Atomic Egghead in Space

discussion of games, software, hardware & emulators relating to the Acorn Atom and Acorn System machines.
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oss003
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Atomic Egghead in Space

Post by oss003 » Sun Feb 21, 2016 12:54 pm

Hi guys,

I want to publish a new game for the Atom: Egghead in Space
It's a 43 screen platform adventure where you have to collect things to be able to continue on other screens.
The original is written by Jonathan Cauldwell and converted to the BBC/Electron by C.Dewhurst.
eh.png
You can see a video at: https://youtu.be/HJLcc0B7UXo

You have to *RUN "EHRUN" to start the game.

Have fun!!!! ........

PS other file formats will be uploaded later.

Greetings
Kees
Attachments
EGGHEAD.zip
(293.34 KiB) Downloaded 96 times
Last edited by oss003 on Tue Mar 01, 2016 8:39 pm, edited 4 times in total.

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sirmorris
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Re: Atomic Egghead in Space

Post by sirmorris » Sun Feb 21, 2016 2:19 pm

OH my. He's done it again!

=D> =D> =D>

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hoglet
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Re: Atomic Egghead in Space

Post by hoglet » Sun Feb 21, 2016 2:25 pm

Nice job Kees!!!

I'll be giving this a try later on....

Dave

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Re: Atomic Egghead in Space

Post by CMcDougall » Sun Feb 21, 2016 4:05 pm

Do you ever stop Kees.
Pure brilliant =D> =D> =D> ,at this rate can treble the Atom games list!
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Re: Atomic Egghead in Space

Post by Garrettimus » Mon Feb 22, 2016 3:00 pm

Awesome, mate!

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Multiwizard
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Re: Atomic Egghead in Space

Post by Multiwizard » Mon Feb 22, 2016 4:21 pm

It works great Kees, nice game... =D>


Greetings, Wim... :-)

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Re: Atomic Egghead in Space

Post by Arcadian » Mon Feb 22, 2016 5:13 pm

What a nice surprise!

I'll give it a whirl this evening!!

Thank you Kees!
For a "Complete BBC Games Archive" visit www.bbcmicro.co.uk

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oss003
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Re: Atomic Egghead in Space

Post by oss003 » Mon Feb 22, 2016 9:21 pm

Ok, I've updated the first post with a Disk- and tape image.
I will have a look to add a WAV, UEF and CSW tape image too now that my original Atom is working again ...... :)

Greetings
Kees

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Re: Atomic Egghead in Space

Post by oss003 » Fri Feb 26, 2016 7:30 pm

The first post is updated with csw and uef file.
The zip file now contains:

Disk version:
- EGGHEAD.DSK

Tape version:
- EGGHEAD.TAP
- EGGHEAD.CSW
- EGGHEAD.UEF

AtoMMC version:
- EHRUN
- EHCODE

Greetings
Kees

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Cybershark
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Re: Atomic Egghead in Space

Post by Cybershark » Sun Feb 28, 2016 3:00 am

Great to see, but was this recent title ever released into the public domain?

Really hoping the author doesn't take offence :)

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Re: Atomic Egghead in Space

Post by hoglet » Sun Feb 28, 2016 6:56 am

Cybershark wrote:Great to see, but was this recent title ever released into the public domain?
It's freely available in EUG#73, see here:
http://ww.stardot.org.uk/forums/viewtop ... f=1&t=3659

Dave

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Re: Atomic Egghead in Space

Post by oss003 » Sun Feb 28, 2016 10:52 am

I have asked Jonathan if there were any copyright problems before publishing this game but there weren't and gave his permission to published it.

Greetings
Kees

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Re: Atomic Egghead in Space

Post by roland » Sun Feb 28, 2016 3:54 pm

Hi Kees,

This game is also amazing, very good job again =D>

I discovered a very tiny small mistake anyway but I'm sure you can fix it before it gets in the archive. On the introduction screens with the game contols there is RET for both jump and pause. The left word RET should be SPACE (or SPC) :mrgreen:

Greetz,
Roland
256K + 6502 Inside
MAN WOMAN :shock:

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Re: Atomic Egghead in Space

Post by oss003 » Mon Feb 29, 2016 8:42 am

Hi Roland,
roland wrote:I discovered a very tiny small mistake anyway but I'm sure you can fix it before it gets in the archive. On the introduction screens with the game contols there is RET for both jump and pause. The left word RET should be SPACE (or SPC) :mrgreen:
I know, this was a test Kees ........ :lol: :lol: :lol:
I'll upload an improved version this evening.

