ti99iuc Posted February 4, 2013 Share Posted February 4, 2013 (edited) Well not so simply... i must read every one with a PEB and see the catalog... all disks are not with all programs on the labels... so i must check one by one... Last year I was able to see only 100 discs and have cataloged about 800 programs ... anyway ... at now ... i not found the two ones you mentioned Edited February 4, 2013 by ti99userclub Quote Link to comment Share on other sites More sharing options...
lucien2 Posted February 4, 2013 Share Posted February 4, 2013 (edited) ROAD RUNNER Written by A. GOODHALL. Published in Computer and Video Games Magazine (C&VG), Issue 32. ROAD_RUNNER.txt.zip I had to add line 131, there was a "data error in 200" after a game restart. In lines 1170 and 1230, I replaced the "," and the "`" with blanks. Was that dust on the scanner? Edited February 4, 2013 by lucien2 3 Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted February 4, 2013 Share Posted February 4, 2013 You guys are fast. 1 Quote Link to comment Share on other sites More sharing options...
+Lee Stewart Posted February 4, 2013 Share Posted February 4, 2013 I have found Substrike. I'll do that list and post here. SUBSTRIKE.zip Keys are S & D for left/right, and F to fire. Substrike is copied exactly how it was in C & VG, but contains a slight bug. When the enemy reaches your boat, it produces a BAD VALUE IN 990 error. Upon checking this out, it appears variable A is -1 (which is not tolerated in this case).... If anyone has the knowledge or the time to fix this bug, then please do so, I've been tearing my hair out over it and have gotten quite upset. Here's the code in text; substrike.txt Line 1010 is the culprit. It should be 1010 S=S-M::A=A+D1X::B=B+D1Y::GOTO 1030 ...lee 2 Quote Link to comment Share on other sites More sharing options...
Retrospect Posted February 5, 2013 Share Posted February 5, 2013 (edited) Line 1010 is the culprit. It should be 1010 S=S-M::A=A+D1X::B=B+D1Y::GOTO 1030 ...lee Thankyou Lee. either I typed A=D1X (thumps forehead with palm ) or it was C & VG's error .... corrected game is here >>>> SUBSTRIKE2.zip <<<< Edited February 5, 2013 by Retrospect Quote Link to comment Share on other sites More sharing options...
OX. Posted February 5, 2013 Share Posted February 5, 2013 Full repository of C&VG mags here if needed - ftp://ftp.worldofspectrum.org/pub/sinclair/magazines/C+VG/ 2 Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted February 5, 2013 Share Posted February 5, 2013 I'll start typing one of those as soon as possible. Quote Link to comment Share on other sites More sharing options...
Retrospect Posted February 6, 2013 Share Posted February 6, 2013 Full repository of C&VG mags here if needed - ftp://ftp.worldofspectrum.org/pub/sinclair/magazines/C+VG/ Thanks Ox. Im sure I got my 30 odd issues of C & VG from them. Quote Link to comment Share on other sites More sharing options...
Willsy Posted February 6, 2013 Share Posted February 6, 2013 I'll do Paratrooper next... 1 Quote Link to comment Share on other sites More sharing options...
unhuman Posted February 6, 2013 Share Posted February 6, 2013 Could a scanner + OCR help with these? I remember spending hours typing in games as a kid and the more hours debugging. Now, of course, I can actually type... Wonder how long it would take to knock one out. Quote Link to comment Share on other sites More sharing options...
CantStopClicking Posted February 6, 2013 Share Posted February 6, 2013 Could a scanner + OCR help with these? I remember spending hours typing in games as a kid and the more hours debugging. Now, of course, I can actually type... Wonder how long it would take to knock one out. It looks like the resolution is too low for my OCR software. Not to mention they have the listings at an angle within the magazine. Even if I straighten it out my OCR says the resolution is still too low. Bummer... Quote Link to comment Share on other sites More sharing options...
