Last Starfighter video game project - COMPLETED

Originally posted by trixter@Mar 1 2006, 07:34 AM
YES YES YES YES YES YES YES YES YES YES YES
ok IM gonna be up for a while........

Ok im gonna start here with my cab,  Im going to try to run some face pieces on my vacuform for coin doors, control panel, and the monitor bezel.  Ill let you know how it works.  If all goes well, ill offer them here for those doing thier own cabinets
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Cool man- The coin doors on the doc cab are arcade salvage- I will ID them for sure but they may be a pretty cheap pickup- I do need to start looking into making the controls- The game is set up so the targeting reticle can be mouse driven but the turret control is keyboard (iPac map)- I was thinking a pair of rewired Topfire Happ joysticks would work well but would need new handles (perhaps thick vacuformed reinforced or machined metal)- I have some buttons in my electronics pile that should work perfectly and will see if I can locate them for pics-

Doc
 
Demo mode is just how I remember it on screen but DAMN this game is hard using a keyboard. It makes moving your hand in a counter clockwise rotation over your tummy while simultaneously moving your other hand clockwise over your head seem like a piece of piss.
 
Originally posted by RKW@Mar 1 2006, 08:12 PM
Demo mode is just how I remember it on screen but DAMN this game is hard using a keyboard. It makes moving your hand in a counter clockwise rotation over your tummy while simultaneously moving your other hand clockwise over your head seem like a piece of piss.
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Agreed on the difficulty- Had it in running in the Space Paranoids cabinet (dual joystick) and it is much easier- The keys are mappable in diagnostic mode- Can also use the arrow keys and mouse (left handed though it seems)- I bought a $20 mappable dual joystick controller (PS2 sort of look) but never got around to using it-

Some thoughts-

Doc
 
From the film was it obvious whether the left joystick controlled the turret or targeting reticle? I would think for a right handed person you would want your right hand to control the finer motion of the targeting reticle.

BTW great job to all involved with this project and thanks for making it available to all of us for free :thumbsup
 
Originally posted by RKW@Mar 1 2006, 07:13 PM
From the film was it obvious whether the left joystick controlled the turret or targeting reticle? I would think for a right handed person you would want your right hand to control the finer motion of the targeting reticle.

BTW great job to all involved with this project and thanks for making it available to all of us for free  :thumbsup
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how do you map the buttons???

awesome work, just cant figure out why space bar is fire, where the arrow keys and mouse are unreachable from.

but looks just as i remembered. really cool to see this finnally come to life.
 
Left-handed versus right-handed control- In the movie, the left hand does control the turret and the right the reticle- It just seemed backwards a bit to me-

[image]http://www.fotoheap.com/image.php?on=207&an=672&in=3763&t=i[/image]


With regard to keymapping, I actually made the defaults the controls I developed around and not necessarily much sense to them. To set the keys as you like, hit "0" in attract mode and this will bring up the diagnostic menu. Cycle through with up/down arrows or right joystick up/down to "Keyboard Mapping" I think and hit fire. Use the arrow keys/right joystick to move through the keys. "Right Fire" or "space" sets that key to program ("???") then the function will set to the next key you press. Once you are done, you can either save or exit. Saving will set future boots of the game to that control scheme. Exiting without saving will keep the new control scheme just while playing that time (it will revert to the prior settngs when the game is restarted from Windows in the future). You can check the controls (really a MAME check) without exiting diagnostic by going into "Check Controls." This allows you to map the keys to your liking without having to enter and exit gameplay (it also mimics the William control test screen which gives me great nostalgic pleasure).

Long answer for you, Oldken, but hopefully helpful.

Doc
 
Doc said...

Cool man- The coin doors on the doc cab are arcade salvage- I will ID them for sure but they may be a pretty cheap pickup-

Any standard Happ Controls Over/Under coin door will be correct. There's always lots of them up on ePay at any given time, but for those who want to spend WAY too much money on their project...

http://www.happcontrols.com/coindoors/40003800.htm

Appx. $128.00 plus shipping.

Russ
 
Originally posted by Rook 3@Mar 2 2006, 04:35 AM
Doc said...

