----------------------------------------------------.
| Colin Buckley                                      |
| Toronto, Ontario, Canada                           |
| InterNet: colin.buckley@rose.com                   |
|                                                    |
| So Eager to Play, So Relunctant to Admit it...     |
`----------------------------------------------------'
---
   RM 2.00 : RoseNet<=>Usenet Gateway : Rose Media 416-733-2285
From: then@snakemail.hut.fi (Tomi  H Engdahl)
Newsgroups: rec.games.programmer
Subject: Re: PC Mouse programming help needed
Date: 07 Jan 93 08:57:13 GMT
Organization: Helsinki University of Technology, Finland
Distribution: inet
NNTP-Posting-Host: lk-hp-17.hut.fi
In-reply-to: troye@cs.mcgill.ca's message of 6 Jan 93 22:55:09 GMT

In article <C0GFnx.23B@cs.mcgill.ca> troye@cs.mcgill.ca (Troy ENGLISH) writes:

>Can anyone tell me what the easiest way to do mouse programming in dos
>is?

The easiest and most compatible way it to use mouse driver. Mouse driver
has interrupt calls for getting mouse state (it also has many other
features). To get information about mouse drivers, it would be a
good idea to get a interrupt list or some other information file.

Try to get inter32a.lzh, inter32b.lzh and helppc21.lzh files
from nic.funet.fi.

--
Tomi.Engdahl@hut.fi  !  LOWERY'S LAW:
then@niksula.hut.fi  !  "If it jams - force it. If it breaks,
                     !   it needed replacing anyway."
From: isc20334@nusunix1.nus.sg (CHEY KET HENG)
Newsgroups: rec.games.programmer
Subject: Re: where to get yicons20.arj ?
Date: 5 Jan 93 15:31:18 GMT
Organization: National University of Singapore
X-Newsreader: TIN [version 1.1 PL6]

hello, me again...

just to say i've found it already in the following place:

cs.uwp.edu (anonymous FTP) 
at 	  /pub/msdos/demos/source.code
filename  yicons20.lzh

just in case someone else would want to know ...

alvin
Newsgroups: rec.games.programmer
From: egerter@gaul.csd.uwo.ca (BARRY EGERTER)
Subject: WGT Game Release - FTP site
Organization: Computer Science Dept., Univ. of Western Ontario, London, Canada
Date: Sun, 10 Jan 1993 18:07:00 GMT


World Quest - Shareware Game from WSP
-------------------------------------

A fast-action arcade game made with WGT toolkits for VGA systems with 512k
of memory. Features 4 scrolling game worlds with over 150 sprites onscreen
at a time. SB and joystick support. Register and receive 6 final levels.

You can download a copy from wuarchive.wustl.edu in pub/MSDOS_UPLOADS/games
The file is called WQ10.ZIP

If you do not have FTP access, I can send a uuencoded version by mail, just
drop me a line and I'll get right to it.


Contact:   WordUp Software Productions  
	   egerter@obelix.gaul.csd.uwo.ca (Barry Egerter, co-owner)

Newsgroups: rec.games.programmer
From: ammo@cc.gatech.edu (Ammo Goettsch)
Subject: VGA Register level access to vertical retrace
Reply-To: ammo@cc.gatech.edu (Ammo Goettsch)
Organization: Georgia Institute of Technology
Distribution: usa
Date: Tue, 12 Jan 1993 19:48:18 GMT

I really badly need to find information how to grab the vertical retrace 
irq if there is such a thing or else how to detect vertical retrace on a 
standard VGA card. Even if you just know where to look for it, please email
me as soon as possible.

The mode I am interested in is 640x480x4 bit.

Ammo
Newsgroups: rec.games.programmer
From: mknip@niksula.hut.fi (Mats Anders Knip)
Subject: Re: Why are PC graphics so horrible?
Organization: Helsinki University of Technology, Finland
	<1993Jan4.224342.21877@mprgate.mpr.ca>
	<1993Jan5.074223.9196@news.columbia.edu>
Date: 12 Jan 93 12:41:00

>>With the Super Nintendo selling for under $100 these days,
>>you have to wonder why there can't be a PC graphics card with
>>similar capabilities for under $100 as well.

>	   With the SNES, Nintendo doesn't have to make much money off the
>   console, because they make money off of every single cartridge sale as
>   well.  Not to say that a card couldn't be made for a PC, but you get
>   the idea...

Yes, you are right, but it's just so sad.
The SNES contains 8-channel 8-bit sound, about 500*500*256 gfx (dunno
the exact resolution), a fairly powerful bitmap scaler/rotator
+ the processor (what processor is it anyway?) and the rest.
Before the GUS you wouldn't even get a decent 4-channel PC-soundcard
for the same price - doesn't that stink?!?!
--
 *=--------------------------------------------------------------------------=*
 *                     E-Mail:   mknip@niksula.cs.hut.fi                      *
 *     Helsinki University of Technology / department of Computer Science     *
 *=--------------------------------------------------------------------------=*
From: cyberman@toz.buffalo.ny.us (Cyberman)
Newsgroups: rec.games.programmer
Subject: Re: getting 386's+ into '
Date: 1 Jan 93 17:09:54 GMT
X-Maildoor: WaflineMail 1.00r


  Sir Wilson spoke forth saying:
"getting 386's+ into '386'" toward 
 on 12-29-92  21:40

 TW> how do i get my retched 386 out of 8086 emulation mode and into real
 TW> 386 mode? (32 bit adressing etc)
 TW> is this a assembly trick? or are there libraries for C?

 TW> I have no need for compatiblity since this is my own project. 

 TW> what compilers are best for 386 code generation?

    1:  Use DJGPP this is a C++ compilor that generates 386 32bit
        mode code in protected mode and most importantly it will
        just cost you time to set up.  It's GNU aka free.
    2:  I do not recomened you write your own protected mode
        code since this is VERY tricky.
    3:  to write code that takes advantage of the 32 bit mode you
        do not have to use a special compilor JUST USE 32 bit
        instructions!
    4:  If you plan on using > 640k of code you WILL need a "dos
        extender".  I think DJGPP comes with one.

                Stephen Cyberman@Toz.Buffalo.NY.US
             Mangled on Thu  12-31-1992  at 12:39:09

... Do not tell big lies; small ones are effective.
---
 * Blue Wave/QWK v2.11 *