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TUNNEL version 1.1 update


agsoftware

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Hello Dears Members TI99/4A,

 

TUNNEL version 1.1 update.

 

I ask your kind help, because I want to do even more changes to my program videogame TUNNEL.

I would like to 1UP that the sprite of the character, you must move a sprite animation with 2 frames.

Line 210 to line 226 find definitions of 1UP sprites with various comments to understand how it works.

 

Then ask an expert in programming with Extended Basic TI99/4A

to modify the program by making an animation with two frames per

1UP character sprites, so you get even better in this game TUNNEL.

 

I look forward to your positive response.

Best Regards

Andrea Gasparrini from Italy.

 

 

 

 

210 CALL CHAR(96,"1818483C1A28680C") :: REM  1UP UP
215 CALL CHAR(100,"0C0C7ADE38EC0406") :: REM  1UP RIGHT1
216 CALL CHAR(101,"181870BC80382840") :: REM  1UP RIGHT2
220 CALL CHAR(104,"18180A3C58141630") :: REM  1UP DOWN
225 CALL CHAR(108,"6060BCF6386E40C0") :: REM  1UP LEFT1
226 CALL CHAR(109,"606038F434705008") :: REM  1UP LEFT2

 

 

TUNNEL v.1.1 for EXTENDED BASIC TI99/4A

 