CantStopClicking Posted February 6, 2013 Share Posted February 6, 2013 Here's Mutant Mushroom. I typed it by hand with only two typo's (wow!). I played it a few times just to check that things work, and they seem to, although another pair of eyes might not be a bad idea. Also attached is a ZIP file containing an ARC'd version of Mutant Mushroom for TI Basic. 100 RANDOMIZE 110 CALL CLEAR 120 PRINT "INSTRUCTIONS":: 130 INPUT "ENTER Y/N ":Q$ 140 IF Q$="N" THEN 290 150 IF Q$<>"Y" THEN 100 160 CALL CLEAR 170 PRINT " THE REVENGE OF THE MUTANT"::" !!!!!MUSHROOMS!!!!!":"*************************":: 180 PRINT "USE THE ""."" KEY FOR RIGHT"::"USE THE ""Z"" KEY FOR LEFT":: 190 PRINT "USE THE ""F"" KEY FOR FIRE"::::"THERE ARE TEN LEVELS"::"YOUR OBJECT :-":"KILL ALL THE MUSHROOMS ":: 200 PRINT "BEFORE ANY LAND "::"PRESS ANY KEY TO CONTINUE" 210 CALL KEY(0,K,S) 220 IF S=0 THEN 210 230 CALL CLEAR 240 PRINT "AS EACH WAVE COMES THEY GET"::"NEARER TO THE GROUND"::::"POINTS FOR EACH HIT"::"EXTRA LIFE AFTER WAVE" 250 PRINT :TAB(10):"5"::"YOU HAVE THREE LIVES"::"BE LUCKY !!":: 260 PRINT "PRESS ANY KEY TO START":: 270 CALL KEY(0,K,S) 280 IF S=0 THEN 270 290 CALL CLEAR 300 REM DEFINE CHARS 96 - 101 M.ROOM - 104/105 GUN - 120/121 EXPLOSION - 42/MISSILE - 128 LIFE 310 FOR XX=96 TO 101 320 CALL CHAR(XX,"3C7EFF9918181818") 330 NEXT XX 340 CALL CHAR(95,"") 350 CALL CHAR(104,"181818189999FFFF") 360 CALL CHAR(105,"000000008181FFFF") 370 CALL CHAR(120,"8124421818422481") 380 CALL CHAR(121,"9900249999240099") 390 CALL CHAR(42,"001010101038") 400 CALL CHAR(128,"00000008082A2A3E") 410 REM DEFINE COLORS 420 CALL COLOR(9,16,1) 430 CALL COLOR(10,10,1) 440 CALL COLOR(12,16,1) 450 CALL COLOR(13,2,5) 460 CALL COLOR(2,11,1) 470 CALL SCREEN(2) 480 FOR I=3 TO 8 490 CALL COLOR(I,16,5) 500 NEXT I 510 REM SET VARIABLES 520 LIFE=3 530 RESTORE 580 540 FOR S=1 TO 6 550 M(S)=S+95 560 ROW(S)=0 570 READ F 580 DATA 4,9,14,19,24,29 590 COL(S)=F 600 NEXT S 610 SCORE=0 620 LEVEL=1 630 REM SC=SCORE 640 SC=0 650 GR=23 660 GC=17 670 REM PRINT SCREEN 680 CALL CLEAR 690 FOR I=1 TO 6 700 ROW(I)=ROW(I)+LEVEL 710 CALL HCHAR(ROW(I),COL(I),M(I)) 720 NEXT I 730 CALL HCHAR(24,1,95,32) 740 CALL HCHAR(GR,GC,104) 750 T$="SCORE_=_"&STR$(SC)&"_" 760 TR=24 770 TC=8 780 GOSUB 2440 790 T$="WAVE_=_"&STR$(LEVEL)&"_" 800 TR=24 810 TC=23 820 GOSUB 2440 830 IF LIFE-1=0 THEN 850 840 CALL HCHAR(24,3,128,LIFE-1) 850 REM THE GAME 860 RR=INT(RND*6)+1 870 RL=RR 880 IF M(RL)=32 THEN 940 890 CALL HCHAR(ROW(RL),COL(RL),32) 900 ROW(RL)=ROW(RL)+1 910 IF ROW(RL)=23 THEN 1940 920 CALL SOUND(-10,111,0,112,0) 930 CALL HCHAR(ROW(RL),COL(RL),M(RL)) 940 GOSUB 960 950 GOTO 860 960 CALL KEY(0,K,S) 980 IF (K=90)+(K=46) THEN 1010 990 IF K=70 THEN 1090 1000 RETURN 1010 CALL HCHAR(GR,GC,32) 1020 GC=GC+(1*(K=ASC("Z")))-(1*(K=ASC("."))) 