Maintainer's note
How can there possibly be so many errata, I hear you
ask.
-
Huge assembly language program.
-
Original development team of two (now one, part-time).
-
Tight deadline (to launch at the Acorn World show).
-
Original testing team of two (now zero).
-
No automated regression tests.
-
Changing software and hardware environment.
-
How many nineties videogames even have a list of errata?
You might also wonder why there are fewer errata for recent
versions.
-
Superhuman effort.
-
Fewer changes to the program over time.
-
Some bugs probably haven't been found yet.
Version history
Jump to version: 2.00 |
2.01 | 2.02 |
2.03 | 2.04 |
3.00 | 3.01 |
3.02 | 3.03 |
3.04 | 3.05 |
3.06 | 3.07 |
3.08 | 3.09 |
3.10 | 3.11 |
3.12 | 3.13 |
3.14 | 3.15 |
3.16 | 3.17 |
3.18 | 3.19 |
3.20 | 3.21
Version 2.00
Changes
-
The RISC OS 4 and StrongARM compatibility changes
originally made by SFpatch have
been incorporated into the code in a neater fashion.
-
Sound pitch bend can now be enabled or disabled in the
game's !Run file, for those who wish to experiment with
this.
-
Proper error handling has now been incorporated into both
the main code and the two support modules.
-
Introduction re-written to include fades and other palette
effects on RISC OS 3.5+. Can now be
skipped neatly.
-
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 screen buffering in the shop has been re-written to
avoid the flickering of the credits display reported by
some people.
-
Your HUD will
no longer target objects which are out of missile range of
your fighter.
-
The multicoloured hills (E35), the tree in the ocean (M01)
and the mis-spelt banner (E01) have been corrected
-
Some of the mountain colours have been altered to be more
natural than the original bright green.
Errata (all longstanding bugs)
-
Thruster noise pitch-bend effect doesn't work on the Risc
PC.
-
Unpredictable behaviour of friendly spacecraft that can't
find an enemy to attack when the spacecraft they are
following joins the player's formation and there is no room
for them to join too.
-
If the player fires upon a friendly spacecraft that has
been configured to ignore attacks then it mutinies and
leaves the player's formation without actually attacking
the player.
-
A big ship can attack a bonus coin for up to ten frames if
it appears at the same time that an enemy spacecraft is
destroyed.
-
Loads from illegal addresses 2, 12 and 68 can crash the
game if zero page is read-protected.
-
The player's ship drifts inexorably sideways at the very
start of a mission.
-
Big ships cannot launch ATA
missiles.
-
Fighters launched from ground hangars just climb unsteadily
away from their hangar instead of taxi turning and taking
off along the runway.
-
Newly added objects sometimes fall foul of dangling
collision references. Typically this manifests as missiles
blowing up at launch.
-
If many ships overlap at the same latitude (especially if
one is big) then lasers can pass through them. This is most
often noticeable when attacking satellites and usually
fatal for the player.
-
Incoming
SAMs are not reported on your HUD.
-
Fighters 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 locks on
to one of the bonus coins left behind, spinning wildly.
-
Upon completion of a mission pyramid the menu backdrop war
is not correctly re-initialised, and the player does not
get a chance to enter a high score (despite the score being
reset upon starting a new pyramid).
-
Hills get bigger every time a game (or the menu backdrop
war) is initialised without a new ground map having been
loaded!
-
Cloaked ships are shown on the small map.
-
Ships plotted on the small map flicker during scroll,
arrows randomly appear and disappear next to map grid
markings, and there is an error in the zoom x8 map plotter.
-
The polygon plotter leaves a one pixel line gap instead of
drawing right up to the top of the screen.
-
Attacking ships 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 does not draw the bottom
screen line correctly when the horizon is below this point.
-
On bonus levels, 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 not destroyed before simply exiting the bonus level
shortly afterward.
-
Collisions between parachute drops and non-player objects
are mishandled.
-
The player's engines strobe between grey and colour when
thrusting and firing simultaneously.
-
Detail map cannot be scrolled to eastern and northern
extremities by clicking on global (small) map.
-
Over-aggressive clipping of target crosses & object
dots on map.
-
Fighters can fly through their hangar or parent ship
indefinitely.
-
Enemy ships may switch their attack to the player when he
is already dead.
-
Ground objects and hills appear to float above the horizon
when the view is close to ground level.
-
Hangars launch ships to attack the player's ship after it
has been destroyed.
-
When out of visual range, the player misleadingly appears
as a red cross on the
HUD.
-
Aerial mines and parachute drops can pass through hills and
ground objects (longstanding).
-
Parachute drops on enclosed levels appear high above the
ceiling (longstanding).
-
The textual prompts given for key redefinition are
reversed, so that "Climb" means up and "Dive" means down.
Version 2.01
Changes
-
New title picture
-
The textual prompts given for key redefinition have finally
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.
Errata (mostly longstanding bugs)
-
Thruster noise pitch-bend effect doesn't work on the Risc
PC.
-
Unpredictable behaviour of friendly spacecraft that can't
find an enemy to attack when the spacecraft they are
following joins the player's formation and there is no room
for them to join too.
-
If the player fires upon a friendly spacecraft that has
been configured to ignore attacks then it mutinies and
leaves the player's formation without actually attacking
the player.
-
A big ship can attack a bonus coin for up to ten frames if
it appears at the same time that an enemy spacecraft is
destroyed.
-
Loads from illegal addresses 2, 12 and 68 can crash the
game if zero page is read-protected.
-
The player's ship drifts inexorably sideways at the very
start of a mission.
-
Big ships cannot launch ATA
missiles.
-
Fighters launched from ground hangars just climb unsteadily
away from their hangar instead of taxi turning and taking
off along the runway.
-
Newly added objects sometimes fall foul of dangling
collision references. Typically this manifests as missiles
blowing up at launch.
-
If many ships overlap at the same latitude (especially if
one is big) then lasers can pass through them. This is most
often noticeable when attacking satellites and usually
fatal for the player.
-
Incoming
SAMs are not reported on your HUD.
-
Fighters 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 locks on
to one of the bonus coins left behind, spinning wildly.
-
Upon completion of a mission pyramid the menu backdrop war
is not correctly re-initialised, and the player does not
get a chance to enter a high score (despite the score being
reset upon starting a new pyramid).
-
Hills get bigger every time a game (or the menu backdrop
war) is initialised without a new ground map having been
loaded!