10 REM  ********************
20 REM  * TUNNEL V.1.1   *
30 REM  * BY GAMECAST 2011 *
40 REM  *ANDREA GASPARRINI *
50 REM  * FOR TI99/4A	 *
60 REM  *ONLY FOR EXTENDED *
70 REM  *	    BASIC	  *
80 REM  ********************
90 REM
100 HI=28500
150 ON ERROR 180
160 CALL INIT :: CALL LOAD(-31878,11)
170 GOTO 190
180 CALL ERR(FF,FF)
190 CALL CLEAR :: CALL SCREEN(1)
210 CALL CHAR(96,"1818483C1A28680C") :: REM  1UP UP
215 CALL CHAR(100,"0C0C7ADE38EC0406") :: REM  1UP RIGHT1
216 CALL CHAR(101,"181870BC80382840") :: REM  1UP RIGHT2
220 CALL CHAR(104,"18180A3C58141630") :: REM  1UP DOWN
225 CALL CHAR(108,"6060BCF6386E40C0") :: REM  1UP LEFT1
226 CALL CHAR(109,"606038F434705008") :: REM  1UP LEFT2
230 CALL CHAR(33,"FBFBFB007F7F7F00") :: REM  WALL !
250 CALL CHAR(120,"183C7EDBFF5A8142") :: REM  MONSTER x
251 CALL CHAR(81,"1824241808180818") :: REM  KEY Q
252 CALL CHAR(90,"00387CFEFE7C3810") :: REM  DIAMANTE Z
253 CALL CHAR(91,"183C7E46C7EFEFFF") :: REM  PORTA [
254 CALL CHAR(40,"7E3C7E7EFFFFFF7E") :: REM  VASO (
260 GOSUB 1210
270 CALL COLOR(1,3,1,7,7,1,8,9,1,9,12,1,10,12,1,12,10,1)
280 FOR CO=3 TO 6 :: CALL COLOR(CO,7,1) :: NEXT CO
290 SCREEN=1
291 DISPLAY AT(0,0):"SCORE" :: DISPLAY AT(0,12):"HI-SCORE"
292 DISPLAY AT(0,21):RPT$(CHR$(100),MEN)
293 DISPLAY AT(2,0):SC :: DISPLAY AT(2,11):HI
294 DISPLAY AT(2,20):"LEVEL" :: DISPLAY AT(2,25):LV
530 D=247
540 IF LV>8 THEN LV=1
550 ON LV GOSUB 1400,1680,2230,2530,2810,3090
570 REM
580 SP=1 :: PP=0
640 R=4 :: C=4 :: RV,RV1=-1 :: CV,CV1=0 :: CH,CH1=96 :: CALL SPRITE(#1,CH,12,R*8-7,C*8-7)
650 PP=PP-1 :: IF PP<0 THEN 720
660 IF PP THEN 710
670 CALL COLOR(1,6,1)
680 FOR SP=2 TO 11
690 CO=INT(RND*4)+7 :: IF CO=8 THEN 690 ELSE CALL COLOR(#SP,CO)
700 NEXT SP
710 IF PP=5 THEN CALL COLOR(1,14,1)
720 IF PP>0 THEN 740
740 CALL JOYST(1,X,Y) :: CALL KEY(1,K,S)
750 IF((X=0 AND Y=0)OR(X<>0 AND Y<>0))AND S=0 THEN 740
760 IF Y=4 OR K=5 THEN CH1=96 :: RV1=-1 :: CV1=0
770 IF X=4 OR K=3 THEN CH1=100 :: RV1=0 :: CV1=1
780 IF Y=-4 OR K+1=1 THEN CH1=104 :: RV1=1 :: CV1=0
790 IF X=-4 OR K=2 THEN CH1=108 :: RV1=0 :: CV1=-1
800 CALL GCHAR(R+RV1,C+CV1,CHK)
805 IF CHK<>33 THEN RV=RV1 :: CV=CV1 :: CH=CH1 ELSE CALL GCHAR(R+RV,C+CV,CHK) :: IF CHK=33 THEN 650
810 R=R+RV :: C=C+CV :: CALL PATTERN(#1,CH) :: CALL LOCATE(#1,R*8-7,C*8-7)
820 IF CHK=32 THEN 650
830 IF CHK<>120 THEN 860
840 REM PP=26-SCREEN :: CALL COLOR(1,15,1) :: REM  9
850 FOR SP=2 TO 11 :: CALL COLOR(#SP,1) :: CALL SOUND(-1,55*SP,0) :: NEXT SP
860 IF CHK=40 THEN SC=SC+100
870 IF CHK=90 THEN SC=SC+200
880 IF CHK=81 THEN SC=SC+300 :: KE=1
881 IF CHK=91 THEN IF KE=1 THEN 1060 ELSE GOTO 740
882 IF CHK=120 THEN 990
890 DISPLAY AT(2,0) SIZE(5):SC :: CALL SOUND(-1,-6,0)
900 CALL HCHAR(R,C,32)
910 D=D-1 :: IF D=0 THEN 1040
920 GOTO 650
930 FOR DEL=27 TO 1 STEP-4
940 FOR CH=96 TO 108 STEP 4
950 CALL PATTERN(#1,CH)
960 CALL SOUND(-1,110+DEL+CH/4,0)
970 NEXT CH
980 NEXT DEL
990 CALL SOUND(-100,-2,4) :: CALL SOUND(-100,-3,3) :: CALL SOUND(-100,-2,2) :: CALL SOUND(-100,-1,1) :: CALL SOUND(-1000,-1,0)
1000 MEN=MEN-1 :: IF MEN=-1 THEN 1110 ELSE DISPLAY AT(0,21):RPT$(CHR$(100),MEN)
1010 SP=1
1020 FOR RR=3 TO 21 STEP 2 :: SP=SP+1 :: CALL LOCATE(#SP,RR*8-7,256) :: NEXT RR
1030 GOTO 640
1040 FOR SP=2 TO 11 :: CALL DELSPRITE(#SP) :: NEXT SP
1050 CALL COLOR(1,6,1)
1055 REM CLEAR STAGE LEVEL
1060 FOR DEL=1 TO 20
1070 CALL SOUND(INT(RND*200)+1,110+INT(RND*220),INT(RND*3))
1080 NEXT DEL
1090 LV=LV+1 :: KE=0
1100 RESTORE :: GOTO 290
1110 CALL DELSPRITE(#1)
1120 FOR DEL=1 TO 5
1130 DISPLAY AT(12,10)SIZE(9)BEEP:RPT$(CHR$(100),4);" ";RPT$(CHR$(108),4)
1140 DISPLAY AT(12,10)SIZE(9)BEEP:"GAME OVER"
1150 NEXT DEL
1160 FOR P=0 TO 2000 :: NEXT P
1200 CALL CLEAR
1205 REM  INTRO
1210 MEN=4 :: SCORE=0 :: LV=1 :: KE=0
1215 FOR CO=1 TO 14 :: CALL COLOR(CO,16,2) :: NEXT CO
1216 CALL COLOR(1,3,1,7,7,1,8,9,1,9,12,1,10,12,1,12,10,1)
1220 DATA "!!! ! ! !  ! !  ! !!! !  "
1221 DATA " !  ! ! !! ! !! ! !   !  "
1222 DATA " !  ! ! ! !! ! !! !!  !  "
1223 DATA " !  ! ! !  ! !  ! !   !  "
1224 DATA " !  !!! !  ! !  ! !!! !!!"
1225 RESTORE 1220
1227 FOR A1=1 TO 5 :: READ A2$
1228 DISPLAY AT(A1+1,2):A2$
1229 NEXT A1
1230 DISPLAY AT(8,2):"RILASCIA IL TASTO ALPHA LOCK"
1240 DISPLAY AT(9,1):"USA IL JOYSTICK 1 O I TASTI "
1250 DISPLAY AT(10,1):"CON LE FRECCE-E,X,S,D-."
1260 DISPLAY AT(12,2):CHR$(100)&" PLAYER 1UP"
1270 DISPLAY AT(13,2):CHR$(81)&" 300 POINTS"
1280 DISPLAY AT(14,2):CHR$(90)&" 200 POINTS"
1290 DISPLAY AT(15,2):CHR$(40)&" 100  POINTS"
1300 DISPLAY AT(16,2):CHR$(120)&" MONSTER"
1310 DISPLAY AT(20,2):"BY ANDREA GASPARRINI 2011"
1330 DISPLAY AT(22,4):"PUSH SPACE TO START"
1340 CALL KEY(0,K,S) :: IF S<1 THEN 1340
1350 CALL KEY(1,L,S)
1360 IF K=18 or K=32 or L=18 or L=32 THEN CALL CLEAR :: CALL COLOR(2,11,1) :: RETURN
1380 GOTO 1340
1390 REM PRINT PUT LEVELS MAZE
1395 REM LEVEL-1
1400 RESTORE 1450
1410 FOR A1=2 TO 23 :: READ A2$
1420 DISPLAY AT(A1+1,1):A2$
1430 NEXT A1
1440 RETURN
1450 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
1460 DATA "!	    !!    (		 !!"
1470 DATA "! !!!!!! !! !!!!!!!!!!!!! !!"
1480 DATA "! !!!!!!			  Z	   !! !!"
1490 DATA "! !!!!!!!!!!!!!!!!!!!! !! !!"
1500 DATA "! !   x	    x			  !! !!"
1510 DATA "!   !!!!!!!!!!! !! !!!    !!"		  
1520 DATA "!!!!!!!!(Z !!!! !! !!!!!!!!!"
1530 DATA "!!!!!!!!!! !!!! !! !!!!!!!!!"
1540 DATA "!!					 !!	 ZZ!!!"
1550 DATA "!! !!!!!!!!!!!!!!!!!!!!!!!!!"
1560 DATA "!! !!!!((x		    !!!!!!!!!"
1570 DATA "!! !!!!!!! !!!!!!!  x((((!!!"
1580 DATA "!!		    !!!!!!!! !!!!!!!!"
1590 DATA "!!!!!!!!!! !!!!!!!!   !!!!"
1600 DATA "!!!!!!!!!! !!!Q!!!!!!!!    !"
1610 DATA "!!		    !!!    !!!!!!!! !"
1620 DATA "!! !!!!!!!!!!!!!! !!!!!!!! !"
1630 DATA "!! ((Z!!!!!!ZZ					    !"
1640 DATA "!! !!!!!!!!!!!!!!!!!!!!!!!!!"
1650 DATA "!!									  [!!"
1660 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
1670 REM LEVEL-2											   
1680 RESTORE 2000									   
1690 FOR A1=2 TO 23 :: READ A2$   
1700 DISPLAY AT(A1+1,1):A2$			   
1710 NEXT A1											 
1720 RETURN													
2000 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
2010 DATA "! !	  !		    !( ( [!"
2020 DATA "! ! !!!!!! ! !!!!!!! !!!! !!"
2030 DATA "! ! !(!    ! ! ZZ((! ! ( (!!"
2040 DATA "! ! !(! !!!! ! !!!!! ! !!!!!"
2050 DATA "!	 ! !    !x x  ! !    !!"
2060 DATA "!!!!! ! ! !!!!!!!! ! !!!! !!"
2070 DATA "!	 !   !    ! ! ! Z Z!!"
2080 DATA "! !!!!!!!!! !!!! ! ! ! !!!!!"
2090 DATA "! !    !  !Q   ! ! !  !"
2100 DATA "! ! !!!! ! !!!!! ! ! !!Z!! !"
2110 DATA "! ! !    !    ! ! ! !!(!  !"
2120 DATA "! ! ! !!!!!!!! !   ! !!!! !!"
2130 DATA "!   ! !	    ! !!!!! !    !!"
2140 DATA "!!!!! ! !!!! ! !	  ! !!!!!"
2150 DATA "!	 ! !(!! ! ! !!!!!	    !"
