HDTenEightyP/NetNews huggingface dataset:
From: etljmme@etlxd30.ericsson.se (Jim)
Subject: Re: [Ms.] Pac-Man music (Was: Pac Man)
 
Reply-To: etljmme@etlxd30.ericsson.se
Organization: Ericsson Telecom AB
Date: Wed, 16 Dec 1992 09:47:05 GMT

It wasn't me!!! I didn't write it!!!

Alot of people are getting confused by the post indenting and think that *I*
wrote this program.  I DID NOT!!  My mailbox is getting quite full with requests
for the code and I can see how the misunderstanding came about but pleeeeease
stop asking me for it.  Mail Jerry Shekhel at jerry@msi.com instead!

Sorry boys and girls but you're mailing the wrong guy unless Jerry sends *me*
the source code so I can answer all these requests (without, of course, letting
them think I wrote it :-) ).

Cheerio everyone,
Jim.
From: cbusch@ub.d.umn.edu (Chris)
Newsgroups: rec.games.programmer
Subject: RE: Controlling Game Speed
Date: 12 Dec 92 08:24:47 GMT
Article-I.D.: ub.1gdhqfINNqie
Distribution: world
Organization: University of Minnesota, Duluth
NNTP-Posting-Host: ub.d.umn.edu

Hello
    When timing a game it must be remembered that each 'cycle' of the
game might have varying durations due to the number of sprites/actors. 
I guess an interrupt handler could solve this.  However, there is a
built in timer number that is incremented by the 18.2*sec timer.  It is
in low memory and can be utilized by using biostime from bios.h (for
speed reasons you could probably access the exact memory location (which i
forget right now)). There is one problem though, the timer gets reset at
midnight. 

--
Chris Busch   CBUSCH@ub.d.umn.edu
"C++ is the language of choice."
"The use of COBOL cripples the mind; its teaching should, therefore,
    be reguarded as a criminal offense." - E. W. Dijkista 
"High-level languages should remove burden from the programmer, not
 put burden on the programmer!"
"Don't ask 'why would you do that?' instead ask 'why wouldn't you do that?'"
Newsgroups: rec.games.programmer
From: zklf0b@gs144.hou.amoco.com (Fergason)
Subject: Re: Game proposal-how to sell?
Organization: Amoco Production
Date: Tue, 15 Dec 1992 20:58:04 GMT

In article <1992Dec15.160623.22219@ugle.unit.no> gardabr@unix1 (Gard Eggesbo Abrahamsen) writes:
>I had an idea, once, made the game and tried several companies. It might be
>that is is different for the Atari ST, but most companies seem to trust
>only the programmers they already have, and these programmers don't want
>any competition. Only smaller companies are willing to go for it, but these
>have a tendency of either not having money, or not making any money, or just
>disappearing before you get to say hello to them. Seems the only thing that
>works is Shareware. At least you get the credit, then.


This is certainly not always true.  Does anyone remember a game called
Trailblazer?  I want to say it was published by Mindscape, but I am
sure i will be corrected if that wasnt the case.  I got to see it at
Epyx before Mindscape got it.  Needless to say, Epyx rejected it, but
Mindscape didn't.   Just all depends on the company, the game, the mood
of the guy who is reviewing submissions that day... 

Kelly
From: cthomas@npal.rn.com
Newsgroups: rec.games.programmer
Subject: Fastgraph Appology
Date: 15 Dec 92 14:06:52 EDT
Organization: PalNet -- Indianapolis, Indiana

Sorry about the large fastgraph postings.
I apologize for any inconvenience and unnecessary bandwidth.
I am new to the net and I did get a request for fastgraph
not knowing that I should send it directly (the guy was in au)


Sorry
			CHUCKBILL

Newsgroups: rec.games.programmer
From: boutell@isis.cshl.org (Tom Boutell)
Subject: Using XLIB04: Clipping?
Organization: Cold Spring Harbor Labs
Date: Sat, 12 Dec 1992 19:51:35 GMT

Well, I've just moved the game I'm working on to Xlib04. Works great,
with one notable exception: clipping. Has anybody used the
x_clip_rect (maybe it's x_set_clip_rect) function with any success?
I tried peeking at the external variables that hold the clipping box,
and they're set, but none of the lines I draw get clipped. ): This
is a serious problem as it makes it put-near impossible to use an
otherwise nifty library for the project. (I suppose I could blit
the whole blasted screen on every repaint, but I don't need to
and I'd rather avoid it; my dirty-rectangle-ish approach works
very nicely, particularly for a port of a vector graphics-style
game. Clipping would solve the problem quite nicely.)