1030 IF GC>32 THEN 1040 ELSE 1050 1040 GC=32 1050 IF GC<2 THEN 1060 ELSE 1070 1060 GC=2 1070 CALL HCHAR(GR,GC,104) 1080 GOTO 1000 1090 REM FIRE GUN 1100 SS=7 1110 CALL SOUND(-600,-7,1) 1120 FOR I=GR-1 TO 1 STEP -1 1130 CALL GCHAR(I,GC,HIT) 1140 IF (HIT=96)+(HIT=97)+(HIT=98)+(HIT=99)+(HIT=100)+(HIT=101) THEN 1210 1150 CALL VCHAR(I,GC,42) 1160 CALL VCHAR(I,GC,32) 1170 CALL SOUND(-900,4000,SS) 1180 SS=SS+1 1190 NEXT I 1200 GOTO 1000 1210 REM HIT!! 1220 FOR S=1 TO 5 1230 CALL SOUND(-1000,-7,S*4) 1240 CALL HCHAR(I,GC,121) 1250 CALL HCHAR(I,GC,120) 1260 FOR DEL=1 TO 50 1270 NEXT DEL 1280 NEXT S 1281 CALL SOUND(-100,-7,20) 1290 SC=SC+10*LEVEL 1300 T$="SCORE_=_"&STR$(SC)&"_" 1310 TR=24 1320 TC=8 1330 GOSUB 2440 1340 FOR W=1 TO 6 1350 IF M(W)=HIT THEN 1380 1360 NEXT W 1370 GOTO 1400 1380 M(W)=32 1390 GOTO 1400 1400 CALL HCHAR(I,GC,32) 1410 SPLAT=SPLAT+1 1420 IF SPLAT=6 THEN 1440 1430 GOTO 1000 1440 LEVEL=LEVEL+1 1450 CALL SCREEN(5) 1460 SCORE=SCORE+SPLAT 1470 SPLAT=0 1480 FOR I=1 TO 5 1490 CALL SOUND(100,110*I,I,150*I,I-1) 1500 FOR LP=1 TO 50 1510 NEXT LP 1520 NEXT I 1530 FOR I=1 TO 24 1540 PRINT 1550 NEXT I 1560 CALL SCREEN(5) 1570 PRINT "END_OF_LEVEL_";LEVEL-1:: 1580 IF LEVEL>10 THEN 1770 1590 PRINT "NOW_FOR_LEVEL";LEVEL 1600 FOR I=1 TO 400 1610 NEXT I 1620 IF LEVEL=6 THEN 1630 ELSE 1700 1630 LIFE=LIFE+1 1640 PRINT :::::::::::::::::::::::::: 1650 FOR I=1 TO 10 1660 PRINT TAB(I+2):"EXTRA LIFE":: 1670 NEXT I 1680 FOR I=1 TO 300 1690 NEXT I 1700 CALL CLEAR 1710 CALL SCREEN(2) 1720 FOR I=1 TO 6 1730 M(I)=I+95 1740 ROW(I)=0 1750 NEXT I 1760 GOTO 650 1770 FOR I=110 TO 220 STEP 20 1780 CALL SOUND(100,I,5,I+10+(10*I),5) 1790 NEXT I 1800 CALL SCREEN(5) 1810 FOR I=1 TO 24 1820 PRINT 1830 NEXT I 1840 IF LEVEL-1=0 THEN 1850 ELSE 1870 1850 PRINT "WHAT_A_WALLY"::"LOST_ON_LEVEL_1":: 1860 GOTO 1880 1870 PRINT "YOU_SUCCESSFULLY_COMPLETED_";LEVEL-1;"_LEVELS" 1880 IF LEVEL>8 THEN 1890 ELSE 1900 1890 PRINT "A_PAT_ON_THE_BACK_FOR_YOU_" 1900 PRINT ::: 1910 PRINT ::"SCORE__";SC;"_HITS__";SCORE 1920 PRINT ::"CLEAR_AND_RUN_TO_PLAY_AGAIN" 1930 GOTO 1930 1940 CALL HCHAR(ROW(RL),COL(RL),M(RL)) 1950 SCORE=SCORE+SPLAT 