DarkStar 2

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sirmorris
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Joined: Thu May 08, 2008 5:45 pm

DarkStar 2

Post by sirmorris »

.. or 1.1 or whatever.

Joystick and sound hacked in by yours truly!

:D

Todo - more sound, success screen

V1.2 - added zxpand detection/loading of splash screen, fixed sounds :oops:

V1.3 - cleaned up a few things, added more control options, AY-sound auto-detect, new experimental SFX player!

V1.4 - 'sound off' bug fixed, preliminary high score saving! No names yet, just scores.

V2.1 - Fixed a few issues, mainly detection of AY chips. Now MrX, zon-x and zxpand-ay should be detected properly.
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Last edited by sirmorris on Wed Oct 24, 2012 9:29 pm, edited 4 times in total.
sirmorris
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Joined: Thu May 08, 2008 5:45 pm

Re: DarkStar 2

Post by sirmorris »

For those that don't know this tricky little puzzler it's a conversion of an old TI calculator game.

The source is distributed with the Z88DK C compiler, and a hires conversion is already in existence. I couldn't find the source for that so I hacked it myself.

You choose a direction for your ball to move, and once moving it doesn't stop until it meets something solid. You progress when all the bubbles along the way are collected.

Some levels feature a movable wall block which you can position to give yourself an extra surface to collide with.

Instructions are included in the zip.
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dr beep
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Re: DarkStar 2

Post by dr beep »

Now it's my turn to say that it looks great!
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Andy Rea
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Re: DarkStar 2

Post by Andy Rea »

very nice, i am once again asstouded at the quality of software appearing this year :shock:

it has truly been a wonderful year for zeddy fans.

Andy

P.s i look forward to playing all these games when i get chance
what's that Smell.... smells like fresh flux and solder fumes...
Moggy
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Joined: Wed Jun 18, 2008 2:00 pm

Re: DarkStar 2

Post by Moggy »

Very similar to a Jupiter Ace game I have somewhere.

Great work Charlie in fact ACE!!

As the tumble-weed blows across the floor a disheartened Moggy retires and cosiders another line of work
Moggy
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Joined: Wed Jun 18, 2008 2:00 pm

Re: DarkStar 2

Post by Moggy »

Andy Rea wrote:very nice, i am once again asstouded at the quality of software appearing this year :shock:

it has truly been a wonderful year for zeddy fans.

Andy

P.s i look forward to playing all these games when i get chance
Agreed Andy be it games or utilities some fantastic stuff produced, some by Your good self too.

Roll on 2012 :D


Regards
Moggy
Moggy
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Re: DarkStar 2

Post by Moggy »

@Charlie
I don't know about source but I think this might be the version You mentioned in Your earlier post?
Doesn't work on the Xpand but will run in EO set to ZX97 LITE.

Regards
Moggy
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sirmorris
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Re: DarkStar 2

Post by sirmorris »

There is a standard-video version available as source - it has everything needed to make a UDG version - and yes, the ace program you saw comes from the same place - it was that which sent me on the lookout for the '81 binary.

Siggi has such a program on his ZX81 web server, but like I say, I couldn't find the source code for that. So I hacked this up :lol:

I'm going to add par values for each screen so people can measure their move score, and possibly add hi-score saving. I used my SFX designer to make the beeps and scratches you hear, but I have to say I'm now seeing how limited the palette of 'one shot' sounds are... Cue the original idea of a sfx engine. But that belongs in a different thread.. :roll:

C
Moggy
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Re: DarkStar 2

Post by Moggy »

Bollocks to that how do I get past screen four :?: :!: :?: :!: :lol:
Moggy
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Re: DarkStar 2

Post by Moggy »

God this is bloody addictive.
I am not a games player I am a free man ( apologies to Patrick Mcgoohan)
AAARRRGGH I hate You Sir Morris :!: :!:
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