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Commodore Free 26
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Commodore_Free_Issue_26_2009_Commodore_Computer_Club.d64
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robert hurst
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2023-02-26
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Commodore FREE:
First, please introduce yourself to
our readers.
Robert Hurst:
I work as a senior information systems
engineer for a major Boston-based
healthcare system, which is part of
the Harvard School of Medicine. I am
responsible for keeping their core
clinical systems operational 7x24x365,
which is now attainable since we made
the move to Red Hat Enterprise Linux
with high availability clustering last
year. With that success, we are now
moving off of commodity racked servers
and into highly available IBM
BladeCenters, for production and
disaster recovery.
CF: What was the first VIC-20 game
that you written? And was it in
machine language or BASIC?
RH: It was called "Assassinate the
Teacher" written in BASIC. I was a
Junior in high school taking a
computer math course using WANG
microcomputers. I had just gotten my
VIC 20 and begged my teacher to allow
me to demo this friendly home computer
to the class. He gave me permission
and this game was showcased at the end
of that demo. I was glad he had a
sense of humor! Actually, he was
really impressed that $300 could buy
so much power, with color and sound,
compared to $5000 for each
microcomputer. The year after I
graduated, that computer lab was
re-fitted with thirty Commodore PET
4032.
CF: Was the VIC-20 the first computer
you owned? Did you have any other
Commodore computers?
RH: Yes. And I remained brand-loyal
with C16, C128, Amiga 2000, 3000, and
3000T
for about 16 years. Emulation has made
it possible to resurrect my software
library and
to collect favorite titles. Recently,
I bought a brand new Plus/4 from ebay,
just because.
CF: How much more difficult is it to
write a game in a machine language
monitor?
RH: Interesting question. I would say
the "ease" of using today's assemblers
compared to a machine language monitor
is roughly the same ratio -- as using
back then -- a machine language
monitor was to poking byte-values from
BASIC. I would recommend the use of a
machine language monitor for real-time
debugging purposes only.
CF: Have you ever thought of releasing
your games on real media?
RH: Absolutely! I thought I had an
"in" with a national pizza chain here
called Domino's Pizza, whereas they
could distribute my 'Pizza Delivery
Man!' game on a tape cassette housed
in a miniature version of their pizza
box. Unfortunately, my representative
that met with executive marketing at a
local convention came back
unsuccessful. Years later, I would
port it for an Amiga magazine and sold
it to their monthly diskette edition
for $400.
CF: Are you going to produce more VIC
games, or any other 8-bit machines?
RH: Undecided, frankly. Now that I
have a good grasp on today's
assemblers and debugging using
emulators, I am tempted to tinker some
more. As a former educator at the
technical college level, I see
potential educational value in this
for would-be programmers, if this
process and its tools could be
packaged with associated training
guides. I am disappointed with today's
programmer apprentices -- "the good
ones" always seem to have at least
learned from some part of past
practices, and are markedly better
from it.
CF: How quickly did you manage to
"pick up the code" from Quikman as it
wasn't finished?
RH: A matter of days. It got
profoundly "quiker" as I began
commenting the original listing and
using labels for subroutines,
constants, and variables. Applying
today's good coding style to legacy
code is 'A Good Thing', which results
in faster development and a better
product overall. That programming
style was just not feasible given the
development tools of the time,
combined with storage and memory
constraints.
CF: Do you feel it's now easier to
produce games for 8-bit machines
because there are more tools readily
available and therefore development
time has been reduced?
RH: Without a doubt. Imagine using a
machine language monitor and having to
save hours of work to an uncertain
piece of magnetic tape, which took
about a minute to save and another
minute to verify (and trust me, you
did take the time to do the verify!)
And when your code crashed *badly* by
corrupting memory, you needed to
re-load from tape back to your last
point-in-time and redo work. Today,
you save multiple versions to disk,
compile-link-and-go, all in sub-second
response time. Actually, the slowest
part of the process is turning on or
resetting the ROM-based VIC 20 --
which takes at least a full second to
boot! But more importantly than those
conveniences is the availability of
modern 6502 assemblers. Moving blocks
of code and/or data using a machine
language monitor is very complicated.
Editing a text file and compiling to
produce a new binary is typically a
cut & paste operation.
CF: Will you be revisiting any of you
other old projects?
RH: Possibly, but more likely I would
spend time doing something new. I was
at a point with VIC 20 programming,
back in 1984, where I could write 100%
machine language programs, with smooth
moving graphics and animations, on an
unexpanded machine. I like that
challenge, and I would like to see
what else can be produced given that
tiny footprint.
CF: Did you finish QUIKMAN as a
nostalgic trip or as an ego trip
because you had an unfinished project
that was nagging away at the back of
your mind?
RH: Definitely an ego trip, ha! Anyone
who has worked with me knows I am
never completely satisfied with my
work... but only satisfied to a point
where I feel my original objectives
for doing it in the first place have
been met. That is when I can walk away
from a project without feeling any
failure on my part.
CF: Have you had many comments about
QUIKMAN
RH: Suprisingly, yes. I did not
realize there is still a modest
following for the beloved computer.
That is pretty cool that the internet
is allowing for that social network to
exist from all parts of the world.
Video game programming is not any
different than being a toy maker or a
comedian. You are crafting something
for entertaining other people, and
that accomplishment is your reward.
Everyone's comments have been my
reward, and it is always humbling to
receive.
CF: Do you have any other "unfinished"
or part complete games you will work
on
RH: Not a game, specifically, but I do
have this generalized "sprite" routine
I wrote as a basis for writing VIC 20
games. I hacked its code down to be
very efficient for Quikman's maze
game, so now I would like to revisit
that code to see if lessons learned to
date can be applied back into it. If I
do that, I am certain it will be
implemented into another game.
CF: Do you have any other comments you
would like to add
RH: I would like to thank the VIC 20
user community for their warm praises,
the emulator project teams that made
VICE and MESS possible, and the CC65
project for an excellent 6502
assembler.
Some other applications to download
for the Vic by Robert Hurst
http://robert.hurst-ri.us/commodore/
vic20.html#Software