Cool man- The coin doors on the doc cab are arcade salvage- I will ID them for sure but they may be a pretty cheap pickup-

Any standard Happ Controls Over/Under coin door will be correct. There's always lots of them up on ePay at any given time, but for those who want to spend WAY too much money on their project...

http://www.happcontrols.com/coindoors/40003800.htm

Appx. $128.00 plus shipping.

Russ
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Thats why im gonna fake a set for my game cab. Ill be working on molds this weekend to run from my vac form and see how they go. Would anyone be interested a set? Im also trying to see about getting the control panel as one piece as well/
 
Ok i have some preliminaries of the blueprints all set up. Im gonna try a sample run soon and see how well they work/
 
Originally posted by Rook 3@Mar 19 2006, 06:34 AM
Trixter, are you having these custom printed, or what's the score?

For those who are planning on building a cabinet (which I am...)
here's a link to the vector version of the marquee...

http://www.localarcade.com/arcade_art/deta...992&mode=search

Overall Doc, I love the game.  I have a few minor comments and a review to work on for you as well. :) 

Russ
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Very cool- I have gotten a lot of emails on this and noted a huge amount of internet buzz. The main complaints have been the user interface. I really designed the game for an iPac through a dual arcade stick control like the flick. I beta-tested using the keyboard on my laptop which is indeed unwieldy but is similar to MAME on a keyboard (Robotron comes to mind). I will incorporate an analog joystick interface but I have no idea how extensive the joystick support is for Dark Basic. Does anyone know a good thrid party program to interface keyboard with most joysticks? I know these programs are out there but simply never beta'd with a joystick per se. I have already taken a lot of comments into consideration and updated the game a bit (I have learned the hard way to do as much as possible while the code is fresh in my brain)- Thus far, have incorporated-

--- Full mouse controls (weapons mapped to Mouse1 and MAME weap switch to Mouse 2, Death blossom both at once)

--- Fixed the music to play more than once during attract if toggled on(Dark Basic apparently dumps the MIDI as it plays so you have structure a reload)

--- Inserted toggle for sound effects durng attract (on or off)

--- VARIABLE DISPLAY RESOLUTIONS DONE- Now can run the game in any resolution your computer/monitor (VGA) allows- My laptop runs it well in 1600x1200x16 (yes, 1600x1200) and it really looks MUCH better- This was a bitch by the way as all the text commands and targeting had to be reworked for variable screen sizes and positions as did the load screens- But seems to be working fine (still unsure about missile lock)

--- Fixed Death Blossom a bit in terms of targeting and added a user defined rate of DB failure (10-20 seconds of floating without control and minimal weapons restore)- You can set the failure rate from 0%-100%/increments of 20- This definitely captures the Hyperspace risk of Asteroids or Space Wars that I was looking for without the finality of an explosion and makes the Death Blossom use a little more interesting


HELP NEEDED (as above)- Any lines on a freeware keymapper out there for analog joysticks that might be used here?

Also, what are you thinking on functional controls?

Doc
 
Second try at replying... bloody computer. :eek:

Originally posted by eaviii@Mar 21 2006, 09:01 PM
Very cool- I have gotten a lot of emails on this and noted a huge amount of internet buzz. The main complaints have been the user interface. I really designed the game for an iPac through a dual arcade stick control like the flick. I beta-tested using the keyboard on my laptop which is indeed unwieldy but is similar to MAME on a keyboard (Robotron comes to mind).

I too have been testing this on my laptop. P4 1.6G, 512mb ram with 32 MB video ram... and it runs FLAWLESSLY...

I will incorporate an analog joystick interface but I have no idea how extensive the joystick support is for Dark Basic. Does anyone know a good thrid party program to interface keyboard with most joysticks? I know these programs are out there but simply never beta'd with a joystick per se.

Great, does this mean I have to go buy another Optipac then? :)

I have already taken a lot of comments into consideration and updated the game a bit (I have learned the hard way to do as much as possible while the code is fresh in my brain)- Thus far, have incorporated-

--- Full mouse controls (weapons mapped to Mouse1  and MAME weap switch to Mouse 2, Death blossom both at once)

--- Fixed the music to play more than once during attract  if toggled on(Dark Basic apparently dumps the MIDI as it plays so you have structure a reload)

So, are you saying the music plays more than once during the whole attarct mode, or it just replays at later times? It's a pretty loud, and long piece of music to be playing back to back if that's the case. If not, please ignore me. :)

--- Inserted toggle for sound effects durng attract (on or off)

Just a question, why not have the music/FX tracks controlled by one switch setting?

