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BASIC Ten-Liners Contest 2015

ABBUC BASIC NOMAM programming

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#26 Bunsen OFFLINE  

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Posted Sat Jan 31, 2015 4:57 AM

Where is the source for these posted? How do we know they are 10 lines?  Plus I want to type them in for fun

0GR.0:POKE710,0:POKE82,0:CLS:POKE752,1:F.F=1TO15:F.I=1TO21:?".";:N.I:?:N.F:CLR:HI=PEEK(1536):X=RAND(21):Y=RAND(15)

1POS.25,2:?"  F*CK-MAN  ":F.F=1TO15:A=RAND(21):B=RAND(15):POS.A,B:?" ":N.F  

2DO:Z=Z+.2:P=(Q-Z):POS.X,Y:?"o":M=X:N=Y:S=STICK(0):IFZ>=200ORP<-20:P=-20:EXIT:ENDIF:POS.25,9:?"SCORE:  ";INT(P);" "

3POS.25,10:?"HISCORE:";HI:X=X-(S=11)+(S=7):Y=Y+(S=13)-(S=14):IFX<0ORX>20ORY<0ORY>14:EXIT:ENDIF

4LOC.X,Y,H:IFCHR$(H)=" ":EXIT:ENDIF:POS.M,N:?" ":IFCHR$(H)<>".":G.2:ENDIF:SO.0,121,10,5:SO.1,182,10,10:SO.2,30,12,3

5SO.:Q=Q+1:LOOP:POS.25,5:?" GAME OVER! ":SC=INT(P):IFSC>HI:HI=INT(SC):ENDIF:POS.25,10:?"HISCORE:";HI:POKE1536,HI

6 REPEAT :UNTIL STRIG(0)=0:G.0

Try this :) . It's still a beta, but full playable. I have three lines left. Much space to cram something in... animated character, title screen, music ...

 

Don't forget to type POKE 82,0 before typing in. Otherwise the editor won't accept the whole line.


Edited by Bunsen, Sat Jan 31, 2015 4:59 AM.


#27 Bunsen OFFLINE  

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Posted Sat Jan 31, 2015 5:08 AM

Oh, man. I've just seen, that I can save some more characters by changing first two lines. I stared yesterday the whole day on the code to optimize it here and there... :)

0GR.0:POKE710,0:POKE82,0:CLS:POKE752,1:F.F=1TO15:F.I=1TO21:?".";:N.I:?:N.F:CLR:HI=PEEK(1536)

1POS.25,2:?"  F*CK-MAN  ":F.F=1TO16:A=RAND(21):B=RAND(15):POS.A,B:?" ":N.F:X=A:Y=B 

14 characters saved :-D



#28 Bunsen OFFLINE  

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Posted Sun Feb 1, 2015 1:50 PM

4 Entries so far:

 

Beitrag/Entry #1: Chase

Platform: Atari

Author: Holger "Rockford" Bommer

Language: Turbo BASIC XL

Category: PUR

 

 

 

 

 

 

 

 

 

Beitrag/Entry #2: Micronoid

Platform: Amstrad/Schneider CPC

Author: Markus "Devilmarkus" Hohmann

Language: Locomotive BASIC

Category: EXTREM

 

 

 

 

 

 

 

 

 

Beitrag/Entry #3: Get!

Platform: Atari

Author: Chris "atariland2600" Read

Language: Turbo BASIC XL

Category: PUR

 

 

 

 

 

 

 

 

Beitrag/Entry #4: K1nderc0mp

Platform: Atari

Author: Chris "atariland2600" Read

Language: Turbo BASIC XL

Category: PUR



#29 Bunsen OFFLINE  

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Posted Mon Feb 2, 2015 2:15 PM

Beitrag/Entry #5: Mini-Breakout

Platform: Atari

Author: Adrian Groves

Language: Atari BASIC

Category: PUR



#30 Bunsen OFFLINE  

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Posted Tue Feb 3, 2015 9:43 AM

Beitrag/Entry #6: Hearts & Bullets

Platform: Commodore 64

Author: Vincent "Bytebreaker" Truppe

Language: Commodore BASIC V2

Category: PUR



#31 Bunsen OFFLINE  

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Posted Wed Feb 4, 2015 2:45 PM

Beitrag/Entry #7: Hangman

Platform: Atari

Author: Adrian Groves

Language: Atari BASIC

Category: PUR

 

Beitrag/Entry #8: Navigator

Platform: Commodore 64

Author: "e5frog"

Language: Commodore BASIC V2

Category: PUR

 

Beitrag/Entry #9: Racer

Platform: Commodore 64

Author: Georg "Endurion" Rottensteiner

Language: Commodore BASIC V2

Category: PUR



#32 Bunsen OFFLINE  

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Posted Wed Feb 4, 2015 3:47 PM

