Old software from Alone Coder
Alone Coder
I decided to post it out of nostalgia
a couple of my old graphic editors.
One of them is chunky (probably the first in
kind - February 1997), other
multicolor (spring 1998).
Unfortunately, I made them for myself, so
launched directly from the source or code
block and saved the pictures in the debugger.
There were no BASIC loaders. Now I'm doba─
forked them. I didn’t change the code itself - for authentic─
ness. Only in a chunk editor somewhere
between 1999 and 2005 when importing originating─
data from GENS to ALASM were changed by process
stupid arrows and controls.
Editors' source codes are also included.
and examples of pictures directly from those
times - one multicolor and three chanco─
exit
* * *
Multicolor editor prepared for
replacement for Megascreen, which showed me, but
did not write off Nikolai Medvedev (the same co─
sed along the street, author of two unpreserved
games). This editor was planned for spry─
coms and tiles of the game Heroes of Might and
Magic, which you can see on the car─
teen, but I never bothered to study this
game in the original and abandoned the project. Inte─
It’s clear that later in some competition
I won one of the parts of this game, but so
and notunpacked the CD.
Another coincidence - Khabarovsk residentIvan
Bragin released a demo version in 1998
Heroes, also in multicolor, and appa─
military (popular scheme with a button, see
newspaper X-Ray #3).
Two or three more Russian projects are known─
that Heroes, already without multicolor, all of them
were abandoned.Newart was found on someone's
floppy disks for their graphics.
In this multicolor editor of failures─
Bad and buggy scrolling system - by button
"fire" (0 or M) at the edge of the screen. Select
INK and PAPER are produced by poking the color
(you must first poke either
inner or outer rectangle -
modeINK or PAPER mode). Select Bright -
to the left of the palette,Flash - to the right.Space -
output in BASIC. Before the release there was clearly
far away. The editor didn't even have a name.
By the name of the source it"MC2" (what then
was inMC1? :)).
Multicolor is initially configuredunder mu─
multicolor ATM Turbo (this is what I had
Pentagon at that time), but there is an adjustment
buttonsJ/K (-/+). By the way, in my journal
ZX-Guide #1 (as in #2) intro is configured and
under the Pentagon, and under ATM Turbo, but without de─
tekta - that is, both standards work the same─
at the same time. Only in the intro to #3 on the original─
flax ATM Turbo does not have enough clock cycles for mu─
language, so it glitches there, although
works.
And I would completely forget about all this if
I wouldn't re-read my letter to Rostov
to the artist Roman Zagorskikh, written according to
hot on our heels in January 1999.
The chunk editor was created for
drawing full-fledged pictures from chunks
hatching, similar to photographs. Therefore
there are three magnification modes -4x4, 2x2 and 1x1
(in the future my 8col editor received them by
inheritance), and that’s why there is something unique─
New drawing mode with color accumulation.
The very idea of chunks comes from pieces of paper like
at least since 1995. I hatching system
borrowed from the Kwik Snax game screen, but
influenced by the game Squares Colors byTHD -
I remember, because according to the papers I am also a gene─
I painted sets of colors with shading. Also
the influence of fill textures in Art is clear
studio,Dosovsky font from the bookNorton
etc. I remember I was also very amazed by the color─
transition from top to bottom on Spectrum, bad
connected to the color TV in the neighbor─
dey brothers Zorins, and I wanted to get
this effect is done manually.
In addition to the surviving hatchings (including
including colored ones) on paper, I drew screens
color transitions and even wrote their effect
scroll. So the idea was in the air.
But the now famous New Year's gift from
I didn’t see Enigma then, nor did I see the Spazm demo.
The word “chunky” itself was not used then
- in paper correspondence withIgor Moiseev
at the city school of programmers I am in character─
described his editor as "editor for 5
colors (shading)", and Vyacheslav Mikheev from
STRg (friendMedvedev) spoke about Shit
4 Brains: "a great experiment with strokes─
kami".
Control in the chunk editor -QAOP
and two fire buttons (Space and Caps Shift).
Scroll by moving the arrow to the border
screen and holding down the corresponding keydirections. Select a color by poking it
(for some reason the fire buttons do not select the color
for themselves, but for each other). Green button─
ka - look1x1 and 2x2. Blue button
- enable/disable color accumulation.
Extend Mode - output.
