RXB Posted July 13, 2020 Share Posted July 13, 2020 On 4/23/2020 at 6:17 AM, oddemann said: Only for TI Basic! Just to let you know you can use RXB to run TI Basic, 99.7% of all TI Basic program work in RXB and are faster most of time. Quote Link to comment Share on other sites More sharing options...
oddemann Posted July 30, 2020 Author Share Posted July 30, 2020 Stuck again... Are my eyes crossing again? STRING-NUMBER MISMATCH 210 - Why???? 100 REM PROGRAM 16-5 105 REM CODE PINCHBUG CHARACTERS 110 A$="E371381C7F7FFFFF" 120 B$="8EC7E371FFFFFCFC" 130 C$="00078FDDF9F97060" 140 D$="FFFF7F7F1C3871E3" 150 E$="FCFCFFFF71E3C78E" 160 F$="6070F9F9DD8F0700" 170 G$="000080DCFCFC7C64" 180 H$="647CFCFCDC800000" 190 I$="0F0C8CDCF8F87060" 200 J$="6070F8FBDC8C0C0F" 205 REM DEFINE CODES 210 CALL CHAR(A$,128) 220 CALL CHAR(B$,129) 230 CALL CHAR(C$,130) 240 CALL CHAR(D$,131) 250 CALL CHAR(E$,132) 260 CALL CHAR(F$,133) 270 CALL CHAR(G$,134) 280 CALL CHAR(H$,135) 290 CALL CHAR(I$,136) 300 CALL CHAR(J$,137) 305 REM MOVE PINCHBUG RIGHT 310 CALL CLEAR 320 FOR C=1 TO 20 325 REM MOVE GRIDS A, B, C 330 CALL HCHAR(3,C,128) 340 CALL HCHAR(3,C+1,129) 350 CALL HCHAR(3,C+2,130) 355 REM MOVE GRIDS D. E, F 360 CALL HCHAR(4,C,131) 370 CALL HCHAR(4,C+1,132) 380 CALL HCHAR(4,C+2,133) 390 CALL SOUND(100,30000,10) 400 CALL HCHAR(3,C+2,134) 410 CALL HCHAR(4,C+2,135) 420 CALL SOUND(100,30000,10) 430 CALL HCHAR(3,C+2,136) 440 CALL HCHAR(4,C+2,137) 445 REM ERASE PINCHBUG 450 CALL SOUND(100,30000,10) 460 CALL HCHAR(3,C,32,3) 470 CALL HCHAR(4,C,32,3) 480 NEXT C 490 CALL CLEAR Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted July 30, 2020 Share Posted July 30, 2020 3 minutes ago, oddemann said: 210 CALL CHAR(A$,128) 210 CALL CHAR(128,A$) 1 Quote Link to comment Share on other sites More sharing options...
oddemann Posted July 30, 2020 Author Share Posted July 30, 2020 3 minutes ago, sometimes99er said: 210 CALL CHAR(128,A$) hahahahahahaha Ohhh YES... totally cross eyed :p Thx, Sometimes ? Quote Link to comment Share on other sites More sharing options...
oddemann Posted July 30, 2020 Author Share Posted July 30, 2020 On 7/13/2020 at 5:51 PM, RXB said: Just to let you know you can use RXB to run TI Basic, 99.7% of all TI Basic program work in RXB and are faster most of time. Having started up and getting back in Basic Ex Basic shape... I see the HUGE gigantic limitation on the graphic side! Dos RXB open up for more graphics. 28 Sprites are OK! But I see that games would be so much better with more possibility in variation in graphics. Like more space to add more stuff. Like this Paratrooper I have as a learning project and to make it a cooler game. If I want to make animations, there is just not a opening for that. Unless I change lango I program in. I don't want to read and learn Assembler (I am reading on it, but I don't think I will want to program in it). So... do you have a "RXB XXXL" where you break the "TI Frame" and open up for more graphics and colors? Quote Link to comment Share on other sites More sharing options...
RXB Posted July 30, 2020 Share Posted July 30, 2020 8 minutes ago, oddemann said: Having started up and getting back in Basic Ex Basic shape... I see the HUGE gigantic limitation on the graphic side! Dos RXB open up for more graphics. 28 Sprites are OK! But I see that games would be so much better with more possibility in variation in graphics. Like more space to add more stuff. Like this Paratrooper I have as a learning project and to make it a cooler game. If I want to make animations, there is just not a opening for that. Unless I change lango I program in. I don't want to read and learn Assembler (I am reading on it, but I don't think I will want to program in it). So... do you have a "RXB XXXL" where you break the "TI Frame" and open up for more graphics and colors? You can buy the RXB cartridge from TI vendors or use if for free on Classic99 or MESS. Want to know more I have a Youtube channel: https://www.youtube.com/playlist?list=PL6258E1BCE0466CC4 Start with this one: 1 1 Quote Link to comment Share on other sites More sharing options...
