<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Exile</title><link>https://bbcexile.com/</link><description>Recent content on Exile</description><generator>Hugo</generator><language>en-us</language><lastBuildDate>Mon, 27 Jul 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://bbcexile.com/index.xml" rel="self" type="application/rss+xml"/><item><title>How Exile moves</title><link>https://bbcexile.com/how-exile-works/04-physics/</link><pubDate>Mon, 27 Jul 2026 00:00:00 +0000</pubDate><guid>https://bbcexile.com/how-exile-works/04-physics/</guid><description>&lt;p&gt;The previous articles covered how Exile (BBC Micro, 1988)
&lt;a href="https://bbcexile.com/how-exile-works/02-landscape-generation/"&gt;generates its world&lt;/a&gt; and
&lt;a href="https://bbcexile.com/how-exile-works/03-graphics/"&gt;draws it&lt;/a&gt;. This part is about the thing the
game was actually famous for: the physics. Exile&amp;rsquo;s marketing called it the
first game with realistic physics, and for once the marketing undersold the
engineering — gravity, momentum, drag, buoyancy, wind, bouncing, all computed
for every active object, in 8-bit arithmetic on the same 2MHz 6502 that was
also generating the world and drawing the screen.&lt;/p&gt;</description></item><item><title>How Exile draws the world</title><link>https://bbcexile.com/how-exile-works/03-graphics/</link><pubDate>Wed, 15 Jul 2026 00:00:00 +0000</pubDate><guid>https://bbcexile.com/how-exile-works/03-graphics/</guid><description>&lt;p&gt;The &lt;a href="https://bbcexile.com/how-exile-works/02-landscape-generation/"&gt;previous article&lt;/a&gt; looked at how
Exile (BBC Micro, 1988) generates its 256×256-tile world from about 500 bytes
of code. This one is about what you actually see: how the graphics are stored,
how another handful of bytes becomes a red rock face here and a green bush there, and
how the sprite plotter gets it all onto the screen fast enough to scroll on a 2MHz 6502.&lt;/p&gt;
&lt;p&gt;very piece of art in the game — the player&amp;rsquo;s
spacesuit, thirty-odd creatures, bullets, the spaceship hull, and all 64
landscape tiles lives in one 2,592-byte spritesheet. Add the geometry
tables, the tile tables, and the palettes, and Exile&amp;rsquo;s entire visual identity
is about 3.3KB. The rest is, again, technique.&lt;/p&gt;</description></item><item><title>How Exile builds a world</title><link>https://bbcexile.com/how-exile-works/02-landscape-generation/</link><pubDate>Tue, 14 Jul 2026 00:00:00 +0000</pubDate><guid>https://bbcexile.com/how-exile-works/02-landscape-generation/</guid><description>&lt;p&gt;Exile (Superior Software, 1988) gave the BBC Micro something seemingly impossible:
a single coherent world of 256×256 tiles with caverns, shafts, diagonal
tunnels, a crashed spaceship, an underground base and all on a machine with 32KB of
RAM, most of which was screen memory and game code. Stored naively, the map
alone would be 64KB. Twice the machine.&lt;/p&gt;
&lt;p&gt;The trick is that the map is never stored. Instead there is a
function, &lt;code&gt;get_tile(x, y)&lt;/code&gt;, living at &lt;code&gt;&amp;amp;17b1&lt;/code&gt; in memory, and every time the
game needs to know what&amp;rsquo;s at some coordinate such as for scrolling, for collisions,
and for deciding whether a worm can emerge here it calls the function and the
answer is &lt;em&gt;computed&lt;/em&gt; using a pure function that given the same inputs gives the
same answer, every time. The world is a pure function over coordinates,
the same insight that let &lt;a href="https://elite.bbcelite.com/deep_dives/galaxy_and_system_seeds.html"&gt;Elite fit eight
galaxies into 22KB&lt;/a&gt;, here applied not to a star chart but to terrain you can
interact with, fly around and collide with, tile by tile. The whole thing is a
little over 500 bytes of 6502 code,
54 bytes of lookup tables, and 1KB of hand-placed data for the set-piece
locations. Mind boggling frankly.&lt;/p&gt;</description></item><item><title>The source code</title><link>https://bbcexile.com/how-exile-works/01-the-source-code/</link><pubDate>Tue, 14 Jul 2026 00:00:00 +0000</pubDate><guid>https://bbcexile.com/how-exile-works/01-the-source-code/</guid><description>&lt;h2 id="there-is-no-source-code"&gt;There is no source code&lt;/h2&gt;
&lt;p&gt;Let&amp;rsquo;s get the awkward part out of the way: the original source to Exile
does not exist in any form I have access to. Whatever Peter Irvin and
Jeremy Smith&amp;rsquo;s development setup produced in 1988 — assembler listings,
notes, graph paper — is not something you can download.&lt;/p&gt;
&lt;p&gt;What you &lt;em&gt;can&lt;/em&gt; download is, in some ways, better. At
&lt;a href="http://www.level7.org.uk/"&gt;level7.org.uk&lt;/a&gt; lives a complete
reverse-engineered disassembly of the game, produced without any access to
source code, and it is a genuinely heroic piece of work. Every routine
named, every table identified, nearly every instruction carrying a comment
explaining what it&amp;rsquo;s doing — around sixteen thousand lines of annotated
6502. The author released it as a tribute to the original developers with
no restrictions beyond the game&amp;rsquo;s own, &amp;ldquo;in the good faith it was
intended&amp;rdquo;. This project simply would not exist without it.&lt;/p&gt;</description></item><item><title>Why I rebuilt Exile, and how</title><link>https://bbcexile.com/how-exile-works/00-why-and-how/</link><pubDate>Tue, 14 Jul 2026 00:00:00 +0000</pubDate><guid>https://bbcexile.com/how-exile-works/00-why-and-how/</guid><description>&lt;h2 id="why"&gt;Why&lt;/h2&gt;
&lt;p&gt;Exile has been with me for a long time. It was published for the BBC Micro
in 1988, written by Peter Irvin and Jeremy Smith, coming towards the end of the
BBCs commercial life and when many were, or had, moved on. However it was clear
to everyone who played it that it was doing things an 8-bit machine had no business doing: a
vast procedurally generated cave system, creatures that seemed to have intentions and certainly
showed different behaviours, real physics including gravity, momentum,
wind, water and all of it in 32K. It was an open world and a metroidvania before those terms were
even coined. And it routinely tops lists of the greatest technical
achievements on the platform: it literally seemed like wizardry. It still does.&lt;/p&gt;</description></item></channel></rss>