-
Cloaked ships are shown on the small map.
-
Ships plotted on the small map flicker during scroll,
arrows randomly appear and disappear next to map grid
markings, and there is an error in the zoom x8 map plotter.
-
The polygon plotter leaves a one pixel line gap instead of
drawing right up to the top of the screen.
-
Attacking ships 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 does not draw the bottom
screen line correctly when the horizon is below this point.
-
On bonus levels, 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 not destroyed before simply exiting the bonus level
shortly afterward.
-
Collisions between parachute drops and non-player objects
are mishandled.
-
The player's engines strobe between grey and colour when
thrusting and firing simultaneously.
-
Detail map cannot be scrolled to eastern and northern
extremities by clicking on global (small) map.
-
Over-aggressive clipping of target crosses & object
dots on map.
-
Fighters can fly through their hangar or parent ship
indefinitely.
-
Enemy ships may switch their attack to the player when he
is already dead.
-
Ground objects and hills appear to float above the horizon
when the view is close to ground level.
-
Hangars launch ships to attack the player's ship after it
has been destroyed.
-
When out of visual range, the player misleadingly appears
as a red cross on the
HUD.
-
Aerial mines and parachute drops can pass through hills and
ground objects (longstanding).
-
Parachute drops on enclosed levels appear high above the
ceiling (longstanding).
-
The map's remote target view facility behaves unexpectedly,
sometimes showing a view in a completely senseless
direction (new).
Version 2.02
Changes
-
General overhaul of configuration and control, with
currently visible effects being support for both analogue
and switched joysticks and a new weapon-cycle function that
is tied to the middle mouse button.
-
Various data now loaded from file rather than pre-assembled
into code - small text characters, sprites and map symbols.
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 from file on
start-up, and automatically saved to file when updated.
They are stored in
Choices$Write
on machines
with a !Boot structure, or else in
!Star3000.Choices
. Can easily revert to defaults by
deleting files in these directories.
-
Vague hand-waving support for
SFeditor-style multi-levels directories, through
Star3000Levels$Path
.
-
Changes to mesh and blinds screen wipes (both intro and
main code) to further reduce load on callback system.
-
Securely tied pointer shape to pointer colours. This stops
it being momentarily black before purple when mission
screen is first visited, and being black in the shop if
haven't yet been to mission map (e.g. bonus on level
start).
-
Animated tiles no longer miraculously spring back to life
having been totally 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/deactivation messages are displayed instead of
just "PASSWORD INCORRECT". Plays jolly tune first time
cheat code entered.
-
Totally overhauled sound module SFX_Handler, which now
supports 16-bit sound, SharedSound (listen to MP3
music whilst playing!), stereo effects and variable
polyphony. Proper memory allocation - music and sound data
now loaded from file rather than precompiled into module
(uses dynamic area on
OS 3.5). Finally no more
problems with thruster noise pitch-bend (hooray!)
-
Fixed buglets where
SFX_Stop
was being called
with bad parameters and bad volume was being stored for
incoming missile warning. These were thrown up by the new
SFX_Handler parameter checking.
-
Now uses David O'Shea's DeComp module from FednetRes
rather than the old internal FDComp module.
-
Officially registered the application and module names with
RISCOS
Ltd, and changed SFX_Handler module to use officially
allocated SWI chunk
and error numbers.
-
General improvements to keypress/mouse click handling in
menus.
Errata
-
Unpredictable behaviour of friendly spacecraft that can't
find an enemy to attack when the spacecraft they are
following joins the player's formation and there is no room
for them to join too (longstanding).
-
If the player fires upon a friendly spacecraft that has
been configured to ignore attacks then it mutinies and
leaves the player's formation without actually attacking
the player (longstanding).
-
A big ship can attack a bonus coin for up to ten frames if
it appears at the same time that an enemy spacecraft is
destroyed (longstanding).
-
Loads from illegal addresses 2, 12 and 68 can crash the
game if zero page is read-protected (longstanding).
-
The player's ship drifts inexorably sideways at the very
start of a mission.
-
Big ships cannot launch ATA
missiles.
-
Fighters launched from ground hangars just climb unsteadily
away from their hangar instead of taxi turning and taking
off along the runway.
-
Newly added objects sometimes fall foul of dangling
collision references. Typically this manifests as missiles
blowing up at launch.
-
If many ships overlap at the same latitude (especially if
one is big) then lasers can pass through them. This is most
often noticeable when attacking satellites and usually
fatal for the player.
-
Incoming
SAMs are not reported on your HUD.
-
Fighters 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 locks on
to one of the bonus coins left behind, spinning wildly.
-
Upon completion of a mission pyramid the menu backdrop war
is not correctly re-initialised, and the player does not
get a chance to enter a high score (despite the score being
reset upon starting a new pyramid).
-
Hills get bigger every time a game (or the menu backdrop
war) is initialised without a new ground map having been
loaded!
-
Cloaked ships are shown on the small map.
-
Ships plotted on the small map flicker during scroll,
arrows randomly appear and disappear next to map grid
markings, and there is an error in the zoom x8 map plotter.
-
The polygon plotter leaves a one pixel line gap instead of
drawing right up to the top of the screen.
-
Attacking ships 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 does not draw the bottom
screen line correctly when the horizon is below this point.
-
On bonus levels, 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 not destroyed before simply exiting the bonus level
shortly afterward.
-
Collisions between parachute drops and non-player objects
are mishandled.
-
The player's engines strobe between grey and colour when
thrusting and firing simultaneously.
-
Detail map cannot be scrolled to eastern and northern
extremities by clicking on global (small) map
(longstanding).
-
Over-aggressive clipping of target crosses & object
dots on map (longstanding).
-
Fighters can fly through their hangar or parent ship
indefinitely (longstanding).
-
Enemy ships may switch their attack to the player when he
is already dead (longstanding).
-
Ground objects and hills appear to float above the horizon
when the view is close to ground level (longstanding).
-
Hangars launch ships to attack the player's ship after it
has been destroyed (longstanding).
-
When out of visual range, the player misleadingly appears
as a red cross on the
HUD (longstanding).
-
Aerial mines and parachute drops can pass through hills and
ground objects (longstanding).
-
Parachute drops on enclosed levels appear high above the
ceiling (longstanding).
-
The map's remote target view facility behaves unexpectedly,
sometimes showing a view in a completely senseless
direction (since v2.01).
