HDTenEightyP/NetNews huggingface dataset:
From: aep@world.std.com (Andrew E Page)
Subject: Re: Wanted macwrite file fomat version 4.5 or 4.6 urgent !!
Organization: The World Public Access UNIX, Brookline, MA
Date: Tue, 7 Apr 1992 13:28:52 GMT

  The tech note you want I believe is #12.  Asside from that one of my
first projects lo these many years ago was a MacWrite Word Counter
and and a MacWrite -> Text translator.  If you check the Compuserve
Mac Area they still might be around there, but I haven't worked on 
them in years and I cannot gaurenttee that they still work on current
systems.  However, I may still have the source code on disk hanging
around and I will check for them at home tonight.

  Hope this Helps.


-- 
Andrew E. Page CTO(Warrior Poet)|   Decision and Effort The Archer and Arrow
DSP Ironworks                   |     The difference between what we are
Macintosh and DSP Technology    |           and what we want to be.
From: jskubick@umiami.ir.miami.edu
Newsgroups: rec.games.programmer
Subject: Soundtracker Modplay routines
Date: 15 Apr 92 22:47:04 EDT
Organization: Univ of Miami IR

I'm looking for a source (preferably FTP) where I can find either the source
code (Turbo Pascal, C, or Assembly) for a Soundblaster-Pro compatible
Modplay routine (preferably one that's interrupt-driven so I can start the
music & forget about it until the program's termination). I'm writing an
R-Type - type game this summer for the PC & want it to have good music
(I'm new to PC Game programming; I'm a former Amiga programmer. If there's
a better & easier way to put good music in a game on a PC w/SBpro, please
let me know.)

(P.S. I'm referring to Sound/Noise/Star/tracker Modules by "modplay routine")
From: amigaman@unix.cis.pitt.edu (Russell A Howard)
Newsgroups: rec.games.programmer
Subject: Books about Bitmap Rotation and Scaling...
Date: 7 Apr 92 20:11:55 GMT
Organization: University of Pittsburgh

A while ago, I hear dthat someone had posted some titles of some good books
dealing with bitmap rotation and scaling.  The article has expired and I cannot
get it and was wondering if someone could mail me the article or suggest some
good books for me.  Thanks...

--
Russ Howard
amigaman@unix.cis.pitt.edu

-- 

--
Russ Howard
amigaman@unix.cis.pitt.edu
From: IO00198@MAINE.MAINE.EDU (Just some weird dude)
Newsgroups: rec.games.programmer
Subject: Re: Computer opponent
Date: 13 Apr 92 14:10:50 GMT
Article-I.D.: MAINE.92104.101050IO00198
Organization: University of Maine System

In article <N02.23@csci1.csci.unt.edu>, N02@csci1.csci.unt.edu (Orion) says:
>
>
>Post some more details about the game.  Is it in real-time or not?  (if
>not), do you divide the actions up into phases?  how does the interaction
>take place?
>
>You will probably want to give a few simple (or not-so-simple) heuristics
>that the computer can use to make decisions.  These heuristics can be based
>on your own strategic experiences, and then you can play the program
>repeatedly to weed out the strategic errors that it is making.  You can have
>a set of special rules to cover special situations, and a limited tree-
>search (perhaps) to uncover certain options as well.

The game is in real time, which is my problem.  I had thought of
using an alpha beta search method and have the computer perform a
static evaluation.  I don't think this will work in real time.
For instance, if the computer decides that the best move is to
get behind me then fire, all I have to do is keep it in front of me.
The computer will continually decide that the best move is to fire
when it gets behind me and so never fires.