Judging by the same correspondence withIgor
Moiseev in papers (where the dating comes from),
the editor was called "PAINTBRUSH". By name
the source code is "TEDITb", but this way you can re─
confused with two text editors 1997
and 1998, which were also called EDIT
(the first one with a failed auto-wrap attempt and
without scrolling, used only for
scrambling for the school schedule, and the second was
immediately based on a scroll of text and then─
later became known as ACEdit).
* * *
In general, I did a lot of graphic work
editors. More ancient editors on
There were at least two BASIC, but from them,
It seems that not even traces have been preserved. Likewise,
as well as from a couple of versions of the minesweeper in BASIC,
python, slalom, 3D maze, test with
geometric shapes and many others─
many BASIC programs.
I remember that one editor was in the style
control of the drawing point, which can be
was on and off. This method wasso primitive that I implemented
him on the "Delta" of his classmateSergei Chemo─
danova from scratch. And when I got di─
scovod, I discovered that someone was doing something similar─
live editor for yourself - one of the first
my floppy disks with games Dizzy screensaver rendered─
was completely blackened using straight lines
horizontal and vertical lines...
But even before that, I remember, under a different edition─
the teacher in BASIC prepared the design with pan─
down below. That new editor among everything
other things allowed to draw filled ellipses
- without using machine code at all. Zali─
These ellipses went into the SPACE game (see appendix─
reference to Info Guide #10), and a separate process─
the stupid filling was written later and immediately
was rewritten for machine codes. For what─
th? I'll tell you now.
Having received Beta Basic (late 1994
year? First, it seems to be from the disksMax -
Abramov Maxim Fedorovich - a friend from─
tsa), I, naturally, no longer needed my
filling procedure. But I still wanted
write something unique and global. Very
stimulated by the book"System programs
for ZX Spectrum" publishing house"Peter", where
Artist II and Supercode were described. Neither
At first I didn’t have one or the other.
But when I got them, I was in for a surprise─
the editor was inconvenient, and Supercode
was programmed rather poorly.
I started writing my own version of Supercode,
a number of procedures and their approximate sleep─
juice preserved in pieces of paper from late 1994
year. This set of procedures quickly mutated
to the Painter graphic editor project
ver 1.1. I posted procedure by procedure─
swarm from the end of memory. Addresses of procedures and their
parameters, as well as completely rewritten
versions of the procedures were in a special general
notebooks.
A rather crude design was worked out.
Separate parts, such as
font editor and work under magnification.
But the work by gluing one at a time is about─
The procedure moved slowly.
By December 1995 I started working
over only one font editor (with─
focused on different symbol rotations,
large print, menu and cursor display) and
completed it by January 18, 1996, calling
Font Editor v1.00. The editor was written in
same procedural style and rough design─
no, in what graphic edition was planned─
ctor
At that time I was communicating withSergei Galishni─
kov from his entrance, who wrote
text editor in BASIC and it worked
above the database (also in BASIC) - mine
the program was intended to demonstrate
it was successfully demonstrated to him.
Alexey Bugrov (from Medvedev’s friends,
I wrote the assembler myself and didn’t finish it) helped
should I put Font Editor on the city co─
hacker course, for which he provided his own─
military computer. I was interested in this─
Vana and computer science teacher. For the competition
Version v2.06 has already arrived (see ACNews #53),
with pixel-by-pixel cursor movement, and towards it
Attached was a handwritten complete reference─
day
Subsequently, the computerBugrov, and named─
but Pentagon, unsuccessfully expanded to 512K,
passed to me in the form of payment, and I paid for it
non-working only used for planning─
soldering on my main board.
CurrentlyAlexey Bugrov is working with Misha
Klinkovsky aka Crutch/Orion from the party
Cyberdaemon. The world is small. The world is small about─
was also due to the fact that among the disks from
"Max" (1994, and maybe 1993!) were
purchased fromDmitry and Vyacheslav Mikheev,
and that the ironworkerVladimir Makarov
(Tot/i8) studied at school withBasil, and in
institute with a man who is now working─
melts with me in the same brigade. I wonder
thatThe Mikheevs are not brothers, they also know each other─
we were cute while studying at the same school.