-
The ECM key
auto-repeats if you hold it too long (new).
-
Actual game speed doesn't correspond to that shown in the
Configure menu (new).
-
Glissandos are played at half their original speed (new).
-
Only the volume of new notes changes instead of updating
the volume of all notes every beat during music fade-out
(new).
Version 2.03
Changes
-
Fixed longstanding problem where lingering mouse click to
exit remote target view was counted twice (more often than
not showing another remote view).
Errata
-
Unpredictable behaviour of friendly spacecraft that can't
find an enemy to attack when the spacecraft they are
following joins the player's formation and there is no room
for them to join too (longstanding).
-
If the player fires upon a friendly spacecraft that has
been configured to ignore attacks then it mutinies and
leaves the player's formation without actually attacking
the player (longstanding).
-
A big ship can attack a bonus coin for up to ten frames if
it appears at the same time that an enemy spacecraft is
destroyed (longstanding).
-
Loads from illegal addresses 2, 12 and 68 can crash the
game if zero page is read-protected (longstanding).
-
The player's ship drifts inexorably sideways at the very
start of a mission.
-
Big ships cannot launch ATA
missiles.
-
Fighters launched from ground hangars just climb unsteadily
away from their hangar instead of taxi turning and taking
off along the runway.
-
Newly added objects sometimes fall foul of dangling
collision references. Typically this manifests as missiles
blowing up at launch.
-
If many ships overlap at the same latitude (especially if
one is big) then lasers can pass through them. This is most
often noticeable when attacking satellites and usually
fatal for the player.
-
Incoming
SAMs are not reported on your HUD.
-
Fighters 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 locks on
to one of the bonus coins left behind, spinning wildly.
-
Upon completion of a mission pyramid the menu backdrop war
is not correctly re-initialised, and the player does not
get a chance to enter a high score (despite the score being
reset upon starting a new pyramid).
-
Hills get bigger every time a game (or the menu backdrop
war) is initialised without a new ground map having been
loaded!
-
Cloaked ships are shown on the small map.
-
Ships plotted on the small map flicker during scroll,
arrows randomly appear and disappear next to map grid
markings, and there is an error in the zoom x8 map plotter.
-
The polygon plotter leaves a one pixel line gap instead of
drawing right up to the top of the screen.
-
Attacking ships 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 does not draw the bottom
screen line correctly when the horizon is below this point.
-
On bonus levels, 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 not destroyed before simply exiting the bonus level
shortly afterward.
-
Collisions between parachute drops and non-player objects
are mishandled.
-
The player's engines strobe between grey and colour when
thrusting and firing simultaneously.
-
Detail map cannot be scrolled to eastern and northern
extremities by clicking on global (small) map
(longstanding).
-
Over-aggressive clipping of target crosses & object
dots on map (longstanding).
-
Fighters can fly through their hangar or parent ship
indefinitely (longstanding).
-
Enemy ships may switch their attack to the player when he
is already dead (longstanding).
-
Ground objects and hills appear to float above the horizon
when the view is close to ground level (longstanding).
-
Hangars launch ships to attack the player's ship after it
has been destroyed (longstanding).
-
When out of visual range, the player misleadingly appears
as a red cross on the
HUD (longstanding).
-
Aerial mines and parachute drops can pass through hills and
ground objects (longstanding).
-
Parachute drops on enclosed levels appear high above the
ceiling (longstanding).
-
The ECM key
auto-repeats if you hold it too long (since v2.02).
-
Actual game speed doesn't correspond to that shown in the
Configure menu (since v2.02).
-
The map's remote target view facility behaves unexpectedly,
sometimes showing a view in a completely senseless
direction (since v2.01).
-
Glissandos are played at half their original speed (since
v2.02).
-
Only the volume of new notes changes instead of updating
the volume of all notes every beat during music fade-out
(since v2.02).
Version 2.04
Changes
-
Reinstated support for the 8-bit sound system, which is
used as a last resort in the absence of both SharedSound
and 16-bit sound hardware.
-
Fixed a very long standing 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 (uses
a sine/cosine panpot) 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.
-
Re-attached game speed limiter so that it actually
corresponds to the menu setting (broken in
2.02 and subsequent versions). Also, 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 very ancient 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.
-
Implemented slide-type pitch changes in the sound module
(e.g.
SFX_Pitch
type 1). These had been absent
since SFX_Handler version 2.00, and make an audible
difference to the game music tracks.
-
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.
-
Potentially significant bug fixes to the program
environment handlers: The error and exit handlers no longer
assume the validity of User-mode R13, and the error report
screen mode is now compatible with RISC
OS < 3.5.
Errata
-
Unpredictable behaviour of friendly spacecraft that can't
find an enemy to attack when the spacecraft they are
following joins the player's formation and there is no room
for them to join too (longstanding).
-
If the player fires upon a friendly spacecraft that has
been configured to ignore attacks then it mutinies and
leaves the player's formation without actually attacking
the player (longstanding).
-
A big ship can attack a bonus coin for up to ten frames if
it appears at the same time that an enemy spacecraft is
destroyed (longstanding).
-
Loads from illegal addresses 2, 12 and 68 can crash the
game if zero page is read-protected (longstanding).
-
The player's ship drifts inexorably sideways at the very
start of a mission.
-
Big ships cannot launch ATA
missiles.
-
Fighters launched from ground hangars just climb unsteadily
away from their hangar instead of taxi turning and taking
off along the runway.
-
Newly added objects sometimes fall foul of dangling
collision references. Typically this manifests as missiles
blowing up at launch.
-
If many ships overlap at the same latitude (especially if
one is big) then lasers can pass through them. This is most
often noticeable when attacking satellites and usually
fatal for the player.
-
Incoming
SAMs are not reported on your HUD.
-
Fighters 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 locks on
to one of the bonus coins left behind, spinning wildly.
-
Upon completion of a mission pyramid the menu backdrop war
is not correctly re-initialised, and the player does not
get a chance to enter a high score (despite the score being
reset upon starting a new pyramid).
-
Hills get bigger every time a game (or the menu backdrop
war) is initialised without a new ground map having been
loaded!
-
Cloaked ships are shown on the small map.
-
Ships plotted on the small map flicker during scroll,
arrows randomly appear and disappear next to map grid
markings, and there is an error in the zoom x8 map plotter.
-
The polygon plotter leaves a one pixel line gap instead of
drawing right up to the top of the screen.
