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Stardust


Willsy

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...In a Buck Rogers Stylee.... Lovely... I think he must be using strings to do this?

 


100 CALL CLEAR :: CALL SCREEN(2):: LEV=1 :: CALL MAGNIFY(3):: RANDOMIZE :: DIM B$(7)
110 CALL COLOR(3,16,1,4,16,1,9,16,1,10,16,1,11,16,1,12,16,1,13,6,1):: GOTO 620
120 DATA 40,0000010387CFDFBF,41,80C0E0E1F3FFFBFD,42,00010387CDEDDDBE,43,C0E0F0F8DC5E5F3E
130 DATA 44,0000041E337575F3,45,000001071F7FBFDF,46,48DCEEF7FBFDFEFF
140 DATA 64,0,65,0028542854101038,66,0000000000020502,67,05010103,68,000000000080408
150 DATA 69,4000008,70,54AA54AA541038FE,71,00000000050A050A,72,0501030F,73,0000000040A040A
160 DATA 74,400080E,75,AAAAAAAAAAAAAAAA,35,0000387CAA7C,47,00000001,58,8,59,00000000001,33,FFFFFFFFFFFFFFFF
170 DATA 120,000201070102,121,0,122,004080E0804,123,0,128,845A773D0CBF7715,129,0E9F770E0B0C102,130,06193053B6FEFEDC
180 DATA 132,0D000119E7271B,133,0,134,B0008098E7E4D8,135,0,136,0106182201030F13,137,337C8,138,0001067CC8C8F0C,139,8
190 DATA 140,0080603E13130F03,141,01,142,8060184480C0F0C8,143,CC3E01,36,0,37,0103070F1F7FFF0C,38,0,39,80C0E0F0F8FEFF3
200 DATA 60,0101010305050001,61,0002000500020001,62,00000080404,63,00800040008,131,E9FAFE4C38CC4244
210 DATA 76,0619F60F,77,0,78,0080F,79,0
220 DATA 76,004020150E1F0E15,77,204,78,00408,79,804
230 DATA 76,030E3CE71C0E,77,0,78,8008C290C4,79,0
240 DATA 76,183CE75A3C18,77,0,78,0,79,0
250 DATA 76,BDDB3C42,77,0,78,0,79,0
260 DATA 76,031CFF1C03,77,0,78,0,79,0
270 DATA 76,01030E0301,77,0,78,80C070C08,79,0,80,0103071D070301,81,0,82,80C0E0B8E0C08,83,0
280 DATA 84,01030F390F0301,85,0,86,80C0F09CF0C08,87,0,88,01071F791F0701,89,0,90,80E0F89EF8E08,91,0
290 DATA 92,01030F3FF93F0F03,93,01,94,80C0F0FC9FFCF0C,95,8
300 DATA 76,001866FF3C,77,0,78,0,79,0,80,001E2DF37F1E,81,0,82,000000C08,83,0
310 DATA 84,000F3FEFF07F1F,85,0,86,0000C070F0E08,87,0,88,00070F7FF7D87F3B,89,0F,90,0080C0F8BC6CF870,91,C
320 DATA 92,03073F77FBDCFF3B,93,0F,94,C0E0FCEEDF3BFEDC,95,F
330 DATA 76,0000000000000103,77,02,78,00000000000080C,79,4,80,0000000000030607,81,0606
340 DATA 82,0000000000C060E,83,606
350 DATA 84,0000000000071D16,85,17141C,86,0000000000E0B868,87,E82838,88,000000000F393E27
360 DATA 89,2C2C243C,90,00000000F09C7CE4,91,3434243C
370 DATA 92,0000000F39393E27,93,2C2C2C2C243C,94,000000F09C9C7CE4,95,34343434243C
380 DATA 76,0001030D0301,77,0,78,0080C070C08,79,0,80,0003071A0703,81,0,82,00C0E0B8E0C,83,0
390 DATA 84,00030F35350F03,85,0,86,00C0F05C5CF0C,87,0,88,00030F75750F03,89,0,90,00C0F05E5EF0C,91,0
