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COMPUTEs_Programmers_Reference_Guide_to_the_TI-99_4A_1983 - C.Regena

How the Program Works

Naturally, some characters were defined in order to create the screen display in this program. Character 97, a, is fe-defined as an open square, 0 , and Character 98, b, is defined as a filled square, • (lines 200-210). When the 8x8 grid is drawn on the screen, it is done by printing the string "aaaaaaaa" eight times (lines 420-440).

The character codes as they will appear on the screen are READ in as DATA (lines 120-170). The string array H$(O,l) through H$(lS,1) holds the sixteen patterns of blank (" a") or filled-in ("b" ) squares. The string array H$(0,2) through H$(15,2) holds the corresponding code number or letter as you would use it in your programs later. The flashing cursor is red so that you can tell where you are on the pattern you are designing (lines 180-190). CALL GCHAR(X,Y,C) determines what character number C is at row X and column Y (line 480).

110 REM DEFINING CHARACTERS
120 DIM H$(15,2)
130 FOR I=0 TO 15
140 READ H$(I,1),H$(I,2)
150 NEXT I
160 DATA aaaa,0,aaab,1,aaba,2,aabb,3,abaa,4,abab,5,abba,6,abbb,7,baaa,8,baab,9
170 DATA baba,A,babb,B,bbaa,C,bbab,D,bbba,E,bbbb,F
180 CALL COLOR(13,9,1)
190 CALL CHAR(128,"FFFFFFFFFFFFFFFF")
200 CALL CHAR(97,"FF818181818181FF")
210 CALL CHAR(98, "FFFFFFFFFFFFFFFF")
220 CALL CLEAR
230 PRINT "DEFINE A GRAPHICS CHARACTER"
240 PRINT :"PRESS F TO FILL THE SQUARE"
250 PRINT "PRESS SPACE TO CLEAR SQUARE"
260 PRINT "PRESS ARROW KEYS TO MOVE"
270 PRINT :"PRESS ENTER WHEN FINISHED": : :
280 IF (K=50)+(K=0) THEN 420
290 FOR I=1 TO 15 STEP 2
300 FOR L=0 TO 15
310 IF SEG$(D$,I,1)=H$(L,2) THEN 330
320 NEXT L
330 C$=H$(L,1)
340 PRINT " ";C$;
350 FOR L=0 TO 15
360 IF SEG$(D$,I+1,1)=H$(L,2) THEN 380
370 NEXT L
380 C$=H$ (L,1)
390 PRINT C$
400 NEXT I
410 GOTO 450
420 FOR I=1 TO 8
430 PRINT " aaaaaaaa"
440 NEXT I
450 X=16
460 Y=6
470 CALL SOUND(150,1397,2)
480 CALL GCHAR(X,Y,C)
490 CALL KEY(0,K,S)
500 CALL HCHAR(X,Y,128)
510 CALL HCHAR(X,Y,C)
520 IF S<0 THEN 490
530 IF K=13 THEN 760
540 IF K=70 THEN 740
550 IF K=32 THEN 720
560 IF K<>68 THEN 600
570 IF Y=13 THEN 470
580 Y=Y+1
590 GOTO 480
600 IF K<>88 THEN 640
610 IF X=23 THEN 470
620 X=X+1
630 GOTO 480
640 IF K<>83 THEN 680
650 IF Y=6 THEN 470
660 Y=Y- 1
670 GOTO 480
680 IF K<>69 THEN 490
690 IF X=16 THEN 470
700 X=X-1
710 GOTO 480
720 CALL HCHAR(X,Y,97)
730 GOTO 470
740 CALL HCHAR(X,Y,98)
750 GOTO 470
760 CALL SOUND(150,440,2)
770 D$=""
780 FOR I=1 TO 8
790 C$=""
800 FOR J=6 TO 9
810 CALL GCHAR(I+15,J,C)
820 C$=C$&CHR$(C)
830 NEXT J
840 GOSUB 1050
850 CALL HCHAR(I+15,16,ASC(D1$))
860 D$=D$&D1$
870 C$=""
880 FOR J=10 TO 13
890 CALL GCHAR(I+15,J,C)
900 C$=C$&CHR$(C)
910 NEXT J
920 GOSUB 1050
930 CALL HCHAR(I+15,17,ASC(D1$))
940 D$=D$&D1$
950 NEXT I
960 CALL CHAR(136,D$)
970 CALL HCHAR(20,20,136)
980 PRINT : "DEFINITION = ";D$
990 PRINT : :"PRESS 1 TO MODIFY"
1000 PRINT " 2 TO START OVER"
1010 PRINT " 3 TO END PROGRAM";
1020 CALL KEY(0,K,S)
1030 IF (K=49)+(K=50) THEN 220
1040 IF K=51 THEN 1110 ELSE 1020
1050 FOR L=0 TO 15
1060 IF C$=H$(L,1) THEN 1090
1070 NEXT L
1080 L=L-1
1090 D1$=H$(L,2)
1100 RETURN
1110 PRINT : :
1120 END
Edited by oddemann
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The cursor doesn't fit the grid properly, I don't know what the culprit is but I think line 460 and maybe a line that determines how many to the left the cursor can go needs altering?

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LARRY'S TEN FIDDLE TUNES (Tl)

Explanation of the Program

 

Line Nos.

100-180 Program header.

190-250 Initialization.

260-280 Change color of lower case letters.

290-500 Print menu.

510-620 Select from menu; print pertinent information from array to bottom of screen.

630-1430 Ten subroutines for the ten songs.

1440 Print a blank line in menu for readability.

1450-1570 Draw head of instrument and strings for tuning utility.

1580-1610 Choose string to tune.

1620 Leave tuning section when O is pressed.

1630-1770 Note, frequency and row placement information for tuning peg.

1780 CALL SOUND for tuning (negative duration allows interrupt).

1790-1930 Draw peg to turn.

1940 Display letter of note on peg.

1950 Loop to stay in tuning routine.

1960-2030 Change playing speed.

2040-2140 End message.

2150-2190 Print message subroutine.

2150-2310 Play music subroutine.

2320-3340 DATA for music.

 

Home Computer Magazine Vol 4 Nr 1 -1984
http://www.ti99iuc.it/web/index.php?pageid=database_cerca&archivioid=283&fbclid=IwAR0RgDrAGwX_-jNpDCEQDINoMf2SHcmQOf_mBXBehiuxj3e4Tg-AwC9Lgqo#.XNKUNiLVKUk

Not all data is in yet. If you want, you can add data ;)

100 REM
110 REM LARRY'S TEN
120 REM FIDDLE TUNES
130 REM ******************
140 REM BY LARRY SCHOTT
150 REM HOE CO PUTER AGAZINE
160 REM VERSION 4.1.1
170 REM TI BASIC
180 REM
190 REM
200 SP=175
210 CALL SCREEN (
220 CALL CHAR(33,"E7E7E7E7E7E7E7E7")
230 CALL CHAR(44,"FFFFFFFFFFFFFFFF")
240 CALL CHAR(95,"0808080868F8F060")
250 DIM A$(14)
260 FOR X=9 TO 11
270 CALL COLOR(X,5,1)
280 NEXT X
290 REM
300 FOR X=1 TO 17 STEP 8
310 CALL HCHAR(X,1,95,256)
320 NEXT X
330 RESTORE
340 CALL HCHAR(24,1,32,32)
350 FOR X=1 TO 3
360 IF X<>2 THEN 390
370 PRINT TAB(5);"LARRY’S FIDDLER TUNES "
380 GOTO 400
390 PRINT
400 CALL HCHAR(23,1,95,4)
410 CALL HCHAR(23,29,95,4)
420 NEXT X
430 FOR X=1 TO 14
440 READ T$,M$
450 A$(X)=M$
460 PRINT TAB(3);T$
470 CALL HCHAR(23,1,95,4)
480 CALL HCHAR(23,29,95,4)
490 NEXT X
500 PRINT
510 REM
520 M$="SELECTION: KEY: 1ST NOTE:"
530 C=2
540 GOSUB 2150
550 INPUT " ":S
560 IF (S<1)+(S>13) THEN 550
570 M$=A$(S)
580 C=16
590 GOSUB 2150
600 X=0
610 ON S GOSUB 640,720,800,880,960,1040,1120,1200,1280,1360,1460,1970,2050
620 GOTO 290
630 REM
640 DATA " (1) SOLDIER’S JOY",D F# ON 3
650 RESTORE 2340
660 GOSUB 2210
670 IF X<2 THEN 650
680 RESTORE 2410
690 GOSUB 2210
700 IF X<4 THEN 680
710 RETURN
720 DATA " (2) ARKANSAS TRAVELLER",D A# ON 4
730 RESTORE 2470
740 GOSUB 2210
750 IF X<2 THEN 730
760 RESTORE
770 GOSUB 2210
780 IF X<4 THEN 760
790 RETURN
800 DATA " (3) CINCINATI HORNPIPE",D D/OPEN 3
810 RESTORE 2570
820 GOSUB 2210
830 IF X<2 THEN 810
840 RESTORE 2630
850 GOSUB 2210
860 IF X<4 THEN 840
870 RETURN
880 DATA " (4) POP GOES THE WEASEL",G G ON 3
890 RESTORE 2680
900 GOSUB 2210
910 IF X<2 THEN 890
920 RESTORE 2720
930 GOSUB 2210
940 IF X<4 THEN 920
950 RETURN
960 DATA" (5) GARRY OWEN",G G ON 1
970 RESTORE 2760
980 GOSUB 2210
990 IF X<2 THEN 970
1000 RESTORE 2810
1010 GOSUB 2210
1020 IF X<4 THEN 1000
1030 RETURN
1040 DATA" (6) COCK AND HEN",G B ON 2
1050 RESTORE 2860
1060 GOSUB 2210
1070 IF X<2 THEN 1050
1080 RESTORE 2900
1090 GOSUB 2210
1100 IF X<4 THEN 1080
1110 RETURN
1120 DATA" (7) TOM & JERRY REEL",D A/OPEN 2
1130 RESTORE 2940
1140 GOSUB 2210
1150 IF X<2 THEN 1130
1160 RESTORE 3000
1170 GOSUB 2210
1180 IF X<4 THEN 1160
1190 RETURN
1200 DATA " ( IRISH WASHERWOMAN",G D ON 2
1210 RESTORE 3060
1220 GOSUB 2210
1230 IF X<2 THEN 1210
1240 RESTORE 3110
1250 GOSUB 2210
1260 IF X<4 THEN 1240
1270 RETURN
1280 DATA" (9) MC DONALD'S",G B ON 2
1290 RESTORE 3160
1300 GOSUB 2210
1310 IF X<2 THEN 1290
1320 RESTORE 3210
1330 GOSUB 2210
1340 IF X<4 THEN 1320
1350 RETURN
1360 DATA "(10) TWO FORTY REEL",G D/OPEN 3
1370 RESTORE 3250
1380 GOSUB 2210
1390 IF X<2 THEN 1370
1400 RESTORE 3290
1410 GOSUB 2210
1420 IF X<4 THEN 1400
1430 RETURN
1440 DATA "",""
1450 REM
1460 DATA (11) tune the fiddle,""
1470 REM
1480 CALL CLEAR
1490 PRINT " PRESS NUMBER"::" OF STRING TO"::" BE TUNED.":::
1500 PRINT " PRESS (0)"::" FOR MENU."::::::
1510 CALL VCHAR(1,22,33,96)
1520 CALL VCHAR(1,22,44,10)
1530 CALL VCHAR(1,23,44,6)
1540 CALL VCHAR(1,24,44,4)
1550 CALL VCHAR(1,25,44,
1560 CALL HCHAR(14,22,44,4)
1570 PRINT TAB(20); "4321"
1580 CALL KEY(0,K,S)
1590 IF (S=0)+(K<48)+(K>52)THEN 1580
1600 ON (K-47)GOSUB 1620,1630,1670,1710, 1750
1610 GOTO 1580
1620 GOTO 300
1630 N=69
1640 F=659
1650 R=7
1660 GOTO 1780
1670 N=65
1680 F=440
1690 R=3
1700 GOTO 1780
1710 N=68
1720 F=294
1730 R=5
1740 GOTO 1780
1750 N=71
1760 F=196
1770 R=9
1780 CALL SOUND(-SP*20,F,1)
1790 IF K>50 THEN 1840
1800 C=27
1810 GOSUB 1880
1820 CALL HCHAR(R-2,C-1,44)
1830 GOTO 1940
1840 C=18
1850 GOSUB 1880
1860 CALL HCHAR(R-2,C+3,44)
1870 GOTO 1940
1880 REM DISPLAY PEG
1890 FOR X=1 TO 3
1900 CALL HCHAR(R,C,44,3)
1910 R=R+1
1920 NEXT X
1930 RETURN
1940 CALL HCHAR(R-2,C+1,N)
1950 GOTO 1580
1960 REM
1970 DATA (12) change speed,""
1980 REM
1990 M$="SPEED 50-500 (HIGHER=SLOWER)"
2000 C=2
2010 GOSUB 2160
2020 INPUT " ":SP
2030 RETURN
2040 REM
2050 DATA (13) END,""
2060 REM
2070 CALL CLEAR
2080 PRINT "_ NEXT TIME – DOUBLE NOTES _":::::::::::
2090 RESTORE 3340
2100 GOSUB 2210
2110 CALL SOUND(INT(SP*2),440,2,554,0)
2120 CALL SOUND(INT(SP*,294,8,587,0)
2130 CALL CLEAR
2140 STOP
2150 REM
2160 FOR X=1 TO LEN(M$)
2170 CALL HCHAR(23,C+X,ASC(SEG$(M$,X,1)))
2180 NEXT X
2190 RETURN
2200 REM
2210 READ D
2220 IF D=99 THEN 2300
2230 IF D<110 THEN 2240 ELSE 2260
2240 READ F
2250 GOTO 2280
2260 F=D
2270 D=1
2280 CALL SOUND(INT(SP*D),F,1)
2290 GOTO 2210
2300 X=X+1
2310 RETURN
2320 REM
2330 REM
2340 REM SJ
2350 DATA 370,392,440,370,294,370,440,370,294,370,2,440,2,587,2,587
2360 DATA 554,494,440,370,294,370,440,370,294,370,2,392,2,330,2,330
2370 DATA 370,392,440,370,294,370,440,370,294,370,2,440,2,587,2,587
2380 DATA 659,784,740,880,740,587,659,784,659,554,2,587,2,587,2,587
2390 DATA 99
2400 REM SJ2
2410 DATA 587,659,740,659,587,659,740,880,784,740,659,587,554,587,659,740
2420 DATA 784,659,740,659,587,659,740,784,880,740,659,587,554,494,2,440
2430 DATA 2,784,740,659,587,659,740,784, 880,740,659,587,554,587,659,740
2440 DATA 784,659,740,880,740,587,659,784,659,554,2,587,2,587,2,587
2450 DATA 99
2460 REM AT
2470 DATA 220,247,277,294,370,330,294,2,247,2,247,2,220,2,220,4
2480 DATA 294,330,330,2,330,370,370,2,370,294,370,330,294,2,247,2
2490 DATA 220,294,370,330,294,2,247,2,247,2,220,2,220,4,294,587
2500 DATA 554,587,440,494,587,440,392,370,330,294,277,2,294,99
2510 REM AT2
2520 DATA 880,784,740,880,784,740,659,784,740,659,587,740,659,587,554,440
2530 DATA 587,554,587,740,659,587,659,784,740,659,587,740,2,659,740,784
2540 DATA 880,784,740,880,784,740,659,784,740,659,587,740,659,587,554,440
2550 DATA 587,554,587,440,494,587,440,392,370,330,294,277,4,294,99
2560 REM CH
2570 DATA 294,440,370,440,294,440,370,440,587,440,740,440,659,440,740,440
2580 DATA 784,440,740,440,659,587,554,587,659,587,554,494,440,392,370,330
2590 DATA 294,440,370,440,294,440,370,440,587,440,740,440,659,441,740,440
2600 DATA 784,440,740,440,659,587,554,494,554,587,659,784,740,587,2,587
2610 DATA 99
2620 REM CH2
2630 DATA 659,440,440,440,740,440,440,440,784,440,440,440,740,440,440,440
2640 DATA 659,440,740,440,784,440,740,440,659,587,554,494,440,392,370,330
2650 DATA 294,587,587,587,554,659,659,659,587,740,740,740,659,784,784,784
2660 DATA 740,784,880,740,988,784,659,554,2,587,2,587,3,587,99
2670 REM PGTW
2680 DATA 2,392,392,2,440,440,494,587,494,2,392,22222,2,392,392,2
2690 DATA 440,523,3,494,2,392,22222,2,392,392,2,440,440,494,587,494
2700 DATA
2710 REM
2720 DATA
2730 DATA
2740 DATA
2750 REM
2760 DATA
2770 DATA
2780 DATA
2790 DATA
2800 REM
2810 DATA
2820 DATA
2830 DATA
2840 DATA
2850 REM
2860 DATA
2870 DATA
2880 DATA
2890 REM
2900 DATA
2910 DATA
2920 DATA
2930 REM
2940 DATA
2950 DATA
2960 DATA
2970 DATA
2980 DATA
2990 REM
3000 DATA
3010 DATA
3020 DATA
3030 DATA
3040 DATA
3050 REM
3060 DATA
3070 DATA
3080 DATA
3090 DATA
3100 REM
3110 DATA
3120 DATA
3130 DATA
3140 DATA
3150 REM
3160 DATA
3170 DATA
3180 DATA
3190 DATA
3200 REM
3210 DATA
3220 DATA
3230 DATA
3240 REM
3250 DATA
3260 DATA
3270 DATA
3280 REM
3290 DATA
3300 DATA
3310 DATA
3320 DATA
3330 REM END
3340 DATA 2,587,.7,440,.7,440,2,494,2,440,2,22222,99

