Iwantgames:) Posted December 9, 2015 Share Posted December 9, 2015 OK so I got this far enough to have something pretty to show its still a ways from finished tho and I'll be posting any programming questions I have here So here's some pics ... Down1.bmp Down2.bmp Down3.bmp Down4.bmp 3 Quote Link to comment Share on other sites More sharing options...
Iwantgames:) Posted December 9, 2015 Author Share Posted December 9, 2015 OK I got my player sprite to move with the joystick but sometimes one sprite moves faster than the other and he ends up looking like a jigsaw puzzle any way to fix this? Quote Link to comment Share on other sites More sharing options...
+Vorticon Posted December 9, 2015 Share Posted December 9, 2015 Looks very nice! Very clean lines. As for the sprite issue, do you want to post your code listing so we can take a look at it? Quote Link to comment Share on other sites More sharing options...
Iwantgames:) Posted December 9, 2015 Author Share Posted December 9, 2015 Here it is... DOWNLAND.txt Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted December 9, 2015 Share Posted December 9, 2015 Looks good. 10 SX=168::SY=224 75 CALL CHAR(112,"0001030300010000000101000001030F00C0C00070C0787878F8F00000F0F0F0") 76 CALL CHAR(116,"03000000070007070706060101000000F83C3CFC8C388080800000F0F0000000") 79 CALL MAGNIFY(3) 80 CALL SPRITE(#1,112,12,SX,SY,#2,116,7,SX,SY) 81 CALL JOYST(1,Y,X)::SX=SX-X/2::SY=SY+Y/2 82 CALL LOCATE(#1,SX,SY,#2,SX,SY) 83 GOTO 81 Quote Link to comment Share on other sites More sharing options...
Iwantgames:) Posted December 9, 2015 Author Share Posted December 9, 2015 (edited) Sweet that fixed it Tomorrow I hope to get it where you can only go up when on rope, jumping and work on walking/jumping/climbing animation. Edited December 9, 2015 by Iwantgames:) 2 Quote Link to comment Share on other sites More sharing options...
InfernalKeith Posted December 9, 2015 Share Posted December 9, 2015 Brave soul. I'm still terrified of non-turn-based games in XB because of the speed issues. I have a couple vague ideas for more action-y games but they're far down on the to-do list right now. Quote Link to comment Share on other sites More sharing options...
Iwantgames:) Posted December 9, 2015 Author Share Posted December 9, 2015 Well my plan is to compile it when I finish so should hopefully not be too slow. I hope. 1 Quote Link to comment Share on other sites More sharing options...
unhuman Posted December 9, 2015 Share Posted December 9, 2015 OK I got my player sprite to move with the joystick but sometimes one sprite moves faster than the other and he ends up looking like a jigsaw puzzle any way to fix this? Nope. It's basically the fact that XB is slow so when you move two different sprites, there's time in between when the sprites start moving. You can work around this somewhat with some CALL POKE that stops sprite motion and then another that restarts it, but that'd result in really jumpy gameplay. Best to keep player to a single sprite for now. Maybe after you're done, you can play with the compiler to see if it becomes a feature you can add back later.... Quote Link to comment Share on other sites More sharing options...
senior_falcon Posted December 9, 2015 Share Posted December 9, 2015 OK I got my player sprite to move with the joystick but sometimes one sprite moves faster than the other and he ends up looking like a jigsaw puzzle any way to fix this? If you put all the sprites in one CALL SPRITE statement, the compiler will finish that statement before doing an interrupt, so they should all stay together and move as one. Unfortunately XB does not behave that way, so testing in XB might be more challenging. Quote Link to comment Share on other sites More sharing options...
+adamantyr Posted December 9, 2015 Share Posted December 9, 2015 Very cool, love Downland! Ambitious to try and write it in Extended BASIC... 1 Quote Link to comment Share on other sites More sharing options...