If real time is too difficult to implement, then yes, I am planning
to break it up into phases. Movement, the firing phase and the
damage evaluation/ repair phase. The interface will be mouse driven.
Weapons can be fired and powered by clicking on their icons.  The
shields can be powered in the same way.  By rotating an icon of the
ship, the heading can be changed.  The view will be an over-head
shot.  Once the game is working, I plan to change the view to
a 3d first person vantage point.  It will be like looking out
the front viewport.  The over-head view could still be selected by
the sensors icon.
______________________________________________________________________
  COREY GRAY   IO00198@MAINE.MAINE.EDU  |
 "THE MEEK SHALL INHERIT THE EARTH -    | "A WET DOG SWIMS IN THE RAIN
  AND THE BOLD SHALL INHERIT THE STARS" |   BUT A DRY MARTINI LAUGHS"
   - ME, AND PROBABLY A MILLION OTHERS. |  - DEFINITELY ME
----------------------------------------------------------------------
Organization: University of Maine System
Date: Tuesday, 7 Apr 1992 09:57:47 EDT
From: Just some weird dude <IO00198@MAINE.MAINE.EDU>
Newsgroups: rec.games.programmer
Subject: Computer opponent

I'm a little new to game programming.  I'm writing a space combat
game for one player.  I've gotten books that explain search methods
but that's not what I really need help with.  I don't need to
know how to get it to search for the correct decision, but how
to make it make that decision.  I don't think I can put all
possible situations in memory and have it go from there.  There's
too many possibilities.  I guess I need algorithms for evaluating
the situation and for deciding what is the best move to make.
(i.e. does it fire or not fire, and should it maneuver behind me or
attack from the front.  That sort of thing.)
______________________________________________________________________
  COREY GRAY   IO00198@MAINE.MAINE.EDU  |  A WET DOG SWIMS IN THE RAIN
                                        |  BUT A DRY MARTINI LAUGHS
----------------------------------------------------------------------
From: stevea@jab.tucson.az.us (Steve Albany)
Newsgroups: rec.games.programmer
Subject: Multi-Player/Multi-Terminal Gaming
Date: Thu, 09 Apr 92 09:26:08 PDT
Organization: Just Another Bbs. Tucson, AZ

        I've been working on a Starship Simulator that utilizes either 
simple serial connections, ArcNet, or EtherNet. With the release of the 
ST:TNG Technicial Manual, I'm slowing turning it into a simulation of the 
Galaxy Class Starship.
        The idea is simple. Each player mans a station, and much like the 
show, any terminal can run any console.

        ================================================================
        |                    Capt. Steve E. Albany                     |
        |                 Cmdr. USS PATTON (NCC-8570)                  |
        |--------------------------------------------------------------|
        |                           | "My son, ask for thyself another |
        | SteveA@Coyote.Datalog.Com | kingdom, for that which I leave  |
        |  SteveA@Jab.Tucson.Az.Us  | is too small for thee.."         |
        |                           |    - King Phillip of Macedonia   |
        ================================================================
Newsgroups: rec.games.programmer
From: clane@libws1.ic.sunysb.edu (Charles F Lane)
Subject: GetImage() data format
Originator: clane@libws1.ic.sunysb.edu
Organization: State University of New York at Stony Brook
Date: Wed, 15 Apr 1992 16:37:21 GMT

	If you want to experiment to find out the data format of getimage()
you can save a solid-color area of the screen with it (color zero is ideal)
and then view the memory where the pointer for the image points to.  Check
the first few bytes or so.  It should contain at least width and height data.
The rest of the data should be all the same values representing the solid-
colored area saved.

-- 
                          |"There are pearls to be had here, but you have to
Charles F. Lane           |break open the oysters."  My geology prof to a class
clane@Libws1.ic.sunysb.edu|w/no questions at a review 2 days before an exam.
From: talley@arlington.NoSubdomain.NoDomain (John Talley)
Newsgroups: rec.games.programmer
Subject: Games Programming Publication
Keywords: Game Programming
Date: 9 Apr 1992 15:40:28 GMT
Organization: nasa-jsc

Does a technical magazine on games programming exist?

What I'm interested in is a magazine like Dr Dobbs but dedicated to gaming
issues.

Would people be interested in such a publication?

