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We own 4thD, admits APDL

By Chris Williams. Published: 27th Jul 2004, 07:48:44 | Permalink | Printable

More old games

Mentioned in passing last week, and officially confirmed yesterday, APDL have bought The Fourth Dimension range of games from CJE. We pestered APDL last week for information on the sale, but were told to 'wait and see'. APDL also publish a range of other games.

So what's the plan for these tired old titles? APDL, of course, plans to re-release them, starting with the Value For Money collection of games first and later the 8bit "classics".

When we asked APDL if they had access to the source code to the games, the answer was a "yes-ish": we certainly hope they have as we'd be particularly pleased to see updated versions of Stunt Racer 2000, Galatic Dan, Chocks Away and others - the real games that The Fourth Dimension were famous for.

Links

APDL website - email Dave Bradforth with comments, etc.

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Discussion

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Sorry for being rather vague when you asked me about our plans earlier. As you can now see this was because we hadn't finalised the deal with Chronosoft. This deal will probably be very good for the games authors as Chronosoft specialise in marketing this type of software and it alows us to concentrate on updating and improving the games and producing compilation CDs.

As you might gather from the above we are working to obtain source code for the games or, where possible, persuade the original authors to do the work. We have already done this with many games, but there are a lot of authors, many of whom we haven't yet been able to contact.

 is a RISC OS Userapdl on 27/7/04 8:07AM
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As I already own most of the 4th Dimension back catalogue, I would be interested to hear of improved versions of some of their titles in order to part with more money.

 is a RISC OS Userjonix on 27/7/04 9:30AM
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I've played Half-Life, Counter-Strike, Ghost Recon, Natural Selection, Command and Conqueror Generals, Thief. But I'd love to play Chocks Away again. :-)

I'd also like to see Cholo by Firebird re-released for RISC OS.

[link] It seems it's getting cloned for release on Windows.

 is a RISC OS Userquatermass on 27/7/04 9:31AM
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Stunt Racer UT2004 style!

 is a RISC OS Userpiemmm on 27/7/04 10:14AM
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I recently bought the latest version of SR2000 from CJE. It works on my RO4/SA RiscPC but not Aemulor yet - hopefully soon. It's great playing it again, not been able to since getting SA years ago. I would love to see a improved version created. It looks like vector graphics to me so it would be great for the graphics to be improved to be resolution independant or at least 640x480 in a true 256 colour mode. How about giving the CPU cars AI, the recorded route for each car could get a bit annoying when they could push you off the track but you couldn't touch them.

I remember playing 2 player split screen Killer on my A3000 - bit slow but great fun. Imagine 16 player Killer over the internet. Cool!

 is a RISC OS UserTim on 27/7/04 6:21PM
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Chocks Away with two-player over the Ethernet (rather than the original serial port version). Please. PLEASE.

 is a RISC OS UserTonyStill on 27/7/04 10:40PM
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But the serial port version of SR2000 was fun...

 is a RISC OS UserDaveW on 28/7/04 9:29AM
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Chocks Away or SR2000 MORE than two players over Ethernet? Now that would be really fun. Fancy flying a full squadron?

 is a RISC OS UserSimonC on 28/7/04 10:08AM
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Team play! Protect the base. Capture the flag, etc. It's all possible (in theory) -- Spriteman

 is a RISC OS UserSpriteman on 28/7/04 1:05PM
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Has anybody EVER written any serious networking code in assembly language? That would be the main sticking point with grafting the suggested features onto ancient games.

 is a RISC OS Userthesnark on 28/7/04 5:24PM
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Just because a component was originally written in assembler should be no barrier to users writing new sections in C. I even remember having written a few words on the subject for csa.programmer. Most people know that I'm very much a fan of writing things in C rather than messing around in Assembler, anyhow.

For anyone that cares, the Doom serial and Ethernet networking code is based on the original C versions with some small veneers to make it function with an assembler back-end to be directly called from within the game.

However, for those of you who really are masochists and want to know what 'serious' networking code can be written in Assembler, I've got a few examples of things that are relatively serious that were written in Assembler... (off the top of my head, so apologies to anyone else)

NFSClient, NFServer, AppleTalk, IRClient.

And then there's the Termite stack, and Webite in particular.

 is a RISC OS UserGerph on 28/7/04 7:06PM
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thesnark> At Oregan we wrote a good number of network modules in assembler, including a whole NetMeeting-Alike app running via TCP and Freeway. I also started writing a serial-over-ethernet module in assembler so you could play ChockAway over a network. It's not exactly difficult. Why would it be? Why on earth do you make a claim like that, snark?

 is a RISC OS Userimj on 28/7/04 7:33PM
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imj> It wasn't a rhetorical question, nor a claim.

 is a RISC OS Userthesnark on 29/7/04 1:33PM
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