1960 LIFE=LIFE-1 1970 FOR I=1 TO 200 1980 NEXT I 1990 IF COL(RL)>GC THEN 2060 2000 FOR I=COL(RL)+1 TO GC-1 2010 CALL HCHAR(23,I,126) 2020 CALL SOUND(-30,-5,5) 2030 CALL HCHAR(23,I,32) 2040 NEXT I 2050 GOTO 2110 2060 FOR I=COL(RL)-1 TO GC+1 STEP -1 2070 CALL HCHAR(23,I,126) 2080 CALL SOUND(-30,-5,5) 2090 CALL HCHAR(23,I,32) 2100 NEXT I 2110 CALL SOUND(-900,-7,0) 2120 CALL COLOR(10,14,1) 2130 FOR I=1 TO 100 2140 NEXT I 2150 CALL HCHAR(GR,GC,105) 2160 FOR I=1 TO 300 2170 NEXT I 2180 CALL COLOR(10,10,1) 2190 IF LIFE=0 THEN 2360 ELSE 2200 2191 CALL SCREEN(5) 2200 FOR I=1 TO 25 2210 PRINT 2220 NEXT I 2230 PRINT TAB(12);"OOPS !":::TAB(;"ONE LIFE GONE !":::::::::::: 2240 FOR I=1 TO 300 2250 NEXT I 2260 FOR I=1 TO 25 2270 PRINT 2280 NEXT I 2290 CALL SCREEN(2) 2300 FOR I=1 TO 6 2310 M(I)=I+95 2320 ROW(I)=0 2330 NEXT I 2340 SPLAT=0 2350 GOTO 650 2360 CALL SCREEN(12) 2370 TR=15 2380 TC=11 2390 T$="GAME__OVER" 2400 GOSUB 2440 2410 FOR I=1 TO 100 2420 NEXT I 2430 GOTO 1770 2440 REM PRINT AT ROUTINE 2450 FOR TEXT=1 TO LEN(T$) 2460 CALL HCHAR(TR,TC+TEXT-1,ASC(SEG$(T$,TEXT,1))) 2470 NEXT TEXT 2480 RETURN MM.zip Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted February 7, 2013 Share Posted February 7, 2013 THUNDERMAN C&VG, October 1984, Issue 36, page 90, by Andrew Sandison. Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted February 7, 2013 Share Posted February 7, 2013 So far ... Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted February 7, 2013 Share Posted February 7, 2013 Any chance of some screenshots of the newly typed in games? The ones around the listings back in the day were always an artists impression. Quote Link to comment Share on other sites More sharing options...
Willsy Posted February 7, 2013 Share Posted February 7, 2013 Any chance of some screenshots of the newly typed in games? The ones around the listings back in the day were always an artists impression. Yeah, and they were always a million times better than the games! 1 Quote Link to comment Share on other sites More sharing options...
Retrospect Posted February 7, 2013 Share Posted February 7, 2013 Yeah, and they were always a million times better than the games! Must admit, I think I remembered Prison Run to be better than it actually is. That said, I had it on cassette already typed and saved by cousin David, and he may have added extra bits to the version I had. Quote Link to comment Share on other sites More sharing options...