senior_falcon Posted July 31, 2020 Share Posted July 31, 2020 17 hours ago, oddemann said: Having started up and getting back in Basic Ex Basic shape... I see the HUGE gigantic limitation on the graphic side! Dos RXB open up for more graphics. 28 Sprites are OK! But I see that games would be so much better with more possibility in variation in graphics. Like more space to add more stuff. Like this Paratrooper I have as a learning project and to make it a cooler game. If I want to make animations, there is just not a opening for that. Unless I change lango I program in. I don't want to read and learn Assembler (I am reading on it, but I don't think I will want to program in it). So... do you have a "RXB XXXL" where you break the "TI Frame" and open up for more graphics and colors? You might give the XB Game Developer's Package a try. With XB256 you can have a screen that has 256 definable characters, not 112 like XB. And much much more. Oh yes, and you can compile the XB program you write for XB256 to get MUCH more speed (20x-30x faster). You could try XB G.E.M. which offers T40XB for a 40 column text mode screen, XB256 described above, and The Missing Link which provides bit mapped graphics. I am in the final stages of developing XB 2.8 G.E.M. which is a huge improvement over XB G.E.M. 1 Quote Link to comment Share on other sites More sharing options...
Asmusr Posted July 31, 2020 Share Posted July 31, 2020 The TMS9918A video chip sets the upper limit for characters and color. 1 Quote Link to comment Share on other sites More sharing options...
RXB Posted July 31, 2020 Share Posted July 31, 2020 Hmm RXB allows use of characters from 30 to 159 but can conflict with sprites tables so some care should be taken when using sprites and characters above 129. But that also means you can run TI Basic programs with no issues in RXB as no other XB made by anyone else can do this. Also some really cool tools can be used by XB256 or T40XB or XB G.E.M. but they can not maintain complete backwards compatibility as they move VDP tables to work. Just a fact you trade off some new features and tools for backwards compatibility and memory available. Just another fact RXB is stuck with maintaining backward compatibility that these new tools do not have to maintain, both have trade offs. Quote Link to comment Share on other sites More sharing options...
oddemann Posted July 31, 2020 Author Share Posted July 31, 2020 New one... It should make a star... But it dos not! The pics are OK, and Call Char LOOKS OK! But for some reason, I do not get any "Random Multicolored Exploding Stars"... Been looking over the code... and I am stomped... Do YOU see what is OFF? 1000 to 1180, dos not get "in", for some reason. 100 REM PROGRAM 25-8 105 REM DEFINE CUSTOM CHARACTERS 110 GOSUB 1000 115 REM ASSIGN COLORS 110 REM MAKE OVERALL BACKGROUND WHITE 120 CALL COLOR (1,16,16) 125 REM MAKE ORIGINAL STAR LIGHT YELLOW 130 CALL COLOR(13,12,16) 135 REM MAKE PARTIALLY EXTENDED AND COLLAPSING STARS LIGHT RED 140 CALL COLOR(14,10,16) 145 REM MAKr FULLY EXTENDED STAR DARK RED 150 CALL COLOR(5,7,16) 160 CALL CLEAR 170 FOR J=1 TO 20 175 REM SELECT A RANDOM MART INC POSITION 180 R=INT(RND*22)+1 190 C=INT(RND*30)+1 200 GOSUB 2000 210 GOSUB 3000 220 GOSUB 4000 230 GOSUB 5000 240 GOSUB 2000 245 REM ERASE STAR 250 GOSUB 6000 260 NEXT J 270 GOTO 9000 995 REM DEFINE CUSTOM CHARACTERS 998 REM DEFINE CENTER #1 (ORIGINAL STAR) 1000 CTR1$="0000183C3C180000" 1005 REM DEFINE CENTER #2 AND HALF-DIAGONALS 1010 CTR2$="00183C7E7E3C1800" 1015 REM HALF-DIAGONALS 1018 REM UPPER LEFT, UPPER RIGHT, LOWER LEFT, LOWER RIGHT 1020 ULD$="8040201000000000" 1030 URD$="0102040800000000" 1040 LLD$="0000000010204080" 1050 