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Blogs

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  • Cheat Blog
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  • The Mario Blog
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  • Horst's Blog
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  • Blogpocalypse
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  • creeping insanity
  • Sonic R's Blog
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  • Syntax Terror Games
  • NCN's Blog
  • A Wandering Shadow's Travels
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  • Zero One
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  • The 7800 blog
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  • Robert @ AtariAge
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  • That's what she said.
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  • The (hopefully) weekly rant
  • Goochman's Marketplace Blog
  • Marc Oberhäuser's Blog
  • Masquane's AtariAge Blog
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  • Vectrexer's Blog
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  • Atari 2600 for sale with 7 games 2 controllers
  • A Ramblin' Man
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  • Bri's House
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  • Secure Your E-Commerce Business With ClickSSL.com
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  • The P3 Studio
  • Bydo's Blog
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  • POKEY experiments
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  • Brain droppings...
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  • Maybe its a Terrible Tragedy
  • Guru Meditation
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  • The 12 Turn Program: Board Game Addiction and You
  • Tezz's projects blog
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  • Whoopdeedoo
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  • DJT's High Score Blog [Test]
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  • Adam24's AtariAge Blog!
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  • an atari story
  • JDRose
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  • A.L.L.'s Blog
  • Frankodragon's Blog Stuffs
  • Partyhaus
  • kankan313rd's Blog
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  • ¡Viva Atari!
  • FujiSkunk's Blog
  • The hunt for the PAL Heavy Sixer
  • Liduario's Blog
  • kakpu's Blog
  • HSC Experience
  • people to fix atari Blog
  • Gronka's Blog
  • Joey Z's Atari Projects
  • cncfreak's Blog
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  • 8BitBites.com
  • BrutallyHonestGamer's Blog
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  • Lynx Links
  • bomberpunk's Blog
  • CorBlog
  • My Ideas/Rants
  • quetch's Blog
  • jamvans game hunting blog
  • CannibalCat's Blog
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  • jetset's Blog
  • wibblebibble's Basic Blog
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  • The Golden Age Arcade Historian
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  • Bergum's Thoughts Blog
  • marminer's Blog
  • BubsyFan101 n CO's Pile Of Game Picks
  • I like to rant.
  • Cleaning up my 2600
  • AnimaInCorpore's Blog
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  • Coleco Pacman Simulator (CPMS)
  • ianoid's Blog
  • HLO projects
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  • Make Atari 2600 games w/o programming!
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  • Atari 2600 game maps
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  • bow830
  • Gernots A500 game reviews
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  • Zsuttle's gaming adventures
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  • TWO PRINTERS ONE ADAM
  • Atari Jaguar Game Mascots
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  • XDK.development present Microsoft Xbox One Development
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  • My blog of stuff and things
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  1. I was not aware that there was a limit to the number of modules you could include in your IntyBASIC program. I just got this error: Error: more than 50 INCLUDE used in line 331 So, apparently, you cannot include more than 50 modules. This is distressing. 😬 I am going to have to figure out how to merge my modules to resolve this issue and avoid it in the future. I wasn't planning on that, and I'm not done with the project. Personally, I do not think there should be a limit; but if there must be one due to practical considerations, it should be rather high. 50 is much too small for anything other than a trivial program. For easier maintenance and troubleshooting, I tend to break out my codes into many modules -- organized in contextual and logical groupings. It's sort of a pain to have to wade through hundreds of lines of codes among dozens of subroutines in order to find the line you want. (Christmas Carol, for example, consisted of over 200 modules, including code, data tables, bitmaps, animations, etc.) I just thought it was weird, and the error took me by surprise. The limit is not mentioned in the manual, nor had I heard it mentioned before. Am I really the only weirdo that has ever broken his program into more than 50 files? Anyway, I wish this limitation is raised in a future version of the compiler. I also wish for the compiler to support nested "include" directives. Oh, and as long as we are making wishes, I want a pony for Christmas. -dZ.
  2. Over 10 years ago, I posted an Assembly Language code module for drawing circles. I used it in Christmas Carol for screen transitions and other effects. I believe it also made its way to some of @catsfolly's games, where he extended the routine to use Colored Squares mode. Fast forward to the present day, and I found myself in need of something similar for one of my projects. Because I was trying to develop my new project entirely in IntyBASIC (as a personal challenge and to force myself to learn the language), I decided to port it. However, rather than just port it from Assembly to IntyBASIC, I decided to go back to the original C source I found on the Internet and re-implement it from scratch. The result is the "Draw Circle" library, a software library for IntyBASIC programs for drawing circles. I added a bunch of new features and options to make it not only easy to use, but more versatile. Among these are: Support for all Intellivision color modes. Supports a number of input parameters that control the drawing behaviour. It can draw with using either a regular background card (from GRAM or GROM) or Colored Squares. It can also draw using data from a screen buffer (in an array variable or ROM data). Automatically clips when drawing outside screen boundaries. Supports limiting the boundaries to a smaller screen region (with automatic clipping). And as if all that wasn't enough, I wrote a user's manual that describes in excrutiating detail what it is, how to use it, and how it works -- and even a demo program that not only allows you to test the drawing routine, but showcases its utility and versatility with some fancy visual effects! I thought the whole circle drawing project was so cool that I decided to share it with everyone. At this point you may be asking yourself, why would I want to draw a circle? Well, just take a look at the videos below for some examples made entirely with the "Draw Circle" library. I intend to use variations of these effects in my own programs, for scene transitions, etc. I invite you all to use the library in your own programs. I can't wait to see what cool stuff you come up with! Here are some screenshots: Title screen: Test menu and parameter entry: "Card" and "Bloxel" circle tests: Visual effects menu: Visual effects "Color Bubbles" and "Ring Burst": Visual effect "Slide Show," slides illustrating mix of Color Stack, Colored Squares, GRAM and GROM pictures: Visual Effect #1: Color Bubbles Fills the screen with colorful bubbles that grow to random sizes. Circle - VFX 1.mp4 Visual Effect #2: Ring Burst Fills the screen with colorful rings that grow to random sizes and consume each other. Circle - VFX 2.mp4 Visual Effect #3: Sonar Pulse Simulates a sonar or radar pulse that appears to "ping" on top of the menu screen. Circle - VFX 3.mp4 Visual Effect #4: Color Transition Simulates a "closing circle" color transition that covers a scene completely. Circle - VFX 4.mp4 Visual Effect #5: Scene Reveal Simulates an "opening circle" transition that reveals one scene on top of another. Circle - VFX 5.mp4 Visual Effect #6: Slide Show By far the most complex of all effects, it simulates a slide show that cycles through various scenes taken from classic games, using a variety of circle transition effects and techniques. Circle - VFX 6.mp4 The above videos were recorded from the emulator. They seem to have dropped some frames, but I can assure you that the demos looks a lot better in person. The full source code for the effects is included with the demo program. Everything is meticulously (some would say, obsessively) commented and should be easy to follow. The vast majority of the complexity is encapsulated by the "DrawCircle" procedure, so making the effects is just a matter of plugging in some parameters in the input variables, and calling the procedure in a loop. Below is the code for the "Color Bubbles" effect, just to show how simple it all is, encapsulated in the "DoVfxColorBubbles" procedure: All code is similarly commented -- even the support routines and functions. If you find any of it useful, by all means, use it in your own programs. I have prepared two distribution packages: one for the IntyBASIC SDK, and the other for just the compiler and assembler. Download the Draw Circle Library: circle-sdk-1.2.2.zip - For use with the latest version of the IntyBASIC SDK (1.2.2). circle-IntyBASIC - 1.4.2.zip - For use without the SDK. circle.rom - ROM file of the demo program. Draw Circle Library - User's Guide.txt - Manual and User's Guide. For those using the IntyBASIC SDK, just drop the "circle" folder contained in the package above, into the "Projects" folder of your SDK installation, then use "intybuild" and "intyrun" to build and run. Many thanks to Alois Zingl, who wrote the algorithm (a variant of Bresenham's Line Algorithm applied to circles) and original C implementation from which my code is made; and who so graciously gave me permission to share it and re-distribute it. You can find information about Herr Zingl's circle drawing algorithm on his web site: http://members.chello.at/easyfilter/bresenham.html If you have any questions, comments, or suggestions, just let me know. Also, if you encounter any problems or bugs, you can post them below. Enjoy! -dZ.
  3. Since GroovyBee recently wrote and posted a Coloured Square plotting routine for IntyBasic, I thought I would use it to try and make a colored squares version of my snake game. The original Snake game tried to fit in 10 lines, but this game is over 300 lines long. It looks like this: <- click to animate Here is the rom if you want to give it a try: cs_snake.rom and the source if you are the kind of person who likes to read source code: cs_snake.bas Have fun! Send comments! Catsfolly P.S. I just "finished" it, so there could be bugs... P.S.S. In the jzintv emulator, the sprite and the snake seem to move together, in the gif file they look out of sync.