CantStopClicking Posted February 7, 2013 Share Posted February 7, 2013 Cosmic Digger seems to be missing the end of the listing. Issue #37, Pages 158, 159, 160, and 165 contain the listing but the remaining code appears to have been left out. It was mentioned once in Issue #39, Page 157; stating the page was missing and would be printed in the next issue. However, the next issue doesn't mention anything about it. I searched the next 6 issues and never saw another thing regarding the mis-print and/or follow up. Maybe someone else can take a look and see if I overlooked it? Here's what I have so far: 1 CALL CLEAR :: CALL SCREEN(5):: CALL MAGNIFY(3) 2 DISPLAY AT(12,1):"DO YOU WANT INSTRUCTIONS?" :: ACCEPT AT(12,26):A$ :: IF SEG$(A$,1,1)="Y" THEN 142 3 CALL CLEAR :: CALL COLOR(3,2,1,4,2,1) 4 CALL CHAR(96,"030702030303070F0D0D0E0E0703030380C080C0800080C0C0C0C0C080000080") 5 CALL CHAR(100,"030702030303070F0F1F1F030706060780C080C0800080C0C0E06080C0C0C0E0") 6 CALL CHAR(104,"030702030303070F0F1F1B070F0C0C0E80C080C0800080C0C0E0E0C0E0606070") 7 CALL CHAR(108,"01030103010001030303030301000001C0E040C0C0C0E0F0B0B07070E0C0C0C0") 8 CALL CHAR(112,"01030103010001030307060103030307C0E040C0C0C0E0F0F0F8F8C0E06060E0") 9 CALL CHAR(116,"0103010301000103030707030706060EC0E040C0C0C0E0F0F0F8D8E0F0303070") 10 CALL CHAR(132,"030303031F1F030303030303030F7FFFC0C0C0C0F8F8C0C0C0C0C0C0C0F0FEFF") 11 SCR=1 :: LV=3 :: SC=0 :: KY=0 :: S=0 12 ON SCR GOSUB 32,48,71,87,100 13 RC=96 :: CALL SPRITE(#1,96,10,96,128) 14 IF LV=0 THEN 125 15 DISPLAY AT(2,5)SIZE(7):SC :: DISPLAY AT(2,12)SIZE(3):LV 16 CALL PATTERN(#1,RC):: CALL JOYST(1,A,X):: CALL MOTION(#1,0,A) 17 CALL POSITION(#1,R,C):: CALL GCHAR(R/8+3,C/8+1,G):: IF G=32 THEN VM=1 :: GOTO 26 ELSE IF G=128 THEN 133 18 IF G=123 THEN CALL HCHAR(R/8+3,C/8+1,120):: GOSUB 123 19 IF G=124 THEN CALL HCHAR(R/8+3,C/8+1,120):: GOSUB 124 20 IF X<>0 THEN 25 21 CALL COINC(AL,H):: IF H THEN 133 22 RC=RC+A :: IF RC>104 AND A=4 THEN RC=96 ELSE IF RC<108 AND A=-4 THEN RC=116 23 IF KY>=3 THEN 114 24 GOTO 16 25 CALL SOUND(-100,300,15):: CALL SOUND(-10,500,15):: VM=-14 26 IF A=-4 THEN CALL PATTERN(#1,116)ELSE CALL PATTERN(#1,104) 27 CALL MOTION(#1,VM,A):: VM=VM+2 :: CALL POSITION(#1,R,C):: CALL GCHAR(R/8+3,C/8+1,G) 28 IF G=128 THEN 133 29 CALL COINC(ALL,H):: IF H THEN 133 30 IF VM>8 THEN VM=8 31 IF G<>32 AND VM>1 THEN CALL MOTION(#1,0,0):: GOTO 16 ELSE 27 32 REM SCR 1 33 CALL CHAR(120,"AA55AA",121,"FF8181FFFF1818FF",122,"FF3C18",123,"3838080808081C1C",124,"183C3C18") 34 CALL CHAR(128,"AA55AA55AA55AA55",129,"FF1818FFFF8181FF") 35 CALL