Jump to content
oddemann

HELP - I AM STUCK! - TI EXtended BASIC

Recommended Posts

3 minutes ago, oddemann said:

430 IF X=18 THEN CALL PATTERN(#2,13) ELSE 420

PATTERN has to use an integer from 32 to 143. (Page 142 of XB manual)

Share this post


Link to post
Share on other sites
Posted (edited)
8 minutes ago, senior_falcon said:

PATTERN has to use an integer from 32 to 143. (Page 142 of XB manual)

Thx!!! That solved it.... Looked at the PDF... there was a 1 lurking in the line under :p The ref to manual and 32-143 helped!

f... bugs... or is it my eyes... I spent so much time, reading and reading over and trying to be sure that I typed in everything correct after the bug. BUT... manged to NOT see the "1" lurking in the line right under...
"Programmers blindness!" - wounder what sets it off! And how to de-bug that bug :p hehehe

Line 430 is...
IF X=18 THEN CALL PATTERN(#2,131) ELSE 420

With that bug fixed...
Next fix...


570 CALL MOTION(#2,0,0):: CALL SOUND(200,-4,3):: CALL PATTERN(#2,43)

Edited by oddemann

Share this post


Link to post
Share on other sites
1 hour ago, oddemann said:

570 CALL MOTION(#2,0,0):: CALL SOUND(200,-4,3):: CALL PATTERN(#2,43)

I don't see anything obvious here. One of the drawbacks of multistatement lines is that you don't know which part of the line is causing the error. If you divide this line into 3 lines  then you will get more information from the error message:

570 CALL MOTION (#2,0,0)

571 CALL SOUND(200,-4,3)

572 CALL PATTERN(#2,43)

  • Like 1

Share this post


Link to post
Share on other sites

Not really a problem... But a update of PARATROOPER to PARATROOPER 1.8... There are some "tiny" bugs and stuff I want to make/add to this game before it is PARATROOPER 2

 

- Thinking about making the bouts move up and down in the sea too... Anims ready! Need to play around and see how it looks.
- Make a dancing man when he hits targets... Anims ready! Have to move Dance "partner" to a better place to get correct color.
- Fix <>... "Just do it!"
- Maybe move 75,50,25 in front of targets... (and have the man dancing on top)... Tinkering and number testing... :( Boring :p hehehe

- Maybe use magnify to make a level 1-2-3. First level is everything big, next level is small and last Experienced. Not give the option of N or E! Let everyone start at lvl 1, then redraw after X score. Huge change in program!
- Make sure that sprite of bout is in front of splash! Figure out WHY Sprite is behind... :p
- And MAYBE fix the colored letters by moving graphics around... VERY LOW on list!

I have been adding "better" visuals... WOW how limiting the TI 99/4A is... Or more correct Ex B. Been a lot of planing where to put the graphic to get the colors right. And jumping around and NOT "delete" some text or symbols... It is a very limiting lango / ram!

Well, I can ask about this... In the MISS of target... (Line 580)... It is displaying Parachute as green.. OK... But I want to make the waves light blue. I have not figures out way Call Color(12,6.5) will not make 120 light blue... Help? I guess it has something to do with Call Pattern?

But anyway... what do you think about it so fare?

 

 

 

