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-
- Machine requirements
- --------------------
-
- Version 3.07 of Star Fighter 3000 requires a computer with RISC OS 3, 4 or 5
- (minimum OS 3.1). It is compatible with StrongARM and the Iyonix PC. At
- least 4Mb of RAM is recommended; the game may work on a 2Mb machine but
- memory is likely to be very tight.
-
- An ARM 3 or better processor is recommended to use the higher detail levels.
- A fast ARM 7 machine is generally sufficient to play the game in full-screen
- mode at 'max' detail and 'medium' speed. For desktop play a StrongARM is
- recommended.
-
- The 'nested' Window Manager (i.e. version 3.8 or later) is required for the
- game's desktop interface. This is available as an upgrade for RISC OS 3
- machines but only as part of Acorn's Universal !Boot:
- http://acorn.riscos.com/riscos/releases/UniBoot
-
- On older machines the game may also need to load various modules from your
- !System directory, including the Acorn Toolbox:
- http://support.riscos.com/Support/Updates/
-
-
- List of changes
- ---------------
-
- Changes between version 1.00 and 1.01
-
- - Lost in the mists of time.
-
- Changes between version 1.00 and 2.00
-
- - Compatible with RISC OS 4 and StrongARM processor.
-
- - Proper error handling has now been incorporated into both the main code
- and the two support modules.
-
- - The teletype introductory text has been updated to reflect the new release
- number and publisher. The release 2 team are included in the credits.
-
- - All animation/update timing has been fixed to be mode-frequency
- independent.
-
- - An extended range of detail levels and auto-speed detection is now
- available.
-
- - Improved handling of held mouse buttons and keypresses in the shop and
- mission map.
-
- - The 'view target' cursor now dynamically changes to reflect whether or not
- a remote view is available from different map positions. The exit from the
- remote view is now handled properly.
-
- - A new cross cursor now used to highlight location briefings on the map.
-
- - The use of screen buffering in the shop was re-written in an attempt to
- avoid flickering of the credits display.
-
- - Your H.U.D. will no longer target objects which are out of missile range
- of your ship.
-
- - The multicoloured hills (easy mission 35), tree in the ocean (medium
- mission 1) and mis-spelt 'academey' banner (easy mission 1) have been
- corrected.
-
- - Some of the mountain colours have been altered to be more natural than the
- original bright green.
-
- Changes between version 2.00 and 2.01
-
- - New title picture by 'Ramuh'.
-
- - The textual prompts given for key redefinition have been reversed so that
- "Climb" really means down and "Dive" really means up.
-
- - Less load on the callback system, leading to better performance (notably
- music speed) on slow computers.
-
- Changes between version 2.01 and 2.02
-
- - Added support for both analogue and switched joysticks and a new weapon-
- cycle function that is tied to the middle mouse button.
-
- - Various data is now loaded from file rather than pre-assembled into code.
- Now checks the (decompressed) size of data files before loading them, and
- warns if this exceeds the allocated buffer size.
-
- - High scores and configuration are now loaded on start-up and automatically
- saved when updated.
-
- - Support for multiple and/or external directories of level data via
- Star3000Levels$Path.
-
- - Pointer is no longer momentarily black before purple when mission map
- is first displayed, and black in the shop if haven't previously visited
- the map (e.g. bonus on mission start).
-
- - Animated tiles no longer miraculously spring back to life having been
- apparently destroyed by ground hits. Increased number of animations on all
- maps, and resolved inconsistencies in animations data files.
-
- - Now easier to use cheat codes, since specific cheat activation and
- deactivation messages are displayed instead of just "PASSWORD INCORRECT".
- Plays music first time cheat code is entered.
-
- - Sound module SFX_Handler now supports 16-bit sound, SharedSound, stereo
- effects and variable polyphony. Music and sound data are now loaded from
- file rather than pre compiled into module (uses a dynamic area on OS 3.5).
- Restored authentic change in pitch of thruster sound, which had been
- disabled on Risc PC machines because it caused lock-ups.
-
- - Eliminated instances where SFX_Handler SWIs were called with bad values
- (new parameter checking).
