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Starglider II


CyranoJ

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Got the colours sorted out - 3 nice Timer B raster splits to emulate FUN FUN FUN!

 

Working on the control scheme now... think I've settled on:

 

; C - Select Weapon (Shift)
; B - Fire
; +UP - Faster
; +DW - Slower
; A - Tractor Beam On/off (T)
;
; 1 - Stardrive on/off (D)
; 2 - Identify Object under crosshairs (I)
; 3 - Audio Analysis of nearest object (A)
; 4 - Status Report ®
; 5 - Inventry Mode (I)
; 6 - Give Object (G)
; 7 - Rotate tractor object left (<)
; 8 - Pull tractor object (M)
; 9 - Rotate tractor object right (>)
; 0 - Collect tractor object ©
;
; PAUSE - Pause (Backspace)
; OPTION - Exit Inventry Mode (E)
; * - Jettison object (J)
; # - save game (F10)
; *+# - abort (ESC)
Had to dump all the viewport keys and stuff, not enough buttons!
I'll probably have the game check the MT for a save when it starts and ask if you want to load it. (Once I get save/load working, that is)
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OK, fixed it up a bit...

 

Here's the keys (not the same as above)

 

;
; Keymapping:
;
; C - Select Weapon (Shift)
; B - Fire
; +UP - Faster
; +DW - Slower
; A - Tractor Beam On/off
;
; 1 - Stardrive on/off
; 2 - Identify Object under crosshairs (I) / Inventry (Paused)
; 3 - Audio Analysis of nearest object (A)
; 4 - Status Report ®
; 5 - Toggle Cockpit (Enter)
; 6 - Give Object (G)
; 7 - Rotate tractor object left (<)
; 8 - Pull tractor object (M)
; 9 - Rotate tractor object right (>)
; 0 - Collect tractor object ©
;
; PAUSE - Puase (Backspace)
; OPTION - Exit Inventry Mode (E)
; * - Jettison object (J)
; # - save game (F10)
; *+# - abort (ESC)
Also, fixed up the raster splits so the colours are correct:
post-11520-0-35065400-1427108574_thumb.pngpost-11520-0-12640300-1427108580_thumb.png
enjoy!
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You mean Jez San?

 

Full credits for game/Team involved:

 

Coder : Adrian Friday

Coder : Alister Perrott

Coder : Chris Humphries

Coder : Jez San (Jeremy)

Coder : Paul Gomm

Coder : Pete Warnes

Coder : Richard Clucas

Coder : Tim Watson

Graphician : Danny Emmett

Graphician : Herman Serrano

Musician : Dave Lowe (Uncle Art)

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Got the colours sorted out - 3 nice Timer B raster splits to emulate FUN FUN FUN!

Working on the control scheme now... think I've settled on:

; C - Select Weapon (Shift)
; B - Fire
; +UP - Faster
; +DW - Slower
; A - Tractor Beam On/off (T)
;
; 1 - Stardrive on/off (D)
; 2 - Identify Object under crosshairs (I)
; 3 - Audio Analysis of nearest object (A)
; 4 - Status Report ®
; 5 - Inventry Mode (I)
; 6 - Give Object (G)
; 7 - Rotate tractor object left (<)
; 8 - Pull tractor object (M)
; 9 - Rotate tractor object right (>)
; 0 - Collect tractor object ©
;
; PAUSE - Pause (Backspace)
; OPTION - Exit Inventry Mode (E)
; * - Jettison object (J)
; # - save game (F10)
; *+# - abort (ESC)
Had to dump all the viewport keys and stuff, not enough buttons!
I'll probably have the game check the MT for a save when it starts and ask if you want to load it. (Once I get save/load working, that is)

never mind was going to ask about two controllers, but someone beat me to it.

Edited by Gunstar
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  • 4 months later...
  • 5 years later...
3 hours ago, Rick Dangerous said:

I'm sure there are reasons for this. 

I felt it didn't work well with DPAD so just shoved it aside. Also the YM sounds are not 'effect driven' - the game directly drives the registers on the chip to warble and pitch effects.

 

With mouse and new techniques neither are insurmountable these days, but after 6 years it would probably be better to just start again - and right now, no time or inclination for this one.

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I really enjoy how this game looks, I went and got the dos version so I could check it out on my PC.  Man, the sounds in the dos version are terrible (pc speaker only, no main menu music), and the controls are very difficult to figure out without the manual!  I had to do some internet sleuthing in order to find out how to up the throttle, as this is the first 3d spaceship game I've ever played that didn't increase throttle with a single button (it involved holding the right mouse button while moving the mouse forward).  The draw distance makes it pretty difficult to engage enemy space pirates... nevertheless, considering this game came out in, what, 1988? 1989?  The graphics are mind blowing!

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