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BASIC Ten-Liners Contest 2015

ABBUC BASIC NOMAM programming

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#51 Bunsen OFFLINE  

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Posted Sun Mar 22, 2015 6:51 AM

Beitrag/Entry #21: Air-Threat

Platform: Atari

Author: Bostjan "Gury" Borisek

Language: Turbo BASIC XL

Category: PUR

 

 

Attached Thumbnails

  • air_threat_s1.png


#52 billkendrick OFFLINE  

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Posted Sun Mar 22, 2015 7:33 PM

 

Beitrag/Entry #5: Mini-Breakout

Platform: Atari

Author: Adrian Groves

Language: Atari BASIC

Category: PUR

 

Uh oh! Should I change the name of my "Mini-Breakout" to something else? :) http://newbreedsoftw...tari/nomam2015/



#53 apemaster OFFLINE  

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Posted Mon Mar 23, 2015 5:53 PM

Beitrag/Entry #25: Cemetry Chase

Platform: Atari

Author: Yoda Zhang

Language: Turbobasic XL

Category: PUR

 

cemetrychase.png

 

CEMETRY CHASE

by Yoda Zhang
 
It's night time at the cemetry. Go there and steal all the gold.
The spirits of the dead are chasing you. Stepping into a tombstone
or touching the ghost will end the game.
 
Joystick to move your scared eyes.
When the game is over, press any key to play again.
 
Tip: Get rid of some tombstones by luring the ghost to run over them.
 
Features:
 
- Redefined Characterset with animation
- Titlescreen
- Score and Highscore
- Sound effects
- Two-voice background-music
 
Attached File  yodazhang.atr   130.02KB   152 downloads

Edited by apemaster, Mon Mar 23, 2015 6:08 PM.


#54 billkendrick OFFLINE  

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Posted Tue Mar 24, 2015 3:00 AM

Title: Ringtoss

Platform: Atari

Author: Bill Kendrick

Language: Turbobasic XL

Category: PUR

 

A friend of mine posted a photo of a Tomy "Waterful Ring Toss" game on my Facebook page, which contained the phrase "You are not a hardcore gamer until you are able to win this." I decided to make it into a game for this year's NOMAM competition!

Press one of the console keys (StartSelect or Option) to push water from the lower left corner of the game, which causes the rings (colored "O" shapes) to move up and away from that position. Try to get them to land on the pins (yellow "I" shapes).

Once all four rings are on the posts, the game ends and your final score is shown. It's an anti-score — the lower the number, the better you did. (It's basically a value representing how long it took you to complete the game. A higher number means you took a long time :-) )

Hint: The longer you wait before pressing the button, the more power you'll have behind your push. Also, if you hold the button down longer, more water will be pushed out (until you run out of power). In other words, it acts very similar to the water-pumping button on the real game.

 

 

ringtoss.png
 
PS - This game is as annoying to play as how I remember the real games with water. :P

Edited by billkendrick, Tue Mar 24, 2015 3:01 AM.


#55 Bunsen OFFLINE  

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Posted Wed Mar 25, 2015 6:58 AM

Beitrag/Entry #22: Olympics 6502

Platform: Atari

Author: German "devwebcl" Gonzalez-Morris

Language: Turbo BASIC XL

Category: PUR

Attached Thumbnails

  • olympics_6502_s3.png

Edited by Bunsen, Wed Mar 25, 2015 6:59 AM.


#56 Bunsen OFFLINE  

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Posted Thu Mar 26, 2015 9:41 AM

Beitrag/Entry #23: Schifoan

Platform: Commodore 64

Author: "Hexworx"

Language: Commodore BASIC V2

Category: PUR

 

 

 

Attached Thumbnails

  • schifoan.png


#57 Bunsen OFFLINE  

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Posted Sat Mar 28, 2015 3:15 PM

Beitrag/Entry #24: Mini Break

Platform: Atari

Author: Bill Kendrick

Language: Turbo Basic XL

Category:PUR

 

 

 

Attached Thumbnails

  • mini_break_s1.png


#58 Bunsen OFFLINE  

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Posted Tue Mar 31, 2015 6:09 AM

Beitrag/Entry #27: Overtake

Platform: Tandy TRS-80 Color Computer

Author: Jim Gerrie

Language: Color BASIC 2.1

Category: PUR

 

 

 

Attached Thumbnails

  • overtake_s1.png


#59 slx OFFLINE  

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Posted Wed Apr 1, 2015 7:21 PM

As I hated being unable to edit extra-long lines entered on my Atari using abbreviations, I thought about writing a short utility to make using long lines easier.

