Workprint – May 2018

Yes, I’m a little late with the workprint this month but in my defence there have been things going on; I spent a significant chunk of the weekend in an unexpectedly large van with my stepson Matthew and stepson-in-law Josh, heading to Kent for an overnight stay in order to relocate boxes of old computers and software which have been sat in my dad’s garage for… oh, about sixteen years. Here’s what it looked like after we put everything into the van…

…and no, the large Rupert having a lie down on top of everything wasn’t originally mine but has been adopted anyway. I’ve found myself left with a lot to process – both in the literal sense and emotionally, the latter probably being the harder to deal with – but it’s done and everything is in one place now, although I haven’t had a chance to do any serious ferreting around just yet. I did get a family photo before we left for home by the way, so it wasn’t just pictures of storage boxes!

In programming news there hasn’t been much time of late (or more accurately, the problems I’m having with my shoulder means that sitting in front of a computer for extended periods is at best uncomfortable) but the previously mentioned C64CD project is pretty much done with just little extra polish and some “how it works” style articles required before release – there’s an all-formats retro game development competition I like the look of which might serve as a place to put it out, although I’ll need to check their rules properly beforehand since it’s using some wired graphics – and I’ve been doodling a little here and there when spare moments present themselves.

Workprint – April 2018

I haven’t had a lot of time for programming recently so there’s not much to talk about today – the workprint posts are moving to Tuesdays in case I forgot to mention that – but one thing I’ve been doing which is sort of related is a spot of digital archaeology, working through a pile of older hard disks in what turned out to be a surprisingly fruitful attempt to locate a few bits and pieces which have gone astray over successive machine rebuilds. One of the things I found is this…

…which was originally drawn on my old Amiga 1200 ‘030 with Deluxe Paint 4 over a decade ago which doesn’t make me feel old in the slightest of course. The intention was to release a small demo written in Blitz 2D with all of the effects running on the monitor’s screen, but I didn’t get much of that code written. What I’m thinking of doing is reworking the background, expanding the image to 16:9 ratio and using it as the basis for a video thumbnail for YouTube because I reckon that’d look nice.

A lot of other interesting files have been found including a couple that I needed for a future blog post and some game graphics which might have to be rolled into a little potential project I was messing around with earlier this evening whilst procrastinating… I’m not sure if what I’m trying to do is actually viable right now so the whole thing might not be going anywhere and I’ll therefore remain annoyingly cryptic about it for the foreseeable future.

Workprint – March 2018

So let’s get some workprint business out of the way first; since there are now two people showing an interest in converting Vallation to other platforms I might just have to properly shuffle it to the front burner and get on with building the new levels so they actually have a full game to convert. This process will doubtless involve lots of expletives – all aimed at myself for taking shortcuts or bodging – and possibly some rewriting or at least refactoring of the code because it seems to take far more processing time than I remember.

The RLE-based background compression I was mumbling about in the last update is also implemented and works surprisingly well, in fact there’s a simple but functionally complete game wrapped around it now. It has over 56K of background data in there which has been compressed into a mere 23.1K and takes around six minutes to scroll through at one pixel a frame. My intention is to get the entire game done rather than doing a “development diary” so I know it’s finished when writing the C64CD blog posts.

I’ve done a few more tests as regards grabbing video footage, again using VICE and OBS to this time accidentally record a full ten level playthrough of Warhawk. The results look quite solid, but there’s a bit more fiddling with settings I want to do and I have Vegas Pro courtesy of the Humble Bundle to install and get my head around… so who knows, perhaps I’ll become a rich and famous YouTuber? Well okay, probably just a YouTuber but I’m only doing it for the groupies anyway.

In other news, whilst I was away in Kent I met up with fellow Cosine inmates Darren Nevell , Frank Gasking and Sean Connolly for the twice-yearly internal meeting; that makes things sound all official and stuff, but we basically take up a corner of Starbucks and natter for the best part of a day. After nursing a coffee each for a couple of hours we then piled into Level Up and spent a happy hour or so trying to persuade ourselves not to buy everything in sight! Amongst other things I ended up with a PSU for one of my spare Atari 800XLs, a collection of books which are destined for the racking going into my office once it’s decorated including one about BASIC for the Dragon 32, an unboxed freebie of A64 – a C64 emulator for the Amiga which has a dongle for connecting peripherals – and… well, this thing:

Despite looking like an adolescent Enigma machine it’s actually a joystick interface for the Spectrum where each direction and the fire buttons can be connected to keys so pushing left on the stick is, as far as the computer is concerned, someone holding down the O key. I absolutely adore the bizarre but functional nature of this thing; it’s such a perverse work-around for the problem but at the same time will literally work on anything that doesn’t require actual typing to play. Come to think of it, you could also “type” rude words with the joystick…