  4. During the past couple of years, I've been helping some very talented people with performance optimizations in their IntyBASIC programs. Mostly, this involves off-boarding procedures onto Assembly Language subroutines. I've also tried to provide "glue code" to integrate some of my existing framework modules (honed down throughout the years with the help of many others), such as the Intellivision Music Tracker and the Pseudo-Random Number Generator libraries. However, in the course of this work, I've come across some limitations in the way that IntyBASIC integrates Assembly Language code, that have made my job much harder than I wish. None of this takes away from the fantastic work that @nanochess has done on the language and the compiler. Indeed, it is an excellent tool with many, many strengths. So the issues I've encountered are not so much shortcomings or drawbacks, but rather pain points at the very edges of its capabilities. I guess you could say that I've been trying to "abuse" instead of "use" the compiler, in ways that I should not. Nonetheless, I present below my humble wish list of features I would like to see added to IntyBASIC in the hope of increasing its versatility and flexibility, and enhancing its integration with lower-level libraries. I admit that I am not really an IntyBASIC programmer, and I do not know to what extent these features would be used by others; but I figured I may as well ask nicely -- and who knows, if they are simple enough, Óscar may implement them. My IntyBASIC Feature Wish List Access to IntyBASIC constants from Assembly Language. This could be as simple as munging the names in the same way as is done for variables, and injecting them into the generated assembly code as symbols. Conditional compilation or logical expression evaluation at compile time. The IntyBASIC compiler performs some internal processing during compilation to decide what additional modules or subroutines to add to the final assembly code, but does not give access to this mechanism. Also, DEF FN user macros perform constant expression evaluation and text substitution at compile time, but logical expressions result in actual generated code (as could be expected). This prevents such macros from conditionally including one out of possibly many specific statement blocks depending on purely constant values given in the IntyBASIC source; similarly to the way that the compiler itself selects, say, what code to generate depending on the arguments of the PRINT statement. Assembly code in user macros. Right now, DEF FN user macros accept any valid IntyBASIC code -- except the ASM directive. I'm sure there are valid reasons for this, but I have found that this one limitation prevents a more natural interface between the IntyBASIC and Assembly boundaries. Specifically, because IntyBASIC does not support a user-accessible pre-processor, one must rely on assembler macros to perform compile/assembly-time processing and conditional code generation. However, doing so makes them automatically off-limits from the IntyBASIC DEF FN construct, which results in a more convoluted or stilted integration. Ideally, I would like to define Assembly Language macros, and then wrap them with IntyBASIC user macros, in order to gain access to the parameter passing and results value mechanisms offered by the compiler. Ability to inject code at the end of the program. I know this may be a bit esoteric, and you may even think it's completely unnecessary, but I entreat you to hear me out. Very rarely, but sometimes, it may be useful to override some functionality of the IntyBASIC framework encoded within the "intybasic_epilogue.asm" file. Of course, this could be done by hacking the epilogue module itself, but then each project would require its own copy of it, and sharing common code across programmers would require them to be aware of such caveat, etc. One alternative to this -- which I've employed in the past on assembly language programs -- is to add a patch at the very end of the code, which re-points the program counter and interjects with replacement code. Obviously such a mechanism is not to be used lightly, but in my experience it has proven to be very useful. However, because the IntyBASIC compiler always follows the user's program code with the epilogue module, this is not possible. Perhaps some sort of special marker could be included that states "add the following at the very end." Global access to fully-qualified local labels. This is another advanced feature, but I think it will prove very useful. Right now you can define local labels with a "." prefix, but these are private to their respective parent label. This limits their practicality and utility. It would be better if we could access the local labels by fully qualifying them. For example: ' Table of level parameters LevelData: .L1: Data 1, 1, 1, 1 .L2: Data 2, 2, 2, 2 .L3: Data 3, 3, 3, 3 ' ... ' Get a pointer to a specific level table #LevelParams = VarPtr LevelData.L2 This puts the compiler usage of local labels in line with how the assembler treats them. The way it works right now, you have to specify individual global labels for each sub-table, even though they are all related -- or worse, you will have to use pointer arithmetic to compute individual sub-table pointers by keeping track of the size of each table. Access to local labels using fully-qualified names offers the best of both worlds: Ability to have local labels, and the ability to keep the scope of your related labels constrained. Support for function macros in constant definitions. Function macros ("DEF FN") that evaluate to a constant expression should be legal as "CONST" values. Right now, the compiler rejects anything that is not a literal constant expression, a literal value, or another constant. That's it for now. I hope that @nanochess at least considers these suggestions. And if there are better ways to accomplish some of them, then I'd be very happy to learn them. -dZ.
  5. The IntyBASIC manual claims that 8-bit variables are unsigned by default, but it seems that testing them in a logical comparison induces the compiler to generate a signed test-and-branch instruction. Is there a way to induce the compiler to treat the expression as unsigned? Example Case: Dim Var8 Var8 = 0 ' ... some code ... If ((Var8 - 1) < 3) Then ' Out of range ... End If The above assembles into the following code (annotated for legibility): MVI var_VAR8, R0 ; \ DECR R0 ; |_ If ((Var8 - 1) < 3) Then CMPI #3, R0 ; | BGE T7 ; / ; Out of range ... T7: ; - End If Notice the signed branching test (BGE). Adding the statement "Unsigned Var8" does nothing (since presumably the variable is already unsigned). If I change to an unsigned 16-bit: Dim #Var16 Unsigned #Var16 #Var16 = 0 ' ... some code ... If ((#Var16 - 1) < 3) Then ' Out of range ... End If The assembled code changes to (annotated for legibility): MVI var_&VAR16, R0 ; \ DECR R0 ; |_ If ((Var8 - 1) < 3) Then CMPI #3, R0 ; | BC T7 ; / ; Out of range ... T7: ; - End If Notice the rightly selected unsigned branching test (BC). This looks to be a bug, but I was hoping someone had a work-around. Any ideas? -dZ.
  6. Hey, first-time AtariAge poster here. I came across this contest over the weekend and decided to give IntyBASIC a try. I found it to be well documented and also very easy to use, and I was surprised at how quickly that games can be prototyped with it. (In contrast, I have previously tried my hand at writing NES games, and found it to be much more difficult to get set up.) So thank you to the creators of IntyBASIC and this contest for getting me started on something that I had been wanting to try for quite some time! This is also my first time looking into the Intellivision and find the system to be quite fun to work with. For my first program prototype I chose to port the puzzle game MazezaM which was invented by Malcolm Tyrrell. The game is similar to Sokoban in the sense that you push boxes and cannot pull them. However, there are several differences: The goal is to escape the maze (as opposed to putting the boxes in particular locations). The boxes cannot be moved vertically. Horizontal pushes causes all boxes in that row to move simultaneously Malcolm first implemented the game for the ZX Spectrum in 2002 and released it under the GPL. Since then it has been ported to over 30 platforms by various programmers. This includes commercial releases on the ColecoVision and SNES (and on Android under the name 'Rote'), but as far as I can tell it has never appeared on the Intellivision. The following link includes an overview of the previous releases, and a link to a version of the game that you can play online in HTML5 using the PuzzleScript game engine: https://sites.google.com/site/malcolmsprojects/mazezam-home-page This first draft includes the 30 levels that shipped with Malcolm's 2010 release of the game. Overall, these puzzles are very challenging, and don't be surprised if you get stuck on one of the early levels for 10 minutes or more. You can restart a level by pressing any button (at least that is what the implementation is supposed to do). I have attached the .rom file and also a .zip file containing the source code (which is quite rough at this point). As mentioned above this has just been a weekend project thus far, so there are many ways in which I'd like to improve the game before the contest ends. However, I'd also like to hear your thoughts. Thank you for reading this somewhat long post and please enjoy! MazezaM_IntyBASIC_V1.zip MazezaM_V1.rom
  7. Hello everyone, I've attached a US dictionary for Intellivoice IntyBasic, as a tab-delimited text file. I also included a self-contained .html utility to translate sentences. Additional text files are links to the open source Carnegie Mellon pronouncing dictionary and the translation I did. Some words have multiple entries (up to 4), for example: ASPIRANTS AE1,SS,PP,ER2,AX,NN1,TT1,SS ASPIRANTS(1) AX,SS,PP,AY,RR1,AX,NN1,TT1,SS ASPIRANTS(2) AE1,SS,PP,ER2,AX,NN1,SS ASPIRANTS(3) AX,SS,PP,AY,RR1,AX,NN1,SS IntellivoiceDictionary.zip
