Fully documented source code for Elite on the BBC Micro
bbcelite.com
bbcelite.com
This game was so good that I had to delete it, it ate into my productivity to a degree that really wasn't healthy so one fine morning after I saw a viper on the wall of my little Amsterdam studio I decided enough was enough and wiped the disk.
I have a serious problem with that kind of addiction and need to do radical stuff to keep myself on the straight and narrow and this was the first time that I ran into my lack of self discipline. Kudos to Braben and Bell for what they built, they really set a new standard for video games on 8 bit personal computers.
A great background read about the game's conception and its authors. It's a long read but it's really worth your time to get the gist of the atmosphere in which many eighties classics were made.
> 1. These games are crap, but sell for money.
> 2. My games are not crap.
> 3. Therefore my games could sell for money.
That really is asking for a
> 4. Profit!
Backroom Boys (2003) - https://news.ycombinator.com/item?id=8904587 - Jan 2015 (2 comments)
The making of Elite - https://news.ycombinator.com/item?id=6604478 - Oct 2013 (56 comments)
In the '80s, Elite was magic. The annotated source code shows how it was done - https://news.ycombinator.com/item?id=29254763 - Nov 2021 (6 comments)
How Manfred Trenz got so much out of the C64 I cannot imagine.
https://www.youtube.com/watch?v=kS6rBNhHNnU
https://www.youtube.com/watch?v=u1lOUaFjGxs
Manfred Trenz seems to have dropped off the face of the earth otherwise I'd ask if he'd be willing to release the code.
https://amostagreeablepastime.com/2020/11/24/the-history-of-...
He also gave other interviews.
I was able to build it from sources on Linux after fixing a typo, but the"fastlines" binary appears to be buggy: https://codewiz.org/pub/elite-harmless-fastlines-screenshot....
Defo worth a Follow on twitter: https://twitter.com/markmoxon
@markmoxon@universeodon.com
He was the editor of Acorn User magazine back in the day.
Thanks for the Mastodon link.
Dave Braben is a god on the same level as Carmack.
He created a new game generation for decades, which we're still living in.
I don't think they're at the same level. The restrictions that Braben & Bell were working under were orders of magnitude more limiting than what was available by the time 'Doom' rolled around. Doom was definitely also a game changer but the quantum leap between Elite and what came before it was in my opinion of a different magnitude.
That does not diminish Carmack in any way, what he did was amazing. But what Braben & Bell did was considered absolutely impossible from a cycles budget perspective. And Doom never struck me as 'impossible' on the hardware that it was run on.
Doom got you a great game, Elite got you a career. That said: it is next to impossible really qualitatively compare people born at different points in time. Given the same limitations who knows what Carmack would have some up with and if Braben & Bell were born a few decades later it may well have been the reverse.
One thing I know for sure: creativity thrives under constraints.
That said, there is nothing like E:D out there right now, and it’s still a great achievement.
Yes, this statement is above opinion.
Elite was jaw dropping stuff when it came out. For me the tactical display - the oval thing with two pixel objects and elevation plotted from the current nominal plane was an absolute game changer. You could literally (OK graphically) see what the heck was going on around you. For me the Wing Commander series of games (PC) improved on that somewhat with more clues wrt velocity as well as position. I'm sure there are others - I grew up a bit!
As well as an amazing HUD thing, the scope of the game was incredible. I've read write ups on how the universe was done and it is very impressive.
Indeed, my first response was: "That's not possible". The second was: Let's take it apart and see how it works. That was something Braben and Bell had foreseen, Elite was very hard to reverse engineer, layer upon layer of tricks to stop you from getting to what actually ran. Very impressive stuff.
The whole idea that someone can make the computer that you think you know absolutely inside-out do stuff in real time that you'd have trouble doing at all no matter how much time you've got is what made it so intriguing.
One of the more interesting moments in trying to crack the copy protection that stopped you from seeing the naked assembly in the loader is that at some point the game code contains the string 'does your mother know that you are doing this?' or something to that effect. That was more effective than the last 10 hours or so of decryption stepping through the code in Exmon because I realized I was utterly outclassed...
i was always crap at elite though.
"PicoMiteVGA: Raspberry Pi Pico Boot-to-BASIC Microcomputer": https://www.youtube.com/watch?v=kZaWYgIYgd8
"Elite" is a suitable name for the game, when the coding prowess is considered as the truly "Elite" thing about it.
The problem was that timing the switch point in software was fraught with trouble because you just might end up making the switch at the wrong moment which caused it to jump vertically (or garble a part of your screen). The other problem was that if you wanted perfect timing it was possible but that left you without enough cycles to run your game. Braben & Bell solved this to the point that it was considered stable enough for inclusion in production. Similar hacks had been done on the Atom prior to the BBC so it wasn't as if the knowledge wasn't out there but no game publisher had - as far as I know - seen fit to release a game that used it.
It would be great if you could answer this and point out exactly where this was used prior to Elite on the Beeb, that would set the record straight on this once and for all.
https://www.bbcelite.com/deep_dives/the_split-screen_mode.ht...
