Author Topic: R-Type  (Read 50218 times)   

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Keith A Goodyer

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R-Type
« on: 05:08, 25 February 10 »
You make one little mistake in your life and the internet will never let you live it down....

Electric Dreams / Activision gave me 21 days to do the port. I wish i had the time to do a nice mode 0 port with new graphics, but alas it was never to be.

Keith A Goodyer (realy)
« Last Edit: 12:05, 01 January 12 by Gryzor »

Offline MacDeath

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Re: R-Type (was: Rick Dangerous 128+)
« Reply #1 on: 12:00, 25 February 10 »
Quote
Keith A Goodyer (realy)
Oh wow...OMG.

We have a guest star.



Well, we know it wasn't really your fault.

I mean, yes the company simply didn't allow enough ressources (Mode0 Graphist, Time...)  to get a more proper job.

You did well as I spent a lot of time playing R-Type despite it being "disapointing".

The game remains good because faithfull to the Arcade, and Speccy version being great (for a speccy) the Amstrad "emulated" one remains fun.

Yet may we get more details on how you made it ?

I suppose you had access to all ZX Spectrum datas and codes ? and started from those ?
Were you involved in Speccy's version too ?


So the urban legend stating it took 1 week to get a speccy port on Amstrad was false : it was 3 weeks. ;D
« Last Edit: 12:02, 25 February 10 by MacDeath »
New video from my friend SYLV's, support please :
Sylv - Connected (guitar composition) - YouTube

Offline fano

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Re: R-Type (was: Rick Dangerous 128+)
« Reply #2 on: 13:28, 25 February 10 »
You make one little mistake in your life and the internet will never let you live it down....

Electric Dreams / Activision gave me 21 days to do the port. I wish i had the time to do a nice mode 0 port with new graphics, but alas it was never to be.

Keith A Goodyer (realy)
Really ?  :o
Welcome on board !
Anyway you made a fairly decent job for the time you had.And that was interesting to look at your code  ;D (http://cpcwiki.eu/index.php/Talk:R-Type)
We are planning to modify the original code to accept full Amstrad graphics in mode 1 without spectrum attributes.
Do you remember more details about his project ?
« Last Edit: 13:31, 25 February 10 by fano »
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Offline Gryzor

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Re: R-Type (was: Rick Dangerous 128+)
« Reply #3 on: 14:32, 01 March 10 »
You make one little mistake in your life and the internet will never let you live it down....

Electric Dreams / Activision gave me 21 days to do the port. I wish i had the time to do a nice mode 0 port with new graphics, but alas it was never to be.

Keith A Goodyer (realy)


Oh wow, this is just great... Welcome - we do hope very, very much that you stay here a while (Stay a while... stay forever!).

Regarding the game, though, I always said: I love it. Don't know what the fuss it. Could it be better? Sure. Is it great, does it have style, playability, hookability? Heck yeah!

Offline TFM

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Re: R-Type (was: Rick Dangerous 128+)
« Reply #4 on: 23:42, 02 March 10 »
Electric Dreams / Activision gave me 21 days to do the port. I wish i had the time to do a nice mode 0 port with new graphics, but alas it was never to be.

These bastards!!! 21 days is nothing!!! You must have worked day and night.
However you will find great people here to do graphics ;-)

Offline ukmarkh

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Re: R-Type (was: Rick Dangerous 128+)
« Reply #5 on: 11:24, 03 March 10 »
Keith A Goodyer: Please contact me, as I'm currently writing a CPC BOOK and would like very much to hear your opinions about life and the tribulations around programming in the 80-90's.

Offline MacDeath

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Re: R-Type (was: Rick Dangerous 128+)
« Reply #6 on: 19:03, 03 March 10 »
Well, I don't think he'll come back...

Maybe we hurted him a bit. ::)

But it wasn't meant to be mean...

Yet it would be great if he could tell us more of his work from that time.
New video from my friend SYLV's, support please :
Sylv - Connected (guitar composition) - YouTube

Offline ukmarkh

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Re: R-Type (was: Rick Dangerous 128+)
« Reply #7 on: 21:28, 03 March 10 »
Keith has agreed to do an iterview for the new CPC book?

Anyone feel they'd like to ask him something?

Offline fano

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Re: R-Type (was: Rick Dangerous 128+)
« Reply #8 on: 21:37, 03 March 10 »
Anyone feel they'd like to ask him something?
Great !
I may have some questions about R-Type , on what hardware it has been develloped (cross dev ?) and if he remember how he did the portage and some anecdotes about this dev.
Did he receive the source code and had to make the whole adaptation by himself ? (where i can find the source code ?  :P hum , forget about that  ;D )
« Last Edit: 21:43, 03 March 10 by fano »
"NOP" is the perfect program : short , fast and (known) bug free

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Offline redbox

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Re: R-Type (was: Rick Dangerous 128+)
« Reply #9 on: 21:45, 03 March 10 »
And some general insight into what it was like being a 8-bit games programmer in that era would be really interesting...?

