It's Behind You: The making of the game R-Type on the ZX Spectrum
bizzley.com
bizzley.com
"the PDS assembler could only handle source files up to a certain size so the more you commented your work the less room you had for the actual game code itself"
People certainly did do a lot to save space through omitting spaces, using ";" to separate statements instead of new lines etc.
Edit: found a list of the keyword abbreviations. More then I expected/remembered. http://www.c64-wiki.com/index.php/BASIC_keyword_abbreviation
You can always use Emacs and YASnippet. Also, Eclipse has a good couple of extremely handy word expansions.
I got into the habit on the Amstrad CPC using the Maxam assembler. 40k was the limit for a source file and some of the stuff I did, like a UK-wide route-planning program (think an enormously primitive version of Autoroute), seriously pushed that.
Having hard tabs, rather than eight spaces, was a major memory saving, while still retaining readable code. Well, as readable as Z80 ever got. Haven't managed to wean myself off them since...
I coveted it an unhealthy amount whilst being stuck with various machine code monitors on the C64 itself, eventually later having the money to upgrade to an assembler. Of course then there was a whole other class of memory problems as most of them hooked BASIC to work so you were quite limited in the length of programs; everyone became very good at manually laying out blocks to memory and disc.
As I was reading it I couldn't help but feel a bit of regret. It was in 1991 on a visit with my dad to LA that I got my first computer (a TRS-80 Model III) along with a book on programming in BASIC. I didn't know what I was doing, but I wanted the computer to do the stuff I saw on War Games and Explorers. I got pretty far but it wasn't until 1996 or so that I really got into the swing of "serious" programming in C and C++. Growing up in Dallas, TX I didn't have the first clue where I might find people interested in this stuff. Until sophomore year in college it was really just me. I find that I regret not having lived in a place where I could have "gotten into the scene" early. This is even more ironic considering that my idol at the time (and arguably today as well), John Carmack, worked less than 5 miles from my house!
Bittersweet moment in the book - the photo of some suit accepting the "best game" award for his game. They never even bothered to tell him he had won...
There is nothing wrong with making a few pounds from such an interesting story. I'm sure there is more people around like me who actually find a pity not being able to easily purchase a physical copy of this book. I actually find quite convenient to pay for not having to print it ( I mean book printing ) myself. And I actually love to have physical books too, specially this sort of books :)
...and thanks again to the op for this ebook.
One of the best games ever and an unbelievable ZX Spectrum port.
I still remember holding and reading the box cover from the shops to my home.
And, shameless plug, this is what I did for my summer vacation project: "R-Type Real Time Memory Visualisation" ZX Spectrum http://zaf.io/page-3o.html#p139
the scrolling was choppy but the action was.. action!
One of my favourite games was R-Type, and this book is a great read. I'm rationing myself so I have some left for tomorrow evening!
Had no other books, no community, absolutely no other resources to learn anything. But the ZX and its manuals got me to where I could write machine code programs without even looking up the opcodes.
Ah...nostalgia.
When I visited the Centre for Computing History (http://www.computinghistory.org.uk/) I noticed that as well as having games for their collection of 1980s home computers, they also had developer tools. Having read about Ian Bogost's "A Slow Year" (for the Atari 2600) it occurred to me that making new games for old machines using "period instruments" might be an interesting exercise. What I had in mind was games that would never have been written at the time, but that would have been technically feasible.
That's as far as the idea got because, er, I'm not a games programmer. As close as I got to an actual idea was that perhaps it would be possible to write a Tetris clone for the ZX Spectrum. Can anybody think of something better?
http://www.worldofspectrum.org/infoseekid.cgi?id=0004256
I remember that the Spectrum version of the game was very good, with full colours (perhaps thanks to very fast 8-pixel jumps), as well as the arcade machine it was based on.
That includes the full experience of loading the game from tape. I guess on those who had a ZX-Spectrum will bother watching.
For actual game-play footage , jump to 5:38 - https://www.youtube.com/watch?v=56IFFd43acU#t=5m38
0: http://www.kickstarter.com/projects/chris-huelsbeck/turrican...
But yeah, out of these I think the Amiga/C64 title screen tune is the best, and then the first level (by Whittaker, basically the same tune across versions).
This one:
Amiga CD https://www.youtube.com/watch?v=qDlvga_j0Ks
symphonic re-arrangement https://www.youtube.com/watch?v=zwLFjFD3sak
love it :)