https://elite.bbcelite.com/about_site/about_this_project.htm...
Some parts of Elite were documented prior to my project, particularly the procedural generation and ship data blocks. But none of it was documented to this level; it's taken time, lots of it!
I love this game, and I figured it deserved a proper homage. Or, to put it another way, this is a labour of love. :-)
If you used Literate Programming principles:
http://literateprogramming.com/
then it could become a seamless narrative which could be very expressive.
Also, books can't be updated, and I update this stuff all the time...
I am doing that at:
https://github.com/WillAdams/gcodepreview/blob/main/gcodepre...
(but admittedly it's a very different project and no copyright complexities)
Websites are ethereal, in a sense, as they are easy to switch off and hard to copy and distribute. PDFs and books are the opposite. Sure, websites get archived and repos get forked, but I think PDFs and books fall into a different area.
I run these projects very cautiously and very carefully. I don't think publishing a book or PDF containing copyright material is a good idea in this instance, to be honest!
But it’s a massive bummer to me that copyright is preventing someone from publishing their research on a 40 year old game that hasn’t been available for sale in decades. I don’t know exactly where that lands on my moral spectrum, but I put it far closer to the left than to the right, legalities aside.
If you are able to get permission for a game code and then do this sort of analysis as a Literate Program and publish that as a book, you'd be in rather rarified company, and I'd certainly buy a copy.
Edit: never mind, it sounds like Ian sold his copyright and now there's a mess. Hmm. https://arstechnica.com/gaming/2017/03/elite-dangerous-crowd...
Besides, I’ve published PDFs of my travel writing sites, and the thought of trying to keep a code repository, a website and a PDF in sync fills me with dread…
It’s the retro equivalent of discovering that if you like the Beatles, you’ll probably like the Stones, The Who and Pink Floyd. :-)
Seriously, thanks for the details. This was a bit of a pivotal game for me in ... '86 IIRC. It's been interesting to see so much of a following over the decades. Just confirms that whatever was intriguing to me connected with so many other people too!
It's when things don't make sense that it gets interesting, because then you have to guess the original author's intentions, suspect a bug, question your understanding, or deal with other uncertainties. That's usually when a bunch of question marks start to appear in reverse engineering comments (e.g. "increment xyz???")...
https://elite.bbcelite.com/about_site/to-do_list.html
This is not a big list, and these are all pretty subtle aspects of the game. After 4 years of analysis, I think we’re pretty close to understanding pretty much everything, which is nice.
No idea how this will be formatted, but the level of understanding in the comments is quite deep for just having access to the original source. Or did the original source have this level of comments as well?
How long does a project like this take to comment?
.QQ22 SKIP 2 ; The two hyperspace countdown counters ; ; Before a hyperspace jump, both QQ22 and QQ22+1 are ; set to 15 ; ; QQ22 is an internal counter that counts down by 1 ; each time TT102 is called, which happens every ; iteration of the main game loop. When it reaches ; zero, the on-screen counter in QQ22+1 gets ; decremented, and QQ22 gets set to 5 and the countdown ; continues (so the first tick of the hyperspace counter ; takes 15 iterations to happen, but subsequent ticks ; take 5 iterations each) ; ; QQ22+1 contains the number that’s shown on-screen ; during the countdown. It counts down from 15 to 1, and ; when it hits 0, the hyperspace engines kick in