-
- - Officially registered the application and module names, SWI chunk and
- error numbers for SFX_Handler module.
-
- - Improvement to keypress / mouse click handling in menus.
-
- Changes between version 2.02 and 2.03
-
- - Fixed longstanding problem where lingering mouse click to exit remote
- target view was counted twice (more often than not showing another
- remote view).
-
- Changes between version 2.03 and 2.04
-
- - Reinstated support for 8-bit sound, which is used as a last resort in
- the absence of both SharedSound and 16-bit sound hardware.
-
- - Fixed longstanding bug concerning collisions between parachute drops and
- non-player objects (thanks to Ian Hamilton).
-
- - Added 'reverse stereo' option for those who (like me) have their speakers
- the wrong way round.
-
- - Improved algorithms for calculating stereo separation and polyphony
- scaling go some way towards alleviating problems reported with quiet
- 16-bit sound output.
-
- - Added joystick button detection to intro code and other 'wait' screens,
- and support for joystick navigation of the main menus and mission screens.
-
- - Downgraded 'medium' speed from 33fps to 25fps, since 33fps appeared too
- fast on StrongARM machines. 33fps is still available as the 'fast' speed
- setting.
-
- - Fixed longstanding bug where player's engine colours strobed grey/colour
- when thrusting and firing simultaneously.
-
- - Configuration of SFX_Handler module is now done prior to running the
- introduction, hence it is possible to quieten the intro music or disable
- it altogether.
-
- - Removed anomalous data and blank sheets from the music tracks. Some weird
- noises had been revealed when simultaneous fx and music were allowed in
- the previous version of the sound module.
-
- Changes between version 2.04 and 3.00
-
- - The program is now compatible with 32-bit RISC OS and runs natively on the
- Iyonix PC.
-
- - Now runs under the RISC OS Window Manager - you can even play the game in
- a window whilst other applications continue to run in the background.
-
- - Sadly, the TV-style introduction has been scrapped.
-
- - The configurability of the game using the desktop interface is greatly
- extended compared to using the old configure menu; for instance all
- keys and buttons can now be redefined. Many existing options such as
- volume and mouse sensitivity can be set with increased accuracy.
-
- - Friction on steering can no longer reverse direction of a ship, and
- reduction in manoeuvrability at speed should now work correctly with
- negative speeds.
-
- - Mouse control auto-centring is now an option.
-
- - Configuration is no longer saved whenever it is altered; only when the
- user specifically requests it.
-
- - Keyboard input is now fully buffered, which makes the game's interface
- more usable (especially under heavy processing loads in the desktop).
-
- - Stereo sound is no longer 'flat'; it now varies appropriately as the
- camera view looks up or down. Also the accuracy of distance-to-sound
- calculations has been improved when stereo sound is enabled.
-
- - When outputting through the 8 bit sound system, the music player (which
- runs on interrupts) now uses the Scheduler rather than starting notes
- directly. This should eliminate the possibility of interference with DMA
- buffer fills.
-
- - When out of visual range the player no longer misleadingly appears as a
- red cross on the H.U.D.
-
- - Now forces the camera view to the player when he dies. Previously only
- tracking camera view was forced, which could be confusing.
-
- - The device claim protocol is now used to claim and protect the game's
- exclusive use of the sound system (unless SharedSound is detected).
-
- - Aerial mines and parachute drops can no longer pass straight through hills
- and ground objects.
-
- - The shop picture is only rendered from the last camera position if this is
- a valid view point.
-
- - You can no longer do remote target views while the scanner system is down.
- This was formerly an ingenious way of finding targets that were supposed
- to be hidden!
-
- - Overhauled the game manual and converted it into HTML to allow better
- formatting than plain text and the addition of links and illustrations.
-
- - Tightened up the disabling of controls when the game is paused or the
- player dead. For example it is no longer possible to trigger ECMs while
- dead!
-
- - The sound module now refuses to die if our 16-bit linear handler has been
- superseded, in order that any subsequent attempt to restore our handler
- does not fail. Also, we now attempt to restore the previous 16-bit handler
- upon exit.