2160 DATA "! !!!!! !  ! ! !	  !!!!! !"
2170 DATA "! !   !! ! ! !!!!! !   ! !"
2180 DATA "! ! !!!!! Z! ! !	  ! ! ! !"
2190 DATA "! ! ! ( ! !! ! ! !!!!! ! ! !"
2200 DATA "!   !(!x	    !	   !   !"
2210 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
2220 REM LEVEL-3										
2230 RESTORE 2280									   
2240 FOR A1=2 TO 23 :: READ A2$   
2250 DISPLAY AT(A1+1,1):A2$			   
2260 NEXT A1											 
2270 RETURN
2300 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
2310 DATA "!   !   !ZZ !		   !   ! [!"
2320 DATA "!!! ! ! !!! ! !!!!! ! ! ! !!"
2330 DATA "!	 !		 !	 ! ! !  !"
2340 DATA "! !!!!!!! !!!!! !!!!! ! !! !"
2350 DATA "! x((!    !((!  !	 ! !  !"
2360 DATA "!!!!!! !!!!ZZx  ! !!!!! ! !!"
2370 DATA "!!   !  ZZ!!!!! ! !   !  !"
2380 DATA "!  ! ! !!!!   ! ! !!!!!! !"
2390 DATA "! !! !  ((! !!!!! ! !!	    !"
2400 DATA "!  ! ! !!!!	 ! !( ! ! !"
2410 DATA "!! ! !    !!!!x!!!!!!!!! ! !"
2420 DATA "!  ! !!!! !			  ! ! !"
2430 DATA "! !!   ! !!!!!!!!! !! ! !"
2440 DATA "! !!!!!!!!! !!   !    !  ! !"
2450 DATA "!			   !Q ! ! !!!! !! !"
2460 DATA "!!!!! !!!!! !! !		 !  !"
2470 DATA "!	 !   ! !!!!!!! ! !!!x!!"
2480 DATA "! !!!!! ! ! !   x ! ! !Zx  !"
2490 DATA "! !   ! ! ! ! !!! ! ! !!!! !"
2500 DATA "!   !   !   !(((!   ! ( ( (!"
2510 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 
2520 REM LEVEL-4										
2530 RESTORE 2580									   
2540 FOR A1=2 TO 23 :: READ A2$   
2550 DISPLAY AT(A1+1,1):A2$			   
2560 NEXT A1											 
2570 RETURN
2580 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
2590 DATA "!	  !(x ZZ! Z![!!Z!(!   !"
2600 DATA "! !!!! !!! !!! !! !    ! !"
2610 DATA "! !    ! !    ! ! !!!!!! !"
2620 DATA "! ! !!!! ! ! !!!! ! !   !  !"
2630 DATA "! ! !		  !  ZZ! ! ! ! ! !!"
2640 DATA "! ! ! !!!!!! !!!!   ! ! !  !"
2650 DATA "!   ! !		 ZZ!!!!! ! !! !"
2660 DATA "! !!! ! !!!! !!!!	 ! !  !"
2670 DATA "! !   ! !(!!  ((! !!!!! ! !!"
2680 DATA "! ! !   !  ! !!!!	 ! !  !"
2690 DATA "!   !!!!!! !  ((!!!!! ! !! !"
2700 DATA "!x!!!!!    ! !!!!   ! !    !"
2710 DATA "! ! Q!  !    x  x ! ! !!! !!"
2720 DATA "!   !! !! !!!!!!!!! !   !  !"
2730 DATA "! !!!! !  !	 ! !!! !! !"
2740 DATA "! x((! ! !! !!!!!	   !( !"
2750 DATA "! !!!! ! !  !Z!Z!!! !!!!!! !"
2760 DATA "! xZZ! ! ! !! ( x x !(   ! !"
2770 DATA "! !!!! ! ! !!!!!!!! !! ! ! !"
2780 DATA "!	  !				 !  !   !"
2790 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
2800 REM LEVEL-5										
2810 RESTORE 2860									   
2820 FOR A1=2 TO 23 :: READ A2$   
2830 DISPLAY AT(A1+1,1):A2$			   
2840 NEXT A1											 
2850 RETURN
2860 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
2870 DATA "! !		   !			   ![ x(!"
2880 DATA "! ! !!!!!!! ! !!x!x!! !! ! !"
2890 DATA "! ! ! ( ( x ! x ((( x !  ! !"
2900 DATA "! ! ! !!!!! ! !!!!!!! ! !! !"
2910 DATA "! ! !(! Z ! ! x ZZZ x !  ! !"
2920 DATA "! ! ! ((!(! ! !!!!!!! !! ! !"
2930 DATA "! ! !!!!!!! !		   ! !  ! !"
2940 DATA "! !	 ! !!!!!!! ! ! !! !"
2950 DATA "! !!!!!!! !		   ! !  ! !"
2960 DATA "!			 ! !!!!!!!!! !! ! !"
2970 DATA "! !!!!!!!!!	 !Q! !  ! !"
2980 DATA "!  x ((ZZ ! !!!!! ! ! ! !! !"
2990 DATA "! !!!!!!! ! !   ! ! ! !  ! !"
3000 DATA "!	   ! !   !(!   ! !! ! !"
3010 DATA "! !!!!! ! !!!!!!!!!!! !  ! !"
3020 DATA "! !   ! ! x !				 ! !! !"
3030 DATA "! ! ! ! !!! ! !!!x!!!!! Z! !"
3040 DATA "! ! ! !   ! !				   !! !"
3050 DATA "! ! ! !!! ! !!!!x!!!x!!!!  !"
3060 DATA "!   ! ((!							 !!"
3070 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
3080 REM LEVEL-6										
3090 RESTORE 3140									   
3100 FOR A1=2 TO 23 :: READ A2$   
3110 DISPLAY AT(A1+1,1):A2$			   
3120 NEXT A1											 
3130 RETURN
3140 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
3150 DATA "!  !   !((x ! !   !Q!   !"
3160 DATA "!!   !!!! !!!! !   ! !   ! !"
3170 DATA "!  !    ! x((x ! !!! !!!!! !"
3180 DATA "! !!!!! ! !!!! ! ![!    !"
3190 DATA "!   !   ! x((x   ! !!!!!!!(!"
3200 DATA "!!! ! !!! !!!! ! !	  !(!"
3210 DATA "!   ! !((	  ! !!!!!!! !!!"
3220 DATA "! !!! !!!!!!!!!! !   !(!   !"
3230 DATA "!					 !  ! ! !	    !"
3240 DATA "!!!!!!! !!!!! ! !! ! !!! ! !"
3250 DATA "!(!!Z(x x(((! ! !  !   ! ! !"
3260 DATA "!  !!!! !!!!! ! ! !!!! ! ! !"
3270 DATA "!! !(Zx xZZZ! ! ! ZZ(( ! ! !"
3280 DATA "!! !!!! !!!!! ! ! !!!! ! ! !"
3290 DATA "!   !Z! !	 ! !	  ! ! !"
3300 DATA "! !   ! ! !!!!! ! ! !!!!!! !"
3310 DATA "! !! !!   !   ! ! !    !"
3320 DATA "! !   !!! !!!!! ! !(! !! !"
3330 DATA "! ! !!!   !   !   ! !!! !  !"
3340 DATA "!   ((! !   !   ! !   ! !!"
3350 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
3360 REM LEVEL-7										
3370 RESTORE 3140									   
3380 FOR A1=2 TO 23 :: READ A2$   
3390 DISPLAY AT(A1+1,1):A2$			   
3400 NEXT A1											 
3410 RETURN
3420 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
3430 DATA "!	    !   (( !(!   !   !!"
3440 DATA "!!!!!!!! ! !!!! !   !Z![! (!"
3450 DATA "!Z!(   ! !    ! ! !!!!!!! !!"
3460 DATA "!    ! ! !!!! ! ! (ZxZ( !  !"
3470 DATA "! !!!! ! ZxxZ ! ! !!!!! !! !"
3480 DATA "!   ! ZZ !!!! !   (Z Z( !  !"
3490 DATA "!!! ! !! (xx( !!x!!!!!! ! !!"
3500 DATA "!   ! (( !!!! !			   !  !"
3510 DATA "! !!!!!! (xx( ! !!!!!!!!!! !"
3520 DATA "!	  ! !!!! !		 !    !"
3530 DATA "!!!!!! ! (xx( !!!!!!! ! !!!!"
3540 DATA "!	  ! !!!! !Z!	 ! ! (!"
3550 DATA "! !!!!!! !    !(! !!!!! ! !!"
3560 DATA "!	 (( ! !!!!x!	   !  !"
3570 DATA "!!!!!!!! ! !    !!!!!!!!!! !"
3580 DATA "!Q !   !   ! !! !((xxZZxx( !"
3590 DATA "!! ! ! ! !!! (! !!!!!!!!!! !"
3600 DATA "!  ! ! !	   !			   ! !"
3610 DATA "! !! ! !!!!!! !!!!!!!!!! ! !"
3620 DATA "!    !			    !(((ZZZ((   !"
3630 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
3640 REM LEVEL-8										
3650 RESTORE 3140									   
3660 FOR A1=2 TO 23 :: READ A2$   
3670 DISPLAY AT(A1+1,1):A2$			   
3680 NEXT A1											 
3690 RETURN
3700 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
3710 DATA "!    !							    ((Zx!"
3720 DATA "!! ! ! !! !(!(!(!!!!!! !!!!!"
3730 DATA "!Z ! ! !  !x!x!x![   ! ZZ(x!"
3740 DATA "!! !   ! !!(!(!(!!!! ! !!!!!"
3750 DATA "!(   !!!					  !	   !"
3760 DATA "!! !!!!!!!!!!!!!!!!!!!!!!( !"
3770 DATA "!(									 !! !"
3780 DATA "!!! !!!! !!!! !   ! !!! !  !"
3790 DATA "!(! !    !  ! !! !! !   ! !!"
3800 DATA "!(! !  Q !  ! ! ! ! !   !  !"
3810 DATA "!(! ! !! !!!! !   ! !!  !! !"
3820 DATA "!(! !  ! !  ! !   ! !   !  !"
3830 DATA "!(! !!!! !  ! !   ! !!! ! !!"
3840 DATA "!(!								   !  !"
3850 DATA "!(! !!!! !!!! !!!!! !!! !! !"
3860 DATA "!(! !    !  ! !	    !  !  !"
3870 DATA "!(! !    !  ! !	    !  ! !!"
3880 DATA "!(! !    !!!! !!!!!  !  !  !"
3890 DATA "!(! !    !  !		 !  !  !! !"
3900 DATA "!(x !!!! !  ! !!!!!  !	    !"
3910 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"

