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Part 2 of Jeff Minter's History of Llamasoft Published

Tmuk writes "The second part of Jeff Minter's Complete History of Llamasoft has just gone up over at The Way of the Rodent. Straight from the man himself, it's a fantastic read after the previously Slashdot-covered first part. Enjoy!"

140 comments

  1. After reading the article I want to know by Anonymous Coward · · Score: 0

    Where did all those galaxian table top video games go?

    1. Re:After reading the article I want to know by Anonymous Coward · · Score: 0
      They became part of the Ragan "Star Wars" program.

  2. Anyone know where to find Llamatron? by StandardCell · · Score: 4, Interesting

    I haven't been able to source a working copy of this game since 1995 - at least not one that will run under the later versions of Windows. Anyone know?

    1. Re:Anyone know where to find Llamatron? by kiwioddBall · · Score: 5, Informative

      Mate - Jeff used to provide downloads of his whole video game archive on his website before he switched to llamasoft.co.uk. I don't know where you can get them now. Jeff reckoned that one of his larger mistakes was to license his software for release on a PC at one point - perhaps he has realised the value of his software brands and has withdrawn the downloads so he can realise an income off them at some point. His Gridrunner and Camel titles as well as Llamasoft and his name certainly have good brand recognition amongst the gamers of the day so he well deserves to profit from those :)

    2. Re:Anyone know where to find Llamatron? by Vargasan · · Score: 5, Informative
      --
      Putting the romance back into necromancer.
    3. Re:Anyone know where to find Llamatron? by hyphz · · Score: 2, Interesting

      AFAIR what happened was that the titles were licensed to Kool Dog, who farmed them out to various people to write in Blitz.. some of them did a good job (like, the Iridis Alpha port is excellent), but some of them didn't (like their Hover Bovver port).

      Slightly complicating the fact was that nobody (not even Jeff) has the source to those games anymore, so they had to write them based on playing the emulation versions, and some of them didn't bother to play for long enough (like their version of Ancipital, which lacks many of the features found in the original)

      KoolDog was a brand of Idigicon, who pulled it after getting some serious flak from shareware authors (they bought up shareware and tried to sell it in stores.. problem was, since they didn't pay for shelf space, no stores wanted to sell them. So the shareware authors signed up hoping to get their stuff in stores, and actually got no store coverage and garnished online sales.. they also offered to market any game written in Blitz Basic, which kinda messed up when they managed to hack off the owner/author of Blitz as well)

      AFAIK Jeff's emulated games still are, and always have been, freely distributable with his permission... I think the downloads were pulled from llamasoft.co.uk for image reasons, not a permission removal.

    4. Re:Anyone know where to find Llamatron? by gl4ss · · Score: 2, Interesting

      Luckily his enough of a man to not be a greedy bastard so that's unlikely :)

      I remember when he was at the alternative party in 2003 and arranged/permitted everyone who was there a free download of special version of gridrunner++(afaik he had done the same thing at some other small party/convention).

      man, that was just awesome of him. ..and I've never before realised 'down in the park' was a gary numan song.

      --
      world was created 5 seconds before this post as it is.
    5. Re:Anyone know where to find Llamatron? by SillyNickName4me · · Score: 1

      > Slightly complicating the fact was that nobody (not even Jeff) has the source to those games anymore, so they had to write them based on playing the emulation versions, and some of them didn't bother to play for long enough (like their version of Ancipital, which lacks many of the features found in the original)

      Source??
      Many of those games were written in very primitive assemblers or in machine code directly (no usable assemblers in the early days of the C64)

  3. Commodore 64 anyone? by Neo-Rio-101 · · Score: 5, Interesting

    Jeff Minter made some really whacked out games back in the day. No one could ever accuse him of being unoriginal with some of his titles.... (except maybe in the Llama department) in fact most of the games he made MUST have been done when he was high or something... and usually had something to do with Llamas.

    So maybe "Attack of the Mutant Camels" was an Atari2600 "Empire Strikes back" rip-off and "Sheep in Space" was a weird "Defender"-like game, but just fire up your C64 emulator and look at "Batalyx" or "Anticipal". I suppose the experience of those games is multiplied further if you've downed a few magic mushrooms beforehand.

    "Hovver Bovver" must have been one of the most interesting third-person mow-the-lawn-ups I've ever played too. Gimme back my mower!

    --
    READY.
    PRINT ""+-0
    1. Re:Commodore 64 anyone? by Troed · · Score: 4, Informative

      Get a Gamecube - his latest psychedelic shooter Unity is soon to be released.

      Info and images here.

    2. Re:Commodore 64 anyone? by hyphz · · Score: 2

      Or, if you want something right now, go to www.llamasoft.co.uk for Gridrunner++ or http://www.medwaypvb.com/softie_games.htm for Hover Bovver 2 and Deflex - all shareware PC games (a fiver each) completely written by Jeff himself.

      Gridrunner++ especially is heinously addictive.

    3. Re:Commodore 64 anyone? by nicky_d · · Score: 1

      Get a Gamecube - his latest psychedelic shooter Unity is soon to be released.

      Bound to be a trip, but to be honest, this seems like a wasted opportunity - imagine a Minter title on Xbox or PS2, where it could draw audio from your own CDs and munge the graphics in time. The GC is the one modern console that doesn't offer this possibility, which is a shame. Then again, maybe Jeff'll turn out a separate game with this functionality, and I'm sure Unity will be a blast. One of my strongest gaming memories is playing Revenge of the Mutant Camels and trying so hard to beat each wave just to see what the enemies would be in the next one. Llamasoft games were often (not always) rehashes of existing titles, but they added so many layers of decoration and sheer information that they just couldn't be ignored...