 

What was to have been a "quick and dirty" hack turned out to be rather "slow and dirty" as it took me several days to actually get it to work. I managed to confuse pointers, offsets and values quite a lot.

 

The utility asks for a source and destination file name and then loads the BASIC program header to find out the program size. It then DIMs a string accordingly and uses a CIO call to block load the whole program into the string. It then scans the program line by line and whenever it finds an even line number followed by an odd line number it tries to attach the odd line to the even line. This works for as many odd lines as will fit into the maximum allowed logical line length of 256 bytes. If the combined line length would exceed 256 the buzzer sounds and the offending odd line is left "as is". The scan continues and any further even-odd line combinations are treated the same. At the end the string is saved to the destination file using another CIO block save. I half-heartedly tried to use the program to reduce itself to ten lines but that would have required lots of changes to the loop structure, ruining the 1980s-style GOTO maze ;)  

 

During the program run the line count, line number and final line size are shown.

 

Combining lines will save 3 bytes, i.e. two lines combined use 3 bytes less than two separate lines (this is the line header of the second line).

 

I have done cursory testing only and while it seems to work I assume no responsibility whatsoever for the results - unless the result is a winning "Extreme Category" 10-liner game in which case I'd love to be credited in the post-ceremony interviews ;)

 

While this is mostly a lame excuse for procrastinating with a 10-liner idea probably too hard to implement with my skills, I prefer to see it as a tool that will make the choice of "Pure" or "Extreme" Category a matter of style rather than arcane knowledge :grin:

 

Programming notes:

 

While I love to have a vintage computer where every little bit of documentation is available on the web and loved to read the BASIC Source book as a teenager, I found it to be slightly inaccurate regarding the coding of basic lines. In "Memory usage" the author states that lines end with an "end of statement" and "end of line" token while actual basic uses "end of line" only. The Offset to the first line ("DST") seems to be calculated from the beginning of part 2 rather than the end of part 1 as I had to use a +14 rather than +14 offset to hit the right spot. Any feedback on this is welcome.

 

I first tried to use simple get/put with two files open but soon switched to the string method. GET/PUT would have allowed for file size limited by disk space only, it would have been quite unwieldy and required a "line buffer" as the line length can only be written to byte 3 of the line once all odd lines have been added. It should be possible to improve speed by PEEKing and POKEing into the string rather than using the ASC and CHR$ commands (but since the main target is the 10-liners competition programs, speed is not really an issue).

 

A cursory look at the code will show that it's not very refined. The CIO block load/save is copied almost verbatim from De Re Atari and the remainder of the program could certainly be polished and simplified a lot. As it's 3 AM here and there's a real 10-liner awaiting me with only a week to go, I leave it as it is.

 

Have Fun!

Attached Files


Edited by slx, Wed Apr 1, 2015 7:40 PM.


#60 slx OFFLINE  

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Posted Thu Apr 2, 2015 10:15 AM

One more note of caution: SLXpress does not check for "lost" GOTOs, GOSUBs, etc. If your program contains a GOTO/GOSUB to an odd numbered line that gets attached to the preceding line(s), you have to take care of renumbering (and of course the logic behind the program flow) yourself. 



#61 dmsc ONLINE  

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Posted Sat Apr 4, 2015 10:52 PM

Hi!,

This is my entry for this year competition "Carrera 3D", in the "PUR" category (lines of less than 120 characters), written in TurboBASIC XL.

carrera3d.png

The program code is shown here:

carrera3d-list.png

Press any key to start a new game, steer your car with the joystick to avoid going out of the track. The score is the distance traveled in a fixed amount of time.

Do I need to send an ATR with the game, or the .LST is enough?

Attached Files


Edited by dmsc, Sat Apr 4, 2015 10:56 PM.


#62 Bunsen OFFLINE  

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Posted Sun Apr 5, 2015 7:21 AM

:-o

 

PUR!

 

LST is fine for me. Maybe a bit uncomfortable for someone willing to do a quick test.



