[HN Gopher] One man's 8-bit quest to finish his teenage Commodor...
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       One man's 8-bit quest to finish his teenage Commodore 64 RPG
        
       Author : bookofjoe
       Score  : 142 points
       Date   : 2023-06-11 16:48 UTC (6 hours ago)
        
 (HTM) web link (arstechnica.com)
 (TXT) w3m dump (arstechnica.com)
        
       | neilv wrote:
       | Somehow, I lost all my TI 99/4A program cassette tapes and
       | sketches, all materials for the D&D modules I wrote (including a
       | hand-drawn 3D map, inspired by one of the TSR Basic modules), my
       | tabletop RPG game inspired by Car Wars (but you played it on a
       | real map of Portland, USD was the currency, and you could buy
       | your base cars from the exotics ads in the backs of real car
       | magazines, before upgrading with sci-fi/mil equipment using the
       | character sheets), circuit schematics, mechanical and other
       | design sketches, and most of the artifacts from various poorly-
       | conceived child/teen businesses.
       | 
       | I do still have much of my MS-DOS code (including a pre-Web
       | online retail system that I uncreatively named Modem Shopper),
       | but less desire to run any of that.
       | 
       | When I think about what I'd like to work on if I ever hit a
       | startup jackpot or a decade+ as FAANG Staff+, I personally think
       | not about reviving old projects, but doing new things with the
       | influence of past experience. For example, I'd learn more about
       | open hardware, and build more-trustworthy personal computer
       | devices than available today. There's also particular kinds of
       | software that I want to rewrite with a different mindset than
       | dominates recently, to try to show that security updates don't
       | have to be a routine and frequent occurrence.
       | 
       | (Preferably while living within sight and earshot of blue water,
       | like that other HN post today. :)
        
         | belugacat wrote:
         | "I think if you do something and it turns out pretty good, then
         | you should go do something else wonderful, not dwell on it for
         | too long. Just figure out what's next."
        
           | musicale wrote:
           | I imagine that's a Steve Jobs quote, but practically I
           | appreciate Apple's approach of iterating on the same thing
           | for years. I would hate it if they announced "Well we're
           | abandoning Mac/iPad/iPhone/Apple watch/Apple TV and everyone
           | has to switch to Vision Pro."
           | 
           | I'm also frustrated when companies (Google) build cool stuff
           | and then just move on to the next thing, abandoning the last
           | thing and its users. (I imagine Google must incentivize this
           | somehow.)
           | 
           | The short-term mentality also rears its ugly head in startups
           | which start out great and then die after the founders and key
           | developers cash out and move on to what's next.
           | 
           | Software projects often take years to develop, and to remain
           | useful they often need to be supported and improved for many
           | more years. I imagine that Linux, Python, emacs, etc. would
           | not have been nearly as successful had their developers not
           | stuck around for a while.
        
       | bluedino wrote:
       | As fun as it would be to have my childhood computer, QBASIC
       | programs, and notebooks... the most fun thing would be to go back
       | in time and talk to my past self and fill all those knowledge
       | gaps etc
        
         | ricardo81 wrote:
         | Ah, but wasn't half the fun in the journey.
         | 
         | I sort of agree if time travel was an option, it would be
         | visiting someone in the past and telling them about the things
         | they aspired to know.
        
         | [deleted]
        
       | miniwark wrote:
       | Maybe there will be a build for the Commander X16 computer ?
       | 
       | https://www.commanderx16.com/
       | 
       | The "8-Bit Guy's dream computer"...
        
       | lelanthran wrote:
       | Subscribed.
       | 
       | Now I wish I kept the code to my 1986 C64 game[1].
       | 
       | And the graph-paper notebook I used to do my map on.
       | 
       | [1] Not that my text based two-word-sentences input is anywhere
       | near as impressive as this, but I remember doing all the BASIC
       | writing in notebooks like this just so I could review the gosubs
       | easily. I used line numbers based on page numbers in the book
       | (100...200...) so that when the inevitable syntax error came up I
       | could easily find the spot in the book.
        
       | redundantly wrote:
       | This was a fascinating video! Makes me wish I had all of my
       | journals, notes, and art from the 80s and 90s, but all of that
       | was thrown out or destroyed by my abusive step mother.
        
         | bbarnett wrote:
         | Take some solace, in the fact that some people's non-abusive
         | mothers did this too.
        
       | joebiden2 wrote:
       | See also https://news.ycombinator.com/item?id=36272520 (Posted 2
       | days ago)
       | 
       | Edit: by clicking a few "past" links of submissions from this
       | account, it seems there is a pattern of republishing previously
       | successful submissions.
       | 
       |  _Edit 2_ : Seems i clicked on the 3 wrong "past" links by
       | chance. I stand corrected and I'd like to apologize. There are
       | just 3 double submissions of the past days.
        
       | gerdesj wrote:
       | "The game takes up 12K of RAM, split roughly evenly between code
       | and data. Brixius figures his dungeons can be about 64x64 squares
       | before he hits the C64's limits."
       | 
       | Mine has a 16GB USB stick. My tape and floppy drives are no
       | longer connected. When that runs out, I can swap it 8)
        
         | irdc wrote:
         | Getting everything to fit inside those limits is obviously part
         | of the challenge. In that sense, what he's doing is more of an
         | art, in that it becomes better as the artist is more limited.
        
         | II2II wrote:
         | From the context, I'm guessing they are referring to RAM
         | limiting the dungeon size. Granted, your 8 GB stick would hold
         | many more dungeon maps than a typical floppy.
        