    4. Re:Commodore 64 anyone? by Troed · · Score: 1

      Minter might take advantage of the Cube's seriously weird texturing possibilities (unmatched on Xbox, and possibly very hard to accomplish on the PS2). The cube can combine textures with different operators, and do 8 per pass, which is more than the Xbox and PS2.

      No fanboyism, just technical details. One description of what can be done can be found in the readme for Dolphin, the PC Gamecube emulator.

    5. Re:Commodore 64 anyone? by SillyNickName4me · · Score: 1

      > No one could ever accuse him of being unoriginal

      Attack of the mutant camels was a direct clone of the AT-AT walker game on for example the Atari 2600 console.

      There are a few more examples of his games not being original in concept I think.. He usually came up with rather twisted variations tho.

    6. Re:Commodore 64 anyone? by nicky_d · · Score: 1

      Ah, interesting. I'm sure he'll make the most of the Cube and mine any interesting depths it might harbour. And of course he'd do the same for the PS2 and Xbox, given the opportunity (maybe with the EyeToy or the Xbox hard drive). On the GC he could tap into the GBA linker for some old school pixel action... a lot of possibilities. One thing at a time, I guess.

  4. Does any one around actually own a working PET by vinit79 · · Score: 3, Interesting

    Just wondering if any gamers actually own a PET. Reading the article tempts me to own one (esp if I can get it for really cheap).

    I have played only a couple of time on a tabletop aracade , wonder why they got phased, I for one would like to play on one today too( maybe with fancier graphics with alpha blending and all !!)

    PET therapy works

    1. Re:Does any one around actually own a working PET by iswm · · Score: 2, Funny

      Yeah, two cats and a dog.

      You knew that was coming.

      --
      Buckethead
    2. Re:Does any one around actually own a working PET by Anonymous Coward · · Score: 1, Funny
      perhaps you should consider an AIBO

    3. Re:Does any one around actually own a working PET by Pxtl · · Score: 2, Interesting

      Used a PET - had a few at my school. Think Commodore 64, sans colour. That's all. C64's are plentiful, if that's what you want to play with.

      And tabletops are common in the arcade-rebuilding industry. We're all nostalgic for that old form factor. Still, only ancient games get made that way. Nothing modern. IMHO, I'd love to try that myself - make a fun little top-down 3d four-player console-style arcade game. Maybe a simple Combat-style tank game with an FPS-style weaponspread, and then build a decent 4-player cocktail cabinet for it. Hell, if I find myself disgustingly rich, use a projector and mount the projector above it, facing downwards onto a white table, with trackballs, joysticsk and buttons for each player. Could make lots of 4-player games with that much playspace - combat, sports games, spacewar/starcontrol games, maybe a simple RTS (think Z or DuneII). Could be a fun toy. Pricy to build though.

    4. Re:Does any one around actually own a working PET by martin-boundary · · Score: 4, Interesting
      I've got one. I turn it on every couple of years, for nostalgia. It usually takes two or three flicks of the switch to *actually* turn on, sometimes you just open up the hood (works like a car hood) and press some of the components.

      When it's on, you've got to wait for ages for the game to load from the cassette, and the keyboard is completely nonstandard. Doesn't use ASCII (PETSCII instead), has characters in a completely weird layout, and you have to press the keys really hard (especially the T key on my machine, which doesn't work too well anymore. Try typing LIST with a recalcitrant T).

      My favourite game on this was a game called Pickup, where your cursor has to run around a lab, picking up spilled chemicals. If you mix the chemicals you lose them. Another cool game was Canyon, where you fly a jet in a scrolling, and narrowing canyon. Finally, there was a demo called Flight, which was a small animation of the moon rocket being launched from earth, coasting in space for 3 days, and landing on the moon. It climaxes with a small astronaut stepping out and playing a round of golf.

    5. Re:Does any one around actually own a working PET by SpaghettiPattern · · Score: 1

      Try typing LIST with a recalcitrant T
      You don't need to!! Just type li followed by the symbol that looks like and upper right corner -which is used as a wildcard kind of thing. I did this back in 1979 so you need to check...

      --

      I hadn't the slightest objection to his spending his time planning massacres for the bourgeoisie... (P.G. Wodehouse)
    6. Re:Does any one around actually own a working PET by SillyNickName4me · · Score: 1

      > Just wondering if any gamers actually own a PET.

      My girlfriend has one, the old one with the calculator style keyboard (and its not a recent buy, she got it when that machine was 'hot')

      I'll have to do with a collection of VIC20s, C64s and Amigas ;P

      Its a nice collection but we are lacking a C128 still (not interested in the C16/Plus 4, tho I have a Plus 4 somewhere I think)

  5. Jeff is the man... by kiwioddBall · · Score: 4, Interesting

    Jeff rocks - my first machine was a Vic 20 and my first game Gridrunner - my second machine was a C64 and my first game on that was Revenge of the Mutant Camels - Jeff has defined my decidedly warped computer existence!!

    1. Re:Jeff is the man... by walter_kovacs · · Score: 3, Interesting

      Those were the days... computers seemed so simple back then. ;-)

  6. Winamp? by Anonymous Coward · · Score: 1, Funny

    Am I the only one who read the title and thought this was about Winamp?

