Asteroids (Allan Turvey)

Use this forum to submit new files for the download section of the archive. I will check each submission and upload it to the archive on a regular basis.
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pser1
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Joined: Sun Mar 25, 2012 7:32 pm
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Asteroids (Allan Turvey)

Post by pser1 »

Hello,
some time ago I converted for the CoCo and Dragon a game created by Allan Turvey (not an AGD game, of course)
Lately I have seen that game published in the CoCo archive, but it is not my last vesion, the last one supports the CPU HD6309 and in case it was present, the game will enter native mode to help speed up a bit..
I am uploading here that last version for CoCo/Dragon with the std BEEP commands
If you happen to have the SuperSprite-FM+ (John Whitworth), then executing the game with it will enable FX effects because detecting the chip
AY-3-891x the sounds would be produced by that chip (FX)
To play the game just do:
- on a CoCo: LOADM"AST38T9M":EXEC
- on a Tano: RUN"AST38T9M.BIN"
EDIT: I forgot to tell the accepted keys:
- 'O' moves the player (triangle) clockwise
- 'P' moves counterclockwise
- 'Q' acelerates by moving the player in the direction pointed by the triangle
- 'A' moves to another position (Hyperspace mode) or sets a protector shield (shield mode)
- 'Enter' changes palette Black/White or Black/Green
- at the game beginning, 'P' switches between Hyperspace and Shield
- 'R' allows the player to redefine the working keys
Enjoy -thumbup
saludos
AST38T9M.ZIP
(22.77 KiB) Downloaded 4 times
AST38T9M1.jpg
AST38T9M1.jpg (26.89 KiB) Viewed 31 times
AST38T9M2.JPG
AST38T9M2.JPG (39 KiB) Viewed 31 times
AST38T9M3.jpg
AST38T9M3.jpg (14.95 KiB) Viewed 31 times
Last edited by pser1 on Wed Nov 12, 2025 12:46 pm, edited 1 time in total.
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robcfg
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Re: Asteroids (Allan Turvey)

Post by robcfg »

Hi Pere,

Very nice work!

In which address is the AY chip mapped? Would it work with the JCB Sound Extension Module?

Cheers,
Rob
pser1
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Re: Asteroids (Allan Turvey)

Post by pser1 »

Hello Robert,
these are the port definitions included in the source code. Probably they are the ones used in the SuperSprite-FM+ by John Whitworth.

Code: Select all

	IF MPI
FMPORT		equ	$ff5c	; YM2149 register select port for MPI	;
FMDATA		equ	$ff5d	; YM2149 data port for MPI					;
	ELSE
FMPORT		equ	$ff7c	; YM2149 reg. select port Oojamaflip	;
FMDATA		equ	$ff7d	; YM2149 data port for Oojamaflip		;
	ENDIF
If the addresses used in the JCB sound module could be changed, there is a chance!
Hope this would help.
cheers!
pser1
Posts: 1791
Joined: Sun Mar 25, 2012 7:32 pm
Location: Barcelona (SPAIN)

Re: Asteroids (Allan Turvey)

Post by pser1 »

Hi, Robert
in case they don't match and you cannot change them, let me know what addresses are used by the JCB sound module
It will be very easy to recompile the source file changing these numbers!
cheers!
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robcfg
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Re: Asteroids (Allan Turvey)

Post by robcfg »

Hi Pere!

The ports are $fefe and $feff for the JCB Microsystems sound extension module.

https://archive.worldofdragon.org/image ... _Small.jpg
pser1
Posts: 1791
Joined: Sun Mar 25, 2012 7:32 pm
Location: Barcelona (SPAIN)

Re: Asteroids (Allan Turvey)

Post by pser1 »

robcfg wrote: Wed Nov 12, 2025 9:44 pm Hi Pere!
The ports are $fefe and $feff for the JCB Microsystems sound extension module.
https://archive.worldofdragon.org/image ... _Small.jpg
Hi Robert,
I have compiled this game with the addresses $fefe and $feff. Attached a zip with the DSK and VDK for both machines
regards!

Ps If you don't mind, just let me know if it works for you!
Attachments
53-AsteroidsRX for JCB Sound module.zip
(22.77 KiB) Not downloaded yet
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