#63 billkendrick OFFLINE  

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Posted Mon Apr 6, 2015 12:28 AM

This is my entry for this year competition "Carrera 3D", in the "PUR" category (lines of less than 120 characters), written in TurboBASIC XL.

<snip>

Do I need to send an ATR with the game, or the .LST is enough?

Wow nice work! Here's a bootable ATR (using MyDOS and TBXL). To folks testing it, note that it spends a bit of time at the beginning doing some graphical setup, before the game screen appears. (In Atari800 emu, I can just hit F12 to go into turbo mode.)

Attached Files



#64 1NG OFFLINE  

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Posted Mon Apr 6, 2015 8:53 AM

Cool! I have seen some racers as a TenLiner, but this is looking fantastic!

... and I made a little change: The car in this version drifts to the outside of the curve. (A carrera normally does not have so much oversteering, to drift to the inside, right?). This just feels better :)

 

Attached Files



#65 +Adam+ OFFLINE  

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Posted Mon Apr 6, 2015 12:40 PM

Bunsen, 1NG: could you please tell me, when the contest entry #33 called "SlideTen" would be available for download?

Edited by +Adam+, Mon Apr 6, 2015 12:47 PM.


#66 1NG OFFLINE  

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Posted Mon Apr 6, 2015 1:10 PM

Hiere it is. Have fun!

Attached Thumbnails

  • SlideTen Last Move.png

Attached Files



#67 +Adam+ OFFLINE  

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Posted Mon Apr 6, 2015 1:23 PM

Great, thanks!

#68 dmsc ONLINE  

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Posted Mon Apr 6, 2015 8:15 PM

Hi!
 

Cool! I have seen some racers as a TenLiner, but this is looking fantastic!
... and I made a little change: The car in this version drifts to the outside of the curve. (A carrera normally does not have so much oversteering, to drift to the inside, right?). This just feels better :)


Thanks for the tip.... I switched the directions and didn't notice :-)

I have an updated version with:

- Fixed drift direction (thanks to 1NG)
- Pressing the joystick button activates a brake, use it to take the curves.
- Added a graphical indicator of the position in the track. The race still ends on a fixed time.

This is the new screenshot:
carrera3d.png

And this is the source:
carrera3d-list.png

Also, I attached an ATR with the run-able game (thanks billkendrick).

Attached Files



#69 Bunsen OFFLINE  

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Posted Tue Apr 7, 2015 12:27 AM

Adam, I am not at home for a few days, and so it is difficult for me to keep the homepage and the downloads updated. Sorry...

#70 pirx OFFLINE  

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Posted Tue Apr 7, 2015 6:40 AM

I have an updated version with:

- Fixed drift direction (thanks to 1NG)
- Pressing the joystick button activates a brake, use it to take the curves.
- Added a graphical indicator of the position in the track. The race still ends on a fixed time.

 

OK, I give up now :)))))))))))

This is brilliant!

 

pirx



#71 mgr_inz_rafal OFFLINE  

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Posted Tue Apr 7, 2015 11:39 AM

No pitstop...

Tires don't wear away...

 

OK, no kidding. Amazing piece of code!

 

Pirx, don't give up. You can still fit the Prince of Persia in 10 lines :)



#72 Bunsen OFFLINE  

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Posted Tue Apr 7, 2015 11:56 AM

Beitrag/Entry #28: Glider Fight

Platform: Atari

Author: Jan-Sören "VD TONIC" Haas

Language: Turbo Basic XL

Category: PUR

 

 

Attached Thumbnails

  • GliderFight_Screen.png


#73 Bunsen OFFLINE  

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Posted Tue Apr 7, 2015 11:58 AM

25 hours left until dead line ... (remote entries)



#74 Savetz OFFLINE  

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Posted Tue Apr 7, 2015 9:56 PM

This game is lame.

 

I waited until the last day to think about creating something — but I had to submit something because of a challenge Randy put to me on the ANTIC podcast. I know this game is terrible — but I don't think he'll submit anything, so I'll win his challenge by default.

 

So, I give you: Procrastination. 

 

Hit a key before the >>>s overwrite the *. The longer you wait, the higher your score. Wait too long and you get zero.

 

 

Attached Thumbnails

  • Screenshot 2015-04-07 20.37.03.png

Attached Files



#75 Bunsen OFFLINE  

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Posted Wed Apr 8, 2015 12:31 AM

Your game is fine, Kevin :-)

12.5 hours left :-)




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