Iwantgames:) Posted December 9, 2015 Author Share Posted December 9, 2015 Very cool, love Downland! Ambitious to try and write it in Extended BASIC... Yes it may not end up exactly like the original but I plan to try to stay as close as possible. Quote Link to comment Share on other sites More sharing options...
Omega-TI Posted December 9, 2015 Share Posted December 9, 2015 Here it is... DOWNLAND.txt I grabbed the text, pasted it into Classic99 then saved it to my shared HDX directory where I loaded it up on R.I. looks cool... Looks good. 10 SX=168::SY=224 75 CALL CHAR(112,"0001030300010000000101000001030F00C0C00070C0787878F8F00000F0F0F0") 76 CALL CHAR(116,"03000000070007070706060101000000F83C3CFC8C388080800000F0F0000000") 79 CALL MAGNIFY(3) 80 CALL SPRITE(#1,112,12,SX,SY,#2,116,7,SX,SY) 81 CALL JOYST(1,Y,X)::SX=SX-X/2::SY=SY+Y/2 82 CALL LOCATE(#1,SX,SY,#2,SX,SY) 83 GOTO 81 ... but when I take the above text and paste it in, the fire button no longer acknowledges... what am I overlooking? Quote Link to comment Share on other sites More sharing options...
Iwantgames:) Posted December 9, 2015 Author Share Posted December 9, 2015 On line 10 leave what's already there and add ::SX=168::SY=224 1 Quote Link to comment Share on other sites More sharing options...
Omega-TI Posted December 9, 2015 Share Posted December 9, 2015 On line 10 leave what's already there and add ::SX=168::SY=224 That did it. Thanks. Quote Link to comment Share on other sites More sharing options...
Iwantgames:) Posted December 9, 2015 Author Share Posted December 9, 2015 Quote Link to comment Share on other sites More sharing options...
Opry99er Posted December 9, 2015 Share Posted December 9, 2015 Diggin it!!!! Quote Link to comment Share on other sites More sharing options...
Iwantgames:) Posted December 10, 2015 Author Share Posted December 10, 2015 Didn't get no coding done yet today but I did get a copy of the original CoCo game and man its hard :/ I don't think I'll make this one that hard Quote Link to comment Share on other sites More sharing options...
+adamantyr Posted December 10, 2015 Share Posted December 10, 2015 Yeah, it is a really hard game. I don't think my brother and I ever got much past the first two chambers. There is a YouTube video of a guy playing it for 20+ minutes and making quite a bit of headway before quitting. I'm not sure it even has an ending! Quote Link to comment Share on other sites More sharing options...
Iwantgames:) Posted December 10, 2015 Author Share Posted December 10, 2015 Yea I found a pic of all the levels. I think I'll not have the falling boulder be so fast and give more time before that stupid bat comes out Quote Link to comment Share on other sites More sharing options...
+adamantyr Posted December 10, 2015 Share Posted December 10, 2015 I re-watched that YouTube video... it appears the game never ends, if you get to the final chamber door it just resets back to the beginning. Lame! There is also a sequel to Downland called "Cave Walker" which was released on disk for the TRS-80 Color Computer II and III. It's got a lot more stuff (moving platforms) and a bunch of different items you can collect. The biggest hurdle I see for you crafting the game is all the moving objects. I hate to be the bearer of bad news but Extended BASIC really sucks at this... If you're doing a Frogger-style game where they just move one direction endlessly it works fine, but trying to have them move intelligently is much harder. What I would do is limit the number of moving objects (not including the player) to around, oh, 4. I'd also pre-program their locations at intervals instead of using call MOTION. Don't try and use GCHAR to figure out if a drop has hit the floor. One way you can do this in a compressed manner is store X and Y values for each object into a pair of strings as characters. Then you would just have a counter index for each object to get it's latest position and update at an interval. Quote Link to comment Share on other sites More sharing options...