       | [deleted]
        
       | lastangryman wrote:
       | Wonderful story and very inspiring. Is programming the only field
       | where you have this strange mix of people coding "as a job" with
       | literally no interest beyond that, and projects like this? It's
       | hard to explain stuff like this to people. Some will "get" this
       | video, many won't, which is a shame.
       | 
       | EDIT: I strongly recommend to click through to the actual video
       | and not just the article: https://youtu.be/l5MoOh4LkSs
        
         | egypturnash wrote:
         | Art is like this. I trained to be an animator but left when it
         | became apparent how much of working at a studio was just A Job.
         | 
         | Really, thinking about my various friends with some kind of
         | creative life, this is every single field where sometimes your
         | core skills are something you picked up because you actively
         | liked fooling around with them, and managed to find a way to
         | make a living with, and sometimes are something you picked up
         | because it's what your guidance counselors pushed you into
         | because it was a field with a lot of growth potential that was
         | _vaguely_ aligned with what you actually enjoyed doing.
        
         | canadianfella wrote:
         | [dead]
        
         | criddell wrote:
         | I think there are lots of fields like this. My dad worked his
         | entire life as an auto mechanic and one of his few hobbies was
         | working on and driving a project car he owned for 50 years.
        
           | Waterluvian wrote:
           | Right! And to their point: I know people who work in auto
           | factories and mechanic shops and haaaaaate it as a hobby.
        
       | smcl wrote:
       | If you like the idea of teenage game ideas becoming reality years
       | later, you may enjoy "Slayers X: Terminal Aftermath: Vengance of
       | the Slayer" - https://youtu.be/dBrAcCXoH0Y
       | 
       | The concept is that a game was created in the 90s by a guy called
       | "Zane" but it was lost and only rediscovered recently, then
       | released. In reality it's a perfect pastiche of this by a guy
       | called Jay Tholen (who also made "Hypnospace outlaw" - where this
       | game and its creator got a couple of mentions)
       | 
       | "Zane" will responded in character if you interact with him on
       | Twitter :-)
        
       | TacticalCoder wrote:
       | > ... about his quest to finish his own Commodore 64 CRPG from
       | 1984. He will be able to do it, too, because he kept all the
       | disks, tapes, notes, and hand-documented assembly code print-outs
       | ever since his teenage project.
       | 
       | Nice! FWIW during the lockdown I happened, by chance, to be in
       | alone, far from my family, in the house where I grew up. Well,
       | not alone... My C128 was there. After watching tutorials on
       | Youtube as to how to clean and grease the disk drive, I found out
       | that a good 1/3rd to one half of my 5"1/4 floppies from the
       | eighties could still be read 100%.
       | 
       | So I'm not surprised he could use old disks, in addition to his
       | printed listings, to get back on his project!
        
       | ThinkBeat wrote:
       | I made a kick ass database system on the Spectrum 48K. (Well at
       | the time I thought it was).
       | 
       | Security was tight. If you typed in the wrong password twice, the
       | system resets and you must load it in from cassette tape again.
       | 
       | To use it you first had to load the database system from
       | cassette. Then form a different cassette load the data. Then the
       | password.
       | 
       | Made brute force attacks time consuming.
       | 
       | I thought that was highly clever back then.
       | 
       | When you added, edited, changed, removed etc the changed records
       | only existed in ram until they were saved to tape again.
       | 
       | It did not sell well. At all. Not even 1.
        
       | dekhn wrote:
       | After playing Ultima III and IV on an Apple as a kid I really
       | wanted to learn enough to program games like that. Unfortunately,
       | I simply wasn't smart enough to understand the subtle details of
       | Apple IIe machine language, graphics, and audio programming at
       | the time, and by the time I knew enough, computers had gotten so
       | much better than Doom and Quake were setting new standards for 3D
       | graphics (at which point I also wanted to write a Quake clone).
       | 
       | See also: https://www.6502workshop.com/2016/12/origins-of-nox-
       | archaist... and I think there's a site where the full
       | disassembled/explained source code for Ultima III or IV is
       | available.
        
       | cgh wrote:
       | As a kid, I created games for my C64 using Garry Kitchen's
       | GameMaker:
       | https://en.wikipedia.org/wiki/Garry_Kitchen%27s_GameMaker
       | 
       | I recall it working pretty well. You could define sprites and it
       | had a scripting language. I guess you could say it was a C64
       | Unity? It's kind of extraordinary, now that I think about it.
       | 
       | I wanted to make a hi-res drawing program where you could use the
       | joystick and cursor keys to draw freehand, or plot simple shapes
       | like circles. I wrote it in assembly and only got as far as the
       | freehand drawing part, in glorious black on white, 320x200
       | resolution. I wish I'd kept it.
        
       | mynameishere wrote:
       | I finished all the games I made as a kid. They all took two or
       | three hours and sucked.
        
       | jansan wrote:
       | I have very mixed memories of Ultima IV, which he mentions as one
       | of the main inspirations for this game. I played it day and night
       | and was super prepared for the final dungeon. Fought like a
       | maniac, was really proud of what I did there, and the realized at
       | the end that I forgot to collect one item that I needed at the
       | very end. Since it was not possible to save your game in a
       | dungeon, I had to restart from the beginning of the (huge)
       | dungeon. Never played it again and never thouched an Ultima game
       | after that. But I still own the game and maybe one day I will try
       | again.
        
         | StanislavPetrov wrote:
         | Art thou proud?
        
         | II2II wrote:
         | Old games were notorious for that sort of thing. Even though I
         | am quite fond of the ideas behind many older games, I don't
         | play them because many of them are arbitrarily punishing. To
         | give you an idea of what I mean: I loved the old text adventure
         | games, but won't play them to avoid loosing my nostalgic joy.
         | On the other hand, I will play modern text adventures since
         | they play off of those nostalgic feelings in a good way. (Many
         | modern authors subscribe to game design rules to avoid the
         | scenario you desribed.)
        
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       (page generated 2023-06-11 23:00 UTC)