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From:

 

TI collection volume one

http://aa-ti994a.oratronik.de/ti-collection-volume-one.pdf

 

Example Animated Program

The following BASIC program uses the techniques described in this article to produce an animated game. The object of the game is to maneuver the marble into the hole at the opposite corner of the display. Between the marble and the hole are two to five kids trying to catch the marble. The kids can only be seen at the start of the game or when one is close to the marble. The arrow keys on the keyboard are used to maneuver the marble.

100 REM *
110 REM * DEFINE PLAYERS
120 REM *
130 BGC=8
140 SQUARE=128
150 SQR$="0000000000000000"
160 CALL CHAR(SQUARE,SQR$)
170 CALL COLOR(13,1,BGC)
180 KID=136
190 KD1$="1898FF3D3C3CE404"
200 KD2$="1819FFBC3C3C2720"
210 CALL CHAR(KID,KD1$)
220 CALL COLOR(14,2,BGC)
230 MARBLE=144
240 MRB$="003C7E7E7E7E3C00"
250 CALL CHAR(MARBLE,MRB$)
260 CALL COLOR(15,16,BGC)
270 HOLE=152
280 HOL$="FFC381818181C3FF"
290 CALL CHAR(HOLE,HOL$)
300 CALL COLOR(16,2,1)
310 REM
320 REM * DISPLAY BOARD
330 REM *
340 CALL CLEAR
350 CALL SCREEN(10)
360 C=7
370 L=20
380 FOR R=3 TO 22
390 CALL HCHAR(R,C,SQUARE,L)
400 NEXT R
410 REM *
420 REM * POSITION KIDS
430 REM *
440 DIM KR(10),KC(10)
450 RANDOMIZE
460 KN=INT(4*RND)+2
470 FOR N=1 TO KN
480 KR(N)=INT(20*RND)+3
490 KC(N)=INT(20*RND)+7
500 CALL HCHAR(KR(N),KC(N),KID)
510 NEXT N
520 REM *
530 REM * POSITION HOLE
540 REM *
550 HR=4
560 HC=8
570 CALL HCHAR(HR,HC,HOLE)
580 REM *
590 REM * POSITION MARBLE
600 REM *
610 MR=21
620 MC=25
630 CALL HCHAR(MR,MC,MARBLE)
640 REM *
650 REM * WAIT FOR KEY
660 REM *
670 CALL KEY(1,KEY,STATUS)
680 IF STATUS=0 THEN 670
690 CALL COLOR(14,BGC,BGC)
700 REM *
710 REM * BEGIN GAME
720 REM *
730 CALL CHAR(KID,KD1$)
740 CALL KEY(1,KEY,STATUS)
750 IF STATUS=0 THEN 970
760 J=1
770 IF STATUS>0 THEN 790
780 J=2
790 IF KEY>5 THEN 970
800 REM *
810 REM * MOVE MARBLE
820 REM *
830 CALL HCHAR(MR,MC,SQUARE)
840 ON KEY+1 GOTO 850,970,870,890,970,910
850 MR=MR+0
860 GOTO 920
870 MC=MC-J
880 GOTO 920
890 MC=MC+J
900 GOTO 920
910 MR=MR-J
920 IF (MR=HR)*(MC=HC) THEN 1210
930 CALL HCHAR(MR,MC,MARBLE)
940 REM *
950 REM * MOVE KIDS
960 REM *
970 CALL CHAR (KID,KD2$)
980 FOR I=1 TO KN
990 CALL HCHAR(KR(I),KC(I),SQUARE)
1000 IF KR(I)=MR THEN 1050
1010 IF KR(I)<MR THEN 1040
1020 KR(I)=KR(I)-1
1030 GOTO 1050
1040 KR(I)=KR(I)+1
1050 IF KC(I)=MC THEN 1100
1060 IF KC(I)<MC THEN 1090
1070 KC(I)=KC(I)-1
1080 GOTO 1100
1090 KC(I)=KC(I)+1
1100 CALL HCHAR(KR(I),KC(I),KID)
1110 IF (KR(I)=MR)*(KC(I)=MC) THEN 1320
1120 R=ABS(KR(I)-MR)
1130 C=ABS(KC(I)-MC)
1140 IF (R+C>4)THEN 1160
1150 CALL COLOR(14,2,BGC)
1160 NEXT I
1170 GOTO 730
1180 REM *
1190 REM * PLAYER WINS
1200 REM *
1210 CALL COLOR(16,2,16)
1220 FOR I=0 TO 1
1230 FOR J=-1 TO -4 STEP -1
1240 CALL SCREEN(I*8-J*2)
1250 CALL SOUND(500,J,1)
1260 NEXT J
1270 NEXT I
1280 GOTO 100
1290 REM *
1300 REM * PLAYER LOSES
1310 REM *
1320 CALL COLOR(15,7,BGC)
1330 CALL HCHAR(MR,MC,MARBLE)
1340 FOR J=-5 TO -7 STEP -1
1350 CALL SOUND(100,J,1)
1360 NEXT J
1370 GOTO 100
Edited by oddemann

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From same PDF as above!

Sound Shaper

Steven Kaye - TI Translation by Patrick Parrish

 

"Sound Shaper" manipulates volume and frequency to give the TI with Extended BASIC a smoother, more musical sound.. The program also runs on the TI with regular BASIC.

 

The TI produces waveforms which are square. One micro second the sound is off, the next it's on. This abrupt onset of sound produces somewhat nonmusical sounds. The tones sound electronic and unlike any acoustic instrument.

 

As an alternative to turning the sound on and off abruptly, we can increase and decrease the amplitude (vol ume) more gradually under control of the program. "Sound Shaper" has two sound producing routines that can be used in your programs. Echo effect produces a sound that its name implies. The actual routine producing the sound is in lines 550 to 670. The routine can be extracted as is and used.

 

The Shaped Musical Notes routine is a bit more flexible. The program will ask for a rise and fall value. Experiment with different values. Try low values like .5,2 and .1,1 and higher values like 10,10. For an eerie sound try 5,20. If the in put values are much higher the program seems to continue endlessly, but will eventually return to the main menu.

 

Experiment with values and write down the ones you like. Once you have found the effect you wantfor a particular application, copy the routine from lines 400 to 490. Be sure to supply values for R and D.

100 CALL CLEAR
110 CALL SCREEN(15)
120 PRINT TAB(7):"SHAPING TI SOUNDS"
130 FOR T=1 TO 6
140 PRINT
150 NEXT T
160 PRINT "CHOOSE:"
170 PRINT
180 PRINT
190 PRINT TAB(4);"1) SHAPED MUSICAL NOTES"
200 PRINT
210 PRINT TAB(4);"2) ECHO"
220 PRINT
230 PRINT TAB(4);"3) QUIT"
240 PRINT
250 INPUT A$
260 IF (VAL(A$)<1)+(VAL(A$)>3) THEN 250
270 ON VAL(A$) GOTO 290,520,690
280 REM THIS PART PRODUCES "SHAPED" MUSICAL NOTES
290 CALL CLEAR
300 CALL SCREEN(13)
310 PRINT TAB(3);"«* SHAPED MUSICAL NOTES *"
320 FOR T=1 TO 10
330 PRINT
340 NEXT T
350 PRINT "ENTER RISE AND FALL TIMES -"
360 PRINT "USE VALUES GREATER THAN ZERO (X,X)";
370 PRINT
380 INPUT R,D
390 IF (R=0)+(D=0)THEN 380
400 FOR F=110 TO 880 STEP 30
410 FOR DB=30 TO 0 STEP -5/R
420 CALL SOUND(-10,F.DB)
430 NEXT DB
440 FOR DB=0 TO 30 STEP 5/D
450 CALL SOUND(-10,F,DB)
460 NEXT DB
470 FOR T=1 TO 50
480 NEXT T
490 NEXT F
500 GOTO 100
510 REM THIS PART CREATES AN ECHO EFFECT
520 CALL CLEAR
530 CALL SCREEN(14)
540 PRINT TAB(;"«* ECHO EFFECT *"
550 FOR T=1 TO 12
560 PRINT
570 NEXT T
580 FOR F=110 TO 880 STEP 30
590 FOR DB=1 TO 30
600 CALL SOUND(-10,F,DB)
610 FOR T=1 TO 10
620 NEXT T
630 CALL SOUND(-10,990-F,DB)
640 FOR J=1 TO 10
650 NEXT J
660 NEXT DB
670 NEXT F
680 GOTO 100
690 END
Edited by oddemann
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Again PDF above!

The Mozart Machine

 

Donald J. Eddington TI Translation by Gregg Peele

 

Your computer can compose music with this special tech nique. The compositions are remarkably Mozartian in style.

 

If you've ever gone through the steps to make your computer play a particular piece of music, you realize that it can be a significant programming task. To have your computer actually write music is a real feat.

 

To accomplish this, we've first got to find a way to work with CALL SOUND values in DATA statements in order to make the measures of music. Also, we need to be able to READ the values in any order so that the songs will be dif ferent with each run of the program. The commonly used string manipulation methods won't work very well here. We need variety, and the traditional way of working with strings quickly results in a tangled mess.

 

Array Referencing

The shortest, best way to solve this problem is to use a tech nique called array referencing. First, to get the measures of music, you set up an array of all variables, then reference them by subscript in a loop. Specifically, 14 variations on nine variables are required to make the music for this program. The random number generator is used to make the music different every time the program is run. A Mozartian flavor results from a deliberate shortening of the low notes and making the high notes of varying lengths. And to keep the music from becoming totally random, DATA statements select the measures by their underlying tonality— tonic, subdominant, dominant, or supertonic. In keeping with classical style, a cadence is provided every four measures with a final ending chord for each tune.