+adamantyr Posted December 10, 2015 Share Posted December 10, 2015 Also, the "Billy Ball" series by R. Truman is probably one of the best platform games I've seen in Extended BASIC. He manages to make the gameplay really challenging and keep things moving pretty smooth! They were released on the "Best of the U.K" disks from Texcomp years ago. I sent all of them to Walid to put up on the TI Game Shelf but I don't think they're up yet... If you need some listings let me know! Quote Link to comment Share on other sites More sharing options...
Iwantgames:) Posted December 10, 2015 Author Share Posted December 10, 2015 Yes I can see where all these moving objects may pose an issue. I might use what I have and come up with an original game thats not quite as hard I can't even pass the first screen on the coco lol Quote Link to comment Share on other sites More sharing options...
+adamantyr Posted December 10, 2015 Share Posted December 10, 2015 Yeah, Downland is HARD... Cave Walker actually offers a "practice" mode that lets you play the game in an invulnerable state just to practice each level. Absolute precision and timing is needed, and a lot of it comes from trial and error. The worst thing? That the TRS-80 Coco didn't have a really good joystick. You had to buy their deluxe one that would let you lock the stick into a spring-back position. Otherwise most games were nearly impossible to play effectively. Yeah, take what you've done and make an original game! Maybe the same theme (cave spelunking). I'd say focus on player movement, jumping, climbing, and all of that and then see what are cheap easy obstacles you can implement in the confines of XB. You could do something similar that I did with Aperture; have a missile or something fire off at intervals, and while it's on the screen all action freezes. 1 Quote Link to comment Share on other sites More sharing options...
+adamantyr Posted December 10, 2015 Share Posted December 10, 2015 Okay, I just had to go grab it... Here is "Billy Ball plays Catch" by R. Truman. For such a small program, it packs a LOT of clever design. And multiple levels! 100 REM THIS IS A CLASSIC! 