-T

-- 
Tom Boutell, boutell@cshl.org

Clausthaler is the best non - alcoholic beer in the known universe.
Newsgroups: rec.games.programmer
From: eng10317@nusunix1.nus.sg (TAN PONG FEI)
Subject: games project
Organization: National University of Singapore
X-Newsreader: TIN [version 1.1 PL6]
Date: Thu, 17 Dec 1992 08:54:51 GMT

hello anyone out there,
    Hi!!!!! I am looking for some help from anyone of you, in fact quite
a desperate help that i need. At this moment, we are told to write a
programme on games on either the mastermind or othello. I have to submit
my proposal as soon as possible. I really hope some of the kind hearted
soul out there to help me. I thank you in advance!!!!! Hope to hear from
you soon. Bye.


P.S it iwill be all the better if it is in fortran 77 programme,
otherwise any other programme is fine too. Thanx again!!!

Newsgroups: rec.games.programmer
From: megardi@watserv1.uwaterloo.ca (Michael Gardi)
Subject: Re: Controlling Game Speed
Organization: University of Waterloo
Date: Sun, 13 Dec 1992 12:53:36 GMT

I have a similar problem with a multiplayer game I am working on.  Every 
machine running the game will be at varying speeds and have different video
capabilities.  One technique that seems to be panning out is to use the 
timer interrupt (18.2 times/second on IBM PCs) to recalculate the games
underlying simulation model.  I am doing this right in the interrupt service
routine.  The display is handled by a seperate "loop" that refreshes the 
video at whatever frame rate the machine is capable of.  Both tasks are
occuring asynchronously.  Thus my 386/20 running at 6 frames/sec. shows me
the same relative motions as my 486/33 running at 20 frames/sec..  Granted
the 486 appears to be much smoother, but in all I am pretty pleased with the
results.

Mike 
Newsgroups: rec.games.programmer
From: olsen_jo@cc.uvcc.edu
Subject: Re: I to get in a major game developers door?
Organization: Utah Valley Community College
Date: Tue, 15 Dec 1992 15:37:12 GMT

rubin@csi.ohio-state.edu writes
> Does anyone know how to apply for a job at the major companies that develop
> video games.  Like Sega, Atari, Nintendo, Bally Midway etc.   You never see
> these companies represented at job fairs?  I would love to work as a software 
> developer for a company like this.  Anyone got any good pointer on how to
> get in...

(Please insert smilies if the sarcasm gets too thick)

Well, Dan, these companies are not really growing by leaps and bounds, so
they can afford to be very picky.  One way to get a foot in the door is to
produce an absolutely stunning game and send a demo of it to the above named
companies.  One word of warning if you send it to some less reputible 
software distributors:  Send a video tape of the screen, not a disk.  That
makes it really hard to disassemble and clone. :^)

If you get rejected the first dozen or so times, don't worry.  You still 
have something you can release as shareware.  After all, people who have
the skills to work writing video games fot the "big four" should have the
stamina and dedication to write games on their own (finances permitting, of
course).  You may want to get the help of a couple of friends to do music
and bitmaps if you aren't really good (able to make $$) in those areas.

Once you have a reputation for writing hot games, you should have people
contacting you.

olsen_jo@uvadm.uvcc.edu
Organization: Middle East Technical University - Computer Center
Date: Friday, 11 Dec 1992 16:19:32 TUR
From: H\seyin Nakt\rk <E53332@TRMETU.BITNET>
Newsgroups: rec.games.programmer
Subject: How to scroll large areas on VGA ?

Hi programmers,

   I've been trying to scroll large areas (or sprites) on VGA.But this is not
possible with just MOVSB & MOVSW.(well of course it's,but very slow).I saw
that many ppl had done this in their programs (intros).

    Is there another way to move with IN & OUTs  ?


  Thanks for any help.

