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Archiv 'Miscellaneous'


15.Dec.2022



Advent Calendar: Door 15 - Dennis Pauler
We open the 15th advent calendar door and welcome Dennis 'Hurrican' Pauler from Virtual Dimension.

Virtual Dimension can look back on a long history and has incredibly changed and gained versatility over the years: In 1991 the group around Dennis Pauler was founded and focused on programming demos - for example the Red Sky BBS Intro - and games until 1999: so they released "Walls - The 97-Edition" in 1998 and "Othello - Das virtuelle Brettspiel" in 1999 , both to be found on their home page.

At the beginning of 1999 parts of the Virtual Dimension team participate as editors in the German magazine "Amiga Fever", which was discontinued after only four issues and integrated into amigaOS. Likewise the content support of the website was discontinued from the year 2002. Dennis' call to the readers which can be read there "better get involved...send a news message to a news site..." we can only support and is possible via Amiga News Feed at any time.

From 1999 onwards, the "On site" (German) series initially concentrated on trade fair videos - for example on the World of Amiga 2000 - before audio books and dubbing work were added. Over time, many more video series were added.

But also the programming of (Amiga)games has been rediscovered: Dennis works himself (again) into C-programming and develops the game "Danger Dennis" in the series "Coding with Dennis" (German). Not only for this, but also for all further projects we wish Virtual Dimension good luck and are now looking forward to Dennis' story:

Backed the wrong horse?

My friends and I already got thrilled at the age of 11. We no longer wanted to just PLAY computer games, we wanted to DEVELOP them ourselves. But all beginnings are difficult. After moderately successful experiments with Basic on the C64 and AmigaBasic on the Amiga, we were looking for ways to get more out of our computers. A short excursion into Amiga programming with C based on a course from the magazine AmigaPlus didn't lead to the goal either, because the course ended after a few relaxation exercises where it could have become interesting. We lacked the contacts, the books and probably the imagination how we could have developed our skills. That the way was much more complicated than we thought at that time, I should realize more than 20 years later, when I finally opened the chapter "Programming C for the Amiga" again.
Ambitious but slightly frustrated, after experimenting with shell scripts and the RedSector Demomaker, we finally stumbled upon a programming environment that promised what we had hoped for. We're talking about "AMOS - The Creator", and our goal of finally developing decent games ourselves was within reach.

The year was 1994 and the conditions could not have been better. Under the name "Virtual Dimension" a cool troop had come together to make their dream of game development come true. AMOS - first in the basic version, then in the Pro version - enabled fast development progress with background graphics, bobs and music. And our platform was THE game machine: the Amiga, which had just received a contemporary upgrade with the AGA computers and could at least keep up with the PCs in terms of price/performance. We worked on several games at the same time, shared the work and met several times a week for joint development sessions with pair programming.
At the same time, we tentatively began to network with the net community, downloading the latest tools and demos from mailboxes, writing our first emails, and discussing important questions on Usenet such as "Does Warp 9.9 period = Warp 10?"

When the news of the bankruptcy of Commodore, the parent company of the Amiga, reached us, we were initially unmoved. After all, optimism was spread in the computer magazines that a financially strong buyer would soon be found (Samsung, for example, was being discussed) and that the race to catch up with the PC would then be all the faster. But the more months went by without any positive news, the greater our worries became.
First of all, however, we did everything we could to get our first game ready. In autumn 1994, the time had finally come and "Walls", a game fiercely inspired by "Breakout" and "Arkanoid", was ready for release. Unlike our previous programming attempts, which had rarely seen disks other than our own, "Walls" was included by no less than three public domain series (Spielekiste, German Games and Nordlicht-PD) in their programme. The Amiga magazine reported on our game in a small section and one day there were even unannounced fans at the door and the slightly overwhelmed Dennis.

Meanwhile, the rumour mill on Usenet was bubbling over the future of the Amiga. Commodore UK had taken over the Amiga rights in a "management buyout" and would soon bring a new computer onto the market with the Amiga 1300 CD, it was said. This soon turned out to be a hoax, but through David Pleasance's stories we now know that it almost came true.
A group of fans did not want to wait any longer and decided to replace the AmigaOS with a new open source implementation and port it to the PC. The Amiga Replacement OS - AROS for short - as it was called at the beginning, was born.
There was movement in the scene, but time passed and more and more users and developers left the Amiga. If a buyer wasn't found soon who could save the sinking ship, our beloved computer would lose its connection to the PC world for good. The song "Final Countdown" by Europe took on a whole new meaning for me during this time.

One year after the Commodore bankruptcy, a buyer was finally found in the form of Escom, but the hoped-for new start turned out to be much weaker than hoped for. The Amiga 1200, now three years old, was produced again, but without a turbo card, memory expansion and hard disk, no one could be impressed with it in 1995. New computers were announced, but before a new Amiga had made it to the shop counter, Escom had also gone bankrupt and the dithering began again.

So had we backed the wrong horse in choosing the Amiga as a platform for a game development ambition? Yes and no. The three more games that we finally published for the Amiga in 1998 - all written with AMOS - achieved many thousands of downloads from our website, which had been set up in the meantime. But we had finally lost touch with modern game development.
In retrospect, this was certainly not the worst thing that could have happened to us, considering the poor working conditions that still prevail in the games industry today. We then took our professional careers in other directions, even though the thought of developing our own games would never completely fade from our minds.