    1. Re:Winamp? by Anonymous Coward · · Score: 0

      no, i thought it was the same company too

    2. Re:Winamp? by Anonymous Coward · · Score: 0

      Not one of the old timers then? ;-)

  7. This is a great read for those around 35 +/- 5yrs by GrpA · · Score: 5, Interesting

    A lot of old memories in his article... It brings it all back.

    Some of us followed different paths, but I guess if you're in that age group and reading slashdot, there's a very good chance you've probably had many of the same experiences, thoughts and memories that Jeff Minter shares...

    --
    Enjoy science fiction? "Turing Evolved" - AI, Mecha, Androids and rail-gun battles. What more could you want?
  8. ARTICLE TEXT by Anonymous Coward · · Score: 1, Informative

    Two . Colour, Sound, Poking Around.

    6
    Back in college, we finally had enough knowledge to begin making simple games. And simple they were . to the point of being ludicrously primitive by any reasonable standards. But they were our games that we had made ourselves, and there was something immensely satisfying about playing a game with your mates and knowing that it had come entirely out of your head.

    I remember writing a realtime version of those Star Trek games that were popular at the time. In mine, instead of being a turn-based game, you guided the .Enterprise. (a PET graphic character that was meant to be similarly shaped playing-card club symbol) across sectors of the galaxy in real-time using the keyboard, one sector per screen. Sometimes, you would encounter a .Klingon. or a .Romulan. (cue more PET playing-card symbols) and a firefight would ensue, with everyone firing straight and diagonal line characters at the other (.lasers.).

    Out of that grew a two-player dogfight game, in which each player controlled their .ship. from opposite ends of the keyboard (a bit cramped, since the PET keyboard was tiny) and bumbled around, sniping at each another (one of the ships was just an X-shaped graphics character, so of course whoever had that was said to have the X-Wing). Ahh, you needed real imagination to flesh out your games with a little atmosphere in those days.

    The Enterprise, off of Star Trek.

    A club, from out of playing cards.

    We spent every spare moment in front of the PET, coding up games, watching others coding up games, or playing each other.s creations. In due course, the PET was joined by a TRS-80 Model 1, which became known to us as the Trash-80. This was a Z-80 based machine, and although we were curious about it at first, it didn't appeal so much to us gamers - it lacked the PET's .graphics. characters and the keyboard, although at first sight appearing to be nicer (being actually keyboard-shaped, rather than small and weird and fiddly like the PET.s) was a bit tacky and prone to double-entering. We stuck with the PET and carried on creating and played our little games.

    I remember that before long I began to run into difficulty as the ambitions for my games got loftier. Everything was fine as long as there weren't many objects on the screen and the environments weren't too complex. But I wanted to have many enemies on the screen at once, and gameplay arenas more complex than just a straightforward box. But BASIC was too slow and unwieldy to do some of the things that needed doing, and although I had achieved competence at BASIC programming, I really had no idea how things actually worked inside the heart of the machine.

    7 .Ruptured. Rawlinson was the guru of the geeks, and he had told me about some strange BASIC commands called PEEK and POKE. At first these commands seemed completely mysterious, because I had no idea what it was they actually did. I knew it was something to do with accessing parts of the machine's inner memory, and we used them mainly to try and make strange things happen by altering values in a location called, mysteriously, .zero page..

    We gleaned from magazines that BASIC stored some working variables in this zero page area, and by fiddling around and changing those values you could do odd things - like speeding up the flash rate of the cursor until it became a blur, or reducing the keyboard auto repeat rate so that the merest touch of a key would spew out loads of characters all at once. Sometimes, messing with these values did nothing at all, and sometimes it crashed the machine solidly. I can't say that I used PEEK and POKE on zero page to any great end, or really even knew what I was doing at all - it was all very much just voodoo. POKE about and see what happened, without really understanding why.

    A Commodore Pet on top of a fridge. Recently.

    The problems with my games w

  9. Llama obsession? by Moocowsia · · Score: 5, Interesting

    Is it just me or is there a lot of companies that have strange obsesessions with llamas... Maxis and Nullsoft for example.

    --
    Moo!
    1. Re:Llama obsession? by Anonymous Coward · · Score: 0, Funny

      I dunno, but a lot of people did claim I was a llama, while playing counterstrike.

      Not sure what that was all about...

    2. Re:Llama obsession? by Moocowsia · · Score: 0, Offtopic

      Wouldn't he be LlamaboyNeal then?

      --
      Moo!
    3. Re:Llama obsession? by julesh · · Score: 4, Funny

      I think Mr. Minter started it. The others are just copy-yaks.

      (I remember Maxis as having an obsession with camels, can't picture anything llama related in any of their stuff but it has been a _long_ time since I had my hands on any of their games).

    4. Re:Llama obsession? by mrb000gus · · Score: 2, Funny

      Ever tried playing deathmatch against a llama? You'll see why they're such good gamers, every games veteran has a lot of respect for them.

    5. Re:Llama obsession? by Anonymous Coward · · Score: 0

      There are two reasons for that. The first was that Dark Side of the Moon gatefold vinyl album came with a free poster of the pyramids, and Minter was always a big Floyd head. The second reason is even less socially acceptable ...

    6. Re:Llama obsession? by Archibald+Buttle · · Score: 1, Interesting

      Monty Python and the Quest for the Holy Grail.

