HDTenEightyP/NetNews huggingface dataset:
From: cat@wixer.cactus.org (Dr. Cat)
Subject: Re: VGA paint programs...
Organization: Real/Time Communications
X-Newsreader: Tin 1.1 PL5
Date: Mon, 28 Dec 92 18:44:31 GMT

Deluxe Paint will do most of what you asked for.  It's the tool of choice for
all of the professionals I've worked with in the Computer Game business.
From: shrydar@tartarus.uwa.edu.au (Christopher Phillips)
Newsgroups: rec.games.programmer
Subject: Re: Triple Buffering: Maybe..
Date: 25 Dec 1992 15:18:01 GMT
Organization: The University of Western Australia
NNTP-Posting-Host: tartarus.uwa.edu.au
Keywords: buffering

vanderby@mprgate.mpr.ca (David Vanderbyl) writes:

>I do see the point.  But what are you going to do with about 25 frames
>when the frame rate is 30?  I don't think showing 25 frames with some
>repeats will be much better animation than showing 15 frames with all
>repeats.

It's precisly this situation where triple buffering is the most
effective;  As long as your underlying model maintains a constant speed
(see other articls in this thread), more frames always looks better,
particularly when we are talking about a 5:3 improvement such as the one
mentioned above.

>Of course, we are assuming that the redraw rate is just longer than the
>frame rate.  Of course if the redraw rate was a lot longer then triple
>buffering could improve things. An example would be if we could increase
>from 4 to 5 redraws per second.

Triple buffering will never get your this sort of improvement from a
crt; it will save you a maximum of one refresh period per frame.  When
you are talking about 4 redraws per second, you go at most 1% faster by
triple buffering.  In other words, you have a complete waste of memory.


While on the topic of avoiding 'wasting cpu time on frame waits', it is
worth remembering that, for many applications, the refresh code does not
always start writing to the frame-buffer immediately.  For example, a 3d
graphics game has to convert vertices to screen coordinates, initialise
scan routines etc.  This can all be done while waiting for the refresh.

If your preparatory routines for each frame take more than a single
refresh period, you will not benefit at all from triple buffering.
The following is pseudo-code for my main loop:

{
   scribble on off-screen page
   tell interupt routine 'next page is ready'
   prepare to draw next frame
   if frame has not been flipped yet, then wait for flip
}

where there is an interupt routine that is called at every fly-back, and
swaps the on and off screen pages when the next page is ready, and
indicates that the swap has occured.

Merry Christmas all!

Christoper Jam
From: ozma@kuhub.cc.ukans.edu
Newsgroups: rec.games.programmer
Subject: Re: The Correct Way to Control Game Speed
Date: 23 Dec 92 17:14:11 CST
Organization: University of Kansas Academic Computing Services

> }The Time Manager provides drift-free millisecond and microsecond timers
> }and should be much better suited for timing tasks once you learn how to
> }use it.
> 
> I think you're right about TickCount, but by my bet is to go with
> the Vertical Retrace Manager rather than the Time Manager
> for video animation.

But then you're saddled with the problem of differing frame rates for different
monitors (since the retrace time will differ as well).  If you have a game
where you can scale the physics to match the frame rate of the monitor, then
your in - otherwise the Time Manager or Ticks are the way to go.

john calhoun-

Newsgroups: rec.games.video,alt.games.sf2
From: cw21219@uxa.cso.uiuc.edu (Crying Freeman)
Subject: SNES SF2 for sale.
Organization: University of Illinois at Urbana
Date: Thu, 31 Dec 1992 07:38:40 GMT

Comes with box + instructions.
In excellent condition

$55 + shipping or best offer.