Greetings
Kees

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Re: Atomic Egghead in Space

Post by oss003 » Mon Feb 29, 2016 8:17 pm

Allright, just uploaded the correct image versions except the UEF file.

I'm still struggling with UEF files.
Creating the WAV file -> ok and loads ok in Atomulator
Creating a CSW file from the WAV file -> ok and loads ok in Atomulator
Creating an UEF file -> ERROR ...... :(

What is the right way to create decent UEF file?

Now I'm recording tape output from a real Atom at 44100 Hz to create a WAV file.
The CSW file is created by CSW viewer r38 written by Fraser Ross
An UEF file is created by MAKEUEF v2.3

Maybe I should have a look at Charlie's ATM2WAV tool to be sure the output can be converted to CSW and UEF files.
It does save a lot of time ....... :wink:

@Colin ..... you're the tape expert, do you have any tips?
If you want, you can download the WAV file for testing here:

https://drive.google.com/file/d/0B7dXeO ... sp=sharing

Greetings
Kees

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Re: Atomic Egghead in Space

Post by CMcDougall » Mon Feb 29, 2016 9:27 pm

Evening Kees,
I don't have access to my Desktop .WAV music maker PC at moment (wife is sleeping next to it! :lol: ), so will try your file maybe tomorrow. But in the mean time, you have a good .CSW file already (hard part is over :wink: ) , so my notes say type either of these two command in at DOS prompt in same folder:

Makeuef -y 1 300 -z 1 atm -i file.csw -w 0 180
OR
Makeuef -y 1 300 -z 1 atm -i file.csw

one of these should spit out a .hqUEF file that loads \:D/
eggH.png
looks like your Atom generates the same noise as mine, but I boost mine in the program to 95%. Mine on left, yours on right from middle 8)
Last edited by CMcDougall on Mon Feb 29, 2016 9:39 pm, edited 1 time in total.
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Re: Atomic Egghead in Space

Post by ThomasHarte » Mon Feb 29, 2016 9:39 pm

I can't say I'm up on the modern tools but as both the originator and somebody that's written UEF-handling code very recently, I'll also take a look.

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Re: Atomic Egghead in Space

Post by Dave_E » Mon Feb 29, 2016 10:41 pm

I haven't really used the Arculator emulator before. Can someone post how I get Egghead In Space to work? Every command I enter I just get FILE NOT FOUND.

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Re: Atomic Egghead in Space

Post by Dave_E » Mon Feb 29, 2016 11:34 pm

Ah, I realise now that the emulator (unlike BeebEm or Elkulator) is "geared up" by default to load from MMC rather than from the more regular tape or disc image files. I've got it working now by turning off the MMC (following the instructions that come bundled with it).

However, I did immediately find problems with the game. I attach some screenshots showing the issue.

The issue occurred when I started my third game. I went right from the first screen then up, then back to the left to re-enter the opening screen on the top platform. You need to run in fast behind a patrolling O and then fall into a gap and wait for it to reverse past you. In the original, you can then jump and run for the door (which invites you to enter a code).

In the Atom version, when I jumped, I floated through the top of the screen and re-appeared on the bottom level. Continuing to play the game then brought about very peculiar results with exits and entrances going haywire and sprites being duplicated.

Please see attached.
Attachments
Egghead_3_In_Space_Bug_05.gif
Not sure what happened.
Egghead_3_In_Space_Bug_05.gif (3.36 KiB) Viewed 743 times
Egghead_3_In_Space_Bug_04.gif
By now it all started going to pot.
Egghead_3_In_Space_Bug_04.gif (3.29 KiB) Viewed 743 times
Egghead_3_In_Space_Bug_03.gif
Trying to exit from the room by the bottom right, I re-entered top right?
Egghead_3_In_Space_Bug_03.gif (3.1 KiB) Viewed 743 times
Egghead_3_In_Space_Bug_02.gif
When I jumped from the place that avoids the patrolling O, I appeared at in the bottom half of the same screen.
Egghead_3_In_Space_Bug_02.gif (3.16 KiB) Viewed 743 times
Egghead_3_In_Space_Bug_01.gif
Bug occurs when you are in top half of the screen.
Egghead_3_In_Space_Bug_01.gif (3.14 KiB) Viewed 743 times

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Re: Atomic Egghead in Space

Post by ThomasHarte » Tue Mar 01, 2016 3:47 am

Okay, I looked at this only briefly as I wasn't quickly able to get an emulator working. I wanted to attack this from the angle of seeing what a non-HQ UEF encoding might look like, as there's no real question of preservation here — whatever is produced is the original release. So I wrote a little 300 baud parser from the WAV. That seems largely to match the ATM files, except that I'm not fully au fait with the Atom's ROM format — I seem fairly repetitive to get 18 bytes of data, then some high tone, then 257 bytes of data, then some high tone for the first file, but start getting 19 bytes as the (I assume) header for the second file.