  8. To whom it may concern, a small and fast snippet useful for bullet aiming and other game mechanics. The code is fully tested and optimized, ready to be used by coders in the IntyBASIC Programming Contest 2018. PS The post is about the function ATAN2(), sine and cosine come for free. '''''''''''''''''''''''''''''''''''''''''''''''' ' ;;;;;;;; atan(2^(x/32))*128/pi ;;;;;;;; atan_tab: data $20,$20,$20,$21,$21,$22,$22,$23,$23,$23,$24,$24,$25,$25,$26,$26 data $26,$27,$27,$28,$28,$28,$29,$29,$2A,$2A,$2A,$2B,$2B,$2C,$2C,$2C data $2D,$2D,$2D,$2E,$2E,$2E,$2F,$2F,$2F,$30,$30,$30,$31,$31,$31,$31 data $32,$32,$32,$32,$33,$33,$33,$33,$34,$34,$34,$34,$35,$35,$35,$35 data $36,$36,$36,$36,$36,$37,$37,$37,$37,$37,$37,$38,$38,$38,$38,$38 data $38,$39,$39,$39,$39,$39,$39,$39,$39,$3A,$3A,$3A,$3A,$3A,$3A,$3A data $3A,$3B,$3B,$3B,$3B,$3B,$3B,$3B,$3B,$3B,$3B,$3B,$3C,$3C,$3C,$3C data $3C,$3C,$3C,$3C,$3C,$3C,$3C,$3C,$3C,$3D,$3D,$3D,$3D,$3D,$3D,$3D data $3D,$3D,$3D,$3D,$3D,$3D,$3D,$3D,$3D,$3D,$3D,$3D,$3E,$3E,$3E,$3E data $3E,$3E,$3E,$3E,$3E,$3E,$3E,$3E,$3E,$3E,$3E,$3E,$3E,$3E,$3E,$3E data $3E,$3E,$3E,$3E,$3E,$3E,$3E,$3E,$3E,$3E,$3E,$3E,$3F,$3F,$3F,$3F data $3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F data $3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F data $3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F data $3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F data $3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F ' ;;;;;;;; log2(x)*32 ;;;;;;;; log2_tab: data $00,$00,$20,$32,$40,$4A,$52,$59,$60,$65,$6A,$6E,$72,$76,$79,$7D data $80,$82,$85,$87,$8A,$8C,$8E,$90,$92,$94,$96,$98,$99,$9B,$9D,$9E data $A0,$A1,$A2,$A4,$A5,$A6,$A7,$A9,$AA,$AB,$AC,$AD,$AE,$AF,$B0,$B1 data $B2,$B3,$B4,$B5,$B6,$B7,$B8,$B9,$B9,$BA,$BB,$BC,$BD,$BD,$BE,$BF data $C0,$C0,$C1,$C2,$C2,$C3,$C4,$C4,$C5,$C6,$C6,$C7,$C7,$C8,$C9,$C9 data $CA,$CA,$CB,$CC,$CC,$CD,$CD,$CE,$CE,$CF,$CF,$D0,$D0,$D1,$D1,$D2 data $D2,$D3,$D3,$D4,$D4,$D5,$D5,$D5,$D6,$D6,$D7,$D7,$D8,$D8,$D9,$D9 data $D9,$DA,$DA,$DB,$DB,$DB,$DC,$DC,$DD,$DD,$DD,$DE,$DE,$DE,$DF,$DF data $DF,$E0,$E0,$E1,$E1,$E1,$E2,$E2,$E2,$E3,$E3,$E3,$E4,$E4,$E4,$E5 data $E5,$E5,$E6,$E6,$E6,$E7,$E7,$E7,$E7,$E8,$E8,$E8,$E9,$E9,$E9,$EA data $EA,$EA,$EA,$EB,$EB,$EB,$EC,$EC,$EC,$EC,$ED,$ED,$ED,$ED,$EE,$EE data $EE,$EE,$EF,$EF,$EF,$EF,$F0,$F0,$F0,$F1,$F1,$F1,$F1,$F1,$F2,$F2 data $F2,$F2,$F3,$F3,$F3,$F3,$F4,$F4,$F4,$F4,$F5,$F5,$F5,$F5,$F5,$F6 data $F6,$F6,$F6,$F7,$F7,$F7,$F7,$F7,$F8,$F8,$F8,$F8,$F9,$F9,$F9,$F9 data $F9,$FA,$FA,$FA,$FA,$FA,$FB,$FB,$FB,$FB,$FB,$FC,$FC,$FC,$FC,$FC data $FD,$FD,$FD,$FD,$FD,$FD,$FE,$FE,$FE,$FE,$FE,$FF,$FF,$FF,$FF,$FF data $FF ' trick to cope with 256 '----------------------------------------------- ' Source: https://www.msx.org/forum/msx-talk/development/8-bit-atan2?page=0 ' 8-bit atan2 ' Calculate the angle, in a 256-degree circle. ' The trick is to use logarithms to get the y/x ratio and ' integrate the power function into the atan table. ' input ' #dx_in, #dy_in in -256,255 ' ' output ' angle in 0-255 ' ^ ' q1 | q0 '------+------> ' q3 | q2 ' | signed #dx_in signed #dy_in atan2: procedure if (#dy_in>0) then if (#dx_in>0) then gosub atan2_q0 ' q0 else #dx_in=-#dx_in ' q1 gosub atan2_q0 angle = (-angle) and $7F return end if else if (#dx_in>0) then #dy_in=-#dy_in ' q2 gosub atan2_q0 angle = -angle return else #dx_in=-#dx_in ' q3 #dy_in=-#dy_in gosub atan2_q0 angle = angle + 128 return end if end if return end atan2_q0: procedure if (#dx_in>=#dy_in) then angle = (-atan_tab(log2_tab(#dx_in)-log2_tab(#dy_in))) and $3F else angle = atan_tab(log2_tab(#dy_in)-log2_tab(#dx_in)) end if return end ';;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ' input ' angle in 0-255 ' ' output ' #dy_out = sin(angle) in -256,256 ' #dx_out = cos(angle) in -256,256 getsincos: procedure #dy_out = #sin_table(angle) #dx_out = #cos_table(angle) end #sin_table: data 0, 6, 12, 18, 25, 31, 37, 43, 49, 56, 62, 68, 74, 80, 86, 92 data 97, 103, 109, 115, 120, 126, 131, 136, 142, 147, 152, 157, 162, 167, 171, 176 data 181, 185, 189, 193, 197, 201, 205, 209, 212, 216, 219, 222, 225, 228, 231, 234 data 236, 238, 241, 243, 244, 246, 248, 249, 251, 252, 253, 254, 254, 255, 255, 255 #cos_table: data 256, 255, 255, 255, 254, 254, 253, 252, 251, 249, 248, 246, 244, 243, 241, 238 data 236, 234, 231, 228, 225, 222, 219, 216, 212, 209, 205, 201, 197, 193, 189, 185 data 181, 176, 171, 167, 162, 157, 152, 147, 142, 136, 131, 126, 120, 115, 109, 103 data 97, 92, 86, 80, 74, 68, 62, 56, 49, 43, 37, 31, 25, 18, 12, 6 data 0, -6, -12, -18, -25, -31, -37, -43, -49, -56, -62, -68, -74, -80, -86, -92 data -97, -103, -109, -115, -120, -126, -131, -136, -142, -147, -152, -157, -162, -167, -171, -176 data -181, -185, -189, -193, -197, -201, -205, -209, -212, -216, -219, -222, -225, -228, -231, -234 data -236, -238, -241, -243, -244, -246, -248, -249, -251, -252, -253, -254, -254, -255, -255, -255 data -256, -255, -255, -255, -254, -254, -253, -252, -251, -249, -248, -246, -244, -243, -241, -238 data -236, -234, -231, -228, -225, -222, -219, -216, -212, -209, -205, -201, -197, -193, -189, -185 data -181, -176, -171, -167, -162, -157, -152, -147, -142, -136, -131, -126, -120, -115, -109, -103 data -97, -92, -86, -80, -74, -68, -62, -56, -49, -43, -37, -31, -25, -18, -12, -6 data 0, 6, 12, 18, 25, 31, 37, 43, 49, 56, 62, 68, 74, 80, 86, 92 data 97, 103, 109, 115, 120, 126, 131, 136, 142, 147, 152, 157, 162, 167, 171, 176 data 181, 185, 189, 193, 197, 201, 205, 209, 212, 216, 219, 222, 225, 228, 231, 234 data 236, 238, 241, 243, 244, 246, 248, 249, 251, 252, 253, 254, 254, 255, 255, 255
  9. Is there a way to perform signed divisions of powers of two in IntyBASIC? Actually, what I'm looking for is to induce a "SAR" (Shift Arithmetic Right) instruction. I know the manual says that Division and Modulo operators treat numbers as unsigned but then, how do you scale a value down while preserving its sign? -dZ.
  10. I had a need to build a velocity vector table to translate disc directions into the X and Y velocity components, so I built a simple Perl script to generate it for me. I am posting it here in case anybody else can make use of it. For an example of how such a table can be used, check out @intvnut's excellent example program "accel.bas" illustrating how to implement sub-pixel movement with basic acceleration physics. You can find the "accel.bas" program in the "contrib" folder within the IntyBASIC distribution package, or in the "Contributions" folder of the IntyBASIC SDK. The script takes three arguments: -m (--max): The maximum speed, in pixels per second. This argument supports fractional speeds and defaults to 1.00 p/s. -s (--scale): The binary fixed-point scale of the vector -- that is, the total number of significant bits. The default is 16 bits. -p (--precision): The binary fixed-point precision of the vector -- that is, the number of fractional bits. The default is 8 bits. When run without any arguments, the script will use the default of 1.00 pixel/second maximum speed and generate a table of Q8.8 signed values. A "Q8.8" value means a 16-bit value in which the upper 8 bits represent the integer portion, and the lower 8 bits represent the fractional portion. So, a value of 1.00 (one pixel per second) would appear in the table as $0100 (binary: &000000100000000), and a value of 1.50 (one and 1/2 pixels per second) would show up in the table as $0180 (binary: &0000000110000000). Here's an illustration of what this means: Integer Part Fractional Part .___________________________. .___________________________. / \ / \ +---+---+---+---+---+---+---+---+ +---+---+---+---+---+---+---+---+ | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | . | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | = &0000000110000000 : $0180 +---+---+---+---+---+---+---+---+ +---+---+---+---+---+---+---+---+ ^ | Binary Fixed-Point The script will saved the output to a file named "vector-data.bas". To generate a similar table to the one used in the "accel.bas" example program*, use the following arguments: compute_vectors.pl -m 1.99 -s 8 -p6 That will create a table using a maximum speed of 1.99 and values in Q2.6 notation -- that is, 2 integer bits and 6 fractional bits. This allows it to fit in a single 8-bit variable. The output table will look like this: '' ---------------------------------------------- '' Table of velocity vectors computed using the '' following configuration: '' Maximum Speed (pix/sec): 1.99 '' Fixed-Point Precision: Q2.6 '' ---------------------------------------------- ObjectVelocityTable: ' X Y Dir Velocity ' ----- ----- ------ ------------ Data $0000, $FF81 ' 0: (+0.00, -1.99) Data $0030, $FF8B ' 1: (+0.76, -1.84) Data $005A, $FFA6 ' 2: (+1.41, -1.41) Data $0075, $FFD0 ' 3: (+1.84, -0.76) Data $007F, $0000 ' 4: (+1.99, +0.00) Data $0075, $0030 ' 5: (+1.84, +0.76) Data $005A, $005A ' 6: (+1.41, +1.41) Data $0030, $0075 ' 7: (+0.76, +1.84) Data $0000, $007F ' 8: (+0.00, +1.99) Data $FFD0, $0075 ' 9: (-0.76, +1.84) Data $FFA6, $005A ' 10: (-1.41, +1.41) Data $FF8B, $0030 ' 11: (-1.84, +0.76) Data $FF81, $0000 ' 12: (-1.99, +0.00) Data $FF8B, $FFD0 ' 13: (-1.84, -0.76) Data $FFA6, $FFA6 ' 14: (-1.41, -1.41) Data $FFD0, $FF8B ' 15: (-0.76, -1.84) * Note that some of the values may not match exactly @intvnut's original table due to rounding errors. Attached find the script and a sample output file with the above table. -dZ. compute_vectors.pl vector-data.bas
  11. Another experiment with the music player. I imagine sounds like something that might play aftera game ends, maybe. Feel free to use it anywhere you want. Mode 0 , 0,0,0,0 Wait Print At 0 Color 7 , "It is over" Print At 80 Color 4 , "Press top side" Print At 100 Color 4 , "button to" Print At 120 Color 4 , "restart music." Print At 160 Color 1 , "Press bottom side " Print At 180 Color 1 , "button to exit." Wait Play Full Wait Play mymusic Wait Goto PlayLoop PlayLoop: Wait If Cont.B0 Then Wait : Play Off : Wait : Play mymusic If Cont.B1 Then Goto ExitThis If Cont.B2 Then Goto ExitThis Wait Goto PlayLoop ExitThis: Wait Print At 235 Color (Rand and 7) , "Bye." For spinWait = 0 to 5 Wait Next Play Off mymusic: Data 4 Music G2Y , - Music S , - Music S , G2Y Music S , S Music G3 , S Music S , S Music S , G3 Music S , S Music B3 , S Music S , S Music S , B3 Music S , S Music G4 , S Music S , S Music S , G4 Music S , S Music G2 , S Music S , S Music G2 , G2 Music S , S Music G3 , G2 Music S , S Music S , G3 Music S , S Music B3 , S Music S , S Music S , B3 Music S , S Music G4 , S Music S , S Music S , G4 Music S , S Music G4 , S Music E4 , S Music D4 , G4 Music B3 , E4 Music A3# , D4 Music A3 , B3 Music G3 , - Music F3 , - Music E3 , - Music D3 , - Music A2# , - Music B2 , - Music G2 , - Music S , - Music G3 , - Music S , - Music B3 , - Music S , - Music G4 , - Music S , - Music Stop ​
  12. Good morning all. I took a break from my other Intellivision development projects and tinkered with the IntyBASIC music program. I changed the music to a couple tunes from NES games. I'm really happy with the way it turned out. Enjoy. music.bas
