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- C.S.M.P. Digest Fri, 04 Dec 92 Volume 1 : Issue 221
-
- Today's Topics:
-
- Custom MDEF/Submenu woes..
- Human Interface P's And Q's
- Quickdraw crashes with simple MoveTo and LineTo
- Copyright or look-and-feel of arcade games
- How do I change the system font?
-
-
-
- The Comp.Sys.Mac.Programmer Digest is moderated by Michael A. Kelly.
-
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-
- -------------------------------------------------------
-
- From: Randy DeRuiter
- Subject: Custom MDEF/Submenu woes..
- Date: 1 Nov 92 18:58:30 GMT
- Organization: TheNews
-
-
- Thanks for all the help I've received on writing a custom MDEF, especially the
- help from Ramon Felciano. I still have a nagging question which I hope to
- resolve:
-
- Is there any way to control the popup location of an attached submenu? I've
- found that if you use a nonstandard item height in your menu ( anything other
- than 16 pixels high ) attached submenus do not pop up consistently. The menu
- manager (or MBDF, I'm not sure what's in control here) clearly looks at the
- current mouse location when popping up the submenu, and my guess is that it
- does some simple integer arithmetic assuming an itemheight of 16 to get the
- best popup location. To my surprise, the mPopUpmsg defined in IM V is not used
- for this process, so I don't have an easy way to adjust things with my custom
- MDEF. Any ideas?
-
- Please respond directly if this is not worthy of net discussion.
-
- Thanks,
-
- Randy DeRuiter dedrad@arco.com
-
- +++++++++++++++++++++++++++
-
- From: keith@taligent.com (Keith Rollin)
- Date: 2 Nov 92 03:12:45 GMT
- Organization: Taligent
-
- In article <1992Nov1.185830.18508@Arco.COM>, Randy DeRuiter wrote:
- >
- > Is there any way to control the popup location of an attached submenu? I've
- > found that if you use a nonstandard item height in your menu ( anything other
- > than 16 pixels high ) attached submenus do not pop up consistently. The menu
- > manager (or MBDF, I'm not sure what's in control here) clearly looks at the
- > current mouse location when popping up the submenu, and my guess is that it
- > does some simple integer arithmetic assuming an itemheight of 16 to get the
- > best popup location. To my surprise, the mPopUpmsg defined in IM V is not used
- > for this process, so I don't have an easy way to adjust things with my custom
- > MDEF. Any ideas?
-
- I'm not sure if there is a good solution for you. I recently gave the
- standard MBDF a good examination, and discovered that the code that
- calculates the various menu item line heights (either 16 or 32) is
- duplicated in the standard MDEF and MBDF. This means that if you change the
- line heights in your MDEF, the MBDF still assumes normal line heights. This
- is bad since it is the MBDF that determines where to position the
- hierarchical.
-
- The cleanest and hardest solution would be to re-write the standard MBDF. A
- trickier solution, if you have MPW, is to use the information in Private.a
- (search for "mbCustomStorage" to get to the private data structures used by
- the MBDF). The handle to this private information is stored in the
- low-memory location MBSaveLoc. This information includes the calculated
- rectangles for all menus on the screen. Perhaps you can sneak in at some
- time and tweak them to what you need.
-
- - -----
- Keith Rollin
- Phantom Programmer
- Taligent, Inc.
-
- ---------------------------
-
- From: orpheus@reed.edu (P. Hawthorne)
- Subject: Human Interface P's And Q's
- Date: 2 Nov 92 11:02:15 GMT
- Organization: Reed College, Portland OR
-
-
- The new Finder has changed the meaning of the zoomed in state. When
- you zoom in, the window zooms to a size just large enough to show the
- contents without overflowing the screen. Should new applications adopt
- the window zooming conventions of the Finder for document windows?
-
- As a rule, when the user chooses a command from a menu that brings up
- a modal dialog, the menu stays inverted until the dialog is dismissed.
- However, that practice seems to be on the way out. Should new
- applications uninvert menus once a dialog has come up? If so, should this
- be done for the standard file and print dialogs as well?
-
- Is a standard way of telling the user how much temporary memory is
- being consumed by the application?
-
- A good many of the new control panels from Apple use Geneva for
- things that would once only have been done with Chicago. Should the rest
- of us ditch Chicago for dialogs or is this just for control panels?
-
- On a related note, many applications have grouped dialog items within
- dark rounded corner boxes. Apple seems to be enclosing groups of items
- within boxes, some dimmed and some heavy. In some layouts, groups are
- separated with dimmed lines. Is this the Party line?
-
- Is the way that the new Finder displays folder windows in list form
- the official look and feel for outline data?
-
- Should programmers specifically try to harmonize their their menu
- bars so that only the last couple of menus change titles when switching
- between the Finder and the app, so as to make the session appear
- seamless? Or would that just be daffy?
