Star Goose

From ModdingWiki
(Redirected from Stargoose Warrior)
Jump to: navigation, search
Star Goose
There is no image of this game's title screen — upload one!
There is no image of a modified version of this game — upload one!
Levels?X mark.svg Not editable
Tiles?X mark.svg Not editable
Sprites?X mark.svg Not editable
Fullscreen?X mark.svg Not editable
Sound?X mark.svg Not editable
Music?X mark.svg Not editable
Text?X mark.svg Not editable
Story/cutscenes?X mark.svg Not editable
UI/menus?X mark.svg Not editable

Star Goose is a vertically scrolling shooter with spacecraft that hover along a surface rather than flying freely, allowing slopes, pits and the like to affect gameplay. It also features rudimentary 3D segments when the ship enters a resource or inter-level tunnel. On each level, all six crystals must be collected before the exit tunnel to the next level is unlocked.

Atari ST and Amiga versions also exist, with the Atari ST version seemingly being the original.

File formats

The following file formats are used by this game.
Filename Format Details
*.x Raw EGA data Each of these is a 320x200 image. Intro.x is a graphic-planar title screen background, all others are stored in linear format and are the sprite/tile sheets for the game. ! Since there is no metadata stored in the graphic files, all information pertaining to dividing the sprite sheets, determining transparent colors, etc. must reside in the EXE.

Level Data

! Level data is stored in the EXE itself and has only been partially decoded at this time. The level data appears to start at offset 0x9F06. Each byte defines a tile and the maps are built in rows of 12 tiles, with the column order moving from bottom to top. ! Only some tile values have been determined thus far. 0x00 places the void pits which the ship can fall into and be destroyed. 0x01 and 0xC1 both place flat tiles, possibly differentiated by height level but this has not been confirmed. 0x02 is a tile that tilts down northwards, while 0x03 is one that tilts down southwards.

! Sprite placement, tunnel entrance/exit placement, and other such aspects of the level design have not yet been investigated and might be stored in a separate location. The exact dividing locations between level segments has also not been investigated; some segments of a level loop until the player enters a tunnel taking them elsewhere.