LRD$="0000000008040201" 1055 REM DEFINE CENTER #3 AND DIAGONALS 1060 CTR3$="183C7EFFFF7E3C18" 1065 REM DIAGONALS 1068 REM SL$ IS LOWER LEFT TO UPPER RIGHT 1069 REM RS$ IS UPPER LEFT TO LOWER RIGHT 1070 SL$="0102040810204080" 1080 RS$="8040201008040201" 1085 REM DEFINE CHARACTERS 1090 CALL CHAR(128,CTR1$) 1100 CALL CHAR(136,CTR2$) 1110 CALL CHAR(137,ULD$) 1120 CALL CHAR(138,URD$) 1130 CALL CHAR(139,LLD$) 1140 CALL CHAR(140,LRD$) 1150 CALL CHAR(144,CTR3$) 1160 CALL CHAR(145,SL$) 1170 CALL CHAR(146,RS$) 1180 RETURN 1995 REM ORIGINAL STAR 2000 CALL HCHAR(R,C,32,3) 2010 CALL HCHAR(R+1,C+1,128) 2020 CALL HCHAR(R+2,C,32,3) 2030 RETURN 2995 REM PARTIALLY EXTENDED STAR 3000 CALL HCHAR(R,C,140) 3010 CALL HCHAR(R,C+2,139) 3020 CALL HCHAR(R+1,C+1,136) 3030 CALL HCHAR(R+2,C,138) 3040 CALL HCHAR(R+2,C+2,137) 3050 RETURN 3995 REM FULLY EXTENDED STAR 4000 CALL HCHAR(R,C,146) 4010 CALL HCHAR(R,C+2,145) 4020 CALL HCHAR(R+1,C+1,144) 4030 CALL HCHAR(R+2,C,145) 4040 CALL HCHAR(R+2,C+2,146) 4050 RETURN 4995 REM COLLAPSING STAR 5000 CALL HCHAR(R,C,137) 5010 CALL HCHAR(R,C+2,138) 5020 CALL HCHAR(R+1,C+1,136) 5030 CALL HCHAR(R+2,C,139) 5040 CALL HCHAR(R+2,C+2,140) 505O RETURN 5995 REM ERASE STAR 6000 FOR ROW=R TO R+2 6010 CALL HCHAR(ROW,C,32,3) 6020 NEXT ROW 6030 RETURN 9000 CALL CLEAR Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted July 31, 2020 Share Posted July 31, 2020 1 hour ago, oddemann said: 110 GOSUB 1000 115 REM ASSIGN COLORS 110 REM MAKE OVERALL BACKGROUND WHITE Your line 110 is overwritten. Quote Link to comment Share on other sites More sharing options...
oddemann Posted July 31, 2020 Author Share Posted July 31, 2020 (edited) 30 minutes ago, sometimes99er said: Your line 110 is overwritten. Hmmm, I was NOT reading REM lines, because they are really not part of the program... stupid mistake :p and humbling when discover! Thx, Sometimer! Your really good at Bugging :p PS! 119 REM MAKE OVERALL BACKGROUND WHITE PS! 150 CALL COLOR(15,7,16) Fixed 100% now! Edited July 31, 2020 by oddemann Adding fix! 2 Quote Link to comment Share on other sites More sharing options...
GDMike Posted August 1, 2020 Share Posted August 1, 2020 (edited) Honest mistake Edited August 1, 2020 by GDMike 1 Quote Link to comment Share on other sites More sharing options...
+TheBF Posted August 1, 2020 Share Posted August 1, 2020 3 hours ago, oddemann said: Hmmm, I was NOT reading REM lines, because they are really not part of the program... stupid mistake ? and humbling when discover! Thx, Sometimer! Your really good at Bugging ? PS! 119 REM MAKE OVERALL BACKGROUND WHITE PS! 150 CALL COLOR(15,7,16) Fixed 100% now! I believe we would say he is good at "debugging" Bugging is a synonym for programming because PROGRAMMING is how we put the "bugs" IN the programs. 1 Quote Link to comment Share on other sites More sharing options...
oddemann Posted August 1, 2020 Author Share Posted August 1, 2020 12 hours ago, TheBF said: I believe we would say he is good at "debugging" Bugging is a synonym for programming because PROGRAMMING is how we put the "bugs" IN the programs. I know... just having fun He was bugging me by correcting it YET again and pointing out a stupid oversight 2 Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted August 1, 2020 Share Posted August 1, 2020 2 Quote Link to comment Share on other sites More sharing options...
oddemann Posted August 1, 2020 Author Share Posted August 1, 2020 1 hour ago, sometimes99er said: I am in need of it! Quote Link to comment Share on other sites More sharing options...
+mizapf Posted August 1, 2020 Share Posted August 1, 2020 I'd prefer this one. (With my own footer line. ) 1 Quote Link to comment Share on other sites More sharing options...
