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agsoftware

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Everything posted by agsoftware

  1. Hello Ksarul, Have you got these programms code machine for extended basic ? Can you send me, Please ?? Or Where I can to find for download ?? Have you got address web site of Eric Paul Rebel ?? See you to soon.....
  2. Hello Guys TI99/4A, I ask you an information Development for TI99/4A in EXTENDED BASIC. I need of a routine in code machine for do a scrolling screen from basic extended, if it is possible, do of the scrolling in all direction, as example (up, down, left and right). I hope which someboy can help me...... For now is all.... I wait your good news. contact me in private to: gamecast@libero.it Best Regards (^_^) Andrea Gasparrini from Italy.
  3. Hi, Ok, send me please the User's Manual of the Hisoft Basic version 3.0 for ATARI ST in PDF or in TEXT. See you to soon..... AG.
  4. Hello, I need of the user's manual Hisoft baisc version 1.0 and also of the user's manual Hisoft basic version 2.10 See you to soon and thanks for you.... (^_^) Andrea
  5. Hello Guys, Where I can find a user's manual of the Hisoft BASIC for ATARI ST ?? Best Ragards (^_^) AG.
  6. Ok, thank you....... I have already found GFA BASIC for ATARI ST..... well, now, Where I can do download of files source of videogames in format .GFA BASIC ??
  7. Hello, Unfortunately I do not have this kind of basic as GFA BASIC, and do not even own the HiSoft BASIC. And unfortunately I can not do the dump is to transfer data from PC to ATARI ST, last winter I had tried with a special program that runs under pure MS-DOS using a PC, but when I go to put the floppy Atari ST, does not work! And so at this point I feel cheated! Another thing, it would be useless to download those games at this link: http://www.atarimania.com/game-atari-st-aptitude-test_28712.html If someone facebbe a little courtesy, please send email to this Floppy diskette of this GFA BASIC ....... I would be very happy and grateful ...... I hope someone will give me a hand ...... For now is all... Best Regards.... (^_^) Andrea Gasparrini from Italy.
  8. Hello Guys, I seek list basic programms for make videogames ATARI 16 bit ST/MEGA 1 in BASIC I have a computer ATARI MEGA 1 with its BASIC ATARI. Where I can find the list basic for ATARI 16 bit ST/MAGA 1 ?? Can you help me ? Please ?? I wait your good news... Best Regards (^_^) Andrea Gasparrini from Italy.
  9. Thanks for you very much. Then after, I put also the animation also for direction up and down look the basic list new version 1.2 10 REM ******************** 20 REM * TUNNEL V.1.2 * 30 REM * BY GAMECAST 2011 * 40 REM *ANDREA GASPARRINI * 50 REM * FOR TI99/4A * 60 REM *ONLY FOR EXTENDED * 70 REM * BASIC * 80 REM ******************** 90 REM 100 HI=28500 150 ON ERROR 180 160 CALL INIT :: CALL LOAD(-31878,11) 170 GOTO 190 180 CALL ERR(FF,FF) 190 CALL CLEAR :: CALL SCREEN(1) 210 CALL CHAR(96,"1818483C1A28680C") :: REM 1UP UP 215 CALL CHAR(97,"18180A3C58141630") :: REM 1UP DOWN-2 216 CALL CHAR(100,"0C0C7ADE38EC0406") :: REM 1UP RIGHT1 217 CALL CHAR(101,"181870BCB0382840") :: REM 1UP RIGHT2 220 CALL CHAR(104,"18180A3C58141630") :: REM 1UP DOWN 223 CALL CHAR(105,"1818483C1A28680C") :: REM 1UP UP-2 225 CALL CHAR(108,"6060BCF6386E40C0") :: REM 1UP LEFT1 226 CALL CHAR(109,"606038F434705008") :: REM 1UP LEFT2 230 CALL CHAR(33,"FBFBFB007F7F7F00") :: REM WALL ! 250 CALL CHAR(120,"183C7EDBFF5A8142") :: REM MONSTER x 251 CALL CHAR(81,"1824241808180818") :: REM KEY Q 252 CALL CHAR(90,"00387CFEFE7C3810") :: REM DIAMANTE Z 253 CALL CHAR(91,"183C7E46C7EFEFFF") :: REM PORTA [ 254 CALL CHAR(40,"7E3C7E7EFFFFFF7E") :: REM VASO ( 260 GOSUB 1210 270 CALL COLOR(1,3,1,7,7,1,8,9,1,9,12,1,10,12,1,12,10,1) 280 FOR CO=3 TO 6 :: CALL COLOR(CO,7,1) :: NEXT CO 290 SCREEN=1 291 DISPLAY AT(0,0):"SCORE" :: DISPLAY AT(0,12):"HI-SCORE" 292 DISPLAY AT(0,21):RPT$(CHR$(100),MEN) 293 DISPLAY AT(2,0):SC :: DISPLAY AT(2,11):HI 294 DISPLAY AT(2,20):"LEVEL" :: DISPLAY AT(2,25):LV 530 D=247 540 IF LV>8 THEN LV=1 550 ON LV GOSUB 1400,1680,2230,2530,2810,3090 570 REM 580 SP=1 :: PP=0 640 R=4 :: C=4 :: RV,RV1=-1 :: CV,CV1=0 :: CH,CH1=96 :: CALL SPRITE(#1,CH,12,R*8-7,C*8-7) 650 PP=PP-1 :: IF PP<0 THEN 720 660 IF PP THEN 710 670 CALL COLOR(1,6,1) 680 FOR SP=2 TO 11 690 CO=INT(RND*4)+7 :: IF CO=8 THEN 690 ELSE CALL COLOR(#SP,CO) 700 NEXT SP 710 IF PP=5 THEN CALL COLOR(1,14,1) 720 IF PP>0 THEN 740 740 CALL JOYST(1,X,Y)::CALL KEY(1,K,S)::ANIM=ABS(ANIM-1) 750 IF((X=0 AND Y=0)OR(X<>0 AND Y<>0))AND S=0 THEN 740 760 IF Y=4 OR K=5 THEN CH1=96+ANIM :: RV1=-1 :: CV1=0 770 IF X=4 OR K=3 THEN CH1=100+ANIM::RV1=0::CV1=1 780 IF Y=-4 OR K+1=1 THEN CH1=104+ANIM :: RV1=1 :: CV1=0 790 IF X=-4 OR K=2 THEN CH1=108+ANIM::RV1=0::CV1=-1 800 CALL GCHAR(R+RV1,C+CV1,CHK) 805 IF CHK<>33 THEN RV=RV1 :: CV=CV1 :: CH=CH1 ELSE CALL GCHAR(R+RV,C+CV,CHK) :: IF CHK=33 THEN 650 810 R=R+RV :: C=C+CV :: CALL PATTERN(#1,CH) :: CALL LOCATE(#1,R*8-7,C*8-7) 820 IF CHK=32 THEN 650 830 IF CHK<>120 THEN 860 840 REM PP=26-SCREEN :: CALL COLOR(1,15,1) :: REM 9 850 FOR SP=2 TO 11 :: CALL COLOR(#SP,1) :: CALL SOUND(-1,55*SP,0) :: NEXT SP 860 IF CHK=40 THEN SC=SC+100 870 IF CHK=90 THEN SC=SC+200 880 IF CHK=81 THEN SC=SC+300 :: KE=1 881 IF CHK=91 THEN IF KE=1 THEN 1060 ELSE GOTO 740 882 IF CHK=120 THEN 990 890 DISPLAY AT(2,0) SIZE(5):SC :: CALL SOUND(-1,-6,0) 900 CALL HCHAR(R,C,32) 910 D=D-1 :: IF D=0 THEN 1040 920 GOTO 650 930 FOR DEL=27 TO 1 STEP-4 940 FOR CH=96 TO 108 STEP 4 950 CALL PATTERN(#1,CH) 960 CALL SOUND(-1,110+DEL+CH/4,0) 970 NEXT CH 980 NEXT DEL 990 CALL SOUND(-100,-2,4) :: CALL SOUND(-100,-3,3) :: CALL SOUND(-100,-2,2) :: CALL SOUND(-100,-1,1) :: CALL SOUND(-1000,-1,0) 1000 MEN=MEN-1 :: IF MEN=-1 THEN 1110 ELSE DISPLAY AT(0,21):RPT$(CHR$(100),MEN) 1010 SP=1 1020 FOR RR=3 TO 21 STEP 2 :: SP=SP+1 :: CALL LOCATE(#SP,RR*8-7,256) :: NEXT RR 1030 GOTO 640 1040 FOR SP=2 TO 11 :: CALL DELSPRITE(#SP) :: NEXT SP 1050 CALL COLOR(1,6,1) 1055 REM CLEAR STAGE LEVEL 1060 FOR DEL=1 TO 20 1070 CALL SOUND(INT(RND*200)+1,110+INT(RND*220),INT(RND*3)) 1080 NEXT DEL 1090 LV=LV+1 :: KE=0 1100 RESTORE :: GOTO 290 1110 CALL DELSPRITE(#1) 1120 FOR DEL=1 TO 5 1130 DISPLAY AT(12,10)SIZE(9)BEEP:RPT$(CHR$(100),4);" ";RPT$(CHR$(108),4) 1140 DISPLAY AT(12,10)SIZE(9)BEEP:"GAME OVER" 1150 NEXT DEL 1160 FOR P=0 TO 2000 :: NEXT P 1200 CALL CLEAR 1205 REM INTRO 1210 MEN=4 :: SCORE=0 :: LV=1 :: KE=0 1215 FOR CO=1 TO 14 :: CALL COLOR(CO,16,2) :: NEXT CO 1216 CALL COLOR(1,3,1,7,7,1,8,9,1,9,12,1,10,12,1,12,10,1) 1220 DATA "!!! ! ! ! ! ! ! !!! ! " 1221 DATA " ! ! ! !! ! !! ! ! ! " 1222 DATA " ! ! ! ! !! ! !! !! ! " 1223 DATA " ! ! ! ! ! ! ! ! ! " 1224 DATA " ! !!! ! ! ! ! !!! !!!" 1225 RESTORE 1220 1227 FOR A1=1 TO 5 :: READ A2$ 1228 DISPLAY AT(A1+1,2):A2$ 1229 NEXT A1 1230 DISPLAY AT(8,2):"RILASCIA IL TASTO ALPHA LOCK" 1240 DISPLAY AT(9,1):"USA IL JOYSTICK 1 O I TASTI " 1250 DISPLAY AT(10,1):"CON LE FRECCE-E,X,S,D-." 1260 DISPLAY AT(12,2):CHR$(100)&" PLAYER 1UP" 1270 DISPLAY AT(13,2):CHR$(81)&" 300 POINTS" 1280 DISPLAY AT(14,2):CHR$(90)&" 200 POINTS" 1290 DISPLAY AT(15,2):CHR$(40)&" 100 POINTS" 1300 DISPLAY AT(16,2):CHR$(120)&" MONSTER" 1310 DISPLAY AT(20,2):"BY ANDREA GASPARRINI 2011" 1330 DISPLAY AT(22,4):"PUSH SPACE TO START" 1340 CALL KEY(0,K,S) :: IF S<1 THEN 1340 1350 CALL KEY(1,L,S) 1360 IF K=18 or K=32 or L=18 or L=32 THEN CALL CLEAR :: CALL COLOR(2,11,1) :: RETURN 1380 GOTO 1340 1390 REM PRINT PUT LEVELS MAZE 1395 REM LEVEL-1 1400 RESTORE 1450 1410 FOR A1=2 TO 23 :: READ A2$ 1420 DISPLAY AT(A1+1,1):A2$ 1430 NEXT A1 1440 RETURN 1450 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 1460 DATA "! !! ( !!" 1470 DATA "! !!!!!! !! !!!!!!!!!!!!! !!" 1480 DATA "! !!!!!! Z!! !!" 1490 DATA "! !!!!!!!!!!!!!!!!!!!! !! !!" 1500 DATA "! ! x x !! !!" 1510 DATA "! !!!!!!!!!!! !! !!! !!" 1520 DATA "!!!!!!!!(Z !!!! !! !!!!!!!!!" 1530 DATA "!!!!!!!!!! !!!! !! !!!!!!!!!" 1540 DATA "!! !! ZZ!!!" 1550 DATA "!! !!!!!!!!!!!!!!!!!!!!!!!!!" 1560 DATA "!! !!!!((x !!!!!!!!!" 1570 DATA "!! !!!!!!! !!!!!!! x((((!!!" 1580 DATA "!! !!!!!!!! !!!!!!!!" 1590 DATA "!!!!!!!!!! !!!!!!!! !!!!" 1600 DATA "!!!!!!!!!! !!!Q!!!!!!!! !" 1610 DATA "!! !!! !!!!!!!! !" 1620 DATA "!! !!!!!!!!!!!!!! !!!!!!!! !" 1630 DATA "!! ((Z!!!!!!ZZ !" 1640 DATA "!! !!!!!!!!!!!!!!!!!!!!!!!!!" 1650 DATA "!! [!!" 1660 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 1670 REM LEVEL-2 1680 RESTORE 2000 1690 FOR A1=2 TO 23 :: READ A2$ 1700 DISPLAY AT(A1+1,1):A2$ 1710 NEXT A1 1720 RETURN 2000 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2010 DATA "! ! ! !( ( [!" 2020 DATA "! ! !!!!!! ! !!!!!!! !!!! !!" 2030 DATA "! ! !(! ! ! ZZ((! ! ( (!!" 2040 DATA "! ! !(! !!!! ! !!!!! ! !!!!!" 2050 DATA "! ! ! !x x ! ! !!" 2060 DATA "!!!!! ! ! !!!!!!!! ! !!!! !!" 2070 DATA "! ! ! ! ! ! Z Z!!" 2080 DATA "! !!!!!!!!! !!!! ! ! ! !!!!!" 2090 DATA "! ! ! !Q ! ! ! !" 2100 DATA "! ! !!!! ! !!!!! ! ! !!Z!! !" 2110 DATA "! ! ! ! ! ! ! !!(! !" 2120 DATA "! ! ! !!!!!!!! ! ! !!!! !!" 2130 DATA "! ! ! ! !!!!! ! !!" 2140 DATA "!!!!! ! !!!! ! ! ! !!!!!" 2150 DATA "! ! !(!! ! ! !!!!! !" 2160 DATA "! !!!!! ! ! ! ! !!!!! !" 