  13. This is a placeholder to myself for a next project...
  14. Hi everyone, I just bought the Programming book for intybasic (I used to be very good with basic & pascal language), so I thought this would be really fun to try to write games for the Intellivision. However, I am already hitting a snag just trying to get it to print "Hello World". I checked out a video by Gray Defender to help me, but I still keep getting an error message. It is stating it is unable to open input file. Would anybody have any suggestions? It looks like I have all of the text correct on the .bas file. I was having other errors but manage to at least show the compiler is working now. I have a 64 bit computer & a 32 bit computer, and I get the same message on both.
  15. Announcement 09.13.2020 (revised on 10.04.2020 for clarity given questions received) The game has entered beta, but beta testing will NOT be public. Meaning: the beta version will not be posted here. Thanks for trying the alpha! The last alpha is below, no additional files will be posted. Gooninuff is now on the path to a physical release in the near future, stay tuned. Last alpha version 07.31.2020 -->Gooninuff_alpha07312020.rom Known issues: - The yellow guy may get stuck every now and then. - Punches will work against enemies regardless of your character's facing. This is intended to make the game more forgiving for now. - Flames (at advanced levels) may cause artifacts to appear every now and then. - Water drips may occasionally show glitches. YouTube / TV coverage of Gooninuff Thanks for your encouragement! TV Channel Vision 6 from Spain The New Retro Show (Love that moose hat!) Blog / Magazine coverage of Gooninuff Retrogaming Magazine - http://retrogamingmagazine.com/2020/08/03/goonies-inspired-gooninuff-for-intellivision-sees-new-alpha-release/ Indie Retro News - http://www.indieretronews.com/2020/10/gooninuff-upcoming-intellivision-game.html Mechanism - https://mechanism.fr/getRecord.php?id=574 N4G - https://n4g.com/news/2363262/goonies-inspired-gooninuff-for-intellivision-sees-new-alpha-release Retronagazie (Polish) - http://www.retronagazie.eu/retro-rozmaitosci-pazdziernik-2020/ ROMhacking.ru (Russian) - http://romhacking.ru/news/vsjo_eshhjo_v_razrabotke_gooninuff_na_intellivision/2020-10-03-6881 RetroMagazine World - https://www.facebook.com/permalink.php?story_fbid=2708368312770264&id=2005584959715273 Screenshots: Object of the game - Rescue your 7 buddies, who are locked in cells throughout the cave. - You will need to pick up keys to open those cells. The catch: you can only carry 1 key at a time. - The grey indicator on the upper right corner of the screen will tell you # of buddies rescued, and whether you are carrying a key at the moment. = Zero buddies rescued, 1 key on hand. = 1 buddy rescued, no keys on hand. - Once all buddies are rescued, look for a blue door somewhere to exit the stage. That door will only open when 7 buddies are rescued. - The game has 5 stages. Each one can be cleared by rescuing 7 buddies. Character leveling system: (Still being refined) Level Min XP Min Stage Required* Abilities ------- -------- --------------------- --------------------------------------------------- 0 Can't punch, standard jump, standard speed 1 300 1 More HP, Ability to punch 2 1000 2 More HP 3 2000 3 More HP, Jump longer 4 3200 4 More HP 5 5000 5 More HP, Super speed * For instance, you won't be able to upgrade your character all the way to level 4 while still playing Stage 1. Level 4 can only be reached once you reach stage 4 at a minimum. The leveling system is intended to reward players for taking risks and exploring each stage really well. On the other hand, one can still finish the game without a lot of exploration, but missing out on additional HP and abilities. If you are gaining a level at the beginning of each stage, you are probably doing it right. How to gain XP --------------- Doing certain things will let you accumulate XP and eventually level up. Picking up sacks = 100 points Killing Skulls = 5 Killing Bats = 10 Killing Skeletons = 10 Killing Ghosts = 30 Punching Yellow Guy = 0** Opening cells = 50*** ** yeah, that would be too easy! *** it does not matter what is inside. Controls - Keypad is not used. - Right/left: move around. - Lateral buttons: jump and punch -- PLEASE NOTE: at the beginning of the game you won't be able to punch. Need to level up first. - Up/Down: will climb vines. Also press up to go through the big skull teleporters, and the big blue door once it is open. Tips - The yellow guy can't be killed. Best to avoid him and his bullets, or just punch him. He will stand up after a while. - Skulls, bats, skeletons (including the bones they throw at you) and ghosts on the other hand can be destroyed with punches. (Ghosts take 3 punches and will go white -> yellow -> red -> dead.) - Green bottles found inside cells will replenish your energy. - Picking up sacks is very important for accumulating XP. Sacks show up when you pick up certain objects during the game. - Environmental hazards can hurt you: water, fire, falling stalactites, pipe leaks, etc. - Being smashed under a rock pendulum means instant death. Also, please note it is possible to ride pendulums like elevators, but pay attention as you can get smashed on the way up as well! - No damage from falling, however. Enjoy some long jumps! This is a video game after all. Expect to find bugs and glitches, this is an early development version. Remember it's also free! Feel free to share whatever issues you find, but please be kind and constructive Credits Main song and video on/off hack by Carlsson. Various GFX upgrades by Black_Tiger SFX and additional theme song by Nyuundere. Additional music by First Spear.
  16. I need a suggestion: I would like to replace this code ' animate explosion here if (mytimer) then mytimer = mytimer - 1 n = mx and 6 if n=0 then DEFINE 0,6,varptr myshipexp_3x2_00_bitmaps(6*4*(3 - (mytimer/16))) elseif n=2 then DEFINE 0,6,varptr myshipexp_3x2_02_bitmaps(6*4*(3 - (mytimer/16))) elseif n=4 then DEFINE 0,6,varptr myshipexp_3x2_04_bitmaps(6*4*(3 - (mytimer/16))) elseif n=6 then DEFINE 0,6,varptr myshipexp_3x2_06_bitmaps(6*4*(3 - (mytimer/16))) end if wait by something more compact using an auxiliary table using a pointer to pointer... How should it work in in intybasic ? Using n as above I was expecting something like this DEFINE 0,6, varprt (varprt myshipexp_3x2(n/2)) (6*4*(3 - (mytimer/16))) Where myshipexp_3x2 is an array of addresses: myshipexp_3x2: DATA varptr myshipexp_3x2_00_bitmaps(0) DATA varptr myshipexp_3x2_02_bitmaps(0) DATA varptr myshipexp_3x2_04_bitmaps(0) DATA varptr myshipexp_3x2_06_bitmaps(0) But it fails.... Did I something wrong or is it impossible in Intybasic ?
