Designing Repton’s Lost Realms

If you’ve been here before, you’ll probably already know that this year is Repton‘s 25th anniversary. And, as part of the celebrations, Retro Software is releasing Repton: The Lost Realms for the BBC Micro and Acorn Electron.

I’ve already blogged about creating the cover artwork and the loading screen for the game. However today is the 6th November and Repton: The Lost Realms is being officially launched at R3PLAY in Blackpool. That means I can at last talk about creating the graphics for the game itself.

My cover artwork

I was first approached by Dave Moore about contributing to Repton: The Lost Realms in mid 2008. Peter Edwards had just recovered a load of my old Repton 3 and Repton Infinity screens from some of my 5.25″ floppies and the graphics in them had impressed Peter and Dave enough for them to ask if I would be interested in creating some screens and graphics for Repton: The Lost Realms.

Like Repton 3 before it, Repton: The Lost Realms is a game that allows you to not only edit its levels, but also redefine its graphics. That means that it’s possible to provide a selection of different screens and graphics for players to load into the game.

Lost Realms as I first received it

At this stage, the Repton: The Lost Realms came with only one set of screens. As you can see above, it used the Repton 3 graphics with a few additional graphics for the game’s new elements designed by the game’s original programmer Paras Sidapara.

As there were to be four sets of six screens included in the game, my first idea was to theme each set of graphics around the existing Repton releases. In other words, have a Repton 1 set…

Repton 1 Lost Realm

…a Repton 2 set…

Repton 2 Lost Realm

…a Repton 3 set…

Repton 3 Lost Realm

…and a new set for the final set of screens.

I quickly hacked about and transferred the graphics from these games into Repton: The Lost Realms. At this stage I was designing new characters in the Repton Infinity graphics editor (Film Strip) and then transferring them over to Repton: The Lost Realms by transferring blocks of data between files using the BBC BASIC command line.

Film Strip – An excellent graphics editor

The reason why I preferred Film Strip was that it was designed for use with a keyboard. I didn’t have a real BBC Micro to use so I was using these programs via the excellent emulator BeebEm. In fact, as at that stage there wasn’t a native GNU/Linux emulator for the BBC Micro at the time, I was using BeebEm via WINE.

The Repton 3 and Repton: The Lost Realms editors had adopted the then very fashionable WIMP paradigm. However, using a WIMP interface with a keyboard is very hard going and I found the AMX Mouse option tricky to get working in BeebEm. That meant I couldn’t use these editors with my mouse.

Another problem I had with Repton: The Lost Realms’ editor was the awful yellow and black colour scheme used for the editor’s pointer. It was probably the worst colour scheme you could have picked if you want to design graphics precisely – the outline of the pointer gets lost against black, but most of the graphics have black backgrounds or outlines!

Repton: The Lost Realms’ Editor

After I had designed Repton 1 and Repton 2 themed graphics it soon became obvious that this approach would not work. There were various new elements in Repton: The Lost Realms that were not present in previous Repton games. I wanted to redesign these in each set to match the style of previous Repton releases. However Dave wanted to keep the new game elements that Paras had designed looking the way Paras had designed them. However this would have looked out of place, particularly in Repton 1 which is quite abstract and geometrical in design.

Therefore, after talking it over with Dave and Paras we decided it would be best if I design four completely new sets of graphics for the game, bearing in mind the need to keep the original design of Paras’ new game elements in each set. We would also only vary the game characters that varied in the sets of screens supplied with Repton 3: namely the walls, eggs, monsters and crowns.

I had a few ideas for the graphics having got used to playing the game. I didn’t think that the inverted cage colour scheme for the anti-clockwise spirits worked at all. I needed to find a way to make these cages look a little less incongruous. I wanted to make the graphics look 1988-ish – so I used the style of later BBC games like Richochet and Star Port as inspiration. And I wanted to use stippled colours as much as possible to make the apparent colour palette seem more than the four colours that the game was limited to.

I designed the set of graphics for the final set of levels (PRESTO) first. My inspiration for these were the full-page adverts for Repton 2 and Repton 3 that Superior Software used to run in Acorn magazines at the time. In particular, I wanted to design a set with light mortar between distressed bricks. I’m very proud of this set and I think it’s actually my favourite.

