HDTenEightyP/NetNews huggingface dataset:
From: amead@s.psych.uiuc.edu (Alan Mead)
Subject: Re: Galaxy perl script ships.pl
Organization: UIUC Department of Psychology
Date: Thu, 10 Sep 1992 18:37:32 GMT

mckinney@cs.utexas.edu (Durwood Y. McKinney) writes:


>Well, I tried out the ships.pl perl script -- I have a couple of
>comments:

Also, players in Russell's games (and, I assume, soon players in any of
Rob's games that are still going) are working with slightly different
rules.

Mass is computed normally for single attack warships without cargo, but
cargo space is now a non-linear function of the cargo stat.  A stat of
1.00 now carries 1.10 units, and the gain is larger for larger ships.

And this mass is added to the mass of the ship to determine the
effective shield (that's correct isn't it?).

Also, for ships with two more more attacks, the second and subsequent
weapons occupy half the space.  So a [10 1 10 10 0] ship has mass 30,
and a [10 2 10 10 0] has mass 35 and a [10 10 10 10 0] has mass 75.

And, of course, the earlier poster is right, effective shields are a
product of ship's stats and a magic number of approx. 3.10723.

I'd take a shot at fixing these, but I don't have perl (nor the space
for it)...

-alan mead
Newsgroups: rec.games.pbm
From: nicholso@pioneer.arc.nasa.gov (Melvin H. Nicholson YBH)
Subject: Ack.  I have an article and don't know where to send it.
Organization: NASA Ames Res. Ctr. Mtn Vw CA 94035
Date: Mon, 7 Sep 92 20:17:27 GMT

Help: I have my column ready and lost your address, oh great editor in
chief.  Send me a sign.

Mel
From: aesba3kgfm@dct.ac.uk
Newsgroups: rec.games.pbm
Subject: Quest...a fantasy PBM its good!
Date: 7 Sep 92 13:08:16 +0100
Organization: Dundee Institute of Technology



	Quest is a fantasy game by KJC games in England!

	It is fairly simple with a party of 6 initial characters

	being chosen from 16 offered

	There are 4 races, dwarf, elf, human  and half-blood.

	There are 4 clases...fighter, thief, priest and mage!!!

	There are a pantheon of gods to worship 

	and it is set in Kharne.....send off to KJC games for a

	trial pack if you want.. They are at Clevelys, UK

	Cant remember the rest of the address

	It is slowly getting better as improvements are made

	and it is fun

	There is a ten day turnaround period....or 14 days

	for people who need the extra days...ie people like

	yourself in america.......or people who cant be bothered

	doing  a turn very quickly

	There are 14 games I think...of which 8 or 9 are 10 day turnaround

	I am in game 7 and we have over 300 people in that game!!!!

	As you can imagine...game one is quite high powered and 

	the people there have been around for a while!!!!

	If you have any questions...do post them up

	Unfortunately I may not be here to tell you

	But I am sure someone will help!!!
From: news@times.aux.apple.com (News Subsystem)
Newsgroups: rec.games.pbm
Subject: Monster_Island_info
Date: 10 Sep 92 21:15:28 GMT
Reply-To: eriks@apple.com
Organization: Apple Computer, Inc.

Has anyone been bitten by a poisonous snake and been poisoned?
I'm considering entering a KomaDen and am a bit weary since my health is 
way down.  Also, I'm in desperate need of a funnel snake, and heard you 
can find them in Koma Dens.  Any confirmation of this?  Thanks for any 
info.

Erik Seilnacht               <eriks@apple.com>

p.s.  I would like to have a newsgroup just for blurbs and stuff on MI.  
Anyone
else interested?
Newsgroups: rec.games.pbm
From: gairns@ccrs.emr.ca (Jamie Gairns)
Subject: Legends:  Great Ogre
Organization: Canada Centre for Remote Sensing, Ottawa
Date: Fri, 11 Sep 1992 02:03:03 GMT

	Sorry about the format of this posting.  I imagine that
	subsequent ones will be tidied up considerably.  Well,
	since this was my first ever combat ... a Pyrrhic victory,
	to say the least ... here are the stats.