AndSergey Galishnikov worked as a watchman
and a lift operator, carrying a Spectrum with him in a bag
with wheels, then I bought a Pentium and scored
for everything. He had a whole mezzanine left
floppy disks that he didn't give to anyone. I remember
one of his acquaintances, a psshnik from a neighboring
at home, tooSergei, to whom we are still a hundred─
Old times we went to play a quest called─
by Amazon: Guardians of Eden and more
something, in a room filled with bottles.
The quest influenced another story, from
of which there are also traces left... I still remember
conversation with theseSergei at the entrance, when
they did not believe that for accurate emulation
Spectrum 386 is not enough. Judging by the fact
that I was then working on particles and talking─
the thief touched on this topic, it was December 1996
year. The same one when I finished the game
Sapper'96.
* * *The papers show that it was planned
there was another multicolor editor, with
multicolor 24 spaces wide between
two panels of icons and a name
ZX Paintbrush (not to be confused with chunky PAINT─
BRUSH). Moreover, the design was invented in 1995
year - even before the actual implementation of this
record multicolor in 1997 (see.
ZX-Guide #2). But nothing except this mule─
ticolor, was not written... however, not
It is impossible that there will be icons.
And the design of a high-quality multicolor
the editor of MC2 was also not the only one and
not final. In the papers of 1995 there is
sketch where on the side of the enlarged screen
there is a screen1x1.
I also wrote the animation editor Animator
(See ACNews #53). This editor was also
in BASIC and also went to some city─
Russian competition, even more ancient.
This worthy descendant of the “drawing dot─
ki" is the most difficult to date. If you rule─
I remember, at first the name was planned
"Notepad", that is, "notepad" - because
cartoons back then were mostly drawn in
notebooks. When I started getting into anime─
tion in notebooks, general notebooks and other
tear-off calendars - I haven’t dug them out yet.
Judging by the drawings on the covers of the diaries,
failed cartoon translation with
Sergei Chemodanov andAndrey Ionkin de─
was laid somewhere between the fall of 1992 and the spring
1993.
Only then, logically, should I sing─
curl editor. Released version - for─
newly recruited, since my work account─
the set was completely lost back in those years:
in 1994 I recorded a beeper over it
music that dates from the disc version
Agent X music. For this I even soldered
tape connector to the beeper.
In any case, the editor was one of
latest programs on the cassette. For him
writing I should have known the address
screen and system variable with address
font. But machine codes are not used.
Now it is known for sure that already in cassette
times, that is, at the latest in 1993,
I started learning assembler, but didn't have the environment
development (a piece of paper with pre-disk
drawing and manual decompilation of some kind
programs).
In the first version of the Animator, the keys
Naturally, they were polled throughINKEY$, in
the following - through IN without masking. On
apparently the last option was chosen.
As I remember, the program was sent by the organizer─
ram by paper letter in December. It could
be December 1992 or 1993, but not 1994,
because since the end of 1994 I have preserved─
All the papers were gone.
But here is the surviving version (i.e.
retyped in disk times) - already with
masking. Whenit was added -
also unknown. Due to memory savings
for the sake of the betadisk in this retyped version
VAL "", NOT PI, INT PI and GO were added
TO CODE "" (EXP PI I haven't yet─
thought), and at the same time used non-principles─
tricks -PRINT #NOT PI and INPUT ' .
A leaflet from early 1995 with this has been preserved
option and two numbers for eachIN,
labeled one on top of the other. On the same
sheet of large programs in machine codes,
so it's clear that this is completely different
era than the time of creation of the original
Animator. In the papers of 1995 there is also on─
throws Animator 2 in assembly language, but before re─
implementation did not come.
There was also a graphic editor bChcol (mu─
multi-colored striped chunks), worked
in hardware multicolor and with interface
like in 8col, but I abandoned it at the very beginning─
chale.
In 2000 I tried to write a graphic
editor for Spectrum is already on PC, for chickens─
owl, but the teacher said that Spectrum
no one is interested anymore. Fido Quotes
he was not convinced.
Then I improved the graphic editors
DBS and BGE.
There was also a project for an editor to match the exact color─
ku according to the ATM Turbo standard (started and completed─
shen during preparation forcompetition "Your
game 5" in 2014), and the editor's project
under hires hardware multicolor (remained
only on paper).
Years passed, the coding style changed, and
Now I would build a graphic editor
not at all like the old ones.
Maybe try? :)
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