-- 
 Kenneth C. Wang	| University Of Illinois Champaign-Urbana	
 			| Internet: c-wang@uiuc.edu			
Newsgroups: rec.games.video
From: Brenten.Calhoun@launchpad.unc.edu (Brenten Calhoun)
Subject: GENESIS: Shining in the darkness NEED HELP!
Keywords: damn green chests,sega,genesis,rpg
Organization: University of North Carolina Extended Bulletin Board Service
Date: Wed, 30 Dec 1992 11:30:00 GMT



 From time to time, I find these green little chests that look like
treasure chests, but I can't open them! I
 am currently working on the last trial (wisdom) and I STILL can't get 
into those damned things! I have the Mithril Ore, magic mirror, best of 
everything and 28,000 gold coins to boot, BUT I CAN'T GET INTO ONE SIMPLE
GREEN CHEST!!!! Will someone PLEASE tell me how to do this?!? I can help 
anyone with Shining in the Darkness questions steming from the 4th trial 
to the 1st.
 Email me or post here, as I'm sure others want to know too! Thanks to all
in advance!!

  Brenten (brenten.calhoun@um.cc.umich.edu)

--
   The opinions expressed are not necessarily those of the University of
     North Carolina at Chapel Hill, the Campus Office for Information
        Technology, or the Experimental Bulletin Board Service.
           internet:  laUNChpad.unc.edu or 152.2.22.80
Newsgroups: rec.games.video
From: bunny@cbnewsm.cb.att.com (Laura Kozma)
Subject: Re: Sonic 1 and 2
Organization: AT&T, Piscataway, NJ
Date: Mon, 21 Dec 1992 14:27:30 GMT

In article <1992Dec14.211553.21590@news.mentorg.com> tclark@hptc.mentorg.com (T Clark) writes:
>Can anyone share their thoughts as to how the Sonic games compare
>between the Game Gear and the Genesis? Are they more or less the same
>or is the Game Gear an adaptation of the Genesis? Also any other thoughts
>as to how well the games translate between the Game Gear and the Genisis
>would be helpful.
>
I have all four games, and I find all four of them to be excellent.

There's a certain amount of overlap, but not all that much.  Obviously,
most of the movements are the same, except that Sonic II on the Game
Gear doesn't have the Super Dash (or whatever they call it - the one
where you burn rubber :-)).

Some of the Zones seem to borrow from each system.  For example,
Wing Fortress from Sonic II on the Genesis looks the last Zone of Sonic I
on the Game Gear.  Both Sonic IIs have tunnels - the Genesis version
has the tunnels in the Chemical Plant Zone,  while the Game Gear
has them in the Scrambled Egg Zone (MUCH harder, as you have to direct
where you want to go).

The bonus stages are different for each game: 
Gen:Sonic I - nice, relaxing maze which contains a chaos emerald
GG:         - pinball game (you get your chaos emeralds from within the zone)
Gen: Sonic II - fast paced race through a tunnel (if you get enough
                rings, you get a chaos emerald)
GG:           - no bonus stage (the biggest gripe I have with the game)
                (other gripes: you never know how many chaos emeralds
                 you have, although it's easy enough to keep track; you
                 never know how many Sonics you have left over, once you
                 pass 9.)

Tails is not a player in the GG version of Sonic II, but he does 
figure strongly in the plot line, as well as appear in the title
screen for each Zone.  This was a nice compromise in my opinion.
I'd have to say that overall, the Sonic IIs are better than
the Sonic Is, although this might be due to my rather biased
opinion of anything having to do with Tails the fox. :-)

Email me if this isn't quite what you're looking for...

Laura
-- 
Laura Kozma
AT&T, 30 Knightsbridge Rd                
Piscataway, NJ   att!attmail!lkozma
Newsgroups: rec.games.video
From: Cohen@.mdc.com (Andy Cohen)
Subject: Re: Home Video Games History
Date: Tue, 22 Dec 92 19:37:19 GMT
Organization: MDA-W
Followup-To: rec.games.video

In article <1992Dec21.205819.13471@gallant.apple.com>,
jens_alfke@gateway.qm.apple.com (Jens Alfke) wrote:
> 
 (Oh, and isn't Street Fighter 2 put out by Capcom, not Nintendo?)
> 
If it runs on a Nintendo...it's put out by Nintendo....it's developed and
produced by Capcom or Taito or whomever......  Nintendo's licensing is
quite authoritarian......  If Apple had been like that with the Mac towards
Mac developers, the Mac would not have survived.... How Nintendo gets away
with it...I don't know! I've heard that the lack of strength in licensing
was what really hurt Atari....

