This blog was inspired by an accidental glimpse of an old advert I remembered from my misspent youth.
The advert was by the, then, mysterious ‘Softwarwe Farm’ and promised ‘hi-res’ graphics on the ZX81… a machine that everyone knew couldn’t do user-defined hi-res graphics, and I have to admit that I was sceptical.
The advert was by the, then, mysterious ‘Softwarwe Farm’ and promised ‘hi-res’ graphics on the ZX81… a machine that everyone knew couldn’t do user-defined hi-res graphics, and I have to admit that I was sceptical.
Well it turns out that everyone, including sceptical teenage me, was wrong, and the humble ZX-81 could indeed do ‘hi-res’ user defined graphics. My dumb was well and truly struck, and probably like many others I immediately began to wonder how this was done. As it turns out Julian Chappell, the main programming half of the one man / one woman Software Farm team wasn’t too forthcoming on this front. And who could really blame him. It reportedly took him six months just to work out the user-defined graphics procedure code.
In hindsight I think the most remarkable thing about this revelation is that it was done at all, far-les done commercially and successfully on a machine that was already falling out of favour. This really was a relatively major software coupe at the time, and although the games were more-or-less successful I still don’t think the user-defined graphics process got the technical accalation that it richly deserved. If this had come just a few years earlier it would have been hailed as a major accomplishment.
In today’s world of neo-photorealistic graphics this may not seem much to write home about, but at the time it was scarcely believable. Imagine the impact of some little-known software firm announcing it had come up with a purely software only solution to allow the 360 or PS3 to show real 3D on a normal monitor. Yes, it was that fantastical a claim for some people in the ZX-81 community at the time. It was something that accepted knowledge said just couldn’t be done.