2170 DATA "! ! !! ! ! !!!!! ! ! !" 2180 DATA "! ! !!!!! Z! ! ! ! ! ! !" 2190 DATA "! ! ! ( ! !! ! ! !!!!! ! ! !" 2200 DATA "! !(!x ! ! !" 2210 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2220 REM LEVEL-3 2230 RESTORE 2280 2240 FOR A1=2 TO 23 :: READ A2$ 2250 DISPLAY AT(A1+1,1):A2$ 2260 NEXT A1 2270 RETURN 2300 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2310 DATA "! ! !ZZ ! ! [!" 2320 DATA "!!! ! ! !!! ! !!!!! ! ! ! !!" 2330 DATA "! ! ! ! ! !" 2340 DATA "! !!!!!!! !!!!! !!!!! ! !! !" 2350 DATA "! x((! !((! ! ! ! !" 2360 DATA "!!!!!! !!!!ZZx ! !!!!! ! !!" 2370 DATA "!! ! ZZ!!!!! ! ! ! !" 2380 DATA "! ! ! !!!! ! ! !!!!!!!! !" 2390 DATA "! !! ! ((! !!!!! ! !! !" 2400 DATA "! ! ! !!!! ! !( ! ! ! !" 2410 DATA "!! ! ! !!!!x!!!!!!!!! ! !" 2420 DATA "! ! !!!! ! ! ! !" 2430 DATA "! !! ! !!!!!!!!! !! ! !" 2440 DATA "! !!!!!!!!! !! ! ! ! !" 2450 DATA "! !Q ! ! !!!! !! !" 2460 DATA "!!!!! !!!!! !! ! ! !" 2470 DATA "! ! ! !!!!!!! ! !!!x!!" 2480 DATA "! !!!!! ! ! ! x ! ! !Zx !" 2490 DATA "! ! ! ! ! ! !!! ! ! !!!! !" 2500 DATA "! ! ! !(((! ! ( ( (!" 2510 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2520 REM LEVEL-4 2530 RESTORE 2580 2540 FOR A1=2 TO 23 :: READ A2$ 2550 DISPLAY AT(A1+1,1):A2$ 2560 NEXT A1 2570 RETURN 2580 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2590 DATA "! !(x ZZ! Z![!!Z!(! !" 2600 DATA "! !!!! !!! !!! !! ! ! ! " 2610 DATA "! ! ! ! ! ! !!!!!! ! " 2620 DATA "! ! !!!! ! ! !!!! ! ! ! !" 2630 DATA "! ! ! ! ZZ! ! ! ! ! !!" 2640 DATA "! ! ! !!!!!! !!!! ! ! ! !" 2650 DATA "! ! ! ZZ!!!!! ! !! !" 2660 DATA "! !!! ! !!!! !!!! ! ! !" 2670 DATA "! ! ! !(!! ((! !!!!! ! !!" 2680 DATA "! ! ! ! ! !!!! ! ! !" 2690 DATA "! !!!!!! ! ((!!!!! ! !! !" 2700 DATA "!x!!!!! ! !!!! ! ! !" 2710 DATA "! ! Q! ! x x ! ! !!! !!" 2720 DATA "! !! !! !!!!!!!!! ! ! !" 2730 DATA "! !!!! ! ! ! !!! !! !" 2740 DATA "! x((! ! !! !!!!! !( !" 2750 DATA "! !!!! ! ! !Z!Z!!! !!!!!! !" 2760 DATA "! xZZ! ! ! !! ( x x !( ! !" 2770 DATA "! !!!! ! ! !!!!!!!! !! ! ! !" 2780 DATA "! ! ! ! !" 2790 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2800 REM LEVEL-5 2810 RESTORE 2860 2820 FOR A1=2 TO 23 :: READ A2$ 2830 DISPLAY AT(A1+1,1):A2$ 2840 NEXT A1 2850 RETURN 2860 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2870 DATA "! ! ! ![ x(!" 2880 DATA "! ! !!!!!!! ! !!x!x!! !! ! !" 2890 DATA "! ! ! ( ( x ! x ((( x ! ! !" 2900 DATA "! ! ! !!!!! ! !!!!!!! ! !! !" 2910 DATA "! ! !(! Z ! ! x ZZZ x ! ! !" 2920 DATA "! ! ! ((!(! ! !!!!!!! !! ! !" 2930 DATA "! ! !!!!!!! ! ! ! ! !" 2940 DATA "! ! ! !!!!!!! ! ! ! ! !" 2950 DATA "! !!!!!!! ! ! ! ! !" 2960 DATA "! ! !!!!!!!!! !! ! !" 2970 DATA "! !!!!!!!!! !Q! ! ! !" 2980 DATA "! x ((ZZ ! !!!!! ! ! ! !! !" 2990 DATA "! !!!!!!! ! ! ! ! ! ! ! !" 3000 DATA "! ! ! !(! ! !! ! !" 3010 DATA "! !!!!! ! !!!!!!!!!!! ! ! !" 3020 DATA "! ! ! ! x ! ! !! !" 3030 DATA "! ! ! ! !!! ! !!!x!!!!! Z! !" 3040 DATA "! ! ! ! ! ! !! !" 3050 DATA "! ! ! !!! ! !!!!x!!!x!!!! !" 3060 DATA "! ! ((! !!" 3070 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3080 REM LEVEL-6 3090 RESTORE 3140 3100 FOR A1=2 TO 23 :: READ A2$ 3110 DISPLAY AT(A1+1,1):A2$ 3120 NEXT A1 3130 RETURN 3140 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3150 DATA "! ! !((x ! ! !Q! !" 3160 DATA "!! !!!! !!!! ! ! ! ! !" 3170 DATA "! ! ! x((x ! !!! !!!!! !" 3180 DATA "! !!!!! ! !!!! ! ![! !" 3190 DATA "! ! ! x((x ! !!!!!!!(!" 3200 DATA "!!! ! !!! !!!! ! ! !(!" 3210 DATA "! ! !(( ! !!!!!!! !!!" 3220 DATA "! !!! !!!!!!!!!! ! !(! !" 3230 DATA "! ! ! ! ! !" 3240 DATA "!!!!!!! !!!!! ! !! ! !!! ! !" 3250 DATA "!(!!Z(x x(((! ! ! ! ! ! !" 3260 DATA "! !!!! !!!!! ! ! !!!! ! ! !" 3270 DATA "!! !(Zx xZZZ! ! ! ZZ(( ! ! !" 3280 DATA "!! !!!! !!!!! ! ! !!!! ! ! !" 3290 DATA "! !Z! ! ! ! ! ! !" 3300 DATA "! ! ! ! !!!!! ! ! !!!!!! !" 3310 DATA "! !! !! ! ! ! ! !" 3320 DATA "! ! !!! !!!!! ! !(! ! ! !" 3330 DATA "! ! !!! ! ! ! !!! ! !" 3340 DATA "! ((! ! ! ! ! ! ! !" 3350 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3360 REM LEVEL-7 3370 RESTORE 3140 3380 FOR A1=2 TO 23 :: READ A2$ 3390 DISPLAY AT(A1+1,1):A2$ 3400 NEXT A1 3410 RETURN 3420 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3430 DATA "! ! (( !(! ! !!" 3440 DATA "!!!!!!!! ! !!!! ! !Z![! (!" 3450 DATA "!Z!( ! ! ! ! !!!!!!! !!" 3460 DATA "! ! ! !!!! ! ! (ZxZ( ! !" 3470 DATA "! !!!! ! ZxxZ ! ! !!!!! !! !" 3480 DATA "! ! ZZ !!!! ! (Z Z( ! !" 3490 DATA "!!! ! !! (xx( !!x!!!!!! ! !!" 3500 DATA "! ! (( !!!! ! ! !" 3510 DATA "! !!!!!! (xx( ! !!!!!!!!!! !" 3520 DATA "! ! !!!! ! ! !" 3530 DATA "!!!!!! ! (xx( !!!!!!! ! !!!!" 3540 DATA "! ! !!!! !Z! ! ! (!" 3550 DATA "! !!!!!! ! !(! !!!!! ! !!" 3560 DATA "! (( ! !!!!x! ! !" 3570 DATA "!!!!!!!! ! ! !!!!!!!!!! !" 3580 DATA "!Q ! ! ! !! !((xxZZxx( !" 3590 DATA "!! ! ! ! !!! (! !!!!!!!!!! !" 3600 DATA "! ! ! ! ! ! !" 3610 DATA "! !! ! !!!!!! !!!!!!!!!! ! !" 3620 DATA "! ! !(((ZZZ(( !" 3630 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3640 REM LEVEL-8 3650 RESTORE 3140 3660 FOR A1=2 TO 23 :: READ A2$ 3670 DISPLAY AT(A1+1,1):A2$ 3680 NEXT A1 3690 RETURN 3700 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3710 DATA "! ! ((Zx!" 3720 DATA "!! ! ! !! !(!(!(!!!!!! !!!!!" 3730 DATA "!Z ! ! ! !x!x!x![ ! ZZ(x!" 3740 DATA "!! ! ! !!(!(!(!!!! ! !!!!!" 3750 DATA "!( !!! ! !" 3760 DATA "!! !!!!!!!!!!!!!!!!!!!!!!( !" 3770 DATA "!( !! !" 3780 DATA "!!! !!!! !!!! ! ! !!! ! !" 3790 DATA "!(! ! ! ! !! !! ! ! !!" 3800 DATA "!(! ! Q ! ! ! ! ! ! ! !" 3810 DATA "!(! ! !! !!!! ! ! !! !! !" 3820 DATA "!(! ! ! ! ! ! ! ! ! !" 3830 DATA "!(! !!!! ! ! ! ! !!! ! !!" 3840 DATA "!(! ! !" 3850 DATA "!(! !!!! !!!! !!!!! !!! !! !" 3860 DATA "!(! ! ! ! ! ! ! !" 3870 DATA "!(! ! ! ! ! ! ! !!" 3880 DATA "!(! ! !!!! !!!!! ! ! !" 3890 DATA "!(! ! ! ! ! ! !! !" 3900 DATA "!(x !!!! ! ! !!!!! ! !" 3910 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
  10. Yes, of couse. I await your positive response soon and thanks for your kind cooperation. See you soon .... ^_^ Andrea.
  11. Thanks, but I ask a small favor, Could you please put you on my listing, basic animation, Please? Let me know A after ..... ^ _ ^ Andrea.
  12. Hello, The code for the animation of the sprite 1UP man is already on the forum I posted last night in Italy. Read from line 210 to line 226, Basic listing. 210 CALL CHAR(96,"1818483C1A28680C") :: REM 1UP UP 215 CALL CHAR(100,"0C0C7ADE38EC0406") :: REM 1UP RIGHT frame 1 216 CALL CHAR(101,"181870BC80382840") :: REM 1UP RIGHT frame 2 220 CALL CHAR(104,"18180A3C58141630") :: REM 1UP DOWN 225 CALL CHAR(108,"6060BCF6386E40C0") :: REM 1UP LEFT frame 1 226 CALL CHAR(109,"606038F434705008") :: REM 1UP LEFT frame 2 Then, for the speech of sprites to 16x16 pixels, I'd be interested in making a new game to use the sprites larger than 8x8 pixels, but to schedule a TI99/4A, I do not know where to start, because I have very little experience on the TI99, since which are only an expert in the MSX systems, and then I make very hard on the TI99. For the 16x16 sprite would like to make a game more and putting a labyrinth path made and designed with graphic characters defined with CALL CHAR. Making an animation of this sprite 16x16 pixels with two frames for each 1UP direction of the sprite and then I want to make colorful, to make a multi-colored sprites must use the trick of overlapping sprites put 2 or 3 one above the other, that I'll explain: if you want to do a multi-colored sprites pixel by pixel with 2 colors, so I need to do 2 definitions for each frame. If you want to do a multi-colored sprites pixel by pixel in 3 colors: then I 3 definitions need to make sprites for each frame. I hope I was clear and explicit to you. I look forward to your own, but also of your positive response. best Regards Andrea ^_^
  13. Hello Dears Members TI99/4A, TUNNEL version 1.1 update. I ask your kind help, because I want to do even more changes to my program videogame TUNNEL. I would like to 1UP that the sprite of the character, you must move a sprite animation with 2 frames. Line 210 to line 226 find definitions of 1UP sprites with various comments to understand how it works. Then ask an expert in programming with Extended Basic TI99/4A to modify the program by making an animation with two frames per 1UP character sprites, so you get even better in this game TUNNEL. I look forward to your positive response. Best Regards Andrea Gasparrini from Italy. 210 CALL CHAR(96,"1818483C1A28680C") :: REM 1UP UP 215 CALL CHAR(100,"0C0C7ADE38EC0406") :: REM 1UP RIGHT1 216 CALL CHAR(101,"181870BC80382840") :: REM 1UP RIGHT2 220 CALL CHAR(104,"18180A3C58141630") :: REM 1UP DOWN 225 CALL CHAR(108,"6060BCF6386E40C0") :: REM 1UP LEFT1 226 CALL CHAR(109,"606038F434705008") :: REM 1UP LEFT2 TUNNEL v.1.1 for EXTENDED BASIC TI99/4A 10 REM ******************** 20 REM * TUNNEL V.1.1 * 30 REM * BY GAMECAST 2011 * 40 REM *ANDREA GASPARRINI * 50 REM * FOR TI99/4A * 60 REM *ONLY FOR EXTENDED * 70 REM * BASIC * 80 REM ******************** 90 REM 100 HI=28500 150 ON ERROR 180 160 CALL INIT :: CALL LOAD(-31878,11) 170 GOTO 190 180 CALL ERR(FF,FF) 190 CALL CLEAR :: CALL SCREEN(1) 210 CALL CHAR(96,"1818483C1A28680C") :: REM 1UP UP 215 CALL CHAR(100,"0C0C7ADE38EC0406") :: REM 1UP RIGHT1 216 CALL CHAR(101,"181870BC80382840") :: REM 1UP RIGHT2 220 CALL CHAR(104,"18180A3C58141630") :: REM 1UP DOWN 225 CALL CHAR(108,"6060BCF6386E40C0") :: REM 1UP LEFT1 226 CALL CHAR(109,"606038F434705008") :: REM 1UP LEFT2 230 CALL CHAR(33,"FBFBFB007F7F7F00") :: REM WALL ! 