-
- Theus (orpheus@reed.edu)
-
- +++++++++++++++++++++++++++
-
- From: k044477@hobbes.kzoo.edu (Jamie R. McCarthy)
- Date: 2 Nov 92 11:27:22 GMT
- Organization: Kalamazoo College
-
- orpheus@reed.edu (P. Hawthorne) writes:
- >
- > The new Finder has changed the meaning of the zoomed in state. When
- >you zoom in, the window zooms to a size just large enough to show the
- >contents without overflowing the screen. Should new applications adopt
- >the window zooming conventions of the Finder for document windows?
-
- This is the Finder being polite, not the Finder laying down gospel. It
- makes sense for the Finder because it frequently has many windows open,
- and things frequently get dragged in, out, and between them. Do what
- makes sense for your documents.
-
- > As a rule, when the user chooses a command from a menu that brings up
- >a modal dialog, the menu stays inverted until the dialog is dismissed.
- >However, that practice seems to be on the way out. Should new
- >applications uninvert menus once a dialog has come up? If so, should this
- >be done for the standard file and print dialogs as well?
-
- I would say: if the Edit menu is available, yes; otherwise no. If you
- don't agree with me: that's OK, I probably won't even notice.
-
- > Is [there] a standard way of telling the user how much temporary memory
- >is being consumed by the application?
-
- OK, here's my suggestion for a standard. Put a menu item somewhere
- called "Non-Program Memory"; when selected, it checks itself and puts
- up a floating window that says "Non-program memory in use: 123K".
- (Is there an official name for it? "Multifinder memory" is right out,
- and "temporary memory" is a very misleading name, now.) Whenever the
- program allocates temp memory, and the window is not already visible,
- and there was no temp mem allocated before, make the window visible.
-
- A help balloon would of course explain what the thing was.
-
- > A good many of the new control panels from Apple use Geneva for
- >things that would once only have been done with Chicago. Should the rest
- >of us ditch Chicago for dialogs or is this just for control panels?
-
- Many of the rest of us already have. The rest of the rest of us are
- free to do whatever makes sense for the interface in question. In
- deference to my bifocal-wearing friends who will soon purchase a
- Classic II, I intend to use Chicago whenever possible. (Going back and
- forth between bifocal and normal lenses gives you a stiff neck, I'm
- told.)
- - --
- Jamie McCarthy Internet: k044477@kzoo.edu AppleLink: j.mccarthy
- "I don't think we should have to have them wandering the streets
- frightening women and people." - Pat Buchanan
-
- +++++++++++++++++++++++++++
-
- From: lsr@taligent.com (Larry Rosenstein)
- Date: 2 Nov 92 18:37:16 GMT
- Organization: Taligent, Inc.
-
- In article <1992Nov2.110215.9032@reed.edu>, orpheus@reed.edu (P. Hawthorne)
- wrote:
- >
- > The new Finder has changed the meaning of the zoomed in state. When
- > you zoom in, the window zooms to a size just large enough to show the
- > contents without overflowing the screen. Should new applications adopt
-
- I think the guideline has always been to zoom the window to the largest
- size that makes sense, rather than just zooming to the size of the screen.
- If your document has a limit in one or both directions, then you shouldn't
- zoom (much) beyond that limit.
-
- > As a rule, when the user chooses a command from a menu that brings up
- > a modal dialog, the menu stays inverted until the dialog is dismissed.
- > However, that practice seems to be on the way out. Should new
-
- You probable should uninvert the menu. In System 7, the user should be
- able to toggle the state of Balloon Help, and it would be nice to implement
- the edit menu.
-
- > things that would once only have been done with Chicago. Should the rest
- > of us ditch Chicago for dialogs or is this just for control panels?
-
- Chicago is supposed to be the font the system uses to "tell" things to the
- user. Geneval might be used in control panels just be cause of the size
- contraints. Chicago also has the property that it can be dimmed using a
- gray pattern and still be readable.
-
- > Should programmers specifically try to harmonize their their menu
- > bars so that only the last couple of menus change titles when switching
-
- The 1st 3 menus should be the same (most of the time); but in general, I
- would do what makes the most sense for your app.
-
- Larry Rosenstein
- Taligent, Inc.
-
- lsr@taligent.com
-
- +++++++++++++++++++++++++++
-
- From: leonardr@netcom.com (Leonard Rosenthol)
- Organization: Netcom - Online Communication Services (408 241-9760 guest)
- Date: Mon, 2 Nov 1992 18:46:34 GMT
-
- Here is my two cents on these questions...
-
- In article <1992Nov2.110215.9032@reed.edu> orpheus@reed.edu (P. Hawthorne) writes:
- > The new Finder has changed the meaning of the zoomed in state. When
- >you zoom in, the window zooms to a size just large enough to show the
- >contents without overflowing the screen. Should new applications adopt
- >the window zooming conventions of the Finder for document windows?