      Watch it. Read the opening credits. I'm pretty certain this is where they all get it from.

      Apple used to be one of the Llama companies too in their Newton days - Llama references popped up all over the place because almost all of the Newton team were big Monty Python fans.

    7. Re:Llama obsession? by hyphz · · Score: 1

      In several of the Sim games, "Llama" is offered as a speed setting. In Sim Life, the demo creature in the tutorial was a Llama.

    8. Re:Llama obsession? by alien_blueprint · · Score: 1

      Don't forget Perl - the cover of Larry Wall's book "Programming Perl" has always featured a Camel, and the animal has since become the mascot of the language.

      And "Learning Perl", likewise, has always had a Llama on the over, and is therefore referred to as "the llama".

      Can't be a coincidence ...

  10. This story's been up for well over an hour, and it only has 45 comments -- and most of those comments are trolls. I guess no one cares about Llamasoft...

    --
    Hear recorded Slashdot headlines on your phone! New service beta testing. Just call (248) 434-5508
  11. Re:What? by Anonymous Coward · · Score: 0, Troll

    Ah, someone posted this helpful link. I played a difficult and frustrating game where I killed camels using a space ship. Apparently that is what Llamasoft is all about. Very disappointing.

  12. Yep, he nailed it. by PotatoHead · · Score: 4, Interesting

    His writing about simple discoveries like screen memory bring back floods of memories. We all used to sit around and try to figure the machine out. We all tried to make games, though nobody I knew had the sheer creativity Jeff demonstrated early on.

    Going from Basic to changing memory locations to assembly language was one of the best times I have ever had with computing. This article brings all that back as though it were yesterday.

    Damn good stuff.

    1. Re:Yep, he nailed it. by Negatyfus · · Score: 2, Interesting

      My first computer was a Commodore 64, so I guess a lot had already been figured out and documented by others back then. Still it was fun playing around with basic and later assembly, though I never really followed through on the latter. Rasters were the thing; how incredibly satisfying it was to finally be able to make my own and move them around screen in a sine wave. Ripping off intro music from others and using their music engine in your own primitive demos... I wish I had spent more time and effort in learning more of this stuff.

      The most nostalgic thing to me still are the intros and demos of the time. Nothing that is made in this day can match this unless it looks like the demos of that time. The appreggio-driven music was absolutely brilliant and brings back ancient history instantly.

      I never really was able to get into the demo scene of the PC, though it was still interesting nonetheless.

    2. Re:Yep, he nailed it. by plugger · · Score: 1

      We used to diss the C-64 because it didn't have extended BASIC commands to put sprites on the screen, make sounds etc. On reflection though, it might have made the transition from BASIC to assembler that much easier. Any thoughts?

    3. Re:Yep, he nailed it. by Negatyfus · · Score: 1

      I can't remember it correctly, it I think it might have. If my memory serves me right, you needed to POKE to get the sprites to display. This, of course, was much more similar to doing it in assembly, so I guess that made the transition easier. One thing was that you had the text-mode and graphics mode, and doing things with BASIC in graphics mode was just too damn slow. Drawing a line in a FOR-loop took ages! But the truly amazing stuff did happen in graphics mode... what was it called? Hi-res mode versus low-res (text) mode? Anyway, using sprites and sound in BASIC on the Commodore 64 instantly gave you knowledge of PEEK's and POKE's and the existence of a system memory. So yeah, I guess you're right.

    4. Re:Yep, he nailed it. by Trurl's+Machine · · Score: 1

      On the other hand, there was an excellent extension cartridge called Simon's Basic. Just could just fit it into the backside slot of your C-64, and you had the best BASIC in the whole 8-bit world. Dad bought me that on my birthday (?) and it was one of the best gifts I got in my entire life. I can't even imagine what would make me today as happy as I was back then with my Simon's Basic (a Porsche perhaps?).

      Damn, it looks like we'll end up talking about 8-bit micros to our shrinks. "You see, doc, a friend of mine had a C-64 with a genuine 5.25" incher, and I felt so lame with my ZX Spectrum and its rubber keys...".

    5. Re:Yep, he nailed it. by SillyNickName4me · · Score: 1

      > We used to diss the C-64 because it didn't have extended BASIC commands to put sprites on the screen, make sounds etc.

      Which was a matter of sticking in the Simons basic cartridge (or load a cracked version from tape or disk)..

      But the standard basic was limited and if you wanted to do anything usefull on a C64, assembler was a must..

      Even with an extended basic, assembler was still a must if you wanted any performance.

      So hmm.. it may have helped a bit, but not that much I think.. It helped the availability of assemblers/monitors and linkers quite a bit tho I think.

  13. pcformat by Anonymous Coward · · Score: 1, Informative

    There was an in depth interview with Jeff on an issue of PC FORMAT quite a few eon's ago. Plus on the coverdisk it had a copy of llamatron! I wish they had online archives of those older articles :-/

  14. Great but by opusman · · Score: 4, Funny

    when do we get to hear about the camels????

  15. Re:What? by Tet · · Score: 2, Informative
    I played a difficult and frustrating game where I killed camels using a space ship. Apparently that is what Llamasoft is all about. Very disappointing.

    I have to wonder what you were expecting, if you found it disappointing. If the game's called "{Attack,Revenge} of the mutant camels", how can you be disappointed to find a game involving killing camels? The clue's is the title, one would have thought...

