James Paige | 6 Mar 2009 20:38
Favicon

Re: Public domain MIDI

Oh, hey, interesting. I looked through my mail archives and I discovered 
that my version may indeed be based upon Larry Roberts' arrangement. I 
made an unsuccessful attempt to contact him at two different old e-mails 
of his that I found on the interwubs, but both of them bounced.

We (the other OHR devs and I) decided that since we had made a good 
faith effort to contact him, and since our version is only loosely based 
on his, not an exact copy, that it didn't affect the public-domainness 
of our version.

Though I still would like to track him down and find out the status of 
his version for sure. I am working on a theory that he might be the same 
person as Larry Roberts, the guitarist from the metal band "November's 
Doom", but my search has not netted any contact information so far.

---
James Paige

On Fri, Mar 06, 2009 at 10:05:53AM -0800, Tom Ahlkvist Scharfeld wrote:
>    Great.  Do you happen to know if your version of Ride of the Valkyrie's is
>    based off of the one floating around on the net by L. Roberts (attached)
>    ?  And if so, if that one is also public domain. They sound similar but
>    I'm hearing some unevenness in yours that I don't hear in that one (some
>    notes are held just a little longer than they should be for some reason).
> 
>    Thanks again -- I'll stop bugging you now. :)
>    -Tom
> 
>    On Fri, Mar 6, 2009 at 9:36 AM, James Paige <Bob <at> hamsterrepublic.com>
>    wrote:
(Continue reading)

subversion | 7 Mar 2009 16:04
Favicon

SVN: teeemcee/2580 Complete text rendering rewrite. Adds fonts:

teeemcee
2009-03-07 07:04:11 -0800 (Sat, 07 Mar 2009)
1392
Complete text rendering rewrite. Adds fonts:
-A font can be one or two layers. The bottom layer is drawn first for the whole string, then the top one. This is
to let shadows and effects like edgeprint for neighbouring characters overlap. Edgeprint now draws a
string twice instead of 5 times.
-Each character can be a variable width
-Each sprite for each layer for each character can be any size, placed in any position relative to the
character, and use 256 colours. So you can add huge graffiti like tails and things which extend all over the place.

There are two fonts currently loaded for each game: the base game font, and the game font plus edges. To try
out new font features at the moment need to use hardcoded fonts, modify setfont. font_loadbmps is there
for this.

The font code is incomplete, eventually it should have more support for palettes and colour manipulation,
multiple fonts, and font effects like shadows and gradients.

I also changed the way Frame masks act. 0x00 is now transparent and 0xff is opaque, instead of the other way
around. masks are also now optional for transparent blitting using draw_ohr. I believe there are only two
places where they are actually needed: enemies fading out, and scaled blitting (sprite_draw).
Everything else could now be changed to use half as much memory. However, fonts are the only thing taking
advantage of this at the moment.
---
U   wip/allmodex.bas
U   wip/allmodex.bi
U   wip/common.bas
U   wip/common.bi
U   wip/udts.bi
(Continue reading)

subversion | 7 Mar 2009 16:38
Favicon

SVN: teeemcee/2581 Delete some garbage I missed

teeemcee
2009-03-07 07:38:38 -0800 (Sat, 07 Mar 2009)
28
Delete some garbage I missed
---
U   wip/allmodex.bas
Ralph Versteegen | 7 Mar 2009 16:55
Picon

Re: SVN: teeemcee/2580 Complete text rendering rewrite. Adds fonts:

2009/3/8  <subversion <at> hamsterrepublic.com>:
> teeemcee
> 2009-03-07 07:04:11 -0800 (Sat, 07 Mar 2009)
> 1392
> Complete text rendering rewrite. Adds fonts:
> -A font can be one or two layers. The bottom layer is drawn first for the whole string, then the top one. This
is to let shadows and effects like edgeprint for neighbouring characters overlap. Edgeprint now draws a
string twice instead of 5 times.
> -Each character can be a variable width
> -Each sprite for each layer for each character can be any size, placed in any position relative to the
character, and use 256 colours. So you can add huge graffiti like tails and things which extend all over the place.
>
> There are two fonts currently loaded for each game: the base game font, and the game font plus edges. To try
out new font features at the moment need to use hardcoded fonts, modify setfont. font_loadbmps is there
for this.
>
> The font code is incomplete, eventually it should have more support for palettes and colour
manipulation, multiple fonts, and font effects like shadows and gradients.
>
> I also changed the way Frame masks act. 0x00 is now transparent and 0xff is opaque, instead of the other way
around. masks are also now optional for transparent blitting using draw_ohr. I believe there are only two
places where they are actually needed: enemies fading out, and scaled blitting (sprite_draw).
Everything else could now be changed to use half as much memory. However, fonts are the only thing taking
advantage of this at the moment.
> ---
> U   wip/allmodex.bas
> U   wip/allmodex.bi
> U   wip/common.bas
> U   wip/common.bi
> U   wip/udts.bi
(Continue reading)