400 DATA 92,00071FEAEA1F07,93,0,94,00E0F8AFAFF8E,95,0
410 B$(1)="@A@@@A@@@A@@@AA@@@A@@@A@@@A"&RPT$("@",32)&"A@@@A@@@A@@@@A@@@A@@@A"&RPT$("@",31)
420 B$(2)="@F@@@F@@@F@@@@@@@@F@@@F@@@F"&RPT$("@",32)&"F@@@F@@@@@@@@@@@@F@@@F"&RPT$("@",31):: B$(1)=B$(1)&B$(2)
430 B$(2)="BD@@BD@@BD@@BDBD@@BD@@BD@@BDCE@@CE@@CE@@CECE@@CE@@CE@@CE@@BD@@BD@@BD@@@@BD@@BD@@BD@@@@CE@@CE@@CE@@@@CE@@CE@@CE@@"
440 B$(3)="GI@@GI@@GI@@@@@@@@GI@@GI@@GIHJ@@HJ@@HJ@@@@@@@@HJ@@HJ@@HJ@@GI@@GI@@@@@@@@@@@@GI@@GI@@@@HJ@@HJ@@@@@@@@@@@@HJ@@HJ@@" :: B$(2)=B$(2)&B$(3)
450 B$(3)=RPT$("@",28)&"A@@@A@@@A@@@A@@A@@@A@@@A@@@A"&RPT$("@",30)&"A@@@A@@@A@@@@@@A@@@A@@@A@@"
460 B$(4)=RPT$("@",28)&"F@@@F@@@F@@@@@@@@@@F@@@F@@@F"&RPT$("@",30)&"F@@@F@@@@@@@@@@@@@@F@@@F@@" :: B$(3)=B$(3)&B$(4)
470 B$(4)="@CE@@CE@@CE@@@@@@CE@@CE@@CE@D@@BD@@BD@@BD@@BD@@BD@@BD@@BE@@CE@@CE@@CE@@CE@@CE@@CE@@C@BD@@BD@@BD@@@@@@BD@@BD@@BD@"
480 B$(5)="@CE@@CE@@CE@@@@@@CE@@CE@@CE@I@@GI@@GI@@@@@@@@@@GI@@GI@@GJ@@HJ@@HJ@@@@@@@@@@HJ@@HJ@@H@GI@@GI@@@@@@@@@@@@@@GI@@GI@" :: B$(4)=B$(4)&B$(5)
490 B$(5)=": /: ; /  :/ ;  / ; / : /:/; score 000000 : fuel left /:; / ; / / ; /:KKKKKKKKKKKKK "
500 B$(6)=" „†„†„† /; /: ;/: : ; :/  ; / ; ;/ :; /: / : / ; / ;/ :  ; / ; / : / ; : / / :/ : ;; / / ; / ;/ : / : / ;  ;/ ; "
510 B$(7)=":; : /; /: : ;; / : /: ;/ ; ; :/ :  / :  ; : / ; /; :; / : ; / ;: / : ; ; / ;/: /;/;;: /  ; / ; :/ ; ; /: ; /: /" :: RETURN
520 DATA 9,6,3,10,1,9,1,2,6,2,5,13,12,6,13,12
530 DATA 14,5,3,12,1,14,1,2,6,2,5,13,12,6,13,12
540 DATA 13,4,4,14,1,13,1,2,14,2,5,9,15,6,9,15
550 DATA 14,4,4,14,1,14,1,2,5,2,5,13,12,6,13,12
560 DATA 7,3,5,16,1,7,1,2,11,2,5,14,8,6,14,8
570 DATA 5,3,5,16,1,5,1,2,8,2,5,7,15,6,7,15
580 DATA 5,2,6,18,1,5,1,2,11,2,5,14,8,6,14,8
590 DATA 13,2,6,18,1,13,1,2,7,2,5,14,12,6,14,12
600 DATA 7,1,7,20,1,7,1,2,14,2,5,9,15,6,9,15
610 DATA 14,1,7,20,1,14,1,2,6,2,5,13,12,6,13,12
620 CALL COLOR(1,14,1,2,6,2,5,13,12,6,13,12):: FOR I=1 TO 52 :: READ A,C$ :: CALL CHAR(A,C$):: NEXT I :: GOSUB 410 :: AN=10
630 CALL HCHAR(23,1,33,128):: CALL VCHAR(1,31,33,96)
640 DISPLAY AT(14,1):RPT$("()*+,-.",4)
650 DISPLAY AT(3,1):B$(5)&B$(6):B$(7):: DISPLAY AT(15,1):B$(1):: DISPLAY AT(13,5)SIZE(19):"press fire to begin"
660 DISPLAY AT(2,7)SIZE(15):"s t a r d u s t" :: CALL SPRITE(#1,132,5,157,120,#2,36,2,159,120):: DISPLAY AT(24,5)SIZE(20):"c1985 willi doeltsch"
670 CALL POSITION(#1,Y,X):: GOSUB 1580 :: SP=X-95 :: ZE=Y-125 :: GOSUB 1580 :: CALL KEY(1,T,S):: IF T=18 THEN 800
