ballyalley Posted March 3, 2016 Share Posted March 3, 2016 Are there any clones of Midway's 1980 game "Space Zap?" I'm referring to this game: http://www.arcade-museum.com/game_detail.php?game_id=9692 http://www.keithsarcade.com/space-zap.html I don't care if the clone or port is a commercial release, public domain program, or a type-in listing: it doesn't matter to me. I'd just like to see an Atari 8-bit version of this game, as I've been playing the Bally Arcade/Astrocade game (called "Space Fortress") lately. Adam Quote Link to comment Share on other sites More sharing options...
+MrFish Posted March 3, 2016 Share Posted March 3, 2016 See this thread, starting here: Game Titles I Like To See Appearing On A8 Hardware - Space Zap Quote Link to comment Share on other sites More sharing options...
ballyalley Posted March 3, 2016 Author Share Posted March 3, 2016 See this thread, starting here: Game Titles I Like To See Appearing On A8 Hardware - Space Zap I did a search and that thread didn't come up. Thanks for pointing it out to me. No true "Space Zap" clones are in the above thread-- although an AtariAge forum users named "Rybags" made his own back in the early 80s. Here's what he says: As it would happen, I did Space Attack back in 1983. It was the first or second full game I ever did on Atari, and the first incorporating assembly routines within a Basic program. I did the game based on the how to play guide alone from the book "How to master the video games". I don't think I've ever seen a real machine, maybe played it once or twice in Mame. The version I did only has enemies coming at you, they don't shoot then disappear like the arcade. The explosion of your ship sequence... heavily infuenced by a popular game of the time, no prize for guessing which one. Download from Atarimania - http://www.atarimania.com/game-atari-400-800-xl-xe-space-attack_27933.html The above link to the game is only the BASIC game. Here's a link to a disk with the "Space Attack" and DOS on it: http://atariage.com/forums/topic/242517-game-titles-i-like-to-see-appearing-on-a8-hardware/page-3?do=findComment&comment=3442176 I played "Space Attack" and found it far too easy. I played about a fifteen minute game and it was quite uneventful until the end-- when I basically lost all my ships one after the other. "Space Attack" looks nice and the control is all you could ask for. I like the different "fireballs" (especially the ones that look sorta like teddy bears), but there is no variety to the gameplay. Plus, much like the BASIC version of this game on the Astrocade (called "Astro Zap 2000!"), the top and bottom "fireballs" are all that you really need to worry about, because they start off closer to the ship than the two "fireballs" on the right and left sides. I think that it's pretty incredible that "Space Attack" is based on a description of a game from a book-- that's a great story! I only played one game of "Space Attack," but I figured I may as well post my score of 20,300: I'd be curious to know what other people think of "Space Attack." Has anyone else played it? Surely, with the many thousands of game released on the Atari 8-bit, there must be a "Space Zap" clone-- how could this have been overlooked? Quote Link to comment Share on other sites More sharing options...
+Stephen Posted March 3, 2016 Share Posted March 3, 2016 We could do the game completely in hi-res mode, and use stretched PM/G graphics to simulate the screen overlay. Quote Link to comment Share on other sites More sharing options...
Irgendwer Posted March 3, 2016 Share Posted March 3, 2016 #Surely, with the many thousands of game released on the Atari 8-bit, there must be a "Space Zap" clone-- how could this have been overlooked? http://a8.fandal.cz/detail.php?files_id=2881 Quote Link to comment Share on other sites More sharing options...
+CharlieChaplin Posted March 4, 2016 Share Posted March 4, 2016 (edited) There is more than one clone, I do have approx. 10 games in my collection... lets ask atarimania: - Cylon Zap: http://www.atarimania.com/game-atari-400-800-xl-xe-cylon-zap_14014.html (- Galactic Patrol looks like a Space Zap clone, but isn`t...) - Genetic Drift: http://www.atarimania.com/game-atari-400-800-xl-xe-genetic-drift_2183.html - Laserbase: http://www.atarimania.com/game-atari-400-800-xl-xe-laserbase_2913.html - Space Attack: http://www.atarimania.com/game-atari-400-800-xl-xe-space-attack_27933.html - Space Base: http://www.atarimania.com/game-atari-400-800-xl-xe-space-base_7150.html - Star Castle: http://www.atarimania.com/game-atari-400-800-xl-xe-star-castle_4973.html - Starbase alpha: http://www.atarimania.com/game-atari-400-800-xl-xe-starbase-alpha_5016.html - and a few more (Sternenfestung comes to mind, have to look it up, since Atarimania and Fandal do not list it; maybe it is just Star Castle with a german title, maybe it is another game...) Edited March 4, 2016 by CharlieChaplin 1 Quote Link to comment Share on other sites More sharing options...