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Previously I've experienced problems with spaces and the code tag. An example was 4 spaces turned into 2. I noticed when quality testing my postings (that's copying what I just posted).

 

Also previously I noticed a similar problem with your Tunnel posting. I went to your gamecast site and got the game through the zip. Works fine. Enjoyed it very much for about 7 levels or so. This is what I get, when I do a copy-paste from this forum (also using the new Paste XB in Classic99 etc.).

 

tunnel.png

 

Anyways, running the game without CPU Overdrive, is "just" okay. Now I understand you want to add more animation to the man ? Do you need graphics for this and/or code ? You keep referring to the running man as a "sprite", but still he's just a "character", right ? Previously I understood you were maybe thinking about going from 8x8 to 16x16 design ?

 

:)

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Hello,

 

The code for the animation of the sprite 1UP man is already on the forum I posted last night in Italy. Read from line 210 to line 226,

Basic listing.

 

210 CALL CHAR(96,"1818483C1A28680C") :: REM  1UP UP
215 CALL CHAR(100,"0C0C7ADE38EC0406") :: REM  1UP RIGHT frame 1
216 CALL CHAR(101,"181870BC80382840") :: REM  1UP RIGHT frame 2
220 CALL CHAR(104,"18180A3C58141630") :: REM  1UP DOWN
225 CALL CHAR(108,"6060BCF6386E40C0") :: REM  1UP LEFT frame 1
226 CALL CHAR(109,"606038F434705008") :: REM  1UP LEFT frame 2

 

Then, for the speech of sprites to 16x16 pixels, I'd be interested in making a new game to use the sprites larger than 8x8 pixels, but to schedule a

TI99/4A, I do not know where to start, because I have very little experience on the TI99, since

which are only an expert in the MSX systems, and then I make very hard on the TI99.

For the 16x16 sprite would like to make a game more and putting a labyrinth path made and designed with graphic characters defined with CALL CHAR.

Making an animation of this sprite 16x16 pixels with two frames for each

1UP direction of the sprite and then I want to make colorful, to make a multi-colored sprites must use the trick of overlapping sprites put 2 or 3

one above the other, that I'll explain: if you want to do a multi-colored sprites pixel by pixel with 2 colors, so I need to do 2 definitions for each frame.

If you want to do a multi-colored sprites pixel by pixel in 3 colors: then I

3 definitions need to make sprites for each frame.

 

I hope I was clear and explicit to you.

I look forward to your own, but also of your positive response.

best Regards

Andrea ^_^

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The code for the animation of the sprite 1UP man is already on the forum ...

