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Newsgroups: comp.sys.acorn.games
Subject: Re: sf3000 next gen
Date: Sun, 25 May 2008 14:05:27 +0100
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References: <05fa41874f.dougjwebb@btopenworld.com> <4fb844874f.MThompson@mt.riscos.org> <7fed4c874f.dougjwebb@btopenworld.com> <20d05e874f.dougjwebb@btopenworld.com> <8a86ca884f.MThompson@mt.riscos.org> <d7644f964f.Andrew@no.reply> <6177b4964f.MThompson@mt.riscos.org> <b957bf964f.Andrew@no.reply> <445ae9b0-397b-49f7-9f72-ea517d76bade@j22g2000hsf.googlegroups.com>
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In message <445ae9b0-397b-49f7-9f72-ea517d76b...@j22g2000hsf.googlegro 
ups.com>
          cs99...@gmail.com wrote:

>> >> I can't get it running at all: the graphics at the start appear
>> >> repeated in a row above the desktop, then the credits appear ok then I
>> >> get an error "mode not available" (or thereabouts) and the machine
>> >> crashes. (Also it says "Shared sound not found" despite it being
>> >> present in Resources.System.310.)
>> >
>> > I had this error message and the Shared Sound module, in my copy of
>> > !System was called SSound ( or something similar) so I changed it to
>> > what the error message wanted it called and put it in the place it
>> > stated it should be and that seemed to cure it.
>> >
>> > Perhaps you don't have the correct MDF available for Star Fighter
>> > 3000?
>> >
>> Yes, I've put a 320x256 from an AFK65 file as Doug Webb suggests and
>> it's working! First impressions - interface not half as good as SF3000
>> but presumably this is because it came from a console.
>>
>> You can see the difference in the graphics straight away but
>> tri-linear filtering seems to reduce it unplayably.
>>
>> Wonder what Chris "SF3000" Bazley thinks?
> 
> I don't feel like I've lost my raison d'être, if that's what you mean!
That's good to hear as the original was always something special.

> As for the 3DO port back to RISC OS (if I guess correctly that is what
> is being discussed), I had nothing to do with it and have never played
> it. Nathan Atkinson sent me screenshots years ago, which somewhat
> discouraged me from finishing the work I had begun to improve the
> range of screen modes supported by the original ARM code version. I
> decided to concentrate on a desktop version instead, possibly as the
> result of a request on IRC (my memory of that is a bit vague).
> 
Did you complete a desktop version?

> The chapter of RISC OS history where games were written entirely in
> assembly language was closed more than a decade ago, sadly. I guess it
> is only natural that a compiled C version of Star Fighter 3000 should
> take the place of the original version.
> 
Sorry, what use would that be?

> The decline in platform-specific games (and 'killer apps' in general)
> might be a bad thing for minority computing platforms and decreasing
> the diversity of computer games. However, the number of excellent
> games written in high-level compiled languages that could be ported to
> RISC OS from other platforms must, by now, be vast. There just seems
> to be a shortage of people with the skills, time and inclination.
> 
Alan Buckley seems to have done a lot of work. Someone called Nex did 
a few games as well.

> A lot of this posting is based on guesswork, because few concrete
> details have emerged about the provenance of 'sf3000 next gen', that I
> know of. I could be completely wrong.
> 
Don't know if you've got it but the credits are there in the intro. 
APDL are aware of the issues with it so who knows what might happen 
with it?

regards,

Andrew

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