Zurgam ID#4374 Great Ogre  Male
Leadership 5

Weapon: Giant Hammer ID#100 PWR 2
INV/DAM: 3/3
Magic Defense: 4
Special Attack Defense: 3
Total Combat Factor: 175
Total Defense Factor: 22
Melee Attack Factor: 950
Beginning Wounds: 27%	Ending Wounds: 100%
From: Chris.Brannon@bbs.oit.unc.edu (Chris Brannon)
Newsgroups: rec.games.pbm
Subject: Re: Ack.  I have an article and don't know where to send it.
Date: 8 Sep 92 05:22:14 GMT
Organization: Extended Bulletin Board Service

In article <1992Sep7.205557.3816@murdoch.acc.Virginia.EDU> gl8f@fermi.clas.Virginia.EDU (Greg Lindahl) writes:
>In article <1992Sep7.201727.4171@riacs.edu> nicholso@pioneer.arc.nasa.gov (Melvin H. Nicholson YBH) writes:
>
>>Help: I have my column ready and lost your address, oh great editor in
>>chief.  Send me a sign.
>
>Anyone have any opinions on what the sign should read? Forget-me-not?
>
>;-)
>
>If anyone else has articles, I'd love to have 'em. So far we have
>Mel's column, a beginner Galaxy article, a description of Space 1992,
>which is in beta-test, and an article discussing the differences
>between games and simulations. Still looking for more articles, and/or
>info about games that I don't have info about yet.
>
>


Forgive me if this is a FAQ, but I havn't been watching this newsgroup
recently...
 
What newsletter are you talking about?  It looks interesting.
 
Chris

--
   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:  bbs.oit.unc.edu or 152.2.22.80
From: news@times.aux.apple.com (News Subsystem)
Newsgroups: rec.games.pbm
Subject: Monster_Island
Date: 10 Sep 92 21:02:29 GMT
Reply-To: eriks@apple.com
Organization: Apple Computer, Inc.

Has anyone been bitten by a poisonous snake and been poisoned?
I'm considering entering a KomaDen and am a bit weary since my health is 
way down.  Also, I'm in desperate need of a funnel snake, and heard you 
can find them in Koma Dens.  Any confirmation of this?  Thanks for any 
info.

Erik Seilnacht               <eriks@apple.com>

p.s.  I would like to have a newsgroup just for blurbs and stuff on MI.  
Anyone
else interested?
Newsgroups: rec.games.pbm
From: nicholso@pioneer.arc.nasa.gov (Melvin H. Nicholson YBH)
Subject: Re: Ack.  I have an article and don't know where to send it.
Organization: NASA Ames Res. Ctr. Mtn Vw CA 94035
Date: Thu, 10 Sep 92 20:34:27 GMT

Chris.Brannon@bbs.oit.unc.edu (Chris Brannon) writes:
>gl8f@fermi.clas.Virginia.EDU (Greg Lindahl) writes:
>>nicholso@pioneer.arc.nasa.gov (Melvin H. Nicholson YBH) writes:
>>
>>If anyone else has articles, I'd love to have 'em. So far we have
>>Mel's column, a beginner Galaxy article, a description of Space 1992,
>>which is in beta-test, and an article discussing the differences
>>between games and simulations. Still looking for more articles, and/or
>>info about games that I don't have info about yet.
>>
>Forgive me if this is a FAQ, but I havn't been watching this newsgroup
>recently...
> 
>What newsletter are you talking about?  It looks interesting.
> 
What a perfect excuse to advertise...

Greg runs a magazine dedicated to discussion of PBEM gaming, especially
computer moderated games.  If you asked him nicely, I bet he'd send you
back issues packed with sparkling, insightful issues like mine (best of
all, it's free).

Better yet, after you read the back issues, you might feel inspired to
WRITE something for next issue.

Mail greg for details.  I think his address is included above.  Mail
me if that address doesn't work.

Mel


Newsgroups: rec.games.pbm,rec.games.board
From: stanford@leland.Stanford.EDU (Scott Stanford)
Subject: diplomacy PBeM opening
Organization: DSG, Stanford University, CA 94305, USA
Date: Tue, 8 Sep 92 23:03:10 GMT


Hello - we need someone to take over the abandoned Austria in the
judge's game "hornet" - if you have questions, leave the word "help"
in the message (not subject line) to judge@u.washington.edu.