- >
- YES! This is described in a Human Interface Note (#7 - Who's Zooming
- Who).
-
- > As a rule, when the user chooses a command from a menu that brings up
- >a modal dialog, the menu stays inverted until the dialog is dismissed.
- >However, that practice seems to be on the way out. Should new
- >applications uninvert menus once a dialog has come up? If so, should this
- >be done for the standard file and print dialogs as well?
- >
- I would say to uninvert the menu before getting to the dialog. The
- reason being that under System 7 the menu bar is active so as to allow
- the user to cut/copy/paste in edit fields. You would not want an inverted
- menu in this case.
-
- > Is a standard way of telling the user how much temporary memory is
- >being consumed by the application?
- >
- No. I am not sure that this would be appropriate either...
-
- > A good many of the new control panels from Apple use Geneva for
- >things that would once only have been done with Chicago. Should the rest
- >of us ditch Chicago for dialogs or is this just for control panels?
- >
- Actually, you should use "applicationFont" as returned from the
- GetAppFont() call. This will give you improved international compatibility.
-
- > On a related note, many applications have grouped dialog items within
- >dark rounded corner boxes. Apple seems to be enclosing groups of items
- >within boxes, some dimmed and some heavy. In some layouts, groups are
- >separated with dimmed lines. Is this the Party line?
- >
- I don't believe that there is any "party line" on this one. I like
- to use either dimmed/dashed boxes or dimmed/dashed lines to separate groups
- of items. This makes a dialog look nicely layed out without overwhelming it
- with solid lines & shadowed boxes.
-
- > Is the way that the new Finder displays folder windows in list form
- >the official look and feel for outline data?
- >
- I don't think there is any official word here, but it does look
- nice and many application vendors have adopted it for their own apps.
-
- > Should programmers specifically try to harmonize their their menu
- >bars so that only the last couple of menus change titles when switching
- >between the Finder and the app, so as to make the session appear
- >seamless? Or would that just be daffy?
- >
- Your menus - do what you want with them (within reason ;).
-
- - --
- - -----------------------------------------------------------------------------
- Leonard Rosenthol Internet: leonardr@netcom.com
- Director of Advanced Technology AppleLink: MACgician
- Aladdin Systems, Inc. GEnie: MACgician
-
-
- +++++++++++++++++++++++++++
-
- From: sho@bohr.physics.purdue.edu (Sho Kuwamoto)
- Date: 2 Nov 92 19:37:25 GMT
- Organization: Purdue University Physics Department
-
- lsr@taligent.com (Larry Rosenstein) writes:
- >In article <1992Nov2.110215.9032@reed.edu>, orpheus@reed.edu (P. Hawthorne)
- >wrote:
- >>
- >> The new Finder has changed the meaning of the zoomed in state. [...]
- >
- >I think the guideline has always been to zoom the window to the largest
- >size that makes sense, rather than just zooming to the size of the screen.
-
- IM VI 2-23 gives the Apple party line, which says:
- A click in the zoom box toggles a window between two
- states, the user state and the standard state... a
- window's standard state definition is described as
- generally the full screen, or close to it...
-
- But Macintosh monitors now come in all shapes, sizes, and
- configurations, so applications should never simply assume
- that the standard state should be as large as the screen...
-
- The section goes on to describe the new rules for zooming
- windows. I've written a TCL class to do proper window
- zooming, and it takes a couple of pages of code to get all
- the nit-picky details right. You have to check to see which
- monitor contains the largest portion of the window, figure
- out if the desired standard state will fit on the monitor,
- etc., etc. *sigh*
-
- >> As a rule, when the user chooses a command from a menu that brings up
- >> a modal dialog, the menu stays inverted until the dialog is dismissed.
- >> However, that practice seems to be on the way out. [...]
- >
- >You probable should uninvert the menu. In System 7, the user should be
- >able to toggle the state of Balloon Help, and it would be nice to implement
- >the edit menu.
-
- Agreed. However, I'd like to add one point. You *should*
- use movable modal dialog boxes, and you *should* allow the
- user to access the ballon help and application menus (as
- well as the edit menu?) but if you aren't going to allow the
- user to make menu selections, you should leave the menu
- inverted.
-
- - -Sho
- - --
- sho@physics.purdue.edu
-
- ---------------------------
-
- From: jmunkki@vipunen.hut.fi (Juri Munkki)
- Subject: Quickdraw crashes with simple MoveTo and LineTo
- Date: 31 Oct 92 09:41:31 GMT
- Organization: Helsinki University of Technology
-
- I'm writing this 3D animation program and in the process of testing the
- transformation routines, I decided to use QuickDraw instead of my own
- line drawing routines, because I figured it would be one less thing to
- test...