Also, is there an easy way to have the attract sound cycle like once every 5 minutes, or once every 4 cycles of the attract mode? IS attract mode the same series of screens and demos in the same order every time, or is there a random element to it?

--- VARIABLE DISPLAY RESOLUTIONS DONE- Now can run the game in any resolution your computer/monitor (VGA) allows- My laptop runs it well in 1600x1200x16 (yes, 1600x1200) and it really looks MUCH better- This was a bitch by the way as all the text commands and targeting had to be reworked for variable screen sizes and positions as did the load screens- But seems to be working fine (still unsure about missile lock)

--- Fixed Death Blossom a bit in terms of targeting and added a user defined rate of DB failure (10-20 seconds of floating without control and minimal weapons restore)- You can set the failure rate from 0%-100%/increments of 20- This definitely captures the Hyperspace risk of Asteroids or Space Wars that I was looking for without the finality of an explosion and makes the Death Blossom use a little more interesting


HELP NEEDED (as above)- Any lines on a freeware keymapper out there for analog joysticks that might be used here?

Also, what are you thinking on functional controls?

Doc

The control schemes you have set up seem to work just fine.

Since we never discussed it, do you really know what the left joystick's top mounted 'fire' button actually does? I was thinking that perhaps it was the auto weapon cycle. The right stick obviously is the actual fire button.
You also still have the seperate weapon toggle switches (On your cabinet, are those a 2 way rocker switch like I think they are?) to flip if you want to be more 'elite.' :)

I think the dual button set up for DB would work if you could map the mouse 2 button to the left stick trigger. Those who want to build a 'custom' cabinet could add a true DB button under the right hand stick position, same as it was located in the Gunstar in the film.

And my own 'testing' questions...

1) When in diagnostic/dip switch mode, do you have a setting to return directly to the game/attract mode? I always have to exit from the game completely and then restart from windows. In a cabinet setting, exiting to windows after making a change would kill the illusion. :)

2) Could the 'Centauri tm' logo be slightly larger in size? On my 15" laptop monitor it kind of gets lost. Keeping in mind that it's only onscreen for a few seconds, I don't feel it would be remiss. Also, on a same tangent, how about

'Centauri-tm'
Presents...'

And then in comes the Starfighter title and Star League logo, obscuring the Centauri as it does now? Many of the classic Williams games (such as Defender) had "Williams Presents..." and then the name of the game in a much larger type/font. Just a suggestion. Take it or leave it as you see fit. :)

3) When you start a game, you see the full text printout of Centauri's greeting,

"YOU HAVE BEEN RECRUITED BY THE STAR LEAGUE TO DEFEND THE FRONTIER AGAINST XUR AND THE KO-DAN ARMADA." (Period at end of sentence. :) ) Dialogue doesn't start until 'RECRUITED' is on screen and ends well past when 'ARMADA' has left the screen.

In the film, the dialogue is the same, but the on screen text only reads,

"YOU HAVE BEEN RECRUITED TO DEFEND THE FRONTIER AGAINST XUR AND THE KO-DAN ARMADA." (Exclamation point at the end. ;) ) Dialogue begins when the first letter 'E' in 'BEEN' is above the nose of the gunstar, and ends when the "A" in 'ARMADA' is just barely past the nose of the gunstar.

Would it be possible to add (another) dip switch setting for "Movie accurate greeting" ? If not, then I'll just bugger off. :)

Otherwise, as I told my wife, had I found THIS game in the arcade in 1984... I never would have played Gauntlet. Ever. :)

All in all, very, very happy making. :)

Oh, one last comment from a previous posting...

This allows you to map the keys to your liking without having to enter and exit gameplay (it also mimics the William control test screen which gives me great nostalgic pleasure).