Rybags Posted March 4, 2016 Share Posted March 4, 2016 I think I mentioned before but the problem with the game is it's just too simple. It's like the grandfather of a poor man's "Plants vs Zombies". Except there's next to no variation in the enemies or weapons they use like that game. It is what it is. Sort of like Space Invaders. Ask for an improved SI, you get pointed to Galaxian or Galaga. Ask for an improved Space Zap you get pointed to stuff like Plants vs Zombies. 2 Quote Link to comment Share on other sites More sharing options...
917k Posted March 5, 2016 Share Posted March 5, 2016 (edited) The first iPad game I wrote and published in the app store was inspired by Space Zap! Edited March 5, 2016 by 917k Quote Link to comment Share on other sites More sharing options...
_The Doctor__ Posted March 16, 2016 Share Posted March 16, 2016 I think thats why he wants a direct space zap port.... he doesn't want it to be like anything else... He wants SPACE ZAP.... and based on what I have seen here.. anything it possible! Quote Link to comment Share on other sites More sharing options...
Bryan Posted March 17, 2016 Share Posted March 17, 2016 Well, it's a 16K game for Astrocade-style hardware. People here (like xxl) have been doing Z80 Spectrum ports so hopefully getting the game logic converted to 6502 won't be too much of a problem. The arcade code apparently is written in color, but only b&w monitors were used (MAME lets you play the color version). An A8 port could support both a 160 color mode and a 320 b&w version. Here's how it starts: 0000 00 nop 0001 00 nop 0002 f3 di 0003 c3 15 00 jp 0x0015 0006 00 nop 0007 00 nop 0008 dd 2b dec ix 000a dd 70 00 ld (ix+0),b 000d dd 2b dec ix 000f dd 71 00 ld (ix+0),c 0012 c1 pop bc 0013 fd e9 jp (iy) 0015 3e 01 ld a,0x01 0017 d3 08 out (0x08),a 0019 3e f0 ld a,0xf0 001b d3 f8 out (0xf8),a 001d 3e 0f ld a,0x0f 001f d3 fa out (0xfa),a 0021 d3 fb out (0xfb),a 0023 3e 01 ld a,0x01 0025 d3 ff out (0xff),a 0027 dd 21 00 d8 ld ix,0xd800 002b 31 80 d7 ld sp,0xd780 002e 01 dc 3c ld bc,0x3cdc 0031 fd 21 35 00 ld iy,0x0035 0035 0a ld a,(bc) 0036 03 inc bc 0037 11 ea 3d ld de,0x3dea 003a 6f ld l,a 003b 26 00 ld h,0x00 003d 29 add hl,hl 003e 19 add hl,de 003f 5e ld e,(hl) 0040 23 inc hl 0041 56 ld d,(hl) 0042 eb ex de,hl 0043 e9 jp (hl) 0044 dd 4e 00 ld c,(ix+0) 0047 dd 23 inc ix 0049 dd 46 00 ld b,(ix+0) 004c dd 23 inc ix 004e fd e9 jp (iy) 0050 0a ld a,(bc) 0051 03 inc bc 0052 6f ld l,a 0053 0a ld a,(bc) 0054 03 inc bc 0055 67 ld h,a 0056 e5 push hl 0057 fd e9 jp (iy) 0059 0a ld a,(bc) 005a 03 inc bc 005b 6f ld l,a 005c 26 00 ld h,0x00 005e e5 push hl 005f fd e9 jp (iy) 0061 0a ld a,(bc) 0062 03 inc bc 0063 6f ld l,a 0064 0a ld a,(bc) 0065 03 inc bc 0066 67 ld h,a 0067 e5 push hl 0068 c3 50 00 jp 0x0050 006b e1 pop hl 006c 0a ld a,(bc) 006d 03 inc bc 006e 5f ld e,a 006f 0a ld a,(bc) 0070 03 inc bc 0071 57 ld d,a 0072 19 add hl,de 0073 e5 push hl 0074 fd e9 jp (iy) 0076 e1 pop hl 0077 29 add hl,hl 0078 c3 6c 00 jp 0x006c 007b 21 00 00 ld hl,0x0000 007e e5 push hl 007f fd e9 jp (iy) 0081 21 01 00 ld hl,0x0001 0084 e5 push hl 0085 fd e9 jp (iy) 0087 e1 pop hl 0088 e5 push hl 0089 e5 push hl 008a fd e9 jp (iy) 008c e1 pop hl 008d d1 pop de 008e d5 push de 008f e5 push hl 0090 d5 push de 0091 e5 push hl 0092 fd e9 jp (iy) 0094 e1 pop hl 0095 fd e9 jp (iy) 0097 e1 pop hl 0098 d1 pop de 0099 e5 push hl 009a d5 push de 009b fd e9 jp (iy) 009d e1 pop hl 009e 5e ld e,(hl) 009f 23 inc hl 00a0 56 ld d,(hl) 00a1 d5 push de 00a2 fd e9 jp (iy) 00a4 e1 pop hl 00a5 5e ld e,(hl) 00a6 16 00 ld d,0x00 00a8 d5 push de 00a9 fd e9 jp (iy) 00ab e1 pop hl 00ac d1 pop de 00ad 73 ld (hl),e 00ae 23 inc hl 00af 72 ld (hl),d 00b0 fd e9 jp (iy) 00b2 e1 pop hl 00b3 d1 pop de 00b4 73 ld (hl),e 00b5 fd e9 jp (iy) 00b7 e1 pop hl 00b8 36 00 ld (hl),0x00 00ba 23 inc hl 00bb 36 00 ld (hl),0x00 00bd fd e9 jp (iy) 00bf d1 pop de 2 Quote Link to comment Share on other sites More sharing options...