Presto – not for the faint hearted

I got a bit carried away, and I also redesigned Repton to look like he did in Superior’s adverts – this was very quickly and firmly rejected, and rightly so!

My Redrawn Repton went down like a cup of cold sick

I had one set down, three more in front of me and even using FilmStrip on a BBC Micro emulator seemed like very hard going. I really wanted to use The GIMP to design the graphics and suddenly it dawned on me that I could.

I could design the graphics in The GIMP and then transfer them to the BBC Micro emulator using the BBC Micro Image Convertor by Francis G Loch. This is an application written in PureBasic that takes image files (bmp, jpg, etc.) and downconverts them into the native screen display formats of the BBC Micro.

The process has a few stages. First I design all the graphics as separate files in The GIMP:

Completed graphics designed in The GIMP

Then I use the GIMP to slice them up and put them in rows:

Sliced and Diced in The GIMP

And finally I convert the graphic into BBC Micro format using the BBC Micro Image Convertor:

And converted to BBC Micro format

So, I fired up The GIMP and the next set I designed was for the LARGO set. This is the default set that loads when the game or editor loads, and the levels in this set were the original six levels designed by Paras Sidapara back in 1988.

Largo – the Realm of the Exile

Because I knew Paras was a huge fan of the game Exile, I decided to base the design of the walls on the walls found in Exile. This set looked very nice and thanks to The GIMP I was able to design them very quickly.

Adagio – Exile crossed with Repton 2

The third set I designed was a set for the ADAGIO screens. This set was a kind of cross between the walls found in Exile and the walls found in Repton 2 (my favourite Repton release). It didn’t work as well as I would have liked and I wish I’d done something a bit different.

Allegro – juicy, apparently…

The final set I designed was the ALLEGRO set. It was loosely based on the graphics for the game XOR, which my children were madly into playing at the time. This set has been described as looking “juicy”, whatever that means! Dave Moore accused me of taking a little more care over these graphics than some of the others because I knew I was designing all six levels to go with them. How very dare he!

The work on the graphics Repton: The Lost Realms was very straightforward. I did very little rework once we decided on what we were doing and there were only two real debates about the game characters. The first concerned earth, the second concerned fungus.

As far as the earth is concerned, I wanted to experiment with some dense Ravenskull style earth, whereas Dave Moore preferred the very sparse earth used in the Toccata level set of Repton 3. Dave got his way on that one!

Now that’s what I call fungus!

The fungus debate concerned my preference for fungus that looked like a toadstool rather than the amorphous mould that was presented in Repton 3. In the end, I redesigned the fungus to look slimy rather than mouldy but it’s probably the graphic I am least happy with.

Now that’s what I call fun, Gus!

We also had a discussion about the “freeze pill”. This was a green pill that froze monsters temporarily. What with absorbalene pills and time pills I thought Repton’s drug habit had gone far enough.

Freeze pills – just say no.

 
I wanted to replace it with a Citadel style snowflake. Everyone agreed, and that also involved making changes to the editor and game map graphics which I did by hacking the code about. But, although my snowflake was a good idea, I think the graphic I designed was horrible.

Snow flake – just say yuck.

Once I’d designed all four sets, I thought that that was that – only it wasn’t. By this stage Tom Walker (someone for whom the word genius seems utterly inadequate) had joined the project, and had started work coding an Acorn Electron version.

The Acorn Electron is cruelly afflicted in many ways, but one of the worst is that it has no hardware scrolling. That is terrible news for a game like Repton which relies on scrolling. Acorn Electron scrolling has to be done in software, which eats up the memory available for the game – and its graphics. The graphics in Acorn Electron Repton: The Lost Realms are 12 x 24 instead of 16 x 32 for the BBC Micro version.

Skull (Acorn Electron)

This meant I had to create cut down versions of all of the games’ graphics for the Acorn Electron version, and doing this took as long as it took to create the original graphics. In fact, I put in so much effort I actually prefer some of the Acorn Electron graphics.

Largo – All ready to transfer to Elkulator

Probably the most interesting thing about doing this was the lack of an Acorn Electron editor – or indeed an Acorn Electron version of the game itself! I had actually finished the graphics and put them in game files before Tom had finished coding the Acorn Electron version of the game.