How much would people be willing to pay for a 1 year quarterly publication of
this type?  How about a monthly?

Would people prefer an electronic publication or a printed publication?(Both?)


Please feel free to send comments to me, John Talley
at talley@sweetpea.jsc.nasa.gov
Newsgroups: rec.games.programmer
Subject: Game Development tools
From: jabussey@ualr.edu
Date: 15 Apr 92 10:07:05 GMT
Organization: University of Arkansas at Little Rock

Does anyone have ANY game developing tools for the PC? 

Jacque Bussey
jabussey@ualr.edu
From: alex.wylie@rose.uucp (alex wylie)
Subject: Games Programming Pub
Organization: Rose Media Inc, Toronto, Ontario.
Date: Sun, 12 Apr 1992 05:32:00 GMT
X-Gated-By: Usenet <==> RoseMail Gateway (v1.2)


Date Entered: 04-11-92 16:56
E(>The Journal Of Computer Game Design has been published for
  >about five years now.

James,

  Could you find out how much a Canadian subscription would be and reply with
the address?  Is it published monthly?  How many pages on average?

Thanks alot, I appreciate it.
---
   SLMR 2.0  
   RoseMail 1.70:
From: SMacbeth@mindlink.bc.ca (Steven W. Macbeth)
Newsgroups: rec.games.programmer
Subject: Re: Getimage() question?
Date: 13 Apr 92 19:44:21 GMT
Article-I.D.: mindlink.11408
Organization: MIND LINK! - British Columbia, Canada

I was having problems using getimage() in borland C++.  It can not get images
that are greater than 64K-1.  When you use imagesize to determine the size it
will return -1 when there is not enough heap, and 0 when the image is greater
that 64K-1.

--
Steven W. Macbeth
Macbeth Development Corp.
Vancouver NeXT User Group Executive

SMacbeth@mindlink.bc.ca    (Internet)
72520,3055                 (Compuserve)
(604) 299-2186             (Phone)
From: har@ux.acs.umn.edu (--SeebS--)
Subject: Re: Getimage() question?
Organization: University of Minnesota
Date: Tue, 14 Apr 1992 09:22:26 GMT

In article <11408@mindlink.bc.ca> SMacbeth@mindlink.bc.ca (Steven W. Macbeth) writes:
>I was having problems using getimage() in borland C++.  It can not get images
>that are greater than 64K-1.  When you use imagesize to determine the size it
>will return -1 when there is not enough heap, and 0 when the image is greater
>that 64K-1.

That's completely fair. ANSI won't let you assume that you can allocate
more than 64k at once.

-s

>Steven W. Macbeth

-s
-- 
Peter Seebach, using my fiancee's acount. (Please use "SEEBS" in the subject
line, so we know who it's for.)  Polygamy: "There can be more than one."
I use an amiga because it works better than all the other machines I tried.
har@ux.acs.umn.edu (Love Incarnate)
From: woodcock_bw@lrc.edu
Newsgroups: rec.games.programmer
Subject: Addresses wanted
Date: 13 Apr 92 20:07:15 GMT
Organization: Lenoir-Rhyne College, Hickory, NC

hello,

can you get me some telnet addresses for games??

if you can thanks...

Bryan

Woodcock_bw@alice.lrc.edu
Newsgroups: rec.games.video
From: rauser@fraser.sfu.ca (Richard John Rauser)
Subject: Re: Mega Drive (US or Japanese version)
Organization: Simon Fraser University, Burnaby, B.C., Canada
Date: Thu, 9 Apr 1992 19:23:20 GMT

sikorski@phoenix.Princeton.EDU (Edward Sikorski) writes:


>	I'd like to know:	

>	1) Is the Mega CD available in the US? How much$? What
>availablity are the CDs? What are their "average" cost?

   CD games usually cost the same as carts...the MEga CD is available in the 
U.S. if you have it imported or through mail order.

>	2) After glimpsing through EGM and PwrPly and "other" game
>review mags, will the Japanese CD drive be compatible with US Sega CD's?