I remember reading about Dave Perry and Nick Bruty developing games in ACU, and also 'The Making of the Game' in the later Amstrad Actions which were a good read.

Keith A Goodyer

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Re: R-Type (was: Rick Dangerous 128+)
« Reply #10 on: 06:35, 19 April 10 »
Hi Guys (and Mark) Sorry haven't been back in a while - have had some  somewhat distracting personal issues over the past couple of months -  Mark I'm still up for it. 
   
    OK, I developed R-TYPE using the fantastic PDS system written by Foo   Katan. For those who have never heard of PDS, it was probably the   worlds first IDE - Editor, Cross Assembler, Linker and Debugger all in   one.  It run on the x86 architecture under DOS, and had a hardware   component that allowed you to 'Download' the compiled code directly onto   the target hardware. It eventually supported development for Z80, 6502,   and 68K.  It was probably the mainstay of all Video game programming in   the late 80's.
   
    I was very fortunate to be given Bob Papes EXECELENT source code for the   speccy version. I have never met Bob but have spoken to him on the   phone.  I have the highest regard for him!  Although the code wasn't   that well documented, many of his labels were somewhat self descriptive.
   
    Given the extream time limits i was given to the port this is basic   strategy that I took to do the port...  (I hope i remember all this   correctly)
   
  The spectrum had its ROM in the lower 16K, and the 48K of RAM above  it.  So I configured the Amstrad to locate the MODE 1 screen in the  lower 16K, and loaded the spectrum version in the top 48K (As it would  be located on a spectrum - and ran it).  I then went through the code  line by line, modifying anything that 'plotted' pixels on the screen to  something that would plot the equivalent pixels on on Arnolds screen.
   
    As the spectrum screen is 'Attribute Based' I continued to used all of   Bobs 'Colour' code, and the whole 768 bytes of the spectrum colour   attribute screen is running on the Amstrad version.  When ever there was   a 'Byte' write to the spectrum screen, I would use a look up table to   indexed by the byte and the value of the corresponding spectrum colour   attribute to extract the two bytes required to produce the correct   pixels on the CPC screen. Then all I had to do was port the control   (Sinclair/Kempston) to CPC stuck, and the Sound and the job was done.  A   few days with DJL to add the 'Protection' and the job was done.
   
    Now the sad news...  about 5 years ago, I had a massive leak in my roof,   and all my records (including the source code) was destroyed.  :(
   
   
    Now some Trivia:  At the time I had a 464, 664 and a 6128 - I took the   final masters down to Activision, and it would not run on their 6128.    It tuned out that at some point in time, Amstrad had made a small   revision to the design that meant that a the interrupt would fire just   before a frame fly back pulse, where on previous versions it would occur   just after. The net effect was that when my code was waiting for the   frame fly back pulse to occur, the interrupt would trigger just before   it, go off do some processing, and by the time it had finished the   processing and returend to the main code loop, had missed the pulse -   and locked up.

Noticing the name of this forum - I only have one thing to say...  We all have to eat!  LOL

As for the industry in the early days... It was fantastic!  The egos, and personalities were out of this world. There were some VERY clever guys, and there were some VERY slimey men in suites that knew how to abuse the geeks.  One of the greatest things to happen in those early days were Richard and David Darling, people dont remember that Codemasters was founded by two school boys.  I do remember a great night out in Lemington Spa with those two, and a missing traffic cone or two.

Keith


Offline ukmarkh

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Re: R-Type (was: Rick Dangerous 128+)
« Reply #11 on: 11:14, 19 April 10 »
Fantastic stuff... look forward to doing the interview soon, will be in touch shortly.

Offline MacDeath

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Re: R-Type (was: Rick Dangerous 128+)
« Reply #12 on: 19:58, 19 April 10 »
Quote
VERY slimey men in suites that knew how to abuse the geeks.
This explains all.

Thank you for those story.

The sad part is perhaps that you were'nt given a Graphist to get a real Amstrad Mode1 recode of those....
« Last Edit: 23:06, 19 April 10 by MacDeath »
New video from my friend SYLV's, support please :
Sylv - Connected (guitar composition) - YouTube

Offline fano

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Re: R-Type (was: Rick Dangerous 128+)
« Reply #13 on: 20:39, 20 April 10 »
Thanks a lot for this  ;D

 
    Now the sad news...  about 5 years ago, I had a massive leak in my roof,   and all my records (including the source code) was destroyed.  :(
  :'(
"NOP" is the perfect program : short , fast and (known) bug free

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Offline MacDeath

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Re: R-Type (was: Rick Dangerous 128+)
« Reply #14 on: 22:12, 20 April 10 »
Work in progress... ;)
New video from my friend SYLV's, support please :
Sylv - Connected (guitar composition) - YouTube

 

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