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Found 26 results

  1. If you like 2600 demos and don't visit the batari Basic programming section, you may have missed this. I decided to see how the TIA would fare for the arcade game Mappy's ragtime music, expecting it to be missing important notes and range. I was surprised at how well it turned out! Let me know what you think. http://atariage.com/forums/topic/233403-mappy-tia-music-demo-enjoy/?p=3150703 This is the Atari TIA built-in sound, no DPC+ tricks, however this is a DPC+ bank switching rom. It could be a 2K or 4K rom, minus the detailed Meowky, but my environment was set to build DPC+ and I wanted to attach the sound to some kind of video display and I already had this 30 frame flicker for 5 colors made in DPC+. Newer Stella and Harmony Cart.
  2. Building on the "Flicker 5 colors from 3" topic: http://atariage.com/forums/topic/229091-flicker-5-colors-from-3/?p=3059920 I decided to do the gameplay music in TIA (stereo) to see how bad it sounds. (That, and I'm obsessed with all things Mappy. ) Turns out I think is very good, especially for the out-of-tune TIA sound. Only a few slightly-off notes and a few dropped notes in the entire piece. (By slightly-off I mean obvious sour notes, because almost all 2600 notes are out-of-tune to start.) The music is about 1 minute 20 seconds. Originally it took all of 4K, but through optimization I got the data down to 1,496 bytes! This whole demo could be done in 4K, but I compiled it with DPC+ bank-switching, just because that it what I usually work in, and if I ever make this into a flickery-mess of a game, I'll probably use DPC+. The 2nd channel can be used for game sound because even off the tune still holds up. I decided to try fading the notes with reducing the volume, and by "happy accident" got the ragtime tremolo (shaking volume)!! You can look at the source code, but I optimize it this way: Take out all the volume data and duration data. Those values can be fixed (or with volume, changed in program loops). That cuts the data in half. Since the Control is mostly 12 (pure lower), I have both channels set to 12. When it needs changing to a 4 (or the few 1's), I do an if/then check. Since the Frequency can also be a value of 4, I replaced all the Channel 4's in the data with 42. That saves 200+ bytes. When it needs to be 0 (silent) I check for that also, just set the Control to 0 (silences everything better than setting volume to 0) and skip setting a frequency. Then there are all those f'n zeros!!! More than 900 of them! More than half of the remaining data was 0's. It is like you are always telling the sound channels to shut up over and over. The final thing I thought up is a kind of pause check. If both channels are silent, twice, I replaced the 0,0,0,0 with 67 and set the Control to 0, the volume up (to reduce popping noise), and double the duration, and skip everything else. (I guess you could reduce the data even more with finding the segments that repeat and have that data only once. It sounds like the first part repeats three times in the piece.) Mappy_TIA_MusicTitleDemo_Stereo2015.bas.bin Mappy_TIA_MusicTitleDemo_Stereo2015.bas
  3. Hello, 10 years ago the guys from the demogroups wAMMA and Trilobit tried to build a cartridge that runs 6 different already released demos together with a newly coded menu. 9 years ago they gave up and released their stuff unfinished as a cry for help. 5 years ago I was asked, if I could try to fix it finally. I succeeded, but for other reasons it never was completed. Well, until now. The whole story is available at https://xayax.net/nonxayax/triptych/, including an option to run the demo in an emulator running in your webbrwoser. The coolest part about it: a cartridge will be available in the AtariAge store soon. Have fun! ("demo" in this case demonstrates cool coding skills as a non-interactive animation, and not some kind on unfinished game)
  4. I finally got a demo of world 1-1 finished and here it is for you to enjoy. It is now 32k. With 32k I believe I'll be able to fit 16 levels (World 1-1 through 4-4). Each end world will have a Koopa kid as the boss. For those that played the pre-demo version, you already know that it's not exactly like SMB, but it is pretty close. You automatically get what's in the bonus yellow blocks. The flagpole is also smaller and I did this because I wanted to be able to put it in strategic areas not on ground level in order for you to have to figure out how to get there to finish a level. I also changed the program so it only has one enemy on the screen at one time. I did this because it was proving too difficult with limited cycles and RAM to keep swapping and keeping track of stuff. However one is popping up all the time, so it might seem like there's more than one at one time! There is one exception. When you kick the turtle shell, it'll turn into a moving playfield block which allows for an enemy sprite to come on so you have the ability to knock the shell into something besides a brick. I wanted that to at least stay true to the real game. I'm still trying to figure out how I should implement the star power in the game. I also EXPANDED the levels! Each level will now have 2 scrolling screens worth instead