Jump to content

oddemann

Members
  • Content Count

    104
  • Joined

  • Last visited

Community Reputation

39 Excellent

About oddemann

  • Rank
    Chopper Commander
  • Birthday 08/11/1968

Contact / Social Media

Profile Information

  • Gender
    Male
  • Interests
    TI 99/4A, PC and games, but my main focus is photo and drawing digitally.
  1. Thx! (ups, reading skills are lacking 😛 )
  2. So it will not work on Classic99 ?
  3. Classic99 I/O error 00 in 280 (speech) File error in 1180 (Print #1:"...) I run it in EX and B, same problem. What am I doing wrong?
  4. All the games in 10 line game should now convert the game to a "full" game. All the games deserve a "full" game!
  5. That was great help, did a v9t9 and then it worked! Thx,arcadeshoppe!
  6. Some of the games works on C99 and some dos not load???
  7. $540.000, bets $500, 56 spins so fare... 1.000.000, 500, 150 1.500.000, 500, 160 1.600.000, 500, 275 2.140.000, 500, 300 8.950.000, 500, 2675 - Looks like this will go on for ever... 12.500.000 500, 4400 13.041.500, 500, 4430 13.680.000, 500, 4475 14.234.000, 500, 4495 48.454.000, 500, 17025 103.360.000, 500, 37700 109.333.000, 500, 39606 - 40.000 Spins is it! 109.515.000, 500, 40000 - "Game Over" How do I upload a pic. to show off ?
  8. So simpel and so few lines and it is almost a game aready! Same PDF as above DOTS 100 CALL CLEAR :: CALL SCREEN(11):: CALL CHAR(33,"000000006060",96,"AAFFFEDFBEBBBEBFAAFFFE8F8E9B9E9FAAFFDEFFFEF70EFFAAFFDEFFE60706FF") 110 CALL CHAR(100,"BFBEBBBEDFFEFFAA9F9E9B8E8FFEFFAA55FF7BFF7FEF70FF55FF7BFF67E060FF"):: CALL COLOR(1,15,2,2,5,5) 120 CALL HCHAR(24,1,40,64)::CALL VCHAR(1,31,40,96):: P=102 :: CALL SPRITE(#1,P,16,17,17) 130 FOR R=1 TO 50 :: RANDOMIZE :: CALL PEEK(-31808,X,Y) :: CALL HCHAR(INT(X/12)+2,INT(Y/10)+4,33) :: NEXT R :: R,C=3 140 CALL JOYST(1,X,Y):: IF X AND Y THEN 140 ELSE IF X THEN P=100+X/2 :: X=SGN(X) ELSE IF Y THEN P=98+Y/2 :: Y=-SGN(Y) 150 CALL GCHAR(R+Y,X+C,CH) :: IF CH=40 THEN CALL SOUND(-60,110,9) :: GOTO 140 ELSE C=C+X :: R=R+Y 160 CALL PATTERN(#1,P):: CALL LOCATE(#1,R*8-7,C*8-7):: IF CH=33 THEN CALL SOUND(-100,-7,6) :: CALL HCHAR(R,C,32) 170 CALL PATTERN(#1,P+1) :: IF X OR Y THEN CALL SOUND(-90,660,9) :: CALL HCHAR(R-Y,C-X,40) :: GOTO 140 ELSE 140
  9. Sprite fun! EX B. http://aa-ti994a.oratronik.de/smart_programming_guide_for_sprites.pdf 100 CALL CLEAR :: CALL SCREEN(2) :: CALL CHAR(46,"0000001818") :: CALL SPRITE(#2,94,16,180,1,0,5) 110 FOR N=0 TO 25 :: RANDOMIZE :: CALL PEEK(-31808,Y,X):: CALL SPRITE(#3,65+N,16,Y/2+1,X+1):: CALL SOUND(-60,660, 120 CALL POSITION(#3,Y,X,#2,R,C) :: CALL SPRITE(#1,46,16,R,C,(Y-R)*.49,(X-C)*.49) :: CALL SOUND(476,-3,14) 130 CALL SOUND(120,110,6)::CALL DELSPRITE(#1):: CALL PATTERN(#3,35):: CALL SOUND(100,220,6):: NEXT N :: GOTO 110
