[HN Gopher] Commodore Amiga - The Settlers / Serf City: Life Is ...
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       Commodore Amiga - The Settlers / Serf City: Life Is Feudal (1993)
        
       Author : doener
       Score  : 41 points
       Date   : 2023-04-01 11:14 UTC (2 days ago)
        
 (HTM) web link (www.youtube.com)
 (TXT) w3m dump (www.youtube.com)
        
       | foobarian wrote:
       | Never played this myself but it does seem very Warcraft-y. Wonder
       | if any inspiration or even developers came from this team.
        
         | haspok wrote:
         | Couldn't be further from the truth. The fundamental difference
         | is that you don't really control units in Settlers, instead you
         | build the infrastructure and units get deployed and working
         | automatically (if they can).
         | 
         | In this sense I would compare Settlers to Populous, not
         | Warcraft.
        
           | mnw21cam wrote:
           | Widelands [0] is an attempt to make a similar-ish open-source
           | game.
           | 
           | [0] https://www.widelands.org/
        
       | myth_drannon wrote:
       | The human characters art is very similar to Gobliins games. I
       | checked the artists behind each and they are different. I guess
       | the style was popular at that time.
        
         | syntheweave wrote:
         | It's derived from various lineage of European cartooning in
         | both cases - Asterix, Tintin, productions from DiC Audiovisuel
         | come to mind.
        
       | rerx wrote:
       | It's utterly amazing to me that a single person, Volker Wertich,
       | designed the game and programmed all of it in raw Assembly (more
       | or less in a year).
       | https://en.wikipedia.org/wiki/The_Settlers_(1993_video_game)...
        
         | pabloescobyte wrote:
         | That's amazing and an insane amount of work! I'm just as amazed
         | at how Chris Sawyer wrote Transport Tycoon entirely in assembly
         | as well though I don't believe he did it in the same amount of
         | time as Wertich.
        
       | steponlego wrote:
       | What a great game. One neat feature on the MS-DOS version (not
       | sure about Amiga) was that you could plug in a second mouse and
       | play two players on the same screen. This was very unique for DOS
       | games.
        
         | kiicia wrote:
         | I've been playing serf city with two mouses (some work was
         | needed to set drivers right under dos) and mouse and joystick.
         | it was awesome.
        
         | doener wrote:
         | This was also possible with the Amiga version.
        
           | snvzz wrote:
           | Yup, and I have played it with others.
        
           | alkonaut wrote:
           | My guess is that it came from the Amiga and the dos port(?)
           | had to do some pretty unusual magic to make that work on PC?
        
             | actionfromafar wrote:
             | There were mice for the serial port, for PCs. So only
             | lesser magic. (One "standard" mouse, like "bus mouse" or
             | PS/2 mouse, and one serial, would have worked fine.)
             | 
             | If one mouse goes into the keyboard PS/2 keyboard connector
             | (I think they were the same connector) then yes, very
             | unusual magic.
        
         | StrictDabbler wrote:
         | This feature was invented on the Amiga for Lemmings. The Amiga
         | had two joystick/mouse ports fully supported by the OS so it
         | was a natural development.
         | 
         | MS-DOS made it much more difficult... using one mouse required
         | that a mouse driver be resident in the 640k base memory and
         | connected via COM or PS/2. Settlers had internal code to access
         | a second serial based mouse but it wasn't straight-forward at
         | all.
         | 
         | The DOS port of Lemmings didn't bother.
        
           | mnw21cam wrote:
           | The mouse interface on the Amiga was remarkably and elegantly
           | simple too, which would have made it easy to interpret the
           | mouse inputs on a joystick port even if there wasn't built-in
           | support for it.
           | 
           | Basically, the mouse buttons were wired directly to pins -
           | the same pins that joystick buttons would be wired to. Then
           | also, the left/right and up/down steps would be indicated by
           | a rising pulse on one pin with a direction indicated on
           | another pin. The same pins that would be used for the
           | left/right and up/down microswitches on a joystick. The way
           | this was implemented by most early mice was to have two
           | sensors on a sense wheel slightly out of phase, so as the
           | sense wheel rotated it would produce a square wave on both
           | wires. When one pin had a rising pulse, the other wire would
           | be high if the wheel was going in one direction, and low if
           | it was going in the other direction.
        
             | vintermann wrote:
             | There haven't really been more double mouse games, have
             | there? Sounds like it could have potential, if people got
             | used to it.
        
             | unwind wrote:
             | This is called a rotary encoder [1] and is still common in
             | various control knobs on electronic devices.
             | 
             | [1]: https://en.m.wikipedia.org/wiki/Rotary_encoder
        
           | vidarh wrote:
           | Two joystick ports was common on home computers years before
           | the Amiga.
        
             | timbit42 wrote:
             | The Atari 400 and 800 computers had four joystick ports.
             | Two paddles per port meant up to 8 paddles. The only game I
             | know used four joysticks was M.U.L.E.
        
             | erickhill wrote:
             | Indeed. My Commodore 64 nearly choked on its coffee just
             | now. There was an entire 8-bit generation that followed
             | this model.
        
               | vidarh wrote:
               | In fact the 8520 CIA chips used to control the joystick
               | ports on the Amiga were compatible _enough_ you could put
               | them in a C64 in place of one or both 6526 's... (You'd
               | lose the realtime clock, as the 8520 had timers instead,
               | but "nobody" used the realtime clock on the C64).
               | 
               | I tested that at one point when one of the 6526's on my
               | C64 broke. I don't think the reverse would work, as I
               | think AmigaOS used the timers, but never tested.
               | 
               | (My parents were not amused that I opened the machines
               | and swap chips around...)
        
               | [deleted]
        
       | rhdunn wrote:
       | There's an open source game called Widelands
       | (https://www.widelands.org/) that is very similar in aesthetics
       | to Settlers 2.
        
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       (page generated 2023-04-03 23:02 UTC)