-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SOLAR STARS Version 1.1 (PAL) For the Yaroze Graphics, Code and Design by Harvey.C Thanks to Nick Slaven for the excellent trig library Website: http://www.netyaroze-europe.com/~harveyc/ E-mail: hc054@mdx.ac.uk -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- INSTALL ------- Make a folder called SOLAR and unzip the file into it with directory structure intact. Go to the directory and type SIOCONS AUTO at prompt. This game is currently PAL only. I will convert it to NTSC if there is demand. STORY ----- Aliens blah kill blah. MODES ----- TRAINING This mode is designed to get you familiarised with the game. ARCADE Good old fashioned kill 'n' pillage stage by stage. CAMPAIGN Slightly more exciting and much harder objective based missions. CONTROLS -------- UP Forward thrust DOWN Retro thrust LEFT Turn left RIGHT Turn right CROSS Fire cannon SQUARE Fire missile (if available) CIRCLE Toggle turret mode (manual/automatic) TRIANGLE Afterburners (acceleration boost) L1 Spin turret anti-clockwise (manual tracking mode only) R1 Spin turret clockwise (manual tracking mode only) SELECT Reset target sight START Pause SELECT+START Quit L2+R2 Skip level SCREENDUMP ---------- 1. Press SELECT whilst paused. 2. When you return to siocons, press F10 followed by F4. 3. Type DUMP.TIM 80090000 2e014 at the prompt and press ENTER. 4. Now you can convert the TIM to BMP with TIMUtil. PLAY TIPS --------- * The basic idea of playing is to fly so that your target sight touches whatever it is you want to shoot at. After which, you will lock onto it. Once you have a lock, your turret will follow the target. Missiles will also home in on the target. To cancel your target, press SELECT. * Missiles are only available on certain missions. * Bear in mind that your ship is more manoevaurable that alien ships. Sharp turns (which can be acheived with your afterburners) will enable you to fly behind your opponent. * If you fail a mission, you will restart it. The game will only end if you either die or quit. * To kill the Red Baron, switch to manual tracking. Your weapons will not lock onto him. AUTHORS NOTES ------------- * Developed for my degree as a 2d coursework. * Game written entirely in fixed point mathematics. * Uses a resolution of 368x256 (can't stand 320x240!). * Maps can have up 400 entities (excluding stars, panels, etc) - maybe more? * Lens flare and lighting effects featured.0 * Turret targetting, missile guidance and enemy ai all based on fixed point ATan. * Sprites rendered in 3D Studio Max 2 (all 8-bit). * Developed in 2-3 weeks (at the same time I was learning the Yaroze). * There is still much room for expansion in my game. Some of my ideas include different ships to pilot, new weapons, friendly ships, more missions, etc. VERSION HISTORY --------------- Version 1.1 - Lens flare effects. - Coloured light sourcing effects. - Minor changes to background graphics. - Changes to font colour. - Radar made easier to read. - More arcade missions. - More campaign missions. - New alien cruiser enemy. - Improvements to star fields. - Improved options screen. New additions to 1.1 (20/11/98) - Data file size reduced - faster upload time. - Game starts up instantly now. - Adjust screen improved. - Lens flare is now clearer to see. - Bug fixes to radar and tracer. - Yet more changes to frontend (sorry but I demand perfection) Version 1.0 - Enemies made weaker. - Collisions with aliens turned off. You can only collide with asteroids are large ships. - Missile code changed. Missiles have greater turn speed. - Missile trail effects added. - New Arcade mode. - Annoying title music removed. Afterburner sound effect added. - Some minor changes to front end. Version 0.9 - First release DISCLAIMER ---------- Under no circumstances will Harvey Cotton be liable for any damages or losses arising from the use or misuse of this software. If you use this software, you agree to these terms.