250 CALL CHAR(120,"183C7EDBFF5A8142") :: REM MONSTER x 251 CALL CHAR(81,"1824241808180818") :: REM KEY Q 252 CALL CHAR(90,"00387CFEFE7C3810") :: REM DIAMANTE Z 253 CALL CHAR(91,"183C7E46C7EFEFFF") :: REM PORTA [ 254 CALL CHAR(40,"7E3C7E7EFFFFFF7E") :: REM VASO ( 260 GOSUB 1210 270 CALL COLOR(1,3,1,7,7,1,8,9,1,9,12,1,10,12,1,12,10,1) 280 FOR CO=3 TO 6 :: CALL COLOR(CO,7,1) :: NEXT CO 290 SCREEN=1 291 DISPLAY AT(0,0):"SCORE" :: DISPLAY AT(0,12):"HI-SCORE" 292 DISPLAY AT(0,21):RPT$(CHR$(100),MEN) 293 DISPLAY AT(2,0):SC :: DISPLAY AT(2,11):HI 294 DISPLAY AT(2,20):"LEVEL" :: DISPLAY AT(2,25):LV 530 D=247 540 IF LV>8 THEN LV=1 550 ON LV GOSUB 1400,1680,2230,2530,2810,3090 570 REM 580 SP=1 :: PP=0 640 R=4 :: C=4 :: RV,RV1=-1 :: CV,CV1=0 :: CH,CH1=96 :: CALL SPRITE(#1,CH,12,R*8-7,C*8-7) 650 PP=PP-1 :: IF PP<0 THEN 720 660 IF PP THEN 710 670 CALL COLOR(1,6,1) 680 FOR SP=2 TO 11 690 CO=INT(RND*4)+7 :: IF CO=8 THEN 690 ELSE CALL COLOR(#SP,CO) 700 NEXT SP 710 IF PP=5 THEN CALL COLOR(1,14,1) 720 IF PP>0 THEN 740 740 CALL JOYST(1,X,Y) :: CALL KEY(1,K,S) 750 IF((X=0 AND Y=0)OR(X<>0 AND Y<>0))AND S=0 THEN 740 760 IF Y=4 OR K=5 THEN CH1=96 :: RV1=-1 :: CV1=0 770 IF X=4 OR K=3 THEN CH1=100 :: RV1=0 :: CV1=1 780 IF Y=-4 OR K+1=1 THEN CH1=104 :: RV1=1 :: CV1=0 790 IF X=-4 OR K=2 THEN CH1=108 :: RV1=0 :: CV1=-1 800 CALL GCHAR(R+RV1,C+CV1,CHK) 805 IF CHK<>33 THEN RV=RV1 :: CV=CV1 :: CH=CH1 ELSE CALL GCHAR(R+RV,C+CV,CHK) :: IF CHK=33 THEN 650 810 R=R+RV :: C=C+CV :: CALL PATTERN(#1,CH) :: CALL LOCATE(#1,R*8-7,C*8-7) 820 IF CHK=32 THEN 650 830 IF CHK<>120 THEN 860 840 REM PP=26-SCREEN :: CALL COLOR(1,15,1) :: REM 9 850 FOR SP=2 TO 11 :: CALL COLOR(#SP,1) :: CALL SOUND(-1,55*SP,0) :: NEXT SP 860 IF CHK=40 THEN SC=SC+100 870 IF CHK=90 THEN SC=SC+200 880 IF CHK=81 THEN SC=SC+300 :: KE=1 881 IF CHK=91 THEN IF KE=1 THEN 1060 ELSE GOTO 740 882 IF CHK=120 THEN 990 890 DISPLAY AT(2,0) SIZE(5):SC :: CALL SOUND(-1,-6,0) 900 CALL HCHAR(R,C,32) 910 D=D-1 :: IF D=0 THEN 1040 920 GOTO 650 930 FOR DEL=27 TO 1 STEP-4 940 FOR CH=96 TO 108 STEP 4 950 CALL PATTERN(#1,CH) 960 CALL SOUND(-1,110+DEL+CH/4,0) 970 NEXT CH 980 NEXT DEL 990 CALL SOUND(-100,-2,4) :: CALL SOUND(-100,-3,3) :: CALL SOUND(-100,-2,2) :: CALL SOUND(-100,-1,1) :: CALL SOUND(-1000,-1,0) 1000 MEN=MEN-1 :: IF MEN=-1 THEN 1110 ELSE DISPLAY AT(0,21):RPT$(CHR$(100),MEN) 1010 SP=1 1020 FOR RR=3 TO 21 STEP 2 :: SP=SP+1 :: CALL LOCATE(#SP,RR*8-7,256) :: NEXT RR 1030 GOTO 640 1040 FOR SP=2 TO 11 :: CALL DELSPRITE(#SP) :: NEXT SP 1050 CALL COLOR(1,6,1) 1055 REM CLEAR STAGE LEVEL 1060 FOR DEL=1 TO 20 1070 CALL SOUND(INT(RND*200)+1,110+INT(RND*220),INT(RND*3)) 1080 NEXT DEL 1090 LV=LV+1 :: KE=0 1100 RESTORE :: GOTO 290 1110 CALL DELSPRITE(#1) 1120 FOR DEL=1 TO 5 1130 DISPLAY AT(12,10)SIZE(9)BEEP:RPT$(CHR$(100),4);" ";RPT$(CHR$(108),4) 1140 DISPLAY AT(12,10)SIZE(9)BEEP:"GAME OVER" 1150 NEXT DEL 1160 FOR P=0 TO 2000 :: NEXT P 1200 CALL CLEAR 1205 REM INTRO 1210 MEN=4 :: SCORE=0 :: LV=1 :: KE=0 1215 FOR CO=1 TO 14 :: CALL COLOR(CO,16,2) :: NEXT CO 1216 CALL COLOR(1,3,1,7,7,1,8,9,1,9,12,1,10,12,1,12,10,1) 1220 DATA "!!! ! ! ! ! ! ! !!! ! " 1221 DATA " ! ! ! !! ! !! ! ! ! " 1222 DATA " ! ! ! ! !! ! !! !! ! " 1223 DATA " ! ! ! ! ! ! ! ! ! " 1224 DATA " ! !!! ! ! ! ! !!! !!!" 1225 RESTORE 1220 1227 FOR A1=1 TO 5 :: READ A2$ 1228 DISPLAY AT(A1+1,2):A2$ 1229 NEXT A1 1230 DISPLAY AT(8,2):"RILASCIA IL TASTO ALPHA LOCK" 1240 DISPLAY AT(9,1):"USA IL JOYSTICK 1 O I TASTI " 1250 DISPLAY AT(10,1):"CON LE FRECCE-E,X,S,D-." 1260 DISPLAY AT(12,2):CHR$(100)&" PLAYER 1UP" 1270 DISPLAY AT(13,2):CHR$(81)&" 300 POINTS" 1280 DISPLAY AT(14,2):CHR$(90)&" 200 POINTS" 1290 DISPLAY AT(15,2):CHR$(40)&" 100 POINTS" 1300 DISPLAY AT(16,2):CHR$(120)&" MONSTER" 1310 DISPLAY AT(20,2):"BY ANDREA GASPARRINI 2011" 1330 DISPLAY AT(22,4):"PUSH SPACE TO START" 1340 CALL KEY(0,K,S) :: IF S<1 THEN 1340 1350 CALL KEY(1,L,S) 1360 IF K=18 or K=32 or L=18 or L=32 THEN CALL CLEAR :: CALL COLOR(2,11,1) :: RETURN 1380 GOTO 1340 1390 REM PRINT PUT LEVELS MAZE 1395 REM LEVEL-1 1400 RESTORE 1450 1410 FOR A1=2 TO 23 :: READ A2$ 1420 DISPLAY AT(A1+1,1):A2$ 1430 NEXT A1 1440 RETURN 1450 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 1460 DATA "! !! ( !!" 1470 DATA "! !!!!!! !! !!!!!!!!!!!!! !!" 1480 DATA "! !!!!!! Z !! !!" 1490 DATA "! !!!!!!!!!!!!!!!!!!!! !! !!" 1500 DATA "! ! x x !! !!" 1510 DATA "! !!!!!!!!!!! !! !!! !!" 1520 DATA "!!!!!!!!(Z !!!! !! !!!!!!!!!" 1530 DATA "!!!!!!!!!! !!!! !! !!!!!!!!!" 1540 DATA "!! !! ZZ!!!" 1550 DATA "!! !!!!!!!!!!!!!!!!!!!!!!!!!" 1560 DATA "!! !!!!((x !!!!!!!!!" 1570 DATA "!! !!!!!!! !!!!!!! x((((!!!" 1580 DATA "!! !!!!!!!! !!!!!!!!" 1590 DATA "!!!!!!!!!! !!!!!!!! !!!!" 1600 DATA "!!!!!!!!!! !!!Q!!!!!!!! !" 1610 DATA "!! !!! !!!!!!!! !" 1620 DATA "!! !!!!!!!!!!!!!! !!!!!!!! !" 1630 DATA "!! ((Z!!!!!!ZZ !" 1640 DATA "!! !!!!!!!!!!!!!!!!!!!!!!!!!" 1650 DATA "!! [!!" 1660 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 1670 REM LEVEL-2 1680 RESTORE 2000 1690 FOR A1=2 TO 23 :: READ A2$ 1700 DISPLAY AT(A1+1,1):A2$ 1710 NEXT A1 1720 RETURN 2000 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2010 DATA "! ! ! !( ( [!" 2020 DATA "! ! !!!!!! ! !!!!!!! !!!! !!" 2030 DATA "! ! !(! ! ! ZZ((! ! ( (!!" 2040 DATA "! ! !(! !!!! ! !!!!! ! !!!!!" 2050 DATA "! ! ! !x x ! ! !!" 2060 DATA "!!!!! ! ! !!!!!!!! ! !!!! !!" 2070 DATA "! ! ! ! ! ! Z Z!!" 2080 DATA "! !!!!!!!!! !!!! ! ! ! !!!!!" 2090 DATA "! ! ! !Q ! ! ! !" 2100 DATA "! ! !!!! ! !!!!! ! ! !!Z!! !" 2110 DATA "! ! ! ! ! ! ! !!(! !" 2120 DATA "! ! ! !!!!!!!! ! ! !!!! !!" 2130 DATA "! ! ! ! !!!!! ! !!" 2140 DATA "!!!!! ! !!!! ! ! ! !!!!!" 2150 DATA "! ! !(!! ! ! !!!!! !" 2160 DATA "! !!!!! ! ! ! ! !!!!! !" 2170 DATA "! ! !! ! ! !!!!! ! ! !" 2180 DATA "! ! !!!!! Z! ! ! ! ! ! !" 2190 DATA "! ! ! ( ! !! ! ! !!!!! ! ! !" 2200 DATA "! !(!x ! ! !" 2210 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2220 REM LEVEL-3 2230 RESTORE 2280 2240 FOR A1=2 TO 23 :: READ A2$ 2250 DISPLAY AT(A1+1,1):A2$ 2260 NEXT A1 2270 RETURN 2300 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2310 DATA "! ! !ZZ ! ! ! [!" 2320 DATA "!!! ! ! !!! ! !!!!! ! ! ! !!" 2330 DATA "! ! ! ! ! ! !" 2340 DATA "! !!!!!!! !!!!! !!!!! ! !! !" 2350 DATA "! x((! !((! ! ! ! !" 2360 DATA "!!!!!! !!!!ZZx ! !!!!! ! !!" 2370 DATA "!! ! ZZ!!!!! ! ! ! !" 2380 DATA "! ! ! !!!! ! ! !!!!!! !" 2390 DATA "! !! ! ((! !!!!! ! !! !" 2400 DATA "! ! ! !!!! ! !( ! ! !" 2410 DATA "!! ! ! !!!!x!!!!!!!!! ! !" 2420 DATA "! ! !!!! ! ! ! !" 2430 DATA "! !! ! !!!!!!!!! !! ! !" 2440 DATA "! !!!!!!!!! !! ! ! ! !" 2450 DATA "! !Q ! ! !!!! !! !" 2460 DATA "!!!!! !!!!! !! ! ! !" 2470 DATA "! ! ! !!!!!!! ! !!!x!!" 2480 DATA "! !!!!! ! ! ! x ! ! !Zx !" 2490 DATA "! ! ! ! ! ! !!! ! ! !!!! !" 2500 DATA "! ! ! !(((! ! ( ( (!" 2510 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2520 REM LEVEL-4 2530 RESTORE 2580 2540 FOR A1=2 TO 23 :: READ A2$ 2550 DISPLAY AT(A1+1,1):A2$ 2560 NEXT A1 2570 RETURN 2580 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2590 DATA "! !(x ZZ! Z![!!Z!(! !" 2600 DATA "! !!!! !!! !!! !! ! ! !" 2610 DATA "! ! ! ! ! ! !!!!!! !" 2620 DATA "! ! !!!! ! ! !!!! ! ! ! !" 2630 DATA "! ! ! ! ZZ! ! ! ! ! !!" 2640 DATA "! ! ! !!!!!! !!!! ! ! ! !" 2650 DATA "! ! ! ZZ!!!!! ! !! !" 2660 DATA "! !!! ! !!!! !!!! ! ! !" 2670 DATA "! ! ! !(!! ((! !!!!! ! !!" 2680 DATA "! ! ! ! ! !!!! ! ! !" 2690 DATA "! !!!!!! ! ((!!!!! ! !! !" 2700 DATA "!x!!!!! ! !!!! ! ! !" 2710 DATA "! ! Q! ! x x ! ! !!! !!" 2720 DATA "! !! !! !!!!!!!!! ! ! !" 2730 DATA "! !!!! ! ! ! !!! !! !" 2740 DATA "! x((! ! !! !!!!! !( !" 2750 DATA "! !!!! ! ! !Z!Z!!! !!!!!! !" 2760 DATA "! xZZ! ! ! !! ( x x !( ! !" 2770 DATA "! !!!! ! ! !!!!!!!! !! ! ! !" 2780 DATA "! ! ! ! !" 2790 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2800 REM LEVEL-5 2810 RESTORE 2860 2820 FOR A1=2 TO 23 :: READ A2$ 2830 DISPLAY AT(A1+1,1):A2$ 2840 NEXT A1 2850 RETURN 2860 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2870 DATA "! ! ! ![ x(!" 2880 DATA "! ! !!!!!!! ! !!x!x!! !! ! !" 2890 DATA "! ! ! ( ( x ! x ((( x ! ! !" 2900 DATA "! ! ! !!!!! ! !!!!!!! ! !! !" 2910 DATA "! ! !(! Z ! ! x ZZZ x ! ! !" 2920 DATA "! ! ! ((!(! ! !!!!!!! !! ! !" 2930 DATA "! ! !!!!!!! ! ! ! ! !" 2940 DATA "! ! ! !!!!!!! ! ! !! !" 2950 DATA "! !!!!!!! ! ! ! ! !" 2960 DATA "! ! !!!!!!!!! !! ! !" 2970 DATA "! !!!!!!!!! !Q! ! ! !" 2980 DATA "! x ((ZZ ! !!!!! ! ! ! !! !" 2990 DATA "! !!!!!!! ! ! ! ! ! ! ! !" 3000 DATA "! ! ! !(! ! !! ! !" 3010 DATA "! !!!!! ! !!!!!!!!!!! ! ! !" 3020 DATA "! ! ! ! x ! ! !! !" 3030 DATA "! ! ! ! !!! ! !!!x!!!!! Z! !" 3040 DATA "! ! ! ! ! ! !! !" 3050 DATA "! ! ! !!! ! !!!!x!!!x!!!! !" 3060 DATA "! ! ((! !!" 3070 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3080 REM LEVEL-6 3090 RESTORE 3140 3100 FOR A1=2 TO 23 :: READ A2$ 3110 DISPLAY AT(A1+1,1):A2$ 3120 NEXT A1 3130 RETURN 3140 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3150 DATA "! ! !