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"Computer Space" Sim / Clone Not available On This Site Anymore

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pbj:
Looking good.  Keep coding.

DaredevilDave:
Thank you! I have been :)

Game is functional - keeps score, ends when timer reaches the max time. I just need to work on the saucers missile aim, and I won't be able to maybe for a few days.

I ran the game in my custom made front end and it works great. Credits, player start, and exiting the game. I'd like to make a MAME style options menu. If I get lazy it will just be an INI file you can hand edit.

Video of my front end (figured out youtube tags - there are none!):
!

The game is an exe so you'll need to use shortcuts or a batch file depending on your FE. Mine uses shortcuts.

A soon as I get my websever going I will make test versions available for people. Right now I have no place to upload anything.

Few more notes since I'm bored:
- As far as I know there is no indication as to how many quarters/credits the machine has in it. I'll assume there is a light on the control panel for this or something. Anybody know about this?

Howard_Casto:
How big is it?  You can upload things directly in a post so long as they are under a couple of megs.  If not we have a download repository here... or I can throw it on my site. 

headkaze:
I don't know much about the hardware used for "Computer Space" but I briefly searched Google using the terms "computer space emulator" which gave me the site http://www.masswerk.at/icss/

Looking at one of the Javascript source files (http://www.masswerk.at/icss/pdp1_engine.js?v=2.8.7fx) I noticed about half way down the the following comments:


--- Code: --- /*
DEC PDP-1 emulation
original emulation by Barry Silverman, Brian Silverman, and Vadim Gerasimov, 2012
(c.f. http://spacewar.oversigma.com/html5/)

Extended by N.Landsteiner 2012-2015
(fairly complete implemntation of CPU and paper tape reader.
still missing: sequence break, flexo writer, paper tape punch.
there is no internal memory buffer, since memory is implemented
as an array.)
Most important changes:
* added hardware multiply/divide option
* re-implemented arithmetics, sense switches, and program flags
* re-implemented shift-group (no loops)
* added emulated hardware multiply/divide
* added xct in-place skips
* extended some iot and opr instructions and flags logic
* added test-word (not zeroed by reset)
* added paper-tape emulation and status register
* added realtime count
*/
--- End code ---

So it would appear that this version actually emulates the hardware. If accuracy was something you were trying to re-create I suggest porting the emulation code rather than re-create it based on observations of the game running.

Howard_Casto:
With mentions of a paper tape reader and such it sounds like it might be computer space's main frame cousin...  the one with the black hole in the center ect...  The name escapes me. 

Actually.... looking closer, that's the pdp port of computer space.  They are emulating the pdp and running the computer space program on it because there is a project to revive pdp 1 machines.  In other words it isn't computer space, it's yet another homebrew of computer space..... just a really weird one. 

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