-
Attacking ships 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 does not draw the bottom
screen line correctly when the horizon is below this point.
-
On bonus levels, 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 not destroyed before simply exiting the bonus level
shortly afterward.
-
Detail map cannot be scrolled to eastern and northern
extremities by clicking on global (small) map
(longstanding).
-
Over-aggressive clipping of target crosses & object
dots on map (longstanding).
-
Fighters can fly through their hangar or parent ship
indefinitely (longstanding).
-
Enemy ships may switch their attack to the player when he
is already dead (longstanding).
-
Ground objects and hills appear to float above the horizon
when the view is close to ground level (longstanding).
-
Hangars launch ships to attack the player's ship after it
has been destroyed (longstanding).
-
When out of visual range, the player misleadingly appears
as a red cross on the
HUD (longstanding).
-
Aerial mines and parachute drops can pass through hills and
ground objects (longstanding).
-
Parachute drops on enclosed levels appear high above the
ceiling (longstanding).
-
Fighters launched from a big ship may immediately collide
with it (especially rotating space stations) (new).
-
The ECM key
auto-repeats if you hold it too long (since v2.02).
-
The map's remote target view facility behaves unexpectedly,
sometimes showing a view in a completely senseless
direction (since v2.01).
-
Glissandos are played at half their original speed (since
v2.02).
-
Only the volume of new notes changes instead of updating
the volume of all notes every beat during music fade-out
(since v2.02).
Version 3.00
Changes
-
The program code is now compatible with 32-bit RISC OS, and
should therefore run natively on the Iyonix PC.
-
Now runs under the RISC OS Window
Manager, allowing you to return to the desktop at any time
to continue with other work. You can even play the game in
a window whilst other applications continue to run in the
background!
-
Sadly, the 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. This had
always been present, but in a broken form.
-
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 (except for slow computers that have stereo sound
disabled).
-
The shield warning siren can no longer sound on more than
one channel, since the former behaviour occasionally
resulted in strange noises.
-
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.
-
Now forces the camera view to the player when he dies, as
well as forcing the tracking camera view. (Previously only
the latter happened, 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.
-
The shop picture is not necessarily rendered from the last
camera position, if this is no longer a valid view point.
(Previously views from above the ceiling of enclosed levels
were not uncommon.)
-
You can no longer do remote target views while the scanner
system is down (e.g. no map). This was formerly an
ingenious way of finding targets that were supposed to be
hidden!
-
Overhauled the game manual text, and converted it into
HTML form to
allow better formatting and the addition of links and
illustrations. Added missing section from original printed
manual.
-
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.
-
Restored the fineness of the original music fade out; the
volume of all notes is updated every beat rather than just
new ones being affected.
-
Disabled parachute drops on enclosed levels.
-
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 games, so there is no longer any possibility of a
'defences active' alarm going off during the menu war
backdrop.
-
Menu backdrop war now works properly on enclosed levels,
since 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.
-
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 (e.g. scanners down).
Radar button now emits same beep as others.
-
Big ships no longer crash noisily into any bonus coins in
their path. Lasers also pass 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 SAMs.
-
Instead of converging on the dead player, chasing fighters
now reverse their attack 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 chasing others, 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. Also, weapons for which supplies
are exhausted are now skipped.
-
General 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 z=0 on space
levels. Introduced a bias in favour of the current
direction of evasion, to prevent indecisiveness about which
way to go. The projected movement vector is now checked
more thoroughly, and closer obstructions now have priority
over far ones.
-
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.
-
16 bit sound handler no longer pauses all notes and pitch
changes when the overall volume is muted. Instead, added
optimised (but correct) fill code for the case where the
combined overall and channel volume is 0.
-
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. Also,
supplied an alternative sound module that uses
SharedSound's callback facility.
-
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.
-
A huge number of longstanding bugs were fixed (see errata
for previous releases).
Errata
-
Unpredictable behaviour of friendly spacecraft that can't
find an enemy to attack when the spacecraft they are
following joins the player's formation and there is no room
for them to join too (longstanding).
-
If the player fires upon a friendly spacecraft that has
been configured to ignore attacks then it mutinies and
leaves the player's formation without actually attacking
the player (longstanding).
-
A big ship can attack a bonus coin for up to ten frames if
it appears at the same time that an enemy spacecraft is
destroyed (longstanding).
-
Loads from illegal addresses 2, 12 and 68 can crash the
game if zero page is read-protected (longstanding).
-
Detail map cannot be scrolled to eastern and northern
extremities by clicking on global (small) map
(longstanding).
-
Over-aggressive clipping of target crosses & object
dots on map (longstanding).
-
Glissandos are played at half their original speed (since
v2.02).
-
Number of lives displayed upon starting a mission is wrong
if changed due to a bonus or purchases in the shop (new).
-
Enemy spacecraft launched from hangars or big ships do not
swerve to avoid head-on collisions with the player (new).
-
The application is paged in as often as possible even when
configured to run slowly (new).
-
'Ship status' instead of 'Toggle HUD' is displayed by the Choices
dialogue box as the action associated with a mouse or
joystick button (new).
-
Unclaimed key presses are only passed on to other
applications when the game or key definition window has the
input focus (new).
-
Entering full screen mode on an Iyonix
PC causes an
'Unknown
OS_ScreenMode
reason code' error
(new).
-
Lack of a screen mode suitable to run the game results in a
corrupted display in an inappropriate screen mode (new).
Version 3.01
Changes
-
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.
For users of version 3.00 this problem
may be fixed by patching their copy of the game.
-
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.
Errata
-
Unpredictable behaviour of friendly spacecraft that can't
find an enemy to attack when the spacecraft they are
following joins the player's formation and there is no room
for them to join too (longstanding).
-
If the player fires upon a friendly spacecraft that has
been configured to ignore attacks then it mutinies and
leaves the player's formation without actually attacking
the player (longstanding).
-
A big ship can attack a bonus coin for up to ten frames if
it appears at the same time that an enemy spacecraft is
destroyed (longstanding).
-
Loads from illegal addresses 2, 12 and 68 can crash the
game if zero page is read-protected (longstanding).
-
Detail map cannot be scrolled to eastern and northern
extremities by clicking on global (small) map
(longstanding).
-
Over-aggressive clipping of target crosses & object
dots on map (longstanding).
-
Glissandos are played at half their original speed (since
v2.02).
-
Number of lives displayed upon starting a mission is wrong
if changed due to a bonus or purchases in the shop (since
v3.00).