ballyalley Posted March 17, 2016 Author Share Posted March 17, 2016 Well, it's a 16K game for Astrocade-style hardware. People here (like xxl) have been doing Z80 Spectrum ports so hopefully getting the game logic converted to 6502 won't be too much of a problem. The arcade code apparently is written in color, but only b&w monitors were used (MAME lets you play the color version). An A8 port could support both a 160 color mode and a 320 b&w version. The Bally/Astrocade version of "Space Fortress" (the home version's name of "Space Zap") would probably be much easier to port to the Atari 8-Bit. That version of the game is only 4K, so the code would be much easier to look through. I began a disassembly of "Space Fortress," back in 2012. The source code can be found here: http://www.ballyalley.com/ml/ml_source/spacefor.asm The disassembly is only lightly commented, but it's a start. If you assemble the code, then you'll get a byte-for-byte 4K binary that is identical to the cartridge release of the game. You could then play it under MAME using the Astrocade emulation available there. Here are the first few lines of the "Space Fortress" disassembly: ; "Space Fortress" ; For the Bally/Astrocade ; ; SPACE FORTRESS #2012 ; Programmed by Bob Odgon ; Copyright 1981, Astrovision, Inc. ; ; Disassembly Started Sept. 5, 2012 by AJT ; ; This game is based on Midway's "Space Zap" game released in 1980. ; ; This program can be assembled usign ZMAC. Make sure that HVGLIB.H ; is in the same directory and then type: ; zmac -i -m -o spacefor.bin -x spacefor.lst spacefor.asm ; ; Version History: ; .01 (Sept. 9, 2012) - First public release ; INCLUDE "HVGLIB.H" ; Home Video Game Library ; Equates L0228 EQU $0228 ; "# OF PLAYERS" Text String Address LIVES EQU $4F4C ; Number of Player Bases (or "Lives") GAMDIF EQU $4F4E ; Game Difficulty Setting NUMPLY EQU $4FF3 ; Number of Players ORG FIRSTC ; FIRST address in Cartridge DB "U" ; User Cartridge Sentinel DW MENUST ; Link to Head of On-Board MENU STart DW L2886 ; Address of "SPACE FORTRESS" menu text DW L2F5E ; Jump here if "SPACE FORTRESS" selected ; Reset Vector Jumps - Used with RST Instruction JP L202A ; Reset VECTor #1 / 8 / $08 JP L2046 ; Reset VECTor #2 / 16 / $10 JP L2533 ; Reset VECTor #3 / 24 / $18 JP L2088 ; Reset VECTor #4 / 32 / $20 JP L2BAE ; Reset VECTor #5 / 40 / $28 JP L28AF ; Reset VECTor #6 / 48 / $30 ; User's Macro Subroutine $80 ; --------------------------- ; JumP address = $2027 ($1FA7 + $80) ; Mask ARGument address = $2029 ($1FE9 + ($80/2)) ; User Macro $80 has two arguments based on a mask of 0000 0011B ; Registers D and E are loaded when the User Macro is SYSSUKed. ; See BIOS listing for more details. L2019: EXX LD HL,L2025 PUSH HL LD HL,($010D) PUSH HL EXX DI RET L2025: EI RET ; L2027: DW L2019 ; User's Macro Subroutine $80, JumP address L2029: DB 00000011B ; User's Macro Subroutine $80, Mask ARGument ; Interrupt Service Routine #1 L202A: LD E,A LD D,$00 L202D: ADD HL,DE ADD HL,DE LD E,(HL) INC HL LD D,(HL) RET As was the case with nearly all of the Astrocade games, "Space Fortress" makes heavy use of the Astrocade's 8K built-in ROM (usually referred to as the "On-Board ROM"). The On-Board ROM contains the four built-in programs: "Gunfight," "Checkmate," "Calculator," and "Scribbling." In order to understand the above disassembly, it is necessary to use the official documentation for programming the Bally Arcade. This book is called "The Handbook of Hardware & Software" (aka "Nutting Manual") and was released in 1978 by Dave Nutting Associates, Inc. Luckily, it is easy to obtain-- here is a link to it: http://www.ballyalley.com/ml/ml_docs/ml_docs.html#NuttingManual Also, for those who are interested, the heavily-commented source code for the Bally's on-board ROM is available too. This can be downloaded here: http://www.ballyalley.com/ml/ml_source/ml_source.html#AstrocadeOn-BoardROM I'd love to see "Space Zap" (or "Space Fortress") appear on the Atari 8-Bit featuring the "Hi-Res" graphics from the Arcade version of the game. 1 Quote Link to comment Share on other sites More sharing options...