   Unlike the Turbo/PC Engine CD units, the Mega CD is NOT compatible with 
North American discs and vice versa...a big argument to wait for the U.S version

>	3) I'd like to know this 'cause I can't wait till Sept' for the
>US Sega Mega CD. And what about this GIGA DRIVE quoted in EGM?

    I think you better wait till September for the Sega CD unit as the two 
are totally in compatible...the Giga Drive is rumored to be Sega's 32-bit y
system which they're developing...no one knows anything about it other than  m
that it isn't coming out anytime soon... 


   As to your Devil Crash question (I accidentally deleted that part of your
message) I also have MD Devil crash with adaptor and it works fine...are you
perhaps trying to use Turbografx Devil's Crush codes?? THose won't work. But
the passwords for Devil Crash I've seen posted on this group work fine in my
copy.  

   By the way, the Mega CD is priced at $350.00 U.S...if Sega charges that
much for the Genesis CD and Nintendo really does bring out their CD unit
for $200.00 (as they are saying they will) Sega is in big trouble, never
mind the threat of Street Fighter II...

--
Richard J. Rauser  "I like fighting Chun Li.
rauser@sfu.ca       Especially when I slide under her legs and glance up."
WNI                                        -Dhalsim
From: erc@plitvice.berkeley.edu (Eric Ng)
Newsgroups: rec.games.video
Subject: VIDEO GAME RATINGS BALLOT (ATARI LYNX)
Date: 13 Apr 92 00:34:17 GMT
Article-I.D.: ucbvax.44192
Reply-To: video@irss.njit.edu
Organization: University of California at Berkeley

If you are using the `rn' newsreader, just hit `R' to use this ballot.
Once in the editor, insert your game rating between the word `vote'
and the system code and video game title.

Your rating must be an integer between 1 and 10, with 10 being the
best and 1 being the worst.  There must be at least one blank on
either side of your rating, and only one vote per line.  Valid votes
consist of the word `vote' followed by the rating, system code, and
video game title.  Case does not matter.

IF YOU DO NOT WANT TO RATE A PARTICULAR GAME, DELETE THAT LINE FROM
THE BALLOT.

When finished, SAVE THE FILE, and exit the editor.  The votes will be
sent to the video game rating server.

If you do not use the `rn' newsreader, you're on your own.  Hint:
manually save this ballot to a file, invoke your editor on that file,
and then mail that file to the video game rating server (the address
is given below).

YOU CAN VOTE FOR VIDEO GAMES NOT INCLUDED ON THIS BALLOT BY ADDING
THEM AT THE END IN A FORMAT SIMILAR TO THE EXISTING ENTRIES.  Be sure
to include the apropriate system code right before the title:

   Al	Atari Lynx
   Gb	Nintendo Game Boy
   Gg	Sega Game Gear
   Ne	Nintendo Entertainment System (NES) or Famicom
   Ng	SNK Neo Geo
   Sn	Super Nintendo Entertainment System (SNES) or Super Famicom
   Sg	Sega Genesis or Mega Drive
   Tg	NEC Turbografx-16, Turboexpress, or PC-Engine

NO HUMAN WILL EVER SEE YOUR BALLOTS, AND YOU WILL NOT RECEIVE AN
ACKNOWLEDGEMENT OF YOUR VOTES.  ALSO, THE VIDEO GAME RATINGS SERVER
WILL SILENTLY IGNORE ALL INVALID VOTES.

Thanks for participating in the rec.games.video ratings poll.