((x ! ! !Q! !" 3160 DATA "!! !!!! !!!! ! ! ! ! !" 3170 DATA "! ! ! x((x ! !!! !!!!! !" 3180 DATA "! !!!!! ! !!!! ! ![! !" 3190 DATA "! ! ! x((x ! !!!!!!!(!" 3200 DATA "!!! ! !!! !!!! ! ! !(!" 3210 DATA "! ! !(( ! !!!!!!! !!!" 3220 DATA "! !!! !!!!!!!!!! ! !(! !" 3230 DATA "! ! ! ! ! !" 3240 DATA "!!!!!!! !!!!! ! !! ! !!! ! !" 3250 DATA "!(!!Z(x x(((! ! ! ! ! ! !" 3260 DATA "! !!!! !!!!! ! ! !!!! ! ! !" 3270 DATA "!! !(Zx xZZZ! ! ! ZZ(( ! ! !" 3280 DATA "!! !!!! !!!!! ! ! !!!! ! ! !" 3290 DATA "! !Z! ! ! ! ! ! !" 3300 DATA "! ! ! ! !!!!! ! ! !!!!!! !" 3310 DATA "! !! !! ! ! ! ! !" 3320 DATA "! ! !!! !!!!! ! !(! !! !" 3330 DATA "! ! !!! ! ! ! !!! ! !" 3340 DATA "! ((! ! ! ! ! ! !!" 3350 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3360 REM LEVEL-7 3370 RESTORE 3140 3380 FOR A1=2 TO 23 :: READ A2$ 3390 DISPLAY AT(A1+1,1):A2$ 3400 NEXT A1 3410 RETURN 3420 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3430 DATA "! ! (( !(! ! !!" 3440 DATA "!!!!!!!! ! !!!! ! !Z![! (!" 3450 DATA "!Z!( ! ! ! ! !!!!!!! !!" 3460 DATA "! ! ! !!!! ! ! (ZxZ( ! !" 3470 DATA "! !!!! ! ZxxZ ! ! !!!!! !! !" 3480 DATA "! ! ZZ !!!! ! (Z Z( ! !" 3490 DATA "!!! ! !! (xx( !!x!!!!!! ! !!" 3500 DATA "! ! (( !!!! ! ! !" 3510 DATA "! !!!!!! (xx( ! !!!!!!!!!! !" 3520 DATA "! ! !!!! ! ! !" 3530 DATA "!!!!!! ! (xx( !!!!!!! ! !!!!" 3540 DATA "! ! !!!! !Z! ! ! (!" 3550 DATA "! !!!!!! ! !(! !!!!! ! !!" 3560 DATA "! (( ! !!!!x! ! !" 3570 DATA "!!!!!!!! ! ! !!!!!!!!!! !" 3580 DATA "!Q ! ! ! !! !((xxZZxx( !" 3590 DATA "!! ! ! ! !!! (! !!!!!!!!!! !" 3600 DATA "! ! ! ! ! ! !" 3610 DATA "! !! ! !!!!!! !!!!!!!!!! ! !" 3620 DATA "! ! !(((ZZZ(( !" 3630 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3640 REM LEVEL-8 3650 RESTORE 3140 3660 FOR A1=2 TO 23 :: READ A2$ 3670 DISPLAY AT(A1+1,1):A2$ 3680 NEXT A1 3690 RETURN 3700 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3710 DATA "! ! ((Zx!" 3720 DATA "!! ! ! !! !(!(!(!!!!!! !!!!!" 3730 DATA "!Z ! ! ! !x!x!x![ ! ZZ(x!" 3740 DATA "!! ! ! !!(!(!(!!!! ! !!!!!" 3750 DATA "!( !!! ! !" 3760 DATA "!! !!!!!!!!!!!!!!!!!!!!!!( !" 3770 DATA "!( !! !" 3780 DATA "!!! !!!! !!!! ! ! !!! ! !" 3790 DATA "!(! ! ! ! !! !! ! ! !!" 3800 DATA "!(! ! Q ! ! ! ! ! ! ! !" 3810 DATA "!(! ! !! !!!! ! ! !! !! !" 3820 DATA "!(! ! ! ! ! ! ! ! ! !" 3830 DATA "!(! !!!! ! ! ! ! !!! ! !!" 3840 DATA "!(! ! !" 3850 DATA "!(! !!!! !!!! !!!!! !!! !! !" 3860 DATA "!(! ! ! ! ! ! ! !" 3870 DATA "!(! ! ! ! ! ! ! !!" 3880 DATA "!(! ! !!!! !!!!! ! ! !" 3890 DATA "!(! ! ! ! ! ! !! !" 3900 DATA "!(x !!!! ! ! !!!!! ! !" 3910 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
  14. Hello Dears Members of the TI99/4A, I have a problem to solve: below is a new source of a video game in EXTENDED BASIC, but there is an error at line 1760 and gives me a SYNTAX ERROR IN 1760, and I unfortunately can not fix yet on why TI99 / 4A, I have very little experience, since I am only an expert in systems programming on MSX. So I ask your kind help to correct the line 1760. Then a second thing: I wish this game should work well with both the joystick and the keyboard simultaneously, and the character to 1UP must use the space bar to jump and not the key A. On this game I found only 3 buttons to play: P Q left right and A to jump, to go up and down using the stairs, I could not, I hope you can understand how it works! We say that this game by the name of GHOST HOUSE, it's not my project, but I would change to improve it, because I alone make such a project from scratch, I just can not, because of my lack of esperieza TI99/4A. I look forward to your positive response. Best Regards Andrea Gasparrini from Italy 1760 ACCEPT AT(F+7,22)VALIDATE(UALPHA)BEEPSIZE(1):KI$ :: QK$=QK$&KI$ :: NEXT F :: QK$=QK$&"2" :: GOTO 1610 HOUSE GHOST in EXTENDED BASIC for TI99/4A 100 CALL CLEAR :: B$="BONUS " :: C$="PUNTI " :: D$=" LA SAGA CONTINUA" :: T$="MASS.PUNT." 110 DIM HF$(5),OR$(12),LL$(3),LV(3,3),KY$(3),J(1),KE(4) :: QK$="ALZQP2" :: AB=91 :: NI$=" " 120 RESTORE 1970 :: FOR F=1 TO 4 :: READ Q$,Q :: NEXT F :: CALL CHAR(136,Q$) :: FOR F=1 TO 5 :: HF$(F)="MDW 999" :: NEXT F 125 CALL COLOR(0,2,2) :: RESTORE 1790 :: FOR F=1 TO 18 :: READ Q,Q$ :: CALL CHAR(Q,Q$) :: NEXT F 130 GOSUB 1560 :: LF=23 :: SC=0 140 KT,KL=0 :: T=1 :: XI=57 :: KTS=1 :: V=1 :: Y2=128 :: J(1)=12 :: J(0)=10 150 CALL MAGNIFY(3) :: CALL DELSPRITE(ALL) :: CALL COLOR(2,3,2) :: GH=J(INT((1-0+1)*RND)+0) 160 LV(1,1)=121 :: LV(2,1)=73 :: LV(3,1)=25 :: LV(1,2)=121 :: LV(2,2)=121 :: LV(3,2)=73 :: LV(1,3)=1 :: LV(2,3)=1 :: LV(3,3)=2 170 RESTORE 1930 :: FOR F=1 TO 12 :: READ OR$(F) :: NEXT F :: RESTORE 1940 :: FOR F=1 TO 4 :: READ KE(F) :: NEXT F 175 RANDOMIZE :: CM=INT(3*RND)+1 180 CALL DELSPRITE(ALL) :: CALL CLEAR :: CALL SCREEN(3) :: CALL VCHAR(1,1,47,72) :: CALL VCHAR(1,30,47,72) :: CALL HCHAR(20,1,47,32) 190 CALL COLOR(12,11,2,1,14,2) :: XI=25 :: FOR F=21 TO LF-1 :: CALL SPRITE(#F,124,12,170,XI) :: XI=XI+16 :: NEXT F 200 DISPLAY AT(21,10)SIZE(18):C$;SC :: DISPLAY AT(23,10)SIZE(18):T$&SEG$(HF$(1),4,7) 210 ON T GOSUB 1200,1230,1260,1290,1320,1350,1380,1410,1440,1470,1500,1530 220 U=33 :: FOR F=6 TO 18 STEP 6 :: CALL HCHAR(F,4,U,26) :: FOR G=F-3 TO F-1 :: CALL HCHAR(G,4,46,26) :: NEXT G :: U=U+1 :: NEXT F 230 READ E :: FOR F=1 TO E :: READ U,X,Y,RP :: IF U<>1 THEN 250 240 FOR G=X-3 TO X :: CALL HCHAR(G,Y,32,RP) :: NEXT G 250 IF U<>2 THEN 270 260 CALL VCHAR(X,Y,37,RP) :: IF X=1 THEN 270 :: CALL VCHAR(X-2,Y,46,2) 270 NEXT F 280 CALL SPRITE(#1,124,12,LV(V,1),Y2) 290 READ L1,L2,L3,L4,L5,L6,L7,L8,L9,L10,EX$ 300 XS=3 :: FOR F=1 TO 3 :: IF SEG$(OR$(T),F,1)="*" THEN 320 ELSE READ XA,YA,LL$(F) :: CALL SPRITE(#XS,60,ASC(SEG$(OR$(T),F,1))-60,XA,YA) 310 XS=XS+1 320 NEXT F 330 IF KT<>2 THEN 340 ELSE CALL SPRITE(#5,140,3,168,208) :: GOTO 350 340 READ X6,Y6 :: IF T<>CM THEN 350 :: CALL SPRITE(#5,140,3,X6,Y6) 350 IF T<>12 THEN 360 ELSE IF GH<>12 THEN 360 :: YU=5 :: XU=13 :: XD=121 :: GOTO 380 360 IF T<>10 THEN G1=1 :: GOTO 440 ELSE IF GH<>10 THEN G1=1 :: GOTO 440 370 YU=23 :: XU=7 :: XD=72 380 CALL CHAR(40,RPT$("80",) :: CALL CHAR(132,"03050B1A0301031E1316170F06283000C060D0D8C081C2FCC0E0F0E0C0281800") 390 CALL CHAR(128,"03060B132381433F030707070E04041CC0A0D048C480C078C868E8F0C040406") 400 IF KTS>=8 THEN 420 410 FOR F=XU TO XU+4 :: CALL HCHAR(F,YU,40,6) :: NEXT F 420 CALL SPRITE(#10,131,10,XD,(YU+1)* :: SD=128 :: G1=0 430 G1=0 440 IF KTS>3 THEN OP=INT((4-1+1)*RND)+1 ELSE OP=KTS 450 RESTORE 1970 :: FOR F=1 TO OP :: READ Q$,VU :: NEXT F :: CALL CHAR(136,Q$) 460 CO=INT((14-3+1)*RND)+3 :: IF VU<>10 THEN 480 470 XT=LV(2*RND+1,1) :: YT=200*RND+20 :: CALL SPRITE(#6,136,CO,XT,YT) :: GOTO 490 480 FOR F=1 TO 3 :: CALL SPRITE(#5+F,136,INT((14-3+1)*RND)+3,LV(F,1),80,0,INT(((8--8+1)*RND)+-+1) :: NEXT F 490 FOR F=1 TO 12 STEP 4 500 CALL COINC(#1,#5+V,9,U) :: IF U=-1 THEN 1010 510 IF G1=1 THEN 520 :: SD=SD+4 :: CALL PATTERN(#10,SD) :: IF SD=132 THEN SD=124 520 CALL KEY(0,X1,L) :: IF L=0 THEN CALL MOTION(#1,0,0) :: IR=0 :: GOTO 500 530 ON POS(QK$,CHR$(X1),1)+1 GOTO 540,560,760,640,840,870,900 540 CALL MOTION(#1,0,0) :: CALL PATTERN(#1,124) :: IR=0 550 NEXT F :: GOTO 490 560 CALL PATTERN(#1,AB+2) :: FOR S=8000 TO 10000 STEP 1000 :: CALL SOUND(-160,S,4,S/2,5) :: CALL POSITION(#1,X2,Y2) :: CALL MOTION(#1,-8,IR) 570 IF Y2<25 OR Y2>220 AND IR<>0 THEN IR=0 575 CALL COINC(#1,#5+V,9,U) :: IF U=-1 THEN 1010 ELSE CALL COINC(#1,#5,9,U) :: IF U=-1 THEN GOSUB 1170 580 NEXT S 590 SS=S :: CALL PATTERN(#1,AB+6) :: CALL MOTION(#1,5,IR) :: FOR S=10000 TO 8000 STEP-1000 600 CALL SOUND(-260,S,4,S/2,5) :: CALL POSITION(#1,X2,Y2) :: IF Y2<30 OR Y2>225 THEN CALL MOTION(#1,5,0) 610 CALL COINC(#1,#5,3,U) :: IF U=-1 THEN GOSUB 1170 ELSE CALL COINC(#1,#5+V,9,U) :: IF U=-1 THEN 1010 620 NEXT S :: CALL MOTION(#1,0,0) :: CALL POSITION(#1,X2,Y2) :: CALL LOCATE(#1,LV(V,1),Y2) :: CALL GCHAR(LV(V,1)/7,Y2/7.3,U) 630 IF U=32 THEN 940 ELSE IR=0 :: GOTO 540 640 CALL COINC(#1,#5+V,9,U) :: IF U=-1 THEN 1040 650 SO=0 :: CALL COINC(#1,L1,L2,2,U) :: IF U=-1 THEN EX=L3 :: CA=L5 :: LE=L4 :: GOTO 680 660 CALL COINC(#1,L6,L7,2,U) :: IF U=-1 THEN EX=L8 :: LE=L9 :: CA=L10 :: GOTO 680 670 GOTO 540 680 CALL POSITION(#1,X2,Y2) :: FOR G=116 TO 120 STEP 4 :: CALL PATTERN(#1,G) :: CALL MOTION(#1,-6,0) :: SC=SC+20 690 DISPLAY AT(21,10)SIZE(18):C$;SC 700 CALL KEY(0,X1,L) :: IF L=0 THEN CALL MOTION(#1,0,0) :: GOTO 700 710 CALL COINC(#1,EX,Y2,5,U) :: IF U=-1 THEN 740 720 CALL COINC(#1,#5+V,9,U) :: IF U=-1 THEN 1010 730 NEXT G :: GOTO 680 740 CALL MOTION(#1,0,0) :: CALL LOCATE(#1,LV(LE,1),Y2) :: V=LE :: IF T<>CA THEN T=CA :: GOTO 180 750 GOTO 540 760 FOR S=3 TO 6 :: CALL COINC(#1,#S,2,U) :: IF U=-1 THEN 780 770 NEXT S :: GOTO 540 780 SS$=SEG$(OR$(T),V,1) :: IF SS$="C" THEN 540 790 IF SS$<>"?" AND KT<>2 THEN 540 ELSE TT=T :: VV=V :: T=ASC(SEG$(LL$(V),1,1))-95 :: V=ASC(SEG$(LL$(V),2,1))-95 800 BO=INT((5-1+1)*RND)+1*100 :: SC=SC+BO :: IF SS$="?" THEN 180 810 FOR P=1 TO 3 :: KY$(P)=SEG$(OR$(TT),P,1) :: NEXT P 820 KY$(VV)="?" :: OR$(TT)="" :: FOR P=1 TO 3 :: OR$(TT)=OR$(TT)&KY$(P) :: NEXT P :: KT=0 825 IF KTS>=5 THEN 830 :: RANDOMIZE :: CM=INT((KE(KTS)-1+1)*RND)+1 :: GOTO 180 830 RANDOMIZE :: CM=INT((12-1+1)*RND)-1 :: KT=0 :: GOTO 180 840 CALL POSITION(#1,X2,Y2) 845 IF Y2<30 THEN 990 ELSE CALL GCHAR(LV(V,1)/6.8,Y2/7.2,U) :: IF U=32 THEN 940 :: IR=-6 :: AB=91 :: CALL PATTERN(#1,AB+F) 850 CALL COINC(#1,#6,13,U) :: IF U=-1 THEN 1010 860 CALL MOTION(#1,0,-6) :: GOTO 550 870 CALL POSITION(#1,X2,Y2) 875 IF Y2>220 THEN 1000 :: CALL GCHAR(LV(V,1)/6.8,Y2/7.2,U) :: IF U=32 THEN 940 :: IR=6 :: AB=104 :: CALL PATTERN(#1,AB+F) 880 CALL COINC(#1,#6,13,U) :: IF U=-1 THEN 1010 890 CALL MOTION(#1,0,6) :: GOTO 550 900 IF KTS<3 THEN 540 :: CALL DISTANCE(#1,#10,DI) :: IF SQR(DI)>20 THEN 540 :: CALL DELSPRITE(ALL) 910 CALL CLEAR :: CALL SCREEN(2) :: CALL MAGNIFY(4) :: CALL SPRITE(#1,128,12,96,96,#10,124,14,96,128) 920 DISPLAY AT(20,6):"LIONEL MIO EROE!" :: DISPLAY AT(22,7):"YOU RESCUED ME" :: FOR F=1 TO 400 :: NEXT F :: CALL CLEAR 930 DISPLAY AT(20,6)$ :: FOR F=1 TO 300 :: NEXT F :: IF LF>=24 THEN 140 ELSE LF=LF+1 :: GOTO 140 940 CALL POSITION(#1,X2,Y2) :: CALL MOTION(#1,6,0) :: FOR S=900 TO 110 STEP-20 :: CALL SOUND(-160,S, :: CALL COINC(#1,LV(V,2),Y2,3,U) 950 IF U<>-1 THEN 980 960 CALL MOTION(#1,0,0) :: CALL LOCATE(#1,LV(V,2),Y2) :: IF V<>1 THEN V=V-1 970 CALL GCHAR(LV(V,1)/6.8,Y2/7.4,U) :: IF U<>32 OR U=37 THEN 1160 :: CALL MOTION(#1,6,0) 980 NEXT S 990 T=ASC(SEG$(EX$,1,1))-95 :: CALL DELSPRITE(ALL) :: Y2=225 :: GOTO 180 1000 T=ASC(SEG$(EX$,2,2))-95 :: CALL DELSPRITE(ALL) :: Y2=24 :: GOTO 180 1010 CALL MOTION(#1,0,0) :: IF VU=0 THEN 1040 ELSE CALL DELSPRITE(#6) :: CALL DELSPRITE(#5+V) :: BO=(INT((5-1+1)*RND)+1)*100 1020 GOSUB 1180 1030 CALL POSITION(#1,X1,Y1) :: CALL GCHAR(X1/7,Y1/7.4,U) :: IF U=32 THEN 940 ELSE 540 1040 IF LF=21 THEN 1070 ELSE CALL DELSPRITE(ALL) :: LF=LF-1 :: KL=KL+16 :: XI=9+KL :: Y2=128 1050 CALL CLEAR :: CALL SCREEN(2) :: DISPLAY AT(10,6)$ 1060 V=1 :: GOSUB 2010 :: GOTO 180 1070 DISPLAY AT(10,8)SIZE(16):"LA SAGA FINISCE" :: GOSUB 2010 1080 CALL DELSPRITE(ALL) :: CALL CLEAR :: FOR F=5 TO 1 STEP-1 :: IF VAL(SEG$(HF$(F),4,7))>SC THEN 1100 1090 NEXT F 1100 IF F=5 THEN 130 ELSE EG=F+1 :: GOSUB 1140 :: GOSUB 1700 :: DISPLAY AT((EG+3)*2,11):" ";SC :: ACCEPT AT((EG+3)*2,11)SIZE(3)BEEP:N$ 1110 S$=N$&" "&STR$(SC) :: FOR F=EG TO 5 :: S2$=S$ :: S$=HF$(F) :: HF$(F)=S2$ :: NEXT F :: GOSUB 1700 :: FOR F=1 TO 1000 :: CALL KEY(0,X1,L) 1120 IF L<>0 THEN 130 1130 NEXT F :: GOTO 100 1140 CALL CHAR(40,"0101010101050C1F0F00010101050D0DB0B0A080808000F0F830A08080808080") :: CALL MAGNIFY(4) 1150 CALL SPRITE(#1,40,12,30,25,0,0,#2,40,12,30,205,0,0,#3,40,12,145,25,0,0,#4,40,12,145,205) :: RETURN 1160 IF S<=300 THEN 1040 ELSE 540 1170 CALL MOTION(#1,0,0) :: KT=2 :: KTS=KTS+1 :: CALL LOCATE(#5,169,215) :: BO=T*(V*10)*10 1180 DISPLAY AT(1,11)SIZE(15)BEEP:B$;BO :: SC=SC+BO :: DISPLAY AT(21,10)SIZE(18):C$;SC :: FOR P=1 TO 200 :: NEXT P 1190 DISPLAY AT(1,11)SIZE(15):RPT$(" ",11) :: RETURN 1200 DATA 6,1,6,4,7,1,12,11,3,1,12,17,3,1,12,23,3,2,12,11,6,2,18,22,2,121,78,80,2,1,1,1,1,0,0 1210 DATA ab,25,200,cb,3,76 1220 RESTORE 1200 :: RETURN 1230 RESTORE 1240 :: RETURN 1240 DATA 5,1,6,10,3,1,6,14,15,1,12,11,3,1,12,16,3,2,6,10,6,73,68,32,3,2,1,1,1,0,0 1250 DATA b`,25,55,ga,3,92 1260 RESTORE 1270 :: RETURN 1270 DATA 6,1,6,16,4,1,12,9,3,1,12,15,3,1,12,24,3,1,12,19,3,2,6,16,12,121,116,32,3,3,1,1,1,0,0 1280 DATA `a,25,200,hb,50,208 1290 RESTORE 1300 :: RETURN 1300 DATA 6,1,6,10,2,1,6,14,3,1,6,19,2,1,12,10,12,2,1,22,5,2,12,10,6,25,164,3,1,1,121,68,80,2,4 1310 DATA de,25,200,x,50,160 1320 RESTORE 1330 :: RETURN 1330 DATA 4,1,6,7,20,1,12,4,20,2,6,7,12,2,18,22,2,121,44,32,3,5,1,1,1,0,0 1340 DATA ec,73,200,jb,3,200 1350 RESTORE 1360 :: RETURN 1360 DATA 3,1,6,9,2,1,12,20,3,2,6,12,6,73,84,32,3,6,1,1,1,0,0 1370 DATA cd,121,55,x,25,40,e`,53,56 1380 RESTORE 1390 :: RETURN 1390 DATA 5,1,12,15,3,1,12,20,2,1,12,23,6,2,6,14,6,2,18,22,2,73,100,32,3,7,1,1,1,0,0 1400 DATA gh,25,55,ia,60,164 1410 RESTORE 1420 :: RETURN 1420 DATA 3,1,6,10,12,2,1,22,5,2,6,10,6,73,68,32,3,8,25,164,3,1,5 1430 DATA hf,73,55,x,52,182 1440 RESTORE 1450 :: RETURN 1450 DATA 4,1,6,10,12,1,12,16,3,2,6,10,6,2,12,20,6,73,68,32,3,9,121,148,80,2,9 1460 DATA fg,121,200,k`,25,200,x,3,160 1470 RESTORE 1480 :: RETURN 1480 DATA 4,1,6,12,3,1,6,18,2,1,6,24,3,2,1,22,5,25,164,3,1,7,1,1,1,0,0 1490 DATA jk,73,55,x,3,196 1500 RESTORE 1510 :: RETURN 1510 DATA 4,1,6,10,12,1,12,12,8,2,6,22,6,2,12,11,6,73,164,32,3,11,121,76,80,2,11 1520 DATA ki,25,200,x,3,72 1530 RESTORE 1540 :: RETURN 1540 DATA 5,1,6,6,3,1,12,6,3,1,12,12,3,1,12,17,2,2,6,21,6,73,156,32,3,12,1,1,1,0,0 1550 DATA ij,121,200,x,3,32 1560 CALL CLEAR :: CALL SCREEN(2) :: FOR F=1 TO 9 :: CALL COLOR(F,16,2) :: NEXT F 1570 GOSUB 1140 1580 DISPLAY AT(5,10):"THE HOUSE" :: DISPLAY AT(8,13):"GHOST" :: DISPLAY AT(16,7):" " :: DISPLAY AT(18,13):"$ " 1590 DISPLAY AT(22,9):"PREMI UN TASTO" :: CALL SPRITE(#5,124,11,82,119) 1600 GOSUB 1950 1610 CALL DELSPRITE(#5) 1620 CALL CLEAR :: DISPLAY AT(1,:"THE HOUSE GHOST" :: DISPLAY AT(6,:"SCEGLI L'OPZIONE" :: RESTORE 1670 1630 S=1 :: FOR F=11 TO 15 STEP 2 :: READ S$ :: DISPLAY AT(F,6):S;" ";S$ :: S=S+1 :: NEXT F 1640 DISPLAY AT(24,4):NI$ 1650 GOSUB 1950 1660 ON POS("123",CHR$(X1),1)+1 GOTO 1650,1680,1730,1780 1670 DATA CLASSIFICA :,SCEGLI I TASTI,INIZIA IL GIOCO 1680 GOSUB 1700 1690 GOSUB 1950 :: GOTO 1610 1700 X=1 :: CALL SCREEN(2) :: CALL CLEAR :: DISPLAY AT(1,5):"SCORE RANK TABLE" :: FOR F=8 TO 16 STEP 2 :: DISPLAY AT(F,;HF$(X) 1710 X=X+1 :: NEXT F 1720 DISPLAY AT(22,7):C$;SC :: DISPLAY AT(24,4):NI$ :: RETURN 1730 CALL CLEAR :: DISPLAY AT(24,3):NI$ 1740 DISPLAY AT(1,7):"CONTROLLO TASTI";QK$ :: QK$="" :: RESTORE 1770 :: DISPLAY AT(6,9):"SCEGLI IL TASTO PER" 1750 FOR F=1 TO 10 STEP 2 :: READ K$ :: DISPLAY AT(F+7,9):K$ 1760 ACCEPT AT(F+7,22)VALIDATE(UALPHA)BEEPSIZE(1):KI$ :: QK$=QK$&KI$ :: NEXT F :: QK$=QK$&"2" :: GOTO 1610 1770 DATA SALTO,ENTRARE PORTA,SALIRE SCALE,MUOVI A SINISTRA,MUOVI A DESTRA 1780 RETURN 1790 DATA 35,FFABD5ABD5ABD5AB,33,DBA55A2418000000,34,FFC3A59999A5C381,36,7E81BDA1A1BD817E,37,81818181FF81818181 1800 DATA 60,0F12325252929292925252323212121FF0484C4A42495D4949424A4C4C4848F8 1810 DATA 47,FFFFFFFFFFFFFFFF 1820 DATA 92,03070207030103070706070303010103C0E0C0C0C080C06060E0E0C080808080 1830 DATA 96,0307020703010307060D0D010306070EC0E0C0C0C080C060E0F0F8C0C06060E0 1840 DATA 100,03070207030103070F1F1B0706161C0CC0E0C0C0C080C06070B8D8C0C0C060E0 1850 DATA 104,03070303030103060607070301010101C0E040E0C080C0E0E060E0C0808080C0 1860 DATA 108,0307030303010306070F1F0303060607C0E040E0C080C0E060B0B080C060E070 1870 DATA 112,03070303030103060E1D1B0303030607C0E040E0C080C0E0F0F8D8E060683830 1880 DATA 116,03071B1B1B191F1F0707030700000000C0E0C0C0C08098F8F8D8C0C0C0C0C0E0 1890 DATA 120,030703030301191F1F1B030303030307C0E0D8D8D898F8F8E0C0C0E000000000 1900 DATA 124,03070103020103070F1F1B030606060EC0E040C0C080C0E0F0F8D8C0C0C0C0E0 1910 DATA 46,0 1920 DATA 140,00000000000000000000000000000000001E12121E2040A08040000000000000 1930 DATA **D,**D,**D,**C,*D*,C*D,**D,*C*,D*C,*C*,**C,C** 1940 DATA 6,6,9,9 1950 FOR G=3 TO 15 :: FOR F=1 TO 4 :: CALL COLOR(#F,G) :: CALL KEY(0,X1,L) :: IF L<>0 THEN RETURN 1960 NEXT F :: NEXT G :: GOTO 1950 1970 DATA 030F1F1B3135313B3F1E1B1C1E3F77C0C0F0F0D88CAC8CDCFC78D83878FCEE03,0 1980 DATA 0106187789010101010101010101010080C0F0FC22000000000000000040C000,0 1990 DATA 000020130F0F1F7F1F1F0F0F13210100008084C8F030B8F8FEF8F0F0C8040000,0 2000 DATA 00060301030D1A163C3E3E341B0D0F0300B0E0C0A0F078F87CFCFC3CF8F0F0C0,10 2010 FOR F=5000 TO 110 STEP-210 :: CALL SOUND(-160,F,10) :: NEXT F :: RETURN
  15. Hello guys, ^_^ ^_^ I would like to make another new project TI99/4A for video game, always a labyrinth arcade. But this time I would like to use sprites 16x16 pixels, and therefore the Tunnel of the game engine program is not good to handle sprites to 16x16 pixels. So always ask your kind help, if I be able to help to modify the program to handle sprites TUNNEL 16x16 pixels always using the characters. Best Regards and happy TI99/4A Andrea Gasparrini from Italy ^_^ ^_^