-
- If I moved the object really close, the machine would crash. After an
- hour or two of looking for bad handles and such, I narrowed the crashing
- problem down to the folloing program:
-
- void main()
- {
- Rect myRect={40,20,200,600};
-
- InitGraf(&thePort);
- InitCursor();
- InitFonts();
- InitWindows();
- InitMenus();
- TEInit();
- InitDialogs(0L);
- InitCursor();
- MaxApplZone();
-
- SetPort(NewWindow(0,&myRect,"\pTesting",TRUE,0,(WindowPtr)-1,FALSE,0));
-
- MoveTo(98,6674);
- LineTo(37,-29103);
- }
-
- When it reaches the LineTo, it crashes. I seem to remember something about
- QuickDraw not performing well on tall vertical lines, but IMO, it shouldn't
- crash with heap/stack collision.
-
- I'm using a PB140 8/40 with System 7.01* with a number of system extensions.
- I'm including a binary so that you can check if your system crashes as well.
-
- - --
- Juri Munkki Windsurf: fast sailing
- jmunkki@hut.fi Macintosh: fast software
-
- (This file must be converted with BinHex 4.0)
-
- - --
- Juri Munkki Windsurf: fast sailing
- jmunkki@hut.fi Macintosh: fast software
-
- +++++++++++++++++++++++++++
-
- From: ericsc@microsoft.com (Eric Schlegel)
- Date: 2 Nov 92 16:39:58 GMT
- Organization: Microsoft Corporation
-
- In article <1992Oct31.094131.10827@nntp.hut.fi> jmunkki@vipunen.hut.fi (Juri Munkki) writes:
- >If I moved the object really close, the machine would crash. After an
- >hour or two of looking for bad handles and such, I narrowed the crashing
- >problem down to the folloing program:
- >
- >void main()
- >{
- > Rect myRect={40,20,200,600};
- > <...>
- > SetPort(NewWindow(0,&myRect,"\pTesting",TRUE,0,(WindowPtr)-1,FALSE,0));
- >
- > MoveTo(98,6674);
- > LineTo(37,-29103);
- >}
- >
- >When it reaches the LineTo, it crashes. I seem to remember something about
- >QuickDraw not performing well on tall vertical lines, but IMO, it shouldn't
- >crash with heap/stack collision.
- >
- >I'm using a PB140 8/40 with System 7.01* with a number of system extensions.
-
- You're not imagining things. From the Basic QD Q&As Tech Note, Sept. 92:
-
- Macintosh QuickDraw LineTo bug and workaround
- Written: 4/23/92
- Last reviewed: 7/13/92
-
- Our zooming function crashes into flames when we pass valid
- coordinate values to LineTo, as in the following example:
-
- SetPort(myPort);
- MoveTo(154,31619);
- LineTo(74, -31742); (* You are dead! *)
-
- What can we do to avoid LineTo crashes like this?
- ___
-
- The QuickDraw Engineering group is aware of the problem you
- described. The bug probably is going to be fixed in the next
- release that includes bug fixes. Given that waiting for a
- system solution may demand more patience than is reasonable,
- you may want to consider including in your software some form
- of workaround that will prevent your users from crashing every
- time an operation takes the software to the limits of QuickDraw.
-
- One way to approach this problem is to replace the lineProc
- bottleneck. All you need to do is to check the distance between
- the current pen position and the lineUs end, and when the
- distance becomes too big (letUs say more than 32000) your
- procedure will call StdLine a couple of times, splitting the
- operation in two.
-
- Replacing the bottlenecks is a very straightforward operation
- (which you are probably already using) and in most of the
- cases will only result in another level of indirection into
- StdLine but that will prevent your program from calling
- QuickDraw with parameters that are guaranteed to cause crashes.
-
- - -eric
- - ------
- My opinions, not Microsoft's.
-
- ---------------------------
-
- From: mkelly@mystix.cs.uoregon.edu (Michael A. Kelly)
- Subject: Copyright or look-and-feel of arcade games
- Organization: University of Oregon Computer and Information Sciences Dept.
- Date: Fri, 30 Oct 1992 03:49:37 GMT
-
- In article <1992Oct30.004222.29963@u.washington.edu> tzs@stein.u.washington.edu (Tim Smith) writes:
- >mkelly@mystix.cs.uoregon.edu (Michael A. Kelly) writes:
- >
- >So you can't just say what you have done is "like the difference" between
- >Asteriods and Blasteroids. Copyright protects expression of ideas, rather
- >than ideas themselves. This means that if something is required to express
- >an idea, copyright can't protect it. In particular, copyright can't
- >protect the idea of a "shoot rocks in space" game. The court decided
- >that any "shoot rocks in space" game would include Asteroids, and so
- >there could be no copyright protection.
- >
- >On the other hand, "run around a maze avoiding enemies" is a broader
- >idea. There is room for more variation in how that idea is expressed,
- >and K. C. Munchkin was too close to PAC-MAN.