10 REM  EXTENDED BASIC REQUIRED
20 CALL CLEAR :: RANDOMIZE :: CALL MAGNIFY(3)
25 CALL CHAR(60,"01073F7FF8914B25130F01010103020680E0FCFE1F89D2A4C8F0808080C04060")
26 CALL CHAR(130,"107CFE8254381028")
30 FOR T=10 TO 14 :: FOR I=10 TO 14 :: DISPLAY AT(12,9):"PARATROOPER"
40 CALL SCREEN(T) :: NEXT I :: NEXT T
45 CALL SPRITE(#28,60,13,1,115,2,0)
50 CALL SCREEN(12)
60 FOR T=450 TO 550 STEP 50 :: FOR I=9 TO 19
70 CALL COLOR(13,4,1) :: DISPLAY AT(14,I):CHR$(130)
80 CALL SOUND(10,T,3) :: NEXT I :: NEXT T
90 FOR I=1 TO 100 :: NEXT I :: GOSUB 920
100 DISPLAY AT(22,2):"NEED INSTRUCTIONS (Y/N)"
110 ACCEPT AT(22,25)VALIDATE("YNyn") : Y$
115 CALL DELSPRITE(#28)
120 IF (Y$="Y")OR(Y$="y")THEN 750
130 IF (Y$="N")OR (Y$="n")THEN 860
140 CALL CLEAR :: CALL SCREEN(8)
150 CALL CHAR(33,"47A424468181A5E2",34,"E28585C52525A542")
160 CALL CHAR(35,"F794141621418582",120,"00030812241348201B0000000000000000A018E412E409029C00000000000000")
170 CALL CHAR(96,"00008187DFFF78000000000000000000000081E1FFFE1C000000000000000000",136,"030100010307070F1F1F3F3F7F00FF7F8080004040606060707078787C80FFFC")
180 CALL CHAR(104,"0103C3417F3F07070707077E7C40000080C0C080FCFEE2E3E0E0E06060606070",132,"202031337373F7FF")
190 CALL CHAR(133,"020203070F8FDFFF",64,"FFFFFFFFFFFFFFFF")
200 CALL CHAR(91,"FFFFFFFFFFFFFFFF",129,"00E0A6E6A6FEBAEE")
210 CALL CHAR(36,"000000000103077FDDFF3F0703010000000078F0E0C387FF57FFFE80C0E0F000",40,"FFFFCECEFF7F19191F1F19191F000000FFFF7373FFFE9898F8F89898F8000000")
220 CALL CHAR(44,"FFFFCECEFF7F19191F1F19191F000000FFFF7373FFFE9898F8F89898F8000000",92,"FFFFCECEFF7F19191F1F19191F000000FFFF7373FFFE9898F8F89898F8000000")
230 CALL CHAR(128,"183C7E7EFFFF1818",140,"00000603311EE63F5EFF7F0F1F000000000000C0E0E8F47EFFFFFFFFFE000000")
235 CALL CHAR(134,"0000889899DDFFFF",135,"008888DCDCDEFEFF")
236 CALL CHAR(104,"0103C3417F3F07070707077E7C40000080C0C080FCFEE2E3E0E0E06060606070")
240 CALL SCREEN(8) :: CALL COLOR(9,4,8,10,6,1) :: CALL COLOR(5,5,1)
250 CALL HCHAR(16,1,64,256)
260 FOR I=1 TO 31 STEP 4 :: CALL HCHAR(16,I,132) :: CALL HCHAR(16,I+1,133) ::  CALL HCHAR(16,I+2,134) :: CALL HCHAR(16,I+3,135) :: NEXT I
270 POINT=0 :: PARA=10
280 FOR N=22 TO 24 :: G=INT(RND*100)+10
290 CALL SPRITE(#N,140,15,G,G+120,0,.60) :: NEXT N :: CALL MAGNIFY(3)
300 S=7 :: FOR N=4 TO 6 :: S=S-1
310 D=INT(RND*5)+1 :: DD=INT(RND*14)+3 :: IF(D=OD)+(DD=ODD)+(DD=6) THEN 310
320 OD=D :: ODD=DD :: J=N*10+90+RND*10 :: CALL SPRITE(#S,136,DD,J,J,0,D) :: NEXT N :: CALL MAGNIFY(3)
330 IF FL=1 THEN 370 ELSE DISPLAY AT(15,5):CHR$(35) :: DISPLAY AT(15,14):CHR$(34)
340 DISPLAY AT(15,23):CHR$(33)
350 CALL SPRITE(#3,32,1,180,180,0,60)
360 CALL SPRITE(#7,40,7,121,193,#8,44,12,121,121,#9,92,13,121,49)
370 IF PARA=0 THEN 630 ELSE RANDOMIZE :: U=INT(RND*70)+10
380 CALL SPRITE(#1,36,13,U,10,0,-12,#2,36,4,U,7,0,-12)
390 V=INT(RND*9)+1 :: L=INT(RND*4)+1
400 DISPLAY AT(1,1):"TROOPS LEFT";PARA;"  SCORE";POINT
410 DISPLAY AT(24,2):"WIND SPEED";L*2;"  WEIGHT";(V*25)+50