Beitrag/Entry #10: Bad Square Swarm

Platform: Commodore 64

Author: "Hexworx"

Language: Commodore BASIC V2

Category: PUR

 

Beitrag/Entry #11: Simon

Platform: Atari

Author: Adrian Groves

Language: Atari BASIC

Category: PUR



#33 Bunsen OFFLINE  

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Posted Fri Feb 6, 2015 3:15 PM

Beitrag/Entry #12: Flappy Dot

Platform: Commodore 128

Author: M. "Plus4_fan" Quante

Language: Commodore BASIC 7.0

Category: PUR



#34 carlsson OFFLINE  

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Posted Thu Feb 12, 2015 2:08 AM

I understand that SYS and USR (Commodore speak) are not allowed, perhaps WAIT is fine as long as it polls an address handled by the OS. For instance something like POKE198,0:WAIT198,1 on the VIC/C64 would clear the keyboard buffer and wait for any key to be pressed instead of a GET A$:IF A$="" THEN GOTO.



#35 kenjennings OFFLINE  

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Posted Thu Feb 12, 2015 6:17 AM

I'd say WAIT is allowed as it it just PEEK with a built-in comparison/loop.



#36 Bunsen OFFLINE  

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Posted Fri Feb 20, 2015 1:09 PM

After two weeks the next game arrived. Bounce for Amstrad CPC.

 

Beitrag/Entry #13: Bounce

Platform: Amstrad/Schneider CPC

Author: "EgoTrip"

Language: Locomotive BASIC

Category: EXTREM



#37 Bunsen OFFLINE  

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Posted Mon Feb 23, 2015 2:14 PM

Beitrag/Entry #14: Stay Alive
Platform: Commodore 64
Author: "The Joker"
Language: Commodore BASIC V2
Category: PUR



#38 Bunsen OFFLINE  

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Posted Thu Feb 26, 2015 4:28 PM

You haven't kept me busy like last year, so I had some time for my own little program.

 

The little hero has a huge hunger after his nightly forays. Luckily he finds lying around some donuts, he immediately chomps with a loud "DRRRKKKKRRRRRTTTT". He must hurry, his blood sugar level drops threatening if he does not move and does not eat. But there are many potholes on the road, in which he can not fall in.

F*ckman is controlled by the joystick on the left joystick port.

 

 

 

Attached Thumbnails

  • fckman_s3.png

Attached Files



#39 Synthpopalooza OFFLINE  

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Posted Thu Feb 26, 2015 5:56 PM

0GR.0:POKE710,0:POKE82,0:CLS:POKE752,1:F.F=1TO15:F.I=1TO21:?".";:N.I:?:N.F:CLR:HI=PEEK(1536):X=RAND(21):Y=RAND(15)

1POS.25,2:?"  F*CK-MAN  ":F.F=1TO15:A=RAND(21):B=RAND(15):POS.A,B:?" ":N.F  

2DO:Z=Z+.2:P=(Q-Z):POS.X,Y:?"o":M=X:N=Y:S=STICK(0):IFZ>=200ORP<-20:P=-20:EXIT:ENDIF:POS.25,9:?"SCORE:  ";INT(P);" "

3POS.25,10:?"HISCORE:";HI:X=X-(S=11)+(S=7):Y=Y+(S=13)-(S=14):IFX<0ORX>20ORY<0ORY>14:EXIT:ENDIF

4LOC.X,Y,H:IFCHR$(H)=" ":EXIT:ENDIF:POS.M,N:?" ":IFCHR$(H)<>".":G.2:ENDIF:SO.0,121,10,5:SO.1,182,10,10:SO.2,30,12,3

5SO.:Q=Q+1:LOOP:POS.25,5:?" GAME OVER! ":SC=INT(P):IFSC>HI:HI=INT(SC):ENDIF:POS.25,10:?"HISCORE:";HI:POKE1536,HI

6 REPEAT :UNTIL STRIG(0)=0:G.0

Try this :) . It's still a beta, but full playable. I have three lines left. Much space to cram something in... animated character, title screen, music ...

 

Don't forget to type POKE 82,0 before typing in. Otherwise the editor won't accept the whole line.

 

 

Found a way to increase your space. :)

6 REPEAT :UNTIL STRIG(0)=0:G.0

instead use:

6 WHILE STRIG(0):WEND:G.0

Save yourself 4 characters here. :)

 

Also line 4:

4LOC.X,Y,H:IFCHR$(H)=" ":EXIT:ENDIF:POS.M,N" ":IFCHR$(H)<>".":G.2:ENDIF:SO.0,121,10,5:SO.1,182,10,10:SO.2,30,12,3

Becomes:

4LOC.X,Y,H:IFH=32:EXIT:ENDIF:POS.M,N" ":IFH<>46:G.2:ENDIF:SO.0,121,10,5:SO.1,182,10,10:SO.2,30,12,3

Saves 15 characters. 