- >
- >Note the result: a near exact clone of Asteroids was OK, but something that
- >had several differences from PAC-MAN wasn't OK. I don't think you will be
- >able to get a good answer in your case without divulging details of your
- >game.
-
- OK. The specific part of our game that we're worried about is:
-
- There is an enemy base/fortress/castle (hint hint)/mother ship which is
- surrounded by three concentric roughly circular (regular n-sided polygons)
- rings/shields. The rings spin, with the outer and inner rings spinning the
- same direction and the middle ring spinning the opposite direction. The
- good guy has to shoot out segments of the rings so that he has a clear
- shot at the enemy base when the holes in each ring line up. The enemy base
- can shoot back, also only when the holes in the rings line up. The base
- shoots huge plasma balls like in the first Star Trek movie.
-
- That is what is the same in both the original game and our game. Here are
- some differences:
-
- In the original game, the base & rings were static in the center of the
- screen, and the good guy flew his ship around the base, with his flight
- wrapping around when he flew off the screen. In our game, the base stays
- in one spot in the world/galaxy, but the galaxy is much bigger than the
- screen, so the base could be anywhere on the screen or not on the screen
- at all. Here's one important difference between the two: there is no
- notion of the good guy's flight wrapping around on the screen. The wrapping
- was very important in the original game; the enemy base could only shoot
- in the direction it was pointing, so the good guy could sit close to the edge
- of the screen and fire away from the castle (oops, I mean base), hitting
- it from behind, and then thrust forward a bit to the other side of the
- screen when the base was aiming at the ship, thus avoiding attack from the
- base while whaling on it. There is no way to do that in our game.
-
- There are no bad guys in the original game (I think, although my partner
- thinks that there was). There are quite a few in our game, with lots of
- variation in strength and strategy, plus 'yummies' and 'space garbage' and
- asteroids and such floating about in space. And the good guy's ship is
- a lot more complicated than the original.
-
- We've basically taken a simple ten year old video game and extended it
- tremendously. I consider the original game inspiration, but others may
- consider it more than that. I don't want to get sued. But I don't want
- to cause myself any unnecessary legal hassles either. If it isn't possible
- for the makers of the original game to win a lawsuit against us, I'd
- rather not go out of my way to bring the game to their attention.
-
- So it sounds like our game vs. the original would probably go the way of
- K.C. Munchkin vs. PacMan. What do you think?
-
- BTW, what happens if that company isn't around any more?
-
- Thanks for your help,
-
- Mike.
- - --
- _____________________________________________________________________________
- Michael A. Kelly Senior Partner
- mkelly@cs.uoregon.edu High Risk Ventures
- _____________________________________________________________________________
-
- +++++++++++++++++++++++++++
-
- From: nhaldar@magnus.acs.ohio-state.edu (Neil A Haldar)
- Date: 30 Oct 92 15:12:27 GMT
- Organization: The Ohio State University
-
- Okay... here's where a good weekend in the library helps out. You *should*
- know who the original manufacturer of the game is. Go to the largest library
- near you... and go look them up... Grab a copy of their D&B (Dunn and
- Bradstreet[correct me if I'm wrong]), which will tell you their current
- financial situation, assuming their a publicly-held company.
-
- Next, I'd go look up on the CD-ROM database (for that's what's available here)
- what copyrights, trademarks, patants, and other legal ownership they still
- retain... this should be all inclusive, and include all of their filings
- they've made with various federal offices.
-
- Then... see if those copyrights/trademarks/patents are still in effect... I
- don't remember what the law is, but I believe a patent is 7 years and a
- copyright is 20 or so; and these of course can be extended.
-
- This should tell you LOTS about this company and how their marks are legally
- protected. Patents/copyrights are considered a form of ownership, and the
- original company could easily sue you if they still have a foot to stand on or
- if they still exist.
-
- Just like I said in my first posting... get a competent lawyer. ;)
-
- - -Neil
- - --
- *> Neil Haldar <*
- *> nhaldar@magnus.acs.ohio-state.edu <*
- *> neilh@well.sf.ca.us <*
- *> 364 West Lane Ave #225, Cols., OH 43201 614.299.8529 <*
-
- +++++++++++++++++++++++++++
-
- From: rjacks@austlcm.sps.mot.com (rodney jacks)
- Organization: Motorola Inc, Austin, Texas
- Date: Fri, 30 Oct 1992 16:59:52 GMT
-
- In article <1992Oct30.034937.16451@cs.uoregon.edu> mkelly@mystix.cs.uoregon.edu (Michael A. Kelly) writes:
- >In article <1992Oct30.004222.29963@u.washington.edu> tzs@stein.u.washington.edu (Tim Smith) writes:
- >>mkelly@mystix.cs.uoregon.edu (Michael A. Kelly) writes:
- >>
- >>So you can't just say what you have done is "like the difference" between
- >>Asteriods and Blasteroids. Copyright protects expression of ideas, rather
- >>than ideas themselves. This means that if something is required to express
- >>an idea, copyright can't protect it. In particular, copyright can't
- >>protect the idea of a "shoot rocks in space" game. The court decided
- >>that any "shoot rocks in space" game would include Asteroids, and so
- >>there could be no copyright protection.