 Anybody out there know ANYTHING about the NES/SNES/GB development
systems?????

Anyway...I enjoyed the article, but I also agree with another posting that
not enough mention is made of the crash..... 

I believe that it's the titles that make or break a system which in turn
drives a market.... For example, compare NES sales from before and after
bundling of the first Mario title....  There's Sooooo many other
examples.....  Visicalc for the Apple II, 1,2,3 for the PC, Pagemaker for
the Mac.........Tetris & Megaman for Gameboy.......SF2 for SNES.....Sonic
on Sega.  The effect of specific SW on platforms drives these industries
more than what was hinted to in the article......

AC
From: ballm@mala.bc.ca
Newsgroups: rec.games.video
Subject: NES INFO needed Thunder & Lightning.
Date: 28 Dec 92 23:22:20 -0700
Organization: Malaspina College

Hi I dont read this group often, so I am not sure if anyone can help me or not.

I would like some info on a game for NES called Thunder & Lightning.
If anyone has the original book, and or game genie codes ( If they exist. ),
would they post or email me.

I would also like the phone number given by game genie to check other info.

Does anyone know where I could hold of a similar type game for NES. Thunder &
Lightning is similar to the old Breakout & Super Breakout.]

Thx in advance

Mike.

-- 
Usual Disclaimer applies :
  
     *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
     +                                                                       +
     *        I might not of said what I meant, or I may have.               *
     +                                                                       +  
     *        I might not of meant what I said, or I may have.               *
     +                                                                       +
     *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

================================================================================
********************************************************************************

Mick Ball                             Soccer   : Tottenham Hotspur,Portsmouth
                                      Hockey   : Edmonton Oilers 
e-mail BallM@mala.bc.ca               CFL      : Edmonton Eskimos
                                      Baseball : Toronto Blue Jays
                                      Football : San Francisco 49'ers

********************************************************************************
================================================================================
Newsgroups: rec.games.video
From: bdwest@lims02.lerc.nasa.gov (ALIS)
Subject: RPGs Review cont.
News-Software: VAX/VMS VNEWS 1.41    
Organization: NASA Lewis Research Center
Date: 31 Dec 1992 11:13 EST  


Scale:

A - great, the best
B - good but not great
C - average/typical
D - bearly tolerable
F - Hated it

This rated:

Graphics - colors, size, flicker, animation, clarity, variety of monsters,
	   background.
Sound - variety, enjoyablility
Manuel - clarity, descriptiveness, helpfulness, errors
theme/story - stroy flow, explanation scenes, intro of new characters, 
	ability to choses more than one route of progress.
Lenght of game - very long, long, medium, short, too short
level of difficulty - hard, medium, easy:  maze complexity, die alot
	puzzle sovling if any.
Control of battle - control over the actions taking place during battle
Outstanding features - explained
View - overhead, 3-D, combination


Dragon Warrior III


Graphics - D
same as Dragon Warrior II, no improvements

Sound - D
same problem as Dragon Warrior II, different music though

Manuel - B

Huge improvement over DWII, many errors though such as lightning sword 
actually being called the thunder sword, one of the helment being cursed 
when it isn't, certain character being able to equip certain things when 
they really can't. Otherwise, very complete and descriptive, color map of 
the overworld good, but underworld map is confusing may contain errors, 
easy to pick up were you left off after leaving the game for a while. 
If it weren't for the errors I'd give it an A but there where way to many 
errors.

Theme/story - B

Story flowed very well, no character intro all characters are available in 
advanced, have the ablility to generate own characters, route is not very 
flexible.  Lots to do, lots of things to collect, thank goodness for 
storage.

Lenght of game - very long,

lots to do.  Two whole worlds to explore. Lots to see and do.  

Level of difficulty - medium - hard.  