 

Oh yes, I see. Left and right animation.

 

Then, for the speech of sprites to 16x16 pixels, I'd be interested in making a new game to use the sprites larger than 8x8 pixels, but to schedule a TI99/4A, I do not know where to start, because I have very little experience on the TI99, since which are only an expert in the MSX systems, and then I make very hard on the TI99.

 

You seem to have come a long way (with TI XB). Do you program MSX in Basic too ?

 

Is Tunnel a port ?

 

For the 16x16 sprite would like to make a game more and putting a labyrinth path made and designed with graphic characters defined with CALL CHAR. Making an animation of this sprite 16x16 pixels with two frames for each 1UP direction of the sprite and then I want to make colorful, to make a multi-colored sprites must use the trick of overlapping sprites put 2 or 3 one above the other, that I'll explain: if you want to do a multi-colored sprites pixel by pixel with 2 colors, so I need to do 2 definitions for each frame. If you want to do a multi-colored sprites pixel by pixel in 3 colors: then I 3 definitions need to make sprites for each frame.

 

Yes, I think I understand the technique.

 

I guess you're asking then for help with animation code of the UP1 ?

 

You can use a variable like ANIM. Then flip it's value once every time in the main loop. It doesn't have to care about which way you're facing. You simply use the value of the variable (ANIM) when you "calculate" which animation frame to use. Flipping between the values 1 and 0 can be done like this (no need for initialization or IF statement).

 

ANIM=ABS(ANIM-1)

 

Another way is

 

ANIM=1 AND (ANIM+1)

 

"Proof" (seeing is believing) is perhaps like this

 

100 PRINT ANIM
110 ANIM=1 AND (ANIM+1)
120 GOTO 100

 

And a demo

 

100 CALL SCREEN(6)::CALL CLEAR::CALL MAGNIFY(3)::DISPLAY AT(4,6):"WALK AND TALK DEMO"
110 DISPLAY AT(9,3):"SPRITE GRAPHICS BASED ON"::DISPLAY AT(11,7):"ZX SPECTRUM GAME"
120 DISPLAY AT(13,:"""SIR LANCELOT"""::CALL SAY("#TEXAS INSTRUMENTS#")
200 CALL CHAR(36,"0000211311080B060C0606030100070360F038F8F8F0B8DC6CDCD89050D8ECEC")
210 CALL CHAR(40,"0008090B09080B060C0606030100070360F038F8F8F0B8DC6CDCD8B070DECEDC")
220 CALL CHAR(44,"0000010381601B060C0606030D0F070360F038F8F8F0B8DC6CDCD8BC47871E1C")
230 CALL CHAR(52,"060F1C1F1F0F1D3B363B1B090A1B3737000084C88810D060306060C08000E0C")
240 CALL CHAR(56,"060F1C1F1F0F1D3B363B1B0D0E7B733B001090D09010D060306060C08000E0C")
250 CALL CHAR(60,"060F1C1F1F0F1D3B363B1B3DE2E17838000080C08106D860306060C0B0F0E0C")
260 CALL SPRITE(#1,36,2,140,122)::DISPLAY AT(24,5):"USE JOYSTICK TO WALK"
300 ANIM=ABS(ANIM-4)::CALL JOYST(1,X,Y)::CALL MOTION(#1,0,X*2)
310 IF X<>0 THEN CALL PATTERN(#1,ANIM+X*2+48)::FACE=SGN(X+4)::GOTO 300
320 CALL PATTERN(#1,FACE*16+36)::GOTO 300

 

:)

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Thanks for you very much.

 

Then after, I put also the animation also for direction up and down

look the basic list new version 1.2

 

 

 