Huseyin Nakturk.
From: mike.mcaulay@spacebbs.com (Mike Mcaulay) 
Newsgroups: rec.games.programmer
Subject: Job announcement addendum
Date: 19 Dec 92 05:08:00 GMT
Distribution: world
Organization: SPACE BBS - Menlo Park, CA - 10 Lines + 4gB - 415-323-4193
Reply-To: mike.mcaulay@spacebbs.com (Mike Mcaulay) 


Couple things:  First I'm lame cuz I still don't have the Official Job
Description (tm).  So, to those of you who mailed me, hang tight til
Monday and I'll send it out to everyone at once.  Second, based on some
responses it appears that the exact spirit in which the
"super-intelligent-hyper-blazes" bit was intended is unclear.  It's just
the exaggerated way I express things sometimes.  Believe me, we are not
the kind of people who sit around swapping IQ scores.  :-)  Our chief
concern is the quality of the work that we do.

So, out of the woodwork with ye!  Come forth and multiply, or, better
yet, generate a multiplication table and index into it off of BX! :-)

M.
                                                         
Newsgroups: rec.games.programmer
From: isc30108@nusunix1.nus.sg (AMBAT SASI S/O PALISSERY P)
Subject: 160 x 100 text mode
Organization: National University of Singapore
X-Newsreader: TIN [version 1.1 PL6]
Date: Sat, 12 Dec 1992 11:01:40 GMT

cld some1 pls tell me how to achieve this mode on a VGA.
i was able to do so on my old cga.
every time i try to access the attribute controller register
when setting up, it hangs. (3c0h index 10h)
i can't manage to switch from BLINKING to BRIGHT FOREGROUND.

thanks
sasi
< isc30108@nusunix.nus.sg >
From: baylor@ccwf.cc.utexas.edu (Baylor)
Newsgroups: rec.games.programmer
Subject: This EGA blit don't work
Date: 15 Dec 92 01:55:28 GMT
Organization: The University of Texas at Austin, Austin TX


	This is my very first attempt at EGA programming, and as
expected, my program doesn't work. Problem is that doing it under
Borland's IDE makes it hard to debug because graphics programs are
imposibble to trace.
	This is supposed to take an array 1..128 of byte representing
an icon 16x16, always byte aligned. It is divided into 4 32-byte planes,
each plane either solid $ff or solid $00, meaning it's a solid bar
icon that should show SOME color (hopefully light green, 1010, and
i've also tried white, which means the whole array is FFh).
	This routine takes a blank screen in mode 0D (320x200x16)
and unfortunately just keeps the screen blank. At least the machine
doesn't completely freeze like normal *8-)


(---------------------- EGA LOOP ------------------)
          push ds
          push es

          mov CurrentPlane,0
   @@Plane_Loop:
          xor di,di
          mov di,0
          mov ax,Screen_Offset
          mov es,ax
          lds si,Pic

          mov dx,Sequencer_Index
          mov al,Color_Plane_Index
          out dx,al
          inc dx
          mov al,CurrentPlane
          out dx,al

   @@Height_Loop:
          mov cx,16

   @@Width_Loop:
              movsw
              add di,318
          loop @@Width_Loop
          shl CurrentPlane,1
          cmp CurrentPlane,3
          jle @@Plane_Loop

          pop es
          pop ds
From: vancleef@ohstpy.mps.ohio-state.edu
Newsgroups: rec.games.programmer
Subject: Re: games project
Date: 18 Dec 92 03:09:24 EST
Organization: The Ohio State University, Department of Physics

In article <1992Dec17.085451.10791@nuscc.nus.sg>, eng10317@nusunix1.nus.sg (TAN PONG FEI) writes:
> hello anyone out there,
>     Hi!!!!! I am looking for some help from anyone of you, in fact quite
> a desperate help that i need. At this moment, we are told to write a

What kind of help?

> programme on games on either the mastermind or othello. I have to submit
> my proposal as soon as possible. I really hope some of the kind hearted
> soul out there to help me. I thank you in advance!!!!! Hope to hear from
> you soon. Bye.
> 
> 
> P.S it iwill be all the better if it is in fortran 77 programme,
> otherwise any other programme is fine too. Thanx again!!!
> 


Fortran 77? You've got to be kidding...


rec.games.programmer is not some source of free code for class projects. You
have alot to learn it seems, so better start to get to work now!