-- 
Scott Stanford                 (;@~)  (`@<)   
                             |\____________/| 
stanford@leland.stanford.edu |  \/  \/  \/  | 
                              \___/\__/\___/  The BIG FACE is your friend.
Newsgroups: rec.games.pbm
From: krelos@agora.rain.com (Neal Feldman)
Subject: Looking for Good Fantasy PBM in the U.S.
Organization: Open Communications Forum
Date: Thu, 10 Sep 1992 20:37:23 GMT

I'm looking for a good fantasy PBM game that isn't just hack and slash, something
that will involve a little thought and planning.

My husband is looking for something similar, but in a science fiction
setting.

What's out there nowadays?



Nancy Feldman, Neal's Wife
From: merlin@mentor.cc.purdue.edu (Merlyn mab Morfryn)
Newsgroups: rec.games.pbm
Subject: Players List
Date: 14 Sep 92 02:51:43 GMT
Distribution: na
Organization: Purdue University Computing Center

The following is the official list of players who at this time have been
accepted to the rifts/srun pbm.  Due to technical difficulties some of
your requests may have not gotten through, if you mailed to us previously
and have not been added please reqpond to bishop@mentor.cc.purdue.edu.

Please do not send any requests to join if you have not done prior to today.
september 13. 1992.  The high number of responses was more than anticipated, 
but we will be able to deal with the situation.  To the players who did not
recieve a posting on friday I apologize we were in a decision making process
on how to handle the players.  Again thank you for your replies and patience.
Let the games begin...

mpolen@emubus.bus.emory.edu\ C
kogutt@ucsu.Colorado.EDU\ C
cxc4107@hertz.njit.edu\ C
texdude@camelot.bradley.edu\ C
eebonar@lsuvax.sncc.lsu.edu\ C
peiper@athena.cs.uga.edu\ C
mech@wdl1.wdl.loral.com\ C
Jesse.Taylor@lambada.oit.unc.edu\ C
jwoolsey@gfx.engga.uwo.ca\ C
dirk@ecst.csuchico.edu\ C
scottmm@cea.berkeley.edu\ C
kanderso@romulus.reed.edu\ C
jphillip@sage.cc.purdue.edu\ C
uplink@cwis.unomaha.edu\ C
BXK110@PSUVM.PSU.EDU\ C
duffrob@karl.iit.edu\ C
migoalb@karl.iit.edu\ C
jvbanagan@ucdavis.edu\ C
jhthomas@us.oracle.com\ C
frost@netcom.com\ C
thompson@spot.Colorado.EDU\ C
trimblte@NeXTwork.Rose-Hulman.Edu\ C
cvanous@mdd.comm.mot.com\
JOKHC@CUNYVM.BITNET\ C
pjs@sc.cs.appstate.edu\ C
sschin@ucdavis.edu\ C
conley@engin.umich.edu\ C
digger@CSI.COM\ C
houk@athena.cs.uga.edu\ C
dshaffer@andromeda.rutgers.edu\ C
hunter@quake.sylmar.ca.us\ C
joyst@unix.cis.pitt.edu\ C

Above is the entire list of players and their addresses, please in order to 
maintain continuity and privacy, do not request the players character names.
We believe that in not being able to identify player from nonplayer character
that the game will be far better for everyon.  I include this list merely for
everyones convenience.

Merlyn mab Morfryn
  
Bishop

et al
Newsgroups: rec.games.programmer
From: jas37876@uxa.cso.uiuc.edu (John A. Slagel)
Subject: Re: VGA / IBM / DOS - ModeY putblock, getblock
Organization: University of Illinois at Urbana
Date: Fri, 11 Sep 1992 23:33:09 GMT

ccsteve@cybaswan.UUCP (s marshall) writes:

>Does anybody have, or can point me in the direction of source code for these
>functions in ModeY which will avoid these restrictions. I`m not overly
>bothered about the width restriction its really the X co-ord problem that
>irritates me.

