gozar #201 Posted January 12, 2016 I wouldn't want the background to be black when shields are on. 1 Quote Share this post Link to post Share on other sites
gilsaluki #202 Posted January 12, 2016 I am going to finally play some S.R. I have had the game for over 30 years, never played it. Checked out the gameplay on Youtube. I will play it now. All those buttons bored me when I was a youth. Now I am interested. Quote Share this post Link to post Share on other sites
FifthPlayer #203 Posted January 12, 2016 I wouldn't want the background to be black when shields are on. Exactly. Space viewed through the windows is blue due to the energy field produced by the shield emitters. Duh. 1 Quote Share this post Link to post Share on other sites
kiwilove #204 Posted January 12, 2016 Exactly. Space viewed through the windows is blue due to the energy field produced by the shield emitters. Duh. The reason why I prefer to see the black background in Star Raiders while playing - is that for me, it keeps the illusion of travelling in space alive - I would enjoy being in that illusion. And I prefer a clear view to have a good view. Whereas from the technology viewpoint - you'd want a shield present in such a space battle - and would make logical sense you'll be seeing through the protective shield as such. But with even more advanced technology - it would be possible for an invisible shield to be present - so back to the black background. It would be nice to be able to choose your option - like in Stratos - you can can change the background colour, as well as the city colours, and the sound pitch, by pressing the appropriate keys on the title screen. Harvey Quote Share this post Link to post Share on other sites
Keatah #205 Posted January 12, 2016 As long as it isn't that sick green color that so many people seem to think is correct.. Quote Share this post Link to post Share on other sites
+bob1200xl #206 Posted January 16, 2016 Aric dropped these off today. These are the latest find from his garage. Probably in Atari Editor format. Pretty cool... Bob D1_11_5.atrD1_SRC_4_4_85.atrD3_A_11_5.atrD3_B_11_5.atrD3_SRC_4_4_85.atrSR_Design_Document.atr 8 Quote Share this post Link to post Share on other sites
luckybuck #207 Posted January 16, 2016 Dear Bob! What a Happy New Year! Thank you and Aric so much!!!!!!!!! :-)))) If you can do the same with OSS BASIC XE source, as you have done with XL, you really would make our year in January! I am in contact with Bill Wilkinson's son, would be so cool! :-))) Mega-thanks in the name of the community. :-)))) 1 Quote Share this post Link to post Share on other sites
luckybuck #208 Posted January 16, 2016 Just forgot: SR_Design_Document.txt from the document disk. 1 Quote Share this post Link to post Share on other sites
+bob1200xl #209 Posted January 16, 2016 The SR2A file had been stepped on. Picky, picky, picky... I fixed the link on sector 189. Looks better. SR2A is there, now. Bob SR_Design_Fix.atr 4 Quote Share this post Link to post Share on other sites
luckybuck #210 Posted January 16, 2016 And the fix for the entire DOC-document: SR_Design_Document.txt 3 Quote Share this post Link to post Share on other sites
Savetz #211 Posted January 16, 2016 Here are the SR II Design Document and Program Notes, from Aric's disks, converted to PDF, formatted, and spellchecked. StarRaidersIIProgramNotes.pdf StarRaidersIIDesignDocument.pdf 1 Quote Share this post Link to post Share on other sites
lwiest #212 Posted January 23, 2016 It's thrilling to see the huge amount of responses the re-surfaced STAR RAIDERS source code generated!During the last years, as a hobby afterhours project, I reverse-engineered a complete, extensively documented assembly language source code of STAR RAIDERS directly from the binary file of the ROM cartridge. It is available on GitHub (http://github.com/lwiest/StarRaiders). IMHO, the extensive documentation of my reverse-engineered version seems to complement the original source code quite nicely, making it useful for you if you are curious about the internals of STAR RAIDERS or if you plan to make your own, modified versions.Enjoy! -- Lorenz 6 Quote Share this post Link to post Share on other sites
UNIXcoffee928 #213 Posted January 23, 2016 It's thrilling to see the huge amount of responses the re-surfaced STAR RAIDERS source code generated! During the last years, as a hobby afterhours project, I reverse-engineered a complete, extensively documented assembly language source code of STAR RAIDERS directly from the binary file of the ROM cartridge. It is available on GitHub (http://github.com/lwiest/StarRaiders). IMHO, the extensive documentation of my reverse-engineered version seems to complement the original source code quite nicely, making it useful for you if you are curious about the internals of STAR RAIDERS or if you plan to make your own, modified versions. Enjoy! -- Lorenz All I have to say is !WOW! that is more than a reverse engineering, that is a thing of beauty! Your source code should be released as a textbook on how to properly document code! Unbelievably impressive. I can't say that I have ever seen code, in any language, as well-documented, and as precisely formatted. This work of yours should be a semester long class in how to properly prepare a technical document! I am utterly astonished, to the point of being completely flabbergasted, at the great pains that you took to achieve this... this... piece of art. If you aren't working for NASA, you darn-right should be! Thank you for all of your efforts! I will always keep this code and use it to show people what a properly documented piece of software should look like. 4 Quote Share this post Link to post Share on other sites
