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HELP - I AM STUCK! - TI BASIC


oddemann

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  • 3 weeks later...

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


 

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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?

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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: 

 

 

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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.

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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.

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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

 

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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 by oddemann
Adding fix!
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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. :) 

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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 ;) 

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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 by oddemann
Less bugs update 1
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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

 

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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.

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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!

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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!!!;-)

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