    --
    "The invisible and the non-existent look very much alike." -- Delos B. McKown
  16. Re:This is a great read for those around 35 +/- 5y by boomgopher · · Score: 1

    Yeah, it's a bit freaky, from the PEEK/POKE, figuring out what char looked most like a monster or whatever, down to the Gary Numan (still love 'Films')... freaking exact.

    Let's see, wouldn't POKE 1524 place a char in the center of C-64 screen?

    Cool article...

    --
    Your hybrid is not saving the environment. Its purpose is to make you feel good about buying something.
  17. Demos by PotatoHead · · Score: 2, Insightful

    There is nothing like making an old piece of hardware do something pretty cool; namely, more colors or sprites and such.

    I really liked assembly on the 8-bit machines. Learned two core things that stick with me to this day:

    (1) all computers really do is add numbers together and move them around, and

    (2) the computer does exactly what you tell it to.

    Number 1 was a biggie because it made the link between the nifty things like graphics and sound and numbers make some sense.

    Number 2 is evident to this day. When a machine crashes, it's because somebody somewhere did not think something completely through.

    1. Re:Demos by pommiekiwifruit · · Score: 1
      I like your sentiments, but number 2 is a bit iffy! Perhaps it should be (2) the computer might do exactly what the hardware engineer thought you were going to tell it to do. Unless it's Friday.

      The analog domain (speed of transmission, cross-talk etc.) probably intrudes more these days (on new hardware anyway), and often some hardware "features" are not fully documented. Sometimes when I tell a certain sound chip "stop playing that note". It says "no!" (argh).

      Even the C64's assembly language has a number of bugs in it (e.g. JMP ($02FF) does not work properly, and LDA $03FF,X might generate a phantom read of $02FF+X). So that someone might be a hardware designer, an assembler-writer, or even the guy who opened the box of chips and counted them (doh!).

  18. Targeted advertising? by pommiekiwifruit · · Score: 2, Funny

    And you have to click through an advert for cannabis to get through to the pictures :-)

  19. Graphics mode by pommiekiwifruit · · Score: 1
    Graphics mode was slightly annoying on the C64 since it was laid out as 40*25 characters of 8*8 pixels, rather than 320*200 pixels, so writing a PlotPixel routine was a bit on the slow side. The built-in basic did not support text output in graphics mode (unlike some BASICs). Multi-colour mode (160*200*4 colours) was available in both text and graphics mode.

    The minimalistic BASIC did really lead into a machine code mindset, but didn't have the built-in assembler that the BBC had.

    1. Re:Graphics mode by Negatyfus · · Score: 1

      You could actually find lots of half-BASIC/half-assembly programs where the assembly complimented the BASIC program. Stuff like the hardcore graphics mode routines were done in assembly and called from BASIC with the SYS function (if I remember correctly). Heh, I think I even figured out one day where your BASIC program was stored in memory and that you could run your BASIC program with a SYS command. Fun stuff to remember. I don't remember multi-color mode, as I think the C64 always offered 16 colors, whether in text-mode or graphics mode. Is this right? I think so and I think the mode was always 320x200 as well. (160x200x4? You must be thinking of another machine)

    2. Re:Graphics mode by Bambi+Dee · · Score: 1
      You do have all 16 colours at your disposal in both 320*200 and 160*200; the difference lies in how many of these you can use within a single 8*8 pixel (i.e. character-sized) cell. Hires (320*200) has 2 "pens": The background colour, which is the same everywhere, and one foreground colour, which is applied to every foreground-colour-coloured pixel within the respective cell - just like in text mode. Lores (160*200) sacrifices horizontal resolution for two additional foreground "pens", giving you 4 different colours per cell, three of which can change from one cell to the next.

      Um, I hope I got that right. I'm more familiar with the Plus/4 (which has 8 "luminance" levels in addition to the 16 base colours, but won't let you mix colours as freely in Lores as the C64 does - the extra foreground colours aren't applied "per cell", but to the entire screen.)

    3. Re:Graphics mode by Negatyfus · · Score: 1

      Ah, I remember some of it now. I actually don't think this was a problem in actual hires mode-- only with multi-colored sprites. Those would only give you pairs of two adjacent pixels for the capability of having more than one color. I really don't think hires graphics suffered from this limitation, though.

    4. Re:Graphics mode by Bambi+Dee · · Score: 1
      I actually don't think this was a problem in actual hires mode-- only with multi-colored sprites. Those would only give you pairs of two adjacent pixels for the capability of having more than one color.

      I think sprite graphics modes are the same as background graphics modes, i.e. they offer the same (dis-)advantages with regard to either colour "mixing" or resolution. (However, sprite/background modes needn't match.)

      I really don't think hires graphics suffered from this limitation, though.

      Am pretty sure it does. It might be just like in games on less "multimedia"-capable computers where moving your (non-sprite) 'avatar' over background objects will cause its colour to bleed into the underlying character-sized rectangle.

      There is another (hires and text only?) mode, called "extended multicolour", that allows you to change the background colour (again: on a per-character-cell basis) but reduces the charset to the first 64 characters, freeing up 2 bits per character-code-holding byte in video memory for one out a palette of four user-defined background colours.

      Found something... C64 Programmer's Reference Guide:

      Standard bit map mode gives you a 320 horizontal dot by 200 vertical dot resolution, with a choice of 2 colors in each 8-dot by 8-dot section.
    5. Re:Graphics mode by SillyNickName4me · · Score: 1

      Entirely correct, tho there was also a hires mode that allowed more then 2 pens/char pos with some other limitation... damn.. now I have to go look for my C64 documentation...