  10. 100 REM GUNNERY 110 REM COPYRIGHT FREDERICK HOLTZ AND ASSOCIATES 120 REM 5/1/83 130 REM PROGRAM RUNS IN TI- BASIC 140 CALL CLEAR 150 CALL CLEAR 160 PRINT "WELCOME TO THE GAME OF GUN-" 170 PRINT 180 PRINT "NERY. YOU ARE THE GUNNERY" 190 PRINT 200 PRINT "OFFICER AND ARE T0 FIRE ON" 210 PRINT 220 PRINT "A DISTANT TARGET. TO DO" 230 PRINT 240 PRINT "THIS, YOU MUST CONSIDER" 250 PRINT 260 PRINT "THE RANGE AND INPUT THE" 270 PRINT 280 PRINT "PROPER ELEVATION WHICH" 290 PRINT 300 PRINT "IS OFTEN A DECIMAL SUCH AS" 310 PRINT 320 PRINT "65.3 FOR INSTANCE. THE COM-" 330 PRINT 340 PRINT "PUTER WILL TELL YOU WHETHER" 350 PRINT 360 PRINT "YOUR SHOT IS LONG OR SHORT" 370 PRINT 380 PRINT "AND BY HOW MANY METERS." 390 FOR DLAY=1 TO 2000 400 NEXT DLAY 410 CALL CLEAR 420 PRINT "WHEN YOU STRIKE THE TARGET," 430 PRINT 440 PRINT "THE COMPUTER WILL TELL YOU" 450 PRINT 460 PRINT "HOW MANY SHOTS YOU FIRED." 470 PRINT 480 PRINT "GOOD LUCK!!!" 490 PRINT 500 PRINT 510 PRINT 520 PRINT "PRESS (ENTER) TO CONTINUE." 530 INPUT ER$ 540 RANDOMIZE 550 Y=59000-INT(RND*24000)+1 560 CALL CLEAR 570 PRINT "MAXIMUM RANGE IS 60,000" 580 PRINT "METERS. DISTANCE TO TARGET" 590 PRINT "IS";Y;"METERS." 600 PRINT 610 PRINT "ELEVATION" 620 INPUT E 630 CALL SOUND(250,-6,0) 640 NJ=NJ+1 650 IF E<85 THEN 1040 660 IF E>95 THEN 860 670 CALL CLEAR 680 PRINT "YOUR SHOT WENT STRAIGHT UP!" 690 PRINT 700 FOR I=1 TO 10 710 FOR DLAY=1 TO 150 720 NEXT DLAY 730 PRINT TAB(15);"." 740 CALL SOUND(100,1500,0) 750 NEXT I 760 PRINT TAB(13);"BOOM!!" 770 FOR DLAY=1 TO 50 780 NEXT DLAY 790 CALL SOUND(2000,-6,0) 800 CALL SCREEN(1) 810 FOR DLAY=1 TO 100 820 NEXT DLAY 830 CALL SCREEN( 840 CALL CLEAR 850 GOTO 610 860 CALL CLEAR 870 PRINT "THAT SHOULD MAKE YOU A HERO!" 880 PRINT "THAT ROUND MIGHT HIT MARS!" 890 C=1 900 FOR DLAY=1 TO 750 910 NEXT DLAY 920 GOTO 840 930 CALL CLEAR 940 PRINT TAB(3);"NEWS FLASH!!!" 950 PRINT 960 PRINT 970 PRINT "MARS STRUCK" 980 PRINT "BY MYSTERY PROJECTILE!!" 990 PRINT 1000 C=0 1010 RETURN 1020 PRINT "ILLEGAL!!" 1030 GOTO 840 1040 IF C<>1 THEN 1060 1050 GOSUB 930 1060 IF E<1 THEN 1020 1070 E2=2*E/57.2958 1080 J=60000*SIN(E2) 1090 N=Y-J 1100 D=INT(N) 1110 IF ABS(D)< 100 THEN 1140 1120 IF Y-J<0 THEN 1330 1130 IF Y-J > 0 THEN 1350 1140 CALL CLEAR 1150 CALL SOUND(4000,-6,0) 1160 CALL SCREEN(2) 1170 FOR DLAY=1 TO 850 1180 NEXT DLAY 1190 CALL CLEAR 1200 CALL SCREEN( 1210 PRINT "TARGET DESTROYED !!!" 1220 PRINT 1230 PRINT 1240 PRINT 1250 PRINT 1260 PRINT "YOU FIRED";NJ;"ROUNDS!!" 1270 PRINT 1280 PRINT 1290 PRINT 1300 INPUT "PRESS (ENTER) TO CONTINUE":ER$ 1310 NJ=0 1320 GOTO 560 1330 PRINT "SHORT BY";ABS(D);"YARDS" 1340 GOTO 610 1350 PRINT "LONG BY";ABS(D);"YARDS" 1360 GOTO 610