- >>
- >>On the other hand, "run around a maze avoiding enemies" is a broader
- >>idea. There is room for more variation in how that idea is expressed,
- >>and K. C. Munchkin was too close to PAC-MAN.
- >>
- >>Note the result: a near exact clone of Asteroids was OK, but something that
- >>had several differences from PAC-MAN wasn't OK. I don't think you will be
- >>able to get a good answer in your case without divulging details of your
- >>game.
- >
- >OK. The specific part of our game that we're worried about is:
- >
- >There is an enemy base/fortress/castle (hint hint)/mother ship which is
- >surrounded by three concentric roughly circular (regular n-sided polygons)
- >rings/shields. The rings spin, with the outer and inner rings spinning the
- >same direction and the middle ring spinning the opposite direction. The
- >good guy has to shoot out segments of the rings so that he has a clear
- >shot at the enemy base when the holes in each ring line up. The enemy base
- >can shoot back, also only when the holes in the rings line up. The base
- >shoots huge plasma balls like in the first Star Trek movie.
- >
- >That is what is the same in both the original game and our game. Here are
- >some differences:
- >
- >In the original game, the base & rings were static in the center of the
- >screen, and the good guy flew his ship around the base, with his flight
- >wrapping around when he flew off the screen. In our game, the base stays
- >in one spot in the world/galaxy, but the galaxy is much bigger than the
- >screen, so the base could be anywhere on the screen or not on the screen
- >at all. Here's one important difference between the two: there is no
- >notion of the good guy's flight wrapping around on the screen. The wrapping
- >was very important in the original game; the enemy base could only shoot
- >in the direction it was pointing, so the good guy could sit close to the edge
- >of the screen and fire away from the castle (oops, I mean base), hitting
- >it from behind, and then thrust forward a bit to the other side of the
- >screen when the base was aiming at the ship, thus avoiding attack from the
- >base while whaling on it. There is no way to do that in our game.
- >
- >There are no bad guys in the original game (I think, although my partner
- >thinks that there was). There are quite a few in our game, with lots of
- >variation in strength and strategy, plus 'yummies' and 'space garbage' and
- >asteroids and such floating about in space. And the good guy's ship is
- >a lot more complicated than the original.
- >
- >We've basically taken a simple ten year old video game and extended it
- >tremendously. I consider the original game inspiration, but others may
- >consider it more than that. I don't want to get sued. But I don't want
- >to cause myself any unnecessary legal hassles either. If it isn't possible
- >for the makers of the original game to win a lawsuit against us, I'd
- >rather not go out of my way to bring the game to their attention.
- >
- >So it sounds like our game vs. the original would probably go the way of
- >K.C. Munchkin vs. PacMan. What do you think?
- >
- >BTW, what happens if that company isn't around any more?
- >
- >Thanks for your help,
- >
- >Mike.
- >--
- >_____________________________________________________________________________
- >Michael A. Kelly Senior Partner
- >mkelly@cs.uoregon.edu High Risk Ventures
- >_____________________________________________________________________________
-
- My guess is that as long as you don't copy the artwork or sounds from
- Star Castle then you're probably safe. You can probably use the basic
- premise of the game safely. But then I'm no lawyer :-)
-
- - -Rodney
- rjacks@austlcm.sps.mot.com
-
- +++++++++++++++++++++++++++
-
- From: jsp@uts.amdahl.com (James Preston)
- Date: 30 Oct 92 18:04:32 GMT
- Organization: Amdahl Corporation, Sunnyvale CA
-
- mkelly@mystix.cs.uoregon.edu (Michael A. Kelly) writes:
-
- }There are no bad guys in the original game (I think, although my partner
- }thinks that there was). There are quite a few in our game, with lots of
- }variation in strength and strategy
-
- If by "bad guys" you mean enemy ships other than the big mother, then there
- definitely were bad guys in the original arcade game. They took the form
- of a swarm of little tiny "ships" that would start following your ship
- around.
-
- Are you planning on this being a commercial game or shareware? In either
- case, I look forward to it. Be sure to let the mac newsgroups know when
- it's released.
-
- - --James Preston
-
- +++++++++++++++++++++++++++
-
- From: tjc50@juts.ccc.amdahl.com (Terry Carroll)
- Date: 30 Oct 92 18:30:10 GMT
- Organization: Amdahl Corporation
-
- In article <1992Oct30.151227.13417@magnus.acs.ohio-state.edu>,
- nhaldar@magnus.acs.ohio-state.edu (Neil A Haldar) writes:
- > Then... see if those copyrights/trademarks/patents are still in effect... I
- > don't remember what the law is, but I believe a patent is 7 years and a
- > copyright is 20 or so; and these of course can be extended.