-
Enemy spacecraft launched from hangars or big ships do not
swerve to avoid head-on collisions with the player (since
v3.00).
-
The application is paged in as often as possible even when
configured to run slowly (since v3.00).
-
'Ship status' instead of 'Toggle HUD' is displayed by the Choices
dialogue box as the action associated with a mouse or
joystick button (since v3.00).
-
Unclaimed key presses are only passed on to other
applications when the game or key definition window has the
input focus (since v3.00).
Version 3.02
Changes
-
If internal data files cannot be found during
initialisation, the game no longer reports misleading
errors such as 'Not enough memory' or 'Insufficient room to
load file'.
Errata
-
Unpredictable behaviour of friendly spacecraft that can't
find an enemy to attack when the spacecraft they are
following joins the player's formation and there is no room
for them to join too (longstanding).
-
If the player fires upon a friendly spacecraft that has
been configured to ignore attacks then it mutinies and
leaves the player's formation without actually attacking
the player (longstanding).
-
A big ship can attack a bonus coin for up to ten frames if
it appears at the same time that an enemy spacecraft is
destroyed (longstanding).
-
Loads from illegal addresses 2, 12 and 68 can crash the
game if zero page is read-protected (longstanding).
-
Detail map cannot be scrolled to eastern and northern
extremities by clicking on global (small) map
(longstanding).
-
Over-aggressive clipping of target crosses & object
dots on map (longstanding).
-
Glissandos are played at half their original speed (since
v2.02).
-
Number of lives displayed upon starting a mission is wrong
if changed due to a bonus or purchases in the shop (since
v3.00).
-
Enemy spacecraft launched from hangars or big ships do not
swerve to avoid head-on collisions with the player (since
v3.00).
-
The application is paged in as often as possible even when
configured to run slowly (since v3.00).
-
'Ship status' instead of 'Toggle HUD' is displayed by the Choices
dialogue box as the action associated with a mouse or
joystick button (since v3.00).
-
Unclaimed key presses are only passed on to other
applications when the game or key definition window has the
input focus (since v3.00).
-
Initialisation is not aborted if there is insufficient
memory to load the 'TexData' file or the configuration or
high scores files are too big (new).
Version 3.03
Changes
-
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.
Errata
-
Unpredictable behaviour of friendly spacecraft that can't
find an enemy to attack when the spacecraft they are
following joins the player's formation and there is no room
for them to join too (longstanding).
-
If the player fires upon a friendly spacecraft that has
been configured to ignore attacks then it mutinies and
leaves the player's formation without actually attacking
the player (longstanding).
-
A big ship can attack a bonus coin for up to ten frames if
it appears at the same time that an enemy spacecraft is
destroyed (longstanding).
-
Loads from illegal addresses 2, 12 and 68 can crash the
game if zero page is read-protected (longstanding).
-
Detail map cannot be scrolled to eastern and northern
extremities by clicking on global (small) map
(longstanding).
-
Over-aggressive clipping of target crosses & object
dots on map (longstanding).
-
Glissandos are played at half their original speed (since
v2.02).
-
The application is paged in as often as possible even when
configured to run slowly (since v3.00).
-
Number of lives displayed upon starting a mission is wrong
if changed due to a bonus or purchases in the shop (since
v3.00).
-
Enemy spacecraft launched from hangars or big ships do not
swerve to avoid head-on collisions with the player (since
v3.00).
-
'Ship status' instead of 'Toggle HUD' is displayed by the Choices
dialogue box as the action associated with a mouse or
joystick button (since v3.00).
-
Unclaimed key presses are only passed on to other
applications when the game or key definition window has the
input focus (since v3.00).
-
Initialisation is not aborted if there is insufficient
memory to load the 'TexData' file or the configuration or
high scores files are too big (since v3.02).
Version 3.04
Changes
-
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).
Errata
-
Unpredictable behaviour of friendly spacecraft that can't
find an enemy to attack when the spacecraft they are
following joins the player's formation and there is no room
for them to join too (longstanding).
-
If the player fires upon a friendly spacecraft that has
been configured to ignore attacks then it mutinies and
leaves the player's formation without actually attacking
the player (longstanding).
-
A big ship can attack a bonus coin for up to ten frames if
it appears at the same time that an enemy spacecraft is
destroyed (longstanding).
-
Loads from illegal addresses 2, 12 and 68 can crash the
game if zero page is read-protected (longstanding).
-
Detail map cannot be scrolled to eastern and northern
extremities by clicking on global (small) map
(longstanding).
-
Over-aggressive clipping of target crosses & object
dots on map (longstanding).
-
Glissandos are played at half their original speed (since
v2.02).
-
The application is paged in as often as possible even when
configured to run slowly (since v3.00).
-
Initialisation is not aborted if there is insufficient
memory to load the 'TexData' file or the configuration or
high scores files are too big (since v3.02).
-
Number of lives displayed upon starting a mission is wrong
if changed due to a bonus or purchases in the shop (since
v3.00).
-
Enemy spacecraft launched from hangars or big ships do not
swerve to avoid head-on collisions with the player (since
v3.00).
-
'Ship status' instead of 'Toggle HUD' is displayed by the Choices
dialogue box as the action associated with a mouse or
joystick button (since v3.00).
-
Unclaimed key presses are only passed on to other
applications when the game or key definition window has the
input focus (since v3.00).
Version 3.05
Changes
-
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. Also the
game would not have run properly if started after the
centisecond timer had gone 'negative' (six weeks from
machine reset).
-
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 a 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 & object dots on map.
-
Fixed minor bug where 'Ship status' instead of 'Toggle
HUD' was
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.
-
Appropriate error is now reported if pointer shapes file
not found (rather than 'Not enough memory').
-
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.
Errata
-
Unpredictable behaviour of friendly spacecraft that can't
find an enemy to attack when the spacecraft they are
following joins the player's formation and there is no room
for them to join too (longstanding).
-
If the player fires upon a friendly spacecraft that has
been configured to ignore attacks then it mutinies and
leaves the player's formation without actually attacking
the player (longstanding).
-
A big ship can attack a bonus coin for up to ten frames if
it appears at the same time that an enemy spacecraft is
destroyed (longstanding).
-
Loads from illegal addresses 2, 12 and 68 can crash the
game if zero page is read-protected (longstanding).
-
Glissandos are played at half their original speed (since
v2.02).