680 A=-14*SGN(SP)+RND*7 :: GOSUB 1580 :: FA=-2*SGN(ZE)+RND*2 :: GOSUB 1580 :: CALL SOUND(-1000,110,30,800,30,850+(X*2),30,-8,10)
690 CALL MOTION(#1,FA,A,#2,FA,A):: GOSUB 1580 :: CALL KEY(1,T,S):: IF T<>18 THEN 670 ELSE 800
700 RESTORE 300 :: GOSUB 1540 :: RESTORE 520 :: GOSUB 1550 :: RETURN
710 RESTORE 270 :: GOSUB 1540 :: RESTORE 530 :: GOSUB 1550 :: RETURN
720 RESTORE 330 :: GOSUB 1540 :: RESTORE 540 :: GOSUB 1550 :: RETURN
730 RESTORE 380 :: GOSUB 1540 :: RESTORE 550 :: GOSUB 1550 :: RETURN
740 RESTORE 300 :: GOSUB 1540 :: RESTORE 560 :: GOSUB 1550 :: RETURN
750 RESTORE 270 :: GOSUB 1540 :: RESTORE 570 :: GOSUB 1550 :: RETURN
760 RESTORE 330 :: GOSUB 1540 :: RESTORE 580 :: GOSUB 1550 :: RETURN
770 RESTORE 380 :: GOSUB 1540 :: RESTORE 590 :: GOSUB 1550 :: RETURN
780 RESTORE 300 :: GOSUB 1540 :: RESTORE 600 :: GOSUB 1550 :: RETURN
790 RESTORE 270 :: GOSUB 1540 :: RESTORE 610 :: GOSUB 1550 :: RETURN
800 CALL DELSPRITE(ALL):: DISPLAY AT(13,5)SIZE(19):": /;; : /;/ ; : /:;" :: GOSUB 1580
810 DISPLAY AT(24,5)SIZE(20):"prepare for level";LEV :: ON LEV GOSUB 700,710,720,730,740,750,760,770,780,790
820 CALL SOUND(200,600,0,700,0,-2,0):: LA=224 :: CALL HCHAR(6,30-H,35,H):: CALL HCHAR(24,5,33,23):: HH=H
830 CALL SPRITE(#1,132,5,157,120,#2,36,2,159,120,#23,36,2,27,LA)
840 LA=LA-1 :: IF LA<123 THEN GOSUB 1050 :: GOTO 830 :: ELSE CALL LOCATE(#23,27,LA):: IF H=0 THEN 1090
850 CALL MOTION(#1,0,0,#2,0,0):: CALL SPRITE(#4,76,FA,104,INT(RND*(176-64))+64,SPE,SPE*SGN(RND-.5)):: GOSUB 1580
860 FOR I=80 TO 92 STEP 4 :: CALL PATTERN(#4,I):: CALL SOUND(-2350,110,30,800,30,1000,30,-8,18):: FOR A=1 TO LP
870 CALL JOYST(1,X,Y):: IF X=4 THEN CALL PATTERN(#1,140):: GOTO 910 ELSE IF X=-4 THEN CALL PATTERN(#1,136):: GOTO 940 ELSE IF FL THEN 890
880 CALL MOTION(#1,0,0,#2,0,0):: CALL PATTERN(#1,132):: FL=-1 :: CALL POSITION(#1,ZE,SP):: IF (SP<20)+(SP>228)THEN GOSUB 1050 :: GOTO 830
890 CALL KEY(1,T,S):: IF T<>18 THEN 970 ELSE CALL POSITION(#1,ZE,SP)
900 CALL SPRITE(#3,120,7,ZE,SP,-17,0):: GOSUB 1560 :: IF HIT THEN 840 ELSE 980
910 CALL POSITION(#1,ZE,SP):: IF SP>220 THEN GOSUB 1050 :: GOTO 830 ELSE FL=0
920 CALL MOTION(#1,0,18,#2,0,18):: CALL KEY(1,T,S):: IF T<>18 THEN 970 ELSE CALL MOTION(#1,0,0,#2,0,0)
930 CALL POSITION(#1,ZE,SP):: CALL SPRITE(#3,120,7,ZE-5,SP+4,-17,17):: GOSUB 1560 :: IF HIT THEN CALL PATTERN(#1,132):: FL=0 :: GOTO 840 ELSE 980
940 CALL POSITION(#1,ZE,SP):: IF SP<32 THEN GOSUB 1050 :: GOTO 830 ELSE FL=0
950 CALL MOTION(#1,0,-18,#2,0,-18):: CALL KEY(1,T,S):: IF T<>18 THEN 970 ELSE CALL MOTION(#1,0,0,#2,0,0)
