![]() ![]() ![]() ![]() Then, we re-coded some of Matthew Smith's graphics and sound routines for the Atari ST. First of all, we disassembled the original Z80 code and reverse engineered it into C. Our Atari ST version was created in two stages. Other screens in the Amiga version just had coloured blocks instead of proper sprites, since he hadn't finished them yet. In our version, being an exact replica of the original, each monk is a different colour. I particularly remember The Forgotten Abbey, as it revealed the flaw in this approach: each of the monks looked exactly the same. ![]() It looked like many Amiga games of the time, full of hardware sprites with smooth movement and lots of colour shades. Tommy took us through to a different room with an Amiga in it, and remarked that Shahid Ahmad was working from home but had left a recent copy of it as a demo. If you saw it, you would think it was the Spectrum.Īt the Software Projects offices, we were also given the opportunity to play the Commodore Amiga version of Jet-Set Willy, which was not yet finished at that time. We finished writing the game, which was as perfect a reproduction of the original ZX Spectrum sound and graphics as you could get. The guy we were working for was Tommy Barton, who was one of the directors of Software Projects. My friend Carl Whitwell and I produced the Atari ST version of Jet-Set Willy for Software Projects, circa 1989. ![]()
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