It was quite some time after I had finished the graphics that I was actually able to play with the graphics in the game itself via Tom’s excellent Acorn Electron emulator Elkulator.

 Acorn Electron version

Keen eyed Repton fans will notice that Acorn Electron Repton: The Lost Realms reintroduces Tim Tyler‘s Repton sprite from Repton 2. I think this has much more personality than the one used in Repton 3.

I knew that there was a keen interest in the Repton: The Lost Realms from Acorn Electron enthusiasts so I put an enormous amount of effort in the graphics for the Electron version – I just hope they like them!

And finally –  a word about the design of the crowns. I spent many years living in my wife’s home-town of Mélykút, the birthplace and home of the legendary restorer Szvetnik Joachim. He was famous for supervising the return of the Holy Crown of Hungary from the USA in 1977. I went to his workshop in Mélykút to translate for some tourists from New York State, and enjoyed my visit so much I decided to make the crown in ALLEGRO look like the Holy Crown.

Allegro Crown (BBC Micro version)

The other crowns in Repton: The Lost Realms are also based upon real crowns – I wonder if you can work out which ones?

Karmic Tablets…

I’ve wanted a graphics tablet ever since I watched a pretentious little series on BBC2 (Painting With Light, 1987) where artists such as David Hockney were given the Quantel Paintbox to play with for an afternoon. They all produced a load of bobbins, but it looked such fun.

My interest was rekindled when a former colleague of mine, the multi-talented artist David “Peanut” Paramore used to bring a graphics tablet in to work with him a few years ago. The sort of work he produced with it was (and is) incredible and I really wanted to have a go at using a tablet for myself.

So, for Christmas this year, I was delighted to finally receive a Trust TB 5300 graphics tablet.  Even after I asked my parents for this, I wasn’t actually sure I’d be able to use the thing with GNU/Linux. I had visions of having to take a crash course in C and X programming in order to get the thing to work.

I needn’t have worried – the nice thing about the GNU/Linux world is that its users tend to blog about getting unusual bits and bobs working on the operating system, and this was no exception.

A blog called “Dick’s Open Source Life“, which is written by Dick Thomas, came to my rescue and thanks to this blog post I have the Trust TB 5300 working on Ubuntu Karmic Koala very happily indeed.

Both Inkscape and The GIMP work fine; even pressure sensitivity functioning as expected. I didn’t even need to callibrate the tablet as it worked fine out of the box.

In fact, the tablet even works properly when I’m running Macromedia Flash 8 via WINE.

Thanks once again for your help Dick!

Repton Through Wine

A couple of days ago I rather glibly said that the PC versions of the computer game Repton ran fine with WINE on the GNU/Linux operating system. That’s not quite true, so I thought I’d take a closer look at running Superior Interactive‘s PC versions of Repton 1, Repton 2 and Repton 3 on GNU/Linux.

WINE Is Not an Emulator

I have two computers here. They both run the GNU/Linux operating system with the GNOME desktop and have WINE installed. In case you didn’t know, WINE is the little bit of free software magic that lets you run programs written for Microsoft Windows on GNU/Linux, Mac OS, FreeBSD and Solaris. My wife’s computer runs the Fedora 12 distribution (or distro) of GNU/Linux and the free nouveau graphics driver. I’ve installed version 1.1.32 of Wine on my wife’s computer. My computer currently runs Ubuntu 9.10 (Karmic) distro of GNU/Linux with the non-free nVidia driver. It has version 1.1.35 of WINE installed.

WINE 1.1.32 is the version currently available for popular distros such as Ubuntu or Fedora, and will therefore be the version most users are running. WINE 1.1.35 is the very latest version, and instructions on how to obtain it are available here.

The PC Repton games can be run “full screen” or in “windowed” mode, in a window on your desktop. You can toggle between these modes by pressing F10.

Repton 1

On WINE 1.1.32 the game will not run properly in “full screen” mode. It will run in “windowed” mode but suffers from a couple of issues. The first is masking – the masking of sprites and the pointer does not work at all.

Repton 1 masking visible on WINE 1.1.32

The second issue is digits missing from the screen selector boxes on the main menu screen.

The boxes at the base should contain digits

On WINE 1.1.35 Repton 1 runs perfectly in “windowed” mode so if you have WINE 1.1.35 or above I can recommend Repton 1 to anyone running GNU/Linux provided you’re happy to have the game running in a window.