At the beginning of the 2000s, the Amiga seemed to be history, despite all attempts to breathe new life into the platform with the help of the PowerPC processor. But like us, many others were to remember the time with the Amiga fondly and so, from 2013 onwards, new - also commercial - games for our old friend slowly appeared again. Thanks to the internet, we were able to make contact with many other Amiga fans and finally got back to the old idea of developing our own games for the Amiga. Of course, we don't have as much time as we did when we were students, so the journey is slow. But the conspiratorial community that just won't let the old computer die has given us a home and, despite everything, doesn't let us lose sight of the goal - and this time, even really with the programming language C! But that's another story... (dr)

[News message: 15. Dec. 2022, 06:49] [Comments: 0]
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14.Dec.2022



Advent Calendar: Door 14 - Erik Hogan
Today's Advent calendar door belongs to the game developer Erik 'earok' Hogan.

Of course, the game construction kit "Scorpion Engine", which we first reported on in April 2020 and which he developed and continues to develop, immediately comes to mind. It would probably fill a separate article to list all the games that use his engine, many of which are still in development (for example, "Creeping Me Out Hex Night"). But here are a few examples: A developer has just started his conversion of the action game "Trojan", published in 1986, on the basis of the Scorpion Engine and has published a first preview video for it.

But Hogan himself also logically uses his engine to develop (demo) games: for example, the adaptation of the C64 classic "Raid Over Moscow", the jump'n run "Monkey Ladd" or the platform game "Super-Go-Down-The-Hole".

On his Patreon page he provides information about new releases and games. Thank you Erik. We look forward to many more exciting game projects! His anecdote:

"In English, we've borrowed the word "strafe" (as in, a plane "strafing" or attacking ground targets, itself derived from the old expression "gott strafe England" or "god punish England") to denote sideways movement in first person shooters.

I was working on a game that, while not a first person shooter, was an educational title played from the first person.

When testing, I went to use the standard A or D keys for sideways movement in the game, and realised they did nothing. Since most young gamers would expect those keys to activate sideways movement (games such as Minecraft do), I added a simple item to the project todo list that simply said "strafe".

A little while later, the project manager - who is from Germany and is passionate about educational games but isn't a hardcore gamer themselves - told me at a meeting that they were very confused that, according to my todo list, I apparently wanted to punish someone." (dr)

[News message: 14. Dec. 2022, 11:28] [Comments: 0]
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13.Dec.2022



Advent Calendar: Door 13 - Richard Körber
ust in time for lunch break, the 13th door of our Advent calendar opens. We may introduce: Richard 'Shred' Körber.

This could be a record so far: Already on 04 May 1999 we reported (in German) about Richard Körber's newly established website "Palmiga", which was aimed at Amiga users who wanted to connect their computer to a PalmOS PDA. In mid-2001 he was kindly asked by Palm Inc. to rename his site because "Palmiga" and "PalmLink" would infringe trademark rights. So Amiga-PDA was born, which was originally part of his homepage which already existed since 1998. For all those who are still interested today, please refer to his PdaLink library and the corresponding GitHub project.

The developer is probably best known for his identify library, which recognises Zorro cards by their manufacturer and product ID, provides information about the system (CPU, FPU, memory, clock frequency, etc.) and decodes Guru codes and function offsets. Originally, in early 2003, he announced (in German) on our site that he had to stop development due to lack of time and published the source codes of the project on Sourceforge. More than a year ago, however, he not only published the source codes on GitHub, but also resumed development and made the current version 40.2 available for download in mid-October.

He also wrote his own driver for the internal sound card Maestro Professional, developed YAMI, a mouse interface that makes it possible to use serial PC mice on Amiga or ATARI ST computers, and resumed work on his debugging tool PatchWork.

His articles in the Retro Blog of his site are definitely worth reading, for example about the restoration of an Amiga 1000 or the problem of the right mouse button on the Amiga 1200. Many thanks for your development work, Richard! He remembered the following anecdote for us:

"It was in 1998, at a time when the Internet was massively growing. As a young professional, I was working in the web department of a startup in Cologne and felt like a pioneer in a new country.

After weeks of work, our team had completed a new website. The design template had been created by an external advertising agency via Photoshop. We manually converted the designs into individual web pages, which was common practice at that time. In the late afternoon, everything was finally finished, the launch was imminent and the press had already been informed. The other colleagues had already called it a day, and I was just about to pack my bag, too, when an email from my boss popped up in my inbox.

'The agency has asked us to make one last small change to the layout', was his comment. Below that I found a forwarded email with the details. I looked at the request and groaned. I would have to change all one hundred pages by hand for that. Those are the tasks you love. I could forget my plans to leave in time. It would probably even take until late at night.

With an Amiga, yeah, this would have been a piece of cake. I would have opened the web pages in GoldEd, and would have let it do the changes automatically, remote controlled by a quickly crafted ARexx script. With my Windows computer at work this was unthinkable. There was no possibility to control programs with a script language.

Oh, if only I had my Amiga here now, I thought to myself and sighed.

Then I remembered that I had installed an Amiga emulator on my work PC a few weeks earlier because I wanted to try it out. But that was just for fun. Now I have a job to do. Is that professional? Is it even possible to do that?

Why not! I transferred the web pages to the virtual Amiga hard disk, programmed an ARexx script and let GoldEd apply the changes. The plan worked. After less than an hour the change was completed.

So the Amiga saved the launch date. And I made it home in time." (dr)

[News message: 13. Dec. 2022, 13:46] [Comments: 0]
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