10 REM  ********************
20 REM  * TUNNEL V.1.2	 *
30 REM  * BY GAMECAST 2011 *
40 REM  *ANDREA GASPARRINI *
50 REM  * FOR TI99/4A	  *
60 REM  *ONLY FOR EXTENDED *
70 REM  *	    BASIC	 *
80 REM  ********************
90 REM
100 HI=28500
150 ON ERROR 180
160 CALL INIT :: CALL LOAD(-31878,11)
170 GOTO 190
180 CALL ERR(FF,FF)
190 CALL CLEAR :: CALL SCREEN(1)
210 CALL CHAR(96,"1818483C1A28680C") :: REM  1UP UP
215 CALL CHAR(97,"18180A3C58141630") :: REM  1UP DOWN-2
216 CALL CHAR(100,"0C0C7ADE38EC0406") :: REM  1UP RIGHT1
217 CALL CHAR(101,"181870BCB0382840") :: REM  1UP RIGHT2
220 CALL CHAR(104,"18180A3C58141630") :: REM  1UP DOWN
223 CALL CHAR(105,"1818483C1A28680C") :: REM  1UP UP-2
225 CALL CHAR(108,"6060BCF6386E40C0") :: REM  1UP LEFT1
226 CALL CHAR(109,"606038F434705008") :: REM  1UP LEFT2
230 CALL CHAR(33,"FBFBFB007F7F7F00") :: REM  WALL !
250 CALL CHAR(120,"183C7EDBFF5A8142") :: REM  MONSTER x
251 CALL CHAR(81,"1824241808180818") :: REM  KEY Q
252 CALL CHAR(90,"00387CFEFE7C3810") :: REM  DIAMANTE Z
253 CALL CHAR(91,"183C7E46C7EFEFFF") :: REM  PORTA [
254 CALL CHAR(40,"7E3C7E7EFFFFFF7E") :: REM  VASO (
260 GOSUB 1210
270 CALL COLOR(1,3,1,7,7,1,8,9,1,9,12,1,10,12,1,12,10,1)
280 FOR CO=3 TO 6 :: CALL COLOR(CO,7,1) :: NEXT CO
290 SCREEN=1
291 DISPLAY AT(0,0):"SCORE" :: DISPLAY AT(0,12):"HI-SCORE"
292 DISPLAY AT(0,21):RPT$(CHR$(100),MEN)
293 DISPLAY AT(2,0):SC :: DISPLAY AT(2,11):HI
294 DISPLAY AT(2,20):"LEVEL" :: DISPLAY AT(2,25):LV
530 D=247
540 IF LV>8 THEN LV=1
550 ON LV GOSUB 1400,1680,2230,2530,2810,3090
570 REM
580 SP=1 :: PP=0
640 R=4 :: C=4 :: RV,RV1=-1 :: CV,CV1=0 :: CH,CH1=96 :: CALL SPRITE(#1,CH,12,R*8-7,C*8-7)
650 PP=PP-1 :: IF PP<0 THEN 720
660 IF PP THEN 710
670 CALL COLOR(1,6,1)
680 FOR SP=2 TO 11
690 CO=INT(RND*4)+7 :: IF CO=8 THEN 690 ELSE CALL COLOR(#SP,CO)
700 NEXT SP
710 IF PP=5 THEN CALL COLOR(1,14,1)
720 IF PP>0 THEN 740
740 CALL JOYST(1,X,Y)::CALL KEY(1,K,S)::ANIM=ABS(ANIM-1)
750 IF((X=0 AND Y=0)OR(X<>0 AND Y<>0))AND S=0 THEN 740
760 IF Y=4 OR K=5 THEN CH1=96+ANIM :: RV1=-1 :: CV1=0
770 IF X=4 OR K=3 THEN CH1=100+ANIM::RV1=0::CV1=1
780 IF Y=-4 OR K+1=1 THEN CH1=104+ANIM :: RV1=1 :: CV1=0
790 IF X=-4 OR K=2 THEN CH1=108+ANIM::RV1=0::CV1=-1
800 CALL GCHAR(R+RV1,C+CV1,CHK)
805 IF CHK<>33 THEN RV=RV1 :: CV=CV1 :: CH=CH1 ELSE CALL GCHAR(R+RV,C+CV,CHK) :: IF CHK=33 THEN 650
810 R=R+RV :: C=C+CV :: CALL PATTERN(#1,CH) :: CALL LOCATE(#1,R*8-7,C*8-7)
820 IF CHK=32 THEN 650
830 IF CHK<>120 THEN 860
840 REM PP=26-SCREEN :: CALL COLOR(1,15,1) :: REM  9
850 FOR SP=2 TO 11 :: CALL COLOR(#SP,1) :: CALL SOUND(-1,55*SP,0) :: NEXT SP
860 IF CHK=40 THEN SC=SC+100
870 IF CHK=90 THEN SC=SC+200
880 IF CHK=81 THEN SC=SC+300 :: KE=1
881 IF CHK=91 THEN IF KE=1 THEN 1060 ELSE GOTO 740
882 IF CHK=120 THEN 990
890 DISPLAY AT(2,0) SIZE(5):SC :: CALL SOUND(-1,-6,0)
900 CALL HCHAR(R,C,32)
910 D=D-1 :: IF D=0 THEN 1040
920 GOTO 650
930 FOR DEL=27 TO 1 STEP-4
940 FOR CH=96 TO 108 STEP 4
950 CALL PATTERN(#1,CH)
960 CALL SOUND(-1,110+DEL+CH/4,0)
970 NEXT CH
980 NEXT DEL
990 CALL SOUND(-100,-2,4) :: CALL SOUND(-100,-3,3) :: CALL SOUND(-100,-2,2) :: CALL SOUND(-100,-1,1) :: CALL SOUND(-1000,-1,0)
1000 MEN=MEN-1 :: IF MEN=-1 THEN 1110 ELSE DISPLAY AT(0,21):RPT$(CHR$(100),MEN)
1010 SP=1
1020 FOR RR=3 TO 21 STEP 2 :: SP=SP+1 :: CALL LOCATE(#SP,RR*8-7,256) :: NEXT RR
1030 GOTO 640
1040 FOR SP=2 TO 11 :: CALL DELSPRITE(#SP) :: NEXT SP
1050 CALL COLOR(1,6,1)
1055 REM CLEAR STAGE LEVEL
1060 FOR DEL=1 TO 20
1070 CALL SOUND(INT(RND*200)+1,110+INT(RND*220),INT(RND*3))
1080 NEXT DEL
1090 LV=LV+1 :: KE=0
1100 RESTORE :: GOTO 290
1110 CALL DELSPRITE(#1)
1120 FOR DEL=1 TO 5
1130 DISPLAY AT(12,10)SIZE(9)BEEP:RPT$(CHR$(100),4);" ";RPT$(CHR$(108),4)
1140 DISPLAY AT(12,10)SIZE(9)BEEP:"GAME OVER"
1150 NEXT DEL
1160 FOR P=0 TO 2000 :: NEXT P
1200 CALL CLEAR
1205 REM  INTRO
1210 MEN=4 :: SCORE=0 :: LV=1 :: KE=0
1215 FOR CO=1 TO 14 :: CALL COLOR(CO,16,2) :: NEXT CO
1216 CALL COLOR(1,3,1,7,7,1,8,9,1,9,12,1,10,12,1,12,10,1)
1220 DATA "!!! ! ! !  ! !  ! !!! !  "
1221 DATA " !  ! ! !! ! !! ! !   !  "
1222 DATA " !  ! ! ! !! ! !! !!  !  "
1223 DATA " !  ! ! !  ! !  ! !   !  "
1224 DATA " !  !!! !  ! !  ! !!! !!!"
1225 RESTORE 1220
1227 FOR A1=1 TO 5 :: READ A2$
1228 DISPLAY AT(A1+1,2):A2$
1229 NEXT A1
1230 DISPLAY AT(8,2):"RILASCIA IL TASTO ALPHA LOCK"
1240 DISPLAY AT(9,1):"USA IL JOYSTICK 1 O I TASTI "
1250 DISPLAY AT(10,1):"CON LE FRECCE-E,X,S,D-."
1260 DISPLAY AT(12,2):CHR$(100)&" PLAYER 1UP"