 

Also, if the sound frequency for each channel never changes in the program, just POKE the frequency into AUDF regs once at beginning of program, and only use AUDC POKES to change volume.  Might save more space. :)

 

I need to try my hand in this contest!


Edited by Synthpopalooza, Thu Feb 26, 2015 6:06 PM.


#40 Synthpopalooza OFFLINE  

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Posted Thu Feb 26, 2015 6:12 PM

I understand that SYS and USR (Commodore speak) are not allowed, perhaps WAIT is fine as long as it polls an address handled by the OS. For instance something like POKE198,0:WAIT198,1 on the VIC/C64 would clear the keyboard buffer and wait for any key to be pressed instead of a GET A$:IF A$="" THEN GOTO.

 Should be ok I'd think.

 

On Atari a nice way to do this is:

REPEAT:UNTIL PEEK(555)

This reads SRTIMR, which is always nonzero when a key is pressed.  No need to clear the KB buffer with POKE 754,255 here if you just want to look for any key being pressed.



#41 Bunsen OFFLINE  

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Posted Fri Feb 27, 2015 1:08 AM

 

Found a way to increase your space. :)

 

You qualified to join the contest :) ;)

 

Go on, I need some more space to add animation of f*ckman :-D. And facing the direction he walks :-D



#42 Bunsen OFFLINE  

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Posted Fri Feb 27, 2015 1:15 AM

REPEAT:UNTIL PEEK(555)

 

Nice, but way toooo long ;)

GET A


#43 Bunsen OFFLINE  

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Posted Thu Mar 5, 2015 1:36 PM

Beitrag/Entry #17: Broad's Revenge

Platform: Atari

Author: Frantisek "Fandal" Houra

and Christian "Irgendwer" Krüger

Language: Turbo BASIC XL

Category: EXTREM

 

 

Attached Thumbnails

  • BR_s2.png


#44 Bunsen OFFLINE  

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Posted Mon Mar 9, 2015 2:11 PM

Beitrag/Entry #18: can-MaP

Platform: Commodore 64

Author: Fredric QJ "e5frog" Blåholtz

Language: Commodore BASIC V2

Category: EXTREM

 

Beitrag/Entry #19: Magic Cards

Platform: Atari

Author: Abel "ascrsoft" Carrasco

Language: Turbo BASIC XL

Category: PUR

 

Beitrag/Entry #20: Apple Max

Platform: Atari

Author: Cliff Hatch

Language: Turbo BASIC XL

Category: PUR

Attached Thumbnails

  • Screen_can-MaP.png
  • magic_cards_s2.png
  • apple_max_s2.png


#45 gozar OFFLINE  

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Posted Tue Mar 10, 2015 8:31 AM

 

Category "PUR":


Program a game in 10 lines (max. 120 characters per logical line, abbreviations are allowed)


 

 

With abbreviations you can enter a line of more than 120 characters into the editor. Would this still qualify as PUR since it was entered into the Basic interpreter?



#46 Bunsen OFFLINE  

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Posted Tue Mar 10, 2015 9:27 AM

Yes

#47 cliffh OFFLINE  

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Posted Sat Mar 14, 2015 11:24 AM

Here is my entry for this year’s competition, Apple Max, in the Atari Turbo Basic PUR category:

 

appletree

Attached File  Apple Max.atr   90.02KB   136 downloads

Attached File  Apple Max Manual.pdf   95.82KB   172 downloads

Attached File  Apple Max Code Description.pdf   72.25KB   150 downloads

 

In this game you play the part of a genetic engineer, designing the genome for a new variety of Atarian apple tree.  The aim is to create a tree that produces the maximum possible number of apples.  Details are in the manual.
 
I made some changes to the scoring system, so this is a slightly different version to the one that appeared in earlier screenshots.
 
Best Regards
 
Cliff


Edited by cliffh, Sat Mar 14, 2015 11:26 AM.


#48 devwebcl OFFLINE  

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Posted Mon Mar 16, 2015 7:54 AM

PUR is only 120 characters long, but for example I have a line starting with:

GR.0

And that line has already 120 chars, later the abbreviation GR. will become GRAPHICS, so it will be longer than 120

Thus it will become a EXTEND game ?

#49 Bunsen OFFLINE  

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Posted Mon Mar 16, 2015 9:24 AM

No, it would stay PUR.
GR.0 counts 4 characters, independently of being 10 characters (GRAPHICS 0) if listed.

#50 devwebcl OFFLINE  

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Posted Tue Mar 17, 2015 8:58 PM

No, it would stay PUR.
GR.0 counts 4 characters, independently of being 10 characters (GRAPHICS 0) if listed.

 

thanks, game sent :)






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