    6. Re:Graphics mode by Bambi+Dee · · Score: 1

      Thanks :) Oh, and that other mode would be the one I tried to describe near the end of my post. I guess.

    7. Re:Graphics mode by Bambi+Dee · · Score: 1

      Well, near the end of my other post; sorry

    8. Re:Graphics mode by Negatyfus · · Score: 1

      Damn. I didn't know C64 graphics sucked *that* hard. :) I didn't think it looked all that bad at the time. Go figure. We've been spoiled indeed. Back then everything was new and we didn't expect much, like it said in the article.

    9. Re:Graphics mode by pommiekiwifruit · · Score: 1
      I think that unlike the BBC programs, they tended to be half BASIC half machine code, rather than half-BASIC half assembler. For example (from memory)

      10 FOR A=49152TO49152+5:READ B:POKEA,B:NEXT

      20 SYS 49152

      49152 DATA 169,0,141,32,208,96

    10. Re:Graphics mode by Negatyfus · · Score: 1

      Yeah, that doesn't matter much, right? That's just a means to get the code in memory. But I remember it was possible to save segments of memory to disk as a problem, so that it loaded when you LOAD "program",8,1 from floppy.

    11. Re:Graphics mode by SillyNickName4me · · Score: 1

      > Am pretty sure it does. It might be just like in games on less "multimedia"-capable computers where moving your (non-sprite) 'avatar' over background objects will cause its colour to bleed into the underlying character-sized rectangle.

      The problem is very rare on the C64 because any programmer with a bit of a clue would be using a sprite to prevent this.

      By default, the VIC-II chip could produce upto 8 sprites, but with a bit of trickery, 64 sprites was no real problem.

      Those sprites could be used in 2 ways, either for making 'moving' things like your avatar, or for producing an overlay that could be moved independent from the background.

      Also, it did not take long before the hires mode allowd 2 pens/8 pixels instead of 2 pens/8x8 square. This was done by using multiple memory ranges for colour information and thenm switichign between them at the right moment using the raster interupt.

      Later this kind of trick was combined with some interlacing trickery to allow a lot more colours then the 16 default ones.

    12. Re:Graphics mode by SillyNickName4me · · Score: 1

      Heh, and I somehow missed that when readign your post. You wree of course correct there as well ;)

    13. Re:Graphics mode by Bambi+Dee · · Score: 1
      The problem is very rare on the C64 because any programmer with a bit of a clue would be using a sprite to prevent this.

      Yes, of course; I was just fumbling for a way to describe these hires colour-clashes, rather than pointing out that it's what happens in C64 games. If you were to, say, plot a few graphs in different colours, you probably wouldn't be using sprites... but yes, apart from the hardware sprites and scrolling that similar computers often lacked (even when they had higher resolutions and a larger palette), games and demos "naturally" performed all kinds of impressive display hacks so what you saw was hardly as drab as the "160*200*4" might make it sound.

    14. Re:Graphics mode by kisrael · · Score: 1

      C=64 was capable of ultimately looking better than, say, Apple II or Atari 8-bit; take a look at "Skate or Die" for example, I thought it looked like it was running on an Amiga at first. (Ooh, and the music...)

      Kinda like the Atari 2600 has some really nice feel, and everything tends to be 60fps, but it's a bit of a bear to code for....

      --
      SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
    15. Re:Graphics mode by pommiekiwifruit · · Score: 1

      In theory it is the same, but assembler is a bit easier on the old brain though! e.g.

      LDA #0

      STA $D020

      RTS

      Is easier to understand than the previous DATA statement, and being able to use labels etc. rather than writing patches (to avoid messing up target addresses) is really useful. Actually, I found labels more useful than mnemonic translation (e.g. as in a monitor program) since it made code more flexible.

  20. Good times by Anonymous Coward · · Score: 0

    Ah, I remember, back in the day, POKEing random numbers into addresses from 1 to 10000 and waiting for the 386 to spontanousely reboot... Memory protection is the devil, espoused by filthy operating systems rejecting the values of the pioneers.

    1. Re:Good times by Anonymous Coward · · Score: 0

      386??????

      N00b!

      call me when you found someone that started with a computer they had to build themselves and then burn the eeprom by hand that had the bootloader that allowed the hex keypad and 7 segment readout to operate for entering a program into ram by hand.

      newbies that had them newfangled keyboards and screens... cripes I made my first robot with a computer interface controlling it 2 months before the APPLE - I even was released.

    2. Re:Good times by SillyNickName4me · · Score: 1

      I guess the nanocom 6800 (yes, 6800, not 68000) kit computer will do for that? ;)

      Loader? I had to use a set of switches to get it into ram... how do you mean rom??

  21. thanks by martin-boundary · · Score: 1

    I'll try it when I get back.

    1. Re:thanks by Bambi+Dee · · Score: 3, Informative

      Actually, you only need to type lI (lower-case l, upper-case I). run is rU, ...

  22. Those were the days... by QuasiRob · · Score: 3, Funny

    >> Young kiddies were treated to an annual Atomic Christmas Party where they got to meet Santa and were given presents

    Ah, I remember going to those parties at AWRE as well, though I must be a good few years younger.

    "we're taking you to a christmas party at the atomic base"

    "waaahhh, dont wanna glow in the dark!"