 

TI Mozart

100 DIM X(14,9)
110 REM THE TICLANG
120 CALL CLEAR
130 CALL SCREEN(14)
140 PRINT " WELCOME! I AM TICLANG"
150 PRINT " AMAZIUS MOZART"
160 PRINT
170 PRINT "I PLAY SONGS LIKE THE CHILD"
180 PRINT "PRODIGY, WOLFGANG AMADEUS "
190 PRINT " MOZART MIGHT HAVE DONE."
200 PRINT
210 PRINT " MOZART LIVED FROM"
220 PRINT " 1756 TO 1791"
230 PRINT " AND WROTE OVER 626 WORKS IN"
240 PRINT " 31 YEARS."
250 PRINT
260 PRINT "THE 5 PIECES YOU HEAR ARE"
270 PRINT " BEING WRITTEN BY"
280 PRINT " COMPUTER AS YOU LISTEN!"
290 PRINT
300 PRINT
310 PRINT
320 FOR T=1 TO 14
330 FOR TT=1 TO 9
340 READ X(T,TT)
350 NEXT TT
360 NEXT T
370 DATA 196,494,494,247,494,587,294,494,220
380 DATA 196,494,587,247,587,523,294,494,294
390 DATA 196,494,523,247,587,523,294,494,294
400 DATA 196,523,587,262,659,784,330,784,262
410 DATA 196,523,659,262,392,659,330,523,262
420 DATA 196,659,523,262,392,659,330,523,196
430 DATA 220,523,587,262,784,587,294,523,220
440 DATA 220,440,587,220,523,494,294,440,262
450 DATA 220,659,784,262,587,523,294,494,220
460 DATA 220,523,494,262,440,494,330,523,220
470 DATA 220,523,494,262,440,494,330,523,262
480 DATA 196,494,523,247,587,587,294,587,294
490 DATA 196,587,523,220,440,440,294,440,220
500 DATA 196,659,587,262,523,523,330,523,262
510 P=250
520 DATA 1,3,6,2,1,4,6,2,3,4,1,5,1,4,6,7,1,4,6,2,1,3,6,9
530 DATA 1,1,4,5,1,4,6,2,3,4,1,5,1,4,1,5,1,4,6,9
540 DATA 1,4,6,2,3,6,1,5,1,4,6,7,3,4,6,2,1,4,3,7,1,4,6,9
550 DATA 1,4,3,7,1,6,4,5,6,3,6,2,4,6,1,5,1,4,6,9
560 DATA 1,4,3,7,6,3,6,2,4,6,1,5,1,3,6,7,3,6,1,5,1,4,6,9,8
570 READ RR
580 ON RR GOTO 650,590,730,780,610,860,640,940,1040
590 Y=12
600 GOTO 990
610 Y=14
620 GOTO 990
630 Y=13
640 GOTO 990
650 Y=1
660 RANDOMIZE
670 IF RND>.35 THEN 700
680 Y=3
690 RANDOMIZE
700 IF RND<.75 THEN 720
710 Y=2
720 GOTO 990
730 Y=10
740 RANDOMIZE
750 IF RND>.4 THEN 780
760 Y=11
770 GOTO 990
780 Y=4
790 RANDOMIZE
800 IF RND>.35 THEN 820
810 Y=5
820 RANDOMIZE
830 IF RND<.75 THEN 850
840 Y=6
850 GOTO 990
860 Y=7
870 RANDOMIZE
880 IF RND>.35 THEN 900
890 Y=8
900 RANDOMIZE
910 IF RND<.75 THEN 930
920 Y=9
930 GOTO 990
940 PRINT " WELL. THAT'S ALL"
950 PRINT " HOPE YOU LIKED IT!!"
960 PRINT "RUN IT AGAIN AND HEAR FIVE "
970 PRINT " MORE SONGS."
980 END
990 FOR I=1 TO 9 STEP 3
1000 CALL SOUND(P,X(Y,I),2,X(Y,I+1),2)
1010 CALL SOUND(P,X(Y,I),30,X(Y,I+2),2)
1020 NEXT I
1030 GOTO 570
1040 CALL SOUND(1800,196,2,494,2,784,2)
1050 FOR T=1 TO 800
1060 NEXT T
1070 KOL=INT(RND*+8
1080 CALL SCREEN(KOL)
1090 GOTO 570
Edited by oddemann
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Again PDF above! - OBS!!! Error in line 1000!!! Or I did something wrong!

. . .

 

You have four lines labeled “500”. The last one replaces the others.

500 DATA 196,659,587,262,523,523,330,523,262
510 P=250
500 DATA 1,3,6,2,1,4,6,2,3,4,1,5,1,4,6,7,1,4,6,2,1,3,6,9
500 DATA 1,1,4,5,1,4,6,2,3,4,1,5,1,4,1,5,1,4,6,9
500 DATA 1,4,6,2,3,6,1,5,1,4,6,7,3,4,6,2,1,4,3,7,1,4,6,9

should be

500 DATA 196,659,587,262,523,523,330,523,262
510 P=250
520 DATA 1,3,6,2,1,4,6,2,3,4,1,5,1,4,6,7,1,4,6,2,1,3,6,9
530 DATA 1,1,4,5,1,4,6,2,3,4,1,5,1,4,1,5,1,4,6,9
540 DATA 1,4,6,2,3,6,1,5,1,4,6,7,3,4,6,2,1,4,3,7,1,4,6,9

...lee

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****SPRITE DEMO**** (Again same PDF)

100 CALL CLEAR
110 PRINT TAB(5):"****SPRITE DEMO****"
120 PRINT :: PRINT "DESIGNED TO ACCOMPANY"
130 PRINT """A BEGINNER'S GUIDE TO SPRITES IN TI EXTENDED BASIC"""
170 FOR D=1 TO 1000 :: NEXT D
180 CALL CLEAR
190 PRINT "THIS DEMONSTRATION FOLLOWS THE SEQUENCE OF THE ARTICLE."
200 PRINT :: PRINT "THE PROGRAM STEPS USED ARE THE SAME AS THOSE USED IN THE ARTICLE."
210 PRINT :: PRINT "AT THE END OF EACH DEMO. A TONE WILL SOUND."
220 PRINT :: PRINT "THEN PRESS LETTER Q TO CON- TINUE WITH THE NEXT DEMO."
230 FOR D=1 TO 1000 :: NEXT D
240 CALL CLEAR
250 A$="010204020123568D"
260 B$="8D56230102040201"
270 C$="8040204080C46AB1"
280 D$="B16AC48040204080"
290 CALL CHAR(96,A$&B$&C$&D$)
300 CALL CHAR(90,"1818183C3C3C66C3")
310 CALL SCREEN(15)
320 CALL SPRITE(#1,96,7,95,75)
330 CALL SPRITE(#2,90,2,170,125)
335 FOR D=1 TO 500 :: NEXT D
340 GOSUB 2500
350 CALL MAGNIFY(2)
360 DISPLAY AT(3,3):"MAG. FACTOR 2"
370 FOR D=1 TO 500 :: NEXT D
380 CALL MAGNIFY(3)
390 DISPLAY AT(3,3)ERASE ALL:"MAG. FACTOR 3"
400 FOR D=1 TO 500 :: NEXT D
410 CALL MAGNIFY(4)
420 DISPLAY AT(3,3)ERASE ALL:"MAG. FACTOR 4"
430 FOR D=1 TO 500 :: NEXT D
440 CALL CLEAR
450 CALL CHAR(130,"1818183C3C3C66C3")
460 GOSUB 3000
465 DISPLAY AT(2,3):"MAG. FACTOR 3"
467 DISPLAY AT(3,3):"UNWANTED CHARACTERS NOW RE- MOVED WHEN ""FREE"" CHAR- ACTER CODE USED"
468 FOR D=1 TO 500 :: NEXT D
470 FOR D=1 TO 500 :: NEXT D
480 CALL MAGNIFY(4)
490 DISPLAY AT(3,3)ERASE ALL:"MAG. FACTOR 4"
500 FOR D=1 TO 500 :: NEXT D
510 CALL MAGNIFY(3)
520 DISPLAY ERASE ALL
530 GOSUB 2500
535 DISPLAY AT(2,3):"POSITION DEMO"
536 FOR D=1 TO 500 :: NEXT D
540 CALL POSITION(#1,DR1,DC1)
550 CALL POSITION(#2,DR2,DC2)
560 PRINT TAB(6);"ROW"," COL"
570 PRINT "#1: ";DR1,DC1
580 PRINT "#2: ":DR2,DC2
590 FOR D=1 TO 500 :: NEXT D
600 GOSUB 2500
610 CALL CLEAR
620 GOSUB 3000
625 DISPLAY AT(2,3):"CHARPAT DEMO"
626 FOR D=1 TO 300 :: NEXT D
630 CALL CHARPAT(130,CP2$):: PRINT CP2$
640 FOR CC=96 TO 99
650 CALL CHARPAT (CC,CP1$)
660 PRINT CP1$ :: NEXT CC
670 FOR CC=42 TO 52 STEP 10
680 CALL CHARPAT(CC,CP$)
690 PRINT TAB(2);CHR$(CC);" ";CP$ :: NEXT CC
700 FOR D=1 TO 500 :: NEXT D
710 GOSUB 2500
720 CALL CLEAR
730 GOSUB 3000
735 DISPLAY AT(2,3):"DISTANCE DEMO"
736 FOR D=1 TO 300 :: NEXT D
740 CALL DISTANCE(#1,#2,X)
750 DST=SQR(X)
760 PRINT DST
770 CALL DISTANCE(#1,1,1,Y)
780 DIS=SQR(Y)
790 PRINT DIS
800 FOR D=1 TO 500 :: NEXT D
810 GOSUB 2500
820 CALL CLEAR
830 GOSUB 3000
835 DISPLAY AT(2,3):"LOCATE DEMO"
836 FOR D=1 TO 300 :: NEXT D
840 CALL LOCATE(#2,1,200)
850 FOR D=1 TO 500 :: NEXT D
860 CALL LOCATE(#2,16,16)
870 FOR D=1 TO 500 :: NEXT D
880 CALL LOCATE(#2,170,125)
890 FOR D=1 TO 500 :: NEXT D
900 GOSUB 2500
905 DISPLAY AT(2,3)ERASE ALL:"PATTERN DEMO"
906 FOR D=1 TO 300 :: NEXT D
910 CALL CHAR(140,"80C0783F3F78C080")
920 CALL PATTERN(#2,140)
930 FOR D=1 TO 500 :: NEXT D
940 CALL PATTERN(#2,130)
950 GOSUB 2500
960 GOSUB 3500
965 DISPLAY AT(2,3)ERASE ALL:"MOTION DEMO"
966 FOR D=1 TO 300 :: NEXT D
967 DISPLAY ERASE ALL
970 FOR D=1 TO 3000 :: NEXT D
980 GOSUB 2500
990 GOSUB 3500
995 DISPLAY AT(2,3)ERASE ALL:"DELSPRITE DEMO"
996 FOR D=1 TO 300 :: NEXT D
997 DISPLAY ERASE ALL
1000 FOR D=1 TO 2200 :: NEXT D
1010 CALL DELSPRITE(#2)
1020 FOR D=1 TO 1000 :: NEXT D
1030 GOSUB 2500
1040 CALL CLEAR
1045 CALL SPRITE(#2,130,2,170,125)
1050 GOSUB 4000
1055 DISPLAY AT(2,3):"USE OF CALL KEY TO INITIATE MOTION"
1056 FOR D=1 TO 300 :: NEXT D
1057 DISPLAY ERASE ALL
1060 FOR D=1 TO 2000 :: NEXT D
1080 GOSUB 2500
1090 GOSUB 3500
1095 DISPLAY AT(2,3)ERASE ALL:"COINC DEMO"
1096 FOR D=1 TO 300 :: NEXT D
1100 CALL COINC(#1,#2,15,C1)
1110 CALL COINC(#2,1,125,1,C2)
1120 PRINT C1
1130 IF C1=-1 THEN 1150 ELSE 1140
1140 IF C2=-1 THEN 1200 ELSE 1100
1150 CALL SCREEN(11)
1160 CALL SOUND(100,262,2)
1170 FOR D=1 TO 200 :: NEXT D
1180 CALL SCREEN(15)
1190 GOTO 1100
1200 CALL SCREEN(4)
1210 CALL SOUND(100,523,2)
1220 FOR D=1 TO 200 :: NEXT D
1230 CALL SCREEN(15)
1240 GOTO 1100
1250 STOP
2500 DISPLAY BEEP
2510 CALL KEY(0,K,S)
2520 IF S=0 THEN 2510
2530 IF K=81 THEN 2540 ELSE 2510
2540 RETURN
3000 CALL SCREEN(15)
3010 CALL SPRITE(#1,96,7,95,75)
3020 CALL SPRITE(#2,130,2,170,125)
3030 CALL MAGNIFY(3)
3040 RETURN
3500 CALL SPRITE(#1,96,7,95,75,50,-50)
3510 CALL MOTION(#2,-5,0)
3520 RETURN
3530 STOP
4000 DISPLAY AT(3,3):"PRESS SPACE BAR TO START MOTION OF SPACESHIP SPRITE"
4005 FOR D=1 TO 200 :: NEXT D
4006 DISPLAY ERASE ALL
4010 CALL KEY(0,K,S)
4020 IF S=0 THEN 4010
4030 IF K=32 THEN 4040 ELSE 4010
4040 CALL MOTION(#2,-5,0)
4050 RETURN
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You have four lines labeled “500”. The last one replaces the others.

500 DATA 196,659,587,262,523,523,330,523,262
510 P=250
500 DATA 1,3,6,2,1,4,6,2,3,4,1,5,1,4,6,7,1,4,6,2,1,3,6,9
500 DATA 1,1,4,5,1,4,6,2,3,4,1,5,1,4,1,5,1,4,6,9
500 DATA 1,4,6,2,3,6,1,5,1,4,6,7,3,4,6,2,1,4,3,7,1,4,6,9

should be

500 DATA 196,659,587,262,523,523,330,523,262
510 P=250
520 DATA 1,3,6,2,1,4,6,2,3,4,1,5,1,4,6,7,1,4,6,2,1,3,6,9
530 DATA 1,1,4,5,1,4,6,2,3,4,1,5,1,4,1,5,1,4,6,9
540 DATA 1,4,6,2,3,6,1,5,1,4,6,7,3,4,6,2,1,4,3,7,1,4,6,9

...lee

 

"Programmers blindness" :P

 

I remember, the PDF would not copy correct and I copy same line to not have to write "DATA" again :P and was then "mind blind" to that.

 

Thx, Lee!

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Sprite Editor - Something wrong with CALL KEY i think!!!

Larry Long

 

Here's a way to get maximum use of sprites on the TI-99/4A—and a program that generates listings for your sprite creations. Requires Extended BASIC.

 

A very powerful yet often unused feature of the TI-99/4A is its ability to display and control sprites. With the 99/4A and the Extended BASIC Module, it's possible to generate 28 sprites for display and independent simultaneous movement. Program 1 should convince any doubters that this can be done. Although a lot of colored letters floating around the screen are a bit pointless, if we can modify and control the sprites, we will have a most useful feature.

