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- ATTENTION: PLEASE do not distribute YARS REVENGE without this
- !!!!!!!!! document, or the files listed at the bottom of this
- document. Thank you! -MIKE
-
- ----------------------------------------------------------------------
- VERSION 1.0
- Y A R S
-
- R E V E N G E
-
- THE QOTILE ULTIMATUM!
-
- FOR GAMEBOY(tm)
-
- ----------------------------------------------------------------------
- Dedicated to Micki and Jenny because they accept our vices
- ----------------------------------------------------------------------
-
- TABLE OF CONTENTS:
-
- 0.0 History
- 1.0 Why Yar's Revenge?
- 1.1 Z80, Gameboy(tm) and the Universe
- 1.2 YARS REVENGE <=> RAY'S REVENGE??
- 1.3 Credit where credit is due!
- 2.0 "You're a fly named Yar on a quest in space..."
- 2.1 Scoring
- 2.2 Controls
- 2.3 Level Divisions
- 2.4 Different Qotiles!
- 3.0 Technical Information
- 3.1 Debug Game Variables
- 4.0 Who are these guys?!
- 4.1 Brains for Hire
- 5.0 Copyrights
- 6.0 Thanks to all our Gameboyz...
- 7.0 What is included
-
- 0.0 History
-
- Here is a documented project history. Not very useful, but helpful
- in tracking my insanity. I have an old school pride in getting
- things done QUICKLY. Thanks to folks mentioned throughout this
- document, I was able to do that. All work was done in my free
- time (Which is VERY limited when you work full-time).
-
- 12-13-96 ***** RELEASE DAY OF V1.0!! *****
- Friday the 13th, our lucky day. Game appears to
- to be complete! Final stages of bug reporting.
- Initial release! Jeff Frohwein says it may not
- be able to be burned, first time hearing about
- update issues. I'm gonna order a smart card
- system!
-
- 12-12-96 Added pause, fixed some bugs, added level
- indicator. Bob informs me he has reached
- a score of 114,000. Can I beat it?
- looks like next week for release. Just have
- to bug check the whole thing. Already laying
- out plans for next project! Mars Attacks!
- comes out tomorrow at the show, how fitting...
- I got 245,853 points!
-
- 12-11-96 Fixed Quotile shooting bug (It didn't see you
- at the far right). Fixed startup shooting bug
- as well. Also put x-limit on shooting so you
- can't shoot cells from the far left! Fixed
- right boundary problems, fixed all collisions
- for better accuracy. Added more levels.
- Added hidden *LEVEL SELECT*. Added Qotile
- sound effects based on DX/DY. Added windup
- effect for Qotile spin. Bob got 140,000+
- tonight! MY GOD! He's iNsAnE! I think a
- release is finally ready... a few more bug
- fixes.
-
- 12-10-96 Added High Score Keeping. It seems to work.
- Bob got 89,000+ last night! Wowza.
- Yar Overlay finished. Got a new colorscheme!
- Bob starts work on new driver, will be used
- in upcoming Gameboy(tm) title (Not Yars!).
-
- 12-09-96 Officially organized YARS.TXT and added GAME OVER
- screen. Damn, I need to organize my spaghetti-
- like code! Scoring and free live conditions set.
-
- 12-08-96 We now have score, levels, difficulty, intermission,
- lives. A new Intermission tune by Bob. Bob and
- Mike power-talk via e-mail. Many code swaps done
- through E-Mail.
-
- 12-07-96 We now have collisions, effects, etc. A sub-title
- screen offers copyright info. Sent source code
- to myself in a sealed, postage marked envelope for
- precautions. (Not to protect money making potential,
- just so I can take action against people who claim
- it is THEIR work. Feel free to rip my source, as
- I have done to others. But make sure you credit
- those people! I will gladly make source available
- to trustworthy fellows!) Also, I think I am wasting
- too many cycles. I will work on slashing code for
- next revision.
-
- 12-06-96 We have a Zorlon Cannon, a cruise missile.. No collisons.