COLOR(12,9,1,13,6,12) 36 CALL HCHAR(15,4,120,26):: CALL HCHAR(13,4,120,26):: CALL HCHAR(14,25,121,:: CALL HCHAR(1,1,122,32) 37 CALL HCHAR(14,1,121,3):: CALL HCHAR(13,7,32,2):: CALL HCHAR(15,21,32,2):: CALL HCHAR(13,21,32,2):: CALL HCHAR(18,21,120,2) 38 CALL HCHAR(19,25,120,28):: CALL HCHAR(24,1,120,32):: CALL HCHAR(22,27,120, 39 CALL HCHAR(11,1,120,16):: CALL HCHAR(11,20,120,12):: CALL HCHAR(9,9,120,6) 40 CALL HCHAR(8,17,120):: CALL VCHAR(1,32,128,48):: CALL HCHAR(23,7,129,7):: CALL HCHAR(10,27,129,3) 41 CALL HCHAR(13,26,123):: CALL HCHAR(8,18,123):: CALL HCHAR(20,8,123) 42 CALL HCHAR(15,6,124):: CALL HCHAR(9,11,124):: CALL HCHAR(19,27,124):: CALL HCHAR(13,28,124):: CALL HCHAR(11,29,124) 43 CALL CHAR(136,"3C7EFF9999FF7E3C000000000000000000000000000000000000000000") 44 CALL SPRITE(#2,136,4,85,128,0,-8+S,#3,136,10,85,200,0,-8+S) 45 CALL SPRITE(#4,136,14,180,1,0,6+S,#8,136,3,55,128,0,-7+S) 46 CALL SPRITE(#5,136,13,145,20,0,9+S,#6,136,6,145,45,0,9+S,#7,136,14,145,70,0,9+S) 47 RETURN 48 REM SCR 2 49 CALL CHAR(64,"00000000000001070F1F3F7F7FFBFD7F1F3FFFFBF9FFFEFFF0EFFFFFFFFFFFFF") 50 CALL CHAR(68,"7F3F1F0F030D1E3F7FFFFF7F3A0F7DFFFFFFFFFFFFFFFFFFFFFFF5F0A0E060C0") 51 CALL CHAR(72,"F8FCFFDF9FFF7FFF0FF7FFFFFFFFFFFF00000000000080E0F0F8FCFEFEDFBFFE") 52 CALL CHAR(76,"FFFFFFFFFFFFFFFFFFFF5F0F05070603FEFCF8F0C0B078FCFEFFFFFF5CF0BEFF") 53 CALL CHAR(80,"000000061F365B376D573D1F060000000000000098C6A067E06CC39800000000") 54 CALL CHAR(84,"000000001963D5E707671A010000000000000060F8DC76DA76DA7CD860000000") 55 CALL CHAR(120,"CC33CC"):: CALL COLOR(12,6,1,13,13,14,5,11,1,6,11,1) 56 CALL HCHAR(1,1,122,32) 57 FOR I=24 TO 8 STEP -3 :: CALL HCHAR(I,1,120,32):: NEXT I 58 CALL HCHAR(9,1,32,11):: CALL HCHAR(12,16,32,4):: CALL HCHAR(15,18,32,4):: CALL HCHAR(18,20,32,4) 59 CALL HCHAR(15,5,32,2):: CALL HCHAR(12,6,32,2):: CALL HCHAR(21,4,32,1) 60 CALL HCHAR(11,31,79):: CALL HCHAR(10,31,78):: CALL HCHAR(11,30,77):: CALL HCHAR(10,30,76) 61 CALL HCHAR(9,31,75):: CALL HCHAR(8,31,74):: CALL HCHAR(9,30,73):: CALL HCHAR(8,30,72) 62 CALL HCHAR(11,29,71):: CALL HCHAR(10,29,70):: CALL HCHAR(11,28,69):: CALL HCHAR(10,28,68) 63 CALL HCHAR(9,29,67):: CALL HCHAR(8,29,66):: CALL HCHAR(9,28,65):: CALL HCHAR(8,28,64) 64 CALL HCHAR(23,20,129,:: CALL HCHAR(21,20,32,2):: CALL HCHAR(24,5,124,5) 65 CALL HCHAR(24,19,123):: CALL HCHAR(12,27,123):: CALL HCHAR(7,24,123) 66 CALL SPRITE(#2,80,12,72,128,0,-8+S,#3,84,12,96,250,0,8+S,#4,80,12,120,199,0,-7+S) 67 CALL SPRITE(#5,84,12,48,1,0,9+S,#6,84,12,144,220,0,8+S,#7,84,12,168,2,0,6+S) 68 CALL VCHAR(1,32,128,48) 69 CALL HCHAR(12,15,124):: CALL