3DO development - Space Invaders Invaders
Last updated on December 28, 2014, 7:36 by Sebastian Mihai
In Space Invaders Invaders, my intention was to put a novel spin on a tried-and-true formula. Instead of controlling the ship at the bottom, the player must use the invaders themselves to shoot down the "attacker". It's not meant to be earth-shattering; just a little game I had fun making.

My starting point was a code sample written in French, which moved and animated a sprite. The first thing I did was to reduce the source code from around 100k to 9k, by removing unnecessary code, and refactoring, but leaving functionality untouched. Next, I translated everything, like comments and variable/function names, from French to English which was the first time I could use my foreign language skills together in a coding context.

The game ends whenever either:
- the player runs out of invaders, or
- the attacking ship's life is depleted

Controls:
- Press A to fire
- Press B to switch invaders (which also change automatically after a brief period of time)

Downloads


CD image - a 3DO OperaFS CD image of the game, which can be played on real 3DO hardware (it worked on my Panasonic FZ-10) or an emulator such as 4DO (which I used for testing)
Source code - The Space Invaders Invaders source code package
Dev kit and source code - The Space Invaders Invaders ready to compile source code within a dev kit; grab this if you'd like to compile and modify the game yourself, or develop your own games based on it. Tested in Windows XP.

To compile:
- Get a Windows XP machine (could perhaps be a VMWare virtual machine running a Windows XP VM). Perhaps other versions of Windows will work too, but I have had success with XP.
- Unzip dev kit and source code package to c:\3DODev
- Go to directory c:\3DODev\spaceii
- Run the build script compileAndBuildCDImage.bat and read the instructions in the console window as the script is executing. There are 3 stages to the build script: compilation, ISO image creation, ISO image patching.

If you use the materials on this page, or any other page on this web site, you do so at your own risk. They are provided "as is". No warranty is provided or implied. I neither guarantee that the materials will work, nor that they will not be harmful in any way.

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Intellivision development - Hotel Bunny

Coverage of my projects

My homebrew cartridges

No Snakes! - a multiplayer game over serial port

Sega Dreamcast development - Overbearing Burgers

Snowdrop OS - my operating system from scratch, in assembly language

libzx - ZX Spectrum game programming library (Z80 assembly language)

Compact Pong - game in C# for the Pocket PC (Windows Mobile 2003)

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Balanced Diet (GBA) limited edition

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Atari 7800 development - Poetiru

Arcade ROM hacking - Knights of the Round translation

PocketStation development - Pocket Worm

Sega Game Gear development - Burgers of Hanoi GG

Pokemon Mini development - Mini Cookie

Magnavox Odyssey2 development - Red Green

Sega Dreamcast VMU development - Raining Squares

Nintendo GameCube development - Mama Bear Puzzle

Nintendo Wii development - Groundhog Puzzle

Sega Saturn development - Saturnade

Atari Jaguar development - Jagmatch

Sega CD development - Blackjack CD

Nintendo 64 development - Don't Be Square

Commodore 64 development - Tube64

Sega 32x development - Eight Queens

WonderSwan (Mono) development - Swan Driving BW

WonderSwan Color development - Swan Driving

Animal Keeper - a JavaScript and HTML5 Canvas game

3DO development - Space Invaders Invaders

Sony PlayStation development - The 11th Power

Sony PSP development - Newton Voyage

Nintendo DS development - Geoincursion

Gold of the Kingdoms - an XNA/C# homebrew game

Blue Elf 2 309-in-1 JAMMA PCB - troubleshoot controls not working

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Novice calligraphy - Gothic hand, with letter guide

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Seven segment display circuit with the 4511 decoder and the 4029 counter

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555 timer and 4017 decade counter - traffic lights circuit

Catch That LED! - an electronic game circuit

Capacitor study circuit

BlackBerry PlayBook development - Sheepish Bearings (Native SDK, OpenGL)

Neo Geo Pocket Color development - NGCollector

Neo Geo development - Neo Thunder

Atari 5200 development - Shooting Gallery

ZX Spectrum development - simple input/graphics example

Vectrex development - Scalar Ownage

Nintendo Virtual Boy development - Real Danger

Gameboy Color development - Burly Bear vs. The Mean Foxes (GBC version)

Sega Master System development - Burgers of Hanoi

Colecovision development - Mowleco

TurboGrafx-16/PC Engine development - Alddee

Atari Lynx development - Catkanoid

Nintendo NES development - Invaders must die!

Atari 2600 development - Snappy (batari basic)

Super Nintendo development - Bucket

Gameboy Advance development - smgbalib library

Airplane Vegas slot machine

Sega Genesis development - Gen Poker

(2004) Project One - first university game programming club project

Gameboy development - Burly Bear vs. The Mean Foxes

(2006) RGB Overdose - university programming contest entry