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

Stunt Car Racer
18/12/2023

Geoff Crammond used sprites for the top of the tyres to give the impression of a faster frame rate.Geoff Crammond used sprites for the top of the tyres to give the impression of a faster frame rate. The tyres can update 50 frames/second, even though the game refreshes the bitmap display 5 times as slowly!

Diary of a Game: Mega lo Mania 2
20/11/2023

Amiga Power magazine intended to publish a 9 or 10 part 'Diary of a Game' to document the progress of Sensible Software's sequel Mega lo Mania II.Amiga Power magazine intended to publish a 9 or 10 part 'Diary of a Game' to document the progress of Sensible Software's sequel Mega lo Mania II. Unfortunately, the game was cancelled near the beginning of 1992 after only a few months, and there were only 3 diary entries in total published in the magazine.

The Secret of Game Graphics: First Samurai
13/10/2023

Amiga games often generate graphics that are saturated with colour and animate fluidly. But how do these graphics get from DPaint to the game's screen?Amiga games often generate graphics that are saturated with colour and animate fluidly. But how do these graphics get from DPaint to the game's screen? Trenton Webb grilled Vivid Image until he got some straight answers.

Worst Amiga Book Ever: The A-Z of Commodore Amiga Games by Kieren Hawken (Book Review)
29/01/2022

Full of spelling mistakes, grammatical errors, blatant lies and invented facts, this book is one to avoid.Full of spelling mistakes, grammatical errors, blatant lies and invented facts, this Kieren Hawken book of recycled reviews is a homage to cut and paste and should be avoided at all costs.

A Prehistoric Tale: Amiga Soundtrack Battle
11/07/2021

A comparison of Jochen Hippel's original title tune from A Prehistoric Tale with Jogeir Liljedahl's remake called Nearly ThereA comparison of Jochen Hippel's original title tune from A Prehistoric Tale with Jogeir Liljedahl's remake called Nearly There

The whole truth about Games Programming: Menace
08/11/2020

Dave Jones, programmer of Menace and Blood Money for Psygnosis, created a 7-part series in Amiga Format discussing how he wrote the game Menace.Dave Jones, programmer of Menace and Blood Money for Psygnosis, created a 7-part series in Amiga Format discussing how he wrote the game Menace. Dave also gave away some of the source code to the game on the coverdisk each month. The series ran from issue 7 (February 1990) to issue 13 (August 1990).

Diary of an Amiga game: Paradroid 90
03/11/2020

Andrew Braybrook's diary featured in Amiga Action as he converts his C64 classic Paradroid to the Amiga.Follow Andrew Braybrook's 3-part diary-of-a-game that was featured in Amiga Action magazine, as he converts his C64 classic Paradroid to the Amiga.

An interview with Zippy
20/10/2019

Zippy was one of the most high-profile crackers on the Atari ST scene as a member of the Medway Boys and later Cynix.Zippy was one of the most high-profile crackers on the Atari ST scene as a member of the Medway Boys and later Cynix. Zippy was responsible for creating more than 100 compilation disks (known as "menus" on the Atari ST).

Deleted end sequence in Final Fight Amiga
23/12/2017

Richard Aplin removed the alternative end-sequence from the Amiga version at the last minute.Richard Aplin removed the alternative end-sequence from the Amiga version at the last minute, figuring that it would be seen and printed in magazines and that it was a little bit risque for the time.

Alternative intro and topless ring-girls in Dynamite Dux
20/12/2017

By typing a specific code word into memory, the intro sequence changes from a story about rescue to a filthy version!By typing a specific code word into memory, the intro sequence changes from a story about rescue to a filthy version!

Helter Skelter version differences
10/01/2017

An in-depth analysis of the differences between the 1988 and 1990 versions of Helter Skelter from Audiogenic.Audiogenic were notorious for re-releasing practically the same game multiple times on the Amiga (Impact, Graham Gooches cricket, World Class Rugby etc). Here's an in-depth analysis of the differences between the 1988 and 1990 versions of Helter Skelter.

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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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 relating to the Amiga!

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Sprite Tricks

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