-
- 12-05-96 We have music. My lame themes are replaced by Bob's
- wonderful tunes. Added more game elements. Ripped
- GBAPA2 for line drawing routine to shoot SWIRL. Took
- me too long to figure out. Wasted whole day! I'm
- a loser!
-
- 12-04-96 Yar's is working! I can recognize things. Got it
- moving with sound. Found out Yar's was Girlfriend's
- favorite game. I did it on purpose (wink...wink How
- did I know??) She still calls me a nerd.
- Bob wanted a sound tracker, he got one. The worst
- tracker ever made. You go Bob.
-
- 12-02-96 Added control. Wow, that HERO/ZERO document
- rules. POWER! Think I'll make YARS.
-
- 11-30-96 We have sound! Thanks PAN of Anthrox! I can
- also animate, Thanks me for being me!
-
- 11-29-96 My first sprite and PCX conversion. How good my
- little sprite looks over a picture of Shaft Daddy
- from the World Wide Waste (www.oeonline.com/~bip)
-
- 11-28-96 Wow, I got a screen up. It reads "John's Bogus
- Adventure by McNeff Games" (This was an inside
- joke that lead to my first contact with GB
- programming.)
-
- 1.0 Why Yar's Revenge?
-
- As a child, I spent countless hours playing Yar's Revenge on the Atari 2600.
- It wasn't until a few years ago that I found another copy of the game that
- included the comic book (Which was M.I.A. amongst my other comics).
- I again became addicted to the game when John Dullea's PC ATARI emulator
- came out. The choice was easy. Among all other classic games, Yar's
- was the way to go.
-
- 1.1 Z80, Gameboy(tm) and the Universe
-
- On 11-28-96, I downloaded a text file from a site on the internet called
- ANTHROX. In it, a fellow by the name of PAN supplied some technical
- information on the Gameboy(tm). After looking at it a while, I realised my
- classic C-64 assembly skills could be put to action and I quickly went
- to work on creating a text display. Thanks to people like Jeff Frohwein
- and the folks at Damaged Cybernetics, I was able to download so much
- information that in about a week I was able to get a working, playable,
- copy of Yar's Revenge.
-
- 1.2 YARS REVENGE <=> RAY'S REVENGE??
-
- Oftentimes, when arcade games are copied for home video systems, the
- resulting game is a lackluster rendition of the original. However, the
- designer of Yars' Revenge, Howard Warshaw, avoided this potential problem.
- "The original assignment was to do the coin-op game Star Castle," said
- Warshaw, "But I felt that the game would translate poorly into the 2600.
- My objective when designing a game is to achieve good play, not copy
- something regardless. So I topologically reconfigured Star Castle, added
- a few twists, and voila, Yars' Revenge was born."
-
- Although the marketing department usually decides on the name for a
- particular game, Howard used a little ingenuity to get the name he
- wanted on the product. "Marketing was considering a number of very lame
- names for the game. So I invented Yars' Revenge and actually wrote the
- story for the game that was done in a comic book and released with
- the game. The way I did it was to write the story, then "leak" some info
- to marketing that would lock up the title. The reason it is named
- YARS' Revenge, is that YAR spelled backwards is RAY. The CEO of Atari
- at the time was RAY Kassar. I told one marketing dude that Ray knew
- of the naming and was enthusiastic about it. I told him to keep this
- info to himself, knowing that it would be all over marketing in 2 hours.
- I also figured that no one in marketing would have the gumption to talk
- to Ray about this. So, they informed me in a couple of days that this
- title had been selected. I out marketed marketing."
-
- While at Atari (1981-1984), Howard also worked on the games Raiders of
- the Lost Ark and ET. "Since I left Atari, I have gotten a California Real
- Estate Brokers license (hated real estate), written and published two books
- (one on a gambling card game called Pan, and another on how to have a
- stellar college career called Conquering College), I have done some
- teaching in business and some local colleges, I took the LSATs (91%),
- I am a photographer and recently received my certification in video
- production. I have already done a documentary on Russian immigration
- and a corporate piece for Tecnomatix." Warshaw is currently writing CAD
- applications for Tecnomatix in San Jose.
