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"Have mercy on the joker that will have to look at your code in 6 months... Because it will probably be you."

 

:)

 

 

 

I, on the other hand, am insanely obsessive about organizing and commenting my code. I have to, since I have the memory retention of a retarded goldfish (and the attention span to match!), and will likely forget whatever clever thing I was doing 15 minutes from now.

 

Here's an excerpt of the code on which I was working today. This was written four or five years a[snip]

-dZ.

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I am using jzIntv and can't get the aimer to move?

 

This is Robot Blast! Beta version... (click to animate...)

 

attachicon.gifmvi_0034.gif

 

Shoot the robots. When 10 robots escape from the screen, the game is over.

 

It is technically 10 lines long, but I think the line length would disqualify me for any contests.... (IntyBasic allows for long lines...)

title:   cls : print at (20* 3 + 5) COLOR 5,"ROBOT BLAST!" :  print at (20*11 + 1) ,"S:      FREE:  /10" : DEFINE 0,10,gramchars : wait  : X=80 : Y = 50 : shottimer=0 : ex = 80 : ey = 50 : #etimer = 30 : #rv = 1 : free = 0 : dim #rx(2) : dim ry(2) : dim #rxv(2) : dim ron(2) : for i = 0 to 1 : #rx(i) = ((160 *  * i) : ry(i) = (rand AND $3f) + 15 :  ron(i) = 0 : next i
loop:	wait : #rxv(0) = #rv/8 + 1 : #rxv(1) = 0 - #rxv(0) : for i = 0 to 1 : #rx(i) = (#rx(i) + #rxv(i)) AND $07ff : next i : newy = (rand AND $3f) + 15 :  if (#rx(0) > (200 * )  then ry(0) = newy : free = free + ron(0) : ron(0) = 0 else ron(0) = 1 : if (#rx(1) > (200 * )  then ry(1) = newy : free = free + ron(1) : ron(1) = 0 else ron(1) = 1
	IF cont1.left THEN X=X-2 else if cont1.right then X=X+2 
	if cont1.up   then Y=Y-2 else if cont1.down  then Y=Y+2
	if shottimer = 0 then if cont2.B0 then shottimer = 60: sdx = X : sdy = y else sdy= 120 else shottimer = shottimer -4 : if shottimer = 0 then test = (COL3 AND 2)  + (COL4 AND 4) : if test = 0 then goto nohit else ex = sdx : ey = sdy : #etimer = 0  : #rv = #rv+1 : #exa = $0800 + (5 *  + 6 : if test = 4 THEN ron(1) = 0 : #rx(1) = (201 *  : #exa = #exa - 5 else ron(0)=0 : #rx(0) = 201 * 8
nohit:	if #etimer > 29 then Sprite 5,0,0,0  : Sprite 6,0,0,0 : SPRITE 7,0,0,0 else #etimer = #etimer + 2 :  #einc = ((#etimer - (((frame AND 1) * 2) * #etimer)) + ey) AND $7f : SPRITE 5,(ex - #etimer) + $0100 + $0200, #einc +$0100,#exa : SPRITE 6,(ex  + #etimer)  + $0100 + $0200, #einc +$0100,#exa : SPRITE 7,ex  + $0100 + $0200, #einc +$0100,#exa
	SPRITE 3,sdx - (shottimer - 4) + $0100 + $0200, ((sdy + shottimer/4) AND $7f) +$0100,$0800 + 2 + (6 *  : SPRITE 4,sdx + (shottimer - 4) + $0100 + $0200, ((sdy + shottimer/4) AND $7f) +$0100,$0800 + 2 + (6 *  : SPRITE 1,#rx(0)/8 + $0100 + $0200, ry(0)+$0100,$0800 + 6 + (#rx(0) AND (3 * ) 
	SPRITE 2,#rx(1)/8 + $0100 + $0200, ry(1)+$0500,$0800 + 1 + (3 *  - (#rx(1) AND (3 * ) : SPRITE 0,X + $0300, (Y AND $7f)+$0100,$0800 + 7 + (4 *  : print at (20*11 + 3) color 7, <5> #rv-1 : print at (20 * 11 + 14), <2> free
gover_loop:    if free < 10 goto loop else print at (20 * 3 + 4) COLOR 7, "  GAME OVER  " : if cont2.key <> 12 then goto title else wait : goto gover_loop
gramchars: data 7198,2078,10303,1032, 7198,2078,10303,2060, 7198,2078,10303,4106, 7198,2078,10303,536, $1818,$e718, $18e7,$1818, 13312, 23086, 22126, 52, 15360, 32382, 32382, 60

It currently starts out slow and gets ridiculously fast. And it uses all the motion objects...

 

attachicon.gifrobotblast.rom

 

attachicon.gifrobotblast.bas

 

(Readable version coming soon...) :)

 

Catsfolly

 

 

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I am using jzIntv and can't get the aimer to move?

 

That's strange. It seems to work fine here (I just recompiled it and ran it...)

 

1. What platform are you running on? WIndows? Mac?

2. Are you using the arrow keys on the keyboard?

3. Can you run any other Intellivision games?

4. Did you click on the window running the game so it receives the keyboard inputs?

5. Have your tried FreeWheel's hand controller test program?

http://atariage.com/forums/topic/257396-hand-controller-test-program-in-intybasic/

 

Catsfolly

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