-
Number of lives displayed upon starting a mission is wrong
if changed due to a bonus or purchases in the shop (since
v3.00).
-
Enemy spacecraft launched from hangars or big ships do not
swerve to avoid head-on collisions with the player (since
v3.00).
Version 3.06
Changes
-
Fixed 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 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 bug in 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 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.
Errata
-
Unpredictable behaviour of friendly spacecraft that can't
find an enemy to attack when the spacecraft they are
following joins the player's formation and there is no room
for them to join too (longstanding).
-
If the player fires upon a friendly spacecraft that has
been configured to ignore attacks then it mutinies and
leaves the player's formation without actually attacking
the player (longstanding).
-
A big ship can attack a bonus coin for up to ten frames if
it appears at the same time that an enemy spacecraft is
destroyed (longstanding).
-
Loads from illegal addresses 2, 12 and 68 can crash the
game if zero page is read-protected (longstanding).
-
Glissandos are played at half their original speed (since
v2.02).
-
Number of lives displayed upon starting a mission is wrong
if changed due to a bonus or purchases in the shop (since
v3.00).
-
Enemy spacecraft launched from hangars or big ships do not
swerve to avoid head-on collisions with the player (since
v3.00).
Version 3.07
Changes
-
Number of lives displayed on mission start should now be
accurate (broken in 3.00 and subsequent
versions).
Errata
-
Unpredictable behaviour of friendly spacecraft that can't
find an enemy to attack when the spacecraft they are
following joins the player's formation and there is no room
for them to join too (longstanding).
-
If the player fires upon a friendly spacecraft that has
been configured to ignore attacks then it mutinies and
leaves the player's formation without actually attacking
the player (longstanding).
-
A big ship can attack a bonus coin for up to ten frames if
it appears at the same time that an enemy spacecraft is
destroyed (longstanding).
-
Loads from illegal addresses 2, 12 and 68 can crash the
game if zero page is read-protected (longstanding).
-
Glissandos are played at half their original speed (since
v2.02).
-
Enemy spacecraft launched from hangars or big ships do not
swerve to avoid head-on collisions with the player (since
v3.00).
Version 3.08
Changes
-
Internal changes to treat graphics coordinates as 16 bit
rather than 32 bit. Should not have user-visible effects.
-
Optimised instruction ordering within the SFX_Handler
module, which should particularly benefit X-Scale
processors. Latencies reported by ARMalyser
have been reduced from 487 (10.3% of estimated total
cycles) to 344 (7.5%).
-
Improved the quality of music fade out; the amplitude of
all channels is now scaled simultaneously and
proportionally, instead of clipping the amplitude of the
loudest channels first.
-
Improved the accuracy with which note amplitude is
specified when sound output is via an 8 bit voice generator
(uses 7 bit log volume with SWI
Sound_Control
).
-
Added a header to the transient utility that is used to
ensure that enough memory is allocated for the game's
double-buffered full screen display. This is for
compatibility with the latest versions of
RISC OS 4.
Errata
-
Unpredictable behaviour of friendly spacecraft that can't
find an enemy to attack when the spacecraft they are
following joins the player's formation and there is no room
for them to join too (longstanding).
-
If the player fires upon a friendly spacecraft that has
been configured to ignore attacks then it mutinies and
leaves the player's formation without actually attacking
the player (longstanding).
-
A big ship can attack a bonus coin for up to ten frames if
it appears at the same time that an enemy spacecraft is
destroyed (longstanding).
-
Loads from illegal addresses 2, 12 and 68 can crash the
game if zero page is read-protected (longstanding).
-
Glissandos are played at half their original speed (since
v2.02).
-
Enemy spacecraft launched from hangars or big ships do not
swerve to avoid head-on collisions with the player (since
v3.00).
Version 3.09
Changes
-
No longer attempts perspective division on coordinates that
are behind the camera. (Previously multiplied X and Z
coordinates by indeterminate values read from outside a
lookup table.)
-
Corrected the speed of glissandos to match early versions
of the SFX_Handler module (this effect was accidentally
reimplemented at half speed after the sound player was
rewritten to support 16 bit sound).
Errata
-
Unpredictable behaviour of friendly spacecraft that can't
find an enemy to attack when the spacecraft they are
following joins the player's formation and there is no room
for them to join too (longstanding).
-
If the player fires upon a friendly spacecraft that has
been configured to ignore attacks then it mutinies and
leaves the player's formation without actually attacking
the player (longstanding).
-
A big ship can attack a bonus coin for up to ten frames if
it appears at the same time that an enemy spacecraft is
destroyed (longstanding).
-
Loads from illegal addresses 2, 12 and 68 can crash the
game if zero page is read-protected (longstanding).
-
Enemy spacecraft launched from hangars or big ships do not
swerve to avoid head-on collisions with the player (since
v3.00).
Version 3.10
Changes
-
Various internal changes to use tables of data in
preference to in-line code in the desktop front-end.
-
Fixed a bug where the key transition buffer would be
flushed whenever a task started that had a name partially
matching "ShellCLI" from the start of both strings (e.g.
"S", "Sh", "She", etc.) Instead, this buffer is now flushed
whenever a mode change message is received (should catch
termination of
*GOS
and single-tasking
programs as well as the Task Manager's CLI shell).
-
If the game has been configured to start up in full screen
mode, but that isn't possible for any reason (e.g. screen
mode not available) then the user is now offered the
opportunity to continue instead of quitting. This allows
the game to be reconfigured to prevent a recurrence.
-
Fixed an incompatibility with RISC OS 6 which caused "No
writable memory at this address" to be reported if the game
started up in full screen mode. The title screen was being
decompressed directly into the frame buffer but
OS_ValidateAddress
faults physically mapped dynamic
areas (such as that used by the VIDC hardware video
driver).
Errata
-
Unpredictable behaviour of friendly spacecraft that can't
find an enemy to attack when the spacecraft they are
following joins the player's formation and there is no room
for them to join too (longstanding).
-
If the player fires upon a friendly spacecraft that has
been configured to ignore attacks then it mutinies and
leaves the player's formation without actually attacking
the player (longstanding).
-
A big ship can attack a bonus coin for up to ten frames if
it appears at the same time that an enemy spacecraft is
destroyed (longstanding).
-
Loads from illegal addresses 2, 12 and 68 can crash the
game if zero page is read-protected (longstanding).
-
Enemy spacecraft launched from hangars or big ships do not
swerve to avoid head-on collisions with the player (since
v3.00).