-
- A patent duration is 17 years, not subject to renewal (Although, I believe,
- maintenence fees must be paid, or the patent lapses, which is similar in
- effect to a shorter duration, with the maintenence fees serving to "renew"
- for up to the full term of 17 years). Sorry no cite available, this is from
- memory, and if incorrect, I hope someone will post the correct information.
-
- For works created after 1/1/1978, copyright is significantly longer than 20
- years. It is the life of the author plus 50 years for most works, and is 75
- years for works made for hire, anonymous works, and pseudonymous works.
- There is no longer any renewal. 17 USC 302.
-
- For works created before 1/1/78, it's more complicated, but it effectively
- works out to 75 years. See 17 USC 303 and 304.
-
- Terry Carroll - tjc50@juts.ccc.amdahl.com - 408/992-2152
- The opinions presented above are not necessarily those of a sound mind.
-
- +++++++++++++++++++++++++++
-
- From: mkelly@mystix.cs.uoregon.edu (Michael A. Kelly)
- Organization: High Risk Ventures
- Date: Fri, 30 Oct 1992 23:34:50 GMT
-
- In article <b8Mh03hvb6RF00@amdahl.uts.amdahl.com> jsp@pls.amdahl.com writes:
- >
- >Are you planning on this being a commercial game or shareware?
-
- Sorry, I should I mentioned that in the first place. It will commercial,
- and will eventually be ported to the IBM and Amiga platforms. That's why
- I'm so concerned about getting sued.
-
- Mike.
- - --
- _____________________________________________________________________________
- Michael A. Kelly Senior Partner
- mkelly@cs.uoregon.edu High Risk Ventures
- _____________________________________________________________________________
-
- +++++++++++++++++++++++++++
-
- From: mxmora@unix.SRI.COM (Matt Mora)
- Date: 30 Oct 92 18:48:42 GMT
- Organization: SRI International, Menlo Park, California
-
- In article <1992Oct30.151227.13417@magnus.acs.ohio-state.edu> nhaldar@magnus.acs.ohio-state.edu (Neil A Haldar) writes:
-
- >Then... see if those copyrights/trademarks/patents are still in effect... I
- >don't remember what the law is, but I believe a patent is 7 years and a
- >copyright is 20 or so; and these of course can be extended.
-
- US Patents are 17 years ( 20 for foreign) and copyrights depending on who owns
- the rights:
-
-
- Author: Life of the author plus 50 years.
-
- Corporation: 75 years.
-
-
- >protected. Patents/copyrights are considered a form of ownership, and the
- >original company could easily sue you if they still have a foot to stand on
- >if they still exist.
-
-
- I believe that even if a company doesn't exist, someone or something still
- owns the rights. Look at the name dbx. The company is no longer but many
- other companies own rights to the name and its technologies.
-
-
- Matt
-
- - --
- ___________________________________________________________
- Matthew Mora | my Mac Matt_Mora@sri.com
- SRI International | my unix mxmora@unix.sri.com
- ___________________________________________________________
-
- +++++++++++++++++++++++++++
-
- From: bhayden@teal.csn.org (Bruce Hayden)
- Date: 1 Nov 92 07:29:07 GMT
- Organization: Colorado SuperNet, Inc.
-
- nhaldar@magnus.acs.ohio-state.edu (Neil A Haldar) writes:
-
- >Next, I'd go look up on the CD-ROM database (for that's what's available here)
- >what copyrights, trademarks, patants, and other legal ownership they still
- >retain... this should be all inclusive, and include all of their filings
- >they've made with various federal offices.
-
- >Then... see if those copyrights/trademarks/patents are still in effect... I
- >don't remember what the law is, but I believe a patent is 7 years and a
- >copyright is 20 or so; and these of course can be extended.
-
- Utility patents have a term of upto 17 years (exercising all extensions).
- Copyrights are now Life + 50 for individuals, or 75 years for corps, etc.
- Renewals for older copyrights are going out the door (are becoming automatic).
- Figure that if it was ever copyrighted, it probably still is. Also, note
- that any work created after March 1, 1988 need not be marked to be protected.
- Works between 1978 and 1988 may possibly still be protected w/o marking.
- Registration with the C/R office is actually only required if and when
- you are going to bring suit. So, all you will be able to see in the C/R
- office files is if the C/R has been assigned. Otherwise, assume that it
- is good.
-
- >This should tell you LOTS about this company and how their marks are legally
- >protected. Patents/copyrights are considered a form of ownership, and the
- >original company could easily sue you if they still have a foot to stand on or
- >if they still exist.
