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-
- This is mainly a reply to Magnus' comments to my comments :)
-
- In retrospect, after reading your reply, I guess I have to agree that we
- are both right. There will always be _some_ people on an open mailing list
- like this that will be unable to contribute with much of use, but I guess
- I was a bit too pessimistic when it comes to the percentage of people who
- fall into that category.
-
- But still, the number of people on the list, we have learned, is about 40,
- and the number of people who regularly post anything (Including me, since
- I believe I'll try to make myself a little useful from now on) is not
- really that high (I'd guess about 15 regulars).
-
- > I just want to get some response so that the list doesn't die. I know it's a
- > fine line to walk, but I hope I havn't stepped on to many toas. I would
- > hate to see this project slowly die as it's of great interest to the rest of
- > the atari (falcon) world.
-
- That I must absolutely agree on! This project might have a great impact on
- several aspects of the great international society of Falcon (OR Atari)
- owners. First of all, it shows that there's still a keen interest in
- making good programs (Not solely games) for our beloved platform. Second,
- the co-operation of so many people from different countries proved to me
- that that Atari scene still is bright and active, and that people are
- willing to help each other out when they need aid. These two main aspects
- together show that the Atari will not be dead for quite some time yet, at
- least not in our hearts, and that might persuade some people who have
- doubts about the Falcon to buy one, or to keep one if they intended to
- sell it.
-
- > And look! You did write some very interesting things now and I
- > havn't seen your name before. That shows that there is some programmers out
- > there having good ideas.
-
- True, true. I mean, it's not very surprising that you haven't seen my name
- before, since I have mainly been quite anonymous in the Atari society
- since I finally made it onto the net about eighteen months ago. I believe
- there are many like me, too.
-
- > I do also suspect that we have got several good
- > demo coders with us that might want to help with some cool things. :-)
-
- Again, true. The problem is just to make them aware of this project, and
- persuade them to lend a hand. (I was about to write "lend us a hand", but
- I suppose it'd be wrong of me to use the word "us" in that context ;-) The
- reasons why we should ask demo coders to look into the project is quite
- simple: They have the experience that so many of us lack. The 3D-routs of
- EKO are just about the best I've ever seen, and getting an experienced
- demo-coder to hand us a quick routine for sprites should be a piece of
- cake. Provided the request comes from someone who really knows them. And
- I, unfortunately, don't.
-
- > Sadly, I will probably fall into that category that isn't of any programing use,
- > since I only program in C. :-|
-
- Hmmm... Someone asked if the networking modules could be programmed in C,
- and I believe they could. Choosing GCC would undoubtedly be the best,
- though the GEM environment of Pure C makes coding easier. (Perhaps a first
- try in Pure C and then porting would be the way to go...)
-
- To get a bit technical here, passing parameters from the Bad Mood main
- program to a resident networking module is not hard - if a parameter
- buffer is initialized prior to the loading of the networking module, and
- the address of that buffer is passed to the module as it is loaded, it
- would be easy (Probably) to make this following idea work...
-
- Consider a resident networking module that attaches itself to an interrupt
- (eg. VBL) and does two things:
- 1: It listens to whatever port it is initialized to listen to, and if
- something is coming in, it somehow tells the host program (Bad Mood) that
- something has come in, and transfers it to an incoming buffer before
- passing it on to the next machine in the network (Remember that in case
- of a Midi network, multiple Falcons can be networked in a circle, and
- since messages can only be sent one way they must pass through all the
- machines until it gets back to the originating machine, which will
- then NOT send it out again ;-)
- 2: It waits for the host program to request the transmission of a package to
- the other machines in the network, and when requested to do so, sends it
- out.
- This fairly simple idea can be made possible the easy way. The parameter
- buffer that can be used for communication between module and host program
- could look like this ( Simple C structure ) :
- struct {
- int incoming = 0 ; /* Flag checked by host prog: !=0 => Incoming true */
- int outgoing = 0 ; /* Flag checked by module: !=0 => Outgoing true */
- int acknowledge = 0 ; /* Ready flag for comm. Module <==> host program */
- long *inbuffer ; /* Pointer to the incoming buffer */
- long *outbuffer ; /* pointer to the outgoing buffer */
- int buf_size ; /* Could be a long, but not necessary */
- } net_parameter ;
- I'm fairly certain most people on this list see where I'm heading. This
- structure is designed to make expansion easy. I'll give a more in-depth
- explanation of my idea for the code to anyone who asks for it.
-
- And now about the protocol to be used:
-
- > Maybe you could think about that too? If I understand it right you need to
- > know what direction the players are heading and there they are and if
- > the fire or not. The collision detection will be calculated on each machine.
- > You will also need to know if someone have activated any switches. Maybe this
- > is to simple, but something like that.
-
- It would be easy to transmit raw binary data between the machines, so an
- as simple as possible protocol would be the best choice. (As optimized as
- possible, either concerning speed or size) But in addition to just passing
- the data, a few more things need to be transferred: To avoid having a
- package being sent in circles again and again we need to know which
- machine originally sent it. Since the best idea would be to let each
- machine's networking module be oblivious to the number of opponents (Only
- the bad Mood program itself needs to know that. I have already thought if
- how to best organize the best initial initialization of the network...
-
- > Why not contact Doug your self? I know he and Dave Murphy have discussed
- > some crazy ideas about networking. He would also know which data need
- > to be transferd to make it work.
-
- I suppose it's now pretty clear that I'm interested in helping out on the
- networking modules, so if anyone have any ideas to comapre to mine, please
- send me a note. Right now, however, I'm rather soon on my way to class (Oh
- this darn college) so I don't think I'll have the time to write another
- e-mail.
-
- > > Anybody have any comments on this? Flames can be directed to me,
- > > personally (I have some negative experiences from writing to mailing lists
- > > earlier... Ouch, was I scorched!)
- > I don't think you will get any flames. :-)
- > I have also got burned sometimes. That is a part of the game... ;-)
-
- True yet again - I forgot I was on an Atari mailing list! Not many of us
- ever write flames to each other! 8-)
-
- Well, that's it for this mail. I see one mor ething I'd like to comment
- on, but I'll take that in another short posting...
-
- Kai
-
- =====================================================================
- Kai Trygve Holst # These are not the views of HiAa - They
- P.O.Box 5061, Larsgaarden # are Copyright (C) 1995, Kai Trygve Holst
- N-6021 Aalesund, Norway # "The fairest rose is picked the first"
- http://www.hials.no/~kh/ # "Time is the silentmost enemy of youth"
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