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https://vintagecomputing.ch/?browseid=2059
there are two aspects came together in the universal computer. 
1. computing (sorting)
2. control (cases, if then, input)
before this were seperated functions in analoge maschines.
https://vintagecomputing.ch/?browseid=9257
OLIVER Being a pixel guy – the tools were remarkable. We did not have devkit like the Katakis tools or something specified for creating game graphics. I used the editor that came with the Shoot ‘Em Up Construction Kit for sprites, which turned out extremely practical. The Ronny-sprite was created with an C64 editor called Mob-Profi, which provided overlayed hires and multicolour-sprites. The pictures in the intro and end sequence were pixeled in Koala Painter with a joystick, but everything else was more like hacking. I edited the charset with a font editor. The level backgrounds were tile-based maps, so a friend of mine coded one tool for combining 2×2 chars to tiles including the colour – and a second tool for assembling the levelmap like a puzzle game. As setup I had a C128 and Amiga 500 side by side. By the way – there was a TV and a monitor connected to the C128 at the same time, because of the the different video quality and I wanted to be sure that the graphics  looked right on both display types. With our modern mouse or stylus driven tools and those workflow-trimmed programs it is hard to believe that we got things done at all back in the day when we were even lacking fundamentals such as UNDO functionality. However, I have to say that you had full control over the technical specs of the graphics and as a graphic designer you started to think like a coder.
Otherwise, I hardly remember details of the project. At least for the first month, Mario and I were working alongside each other. The intro and the end sequence were finished first. Then it was very intense and determined by crunchtime, the process was sort of first-in-first-out. The progress in code was tied to incoming graphics. Markus composed the new tunes at home far away and we had some issues with the delivery. Nevertheless the whole soundtrack reached us in time and its implementation went smoothly. Still there was no free time at all. In the final weeks weeks it became a kind of competition – like, who needs the least sleep! I also remember that the editing of the levels was pretty chaotic. Three of us worked in shifts and it took much longer than planned.
Oh I almost forgot about the  communication with Virgin. That was the horror for me because I hardly spoke any English back then. David Bishop and I talked English and German mixed, which worked surprisingly well.
GameDevs
2022-04-13 10:25:54
https://vintagecomputing.ch/?browseid=1136
GameDevs are gamedeveloppers. The name tells also a lot about the idea behind. The most important thing was the technical difficulties. 
Tracker
2023-05-07 09:21:37
https://vintagecomputing.ch/?browseid=1856
Tracker were software - used especially on the Amiga. The most of the music was created in this type of music software. And the people behind the swiss games of the 80ies/90ies even created a tracker and the possibility to use the same framework also in games. 
Development Process
2022-05-29 11:04:38
https://vintagecomputing.ch/?browseid=3509
The game development process was splittet into different type of productions. Each part had its own tools like coding / assembler, images > paint tools and of course music with the trackers. 
Demoscene
2023-02-11 14:57:08
https://vintagecomputing.ch/?browseid=6764
CODE > Graphics (Effects), Sound, SizeCoding > Effect, Synaesthesy  (Creativity Process)
Community > Concurrency > Metagame > Scene
https://vintagecomputing.ch/?browseid=5110
some autostart games couldnt be used anymore afterwards. there was no exe to start the process. 
Grotic
2022-07-01 08:46:45
https://vintagecomputing.ch/?browseid=1162
Is a clone of the arcade puzzle bobble with other graphics. In development the problem was the hexagonelogic. Another was a not initialized Rectangle, who crashed on some macs and on other not. 
Specials:
- there was even a cracked version out there
- the serial of the game was in the serial number collection
- sold for 15$ > made around 3000 sFR with it. 
Years later a guy in the bus asked me: Are you the guy behind imp89, grotic and co?
[I] doesnt exists (2021)
2023-04-12 10:29:02
https://vintagecomputing.ch/?browseid=3346
interesting game in the development line of the text adventures of the 80ies and their language pattern. new possible with modern ai. 
Names of the developers
2022-08-17 11:59:20
https://vintagecomputing.ch/?browseid=5302
Cryogen Game Development
Publisher (gegründet 1996)

Developers:
Alain Malek (Hornet)
Roberto Marra (Shagan)
Santiago Lema (Cookie)

Haben 2000 eine Firma gegründet, kurz danach ist Alain Malek verstorben.
https://vintagecomputing.ch/?browseid=5884

 

Facts

  • TTV1 was the first file-based Amiga virus
  • Its creation was a fun experiment. It was inspired by the boot block based SCA virus which had reached dubious fame due to its very successful spreading and the flaw of overwriting the boot block. Would it be possible to create a self spreading file, thus breaking out of the boot block dread?
  • Development took place between spring and fall 1988.
  • The early code name was HOUZ virus.
  • Thinking up the name we tried to find something that would sound mean and at the same time on the verge to ridiculous. The final name was inspired by a rap band called The Terrorists.
  • The virus does not harm the system. In fact, care was taken to avoid any even unintentional damage.
  • Identity of the authors was kept secret for 30 years. It was officially revealed on March 9, 2019 at the Demonights 008 event in Bern Switzerland
  • "The names have been changed to protect the innocent" shown in the message was inspired by the song Beat Dis by Bomb the Bass. They have sampled it from the Dragnet radio series.
  • The "BGS9" was in fact a clone. Its code is almost identical even including the resident name "TTV1". It got more reach and thus was regarded as the origin.