... so, umm, perhaps it might be easier if you could send over the UEFs that aren't working? Then I could have a peek inside and compare and contrast with the WAV parsing.

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Re: Atomic Egghead in Space

Post by oss003 » Tue Mar 01, 2016 8:06 am

Hi Dave,

which emulator are you using?
I tried to get in the same situation you had but the game played ok.

https://youtu.be/IOlyBZZGHWw

Greetings
Kees
Last edited by oss003 on Tue Mar 01, 2016 9:11 am, edited 1 time in total.

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Re: Atomic Egghead in Space

Post by Dave_E » Tue Mar 01, 2016 8:39 am

Atomulator v1.24, playing the .DSK version of the game.

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Re: Atomic Egghead in Space

Post by oss003 » Tue Mar 01, 2016 8:50 am

Hello Thomas,

This is the description of the tapeheader:
tapefile.png
The filename length is variable and can be max 13 characters long so the header length varies from 14-26 bytes.
In this case the filename is EHRUN (header=18 bytes) or EHCODE (header=19 bytes).

A normal tapefile looks like this:

- Long leader
- Header0 (for EHRUN 18 bytes and for EHCODE 19 bytes)
- Short leader
- Datablock0 (256 bytes + checksumbyte = 257 bytes)
- Silence
.....
.....
- Long leader
- Headerx (for EHRUN 18 bytes and for EHCODE 19 bytes)
- Short leader
- Datablockx (yyy bytes + checksumbyte = yyy+1 bytes)
- Silence

I was not able to create an UEF file with the MAKEUEF tool because it generates an write error.

Do you have a tool to generate an UEF file from a WAV file?

Greetings
Kees

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Re: Atomic Egghead in Space

Post by ThomasHarte » Tue Mar 01, 2016 2:16 pm

oss003 wrote:Do you have a tool to generate an UEF file from a WAV file?
Only a terrible 100-ish lines that I knocked up yesterday, that barely functions.

I'll try to throw together an ATM to UEF authorship utility using the rest of the information you've pointed me too (thanks!); that'll be something that both I don't think is already performed by anything else and which it would be relatively easy to do in a robust fashion, for use by anybody. It'll probably need to be later in the week rather than today but it shouldn't be too difficult.

(aside notes: if I had a second chance, UEF would look very different, but we've got more than enough file formats now and UEF doesn't need any more caveats. So I'll chalk it up to experience. The main error was the original spec going no lower-level than a bit stream; also I should have included pulses and specified all times as a quotient rather than an integer.)

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Re: Atomic Egghead in Space

Post by oss003 » Tue Mar 01, 2016 7:19 pm

ThomasHarte wrote:I'll try to throw together an ATM to UEF authorship utility using the rest of the information you've pointed me too (thanks!); that'll be something that both I don't think is already performed by anything else and which it would be relatively easy to do in a robust fashion, for use by anybody. It'll probably need to be later in the week rather than today but it shouldn't be too difficult.
That's rule one of solving a problem, start at the source......
This would be great!!!!

Greetings
Kees

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Re: Atomic Egghead in Space

Post by oss003 » Tue Mar 01, 2016 8:38 pm

Dave_E wrote:Atomulator v1.24, playing the .DSK version of the game.
You're right Dave, the problem was a conflict with the disk controller address and the disk version workspace of Egghead.

Thanks for testing it.
The upgraded version is uploaded in the first post.

Greetings
Kees

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Re: Atomic Egghead in Space

Post by ThomasHarte » Thu Mar 03, 2016 1:51 am

I'm going to endeavour to get an Atom emulator working on my machine; in the meantime this is untested: https://github.com/TomHarte/UEFAppend

EDIT: please try the attached UEF. Notes:

Atomulator enters an infinite loop if presented with a UEF containing a 0112 — integral gap — chunk. That's explicitly an Atomulator issue. The attached UEF omits gaps as a workaround.

