AMOS ASTEROIDS 20/July/91 Issue 2 ---------------------------------- (Ramos1.3 and compiled versions) Public Domain By Mike Widdess 0494-451272 1. Introduction Here are four versions of the old Asteroids game, first seen in arcades in the late 1970's, and then on the Atari console. All the features are implemented, except hyperspace, which I regard as a waste of processor power. On Version 1 and 2 all graphics are computed rather than drawn by an artist. On versions 3 and 4 the computed sprites from version 1 were pasted onto the screen,saved into 2 IFF files for sprites (4 colour), bobs (16 colour) and touched up in DPaintII, and then converted back to a sprite bank by 2Iff_to_Ast6.amos, which is also on the disk. Versions 2 and 4 are compiled using version 1.0 of the amos compiler. The source code is versions 1 and 3, no changes have been made to compensate for the timing differences of the compiled versions. 2. Loading 2.1 Booting The disk should be write enabled to allow high scores to be saved. Reset or power on the machine with disk in internal disk drive. The disk will autoboot, display README file. When you exit the README program then the selection menu will load automatically. To get back to the selection menu, key Ctrl and C simultaneously. The menu will reload shortly. 2.2 From Workbench The disk should be write enabled to allow high scores to be saved. Boot your normal Workbench, place the Asteroids disk in any drive double click on the disk, the Mikewid drawer, and one of the Amos icons and the selected program will load. The Icons in the Mikewid drawer are as follows. AstMenu.amos The Selection Menu Ast29.amos The original style 4 colour version. Ast29_C.amos The compiled version of Ast29 Ast39.amos The 16 colour version Ast39_C.amos The compiled version of Ast39 Readme This File When running from your workbench beware of low memory if you only have 512k, your workbench may need more memory than the boot disk. Choose the version you want to try, from the menu. (the sixteen colour compiled version is probably the best). 2.3 From Amos Load Amos1.3 as normal. The programs and data files are all in the mikewid drawer. Files needed to run are Ast*.amos, title.iff, palette.iff, asteroids.hi, mfriff.abk, all files must be kept in the same drawer. Ast6.abk is the sprite bank of the 16 colour version, not loaded, as the bank is automatically saved with the program. 3. Playing the game. The object of the game is to destroy as many levels of rocks as possible, and avoid and destroy the alien ship which appears when there are less than 4 rocks left, and you miss 4 times in a row. The game is played with a joystick in port 2. Left= Rotate Left Right= Rotate right Fire= Shoot Forward= Thrust - the ship will gradually accelerate while the stick is forward, to stop rotate 180 degrees and thrust again, the ship will decellerate gradually while the stick is forward. The best tactic is to stay in the centre of the screen rotating and firing, and only thrust to escape the alien ship, get behind it and shoot it. 4.Scoring Large asteroids - 100 Medium asteroids - 200 Small asteroids - 300 Alien ship - 10000 Extra ship every 20000 There is a high score table on disk. If you wish to start the high scores from scratch, delete mikewid/asteroids.hi, a new version will be created with scores of 1. The game disk must be write enabled so that high scores can be saved. There is no way round this, other than alter the program.