1270 DISPLAY AT(13,2):CHR$(81)&" 300 POINTS"
1280 DISPLAY AT(14,2):CHR$(90)&" 200 POINTS"
1290 DISPLAY AT(15,2):CHR$(40)&" 100  POINTS"
1300 DISPLAY AT(16,2):CHR$(120)&" MONSTER"
1310 DISPLAY AT(20,2):"BY ANDREA GASPARRINI 2011"
1330 DISPLAY AT(22,4):"PUSH SPACE TO START"
1340 CALL KEY(0,K,S) :: IF S<1 THEN 1340
1350 CALL KEY(1,L,S)
1360 IF K=18 or K=32 or L=18 or L=32 THEN CALL CLEAR :: CALL COLOR(2,11,1) :: RETURN
1380 GOTO 1340
1390 REM PRINT PUT LEVELS MAZE
1395 REM LEVEL-1
1400 RESTORE 1450
1410 FOR A1=2 TO 23 :: READ A2$
1420 DISPLAY AT(A1+1,1):A2$
1430 NEXT A1
1440 RETURN
1450 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
1460 DATA "!	    !!    (		  !!"
1470 DATA "! !!!!!! !! !!!!!!!!!!!!! !!"
1480 DATA "! !!!!!!			  Z!! !!"
1490 DATA "! !!!!!!!!!!!!!!!!!!!! !! !!"
1500 DATA "! !   x	    x	   !! !!"
1510 DATA "!   !!!!!!!!!!! !! !!!    !!"		  
1520 DATA "!!!!!!!!(Z !!!! !! !!!!!!!!!"
1530 DATA "!!!!!!!!!! !!!! !! !!!!!!!!!"
1540 DATA "!!			    !!   ZZ!!!"
1550 DATA "!! !!!!!!!!!!!!!!!!!!!!!!!!!"
1560 DATA "!! !!!!((x		 !!!!!!!!!"
1570 DATA "!! !!!!!!! !!!!!!!  x((((!!!"
1580 DATA "!!		 !!!!!!!! !!!!!!!!"
1590 DATA "!!!!!!!!!! !!!!!!!!	 !!!!"
1600 DATA "!!!!!!!!!! !!!Q!!!!!!!!    !"
1610 DATA "!!		    !!! !!!!!!!! !"
1620 DATA "!! !!!!!!!!!!!!!! !!!!!!!! !"
1630 DATA "!! ((Z!!!!!!ZZ			 !"
1640 DATA "!! !!!!!!!!!!!!!!!!!!!!!!!!!"
1650 DATA "!!					   [!!"
1660 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
1670 REM LEVEL-2											   
1680 RESTORE 2000									   
1690 FOR A1=2 TO 23 :: READ A2$   
1700 DISPLAY AT(A1+1,1):A2$			   
1710 NEXT A1											 
1720 RETURN													
2000 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
2010 DATA "! !	  !		   !( ( [!"
2020 DATA "! ! !!!!!! ! !!!!!!! !!!! !!"
2030 DATA "! ! !(!    ! ! ZZ((! ! ( (!!"
2040 DATA "! ! !(! !!!! ! !!!!! ! !!!!!"
2050 DATA "!	 ! !    !x x  ! !    !!"
2060 DATA "!!!!! ! ! !!!!!!!! ! !!!! !!"
2070 DATA "!	 !   !    ! ! ! Z   Z!!"
2080 DATA "! !!!!!!!!! !!!! ! ! ! !!!!!"
2090 DATA "! !    !  !Q   ! ! !	   !"
2100 DATA "! ! !!!! ! !!!!! ! ! !!Z!! !"
2110 DATA "! ! !    !    ! ! ! !!(!   !"
2120 DATA "! ! ! !!!!!!!! !   ! !!!! !!"
2130 DATA "!   ! !	    ! !!!!! !  !!"
2140 DATA "!!!!! ! !!!! ! !	 ! !!!!!"
2150 DATA "!	 ! !(!! ! ! !!!!!	 !"
2160 DATA "! !!!!! !  ! ! !	 !!!!! !"
2170 DATA "! !   !! ! ! !!!!! !	 ! !"
2180 DATA "! ! !!!!! Z! ! !	 ! ! ! !"
2190 DATA "! ! ! ( ! !! ! ! !!!!! ! ! !"
2200 DATA "!   !(!x	    !	  !   !"
2210 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
2220 REM LEVEL-3										
2230 RESTORE 2280									   
2240 FOR A1=2 TO 23 :: READ A2$   
2250 DISPLAY AT(A1+1,1):A2$			   
2260 NEXT A1											 
2270 RETURN
2300 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
2310 DATA "!   !   !ZZ !		   ! [!"
2320 DATA "!!! ! ! !!! ! !!!!! ! ! ! !!"
2330 DATA "!	 !		 !	 ! !  !"
2340 DATA "! !!!!!!! !!!!! !!!!! ! !! !"
2350 DATA "! x((!    !((!  !	 ! !  !"
2360 DATA "!!!!!! !!!!ZZx  ! !!!!! ! !!"
2370 DATA "!!   !  ZZ!!!!! ! !   !    !"
2380 DATA "!  ! ! !!!!   ! ! !!!!!!!! !"
2390 DATA "! !! !  ((! !!!!! ! !!	 !"
2400 DATA "!  ! ! !!!!	 ! !( ! ! ! !"
2410 DATA "!! ! !    !!!!x!!!!!!!!! ! !"
2420 DATA "!  ! !!!! !		    ! ! !"
2430 DATA "! !!   ! !!!!!!!!! !!  !   !"
2440 DATA "! !!!!!!!!! !!   !    !  ! !"
2450 DATA "!		   !Q ! ! !!!! !! !"
2460 DATA "!!!!! !!!!! !! !		 ! !"
2470 DATA "!	 !   ! !!!!!!! ! !!!x!!"
2480 DATA "! !!!!! ! ! !   x ! ! !Zx  !"
2490 DATA "! !   ! ! ! ! !!! ! ! !!!! !"
2500 DATA "!   !   !   !(((!   ! ( ( (!"
2510 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 
2520 REM LEVEL-4										
2530 RESTORE 2580									   
2540 FOR A1=2 TO 23 :: READ A2$   
2550 DISPLAY AT(A1+1,1):A2$			   
2560 NEXT A1											 
2570 RETURN
2580 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
2590 DATA "!	  !(x ZZ! Z![!!Z!(!   !"
2600 DATA "! !!!! !!! !!! !! !    ! !  "
2610 DATA "! !    ! !    ! ! !!!!!! !  "
2620 DATA "! ! !!!! ! ! !!!! ! !   !  !"
2630 DATA "! ! !	  !  ZZ! ! ! ! ! !!"
2640 DATA "! ! ! !!!!!! !!!!   ! ! !  !"
2650 DATA "!   ! !	   ZZ!!!!! ! !! !"
2660 DATA "! !!! ! !!!! !!!!	 ! !  !"
2670 DATA "! !   ! !(!!  ((! !!!!! ! !!"
2680 DATA "! ! !   !  ! !!!!	 ! !  !"
2690 DATA "!   !!!!!! !  ((!!!!! ! !! !"
2700 DATA "!x!!!!!    ! !!!!   ! !    !"
2710 DATA "! ! Q!  !    x  x ! ! !!! !!"
2720 DATA "!   !! !! !!!!!!!!! !   !  !"
2730 DATA "! !!!! !  !	   ! !!! !! !"
2740 DATA "! x((! ! !! !!!!!	   !( !"
2750 DATA "! !!!! ! !  !Z!Z!!! !!!!!! !"