-
Ground objects are drawn on the map using a 2D plan view
(new).
-
Radar dishes are drawn on the map with the wrong
orientation (new).
Version 3.11
Changes
-
Fixed a potential memory leak in the case where SWI
OS_ReadModeVariable
returns an error (probably never
happened in practice).
-
SWI
Wimp_SetMode
is now used to restore the desktop
screen mode and palette upon return from full-screen mode,
just like when a 'grubby' task exits. Previously, the game
used custom code which wasn't full compatible with RISC OS
6 (window furniture was not always drawn).
-
The colour translation table required to redraw the
contents of the game window is now recalculated 'just in
time' instead of whenever the game is notified that the
desktop screen mode or palette has changed. This is more
efficient because such notifications typically arrive in
tandem.
-
The palette for the game's native screen mode is no longer
held persistently in memory whilst in the desktop
environment.
-
More robust in the case where SWI
ColourTrans_ReadPalette
tries to output more data than the previously estimated
buffer size.
-
If an error occurs during redraw of the game window (e.g.
not enough memory for colour translation table) then the
rest of the window will be filled with black and the game
automatically suspended in fairness to the player.
Errata
-
Unpredictable behaviour of friendly spacecraft that can't
find an enemy to attack when the spacecraft they are
following joins the player's formation and there is no room
for them to join too (longstanding).
-
If the player fires upon a friendly spacecraft that has
been configured to ignore attacks then it mutinies and
leaves the player's formation without actually attacking
the player (longstanding).
-
A big ship can attack a bonus coin for up to ten frames if
it appears at the same time that an enemy spacecraft is
destroyed (longstanding).
-
Loads from illegal addresses 2, 12 and 68 can crash the
game if zero page is read-protected (longstanding).
-
Enemy spacecraft launched from hangars or big ships do not
swerve to avoid head-on collisions with the player (since
v3.00).
-
Ground objects are drawn on the map using a 2D plan view
(since v3.10).
-
Radar dishes are drawn on the map with the wrong
orientation (since v3.10).
Version 3.12
Changes
-
Fixed an obscure bug where the SFX_Handler module would
overwrite the first instruction of its dynamic area handler
with a
NOP
(instead of zeroing the private
word) when tidying up after a failed initialisation. If
this handler was subsequently called then errors such as
"Illegal instruction" and "Reentrancy in ChangeDynamicArea"
would occur.
Errata
-
Unpredictable behaviour of friendly spacecraft that can't
find an enemy to attack when the spacecraft they are
following joins the player's formation and there is no room
for them to join too (longstanding).
-
If the player fires upon a friendly spacecraft that has
been configured to ignore attacks then it mutinies and
leaves the player's formation without actually attacking
the player (longstanding).
-
A big ship can attack a bonus coin for up to ten frames if
it appears at the same time that an enemy spacecraft is
destroyed (longstanding).
-
Loads from illegal addresses 2, 12 and 68 can crash the
game if zero page is read-protected (longstanding).
-
Enemy spacecraft launched from hangars or big ships do not
swerve to avoid head-on collisions with the player (since
v3.00).
-
Ground objects are drawn on the map using a 2D plan view
(since v3.10).
-
Radar dishes are drawn on the map with the wrong
orientation (since v3.10).
Version 3.13
Changes
-
The sky renderer no longer relies upon low-order address
bits being ignored in unaligned data accesses.
(
STM
to an unaligned address may cause
undefined behaviour, depending on the ARM architecture
variant.)
-
The routine which calculates the screen position of planets
and stars no longer attempts perspective division on
coordinates behind the camera. (Previously multiplied X and
Z coordinates by indeterminate values read from outside a
lookup table.)
-
Fixed a bug introduced in version 3.11
where the action button which can be used to insert the
current scale into the Choices dialogue box was not
labelled correctly until the scale had been changed.
-
Improved the key names for a
UK keyboard that are used in the Choices dialogue
box.
-
Created a new 'Desktop' section of the Choices dialogue box
and moved the 'Suspend when focus lost', 'Start in
full-screen mode' and scaling options into it.
-
Which input device should be used for flight controls is
now configured using a set of radio buttons instead of
separate option buttons in the 'Mouse' and 'Joystick'
sections of the Choices dialogue box.
-
The type of joystick (analogue or switched) is now
configured using a set of radio buttons instead of a pop-up
menu.
-
There is a new option to show the average frame rate over
the last eight frames in an external toolbar attached to
the main window. A slider shows the ratio of the actual
frame rate to the maximum allowed.
-
Updated the game's pre-veneer for the runtime environment's
error handler to avert 'No stack for trap handler' errors
if an exception occurs within the portion of the gamecode
that is not
APCS compliant. This was necessary to accommodate
recent changes in RISCOS Ltd's shared C library.
-
Various data files are now loaded whilst the title screen
is showing during initialisation instead of just-in-time
when the game receives its first null event.
Errata
-
Unpredictable behaviour of friendly spacecraft that can't
find an enemy to attack when the spacecraft they are
following joins the player's formation and there is no room
for them to join too (longstanding).
-
If the player fires upon a friendly spacecraft that has
been configured to ignore attacks then it mutinies and
leaves the player's formation without actually attacking
the player (longstanding).
-
A big ship can attack a bonus coin for up to ten frames if
it appears at the same time that an enemy spacecraft is
destroyed (longstanding).
-
Loads from illegal addresses 2, 12 and 68 can crash the
game if zero page is read-protected (longstanding).
-
Enemy spacecraft launched from hangars or big ships do not
swerve to avoid head-on collisions with the player (since
v3.00).
-
Ground objects are drawn on the map using a 2D plan view
(since v3.10).
-
Radar dishes are drawn on the map with the wrong
orientation (since v3.10).
Version 3.14
Changes
-
Fixed unaligned data accesses in the assembly language
routines which zero-initialise the table of keys pressed,
plot sprites for the mission selection screen, and create
bonus coins in the game.
-
Fixed unaligned data accesses in the compiled C code by
specifying the required arcane options when invoking the
compiler.
-
Variables of type
short int
are even more
inefficient with the new compiler options, so I have
substituted natural-width integers.
Errata
-
Unpredictable behaviour of friendly spacecraft that can't
find an enemy to attack when the spacecraft they are
following joins the player's formation and there is no room
for them to join too (longstanding).