  16. Hello Dears members of TI99/4A, Hi guys, ^_^ ^_^ ^_^ I apologize for being absent for some time, but I had a bad flu with high fever, but now I feel much better .... I would like to resume and finish and my first perfect game for TI99/4A tunnel. I added the lines: 216 and 226, because I want to create an animation with two frames for each direction of the sprite 1UP. So, I DEFINITION sprites to make the animation I have made​​. Now I ask your kind help from you experienced users of TI99/4A. I ask you please, if you can modify the program to make 1UP sprite animation works. I would be very happy about that, if it worked well. All for now ..... PS: I forgot one thing, I would like to make another new project TI99/4A for video game, always a labyrinth arcade. But this time I would like to use sprites 16x16 pixels, and therefore the Tunnel of the game engine program is not good to handle sprites to 16x16 pixels. So always ask your kind help, if I be able to help to modify the program to handle sprites TUNNEL 16x16 pixels always using the characters. Best Regards ^_^ Andrea Gasparrini from Italy. 210 CALL CHAR(96,"1818483C1A28680C") :: REM 1UP UP 215 CALL CHAR(100,"0C0C7ADE38EC0406") :: REM 1UP RIGHT1 216 CALL CHAR(101,"181870BC80382840") :: REM 1UP RIGHT2 220 CALL CHAR(104,"18180A3C58141630") :: REM 1UP DOWN 225 CALL CHAR(108,"6060BCF6386E40C0") :: REM 1UP LEFT1 226 CALL CHAR(109,"606038F434705008") :: REM 1UP LEFT2 230 CALL CHAR(33,"FBFBFB007F7F7F00") :: REM WALL ! 250 CALL CHAR(120,"183C7EDBFF5A8142") :: REM MONSTER x 251 CALL CHAR(81,"1824241808180818") :: REM KEY Q 252 CALL CHAR(90,"00387CFEFE7C3810") :: REM DIAMANTE Z 253 CALL CHAR(91,"183C7E46C7EFEFFF") :: REM PORTA [ 254 CALL CHAR(40,"7E3C7E7EFFFFFF7E") :: REM VASO ( TUNNEL Version 1.1 with sprite define for animation 1UP. 10 REM ******************** 20 REM * TUNNEL V.1.1 * 30 REM * BY GAMECAST 2011 * 40 REM *ANDREA GASPARRINI * 50 REM * FOR TI99/4A * 60 REM *ONLY FOR EXTENDED * 70 REM * BASIC * 80 REM ******************** 90 REM 100 HI=28500 150 ON ERROR 180 160 CALL INIT :: CALL LOAD(-31878,11) 170 GOTO 190 180 CALL ERR(FF,FF) 190 CALL CLEAR :: CALL SCREEN(1) 210 CALL CHAR(96,"1818483C1A28680C") :: REM 1UP UP 215 CALL CHAR(100,"0C0C7ADE38EC0406") :: REM 1UP RIGHT1 216 CALL CHAR(101,"181870BC80382840") :: REM 1UP RIGHT2 220 CALL CHAR(104,"18180A3C58141630") :: REM 1UP DOWN 225 CALL CHAR(108,"6060BCF6386E40C0") :: REM 1UP LEFT1 226 CALL CHAR(109,"606038F434705008") :: REM 1UP LEFT2 230 CALL CHAR(33,"FBFBFB007F7F7F00") :: REM WALL ! 250 CALL CHAR(120,"183C7EDBFF5A8142") :: REM MONSTER x 251 CALL CHAR(81,"1824241808180818") :: REM KEY Q 252 CALL CHAR(90,"00387CFEFE7C3810") :: REM DIAMANTE Z 253 CALL CHAR(91,"183C7E46C7EFEFFF") :: REM PORTA [ 254 CALL CHAR(40,"7E3C7E7EFFFFFF7E") :: REM VASO ( 260 GOSUB 1210 270 CALL COLOR(1,3,1,7,7,1,8,9,1,9,12,1,10,12,1,12,10,1) 280 FOR CO=3 TO 6 :: CALL COLOR(CO,7,1) :: NEXT CO 290 SCREEN=1 291 DISPLAY AT(0,0):"SCORE" :: DISPLAY AT(0,12):"HI-SCORE" 292 DISPLAY AT(0,21):RPT$(CHR$(100),MEN) 293 DISPLAY AT(2,0):SC :: DISPLAY AT(2,11):HI 294 DISPLAY AT(2,20):"LEVEL" :: DISPLAY AT(2,25):LV 530 D=247 540 IF LV>8 THEN LV=1 550 ON LV GOSUB 1400,1680,2230,2530,2810,3090 570 REM 580 SP=1 :: PP=0 640 R=4 :: C=4 :: RV,RV1=-1 :: CV,CV1=0 :: CH,CH1=96 :: CALL SPRITE(#1,CH,12,R*8-7,C*8-7) 650 PP=PP-1 :: IF PP<0 THEN 720 660 IF PP THEN 710 670 CALL COLOR(1,6,1) 680 FOR SP=2 TO 11 690 CO=INT(RND*4)+7 :: IF CO=8 THEN 690 ELSE CALL COLOR(#SP,CO) 700 NEXT SP 710 IF PP=5 THEN CALL COLOR(1,14,1) 720 IF PP>0 THEN 740 740 CALL JOYST(1,X,Y) :: CALL KEY(1,K,S) 750 IF((X=0 AND Y=0)OR(X<>0 AND Y<>0))AND S=0 THEN 740 760 IF Y=4 OR K=5 THEN CH1=96 :: RV1=-1 :: CV1=0 770 IF X=4 OR K=3 THEN CH1=100 :: RV1=0 :: CV1=1 780 IF Y=-4 OR K+1=1 THEN CH1=104 :: RV1=1 :: CV1=0 790 IF X=-4 OR K=2 THEN CH1=108 :: RV1=0 :: CV1=-1 800 CALL GCHAR(R+RV1,C+CV1,CHK) 805 IF CHK<>33 THEN RV=RV1 :: CV=CV1 :: CH=CH1 ELSE CALL GCHAR(R+RV,C+CV,CHK) :: IF CHK=33 THEN 650 810 R=R+RV :: C=C+CV :: CALL PATTERN(#1,CH) :: CALL LOCATE(#1,R*8-7,C*8-7) 820 IF CHK=32 THEN 650 830 IF CHK<>120 THEN 860 840 REM PP=26-SCREEN :: CALL COLOR(1,15,1) :: REM 9 850 FOR SP=2 TO 11 :: CALL COLOR(#SP,1) :: CALL SOUND(-1,55*SP,0) :: NEXT SP 860 IF CHK=40 THEN SC=SC+100 870 IF CHK=90 THEN SC=SC+200 880 IF CHK=81 THEN SC=SC+300 :: KE=1 881 IF CHK=91 THEN IF KE=1 THEN 1060 ELSE GOTO 740 882 IF CHK=120 THEN 990 890 DISPLAY AT(2,0) SIZE(5):SC :: CALL SOUND(-1,-6,0) 900 CALL HCHAR(R,C,32) 910 D=D-1 :: IF D=0 THEN 1040 920 GOTO 650 930 FOR DEL=27 TO 1 STEP-4 940 FOR CH=96 TO 108 STEP 4 950 CALL PATTERN(#1,CH) 960 CALL SOUND(-1,110+DEL+CH/4,0) 970 NEXT CH 980 NEXT DEL 990 CALL SOUND(-100,-2,4) :: CALL SOUND(-100,-3,3) :: CALL SOUND(-100,-2,2) :: CALL SOUND(-100,-1,1) :: CALL SOUND(-1000,-1,0) 1000 MEN=MEN-1 :: IF MEN=-1 THEN 1110 ELSE DISPLAY AT(0,21):RPT$(CHR$(100),MEN) 1010 SP=1 1020 FOR RR=3 TO 21 STEP 2 :: SP=SP+1 :: CALL LOCATE(#SP,RR*8-7,256) :: NEXT RR 1030 GOTO 640 1040 FOR SP=2 TO 11 :: CALL DELSPRITE(#SP) :: NEXT SP 1050 CALL COLOR(1,6,1) 1055 REM CLEAR STAGE LEVEL 1060 FOR DEL=1 TO 20 1070 CALL SOUND(INT(RND*200)+1,110+INT(RND*220),INT(RND*3)) 1080 NEXT DEL 1090 LV=LV+1 :: KE=0 1100 RESTORE :: GOTO 290 1110 CALL DELSPRITE(#1) 1120 FOR DEL=1 TO 5 1130 DISPLAY AT(12,10)SIZE(9)BEEP:RPT$(CHR$(100),4);" ";RPT$(CHR$(108),4) 1140 DISPLAY AT(12,10)SIZE(9)BEEP:"GAME OVER" 1150 NEXT DEL 1160 FOR P=0 TO 2000 :: NEXT P 1200 CALL CLEAR 1205 REM INTRO 1210 MEN=4 :: SCORE=0 :: LV=1 :: KE=0 1215 FOR CO=1 TO 14 :: CALL COLOR(CO,16,2) :: NEXT CO 1216 CALL COLOR(1,3,1,7,7,1,8,9,1,9,12,1,10,12,1,12,10,1) 1220 DATA "!!! ! ! ! ! ! ! !!! ! " 1221 DATA " ! ! ! !! ! !! ! ! ! " 1222 DATA " ! ! ! ! !! ! !! !! ! " 1223 DATA " ! ! ! ! ! ! ! ! ! " 1224 DATA " ! !!! ! ! ! ! !!! !!!" 1225 RESTORE 1220 1227 FOR A1=1 TO 5 :: READ A2$ 1228 DISPLAY AT(A1+1,2):A2$ 1229 NEXT A1 1230 DISPLAY AT(8,2):"RILASCIA IL TASTO ALPHA LOCK" 1240 DISPLAY AT(9,1):"USA IL JOYSTICK 1 O I TASTI " 1250 DISPLAY AT(10,1):"CON LE FRECCE-E,X,S,D-." 1260 DISPLAY AT(12,2):CHR$(100)&" PLAYER 1UP" 1270 DISPLAY AT(13,2):CHR$(81)&" 300 POINTS" 1280 DISPLAY AT(14,2):CHR$(90)&" 200 POINTS" 1290 DISPLAY AT(15,2):CHR$(40)&" 100 POINTS" 1300 DISPLAY AT(16,2):CHR$(120)&" MONSTER" 1310 DISPLAY AT(20,2):"BY ANDREA GASPARRINI 2011" 1330 DISPLAY AT(22,4):"PUSH SPACE TO START" 1340 CALL KEY(0,K,S) :: IF S<1 THEN 1340 1350 CALL KEY(1,L,S) 1360 IF K=18 or K=32 or L=18 or L=32 THEN CALL CLEAR :: CALL COLOR(2,11,1) :: RETURN 1380 GOTO 1340 1390 REM PRINT PUT LEVELS MAZE 1395 REM LEVEL-1 1400 RESTORE 1450 1410 FOR A1=2 TO 23 :: READ A2$ 1420 DISPLAY AT(A1+1,1):A2$ 1430 NEXT A1 1440 RETURN 1450 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 1460 DATA "! !! ( !!" 1470 DATA "! !!!!!! !! !!!!!!!!!!!!! !!" 1480 DATA "! !!!!!! Z !! !!" 1490 DATA "! !!!!!!!!!!!!!!!!!!!! !! !!" 1500 DATA "! ! x x !! !!" 1510 DATA "! !!!!!!!!!!! !! !!! !!" 1520 DATA "!!!!!!!!(Z !!!! !! !!!!!!!!!" 1530 DATA "!!!!!!!!!! !!!! !! !!!!!!!!!" 1540 DATA "!! !! ZZ!!!" 1550 DATA "!! !!!!!!!!!!!!!!!!!!!!!!!!!" 1560 DATA "!! !!!!((x !!!!!!!!!" 1570 DATA "!! !!!!!!! !!!!!!! x((((!!!" 1580 DATA "!! !!!!!!!! !!!!!!!!" 1590 DATA "!!!!!!!!!! !!!!!!!! !!!!" 1600 DATA "!!!!!!!!!! !!!Q!!!!!!!! !" 1610 DATA "!! !!! !!!!!!!! !" 1620 DATA "!! !!!!!!!!!!!!!! !!!!!!!! !" 1630 DATA "!! ((Z!!!!!!ZZ !" 1640 DATA "!! !!!!!!!!!!!!!!!!!!!!!!!!!" 1650 DATA "!! [!!" 1660 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 1670 REM LEVEL-2 1680 RESTORE 2000 1690 FOR A1=2 TO 23 :: READ A2$ 1700 DISPLAY AT(A1+1,1):A2$ 1710 NEXT A1 1720 RETURN 2000 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2010 DATA "! ! ! !( ( [!" 2020 DATA "! ! !!!!!! ! !!!!!!! !!!! !!" 2030 DATA "! ! !(! ! ! ZZ((! ! ( (!!" 2040 DATA "! ! !(! !!!! ! !!!!! ! !!!!!" 2050 DATA "! ! ! !x x ! ! !!" 2060 DATA "!!!!! ! ! !!!!!!!! ! !!!! !!" 2070 DATA "! ! ! ! ! ! Z Z!!" 2080 DATA "! !!!!!!!!! !!!! ! ! ! !!!!!" 2090 DATA "! ! ! !Q ! ! ! !" 2100 DATA "! ! !!!! ! !!!!! ! ! !!Z!! !" 2110 DATA "! ! ! ! ! ! ! !!(! !" 2120 DATA "! ! ! !!!!!!!! ! ! !!!! !!" 2130 DATA "! ! ! ! !!!!! ! !!" 2140 DATA "!!!!! ! !!!! ! ! ! !!!!!" 2150 DATA "! ! !(!! ! ! !!!!! !" 2160 DATA "! !!!!! ! ! ! ! !!!!! !" 2170 DATA "! ! !! ! ! !!!!! ! ! !" 2180 DATA "! ! !!!!! Z! ! ! ! ! ! !" 2190 DATA "! ! ! ( ! !! ! ! !!!!! ! ! !" 2200 DATA "! !(!x ! ! !" 2210 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2220 REM LEVEL-3 2230 RESTORE 2280 2240 FOR A1=2 TO 23 :: READ A2$ 2250 DISPLAY AT(A1+1,1):A2$ 2260 NEXT A1 2270 RETURN 2300 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2310 DATA "! ! !ZZ ! ! ! [!" 2320 DATA "!!! ! ! !!! ! !!!!! ! ! ! !!" 2330 DATA "! ! ! ! ! ! !" 2340 DATA "! !!!!!!! !!!!! !!!!! ! !! !" 2350 DATA "! x((! !((! ! ! ! !" 2360 DATA "!!!!!! !!!!ZZx ! !!!!! ! !!" 2370 DATA "!! ! ZZ!!!!! ! ! ! !" 2380 DATA "! ! ! !!!! ! ! !!!!!! !" 2390 DATA "! !! ! ((! !!!!! ! !! !" 2400 DATA "! ! ! !!!! ! !( ! ! !" 2410 DATA "!! ! ! !!!!x!!!!!!!!! ! !" 2420 DATA "! ! !!!! ! ! ! !" 2430 DATA "! !! ! !!!!!!!!! !! ! !" 2440 DATA "! !!!!!!!!! !! ! ! ! !" 2450 DATA "! !Q ! ! !!!! !! !" 2460 DATA "!!!!! !!!!! !! ! ! !" 2470 DATA "! ! ! !!!!!!! ! !!!x!!" 2480 DATA "! !!!!! ! ! ! x ! ! !Zx !" 2490 DATA "! ! ! ! ! ! !!! ! ! !!!! !" 2500 DATA "! ! ! !(((! ! ( ( (!" 2510 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2520 REM LEVEL-4 2530 RESTORE 2580 2540 FOR A1=2 TO 23 :: READ A2$ 2550 DISPLAY AT(A1+1,1):A2$ 2560 NEXT A1 2570 RETURN 2580 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2590 DATA "! !(x ZZ! Z![!!Z!(! !" 2600 DATA "! !!!! !!! !!! !! ! ! !" 2610 DATA "! ! ! ! ! ! !!!!!! !" 2620 DATA "! ! !!!! ! ! !!!! ! ! ! !" 2630 DATA "! ! ! ! ZZ! ! ! ! ! !!" 2640 DATA "! ! ! !!!!!! !!!! ! ! ! !" 2650 DATA "! ! ! ZZ!!!!! ! !! !" 2660 DATA "! !!! ! !!!! !!!! ! ! !" 2670 DATA "! ! ! !(!! ((! !!!!! ! !!" 2680 DATA "! ! ! ! ! !!!! ! ! !" 2690 DATA "! !!!!!! ! ((!!!!! ! !! !" 2700 DATA "!x!!!!! ! !!!! ! ! !" 2710 DATA "! ! Q! ! x x ! ! !!! !!" 2720 DATA "! !! !! !!!!!!!!! ! ! !" 2730 DATA "! !!!! ! ! ! !!! !! !" 2740 DATA "! x((! ! !! !!!!! !( !" 2750 DATA "! !!!! ! ! !Z!Z!!! !!!!!! !" 2760 DATA "! xZZ! ! ! !! ( x x !( ! !" 2770 DATA "! !!!! ! ! !!!!!!!! !! ! ! !" 2780 DATA "! ! ! ! !" 2790 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2800 REM LEVEL-5 2810 RESTORE 2860 2820 FOR A1=2 TO 23 :: READ A2$ 2830 DISPLAY AT(A1+1,1):A2$ 2840 NEXT A1 2850 RETURN 2860 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2870 DATA "! ! ! ![ x(!" 