-Garrett

Newsgroups: rec.games.programmer
From: dpifko@navier.UVic.CA (Daniel  Pifko)
Subject: 3 D Maze - not just 3 D view
Organization: University of Victoria, Victoria, BC, Canada
Date: Thu, 17 Dec 92 03:05:16 GMT

Having just looked at a copy of my simple maze game, my brother suggested
making it 3D, as in a la Wolfenstein.  But it got me to thinking.  It's 
a small extension of the algorithm to generate a random maze in 3 dimensions,
so that the wanderer would have to navigate their way, effectively, through
the inside of a cube.  In real life, it would have to be in zero gravity 
or underwater with a SCUBA tank, so maybe a game could emulate this.  

Has anyone seen this sort of thing before?  Surely someone has thought of
it before, and possible even implemented it.  

Daniel.
dpifko@sirius.uvic.ca

-- 
Daniel Pifko
dpifko@sirius.uvic.ca
From: kds@phy.duke.edu (Stokes Kevin)
Newsgroups: rec.games.programmer
Subject: Re: Share Ware $5
Date: 15 Dec 92 14:33:59 GMT
Organization: Duke University Physics Dept.; Durham, N.C.

In article <1992Dec14.222147.20742@cs.mcgill.ca> troye@cs.mcgill.ca (Troy ENGLISH) writes:
>Frankly , the shareware authors should be pissed! I know of a place that
>sells the games at 7.00 a piece with cost of producing being about 0.25
>each ......

  I think you are missing the point.  The shareware distributors are doing
all the work printing catalogs and sending them out to 100,000's of people.
The volume of potiential non-BBS non-internet customers is so great that
my shareware income is MOSTLY from people who bought a $4.00 disk from one
of the big vendors.
  If you are distributing shareware to try to make money, you must drop 
the kneejerk big-business-is-bad attitude.  The point is that these companies
spend a lot of money advertising my program in color catalogs at no cost
to me.  The relationship between authors and vendors is mutually benificial.
All my dealings with the shareware vendors has been very positive.
  Besides the fact that your figure of $.25 doesn't include the salaries
of the secrataries, evaluaters, shipping guys, catalog printing and postage,
building space and so on.  Believe me, it IS a tough market with a lot
of competition.
  Your $7.00 per disk company probably has found a niche selling to really
uninformed people.  That is probably not a very reliable or large market.
Most customers will probably figure out relatively quickly that they are
being ripped off and will never order again.  It's really not the author's
problem.
                                         -Kevin

-- 
------------------------------------------------------------------------------
|  Kevin Stokes                        |     Please direct all pointless     |
|  Pie in the Sky Software             |   flames to my mailbox, it's much   |
|                                      |          more irritating.           |
From: isc30108@nusunix1.nus.sg (AMBAT SASI S/O PALISSERY P)
Newsgroups: rec.games.programmer
Subject: 160x100 text mode (REPOST)
Date: 17 Dec 92 09:57:06 GMT
Organization: National University of Singapore
X-Newsreader: TIN [version 1.1 PL6]

How to achieve the mode on a VGA ?
How to change text background from blinking to high intensity?
Please help

sasi.
<isc30108@nusunix.nus.sg>
From: cyberman@toz.buffalo.ny.us (Cyberman)
Newsgroups: rec.games.programmer
Subject: Re: Maximum Overkill grap
Date: 17 Dec 92 06:40:13 GMT
X-Maildoor: WaflineMail 1.00r


  Sir J Madura spoke forth saying:
"Maximum Overkill graphics" toward 
 on 12-15-92  19:12

 DJM> If you've seen the game and have any ideas on HOW the graphics were
 DJM> done please let me know.  I've only been familiar with standard polygon
 DJM> imaging and then some texture-mapped polygons but the real-time
 DJM> terrain in Commanche is something else.

    hehehe nothing new really.  There "NEW" technique isn't new
    at all.  They used fixed point arithmetic.  AND I bet it must
    be run on a 386 "or better" machine.  hehehehe YEP.  they
    DEFINATELY didn't use FP.  Maybe only for the translation of
    the voxels (I doubt it though TO SLOW).  Basically it's done
    fixed point arithmetic which the 386 can do fairly fast.

