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TI Sea of thieves!


oddemann

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As I have no way of expressing this in a program/programming. I give the idea away! (sail away sail away)

TI (The) Sea of thieves! (In the spirit of "cloning" and stealing from other good games)

- You are steering a pirate ship. (You see it from behind, sail and all). It is just a static picture that you move left and right on the screen. The only thing that makes it "move" is the wake or foam leaving the ship and going backwards. Also ship going up and down the wave.


- Then the ship is lifted up and down with the waves. And every times your on the top of the waves, you can see a long way in front of you. On the way down you reposition your ship according to what you could see on top of the wave.

 

- Huge dangerous ships you see quicker. Smaller are not that tall and will be seen later. Then there might be some objects that cant be seen before it is on the wave "wall" in front of you.

 

- If it is a smaller, you can board it. If it is a bigger and sent my the government... there will be a fight. Maybe just automatic and if you get out of it... Your liming out with a badly hurt ship and you need to rebuild it. Out to sea to get more goods or maybe a back to Pirate bay for repairs. Need gold to do it.

 

- The object is to get a lot of loot and at times get better equipment for your own ship. Better canons, sail, more wood for repairs, food, water and what ever else might be "smart". And after X rounds at sea you can find Treasure Island and berry your loot. Just to get back if your hurt and need gold to build back better. (hehehehe)

I think that this game will not have TOO many moving parts and can be made into a cool game. Not that dependent on speed.

 



Seeing some of the games being made, I think someone else would make it much better IF anyone wants to take it ON. Since I know I cant express what I see in my mind, I will not attempt to make it.

 


But from this idea, I have some questions!

1. Can you in Basic make a single pixel and have it plotted as a wave or do you have to use a block of 8*8? (If not there should be a command to play with just a single pixel.)

2. In Ex Basic can you put 4 huge sprites (4*4 blocks of 8*8 pixel) together to make a ship AND have it move seamlessly together with not jumping/splitting?

 

Pirat002.png

Pirat003.png

Edited by oddemann
Better pic
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5 hours ago, oddemann said:

1. Can you in Basic make a single pixel and have it plotted as a wave or do you have to use a block of 8*8? (If not there should be a command to play with just a single pixel.)

 

You can only control (sort of) single pixels in Bitmap mode, which is not available in TI Basic or XB—only Graphics mode with 8x8-pixel characters. I said, “sort of,” because pixels are in groups of 8 horizontal pixels, which all have the same foreground and background colors. Other modes are, however, possible with @senior_falcon’s tools for XB.

 

5 hours ago, oddemann said:

2. In Ex Basic can you put 4 huge sprites (4*4 blocks of 8*8 pixel) together to make a ship AND have it move seamlessly together with not jumping/splitting?

 

Yes to the first part. Not sure about the second part without Assembly support.

 

...lee

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Ship! Not 100% correct! But now it is DnD online, so bug is for tomorrow!

 

Spoiler

10 CALL CLEAR

 

20 REM SAIL

30 CALL COLOR(4,15,1)

40 CALL COLOR(5,15,1)

 

60 REM LIGHT

70 CALL COLOR(6,12,1)

 

99 REM SHIP BLACK

100 CALL CHAR(33,"0000000000FF0000")

110 CALL CHAR(34,"0704020100FF0102")

120 CALL CHAR(35,"F090A0C080FFC0A0")

130 CALL CHAR(36,"0000000000FF0000")

 

140 CALL CHAR(37,"0000000000000000")

150 CALL CHAR(38,"0404080810204040")

160 CALL CHAR(39,"9090888884828181")

170 CALL CHAR(40,"0000000000000000")

 

180 CALL CHAR(41,"0000010102020408")

190 CALL CHAR(42,"8181010139013913")

200 CALL CHAR(43,"C0C0C0C0CEC0CEE4")

210 CALL CHAR(44,"8080404020201008")

 

220 CALL CHAR(45,"7F1F0F0818080F07")

230 CALL CHAR(46,"FFFFFF888888FFFF")

240 CALL CHAR(47,"FFFFFF888888FFFF")

250 CALL CHAR(48,"FFFCFC888C88F8F0")

 

260 CALL CHAR(49,"0301000000000000")

270 CALL CHAR(50,"FFFFFFFF00000000")

280 CALL CHAR(51,"FFFFFFFF00000000")

290 CALL CHAR(52,"E0C0800000000000")

 

299 REM SAIL GRAY

300 CALL CHAR(56,"00000000000000FF")

301 CALL CHAR(57,"00000000000000FD")

302 CALL CHAR(58,"000000000000005F")

303 CALL CHAR(59,"00000000000000FF")

 