HCHAR(21,28,124,2):: CALL HCHAR(9,24,124):: CALL HCHAR(9,3,124):: CALL HCHAR(12,3,124):: CALL HCHAR(15,3,124) 70 RETURN 71 REM SCR 3 72 CALL HCHAR(1,1,122,32) 73 CALL CHAR(120,"FF81FF"):: CALL COLOR(12,15,1,13,3,14,14,10,1) 74 CALL HCHAR(10,1,120,32):: CALL HCHAR(24,1,120,32) 75 CALL HCHAR(13,7,120,:: CALL HCHAR(14,20,120,2):: CALL HCHAR(15,17,120,2) 76 CALL HCHAR(16,14,120,2):: CALL HCHAR(18,7,120,:: CALL HCHAR(17,17,120,5) 77 CALL HCHAR(21,9,120,:: CALL HCHAR(12,25,120,3) 78 CALL HCHAR(19,25,123):: CALL HCHAR(21,2,123):: CALL HCHAR(7,28,123) 79 FOR I=5 TO 30 STEP 5 :: CALL HCHAR(24,I,124):: NEXT I 80 CALL HCHAR(10,6,124,3):: CALL HCHAR(15,12,124):: CALL HCHAR(21,12,124,2):: CALL HCHAR(20,22,124) 81 CALL CHAR(64,"020B1A3F1F0F000000000000000000009050A4F0F8F0000000000000000") 82 CALL SPRITE(#3,80,12,110,10,0,-8+S,#4,84,12,130,230,0,8+S) 83 CALL SPRITE(#5,64,6,179,60,0,4+S,#6,64,6,179,180,0,4+S) 84 CALL SPRITE(#7,64,6,67,60,0,-4+S,#8,64,6,67,120,0,-4+S) 85 CALL VCHAR(1,32,128,48) 86 RETURN 87 REM SCR 4 88 CALL CHAR(120,"FFFFFFFFFFFF"):: CALL COLOR(12,11,1,13,12,6) 89 CALL CHAR(136,"030F172B577FF9F7F5F9FFFFFDFA7F3FC0F0F8FCFEFE9FEFAF9FFFFFBF5EFEFC") 90 CALL HCHAR(1,1,122,32):: CALL HCHAR(24,1,128,32):: CALL HCHAR(23,1,120,32):: CALL HCHAR(20,1,120,6) 91 CALL HCHAR(20,26,120,6):: CALL HCHAR(19,7,120,6):: CALL HCHAR(19,20,120,6) 92 CALL HCHAR(16,9,120,17):: CALL HCHAR(13,1,120,6):: CALL HCHAR(13,26,120,6):: CALL HCHAR(10,7,120,20) 93 CALL VCHAR(8,19,128,16):: CALL VCHAR(8,15,128,3):: CALL VCHAR(19,12,128,4):: CALL HCHAR(10,14,128) 94 CALL HCHAR(10,20,128):: CALL HCHAR(16,20,128):: CALL HCHAR(19,20,128):: CALL HCHAR(19,11,128) 95 CALL HCHAR(23,3,123):: CALL HCHAR(23,20,123):: CALL HCHAR(13,21,123):: CALL VCHAR(1,32,128,48) 96 CALL HCHAR(20,4,124):: CALL HCHAR(23,17,124,2):: CALL HCHAR(19,23,124) 97 CALL HCHAR(20,28,124):: CALL HCHAR(23,26,124,2):: CALL HCHAR(13,28,124) 98 CALL SPRITE(#2,136,3,80,250,0,-12+S,#3,136,14,128,3,0,-10+S,#4,136,16,160,128,0,9+S) 99 RETURN 100 REM SCR 5 101 CALL CHAR(120,"AAAA5555AAAA5555"):: CALL COLOR(12,8,1,13,14,12) 102 CALL HCHAR(1,1,122,32):: CALL HCHAR(24,1,128,32):: CALL HCHAR(23,1,120,32)::CALL HCHAR(15,9,120,15) 103 CALL VCHAR(10,8,128,6):: CALL VCHAR(9,24,128,6):: CALL HCHAR(12,12,120,9):: CALL HCHAR(9,3,120,16):: CALL HCHAR(8,19,120,14) 104 CALL HCHAR(12,2,120,3):: CALL HCHAR(16,5,120,3):: CALL HCHAR(19,2,120,3):: CALL HCHAR(20,18,120, 105 CALL HCHAR(6,1,128,:: CALL VCHAR(7,12,128,3):: CALL VCHAR(6,21,128,3):: CALL VCHAR(6,25,128,3) 106 CALL VCHAR(21,18,128,3):: CALL VCHAR(15,11,128,6):: CALL