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- uInterview with Cadaver (Lasse rni)
- Programmer,Graphics Artist, Musician Of
- covert bitops
- http://covertbitops.c64.org/
-
- Q. & Please introduce yourself to our
- readers?
-
- I'm a 28 year old guy from northern
- Finland, with an interest in computers
- & metal music. As for "serious" stuff,
- right now I'm wrapping up my computer
- science studies in the university.
-
- Q. Who are covert bitops?
-
- It's a two-man (well, Yehar hasn't been
- very active for some time, but anyway)
- C64 group dedicated to making C64
- games, music & tools. The tools are
- mainly of the crossdevelopment sort,
- running on PC, but there are also a
- couple of C64 music editors. In
- addition, the covert bitops site has a
- sort of educational mission with
- intermediate/advanced level "rants" on
- C64 game programming. Anyone is welcome
- to write guest C64 programming rants.
-
- Q. Where did the inspiration for the
- Metal Warrior series come from?
-
- It originates from an Amiga game (also
- called Metal Warrior) which I wrote as
- I was quite young, 15 years old. I had
- just started playing guitar, mainly
- metal music, & inspired by C64/Amiga
- sideview action-adventure games,
- cyberpunk movies & such, wanted to
- create my own cyberpunk adventure with
- a metal guitarist as a protagonist. The
- C64 Metal Warrior, not originally
- planned as a series, was then an
- opportunity to revisit this stuff with
- a slightly more "grown up" mindset.
- Some characters & places remain but
- most stuff was new.
-
- Q. Did you write all the story/plot
- yourself?
-
- Yes, except that for MW4, I came up
- with the idea of the "Agents of Metal"
- -organization together with a French
- musician Lionel Gendre (also known as
- Malekith or Agent M), who also did
- music for the game.
-
- Q. Did you like the "Trilogy" special
- edition by Simon Quernhorst?
-
- It was a nice opportunity for people to
- get actual packaging & media. Of course
- I personally don't hold the first three
- games in as good regard as when they
- were made, considering what I've
- learned since of programming & game
- design.
-
- Q. Do you have any plans to continue
- the series, or put together a new game?
-
- With that in mind that MW4 is the final
- game, I implemented a lot of freedom in
- how the story can turn out. So I can't
- know who of the characters lived & who
- died when you played the game, & there-
- fore continuing it would be hard. But
- yes, I have plans to make at least one
- C64 game. I've talked about it on the
- Lemon64 forum at least, the codename is
- "Hessian" I guess if it comes out some
- day, it won't be that far from the MW
- games, as sideview scrolling action-
- adventure is still my favourite genre
- to write in.
-
- Q. BOFH - Servers Under Siege was a
- nice game too, what inspired it?
-
- The idea of a computer admin as
- protagonist came when I was performing
- my civilian service (instead of serving
- in the military) as a network admin/
- helpdesk guy. The building in which I
- worked was modelled as the play area, &
- then from movies like Die Hard came the
- idea of terrorists & bombs & lots of
- shooting happening there. This game btw
- was originally written on the PC, so it
- was also about the challenge of down-
- converting the game to a much more
- limited platform.
-
- Q. Can you tell our reader about some
- of the other games on the covert bitops
- website?
-
- Advanced Action Movie Simulator is a
- crap game written for the 2001 Crap
- Game Compo. It is supposed to make fun
- of the multi-level movie licenses
- popularized by Ocean. Escape From New
- York is a crap game written for the
- 1999 Crap Game Compo respectively. It's
- my tribute to both the movie & to the
- buggy/sluggish gameplay of some C64
- games, like Cobra. Then there are also
- a refinished & modified version of the
- original Amiga Metal Warrior & a Game
- Boy Advance version of MW4, which runs
- most of the original C64 game code
- under a very coarse "emulation".
-
- Q. All the games & utilities on the
- site are free to download, was this
- always the case?
-
- Q. Why dont you charge for the games &
- utilities?