  17. Warning: This game is really blocky. If you absolutely hate blocky games, this is not the game for you. Might as well quit reading now. Catch you next project. Later! Bye... Still here? Good. Here's the story - Back around 2010-2011, some guy who calls himself RetroBrad designed his own portable game system. Instead of using a boring ol' LCD panel for his display, he used an 8 by 8 array of multicolor led lights. So the whole display was 64 pixels. What can be done with such a low res display? Well it turns out that his favorite childhood game was Super Mario Brothers, so he wrote a platform game for his system that he called "Super Pixel Brothers". Despite the low resolution, it is quite fun to play. https://www.youtube.com/watch?v=7sEUDSz9XuY "So what?" you ask. "What do we care?" Here's the deal - Super Pixel Brothers was written in Basic, and the source code was released as open source. And now, thanks to Nanochess and friends, Intellivision has its own basic compiler - IntyBasic! So, all we have to do is slap the Super Pixel Brothers Basic source into IntyBasic, hit compile, and we can enjoy Mario style platform goodness? Unfortunately, it's not that simple... First, RetroBrad's portable system has a unique architecture, with red, green, and blue, bit planes combining to form each pixel. The Intellivision has its own unique design, with gram and grom and backtab and the like... The controls and sound systems are completely different, too. Second, not all basics are created equal. For example, the Basic RetroBrad used (Swordfish Basic) had mult-line "if then else endif" statements, whereas IntyBasic has single line if statements. In short, it was a lot of work. But now, you can enjoy low res platforming goodness on your Intellivision. One catch. - The game requires extra cartridge ram to work. Currently (Dec 23, 2014), the only way to enable cartridge ram in an IntyBasic program is to use the --jlp extension when compiling. The resulting program will only run under the jzintv emulator with the --jlp switch enabled. In short, the command to run the game needs to look something like this: jzintv --jlp -z1 spb.rom The game will also theoretically work on a LTO flash card, but I don't have one to try it on... Currently, it doesn't work on a cuttle cart 3 or Intellicart. In theory, the assembly file generated by IntyBasic could be hacked to run on a cuttle cart 3 (since the game only uses the extra ram and not any other jlp features). But I haven't succeeded in doing that yet. Perhaps in the future more elegant solutions will arise... In the meantime, give Super Pixel Brothers a try in the jzintv emulator. It is more fun than it looks. Think of it as 20 levels of platforming fun to enjoy while you wait for Princess Quest to come out... spb.rom spb.bas The original source code can be downloaded from this page: http://www.bradsprojects.com/super-pixel-bros/ Have fun! Send comments! Catsfolly
  18. This is a pretty decent rendition of the Charlie Brown "Peanuts Theme" by Vince Guaraldi. This version is "fat" because it is not using the newer MUSIC GOSUB functionality in IntyBASIC. So a follow-up "thin" version will be here for comparison. Enjoy. SongProto-Peanuts-fat.bas SongProto-Peanuts-fat.binSongProto-Peanuts-fat.cfg Mode 0,1,0,1,0 Wait Border 1,0 Scroll 4,4,0 For borderNew=0 to 200 Step 20 : Poke $200+borderNew, $2000: Poke $213+borderNew, $2000 : Next borderNew Wait Wait Print At 21 Color 7 , "Peanuts" Print At 41 Color 7 , "(fat)" Print At 141 Color 5 , "Restart: Top side" Print At 161 Color 6 , "Exit: Bottom side" MusicPage = 0 Wait Play Full Wait Play PeanutsFat Wait Goto PlayLoop PlayLoop: Wait If Cont.B0 Then Wait : Play Off : Wait : Play PeanutsFat If Cont.B1 Then Goto ExitThis If Cont.B2 Then Goto ExitThis Wait Goto PlayLoop ExitThis: Wait Print At 213 Color (Rand and 7) , "Bye." For spinWait = 0 to 5 Wait Next Play Off Goto ExitThis PeanutsFat: Data 4 Music - , - , - Music - , - , - Music - , - , - Music - , - , G2#X Music - , - , - Music - , - , D3# Music - , - , - Music - , - , G3# Music - , - , - Music - , - , G2# Music - , - , - Music - , - , D3# Music - , - , - Music - , - , G3# Music - , - , S Music - , - , S Music - , - , - Music - , - , G2# Music - , - , S Music - , - , S Music - , - , - Music - , - , D3# Music - , - , - Music - , - , F3 Music - , - , - Music - , - , G2# Music - , - , - Music - , - , D3# Music - , - , - Music - , - , F3 Music - , - , S Music - , - , S Music - , - , - Music - , - , G2# Music - , - , S Music - , - , S Music - , - , - Music - , - , D3# Music - , - , - Music - , - , G3# Music - , - , - Music - , - , G2# Music - , - , - Music - , - , D3# Music - , - , - Music - , - , G3# Music - , - , S Music - , - , S Music - , - , - Music - , - , G2# Music - , - , S Music - , - , S Music - , - , - Music - , - , D3# Music - , - , - Music - , - , F3 Music - , - , - Music - , - , G2# Music - , - , - Music - , - , D3# Music - , - , - Music - , - , F3 Music - , - , S Music - , - , S Music - , - , - Music G5#Y , C5W , G2# Music S , S , S Music S , S , S Music - , - , - Music D5# , A5# , D3# Music - , - , - Music G5# , C6 , G3# Music S , S , - Music S , S , G2# Music - , - , - Music G5# , C6 , D3# Music - , - , - Music D5# , A5# , G3# Music - , - , S Music C5 , G5# , S Music S , S , - Music S , S , G2# Music - , - , S Music D5# , A5# , S Music S , S , - Music S , S , D3# Music S , S , - Music S , S , F3 Music - , - , - Music C5 , G5# , G2# Music S , S , - Music S , S , D3# Music S , S , - Music S , S , F3 Music S , S , S Music S , S , S Music - , - , - Music C5 , G5# , G2# Music S , S , S Music S , S , S Music - , - , - Music D5# , A5# , D3# Music - , - , - Music G5# , C6 , G3# Music S , S , - Music S , S , G2# Music - , - , - Music G5# , C6 , D3# Music S , S , - Music S , S , G3# Music S , S , S Music S , S , S Music S , S , - 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, G4 , S Music - , - , - Music F6 , - , D4# Music S , - , S Music - , D6# , S Music - , - , - Music A5# , - , A3# Music S , - , S Music - , G4 , S Music - , - , - Music D6# , - , D3# Music S , - , S Music - , A5# , S Music - , - , - Music G5 , - , A3# Music S , - , - Music S , - , D3# Music - , - , - Music C5 , G5# , G2# Music - , - , - Music D5# , A5# , D3# Music - , - , - Music G5# , C6 , G3# Music S , S , - Music S , S , G2# Music - , - , - Music G5# , C6 , D3# Music - , - , - Music D5# , A5# , G3# Music - , - , S Music C5 , G5# , S Music S , S , - Music S , S , G2# Music - , - , S Music D5# , A5# , S Music S , S , - Music S , S , D3# Music S , S , - Music S , S , F3 Music - , - , - Music C5 , G5# , G2# Music S , S , - Music S , S , D3# Music S , S , - Music S , S , F3 Music S , S , S Music S , S , S Music - , - , - Music C5 , G5# , G2# Music S , S , S Music S , S , S Music - , - , - Music D5# , A5# , D3# Music - , - , - Music G5# , C6 , G3# Music S , S , - Music S , S , G2# Music - , - , - Music G5# , C6 , D3# Music S , S , - Music S , S , G3# Music S , S , S Music S , S , S Music S , S , - Music S , S , G2# Music S , S , S Music S , S , S Music S , S , - Music S , S , D3# Music S , S , - Music S , S , F3 Music S , S , - Music S , S , G2# Music S , S , - Music S , S , D3# Music S , S , - Music S , S , F3 Music - , - , S Music - , - , S Music - , - , - Music C5 , G5# , G2# Music S , S , S Music S , S , S Music - , - , - Music D5# , A5# , D3# Music - , - , - Music G5# , C6 , G3# Music S , S , - Music S , S , G2# Music - , - , - Music G5# , C6 , D3# Music - , - , - Music D5# , A5# , G3# Music - , - , S Music C5 , G5# , S Music S , S , - Music S , S , G2# Music - , - , S Music D5# , A5# , S Music S , S , - Music S , S , D3# Music S , S , - Music S , S , F3 Music - , - , - Music C5 , G5# , G2# Music S , S , - Music S , S , D3# Music S , S , - Music S , S , F3 Music S , S , S Music S , S , S Music - , - , - Music D5# , G5# , B2 Music S , S , S Music S , S , S Music S , S , - Music S , S , F3# Music S , S , - Music S , S , B3 Music - , - , - Music D5# , A5# , B2 Music - , - , - Music D5# , A5# , F3# Music S , S , - Music S , S , B3 Music S , S , S Music S , S , S Music S , S , - Music S , S , B2 Music S , S , S Music S , S , S Music S , S , - Music S , S , F3# Music S , S , - Music S , S , G3# Music S , S , - Music S , S , B2 Music S , S , - Music S , S , F3# Music S , S , - Music S , S , G3# Music - , - , S Music - , - , S Music - , - , - Music C5 , G5# , G2# Music S , S , S Music S , S , S Music S , S , - Music S , S , D3# Music S , S , - Music S , S , G3# Music - , - , - Music D5# , A5# , G2# Music - , - , - Music D5# , A5# , D3# Music S , S , - Music S , S , G3# Music S , S , S Music S , S , S Music S , S , - Music S , S , G2# Music S , S , S Music S , S , S Music S , S , - Music S , S , D3# Music S , S , - Music S , S , F3 Music S , S , - Music S , S , G2# Music S , S , - Music S , S , D3# Music S , S , - Music S , S , F3 Music - , - , S Music - , - , S Music - , - , - Music D5# , G5# , B2 Music S , S , S Music S , S , S Music S , S , - Music S , S , F3# Music S , S , - Music S , S , B3 Music - , - , - Music D5# , A5# , B2 Music - , - , - Music D5# , A5# , F3# Music S , S , - Music S , S , B3 Music S , S , S Music S , S , S Music S , S , - Music S , S , B2 Music S , S , S Music S , S , S Music S , S , - Music S , S , F3# Music S , S , - Music S , S , G3# Music S , S , - Music S , S , B2 Music S , S , - Music S , S , F3# Music S , S , - Music S , S , G3# Music - , - , S Music - , - , S Music - , - , - Music C5 , G5# , G2# Music S , S , S Music S , S , S Music S , S , - Music S , S , D3# Music S , S , - Music S , S , G3# Music - , - , - Music D5# , A5# , G2# Music - , - , - Music D5# , A5# , D3# Music S , S , - Music S , S , G3# Music S , S , S Music S , S , S Music S , S , - Music S , S , G2# Music S , S , S Music S , S , S Music S , S , - Music S , S , D3# Music S , S , - Music S , S , F3 Music S , S , - Music S , S , G2# Music S , S , - Music S , S , D3# Music S , S , - Music S , S , F3 Music S , S , S Music S , S , S Music S , S , - Music S , S , G2# Music - , - , S Music - , - , S Music - , - , - Music - , - , D3# Music - , - , - Music - , - , G3# Music - , - , - Music - , - , G2# Music - , - , - Music - , - , D3# Music - , - , - Music - , - , G3# Music - , - , S Music - , - , S Music - , - , - Music - , - , G2# Music - , - , S Music - , - , S Music - , - , - Music - , - , D3# Music - , - , - Music - , - , F3 Music - , - , - Music - , - , G2# Music - , - , - Music - , - , D3# Music - , - , - Music - , - , F3 Music - , - , S Music - , - , S Music - , - , - Music - , - , G2# Music - , - , S Music - , - , S Music - , - , - Music - , - , D3# Music - , - , - Music - , - , G3# Music - , - , - Music - , - , G2# Music - , - , - Music - , - , D3# Music - , - , - Music - , - , G3# Music - , - , S Music - , - , S Music - , - , - Music - , - , G2# Music - , - , S Music - , - , S Music - , - , - Music - , - , D3# Music - , - , - Music - , - , F3 Music - , - , - Music - , - , G2# Music - , - , - Music - , - , D3# Music - , - , - Music - , - , F3 Music - , - , S Music - , - , S Music - , - , - Music - , - , G2# Music - , - , - Music - , - , - Music - , - , - Music C4 , G4# , C4 Music S , - , - Music D4# , A4# , D4# Music S , - , - Music C5 , - , G4# Music - , - , - Music C5 , G5# , C5 Music S , - , - Music D5# , A5# , D5# Music S , - , - Music C6 , - , G5# Music - , - , - Music C6 , G6# , C6 Music - , - , - Music A6# , - , D6# Music - , - , - Music C6# , - , G6# Music S , - , - Music S , - , D6# Music S , - , - Music S , - , C6 Music - , - , - Music G6# , C6 , D6# Music S , S , S Music S , S , S Music - , - , - Music D6# , A6# , - Music - , - , - Music C6 , G6# , D3# Music - , - , - Music D6# , A6# , G2# Music S , S , - Music S , S , D3# Music S , S , - Music S , S , G3# Music - , - , - Music C6 , G6# , G2# Music S , S , - Music S , S , D3# Music S , S , - Music S , S , G3# Music S , S , S Music S , S , S Music S , S , - Music S , S , G2# Music S , S , S Music S , S , S Music S , S , - Music S , S , D3# Music S , S , - Music S , S , F3 Music S , S , - Music S , S , G2# Music S , S , - Music S , S , D3# Music S , S , - Music S , S , F3 Music S , S , S Music S , S , S Music - , - , - Music D6# , A6# , G2# Music S , S , S Music S , S , S Music S , S , - Music S , S , D3# Music S , S , - Music S , S , G3# Music - , - , - Music C6 , G6# , G2# Music S , S , - Music S , S , D3# Music S , S , - Music S , S , G3# Music S , S , S Music S , S , S Music S , S , - Music S , S , G2# Music S , S , S Music S , S , S Music S , S , - Music S , S , D3# Music S , S , - Music S , S , F3 Music S , S , - Music S , S , G2# Music S , S , - Music S , S , D3# Music S , S , - Music S , S , F3 Music S , S , S Music S , S , S Music - , - , - Music D6# , A6# , G2# Music S , S , S Music S , S , S Music S , S , - Music S , S , D3# Music S , S , - Music S , S , G3# Music - , - , - Music G6# , C6 , G2# Music S , S , - Music S , S , D3# Music S , S , - Music S , S , G3# Music S , S , S Music S , S , S Music S , S , - Music S , S , G2# Music S , S , S Music S , S , S Music S , S , - Music S , S , D3# Music S , S , - Music S , S , F3 Music S , S , - Music S , S , G2# Music S , S , - Music S , S , D3# Music S , S , - Music S , S , F3 Music S , S , S Music S , S , S Music S , S , - Music S , S , G2# Music - , - , S Music - , - , S Music - , - , - Music - , - , - Music Repeat It's easy to tell when I am procrastinating when it comes to making something, because I tend to make something else.