Mail votes to video@irss.njit.edu or ...!uunet!irss.njit.edu!video; if
you have any questions, mail them to video-request@irss.njit.edu or
...!uunet!irss.njit.edu!video-request.

      v--- place your rating right here!
vote     Al A.P.B.
vote     Al Awesome Golf
vote     Al Bill & Ted's Excellent Adventure
vote     Al Blockout
vote     Al Blue Lightning
vote     Al California Games
vote     Al Checkered Flag
vote     Al Chip's Challenge
vote     Al Crystal Mines II
vote     Al Electrocop
vote     Al Fidelity Ultimate Chess Challenge
vote     Al Gates Of Zendocon
vote     Al Gauntlet III
vote     Al Hard Drivin'
vote     Al Ishido: Way Of The Stones
vote     Al Klax
vote     Al Ms. Pac-Man
vote     Al Ninja Gaiden
vote     Al Pac-Land
vote     Al Paperboy
vote     Al Qix
vote     Al Rampage
vote     Al Roadblasters
vote     Al Robo-Squash
vote     Al Robotron 2084
vote     Al Rygar
vote     Al S.T.U.N. Runner
vote     Al Scrapyard Dog
vote     Al Shanghai
vote     Al Todd's Adventures In Slime World
vote     Al Toki
vote     Al Tournament Cyberball
vote     Al Turbo Sub
vote     Al Viking Child
vote     Al Warbirds
vote     Al Xenophobe
vote     Al Xybots
vote     Al Zarlor Mercenary
--
eric ng  erc@zabriskie.berkeley.edu  ...!ucbvax!zabriskie!erc
From: pol-in01@oswego.Oswego.edu (Brandon W. Hockle)
Newsgroups: rec.games.video
Subject: Super Scope 6 (SNES)
Keywords: SNES Super Scope 6
Date: 3 Apr 92 18:39:45 GMT
Reply-To: pol-in01@oswego.Oswego.edu ()
Organization: Instructional Computing Center, SUNY at Oswego, Oswego, NY
Originator: pol-in01@gidney.oswego.edu

Does anybody out there have any information on the types of games included with
the Super Scope Six? Does anybody have any info about the Super Scope 6 itself?


-------------------------------------------------------------------------------
Abiguity is the Devil's volley ball - Emo        |Brandon W. Hockle just a guy@
"SpAcE CaBbAgE...Juss how yew like it!"          |pol-in01@gidney.oswego.edu
                         -  Ren & Stimpy         |pol-in01@penelope.oswego.edu
SUPER NOFRIENDO! I BOUGHT IT FOR THE COOL EJECT BUTTON SO SHOULD YOU!!!!!!!!!!
-------Sig File Straight From the Intellectual Cauldron @ S.U.N.Y. OSWEGO------ 
Newsgroups: rec.games.video
From: tolman%asylum.utah.edu@cs.utah.edu (Kenneth Tolman)
Subject: Re: Commercials in games
Date: 15 Apr 92 18:49:42 MDT
Organization: University of Utah CS Dept


> I was just thinking about something. Wouldn't it be possible to make 
>commercials in video games? You can see commercials/adverts everywhere.

Yes, good idea.  And it has been done a very little bit already.
If it would defray the cost to the consumer, I would go for it.

In the future probably most all human activity will take place in
virtual world/games, so this will be the only medium for advertising that
exists.

Newsgroups: rec.games.video
From: Peter A. Cohen <peterco@eff.org>
Subject: Re: [Genesis] Talk about budget titles...!
Organization: ON Technology, Inc.
X-Useragent: Nuntius v1.1a2
Date: Fri, 20 Mar 1992 23:42:53 GMT

I went to a friend's house and played it, and I thought it sucked.

- Peter
From: bluecow@unix.cis.pitt.edu (Tobish E Smith)
Newsgroups: rec.games.video
Subject: MegaPanel {Genesis/Mega Drive} wanted
Date: 6 Apr 92 21:32:46 GMT
Organization: University of Pittsburgh

I've heard some good things about MegaPanel as a puzzle game and would like
to get my hot little hands on a copy.  I'd prefer trading to buying, so if
anyone has a copy that they're dying to get rid of, I'm all ears.  In a 
similar vein, I'm looking to trade Arcus Odyssey for something.  Make me an
offer.