-
- * Ripped from Activision's Classic Action Pack - Please do not be
- offended Activision!
-
- 1.3 Credit where credit is due!
- (Original Game Credits for the Atari 2600)
-
- Original Cartridge Programmer ...Howard Scott Warshaw
- Writer ...Hope Shafer
- Illustrators ...Frank Cirocco
- Ray Garst
- Hiro Kimura
- Art Director ...Steve Hendricks
-
- 2.0 "You're a fly named Yar on a quest in space..."
-
- GAME PLAY
-
- The primary objective of the game is to break a path through the shield,
- and destroy the Qotile with a blast from the Zorlon Cannon. The
- secondary objective is to score as many points as possible.
-
- The shield is the moving area in front of the Qotile base. It appears
- in one of two shapes, as an arch, or a shifting rectangle.
-
- The shield is made up of cells. The Yar scout can destroy these cells
- by firing at them with energy missiles, from any location on the
- playfield, or by devouring them on direct contact. (The Zorlon Cannon
- can be used to demolish cells, but this is a waste of a powerful
- weapon.)
-
- Once a path has been cleared through the shield, the Zorlon Cannon
- must be used to destroy the Qotile. To call up the cannon, the Yar
- can either eat five cells, or run over the Qotile.
-
- The Zorlon Cannon appears on the far left side of the playfield, and
- moves in a direct line with the Yar. This means the Yar is in its line
- of fire. It is important, therefore, to aim the cannon at the Qotile,
- fire it, and fly out of the way FAST!
-
- The Qotile shoots off two weapons. The Destroyer Missile and Swirls.
- The Destroyer Missiles come in a more or less constant stream, one
- at a time. The Yar must do his best to dodge them. Periodically the
- Qotile turns into a Swirl. This Swirl winds up and rushes after the
- Yar. A Swirl can be destroyed with the Zorlon Cannon by hitting it
- either in its base location, or in mid-air. The further you go into
- the armada, the Swirl becomes increasingly dangerous.
-
- The glittering path down the center of the screen is the Neutral Zone.
- This area will protect a Yar from Destroyer Missiles, but not from
- Swirls. While in the Neutral Zone, a Yar cannot fire any energy
- missiles of his own.
-
- When a Yar is hit by a Destroyer Missile, a Swirl or his own Zorlon
- Cannon, he dies. Each player has four Yars (Turns) to play in a
- game. Additional Yars can be earned.
-
- 2.1 Scoring
-
- ACTIVITY POINTS BONUS
- Cell, hit by missile 1
- Cell, devoured by Yar 5
- Cell, hit by Zorlon 10
- Qotile, destroyed 1000
- Swirl, destroyed in place 2000
- Swirl, destroyed in mid-air 6000 additional life
-
- 2.2 Controls
-
- ----------------------------------------------------------------------
- GAMEBOY ACTION VGB-DOS
- ----------------------------------------------------------------------
- D-PAD Moves Yar in any direction Cursor Keys/D-PAD
- BUTTON A Fire missile Left Alt/A BUTTON
- BUTTON B Fire Zorlon Cannon Left Cntrl/B BUTTON
- START Skip titles/Start Game/Pause Shift/C BUTTON
- SELECT Not Used. (?) Z/D BUTTON
-
- 2.3 Level Divisions
-
- There are about 8 different level divisions, designated by the
- Yar Commander's quote before each level. They are tightly spaced
- until you get into the higher levels, in which case the level
- divisions are about 60 levels apart! There are 255 levels before
- it flips. If you can get to level 255, you are too good for this
- game!
-
- 2.4 Different Qotiles!
-
- Yes, you heard it, throughout the heated battle different forms
- of Qotile will appear. Later in the fight, you go up against
- the Elite Qotile Destroyers, which are protected by gigantic
- shields! Also, beware of the Qotile tactics, they will do anything
- to destroy the Neutral Zone! If you can last that long, don't
- fret, Planet 3 has some tricks up their sleeves to destroy the
- Qotile's ability to protect themselves!