-
- - Disabled parachute drops on enclosed levels. Previously they had been
- appearing high above the ceiling!
-
- - Fixed 'feature' where the mission timer was suspended while the player's
- ship was critically damaged, rather than actually dead. Also, the timer is
- now stopped after mission completion, which prevents inappropriate 'hurry
- up' messages.
-
- - Countdown to activation of defences is now disabled except during a game
- so it is no longer possible for a 'defences active' alarm to go off during
- the menu war backdrop.
-
- - Menu backdrop war now works properly on enclosed levels because the
- combatants are no longer invariably reincarnated at ceiling height.
-
- - On RISC OS 3.5 and later, mouse flight control now bypasses the kernel and
- talks directly to the mouse driver. This frees it from screen mode
- dependence and the unjustifiable influence of the configured mouse pointer
- speed.
-
- - Fighters can no longer fly through their hangar or parent ship
- indefinitely; collision detection is only disabled during launch.
-
- - Enemy ships will no longer consider switching their attack to the player
- when he is already dead.
-
- - Ground objects and hills no longer appear to float above the horizon when
- the view is close to ground level (sky was being drawn too low).
-
- - Hangars no longer launch ships to attack the player's ship after it has
- been destroyed.
-
- - Harmless bits no longer go bang when they hit objects. Added bang for ship
- collisions with hills or impervious objects. Ships colliding with ground
- objects now bang louder than bits or lasers.
-
- - The shop button on the map screen is now shaded when unavailable. Can no
- longer toggle view or radar buttons when those facilities are unavailable.
- Radar button now emits same beep upon activation as other buttons.
-
- - Big ships no longer crash noisily into any bonus coins in their path.
- Lasers also pass straight through floating bonus coins; I think this makes
- the game much less annoying but it is configurable.
-
- - Added a missile launch whoosh sound effect for S-A-Ms.
-
- - Instead of converging on the dead player, any attacking fighters now
- turn around and scatter. This prevents them smashing into the ground
- and/or each other. Also, fighters looking for a new target no longer
- consider the dead player as a possibility.
-
- - Fighters attacking, flying in formation or evading objects are no longer
- willing to go dangerously close to the ground (or, on enclosed levels, the
- ceiling).
-
- - Cycle-select weapons function for mouse or joystick buttons now allows
- selection of super weapons (if any) as well as the standard 3 weapons.
- Weapons of which supplies are exhausted are now skipped.
-
- - Attempt to improve the obstruction avoidance A.I.: Fighters no longer
- consider climbing above the ceiling on enclosed levels and are now
- willing to go below the asteroids on space levels. Introduced a bias in
- favour of the current direction of evasion to prevent indecisiveness. The
- projected movement vector is checked more thoroughly, and closer
- obstructions now have priority.
-
- - Can now do camera views of enemy fighters launched from hangars or big
- ships; previously only those ships present at mission start could be
- viewed.
-
- - Any displayed mission or location briefing is now restored on exit from
- the shop or a remote target view.
-
- - It is now configurable whether the game uses 4 or 8 channels of sound;
- this should alleviate likely poor interrupt latency with 16 bit sound on
- slow machines.
-
- - Under OS 4 automatic screen cleaning is disabled, and any cached changes
- are forceably flushed to screen before displaying the shadow bank. This
- may slightly improve performance and also eliminates the possibility that
- a half-drawn picture is momentarily displayed.
-
- - Fixed bug introduced in version 2.01 where the map's remote target view
- facility behaved unpredictably, sometimes showing a view in a completely
- senseless direction.
-
- - Fixed bug introduced in version 2.02 where the ECM key would auto-repeat
- (should require once press per ECM blast).
-
- - Fixed bug introduced in version 2.04 where fighters launched from a big
- ship could immediately be smashed by it (especially with rotating space
- stations).
-
- - Fixed longstanding bug where the player's ship would drift inexorably
- sideways at the very start of a mission.
-
- - Fixed longstanding bug that prevented big ships from launching A-T-A
- missiles as was originally intended.
-
- - Fixed longstanding bug where fighters launched from ground hangars would
- immediately climb unsteadily away instead of taxing for take off along
- the runway.