James Paige | 7 Mar 2009 18:32
Favicon

Re: SVN: teeemcee/2580 Complete text rendering rewrite. Adds fonts:

On Sun, Mar 08, 2009 at 04:55:52AM +1300, Ralph Versteegen wrote:
> 2009/3/8  <subversion <at> hamsterrepublic.com>:
> > teeemcee
> > 2009-03-07 07:04:11 -0800 (Sat, 07 Mar 2009)
> > 1392
> > Complete text rendering rewrite. Adds fonts:
> > -A font can be one or two layers. The bottom layer is drawn first for the whole string, then the top one. This
is to let shadows and effects like edgeprint for neighbouring characters overlap. Edgeprint now draws a
string twice instead of 5 times.
> > -Each character can be a variable width
> > -Each sprite for each layer for each character can be any size, placed in any position relative to the
character, and use 256 colours. So you can add huge graffiti like tails and things which extend all over the place.
> >
> > There are two fonts currently loaded for each game: the base game font, and the game font plus edges. To try
out new font features at the moment need to use hardcoded fonts, modify setfont. font_loadbmps is there
for this.
> >
> > The font code is incomplete, eventually it should have more support for palettes and colour
manipulation, multiple fonts, and font effects like shadows and gradients.
> >
> > I also changed the way Frame masks act. 0x00 is now transparent and 0xff is opaque, instead of the other way
around. masks are also now optional for transparent blitting using draw_ohr. I believe there are only two
places where they are actually needed: enemies fading out, and scaled blitting (sprite_draw).
Everything else could now be changed to use half as much memory. However, fonts are the only thing taking
advantage of this at the moment.
> > ---
> > U   wip/allmodex.bas
> > U   wip/allmodex.bi
> > U   wip/common.bas
> > U   wip/common.bi
(Continue reading)

James Paige | 7 Mar 2009 19:38
Favicon

Re: SVN: teeemcee/2580 Complete text rendering rewrite. Adds fonts:

On Sat, Mar 07, 2009 at 09:32:57AM -0800, James Paige wrote:
> On Sun, Mar 08, 2009 at 04:55:52AM +1300, Ralph Versteegen wrote:
> > 2009/3/8  <subversion <at> hamsterrepublic.com>:
> > > teeemcee
> > > 2009-03-07 07:04:11 -0800 (Sat, 07 Mar 2009)
> > > 1392
> > > Complete text rendering rewrite. Adds fonts:
> > > -A font can be one or two layers. The bottom layer is drawn first for the whole string, then the top one.
This is to let shadows and effects like edgeprint for neighbouring characters overlap. Edgeprint now
draws a string twice instead of 5 times.
> > > -Each character can be a variable width
> > > -Each sprite for each layer for each character can be any size, placed in any position relative to the
character, and use 256 colours. So you can add huge graffiti like tails and things which extend all over the place.
> > >
> > > There are two fonts currently loaded for each game: the base game font, and the game font plus edges. To
try out new font features at the moment need to use hardcoded fonts, modify setfont. font_loadbmps is
there for this.
> > >
> > > The font code is incomplete, eventually it should have more support for palettes and colour
manipulation, multiple fonts, and font effects like shadows and gradients.
> > >
> > > I also changed the way Frame masks act. 0x00 is now transparent and 0xff is opaque, instead of the other
way around. masks are also now optional for transparent blitting using draw_ohr. I believe there are only
two places where they are actually needed: enemies fading out, and scaled blitting (sprite_draw).
Everything else could now be changed to use half as much memory. However, fonts are the only thing taking
advantage of this at the moment.
> > > ---
> > > U   wip/allmodex.bas
> > > U   wip/allmodex.bi
> > > U   wip/common.bas
(Continue reading)

Ralph Versteegen | 8 Mar 2009 05:58
Picon

Re: SVN: teeemcee/2580 Complete text rendering rewrite. Adds fonts:

2009/3/8 James Paige <Bob <at> hamsterrepublic.com>:
> On Sun, Mar 08, 2009 at 04:55:52AM +1300, Ralph Versteegen wrote:
>> 2009/3/8  <subversion <at> hamsterrepublic.com>:
>> > teeemcee
>> > 2009-03-07 07:04:11 -0800 (Sat, 07 Mar 2009)
>> > 1392
>> > Complete text rendering rewrite. Adds fonts:
>> > -A font can be one or two layers. The bottom layer is drawn first for the whole string, then the top one.
This is to let shadows and effects like edgeprint for neighbouring characters overlap. Edgeprint now
draws a string twice instead of 5 times.
>> > -Each character can be a variable width
>> > -Each sprite for each layer for each character can be any size, placed in any position relative to the
character, and use 256 colours. So you can add huge graffiti like tails and things which extend all over the place.
>> >
>> > There are two fonts currently loaded for each game: the base game font, and the game font plus edges. To
try out new font features at the moment need to use hardcoded fonts, modify setfont. font_loadbmps is
there for this.
>> >
>> > The font code is incomplete, eventually it should have more support for palettes and colour
manipulation, multiple fonts, and font effects like shadows and gradients.
>> >
>> > I also changed the way Frame masks act. 0x00 is now transparent and 0xff is opaque, instead of the other
way around. masks are also now optional for transparent blitting using draw_ohr. I believe there are only
two places where they are actually needed: enemies fading out, and scaled blitting (sprite_draw).
Everything else could now be changed to use half as much memory. However, fonts are the only thing taking
advantage of this at the moment.
>> > ---
>> > U   wip/allmodex.bas
>> > U   wip/allmodex.bi
>> > U   wip/common.bas
(Continue reading)