   I think I can... But, what is mode Y?  I have written a bunch of very
   fast putblt routines for modeX, which I think is the same thing?
   Explain what modeY is, and I'll send you my routines, if you want 'em.

   Routines:
   -A straight putblt that just overwrites the background. The fastest.
   -A putblt that doesn't overwrite the background for 0 valued pixels.
    (pretty fast)
   -A putblt that doesn't overwrite the background for 0 valued pixels,
    and also records the colors that it did overwrite so that you can
    tell if it is on top of something for collision detection.
    (no so fast, but I can draw ~40 12x12 sprites in 1 refresh cycle, 
     including collision detection and "smart" movement on top of a complex
     background.)

    None of these have any restrictions... except they have to be an 
    interval of 4 pixels wide.  I also use some 386 commands, such as
    movsd, but you can take those out if you're on a 286.

    Keep posting VGA stuff, folks.  This group is getting boring.
    If anyone else wants these routines, send me mail. If I get more
    than 10 requests, I'll just post 'em.


-- 
------------------------------------------------------------------------
 John A. Slagel     "My old man used to tell me, before he left this
 j-slagel1@uiuc.edu  shitty world, never chase buses or women- you
                     always get left behind." -The Marlboro Man
Newsgroups: rec.games.programmer
From: kennehra@craft.camp.clarkson.edu (Rich"TheMan"Kennehan)
Subject: Nintendo Assembler Instruction Set?
Organization: Clarkson University
Date: Wed, 16 Sep 1992 02:08:59 GMT



Hi.  This is my first post to this group, so please don't flame me
if this question is in the FAQ!!! :)

Ok...I am REAL serious about hacking into my old nintendo games and
I'd like to know what kind of instruction set the Nintendo has.
I've had alot of 8086 assembler experience, so don't afraid to get
technical on me!!  I'd also like to find out about the nintendo
computer architecture, like at what addresses is the operating system
stored? what is the operating system LIKE???  What kind of addressing
does the Nintendo processor use, and how many registers does it have?

If anyone can tell me where I can get this kind of info I would be
really, really, REALLY happy! :)  This is the kind of letter that I
wish EGM would print!!!

Thanks in advance,
-Rich
 kennehra@logic.camp.clarkson.edu
From: cyberman@toz.buffalo.ny.us (Cyberman)
Newsgroups: rec.games.programmer
Subject: Video Game Standard!?!?!
Date: 5 Sep 92 01:41:41 GMT
X-Maildoor: WaflineMail 1.00r

I've been looking at all these entertainment sytems.  Nintendo
Genesis etc.  I don't like what I see, quite frankly.  I would
like to put out this "wierd" idea.  An OPEN video game standard.
That is IDENTICAL hardware that can be hacked to poeple's hearts
content.  And be programed by ANYONE with a little knowledge.  I
have some ideas already how to go about it.

First it will require being patented.  Reason?  So everyone has
access to it AND so that some other company doesn't patent it and
steal it off the market so they can sell thier own proprietary
format at thier extortionary prices.  COPYRIGHT.  All software
will be copyrighted for the SAME reasons as above.  So no one
else can say it's THIERS.

Base machine ideas.  68k based with a built in kernal

... A tagline a day keeps the vultures away.
--- Blue Wave/QWK v2.10
                                                             
Newsgroups: rec.games.programmer
From: cnquinn@spectrum.cs.unsw.oz.au (Clark Quinn)
Subject: Computer-Controlled Players - Standard References?
Reply-To: cnquinn@spectrum.cs.unsw.oz.au (Clark Quinn)
Organization: none
Date: Thu, 10 Sep 1992 06:04:24 GMT

One of our students has developed a game and is interested in the
literature in building computer-generated opponents.  I've looked for a
FAQ, and not finding one, I'm hoping some kind soul(s) can suggest the
appropriate pointers to the literature.  He's interested in algorithms,
heuristics, or methodologies for developing strategies.  I'll gladly
summarize if there's enough interest.  Sorry, but my materials and our
library catalog weren't sufficient.  Thanks, -- Clark

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

 _--_|\    Dr. Clark N. Quinn
/      \   School of Computer Science and Engineering	    +61-2-697-4034
\_.--._*   The University of New South Wales            Fax +61-2-313-7987
      v    PO Box 1                                  cnquinn@cs.unsw.oz.au
           Kensington, NSW                             C.Quinn@unsw.edu.au
           AUSTRALIA 2033                                      