oddemann Posted August 3, 2020 Author Share Posted August 3, 2020 (edited) New program.... "Gold Miner" Compute! 1983 Issue 39 Vol. 5 Nr. 8 Well... you try it (it is not registration arrows/input) Guess there is a stupid bug, tried everything. Gone over the program 4-5 times. I cant find the bug... Time for new eyes! Can you help? 50 REM INITIALIZE 60 CALL CLEAR 70 GOSUB 730 80 GOSUB 880 90 M=4 100 S=0 110 W=0 120 GOSUB 1090 130 T=250 140 REM MAIN LOOP 150 CALL HCHAR(B,A,32) 160 IF X=4 THEN 210 170 IF X=-4 THEN 230 180 IF Y=4 THEN 300 190 IF Y=-4 THEN 320 200 GOTO 460 210 A=A+1 220 GOTO 390 230 A=A-1 240 CALL GCHAR(B,A,Q) 250 IF Q=126 THEN 280 260 IF Q=35 THEN 280 270 GOTO 460 280 A=A+1 290 GOTO 600 300 B=B-1 310 GOTO 430 320 B=B+1 330 CALL GCHAR(B,A,Q) 340 IF Q=126 THEN 370 350 IF Q=35 THEN 370 360 GOTO 460 370 B=B-1 380 GOTO 600 390 CALL GCHAR(B,A,Q) 400 IF Q<>35 THEN 460 410 A=A-1 420 GOTO 460 430 CALL GCHAR(B,A,Q) 440 IF Q<>35 THEN 460 450 B=B+1 460 CALL GCHAR(B,A,Q) 470 IF Q=126 THEN 520 480 IF Q=152 THEN 580 490 IF Q=144 THEN 540 500 IF Q=136 THEN 560 510 GOTO 600 520 GOSUB 2140 530 GOTO 600 540 S=S+1 550 GOTO 600 560 GOSUB 1650 570 GOTO 600 580 S=S+1 590 CALL SOUND(50,4000,0) 600 IF RV<>18 THEN 640 610 GOSUB 1810 620 GOSUB 2190 630 GOSUB 1450 640 FOR Z=128 TO 131 650 CALL HCHAR(B,A,Z) 660 NEXT Z 670 CALL SOUND(100,200,0) 680 GOSUB 1020 690 IF C<1 THEN 710 700 GOTO 150 710 GOSUB 2390 720 GOTO 150 730 REM DEF SP CHARS 740 CALL CHAR (126,"AA55AA55AA55AA55") 750 CALL COLOR(12,15,1) 760 CALL CHAR(152,"00183C7E7E3C1800") 770 CALL COLOR(16,12,1) 780 CALL CHAR(136,"000000E742427E18") 790 CALL COLOR(14,13,1) 800 CALL CHAR(144,"00107C1010101010") 810 CALL COLOR(15,2,1) 820 CALL CHAR(128,"3854921010000000") 830 CALL CHAR(129,"000402011F010204") 840 CALL CHAR(130,"0000001010925438") 850 CALL CHAR(131,"00204080F8804020") 860 CALL COLOR(13,5,1) 870 RETURN 880 REM PRINT INSTRUCTIONS 890 PRINT TAB(9);"G0LD MINER" 900 PRINT ::: 910 PRINT TAB(4);CHR$(131);"= MINER" 920 PRINT TAB(4);CHR$(152);"= GOLD": 930 PRINT TAB(4);CHR$(144);" = DEAD MINER":: 940 PRINT TAB(4);CHR$(126);"= DIRT": 950 PRINT TAB(4);CHR$ (136);" = ASSAY OFFICE"::: 960 PRINT "USE FIRE BUTTON TO BLAST" 970 PRINT "HIT ANY KEY TO PLAY"::: 980 CALL KEY(3,RV,ST) 990 IF ST=0 THEN 980 1000 CALL CLEAR 1010 RETURN 1020 REM CHECK JOY STICK 1030 CALL JOYST(2,X,Y) 1040 IF ABS(X)+ABS(Y)=4 THEN 1070 1050 X=0 1060 Y=0 1070 CALL KEY(2,RV,SV) 1080 RETURN 1090 REM DRAW BOARD 1100 CALL HCHAR(1,3,35,28) 1110 CALL HCHAR(5,4,35,11) 1120 CALL HCHAR(5,16,35,14) 1130 CALL HCHAR(24,4,35,26) 1140 CALL VCHAR(1,3,35,24) 1150 CALL VCHAR(1,30,35,24) 1160 CALL VCHAR(2,14,35,3) 1170 CALL VCHAR(3,16,35,2) 1180 CALL VCHAR(3,17,35) 1190 CALL VCHAR(2,18,35,2) 1200 FOR X=6 TO 23 1210 CALL HCHAR(X,4,126,26) 1220 NEXT X 1230 FOR GL=1 TO 180 1240 RANDOMIZE 1250 X=RND*25+4 1260 Y=RND*17+6 1270 CALL HCHAR(Y,X,152) 1280 NEXT GL 1290 REM 1300 GOSUB 1340 1310 GOSUB 1450 1320 CALL