2760 DATA "! xZZ! ! ! !! ( x x !(   ! !"
2770 DATA "! !!!! ! ! !!!!!!!! !! ! ! !"
2780 DATA "!	  !		    !  !   !"
2790 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
2800 REM LEVEL-5										
2810 RESTORE 2860									   
2820 FOR A1=2 TO 23 :: READ A2$   
2830 DISPLAY AT(A1+1,1):A2$			   
2840 NEXT A1											 
2850 RETURN
2860 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
2870 DATA "! !		   !	   ![ x(!"
2880 DATA "! ! !!!!!!! ! !!x!x!! !! ! !"
2890 DATA "! ! ! ( ( x ! x ((( x !  ! !"
2900 DATA "! ! ! !!!!! ! !!!!!!! ! !! !"
2910 DATA "! ! !(! Z ! ! x ZZZ x !  ! !"
2920 DATA "! ! ! ((!(! ! !!!!!!! !! ! !"
2930 DATA "! ! !!!!!!! !	   ! !  ! !"
2940 DATA "! !	 ! !!!!!!! ! ! !  ! !"
2950 DATA "! !!!!!!! !		 ! !  ! !"
2960 DATA "!		 ! !!!!!!!!! !! ! !"
2970 DATA "! !!!!!!!!!	 !Q! !    ! !"
2980 DATA "!  x ((ZZ ! !!!!! ! ! ! !! !"
2990 DATA "! !!!!!!! ! !   ! ! ! !  ! !"
3000 DATA "!	   ! !   !(!   ! !! ! !"
3010 DATA "! !!!!! ! !!!!!!!!!!! !  ! !"
3020 DATA "! !   ! ! x !		 ! !! !"
3030 DATA "! ! ! ! !!! ! !!!x!!!!! Z! !"
3040 DATA "! ! ! !   ! !		   !! !"
3050 DATA "! ! ! !!! ! !!!!x!!!x!!!!  !"
3060 DATA "!   ! ((!				 !!"
3070 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
3080 REM LEVEL-6										
3090 RESTORE 3140									   
3100 FOR A1=2 TO 23 :: READ A2$   
3110 DISPLAY AT(A1+1,1):A2$			   
3120 NEXT A1											 
3130 RETURN
3140 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
3150 DATA "!  !   !((x ! !   !Q!	  !"
3160 DATA "!!   !!!! !!!! !   ! !   ! !"
3170 DATA "!  !    ! x((x ! !!! !!!!! !"
3180 DATA "! !!!!! ! !!!! ! ![!	   !"
3190 DATA "!   !   ! x((x   ! !!!!!!!(!"
3200 DATA "!!! ! !!! !!!! ! !	   !(!"
3210 DATA "!   ! !((	  ! !!!!!!! !!!"
3220 DATA "! !!! !!!!!!!!!! !   !(!   !"
3230 DATA "!		  !  ! ! !	    !"
3240 DATA "!!!!!!! !!!!! ! !! ! !!! ! !"
3250 DATA "!(!!Z(x x(((! ! !  !   ! ! !"
3260 DATA "!  !!!! !!!!! ! ! !!!! ! ! !"
3270 DATA "!! !(Zx xZZZ! ! ! ZZ(( ! ! !"
3280 DATA "!! !!!! !!!!! ! ! !!!! ! ! !"
3290 DATA "!   !Z! !	 ! !	  ! ! !"
3300 DATA "! !   ! ! !!!!! ! ! !!!!!! !"
3310 DATA "! !! !!   !   ! ! !	    !"
3320 DATA "! !   !!! !!!!! ! !(! ! !  !"
3330 DATA "! ! !!!   !   !   ! !!! !  !"
3340 DATA "!   ((! !   !   ! !   ! !  !"
3350 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
3360 REM LEVEL-7										
3370 RESTORE 3140									   
3380 FOR A1=2 TO 23 :: READ A2$   
3390 DISPLAY AT(A1+1,1):A2$			   
3400 NEXT A1											 
3410 RETURN
3420 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
3430 DATA "!	    !   (( !(!   !   !!"
3440 DATA "!!!!!!!! ! !!!! !   !Z![! (!"
3450 DATA "!Z!(   ! !    ! ! !!!!!!! !!"
3460 DATA "!    ! ! !!!! ! ! (ZxZ( !  !"
3470 DATA "! !!!! ! ZxxZ ! ! !!!!! !! !"
3480 DATA "!   ! ZZ !!!! !   (Z Z( !  !"
3490 DATA "!!! ! !! (xx( !!x!!!!!! ! !!"
3500 DATA "!   ! (( !!!! !		 !  !"
3510 DATA "! !!!!!! (xx( ! !!!!!!!!!! !"
3520 DATA "!	  ! !!!! !	   !    !"
3530 DATA "!!!!!! ! (xx( !!!!!!! ! !!!!"
3540 DATA "!	  ! !!!! !Z!	 ! ! (!"
3550 DATA "! !!!!!! !    !(! !!!!! ! !!"
3560 DATA "!	 (( ! !!!!x!	   !  !"
3570 DATA "!!!!!!!! ! !    !!!!!!!!!! !"
3580 DATA "!Q !   !   ! !! !((xxZZxx( !"
3590 DATA "!! ! ! ! !!! (! !!!!!!!!!! !"
3600 DATA "!  ! ! ! !			   ! !"
3610 DATA "! !! ! !!!!!! !!!!!!!!!! ! !"
3620 DATA "!    !		 !(((ZZZ((   !"
3630 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
3640 REM LEVEL-8										
3650 RESTORE 3140									   
3660 FOR A1=2 TO 23 :: READ A2$   
3670 DISPLAY AT(A1+1,1):A2$			   
3680 NEXT A1											 
3690 RETURN
3700 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
3710 DATA "!    !				 ((Zx!"
3720 DATA "!! ! ! !! !(!(!(!!!!!! !!!!!"
3730 DATA "!Z ! ! !  !x!x!x![   ! ZZ(x!"
3740 DATA "!! !   ! !!(!(!(!!!! ! !!!!!"
3750 DATA "!(   !!!		   !	   !"
3760 DATA "!! !!!!!!!!!!!!!!!!!!!!!!( !"
3770 DATA "!(					  !! !"
3780 DATA "!!! !!!! !!!! !   ! !!! !  !"
3790 DATA "!(! !    !  ! !! !! !   ! !!"
3800 DATA "!(! !  Q !  ! ! ! ! !   !  !"
3810 DATA "!(! ! !! !!!! !   ! !!  !! !"
3820 DATA "!(! !  ! !  ! !   ! !   !  !"
3830 DATA "!(! !!!! !  ! !   ! !!! ! !!"
3840 DATA "!(!					 !  !"
3850 DATA "!(! !!!! !!!! !!!!! !!! !! !"
3860 DATA "!(! !    !  ! !	  !  !  !"
3870 DATA "!(! !    !  ! !	  !  ! !!"
3880 DATA "!(! !    !!!! !!!!!  !  !  !"
3890 DATA "!(! !    !  !	 !  !  !! !"
3900 DATA "!(x !!!! !  ! !!!!!  !	 !"
3910 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"

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