Mike Caron | 8 Mar 2009 06:25
Picon
Gravatar

Re: SVN: teeemcee/2580 Complete text rendering rewrite. Adds fonts:

Ralph Versteegen wrote:
> 2009/3/8 James Paige <Bob <at> hamsterrepublic.com>:
>> On Sun, Mar 08, 2009 at 04:55:52AM +1300, Ralph Versteegen wrote:
>>> 2009/3/8  <subversion <at> hamsterrepublic.com>:
>>>> teeemcee
>>>> 2009-03-07 07:04:11 -0800 (Sat, 07 Mar 2009)
>>>> 1392
>>>> Complete text rendering rewrite. Adds fonts:
>>>> -A font can be one or two layers. The bottom layer is drawn first for the whole string, then the top one.
This is to let shadows and effects like edgeprint for neighbouring characters overlap. Edgeprint now
draws a string twice instead of 5 times.
>>>> -Each character can be a variable width
>>>> -Each sprite for each layer for each character can be any size, placed in any position relative to the
character, and use 256 colours. So you can add huge graffiti like tails and things which extend all over the place.
>>>>
>>>> There are two fonts currently loaded for each game: the base game font, and the game font plus edges. To
try out new font features at the moment need to use hardcoded fonts, modify setfont. font_loadbmps is
there for this.
>>>>
>>>> The font code is incomplete, eventually it should have more support for palettes and colour
manipulation, multiple fonts, and font effects like shadows and gradients.
>>>>
>>>> I also changed the way Frame masks act. 0x00 is now transparent and 0xff is opaque, instead of the other
way around. masks are also now optional for transparent blitting using draw_ohr. I believe there are only
two places where they are actually needed: enemies fading out, and scaled blitting (sprite_draw).
Everything else could now be changed to use half as much memory. However, fonts are the only thing taking
advantage of this at the moment.
>>>> ---
>>>> U   wip/allmodex.bas
>>>> U   wip/allmodex.bi
(Continue reading)

subversion | 8 Mar 2009 10:09
Favicon

SVN: teeemcee/2582 A simple font effect: font_create_shadowed

teeemcee
2009-03-08 01:09:56 -0800 (Sun, 08 Mar 2009)
43
A simple font effect: font_create_shadowed
---
U   wip/allmodex.bas
Ralph Versteegen | 8 Mar 2009 13:34
Picon

Re: SVN: teeemcee/2580 Complete text rendering rewrite. Adds fonts:

2009/3/8 Ralph Versteegen <teeemcee <at> gmail.com>:
> 2009/3/8  <subversion <at> hamsterrepublic.com>:
>> teeemcee
>> 2009-03-07 07:04:11 -0800 (Sat, 07 Mar 2009)
>> 1392
>> Complete text rendering rewrite. Adds fonts:
>> -A font can be one or two layers. The bottom layer is drawn first for the whole string, then the top one. This
is to let shadows and effects like edgeprint for neighbouring characters overlap. Edgeprint now draws a
string twice instead of 5 times.
>> -Each character can be a variable width
>> -Each sprite for each layer for each character can be any size, placed in any position relative to the
character, and use 256 colours. So you can add huge graffiti like tails and things which extend all over the place.
>>
>> There are two fonts currently loaded for each game: the base game font, and the game font plus edges. To try
out new font features at the moment need to use hardcoded fonts, modify setfont. font_loadbmps is there
for this.
>>
>> The font code is incomplete, eventually it should have more support for palettes and colour
manipulation, multiple fonts, and font effects like shadows and gradients.
>>
>> I also changed the way Frame masks act. 0x00 is now transparent and 0xff is opaque, instead of the other way
around. masks are also now optional for transparent blitting using draw_ohr. I believe there are only two
places where they are actually needed: enemies fading out, and scaled blitting (sprite_draw).
Everything else could now be changed to use half as much memory. However, fonts are the only thing taking
advantage of this at the moment.
>> ---
>> U   wip/allmodex.bas
>> U   wip/allmodex.bi
>> U   wip/common.bas
>> U   wip/common.bi
(Continue reading)


Gmane