jueves, 2 de julio de 2020

Ozark S02E03

S.A.M. inicios

Autor declara que se inspira en los experimentos de Bell sobre audio sinteizados de los kit educacionales:

1960's Bell Telephone Degraded Speech Synthesis Educational Tool Kit


Esta la cancion Daisy en el tercer track:

Track A1 is a greeting by the computer, and then a human voice explains how the machine is able to talk. Another example is provided by using the phrase "He Saw The Cat".
Track A2 is the machine quoting the famous Hamlet "To Be Or Not To Be" speech.
Track A3 is the machine singing "A Bicycle Built For Two" (Daisy); and ends by saying "Thanks For Listening".

Primer demo de Bell: https://archive.org/details/HeeSawDhuhKaet
estan los 3 tracks mencionados arriba.

Montezuma's Revenge! timeline

Siempre ha existido una confusión de las versiones entre pre-eleminary monty, Montezuma's Revenge !
  1. Montezuma's Revenge! (Utopia, 1983) (en Chile se le decia Montezuma 2)
  2. Preliminary Monty (leaked version de Parker Bros.)
  3. Montezuma's Revenge (Parker Bros, 1984)





Developed by Utopia Software
Concept by Mark Sunshine
Written by Robert Jaeger for the Atari 800 in 1983.

Squeezed into 16k from Jaeger's 48k code by Chase Sebor and Bob Halliday, and published by Parker Brothers in 1984 for the Atari 5200 and Atari 8-bit family computers. Also converted and published by Parker Brothers in 1984 for the Atari 2600, ColecoVision, Commodore 64 and IBM-PC compatibles. Converted for the Apple ][ computers by Parker Brothers and published by BCI Software in 1984.

Converted for the ZX Spectrum in 1984 by Amazon Systems, and published by Parker Brothers and Sinclair Research Ltd in 1984 as "Panama Joe".

Re-developed and published for the Sega Master System by Parker Brothers in 1989.

Unofficial MSX conversion based on the ColecoVision version by Muffie of ICON Games in 2008.
Unofficial ZX Spectrum 128k remake "Preliminary Monty" was programmed by Andrew Zhiglov in 2009.
Official remake for the iOS by Jim Pavloff in 2012.



martes, 30 de junio de 2020

Laberintos 8bit

Hubo harto ruido por el articulo que publico John Aycock sobre el algoritmo usado en Entombed de 2600


De todas formas hay entrevistas de DP anteriores:


Por otro lado mencionan de 8bit :



One of the interesting parts of Telengard is the way it generates the dungeon map. The dungeon in the game is very large, it has 50 level and each level is 200 by 200 rooms. The dungeon is also the same every time you play so you can map it out as you go along. This is achieved by using a pseudo-random algorithm to generate the map. This results in a map that is complex enough to be interesting, but not so complex that it's unplayable.
This is the formula that is used to determine the appearance of each room:
XO = 1.6915
YO = 1.4278
ZO = 1.2462

q = x * XO + y * YO + z * ZO + x * YO + y * ZO + z * XO
hi = q And &HFF
q = x * y * ZO + y * z * XO + z * x * YO

If (q And 3) = 0 Then
q = (q / 4) And &HF
If q > 9 Then q = q - 9
hi = hi + q * 256

End If
XO, YO and ZO are constants
z = dungeon level
x,y = room position in level
hi describes the room as follows:
bits 0,1: Upper wall: 0,1 = nothing, 2 = door, 3 = wall
bits 2,3: Left wall: 0,1 = nothing, 2 = door, 3 = wall
bits 8-11: If not 0 then there is something special in the room
1 = Inn
2 = Pit
3 = Teleporter
4 = Stairway
5 = Alter
6 = Fountain
7 = Cube
8 = Throne
9 = Box

To view the entire map I created a VB.NET map generator program. This program required the Microsoft .NET Framework 2.0:
Map Viewer - Executable and source

Message from the King (2016)