  11. TOWER OF HANOI 10 DIM A(10,5),V(30),W(15) 20 CALL CLEAR 30 CALL SCREEN( 40 PRINT TAB(10); "TOWER OF HANOI" 50 PRINT 60 PRINT 70 PRINT "AIM: MOVE ALL DISCS TO C" 80 PRINT 90 PRINT "RULE 1: ONLY MOVE ONE DISC EACH MOVE" 100 PRINT 110 PRINT "RULE 2: LARGE DISCS MUST NOT SIT ON SMALL DISCS" 120 PRINT 130 PRINT "PRESS ANY KEY TO START" 140 PRINT 150 CALL KEY(3,A1,B) 160 IF B=0 THEN 150 170 CALL CLEAR 180 PRINT 190 PRINT TAB(10); "TOWER OF HANOI" 200 PRINT 210 PRINT "HOW MANY DISCS DO YOU WANT?" 220 PRINT 230 PRINT "CHOOSE A NUMBER BETWEEN 2 AND 5" 240 PRINT 250 PRINT 260 CALL KEY(3,A1,B) 270 IF B=0 THEN 260 280 IF A1>49 THEN 300 290 GOTO 310 300 IF A1<54 THEN 360 310 PRINT 320 PRINT "YOU HAVE TYPED AN INVALID NUMBER" 330 FOR I=1 TO 500 340 NEXT I 350 GOTO 170 360 C=A1-48 370 FOR I=1 TO 21 380 READ V(I) 390 NEXT I 400 DATA 73,78,86,65,76,73,68,32,77,79,86,69 410 DATA 84,82,89,32,65,71,65,73,78 420 FOR I=1 TO 11 430 READ W(1) 440 NEXT I 450 DATA 84,89,80,69,32,65,32,77,79,86,69 460 FOR I=C TO 1 STEP -1 470 READ A(I,1) 480 A(I,2)=0 490 A(I,3)=0 500 NEXT I 510 DATA 1,2,3,4,5 520 H(1)=C 530 H(2)=0 540 H(3)=0 550 CALL CLEAR 560 CALL SCREEN(7) 570 PRINT 580 PRINT TAB(9); "TOWER OF HANOI" 590 PRINT 600 PRINT 610 PRINT "TARGET MOVES ";2^C-1 620 PRINT 630 PRINT "MOVES MADE ";M 640 FOR I=1 TO 17 650 PRINT 660 NEXT I 670 A$="FFFFFFFFFFFFFFFF" 680 B$="0000000000000000" 690 CALL CHAR(40,A$) 700 CALL CHAR(41,B$) 710 CALL CHAR(96,A$) 720 CALL COLOR(9,14,7) 730 CALL HCHAR(19,1,96,32) 740 CALL HCHAR(20,1,96,32) 750 CALL HCHAR(21,1,96,32) 760 CALL HCHAR(22,1,96,32) 770 CALL HCHAR(20,5,65) 780 CALL HCHAR(20,15,66) 790 CALL HCHAR(20,25,67) 800 GOSUB 5000 810 GOSUB 6000 820 IF H(I1)>0 THEN 940 830 FOR I=1 TO 12 840 CALL HCHAR(6,18+I,V(I)) 850 NEXT I 860 FOR I = 13 TO 21 870 CALL HCHAR(8,6+I,V(I)) 880 NEXT I 890 FOR I=1 TO 500 900 NEXT I 910 CALL HCHAR(6,19,41,12) 920 CALL HCHAR(8,19,41,9) 930 GOTO 800 940 IF H(I2)=0 THEN 960 950 IF A(H(I1),I1)>A(H(I2),I2) THEN 830 960 H(I2)=H(I2)+1 970 A(H(I2),I2)=A(H(I1),I1) 980 A(H(I1),I1)=0 990 H(I1)=H(I1)-1 1000 M=M+1 1010 M$=STR$(M) 1020 FOR I=1 TO LEN(M$) 1030 CALL HCHAR(6,14+I,ASC(SEG$(M$,I,1))) 1040 NEXT I 1050 GOSUB 5000 1060 IF H(3)<>C THEN 800 1070 PRINT "CONGRATULATIONS!!!!" 1080 GOTO 1080 5000 CALL COLOR(2,11,7) 5010 FOR P=1 TO 3 5020 FOR I=1 TO C 5030 R1=1+10*(P-1) 5040 R2=5-A(1,P) 5050 R3=2*A(I,P)-1 5060 R4=20-I*2aa 5070 IF A(I,P)=0 THEN 5110 5080 CALL HCHAR(R4,R1+R2,40,R3) 5090 CALL HCHAR(R4-1,R1+R2,40,R3) 5100 GOTO 5130 5110 CALL HCHAR(R4,R1,41,9) 5120 CALL HCHAR(R4-1,R1,41,9) 5130 NEXT I 5140 NEXT P 5150 RETURN 6000 CALL COLOR(5,2,7) 6010 CALL COLOR(6,2,7) 6020 CALL COLOR(7,2,7) 6030 CALL COLOR(8,2,7) 6040 FOR Y=1 TO 11 6050 CALL HCHAR(6,18+Y,W(Y)) 6060 NEXT Y 6070 CALL KEY(3,A1,B) 6080 IF B=0 THEN 6070 6090 FOR Y=1 TO 11 6100 CALL HCHAR(6,18+Y,41) 6110 NEXT Y 6120 CALL KEY(3,A2,B) 6130 IF B=0 THEN 6120 6140 I1=A1-64 6150 I2=A2-64 6160 RETURN