Control during battle - A

Control who does what to whom, plus you can put a confused character to 
sleep so he/she does not harm your party.

Outstanding/Unique features: 

Ability to put confused characters to sleep. Ability to change characters 
careers after a certain level. Changing of status board color if characters 
are hurt badly or if some where killed or if night fell.
Night/day exploration and the difference it makes.  

View - Overhead

NOTE:  DWII's view was also overhead

Next up Final Fantasy

Newsgroups: rec.games.video
From: wiggli@stein.u.washington.edu (WiGgLi BoY)
Subject: WANTED: TG-16 R-Type / Hu-Card boxes
Summary: where can i get these?  anyone?
Keywords: TG-16 TurboGrafx
Organization: University of Washington
Distribution: usa
Date: Sat, 26 Dec 1992 10:04:41 GMT

i think the subject really says it all.  does anyone know of a source
for the Hu-Card R-Type for the turbografx-16?  or of the boxes that the
cards go in?

please respond by email!  thanks.
--
Greg Samson (gts@gnu.ai.mit.edu/wiggli@u.washington.edu)
Newsgroups: rec.games.video
From: arromdee@godel.cs.jhu.edu (Ken Arromdee)
Subject: Re: How do you add a language switch to the "LATEST" Genesis?
Keywords: Genesis
Organization: Johns Hopkins University CS Dept.
Date: Sat, 26 Dec 1992 02:16:39 GMT

In article <1992Dec25.234521.6176@netcom.com> harve@netcom.com writes:
>     I previously added a language switch to an older Genesis, but I had
>to return it because of an overheating problem--after about
>half an hour the games would start locking up.  This occured about a
>month after I made the switch--most likely due to the board design.  My old
>Sonic Genesis had a solid rectangular heat sink, long jumper wires,
>and the full-size 68000 cpu.
>     I was surprised when I opened up the newer Sonic Genesis.  The board
>has been redesigned somewhat.  It now has a fin-type heat sink, no jumper
>wires, fewer chips, and a mini-square 68000 cpu.  I couldn't find any
>jumpers on the board: i.e. jp1-4.  Does anybody know of a way to add a
>language switch to the latest Genesis design?

Good question.  The information I have said that the jumpers in question
hadn't changed even though some other stuff did.  Maybe there was more than
one revision (the second not being noticeable since there was no visible
change like the "Produced by" screen)?

I guess it's time to change the FAQ.  And I just posted it too....
--
"the bogosity in a field equals the bogosity imported from related areas, plus
the bogosity generated internally, minus the bogosity expelled or otherwise
disposed of."  -- K. Eric Drexler

Ken Arromdee (arromdee@jyusenkyou.cs.jhu.edu, arromdee@jhunix.hcf.jhu.edu)
Xref: sparky rec.games.video:26032 misc.wanted:10460 misc.forsale:34259
From: ballt@ucs.orst.edu (Teresa Ball)
Newsgroups: rec.games.video,misc.wanted,misc.forsale
Subject: Wanted: NES,SNES and Genesis games
Date: 29 Dec 1992 21:04:44 GMT
Organization: University Computing Services - OSU
Distribution: world
NNTP-Posting-Host: ucs.orst.edu

Excuse the interuption, but I was wondering if anybody wanted to sell their NES,SNES, or Sega Genesis games.  I am asking for working games that are reasonably priced.  

I am most interested in the following:
NES

TMNT III
Ultima II
Demon Sword
And any baseball game

SNES

Super Castlevania IV
Contra III
Bulls vs. Blazers
Final Fantasy II 
Final Fantasy: Mystic Quest
TMNT IV: Turtles in Time

Genesis

Hard Drivin'
Sonic the Hedgehog I & II
Golden Axe I & II
John Madden Football '93
 
I would also be interested in games for the Sega Master System.
I would also be interested in the Game Genie for any/all systems.

I also have the following games for sale or trade.

NES 

Rollergames
Pinball
Operation Wolf
Section Z

Genesis 

Rings of Power
Dark Castle
Warrior of Rome

Sega Master System

Penguin Land

Make an offer by E-mailing this account (my mother's).