I took the Atomulator uef.c and altered its sprintf for internal compilation of tape-present files into a regular printf. It output:

Code: Select all

EHRUN         Size 0943 Load 2900 Run CE86
EHCODE        Size 409A Load 2300 Run 5B94
... which I think is correct?

I attempted to load the UEF using the Mac port of Atomulator as per the other thread on this board. Sadly I don't know what I'm doing. *CAT reveals that it's clearly using a virtual file system (AtomMMC equivalent, I assume) as the presented contents are <.> and <..>. I have no idea how to switch it to loading from tape. I therefore was not able to test the tape live. Which is how I came to be tearing out its uef.c for my testing.

EDIT2: Atomulator seems happy to *CAT the file but I still can't figure out how to load the thing. The *RUN above just causes it to print EHCODE repeatedly. See https://vid.me/vh2I for a *CAT. Have I done something incorrectly?
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egghead.uef.zip
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Re: Atomic Egghead in Space

Post by oss003 » Thu Mar 03, 2016 8:24 am

Hi Thomas,

if Atomulator starts with 'ACORN ATOM' then tape mode is activated. If Atomulator starts with 'ACORN ATOM + ATOMMC2' then MMC mode is activated and you must press CTRL-BREAK to get in tape mode.

*CAT or *. gives a catalog of the tape, every header is displayed and it should look like this:
ehcat.png
To run Egghead you must type *RUN "EHRUN"
After the intro is loaded and started, you should press SPACE until after the 'PLAY TAPE' message and EHCODE will be loaded.
It could be that the tape has to be rewinded if Atomulator is in fast tape mode.

I do have an UEF from EGGHEAD created by MAKEUEF tool which catalogs the tape and loads ok but the program is wrong, not the UEF file.
The strange thing with UEF files is that a number block is displayed between 2 headers:
Could be an Atomulator problem or the UEF file is not ok, I don't know but this file is loading and starting.
ehcat2.png
PS Your UEF file is loading only the first block of EHRUN which is also displayed correctly with *CAT.
Atomulator can be found and downloaded here: http://atomulator.acornatom.co.uk/
It's v1.24 but the links to the sources are to the latest versions.
Atomulator v1.27 can be downloaded here: http://www.stardot.org.uk/forums/viewto ... =44&t=9518

Greetings
Kees
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EGGHEAD.zip
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Re: Atomic Egghead in Space

Post by ThomasHarte » Thu Mar 03, 2016 2:42 pm

I'm a Mac user so none of the main versions of Atomulator are usable; that being said I have been poking around in its UEF code and using the OS X port by harrowm. My current assumption from that would be that Atomulator has only very minimal UEF support* rather than that your approach to creating a UEF had any sort of problem but if and when I can prove it, I can fix it.

* it's not emulating tape hardware for UEF support. It's locking itself down to a very small subset of permissible UEF encodings and attempting to drag content up to the ATM file level of abstraction it gets anywhere near the emulated environment. The infinite loop hang upon the appearance of a 0112 chunk is an obvious example of a valid UEF that Atomulator just can't handle because it presents itself; I'm going to see what else I can discover and, if anything helpful, I'll obviously contribute back.

(a specific guess, from the screenshot: 0a20 and 0d00 just so happen to be near the start of the actual data for EHRUN; in the rush to adapt it from Atomulator's sister emulators and given that it is a reimplementation, not an emulation, perhaps the code doesn't understand that data straight after some high tone isn't necessarily a block header?)

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Re: Atomic Egghead in Space

Post by oss003 » Thu Mar 03, 2016 7:06 pm

Well .. tape support has always been a little on the background for Atomulator because of the Disc- and MMC support.
That's why UEF and CSW support is never been really checked or improved.
I think it's implemented because B-Em also has UEF and CSW support and probably uses almost the same routines.

Most of my game conversions are saved as WAV, CSW and UEF files just for compatibility but this has always been a bit unpredictable.
I don't have a proven method to 100% create CSW and UEF files.
Sometimes CSW files were unreadable and sometimes the UEF files.

Any help is welcome for:

- Writing tools to convert (multiple) ATM files to WAV, CSW and UEF files
- Improve Atomulators CSW/UEF driver

Harrowm is also struggling with UEF support so he will also be happy with an improved UEF driver for the OSX version.

I think it's good to start a new topic.

Greetings
Kees

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