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I've been reading the ZX Spectrum Visual Compendium from Bitmap Books (https://www.bitmapbooks.com/products/sinclair-zx-spectrum-a-visual-compendium https://www
by mysterydip 3y ago
I've been reading the ZX Spectrum Visual Compendium from Bitmap
Books (https://www.bitmapbooks.com/products/sinclair-zx-spectrum-a-visual-compendium https://www.bitmapbooks.com/products/sinclair-zx-spectrum-a-...) and it has a lot of developer anecdotes in there. One of them (Clive Townsend) was talking about their development process:
"The original Saboteur! code was written on an actual Spectrum so everything - the source code, assembler program, and object code - had to be in memory at the same time. I'd work on a routine, compile it, then save it. To test it, I'd reset the Spectrum and load the newly compiled routine along with other necessary code, graphics and data. After testing, I'd reset the Spectrum again and re-load my source code and the assembler program. All from cassette! Nightmare!"
- ikari_pl 3y agoSometimes you could have something plugged into the extension port to snapshot the memory, so you can switch easier, AND not lose your changes. It sounds horrible NOT to have it when writing a game like that (I love Sabouteur! Spent more time playing the 2nd part :))