of 1. You will see a pipe to go down at the end of the first half of a level, then when you go down it, you will come back up in the 2nd half of the level to finish it. This was my way around the limited 256 byte data level lines. In the demo you'll keep playing world 1-1 until you lose all your men for now. The collision detection with the playfield blocks isn't 100% perfect, but it's close. Still something I have to work on if I have the cycle time to. So, have fun, and yes I included music and sound effects. Directions To start level, press fire button at intro screen (That shows world level and lives). Move left or right to move left or right. Press the fire button to jump. Press Up to run and to shoot fireballs if you are FireMario. Press Down to duck or to go down an open pipe. To finish a level, run into or jump on flagpole. The higher you land on it the more points you will get. The status bar on the left of the score is your timer. Don't let it run out! The status bar on the right of the score is your coin counter. It will go up one block every 8 coins. At 64 coins it will reset and you will earn an extra life. Going down the mid-level pipe also acts as your checkpoint, so if you die you will continue where you came up from the pipe. Yellow blocks are bonus blocks. Smash them to get a coin or power up. Red blocks are bricks. When big you can get rid of them by smashing them. You can go from Mario to Super Mario to Firey Mario. Vice versa when stunned by an enemy. The BAS file is the soource and the BIN is the program to run on an emulator of Harmony Cart. smb_w11b.bas smb_w11b.bas.bin
  5. I'm looking for the alpha, beta, debug, preview, review, press discs of the games below. The discs may be numbered or may have reviewer's name on them. The stuff is really old so please don't worry about it. Any discs with uncovered confidential information like numbers or names will not be showed in the Internet. I have some good preview/review games for trade. I'm interested in any offers. Crash Bandicoot Crash Bandicoot 2: Cortex Strikes Back Crash Bandicoot 3: Warped Crash Team Racing/CTR Also these DEMO CDs. Crash Bandicoot 3: Warped ["Toys R Us" Test Drive DEMO CD, SCUS-94289] Crash Team Racing ["Toys R Us" Test Drive DEMO CD, SCUS-94459 Resident Evil Resident Evil 2 Resident Evil 3 Resident Evil - CODE: Veronica Dino Crisis Dino Crisis 2
  6. Here are some minimalistic sprite demos for the Intellivision using IntyBasic 0.6 or later.... The first one shows one sprite: The second one shows the Iconic Intellivision running man: (The running man animation is owned by Intellivision Productions, so don't use it for anything commercial without getting their permission first, okay?) Here are the basic and bin files: spritedemos.zip Have fun, Catsfolly
  7. After reading that Harmony Encore will be able to handle Boulder Dash, Andrew and I decided to update the demo release to the latest specs of the official release. So all updates for title, speed, graphics, bugfixes etc. with did after the old demo release are now included in the attached demo. Since are still only two caves included in the demo, we know that this will not completely satisfy those who missed the chance for the full release. But the gap now has become a little bit smaller. Enjoy! Boulder Dash (Demo 2).bin
  8. Revision 2016 is happening this weekend, starting tomorrow, Fr 25th. Even if you can't be there, there will be live streams where you can follow the party and competitions. Check the Events Timetable! Even for a classic coder and gamer like me, I found that especially the competitions are really cool to watch.
  9. Make it so. 64 CALL CHAR(64,"00030101000002020200163E1F5F3F0E000000001010000000800000008") 68 CALL CHAR(68,"102000000000080400122001002040110000000000000000800080008000804") 72 CALL CHAR(72,"20102000000A05090D0D090060808020C0008000200010C0000000800040408") 76 CALL CHAR(76,"020000000204000000200000000000000000000000000000000000000000002") 80 CALL CHAR(80,"00000000000000120E46E44EEE7F1F1F0000000000000080000080000040202") 84 CALL CHAR(84,"000002010100080000280201100020000000100000004000000000004000808") 88 CALL CHAR(88,"030405020019120D111009A001004020101020A0004000400000008000A04") 92 CALL CHAR(92,"0002000000000000000000000080000000000010000020008000404") 96 CALL CHAR(96,"04010A02020424266606677B7A3F7F1E000000800000000000C090104020A") 100 CALL CHAR(100,"021200000402125100400804054000210000004040400000000000802000008") 104 CALL CHAR(104,"01041109093901008129108080000000000080008000C08000004020904") 108 CALL CHAR(108,"102800100000080010008000008000000000000000000000C000000000004") 112 CALL CHAR(112,"0000303808000001010000040E1F1F1E80000000000000001000000000008") 116 CALL CHAR(116,"00000004040801000001123211002020008000000000008080000000008") 120 CALL CHAR(120,"0422480012060800001A2509202000010040400000008010209000008") 124 CALL CHAR(124,"2000020000001200000408000000400040008000000000200") 200 CALL CLEAR::CALL SCREEN(2)::CALL MAGNIFY(3) 210 FOR I=64 TO 112 STEP 16 220 CALL SPRITE(#1,I,16,99,99,#2,I+4,12,99,99,#3,I+8,10,99,99,#4,I+12,7,99,99) 230 NEXT I::GOTO 210
  10. Here is a new demo, this time for the 9918A. Run E/A#5 DSK1.OSCI The music is from the SMS game Alien 3 and is played using Tursi's VGM player. OSCI.dsk