HCHAR(6,4,32,12) 1330 RETURN 1340 REM PLACE MINERS 1350 IF M<1 THEN 2570 1360 CALL HCHAR(3,7,32,5) 1370 CALL HCHAR(3,8,131,M-1) 1380 CALL HCHAR(4,15,131) 1390 C=10 1400 S=0 1410 CALL HCHAR(2,16,136) 1420 A=15 1430 B=4 1440 RETURN 1450 REM PRINT SCORE/CHARGES {5 SPACES} 1460 A$="CHARGES=" 1470 FOR I=0 TO 7 1480 B$=SEG$(A$,I+1,1) 1490 CALL HCHAR(2,19+I,ASC(B$)) 1500 NEXT I 1510 FOR I=0 TO LEN(STR$(C))-1 1520 CG$=SEG$(STR$(C),I+1,1) 1530 CALL HCHAR(2,27+I,ASC(CG$)) 1540 NEXT I 1550 A$="GOLD=$" 1560 FOR I=0 TO 5 1570 B$=SEG$(A$,I+1,1) 1580 CALL HCHAR(4,17+I,ASC(B$)) 1590 NEXT I 1600 FOR I=0 TO LEN(STR$(W))-1 1610 SC$=SEG$(STR$(W),I+1,1) 1620 CALL HCHAR(4,23+I,ASC(SC$)) 1630 NEXT I 1640 RETURN 1650 REM TALLY GOLD 1660 CALL HCHAR(2,19,32,11) 1670 CALL HCHAR(4,17,32,13) 1680 CALL SOUND(1,500,0) 1690 FOR DELAY=1 to 5 1700 NEXT DELAY 1710 CALL SOUND(1,500,0) 1720 C1=C 1730 IF C1<>0 THEN 1750 1740 C1=1 1750 W=S*C1+W 1760 M=M-1 1770 GOSUB 1340 1780 GOSUB 1450 1790 CALL HCHAR(2,4,32,10) 1800 RETURN 1810 REM EXPLOSION 1820 CALL HCHAR(B,A,131) 1830 FOR I=0 TO 30 STEP 5 1840 CALL SOUND(100,-5,1) 1850 NEXT I 1860 CALL HCHAR(B+1,A,Q) 1870 IF Q=35 THEN 1890 1880 CALL HCHAR(B+1,A,88) 1890 CALL GCHAR(B-1,A,Q) 1900 IF Q=35 THEN 1920 1910 CALL HCHAR (B-1,A,88) 1920 CALL GCHAR(B,A+1,Q) 1930 IF Q=35 THEN 1950 1940 CALL HCHAR(B,A+1,88) 1950 CALL GCHAR(B,A-1,Q) 1960 IF Q=35 THEN 1980 1970 CALL HCHAR(B,A-1,88) 1980 REM 1990 CALL GCHAR(B+1,A,Q) 2000 IF Q=35 THEN 2020 2010 CALL HCHAR(B+1,A,32) 2020 CALL GCHAR(B-1,A,Q) 2030 IF Q=35 THEN 2050 2040 CALL HCHAR(B-1,A,32) 2050 CALL GCHAR (B,A+1,Q) 2060 IF Q=35 THEN 2080 2070 CALL HCHAR(B,A+1,32) 2080 CALL GCHAR(B,A-1,Q) 2090 IF Q=35 THEN 2110 2100 CALL HCHAR(B,A-1,32) 2110 C=C-1 2120 CALL HCHAR(2,19,32,11) 2130 RETURN 2140 REM SFX EXPLOSION 2150 FOR I=0 TO 30 STEP 5 2160 CALL SOUND(20,-1,I) 2170 NEXT I 2180 RETURN 2190 REM CAVE IN 2200 FOR I=1 TO 10 2210 RANDOMIZE 2220 B1=INT(RND*17)+6 2230 A1=INT(RND*25)+4 2240 CALL GCHAR(B1,A1,Q) 2250 IF D=152 THEN 2280 2260 IF D=131 THEN 2300 2270 CALL HCHAR(B1,A1,126) 2280 NEXT I 2290 RETURN 2300 GOSUB 2330 2310 RV=0 2320 GOTO 150 2330 REM SQUASH MINER 2340 M=M-1 2350 CALL HCHAR(B,A,144) 2360 S1=S 2370 GOSUB 1340 2380 RETURN 2390 REM GET OUT COUNTER 2400 IF T<128 THEN 2500 2410 A$="GET OUT" 2420 FOR I=0 TO 6 2430 B$=SEG$(A$,I+1,1) 2440 CALL HCHAR(2,4+I,ASC(B$)) 2450 NEXT I 2460 CALL SOUND(-50,300,0) 2470 T=T-4 2480 RV=0 2490 RETURN 2500 CALL HCHAR(B,A,32) 2510 M=M-1 2520 IF M=0 THEN 2570 2530 GOSUB 1340 2540 GOSUB 1450 2550 CALL HCHAR(2,4,32,10) 2560 GOTO 130 2570 REM PLAY AGAIN LOOP 2580 GOSUB 1450 2590 FOR DELAY=1 TO 2000 2600 NEXT DELAY 2610 CALL CLEAR 2620 PRINT "PLAY AGAIN?" 2630 PRINT "Y OR N" 2640 CALL KEY (3,X,ST) 2650 IF ST=0 THEN 2640 2660 IF X=89 THEN 90 2670 IF X=78 THEN 2690 2680 GOTO 2610 2690 CALL CLEAR 2700 END Edited August 3, 2020 by oddemann Less bugs update 1 Quote Link to comment Share on other sites More sharing options...
