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

