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Post by Peer on Apr 6, 2023 4:03:55 GMT -5
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Post by Malban on Apr 8, 2023 13:28:14 GMT -5
Great analysis - thanx for that. Analyzing foreign code is always a challenge especially if the the code is (like you said) spaghetti code.
I wonder what the AI analysis brings to light!
Cheers Malban
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Post by rayxamber on Apr 9, 2023 14:12:05 GMT -5
Very interesting to read! I personally don't understood everything but it gives more light on different aspects of a game. Good job!
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Post by hcmffm on Apr 10, 2023 3:42:19 GMT -5
Thank you for another in-depth analysis, Peer. I much like your analysis - especially the disclaimer. It's important to remember that coding and especially tools were very different at that time. And from what I have read, time frame for writing up a new game hasn't been years or months but a few weeks, only.
In the analysis of Heads up I like the detail with the cross in the ball. And I'd be interested to know what the 6k version of Scramble looked and played like - until now I didn't even know that the code had to be stripped down to 4k.
Again, thank you and I much look forward to the analysis of Polar Rescue.
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Post by Peer on Apr 10, 2023 4:15:46 GMT -5
Hi guys,
thanks a lot for your feedback. I am travelling right now. I will try to post some answers later today.
Many Cheers, Peer
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Post by Peer on Apr 10, 2023 7:35:51 GMT -5
… Analyzing foreign code is always a challenge especially if the the code is (like you said) spaghetti code. Maybe I was being a bit unjust here. It is spaghetti code, but somewhat structured spaghetti code. There is one really large main loop, going on for several thousands of lines of code, and there many many conditional jumps inside that loop. But all those jumps go forward, causing parts of the main loop to be skipped, depending on various conditions. If you drew this code structure, it would rather look like a braid, than like wild spaghetti. There are smaller loops inside all this (repetitive stuff), and those of course have backward jumps. That is also why it took me a while to recognize the overall braid-pattern. So, to do the original programmer (s) justice, this is far from being some crazy goto-code, but rather some nicely arranged pasta.
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Post by Peer on Apr 10, 2023 7:40:26 GMT -5
… I personally don't understood everything … If you are interested in certain particular parts, just send me a message, and I will gladly try to explain things in a better way. Many of the notes I took while analyzing the code were written late at night and likely a bit confused.
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Post by Peer on Apr 10, 2023 7:44:20 GMT -5
… And I'd be interested to know what the 6k version of Scramble looked and played like - until now I didn't even know that the code had to be stripped down to 4k. I guess we all would love to know that I only read about that version online in an interview given by Paul Alan Newell. Sorry, I do not remember the link to that page, but I can try to search for it.
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Post by Peer on Apr 10, 2023 7:54:03 GMT -5
… and I much look forward to the analysis of Polar Rescue. There are several other things at the top of my Vectrex-if-I-ever-find-the-time-I-would-love-to-do-this-list, but if I will do another code analysis, it will likely not be Polar Rescue, but one of two other games which I am currently more interested in But who knows? Suggestions are always welcome. Many Cheers, Peer
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Post by hcmffm on Apr 11, 2023 1:54:16 GMT -5
… And I'd be interested to know what the 6k version of Scramble looked and played like - until now I didn't even know that the code had to be stripped down to 4k. I guess we all would love to know that I only read about that version online in an interview given by Paul Alan Newell. Sorry, I do not remember the link to that page, but I can try to search for it. Thank you for your reply. I think I've found the interview with Paul: www.digitpress.com/library/interviews/interview_paul_allen_newell.htmlMain difference between the current 4k version and the Paul's original version of Scramble seems to be collision detection. In the interview Paul wishes himself to create an 8k version of Scramble perhaps it's time to contact him and ask. … and I much look forward to the analysis of Polar Rescue. There are several other things at the top of my Vectrex-if-I-ever-find-the-time-I-would-love-to-do-this-list, but if I will do another code analysis, it will likely not be Polar Rescue, but one of two other games which I am currently more interested in But who knows? Suggestions are always welcome. After reading the analysis of Heads Up I had the impression that Polar Rescue was high up on your list. But it seems it's high up on Malban's and my wish list, only. But that's fine - retro collectors are patient and are used to wait for things.
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Post by Malban on Apr 11, 2023 2:54:51 GMT -5
As for the Scramble 6k Version. I talked to Paul about it - and he assured me that the 6k code base is gone for good. :-(
I don't think he will ever return to it.
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Post by 50tbrd on Nov 18, 2023 12:20:29 GMT -5
Can you hack it for the players to move faster?
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Post by Peer on Nov 18, 2023 12:34:10 GMT -5
Can you hack it for the players to move faster? It's been a while since I last looked at the code, so I can't say right now if this is easily possible. What exactly do you mean? Everything else should behave in the same way, you only want the players to run faster?
At the moment I am digging through Spinball, so it might take a while before I go back to Heads Up.
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Post by 50tbrd on Nov 18, 2023 12:51:47 GMT -5
Just to play faster. I think it would greatly improve the game. Doesn't matter if the timer also ticks down faster. Its just a painfully slow game.
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Post by Peer on Nov 18, 2023 13:03:01 GMT -5
Just to play faster. I think it would greatly improve the game. Doesn't matter if the timer also ticks down faster. Its just a painfully slow game. So also the ball should move faster and the goalies?
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