  11. I made my very first demo and it did very well. For details check my blog entry.
  12. Willemsoord, The Netherlands, May 14th - 17th. Outline demo party \o/. Reboot was there and submitted a demo for the competitions. It competed in the "realtime wild demo" category, which means was against various other productions in diverse platforms. Our demo managed to rank first! Anyway, enough text, download the .ROM file . Note: it needs 60hz display so only pal60 or ntsc. Also make sure that if your emulator actually runs at 60fps or the syncing will be quite off - in our experience if virtualjaguar reports 62.something fps then the result will be wrong. Also you can visit the pouet and demozoo pages if you like. Finally, for the really lazy people (i.e. 99% of everyone ) here's a youtube video that has a capture from the real machine (try 720 or 1080p for 60fps, chrome or firefox should work): Hope you enjoy our modest contribution that was made in Raptor Basic+ by sh3!.
  13. Hello, I'm new to the forum, i was invited here by a friend with whom i have programmed a Sample of Artificial Intelligence for Apple ][, here you can download the .dsk disk image for emulators of Apple ii.: https://archive.org/download/ARTIFICIALINTELLIGENCEAPPLEBYM.T.ANDM.O I have also modified it to be more like an Mario and Luigi HAL 9001 artificial intelligence game, you can find it here: https://archive.org/details/HAL9001PIZZAMACHINE Thanks to Mark D. Overholser for helping programming this software. Enjoy!
  14. And yet another XB demo ... 100 CALL CLEAR::CALL SCREEN(2)::CALL COLOR(2,16,1):$="10125256D6DEDFFF"::DIM X(31) 110 FOR A=0 TO 7::CALL CHAR(40+A,RPT$("0",14)&SEG$(P$,A*2+1,2))::NEXT A 120 FOR A=1 TO 28::CALL SPRITE(#A,40,16,250,RND*255+1,9,RND*2.5-1.25)::NEXT A 130 R=INT(RND*32)::CALL HCHAR(24,R+1,X(R)+40):(R)=X(R)+1+(X(R)>6)::GOTO 130
  15. Derived from TI Basic Scrolling. Well, couldn't help trying out something in XB ... 100 CALL CLEAR::CALL SCREEN(2)::CALL MAGNIFY(3)::CALL COLOR(2,1,1,3,16,1) 110 CALL CHAR(48,"071F3F7F7EF8E0C0C0C0004000000000E0F8FCB40200000000") 120 CALL CHAR(52,"0800000001071F3F3E34E030703010001000004AFCFFCFC501") 130 CALL CHAR(56,"0000000000000000010B1F0F0F0F0F0F000000000000303AFEFFFFFEFEFCF8F") 140 FOR I=0 TO 11::DISPLAY AT(I*2+1,1):RPT$("(*",14)&RPT$(")+",14); 150 IF I>8 THEN 170 160 R=RND*220+1::CALL SPRITE(#I*3+1,48,16,I*21+4,R,#I*3+2,52,5,I*21+4,R,#I*3+3,56,6,I*21+4,R) 170 NEXT I::CALL COLOR(2,7,1):$="38440F1D3F6F2909081C0000000000001C22F0B8FCF694901038000000000000" 180 CALL CHAR(40,P$):$=SEG$(P$,31,2)&SEG$(P$,1,30)&SEG$(P$,63,2)&SEG$(P$,33,30)::GOTO 180
  16. Yet another demo - I don't think we have seen anything quite like this on the TI before. The speed is quite good at 20 FPS, but could it be used for a game? ROTATE.dsk
  17. I have finally managed to get my Hauppauge! HD PVR (model 1212) to work correctly so that I could capture video from my Astrocade. As a test, I captured the Bally BASIC Demo cartridge in action. This is what the cartridge looks like: The three-minute video of the cartridge running is on YouTube, here: On real hardware, if you were to run the Bally BASIC Demo cart again, then it would be a little different because the video art sections of the demo are random. Neat, right? Here's what Mike White wrote about this cartridge in the Bally-Astrocade Game Cartridge and Hardware FAQ: Bally BASIC