★ AMSTRAD CPC ★ Shahid Ahmad's: Chimera Diary ★

Shahid AhmadGames - Auteurs
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This is a story of torture, sleepless nights, self-denial and devotion to duty. In other words, the every day life of a computer programmer.
In this instance the programmer is Shahid Ahmad, creator of Chimera for Firebird. He claimed he could convert the game - about an investigation of a giant alien space craft orbiting earth - to the Amstrad in just one week.

THE TASK

This entire masochistic campaign started when I boldly claimed that I could get a conversion up and running on the Amstrad within a week.
At that point, I did not even have an Amstrad, and the only thing I knew about it was that it hod a sound chip and video chip similar to that of the BBC. Well that did not help, since I do not know anything about the BBC either.
The next day, Firebird told me what had been set up for me, and that I should start when ready! I thought that it might be an idea to buy an Amstrad first and learn something about it. That I duly did and here I am now, writing a prelude to a week that should stretch me to the limit. Can I do it? There is always a first time for everything.

DAY ZERO - TUESDAY

And so started the first day of my week of self-inflicted torture at 10.00 am, when most human beings are already hard at work.
I knew what had to be done first, and that was the graphics.
I had taken the liberty of writing a simple graphics from Basic, because without it , my task would have been rendered impossible, Later on , amid a few short and frantic bass guitar slapping sessions, I coded some of the more mundane routines like collision detection and drawing the 3D screen.
I received my shiny new Hi soft CP/M & Macro Assembler this morning after finding bugs in the original version. I tested it on some large files and then
flawlessly. I worked a fourteen hour day and had three hours off.

The Amstrad has been on all this time and not a single crash or disk error, and no overheating! I am pleased so far with my performance, and thanks to Phil Collins and U2 for getting me through the first day with my sanity (and my disks!) intact.

DAY ONE - WEDNESDAY

What is it that makes someone get up at 10.23 in the morning with a craving not for breakfast , but for a Joe Hubbard album ? I won t keep you guessing, it is programming games! Even when you are doing a conversion, a bit of inspiration always helps, and mine is fuelled by listening to good bass playing, and occasionally playing bass myself, despite the fact that the awful!

Well I had a bit left over from yesterday, and I typed in the last/remains of it and test assembled it.

DAY FOUR - SATURDAY

The day started at noon for me today, and I realised a drastic time plan change had to be made. I would probably spend the whole day debugging D.P.A. and the mainline routines and the adventure handler would have to wait until Sunday or Monday.

A good thinking session was in order, so I plugged my bass through my compressor, turned my amp right up to full volume and hod a thoughtful two hour break!

Fully refreshed. I tackled the problem with renewed vigour and in view of the ever looming deadline. I decided to take a logical approach. The best way to cope with this situation was to (you guessed right!) put the Joe Hubbard album on the turn* table, get a printer listing and go through it looking for the proverbial needle in the haystack.


Well needless to say I found it (or rather, them!) and exterminated them one by one. As the saying goes, the only good bug is a dead bug! I finally got D.P.A working at 2am ond it was truly astonishing, the speed left me breathless.

DAY FIVE - SUNDAY

I woke up at the crack of noon today, and I'm one of those people who is usually a bear in the mornings. Well today I was a mouse, and I was frightened to death of how much time I had before my head was to be placed on the block.

Well, it wasn't quite that serious, but trying to get a good machine language game running on a computer which you've never seen before in your life within the space of a week is no mean feat, and takes a lot of hard work, determination and self-control.

In fact. I took core of most of my debugging today! The screen looks good, and I've been moving the man around, and seeing some background animation. but I still haven't written the adventure handler!

DAY SIX - MONDAY

Well today is the last day - or is it? You will by now, fully appreciate that there are seven days in a week, assuming that you count from one.
Well, therein lies the catch. because I'm sure that vou also realise that programmers (and I'm no exception) count from zero, not one - sneaky eh?
Fear not, because yes, I did have a working version of the program that can be played and completed relatively early in the event.
My D.P.A method works a treat and there are now no glitches in it at all, and with a man on the screen and an animated object, the speed is ridiculously fast. So fast in fact, that I've had to put many delay loops in it to slow the game down.

At last, I had written the adventure handler, and at the end of the day, I had a version of Chimera that could be played, completed and even enjoyed.

The only thing that I have leapt over is some sound and a title page, but these ore trivial tasks that do not even need a thought, except, perhaps, in their presentation.

If I have to dedicate this game to anyone, then surely, the honours must go to Joe Hubbard, who else? This is a truly knackered signing off.

CONCLUSION - TUESDAY to THURSDAY

One can draw a few useful points from this exercise. The first point is that it is quite possible to write a very good game in a week, as I have proved.
This can be countered by the fact that no programmer worth his salt would dare attempt to design, create, implement and program a game of top quality in this short space of time, though watch out, I may try it sometime in the future.

It helps a great deal to have a good system to work on. I used the Amstrad CPC6128 system with colour monitor and the Hisoft Devpac 80 macro assembler, both products for which I can honestly say that it has been a pleasure to use them.

I am now a convert to small disks, but I feel Amstrad should have chosen the more sensible (and popular) 3"½ inch format.
I also have a few words of warning to all you budding programmers out there, especially those delving into machine code.
Please pay attention to design. Think about how you would write a particular program. Think about might cause you problems. Do comment liberally. It helps to have a good working knowledge of the machine. Always keep strict rules about entry and exit conditions of subroutines; do not rely on values that may be lying around.

Remember, write with clarity in mind. If your code is not clear you won't understand it when you're trying to debug It! Optimise it for speed afterwards, and only if it is necessary. Do not become a "speed junkie." It is not a prerequisite for games programming.
That's all there is to it! Oh, one more thing, it'll help a great deal if you can listen to a great album like "Nip It in the Bud" by Joe Hubbard!
How should you approach debugging? Simple. You just turn the machine off after getting a fresh listing (I hope you have a printer!), then go and get a beer or a coffee, and look at the listing very, very carefully for half an hour. You'll nearly always find the cluprit. What if you can't? Give up programming and take up tennis or aerobics!!

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L'Amstrad CPC est une machine 8 bits à base d'un Z80 à 4MHz. Le premier de la gamme fut le CPC 464 en 1984, équipé d'un lecteur de cassettes intégré il se plaçait en concurrent  du Commodore C64 beaucoup plus compliqué à utiliser et plus cher. Ce fut un réel succès et sorti cette même années le CPC 664 équipé d'un lecteur de disquettes trois pouces intégré. Sa vie fut de courte durée puisqu'en 1985 il fut remplacé par le CPC 6128 qui était plus compact, plus soigné et surtout qui avait 128Ko de RAM au lieu de 64Ko.