Chimera Getting Close

Chimera mac screen shot 2012 10 15

I’m delighted to tell you that yesterday I made exceptional progress on Chimera, with a bare bones demo now running on Mac and PC.

There are two versions planned. The first is a pretty vanilla remake of the original, that’s what I’m working on at the moment. It will be released for free. I have got the man walking around the whole map at 60fps now, just as in the original, with pretty much the same data, though some tweaks are still required, because I seem to have an old version of the map data. If you recall, I just typed all of the map data in again from an old listing I had.

The graphics are from the Spectrum version, but if someone can get me the graphics from the Atari 8-bit version along with the palette data, the graphics from the C64 version (ditto) and from the Amstrad version, my plan is to adapt those and have them as swappable skins from the options. I was thinking about making them a gameplay feature of some kind (a different skin for every missile armed, in the order that I did the conversions) and I’ll still think about that, but for now, the plan is to have them as swappable skins. 

Once I release the game, I will also work on (or more likely ask someone else to work on!) 16-bit skins that never got made, including ST, Amiga, PC CGA, EGA, VGA, you get the picture…

I have this still to do:

Other game entities (the obstacles, the pick-ups, the terminals)

Adventure logic (including food/water/radiator/weight processing, torch/dark room, missile arming, death and restart)

Text feedback and display (original text kindly recovered by the brilliant @sokurah, who also recovered the complete Spectrum graphics for me. I won’t reveal the text he uncovered here in case you haven’t played the game, it gives away too much!)

Audio (including Rob’s music, which I have been given permission to use! and SFX, particularly the scream)

But the technology is pretty much done, and I can see the finish line now. If you have any suggestions for subtly enhancing the original, I’m all ears. Remember, this isn’t the full reboot, which I’m still planning for next year, this is the remake. So this is just to whet your appetite and to establish the foundations.

Exciting times!

Jet Set Willy C64 WTF?


Yesterday while looking for the PSU for my Parker MidiFly MIDI box (unsuccessful, so if you have any pointers, I’m all ears), I found my original, sealed copy of Jet Set Willy C64. Are you tired of me telling you I wrote that in 1984? Well I showed this gem to my colleagues at work today.

This evening I was trying to remember whether I’d switched to a more reliable assembler after starting the project in the buggy Macrofire assembler. I’m sure I did, I just can’t remember whether it was the Commodore Macro Assembler or not. So what do you do when you can’t remember bits of your own life? Well you google it of course, and in doing so, I found that somebody had actually remade the C64 version. Frankly, that’s just beyond my understanding, but good on Captain Death, that’s all I can say.

I haven’t checked it out, I’m still on a high from working out a decent mechanic for Chimera’s energy/material phasing system and getting a fair bit of code done. Feel free to download it and let me know what you think. (Oh and this guy has done a good job of giving a breakdown of how the data is stored in the game)