           "A California Yankee in the Land of Oz"
Newsgroups: rec.games.programmer
From: Jari.Karjala@hut.fi
Subject: PC game programming related files at nic.funet.fi
Reply-To: jka@nic.funet.fi
Organization: Helsinki University of Technology, Finland
Distribution: rec
Date: 8 Sep 92 11:07:09


I have created a directory (/pub/msdos/games/programming) for PC game
programming related material at nic.funet.fi (128.214.6.100) anonymous
ftp site.  Currently it contains the following files:

2ktetris.zip    2kB tetris with assembly source
anivga11.zip    Sprite routines, examples, VGA 320x200x256 (TP 6.0 source)
blit.zip        BitBlit routines, CGA? (ASM with Turbo C bindings)
hobbsrc.zip     Hobbes modeX library, no docs, VGA (Borland C/ASM source)
sprite.zip      Sprite editor, EGA (no source)
sprites.lzh     Sprite routines, VGA 320x200x256 (TP 6.0 source)
stk110.lzh      Sprite routines, editor, sample game, EGA/Herc (TC 2.0 source)


If you know any other game-related (graphics, sound, game sources)
public domain/freeware/shareware packages, please let me know. Sources
are preferred, but binary-only libraries with good documentation are
OK, too.


--
/*-- Jari.Karjala@hut.fi -- The World is Just a Huge Fractal --*/
float o=0.075,h=1.5,T,r,O,l,I;int _,L=80,s=3200;main(){for(;s%L||
(h-=o,T= -2),s;4 -(r=O*O)<(l=I*I)|++ _==L&&write(1,(--s%L?_<L?--_
%6:6:7)+"World! \n",1)&&(O=I=l=_=r=0,T+=o /2))O=I*2*O+h,I=l+T-r;}
Newsgroups: rec.games.programmer
From: topgun@chaos.cs.brandeis.edu (Chandra Bajpai)
Subject: Re: Origin Systems buyout
Organization: Brandeis University
Date: Mon, 14 Sep 1992 13:38:42 GMT

In article <rdippold.716447869@cancun> rdippold@cancun.qualcomm.com (Ron Dippold) writes:
>ron@zooid.guild.org (Secret Mud) writes:
>>From: cat@wixer.cactus.org (Dr. Cat)
>>>   Origin Systems put out a press release today announcing that they have
>>>made an agreement to become part of Electronic Arts in exchange for a stock
>>>swap.  Whether this will have much effect on the company will remain to be
>>>seen...
>>>               Dr. Cat
>
>>Whaaat?  That's certainly very suprising.  I can't see why Origin would do it.
>
>I'd guess EA's deep deep pockets and distribution/advertising power.
>Combine that with Origin's name and programming and...
>-- 
What sort of games does Origin make?

-Chandra
Newsgroups: rec.games.programmer
Subject: Re: ega games
From: ccog1@cs.aukuni.ac.nz (Colin Blair         Coghill        )
Date: Tue, 15 Sep 1992 02:23:32 GMT
Organization: Computer Science Dept. University of Auckland

In <79615@ut-emx.uucp> baylor@ccwf.cc.utexas.edu (Baylor) writes:


>	Besides the installed base, is there any reason why games like
>Keen are written in ega (asuuming vga is easier to program in)?

I would assume that this is partly to allow as many people as possible
to run the game. There are still a lot of people out here with only EGA
and I would think that it is not worth losing a fair part of the
potential market just to get a few more colours on screen.

Sure, if the game is *much* better in 256 colours, use VGA, but if it
is only a slight improvement, I personally would use EGA.
(nothing to do with the fact that I only have EGA of course)

--
========================================================================
PLEASE DO NOT REPLY OR E-MAIL - Long story, please dont - POST ONLY
========================================================================
Newsgroups: rec.games.programmer
From: swalter@nyx.cs.du.edu (DreamWeaver)
Subject: Re: Video Game Standard!?!?!
Organization: University of Denver, Dept. of Math & Comp. Sci.
Date: Sat, 5 Sep 92 15:32:54 GMT


Hmmm ... this could be an interesting idea.

