Operation : PewPew! A new game for 68040 and soon... 68030

Don't know how I missed this, but luckily someone uploaded it to my BBS! :cool:

I was not expecting stereo music to come blasting from my MBP speakers when I fired it up in Basilisk II. Fantastic job so far!!
I wonder who that was? Curse that handsome devil! 😂 🙃

I actually left the sampling playback at 22050Hz but I think in a future version, to try and help with CPU cycles, I'll add a menu option to drop it to 11025Hz.
Plus.. it's Jester! Stardust Memories is such a classic. 🥳

Thanks for the kind words! :)
 
I'd forgotten that perhaps the version matters… :P I'll get 7.1 running on my SE/30 and vMac and use 5.5 to see if that helps, can't wait to try it out!

Would you be able to share on Github? I want to write a markdown editor for my own use and will share eventually.
Let me know how 7.1 behaves for you.
Now that the game is 'done' to a state that it's playable and I'm happy with, I'm starting to play with optimizing for 030 (?020?) :)

Source in next post down :)
 
Hi Everyone,

Thanks for the kind word and support on my game!
I'm glad so many people are enjoying it!
It was a lot of fun to make, learned a lot, forgot even more... 😂

I put together a little package that contains a fully commented version of the C source, as well as the full CodeWarrior PRO 4 project folder, including all libraries and resource file, and some other goodies.

Apologies now for my sense of humour in the comments... 😇

The package is zipped (by OSX) and inside you will find the .SIT files, instructions, etc.. to extract in your 68K environment.

Operation PewPew! SOURCE CODE

Any questions, comments, requests, etc.. please contact me!
Aaron/DW
Dark Systems BBS
 
I wonder who that was? Curse that handsome devil! 😂 🙃

I actually left the sampling playback at 22050Hz but I think in a future version, to try and help with CPU cycles, I'll add a menu option to drop it to 11025Hz.
Plus.. it's Jester! Stardust Memories is such a classic. 🥳

Thanks for the kind words! :)
Updated my news page - now you've hit the big-time! 😅

Screenshot 2026-01-31 at 8.50.38 AM.png
 
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Thank you for sharing the source code. The comments are fabulous and are really going to help me learn. In a past life I made a side shooter in Java but that was so long ago and I'm not familiar with the MacToolbox. This is going to be a blast… or rather a PewPew
 
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Thank you for sharing the source code. The comments are fabulous and are really going to help me learn. In a past life I made a side shooter in Java but that was so long ago and I'm not familiar with the MacToolbox. This is going to be a blast… or rather a PewPew
haha, sweet! and you're welcome!
Here's a LINK to a site with dozens of old school Macintosh programming textbooks in PDF format.

But, please ask anything! No guarantee it's the proper way to do something, but it worked! 😂
I thin it's awesome more people are interested in writing for this platform. So much useful life left in them! 🥳
 
Hi Everyone!

Development testing update version - 68030 👈
Pre-release 1.5.0


I made some (I think) pretty major revisions, refinements, probably errors 🙃, and changes to quite a bit of the code to try and get PewPew running fast on 68030 machines.. I think I was, at least partially, successful!

Anyone with real hardware who wants to help me test, please download this version (attached) and let me know how it plays on your machine.
Please include your system specs.

Here's a short list of some of the changes I've made
- The game window is now centred on any sized screen, instead of being tucked away in a corner (no one puts PewPew in the corner!) 🤣
- The game will detect your CPU type and adjust some settings automatically for better game play. Example: 68030, music is off, stars turned down, no screen shake or screen flash events. 68040, music blasting, 60 parallax stars, etc... I plan on expending this, but allowing the player to override the defaults.
- The ship's laser is a little fancier looking.
- The laser's bounding box is properly sized to strike enemies and not pass through the edges.
- The 16x16 sprites now use a much faster collision detection routine
- When the laser is fired, the system checks if an enemy is even 'near' the laser's path and only does collision detection checks if it's a plausible hit.
- The star field is now directly written to memory.
- The player's ship is now limited to the inside of the playing area border. No more vanishing off the ends of the screen.
- 16x16 sprites now use a directstamp16 routine, (mostly) bypassing QuickDraw. 🤞
- Found some embarrassingly inefficient code left over from early on that was duplicating (and taking up cpu cycles) tasks like collision detection, etc...

EDIT
Yes, if you look in the code in that screen shot, the variable 'partypooper' can be either 0 or 1. 0 = 68040 1 = 68030 :poop:😆

centered.png
 

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