    Simply SCALE everything to a fixed number range and it works.
    32 bit number work just fine.  For example.

    lets say they used a 16bit int with a 16bit fraction the
    decimal range is +-32767.9999847  more than sufficient
    acuracy for it.  Lets say they have every scaled to an inch.
    SO the world is something like +-2 billion inches gives a
    range of 33893.364 miles bigger than they will ever need.

    Writting the routines is not trivial but really they didn't
    do anything spectacular.  Creating fractaling compressed
    worlds and expanding them quickly, THAT's impressive.

                Stephen Cyberman@Toz.Buffalo.NY.US
             Mangled on Wed  12-16-1992  at 19:00:32

... Don't ask me...I just lurk here.
---
 * Blue Wave/QWK v2.11 *
Organization: University of Illinois at Chicago
Date: Wednesday, 16 Dec 1992 01:16:40 CST
From: <U16244@uicvm.uic.edu>
Newsgroups: rec.games.programmer
Subject: Re: C++ Class Game Programming Library>>?

  Well, I'm writing one for my senior design project.  I specialize in
object-oriented design( now ), so I will offer my code when I'm satisfied
with it, and offer my not-expert-but-somewhat-informed opinions about
how such a game class library should be constructed.

  l8r

--DJH
Newsgroups: rec.games.programmer,alt.tv.red-dwarf
From: bryer@ccu.umanitoba.ca (Jeff Bryer)
Subject: Re: WOLF3D - ShareWare version
Followup-To: comp.sys.ibm.pc.games
Organization: University of Manitoba, Winnipeg, Manitoba, Canada
Date: Sat, 19 Dec 1992 19:25:41 GMT

In article <1992Dec16.113943.62105@cc.usu.edu> sl859@cc.usu.edu writes:
>In article <1992Dec16.100256.6269@ericsson.se>, etljmme@etlxd30.ericsson.se (Jim) writes:
>> Hi everyone.
>> I've received alot of requests for the ftp site for wolf3d.  I don't know!!
>
>      nic.funet.fi  its somewhere in there.  I think in msdos then games
>the Apogee...

The game plus all the editors, new graphics, levels, etc. are available
at ccu.umanitoba.ca in pub/wolf3d

Note:  follow-ups to comp.sys.ibm.pc.games (this post doesn't belong here
at all even if somone did mention it here).

-- 
bryer@ccu.umanitoba.ca   | Moderator of the Apogee supplement programs.
Jeff Bryer               | Archived at ccu.umanitoba.ca in pub/wolf3d
Genetics IV              | Maintainer of the Virtual Reality archive at
University of Manitoba   | ccu.umanitoba.ca in pub/VirtualReality
Xref: sparky rec.games.programmer:5106 comp.sys.amiga.programmer:17588
From: chrisg@cbmvax.commodore.com (Chris Green)
Newsgroups: rec.games.programmer,comp.sys.amiga.programmer
Subject: Re: Game timing
Date: 18 Dec 92 13:11:08 GMT
Reply-To: chrisg@cbmvax.commodore.com (Chris Green)
Organization: Commodore, West Chester, PA

In article <1992Dec17.144044.18199@westminster.ac.uk> fkpec@westminster.ac.uk (Liaket Ali) writes:
>A question (hypothetical) related to Game timing...
>
>I have an AMIGA 500 and will soon be getting a 1200 which is a faster computer.
>The game that I'm currently writing runs at 10 frames per second on the A500.
>However, I would like the game to run at 20fps on the A1200 but be smoother.
>This means that it will not zoom past at twice the speed but instead will increment the display view by half increments.
>
>For example, consider a flight simulator which, say, updates 10 pixels in 1 frame in order to achieve a frame rate of 10fps.
>I would like to be able to then update 5 pixels in 1 frame to achive 20fps.
>
>Is this possible? And how would I go about programming it.
>
>Thanks for any info.
>

	What you do is determine the elapsed time from frame to frame each
time. On the amiga, the easiest and highest resolution way to do this is to
call ReadEClock, which returns a 64 bit count, and how many counts there
are per second. Subtract the previous value, and divide by (counts_per_sec>>15).
This will return an elapsed time in 32768th's of a second. Multiply all
incremental poistion increments by this fraction when determining how much
to move per frame.