DavidC Posted August 3, 2020 Share Posted August 3, 2020 (edited) Line 1950 is messed up. And 900,950,970 triple ::: 1950 CALL GCHARCB,A-1,Q) Thats all I got. Edited August 3, 2020 by DavidC Quote Link to comment Share on other sites More sharing options...
oddemann Posted August 3, 2020 Author Share Posted August 3, 2020 (edited) 8 minutes ago, DavidC said: Line 1950 is messed up.. 1950 CALL GCHARCB,A-1,Q) Fixed plus some more i that is 1... all that is updated in the listing above! BUT, still not working! Edited August 3, 2020 by oddemann Quote Link to comment Share on other sites More sharing options...
oddemann Posted August 3, 2020 Author Share Posted August 3, 2020 NICE!!!! Nothing wrong, just nice! 50 REM Lowercase Letters 100 CALL CLEAR 110 FOR C=97 TO 122 120 READ C$ 130 CALL CHAR(C,C$) 140 NEXT C 150 DATA 3D4381818181433D,BCC281818181C2BC,3C4280808080423C,0000010101010101,3C4281FF8080423C 160 DATA 060908080808083E,0101010141221C00,0000808080808080,0000000800000000,0808080808887000,8890A0C0A0908884 170 DATA 0808080808080808,7884020202020202,BCC2818181818181,3C4281818181423C,8080808080800000,010101010101 180 DATA BCC2818080808080,3C42403C0202423C,0000080808087F08,818181818181433D,4141222214140808,040488885050202 190 DATA 8244281028448282,1010202040400000,7F0204081020407F 200 PRINT TAB(4);"l" 210 PRINT TAB(4);"l o vw e r c a s e" 220 PRINT TAB(9);"l h h t" 230 PRINT TAB(7);"a l b n a b e l" 240 PRINT TAB(11);"p" 250 PRINT :::" h d f h i i h l" 260 PRINT "a b c a e l a n l l k l nm" 270 PRINT TAB(13);"g j" 280 PRINT TAB(13);"t" 290 PRINT "n o b a r s l u v vw x v z" 300 PRINT TAB (5);"p q";TAB(24);"y" 310 GOTO 310 320 END Quote Link to comment Share on other sites More sharing options...
+mizapf Posted August 3, 2020 Share Posted August 3, 2020 55 minutes ago, oddemann said: Fixed plus some more i that is 1... all that is updated in the listing above! BUT, still not working! It would definitely be helpful if you added the error message of the BASIC interpreter. It delivers the defect line, so we don't have to search the whole code. Quote Link to comment Share on other sites More sharing options...
oddemann Posted August 3, 2020 Author Share Posted August 3, 2020 2 minutes ago, mizapf said: It would definitely be helpful if you added the error message of the BASIC interpreter. It delivers the defect line, so we don't have to search the whole code. There is no error message... The tool/miner is spinning and trying to move the tool/miner dos not work. It is just spinning! I have tried to read CALL KEY and IF THEN to see if there is a logical error or wrong letters. But I am stuck. I have found bugs and gotten them out. And now I cant find more. https://archive.org/details/1983-08-compute-magazine/page/n113/mode/2up?q=TI-99+4A Page 113 and out! Quote Link to comment Share on other sites More sharing options...