960 CALL POSITION(#1,ZE,SP):: CALL SPRITE(#3,120,7,ZE-5,SP-6,-17,-17):: GOSUB 1560 :: IF HIT THEN CALL PATTERN(#1,132):: FL=0 :: GOTO 840 ELSE 980
970 GOSUB 1580 :: NEXT A :: LA=LA-1 :: CALL LOCATE(#23,27,LA)
980 GOSUB 1580 :: NEXT I :: CALL DELSPRITE(#4):: LA=LA-1 :: CALL LOCATE(#23,27,LA):: GOTO 840
990 CALL DELSPRITE(#4):: CALL HCHAR(5,19,75,11):: GOTO 810
1000 CALL DELSPRITE(#3):: CALL PATTERN(#4,128):: CALL SOUND(-400,-7,0):: CALL MOTION(#4,3,3):: CALL SOUND(-400,-6,6):: CALL PATTERN(#1,132)
1010 GOSUB 1580 :: CALL POSITION(#4,ZE,SP):: CALL SPRITE(#5,128,7,ZE,SP,3,-3):: GOSUB 1580 :: CALL POSITION(#1,ZE,SP):: CALL LOCATE(#2,159,SP)
1020 CALL SOUND(-400,-6,12):: GOSUB 1580 :: CALL SOUND(-600,-6,16):: CALL DELSPRITE(#4,#5)
1030 GOSUB 1580 :: CALL HCHAR(6,30-H,32):: H=H-1
1040 SCORE=SCORE+(LEV*50):: DISPLAY AT(4,7)SIZE(7):SCORE :: RETURN
1050 CALL MOTION(#1,-1,1,#2,-1,-1):: CALL SOUND(-400,-7,0):: CALL PATTERN(#1,128,#2,128)
1060 CALL HCHAR(6,AN,32,2):: AN=AN-2 :: IF AN=2 THEN 1490 ELSE CALL HCHAR(6,AN,32,2):: CALL DELSPRITE(ALL)
1070 LA=224 :: CALL LOCATE(#23,27,LA):: CALL HCHAR(6,30-HH,35,HH):: H=HH
1080 RETURN
1090 CALL DELSPRITE(ALL):: DISPLAY AT(11,1):B$(7)&B$(7):B$(7)
1100 DISPLAY AT(24,3)SIZE(24):"prepare for special game"
1110 RESTORE 200 :: FOR I=1 TO 16 :: READ A,C$ :: CALL CHAR(A,C$):: NEXT I
1120 A=64 :: FOR I=17 TO 22 :: CALL SPRITE(#I,132,1,A,245):: A=A+16 :: NEXT I :: A=64 :: FOR I=23 TO 28 :: CALL SPRITE(#I,132,1,A,:: A=A+16 :: NEXT I
1130 ON LEV GOTO 1190,1150,1160,1170,1180,1190,1200,1190,1150,1160
1140 RESTORE 210 :: GOTO 1210
1150 RESTORE 300 :: GOTO 1210
1160 RESTORE 230 :: GOTO 1210
1170 RESTORE 270 :: GOTO 1210
1180 RESTORE 250 :: GOTO 1210
1190 RESTORE 240 :: GOTO 1210
1200 RESTORE 220
1210 FOR I=1 TO 4 :: READ A,C$ :: CALL CHAR(A,C$):: NEXT I
1220 A=64 :: FOR I=4 TO 9 :: CALL SPRITE(#I,76,INT(RND*13)+3,A,230,0,INT(RND*-3)+-1):: A=A+16 :: NEXT I :: CALL HCHAR(24,3,33,26)
1230 CALL SPRITE(#1,132,5,163,120):: CALL SOUND(100,1400,0)
1240 FOR I=1 TO 10+(LEV*3)
1250 CALL COINC(ALL,HIT):: IF HIT THEN 1430
1260 CALL JOYST(1,X,Y):: IF X=4 THEN 1290 ELSE IF X=-4 THEN 1270 ELSE CALL MOTION(#1,0,0):: GOTO 1310
1270 CALL COINC(ALL,HIT):: IF HIT THEN 1430
1280 CALL POSITION(#1,ZE,SP):: IF SP<32 THEN CALL MOTION(#1,0,0):: GOTO 1310 ELSE CALL MOTION(#1,0,-20):: GOTO 1310
1290 CALL COINC(ALL,HIT):: IF HIT THEN 1430
1300 CALL POSITION(#1,ZE,SP):: IF SP>214 THEN CALL MOTION(#1,0,0):: GOTO 1310 ELSE CALL MOTION(#1,0,20)
1310 CALL KEY(1,T,S):: IF T<>18 THEN 1250 ELSE CALL MOTION(#1,0,0):: CALL POSITION(#1,ZE,SP):: CALL SOUND(-1570,800,30,800,30,2500,30,-8,12)