Thanks for your time.  Sorry about the length of this.

Garth Ball
Newsgroups: rec.games.video
From: Adam Lawrence Salter <adam@zooid.guild.org>
Subject: Re: Tengen Tetris?
Organization: The Zoo of Ids
Date: Thu, 31 Dec 1992 05:29:29 GMT
 <C03014.JuK@rahul.net>

  In article <C03014.JuK@rahul.net>,
  bryanw@rahul.net (Bryan Woodworth) writes:

>In <1992Dec29.210905.16@sfpp.com> longo@sfpp.com (Bob Longo) writes:
>
>>I have heard about a rare version of Tetris for the NES called Tengen Tetris.
>>What does anyone know about Tengen Tetris.  Is it better than the Nintendo
>>version?  How is it different?
>
>>Does anyone know where I could find a Tengen Tetris game?
>
>Tengen's version of Tetris is MUCH better than the Nintendo version.  It
>has backgrounds, better 2 player mode, and a few other whistles.  I've only
>heard this, I haven't played it firsthand (unfortunately).   
>
>Nintendo actually had the nerve to take Tengen to court in order to get the
>game removed from shelves, since Tengen hadn't obtained permission from
>ELORG (The Russian videogaming organization).  Sigh.  Sometimes I want to
>poke Nintendo in the eye.. *boop*
>
>As for where you could find it?   <giggle> Maybe someone who bought it
>before it went off-market is willing to sell it?   For a dear price of
>course.   It is definitely a collector's item.
>
>-- 
>Bryan Woodworth <bryanw@rahul.net>


  Is this true? I know an obscure video store that I might be able to get it
from. I've rented it from them and played it several times, though not in the
last few months. And YES it was the TENGEN version, black case with the two
thumb-grips and all.

     
                                                                 adam
Newsgroups: rec.games.video
From: andrewg@brtph346.BNR.CA 
Subject: Re: 16 bit graphics or cpu?
Reply-To: andrewg@brtph346.BNR.CA 
Organization: Bell-Northern Research Ltd.
Date: Thu, 24 Dec 1992 15:22:55 GMT

In article <1992Dec23.193232.3570@clark.edu>, gsnow@clark.edu (Gary
Snow) writes:
|>In article <Bzprrx.2Jos@austin.ibm.com>
bbishop@crusader.torolab.ibm.com writes:
|>>
|>>With the processing power of the SNES and the SNES/CD unit, it is
suppose to 
|>>be able to have a couple of X stations attached to it. It also should still
|>>have plenty of computing power left over because of the 16 bit and 32 bit
|>>processors, making it the eqivalent of 1.2X10^24 bit machine (16 bit
^ 32 bit).
|>>There are a lot of non technical people out there who dont realize that you 
|>>get can get a 1.2X10^24 bit processor eqivalent from a 16 bit processor and
|>>a 32 bit processor.  The MHz it operates at will be increased as well... The
|>>SNES operates at (roughly 3 MHz) but the new CD unit will operate at 50 MHz
|>>making the total 7.17X10^23 MHz (3 MHz ^ 50 MHz)... So this machine should
|>>be able to handle bitmaps.
|>
|>Where did you get this info??? Also combining two processors doesn't
|>increase the number of bits of a console or computer, unless they
|>are super scalar CPUs, which they are not. I am a technical person, and
|>if you know a way to do the above, let me know, I would like to invest
|>a little money in something that could revolutionize the computer
|>industry.
|>
|>Gary
|>
|>-- 
|>-----
|>Gary Snow
|>uunet!clark!gsnow  or  gsnow@clark.edu
To the humor impaired THIS WAS A JOKE !!!!!! I found it rather amusing.
I captures
very well the Technical misinformtion the Video Games Manufacturers put
out. The
worst offenders being Neo Geo who call their 16 Bit system 24 Bit, and
Nintendo 
who call their 8 Bit Super Nintendo 16 Bit. At least Sega don't call
their 16 Bit
system 24 Bit (counting the Z80 like Neo Geo) or 32 Bit (counting
internal register
size like Nintendo would).