The thing that made me go YES... was the Sinistar inspired takeover of the screen by hundreds of 'Starfighter' logos when the game goes into 'transmit/alien detected' mode. Awesome. I'm so easily amused. :lol

Thanks Doc,

Russ
 
Responses below-


Great, does this mean I have to go buy another Optipac then? :)
Not necessarily- It will still map via the keys- I am likely mapping to drilled out 4 or 8 way Happs via iPac

So, are you saying the music plays more than once during the whole attarct mode, or it just replays at later times?  It's a pretty loud, and long piece of music to be playing back to back if that's the case. If not, please ignore me. :)
It should not play back to back but if the music does not play for 10 subroutines in attract, it goes to a reload screen for a few seconds. Otherwise, the music will play through only once even if the machine is left on for hours in attract. I agree it is too loud and I need to find a MIDI editor for it (Dark Basic has no voulme setting for MIDI- Haven't tried lowering the playback in Windows).


Just a question, why not have the music/FX tracks controlled by one switch setting?

Also, is there an easy way to have the attract sound cycle like once every 5 minutes, or once every 4 cycles of the attract mode?  IS attract mode the same series of screens and demos in the same order every time, or is there a random element to it?
The toggles for the sound effects and music are on the same screen- The MIDI is pretty loud and I could easily see it being a feature you might want off while still having occasional sounds. I have put the attract sounds on a timer so that the clumping effect disappears and they are far less frequent. Also incorporated a subroutine that accesses the intro before demo play about once every 5-10 times. The order is the same every time. The only random element is the beacon.

The control schemes you have set up seem to work just fine.
I agree for cabinet adaptation but a lot of folk simply want it on their computer to play. I was going to add the joystick toggle for those just wanting to play on the computer. I think most of the questions/complaints I got were from people who hadn't bothered to map the keys to their liking.



Since we never discussed it, do you really know what the left joystick's top mounted 'fire' button actually does?  I was thinking that perhaps it was the auto weapon cycle. The right stick obviously is the actual fire button.
You also still have the seperate weapon toggle switches (On your cabinet, are those a 2 way rocker switch like I think they are?) to flip if you want to be more 'elite.' :)
They are indeed the bulky 2 way rockers. I need to find a few to replace them after conversion of the replacements to momentary spring-back pushbuttons (they do not lock out the other switches). As for the left stick buttton, it can be mapped any way you like- I think that is a good thought- Does he ever mash it in the flick? I don't recall.

1) When in diagnostic/dip switch mode, do you have a setting to return directly to the game/attract mode?  I always have to exit from the game completely and then restart from windows. In a cabinet setting, exiting to windows after making a change would kill the illusion. :)
If you cycle through back to "Diagnostic Mode" (the first screen), hitting fire should put you back into attract.

2) Could the 'Centauri tm' logo be slightly larger in size? On my 15" laptop monitor it kind of gets lost.  Keeping in mind that it's only onscreen for a few seconds, I don't feel it would be remiss. Also, on a same tangent, how about

'Centauri-tm'
Presents...'

And then in comes the Starfighter title and Star League logo, obscuring the Centauri as it does now?  Many of the classic Williams games (such as Defender) had "Williams Presents..." and then the name of the game in a much larger type/font.  Just a suggestion. Take it or leave it as you see fit. :)
SUPERB idea- Consider it done (I guess it is pretty obvious from the look that I love the Williams games).


3) When you start a game, you see the full text printout of Centauri's greeting,

"YOU HAVE BEEN RECRUITED BY THE STAR LEAGUE TO DEFEND THE FRONTIER AGAINST XUR AND THE KO-DAN ARMADA." (Period at end of sentence. :) ) Dialogue doesn't start until 'RECRUITED' is on screen and ends well past when 'ARMADA' has left the screen.

In the film, the dialogue is the same, but the on screen text only reads,

"YOU HAVE BEEN RECRUITED TO DEFEND THE FRONTIER AGAINST XUR AND THE KO-DAN ARMADA." (Exclamation point at the end. ;) ) Dialogue begins when the first letter 'E' in 'BEEN' is above the nose of the gunstar, and ends when the "A" in 'ARMADA' is just barely past the nose of the gunstar.