	For instance, my simple movement code for moving at an arbitrary angle
along the ground is:

	move.w	PlayerHeading(a6),d0
	bsr	sincos	; d0=sin d1=cos
	move.w	frfract(a6),d2		; frfract=elapsed time 32768=1 sec
	muls	d2,d0
	muls	d2,d1
	add.l	d0,d0
	add.l	d1,d1
	swap	d0
	swap	d1
	move.w	PlayerSpeed(a6),d2
	muls	d2,d0
	muls	d2,d1
	add.l	d0,d0
	add.l	d1,d1
	swap	d0
	swap	d1
	ext.l	d0
	ext.l	d1
	add.l	d0,PlayerX(a6)
	add.l	d1,PlayerZ(a6)
	rts


	This will give the same movement rate on everything from an A500 to
an A4000.
-- 
*-------------------------------------------*---------------------------*
|Chris Green - Graphics Software Engineer   - chrisg@commodore.COM      f
|                  Commodore-Amiga          - uunet!cbmvax!chrisg       n
|My opinions are my own, and do not         - icantforgettheimpression  o
|necessarily represent those of my employer.- youmadeyouleftaholeinthe  r
|"A screaming comes across the sky..."      - backofmyhead              d
*-------------------------------------------*---------------------------*
Newsgroups: rec.games.programmer
From: ematias@csri.toronto.edu (Ummm... me!)
Subject: Re: FAQ < how often should it be posted? >
Organization: CSRI, University of Toronto
Date: 17 Dec 92 04:16:25 GMT

In article <cycwVB3w165w@toz.buffalo.ny.us> cyberman@toz.buffalo.ny.us (Cyberman) writes:
>Ok I know this months FAQ has not been posted YET.
>I'm changing it (like sorry).  Adding many corrections and
>removing some LONG explanations.  The FAQ was not general 
>enough AND it covered some things that were in other groups
>(MOD format shoud be in in the amiga sound group)
>
>So the question is how often should the FAQ be posted?

   I believe that the typical FAQ-posting frequency on most groups is about
once per month, but it depends on the traffic flow of the group.  Since
r.g.p. doesn't have a lot of traffic, a monthly posting would suffice (IMHO).


Cheers,

-Mark-

Newsgroups: rec.games.programmer
From: adax@biber.cosy.sbg.ac.at (Adi Dax)
Subject: Catalog-Creator
Organization: University of Salzburg / Austria
Date: Fri, 18 Dec 1992 10:43:57 GMT


I am searching for a SW- or PD-program, which allows to create EXE-files  
like the CATALOG.EXE coming with most Apogee and Epic games.

Anyone knowing of such a program ??

Please help !

Sincerely,
adax

adax@cosy.sbg.ac.at
From: troye@cs.mcgill.ca (Troy ENGLISH)
Newsgroups: rec.games.programmer
Subject: DOS experts please help (io stuff)
Date: 16 Dec 92 05:11:04 GMT
Organization: SOCS - Mcgill University, Montreal, Canada

Well, hello all.

I am just starting out trying to write a small little arcade style game
in DOS, yes I know it would be a hell of a lot easier with an amiga but
oh well.

Anyways I have a problem, all i want to do is use the keyboard for
movement of a guy on the screen, however the input is just so slow....

Really simple, if you hold down an arrow key I want the guy to go that
direction until you let go of the key.

right now I am using int 21h service 0xb to test if there is input and
then int 16h service 0 to get it.

However I ran a profiler on the code and found that it was spending 75%
plus of its time in the int service !!! (for holding the key down
continuously ) and the man just crawls across the screen . and its not
the drawing routines since they all are amounting to about 10% of the
time total for all drawing routines to the screen.

So how in the hell do I get it to check the keyboard faster?

Thanks, this is really annoying.

Troy
-- 
*****************************************************************
--Your naive idiocy makes me very angry -- Job (The Lawnmower man)
"I want to lie Shipwrecked and comatose, drinking fresh mango juice"
--Part of Themesong to Red Dwarf