[comp.sys.amiga] Really wild "bug", plus game suggestions

hatcher@INGRES.BERKELEY.EDU (Doug Merritt) (04/23/87)

I just ran into something really wierd...I suppose you'd call it a bug
in vt100. I was playing Sinbad earlier. Then I did Amy-N to push that
screen back, and brought up vt100. So there I am, happily dialed up
and typing away for about a half hour, and I did a typo that caused "rn"
to send a ^G (bell) because of my error. What I got was a short burst
of music (that nearly made me jump out of my skin in this quiet room).

Apparently the sound device was all set up for Sinbad music (although I'd
told the game to turn it off), and whatever vt100 did to do a bell sound
flushed out the last little bit of music first. Further ^G's generated
the usual bell sound. This happened with vt100 v2.4 (because it was closer
to hand than my copy of v2.6), in case anyone cares.

Incidentally, there's also a worse bug (or design misfeature) in Sinbad
itself...the game is copy protected yet I wanted to run it out of ram
disk (nearly everything you do in the game causes disk accesses) to speed
it up. So I pulled the (probably standard) trick of copying both diskettes
to vd0:, hand-starting the game, pushed it to the back with Amy-N, pulled
the game diskettes, and used "assign" to name the vd0: directories the same
as the name of the diskettes.

So far, so good. The game worked fine, and did run faster. But not much;
they apparently hard wired a bunch of delays at the same points where
the disk accesses happen. I don't mind it when games have delays as a feature
to let you see what's going on, but when they do, I sure as h*ll wish that
they'd give me a way to tell it to continue right away! Just to rub salt
in the wound, Sinbad does in fact have a mechanism for clicking the mouse
to tell it to continue rather than delaying in a few select places in the
game, but they didn't bother to use it most places.

Anybody out there writing games, please take this to heart. Also it'd be
real nice if you'd provide a way of asking the game to copy its diskettes
to ram disk itself; it takes me a lot of typing to get it done, yet its
conceptually simple and doesn't involve actually defeating copy protection.

One last tip: for those of you with game programs that you can't back up
and do not use the "key" disk scheme but do use some arcane disk reading
method: You can play it safe by copying the game diskettes, start up the
game with the originals, then swap the originals with the copies once it
gets going, thus turning it into a "key" disk scheme. This has worked just
fine for me on all of my games that otherwise disallow backup. Naturally
I wish that everything *would* allow backup, just for the record...
	Doug Merritt	ucbvax!ingres!hatcher