My favourite inplementation of this technology is in Geoff Crammond's Revs, which doesn't flicker at all, as the palette switches are cleverly done where they won't be seen if they aren’t perfect. Read all about it here:
https://revs.bbcelite.com/deep_dives/hidden_secrets_of_the_c...
It’s genius.
The balance has shifted to the point where your program is likely only an extremely small fraction of the total that is running on your machine and that powers your application. So it has simply become impossible to be that familiar with the remainder.
I believe that assistive technologies, from the most advanced tools we have today, to the most mundane of "hinting of parameters to a function" and code base navigation via "jump to definition/declaration" which first started appearing in Visual C++ 6.0 around 1998 there has been a degradation in committing facts about the architecture of the code and functions and APIs to memory.
This isn't a case of "bah humbug, the youth of today and their fancy geejaws" but very much a case of "why bother remembering that when the machine will remind me." I am sinful of this too. Guilty, as charged, m'lud.
My conclusions are very much observational but also align with the scant amount of professional research done on the subject. For confirmation bias, I recommend the Outer Limits episode "Stream of Consciousness."
I note that there are four areas in life where this is occuring most profoundly: cooking, navigation, software development, telephone numbers (and other contact details). Whilst it has been many years since I could tell what every cycle, byte and register was doing in any reasonably complex system I work on, I can still walk through most of what is going on in a system from the silicon running the code to the UI appearing on another person's screen on the other side of the world.
It isn't the understanding, it's the remembering what that function was called again, and where did I put that function I wrote ten minutes ago?!? And it isn't age related, because I've tested that hypothesis too both on myself and on others. Assistive technologies are wonderfully enabling, but they make us dumber.
I can see the difference in my own head: the knowledge I have about the 8 bit systems that I worked on is pretty much complete, from the hardware schematic, instruction set, memory map, ROM contents all the way up to whatever code I wrote back in the day.
As opposed to the UNIX systems that I worked on, which for me really predated any assistive tech because I didn't use any. But my knowledge about the C-standard library, while good is not 100% coverage and I know I occasionally have to look up the parameters to various functions.
And then we come to today, where for my current project (pianojacq.com) I still don't use any assistive technologies (no, seriously) but I also know that I do not know more about the runtime environment than I absolutely need to get the job done.
I don't have a smartphone, obviously I'm getting older as well but my own code I know inside out, for all of those phases.
You probably already know this, but to fill in context the screen would flicker because the NMI that handles disc IO would fire, and would be serviced before IRQ1 if both fired together, and also you cannot interrupt an interrupt.
BBC Micro Advanced User Guide pages 359 and 370 detail the 6845 and ULA demonstrated Mode "8" and I recall Practical Computing and Acorn User also had listings for doing tricks with the interrupts and the mixed mode, though don't ask me issue numbers.
I picked a random video of yours "ABug 09 Explaining Elite" and jumped forward to 2:22 to skip the intro, and said "oh, that's a matrix transposition function" when the code popped up on the screen. It's funny how some of that crap sticks with you.
Elite was an amazing achievement.
In the '80s, Elite was magic. The annotated source code shows how it was done - https://news.ycombinator.com/item?id=29254763 - Nov 2021 (6 comments)
Fully documented source code for Elite on the BBC Micro - https://news.ycombinator.com/item?id=24611341 - Sept 2020 (125 comments)
A video game community filled my nephew's final days with joy - https://news.ycombinator.com/item?id=20353734 - July 2019 (106 comments)
Elite's crazy tokenized string routine - https://news.ycombinator.com/item?id=8950288 - Jan 2015 (17 comments)
Backroom Boys (2003) - https://news.ycombinator.com/item?id=8904587 - Jan 2015 (2 comments)
The Making of Elite - https://news.ycombinator.com/item?id=7892462 - June 2014 (38 comments)
The making of Elite - https://news.ycombinator.com/item?id=6604478 - Oct 2013 (56 comments)
Elite: Dangerous will support Oculus Rift - https://news.ycombinator.com/item?id=6526783 - Oct 2013 (16 comments)
Elite video game reboot hits funding target - https://news.ycombinator.com/item?id=5001968 - Jan 2013 (43 comments)
Elite Dangerous - Mac Version Stretch Goal - https://news.ycombinator.com/item?id=4973367 - Dec 2012 (12 comments)
Elite: Dangerous - https://news.ycombinator.com/item?id=4746646 - Nov 2012 (71 comments)
BBC interview with creator of Elite - https://news.ycombinator.com/item?id=2331701 - March 2011 (29 comments)
http://www.iancgbell.clara.net/elite/index.htm and
http://www.elitehomepage.org/archive/index.htm (file archive)
Bit of a time capsule, but some interesting curios in there.
My second was oh it made my phone unresponsive.
It works OK on my ancient iPhone 6, so it shouldn't really be unresponsive anywhere, but I'm clearly going to have to look into it. Apologies.
I'm using a Motorola g31w with the chromium based adblock browser 3.2.4
If that helps.
This is what you get when you get a site author who would rather be coding in 8 bits than in HTML. ;-)