Demo By Bally Mfg. Corp. Functional Series 8K cart 1978. This cartridge has a small (about 6") chain attached to the top-front. This cartridge was made in limited quantities and only distributed to dealers, as was also done with the Dealer Demo cartridge. This 8K cartridge (a rarity in the old days) is very hard to find, but has appeared on eBay. The first 4K is a "crippled" version of Bally BASIC that doesn't have access to the keypad or hand controllers- except #3: all the inputs are disabled. The remaining 4K of the cartridge is a program written in BASIC! This was in 1978, EIGHT YEARS before Basicarts appeared! This cartridge may have sometimes been accompanied by a 300 Baud Demo Interface. This cartridge might be #6003 (it fits there), but there is no proof of this part number assignment. (Arcadian 1, no. 6 (May. 4, 1979): 39-46.) Back in 2001, Mike White sent me a print-out of the BASIC program that is contained on the Bally BASIC Demo cartridge: http://www.ballyalley.com/type-in_programs/basic/bally_basic_demo_cart.pdf For those that are curious, I captured this video from an Astrocade equipped only with RF-out. The RF-out was fed into my Ambery "Professional RF Coax To Composite Video Audio Demodulator TV Tuner For NTSC System" (model RFDM2). I highly recommend this clever device. You can buy it here: http://www.ambery.com/prrfcotocovi1.html I plugged the composite output of the Amberly demodulator into the Hauppauge! HD PVR model 1212 and captured the video as 720x480 at 30fps using Hauppauge! Capture. I then trimmed the M2TS video to its current length using the freely distributable Videopad by NCH. I exported the video (as an mp4) from Videopad, in the process trimming some of the overscan area that was originally captured. The final exported video is 640x480, and it looks pretty good considering that the video is plain RF and not true composite or S-Video. As for this BASIC demonstration that someone may have seen running in stores in 1978/79, it only shows the most rudimentary features of BASIC. Realistically, what more could you expect in 1978? Now that I've been able to capture video, maybe I'll learn how to make a video review. That's something that I've wanted to try doing for quite a few years. I've always wanted to review Bally BASIC with the tape interface and also review "AstroBASIC." Maybe I'll do that over the next few months. Adam
  18. This experimental apparatus monitors various types of events in your body and brain. Get latest version of Classic99. Choose TurboForth 1.2.1 by Mark Wills. Type, or copy and paste program listing. Enjoy. VARIABLE COL CREATE COLS 30 CHARS ALLOT : >COLS ( value offset -- ) COLS + C! ; : <COLS ( offset -- n ) COLS + [email protected] ; : CHART 1 GMODE 14 SCREEN 4 4 0 COLOR 5 1 0 COLOR DATA 8 $0000 $0400 $0000 $0000 $0000 $0400 $0000 $1F1F 32 DCHAR DATA 8 $0000 $0400 $1F1F $0000 $0000 $1F1F $0000 $0000 34 DCHAR DATA 4 $1F1F $0400 $0000 $0000 36 DCHAR DATA 8 $040E $1F04 $0404 $0C04 $0404 $1C04 $0404 $0C04 40 DCHAR DATA 8 $0404 $1F04 $0400 $0000 $0000 $FF44 $0400 $0000 42 DCHAR DATA 4 $0406 $FF46 $0400 $0000 44 DCHAR 40 0 V! 1 0 41 22 VCHAR 42 736 V! 23 1 43 30 HCHAR 44 767 V! 30 0 DO 30 I >COLS LOOP BEGIN 30 RND COL ! 1 COL @ 1+ 32 22 VCHAR 19 COL @ <COLS 2 >> - COL @ 1+ COL @ <COLS 3 AND 33 + 1 HCHAR 2 RND 0 = IF -1 ELSE 1 THEN COL @ <COLS + 63 AND COL @ >COLS AGAIN ; CHART