  12. SPEECH WITH PRIMARY STRESS 100 REM STRESS POINT 11 0 CALL CLEAR 120 OPEN #1:"SPEECH",OUTPUT 130 PRINT "SPEECH WITH PRIMARY STRESS" 140 FOR I=1 TO 5 150 READ A$ 160 PRINT :: A$ 170 PRINT #1:A$ 180 NEXT I 190 DATA "HEAR THIS STRESS POINT" 200 DATA "^HEAR THIS STRESS POINT" 210 DATA "HEAR ^THIS STRESS POINT" 220 DATA "HEAR THIS ^STRESS POINT" 230 DATA "HEAR THIS STRESS ^POINT" 240 END
  13. Duck Leader Douglas E. Smith and Douglas W. Smith This is no time to be feather-brained or daffy. There are hunters lurking in the maze of reeds ahead, and ifyou make a wrong turn, you and your friends will be duck soup. Two skill levels, ten difficulty ratings. This game will challenge your skill and memory. Your assignment, as the leader of a squadron of 30 ducks, is to direct them through a series of marsh mazes to the safety of a duck sanctuary. You must swim through five different mazes, each of which has invisible reed patches and hidden hunters. The reeds will send you back to the beginning of the maze. If you find a hunter, you will lose a duck. Save as many ducks as possible for a high score. Lose your squadron and it's all over. Favorite Duck After typing in the program, it's a good idea to list the program, check for errors, and then save a copy to tape or disk before running the program. When you start the game, the title graphics will appear, followed by several questions. 1. LEVEL=?(1=HELP/ 2=NO HELP) Enter 1 until you have gained confidence in your memory and problem-solving ability. With level 1 you may use the H key to quickly view the location of the reeds and hunters in the marsh (up to five times during one game). Level 2 will double your possible score, but you cannot use the H key for help. 2. DIFFICULTY=(1-10) I For your first game, enter 1. After some practice try the other difficulty ratings. Ratings 1-4 are easy, 5-7 are hard, and 8-10 are very challenging. The difficulty rating determines the complexity of the maze. 3. INSTRUCTIONS ? (Y/N) Enter Y to read the instructions before the game begins. This screen briefly describes the game and the functions of the appropriate keys used for the game. It also shows the graphic characters used for the reeds, hunters, and the marsh exit. 4. FIRST NAME OF THE LEAD DUCK? Type in your first