 

Sprites can be designed by drawing on a piece of graph paper and then converting the on/off pixels to a hexadecimal number. If the two largest sizes of sprites are used, the hexadecimal number describing the shape of the sprite would be 64 characters long (for a more extensive discussion on sprite creation see "A Beginner's Guide to Sprites" elsewhere in this book). A solution is a sprite editor that will allow us to draw the pattern we want on the screen and then have the com puter create the program we need to make that sprite pattern. Program 2 will do exactly that, and more. It will allow us to edit the sprite pattern. Then, when we press the L key, it will display a complete listing that would, if copied on paper and then entered into the computer, provide a sprite and the necessary routine to control its movement.

 

Your Options

When you run the program, the first display screen will be a design grid with a box-shaped cursor. The area under the cursor will initially be white (signifying an off pixel). Press 1

to change the color beneath the cursor to black (representing an on pixel) or to move the cursor about the grid using the arrow keys. To turn off a particular pixel, press 0 and the back ground color will be returned to white. When you have ""*] completed your design, press the P key to see it displayed as a sprite.

 

At this point, you are given several options. You can magnify your newly constructed sprite (M key), change its color. (C key), change its background color (B key), or set it in motion (E, S, D, X keys). If you are not pleased with the sprite's shape, you can modify it by striking the T key or (if the changesrequired are quite drastic) simply press the A key to start with a fresh grid. On the other hand, if you are satisfied with your sprite and its color and directional parameters, press the L key to create the BASIC statements needed to achieve these effects.

 

If using the sprite editor is your only concern, then skip the rest of this article and go straight to Program 2 and enjoy this easy access to sprites.

 

How the Editor Works

To understand what makes the editor work, let's take a general overview of the program:

Lines

100-260 Set up screen display.

270-460 The main loop of the designing portion of the program.

470-680 Evaluate the design, put its values in an array, read the values in the array, convert them to hexadecimal numbers, and then build a 64-character string to describe the sprite pattern.

690-770 Put the sprite on the screen and display new program instructions.

780-930 Main loop of the implementation portion of the program.

940-980 Change size of sprite.

1000-1150 Display a listing of the sprite program.

1160-1220 Change the color of the sprite and screen.

 

A cursor is needed to indicate where you are located on the design grid. I chose to use a sprite (line 220) because I could move it around freely without disturbing the display under it. Repositioning the cursor is accomplished in line 380 with a CALL LOCATE. The arrow keys reposition the cursor, and the ENTER key changes the area under the cursor.

 

What makes "Sprite Editor" so valuable is its ability to generate the hexadecimal pattern for the sprite. The loop from line 500 through line 560 determines the character in each position of the design grid and stores that value in the array B (R,C). Line 570 provides a string with all of the possible hexadecimal digits placed in ascending order. Line 580 sets M$ to null. The loop from line 590 to line 630 evaluates the array elements and converts each row in the left half of the design grid to a pair of hexadecimal digits and concatenates them to M$. Line 620 is probably the most significant line in ' this loop, as it provides the hexadecimal numbers. It causes the computer to look at a particular digit (element) in HEX$ determined by the values calculated for HIGH and LOW. Lines 630-680 perform the same operation as 590-630, only for the right half of the design grid.

 

Line 690 assigns the hexadecimal numbers to ASCII characters 104, 105, 106, and 107. It is necessary to specify only the first character number in the CALL CHAR statement. When this feature is used, it is required that you start with a character that is evenly divisible by 4. Line 730 actually displays the sprite.

 

Lines 740-770 provide instructions for the implementation portion of the program. Lines 780-830 check for specific key presses and provide appropriate branching to list the program; end the program; start from the beginning; change the background color; modify the existing sprite; change sprite size; or change sprite color. Lines 840-920 check for arrow key presses and then increment or decrement sprite speed. Lines 940-980 change sprite size. Lines 1000-1150 display a program listing that would generate a sprite like the one designed by the Sprite Editor. One problem with listing the program is displaying the quote character. The computer interprets it to mean that you want to end the PRINT statement. The solution is to redefine an unused character (I chose the lowercase n) to look like the quote character.

 

Finally, lines 1160-1220 allow you to change the color of the sprite and screen.

100 CALL MAGNIFY(2):: FOR X=1 TO 28 :: CALL SPRITE(#X,64+X,X/2,96,128,INT(RND*100)-50,INT(RND*100)-50):: NEXT X :: GOTO 100
100 REM SPRITE EDITOR
110 DIM B(16,16):: SC=8
130 C1=7
140 CALL CHAR(100,"")
150 CALL CHAR(101,"FFFFFFFFFFFFFFFF")
160 CALL CHAR(102,"FFFFC3C3C3C3FFFF")
170 CALL COLOR(9,2,16)
180 CALL CLEAR
190 DISPLAY AT(1,10):"SPRITE EDITOR"
200 FOR R=1 TO 16 :: CALL HCHAR(4+R,2,100,16):: NEXT R
210 CALL MAGNIFY(1)
212 IF K=84 THEN GOTO 217
215 CALL SCREEN(
217 CALL DELSPRITE(ALL)
220 CALL SPRITE(#28,102,14,32,
225 CALL HCHAR(21,1,32,31):: CALL HCHAR(22,1,32,31)
230 DISPLAY AT (22,2):"E=UP X=DOWN S=LEFT D=RIGHT"
240 DISPLAY AT(23,2):"PRESS 1 - PIXEL ON ,0 - OFF"
250 DISPLAY AT(24,2):"PRESS P TO DISPLAY SPRITE"
260 R=1 :: C=1
265 KHAR=100
270 CALL KEY(0,K,S)
271 IF S=0 THEN 270
272 IF K=48 THEN KHAR=100
274 IF K=49 THEN KHAR=101
280 IF K=83 THEN C=C-1 :: GOTO 320
290 IF K=68 THEN C=C+1 :: GOTO 320
300 IF K=69 THEN R=R-1 :: GOTO 320
310 IF K=88 THEN R=R+1 :: GOTO 320
312 IF K=80 THEN 470
320 IF C<1 THEN C=16
330 IF C>16 THEN C=1
340 IF R<1 THEN R=16
350 IF R>16 THEN R=1
380 CALL LOCATE(#28,(8*R)+25,8*C+1)
420 CALL HCHAR(4+R,1+C,KHAR)
430 CALL SOUND(20,200,5)
460 GOTO 270
470 CALL DELSPRITE(ALL)
480 CALL HCHAR(21,1,32,128)
490 DISPLAY AT(22,2):"PLEASE WAIT WHILE I THINK."
500 FOR R=1 TO 16
510 FOR C=1 TO 16
520 CALL GCHAR(4+R, 1+C,GC)
530 GC=GC-100
540 B(R,C)=GC
550 NEXT C
560 NEXT R
570 HEX$="0123456789ABCDEF"
580 M$=""
590 FOR R=1 TO 16
600 LOW=B(R,5)*8+B(R,6)*4+B(R,7)*2+B(R,+1
610 HIGH=B(R,1)*8+B(R,2)*4+B(R,3)*2+B(R,4)+1
620 M$=M$&SEG$(HEX$,HIGH,1)&SEG$(HEX$,LOW,1)
630 NEXT R
640 FOR R=1 TO 16
650 LOW=B(R,13)*8+B(R,14)*4+B(R,15)*2+B(R,16)+1
660 HIGH=B(R,9)*8+B(R,10)*4+B(R,11)*2+B(R,12)+1
670 M$=M$&SEG$(HEX$,HIGH,1)&SEG$(HEX$,LOW,1)
680 NEXT R
690 CALL CHAR(104,M$)
700 CALL MAGNIFY(3)
710 MM=3
720 M=4
730 CALL SPRITE(#1,104,C1,50,170,0,0)
740 DISPLAY AT(21,2):"C COLOR M MAGNIFY T EDIT"
750 DISPLAY AT(22,2):"A ERASE Q QUIT B BACKGRD"
760 DISPLAY AT(23,2):"E=UP X=DOWN S=LEFT D=RIGHT"
770 DISPLAY AT(24,:"L LISTS PROGRAM"
780 CALL KEY(0,K,S)
790 IF K=76 THEN GOTO 1000
800 IF K=81 THEN GOTO 990
810 IF K=65 THEN GOTO 100
812 IF K=66 THEN GOSUB 1200
815 IF K=84 THEN GOTO 210
820 IF K=77 THEN GOTO 940
830 IF K=67 THEN GOTO 1160
840 IF K=83 THEN H=H-2
850 IF K=68 THEN H=H+2
860 IF K=69 THEN V=V-2
870 IF K=88 THEN V=V+2
880 IF V>120 THEN V=120
890 IF V<-120 THEN V=-120
900 IF H>120 THEN H=120
910 IF H<-120 THEN H=-120
920 CALL MOTION(#1,V,H)
930 GOTO 780
940 CALL MAGNIFY(M)
950 MM=M
960 IF M=3 THEN M=4 ELSE M=3
970 FOR D=1 TO 20 :: NEXT D
930 GOTO 780
990 STOP
1000 REM PROGRAM LISTER
1005 CALL SCREEN(
1010 CALL CHAR(110,"002424")
1020 CALL CLEAR
1030 PRINT " PROGRAM LISTING"
1035 CALL DELSPRITE(ALL)
1040 PRINT
1050 PRINT ">100 CALL CHAR(104,n";:: FOR W=1 TO 64 :: PRINT SEG$(M$,W,1) ;:: NEXT W :: PRINT "n)"
1055 PRINT ">105 CALL SCREEN(";SC;")"
1060 PRINT ">110 CALL MAGNIFY (";MM;")"
1070 PRINT ">120 CALL SPRITE(#1,104,";C1;",150,150,";V;",";H; ")"
1080 PRINT ">130 CALL KEY(0,K,S)"
1090 PRINT ">140 IF K=63 THEN H=H+2"
1100 PRINT ">150 IF K=83 THEN H=H-2"
1110 PRINT ">160 IF K=88 THEN V=V+2"
1120 PRINT ">170 IF K=69 THEN V=V-2"
1130 PRINT ">180 CALL MOTION(#1,V,H)"
1140 PRINT ">190 GOTO 130"
1150 PRINT :: PRINT :: PRINT :: PRINT :: PRINT
1155 DISPLAY AT(21,3):"A – ERASE Q- QUIT"
1156 CALL KEY(0,K,ST):: IF ST=0 THEN 1156
1157 IF K=81 THEN GOTO 990
1158 IF K=65 THEN GOTO 100
1159 GOTO 1156
1160 C1=C1+1 :: IF C1>16 THEN C1=2
1170 CALL COLOR (#1,C1)
1180 CALL KEY(0,K,S):: IF S THEN 1180 ELSE 780
1200 REM SCREEN COLOR CHANGE
1210 SC=SC+1 :: IF SC=17 THEN SC=2
1220 CALL SCREEN(SC)
1230 CALL KEY(0,K,S):: IF 3 THEN 1230 ELSE RETURN
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Simpel but very cool game!

 