-
- 3.0 Technical Information
-
- If you have any questions on how we did it, we will gladly answer all
- e-mail (See Addresses Below).
-
- The music is tracked by a rather shoddy driver. It uses two track data
- and a third metronome track using the noise channel. A much more
- advanced tracker is in the works by Bob. Bob Baffy worked around my
- limited driver to produce the tunes you hear in the game.
-
- The graphics were created using Photoshop and GBCONVERT by HeroZero
- /OldSkool. I use 8x16 sprite mode to make life a little easier. I use
- two palettes, a flashing palette done by rotating the bits in the palette,
- and another that is the standard colors. I move the neutral zone and Qotile
- shield by rotating the bits left or right, depending on the case.
-
- I compile my work with TASM and the TASM69.TAB by Jeff Frohwein.
- I find that TASM is my favorite only because I know how to use it,
- and Jeff answers my questions! Thanks Jeff! I got around the
- 32k barrier by simply addressing the $014000, and then padding it,
- then using the LD $2000,#. Works like a charm.
-
- All my variables are in $c000 and $a000. Why? I felt like it. I split
- the two after I saw the GBAPA2 technical code that used variables in
- TASM. I used his variable space ($c000) by default. I also ripped
- his line drawing routine to figure out how to make the Qotile swirl
- aim at the yar. You have to respect the GBAPA2...
-
- I tried everything on VGB-DOS by Marcel De Kogel. Thanks Marcel for
- the incredible emulator! If someone tries it on a Gameboy(tm) and it
- works, let me know, please! I'm thinking about getting a Smart
- Card Backup System. Somebody give me some information on this, or
- if you know of anyone who produces GB carts, I want to tote my
- Yar's around!
-
- I use GBTOOL by Rip of Masters of Magic to redo the complement check and
- CRC check. Why? Because of the 32k limit on the crc.exe prg by Jeff.
- If you are writing under 32k, I highly recommend CRC.EXE for speed.
-
- How do I scroll the screen? I use the built in scrolling on the
- Gameboy(tm). The background stars are simply sprites to give the illusion
- of object scrolling. It was a good speed and programming trick on my
- part. ;)
-
- I mapped everything by hand because I was too lazy to program an editor,
- and all current editors do not work on my system for one reason or
- another. I hope to make a map and character set editor soon. Like Yars
- maps are complicated...
-
- 3.1 Debug Game Variables
-
- BANK 0
-
- $a000 Yar Frame $a01e Zorlon 0=no 1+=yes
- $a001 Anim count $a01f Yar Lives Counter
- $a002 Yar X $a020 How much cells eaten?
- $a003 Yar Y $a021 Death Pause
- $a004 Last Control input $a022 D.Timer A
- $a005 Shot DX $a023 D.Timer B
- $a006 Shot DY $a024 Screen Wipe A Win!
- $a007 Active Shot DX $a025 Screen Wipe B Win!
- $a008 Active Shot DY $a026 Screen Wipe C Win!
- $a009 Shot Life $a027 Level #
- $a00a SPR/BG X $ffx$ff to 32x32 $a028 Shield Scroll Delay Timer
- $a00b SPR/BG Y $ffx$ff to 32x32 $a029 Shield Speed
- $a00c Eat Count (Slow down eating) $a02a Swirl Attack Delay
- $a00d Scroll fort up/down (0/1) $a02b Intermission Text Pointer
- $a00e Character Beneath Yar $a02c Shield Morph Timer A
- $a00f Destroyer Missile Speed $a02d Shield Morph Timer B
- $a010 ---- $a02e Score Digit
- $a011 Base Shot Info A $a02f Score Digit
- $a012 Base Shot Info B $a030 Score Digit
- $a013 Shoot Swirl? 0=no 1=yes $a031 Score Digit
- $a014 Qotile Frame Count $a032 Score Digit
- $a015 Qotile Shot Speed $a033 Score Digit
- $a016 Qotile Mode 0=normal 1+=Deadly $a034 HiScore Digit
- $a017 Counter Space 1 $a035 HiScore Digit
- $a018 Counter Space 2 $a036 HiScore Digit
- $a019 Counter Space 3 $a037 HiScore Digit
- $a01a Counter Space 4 $a038 HiScore Digit
- $a01b Destroyer Missile Speed $a039 HiScore Digit
- $a01c Yar Dead? 0=no 1+=yes $a03a Pause toggle
- $a01d In Neutral Zone? 0=no 1+=yes
-
- 4.0 Who are these guys?!