2880 DATA "! ! !!!!!!! ! !!x!x!! !! ! !" 2890 DATA "! ! ! ( ( x ! x ((( x ! ! !" 2900 DATA "! ! ! !!!!! ! !!!!!!! ! !! !" 2910 DATA "! ! !(! Z ! ! x ZZZ x ! ! !" 2920 DATA "! ! ! ((!(! ! !!!!!!! !! ! !" 2930 DATA "! ! !!!!!!! ! ! ! ! !" 2940 DATA "! ! ! !!!!!!! ! ! !! !" 2950 DATA "! !!!!!!! ! ! ! ! !" 2960 DATA "! ! !!!!!!!!! !! ! !" 2970 DATA "! !!!!!!!!! !Q! ! ! !" 2980 DATA "! x ((ZZ ! !!!!! ! ! ! !! !" 2990 DATA "! !!!!!!! ! ! ! ! ! ! ! !" 3000 DATA "! ! ! !(! ! !! ! !" 3010 DATA "! !!!!! ! !!!!!!!!!!! ! ! !" 3020 DATA "! ! ! ! x ! ! !! !" 3030 DATA "! ! ! ! !!! ! !!!x!!!!! Z! !" 3040 DATA "! ! ! ! ! ! !! !" 3050 DATA "! ! ! !!! ! !!!!x!!!x!!!! !" 3060 DATA "! ! ((! !!" 3070 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3080 REM LEVEL-6 3090 RESTORE 3140 3100 FOR A1=2 TO 23 :: READ A2$ 3110 DISPLAY AT(A1+1,1):A2$ 3120 NEXT A1 3130 RETURN 3140 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3150 DATA "! ! !((x ! ! !Q! !" 3160 DATA "!! !!!! !!!! ! ! ! ! !" 3170 DATA "! ! ! x((x ! !!! !!!!! !" 3180 DATA "! !!!!! ! !!!! ! ![! !" 3190 DATA "! ! ! x((x ! !!!!!!!(!" 3200 DATA "!!! ! !!! !!!! ! ! !(!" 3210 DATA "! ! !(( ! !!!!!!! !!!" 3220 DATA "! !!! !!!!!!!!!! ! !(! !" 3230 DATA "! ! ! ! ! !" 3240 DATA "!!!!!!! !!!!! ! !! ! !!! ! !" 3250 DATA "!(!!Z(x x(((! ! ! ! ! ! !" 3260 DATA "! !!!! !!!!! ! ! !!!! ! ! !" 3270 DATA "!! !(Zx xZZZ! ! ! ZZ(( ! ! !" 3280 DATA "!! !!!! !!!!! ! ! !!!! ! ! !" 3290 DATA "! !Z! ! ! ! ! ! !" 3300 DATA "! ! ! ! !!!!! ! ! !!!!!! !" 3310 DATA "! !! !! ! ! ! ! !" 3320 DATA "! ! !!! !!!!! ! !(! !! !" 3330 DATA "! ! !!! ! ! ! !!! ! !" 3340 DATA "! ((! ! ! ! ! ! !!" 3350 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3360 REM LEVEL-7 3370 RESTORE 3140 3380 FOR A1=2 TO 23 :: READ A2$ 3390 DISPLAY AT(A1+1,1):A2$ 3400 NEXT A1 3410 RETURN 3420 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3430 DATA "! ! (( !(! ! !!" 3440 DATA "!!!!!!!! ! !!!! ! !Z![! (!" 3450 DATA "!Z!( ! ! ! ! !!!!!!! !!" 3460 DATA "! ! ! !!!! ! ! (ZxZ( ! !" 3470 DATA "! !!!! ! ZxxZ ! ! !!!!! !! !" 3480 DATA "! ! ZZ !!!! ! (Z Z( ! !" 3490 DATA "!!! ! !! (xx( !!x!!!!!! ! !!" 3500 DATA "! ! (( !!!! ! ! !" 3510 DATA "! !!!!!! (xx( ! !!!!!!!!!! !" 3520 DATA "! ! !!!! ! ! !" 3530 DATA "!!!!!! ! (xx( !!!!!!! ! !!!!" 3540 DATA "! ! !!!! !Z! ! ! (!" 3550 DATA "! !!!!!! ! !(! !!!!! ! !!" 3560 DATA "! (( ! !!!!x! ! !" 3570 DATA "!!!!!!!! ! ! !!!!!!!!!! !" 3580 DATA "!Q ! ! ! !! !((xxZZxx( !" 3590 DATA "!! ! ! ! !!! (! !!!!!!!!!! !" 3600 DATA "! ! ! ! ! ! !" 3610 DATA "! !! ! !!!!!! !!!!!!!!!! ! !" 3620 DATA "! ! !(((ZZZ(( !" 3630 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3640 REM LEVEL-8 3650 RESTORE 3140 3660 FOR A1=2 TO 23 :: READ A2$ 3670 DISPLAY AT(A1+1,1):A2$ 3680 NEXT A1 3690 RETURN 3700 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3710 DATA "! ! ((Zx!" 3720 DATA "!! ! ! !! !(!(!(!!!!!! !!!!!" 3730 DATA "!Z ! ! ! !x!x!x![ ! ZZ(x!" 3740 DATA "!! ! ! !!(!(!(!!!! ! !!!!!" 3750 DATA "!( !!! ! !" 3760 DATA "!! !!!!!!!!!!!!!!!!!!!!!!( !" 3770 DATA "!( !! !" 3780 DATA "!!! !!!! !!!! ! ! !!! ! !" 3790 DATA "!(! ! ! ! !! !! ! ! !!" 3800 DATA "!(! ! Q ! ! ! ! ! ! ! !" 3810 DATA "!(! ! !! !!!! ! ! !! !! !" 3820 DATA "!(! ! ! ! ! ! ! ! ! !" 3830 DATA "!(! !!!! ! ! ! ! !!! ! !!" 3840 DATA "!(! ! !" 3850 DATA "!(! !!!! !!!! !!!!! !!! !! !" 3860 DATA "!(! ! ! ! ! ! ! !" 3870 DATA "!(! ! ! ! ! ! ! !!" 3880 DATA "!(! ! !!!! !!!!! ! ! !" 3890 DATA "!(! ! ! ! ! ! !! !" 3900 DATA "!(x !!!! ! ! !!!!! ! !" 3910 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
  17. To design the game levels of mazes, I have built a basic program for MSX1, and when the scheme unless the level of play, save it to disk 3.5 "in ASCII TEXT, and after I reread it with a block notes the various mazes and paste the main program of the TEXT file, and then after the glue on the emulator Classic99 eventually do with a file for the TI99 SAVE DSK.TUNNEL and you're done! However, to design this game I had to use the TUNNEL 3 computers of different systems, but the end result works well. Where I can do download of Magellan???? See you soon.... ^_^ AG.
  18. Ok, Now the game TUNNEL work better, but however still there are others thing by adjusting..... 1) Question: There remained the problem that if the player goes to 1UP collides with the door, the door is removed, if you have not taken the key to the next level and this is not good. So the program needs to be corrected so even if the player has not yet taken 1UP key, and if it collides with the door in, the characters must not be deleted in the door. 2) Question: must make sure that the sprite man, you should only move when the player moves the joystick 1UP, and not how it works now, even if the joystick is not moved in any direction, the sprite moves from man alone, with the last direction move the joystick, and this is not good, in fact I wish the sprite should only move when the player moves one of the 4-way joystick. I await your good news .... See you soon ... AG.
  19. 10 REM ******************** 20 REM * TUNNEL V.0.9 * 30 REM * BY GAMECAST 2011 * 40 REM *ANDREA GASPARRINI * 50 REM * FOR TI99/4A * 60 REM *ONLY FOR EXTENDED * 70 REM * BASIC * 80 REM ******************** 90 REM 100 HI=28500 150 ON ERROR 180 160 CALL INIT :: CALL LOAD(-31878,11) 170 GOTO 190 180 CALL ERR(FF,FF) 190 CALL CLEAR :: CALL SCREEN(1) 210 CALL CHAR(96,"1818483C1A28680C") :: REM 1UP UP 215 CALL CHAR(100,"0C0C7ADE38EC0406") :: REM 1UP RIGHT1 220 CALL CHAR(104,"18180A3C58141630") :: REM 1UP DOWN 225 CALL CHAR(108,"6060BCF6386E40C0") :: REM 1UP LEFT1 230 CALL CHAR(33,"FBFBFB007F7F7F00") :: REM WALL ! 250 CALL CHAR(120,"183C7EDBFF5A8142") :: REM MONSTER x 251 CALL CHAR(81,"1824241808180818") :: REM KEY Q 252 CALL CHAR(90,"00387CFEFE7C3810") :: REM DIAMANTE Z 253 CALL CHAR(91,"183C7E46C7EFEFFF") :: REM PORTA [ 254 CALL CHAR(40,"7E3C7E7EFFFFFF7E") :: REM VASO ( 260 GOSUB 1210 270 CALL COLOR(1,3,1,7,7,1,8,9,1,9,12,1,10,12,1,12,10,1) 280 FOR CO=3 TO 6 :: CALL COLOR(CO,7,1) :: NEXT CO 290 SCREEN=1 291 DISPLAY AT(0,0):"SCORE" :: DISPLAY AT(0,12):"HI-SCORE" 292 DISPLAY AT(0,21):RPT$(CHR$(100),MEN) 293 DISPLAY AT(2,0):SC :: DISPLAY AT(2,11):HI 294 DISPLAY AT(2,20):"LEVEL" :: DISPLAY AT(2,25):LV 530 D=247 540 IF LV>8 THEN LV=1 550 ON LV GOSUB 1400,1680,2230,2530,2810,3090 570 REM 580 SP=1 :: PP=0 640 R=4 :: C=4 :: RV,RV1=-1 :: CV,CV1=0 :: CH,CH1=96 :: CALL SPRITE(#1,CH,12,R*8-7,C*8-7) 650 PP=PP-1 :: IF PP<0 THEN 720 660 IF PP THEN 710 670 CALL COLOR(1,6,1) 680 FOR SP=2 TO 11 690 CO=INT(RND*4)+7 :: IF CO=8 THEN 690 ELSE CALL COLOR(#SP,CO) 700 NEXT SP 710 IF PP=5 THEN CALL COLOR(1,14,1) 720 IF PP>0 THEN 740 740 CALL JOYST(1,X,Y) :: CALL KEY(1,K,S) 750 IF((X=0 AND Y=0)OR(X<>0 AND Y<>0))AND S=0 THEN 800 760 IF Y=4 OR K=5 THEN CH1=96 :: RV1=-1 :: CV1=0 770 IF X=4 OR K=3 THEN CH1=100 :: RV1=0 :: CV1=1 780 IF Y=-4 OR K+1=1 THEN CH1=104 :: RV1=1 :: CV1=0 790 IF X=-4 OR K=2 THEN CH1=108 :: RV1=0 :: CV1=-1 800 CALL GCHAR(R+RV1,C+CV1,CHK) 805 IF CHK<>33 THEN RV=RV1 :: CV=CV1 :: CH=CH1 ELSE CALL GCHAR(R+RV,C+CV,CHK) :: IF CHK=33 THEN 650 810 R=R+RV :: C=C+CV :: CALL PATTERN(#1,CH) :: CALL LOCATE(#1,R*8-7,C*8-7) 820 IF CHK=32 THEN 650 830 IF CHK<>120 THEN 860 840 REM PP=26-SCREEN :: CALL COLOR(1,15,1) :: REM 9 850 FOR SP=2 TO 11 :: CALL COLOR(#SP,1) :: CALL SOUND(-1,55*SP,0) :: NEXT SP 860 IF CHK=40 THEN SC=SC+100 870 IF CHK=90 THEN SC=SC+200 880 IF CHK=81 THEN SC=SC+300 :: KE=1 881 IF CHK=91 THEN IF KE=1 THEN 1060 ELSE GOTO 740 882 IF CHK=120 THEN 990 890 DISPLAY AT(2,0):SC :: CALL SOUND(-1,-6,0) 900 CALL HCHAR(R,C,32) 910 D=D-1 :: IF D=0 THEN 1040 920 GOTO 650 930 FOR DEL=27 TO 1 STEP-4 940 FOR CH=96 TO 108 STEP 4 950 CALL PATTERN(#1,CH) 960 CALL SOUND(-1,110+DEL+CH/4,0) 970 NEXT CH 980 NEXT DEL 990 CALL SOUND(-100,-2,4) :: CALL SOUND(-100,-3,3) :: CALL SOUND(-100,-2,2) :: CALL SOUND(-100,-1,1) :: CALL SOUND(-1000,-1,0) 1000 MEN=MEN-1 :: IF MEN=-1 THEN 1110 ELSE DISPLAY AT(0,21):RPT$(CHR$(100),MEN) 1010 SP=1 1020 FOR RR=3 TO 21 STEP 2 :: SP=SP+1 :: CALL LOCATE(#SP,RR*8-7,256) :: NEXT RR 1030 GOTO 640 1040 FOR SP=2 TO 11 :: CALL DELSPRITE(#SP) :: NEXT SP 1050 CALL COLOR(1,6,1) 1055 REM CLEAR STAGE LEVEL 1060 FOR DEL=1 TO 20 1070 CALL SOUND(INT(RND*200)+1,110+INT(RND*220),INT(RND*3)) 1080 NEXT DEL 1090 LV=LV+1 :: KE=0 1100 RESTORE :: GOTO 290 1110 CALL DELSPRITE(#1) 1120 FOR DEL=1 TO 5 1130 DISPLAY AT(12,10)SIZE(9)BEEP:RPT$(CHR$(100),4);" ";RPT$(CHR$(108),4) 1140 DISPLAY AT(12,10)SIZE(9)BEEP:"GAME OVER" 1150 NEXT DEL 1160 FOR P=0 TO 2000 :: NEXT P 1200 CALL CLEAR 1205 REM INTRO 1210 MEN=4 :: SCORE=0 :: LV=1 :: KE=0 1215 FOR CO=1 TO 14 :: CALL COLOR(CO,16,2) :: NEXT CO 1216 CALL COLOR(1,3,1,7,7,1,8,9,1,9,12,1,10,12,1,12,10,1) 1220 DATA "!!! ! ! ! ! ! ! !!! ! " 1221 DATA " ! ! ! !! ! !! ! ! ! " 1222 DATA " ! ! ! ! !! ! !! !! ! " 1223 DATA " ! ! ! ! ! ! ! ! ! " 1224 DATA " ! !!! ! ! ! ! !!! !!!" 1225 RESTORE 1220 1227 FOR A1=1 TO 5 :: READ A2$ 1228 DISPLAY AT(A1+1,2):A2$ 1229 NEXT A1 1230 DISPLAY AT(8,2):"RILASCIA IL TASTO ALPHA LOCK" 1240 DISPLAY AT(9,1):"USA IL JOYSTICK 1 O I TASTI " 1250 DISPLAY AT(10,1):"CON LE FRECCE-E,X,S,D-." 