About the life of the beast

  1. TTV1 installs itself as a reset proof resident module (KickTag/ROMTag) named "TTV1"
  2. On reset the resident module (virus) is called
  3. Execution gets delayed in order to gain disk write access. Therefore Intuition's OpenWindow function is redirected.
  4. As soon as the AmigaDOS tries to open the CLI window the OpenWindow gets called the virus looks for the startup-sequence on the booted disk
  5. The virus is looking for the first command (A) in the startup-sequence
  6. File request windows (e.g. "Disk is write protected") are being temporarily disabled
  7. Virus renames A to $a0202020a02020a020a0a0. This is a combination of none breaking spaces and spaces. The idea is that the user will oversee this "invisible" file.
  8. Virus writes itself as an executable command with the name of A to the disk
  9. Eventually A gets loaded and executed with all its parameters by the virus
The next time the user will boot the disk the virus gets loaded into RAM and step 1 takes place. On reset the horizonal beam position gets evaluated. If the beam position is smaller than a certain number the screen turns black and a message in white letters appears.
https://vintagecomputing.ch/?browseid=9073
Subject:
'Re: VIC-II colors'
From: Robert 'Bob' Yannes
To: Philip
'Pepto' Timmermann
Date: 27.09.1999
I was involved with the development of the VIC-II, however the actual implementation of the design, including the Color
Palette, was done by someone else. I have forwarded your message to him, but it is up to him if he wants to respond.
I can tell you that the design was based on the principle that adding a sine wave of a particular frequency and amplitude
to an inverted version of the same sine wave at a different amplitude produces a phase-shifted sine wave of the same
frequency. The amount of phase shift is directly proportional to the amplitudes of the two sine waves.
The VIC-II used the 14.31818 MHz master clock input (4 times the NTSC color burst frequency of 3.579545 MHz) to produce
quadrature square-wave clocks. These clock signals were then integrated into triangle waves sing analog integrators. The
triangle waves were then integrated again into sine waves (actually rounded triangle waves, but good enough for this
application). This produced a 3.579545 MHz sine wave,
inverse sine wave, cosine wave and inverse cosine wave.
An analog summer was used to create the phase-shifts in the Chroma signal by adding together the appropiate two waveforms
at the appropiate amplitudes. The Color Palette data went to a look-up table that specified the amplitude of the waves by
selecting different resistors in the gain path of the summer. The end result was that we could create any hue we wanted by
looking at the NTSC color wheel to determine the phase-shift and then picking the appropiate resistor values to produce
that phase-shift.
Color Saturation was controlled by scaling the gain of the summer. When we picked the resistor values to determine the
output phase-shift, we also scaled them to produce the desired output amplitude. Luminance was controlled using a simple
voltage divider which switched different pull-down resistors into the open-drain output. We could create any Luminance we
wanted by choosing the desired resistor value.
I'm afraid that not nearly as much effort went into the color selection as you think. Since we had total control over hue,
saturation and luminance, we picked colors that we liked. In order to save space on the chip, though, many of the colors
were simply the opposite side of the color wheel from ones that we picked. This allowed us to reuse the existing resistor
values,
rather than having a completely unique set for each color
I believe that Commodore actually got a patent on this technique. It was certainly superior to the Apple or Atari approach
at the time, as they ended up with whatever colors that came out--ours allowed the designer to freely select Hue,
Saturation and Luminance.
Since all of this was based on selecting different resistor values and resistance varied from chip lot to chip lot, there
was variation from one Commodore 64 to another. It wasn't as bad as it could have been though, since all of the Chrominance
selection was based on resistor ratios, which could be kept constant even if the actual resistor values varied. Luminance
was more of a problem. A trimmer resistor should really have been used to pull up the output. This would have allowed the
Luminance to be adjusted for consistency from unit to unit, however Commodore didn't care enough about consistency to
bother with adjusting each unit
Robert
'Bob'
Yannes
https://vintagecomputing.ch/?browseid=1138
First developing on Atari ST (Assembler) but never published something except a demo for a bbs 1993 (First founded by two brothers). First not released ‘product’. A listing game for Happy Computer. 
Than switched to Macintosh (1995 ). Games in C . And than published over the net (website) or in Maganzines Disc-Magazines as Shareware. Paid first with checkes (almost impossible to get the money for 15$ games), so switched to real money and than to KAGI.com a first worldwide payment service.
Inbetween the author worked produced Flash-Games for advertising and ported a lot of games for Java (Applets) 1996 . 
Afterwards switched to Objective-C on MacOSX with a new name: la1n.ch. 
Actual Demoscene
2023-02-11 14:57:40
https://vintagecomputing.ch/?browseid=119
The demoscene was first a spin-off the crackers and became an own culture with festivals, ‘jams’ and contests. Often there are old computers embeded. 
https://vintagecomputing.ch/?browseid=7891
tribute to?
exploting? 
> tribute - take the best … collage
Cracking
2023-02-11 14:57:25
https://vintagecomputing.ch/?browseid=768
Make games copyable. Some cracker groups where in the tradition of information freedom, others learned from cracking software creating software, others had fun, others were in a sport ‘who is first’ and of course also others gained money. 
Why switzerland? and not us? The rumor is: There was no law in switzerland against cracking. 
.
2022-05-01 19:47:43
https://vintagecomputing.ch/?browseid=2437
look at development with bitorrent, crypto-x and social media
questions
2022-07-02 21:56:19
https://vintagecomputing.ch/?browseid=4258
  • why this game
  • why 1991
  • how the development
  • why in german
  • what happened with the persons?
https://vintagecomputing.ch/?browseid=8144
Very emblematic use of technical possibilities