-
- - Fixed longstanding bug where newly added objects fell foul of dangling
- collision references - typically this manifested as missiles blowing up at
- launch.
-
- - Fixed longstanding bug in collision detection between ships and lasers: If
- many ships overlapped at the same latitude (especially if one was big)
- then lasers could pass straight through their target. This was most
- noticeable when attacking a satellite.
-
- - Incoming S-A-Ms are now reported on your H.U.D. (previously only the
- warning siren sounded).
-
- - Fighters no longer continue to attack the bonus coins left behind when
- their target is destroyed, instead of finding a new target or rejoining
- formation.
-
- - When the ship being viewed is destroyed the camera no longer locks on to
- one of the bonus coins left behind, spinning wildly.
-
- - Upon completion of a mission pyramid the menu backdrop war is now
- correctly re-initialised, and the player gets a chance to enter a high
- score (because the score is reset upon starting a new pyramid).
-
- - Fixed longstanding bug where hills became bigger every time a game (or the
- menu backdrop war) was initialised without a new ground map having been
- loaded.
-
- - Cloaked ships are no longer shown on the small map (they never were on the
- main map), since they are supposed to have "a radar footprint the size of
- a small pea".
-
- - Fixed longstanding bugs where ships plotted on the small map flickered
- during scroll, arrow symbols randomly appeared and disappeared next to map
- grid markings, and the zoom X8 map plotter produced visual artifacts.
-
- - The polygon plotter now draws right up to the top of the screen rather
- than leaving a one line gap.
-
- - Attacking ships no longer head for bad coordinates when their target is
- destroyed, there are no potential targets nearby and the player is dead
- (or, in the case of friendly ships, when his formation is full).
-
- - The ceiling texture map renderer now draws the bottom screen line
- correctly when the horizon is below this point.
-
- - On bonus levels, it is no longer the case that the first wave of parachute
- drops reach the ground simultaneously and many simply disappear.
-
- - When the player's ship crashes fatally on a bonus level it is now
- destroyed rather than simply exiting the bonus level shortly afterward.
-
- Changes between version 3.00 and 3.01
-
- - Added workaround for a problem where attempting to enter full screen mode
- on an Iyonix PC resulted in an 'Unknown OS_ScreenMode reason code' error.
-
- - Lack of a screen mode suitable to run the game should now result in a
- 'Screen mode not available' error rather than corrupted display in an
- inappropriate screen mode.
-
- Changes between version 3.01 and 3.02
-
- - If internal data files cannot be found during initialisation, the game no
- longer gives misleadingly error reports such as 'Not enough memory' or
- 'Insufficient room to load file'.
-
- Changes between version 3.02 and 3.03
-
- - Game is no longer automatically suspended upon losing the input focus
- unless the player is actually in flight (i.e. not when viewing the mission
- map, ship status or other screens).
-
- - Mouse clicks on the game window are now ignored if the SHIFT key is held.
- This is handy for restoring the input focus without side effects.
-
- - Uses Wimp_Extend 11 to read scroll bar sizes (for sub-windows of Choices
- dialogue box) on versions of the Window Manager that support it.
-
- Changes between version 3.03 and 3.04
-
- - Machines running RISC OS 3 or 4 no longer require an updated version of
- the Shared C Library from Castle Technology Ltd and a version of the
- floating point emulator that supports LFM/SFM instructions.
-
- - Removed code to manually reset the standard dialogue boxes upon Cancel
- click. We now rely on the Toolbox to implement this (although so far only
- the Scale module does so).
-
- Changes between version 3.04 and 3.05
-
- - Fixed bug that caused the application to be being paged in as often as
- possible even when configured to run slowly, thus reducing the time
- available to other tasks. There would also have been probable malfunction
- if the application were started after the centisecond timer had wrapped
- around.
-
- - The Choices dialogue box now always opens centred on the screen instead
- of simply being brought to the front if already open.
-
- - Made provision for internationalisation of system variables for Castle's
- proposed help system.
-
- - For consistency pressing F12 will now cause the main window to lose input
- focus whether or not the game is suspended.