ballyalley Posted March 17, 2016 Author Share Posted March 17, 2016 For those who are interested in the Astrocade version of "Space Fortress," it was played in the Astrocade High Score Club just a few weeks ago: http://atariage.com/forums/topic/249888-hsc01-round-2-space-fortress/ If you'd like to compete for a high score on "Space Fortress," then starting in the next round of the HSC (this coming Monday), "Space Fortress" will be available again for competition. On first glance, it might look like I made every post in the above thread, but I only reposted multiple posts to the thread when I moved it over from the Bally Alley discussion group. (It's neat to see interest in this thread-- I didn't expect many people to read it. Perhaps "Space Zap" is remember better than I thought it was-- or maybe it's a cult classic?) Quote Link to comment Share on other sites More sharing options...
+Tarzilla Posted March 17, 2016 Share Posted March 17, 2016 I played the arcade version a bunch at the last Arcade Expo last January. I love the sound, and playing with just giant buttons is definitely a different experience compared to joysticks on any of the home ports. I guess I should finish this: [click to animate] http://atariage.com/forums/topic/232653-wip-gnp-1002/ 2 Quote Link to comment Share on other sites More sharing options...
ballyalley Posted March 17, 2016 Author Share Posted March 17, 2016 I played the arcade version a bunch at the last Arcade Expo last January. I love the sound, and playing with just giant buttons is definitely a different experience compared to joysticks on any of the home ports. I guess I finish this [version of "Space Zap" that I'm working on] Your game looks like it has some great potential. Is there a playable version available? Quote Link to comment Share on other sites More sharing options...
+Tarzilla Posted March 18, 2016 Share Posted March 18, 2016 Your game looks like it has some great potential. Is there a playable version available? Not yet, I'm going to upgrade the code to the newest version of IntyBASIC next week and refactor some of the code based on what I have learned in the last 15 months. Quote Link to comment Share on other sites More sharing options...
ballyalley Posted March 18, 2016 Author Share Posted March 18, 2016 Not yet, I'm going to upgrade the code to the newest version of IntyBASIC next week and refactor some of the code based on what I have learned in the last 15 months. Wow-- somehow I completely overlooked that this was for the Intellivision! Now I'm completely floored. Now that I know the Intellivision controller will be used, I really, really, think that diagonals are a bad idea. This game is being programmed in intyBASIC?!? I had no idea that it was so capable. I'm glad that I listen to the Intellivisionaries podcast (well, not all of them yet), or else I'd have no idea what this BASIC was all about. Quote Link to comment Share on other sites More sharing options...
+Tarzilla Posted March 18, 2016 Share Posted March 18, 2016 Wow-- somehow I completely overlooked that this was for the Intellivision! Now I'm completely floored. Now that I know the Intellivision controller will be used, I really, really, think that diagonals are a bad idea. This game is being programmed in intyBASIC?!? I had no idea that it was so capable. I'm glad that I listen to the Intellivisionaries podcast (well, not all of them yet), or else I'd have no idea what this BASIC was all about. IntyBASIC is a compliler, not an interpreter, therefore we get surprisingly near enough assembler speed. I'm also aware of the quirks of the 16 way controller, the diagonals might work, but I might make is so that certain levels are diagonal only, it'll be a "feel" thing when I test it on real hardware. The end result might just stick to 4 way. Check out Missile Domination or Copter Command, they are both IntyBASIC games (with maybe a little bit of optimized assembler.) Quote Link to comment Share on other sites More sharing options...
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