------------------------------------------------------------------------------ Another Star Trek game. This one is by Graham Epps, v 30.8.80. The disk AUTO boots into one of two versions of Star trek, based on the machine's ROM version, making it compatible with both v6.78 and v8.79. The implementation is interesting in that it mixes BASIC and machine language routines. It uses the Soundware system. http://www.compucolor.org/vmedia/epps_trek-notes.txt ------------------------------------------------------------------------------ Star Trek V 30.8.80 Graham Epps, 30-Aug-1980, Sydney Australia Introduction ============ Developing software for the Compucolor II was a magical time. This new thing - the "computer" was held as incomprehensible by everyone around us. This was a time of acoustic coupled modems and three years before the movie "wargames". 300 baud was awesome! We still talked in terms of the "microprocessor", since we actually knew it's pin out and machine code. it was a unique time in history because we had something then that does not exist today - restrictions on memory. Looking back - this was one of the very best problems to have. Once you had your program do what you wanted, exhausting your memory forced you to rewrite it more efficiently. You could not learn a more valuable lesson, one that is unfortunately missing from today's virtualised software. Whenever I ran out of memory, I asked my brother Garry Epps to write me some assembler. It was his idea to block copy the screen graphics directly from disk image to the screen ram. He realised that disk memory was plentiful, while BASIC memory was precious. Since my brother and I shared our first initial, I thought it was amusing to say that the software was written by "G.Epps". Guy Lari said: "This was the last time we ever completely understood the computer". Program Start Sequence ====================== There are 2 binary (.PRG) files on the disk, both holding machine code and screen images. This machine code played sounds, and draws the screen by copying the binary image of the screen directly into screen RAM. The file MENU.BAS would today be recognised as the "Auto run" feature. MENU.BAS determines the version of the ROM in the machine by reading memory address 2346, then loads either TREK68.PRG or TREK79.PRG. Finally the main BASIC program is run, TREK.BAS. The Game ========= The galaxy is a 10x10 grid of sectors containing, stars, black holes, star fleet bases (where you may receive energy and repairs), Klingons (which don’t move between sectors but do move to attack you once you enter their sectors) and the Klingon Mother Ship, which is constantly moving toward you through the Galaxy. Your goal is to destroy all the Klingon ships before you are destroyed by the Klingon mother Ship. The game play is real-time unless the hold (H) command is used. If you enter a sector containing Klingon warships, they will immediately attack you. Damage will be reported at the top of the screen. You must attack the Klingons with phasers (P) or photon torpedoes (T). At all times, the Klingon Mother ship is moving through the galaxy towards you. When it arrives, it will attack. The Klingon Mother ship is dark blue. It’s sector is shown as blinking on the long range scan (G) Galaxy display If it warps into a sector that contains a star trek base, that base will be destroyed. This will be shown at the top of the screen. When the Mother Ship is within 1 sector of you, a warning announcement is seen. Your limited Energy supply is used to exchange for Torpedoes (at 100 units each) and Defence (shields). Energy is replenished at any of the Bases. Animation ======== Photon torpedoes are animated as they fly. Impulse movement of the Enterprise is likewise depicted in blazing realism. Should you lose the game, you will experience the terrifying sequence closely resembling the entering of a black hole and having your very existence smeared across the space time continuum. Order of Battle ============ As you warp into a sector containing Klingons, remember: they shoot first, using Torpedoes. You have two weapons: Torpedoes(T) and Phasers(P) The torpedo requires aiming (in degrees) and so is only reliability effective at cardinal angles (45, 90, 180, etc.) but they are completely effective over any range. The (K) command gives you the angles to all vessels, but the Klingons will move within the sector if you take too long to fire. Phasers are indiscriminate, and have a diminishing effectiveness with range. Once you press (P), the energy levels of each Klingon warship is displayed for you to judge how much energy you should expend. Using more energy than required to kill the enemy is wasted. There are 3 classes of ordinary Klingon vessel: - Scout (cyan, 100 strength) - Cruiser (yellow, 250 strength) - Battle Ship (red, 500 strength) The damage that a Klingon can inflict on you is proportional to its distance and energy level (strength). Thus, the closer, stronger ships should be your priority. Commands ======== Commands are single letter, some will prompt for additional information. D – Defence (Shields) Exchange energy to/from defence. G - Galactic report (long range scan) Reveals that part of the galaxy you have explored. Initially the whole Galaxy, except for the 8 sectors immediately surrounding your position are unknown – shown with a green (?). The Galaxy is a 10x10 grid. Your position is indicated in Red. The Klingon Mother Ship is indicated as blinking if it is in a "known" area of the Galaxy. Black holes are purple. The game is paused in this mode. The number scheme for describing the sectors is this: ABC Where: A = number of Klingons B = number of Star trek Bases, where you may replenish Energy and effect repairs C = number of stars If the colour is red – this is your position If blinking, the Klingon Mother ship is in this sector Green (?) unexplored. H – hold The game is suspended. The Klingon Mother ship will not advance on you. Local Klingon attacks will stop. I - impulse drive (give compass heading 0-360, and propulsion energy 0-9) To dock with a base, requires you to impulse into it. Move the ship to provide better shooting angles to the Klingons, and to move around stars. Hitting a Star will stop impulse movement. K – Klingon Report This will list each of the Klingon Warcraft in your sector, along with its energy, distance and bearing. The bearing is very important, since this is the angle that you will want to fire your torpedoes. The damage that a Klingon can inflict on you is proportional to its distance and energy level. Thus, the closer, stronger ships should be your priority. L - load torpedoes (cost 100 units of energy each) Exchange your ship Energy for Torpedos. A negative number will convert Torpedoes back into Energy. P – Phasers All the Klingons in your sector are listed, along with their distance and strength You are asked how much of your own energy should be used at attack the ships. error message results if there are no Klingons in your sector S - Short Range Scan. This is the default display. shows sector report and status The enterprise is indicated as red, and is always in the centre. The purple circle is a black hole, or the boundary of the known universe. Stars are white. You cannot impulse navigate through stars. Stars will stop torpedoes. Space is cyan dots. Base is blue circle - docking takes on a 1500 units of energy and repairs all damaged systems. 3 Ordinary Klingons warships: Scout (cyan) Cruiser (yellow) and Battle Ship (red). The Klingon Mother ship is dark blue. T - shoot torpedo (give firing angle 0-360) Will destroy a star if hit. W - warp drive (give compass heading 0-360, propulsion energy 0-9) To discover the Galaxy as fast as possible, warp 3 sectors at a time. This provides maximum map coverage. As you warp into a sector containing Klingons, remember: they shoot first. Compass: 0 | 270 ----+---- 90 | 180