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Trying to write games for the Spectrum was pretty painful. I got as far as writing some sprite routines using the decimal opcodes in the back of the supplied ma
by Joeboy 6y ago
Trying to write games for the Spectrum was pretty painful. I got as far as writing some sprite routines using the decimal opcodes in the back of the supplied manual as a reference, saving to cassette whenever I made any progress. But the enterprise basically collapsed under its own impracticality before I got far.
I later learned that a lot of commercial developers were writing code using assemblers on larger systems and subsequently transferring it to the Spectrum.
- glxxyz 6y agoYes, writing them on something decent like a BBC Micro :p <flamewar>
- Joeboy 6y ago<classwar>, more like.
- glxxyz 6y agoTouché! My parents aspired to be in the BBC Micro class so I ended up with a BBC B but I lacked the cash to buy me anything to go with it so I use my Dad's Hifi tape deck to copy and load games. Back on topic, few data points: Matthew Smith wrote Manic Miner for the Speccy on a Model III Tandy https://en.wikipedia.org/wiki/Matthew_Smith_(games_programmer) https://en.wikipedia.org/wiki/Matthew_Smith_(games_programme... In 1987 the Oliver Twins were writing Spectrum games on an Amstrad: http://www.olivertwins.com/history/page/7 http://www.olivertwins.com/history/page/7 - I would think the cross-compiler and cable arrangement would have been pretty common. Imagine were developing C64 games on something that wasn't a C64: https://youtu.be/ZoDh61sgCOg?t=155 https://youtu.be/ZoDh61sgCOg?t=155 and also a lot of detail about the Speccy specifically: https://retrocomputing.stackexchange.com/questions/3314/how-were-the-first-zx-spectrum-games-written https://retrocomputing.stackexchange.com/questions/3314/how-... There's quite a long discussion about the options available here: https://retrocomputing.stackexchange.com/questions/9006/back-in-the-late-1980s-how-was-commercial-software-for-8-bit-home-computers-dev/9007 https://retrocomputing.stackexchange.com/questions/9006/back...
- the_af 6y ago> I later learned that a lot of commercial developers were writing code using assemblers on larger systems and subsequently transferring it to the Spectrum. I believe the same happened with other microcomputers, like my beloved C64, right? I'm not sure about the Amiga though. I never owned one, but a friend who did told me it was a joy to program with. And its games looked fantastic. Were Amiga games written using an Amiga?
- Joeboy 6y agoI don't really know. I guess the trusty C64 disk drive would have been handy if you were developing for the C64. I don't think the Spectrum ever had a decent disk drive available, or at least Speccy owners didn't seem to have them, maybe just because they were less likely to be able to afford them. I don't know much about Amigas. I guess they had enough RAM to comfortably fit a compiler and / or assembler in and also had disk drives, which would have been relatively luxurious at the time. Edit: This thread is making me go a bit Four Yorkshiremen.
- glxxyz 6y agoThe C64's disk and keyboard would have made life a bit less painful than the Speccy, but neither had decent video output, so I doubt much real development happened on them. There was some though, e.g. the true bedroom coders getting started. I posted a few links to some examples of 80s coding and cross compilers in an answer down below.
- kimikimi 6y agoThe Apple II was the defacto 8-bit machine of choice for most of the North American developers, when looking at the collected anecdotes(Origin, Interplay, SSI and many independents like Jordan Mechner and the team that would form id software were all using them). Becky Heineman had a video where she explained why it was so much better than the C64 and most other options - the I/O and expansion potential was just a lot better on the Apple II architecture, and if you stepped up to the IIGS when that came around you also got some backwards compatibility with more CPU horsepower. Besides displays, the support for multi-disk systems was pretty good, and you could kit out the system to work with a generous amount of RAM and storage for the time. The competing Atari 8-bits also had good expansion capability through the SIO bus and dual cartridge slots which showed some very progressive design, but their potential went mostly neglected by Atari corporate at the time. The C64 was a budget games machine at heart and didn't have the same kind of hardware support, but its reference manuals are famous for being a great introduction to computing. For many of the beginning bedroom coders this may have made all the difference.