name or the name of your favorite duck, and press ENTER. The game will then begin. If you entered Y for instructions, they will appear first. Hit the 1 key to begin play. At first the outline of the marsh appears, and then the positions of the reeds and hunters are indicated. You have 15 seconds to study the locations before the reeds and hunters become invisible. Successful Maneuvers The duck on the left side of the marsh represents your squadron. Move the duck by using the arrow keys (E, S, D, and X). You do not have to press ENTER or use the FCTN key. If you hit the sides of the marsh or the invisible reed, your ducks will bounce back to the starting position, but you do not lose any ducks. Meeting a hunter will result in gunfire and the loss of a duck, with the survivors returning to the start again. The positions of the reeds and hunters do not change until you reach the exit to the next marsh. Your goal is to maneuver your squadron to the right side of the marsh and out the exit to the next marsh. Once you have passed through the five marshes to safety, the program will congratulate you, show you the remaining ducks, and print your score. The highest possible score is 6000 and can be achieved only at level 2 with the difficulty rating 10. Nobody has achieved this score to date. The marsh border color changes to red if the squadron is depleted to ten or fewer ducks. Losing all the squadron will put you in Duck Soup, and give you a zero score. After the score is printed, the program will ask PLAY AGAIN? (Y/N). Enter Y to play again at the last selected level and difficulty. Enter N to choose a different level and difficulty. The Hkey may be used if you selected level 1. Pushing the H key while playing the game will give you a quick look at the marsh. Using this key does not change the position of the duck. You are limited to only five helps per game. Remember the highest score using level 1 will be half that of level 2. On occasion, the program will generate a maze which is impossible to cross. (Ducks don't always have it easy, do they?) Press the N key and you will move to a new marsh. The change in marshes will cost the squadron five ducks, so use the N key only if there is no way out. Some Noteworthy Routines The "Duck Leader" program employs several very useful TI BASIC routines. Creation of the maze is accomplished using the RND function to place the reeds and hunters (lines 620-670). The CALL GCHAR in line 800 tests the randomly determined position for characters already present on the marsh. Line 800 checks to see if an empty space is present and, if not, calls for a new set of coordinates to be generated. The