No masking visible on WINE 1.1.35

And the digits are present on WINE 1.1.35 too

It also runs reasonably well in “full screen” mode. The sprites are stretched, as no compensation is made for the aspect ratio of my widescreen monitor when making the display full screen. The game also suffers from the masking problems that affected Repton in “windowed” mode on WINE 1.1.32. But it does not suffer from the missing digits on the screen selector boxes that affected WINE 1.1.32.

Apart from the masking issue and the stretched sprites the game plays very well “full screen”.

The Repton 1 level and sprite editor works with no issues on both versions of WINE.

Repton 2

On WINE 1.1.32 the game will not run properly in “full screen” mode. It will run in “windowed” mode but suffers from the same masking issue as Repton 1.

Repton 1 & 2 have same mask issue on WINE 1.1.32

On WINE 1.1.35 Repton 2 runs perfectly in “windowed” mode so, again, if you have WINE 1.1.35 or above I can recommend Repton 2 to anyone running GNU/Linux provided you’re happy to have the game running in a window.

No mask issues on Repton 2 with WINE 1.1.35

It also runs reasonably well in “full screen” mode. The sprites are stretched, as again no compensation is made for the aspect ratio of my widescreen monitor when making the display full screen. The game also suffers from the masking problems that affected Repton 1 in “windowed” mode on WINE 1.1.32.

On exiting Repton 2 from full screen mode

However, unlike Repton 1, it crashes messily on exiting the program having been in full screen mode.

The level and sprite editor works with no issues on both versions of WINE.

Repton 3

The issues with Repton 3 are identical for both versions of WINE.

The game will not at all in “full screen” mode – in fact, selecting it will cause the game to crash messily. It leaves the screen at low resolution as it crashes so you have to either log out and in again.

Repton 3 in “windowed” mode

It will run in “windowed” mode, with issues. The first is that selecting “Run game in high priority mode” will cause the game to crash, and you need to reinstall the game before you can use it again.

The second is selecting the map. If you try and select the map the game will crash. So, Repton 3 will run (and run very well) in Windowed mode provided you don’t try and look at the maps.

I told you not to look at the map…

The level and sprite editor works with no issues on both versions of WINE.

Conclusions

So there you have it. Other than no full screen mode Repton 1 and 2 work well on the latest version of WINE. Repton 3 has a serious fault (the lack of maps) and more minor niggles (no full screen mode, and the crasher upon selecting High Priority mode) but other than that is perfectly playable.

If you have tried to run one of these games with WINE I’d be interested to hear how you got on.

A Shower of Shot

Now I’d produced my “Monkhouse” font, my next job was to produce a caption using it. The Monkhouse font needs to be used very large to be legible, so the ATV graphic designers merged the letters together to give themselves enough room.

I also love the fact that the words are not centred.

I looked at the example above and noticed that the outer two outlines were fused together. By putting my letters over the ones in the screen-grab I worked out that the fourth outline of each letter should overlap the third outline of the letter to its left.

To do this letter fusing I used Inkscape and the letter outlines I’d drawn to import into FontForge. I used them rather than the true-type font simply because they were already the right size. I did this fusing a letter at a time, left to right. First of all I’d overlap the letters.

Overlap the letters

Then I’d merge the two outer outlines using the Inkscape Path Union feature. After that I deleted the areas of the merged path I didn’t want. The quickest way to do this was simply to draw a rectangle over an area of the overlap…

Rectangle over the overlap

…and then use the Path Difference feature….

Path Difference

…and then tidy up the paths using the Nodes tool.

And Bob’s Your Uncle

Then I’d do the same thing again for the second outline in.

Here’s the finished caption in Inkscape:

The end result.

After Rory OK-ed the end result he asked if I wanted to have a go at animating a title sequence for him. I said I would, provided I could get Macromedia Flash 8 to behave on Ubuntu GNU/Linux (I don’t have a copy of Windows). WINE is a very clever piece of free software that allows programs written for Microsoft Windows family of operating systems to run on the GNU/Linux operating system.