Tob
Newsgroups: rec.games.video
From: bknows@milton.u.washington.edu (Who knows B?)
Subject: Help:  Police Quest III ...
Reply-To: bknows@u.washington.edu
Organization: University of Washington, Seattle
Distribution: usa
Date: Tue, 7 Apr 1992 07:52:10 GMT

B.T.

PS.  If you have any questions about games, you can e-mail them to me.  I have
     quite a bit of games, or access to them at least.
From: lga@vax5.cit.cornell.edu
Newsgroups: rec.games.video
Subject: Re: Best football for nintendo?
Date: 13 Apr 92 15:59:03 EDT
Distribution: rec
Organization: Cornell University


In article <1992Apr9.024051.19019@en.ecn.purdue.edu>,
lcaselli@en.ecn.purdue.edu (Lisa A Caselli) writes: 
> In article <1992Mar31.170838.1@pa881a.inland.com> wiersbe@pa881a.inland.com writes:
> 
>   {Baseball comments deleted}
> 
>>cartridges, and give them a "test drive".  That's how I decided to buy NES 
>>Playaction Football.  I tried TEN-YARD FIGHT, TEMCO BOWL, JOHN ELWAY'S Q-BACK, 
>>and PLAYACTION.  PLAYACTION buries the rest of them for graphics, gameplay, and
>>authenticity (full quarters, eight actual NFL teams and actual players).
>>That's the only way you'll be sure of which you think is the best.  Have fun.
> 
> I also tested several football games...10-Yard Fight was by far the *worst*
> game I have ever played for the Nintendo, before or since (too bad because
> I loved it in the arcade), Quarterback was not very impressive...
> I got Tecmo Bowl a long time ago and it was good...
> I have not been impressed with NES Playaction for various reasons but anyway
> try Tecmo Super Bowl (if you can find it - very hard to buy).
> It has all 28 teams with real name and colors, a full offense and defense
> plus reserves for each team, realistic statistics, the 1991 schedule complete
> with playoffs and the Super Bowl, conference and league leaders in many
> categories, and the ability to simulate a league's play in about 10 minutes!
> Each team can be coached by a human, played by a human, or played by a computer
> and you can skip to the results of computer vs. computer games...
> I love sports simulations, and I spent many days playing this instead of
> working, studying, or paying bills :)  there's nothing like winning the 
> Super Bowl with your favorite team, especially if it won't happen in real
> life...
> Do rent several games, though, and buy the one you like best.  We may have
> good advice, but we probably won't be over to play your games :)
> 
> Dave DuPlantis
> written through the kindness of my friend
> 
I definitely agree with you about Tecmo Super Bowl.  I recently purchased one
from TRU and it was terrific.  It contains so many realistic stats that I spent
so much time just reading them.  Moreover, you can compare the offense and
defense of your team with others.  However, there is one setback.  That is the
fixed 1991 schedule that it has installed.  If they were to make a random
schedule for the game, I think it will be a bigger success.  And, maybe they
can make it such that we can update the players' stats, i.e. their running,
blocking, passing, catching abilities, etc.  If a Tecmo Super Bowl II does come
out, I hope it has these features in it.
Newsgroups: rec.games.video
From: hts1@quads.uchicago.edu (Thomas H. Song)
Subject: Bill & Ted's "time paradox"?
Keywords: Lynx, Bill and Ted's Excellent Adventure 
Reply-To: hts1@midway.uchicago.edu
Organization: University of Chicago Computing Organizations
Distribution: na
Date: Tue, 7 Apr 1992 20:25:37 GMT

I'm new here so I'm not too sure if this question is appropriate.  But here 
goes.

In Bill and Ted's (lynx version), after getting the Texas phone page from 
Rome, I cannot seem to get to Texas.  I do get "Heinous Dude, Time Paradox".

I did not get into the building with the yellow key in Medieval Europe, so 
how do I get this?  And is this the problem?

thanks.

hts1@midway.uchicago.edu