1320 CALL SPRITE(#2,60,16,ZE-6,SP,-20,0)
1330 FOR H=1 TO 16 :: CALL KEY(1,T,S):: IF T=18 THEN 1350 ELSE CALL JOYST(1,X,Y):: CALL MOTION(#2,-20,X)
1340 NEXT H :: CALL DELSPRITE(#2):: CALL DELSPRITE(#2):: CALL COINC(ALL,HIT):: IF HIT THEN 1370 ELSE 1260
1350 CALL SOUND(-250,-6,:: CALL POSITION(#2,ZE,SP):: A=INT((ZE/8)/2):: CALL COINC(#2,#A,8,HIT):: CALL PATTERN(#2,128)
1360 IF HIT THEN 1370 ELSE CALL DELSPRITE(#2):: CALL DELSPRITE(#2):: GOTO 1250
1370 CALL LOCATE(#A,(A**2,230):: CALL DELSPRITE(#2):: CALL SOUND(300,-7,5):: GOSUB 1040
1380 NEXT I
1390 CALL MOTION(#1,0,0):: FOR I=9 TO 4 STEP -1 :: CALL SOUND(-280,-7,I*2-7):: CALL PATTERN(#I,128):: CALL MOTION(#I,0,0):: FOR A=1 TO 55
1400 NEXT A :: CALL DELSPRITE(#I):: NEXT I :: LEV=LEV+1 :: IF LEV>10 THEN 1490
1410 CALL SOUND(900,195,0,246,0,349,0):: CALL SOUND(4250,261,0,329,0,391,0)
1420 CALL DELSPRITE(ALL):: DISPLAY AT(14,1):RPT$("()*+,-.",4):: DISPLAY AT(15,1):B$(1):: GOTO 810
1430 CALL MOTION(#1,0,0):: FOR I=1 TO 5 :: CALL COLOR(1,INT(RND*13)+3,2):: NEXT I :: CALL COLOR(1,FA,2)
1440 CALL POSITION(#1,A,FA):: FOR I=4 TO 9 :: CALL MOTION(#I,0,0):: CALL POSITION(#I,ZE,SP):: CALL PATTERN(#I,84):: CALL MOTION(#I,(A-ZE)/2,(FA-SP)/2)
1450 CALL COINC(#I,#1,8,HIT):: IF HIT THEN 1460 ELSE 1450
1460 CALL DELSPRITE(#I):: CALL PATTERN(#1,128):: CALL SOUND(100,-7,0):: CALL PATTERN(#1,132)
1470 FOR X=1 TO 5 :: CALL COLOR(#1,16,#1,5):: NEXT X :: NEXT I :: CALL PATTERN(#1,128)
1480 FOR I=2 TO 5 :: CALL SOUND(-900,-7,I):: CALL SPRITE(#I,128,INT(RND*13)+1,A,FA,INT(RND*-2)+-2,INT(RND*2)+2*SGN(RND-.5)):: NEXT I :: GOSUB 1050 :: GOTO 1420
1490 CALL DELSPRITE(ALL):: IF SCORE<=HIC THEN 1500 ELSE HIC=SCORE
1500 CALL SPRITE(#1,132,5,157,120,#2,36,2,159,120)
1510 DISPLAY AT(8,4)SIZE(22):"highscore       ";HIC :: DISPLAY AT(10,4)SIZE(22):"spielpunkte     ";SCORE
1520 DISPLAY AT(12,4)SIZE(22):"neues spiel      j  n" :: DISPLAY AT(14,1):RPT$("()*+,-.",4):: GOSUB 1580
1530 CALL KEY(3,T,S):: IF T=74 THEN SCORE=0 :: AN=10 :: LEV=1 :: GOTO 650 ELSE IF T=78 THEN CALL CLEAR :: END ELSE GOSUB 1580 :: GOTO 1530
1540 FOR I=1 TO 20 :: READ A,C$ :: CALL CHAR(A,C$):: GOSUB 1580 :: NEXT I :: HH=H :: RETURN
1550 READ FA,LP,SPE,H :: FOR I=1 TO 4 :: READ X,Y,SP :: CALL COLOR(X,Y,SP):: GOSUB 1580 :: NEXT I :: RETURN
1560 FOR X=1 TO 4 :: CALL COINC(#3,#4,10,HIT):: IF HIT THEN 1000
1570 GOSUB 1580 :: NEXT X :: CALL DELSPRITE(#3):: RETURN
1580 DISPLAY AT(15,1):B$(F):: F=F+1 :: IF F=5 THEN F=1
1590 RETURN