-
- - Various file loading problems that were ignored now abort initialisation
- with an error (broken in 3.02 and subsequent versions).
-
- - Fixed longstanding bug where detail map could not be scrolled to eastern
- and northern extremities by clicking on global (small) map. Also fixed
- over-aggressive clipping of target crosses and object dots on map.
-
- - Fixed minor bug where 'Ship status' instead of 'Toggle HUD' was
- erroneously displayed by the Choices dialogue box as the action
- associated with a mouse or joystick button.
-
- - Updated G.A.G.'s ResFind utility (used internally) from version 2.01b to
- 2.12.
-
- - Internal changes to use more Toolbox interfaces in preference to directly
- calling the Window Manager, improve division of code between source files
- and take advantage of ObjAsm's provision for literal pools.
-
- - Fixed bug where 'Not enough memory' would be reported on initialisation if
- pointer shapes Sprite file not found.
-
- - Long intervals between game updates are now capped at one second so that
- timer-driven animations do not skip excessively after multitasking has been
- suspended (e.g. due to a Wimp error report).
-
- - If the key definition window is given the input focus unsolicited then the
- previously highlighted icon is now selected. This eliminates problems
- after the input focus is borrowed (e.g. for a transient dialogue box).
-
- - Unclaimed key presses are now reliably passed on to other applications.
- Previously this only happened when the game or key definition window had
- the input focus.
-
- Changes between version 3.05 and 3.06
-
- - Fixed a bug where attempting to enable sound from the Choices dialogue box
- without the SharedSound module loaded caused either a fatal 'branch through
- zero' error or a succession of non-fatal 'SFX error' messages (depending
- on whether sound was enabled upon initialisation).
-
- - Fixed a bug where changing the number of channels whilst sound was enabled
- triggered the device claim protocol, unless SharedSound was loaded. This
- manifested as a spurious error 'Cannot claim use of the sound system'
- followed by several 'SFX error' messages.
-
- - Fixed a bug in the SFX_Handler module where the stack pointer would be
- corrupted (with unpredictable results) if an error were returned by SWI
- OS_ConvertHex8 (which is used by SFX_LoadTrack and SFX_LoadSample).
-
- - Fixed a bug where mouse control over the pointer position was not restored
- upon entering the mission map if the pointer reappeared outside the game
- window.
-
- - The status of the internal speaker is now monitored continuously whilst
- displayed in the Configure menu. This provides more accurate feedback;
- not all machines have an internal speaker or allow software control over
- it. Errors from SWI Sound_Speaker are now suppressed.
-
- - Added a pause of several seconds (which can be skipped by the user) to
- prevent the title screen and version number from vanishing immediately.
-
- - Errors during initialisation are now consistently treated as fatal.
-
- Changes between version 3.06 and 3.07
-
- - Number of lives displayed on mission start should now be accurate
- (broken in 3.00 and subsequent versions).
-
-
- A9Home users
- ------------
-
- At the time of writing, A9Home machines do not have the OS modules
- 'SoundDMA', 'SoundChannels' and 'SoundScheduler'. However one could play
- earlier versions of Star Fighter 3000 on these machines by disregarding a
- series of 'SWI not known' errors on initialisation. Ironically this was only
- possible if sound was ON in the game's saved configuration, because errors
- after use of the device claim protocol were erroneously treated as non-fatal.
-
- Version 3.07 of the game will start up successfully without these modules,
- but only if the game's sound is configured OFF (the opposite of the former
- illogical behaviour). A configuration file that prevents the game attempting
- to enable sound output is supplied in directory 'NoSound'. The accompanying
- Obey file 'RunMe' will copy it to the location for choices on your system,
- or inside the !Star3000 application if none.
-
-
- Contact details
- ---------------
-
- For further information or to report a bug or other problem, feel free to
- contact me.
-
- Christopher Bazley
- Star Fighter 3000 maintainer
- 29th November 2005
-
- Email: mailto:chrisbazley@bigfoot.com (preferred)
- mailto:chris@bazley.freeuk.com
-
- WWW: http://starfighter.acornarcade.com
-