CALL KEY routine (line 890) is used to move the duck through the marsh. Keys 68, 69, 83, and 88 determine the direction of the move. Once again the CALL GCHAR is used to test for an empty space. If found, the duck is printed in that position. If a reed or hunter is found, lines 1250-1260 execute the proper action. Several loops and counters pause the program and keep track of the ducks. Lines 690-720 give you time to view the maze before the characters become invisible. The H key sends the program to lines 1140-1220, making the maze visible. The ducks left are counted in lines 980 and 1310. The number of marshes traversed is counted in line 1380. The score is calculated in line 1550 and the ducks saved in line 1540. Changing the Difficulty You may wish to make the game less difficult by making one or more of the following changes: 1. Set the final value in the FOR-NEXT loop in line 690 to a higher value to increase the length of time you have to view the maze. 2. Increase the final value for Xin the FOR-NEXT loop beginning in line 1170 to give you a longer look when you use the H key. 3. Change the 5 in line 1150 to a greater number to increase the number of times you can use the H key. Duck Leader 120 RANDOMIZE 130 GOSUB 1720 140 CALL COLOR(13,2,1) 150 CALL COLOR(14,5,16) 160 CALL COLOR(11,13,1) 170 CALL COLOR(12,10,1) 180 CALL CLEAR 190 CALL SCREEN(12) 200 FOR X=1 TO 19 210 PRINT " DUCK LEADER DUCK LEADER" 220 NEXT X 230 PRINT 240 GOSUB 330 250 GOSUB 1420 260 INPUT "LEVEL=?(1=HELP/2=NO HELP)":LEVEL 270 INPUT "DIFFICULTY=?(1-10)":DIF 280 IF (DIF<1)+(DIF>10)THEN 270 290 INPUT "INSTRUCTIONS?(Y/N)":INS$ 300 INPUT "FIRST NAME OF LEAD DUCK?":NAME$ 310 IF INS$="Y" THEN 420 320 GOTO 520 330 FOR Y=12 TO 14 STEP 2 340 FOR X=1 TO 32 350 CALL HCHAR(Y,X,129) 360 CALL SOUND(25,-5,15) 370 CALL HCHAR(Y,X,128) 380 CALL HCHAR(Y,X,32) 390 NEXT X 400 NEXT Y 410 RETURN 420 CALL CLEAR 430 PRINT NAME$:: 440 PRINT "YOU ARE THE LEADER OF A": :"SQUADRON OF THIRTY DUCKS.": :"PADDLE THROUGH FIVE MARSHES": : 450 PRINT "TO SAFETY!!": :"USE ARROW KEYS TO MOVE": :"H-KEY FOR HELP(ONLY FIVE)": :"N-KEY=NEW MARSH(-5 DUCKS)": : 460 PRINT "WATCH OUT FOR REEDS..": :"AND HUNTERS!!": :"REEDS":"HUNTERS":"EXIT" 470 CALL HCHAR(21,12,112) 480 CALL HCHAR(22,12,113) 490 CALL HCHAR(23,12,137) 500 INPUT "ENTER 1 TO START":SRT 510 GOTO 520 520 REM MARSH 530 CALL SCREEN(15) 540 CALL CLEAR 550 PRINT TAB(10);"MARSH #";MARSH+1 560 CALL HCHAR(2,3,136,28) 570 CALL HCHAR(22,3,136,28) 580 CALL VCHAR(2,3,136,20) 590 CALL VCHAR(2,30,136,20) 600 CALL VCHAR(6,7,136,12) 610 CALL VCHAR(9,30,137,7) 620 FOR X=1 TO (DIF*5) 630 GOSUB 750 640 CALL HCHAR(ROW,COL,112) 650 GOSUB 750 660 