-
If the player fires upon a friendly spacecraft that has
been configured to ignore attacks then it mutinies and
leaves the player's formation without actually attacking
the player (longstanding).
-
A big ship can attack a bonus coin for up to ten frames if
it appears at the same time that an enemy spacecraft is
destroyed (longstanding).
-
Loads from illegal addresses 2, 12 and 68 can crash the
game if zero page is read-protected (longstanding).
-
Enemy spacecraft launched from hangars or big ships do not
swerve to avoid head-on collisions with the player (since
v3.00).
-
Ground objects are drawn on the map using a 2D plan view
(since v3.10).
-
Radar dishes are drawn on the map with the wrong
orientation (since v3.10).
Version 3.15
Changes
-
Added an option to scale the frame buffer from 256 to 480
lines when in full-screen mode, for non-letterboxed display
on VGA-type monitors.
-
More detailed key names are displayed in the Choices
dialogue box.
Errata
-
Unpredictable behaviour of friendly spacecraft that can't
find an enemy to attack when the spacecraft they are
following joins the player's formation and there is no room
for them to join too (longstanding).
-
If the player fires upon a friendly spacecraft that has
been configured to ignore attacks then it mutinies and
leaves the player's formation without actually attacking
the player (longstanding).
-
A big ship can attack a bonus coin for up to ten frames if
it appears at the same time that an enemy spacecraft is
destroyed (longstanding).
-
Loads from illegal addresses 2, 12 and 68 can crash the
game if zero page is read-protected (longstanding).
-
Enemy spacecraft launched from hangars or big ships do not
swerve to avoid head-on collisions with the player (since
v3.00).
-
Ground objects are drawn on the map using a 2D plan view
(since v3.10).
-
Radar dishes are drawn on the map with the wrong
orientation (since v3.10).
-
Keyboard navigation of the in-game menus and key activation
of map control icons doesn't work when upscaling to 480
lines (new).
-
Garbage is displayed instead of the title screen in
full-screen mode except when upscaling to 480 lines (new).
Version 3.16
Changes
-
Added an invulnerability cheat (a climbing plant).
-
Replaced the algorithm used by the A.I. to avoid collisions
between spacecraft and ground objects. In particular,
spacecraft no longer turn towards obstacles.
-
Attacking spacecraft no longer fire at their target and now
have unlimited ability to roll when avoiding collisions
with ground objects.
-
Enabled some historic code to reduce the jitter of roll
control by A.I.
-
Made it configurable whether or not the camera view is
reset to the player's spacecraft whenever it is hit by
incoming fire.
-
Reduced memory usage by 12 bytes per spacecraft.
-
A message is now broadcast to claim ownership of the input
focus from other desktop applications.
-
Fixed bug introduced in version 3.00
where enemy spacecraft launched from hangars or big ships
did not swerve to avoid head-on collisions with the player.
-
Eliminated occasional overflow in calculations for
deflection shooting.
-
Fixed longstanding bug concerning friendly spacecraft that
can't find an enemy to attack when the spacecraft they are
following joins the player's formation and there is no room
to join too.
-
If the player fires upon a friendly spacecraft that has
been configured to ignore attacks then it no longer
mutinies and leaves the player's formation without actually
attacking the player.
-
Fixed longstanding bug where a big ship could attack a
bonus coin for up to ten frames if it appeared at the same
time that an enemy spacecraft was destroyed.
-
Fixed loads from illegal addresses 2, 12 and 68.
-
Fixed bugs introduced in version 3.15
where keyboard navigation of the in-game menus and key
activation of map control icons didn't work when upscaling
to 480 lines.
-
Fixed bug introduced in version 3.15
where garbage was displayed instead of the title screen in
full-screen mode except when upscaling to 480 lines.
-
Fixed an incompatibility with RISC OS 6 which prevented
mouse clicks on the 'PLAY GAME' button being debounced
properly.
Errata
-
Ground objects are drawn on the map using a 2D plan view
(since v3.10).
-
Radar dishes are drawn on the map with the wrong
orientation (since v3.10).
-
A.I.-controlled spacecraft never do deflection shooting
(new).
-
Collisions with a bomb, missile, mine, parachute or
satellite inflict no damage on a fighter or the player's
ship, if hit (new).
Version 3.17
Changes
-
Fixed bug introduced in version 3.16
where A.I.-controlled spacecraft never did deflection
shooting.
Errata
-
Collisions with a bomb, missile, mine, parachute or
satellite inflict no damage on a fighter or the player's
ship, if hit (since v3.16).
-
Ground objects are drawn on the map using a 2D plan view
(since v3.10).
-
Radar dishes are drawn on the map with the wrong
orientation (since v3.10).
Version 3.18
Changes
-
Restored the original title artwork, which had been used
until version 2.01.
-
Removed references to the CD-ROM edition and the former
publisher.
Errata
-
Collisions with a bomb, missile, mine, parachute or
satellite inflict no damage on a fighter or the player's
ship, if hit (since v3.16).
-
Ground objects are drawn on the map using a 2D plan view
(since v3.10).
-
Radar dishes are drawn on the map with the wrong
orientation (since v3.10).
Version 3.19
Changes
-
Fixed a bug introduced in version 3.16
where collisions with a bomb, missile, mine, parachute or
satellite inflicted no damage on a fighter or the player's
ship, if hit.
Errata
-
Collisions between the player's ship and a bomb, missile,
mine, parachute or satellite always inflict damage even if
the invulnerability cheat is active (new).
-
Ground objects are drawn on the map using a 2D plan view
(since v3.10).
-
Radar dishes are drawn on the map with the wrong
orientation (since v3.10).
Version 3.20
Changes
-
Fixed a secondary bug exposed by fixing the
no-missile-damage bug in version 3.19:
collisions between the player's ship and a bomb, missile,
mine, parachute or satellite always inflicted damage even
if the invulnerability cheat was active.
Errata
-
Ground objects are drawn on the map using a 2D plan view
(since v3.10).
-
Radar dishes are drawn on the map with the wrong
orientation (since v3.10).
Version 3.21
Changes
-
Fixed a longstanding bug which caused radar dishes to be
drawn with the wrong orientation on the map.
-
Made the decision of whether to draw 3D spinning ground
objects on the map (the original behaviour, disabled years
ago) into a configuration option.
-
Implemented horizontal as well as vertical frame scaling to
allow use of a standard VGA screen mode or double the
original resolution (640x512).
-
Updated web links in the manual.