Runway 180

130 CALL CLEAR:: CALL SCREEN(5):: CALL COLOR(1,16,1,2,16,1,3,16,1,4,16,1,5,16,1,6,16,1,7,16,1,8,16,1)
140 DISPLAY AT(10,9):USING "RUNWAY 180"
150 FOR B=0 TO 30 STEP 2 :: CALL SOUND(-10, 110,30,110,30,2500,30,-8,B) :: CALL SOUND (-10,110,30,110,30,4000,30,-8,B):: NEXT B
160 CALL CLEAR:: DISPLAY AT(10,9):USING "PRESS" :: DISPLAY AT(12,9) :USING "I-FOR INSTRUCTIONS"
170 DISPLAY AT(14,14):USING "OR" :: DISPLAY AT(16,9):USING "G-FOR GAME"
180 CALL KEY(0,K,S):: IF S<>1 THEN 180
190 IF K=103 THEN 330
200 IF K=105 THEN 220
210 PRINT "ALPHA LOCK MUST BE OFF" :: PRINT:: PRINT "TRY AGAIN" :: FOR DELAY=1 TO 600 :: NEXT DELAY :: GOTO 160
220 CALL CLEAR :: PRINT "YOU ARE PILOTING A JET" :: PRINT :: PRINT "AIRCRAFT WHICH HAS BEEN " :: PRINT :: PRINT "CLEARED TO LAND ON": :
230 PRINT "RUNWAY 180." :: PRINT :: PRINT :: GOSUB 310
240 CALL CLEAR :: PRINT "USE YOUR JOYSTICK TO CONTROL" :: PRINT :: PRINT "SINK RATE AND AIRSPEED."::
243 PRINT "JOYSTICK CONTROL-" :: PRINT
245 PRINT "LEFT: ACCELERATE" :: PRINT "RIGHT: BRAKE" :: PRINT "UP: DECREASE SINK RATE"
247 PRINT "DOWN: INCREASE SINK RATE" :: PRINT
250 PRINT "FIREBUTTON CONTROLS LANDING" :: PRINT :: PRINT "GEAR." :: PRINT :: PRINT :: GOSUB 310 :: CALL CLEAR
260 PRINT "TO RECOVER FROM A STALL" :: PRINT :: PRINT "INCREASE AIRSPEED ABOVE 60.":: PRINT :: PRINT "IF YOU CANNOT STOP BEFORE"::
270 PRINT "TOWER REACHES LEFT SIDE OF" :: PRINT :: PRINT "SCREEN, INCREASE AIRSPEED" :: PRINT
280 PRINT "TO 60 AND LIFT OFF FOR":: PRINT:: PRINT "ANOTHER PASS." :: PRINT :: PRINT :: GOSUB 310 :: CALL CLEAR
290 PRINT "YOU MAY HAVE FOUR PASSES":: PRINT :: PRINT "AT THE RUNWAY.....":: PRINT:: PRINT "BEWARE OF THE WIND SHIFTS!":: PRINT:: PRINT
300 PRINT "GOOD LUCK!!!!" :: PRINT :: PRINT:: PRINT :: PRINT :: GOSUB 310 :: GOTO 330
310 PRINT :: DISPLAY AT(24,1):USING "HIT ANY KEY TO CONTINUE"
320 CALL KEY(0,R8,S8) :: IF S8<>1 THEN 320 ELSE RETURN
330 A1=1
340 REM INITIALIZE —>
350 A=0:: B=-75:: LG=0:: CALL SCREEN(2)
360 CALL CLEAR :: CALL CHAR(33,"FFFFFFFFFFFFFFFF"):: CALL COLOR(1,8,1)
370 LC=0:: FOR Z=1 TO 16 :: CALL HCHAR(Z,1,33,32):: NEXT Z
380 CALL CHAR(42,"FFFFFFFFFFFFFFFF"):: CALL COLOR(2,13,1)
390 FOR Z=17 TO 20 :: CALL HCHAR(Z,1,42,32):: NEXT Z
400 RANDOMIZE
410 REM DEF CHAR
420 CALL CHAR(96,"00000000FFFFFFFFFFFFFFFF0000000000000000FFFFFFFFFFFFFFFF")
430 CALL CHAR(120,"0030181C3F1F0700")
440 CALL CHAR(121,"000000")
450 CALL CHAR(122,"00000000FCFF8000")
460 CALL CHAR(123,"00000000")
470 CALL CHAR(104,"00000000071F151F")
480 CALL CHAR(105,"0203030203030203")
490 CALL CHAR(106,"00008080E0F8A8F8")
500 CALL CHAR(107,"C040C0C040C0C0C0")
510 CALL CHAR(124,"0030181C3F1F07050000")
520 CALL CHAR(126,"00000000FCFF88840000")
530 CALL CHAR(125,"00000000")
540 CALL CHAR(127,"00000000")
550 CALL CHAR(128,"00000000021F3B00")
560 CALL CHAR(129,"000000000E56E300")
570 CALL CHAR(130,"00000000")
580 CALL CHAR(131,"00000000")
590 REM DRAW DISPLAY
600 CALL SPRITE(#1,96,2, 180, 1,0,B):: CALL COLOR(#1,16)
610 CALL SPRITE(#2,120,2,10,245,A,0):: CALL COLOR(#2,7)
620 CALL SPRITE(#3,104,2,110,250,0,-2)
630 CALL MAGNIFY(4)
640 FOR C5=1 TO 40 :: CALL LOCATE(#2,10,C5):: NEXT C5 :: GOSUB 870
650 REM MAIN LOOP
660 GOSUB 1120 :: GOSUB 890
670 IF J=0 THEN 690
680 CALL MOTION(#1,0,B,#2,A,0)
690 CALL COINC(#2,170,40,9,T)
700 CALL COINC(#3,110,1,4,DA)
710 CALL COINC(#2,240,40,9,E):: IF E=-1 THEN A=1 :: GOSUB 890 :: GOTO 680
720 IF DA=-1 THEN 1320
730 IF T<>-1 THEN 660
740 CALL MOTION(#2,0,0)
750 IF A>1 THEN GOSUB 920 :: GOSUB 960 GOTO 1660
760 IF LG=0 THEN 1660
770 GOTO 1760
780 REM UPDATE DISPLAY
790 IMAGE SINK RATE: ###
800 IMAGE RUNWAY ENDS ### YDS
810 IMAGE AIRSPEED: ###
820 IMAGE TOUCH DOWN
830 IMAGE SINK RATE TOO HIGH
840 IMAGE AIRSPEED TOO HIGH
850 IMAGE CRASH LANDING
860 IMAGE STALL WARNING!
870 DISPLAY AT(1,10)SIZE(20):USING "ATTEMPT NO. #":A1
880 RETURN
890 DISPLAY AT(3,10)SIZE(20):USING 790:A
900 DISPLAY AT(5,10)SIZE(20):USING 810:-B
910 RETURN
920 DISPLAY AT (7,5)SIZE(20) :USING 830
930 RETURN
940 DISPLAY AT(7,5)SIZE(20)BEEP:USING 840
950 DISPLAY AT(9,5)SIZE(20):USING "BOUNCE":: RETURN
960 DISPLAY AT(9,5)SIZE(20):USING 850
970 RETURN
980 CALL HCHAR(7,5,33,27):: DISPLAY AT(9,5)SIZE(20):USING 820
990 RETURN
1000 DISPLAY AT(9,5)SIZE(20):USING "WARNING"
1010 DISPLAY AT ( 11,5)SIZE(20) :USING 800:RE
1020 RETURN
1030 CALL HCHAR(7,5,33,27)::RETURN
1040 CALL HCHAR(9,5,33,27) ::RETURN
1050 CALL HCHAR(11,5,33,27):: RETURN
1060 DISPLAY AT(9,5)SIZE(20):USING "LIFT OFF" :: CALL HCHAR(11,5,33,27):: RETURN
1070 DISPLAY AT(3,10):"END OF RUNWAY ":: DISPLAY AT(5,10):USING "NEW APPROACH" :: DISPLAY AT(7, 10) :USING "NECESSARY"
1080 RETURN
1090 PRINT "THAT'S 5 PASSES AT THE" :: PRINT :: PRINT "RUNWAY. TURN IN YOUR" ::PRINT :: PRINT "PILOT LICENSE AND PUT": :
1100 PRINT "SOMEONE ELSE IN THE" :: PRINT :: PRINT "COCKPIT" :: PRINT :: RETURN
1110 DISPLAY AT(7,9)BEEP SIZE(20) :USING 860 :: RETURN
1120 REM JOYST/ LANDING GEAR
1130 CALL KEY(1,RV,ST):: IF RV=18 AND LG=0 THEN 1190
1140 CALL JOYST(1,X,Y):: IF X=0 AND Y=0 THEN GOSUB 1210 :: RETURN
1150 A=A-Y/4 :: B=B+X/4
1160 IF ABS(A)>127 THEN A=127*SGN(A)
1170 IF B>-50 THEN 1430
1180 J=1 :: RETURN
1190 CALL PATTERN(#2,124)
1200 A=A+3 :: B=B+20 :: LG=1 :: GOTO 1160
1210 REM COMPLICATIONS
1220 CP=INT(RND*16)
1230 IF CP=1 THEN B=B-1
1240 IF CP=6 THEN B=B+1
1250 IF CP=10 THEN A=A-1
1260 IF CP=15 THEN A=A+1
1270 J=0 :: RETURN
1280 IF ABS(A)>127 THEN A=127*SGN(A)
1290 GOTO 1310
1300 IF B<-127 THEN B=-127
1310 J=1 :: RETURN
1320 REM NEW APPROACH
1330 CALL MOTION(#2,0,0):: CALL POSITION(#2,R4,C4)
1340 IF A1>4 THEN 1400
1350 CALL DELSPRITE(#1,#3):: CALL CLEAR
1360 GOSUB 1070
1370 CALL PATTERN(#2,120)
1380 FOR X = C4 TO 255 :: CALL LOCATE(#2,INT(R4),X):: R4=R4-(R4/(255-C4)):: NEXT X
1390 A1=A1+1 :: GOTO 340
1400 CALL DELSPRITE(ALL):: CALL CLEAR
1410 GOSUB 1090
1420 FOR DELAY=1 TO 900 :: NEXT DELAY :: GOTO 1970
1430 REM STALL
1440 GOSUB 1110
1450 CALL MOTION(4»2,0,0)
1460 CALL POSITION(#2,SR,SC)
1470 CALL LOCATE(#2,SR,SC)
1480 CALL COINC(#2,170,40,2,T)
1490 CALL COINC(#3,110,1,2,DE):: IF DE=-1 THEN A1=A1+1:: GOSUB 870:: IF A1>4 THEN 1400
1500 IF T=-1 THEN 1660
1510 SR=SR+4
1520 CALL KEY(1,RV,ST)
1530 IF RV=18 AND LG=1 THEN 1610
1540 CALL JOYST(1,X,Y):: IF X=0 AND Y=0 THEN 1470
1550 B=B+X/4
1560 REM
1570 IF B<-60 THEN 1640
1580 CALL M0TI0N(#1,0,B)
1590 GOSUB 890
1600 GOTO 1470
1610 CALL PATTERN(#2,120)
1620 A=A-3 :: B=B-22 :: LG=0
1630 GOTO 1560
1640 GOSUB 1030
1650 RETURN
1660 REM CRASH
1670 CALL MOTION(#1,0,0,#2,0,0,#3,0,0,#4,0,0)
1680 CALL SOUND(1000,-7,0)
1690 FOR P=1 TO 10
1700 CALL SCREEN(2)
1710 CALL SCREEN(16):: NEXT P :: CALL SCREEN(2)
1720 CALL PATTERN(#2,128)
1730 FOR DELAY=1 TO 400 :: NEXT DELAY
1740 CALL DELSPRITE(ALL)
1750 GOTO 1970
1760 REM TOUCHDOWN/BRAKE/T&G
1770 GOSUB 980 :: IF B<-53 THEN 1940
1780 CALL JOYST(1,X,Y) :: B=B+X/2
1790 IF B>-1 THEN 1880
1800 CALL MOTION(#1,0,B)
1810 CALL COINC(#3,110,1,4,DA)
1820 IF DA=-1 THEN RE=0 :: GOSUB 1010 :: GOTO 1660
1830 CALL DISTANCE(#3,110,1,RQ)
1840 RE=INT(SQR(RQ)):: GOSUB 1000 :: GOSUB 900
1850 CALL KEY(1,RV,ST):: IF RV=18 AND B<-60 THEN GOSUB 1060 :: A=A-2 :: GOTO 1870
1860 GOTO 1780
1870 CALL MOTION(#2,A,0):: FOR DELAY=1 TO 200 :: NEXT DELAY :: GOTO 650
1880 REM SCORING
1890 CALL MOTION(#1,0,0,#2,0,0 ,#3,0,0,#4,0,0)
1895 FOR DELAY=1 TO 800 :: NEXT DELAY
1900 CALL DELSPRITE(ALL):: CALL CLEAR
1910 PRINT "CONGRATULATIONS !": :
1920 PRINT "YOUR SCORE IS : "; (RE/A1)*10::
1930 GOTO 1990
1940 A=A-2 :: CALL MOTION(#2,A,0) :: GOSUB 940
1950 FOR DELAY=1 TO 20 :: NEXT DELAY
1960 A=A+2 :: GOSUB 1030 :: GOSUB 1040 :: GOTO 650
1970 REM PLAY AGAIN
1980 CALL CLEAR
1990 PRINT "PLAY AGAIN (Y/N)?"
2000 CALL KEY(2,RV,SV)
2010 IF SV=0 THEN 2000
2020 IF RV=15 THEN 2050
2030 IF RV=18 THEN 330
2040 GOTO 1990
2050 END
Edited by oddemann
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Worm of Bemer - COOL! Same PDF as above!

Stephen D. Fultz

TI Translation by Patrick Parrish

 

Nerm the worm is lost in Bemer Castle and needs your help to get home. You must guide him through 11 rooms and help him find magic mushrooms to eat along the way. The journey is a navigator's nightmare, because you never know where the next mushroom will grow, and if Nerm hits a wall or gets trapped by his tail, he loses one of his lives.

 

"Worm of Bemer" is a fast-paced arcade game in which Nerm the Worm travels through rooms eating magic mushrooms. Nerm is lost in Bemer Castle and wants to return home. Guide Nerm to a mushroom using the keyboard arrow keys (E, S, D, and X) so he can keep up his strength for the journey. After eating five mushrooms in a room, Nerm can exit to the next room. You must guide Nerm through 11 rooms before he finds his home. You start out with four lives. If you touch anything besides a mushroom you will lose a life. At the top of the screen you will see the current score, what room Nerm is in, how many mushrooms Nerm must eat to open the exits, and how many lives Nerm has left, includ ing the current life. You get 100 points, plus bonus points, for every mushroom you eat. Nerm gets a bonus life after completing the first two rooms and another for every third room thereafter.

 

Adding More Features

You can learn a lot about programming and games by modifying the action and settings in Worm of Bemer. Some features you might add include a routine to save the high score to disk, adding more players, or having Nerm go to a different room ' depending on which exit he takes. Simpler enhancements would be changing the number of mushrooms that Nerm must eat or changing his speed.

 