420 CALL KEY(1,X,Y)
430 IF X=18 THEN CALL PATTERN(#2,60) ELSE 420
440 CALL MOTION(#2,V,L) :: CALL SOUND(30,-6,5,150,5)
450 CALL COINC(#2,#7,Z,C)
460 CALL COINC(#2,#8,Z,CC)
470 CALL COINC(#2,#9,Z,CCC)
480 IF(C=-1)+(CC=-1)+(CCC=-1)THEN 510
490 CALL COINC(#2,#3,50,R) :: IF R=-1 THEN 570
500 GOTO 450
510 CALL MOTION(#2,0,0) :: CALL PATTERN(#2,104) :: CALL SOUND(-1500,5995,4)
520 FOR T=950 TO 1500 STEP 50 :: CALL SOUND(50,T,3) :: NEXT T
530 POINT=POINT-25*(C=-1)-50*(CC=-1)-75*(CCC=-1)
540 CALL DELSPRITE(#1,#2) :: DISPLAY AT(13,5):"MISSION ACCOMPLISHED"
550 FOR I=1 TO 150 :: NEXT I
560 CALL HCHAR(13,5,32,22) :: GOTO 370
570 CALL COLOR(2,6,1) :: CALL MOTION(#2,0,0):: CALL SOUND(200,-4,3):: CALL PATTERN(#2,96)
580 FOR I=1 TO 100 :: NEXT I :: CALL PATTERN(#2,120) :: FOR I=1 TO 200 :: NEXT I
590 CALL DELSPRITE(#1,#2) :: DISPLAY AT(13,3):"YOU MISSED THE DROP ZONE"
600 POINT=POINT-10 :: PARA=PARA-1
610 FOR I=1 TO 150 :: NEXT I :: CALL HCHAR(13,3,32,26)
620 GOTO 370
630 CALL HCHAR(1,1,32,29) :: CALL HCHAR(24,1,32,29)
640 FOR I=450 TO 850 STEP 25 :: CALL SOUND(50,I,3) :: NEXT I
650 FOR T=850 TO 450 STEP-25 :: CALL SOUND(50,T,3) :: NEXT T
660 DISPLAY AT(7,10):"GAME OVER"
670 DISPLAY AT(9,6):"YOU HAD ";POINT;"POINTS"
680 DISPLAY AT(12,2):"WANT TO PLAY AGAIN?  (Y/N)"
690 ACCEPT AT(12,27)VALIDATE("YN"):R$
700 IF R$="N" THEN 730
710 CALL HCHAR(12,4,32,26) :: CALL HCHAR(7,12,32,9) :: CALL HCHAR(9,6,32,24)
720 FL=1 :: GOTO 270
730 CALL CLEAR :: CALL DELSPRITE(ALL) :: CALL SCREEN(14) :: DISPLAY AT(12,10):"GOOD BYE "
740 GOSUB 920 :: END
750 CALL CLEAR :: CALL SCREEN(12)
760 PRINT "LAND YOUR PARATROOPERS ON","DROP PADS WORTH 75, 50, OR"
770 PRINT "25 POINTS. RELEASE EACH","WITH THE FIRE BUTTON ON","JOYSTICK #1 OR THE (Q) KEY.": :
780 PRINT "IF YOU MISS, YOU WILL DRIFT","INTO THE OCEN AND LOSE 10"
790 PRINT "POINTS. YOU CAN ONLY LOSE","10 TROOPERS BEFORE THE","GAME ENDS.": : :: PRINT "THE WIND SPEED AND WEIGHT"
800 PRINT "OF EACH TROOPER ARE DIS-","PLAYED AT THE BOTTOM OF THE","SCREEN. CONSIDER THE SPEED"
810 PRINT "OF DESCENT AND THE DRIFT   "
820 PRINT "CHECK THESE BEFOR RELEASING","EACH PARATROOPER."
830 PRINT TAB(10);"GOOD LUCK!": :
840 PRINT TAB(14);"PRESS ANY KEY TO BEGIN"
850 CALL KEY(0,K,S) :: IF S=0 THEN 850
860 CALL CLEAR :: DISPLAY AT(8,6):"PARATROOPER RANK ?"
870 DISPLAY AT(11,2):"<N>OVICE OR <E>XPERIENCED"
880 ACCEPT AT(14,28)VALIDATE("EeNn"):C$
882 IF (C$="N")OR (C$="n")THEN 900
884 IF (C$="E")OR(C$="e")THEN 910
900 CALL MAGNIFY(3) :: Z=10 :: GOTO 140
910 Z=5 :: GOTO 140
920 CALL SOUND(300,330,3) :: CALL SOUND(300,392,3)
930 CALL SOUND(500,392,3) :: CALL SOUND(200,349,3)
940 CALL SOUND(100,330,3) :: CALL SOUND(200,294,3)
950 CALL SOUND(300,330,3) :: CALL SOUND(300,349,3)
960 CALL SOUND(300,370,3) :: CALL SOUND(300,349,3)
970 CALL SOUND(250,440,3) :: CALL SOUND(150,524,3)
980 CALL SOUND(500,524,3)
990 CALL SOUND(300,583,3) :: CALL SOUND(100,523,3)
1000 CALL SOUND(200,440,3) :: CALL SOUND(100,523,3)
1010 RETURN