I already had WINE installed so I tried installing my copy of Macromedia Flash 8 and it worked perfectly. The only problem was the lack of anti-aliasing on some of the smaller fonts used on the interface and some of the keyboard short-cuts I liked using not working.

The next problem I had was how to export my Inkscape design into Flash. After doing a few tests the best format to use for the Inkscape to Flash 8 transfer seemed to be Encapsulated Postscript or “.eps”.

Now I was sure I could do something useful in Flash I got back to Rory and asked him which music he wanted to use. Rory quite rightly sent me back a copy of the late sixties/early seventies theme that was used for the longest amount of time. However, there was something missing – I wanted the “left a bit, right a bit, fire” that I remembered from my childhood. I suggested Rory cull it from the start of the final season’s title sequence.

I wanted to include this because I wanted to add the iconic ATV Colour Zoom logo at start of the sequence and have Bob smash it to pieces with a crossbow.

First of all I traced the bolt and bow from the final season titles – this was a very easy job as the shapes were quite simple. I layered a few gradient fills on top of each other to get a kind of “airbrushed” effect.

Running on GNU/Linux? That’s Flash…

Then I needed to smash the ATV logo to pieces. The first thing I needed to do was break apart my ATV logo in Flash so that it was all one symbol on one layer with no groups. Then I drew a “crack” shape on top of it. Finally, I turned the pieces inside each bit of the “crack” into separate symbol so I could animate them.

Lady Plowden did this too…

Although it’s very simple it worked quite well. As far as the titles themselves were concerned I wanted to copy the final season titles with the bolt setting off on a journey with concentric rings of airbrushed items giving an impression of movement.

This is what I wanted to copy…

One of the items I needed to borrow from those original titles was, naturally, an apple. Tracing the apple in Flash was an absolutely horrible job, and reminded me how lucky I am to be able to draw things in Inkscape most of the time. I decided not to draw the apple in Inkscape as I had no way of getting the gradient fills from Inkscape into Flash – they come across as bitmaps in all the formats I tried. This was no good as all of the objects I drew had to change size dramatically in the finished animation so they really had to be totally vector shapes.

Looks sweet, but rotten to do.

If you’ve never watched “The Golden Shot” you may not know that over the theme music an announcer says “…Live, from Birmingham…”. To illustrate the “from Birmingham” part I wanted a ring of ATV logos to appear. That was simplicity itself. But for the “…Live…” part I wanted to show the reason for the program being live – a telephone. “The Golden Shot” was a program where viewers at home could phone in and play.

In the later seasons of “The Golden Shot” a gold plated Trimphone was used, and I just had to have a trimphone in the titles as they are the essence of Britain in the seventies. I found a website with pictures of trimphones and I’m sure you’ll be delighted to know the trimphone I used as reference material was one of the series designed by Lord Snowden.

Something beginning with T: Trimphone – lovely!!!!!

Finally, I wanted to have a postcard, as viewers writing-in was an important part of the programme too. I used my Queen’s head and stamp perforations I’d designed many moons ago to use on a recreation of an ITV Schools and Colleges interval transparency. Anyone familiar with Bob’s life story will understand the significance of what’s actually written on the card.

And I want them served on that nice silver cake stand…

Sadly I currently don’t have access to the fantastic Swift3D here in England – I left my serial number in the UK and you can’t export without it. If I had, I would have used it to realise one of Rory’s original concepts for the title sequence.

What he asked me to do was to make the “O” rotate when it is hit by a crossbow bolt so that it looked like an “i” when it was on its edge so we got a shit/shot gag on the main title card. In fact, if I had had Swift3D I would also have recreated the wonderful psychedelic silver tube effect from the 1972 title sequence as well – it truly has to be seen to be believed.

Reliving my misspent youth…

Whereas my BBC Micro and Master 128 are as reliable as ever (whenever I get the chance to go to the UK to use them) my A3000 has long since given up the ghost. It’s a real shame as I loved it just as much as my Beeb at the time.

However, thanks to a job I’m about to do for Retro Software I tried to fire up Tom Walker’s Windows binary of Arculator on Ubuntu Linux under WINE. I had simply assumed before that it wouldn’t work – how wrong can you be, it works beautifully:

It’s an odd feeling to use this desktop again after so long

I have just as much old stuff languishing on 3.5″ floppy for the Archimedes as I have for the BBC Micro – Repton 3 screen designs, test cards and bits of presentation in !Draw format, programs including a rather nice version of Minesweeper I wrote in BBC Basic, some programs I wrote in ARM assembler and so on.

