Projet X2

est une réécriture GEM d’un ancien jeu de tir. Le but est d’y rejouer depuis le bureau, dans les résolutions étendues des dernières machines et émulateurs Atari (FireBee, Falcon+CT60, Aranym, AtariX, etc).
Une version de travail est proposée à chaque étape de développement afin de constater l’avancée.

is a GEM rewrite of an old shoot’em’up game. The purpose is to play it again on the desk, on the latest and high-end Atari machines or the new emulators (ie FireBee, Falcon+CT60, Aranym, AtariX).
The game is not yet finished. A ‘work in progress’ version is released when an important step is reached.

Archive Size Version Date
English 68K CFv4e 720.2 KB w.i.p May 26th 2018
GFA Source 202.8 KB

Some snapshots of the game (1 2 3 4 5) and its level editor (1 2 3 4 5).

11 thoughts on “Projet X2”

    • fix: bad RSC object numbers in preferences window.
    • fix: increase initial GFA malloc to $m384000 at launch.
    • fix: the .XYL files were not properly closed, GEMDOS error -35 under monoTOS4 or EmuTOS-only.
    • fix: progress bar for levels maps loading.
    • fix: workstation_format value included in the cache validity test.
    • fix: zoom *2 couldn’t be selected if screen width was exactly 640px.
    • add: built-in zoom for 16c and 256c chunky screenmodes (pixels packed format).
    • fix: l3 tadpole nest and l3 mouth still blocked the way after their death.
  1. Game:

    • add: level 2, 3, 4, 5 with animated scenery and foes except half-boss and boss.
    • add: for tests keys 1 2 3 4 5 of the main keyboard to change level.
    • add: in the preferences, background stars display can be disabled. This speeds up display (2 big screen-sized masks avoided).
    • fix: quicker collision detector map/ship.
    • fix: some cache files could be saved empty if memory block was exactly 24000*planes_nb& (happened with 16 colors screenmode).

    Editor:

    • add: levels 2, 3, 4, 5
    • add: uses the game image cache to quickly load the graphics (if same color screenmode and if the game *.INF is found).
    • add: in sprite selector, infos on sprite id and foe name.
    • add: foes which are link to the scenery are displayed instead of white line trigger.
    • fix: could not edit level (forgot to verify after package-bonus management add, sorry).
    • add: loots descriptions in the ST-Guide documentation.
    • add: (some, Falcon compatible) sounds.
    • fix: SNDH music was not correctly enabled (carefull, still crashy).
    • fix: scenery wasn’t blocking ship if its speed was more than 2.
    • fix: inscrease speed scale of the ship (was too sluggish).
    • fix: squares xywh-coords for shots and foes were not correctly reduced, amonite body square is reduced more.
    • add: amonit arm stops shots except laser.
    • fix: foe’s bullets dies hurting ship.
    • fix: foes were hit even if not yet displayed ontop.
    • fix: whiteness when hit, in 16c and 256c screenmodes.
    • fix: 10ms pause between zapper flashes (Aranym displays too fast).
    • fix: loots moves are now circular.
    • fix: credits bubbles were synchronized when boss dies.
    • del: keys for shield, power-up, speed (for tests).
    • del: super weapons at ship init (for tests).
    • fix: launch less bombs.
    • fix: mature spout head animation.
    • fix: drone moves, following behind the ship, shooting 8 bullets.
    • rem: electro drone is left as it is, defensive and rotating (difference with original game, which is offensive).
    • fix: display preference : disable sizes buttons if zoom is larger than screen width.
    • fix: key management for edit fields nickname+location in preferences window.
    • add: new life animation (with seconds of invulnerability).
    • add: ship and foes damages (collisions and explosions).
    • add: tubeworm hits are converted to iron bullets.
    • add: drone and electro ball stop bullets.
    • add: homers targeted to some movable creatures, if hit homer die with foe.
    • add: shield minimize energy loss, shield looses strength when hurt.
    • add: loots: 50%/100% energy, large/small credit bubbles, Shield mod, Celerity mod, autoFire mod, Power-mod, Side-shot medal, Super Zapper medal, Super Nashwan medal, capsule (containor of loot, can be triggered in the map editor (see snapshot)), weapons add-ons.
    • add: score, energy and lifes displayed in main window.
    • add: score and local highscore displayed in highscores window information bar.
    • add: sndh music routine from Manga Puzzle (not tested). Music is choosen in preferences with fileselector.
    • add: remaining creatures for level 1 (tube worm, mature spout, amonit boss).
    • add: bullets from various creatures.
    • fix: possible crash at game start (peek/poke outside map memory).
    • others unseen fixes.
    • add: Joystick 1 routine by Lonny Pursell.
    • add: Jagpad A routine by Simon Sunnyboy / Paradize (not tested)
    • add: display option: hide mouse cursor while ingame (reappears if pause).
    • add: moves generator util and .xyl files.
    • add: display and animation for some mobiles creatures (with sample moves, but not same as orignals game).
    • add: yellow thin and red fixed corals animation.
    • add: left and right bloom creature.
    • add: ST-Guide documentation.
    • fix: freeze at init, with Falcon CT60 monoTOS (thanks Arachide).
    • fix: memory problems (sizes and indexes) in load/save maps functions.
    • chg: maps uses mxallocated arrays instead of GFA internal DIM.
    • fix: background display under monoTOS.
    • add: graphics of level 1.
    • add: level editor (in .UTL folder).
    • add: display of inanimated items of level map.
    • add: backward scrolling (if ship at bottom screen).
    • add: collision detection between ship and map items.
    • chg: revamped preferences window.
    • fix: background stars differential moves.
    • fix: call of ST-Guide documentation.
    • fix: desk background set at start.
    • add: palette management (for 16c and 256c screenmodes).
    • add: all weapons (blast, double blast, rear blast, sides blasts, canons, homers, lasers, flamers, mines, drones) and shield.
    • keys for tests: arrows, numeric pad (moves), s (shield on/off), p (increase power), shift (fire).

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