HOME AUTOMATION Posted August 3, 2020 Share Posted August 3, 2020 1 hour ago, oddemann said: "Gold Miner" 50 REM INITIALIZE 60 CALL CLEAR 70 GOSUB 730 80 GOSUB 880 90 M=4 100 S=0 110 W=0 120 GOSUB 1090 130 T=250 140 REM MAIN LOOP 150 CALL HCHAR(B,A,32) 160 IF X=4 THEN 210 170 IF X=-4 THEN 230 180 IF Y=4 THEN 300 190 IF Y=-4 THEN 320 200 GOTO 460 210 A=A+1 220 GOTO 390 230 A=A-1 240 CALL GCHAR(B,A,Q) 250 IF Q=126 THEN 280 260 IF Q=35 THEN 280 270 GOTO 460 280 A=A+1 290 GOTO 600 300 B=B-1 310 GOTO 430 320 B=B+1 330 CALL GCHAR(B,A,Q) 340 IF Q=126 THEN 370 350 IF Q=35 THEN 370 360 GOTO 460 370 B=B-1 380 GOTO 600 390 CALL GCHAR(B,A,Q) 400 IF Q<>35 THEN 460 410 A=A-1 420 GOTO 460 430 CALL GCHAR(B,A,Q) 440 IF Q<>35 THEN 460 450 B=B+1 460 CALL GCHAR(B,A,Q) 470 IF Q=126 THEN 520 480 IF Q=152 THEN 580 490 IF Q=144 THEN 540 500 IF Q=136 THEN 560 510 GOTO 600 520 GOSUB 2140 530 GOTO 600 540 S=S+1 550 GOTO 600 560 GOSUB 1650 570 GOTO 600 580 S=S+1 590 CALL SOUND(50,4000,0) 600 IF RV<>18 THEN 640 610 GOSUB 1810 620 GOSUB 2190 630 GOSUB 1450 640 FOR Z=128 TO 131 650 CALL HCHAR(B,A,Z) 660 NEXT Z 670 CALL SOUND(100,200,0) 680 GOSUB 1020 690 IF C<1 THEN 710 700 GOTO 150 710 GOSUB 2390 720 GOTO 150 730 REM DEF SP CHARS 740 CALL CHAR(126,"AA55AA55AA55AA55") 750 CALL COLOR(12,15,1) 760 CALL CHAR(152,"00183C7E7E3C1800") 770 CALL COLOR(16,12,1) 780 CALL CHAR(136,"000000E742427E18") 790 CALL COLOR(14,13,1) 800 CALL CHAR(144,"00107C1010101010") 810 CALL COLOR(15,2,1) 820 CALL CHAR(128,"3854921010000000") 830 CALL CHAR(129,"000402011F010204") 840 CALL CHAR(130,"0000001010925438") 850 CALL CHAR(131,"204080F880402000") 860 CALL COLOR(13,5,1) 870 RETURN 880 REM PRINT INSTRUCTIONS 890 PRINT TAB(9);"GOLD MINER" 900 PRINT: : : 910 PRINT TAB(4);CHR$(131);"= MINER": : 920 PRINT TAB(4);CHR$(152);"= GOLD": : 930 PRINT TAB(4);CHR$(144);"= DEAD MINER": : 940 PRINT TAB(4);CHR$(126);"= DIRT": : 950 PRINT TAB(4);CHR$(136);"= ASSAY OFFICE": : : 960 PRINT "USE FIRE BUTTON TO BLAST": : 970 PRINT "HIT ANY KEY TO PLAY": : 974 PRINT TAB(8);"~ALPHA KEY UP~" 980 CALL KEY(3,RV,ST) 990 IF ST=0 THEN 980 1000 CALL CLEAR 1010 RETURN 1020 REM CHECK JOY STICK 1030 CALL JOYST(2,X,Y) 1040 IF ABS(X)+ABS(Y)=4 THEN 1070 1050 X=0 1060 Y=0 1070 CALL KEY(2,RV,SV) 1080 RETURN 1090 REM DRAW BOARD 1100 CALL HCHAR(1,3,35,28) 1110 CALL HCHAR(5,4,35,11) 1120 CALL HCHAR(5,16,35,14) 1130 CALL HCHAR(24,4,35,26) 1140 CALL VCHAR(1,3,35,24) 1150 CALL VCHAR(1,30,35,24) 1160 CALL VCHAR(2,14,35,3) 1170 CALL VCHAR(3,16,35,2) 1180 CALL VCHAR(3,17,35) 1190 CALL VCHAR(2,18,35,2) 1200 FOR X=6 TO 23 1210 CALL HCHAR(X,4,126,26) 1220 NEXT X 1230 FOR GL=1 TO 180 1240 RANDOMIZE 1250 X=RND*25+4 1260 Y=RND*17+6 1270 CALL HCHAR(Y,X,152) 1280 NEXT GL 1290 REM 1300 GOSUB 1340 1310 GOSUB 1450 1320 CALL HCHAR(6,4,32,12) 1330 RETURN 1340 REM PLACE MINERS 1350 IF M<1 THEN 2570 1360 CALL HCHAR(3,7,32,5) 