Let me rephrase in less words, it is absolutely not pretty much what Carmack did. You just "rediscovered" cursor positioning feature introduced eons ago on the character-based terminals. Carmack did something else and with the bit-mapped screens using the specifics of the graphics adapters of that time. The tracking you try to refer to he did on the scrollable pixel addresses, you just did simple character prints for $deity sake!
For the explanation of my opinion, see my previous post.
That's all I did, really. Not pretending I did anything more complex than that, I didn't even have access to a framebuffer or anything... Let's say the "principle" was the same, the delivery far from it.
Your school book is the equivalent to the Turbo Pascal on-line help (or TP book if you used TP 3). The similarity of the formulas is the similarity of your implementation and Carmack's "being first." Having your post the top of HN discussion of one real hack makes me deeply sad as it obviously reflects there are some readers who support your view of "the same principle." Or just don't understand, in my view.
My claim is that anybody who thinks moving the text cursor is "the same principle" as Carmack's one pixel at the time smooth scrolling doesn't have elementary understanding of both. And I explained the difference.
I have nothing against morgawr writing about his discovering cursor positioning. I have against supporting him equating this with something completely different. If a five year old goes out of the go cart and says "ma I can ride the plane" nobody cares. If he's 20 something and claims the same after the same "feat" on the pilot forum, some pilot can try to correct him, even if it's the lost time. Even if he also knows that there's the famous "don't argue with .... People might not know the difference."
I still think it was worth writing these comments.
The cunning part of the Carmack games was presumably widening the screen - I don't think I ever saw this done on the BBC. But as a schoolboy in 1989/1990 I'd experimented with reducing the BBC's screen height by one character row (by tweaking R6) to avoid flicker when scrolling vertically. Same principle. It's a fairly obvious thing to do, once you've figured out what's going on.
I think one can come up with better evidence for John Carmack's uniquely amazing skills.
This is someone who found out from Romero exactly what the Keen games did: http://www.vintage-computer.com/vcforum/showthread.php?30619...
What in the world has that to do with Carmack's algorithm of updating Mario after one pixel hardware scroll (after which he has to redraw the "unmoving" part fully) and adding more background once he spends the hardware moves?
And yes, I did that while I was in highschool, which is still years after Carmack did his deed. It was around uh... 2005?
I thought I'd just share an interesting "hack" I did when I was a teenager which, to me, felt like a real genius trick to smooth gameplay. Back then my code was literally a lot of messy spaghetti goto hell, so you can understand how much of a novice I was.
I recommend re-reading what I said, I never claimed I "pretty much" did what Carmack did, just that the idea behind incremental upgrades was "pretty much" similar to Carmack's genius. No more, no less.