-
- Bob Baffy is a Web Designer, Artist, Music Engineer and Game Designer.
- He works two jobs, one at a prestigious company, and the other
- at Genetic Fantasia. You can reach him at bip@oeonline.com. He
- is a nice guy and is willing to outsource his talent as well through
- Genetic Fantasia. He has a family to feed, we can't give away ALL
- our work.
-
- Mike Mika is a Programmer, Artist and Game Designer. He works
- two jobs as well, one at a PC/POS/AUTO ID Distributor, and the other
- at Genetic Fantasia. (No more third person) I can be reached
- at mikam@smurfy.tcimet.net. I'll answer all your questions if
- they are good (Just kidding!). I encourage anyone with a passion
- for programming to contact me.
-
- Genetic Fantasia was founded in 1995 by Jeff Burke, Bob Baffy and
- Mike Mika. It was created to develop software for the Atari Jaguar.
- It's potential claim to fame would have been Bomberman Legends,
- an Eight Player multi-link version of the Hudson Soft hit series.
- Though development was nearly finished, it was stopped when Atari
- could not negotiate the license. No attempt to modify the game to
- every legal avenue was made to release the title because Atari hit
- the bottom by this time. Other projects in the works are now being
- refitted for the PC and Playstation. Current staff is five people,
- spread over every facet of development.
-
- 4.1 Brains for Hire
-
- Genetic Fantasia is a third party developer willing to work on
- your projects. We can support your visual and audio needs, as
- well as consult with you about game design. We also have a series
- of games being dveloped that have not yet been marketed to publishers.
- If you are a publisher who is interested in what we have to offer,
- please contact us. If you are a developer who needs a helping hand,
- we are ready to go.
-
- 5.0 Copyrights
-
- Yars' Revenge is Copyright 1982 Atari, Inc. The gameboy code is
- copyright 1996 by Mike Mika and Genetic Fantasia. This game is
- free to everyone. The source will be made available to those
- who need it (Be forewarned, it is creepy). Gameboy is copyright
- and trademarked by Nintendo.
-
- 6.0 Thanks to all our Gameboyz...
- (Though they probably don't know us!)
-
- PAN of Anthrox (And all of Anthrox), Jeff Frohwein, Marat Fayzullin,
- Marcel De Kogel, Dave of Dave's Videogame Classics, Rip of Masters of
- Magic, HeroZero/OldSkool, DiskDude, Sean Whalen of Siamese Dream, all
- the guys at Damaged Cybernetics, MegaMan X, Yoshi, John Dullea, Sean Kelly,
- Nintendo, Norman Nithman, Matt Currie, Micah Dowty, Bob also thanks Mike for
- the introduction to assembly, which has renewed his interest in programming
- and restored his faith in humanity! ;) Howard Warshaw, Santa Claus
- (Thanks for the fruitful years), Jeff Burke, Jeremy Mika, Eric Auger,
- Typhoon Z, Big Weird, Vilewrath, Avatar Z, Bill 'The Classic Video Game
- Nut' McNeff, John Morawiec, Eugene Jarvis, Jeff Minter and Nolan Bushnell!
-
- 7.0 What you should have:
-
- yar.gb -The game!
- yar.gif -The Super Stylin' Yars Overlay for VGB-DOS
- yar.txt -This text file
- yar.jpg -Yar's Revenge Conceptual Cover Art (We can dream)
- yar.bat -Batch file to run Yars with VGB-DOS SCHEMES
-