CALL HCHAR(ROW,COL,113) 670 NEXT X 680 CALL HCHAR(12,5,128) 690 FOR X=1 TO 50 700 CALL COLOR(13,9,1) 710 CALL COLOR(13,2,1) 720 NEXT X 730 CALL SCREEN(13) 740 GOTO 830 750 REM RAN ROW+COL 760 ROW=INT(22*RND) 770 IF ROW<3 THEN 760 780 COL=INT(30*RND) 790 IF COL<4 THEN 780 800 CALL GCHAR(ROW,COL,GRC) 810 IF GRC<>32 THEN 760 820 RETURN 830 REM MOVE DUCK 840 R=12 850 C=5 860 CALL HCHAR(R,C,129) 870 CALL SOUND(25,-5,15) 880 CALL HCHAR(R,C,128) 890 CALL KEY(0,KEY,ST) 900 IF (KEY=68)+(KEY=69)+(KEY=72)+(KEY=78)+(KEY=83)+(KEY=88) THEN 910 ELSE 890 910 IF KEY=72 THEN 1140 920 IF KEY=78 THEN 980 930 CALL HCHAR(R,C,32) 940 IF KEY=68 THEN 1060 950 IF KEY=69 THEN 1080 960 IF KEY=83 THEN 1100 970 IF KEY=88 THEN 1120 980 DL=DL+5 990 IF DL>19 THEN 1000 ELSE 1040 1000 CALL COLOR(14,5,9) 1010 IF DL>=30 THEN 1020 ELSE 1040 1020 DL= 30 1030 GOTO 1470 1040 CALL SOUND(100,500,0) 1050 GOTO 520 1060 C=C+1 1070 GOTO 1230 1080 R=R-1 1090 GOTO 1230 1100 C=C-1 1110 GOTO 1230 1120 R=R+1 1130 GOTO 1230 1140 IF LEVEL<>1 THEN 890 1150 IF HELP=5 THEN 1210 1160 CALL SCREEN(15) 1170 FOR X=1 TO 50 1180 NEXT X 1190 HELP=HELP+1 1200 CALL SCREEN(13) 1210 CALL SOUND(5,1000,1) 1220 GOTO 890 1230 CALL GCHAR(R,C,GR) 1240 IF GR=32 THEN 860 1250 IF (GR=136)+(GR=112) THEN 1350 1260 IF GR=113 THEN 1280 1270 IF GR=137 THEN 1370 1280 CALL HCHAR(R,C,120) 1290 CALL SOUND(1,200,1) 1300 CALL HCHAR(R,C,113) 1310 DL=DL+1 1320 IF DL=20 THEN 1330 ELSE 1340 1330 CALL COLOR(14,5,9) 1340 IF DL=30 THEN 1470 ELSE 840 1350 CALL SOUND(50,-1,10) 1360 GOTO 840 1370 REM NEW MARSH 1380 MARSH=MARSH+1 1390 IF MARSH=5 THEN 1470 1400 GOSUB 1420 1410 GOTO 520 1420 FOR SC=4 TO 16 1430 CALL SCREEN(SC) 1440 CALL SOUND(1,3000,1) 1450 NEXT SC 1460 RETURN 1470 REM END OF GAME 1480 CALL CLEAR 1490 CN=INT( (28-LEN(NAME$))/2) 1500 PRINT TAB(CN);NAME$:: 1510 IF DL=30 THEN 1640 1520 GOSUB 1420 1530 GOSUB 1420 1540 DS=30-DL 1550 SCORE=LEVEL*DIF*DS*10 1560 PRINT "CONGRATULATIONS YOU SAVED ": :TAB(10):DS;"DUCKS!": :TAB(5);"F0R A SCOREOF ";SCORE 1570 FOR X=1 TO 12 1580 PRINT 1590 NEXT X 1600 CL=INT( (32-DS)/2) 1610 CALL HCHAR(6,CL,128,DS) 1620 GOSUB 330 1630 GOTO 1660 1640 REM DUCK SOUP 1650 PRINT "OH NO!! YOU'RE DUCK SOUP": :TAB (11)5"SCORE=0": : 1660 INPUT "PLAY AGAIN?(Y/N)":PLAY$ 1670 DL=0 1680 HELP=0 1690 MARSH=0 1700 CALL COLOR(14,5,16) 1710 IF PLAY$="Y" THEN 520 ELSE 1810 1720 REM CALL CHAR 1730 CALL CHAR(128,"00040B04FE7C8800") 1740 CALL CHAR(129,"00081608FE7C4400") 1750 CALL CHAR(136,"00AAAAAAAAAAAAAA") 1760 CALL CHAR(137,"00080C7E0C080000") 1770 CALL CHAR(112,"00AAAAAAAAAAAAAA") 1780 CALL CHAR(113,"0000609090677C64") 1790 CALL CHAR(120,"8142241818244281") 1800 RETURN 1810 END
×
×
  • Create New...