Worm of Bemer

3 DIM NN(29),RANK$(12)
5 GOSUB 11000
10 GOTO 5000
20 FOR I=1 TO LEN(H$)
30 CALL HCHAR(ROW,COL+I,ASC(SEG$(H$,I,1)))
35 NEXT I
40 RETURN
100 CALL KEY(0,K,ST)
105 IF (K<>68)+(OD=2)THEN 110
106 DX=1
107 DY=0
108 DI=1
110 IF (K<>83)+(OD=1) THEN 115
111 DX=-1
112 DY=0
113 DI=2
115 IF (K<>69)+(OD=3) THEN 120
116 DY=-1
117 DX=0
118 DI=4
120 IF (K<>88)+(OD=4) THEN 140
125 DY=1
130 DX=0
135 DI=3
140 CALL HCHAR(YA,XA,136)
145 OD=DI
150 XA=XA+DX
152 YA=YA+DY
154 L=LEN(XA$)
156 XA$=XA$&CHR$(XA)
158 YA$=YA$&CHR$(YA)
160 CALL GCHAR(YA,XA,Z)
162 IF Z<>32 THEN 200
164 CALL HCHAR(YA,XA,128)
166 CALL SOUND(1,622,2)
168 IF L<WO THEN 100
170 CALL HCHAR(ASC(YA$),ASC(XA$),32)
172 LL=LEN(XA$)-1
174 XA$=SEG$(XA$,2,LL)
176 YA$=SEG$(YA$,2,LL)
180 GOTO 100
200 CALL SOUND(100,311,2)
201 CALL HCHAR(YA,XA,128)
203 GOSUB 6600
205 IF Z<>MUSH THEN 260
210 WO=WO+15+2*LO
212 IF WO<185 THEN 215
214 WO=185
215 RANDOMIZE
216 XX=RND*28+3
218 X=RND*19+4
220 CALL GCHAR(X,XX,H1)
222 IF H1<>32 THEN 216
224 SC=SC+100+LO*7
228 HI=HI-1
230 GOSUB 6600
232 IF HI>0 THEN 245
234 CALL HCHAR(3,17,104)
236 CALL HCHAR(13,2,104)
238 CALL HCHAR(13,31,104)
240 CALL HCHAR(23,17,104)
241 FOR I=3 TO 30 STEP 3
242 CALL SOUND(100,1900,I)
243 NEXT I
244 GOTO 100
245 CALL HCHAR(X,XX,MUSH)
250 GOTO 100
260 IF Z=104 THEN 270
261 IF LI=1 THEN 7500
264 GOSUB 7500
266 GOTO 290
270 CALL HCHAR(YA,XA,136)
272 GOSUB 7000
275 FOR DE=110 TO 880 STEP 32
277 PRINT
279 CALL SOUND(1,DE,2)
280 CALL SOUND(-1,DE,2)
281 NEXT DE
282 LO=LO+1
283 IF LO=12 THEN 1200
284 WO=5
285 L1=L1+1
286 IF LO>EX THEN 9100
287 CALL COLOR(14,L1,1)
288 CALL CLEAR
289 GOSUB 1300
290 GOSUB 6600
300 ON LO GOTO 5080,400,500,550,600,700,800,450,550,1000,1100,1200
399 GOTO 5080
400 REM SECOND SCREEN
410 CALL HCHAR(13,5,120,24)
420 GOTO 5080
449 REM SCREEN
450 CALL VCHAR(7,15,120,16)
455 CALL HCHAR(9,6,120,22)
460 GOTO 5080
499 REM FOURTH SCREEN
500 CALL HCHAR(6,5,120,24)
505 CALL HCHAR(20,5,120,24)
510 GOTO 5080
549 REM FIFTH SCREEN
550 CALL HCHAR(7,6,120,22)
555 CALL VCHAR(8,15,120,16)
560 GOTO 5080
599 REM FRAME 6
600 CALL HCHAR(12,3,120,13)
610 CALL HCHAR(12,19,120,12)
620 GOTO 5080
699 REM FRAME 7
700 FOR I=8 TO 18
710 CALL HCHAR(I,7,120,7)
715 CALL HCHAR(I,18,120,
720 NEXT I
725 GOTO 5080
799 REM FRAME 8
800 CALL HCHAR(8,3,120,13)
805 CALL HCHAR(14,12,120,19)
810 CALL HCHAR(18,3,120,13)
815 GOTO 5080
999 REM FRAME 9
1000 GOSUB 1400
1015 FOR T=5 TO 21
1020 CALL HCHAR(T,4,32,16)
1025 NEXT T
1030 GOTO 5080
1100 GOSUB 1400
1110 FOR T=5 TO 21
1115 CALL HCHAR(T,4,32,20)
1120 NEXT T
1125 GOTO 400
1199 REM YOU WIN!!
1200 CALL CLEAR
1205 CALL SCREEN(3)
1206 FOR I=4 TO 8
1207 CALL COLOR(I,2,1)
1208 NEXT I
1210 PRINT TAB(9);"NERM'S HOME!"
1220 PRINT
1230 PRINT
1240 PRINT TAB(10);"THANK YOU!"
1250 FOR T=1 TO 9
1260 PRINT
1270 NEXT T
1275 FOR T=1 TO 3
1280 FOR I=110 TO 880 STEP 30
1283 CALL SOUND(1,I,2)
1284 CALL SOUND(-1,I,2)
1285 NEXT I
1286 FOR I=880 TO 110 STEP -30
1287 CALL SOUND(1,1,2)
1288 CALL SOUND(-1,I,2)
1289 NEXT I
1290 NEXT T
1291 CALL SCREEN(2)
1293 GOTO 7700
1300 CALL CLEAR
1305 PRINT "SCORE :";TAB(20);"ROOM :"
1310 PRINT "MUSHROOMS :";TAB(20);"LIVES :"
1320 FOR T=1 TO 21
1330 PRINT
1340 NEXT T
1350 RETURN
1400 FOR T=5 TO 21
1410 CALL HCHAR(T,4,120,26)
1420 NEXT T
1430 RETURN
4999 REM UP THE GAME
5000 GOSUB 10000
5005 MUSH=112
5010 LI=4
5015 SC=0
5020 LO=1
5035 HI=5
5040 WO=5
5045 EX=2
5050 L1=3
5055 GOSUB 5500
5060 CALL CLEAR
5065 CALL SCREEN(2)
5066 FOR I=3 TO 8
5067 CALL COLOR(I,16,1)
5068 NEXT I
5070 GOSUB 1300
5075 GOSUB 6600
5080 XA$=""
5081 YA$=""
5085 XA=17
5086 YA=18
5091 DX=0
5093 DY=-1
5103 IF HK6 THEN 5107
5105 HI=5
5107 IF HI>-1 THEN 5110
5109 HI=0
5110 DI=4
5115 FOR I=2 TO 31 STEP 29
5120 CALL VCHAR(3,I,120,21)
5125 NEXT I
5130 FOR I=3 TO 23 STEP 20
5135 CALL HCHAR(I,3,120,28)
5140 NEXT I
5145 CALL HCHAR(24,3,137,28)
5150 IF HI>0 THEN 5174
5155 CALL HCHAR(3,17,104)
5160 CALL HCHAR(12,2,104)
5165 CALL HCHAR(12,31,104)
5167 CALL HCHAR(23,17,104)
5171 GOTO 150
5174 RANDOMIZE
5175 XX=RND*28+3
5178 X=RND*19+4
5180 CALL GCHAR(X,XX,HI)
5185 IF HI<>32 THEN 5174
5190 CALL HCHAR(X,XX,MUSH)
5200 GOTO 150
5500 CALL CLEAR
5505 PRINT TAB(10);"GET READY!"
5510 FOR T=1 TO 12
5515 PRINT
5520 NEXT T
5525 FOR I=1 TO 14
5530 CALL SOUND(100,NN(I),2)
5535 NEXT I
5540 RETURN
6599 REM PRINT SCORE
6600 H$=STR$(SC)
6603 ROW=1
6604 COL=10
6605 GOSUB 20
6607 H$=STR$(LO)
6608 COL=28
6609 GOSUB 20
6610 H$=STR$(HI)
6611 ROW=2
6620 COL=14
6625 GOSUB 20
6630 H$=STR$(LI)
6635 COL=29
6640 GOSUB 20
6650 RETURN
6999 REM NERM LEAVES
7000 SP=SP-5
7005 GOSUB 6600
7010 HI=5
7015 L=LEN(XA$)
7020 FOR I=1 TO L
7025 CALL SOUND(2,110+1*2,2)
7030 CALL HCHAR(ASC(YA$),ASC(XA$)
7035 LL=LEN(XA$)-1
7040 XA$=SEG$(XA$,2,LL)
7045 YA$=SEG$(YA$,2,LL)
7050 NEXT I
7060 RETURN
7499 REM OOP!!
7500 CALL CLEAR
7505 PRINT TAB(13);"OOPS"
7510 FOR I=1 TO 12
7515 PRINT
7520 NEXT I
7525 LI=LI-1
7547 FOR I=14 TO 24
7549 CALL SOUND(10,I*40,2)
7551 NEXT I
7553 FOR I=1 TO 30
7555 NEXT I
7560 IF LI<1 THEN 7700
7575 GOSUB 1300
7600 RETURN
7699 REM THE GAME ENDS
7700 CALL CLEAR
7704 FOR I=3 TO 8
7705 CALL COLOR(I,16,1)
7706 NEXT I
7710 IF HS>SC THEN 7750
7720 HS=SC
7721 FOR I=1 TO 5
7722 PRINT
7723 NEXT I
7725 PRINT TAB(;"NEW HIGH SCORE"
7728 FOR T=110 TO 1760 STEP 50
7729 CALL SOUND(2,T,2)
7730 NEXT T
7740 FOR I=1 TO 5
7743 PRINT
7745 NEXT I
7750 PRINT TAB(7);"YOUR SCORE: ";SC
7755 PRINT
7760 PRINT TAB(7) ;"HIGH SCORE: ";HS
7770 FOR I=1 TO 3
7775 PRINT
7780 NEXT I
7785 PRINT TAB(5);"YOUR NEW RANK IS :"
7790 PRINT
7795 PRINT TAB(9);RANK$(LO)
7796 FOR I=15 TO 29
7797 CALL SOUND(100,NN(I),2)
7798 NEXT I
7800 PRINT
7805 PRINT
7806 PRINT
7810 PRINT "(C TO CONTINUE Q TO QUIT)"
7815 FOR T=1 TO 4
7816 PRINT
7817 NEXT T
7820 CALL KEY(0,K,ST)
7830 IF ST=0 THEN 7820
7840 IF (K<>67)*(K<>81)THEN 7820
7845 IF K=67 THEN 5000
7850 STOP
9099 REM EXTRA LIFE
9100 CALL CLEAR
9110 PRINT TAB(11);"BONUS LIFE"
9120 FOR I=1 TO 12
9125 PRINT
9130 NEXT I
9132 FOR I=1 TO 30 STEP 2
9134 CALL SOUND(100,1175,I)
9136 NEXT I
9140 EX=EX+3
9145 LI=LI+1
9150 GOTO 287
10000 CALL CLEAR
10001 FOR T=3 TO 8
10003 CALL COLOR(T,2,1)
10006 NEXT T
10010 CALL COLOR(14,3,1)
10015 CALL SCREEN(15)
10020 PRINT TAB(10);"WELCOME TO"
10021 FOR T=1 TO 4
10022 PRINT
10023 NEXT T
10025 PRINT TAB(;"NERM OF BEMER"
10028 FOR T=1 TO 9
10030 PRINT
10032 NEXT T
10034 PRINT "USE E,S,D, & X KEYS TO MOVE"
10036 PRINT
10040 CALL HCHAR(21,3,136,4)
10042 CALL HCHAR(21,8,128)
10045 FOR I=1 TO 22
10047 CALL HCHAR(21,6+1,136)
10050 CALL HCHAR(21,7+I,128)
10052 CALL SOUND(10,622,2)
10055 CALL HCHAR(21,2+I,32)
10057 FOR T=1 TO 20
10058 NEXT T
10060 NEXT I
10065 FOR T=1 TO 100
10070 NEXT T
10075 RETURN
10999 REM REDEFINE CHARS
11000 FOR I=104 TO 136 STEP 8
11015 READ A$
11020 CALL CHAR(I,A$)
11025 NEXT I
11030 DATA FFFFFFFFFFFFFFFF,187EFFFF18181818,FF81BDA5A5BD81FF
11032 DATA 8142243C7E5A3C18,387CFEFEFEFE7C38
11033 CALL COLOR(10,2,2)
11035 CALL COLOR(11,14,1)
11040 CALL COLOR(12,2,10)
11045 CALL COLOR(13,7,1)
11050 CALL CHAR(137,"FFFFFFFFFFFFFFFF")
11060 FOR I=1 TO 9
11065 READ RANK$(I)
11070 NEXT I
11075 FOR I=10 TO 12
11080 RANK$(I)="HALL OF FAME"
11085 NEXT I
11090 DATA ZERO,ROOKIE,NOVICE,AVERAGE
11092 DATA MASTER,GRAND MASTER,WIZARD,GRAND WIZARD
11094 DATA SUPER STAR
11100 FOR I=1 TO 29
11110 READ NN(I)
11120 NEXT I
11130 DATA 262,349,40000,349,392,40000,392,440,523,440,523,440,349,40000
11135 DATA 349,40000,40000,262,247,262,294,294,262,40000,40000,40000,330,330,349
11140 RETURN
Edited by oddemann
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Duck Leader

Douglas E. Smith and Douglas W. Smith

 

This is no time to be feather-brained or daffy. There are hunters lurking in the maze of reeds ahead, and ifyou make a wrong turn, you and your friends will be duck soup. Two skill levels, ten difficulty ratings.

 

This game will challenge your skill and memory. Your assignment, as the leader of a squadron of 30 ducks, is to direct them through a series of marsh mazes to the safety of a duck sanctuary.

 

You must swim through five different mazes, each of which has invisible reed patches and hidden hunters. The reeds will send you back to the beginning of the maze. If you find a hunter, you will lose a duck. Save as many ducks as possible for a high score. Lose your squadron and it's all over.

 

Favorite Duck

After typing in the program, it's a good idea to list the program, check for errors, and then save a copy to tape or disk before running the program.

 

When you start the game, the title graphics will appear, followed by several questions.

1. LEVEL=?(1=HELP/ 2=NO HELP)

Enter 1 until you have gained confidence in your memory and problem-solving ability. With level 1 you may use the H key to quickly view the location of the reeds and hunters in the marsh (up to five times during one game).

 

Level 2 will double your possible score, but you cannot use the H key for help.

2. DIFFICULTY=(1-10) I

For your first game, enter 1. After some practice try the other difficulty ratings. Ratings 1-4 are easy, 5-7 are hard, and 8-10 are very challenging. The difficulty rating determines the complexity of the maze.

3. INSTRUCTIONS ? (Y/N)

Enter Y to read the instructions before the game begins. This screen briefly describes the game and the functions of the appropriate keys used for the game. It also shows the graphic characters used for the reeds, hunters, and the marsh exit.

4. FIRST NAME OF THE LEAD DUCK?

Type in your first name or the name of your favorite duck, and press ENTER. The game will then begin.

 

If you entered Y for instructions, they will appear first. Hit the 1 key to begin play.

 

At first the outline of the marsh appears, and then the positions of the reeds and hunters are indicated. You have 15 seconds to study the locations before the reeds and hunters become invisible.

 

Successful Maneuvers

The duck on the left side of the marsh represents your squadron. Move the duck by using the arrow keys (E, S, D, and X). You do not have to press ENTER or use the FCTN key.

 

If you hit the sides of the marsh or the invisible reed, your ducks will bounce back to the starting position, but you do not lose any ducks.

 

Meeting a hunter will result in gunfire and the loss of a duck, with the survivors returning to the start again.

 

The positions of the reeds and hunters do not change until you reach the exit to the next marsh.

 

Your goal is to maneuver your squadron to the right side of the marsh and out the exit to the next marsh. Once you have passed through the five marshes to safety, the program will congratulate you, show you the remaining ducks, and print your score.

 

The highest possible score is 6000 and can be achieved only at level 2 with the difficulty rating 10. Nobody has achieved this score to date.

 

The marsh border color changes to red if the squadron is depleted to ten or fewer ducks. Losing all the squadron will put you in Duck Soup, and give you a zero score.

 

After the score is printed, the program will ask PLAY AGAIN? (Y/N). Enter Y to play again at the last selected level and difficulty. Enter N to choose a different level and difficulty.

 

The Hkey may be used if you selected level 1. Pushing the H key while playing the game will give you a quick look at the marsh. Using this key does not change the position of the duck. You are limited to only five helps per game. Remember the highest score using level 1 will be half that of level 2.