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A dozen of lines are too long for copy paste into Classic99. Could you supply a TIFILES file ?

 

I did some experimental work to see if I can make Classic99 better take BASIC and XB code pastes, and it seems successfull (I strip spaces, and force the editor to take a longer line). But I found a bug that may affect others -- multiple spaces are stripped out by the RTF format! I've confirmed that's not a Classic99 bug - if I paste (for instance) line 490 into Wordpad, it also loses any multiple spaces.

 

I will need to do a little more work to figure out how to do that, and see if IE exports /any/ actual clipboard data that's usable. ;)

 

Other than that, this is an impressive little game!!

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Other than that, this is an impressive little game!!

 

Agreed! Did you have "type-ins" in the States? I know you had 99er, but were there any others? Had this appeared in C&VG here in Blighty it would have knocked peoples socks off!

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Did you have "type-ins" in the States? I know you had 99er, but were there any others? Had this appeared in C&VG here in Blighty it would have knocked peoples socks off!

Super magazine. Computer & Video Games (C&VG) was monthly from November 1981. Final issue in 2004, but still caries on as a website. I had about 20 copies in the early eighties. There were one TI game listing in every issue in the years 1983 and 84. Issue 18 had none and issue 21 had three.

 

:)

 

cvg2.jpg

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Other than that, this is an impressive little game!!

 

Agreed! Did you have "type-ins" in the States? I know you had 99er, but were there any others? Had this appeared in C&VG here in Blighty it would have knocked peoples socks off!

 

Yep! Though 99er/Home Computer Magazine was the main one. I want to say Compute! supported the TI with type-in listing for a while, too.

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I want to say Compute! supported the TI with type-in listing for a while, too.

 

Truth. At least a few years in the early 80s. "The Witching Hour," at the TI Games Shelf, is a COMPUTE! Magazine type-in. Not a bad game for BASIC -- I just thought that I might try compiling it in the near future.

 

I also recall another TI program from COMPUTE! called "Tug of War." This one is pretty slow as a three-row multicolor bar is drawn across the screen after every move.

 

Are there still "Robochase" competitions going these days?

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