-
- Bruce E. Hayden
- Copyrights, Patents, etc.
- (303) 758-8400
- bhayden@csn.org
- bhayden@du.edu
-
- ---------------------------
-
- From: milligan@netcom.com (Michael Milligan)
- Subject: How do I change the system font?
- Date: 30 Oct 92 07:58:32 GMT
- Organization: Netcom - Online Communication Services (408 241-9760 guest)
-
- I'm trying to change the font used in the standard MDEF. I wanna be able to
- create a popup using Geneva 9. Do I use the Script Manager for this? Anybody
- know how?
-
- Michael
- - --
- - --------------------------------------------------------------------------------
- - - Michael Milligan, Jr milligan@netcom.com -
- - - -
- - - "Behold, I stand at the door and knock. If anyone hears My voice and opens -
- - - the door, I will come in to him and dine with him, and he with Me." -
- - - Revelation 3:20 -
- - --------------------------------------------------------------------------------
-
- +++++++++++++++++++++++++++
-
- From: engber@ils.nwu.edu (Mike Engber)
- Date: 30 Oct 92 13:00:53 GMT
- Organization: The Institute for the Learning Sciences
-
- In article <1992Oct30.075832.18038@netcom.com> milligan@netcom.com (Michael Milligan) writes:
- >I'm trying to change the font used in the standard MDEF. I wanna be able to
- >create a popup using Geneva 9. Do I use the Script Manager for this? Anybody
- >know how?
-
- I'll take this opportunity to repost my soln w/ some minor bug fixes.
- This is also covered in the Q&A stack, but they miss some fine points.
-
- You should be able modify this to suit your needs.
-
- - -ME
-
- - --- written in THINK C ---
-
- extern short SysFontFam : 0x0BA6;
- extern short SysFontSize : 0x0BA8;
- extern long LastSpExtra : 0x0B4C;
- extern Ptr CurFMInput : 0x0988;
-
-
- long PupSelect(MenuHandle theMenu,Point popPt,short popupItem,Boolean useWFont){
- short item;
- short itemMark;
- short oldSysFont = SysFontFam;
- short oldSysSize = SysFontSize;
- short oldWMgrFont;
- short oldWMgrSize;
- short oldCWMgrFont;
- short oldCWMgrSize;
- GrafPtr curPort;
- GrafPtr wMgrPort;
- CGrafPtr wMgrCPort;
- SysEnvRec theWorld;
-
- GetPort(&curPort);
-
- GetItemMark(theMenu,popupItem,&itemMark);
-
- /* no need to muck around if the current font is already the system font */
- if(curPort->txFont==SysFontFam && curPort->txSize==SysFontSize){
- useWFont = false;
- }
-
- if(useWFont){
- /* hack to fix bugs caused by programs that mess up the WindowMgr port(s) */
- /* (e.g. MacWrite & Word) - thanks to Leonard Rosenthal for soln */
-
- GetWMgrPort(&wMgrPort);
- SetPort(wMgrPort);
- oldWMgrFont = wMgrPort->txFont;
- oldWMgrSize = wMgrPort->txSize;
- TextFont(systemFont);
- TextSize(0);
- if(SysEnvirons(1,&theWorld) == noErr && theWorld.hasColorQD){
- GetCWMgrPort(&wMgrCPort);
- SetPort((GrafPtr)wMgrCPort);
- oldCWMgrFont = wMgrCPort->txFont;
- oldCWMgrSize = wMgrCPort->txSize;
- TextFont(systemFont);
- TextSize(0);
- }else{
- theWorld.hasColorQD = false;
- }
- SetPort(curPort);
-
- SysFontFam = curPort->txFont;
- SysFontSize = curPort->txSize;
- LastSpExtra = -1L;
- CurFMInput = (Ptr)(-1L);
- if(popupItem > 0){
- SetItemMark(theMenu,popupItem,'%'); <- char should be a bullet
- }
- }else{
- if(popupItem > 0){
- CheckItem(theMenu,popupItem,true);
- }
- }
-
- item = PopUpMenuSelect(theMenu,popPt.v,popPt.h,(popupItem>0) ? popupItem : 1);
- if(popupItem > 0){
- SetItemMark(theMenu,popupItem,itemMark);
- }
-
- if(useWFont){
- SetPort(wMgrPort);
- TextFont(oldWMgrFont);
- TextSize(oldWMgrSize);
- if(theWorld.hasColorQD){
- SetPort((GrafPtr)wMgrCPort);
- TextFont(oldCWMgrFont);
- TextSize(oldCWMgrSize);
- }
- SetPort(curPort);
-
- SysFontSize = oldSysSize;
- SysFontFam = oldSysFont;
- LastSpExtra = -1L;
- CurFMInput = (Ptr)-1L;
- }
-
- return item;
- }
-
- ---------------------------
-
- End of C.S.M.P. Digest
- **********************
-