-
- The games would get pirated anyway, &
- then I'd just feel bad, so to me it
- makes more sense to maximize the
- potential playerbase by offering them
- free as default. As for the tools,
- there are comparable (or better) free
- utilities available, & trying to charge
- for them would simply reduce userbase &
- make me look ridiculous. I also kind of
- want to make the point that if you're
- going to charge for your C64 games,
- please try to make them the highest
- quality you can, comparable with
- commercial past titles. Of course
- making games as a hobby or part-time
- job isn't quite the same as getting
- paid to work on them full-time, but on
- the other hand people back then never
- had as good tools as we have now. Plus
- many commercial games were made in a
- rush of a few weeks or months, we have
- the luxury of spending as much time as
- we want & can.
-
- Q. Covert BitOps Loadersystem can you
- explain this system, to our reader?
-
- It's a quite flexible disk fastloader
- system for people to embed & use in
- their own assembly language programs,
- games for example. In the demoscene,
- there are also faster, more specialized
- solutions available (like Krill's
- loaders, or DreamLoad) but they usually
- also take more memory.
-
- Q. What do you like to do most - code,
- write games or make music?
-
- Isn't coding & making games the same?
- I guess I like coding most, trying to
- optimize some routine even faster for
- example. I always like to start C64
- game projects from the technical things
- - like the scroll routine, sprite
- multiplexing, but of course once the
- technical side works well enough then
- it has to take back seat compared to
- actual gameplay, story etc. & design
- decisions. But in the final stages of
- the project the technical side may
- return to haunt you once again, for
- example you're running out of disk
- space or memory, or the things you've
- added have made the game too slow. Then
- it's back to technical optimizing...
-
- Q. What are your favourite C64 games?
-
- Green Beret & Gunship have received the
- most playtime, & I guess they are my
- all-time favorites. Though one keeps
- finding good C64 games regularly, there
- are so many of them.
-
- Q. What started you programming?
-
- The C64's manuals as well as articles &
- type-in programs in Finnish computer
- magazines.
-
- Q. Given unlimited time, what would you
- develop for the C64?
-
- Even unlimited time wouldn't help
- fundamental limitations like processor
- speed or memory. But I guess I'd make
- an action/adventure game with very many
- disksides of data, if I wouldn't get
- bored first.
-
- Q. What in your opinion is the best
- application/Demo or game for the
- Commodore 64?
-
- If the idea is to pick just one, it's
- kind of hard to answer, so I'll leave
- this one out.
-
- Q. Do you prefer to use emulators or
- the real machine?
-
- Emulators are good for fast testing &
- yes, I use them most of the time, so I
- guess I prefer them. Real machines get
- used for final testing of own programs,
- or specialized gaming-marathons. Of
- course you can't beat the real thing,
- but the convenience of emulators is
- amazing.
-
- Q. Have programmers now come to a full
- stop so to speak with regards to new
- ways of pushing the machine to its
- limits?
-
- Don't know, ask the democoders. But in
- terms of game development, one tends to
- notice that there are interesting
- solutions from the whole C64 era, some
- early games actually do some quite
- clever things. Nowadays you can better
- take inspiration from several other
- platforms too, though.
-
- Q. Can you explain to our reader about
- Cross development & its advantages &
- disadvantages, related to designing
- applications for the Commodore system?
-
- Mostly, it makes developing faster &
- less painful. You get much faster
- compile times, you can use mouse
- instead of your last almost-broken
- joystick to pixel graphics, you can
- automatize the build process (for
- example using a makefile) & if you need
- some little utilities to transform your
- data, making them in some modern high
- level language can be easier & faster
- than using C64 assembly or Basic, & if
- they are commandline utilities, you can
- easily integrate them with the rest of
- the build process. What youve got to
- watch out for is making music/sound &
- SID emulation is not quite there, so
- test on a real machine or a HardSID
- card, & coding fastloaders - always
- test on real disk drives. Also some
- people maintain that using a C64
- assembler or monitor is more convenient
- for testing small changes, see for
- yourself.
-
- Q. Do you have any advice for would be
- Commodore programmers, should for
- example they learn basic then move onto
- Machine code or just jump in & learn
- machine code straight off?