VCHAR(21,8,128,3) I have not tried this in TI Extended Basic, so there may still be some typos. -Dano 1 Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted February 8, 2013 Share Posted February 8, 2013 Cosmic Digger seems to be missing the end of the listing. Issue #37, Pages 158, 159, 160, and 165 contain the listing but the remaining code appears to have been left out. It was mentioned once in Issue #39, Page 157; stating the page was missing and would be printed in the next issue. However, the next issue doesn't mention anything about it. I searched the next 6 issues and never saw another thing regarding the mis-print and/or follow up. Maybe someone else can take a look and see if I overlooked it? I can't find it either. That's a bit annoying. Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted February 8, 2013 Share Posted February 8, 2013 Any chance of some screenshots of the newly typed in games? The ones around the listings back in the day were always an artists impression. Screensshots from Mutant Mushrooms, Road Runner, Substrike, Tank and Thunderman. 1 Quote Link to comment Share on other sites More sharing options...
CantStopClicking Posted February 8, 2013 Share Posted February 8, 2013 Sometimes99er; Thanks for taking a look at Cosmic Digger. If anyone can find the rest of that game listing, let me know and I'll finish it. Google didn't show much promise... Also, thanks for doing the screen shots! I didn't think to do it while I was working on it. It's definitely a nice addition. -Dano Quote Link to comment Share on other sites More sharing options...
+Vorticon Posted February 8, 2013 Share Posted February 8, 2013 I'll work on Target this weekend. Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted February 8, 2013 Share Posted February 8, 2013 Updated. Quote Link to comment Share on other sites More sharing options...
+Vorticon Posted March 7, 2013 Share Posted March 7, 2013 I'll work on Target this weekend. It's typed in but there are some bugs I need to figure out. I'll post it as soon as I fix everything. 3 Quote Link to comment Share on other sites More sharing options...
Retrospect Posted April 7, 2014 Share Posted April 7, 2014 Just played if for 15 minutes it works fine in RXB? But then I fixed goofy stuff like this in XB for RXB. Yeah it'll work great for RXB because you allowed for character sets 15 and 16 to stay. Only just spotted this post, bit late .... Quote Link to comment Share on other sites More sharing options...
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