    --
    If you try to fail and succeed, which have you done?
  23. Whee by SillyNickName4me · · Score: 1, Interesting

    More geek nostalgia..

    Damn, I wouldn't know how much of my time Jeff managed to steal with his silly but amazing games.

    1. Re:Whee by SillyNickName4me · · Score: 2, Interesting

      Heh, you moderators never fail to amaze me with what you consider interesting ;P

      Ah well, guess a +1 delightfull option is lacking eh?

  24. Great stuff. Brings back memories... by necronom426 · · Score: 1, Interesting

    I learnt to program on a PET. What a fantastic machine it was. Our computer room had about 8 or 9 of them. Some had big screens, some small. Some had tape decks in them, some had external ones. Some had a funny white flat keyboard, some had a proper keyboard. All were amazing :-)

    We probably had the strangest computer room in England as well. I think it used to be a drama room, and the floor had a sort of pit in the middle with wooden steps up to the edge. The PET's were dangerously balanced around the room and in the pit.

    Me and a few friends used to arrive at school early and play on the PET's and also on our teachers VIC-20 (and later his C64). He made a game which we would play (and I later re-wrote on my Amiga 500 for fun).

    I feel honoured to have been around at the golden age of computing. It's not the same these days, and the magic has gone. I remember getting really excited when I managed to make my initials in three large sprites move around the screen with the joystick :-) I can still remember some of the C64 Pokes - Poke 53280/1 for the screen colours and the classic SYS 64738 to reset!

    The keyboard characters were brilliant as well. Without those it would have been totally different. Those characters allowed you to make almost anything you could imagine (like the Enterprise out of a club!).

    Atari 2600 -> Vic-20 -> C64 -> Amiga 500 -> Amiga 1200 -> PC

    The Commodore years were the best (and Zzap!64 was the best magazine I have ever read).

    Paul.
    (who, believe it or not, was listening to C64 remixes on the way to work in his car this morning)

  25. Nullsoft by phorm · · Score: 1

    Winamp was made by "NullSoft", although LLamas do feature quite prominently in their persona for some reason. Were they inspired by Llamasoft, related, or perhaps just share some common odd obsession with the creatures?

  26. jeff minter & curry by Cederic · · Score: 4, Funny


    Content of an email I sent to my friends last year, after an event.. well, read:

    I just had a fantastic night out. The main attractions were (as the title suggests) Mr Jeff Minter, and some curry.

    For those of you who didn't know (or don't care) Jeff Minter is the genius behind games such as Andes Attack, Traxx, Gridrunner, Attack of the Mutant Camels, Revenge of the Mutant Camels, Hover Bovver, Tempest 2000, the incomparable Llamatron (best shoot-em-up ever) and my favourite game title of all time, Metagalactic Llamas Battle at the Edge of Time.

    The evening started badly for me as I found myself alone at a bar, stone cold sober, stood by the man himself. I swiftly ordered their strongest lager and engaged in what I describe as 'small talk'. A few seconds later Jeff acted like most girls do when I attempt this and desparately sought rescue from random passers-by, eventually finding an event organiser and fleeing towards a Commodore 64 running one of his games.

    I should mention, I found out about this by accident. I discovered something advertising curry for a tenner, which in Nottingham is a good deal, even without Jeff Minter thrown in for free. He was the ingredient to make the night perfect. Hero worship, and all that.

    Anyway, things kicked off and there were 3-4 hours of general questions from the audience, scripted questions from one of the event organisers, and lots of responses and general rambling from the man himself.

    Here are some of the quotes I found highly amusing. Non-Jeff-Minter-Fans, stop reading now :)

    Unmitigated honesty about his own games: "Andes Attack itself was a pile of wank"

    After revealing he wrote Gridrunner in just 7 days, "The best week's work I ever did in my life"

    On the camels in Attack of the Mutant Camels, "The graphic of the camel looked like two chubby men in a camel suit" (followed up with "Camels just aren't that shape")

    After being asked about the complex storyline in one of the cassette inserts for one of his games, "I just like to write bollocks"

    Describing how Nullsoft apologised for nicking his feedback technique, "What they didn't apologise for, was stealing my bastard llama as well" - some resentment apparent there.

    On hearing that Tempest 3k won CES Game of the Show award, "I'm like, Fucking hell!"

    A games company tried to sign him, having obviously done their homework, "They said, 'We'll give you a llama on initial signing, and an option on a yak after six months" (he's since acquired two llamas anyway).

    Responding to the question 'Why didn't you just blow it all in the '80s?', "I had nothing to blow, having no beasties at that time" - his continual
    references and innuendos to beastiality were comical in the extreme, although I confess I lacked the guts (and indeed, the interest) to ask
    whether he'd actually gone that far. He does own at least one (maybe three) sheep (one is 16 years old and called Flossie), a goat, 2 llamas and a dog.

    Describing how The Artist Formerly Known As was once interested in some of his work, Jeff described Prince, "He was a very weird geezer actually" - pot, kettle, etc?

    Some other random utterances: "Bugger me!", "Yay, have that you bastard", "I'm still no bloody graphic artist", "It gives me a stiffy just thinking about it" (this one in regard to some hardware he's got arriving soon), "I love llama liquid", "My sheep is throbbing", "For total headfuck convenience"

    There were some others, but in retrospect they just aren't funny outside of the context they were uttered (not that I'm claiming the ones above were).