luckybuck #214 Posted January 23, 2016 (edited) Lorenz! That is so amazing!!!!!!!!!!!!!! Will put it in the Wiki. Tera-Thanks to you. If there is ever an assembly source code, it dam should look like yours. That is a milestone! All Atari languages in this highest quality and I would be wishless lucky. All Christmas events can be skiped then. Thank you so much in the name of the community! https://atariwiki.org/wiki/Wiki.jsp?page=Star%20Raiders https://atariwiki.org/wiki/Wiki.jsp?page=Star%20Raiders%20source%20code%20by%20Lorenz%20Wiest ;-) ;-) Edited January 23, 2016 by luckybuck 1 Quote Share this post Link to post Share on other sites
+Stephen #215 Posted January 23, 2016 It's thrilling to see the huge amount of responses the re-surfaced STAR RAIDERS source code generated! During the last years, as a hobby afterhours project, I reverse-engineered a complete, extensively documented assembly language source code of STAR RAIDERS directly from the binary file of the ROM cartridge. It is available on GitHub (http://github.com/lwiest/StarRaiders). IMHO, the extensive documentation of my reverse-engineered version seems to complement the original source code quite nicely, making it useful for you if you are curious about the internals of STAR RAIDERS or if you plan to make your own, modified versions. Enjoy! -- Lorenz Excellent piece of work there! Thanks for sharing. Quote Share this post Link to post Share on other sites
Heaven/TQA #216 Posted January 23, 2016 Great stuft! Quote Share this post Link to post Share on other sites
dkerfoot #217 Posted April 13, 2017 Forgive me for dredging up an old topic but I just found this and am eager to try the file. How can I run StarRaiders-Fastdiv3.zip on real Atari hardware - preferably via SDrive? I am not familiar with any of the file types contained within. Quote Share this post Link to post Share on other sites
Kyle22 #218 Posted April 13, 2017 (edited) Just load the object file Edit: The one in the .zip you mentioned. Simple. . Edit:Edit: I was gonna let this go a while to see what happens, but I decided to have mercy. Simply rename the .obx file to .com, .exe, .xex or whatever extension your loader likes. Edited April 13, 2017 by Kyle22 Quote Share this post Link to post Share on other sites
_The Doctor__ #219 Posted April 13, 2017 sorry I just had to comment... Kyle you madman! Glad you had mercy on them! 1 Quote Share this post Link to post Share on other sites
dkerfoot #220 Posted April 13, 2017 Simply rename the .obx file to .com, .exe, .xex or whatever extension your loader likes. Thanks Quote Share this post Link to post Share on other sites
clanky #221 Posted April 19, 2017 This is so amazingly impressive - and very useful to me, as I've been working on an iOS homage to Star Raiders called "Zylon Defenders" and this will prove invaluable in emulating the swarming behavior of Zylon fighters. We're going into alpha testing later this month - let me know if anyone here would be interested in testing. Requires a reasonably recent iOS device; iPad or iPhone. Thanks again, Lorenz! 3 Quote Share this post Link to post Share on other sites
Kyle22 #222 Posted April 20, 2017 (edited) Mine is an iPhone 6. IOS 10.3.something. Will that work? Edit: 10.3.1 Edited April 20, 2017 by Kyle22 1 Quote Share this post Link to post Share on other sites
clanky #223 Posted April 20, 2017 More than fine. send me your email address and I'll add you to the beta list - jglasse at gmail youknowtherest. 1 Quote Share this post Link to post Share on other sites
gozar #224 Posted April 20, 2017 This is so amazingly impressive - and very useful to me, as I've been working on an iOS homage to Star Raiders called "Zylon Defenders" and this will prove invaluable in emulating the swarming behavior of Zylon fighters. We're going into alpha testing later this month - let me know if anyone here would be interested in testing. Requires a reasonably recent iOS device; iPad or iPhone. Thanks again, Lorenz! IMG_2928.PNG IMG_2926.PNG IMG_2927.PNG Sure, I'd love to test. (iPhone 6+). Quote Share this post Link to post Share on other sites
clanky #225 Posted May 31, 2017 I know it's been a while, but here's a glimpse of where I currently am in Zylon Defenders - my unofficial homage to our favorite early 80's 3D space combat game. Zylon_defenders_systems_check.mov 2 Quote Share this post Link to post Share on other sites