So that all parties in the Newsgroup get this
newsletter, I have given an issue number to it. If anyone refuses to believe
they have received it, then they need only to check with me, the issue number,
OK?!
Now, when I thought everything had gone all quiet on the
Project, Fabrice comes back with his Parabolic Code. Excellent Fabrice, This
will be very useful. Remember though, that if you lot want to get this game out,
you MUST ALL contact me over memory management and assigning memory to you. I do
not want you lot to conflict each others allocated memory space!
Messages
I dealt with Messages in the last Newsletter, but many either
didn't read it or didn't understand it. I will clarify it here.
An example then...
DBUG wants to prompt the user to set Angle of trajectory
and Velocity. So, he sends David Goodrum the following request...
Message "Set Angle and Velocity"
David then checks whether the message is in his list of
messages already. This is the first message, so, no its not. So David then
places the message within his list. David will then contact
DBUG, with something like the following response...
Message acknowledged... Your message number is
zero.
DBUG will then place in his code something
like...
LDA #00 (Message
Zero)
JSR #B800 (Message Plot Routine)
David will then notify Symoon and Dominic, who will translate
the message into French. To Oguzhan, who will translate the message into Turkish
and to Matt, who will compose a suitable message in English. David might send
the request as follows...
Dominic/Symoon:
Message "Set Angle and Velocity", this is Message
number zero
The Message request was sent
by DBUG.
It is Down to Dominic and Symoon to decide
amongst themselves the most suitable translation (in french) of the required
message and if neccesary, contact DBUG concerning any ambiquity in the messages
meaning.
The same applies to Oguzhan and
Matt.
Dominic and Symoon have finalised the translation. It is 30
Characters long.
Oguzhan has also translated
it... and it is 26 Characters long.
Matt has decided upon using
the original.. that is 22 character long.
OK, so Matt, Oguzhan and Symoon/Dominic now place there
translated message in their own table. Something like the
following..
0 0-21 "Set Angle and
Velocity"
1
Where the first column represents the message number, the
second represents the offsets of the message in memory and the third contains
the message itself.
Finally, Matt, Oguzhan and Symoon or Dominic will send
confirmation back to David, who will now know that the message has been settled
on.
If David is sent a request
and that the message is in his list, then he will simply send the relative
message number back to the person.
If Any of the members decide that they can handle it, they
might also compile the messages in memory. This will cut down alot of work
The messages do not require an "End" byte, Bit 7 of
the last byte of the message will simply be set to one.
And thats it!
I hope that the message system is now clear in everyones
mind.
If there are any other members of the Oric Project that come
from another country, such as Germany or Finland or Sweden and would like to
translate messages, please contact David, All Contact addresses are at the end
of this Newsletter.
Level
Maps
The Level mapping was going to be done by several different
members of the group. Well, the format has changed, and there is no requirement
anymore for level designing!
I Apologise to anyone who has done anything so far in this
area.
New Member
We welcome Geoff Phillips to the group.
Geoff, who recently sent me a small routine that can simply
generate a level from two random seeds, has decided to join the
project.
As such, I have decided to
put him in charge of Level generation and screen management.
Existing Members
I forgot to mention the additional members of
the group in the last Newsletter. These are as follows..
Steven Meachen
Reponsible within the group for any cassette version of the
Worms game.
Rob Cook
As yet, I have put Rob down for ideas towards the game. He
could be a very valuable member of the group, being a competant Machine code
programmer. Unfortunately, as yet, he is not on the NET, so I will leave it to
him to suggest an area of the project he might find confortable
with.
IRC on Friday
Night
For anyone wanting to get
involved with the project, this is a must. A New meeting area will be set up
every Friday night at 21:00 GMT to discuss the many areas of the Worms
Project.
The IRC chat module can be downloaded from Oguzhan's site or
elsewhere.
The existing members may decide, however, to use ICQ instead,
because of its better facilities. What do you lot think?
Contact Addresses...
Alexios Chouchoulas (Alexios)
Title Menu Code &
Screen
Bernhard Groene (Bernhard)
Ideas and Games
Testing
(Symoon)
Ideas, French Messages
David Goodrum (David)
Ideas, Message Manager
Mike Pointier (DBUG)
Player Control Sub-System
Dominic Pessan (Dominic)
Ideas, French Messages
Fabrice Frances (Fabrice)
Disk Access Routines & Missile Trajectory
Code
Hans Kraus (Hans)
Ideas
Kamel (Elrond)
Ideas, Animation's &
Games Tester
Laurent Chiacchierini (Laurent)
Ideas
Jim Groom (Lothlin)
Ideas & Games
Tester
Matthew Coates (Matt)
Ideas & English
Messages
Oguzhan Yamez (Oguz)
Ideas & Turkish Messages
Raul Hakli (Raul)
Ideas
Jede (Jede)
Ideas & Animations
Jonathan Bristow (Twilight)
Newsletter Author, Music Code & Animations
Geoff Phillips (Geffers)
Screen & Level Manager
DBUG's DEFENCE FORCE SITE
Part of the site will be dedicated to the Oric Project. Any additional
information, Logs from IRC meetings, Screenshots and Code already done will be
found on this site.
It will be regularly updated and the section will be completed over the
weekend (14-11-1998).
Animation's
I or through the group, am still waiting for Worm Animation's as described
in the previous Newsletter as sent to all of you on the 5th November,
1998.
I will do the animation's myself, if I have no response soon.
Also, DBUGS site will hold some useful Oric utilities/tools for designing
such sprites. Ched90 if a character Editor (6*8 Pixels), whilst OBED91 is a
block editor (12*16).
Thats all for this newsletter, let the project develop
onwards..