Would it be possible to add (another) dip switch setting for "Movie accurate greeting" ? If not, then I'll just bugger off. :)

I had a hell of a time with the timing of the intro. The dialog is pretty long, and despite trying to normalize it , there is a fair amount of variablilty in the timing depending on the machine running it. The sync rate is variable but the scrolling text is a 2d text function on a 3d background. I actually wound up splitting the sounds (rocket blast and dialog) because of the timing variability from one machine to the next and the occasional premature launch of the gunstar. Really drove me nuts especially as I optimized the code a bit. I can tinker with it and see. I also still do not have the best sound grab (missing clean trumpet from the very first). I think I can change to the exclamation point if supported in the font set.


Otherwise, as I told my wife, had I found THIS game in the arcade in 1984... I never would have played Gauntlet. Ever. :)

Very cool man, thanks-

Doc
 
They are indeed the bulky 2 way rockers. I need to find a few to replace them after conversion of the replacements to momentary spring-back pushbuttons (they do not lock out the other switches). As for the left stick buttton, it can be mapped any way you like- I think that is a good thought- Does he ever mash it in the flick? I don't recall.

Yes, there are several scenes where he holds the left stick buttonbutton, but he actively pushes the right stick button as if firing.

Can you rig a rocker switch to function like a momentary contact, without locking out all the other buttons? I've never used then except as an on/off switch.

Russ
 
Originally posted by Rook 3@Mar 23 2006, 03:18 AM
They are indeed the bulky 2 way rockers. I need to find a few to replace them after conversion of the replacements to momentary spring-back pushbuttons (they do not lock out the other switches). As for the left stick buttton, it can be mapped any way you like- I think that is a good thought- Does he ever mash it in the flick? I don't recall.

Yes, there are several scenes where he holds the left stick buttonbutton, but he actively pushes the right stick button as if firing.

Can you rig a rocker switch to function like a momentary contact, without locking out all the other buttons? I've never used then except as an on/off switch.

Russ
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I hopefully will be able to rig a small momentary switch under each lower toggle to set the weapons flag appropriately. I figured mounting a spring around the momentary switch collar would pop the button back into position each time.

I assumed the left button was fire but really don't know. I really wish someone had a bead on the instruction sheet for the game (the white sheet in the middle of the console in the film/photo gallery). I have bugged Dave Fein about it but he never sent it when I bought the cabinet (replaced it with a picture of Robert Preston). I emailed him recently but haven't heard back. If anybody knows him, he might have a copy of that somewhere. It might explain the left button. Otherwise, it might be an excellent idea to make it a weapons cycle.


Doc
 
Okay, now here's a trick question:

Do we know who actually created the cabinet artwork for the film?

I know Ron Cobb was production designer and designed the overall look of the cabinet (and the Gunstar, and the Star Car, and...), but do we know if he actually created the artwork itself?

Also, got the Mods to update the title of the thread. Thanks guys (and girls),

PS: I'll have a non-video/cabinet, but TLS related gift for everyone pretty soon. Oooh, don't you just love suprises? :)

Russ
 
thats great stuff.

Great work. Now I need to start building my game room.

Did anyone ever finish the Death Star plans CGI stuff? I think someone started to work on it as a screen saver but can't remember.

Any way can't wait to play this.
 
Free presents.

http://www.rookscastle.com/photos/LastStar...duelinspace.pdf

File size is 8.5MB.

This is one of two "board" games released by FASA back in 1984. One of the few licensed products to come out for the film.

The company is out of business, and the game is long out of print, so feel free to print it out and make a copy for your own use. :)

Warning: You will need to use sharp objects (scissors, X-acto knife) to cut out the pieces. You'll also need 2 six sided dice and two brads (the metal "T" shaped things you used in gradeschool to hold papers togeather).

Enjoy.

Russ
 
Originally posted by Rook 3@Mar 28 2006, 04:11 AM
Free presents.

http://www.rookscastle.com/photos/LastStar...duelinspace.pdf

File size is 8.5MB.

This is one of two "board" games released by FASA back in 1984. One of the few licensed products to come out for the film.

The company is out of business, and the game is long out of print, so feel free to print it out and make a copy for your own use. :)

Warning: You will need to use sharp objects (scissors, X-acto knife) to cut out the pieces. You'll also need 2 six sided dice and two brads (the metal "T" shaped things you used in gradeschool to hold papers togeather).

Enjoy.

Russ
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Dude, you rock- Thanks man-

Doc
 
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