1370 CALL HCHAR(3,8,131,M-1) 1380 CALL HCHAR(4,15,131) 1390 C=10 1400 S=0 1410 CALL HCHAR(2,16,136) 1420 A=15 1430 B=4 1440 RETURN 1450 REM PRINT SCORE/CHARGES 1460 A$="CHARGES=" 1470 FOR I=0 TO 7 1480 B$=SEG$(A$,I+1,1) 1490 CALL HCHAR(2,19+I,ASC(B$)) 1500 NEXT I 1510 FOR I=0 TO LEN(STR$(C))-1 1520 CG$=SEG$(STR$(C),I+1,1) 1530 CALL HCHAR(2,27+I,ASC(CG$)) 1540 NEXT I 1550 A$="GOLD=$" 1560 FOR I=0 TO 5 1570 B$=SEG$(A$,I+1,1) 1580 CALL HCHAR(4,17+I,ASC(B$)) 1590 NEXT I 1600 FOR I=0 TO LEN(STR$(W))-1 1610 SC$=SEG$(STR$(W),I+1,1) 1620 CALL HCHAR(4,23+I,ASC(SC$)) 1630 NEXT I 1640 RETURN 1650 REM TALLY GOLD 1660 CALL HCHAR(2,19,32,11) 1670 CALL HCHAR(4,17,32,13) 1680 CALL SOUND(1,500,0) 1690 FOR DELAY=1 TO 5 1700 NEXT DELAY 1710 CALL SOUND(1,500,0) 1720 C1=C 1730 IF C1<>0 THEN 1750 1740 C1=1 1750 W=S*C1+W 1760 M=M-1 1770 GOSUB 1340 1780 GOSUB 1450 1790 CALL HCHAR(2,4,32,10) 1800 RETURN 1810 REM EXP;OSION 1820 CALL HCHAR(B,A,131) 1830 FOR I=0 TO 30 STEP 5 1840 CALL SOUND(100,-5,1) 1850 NEXT I 1860 CALL GCHAR(B+1,A,Q) 1870 IF Q=35 THEN 1890 1880 CALL HCHAR(B+1,A,88) 1890 CALL GCHAR(B-1,A,Q) 1900 IF Q=35 THEN 1920 1910 CALL HCHAR(B-1,A,88) 1920 CALL GCHAR(B,A+1,Q) 1930 IF Q=35 THEN 1950 1940 CALL HCHAR(B,A+1,88) 1950 CALL GCHAR(B,A-1,Q) 1960 IF Q=35 THEN 1980 1970 CALL HCHAR(B,A-1,88) 1980 REM 1990 CALL GCHAR(B+1,A,Q) 2000 IF Q=35 THEN 2020 2010 CALL HCHAR(B+1,A,32) 2020 CALL GCHAR(B-1,A,Q) 2030 IF Q=35 THEN 2050 2040 CALL HCHAR(B-1,A,32) 2050 CALL GCHAR(B,A+1,Q) 2060 IF Q=35 THEN 2080 2070 CALL HCHAR(B,A+1,32) 2080 CALL GCHAR(B,A-1,Q) 2090 IF Q=35 THEN 2110 2100 CALL HCHAR(B,A-1,32) 2110 C=C-1 2120 CALL HCHAR(2,19,32,11) 2130 RETURN 2140 REM SFX EXPLOSION 2150 FOR I=0 TO 30 STEP 5 2160 CALL SOUND(20,-1,I) 2170 NEXT I 2180 RETURN 2190 REM CAVE IN 2200 FOR I=1 TO 10 2210 RANDOMIZE 2220 B1=INT(RND*17)+6 2230 A1=INT(RND*25)+4 2240 CALL GCHAR(B1,A1,Q) 2250 IF Q=152 THEN 2280 2260 IF Q=131 THEN 2300 2270 CALL HCHAR(B1,A1,126) 2280 NEXT I 2290 RETURN 2300 GOSUB 2330 2310 RV=0 2320 GOTO 150 2330 REM SQUASH MINER 2340 M=M-1 2350 CALL HCHAR(B,A,144) 2360 S1=S 2370 GOSUB 1340 2380 RETURN 2390 REM GET OUT COUNTER 2400 IF T<128 THEN 2500 2410 A$="GET OUT" 2420 FOR I=0 TO 6 2430 B$=SEG$(A$,I+1,1) 2440 CALL HCHAR(2,4+I,ASC(B$)) 2450 NEXT I 2460 CALL SOUND(-50,300,0) 2470 T=T-4 2480 RV=0 2490 RETURN 2500 CALL HCHAR(B,A,32) 2510 M=M-1 2520 IF M=0 THEN 2570 2530 GOSUB 1340 2540 GOSUB 1450 2550 CALL HCHAR(2,4,32,10) 2560 GOTO 130 2570 REM PLAY AGAIN LOOP 2580 GOSUB 1450 2590 FOR DELAY=1 TO 2000 2600 NEXT DELAY 2610 CALL CLEAR 2620 PRINT "PLAY AGAIN?" 2630 PRINT "Y OR N" 2640 CALL KEY(3,X,ST) 2650 IF ST=0 THEN 2640 2660 IF X=89 THEN 90 2670 IF X=78 THEN 2690 2680 GOTO 2610 2690 CALL CLEAR 2700 END GOLD DIG??? CUG021.ZIP Bromosel's TI-99/4a downloads Found in GAMEBASE!!! Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.