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Wire Wrapping
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Wire wrapping is a very slow, tedious job of twisting a wire from the leg of one
chip, to the leg of another. In other words, every time you see a complex
circuit board, think of how long it would take to do that by hand.
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C64 Beast
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Shadow of the Beast had 13 levels of paralax scrolling, the same as the Amiga
version. Richard also copied the duel playfield system used for
the trees that Mike had created on the PC Engine.
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StuntCar Racer
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Stuntcar Racer was one of the very first true multiplayer games available, it
did this by using a null-modem cable. While simple to make, it still required
you to use soldering iron, and this lead to shops selling these to
gamers as the first multiplayer revolution kicked off.
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The Complete History of
DMA Design
By
Mike Dailly
Chapter 3
Part 3
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The Shoot-em-up Ship
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The shoot-em-up consisted of a space ship which sat at the left hand side of the
screen, and had "multiples" above and below. When all weapon pods were
colleted, the ship would filled the screen.
The Animations, and backgrounds were beautifully done, and Mike was having a
blast doing real Amiga work.
Dave now also sought something different. His new idea was an Action replay for
the Amiga, called the "Monster Cartridge". The idea was based on the C64 action
replays and Expert cartridges that were common on that platform, and the Amiga
was yet to get such a tool.
Coming from an electronics background set Dave in good stead for attempting such
a mammoth task alone. He bought in lots or breadboards (special electronic test
sets), and software for auto-routing tracks ( this is software that
automatically worked out connections for wires that connected the chips
together).
He started all this by planning it all out, then wire-wrapping it all by hand!
Fortunately, Dave found this very therapeutic, and spent many hours in the back
room with Tony and Gary, wrapping little wires to his board. Once the basic
design was complete, Dave needed software to test it on.
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C64 Shadow of the Beast
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Richard was getting on great guns with Shadow of the Beast on the C64, by now
he had lots of code writen, and the first level was progressing nicely using
all the converted graphics Steve had done.
While Mike chipped in with minor technical help now and then, Richard was mostly
on his own. This was partly due to the fact that since he was still at school,
he usually coded late in to the night and early morning. Once the school
holidays started, he was coding almost 24 hours a day!
Scott surprised everyone one day when he brought in his new Amiga game to show
off. He had been working on if for sometime, and now had the basics running. It
was an RPG game, much like Dungeon Keeper, but this time, it allowed you to
control all four players, and each had their own view.
Dave was impressed, and this would soon lead to a deal with Scott to publish it,
although Scott would continue to write this at home for some time yet.
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An early version of Hired Guns
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Brian was progressing with the debugger, and it was by now a fully
featured tool, and totally self contained. That made the choice simple; Dave
took "DMA Debug" and put it on the Monster cartridge (hence the name change to
Monster Debug).
Unlike most cartridges on the C64, Dave's was software programmable. This gave
it a huge advantage, no longer did you just throw it away to get the new
version, all you needed was a new floppy disk.
Tony volunteered to try the new toy out while developing Cutiepoo, and seemed to
enjoy the ease of use it provided.
While all this was going on, Dave had finally decided to start a version of
Lemmings himself. He didn't really take it very seriously at this point, he
just wanted to play and see what happened.
Gary, now split his time with Cutiepoo and Lemmings graphics, but there was a
problem. Gary just couldn't get the hang of doing background graphics, so Scott
came to the rescue and produced the first the rock and earth set.
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Lemmings Ground
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Once Dave got the basics going, he and Gary came up with the basics skills, and
screen layouts and Gary set about creating the animations.
While Gary did this, Dave carried on with his Monster Cartridge. He was having
some technical problems with it, and it didn't always work the way it was
supposed to.
Mike meanwhile was getting on well with the Amiga game. He had the basic ship
flying and animating over a right to left scrolling background, and was just
about to start adding aliens and bullets, when Dave stopped him again. Dave
wanted to try something else.
The current games of choice at work were populous, and Stunt car racer. Both
these games had a 2 player link-up option using a NULL-MODEM cable. This being
the simplest cable you can use to connect two machines together.
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The Expert Cartridge
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The Expert Cartridge and Action Replay allowed gamers to stop a program in its
tracks and "change" things. The most common was to give infinite lives, or
health, but to programmers, it was also an invaluable debugging tool.
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Amiga Beast
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Both Mike and Richard would try and copy the Amiga version as closely as they
could. The 13 levels of paralx would cause problems for each of them.
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