1260 DISPLAY AT(12,2):CHR$(100)&" PLAYER 1UP" 1270 DISPLAY AT(13,2):CHR$(81)&" 300 POINTS" 1280 DISPLAY AT(14,2):CHR$(90)&" 200 POINTS" 1290 DISPLAY AT(15,2):CHR$(40)&" 100 POINTS" 1300 DISPLAY AT(16,2):CHR$(120)&" MONSTER" 1310 DISPLAY AT(20,2):"BY ANDREA GASPARRINI 2011" 1330 DISPLAY AT(22,4):"PUSH SPACE TO START" 1340 CALL KEY(0,K,S) :: IF S<1 THEN 1340 1350 CALL KEY(1,L,S) 1360 IF K=18 or K=32 or L=18 or L=32 THEN CALL CLEAR :: CALL COLOR(2,11,1) :: RETURN 1380 GOTO 1340 1390 REM PRINT PUT LEVELS MAZE 1395 REM LEVEL-1 1400 RESTORE 1450 1410 FOR A1=2 TO 23 :: READ A2$ 1420 DISPLAY AT(A1+1,1):A2$ 1430 NEXT A1 1440 RETURN 1450 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 1460 DATA "! !! ( !!" 1470 DATA "! !!!!!! !! !!!!!!!!!!!!! !!" 1480 DATA "! !!!!!! Z !! !!" 1490 DATA "! !!!!!!!!!!!!!!!!!!!! !! !!" 1500 DATA "! ! x x !! !!" 1510 DATA "! !!!!!!!!!!! !! !!! !!" 1520 DATA "!!!!!!!!(Z !!!! !! !!!!!!!!!" 1530 DATA "!!!!!!!!!! !!!! !! !!!!!!!!!" 1540 DATA "!! !! ZZ!!!" 1550 DATA "!! !!!!!!!!!!!!!!!!!!!!!!!!!" 1560 DATA "!! !!!!((x !!!!!!!!!" 1570 DATA "!! !!!!!!! !!!!!!! x((((!!!" 1580 DATA "!! !!!!!!!! !!!!!!!!" 1590 DATA "!!!!!!!!!! !!!!!!!! !!!!" 1600 DATA "!!!!!!!!!! !!!Q!!!!!!!! !" 1610 DATA "!! !!! !!!!!!!! !" 1620 DATA "!! !!!!!!!!!!!!!! !!!!!!!! !" 1630 DATA "!! ((Z!!!!!!ZZ !" 1640 DATA "!! !!!!!!!!!!!!!!!!!!!!!!!!!" 1650 DATA "!! [!!" 1660 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 1670 REM LEVEL-2 1680 RESTORE 2000 1690 FOR A1=2 TO 23 :: READ A2$ 1700 DISPLAY AT(A1+1,1):A2$ 1710 NEXT A1 1720 RETURN 2000 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2010 DATA "! ! ! !( ( [!" 2020 DATA "! ! !!!!!! ! !!!!!!! !!!! !!" 2030 DATA "! ! !(! ! ! ZZ((! ! ( (!!" 2040 DATA "! ! !(! !!!! ! !!!!! ! !!!!!" 2050 DATA "! ! ! !x x ! ! !!" 2060 DATA "!!!!! ! ! !!!!!!!! ! !!!! !!" 2070 DATA "! ! ! ! ! ! Z Z!!" 2080 DATA "! !!!!!!!!! !!!! ! ! ! !!!!!" 2090 DATA "! ! ! !Q ! ! ! !" 2100 DATA "! ! !!!! ! !!!!! ! ! !!Z!! !" 2110 DATA "! ! ! ! ! ! ! !!(! !" 2120 DATA "! ! ! !!!!!!!! ! ! !!!! !!" 2130 DATA "! ! ! ! !!!!! ! !!" 2140 DATA "!!!!! ! !!!! ! ! ! !!!!!" 2150 DATA "! ! !(!! ! ! !!!!! !" 2160 DATA "! !!!!! ! ! ! ! !!!!! !" 2170 DATA "! ! !! ! ! !!!!! ! ! !" 2180 DATA "! ! !!!!! Z! ! ! ! ! ! !" 2190 DATA "! ! ! ( ! !! ! ! !!!!! ! ! !" 2200 DATA "! !(!x ! ! !" 2210 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2220 REM LEVEL-3 2230 RESTORE 2280 2240 FOR A1=2 TO 23 :: READ A2$ 2250 DISPLAY AT(A1+1,1):A2$ 2260 NEXT A1 2270 RETURN 2300 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2310 DATA "! ! !ZZ ! ! ! [!" 2320 DATA "!!! ! ! !!! ! !!!!! ! ! ! !!" 2330 DATA "! ! ! ! ! ! !" 2340 DATA "! !!!!!!! !!!!! !!!!! ! !! !" 2350 DATA "! x((! !((! ! ! ! !" 2360 DATA "!!!!!! !!!!ZZx ! !!!!! ! !!" 2370 DATA "!! ! ZZ!!!!! ! ! ! !" 2380 DATA "! ! ! !!!! ! ! !!!!!! !" 2390 DATA "! !! ! ((! !!!!! ! !! !" 2400 DATA "! ! ! !!!! ! !( ! ! !" 2410 DATA "!! ! ! !!!!x!!!!!!!!! ! !" 2420 DATA "! ! !!!! ! ! ! !" 2430 DATA "! !! ! !!!!!!!!! !! ! !" 2440 DATA "! !!!!!!!!! !! ! ! ! !" 2450 DATA "! !Q ! ! !!!! !! !" 2460 DATA "!!!!! !!!!! !! ! ! !" 2470 DATA "! ! ! !!!!!!! ! !!!x!!" 2480 DATA "! !!!!! ! ! ! x ! ! !Zx !" 2490 DATA "! ! ! ! ! ! !!! ! ! !!!! !" 2500 DATA "! ! ! !(((! ! ( ( (!" 2510 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2520 REM LEVEL-4 2530 RESTORE 2580 2540 FOR A1=2 TO 23 :: READ A2$ 2550 DISPLAY AT(A1+1,1):A2$ 2560 NEXT A1 2570 RETURN 2580 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2590 DATA "! !(x ZZ! Z![!!Z!(! !" 2600 DATA "! !!!! !!! !!! !! ! ! !" 2610 DATA "! ! ! ! ! ! !!!!!! !" 2620 DATA "! ! !!!! ! ! !!!! ! ! ! !" 2630 DATA "! ! ! ! ZZ! ! ! ! ! !!" 2640 DATA "! ! ! !!!!!! !!!! ! ! ! !" 2650 DATA "! ! ! ZZ!!!!! ! !! !" 2660 DATA "! !!! ! !!!! !!!! ! ! !" 2670 DATA "! ! ! !(!! ((! !!!!! ! !!" 2680 DATA "! ! ! ! ! !!!! ! ! !" 2690 DATA "! !!!!!! ! ((!!!!! ! !! !" 2700 DATA "!x!!!!! ! !!!! ! ! !" 2710 DATA "! ! Q! ! x x ! ! !!! !!" 2720 DATA "! !! !! !!!!!!!!! ! ! !" 2730 DATA "! !!!! ! ! ! !!! !! !" 2740 DATA "! x((! ! !! !!!!! !( !" 2750 DATA "! !!!! ! ! !Z!Z!!! !!!!!! !" 2760 DATA "! xZZ! ! ! !! ( x x !( ! !" 2770 DATA "! !!!! ! ! !!!!!!!! !! ! ! !" 2780 DATA "! ! ! ! !" 2790 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2800 REM LEVEL-5 2810 RESTORE 2860 2820 FOR A1=2 TO 23 :: READ A2$ 2830 DISPLAY AT(A1+1,1):A2$ 2840 NEXT A1 2850 RETURN 2860 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2870 DATA "! ! ! ![ x(!" 2880 DATA "! ! !!!!!!! ! !!x!x!! !! ! !" 2890 DATA "! ! ! ( ( x ! x ((( x ! ! !" 2900 DATA "! ! ! !!!!! ! !!!!!!! ! !! !" 2910 DATA "! ! !(! Z ! ! x ZZZ x ! ! !" 2920 DATA "! ! ! ((!(! ! !!!!!!! !! ! !" 2930 DATA "! ! !!!!!!! ! ! ! ! !" 2940 DATA "! ! ! !!!!!!! ! ! !! !" 2950 DATA "! !!!!!!! ! ! ! ! !" 2960 DATA "! ! !!!!!!!!! !! ! !" 2970 DATA "! !!!!!!!!! !Q! ! ! !" 2980 DATA "! x ((ZZ ! !!!!! ! ! ! !! !" 2990 DATA "! !!!!!!! ! ! ! ! ! ! ! !" 3000 DATA "! ! ! !(! ! !! ! !" 3010 DATA "! !!!!! ! !!!!!!!!!!! ! ! !" 3020 DATA "! ! ! ! x ! ! !! !" 3030 DATA "! ! ! ! !!! ! !!!x!!!!! Z! !" 3040 DATA "! ! ! ! ! ! !! !" 3050 DATA "! ! ! !!! ! !!!!x!!!x!!!! !" 3060 DATA "! ! ((! !!" 3070 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3080 REM LEVEL-6 3090 RESTORE 3140 3100 FOR A1=2 TO 23 :: READ A2$ 3110 DISPLAY AT(A1+1,1):A2$ 3120 NEXT A1 3130 RETURN 3140 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3150 DATA "! ! !((x ! ! !Q! !" 3160 DATA "!! !!!! !!!! ! ! ! ! !" 3170 DATA "! ! ! x((x ! !!! !!!!! !" 3180 DATA "! !!!!! ! !!!! ! ![! !" 3190 DATA "! ! ! x((x ! !!!!!!!(!" 3200 DATA "!!! ! !!! !!!! ! ! !(!" 3210 DATA "! ! !(( ! !!!!!!! !!!" 3220 DATA "! !!! !!!!!!!!!! ! !(! !" 3230 DATA "! ! ! ! ! !" 3240 DATA "!!!!!!! !!!!! ! !! ! !!! ! !" 3250 DATA "!(!!Z(x x(((! ! ! ! ! ! !" 3260 DATA "! !!!! !!!!! ! ! !!!! ! ! !" 3270 DATA "!! !(Zx xZZZ! ! ! ZZ(( ! ! !" 3280 DATA "!! !!!! !!!!! ! ! !!!! ! ! !" 3290 DATA "! !Z! ! ! ! ! ! !" 3300 DATA "! ! ! ! !!!!! ! ! !!!!!! !" 3310 DATA "! !! !! ! ! ! ! !" 3320 DATA "! ! !!! !!!!! ! !(! !! !" 3330 DATA "! ! !!! ! ! ! !!! ! !" 3340 DATA "! ((! ! ! ! ! ! !!" 3350 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3360 REM LEVEL-7 3370 RESTORE 3140 3380 FOR A1=2 TO 23 :: READ A2$ 3390 DISPLAY AT(A1+1,1):A2$ 3400 NEXT A1 3410 RETURN 3420 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3430 DATA "! ! (( !(! ! !!" 3440 DATA "!!!!!!!! ! !!!! ! !Z![! (!" 3450 DATA "!Z!( ! ! ! ! !!!!!!! !!" 3460 DATA "! ! ! !!!! ! ! (ZxZ( ! !" 3470 DATA "! !!!! ! ZxxZ ! ! !!!!! !! !" 3480 DATA "! ! ZZ !!!! ! (Z Z( ! !" 3490 DATA "!!! ! !! (xx( !!x!!!!!! ! !!" 3500 DATA "! ! (( !!!! ! ! !" 3510 DATA "! !!!!!! (xx( ! !!!!!!!!!! !" 3520 DATA "! ! !!!! ! ! !" 3530 DATA "!!!!!! ! (xx( !!!!!!! ! !!!!" 3540 DATA "! ! !!!! !Z! ! ! (!" 3550 DATA "! !!!!!! ! !(! !!!!! ! !!" 3560 DATA "! (( ! !!!!x! ! !" 3570 DATA "!!!!!!!! ! ! !!!!!!!!!! !" 3580 DATA "!Q ! ! ! !! !((xxZZxx( !" 3590 DATA "!! ! ! ! !!! (! !!!!!!!!!! !" 3600 DATA "! ! ! ! ! ! !" 3610 DATA "! !! ! !!!!!! !!!!!!!!!! ! !" 3620 DATA "! ! !(((ZZZ(( !" 3630 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3640 REM LEVEL-8 3650 RESTORE 3140 3660 FOR A1=2 TO 23 :: READ A2$ 3670 DISPLAY AT(A1+1,1):A2$ 3680 NEXT A1 3690 RETURN 3700 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3710 DATA "! ! ((Zx!" 3720 DATA "!! ! ! !! !(!(!(!!!!!! !!!!!" 3730 DATA "!Z ! ! ! !x!x!x![ ! ZZ(x!" 3740 DATA "!! ! ! !!(!(!(!!!! ! !!!!!" 3750 DATA "!( !!! ! !" 3760 DATA "!! !!!!!!!!!!!!!!!!!!!!!!( !" 3770 DATA "!( !! !" 3780 DATA "!!! !!!! !!!! ! ! !!! ! !" 3790 DATA "!(! ! ! ! !! !! ! ! !!" 3800 DATA "!(! ! Q ! ! ! ! ! ! ! !" 3810 DATA "!(! ! !! !!!! ! ! !! !! !" 3820 DATA "!(! ! ! ! ! ! ! ! ! !" 3830 DATA "!(! !!!! ! ! ! ! !!! ! !!" 3840 DATA "!(! ! !" 3850 DATA "!(! !!!! !!!! !!!!! !!! !! !" 3860 DATA "!(! ! ! ! ! ! ! !" 3870 DATA "!(! ! ! ! ! ! ! !!" 3880 DATA "!(! ! !!!! !!!!! ! ! !" 3890 DATA "!(! ! ! ! ! ! !! !" 3900 DATA "!(x !!!! ! ! !!!!! ! !" 3910 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
  20. Hello Retroclouds, So: the basic of the cartridge TI99/4A EXTENDED BASIC is very different from MSX-BASIC, and then to develop this new video game TUNNEL I had to study a lot, but now I am still struggling to carry on alone this new project TI99/4A for that then for me it is the first program that I do on a machine at Texas Instruments. Yes indeed I have participated many times in competitions of MSXDEV. And you ringrazione if you like that I'm here with you in this forum ATARI and TI99/4A. I hope you have time to look at my source is basic on TUNNEL and fix this game. http://www.gamecast.altervista.org/ Best Regards ^_^ AG.
  21. Post for Matthew180, Look, you've got very bad, because this new video game TUNNEL is not for MSX!! But this program only works on a computer TI99/4A Texas Instruments. http://www.gamecast.altervista.org/ However, for me is very strange that I programs also TI99/4A MSX instead of the usual, there seems to you? I hope of found experienced people to help me finish my program for TI99/4A TUNNEL. See you to soon..... ^_^ AG.
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