  19. I'm trying to make an elaborate explosion with sprites, and to prevent everything from happening too fast I've used a FRAME counter; e.g., c = FRAME + 10 WHILE FRAME < c 'sprite code here WEND This works very well, but only at the beginning of the game. After a few seconds the code just doesn't execute anymore. I suspect it's because the FRAME count gets too high for the loop, or turns over after maxing out, but I'm not sure. An alternative that sort of works is FOR/NEXT loops, but that brings the whole game to a halt while the loops execute. I bought nanochess's book and have tried to understand how FRAME is used, but still don't get statements in the example games like (FRAME AND 1). Is FRAME counting the way to go for solving my problem, or is there some other way to accomplish this?
  20. Not all that rough, but it is shortened to fit in ROM "as is". Slightly incomplete as I did not add any percussion. Requires the ECS. ecsLook = CONT3 'Tickle IntyBASIC to use the ECS. Mode 0,0,0,0,0 Wait Border 4,0 Wait Print At 21 Color 3 , "Prince:" Print At 61 Color 2 , "Raspberry" Print At 86 Color 2 , "Beret" Print At 181 Color 3 , "Top side bttn" Print At 201 Color 3 , "to restart song" Wait Play Full Wait Play MusicRaspBeret Wait Goto PlayLoop PlayLoop: Wait If Cont.B0 Then Wait : Play Off : Wait : Play MusicRaspBeret If Cont.B1 Then Goto ExitThis If Cont.B2 Then Goto ExitThis Wait Goto PlayLoop ExitThis: Wait Print At 213 Color (Rand and 7) , "Bye." For spinWait = 0 to 5 Wait Next Play Off Goto ExitThis MusicRaspBeret: Data 5 Music - , - , - , - , - , - , - , - Music - , - , - , - , - , - , - , - Music - , - , - , - , - , - , - , - Music A2W , S , A5Y , - , S , C6#X , S , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music S , S , - , - , S , S , S , - Music S , S , A5 , - , C6#W , - , S , - Music S , S , - , - , - , - , S , - Music - , S , G5 , - , - , B5 , S , - Music - , S , S , - , S , S , S , - Music G2 , S , S , - , S , S , S , - Music S , S , - , - , S , S , S , - Music S , S , C6# , - , A5 , - , S , - Music S , S , - , - , - , - , S , - Music S , S , B5 , - , - , G5 , S , - Music S , S , - , - , S , - , S , - Music - , S , F5# , - , S , D6 , S , - Music - , S , S , - , S , S , S , - Music F2# , S , S , - , S , S , S , - Music S , S , S , - , S , - , S , - Music S , S , E6 , - , S , - , S , - Music S , S , - , - , S , S , S , - Music S , S , C6# , - , S , S , S , - Music - , S , - , - , S , S , S , - Music F2# , S , B5 , - , S , F5# , S , - Music - , S , S , - , S , S , S , - Music F2# , S , S , - , S , S , S , - Music S , S , - , - , S , S , S , - Music S , S , C6# , - , S , S , S , - Music S , S , - , - , S , S , S , - Music S , S , A5 , - , S , - , S , - Music S , S , S , - , S , - , S , - Music S , S , F5# , - , S , S , S , - Music - , S , S , - , S , S , S , - Music G2 , S , A5 , - , S , F5# , S , - Music S , S , - , - , S , S , S , - Music S , S , G5 , - , B5 , - , S , - Music S , S , - , - , - , - , S , - Music S , S , A5 , - , - , F5# , S , - Music S , S , - , - , S , - , S , - Music S , S , B5 , - , S , G5 , S , - Music - , S , - , - , S , - , S , - Music G2 , S , A5 , - , S , F5# , S , - Music S , S , - , - , S , S , S , - Music S , S , B5 , - , G5 , - , S , - Music S , S , - , - , - , - , S , - Music S , S , B5 , - , - , G5 , S , - Music - , S , - , - , S , - , S , - Music - , S , A5 , - , S , F5# , S , - Music S , S , - , - , S , - , S , - Music G2 , S , G5 , - , S , B5 , S , - Music S , S , - , - , S , S , S , - Music - , F2#W , F5# , - , A5 , - , S , - Music - , - , - , - , - , - , S , - Music G2 , - , G5 , - , - , B5 , S , - Music S , S , - , - , S , - , S , - Music - , A2 , C6# , - , S , A5 , S , - Music - , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music E2 , - , S , - , S , S , S , - Music S , - , S , - , S , S , S , - Music - , F2# , S , - , S , - , S , - Music - , S , - , - , S , - , S , - Music E2 , - , - , - , S , S , S , - Music S , - , S , - , S , S , S , - Music - , A2 , A5 , - , S , C6# , S , - Music - , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music S , S , - , - , S , S , S , - Music S , S , A5 , - , C6# , - , S , - Music S , S , - , - , - , - , S , - Music S , S , G5 , - , - , B5 , S , - Music S , - , S , - , S , S , S , - Music G2 , - , S , - , S , S , S , - Music S , S , - , - , S , S , S , - Music S , S , C6# , - , A5 , - , S , - Music S , S , - , - , - , - , S , - Music S , S , B5 , - , - , G5 , S , - Music S , S , - , - , S , - , S , - Music - , S , F5# , - , S , D6 , S , - Music - , S , S , - , S , S , S , - Music F2# , S , S , - , S , S , S , - Music S , S , S , - , S , - , S , - Music S , S , E6 , - , S , - , S , - Music S , S , - , - , S , S , S , - Music S , S , C6# , - , S , S , S , - Music - , S , - , - , S , S , S , - Music F2# , S , B5 , - , S , F5# , S , - Music - , S , S , - , S , S , S , - Music F2# , S , S , - , S , S , S , - Music S , S , - , - , S , S , S , - Music S , S , C6# , - , S , S , S , - Music S , S , - , - , S , S , S , - Music S , S , A5 , - , S , - , S , - Music S , S , S , - , S , - , S , - Music S , S , F5# , - , S , S , S , - Music - , S , S , - , S , S , S , - Music G2 , S , A5 , - , S , F5# , S , - Music S , S , - , - , S , S , S , - Music S , S , G5 , - , B5 , - , S , - Music S , S , - , - , - , - , S , - Music S , S , A5 , - , - , F5# , S , - Music S , S , - , - , S , - , S , - Music S , S , B5 , - , S , G5 , S , - Music - , S , - , - , S , - , S , - Music G2 , S , A5 , - , S , F5# , S , - Music S , S , - , - , S , S , S , - Music S , S , B5 , - , G5 , - , S , - Music S , S , - , - , - , - , S , - Music - , S , B5 , - , - , G5 , S , - Music - , S , - , - , S , - , S , - Music S , S , A5 , - , S , F5# , S , - Music S , S , - , - , S , - , S , - Music G2 , S , G5 , - , S , B5 , S , - Music S , S , - , - , S , S , S , - Music - , F2# , F5# , - , A5 , - , S , - Music - , - , - , - , - , - , S , - Music G2 , - , G5 , - , - , B5 , S , - Music - , S , - , - , S , - , S , - Music A2 , S , C6# , - , S , A5 , S , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , - , S , - Music S , S , - , - , S , - , S , - Music S , S , - , - , S , S , A5W , - Music - , S , S , - , S , S , - , - Music A2 , S , A4 , - , S , C5# , C6# , - Music S , S , S , - , S , S , - , - Music S , S , S , - , S , S , C6# , - Music S , S , - , - , S , - , - , - Music S , S , C5# , - , S , A4 , D6 , - Music S , S , - , - , S , - , S , - Music - , S , A4 , - , S , F4# , B5 , - Music - , S , - , - , S , - , - , - Music G2 , S , G4 , - , S , B4 , B5 , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , - , - , - Music S , S , A4 , - , S , - , B5 , - Music S , S , - , - , S , S , - , - Music - , S , D5 , - , S , F4# , B5 , - Music - , S , S , - , S , S , - , - Music F2# , S , S , - , S , S , B5 , - Music S , S , - , - , S , S , S , - Music S , S , E5 , - , S , S , S , - Music S , S , - , - , S , - , S , - Music S , S , C5# , - , S , - , - , - Music - , S , - , - , S , S , - , - Music F2# , S , B4 , - , S , F4# , A5 , - Music - , S , S , - , S , S , S , - Music F2# , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music S , S , - , - , C5# , S , S , - Music S , S , - , - , - , S , S , - Music S , S , A4 , - , - , - , - , - Music S , S , S , - , S , - , - , - Music S , S , S , - , S , S , A5 , - Music - , S , - , - , S , S , - , - Music G2 , S , - , - , S , S , B5 , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , - , - Music S , S , B4 , - , S , G4 , B5 , - Music S , S , - , - , S , - , - , - Music S , S , A4 , - , S , F4# , B5 , - Music - , S , - , - , S , - , S , - Music G2 , S , G4 , - , S , B4 , - , - Music S , S , - , - , S , - , - , - Music S , S , A4 , - , S , F4# , A5 , - Music S , S , - , - , S , - , - , - Music S , S , B4 , - , S , G4 , A5 , - Music - , S , S , - , S , S , S , - Music - , S , S , - , S , S , S , - Music S , S , - , - , S , - , S , - Music G2 , S , G4 , - , S , B4 , S , - Music S , S , - , - , S , - , S , - Music - , F2# , F4# , - , S , A4 , S , - Music - , - , - , - , S , - , - , - Music G2 , - , G4 , - , S , B4 , - , - Music S , S , - , - , S , - , S , - Music - , A2 , A4 , - , S , C5# , S , - Music - , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music E2 , - , S , - , S , S , S , - Music S , - , S , - , S , S , S , - Music - , F2# , - , - , S , S , S , - Music - , S , - , - , S , - , S , - Music E2 , - , S , - , S , - , E5 , - Music S , - , S , - , S , S , S , - Music - , A2 , A4 , - , S , C5# , - , - Music - , S , S , - , S , S , - , - Music S , S , S , - , S , S , C6# , - Music S , S , - , - , S , - , - , - Music S , S , C5# , - , S , A4 , C6# , - Music S , S , - , - , S , - , S , - Music S , S , A4 , - , S , F4# , - , - Music S , - , - , - , S , - , - , - Music G2 , - , G4 , - , S , B4 , B5 , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , - , - , - Music S , S , A4 , - , S , - , B5 , - Music S , S , - , - , S , S , - , - Music - , S , D5 , - , S , F4# , B5 , - Music - , S , S , - , S , S , - , - Music F2# , S , S , - , S , S , B5 , - Music S , S , - , - , S , S , - , - Music S , S , E5 , - , S , S , A5 , - Music S , S , - , - , S , - , - , - Music S , S , C5# , - , S , - , A5 , - Music - , S , - , - , S , S , - , - Music F2# , S , B4 , - , S , F4# , A5 , - Music - , S , S , - , S , S , S , - Music F2# , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music S , S , - , - , C5# , S , S , - Music S , S , - , - , - , S , S , - Music S , S , A4 , - , - , - , - , - Music S , S , S , - , S , - , - , - Music S , S , S , - , S , S , E5 , - Music - , S , - , - , S , S , - , - Music G2 , S , - , - , S , S , B5 , - Music S , S , S , - , S , S , - , - Music S , S , S , - , S , S , B5 , - Music S , S , S , - , S , S , - , - Music S , S , B4 , - , S , G4 , B5 , - Music S , S , - , - , S , - , - , - Music S , S , A4 , - , S , F4# , B5 , - Music - , S , - , - , S , - , S , - Music G2 , S , G4 , - , S , B4 , S , - Music S , S , - , - , S , - , S , - Music S , S , A4 , - , S , F4# , - , - Music S , S , - , - , S , - , - , - Music - , S , B4 , - , S , G4 , A5 , - Music - , S , S , - , S , S , - , - Music S , S , S , - , S , S , A5 , - Music S , S , - , - , S , - , S , - Music G2 , S , G4 , - , S , B4 , S , - Music S , S , - , - , S , - , S , - Music - , F2# , F4# , - , S , A4 , S , - Music - , - , - , - , S , - , S , - Music G2 , - , G4 , - , S , B4 , - , - Music - , S , - , - , S , - , - , - Music A2 , S , A4 , - , S , C5# , S , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music S , S , - , - , S , S , S , - Music S , S , - , - , S , - , S , - Music S , S , S , - , S , - , E5 , - Music - , S , S , - , S , S , S , - Music A2 , S , C5# , - , S , A4 , - , - Music S , S , S , - , S , S , - , - Music S , S , S , - , S , S , C6# , - Music S , S , - , - , S , - , - , - Music S , S , C5# , - , S , A4 , C6# , - Music S , S , - , - , S , - , S , - Music S , S , A4 , - , S , F4# , - , - Music - , S , - , - , S , - , - , - Music G2 , S , B4 , - , S , G4 , B5 , - Music S , S , S , - , S , S , - , - Music S , S , S , - , S , S , B5 , - Music S , S , - , - , S , S , - , - Music S , S , A4 , - , S , S , B5 , - Music S , S , - , - , S , S , - , - Music - , S , D5 , - , F4# , - , B5 , - Music - , S , S , - , S , - , - , - Music F2# , S , S , - , S , S , B5 , - Music S , S , - , - , S , S , S , - Music S , S , E5 , - , S , S , - , - Music S , S , - , - , - , S , - , - Music S , S , C5# , - , - , S , A5 , - Music - , S , - , - , S , S , - , - Music F2# , S , B4 , - , S , F4# , A5 , - Music - , S , S , - , S , S , - , - Music F2# , S , S , - , S , S , A5 , - Music S , S , S , - , S , S , - , - Music S , S , - , - , C5# , S , A5 , - Music S , S , - , - , - , S , S , - Music S , S , A4 , - , - , - , S , - Music S , S , S , - , S , - , S , - Music S , S , S , - , S , S , E5 , - Music - , S , - , - , S , S , S , - Music G2 , S , - , - , S , S , - , - Music S , S , S , - , S , S , - , - Music S , S , S , - , S , S , B5 , - Music S , S , S , - , S , S , - , - Music S , S , B4 , - , S , G4 , B5 , - Music S , S , - , - , S , - , - , - Music S , S , A4 , - , S , F4# , B5 , - Music - , S , - , - , S , - , - , - Music G2 , S , B4 , - , S , G4 , B5 , - Music S , S , S , - , S , - , S , - Music S , S , - , - , A4 , - , S , - Music S , S , - , - , - , S , S , - Music S , S , B4 , - , - , G4 , - , - Music - , S , S , - , S , S , - , - Music - , S , S , - , S , S , A5 , - Music S , S , - , - , S , - , S , - Music G2 , S , B4 , - , S , G4 , S , - Music S , S , - , - , S , - , S , - Music - , F2# , A4 , - , S , F4# , S , - Music - , - , - , - , S , - , S , - Music G2 , - , B4 , - , S , G4 , S , - Music - , S , - , - , S , - , - , - Music A2 , S , C5# , - , S , A4 , - , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music S , S , - , - , S , - , S , - Music S , S , - , - , S , - , S , - Music - , S , S , - , S , S , S , - Music A2 , S , C5# , - , S , A4 , C6# , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music S , S , - , - , S , - , - , - Music S , S , C5# , - , S , A4 , C6# , - Music S , S , - , - , S , - , S , - Music S , S , A4 , - , S , F4# , - , - Music - , S , - , - , S , - , - , - Music G2 , S , B4 , - , S , G4 , B5 , - Music S , S , S , - , S , S , - , - Music S , S , S , - , S , S , B5 , - Music S , S , - , - , S , S , S , - Music S , S , A4 , - , S , S , S , - Music S , S , - , - , S , S , S , - Music - , S , D5 , - , F4# , - , S , - Music - , S , S , - , S , - , - , - Music F2# , S , S , - , S , S , A6 , - Music S , S , - , - , S , S , S , - Music S , S , E5 , - , S , S , G6 , - Music S , S , - , - , - , S , E6 , - Music S , S , C5# , - , - , S , A5 , - Music - , S , - , - , S , S , S , - Music F2# , S , B4 , - , S , F4# , S , - Music - , S , S , - , S , S , S , - Music F2# , S , S , - , S , S , - , - Music S , S , S , - , S , S , - , - Music S , S , - , - , C5# , S , B5 , - Music S , S , - , - , - , S , - , - Music S , S , A4 , - , - , - , A5 , - Music S , S , S , - , S , - , - , - Music S , S , S , - , S , S , A5 , - Music - , S , - , - , S , S , - , - Music G2 , S , G4 , - , S , B4 , B5 , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , - , - Music S , S , S , - , S , S , B5 , - Music S , S , S , - , S , S , - , - Music S , S , S , - , S , S , B5 , - Music S , S , S , - , S , S , - , - Music S , S , S , - , S , S , B5 , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , - , - Music S , S , S , - , S , S , A5 , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , - , - Music S , S , C5# , - , S , A4 , B5 , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , - , - Music S , S , G4 , - , S , B4 , A5 , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , - , - Music S , S , C5# , - , S , A4 , - , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , E5 , - Music S , S , S , - , S , S , S , - Music S , S , G4 , - , B4 , - , - , - Music S , S , S , - , S , - , - , - Music S , S , S , - , S , S , A5 , - Music S , S , - , - , - , S , - , - Music - , A2 , A4 , - , - , C5# , C6# , - Music - , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music S , S , - , - , S , - , S , - Music S , S , C5# , - , S , A4 , S , - Music S , S , - , - , S , - , S , - Music S , S , A4 , - , S , F4# , S , - Music S , - , - , - , S , - , - , - Music G2 , - , G4 , - , S , B4 , B5 , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , - , - Music S , S , S , - , S , - , - , - Music S , S , A4 , - , S , - , B5 , - Music S , S , - , - , S , S , - , - Music - , S , D5 , - , S , F4# , A5 , - Music - , S , S , - , S , S , S , - Music F2# , S , S , - , S , S , S , - Music S , S , - , - , S , S , S , - Music S , S , E5 , - , S , S , S , - Music S , S , - , - , S , - , S , - Music S , S , C5# , - , S , - , - , - Music - , S , - , - , S , S , - , - Music F2# , S , B4 , - , S , F4# , S , - Music - , S , S , - , S , S , S , - Music F2# , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music S , S , - , - , C5# , S , S , - Music S , S , - , - , - , S , S , - Music S , S , A4 , - , - , - , A5 , - Music S , S , S , - , S , - , - , - Music S , S , S , - , S , S , A5 , - Music - , S , - , - , S , S , - , - Music G2 , S , - , - , S , S , B5 , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , - , - Music S , S , B4 , - , S , G4 , B5 , - Music S , S , - , - , S , - , - , - Music S , S , A4 , - , S , F4# , B5 , - Music - , S , - , - , S , - , S , - Music G2 , S , G4 , - , S , B4 , S , - Music S , S , - , - , S , - , S , - Music S , S , A4 , - , S , F4# , S , - Music S , S , - , - , S , - , - , - Music - , S , B4 , - , S , G4 , A5 , - Music - , S , S , - , S , S , S , - Music S , S , S , - , S , S , - , - Music S , S , - , - , S , - , - , - Music G2 , S , G4 , - , S , B4 , B5 , - Music S , S , - , - , S , - , S , - Music - , F2# , F4# , - , S , A4 , - , - Music - , - , - , - , S , - , - , - Music G2 , - , G4 , - , S , B4 , B5 , - Music - , S , - , - , S , - , S , - Music A2 , S , A4 , - , S , C5# , S , - Music S , S , S , - , S , S , - , - Music S , S , S , - , S , S , A5 , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music S , S , - , - , S , S , - , - Music S , S , - , - , S , - , - , - Music S , S , S , - , S , - , S , - Music - , S , S , - , S , S , S , - Music A2 , S , C5# , - , S , A4 , C6# , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music S , S , - , - , S , - , S , - Music S , S , C5# , - , S , A4 , S , - Music S , S , - , - , S , - , S , - Music S , S , A4 , - , S , F4# , S , - Music - , S , - , - , S , - , - , - Music G2 , S , B4 , - , S , G4 , B5 , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , - , - Music S , S , - , - , S , S , - , - Music S , S , A4 , - , S , S , B5 , - Music S , S , - , - , S , S , - , - Music - , S , D5 , - , F4# , - , A5 , - Music - , S , S , - , S , - , S , - Music F2# , S , S , - , S , S , S , - Music S , S , - , - , S , S , S , - Music S , S , E5 , - , S , S , S , - Music S , S , - , - , - , S , S , - Music S , S , C5# , - , - , S , - , - Music - , S , - , - , S , S , - , - Music F2# , S , B4 , - , S , F4# , S , - Music - , S , S , - , S , S , S , - Music F2# , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music S , S , - , - , C5# , S , S , - Music S , S , - , - , - , S , S , - Music S , S , A4 , - , - , - , S , - Music S , S , S , - , S , - , S , - Music S , S , S , - , S , S , A5 , - Music - , S , - , - , S , S , S , - Music G2 , S , B4 , - , S , G4 , - , - Music S , S , S , - , S , S , - , - Music S , S , S , - , S , S , B5 , - Music S , S , S , - , S , S , - , - Music S , S , S , - , S , S , B5 , - Music - , S , - , - , S , - , - , - Music G2 , S , B4 , - , S , G4 , B5 , - Music - , S , S , - , S , S , S , - Music G2 , S , S , - , S , S , S , - Music S , S , S , - , S , S , - , - Music S , S , S , - , S , S , A5 , - Music S , S , S , - , S , S , - , - Music S , S , S , - , S , S , A5 , - Music S , S , - , - , S , - , - , - Music S , S , B4 , - , S , G4 , A5 , - Music - , S , - , - , S , - , - , - Music G2 , S , B4 , - , S , G4 , B5 , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music - , S , - , - , S , - , - , - Music F2# , S , A4 , - , S , F4# , A5 , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music - , S , - , - , S , - , - , - Music A2 , S , A4 , - , S , C5# , A5 , - Music A2 , S , A4 , - , S , C5# , A5 , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music S , S , S , - , S , S , S , - Music - , - , - , - , - , - , - , - Music - , - , - , - , - , - , - , - Music - , - , - , - , - , - , - , - Music Stop RaspberryBeret.bin RaspberryBeret.cfg
  21. I have written a program which converts MIDI files into MUSIC lines which can be used in an IntyBASIC program. Depending on the number of voices in the MIDI file, it can generate code either for the Intellivision alone, or for the Intellivision with ECS. MIDI Program Change messages can be used to select among the four instruments that IntyBASIC supports. I have also attempted to support drums (on MIDI Channel 10). The source code and README are available on GitHub: https://github.com/ppelleti/inty-midi Binaries for Mac OS X, Linux, and Windows are available on the "Releases" tab on GitHub, but I've also attached the binaries to this message. inty-midi-0.1.0.0-bin.zip
  22. A different kind of song than I have posted in the past: Two versions: one plays on the ECS and one for stock Intellivision. I hear some "popping" on the ECS version. I can guess why, but how to fix it I definitely don't know. All ideas appreciated. songproto-EastBoundAndDown-small.bas songproto-EastBoundAndDown.bas 3-voice version: 6-voice ECS:
  23. IntyBASIC Programming Contest 2018 Results What a wonderfully fun trip it's been! I am pleased to announce the results for the IntyBASIC 2018 Programming Contest. A few quick notes: Thanks to Óscar Toledo G. (nanochess) for IntyBASIC, to Albert for providing us a subforum for the contest, and to our awesome judges: -^Cro§Bow^-, DZ-Jay, Intymike, mthompson, nanochess, and Tarzilla. Like the authors of this year's entries, our judges reside around the globe, and put a great deal of thought and effort into their deliberations. Additional thanks go of course to our main sponsors: Rev, cmart604, intvnut and Albert. Here are the brave souls who took the challenge (in alphabetical order): artrag, atari2600land, boardgamebrewer, carlsson, decle, digress, emerson, Kiwi, mmarrero, postpostdoc, PuzZLeR, and Zendocon. Blah blah blah. Tell us who won already! With the fascinating mix of offerings here, it is clear that IntyBASIC offers the power and versatility to enable people to unleash their creativity. With six stellar judges on hand this time out, the maximum possible score was 510 points. As the results rolled in, a clear winner emerged. Even so, our creative classic computing colleagues created consternation as the next few finishers were separated by wafer-thin margins. The winners of the 2018 IntyBASIC Programming Contest are: Deep Zone (434) - By artrag Upmonsters (399) - By atari2600land The Crimson Tower (397) - By emerson Congratulations to artrag for a truly impressive effort on many fronts! All of the entries proved entertaining in unexpected, surprising, and fun ways. The talents and creativity of this community continue to show no limits. A heart-felt Thank You! to each and every one of you for devoting so much time, care, and attention to your entries. The runners up: 4. MazezaM (387) - By postpostdoc 5. Boot Hill (383) - By digress 6. Princess Lydie (379) - By mmarrero 7. Dwarven Mine (364) - By boardgamebrewer 8. A Sparrow Goes Flapping (349) - By Kiwi 9. Ouranos! (340) - By carlsson 10. Deadly Balls (299) - By PuzZLeR 11. Hunt the Wumpus (287) - By Zendocon 12. mINTY (260) - By decle Downloads Final Score Card: IntyBASIC Contest 2018 - Judges Scorecard - Final.pdf All Entry ROMs: IntyBASIC Contest 2018 - Entries.zip Contest Entries Following are links to each entry's results post. Deep Zone results Upmonsters results The Crimson Tower results MazezaM results Boot Hill results Princess Lydie results Dwarven Mine results A Sparrow Goes Flapping results Ouranos! results Deadly Balls results Hunt the Wumpus results mINTY results Here is the full score breakdown: ============================================================================================================================================ Title Originality Concept Execution Graphics Sound Presentation Game Play Lasting Appeal Source Code Total ============================================================================================================================================ Deep Zone 48 49 50 49 59 53 48 48 30 434 -------------------------------------------------------------------------------------------------------------------------------------------- Upmonsters 45 46 46 41 44 50 49 48 30 399 -------------------------------------------------------------------------------------------------------------------------------------------- The Crimson Tower 51 54 47 42 41 43 43 46 30 397 -------------------------------------------------------------------------------------------------------------------------------------------- MazezaM 54 57 46 38 10 44 56 52 30 387 -------------------------------------------------------------------------------------------------------------------------------------------- Boot Hill 51 48 48 49 45 49 45 48 0 383 -------------------------------------------------------------------------------------------------------------------------------------------- Princess Lydie 47 46 40 46 43 48 39 40 30 379 -------------------------------------------------------------------------------------------------------------------------------------------- Dwarven Mine 56 47 44 33 35 35 45 39 30 364 -------------------------------------------------------------------------------------------------------------------------------------------- A Sparrow Goes Flapping 47 47 46 47 34 40 44 44 0 349 -------------------------------------------------------------------------------------------------------------------------------------------- Ouranos! 44 44 40 33 33 39 39 38 30 340 -------------------------------------------------------------------------------------------------------------------------------------------- Deadly Balls 27 35 40 37 31 28 37 34 30 299 -------------------------------------------------------------------------------------------------------------------------------------------- Hunt the Wumpus 33 32 37 17 36 33 36 33 30 287 -------------------------------------------------------------------------------------------------------------------------------------------- mINTY 56 35 36 9 43 36 6 9 30 260 ============================================================================================================================================
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