Andrew Grant
From: nugget@genesis.nred.ma.us (Ralph Barbagallo)
Newsgroups: rec.games.video
Subject: Re: Pradiaus???????????
Date: 1 Jan 93 04:02:41 GMT
Organization: Genesis Public Access Minix  +1 508 664 0149


  Parodius is hilarious!  Especially the Russian Baths sequence.. and the end!
I love that game.. the best in the entire Gradius series..

------
  Ralph A. Barbagallo III
  nugget@genesis.nred.ma.us
From: Richard.Kooijman@dnpap.et.tudelft.nl (Richard Kooijman)
Newsgroups: rec.games.video
Subject: Re: Sega video cable, is it worth it?????
Date: 23 Dec 92 14:54:58 GMT
Organization: Delft University of Technology, Dept. of Electrical Engineering

hm002b@uhura.cc.rochester.edu (Sony SUCKS SHIT) writes:

>Well I am not so sure 10-12 bucks is a waste of money. After all most people
>are probably not as "experienced" as you in making cables. For many people
>the time it would take to make the cable isn't worth the 6 bucks in savings,
> time isn't cheap! 10 bucks is pocket change, the cable is worth it is you
>are experiencing RF noise.

The cable will provide you with a better picture and in that respect
the cable is worth it. I only think Sega has overpriced (as all
companies do). My estimate of $4 was high too, and I only think that
if you can make such a cable, you better do it yourself. You can pick
the right length that fits your system best (if you place it on top of your
TV set, you can keep it short). And you can buy the best materials.

I haven't seen the Sega cable, because it isn't available here. So
I had to make it myself.


Richard.
--
-- ir Richard Kooijman ------------------- Email: R.Kooijman@ET.TUDelft.NL --
-- Intelligent Network Management Project (INEMA) ---------------------------
-- CARDIT, Delft University of Technology ------------ Tel: (31)-15-786209 --
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Newsgroups: rec.games.video
From: jimhsu@athena.mit.edu (Jimmy M.D. Hsu)
Subject: GENESIS--Desert Strike
Organization: Massachusetts Institute of Technology
Date: Tue, 22 Dec 1992 03:51:24 GMT

A few months back, someone posted an immense list
of cheats for the genesis.  Well, now I'm kicking
myself for not saving it, cause I got a hold of
Desert Strike and I can't remember any of the neat
hints and tips and cheats.  Does anyone have the
list?  Can anyone post the list for the benefit of
all, or alternatively, if you want to share any
cool stuff you found about Desert Strike, email me!
From: 6236jamisonr@vms.csd.mu.edu
Newsgroups: rec.games.video
Subject: SUPER NES: "STAR WARS" Strategy
Date: 25 Dec 1992 06:23:05 GMT
Organization: Marquette University - Computer Services
Reply-To: 6236jamisonr@vms.csd.mu.edu
NNTP-Posting-Host: vmsa.csd.mu.edu

In a previous message I asked for a strategy for "Level 9."  By
"Level 9" I meant the one entitled "The Cantina."  At the end of
this level there appears the boss monster "Kalaar."  I'm still
looking for a good strategy to defeat the monster.  Thanks.
From: pjb@ersys.edmonton.ab.ca (Paul Bolle)
Newsgroups: rec.games.video
Subject: Traysia... HELP!!!!!
Date: Wed, 30 Dec 92 01:17:51 MST
Organization: Edmonton Remote Systems #2, Edmonton, AB, Canada

 [Genesis]
I need help for a friend of mine who's gone absolutely bonkers over this 
game. He's in the town of thieves and needs to get to either the 
swordsman's town, or the warriors' town,. (They may be the same... 
haven't played, myself...)
And help given is graciously and DESPERATELY needed...
He won't leave me alone... :)

Paul Bolle              pjb@ersys.edmonton.ab.ca 
Newsgroups: rec.games.video