100% YES VOTE RECORDED! by r.trueman. HOPE YOU LIKE IT. 110 CALL CHARSET :: CALL CLEAR :: RANDOMIZE :: CALL MAGNIFY(3) :: HI=0 120 CALL COLOR(12,5,1,11,2,1,9,2,7,10,14,1,2,1,7,3,1,7,5,6,1,6,6,1,7,6,1,8,6,1) 130 MO=2 :: LO=7 :: WA,LE=1 :: SC=0 :: ME=3 140 CALL CHAR(58,"000000FF0000FF",136,"002070F4F4FCF8702123272F3F0F070300040E2F2F3F1F0E84C4E4F4FCF0E0C") 150 CALL CHAR(48,"007E66666666667E000C1C0C0C0C0C0C007E66067E60667E007E66060E06667E",56,"007E667E6666667E",57,"007E66667E060606") 160 CALL CHAR(52,"0066667E06060606007E66607E06667E007E66607E66667E007E660606060606",115,"FF81BDA5A5BD81FF") 170 CALL CHAR(99,"283810FE38282828",92,"181F090B0F037FBF7F0F0F0E0E0E0A0430F020A0E080FCFAFCE0E0E0E0E0A04") 180 CALL CHAR(140,"00",141,"7113F7F7FF770703",142,"00",143,"8EC8EFEFFFEFE0C") 190 CALL CHAR(132,"000834330101071F737B6F301F000000002058980000C0F09CBCEC18F") 200 CALL CHAR(128,"00000E0B191903173F3175317F381B0FF0B080800000D0F0F8DE07DEFE1EDCF8") 210 CALL CHAR(124,"03070F3F2F27232170F8FCF4F4702000C0E0F0FCF4E4C4840E1F3F2F2F0E04") 220 CALL CHAR(112,"4040403F4040403F",113,"020202FC020202FC",104,"FFFFFF22555588FF",105,"80C0E03058548AFF",106,"0103070C1A2A51FF") 230 CALL CHAR(64,"FFFFFF00FFFF00FF",60,"1F3B787F7BE07B1F0F0B000001010D0FF0D81CFE8CAE8CFCE8C09898D07") :: CALL SCREEN(16) 240 CALL CHAR(120,"7F7F7F100F070301",121,"00",122,"FEFEFE08F0E0C08",123,"00",96,"143E7F7F3E1C08",97,"0C0A080868F8F06",98,"105438EE38541") 250 CALL CHAR(114,"2424242424242424",108,"1C3E776FDFDFFFFF7F7F3F1F0F070100387CEEDEFFFFFFFFFEFEFCF8F0E08") 260 CALL CHAR(100,"0101010101010101",101,"0101193D7F7F3C18",102,"80402018",103,"00") 270 CALL CHAR(116,"01010201090523DE230509010201010000008000204088F6884020008") :: GOSUB 1070 :: CALL COLOR(4,1,7) 280 CALL CLEAR :: MO=2 :: LO=7 :: WA,LE=1 :: SC,CO,NU=0 :: ME=3 290 DISPLAY AT(1,1):"SCORE";SC;TAB(15);"MEN";ME;TAB(21);"LEVEL";LE:"::::::::::::::::::::::::::::" :: ON WA GOSUB 470,530,590,650 300 CALL COLOR(9,LO,2) :: CALL SPRITE(#1,136,11,M,N,#4,132,13,153,1,0,5+WA) :: DO=M :: AC=N :: B=N/8+1 310 CALL JOYST(JO,X,Y) :: IF X+Y=0 THEN 310 ELSE CALL SPRITE(#2,CH,LO,17,(RND*213)+17,MO,0) :: CALL SOUND(-200,1900,0) 320 CALL KEY(JO,K,S) :: IF K=18 THEN 710 ELSE CALL JOYST(JO,X,Y) :: IF X=-4 THEN 330 :: IF X=4 THEN 340 ELSE ON SGN(Y)+2 GOTO 350,390,370 330 IF N-8<17 THEN 390 ELSE N=N-8 :: CALL LOCATE(#1,M,N) :: B=N/8+1 :: GOTO 390 340 IF N+8>225 THEN 390 ELSE N=N+8 :: CALL LOCATE(#1,M,N) :: B=N/8+2 :: GOTO 390 350 A=M/8+4 :: B=N/8+1 :: CALL GCHAR(A,B,O) :: IF O=112 THEN 360 ELSE 390 360 IF M>=153 THEN 760 :: CALL LOCATE(#1,M+8,N,#1,M+16,N,#1,M+24,N,#1,M+32,N) :: M=M+32 :: GOTO 390 370 A=M/8+2 :: B=N/8+1 :: CALL GCHAR(A,B,O) :: IF O=112 THEN 380 ELSE 390 380 FOR Y=M TO M-32 STEP-8 :: CALL LOCATE(#1,Y,N) :: NEXT Y :: M=M-32 :: GOTO 390 390 A=M/8+3 :: CALL GCHAR(A,B,O) :: IF O=32 THEN 360 :: IF O=120 THEN 970 ELSE CALL PEEK(-31877,O) 400 IF O AND 32 THEN 750 ELSE CALL POSITION(#2,F,FF) :: IF F>161 THEN 790 :: A=(RND*(59-LE))+1 :: IF A>5 THEN 320 ELSE CALL PATTERN(#4,132) 410 CALL POSITION(#4,F,FF) :: ON A GOTO 420,430,440,450,460 420 CALL SPRITE(#4,132,13,M,FF,0,5+LE) :: GOTO 320 430 CALL SPRITE(#4,132,13,M,FF,0,-5+LE-(LE*2)) :: GOTO 320 440 CALL SPRITE(#4,132,13,153,FF,0,-5+LE-(LE*2)) :: GOTO 320 450 CALL SPRITE(#4,132,13,153,FF,0,5+LE) :: GOTO 320 460 CALL SPRITE(#4,132,9,F,FF,0,24) :: GOTO 320 470 DISPLAY AT(6,1):"hhhhhhhhi jhhhhhhhpq pq pq pq pq pq" 480 DISPLAY AT(10,1):"hhhhhhhhi jhhhhhhhhhh pq pq pq pq pq pq" 490 DISPLAY AT(14,1):"hhhhhhhhi jhhhhhhhhhhhhhpq pq pq pq pq pq" 500 DISPLAY AT(18,1):"hhhhhhhhi jhhhhhhhhhhhhhhhh pq pq pq pq pq pq" 510 DISPLAY AT(22,1):"hhhhhhhhhhhhhhhhhhhhi @@@@@@@@@@@@@@@@@@@@@@@@@@@@ ssssssssssssssssssss sss " 520 CH=108 :: LO=7 :: M=25 :: N=225 :: RETURN 530 DISPLAY AT(6,1):"hhhhhhhi jhhhhhhi jhhhhhhhpq r r pqpq r r pqpq r r pq" 540 DISPLAY AT(10,1):"hhhi jhhhhi jhhhhi jhhh pq pq pq pq pq pq" 550 DISPLAY AT(14,1):"hhi jhhhhhhhhhhhhi jhhpq pq pq pqpq pq pq pqpq pq pq pq" 560 DISPLAY AT(18,1):"hhhhhhhhhhhhhhi jhhhhhhhhhh pq pq pq pq pq pq pq pq pq" 570 DISPLAY AT(22,1):" xzhhhhi xzhhhhhi xzhhhh@@@@@@@@@@@@@@@@@@@@@@@@@@@@ ssssssssssssssssssss sss " 580 CH=100 :: LO=4 :: M,N=121 :: RETURN 590 DISPLAY AT(6,1):"hhhhhhhhhhhhhhhhhhhhhhhhhhhh r r r r r r" 600 DISPLAY AT(10,1):"hhhhhhhhhi jhhi jhhhhhhhhh r r r r r r r r r r r r" 610 DISPLAY AT(14,1):"hhhhhi jhhhhhhhhhhi jhhhhhr rr rr rr rr rr r" 620 DISPLAY AT(18,1):"hhhhhhhhhi jhhi jhhhhhhhhh r r r r r r r r r r r r" 630 DISPLAY AT(22,1):"hhhhhhhhhhhhhhhhhhhhhhhhhhhh@@@@@@@@@@@@@@@@@@@@@@@@@@@@ ssssssssssssssssssss sss " 640 HU=19 :: TI=0 :: CH=116 :: LO=8 :: M=153 :: N=121 :: RETURN 650 DISPLAY AT(6,1):"hhhhhhhhhhhhhhhhhhhhhhhhhhhhpq pq pq pq pqpq pq pq pq pqpq pq pq pq pq" 660 DISPLAY AT(10,1):"pq pq pq pq pqpq pq pq pq pqpq pq pq pq pqpq pq pq pq pq" 670 DISPLAY AT(14,1):"pq pq pq pq pqpq pq pq pq pqpq pq pq pq pqpq pq pq pq pq" 680 DISPLAY AT(18,1):"pq pq pq pq pqpq pq pq pq pqpq pq pq pq pqpq