 

Share this post


Link to post
Share on other sites
On 7/13/2020 at 4:52 AM, oddemann said:

Thx!!! That solved it.... Looked at the PDF... there was a 1 lurking in the line under 😛 The ref to manual and 32-143 helped!

f... bugs... or is it my eyes... I spent so much time, reading and reading over and trying to be sure that I typed in everything correct after the bug. BUT... manged to NOT see the "1" lurking in the line right under...
"Programmers blindness!" - wounder what sets it off! And how to de-bug that bug 😛 hehehe

Line 430 is...
IF X=18 THEN CALL PATTERN(#2,131) ELSE 420

With that bug fixed...
Next fix...


570 CALL MOTION(#2,0,0):: CALL SOUND(200,-4,3):: CALL PATTERN(#2,43)

CALL PATTERN(#2,30) ! notice 30 to 159 used

RXB handles 30 to 159 of course when using above characters 143 up,  care must be taken to stay with higher numbers for characters and sprite numbers. 

Say for instance Sprite #28 the 4 Characters 156 to 159 redefined for that sprite.

 

I just noticed that I never added CALL PATTERN changes in RXB 2001 to RXB 2015, geez that is a huge oversite on my part.

Share this post


Link to post
Share on other sites
7 hours ago, oddemann said:

Well, I can ask about this... In the MISS of target... (Line 580)... It is displaying Parachute as green.. OK... But I want to make the waves light blue. I have not figures out way Call Color(12,6.5) will not make 120 light blue... Help?

I guess you change a sprite from parachute to splash. You change the color of a sprite with something like this: CALL COLOR(#2,8)

7 hours ago, oddemann said:

But anyway... what do you think about it so far?

Very nice.
 
image.png.79086e0ef2d135392b48d40f81f98ab6.png
 

Share this post


Link to post
Share on other sites

It seems as if the wind has too much effect if your weight is low. Half a man drifts like ... - Just saying.
 
Colors. Contrast. Try white clouds.
 
I had a lot of the original Atari 2600 games when released. Sky Diver is one I skipped, as I thought it wouldn't be that much fun.
 
Apparently you can deploy the parachute, and then steer. I think that would be great additions to your game, instead of just "sit and watch" after pushing the paratrooper out of the plane.
 


 

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...