* Revision 1.0 10 September 2003 ' ' Ship moving smoothly and missile working correctly ' ' * Revision 1.1 10 September 2003 ' ' Invaders moving left to right and down (got a problem with alignment when moving down) ' Invaders become faster as they move down ' Invader erased when missile hits, and hit counter incremented ' Bases require five hits per section before they dissapear ' There are 9 sections, three in each base ' A new sheet of invaders is created when all of them are hit ' The new sheet is slightly faster than the previous one ' ' * Revision 1.2 11 September 2003 ' ' Invaders now move down the screen without alignment problems ' Started placing subroutines to enable the invaders to fire back at the ship ' Placed the base hit check as a subroutine so that the invader's missile can also ' be checked for a base hit. ' Invaders can now fire back, but cannot detect any hits yet. ' Both the ship's and the invader's missiles are slowed down but still need some work. ' ' * Revision 1.3 12 September 2003 ' ' Both the ship's and the invaders missiles have independant speed controls ' Invader's missile now detect whether it has hit a base, and alters the base accordingly ' Still a problem with the invader's missile hitting the base, sometimes destroys it with one blow ' Game now detects whether the invaders have reached the bottom of the screen. In which case, GAME OVER ' If the invaders reach the bases, then the bases are disabled ' Invaders now have animated characters ' Bases also have animated characters that destroy with every hit with a missile ' The ship now only moves one pixel at a time instead of two. This slow the ship to a reasonable speed ' The invaders speed up whenever one is hit, and also speed up by a factor of 3 when there are 4 or less invaders left ' Invaders also speed up whenever they move down the screen ' Added simple sound effects when invaders move. This will be altered later. ' ' * Revision 1.4 13 September 2003 ' ' Flying saucer now moves right to left at the top of the screen ' Missile to missile collisions are now detected ' ' * Revision 1.5 14 September 2003 ' ' Missiles are now implemented using the PLOT command for smooth movement ' As the invaders move down the screen their missile speed slows down slightly ' Game now detects a hit on the flying saucer at the top of the screen ' There is still a problem with the invaders and the ship hitting the bases ' The base counter is decremented too quickly, or destroyed with a single hit ' ' * Revision 1.6 18 September 2003 ' ' Added scoring for invaders and saucer ' Invaders score 20 points for top row, 10 points for middle row, and 5 points for bottom row ' Saucer scores 100 points if hit ' A small animation of the points scored is also included if the saucer or invaders are hit. ' Added simple sound effects for invaders, saucer and missile shot. ' ' * Revision 1.7 27 September 2003 ' ' Added second missile for space invaders, but still requires some work ' because the spread of missiles is uneven. ' ' * Revision 1.8 28 September 2003 ' ' Replaced sound using the SOUND command with interrupt driven sounds ' There are three independant sound channels from PORTA0,1,2 ' Each is capable of producing a different frequency, and channel one (INVADER channel) also has a duration. ' With the interrupt driven sound, I have had to increase the crystal to 8MHz. ' Each layer of invader now has a different invader sprite, each consisting of two characters. ' Created new user defined shape for saucer and ship. ' Saucer now scores 100+ points if hit. More points gained the closer to the right hand side of the screen. ' Added levels to the game. After level 10 the invaders start firing two missiles. ' ' * Revision 1.9 01 October 2003 ' ' Invader to Ship missile collision detection is now implemented ' Each time the ship is hit a life is decremented. ' After three lives the game is over. ' Added a splash screen when the game first starts ' ' * Revision 2 04 October 2003 ' ' Score increases by one if a missile hits a missile ' If there are only 1 or 2 invaders left on the screen their speed increases dramatically ' When all the ship's lives are lost, a large circular explosion occurs.