> Base machine ideas.  68k based with a built in kernal

As for the graphics/video, I'd opt for a vidRAM scheme that works at the
one pixel/byte level (I've been doing EGA/VGA stuff for years ... did CGA
stuff when it was in ... and have done Amiga at times ...{and I'm gettin'
a bit tired of the calesthenics necessary to smooth scroll material
through screen bytes ... hence I'm fond of the 256-color modes).

Also, it would be nice to work with a screen resolution that had a decent
aspect ratio ... and additional memory on vid/RAM format for background
pages without eating into the program space.  My example here is the Mode
X and Mode Y stuff on VGA:  real nice, but not what hardware designers had
in mind, or they would have made them legitimate video modes.

(Sorry for all the PC references ... that's just where I come from)

-Scotty
From: cyberman@toz.buffalo.ny.us (Cyberman)
Newsgroups: rec.games.programmer
Subject: Re: video game standard!?
Date: 15 Sep 92 01:14:28 GMT
X-Maildoor: WaflineMail 1.00r


   Kenneth Cameron was espousing about 'Re: video game standard!?',
   on [09-13-92  18:19] to All!
 KC> On the subject of the standard. Is n`t OS9 just a little bit
 KC> over-kill, hmm ? All that is really needed is a boot rom, which will

    Not really you want the thing to be modular.  That way in
    order to patch the system you only need to include a module
    with a later revision and OSK will use it instead.  It also
    handles MUCH of the boring stuff.  Like allocating memory,
    system services - reading joysticks - console I/O - setting
    graphics mode - graphics primitives, multitasking,
    inter process communication.  Heck with this kind of system
    you can have each "sprite" with it's own intelligence.  Most
    of the game interaction therefore could be handled via the
    OS.  And the "sprite" would be independent of the user.

 KC> start up the cartridge, rom or otherwise. And has a large number of

    well that would mean writing all the code.  And I hate
    reinventing the wheel.

 KC> vectored (to allow code change) subroutines for doing useful things

    Most games are JUST a cartridge and have NO rom themselves.

 KC> like bitblit. Some decompress code might also be useful to save rom
 KC> space.

    It's a thought! this option was discussed but again it would
    be more costly in time.  The beauty of using Os9 is quick and
    easy development, simple device IO, and built in
    multitasking, multiprograming.  Heck they use Os9 on the
    space shuttle for embedded control.

    However I do have a 68k multitasking kernel if Os9 is not a
    favorable approach right now I'm discussing with someone from
    microware about it and am going to contact their marketing
    branch via the net.

To me this is not as important as the chipset for the graphics.
SW is flexible hardware is not!  SO that being the case.  I'm
looking into using various and a sundry display controllers.

        Stephen Cyberman@Toz.Buffalo.NY.US
        Scripted at Mon  09-14-1992  10:19:46

... Almost anything is easier to get into than out of
--- Blue Wave/QWK v2.10
From: pcellik@axion.bt.co.uk (Peter SPHINX Cellik)
Newsgroups: rec.games.programmer
Subject: Re: video game standard!?
Date: 10 Sep 92 12:48:19 GMT
Reply-To: pcellik@axion.bt.co.uk (Peter SPHINX Cellik)
Organization: British Telecom Research Labs


In article <gate.JH0sqB1w165w@toz.buffalo.ny.us>, cyberman@toz.buffalo.ny.us (Cyberman) writes:
|> 
{ stuff cut }
|> 
|>     question would a word per pixel be better?  (16bit or 65536
|>     simultaneous colors)  320x240x256?  hmmm well as long as a
|>     standard NSTC compatible TV doesn't complain.
|> 

While 16 bit colour would be nice, I don't think its really worth the extra
memory.  You can do most things with 256 colours, and would you be able
to detect the difference of a 65536 colour display on a standard TV?  I
don't know, its been a long time since I had to resort to the old domestic
monitor.  :-)

      SPHINX

==================================================
=== ?include "DISCLAIM.H--"                    ===
===                                            ===   
=== Kill others only if you wish to be killed. ===
==================================================