  19. I made my very first demo and it did very well. For details check my blog entry.
  20. I will add to this post, so check back if you are following. How to get 5 colors from 3 colors: This is done in the batari Basic DCP+ kernel, but it would work in the original batari Basic kernel if you can have an asymetrical playfield and both missiles and quad size players. The M and A are red playfield. The 2nd P and Y are blue playfield. It flicks between the red PF drawscreen and the blue PF drawscreen. The A, P and second P are dim yellow 2 players (quad size) and both missiles (set to 4 wide). Player0 is the A and the first 2 bits of the P. Missile0 is the long third bit of the P. Missile1 is the short center of the P before the hole. Player1 is the end 2 bits of the first P and the 2nd P. To blend the players with the playfield, it is set to show the playfield in front of the players. There is a program called: flickerpicker.bin The colors don't always mix like paint colors. Here the red and yellow make a nice orange, but the blue and yellow do not make green, but more of a sky blue or light gray. It looks a bit worse than the above photo of the TV screen. Also the first P is more yellow, the A is more orange. The M and the Y flicker the most. It will also look a bit different system to system, and depending on how the Atari's color is adjusted and the TV's colors are adjusted. The cat is a demo of both players making a multicolor sprite. This is rarely used due to flicker or due to using both players, but D.K. VCS uses this technique quite effectively. The source and binary will be attached, along with flickerpickerntsc.bin In assembly language you would just code an asymmetric playfield with mid-line color changes. That would give you five actual colors across without any flicker. flickerpicker.ntsc.bin MappyRYB220140824b.bas MappyRYB220140824b.bas.bin
  21. Anyone feel like writing a MegaDemo? Well now you can! Here are two versions of an assembler that was used extensively for demo coding back in the day: http://www.pouet.net/prod.php?which=47999 http://www.pouet.net/prod.php?which=62372 (apparently this one includes a manual) If anyone knows of other assemblers that are good for this sort of thing, feel free to post links in this thread.
  22. I recently found this Intellivision Demo Cart.Can anybody tell me something about the rarity or the value?THX:)
  23. I was looking for a good example of simple player/missile graphics but I didn't find exactly what I was looking for. I ended up building a few simple examples after reverse engineering some demo ROMs. I thought these might be useful to others. I'm sure the code can be optimized and improved, but they are fairly functional. MISSILE1.S MISSILE2.s
  24. Just another little XB demo ... 100 CALL CLEAR::CALL CHAR(65,"101010383838386C") 110 CALL CHAR(68,"0000F0786C6C66660000FE66626A68780000FE66626A68780") 120 CALL CHAR(72,"0F06F66666667E6600003C1818181818") 130 CALL CHAR(76,"0000F060606060600000E36276767E7E0602E26272727A5A000070D8CCCCC6C6") 140 CALL CHAR(82,"0000F0786C646666080878C8C0E07038") 150 CALL CHAR(84,"0000FCB4B430303",86,"0702F26262666634",97,"6C6C7CC6C6C6EF") 160 CALL CHAR(100,"66666666646CF800786868626266FE00786868606060F") 170 CALL CHAR(104,"666666666666FF001818181818183C") 180 CALL CHAR(108,"606060626266FE007E5656464646EF005E4E4E464642E200C6C6C66666361C") 190 CALL CHAR(114,"667C786C6E66F7001CCC6E6666361C") 200 CALL CHAR(116,"30303030303078",118,"34343C3C181818") 210 CALL SCREEN(2)::CALL COLOR(5,11,1,6,11,1,7,11,1,9,3,1,10,3,1,11,3,1) 220 C$="SOMETIMES THE ROAD LESS TRAVELED IS LESS TRAVELED FOR A REASON SOMETIMES THE ROAD LESS TRA" 230 D$="sometimes the road less traveled is less traveled for a reason sometimes the road less tra" 240 FOR C=1 TO 66::DISPLAY AT(14,1):SEG$(C$,C,28)&SEG$(D$,C,28);::NEXT C::GOTO 240
  25. Here's a little TI Basic demo. It sets up a few colors and squares, and then plots them randomly to the screen. Originally designed to be the background for a move-up-and-down block game menu. The game itself was supposed to feature a little boy in a platform environment. 100 CALL CLEAR 110 CALL SCREEN(5) 120 A$="007E7E7E7E7E7E" 130 FOR A=0 TO 3 140 CALL CHAR(A*8+40,A$) 150 NEXT A 160 CALL COLOR(2,8,1) 170 CALL COLOR(3,6,1) 180 CALL COLOR(4,10,1) 190 CALL COLOR(5,15,1) 200 X=INT(RND*24)+1 210 Y=INT(RND*32)+1 220 C=INT(RND*4)*8+40 230 CALL HCHAR(X,Y,C) 240 GOTO 200 I took this to demo the speed of my TI Basic emulator called Strawberry (WIP with integers only etc.). matthew180 also took this to show how one could do it in 9900 assembly. It was also compiled using the Wilhelm's TI Basic Compiler. Also done in MLC. See last part of post #3.
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