I am also now longing to play the original Archimedes version of Repton 2 again. Hopefully when I get back to the UK I’ll be able to transfer some of these discs over so I can use them on Arculator.

Repton: The Lost Realms loading screen

After I created the artwork for “Repton: The Lost Realms“, Dave Moore of Retro Software asked me if I would create a loading screen for the BBC Micro and Acorn Electron versions of the game. Initially the brief was quite loose – he thought we needed a Mode 5 screen for the cassette versions and a Mode 1 screen for the disc versions.

My cover artwork for Repton: The Lost Realms

On a BBC Micro or Electron, Mode 1 and Mode 5 are both four colour screen modes. The difference is that in Mode 1 the resolution is 320 x 256, whereas in Mode 5 the resolution is 160 x 256. However, both images are the same size because in Mode 5 the pixels are twice as wide as they are high. Due to its lower resolution, Mode 5 uses half the memory of Mode 1 so will load far more quickly for those using cassette recorders.

My first thought was to create the Mode 1 screen, and to use the excellent BBC Micro Image Converter software by Francis G Loch. This is an application written in PureBasic that takes image files (bmp, jpg, etc.) and downconverts them into the native screen display formats of the BBC Micro. To aid you in doing this it offers an almost bewildering array of image processing options specifically tailored for getting modern images into BBC Micro format. It can  also takes BBC Micro screen dumps and convert them to modern image formats.

BBC Micro Image Converter copes with anything

I use Ubuntu Linux, which means I have to run the Windows binary of the BBC Image Converter under WINE. I’ve found the operation of the program under WINE to be problematic if you don’t export import and output images from and to the WINE “C:Program Files” folder. It also seems happier with being fed bmp files than pngs under WINE.

Inspired by Michael “Mic” Hutchinson’s excellent loading screen for the disc version of Repton Inifinity, I decided to use the same Red, Black, White Green palette. I was very pleased by my early results – particularly the way the brown came out on the safe. However I hadn’t left any room for branding and so on.

My first try in BBC Image Converter

So I decided to create a version that had an area at the bottom that could be removed in the same way as the version on Repton Infinity disc for loading messages etc.

My rejected disc loading screen

I showed Dave this version and he had a number of reservations – the main one being that the loading screen in Mode 1 didn’t really grab him at all. He wanted something more colourful for the disc version, and he suggested trying Mode 2. Mode 2 is identical to Mode 5, apart from the fact you can use eight colours.

The first thing I did was to create a screen in Inkscape that was 320 x 256 pixels that was set out exactly as I wanted to my loading screen to look. I would use this to feed into the BBC Micro Image Converter.

The image I made to feed into the BBC Micro Image Converter

When I imported it, the results were excellent. In fact, the results were too good. Although obviously I needed to retouch here and there to tidy up the writing and the balloon strings I was overwhelmed by the feeling that really I should be producing something that was done by hand on a pixel editor – not put through some ingenious image processing we could only dream of in 1987.

All it needs now is for me to make it a bit rubbish

Therefore I fired up “The GIMP” and tried to add a sort of “hand designed” feel a pixel at a time. I was quite aware that what I was doing wasn’t as good as what the BBC Image Converter could produce, but the idea was to get a “retro” feel.

Final image after I gave it a “hand made” feel in The GIMP

I showed Dave Moore and he was happy with the Mode 2 screen, so the next job was to produce the cassette loading screen in Mode 5.

When it came to creating a Mode 5 screen, I decided to convert the eight colour Mode 2 screen to a four colour Mode 5 screen by hand, instead of running through the BBC Image Convertor again. This was because I wanted to keep the two loading screens as close as possible to each other in appearance.

I reduced the colour depth by hand in The GIMP

Dave was happy, so that was my first two loading screens for Retro Software done and dusted.

Repton: The Lost Realms is under development by Retro Software. Repton name used by permission of Superior Interactive.

The BBC Image Converter is currently released under a non-free licence but it’s free as in beer to use for commercial or non commercial uses. You can look at a number of the PureBasic routines Francis wrote for it here.