 

On occasion, the program will generate a maze which is impossible to cross. (Ducks don't always have it easy, do they?) Press the N key and you will move to a new marsh. The change in marshes will cost the squadron five ducks, so use the N key only if there is no way out.

 

Some Noteworthy Routines

The "Duck Leader" program employs several very useful TI BASIC routines. Creation of the maze is accomplished using the RND function to place the reeds and hunters (lines 620-670). The CALL GCHAR in line 800 tests the randomly determined position for characters already present on the marsh.

 

Line 800 checks to see if an empty space is present and, if not, calls for a new set of coordinates to be generated.

 

The CALL KEY routine (line 890) is used to move the duck through the marsh. Keys 68, 69, 83, and 88 determine the direction of the move. Once again the CALL GCHAR is used to test for an empty space. If found, the duck is printed in that position. If a reed or hunter is found, lines 1250-1260 execute the proper action.

 

Several loops and counters pause the program and keep track of the ducks. Lines 690-720 give you time to view the maze before the characters become invisible. The H key sends the program to lines 1140-1220, making the maze visible. The ducks left are counted in lines 980 and 1310. The number of marshes traversed is counted in line 1380. The score is calculated in line 1550 and the ducks saved in line 1540.

 

Changing the Difficulty

You may wish to make the game less difficult by making one or more of the following changes:

 

1. Set the final value in the FOR-NEXT loop in line 690 to a higher value to increase the length of time you have to view the maze.

 

2. Increase the final value for Xin the FOR-NEXT loop beginning in line 1170 to give you a longer look when you use the H key.

 

3. Change the 5 in line 1150 to a greater number to increase the number of times you can use the H key.

 

Duck Leader

120 RANDOMIZE
130 GOSUB 1720
140 CALL COLOR(13,2,1)
150 CALL COLOR(14,5,16)
160 CALL COLOR(11,13,1)
170 CALL COLOR(12,10,1)
180 CALL CLEAR
190 CALL SCREEN(12)
200 FOR X=1 TO 19
210 PRINT " DUCK LEADER DUCK LEADER"
220 NEXT X
230 PRINT
240 GOSUB 330
250 GOSUB 1420
260 INPUT "LEVEL=?(1=HELP/2=NO HELP)":LEVEL
270 INPUT "DIFFICULTY=?(1-10)":DIF
280 IF (DIF<1)+(DIF>10)THEN 270
290 INPUT "INSTRUCTIONS?(Y/N)":INS$
300 INPUT "FIRST NAME OF LEAD DUCK?":NAME$
310 IF INS$="Y" THEN 420
320 GOTO 520
330 FOR Y=12 TO 14 STEP 2
340 FOR X=1 TO 32
350 CALL HCHAR(Y,X,129)
360 CALL SOUND(25,-5,15)
370 CALL HCHAR(Y,X,128)
380 CALL HCHAR(Y,X,32)
390 NEXT X
400 NEXT Y
410 RETURN
420 CALL CLEAR
430 PRINT NAME$::
440 PRINT "YOU ARE THE LEADER OF A": :"SQUADRON OF THIRTY DUCKS.": :"PADDLE THROUGH FIVE MARSHES": :
450 PRINT "TO SAFETY!!": :"USE ARROW KEYS TO MOVE": :"H-KEY FOR HELP(ONLY FIVE)": :"N-KEY=NEW MARSH(-5 DUCKS)": :
460 PRINT "WATCH OUT FOR REEDS..": :"AND HUNTERS!!": :"REEDS":"HUNTERS":"EXIT"
470 CALL HCHAR(21,12,112)
480 CALL HCHAR(22,12,113)
490 CALL HCHAR(23,12,137)
500 INPUT "ENTER 1 TO START":SRT
510 GOTO 520
520 REM MARSH
530 CALL SCREEN(15)
540 CALL CLEAR
550 PRINT TAB(10);"MARSH #";MARSH+1
560 CALL HCHAR(2,3,136,28)
570 CALL HCHAR(22,3,136,28)
580 CALL VCHAR(2,3,136,20)
590 CALL VCHAR(2,30,136,20)
600 CALL VCHAR(6,7,136,12)
610 CALL VCHAR(9,30,137,7)
620 FOR X=1 TO (DIF*5)
630 GOSUB 750
640 CALL HCHAR(ROW,COL,112)
650 GOSUB 750
660 CALL HCHAR(ROW,COL,113)
670 NEXT X
680 CALL HCHAR(12,5,128)
690 FOR X=1 TO 50
700 CALL COLOR(13,9,1)
710 CALL COLOR(13,2,1)
720 NEXT X
730 CALL SCREEN(13)
740 GOTO 830
750 REM RAN ROW+COL
760 ROW=INT(22*RND)
770 IF ROW<3 THEN 760
780 COL=INT(30*RND)
790 IF COL<4 THEN 780
800 CALL GCHAR(ROW,COL,GRC)
810 IF GRC<>32 THEN 760
820 RETURN
830 REM MOVE DUCK
840 R=12
850 C=5
860 CALL HCHAR(R,C,129)
870 CALL SOUND(25,-5,15)
880 CALL HCHAR(R,C,128)
890 CALL KEY(0,KEY,ST)
900 IF (KEY=68)+(KEY=69)+(KEY=72)+(KEY=78)+(KEY=83)+(KEY=88) THEN 910 ELSE 890
910 IF KEY=72 THEN 1140
920 IF KEY=78 THEN 980
930 CALL HCHAR(R,C,32)
940 IF KEY=68 THEN 1060
950 IF KEY=69 THEN 1080
960 IF KEY=83 THEN 1100
970 IF KEY=88 THEN 1120
980 DL=DL+5
990 IF DL>19 THEN 1000 ELSE 1040
1000 CALL COLOR(14,5,9)
1010 IF DL>=30 THEN 1020 ELSE 1040
1020 DL= 30
1030 GOTO 1470
1040 CALL SOUND(100,500,0)
1050 GOTO 520
1060 C=C+1
1070 GOTO 1230
1080 R=R-1
1090 GOTO 1230
1100 C=C-1
1110 GOTO 1230
1120 R=R+1
1130 GOTO 1230
1140 IF LEVEL<>1 THEN 890
1150 IF HELP=5 THEN 1210
1160 CALL SCREEN(15)
1170 FOR X=1 TO 50
1180 NEXT X
1190 HELP=HELP+1
1200 CALL SCREEN(13)
1210 CALL SOUND(5,1000,1)
1220 GOTO 890
1230 CALL GCHAR(R,C,GR)
1240 IF GR=32 THEN 860
1250 IF (GR=136)+(GR=112) THEN 1350
1260 IF GR=113 THEN 1280
1270 IF GR=137 THEN 1370
1280 CALL HCHAR(R,C,120)
1290 CALL SOUND(1,200,1)
1300 CALL HCHAR(R,C,113)
1310 DL=DL+1
1320 IF DL=20 THEN 1330 ELSE 1340
1330 CALL COLOR(14,5,9)
1340 IF DL=30 THEN 1470 ELSE 840
1350 CALL SOUND(50,-1,10)
1360 GOTO 840
1370 REM NEW MARSH
1380 MARSH=MARSH+1
1390 IF MARSH=5 THEN 1470
1400 GOSUB 1420
1410 GOTO 520
1420 FOR SC=4 TO 16
1430 CALL SCREEN(SC)
1440 CALL SOUND(1,3000,1)
1450 NEXT SC
1460 RETURN
1470 REM END OF GAME
1480 CALL CLEAR
1490 CN=INT( (28-LEN(NAME$))/2)
1500 PRINT TAB(CN);NAME$::
1510 IF DL=30 THEN 1640
1520 GOSUB 1420
1530 GOSUB 1420
1540 DS=30-DL
1550 SCORE=LEVEL*DIF*DS*10
1560 PRINT "CONGRATULATIONS YOU SAVED ": :TAB(10):DS;"DUCKS!": :TAB(5);"F0R A SCOREOF ";SCORE
1570 FOR X=1 TO 12
1580 PRINT
1590 NEXT X
1600 CL=INT( (32-DS)/2)
1610 CALL HCHAR(6,CL,128,DS)
1620 GOSUB 330
1630 GOTO 1660
1640 REM DUCK SOUP
1650 PRINT "OH NO!! YOU'RE DUCK SOUP": :TAB (11)5"SCORE=0": :
1660 INPUT "PLAY AGAIN?(Y/N)":PLAY$
1670 DL=0
1680 HELP=0
1690 MARSH=0
1700 CALL COLOR(14,5,16)
1710 IF PLAY$="Y" THEN 520 ELSE 1810
1720 REM CALL CHAR
1730 CALL CHAR(128,"00040B04FE7C8800")
1740 CALL CHAR(129,"00081608FE7C4400")
1750 CALL CHAR(136,"00AAAAAAAAAAAAAA")
1760 CALL CHAR(137,"00080C7E0C080000")
1770 CALL CHAR(112,"00AAAAAAAAAAAAAA")
1780 CALL CHAR(113,"0000609090677C64")
1790 CALL CHAR(120,"8142241818244281")
1800 RETURN
1810 END
Edited by oddemann
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SPEECH WITH PRIMARY STRESS

100 REM STRESS POINT
11 0 CALL CLEAR
120 OPEN #1:"SPEECH",OUTPUT
130 PRINT "SPEECH WITH PRIMARY STRESS"
140 FOR I=1 TO 5
150 READ A$
160 PRINT :: A$
170 PRINT #1:A$
180 NEXT I
190 DATA "HEAR THIS STRESS POINT"
200 DATA "^HEAR THIS STRESS POINT"
210 DATA "HEAR ^THIS STRESS POINT"
220 DATA "HEAR THIS ^STRESS POINT"
230 DATA "HEAR THIS STRESS ^POINT"
240 END
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TOWER OF HANOI

10 DIM A(10,5),V(30),W(15)
20 CALL CLEAR
30 CALL SCREEN(
40 PRINT TAB(10); "TOWER OF HANOI"
50 PRINT
60 PRINT
70 PRINT "AIM: MOVE ALL DISCS TO C"
80 PRINT
90 PRINT "RULE 1: ONLY MOVE ONE DISC EACH MOVE"
100 PRINT
110 PRINT "RULE 2: LARGE DISCS MUST NOT SIT ON SMALL DISCS"
120 PRINT
130 PRINT "PRESS ANY KEY TO START"
140 PRINT
150 CALL KEY(3,A1,B)
160 IF B=0 THEN 150
170 CALL CLEAR
180 PRINT
190 PRINT TAB(10); "TOWER OF HANOI"
200 PRINT
210 PRINT "HOW MANY DISCS DO YOU WANT?"
220 PRINT
230 PRINT "CHOOSE A NUMBER BETWEEN 2 AND 5"
240 PRINT
250 PRINT
260 CALL KEY(3,A1,B)
270 IF B=0 THEN 260
280 IF A1>49 THEN 300
290 GOTO 310
300 IF A1<54 THEN 360
310 PRINT
320 PRINT "YOU HAVE TYPED AN INVALID NUMBER"
330 FOR I=1 TO 500
340 NEXT I
350 GOTO 170
360 C=A1-48
370 FOR I=1 TO 21
380 READ V(I)
390 NEXT I
400 DATA 73,78,86,65,76,73,68,32,77,79,86,69
410 DATA 84,82,89,32,65,71,65,73,78
420 FOR I=1 TO 11
430 READ W(1)
440 NEXT I
450 DATA 84,89,80,69,32,65,32,77,79,86,69
460 FOR I=C TO 1 STEP -1
470 READ A(I,1)
480 A(I,2)=0
490 A(I,3)=0
500 NEXT I
510 DATA 1,2,3,4,5
520 H(1)=C
530 H(2)=0
540 H(3)=0
550 CALL CLEAR
560 CALL SCREEN(7)
570 PRINT
580 PRINT TAB(9); "TOWER OF HANOI"
590 PRINT
600 PRINT
610 PRINT "TARGET MOVES ";2^C-1
620 PRINT
630 PRINT "MOVES MADE ";M
640 FOR I=1 TO 17
650 PRINT
660 NEXT I
670 A$="FFFFFFFFFFFFFFFF"
680 B$="0000000000000000"
690 CALL CHAR(40,A$)
700 CALL CHAR(41,B$)
710 CALL CHAR(96,A$)
720 CALL COLOR(9,14,7)
730 CALL HCHAR(19,1,96,32)
740 CALL HCHAR(20,1,96,32)
750 CALL HCHAR(21,1,96,32)
760 CALL HCHAR(22,1,96,32)
770 CALL HCHAR(20,5,65)
780 CALL HCHAR(20,15,66)
790 CALL HCHAR(20,25,67)
800 GOSUB 5000
810 GOSUB 6000
820 IF H(I1)>0 THEN 940
830 FOR I=1 TO 12
840 CALL HCHAR(6,18+I,V(I))
850 NEXT I
860 FOR I = 13 TO 21
870 CALL HCHAR(8,6+I,V(I))
880 NEXT I
890 FOR I=1 TO 500
900 NEXT I
910 CALL HCHAR(6,19,41,12)
920 CALL HCHAR(8,19,41,9)
930 GOTO 800
940 IF H(I2)=0 THEN 960
950 IF A(H(I1),I1)>A(H(I2),I2) THEN 830
960 H(I2)=H(I2)+1
970 A(H(I2),I2)=A(H(I1),I1)
980 A(H(I1),I1)=0
990 H(I1)=H(I1)-1
1000 M=M+1
1010 M$=STR$(M)
1020 FOR I=1 TO LEN(M$)
1030 CALL HCHAR(6,14+I,ASC(SEG$(M$,I,1)))
1040 NEXT I
1050 GOSUB 5000
1060 IF H(3)<>C THEN 800
1070 PRINT "CONGRATULATIONS!!!!"
1080 GOTO 1080
5000 CALL COLOR(2,11,7)
5010 FOR P=1 TO 3
5020 FOR I=1 TO C
5030 R1=1+10*(P-1)
5040 R2=5-A(1,P)
5050 R3=2*A(I,P)-1
5060 R4=20-I*2aa
5070 IF A(I,P)=0 THEN 5110
5080 CALL HCHAR(R4,R1+R2,40,R3)
5090 CALL HCHAR(R4-1,R1+R2,40,R3)
5100 GOTO 5130
5110 CALL HCHAR(R4,R1,41,9)
5120 CALL HCHAR(R4-1,R1,41,9)
5130 NEXT I
5140 NEXT P
5150 RETURN
6000 CALL COLOR(5,2,7)
6010 CALL COLOR(6,2,7)
6020 CALL COLOR(7,2,7)
6030 CALL COLOR(8,2,7)
6040 FOR Y=1 TO 11
6050 CALL HCHAR(6,18+Y,W(Y))
6060 NEXT Y
6070 CALL KEY(3,A1,B)
6080 IF B=0 THEN 6070
6090 FOR Y=1 TO 11
6100 CALL HCHAR(6,18+Y,41)
6110 NEXT Y
6120 CALL KEY(3,A2,B)
6130 IF B=0 THEN 6120
6140 I1=A1-64
6150 I2=A2-64
6160 RETURN
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A simple spinner sub-routine. Might be useful for BASIC game makers.