-
- C64 Basic as a language is quite
- worthless in my opinion, but in the
- beginning it can be convenient to
- explore the graphics & sound
- capabilities using it first. Of course,
- in the end all the good stuff happens
- in C64 assembly language, but it can
- still be quite intimidating at first,
- so I'd also recommend experience in
- modern high level languages like C++ or
- Java for getting used to algorithms
- etc. And the final thing: expect a lot
- of work & sweat in any case!
-
- Q. Do you think anyone could program or
- does it take a certain type of lets say
- elite brain?
-
- I wouldn't like to use the word "elite"
- but I guess it may take a certain kind
- of problem solving ability or a way of
- thinking that is hard to teach beyond
- the basics.
-
- Q. I started to look at Goattracker
- that supports output to the HardSID
- soundcard or CatWeasel MK3. Can you
- explain why this music system is
- preferable to the current tracker?
-
- It's quite possible that a musician has
- already found a better editor, at least
- from a personal preference viewpoint,
- but I guess it's worth trying out if
- one wants relative ease of use &
- tracker-style editing, relatively low
- player rastertime usage (between 16-20
- lines maximum, usually) & relatively
- low player memory footprint.
-
- Q. Can you provide some information on
- covert bitops No-Commodore projects?
-
- Anything non-Commodore related on the
- site isn't really Covert Bitops stuff,
- but included for the convenience of not
- having to create another homepage, or
- because it's required for the
- Commodore-related stuff, like the
- Blasphemous Multimedia Engine (BME)
- library, which is a set of old school
- routines that aids the graphic cross-
- development tools like the sprite/
- background editors.
-
- Q. Do you think there is still the same
- following for the Commodore 64 today as
- there was say 5 years ago?
-
- Can't comment on the general
- "following", but at least the activity
- of producing demos, games & disk
- magazines is certainly diminishing. Of
- course it's up to everyone to decide in
- which ways & how much they want to be
- active. And there are always positive
- surprises, like the games produced as a
- result of the Game Over(view) Freestyle
- Jam.
-
- Q. There is a hatred of Commodore
- Sceners (programmers & developers) to
- what is termed "lamers" or "lame users"
- can you explain the term "lamer" & why
- the general hatred to these users
-
- I don't know if it's healthy to discuss
- these things, & in the past it no doubt
- meant different things, but nowadays &
- as my personal opinion I'd say
- "lameness" mostly manifests as the
- laziness to do your own research. It's
- then in some way understandable why
- persons who have been active a long
- time on the C64 & having done their own
- Research, find this laziness irritating
- & may (myself included) lash out in
- some pretty uncivilized ways.
-
- Q. Do you ever think that "lamers"
- would be welcome to say Coding parties,
- maybe even just as voters?
-
- I actually seldom visit parties, but I
- guess it's much easier (or maybe
- because your social survival-
- instinct compels you) to be welcoming
- in the physical world as opposed to the
- cyberspace.
-
- Q. If you were given 1 million pounds
- what would you do with the money?
-
- I don't think that's really interesting
- to the readers, but I guess having a
- very nicely equipped home recording
- studio wouldn't hurt.
-
- Q.How were you introduced to Commodore?
-
- I remember playing Pitfall 2 in 1985 at
- a friend before my family got our own
- machine about a half year later.
-
- Q. What question would you like to have
- been asked?
-
- I think everything was mostly well
- covered, so none.
-
- Q. Have you read Commodore Free & if so
- how did you rate the magazine?
-
- Yes, I can admit to skimming some of
- the issues. I'd say some more proof-
- reading wouldn't hurt, as well as more
- confidence in the editorials. Otherwise
- it seems a fairly nice magazine.
-
- Q. Do you think there is a market for
- an updated Commodore 64/128 system?
-
- Not really. I think the greatest
- strength is the standard to which we've
- used to. I know people program for
- example demos using the DTV's enhanced
- features, but with the C64 user base
- being limited as it is, I don't think
- any further division would create
- significant activity.
-
- Lasse rni Thank you for your time, I
- appreciate your comments Thanks for the
- interview; it was a pleasure to answer.
- http://covertbitops.c64.org/
-