pq pq pq pq" 690 DISPLAY AT(22,1):"hhhhhhhhhhhhhhhhhhhhhhhhhhhh@@@@@@@@@@@@@@@@@@@@@@@@@@@@ ssssssssssssssssssss sss" 700 LO=9 :: M,N=153 :: RESTORE 860 :: CH=92 :: RETURN 710 CALL PATTERN(#1,140) :: CALL COINC(#1,#4,16,O) :: IF O=0 THEN CALL PATTERN(#1,136) :: GOTO 390 ELSE CALL POSITION(#4,F,FF) 720 IF FF<N THEN 730 ELSE CALL MOTION(#4,0,127) :: GOTO 740 730 CALL MOTION(#4,0,-127) 740 CALL SOUND(-90,-7,0) :: SC=SC+200 :: DISPLAY AT(1,6)SIZE(7):SC :: CALL PATTERN(#4,128,#1,136) :: CALL MOTION(#4,0,0) :: GOTO 390 750 CALL COINC(#1,#2,16,O) :: IF O=-1 THEN 840 ELSE CALL COINC(#1,#4,16,O) :: IF O=-1 THEN 760 ELSE 320 760 FOR Y=M TO 161 STEP 4 :: CALL LOCATE(#1,Y,N) :: CALL SOUND(-90,3000-(Y*10),0) :: NEXT Y :: CALL DELSPRITE(#2) :: ME=ME-1 :: M=DO :: N=AC 770 FOR Y=1 TO 6 :: CALL PATTERN(#1,124) :: CALL SOUND(100,-6,0) :: CALL PATTERN(#1,136) :: CALL SOUND(100,-7,0) :: NEXT Y 780 DISPLAY AT(1,18)SIZE(2):ME :: IF ME=0 THEN 1020 ELSE 300 790 FOR Y=1 TO 21 STEP 4 :: CALL SOUND(-90,900,Y) :: NEXT Y :: CALL DELSPRITE(#2) :: NU=NU+1 :: CALL HCHAR(24,26+NU,95+WA) 800 IF NU=3 THEN 830 ELSE CALL SPRITE(#2,CH,LO,17,(RND*213)+17,MO,0) :: ON WA GOTO 320,320,810,900 810 TI=TI+1 :: IF TI=4 THEN 820 ELSE 320 820 DISPLAY AT(HU,1):" pq pq pq pq pq pq pq pq pq" :: HU=HU-4 :: TI=0 :: GOTO 320 830 CALL SOUND(400,900,0) :: NU=0 :: CALL HCHAR(24,27,115,3) :: GOTO 760 840 CALL SOUND(-90,1000,0) :: CALL POSITION(#2,F,FF) :: CALL DELSPRITE(#2) :: SC=SC+300-F :: DISPLAY AT(1,6)SIZE(7):SC :: CO=CO+1 850 CALL HCHAR(24,3+CO,95+WA) :: IF CO=20 THEN 910 ELSE 800 860 DATA 10,1,4,hhhi,14,13,11,jhhhhhhhhhi,18,1,10,hhhhhhhhhi,14,7,4,jhhi,18,13,4,jhhi 870 DATA 14,26,3,jhh,10,19,4,jhhi,18,19,10,jhhhhhhhhh,14,1,3,hhi,10,7,4,jhhi,10,25,4,jhhh 880 DATA 18,10,4,hhhh,10,13,7,jhhhhhh,14,3,5,hhhhh,14,23,4,hhhh,10,4,4,hhhh 890 DATA 14,10,4,hhhh,18,16,4,hhhh,10,10,16,hhhhhhhhhhhhhhhh 900 READ X,XX,XXX,X$ :: DISPLAY AT(X,XX)SIZE(XXX)$ :: GOTO 320 910 FOR Y=1 TO 9 :: CALL COLOR(9,2,LO) :: CALL SOUND(-190,110+(RND*100),0) :: CALL COLOR(9,LO,2) :: CALL SOUND(-190,110+(RND*100),0) :: NEXT Y 920 Y=3000 :: CALL MOTION(#4,0,0) :: CALL LOCATE(#4,M,N-16) :: CALL PATTERN(#1,140,#4,60) :: CALL SOUND(-90,-7,0) :: CALL MOTION(#4,16,0) 930 CALL COINC(#4,161,N,16,O) :: CALL SOUND(-90,Y,0) :: Y=Y-50 :: IF O=0 THEN 930 ELSE CALL MOTION(#4,0,0) 940 FOR Y=1 TO 6 :: CALL PATTERN(#4,60) :: CALL