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invader.bas | ||
readme.txt |
Taito's Space Invaders ## The Invaders march ... #### Bom bom bom bom ... ###### Left, right, fire! ## ## ## Faster, faster they march ... ######## Suddenly you're 11 again! # # Dodge the bombs ... # ## # They're turning green ... # # # # Get them before they land! A version of Taito's original Space Invaders(TM) for the PC anarky, April 2005 http://www.anarky.tk/ anarkynet@hotmail.com Disclaimer This game is mailware. That is, it's free to use and distribute anywhere you like, but only on condition that you keep the two files together and that you don't charge any payment for it. Also, when you download it, email me on the above address. Also, I cannot be held responsible if this program does anything nasty to your machine. It hasn't damaged anyone's PC that I'm aware of and there's no reason why it should, really. Playing Start QuickBasic and load invader1.bas. Now press F5. Left - Left CTRL Right - Left ALT Fire - Right SHIFT Stop program - Esc History What's to be said? I remember as a kid playing the original on the big consoles. So I thought, "Why not port it to the PC?" Heh, so I did. Needs Basically, don't worry - it'll almost certainly work on your PC. Requires: --------- DOS - tested with MS-DOS 7.1 and Windows 95. No known lower limit. I don't know if it works with Windows 2000 or Windows ME. VGA - tested with generic standard low-grade video card. It uses screen 13: 320x200x256, so it should work on yours no matter what it is. Supports: --------- Soundblaster - tested with AWE32. Make sure you've got your soundcard driver set up for DOS (e.g. if you have a Soundblaster, a line starting 'SET BLASTER=' in your c:\autoexec.bat file). Technical Uses ports: ----------- &H3DA - for vertical retrace &H388 &H389 - for Adlib sound &H3C6 &H3C8 &H3C9 - for palette setting Uses memory locations: ---------------------- &H417 - to read the keyboard Machine speed requirements: --------------------------- Should run at full speed on any x86 processor. When interpreted, rather than compiled, the program does all its work within 15% of the vertical retrace cycle on a 486DX/66. The compiled version should keep up with the vertical retrace on an 8086. If you press the '=' key, the game will display how much of the vertical retrace time the game takes up each cycle. Exciting, eh? Unknown requirements: --------------------- Base memory - tested with 479K free base memory Memory manager - tested with himem.sys and emm386.exe Notes 1. The program does not attempt to detect a soundcard; it assumes a Soundblaster is installed. Apparently it works ok on machines without a soundcard, but I can't guarantee it'll work on yours. 2. The player's bullet fire and explosion sound effects are pretty dismal. But so were the original sound effects. 3. The demo mode is none. I might add one in future. 4. The program simulates a monitor 256 pixels wide, as per the original (I think). The background colour for this is set to a dark grey to attempt to simulate a little bit of monitor wear and burn-in. I found the jet black of a modern PC monitor was not quite authentic enough :-) If you cannot see the grey background, try increasing your brightness and contrast controls. 5. There's no high-score table, because the original game didn't have one. 6. You can't re-assign the keys and it doesn't work with a joystick, sorry. 7. Quake it ain't. It's just a nostalgia trip. Source Notes The file invader1.bas is the source code for the game. It's for QBASIC and it compiles with QuickBasic 4.5. It runs, interpreted, within QBASIC easily at full speed on a 486/66, probably on lower-powered machines, too. The code is reasonably structured. I tend to suffix variables with "s" to mean "status", so the variable 'saucers' means 'saucer status'. The SUBs and FUNCTIONs that start with "sb", e.g. "sbreset" are general- purpose SoundBlaster routines that can be plugged into any program without modification. What else? Well, not much - it's a very simple program. Hope you find it useful, though, if you're into this sort of thing! History v1 - Feb 2002 --------------- Version 1.0 ;)