Codetapper's Amiga Site

Amiga

This website is a random collection of technical information about the amazing Commodore Amiga computer. I have interviewed some great programmers, disassembled many copperlists to see how some famous games achieved their amazing effects, and also added a section on hidden messages in various games. I will soon add all the technical documentation from the old Action website here aswell. Enjoy!

News

Pac-Mania sprite tricks
16/11/2016

The most interesting thing is how the Teque programming team avoided having to use many sprite tricks!Only just qualifying for a sprite trick analysis, the most interesting thing about Pac-Mania is how the Teque programming team intentionally avoided having to use many sprite tricks at all!

Rod-Land sprite tricks
12/11/2016

All 8 sprites were used to create a 16 colour score panel on the right hand side of the screen.All 8 sprites were used to create a 16 colour score panel on the right hand side of the screen. This allowed the game area to stay 16 colours and retained enough speed for some big enemies.

Videokid sprite tricks
27/10/2016

6 sprites are multiplexed across the screen to create a full screen scrolling background parallax layer.Programmer Stuart Cook enhanced the Amiga version by using 6 sprites multiplexed across the screen to create a full screen scrolling background parallax layer. The Atari ST version had a solid blue sky instead of the parallax background.

Hidden messages in Cannon Fodder
07/10/2016

Sensible Software added a secret message to the end sequence.Sensible Software added a secret message to the end sequence of Cannon Fodder, and a second to the publisher logo.

Amazing Paperboy Delivers!
16/06/2016

In terms of gameplay mechanics, Paperboy must surely rank as one of the most ridiculous ever devised.In terms of gameplay mechanics, Paperboy must surely rank as one of the most ridiculous ever devised. If you think about what is actually happening in the game, almost everything in it is absolutely crazy.

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Defaced S.D.I. credits mystery solved!
24/12/2014

The mystery of who defaced the end credits screen in the Amiga version of S.D.I. finally solved!While patching the Amiga version of SDI to run from a hard drive, I noticed a hidden statue of liberty picture along with a vandalised end credits screen. The mystery of who did this began, and in late 2014, the mystery was finally solved!

An interview with Ricardo Puerto
08/10/2014

Programmer of Risky Woods, a game that featured an impressive 16 colour background pattern created with multiplexed sprites.Ricardo Puerto programmed the Amiga game Risky Woods for Dinamic back in 1992. Risky Woods featured a very impressive 16 colour background pattern created with multiplexed sprites. He also created the arcade game Biomechanical Toy, and a game for a theme park!

Interviews

Back in the glory period of the Amiga (1988-1993), I found the most interesting thing in the magazines were the interviews with programmers. All too often they asked very generic questions that could relate to almost any game. Now thanks to the internet, it's possible to contact some of my childhood heroes and ask them the technical details behind their creations!

Sprite tricks

The Amiga sprites were often overlooked by programmers that didn't think you could do much with 8 sixteen-pixel wide sprites in 3 colours, or 4 sprites in 15 colours. But several games showed off some technical wizardry and accomplished some amazing effects!

Comedy

Richard Aplin was the king of the startup-sequence. If the company that wrote the game he was converting prohibited credits being added, he would add a long message to the startup-sequence file. Teams like Sensible Software were also prolific at hiding messages in their games!

Maptapper

The ultimate Amiga graphics and level ripper!

Random Rants

Rips

Graphics and maps from various Amiga games!

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Amiga

Comedy

If you look inside many Amiga games, secret messages have been hidden by the programmers. Richard Aplin was the king of hiding messages in the startup-sequence file, and his Line of Fire and Final Fight startup-sequences have become legendary! The Sensible Software team were also prolific at hiding messages in their games.

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Interviews

A collection of technical interviews with Amiga programmers that worked on commercial software in the glory days of the Amiga (late 1980s to early 1990s!)

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Maptapper

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Random Rants

A random assortment of rants!

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Sprite Tricks

An explanation of how many famous Amiga games utilised sprites in weird and interesting ways