The x,y coordinates could be variables of course.

100 CALL CLEAR
110 CALL CHAR(128,"1C02010101000000")
120 CALL CHAR(129,"000000010101021C")
130 CALL CHAR(130,"0000008080804038")
140 CALL CHAR(131,"3840808080000000")
150 PRINT "Spinner Demo"
160 PRINT "press a key to stop"
170 PRINT
180 GOSUB 9000
190 PRINT "Spinner stopped"
200 END


9000 CALL HCHAR(1,1,128)
9010 CALL HCHAR(1,1,129)
9020 CALL HCHAR(1,1,130)
9030 CALL HCHAR(1,1,131)
9040 CALL KEY(0,K,S)
9050 IF S=0 THEN 9000
9060 CALL HCHAR(1,1,32)
9070 RETURN
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100 REM GUNNERY
110 REM COPYRIGHT FREDERICK HOLTZ AND ASSOCIATES
120 REM 5/1/83
130 REM PROGRAM RUNS IN TI- BASIC
140 CALL CLEAR
150 CALL CLEAR
160 PRINT "WELCOME TO THE GAME OF GUN-"
170 PRINT
180 PRINT "NERY. YOU ARE THE GUNNERY"
190 PRINT
200 PRINT "OFFICER AND ARE T0 FIRE ON"
210 PRINT
220 PRINT "A DISTANT TARGET. TO DO"
230 PRINT
240 PRINT "THIS, YOU MUST CONSIDER"
250 PRINT
260 PRINT "THE RANGE AND INPUT THE"
270 PRINT
280 PRINT "PROPER ELEVATION WHICH"
290 PRINT
300 PRINT "IS OFTEN A DECIMAL SUCH AS"
310 PRINT
320 PRINT "65.3 FOR INSTANCE. THE COM-"
330 PRINT
340 PRINT "PUTER WILL TELL YOU WHETHER"
350 PRINT
360 PRINT "YOUR SHOT IS LONG OR SHORT"
370 PRINT
380 PRINT "AND BY HOW MANY METERS."
390 FOR DLAY=1 TO 2000
400 NEXT DLAY
410 CALL CLEAR
420 PRINT "WHEN YOU STRIKE THE TARGET,"
430 PRINT
440 PRINT "THE COMPUTER WILL TELL YOU"
450 PRINT
460 PRINT "HOW MANY SHOTS YOU FIRED."
470 PRINT
480 PRINT "GOOD LUCK!!!"
490 PRINT
500 PRINT
510 PRINT
520 PRINT "PRESS (ENTER) TO CONTINUE."
530 INPUT ER$
540 RANDOMIZE
550 Y=59000-INT(RND*24000)+1
560 CALL CLEAR
570 PRINT "MAXIMUM RANGE IS 60,000"
580 PRINT "METERS. DISTANCE TO TARGET"
590 PRINT "IS";Y;"METERS."
600 PRINT
610 PRINT "ELEVATION"
620 INPUT E
630 CALL SOUND(250,-6,0)
640 NJ=NJ+1
650 IF E<85 THEN 1040
660 IF E>95 THEN 860
670 CALL CLEAR
680 PRINT "YOUR SHOT WENT STRAIGHT UP!"
690 PRINT
700 FOR I=1 TO 10
710 FOR DLAY=1 TO 150
720 NEXT DLAY
730 PRINT TAB(15);"."
740 CALL SOUND(100,1500,0)
750 NEXT I
760 PRINT TAB(13);"BOOM!!"
770 FOR DLAY=1 TO 50
780 NEXT DLAY
790 CALL SOUND(2000,-6,0)
800 CALL SCREEN(1)
810 FOR DLAY=1 TO 100
820 NEXT DLAY
830 CALL SCREEN(
840 CALL CLEAR
850 GOTO 610
860 CALL CLEAR
870 PRINT "THAT SHOULD MAKE YOU A HERO!"
880 PRINT "THAT ROUND MIGHT HIT MARS!"
890 C=1
900 FOR DLAY=1 TO 750
910 NEXT DLAY
920 GOTO 840
930 CALL CLEAR
940 PRINT TAB(3);"NEWS FLASH!!!"
950 PRINT
960 PRINT
970 PRINT "MARS STRUCK"
980 PRINT "BY MYSTERY PROJECTILE!!"
990 PRINT
1000 C=0
1010 RETURN
1020 PRINT "ILLEGAL!!"
1030 GOTO 840
1040 IF C<>1 THEN 1060
1050 GOSUB 930
1060 IF E<1 THEN 1020
1070 E2=2*E/57.2958
1080 J=60000*SIN(E2)
1090 N=Y-J
1100 D=INT(N)
1110 IF ABS(D)< 100 THEN 1140
1120 IF Y-J<0 THEN 1330
1130 IF Y-J > 0 THEN 1350
1140 CALL CLEAR
1150 CALL SOUND(4000,-6,0)
1160 CALL SCREEN(2)
1170 FOR DLAY=1 TO 850
1180 NEXT DLAY
1190 CALL CLEAR
1200 CALL SCREEN(
1210 PRINT "TARGET DESTROYED !!!"
1220 PRINT
1230 PRINT
1240 PRINT
1250 PRINT
1260 PRINT "YOU FIRED";NJ;"ROUNDS!!"
1270 PRINT
1280 PRINT
1290 PRINT
1300 INPUT "PRESS (ENTER) TO CONTINUE":ER$
1310 NJ=0
1320 GOTO 560
1330 PRINT "SHORT BY";ABS(D);"YARDS"
1340 GOTO 610
1350 PRINT "LONG BY";ABS(D);"YARDS"
1360 GOTO 610
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Interesting- I wonder if this is the same Douglas E Smith that did Lode Runner?

 

 

Duck Leader

Douglas E. Smith and Douglas W. Smith

 

This is no time to be feather-brained or daffy. There are hunters lurking in the maze of reeds ahead, and ifyou make a wrong turn, you and your friends will be duck soup. Two skill levels, ten difficulty ratings.

 

This game will challenge your skill and memory. Your assignment, as the leader of a squadron of 30 ducks, is to direct them through a series of marsh mazes to the safety of a duck sanctuary.

 

You must swim through five different mazes, each of which has invisible reed patches and hidden hunters. The reeds will send you back to the beginning of the maze. If you find a hunter, you will lose a duck. Save as many ducks as possible for a high score. Lose your squadron and it's all over.

 

Favorite Duck

After typing in the program, it's a good idea to list the program, check for errors, and then save a copy to tape or disk before running the program.

 

When you start the game, the title graphics will appear, followed by several questions.

1. LEVEL=?(1=HELP/ 2=NO HELP)

Enter 1 until you have gained confidence in your memory and problem-solving ability. With level 1 you may use the H key to quickly view the location of the reeds and hunters in the marsh (up to five times during one game).

 

Level 2 will double your possible score, but you cannot use the H key for help.

2. DIFFICULTY=(1-10) I

For your first game, enter 1. After some practice try the other difficulty ratings. Ratings 1-4 are easy, 5-7 are hard, and 8-10 are very challenging. The difficulty rating determines the complexity of the maze.

3. INSTRUCTIONS ? (Y/N)

Enter Y to read the instructions before the game begins. This screen briefly describes the game and the functions of the appropriate keys used for the game. It also shows the graphic characters used for the reeds, hunters, and the marsh exit.

4. FIRST NAME OF THE LEAD DUCK?

Type in your first name or the name of your favorite duck, and press ENTER. The game will then begin.

 

If you entered Y for instructions, they will appear first. Hit the 1 key to begin play.

 

At first the outline of the marsh appears, and then the positions of the reeds and hunters are indicated. You have 15 seconds to study the locations before the reeds and hunters become invisible.

 

Successful Maneuvers

The duck on the left side of the marsh represents your squadron. Move the duck by using the arrow keys (E, S, D, and X). You do not have to press ENTER or use the FCTN key.

 

If you hit the sides of the marsh or the invisible reed, your ducks will bounce back to the starting position, but you do not lose any ducks.

 

Meeting a hunter will result in gunfire and the loss of a duck, with the survivors returning to the start again.

 

The positions of the reeds and hunters do not change until you reach the exit to the next marsh.

 

Your goal is to maneuver your squadron to the right side of the marsh and out the exit to the next marsh. Once you have passed through the five marshes to safety, the program will congratulate you, show you the remaining ducks, and print your score.

 

The highest possible score is 6000 and can be achieved only at level 2 with the difficulty rating 10. Nobody has achieved this score to date.

 

The marsh border color changes to red if the squadron is depleted to ten or fewer ducks. Losing all the squadron will put you in Duck Soup, and give you a zero score.

 

After the score is printed, the program will ask PLAY AGAIN? (Y/N). Enter Y to play again at the last selected level and difficulty. Enter N to choose a different level and difficulty.

 

The Hkey may be used if you selected level 1. Pushing the H key while playing the game will give you a quick look at the marsh. Using this key does not change the position of the duck. You are limited to only five helps per game. Remember the highest score using level 1 will be half that of level 2.

 

On occasion, the program will generate a maze which is impossible to cross. (Ducks don't always have it easy, do they?) Press the N key and you will move to a new marsh. The change in marshes will cost the squadron five ducks, so use the N key only if there is no way out.

 

Some Noteworthy Routines

The "Duck Leader" program employs several very useful TI BASIC routines. Creation of the maze is accomplished using the RND function to place the reeds and hunters (lines 620-670). The CALL GCHAR in line 800 tests the randomly determined position for characters already present on the marsh.

 

Line 800 checks to see if an empty space is present and, if not, calls for a new set of coordinates to be generated.

 

The CALL KEY routine (line 890) is used to move the duck through the marsh. Keys 68, 69, 83, and 88 determine the direction of the move. Once again the CALL GCHAR is used to test for an empty space. If found, the duck is printed in that position. If a reed or hunter is found, lines 1250-1260 execute the proper action.

 

Several loops and counters pause the program and keep track of the ducks. Lines 690-720 give you time to view the maze before the characters become invisible. The H key sends the program to lines 1140-1220, making the maze visible. The ducks left are counted in lines 980 and 1310. The number of marshes traversed is counted in line 1380. The score is calculated in line 1550 and the ducks saved in line 1540.

 

Changing the Difficulty

You may wish to make the game less difficult by making one or more of the following changes:

 

1. Set the final value in the FOR-NEXT loop in line 690 to a higher value to increase the length of time you have to view the maze.

 

2. Increase the final value for Xin the FOR-NEXT loop beginning in line 1170 to give you a longer look when you use the H key.

 

3. Change the 5 in line 1150 to a greater number to increase the number of times you can use the H key.

 

Duck Leader


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Sprite fun!
EX B.
http://aa-ti994a.oratronik.de/smart_programming_guide_for_sprites.pdf

100 CALL CLEAR :: CALL SCREEN(2) :: CALL CHAR(46,"0000001818") :: CALL SPRITE(#2,94,16,180,1,0,5)
110 FOR N=0 TO 25 :: RANDOMIZE :: CALL PEEK(-31808,Y,X):: CALL SPRITE(#3,65+N,16,Y/2+1,X+1):: CALL SOUND(-60,660,
120 CALL POSITION(#3,Y,X,#2,R,C) :: CALL SPRITE(#1,46,16,R,C,(Y-R)*.49,(X-C)*.49) :: CALL SOUND(476,-3,14)
130 CALL SOUND(120,110,6)::CALL DELSPRITE(#1):: CALL PATTERN(#3,35):: CALL SOUND(100,220,6):: NEXT N :: GOTO 110
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So simpel and so few lines and it is almost a game aready!
Same PDF as above

DOTS

100 CALL CLEAR :: CALL SCREEN(11):: CALL CHAR(33,"000000006060",96,"AAFFFEDFBEBBBEBFAAFFFE8F8E9B9E9FAAFFDEFFFEF70EFFAAFFDEFFE60706FF")
110 CALL CHAR(100,"BFBEBBBEDFFEFFAA9F9E9B8E8FFEFFAA55FF7BFF7FEF70FF55FF7BFF67E060FF"):: CALL COLOR(1,15,2,2,5,5)
120 CALL HCHAR(24,1,40,64)::CALL VCHAR(1,31,40,96):: P=102 :: CALL SPRITE(#1,P,16,17,17)
130 FOR R=1 TO 50 :: RANDOMIZE :: CALL PEEK(-31808,X,Y) :: CALL HCHAR(INT(X/12)+2,INT(Y/10)+4,33) :: NEXT R :: R,C=3
140 CALL JOYST(1,X,Y):: IF X AND Y THEN 140 ELSE IF X THEN P=100+X/2 :: X=SGN(X) ELSE IF Y THEN P=98+Y/2 :: Y=-SGN(Y)
150 CALL GCHAR(R+Y,X+C,CH) :: IF CH=40 THEN CALL SOUND(-60,110,9) :: GOTO 140 ELSE C=C+X :: R=R+Y
160 CALL PATTERN(#1,P):: CALL LOCATE(#1,R*8-7,C*8-7):: IF CH=33 THEN CALL SOUND(-100,-7,6) :: CALL HCHAR(R,C,32)
170 CALL PATTERN(#1,P+1) :: IF X OR Y THEN CALL SOUND(-90,660,9) :: CALL HCHAR(R-Y,C-X,40) :: GOTO 140 ELSE 140
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