SOUND(150,-6,0) :: CALL PATTERN(#4,128) :: CALL SOUND(150,-7,0) :: NEXT Y 950 CO,NU=0 :: LE=LE+1 :: WA=WA+1 :: FOR Y=1 TO 300 :: NEXT Y :: CALL DELSPRITE(ALL) :: CALL CLEAR 960 IF WA<5 THEN 290 ELSE WA=1 :: MO=MO+1 :: ME=ME+1 :: GOTO 290 970 CALL HCHAR(A,B,32,2) :: CALL SPRITE(#5,120,5,M+16,N) 980 M=M-8 :: CALL LOCATE(#5,M+16,N,#1,M,N) :: CALL COLOR(#5,9) :: CALL KEY(1,K,S) :: IF K=18 THEN 1000 ELSE CALL COLOR(#5,5) 990 IF M=25 THEN 1000 ELSE 980 1000 CALL DELSPRITE(#5) :: DISPLAY AT(A,B-2)SIZE(2):"xz" :: A=M/8+3 :: B=N/8+1 :: CALL COINC(#1,#2,16,O) :: IF O=-1 THEN 1150 1010 CALL GCHAR(A,B,O) :: CALL GCHAR(A,B+1,P) :: CALL LOCATE(#1,M,N) :: IF O+P>64 THEN 390 ELSE M=M+8 :: A=A+1 :: IF M=153 THEN 390 ELSE 1010 1020 CALL DELSPRITE(ALL) :: CALL CLEAR :: DISPLAY AT(12,4):"ANOTHER GAME Y OR N" :: IF SC<HI THEN 1030 ELSE HI=SC 1030 DISPLAY AT(18,6):"YOUR SCORE";SC:;:TAB(6);"HIGH SCORE";HI 1040 CALL KEY(0,K,S) :: IF K=121 THEN 280 :: IF K=110 THEN 1050 ELSE 1040 1050 CALL CLEAR :: FOR Y=1 TO 24 :: DISPLAY AT(Y,1):"GOODBYE PLEASE PLAY AGAIN" :: NEXT Y :: FOR Y=2000 TO 1000 STEP-50 1060 CALL SOUND(-80,Y,9) :: NEXT Y :: CALL CLEAR :: RUN "DSK1.MENU" 1070 CALL COLOR(4,1, :: CALL HCHAR(1,1,58,576) 1080 DISPLAY AT(2,1):"@@@@@::@@::@@::::@@:::@@::@@@@:@@::@@::@@::::@@:::@@::@@@@:@@::@@::@@::::@@:::@@::@@@@@@:::@@::@@::::@@:::@@@@@@" 1090 DISPLAY AT(6,1):"@@:@@::@@::@@::::@@:::::@@::@@:@@::@@::@@::::@@:::::@@::@@@@@::@@::@@@@::@@@@:::@@::" 1100 DISPLAY AT(11,1):"@@@@@::@@@@@::@@::::@@::::::@@:@@::@@:@@::@@::::@@::::::@@:@@::@@:@@::@@::::@@:PLAYS@@@@:::@@@@@::@@::::@@::::::" 1110 DISPLAY AT(15,1):"@@:@@::@@:@@::@@::::@@:CATCH@@:@@::@@:@@::@@::::@@::::::@@@@@::@@:@@::@@@@::@@@@::::" 1120 DISPLAY AT(20,1):"BY R TRUEMAN ALFA LOCK OFF": :"ENTER JOYSTICK 1 OR 2" :: ACCEPT AT(22,28)VALIDATE(DIGIT)BEEPSIZE(1):JO 1130 IF JO<1 OR JO>2 THEN 1120 ELSE DISPLAY AT(20,1):"CATCH SLOWLY FALLING OBJECTS":;:""FIRE" TO PUNCH THE LOONIES":;:" PRESS FIRE BUTTON TO START" 1140 CALL KEY(JO,K,S) :: IF K<>18 THEN CALL COLOR(4,1,14,4,1, :: GOTO 1140 ELSE CALL CLEAR :: RETURN 1150 CO=CO+1 :: CALL SOUND(-90,1000,0) :: CALL POSITION(#2,Z,ZZ) :: CALL DELSPRITE(#2) :: CALL SPRITE(#2,CH,LO,17,(RND*213)+17,MO,0) 1160 SC=SC+300-Z :: DISPLAY AT(1,6)SIZE(7):SC :: CALL HCHAR(24,3+CO,95+WA) :: IF CO=20 THEN 910 ELSE 1010 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.