    Some other interesting info: He's never seen Monsters Inc (amazing given his fur fetish), his favourite film is Bladerunner, and, in a fine quote indeed, "There's nothing wrong with fucking sheep"

    Obviously the lager was hitting me hard (not least because I was hitting the lager hard) so when the quiz came about I was in no state to answer it. One question was memorable though: "This is the sound of a Nubian Goat, but what is its problem" - followed by what one must indeed presume is the sound of a Nubian Goat with a problem.

    In case you care, its problem was that it was in heat. I leave you with that image.

    1. Re:jeff minter & curry by hyphz · · Score: 2, Informative

      > He does own at least one (maybe three) sheep
      > (one is 16 years old and called Flossie)

      Actually, Flossie died in September last year.

    2. Re:jeff minter & curry by Cederic · · Score: 1


      At the time of writing of the above (i.e. before September last year), she was still going, albeit only just.

      She will be mourned by many.

  27. Just So You Know by Anonymous Coward · · Score: 0

    Don't know why, but this was linked by anti-slash, either they're trying to get mods to mod it down or up or something. I recommend that the mods ignore it (if you see this, cancel your moderation by replying somewhere in here.)

  28. My brush with Minter... by rjung2k · · Score: 1

    Jeff Minter autographed my copy of the Tempest 2000 soundtrack CD.

    I've also got a photograph of him autographing an Atari Jaguar(!) game console while on a Jaguar promotional tour in Southern California.

    As if anyone cares. But where else am I going to share these little tidbits of detail? :-)

  29. Minter is all about the GAEMEPLAY baby..and llamas by ddraigcymraeg · · Score: 1

    Minters game have always been about fun gameplay, sometimes innovating on previous arcade games sometimes his own creations. Thats why he is respected, not just a llama curiosity.

  30. Re:Great stuff. Brings back memories... by kisrael · · Score: 1

    Amen to the nostalgia...
    I sometimes get upset with myself that I never got beyond the BASIC stage on either the Atari 8-bit (which had a fantasic version of LOGO with turtles that looked like turtles...) or the C=64 (which had all these cool sprite and character set editors from Compute's Gazette).

    ZZAP!64 rocked...it was so much better than the stuff I could get in the USA. I cherished my 1 or 2 imported copies to the Nth degree...

    --
    SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
  31. Re:Great stuff. Brings back memories... by pommiekiwifruit · · Score: 1
    who, believe it or not, was listening to C64 remixes on the way to work in his car this morning

    Dang remix.kwed.org being down! :-(

  32. Re:Great stuff. Brings back memories... by necronom426 · · Score: 0

    Yeah, I hope it's back soon. I still have to get round to making my own collections of some RKO stuff for the car. I only have the Back In Time discs on CD. Monty on the Run from BIT 1 is my favourite remix ever. I saw MotR played live by a violinist or fiddler (not sure which) in London a few years ago. I thought he was going to explode near the end! It's quite fast :-)

  33. Well... by PotatoHead · · Score: 1

    I do see your point, however mine remains. The computer does do exactly what we tell it to do. The hardware in the case of your C64 examples, *does* do what they told it to. (Within limits of course)

    The sound chip one I agree with.

    Point being that we are generally the problem with computers more times than not. Secondary point being, the first point has a *lot* to do with which computer and software you actually choose to use.

    We both are sitting at the extremes on this. Hardware faults aside, I do believe my early lesson largely applies today. When something crashes, I first look at what I just did, then work backward on the general idea that the level of thought goes up as you move down the chain ov events that lead to the machine in use.

    When it clearly doesn't, that is where my first inclination as to the poor quality of the system in use. BTW, this is exactly why I much prefer *NIX systems to other ones these days.

    I guess, I was not considering hardware issues. In my mind, these are all part of the process that leads to good quality computing. There is little difference between issuing software instructions in ram and programming logic gates. If you bend the rules....

    1. Re:Well... by pommiekiwifruit · · Score: 1

      Hey, I agree that the vast majority of the time it is the programmers' fault, and related to the last thing you put in. Then it might be an extant bug you hadn't noticed. But I have had problems when it was the compiler (especially optimisers), or an undocumented feature of the hardware. And one of our guys just spent a week trying to debug a crash in his program, and the chip supplier eventually said... oh yeah, on the big boards the DMA sometimes is unpredictable [i.e. corrupts RAM] - try the small board.

  34. Late to post this, but by PotatoHead · · Score: 1

    it is exactly these little hacks and tricks that made the 8-bitters so damn much fun. In order to get the machine to do something cool, you basically had to have a pretty firm understanding of the thing. For a young coder, this means:

    - base 2 & 16 notation and basic mathmatics

    - understanding of the differences between ROM, RAM and memory mapped I/O registers. (Controllers, graphics and sound chips)

    - assembly language

    - making the basic abstract leaps between the math and the game elements. (The toughest part really)

  35. Performance, by PotatoHead · · Score: 1

    Funny the VIC 20 actually ran faster than the C64 did. Today we would call it shared memory or UMA. Both the CPU and the graphics chips worked from the same RAM. Turn off the graphics and you get about 10 percent higher performance.

    The VIC had about half the resolution the C64 did, so that means have the DMA graphics memory access. Faster machine.

  36. Re:Why Americans hate Europeans by Anonymous Coward · · Score: 0

    All the French sluts love sucking a clean, circumcized penis. They think I am Rich Jewish-American, and that gives them a decadent thrill.

    Wash the fromage from your schwantz, pierre. Maybe you will get head from your bitch too!