Unfinished
Business
by David Wyn Davies
There is nothing more
annoying and self-defeating than having numerous plans
and not pursuing them to completion. Such was the case
when, in 1993, I launched a new Atari user group aimed
at promoting new software development for the Atari
8-bit.
The Atari Classic Programmer's
Club (ACPC) was a club through which membership could
gain you access to a programming help-line, a bi-monthly
newsletter and the opportunity to get involved in commercial-quality
programming projects for the Atari 8-bit systems. I
sent a copy of the first draft issue to one of my contacts.
I was surprised to receive
a letter some days afterwards from the late Dave Ewens
of the Tyne and Wear Atari User Group (TWAUG). TWAUG
was a long-standing user group based in the North-East
of England and it already had an established newsletter.
Dave suggested I contact him with a view to advertising
the club in TWAUG free of charge. Since producing a
prominent advert in Page 6's New Atari User magazine
(a name I never liked) was expensive, I jumped at the
chance.
Lifetime membership was
only £12. This proved to be a mistake since within
18 months I had to revert to making it £12 for
12 months. Membership grew slowly because the club was
intended to attract a niche market.
Before long I was filled
with enthusiasm for bringing new software to the Atari.
I was also interested in re-releasing older software
so began writing to developers and publishers of this
"extinct" software. Most of the replies were
somewhat discouraging. Electronic Arts wanted its lawyers
to write a copyright transfer agreement, which would
have cost a fortune. CSS was a little more forthcoming
with regards to its excellent Colossus Chess program
and other lesser-known titles but wanted £100
for them. While this was on the face of it quite reasonable,
I didn't have the money at the time. One company which
was very helpful was Audiogenic and in particular its
Managing Director, Peter Calver.
An agreement was reached
quickly with regards to what I believe was its one and
only Atari 8-bit title, Swift Spreadsheet. I was supplied
with several copies of the original Atari disks still
lying around, plus some manuals and box overlays. There
weren't enough manuals to go around so I set about designing
an A4 comb-bound manual. A little extra work needed
to be done because the only manual supplied was for
the Commodore 64, with the extra addition of an Atari
keyboard reference card.
One of the club's original
members, Ken Hill, felt that he would be able to create
a cassette version but, despite work being started,
nothing came of it.
Swift Spreadsheet was
one of the more powerful spreadsheet programs to be
released for the Atari and had a range of maths and
cell manipulation functions only found in some rather
more expensive programs. It certainly wiped the floor
with the spreadsheet in Mini Office II, which most Atari
users were using at the time.
Review copies were sent
to New Atari User, and Current Notes in the USA. Both
reviews were favourable but I got the impression the
reviewers were having difficulties getting to grips
with the range of features on offer.
As well as the permission
for Swift Spreadsheet, I was also given permission to
develop two games through the club. Both were games
I had enjoyed immensely on the ST - Helter Skelter and
Loopz.
Helter Skelter was put
on hold until we'd sorted out the development for Loopz.
It was a puzzle game. How hard could it be to convert?
I handed the task of the conversion over to John Foskett,
who had written several public domain adventure games
in Turbo BASIC. He didn't have anything other than an
8-bit, so I had to describe the game to him, which was
not an easy task.
As time went on, John
busily worked on the game and kept me updated as to
its progress. But after a few weeks things came to a
grinding halt. John had been working on it in his favourite
language, Turbo BASIC, but hadn't counted on one issue
cropping up: lack of memory. It got to a point where
the game couldn't be compiled because Turbo BASIC was
taking up too much memory itself.
John gave up and gave
me a copy of what he had done. He had done an excellent
job on the game's mechanics, even more so when you consider
he had never seen the original before, but I was disappointed
with the game's graphics which looked, well, as if the
game had been written in BASIC. At the time, I wanted
to do the work myself but was already working on a major
project of my own...
In 1993, during a discussion
with Dave Ewens, he pointed out there was one program
he wanted more than anything - a decent disk cataloguer.
On the basis of our discussion, I decided to see what
I could do. I investigated the popular Rob C. and Multiboot
XL menu disks to see how the program entries were stored
and quickly knocked up a program that would read these
menus and print out their contents. This program was
written in a week using my favourite programming language,
the little-known PL65 compiler I bought via mail order
in 1987. I sent a copy of what I had done to Dave, who
urged me to continue with the project.
The design for Menu Print
was ambitious. It should read all Atari DOS disks, Rob
C. menus, Multiboot menus, Howfen menus and various
other DOS systems. The really interesting part was that
it should also have the ability to recognize boot disks,
such as Alternate Reality.
It took two years to
develop but was shelved after it was around 90% complete.
There were several reasons for this. The first was that
I simply ran out of memory. The project was too big
for the equipment I had at the time, which only consisted
of a single stock 800XL, a 1050 disk drive and 1029
printer. The second was that there was far too much
disk swapping, as it was intended to run on a single
drive. The third reason was that it required three rewrites. This was because of data corruption
caused by a slipping drive belt. Micro Discount was
by this time interested in publishing Menu Print for
me and offered to repair the drive free of charge, which
it did but also fitted a US Doubler for nothing as well
since the proprietor, Derek Fern, wanted the program
to be expanded further to read the various Warp Speed
menus.
Then came the untimely
and unexpected death of Dave Ewens, who had provided
all the encouragement and helped push me into developing
the Menu Print software. There was nobody as enthusiastic
about the Atari 8-bit machines as Dave. With this also
came the demise of my own enthusiasm. Not long afterwards,
it was decided to scrap the club. The Atari Classic
Programmer's Club never managed to fulfill its potential.
So what of the unfinished
projects? In 1998 I briefly had a go at programming
Loopz myself. This version was written using the PL65
compiler and I was amazed how quickly it came together.
Within a week, I had an almost complete game! Also,
I had taken the graphics from the ST and produced a
game that looked virtually identical to the ST version,
apart from the obvious lack of colours. The game used
a modified display list to split the screen into mode
15 for the top half and mode 8 for the status and score
display. When I ended the project, I had just one issue
to deal with and it would have been complete apart from
the high scores and sound.
As for Menu Print, I
did toy with the idea of reworking it in assembly recently
and also came up with an idea that would have drastically
cut the amount of memory required. But I doubt there's
a market for such a product now.
There is still a possibility
that one of these projects could be resurrected, perhaps
as a limited edition ROM cartridge for an on-line charity
auction. But I'd like to know how many people might
be interested in these or any other "official"
limited edition game conversion projects for the Atari
8-bit.
So there you have it,
a bit of little-known Atari 8-bit history.
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