304 CALL CHAR(60,"7F7F7F7F7F7F7F7F")

305 CALL CHAR(61,"FFFFFFFFFFFFFFFF")

306 CALL CHAR(62,"FFFFFFFFFFFFFFFF")

307 CALL CHAR(63,"FEFEFEFEFEFEFEFE")

 

308 CALL CHAR(64,"7F7F7F7F7F7F7F00")

309 CALL CHAR(65,"FFFFFFFFFFFFFF00")

310 CALL CHAR(66,"FFFFFFFFFFFFFF00")

311 CALL CHAR(67,"FEFEFEFEFEFEFE00")

 

312 REM LIGHT YELLO

313 CALL CHAR(72,"0000000000000000")

314 CALL CHAR(73,"0000000000380000")

315 CALL CHAR(74,"00000000000E0000")

316 CALL CHAR(75,"0000000000000000")

 

317 CALL CHAR(76,"0000000707070000")

318 CALL CHAR(77,"0000007777770000")

319 CALL CHAR(78,"0000007777770000")

320 CALL CHAR(79,"0000007070700000")

 

490 REM SHIP

500 CHAR=33

510 FOR RO=3 TO 7

520 FOR CO=4 TO 7

530 CALL HCHAR(RO,CO,CHAR,1)

540 CHAR=CHAR+1

550 NEXT CO

560 NEXT RO

 

590 REM SAIL

600 CHAR=56

610 FOR RO=3 TO 5

620 FOR CO=10 TO 13

630 CALL HCHAR(RO,CO,CHAR,1)

640 CHAR=CHAR+1

650 NEXT CO

660 NEXT RO

 

690 REM LIGHT

700 CHAR=72

710 FOR RO=5 TO 6

720 FOR CO=15 TO 18

730 CALL HCHAR(RO,CO,CHAR,1)

740 CHAR=CHAR+1

750 NEXT CO

760 NEXT RO

 

5000 GOTO 5000

 

Edited by oddemann
Bug :p
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OK... In my investigation and playing around (and teaching my 10 year old programming on the TI), she pointed out... "Dad, why dos the green ones always go slow?"

So we kept looking at it and the green comes always 4-5 in a row and always go slow. The red ones looks like they always go fast. What is going on? The above program I was thinking had bugs. But when I later starter it up all the colours was in the right place. Is Classic99 buggy? And the "random" is not that random and colours are not all correct all the time. Now I cant replicate the colour error. Also tied now to run the above program in Ex Basic and Basic. Now it is OK.

But I have seen this error earlier. Then I did not connect it to anything.

So... Dos anyone get the same result? And if... Why dos the different colours have the same speed and colour? (I am thinking that the A value has something to do with it, or?)
When I am on the question thing... If you look at my program above... Can I stack the 3 different elements on top of each other to make a ship, when I use Sprite? The goal is to try to combine them into a ship and move them up and down together.

 

PS! Don't be scared of the monster, my kid made it for this \/ program hehehe

 

Spoiler

100 CALL CLEAR
110 CALL CHAR(96,"81667E997E427E00")
120 RANDOMIZE
130 CALL SCREEN(2)
140 FOR A=1 TO 28
150 CALL SPRITE(#A,96,INT(A/3)+3,92,124,A*INT(RND*4.5)-2.25+A/2*SGN(RND-.5),A*INT(RND*4.5)-2.25+A/2*SGN(RND-.5))
160 NEXT A
170 GOTO 140

 

 

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2 hours ago, oddemann said:

So... Dos anyone get the same result? And if... Why dos the different colours have the same speed and colour? (I am thinking that the A value has something to do with it, or?)

The value of A is setting the colour code and used in the calculation of the speed. The higher the colour code value, the faster it moves.

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34 minutes ago, Elia Spallanzani fdt said:

The ship instead of the car, the sea instead of the road: 

 

Yes, and I think that this "road"/game has more elements you can put into the game. racing game is just a racing game! And the speed is not critical. If Asmusr takes it on, I am OK! I will keep doing what I can, to learn programming. It is a cool and motivating project for me. I will push it as fare as I can.

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Sprite'ing it up!!!

 

One step closer to get the ship moving on the waves :D And it dos not look all that bad, all black. Could work!

I am trying to stack Sprite's on top of the next. And that works... BUT WHY dos it not put right colour on it. I am stumped. Need help from a "big-brain"... What am I doing wrong?

For-next is just to get a pause to see what happens! (unbugging)

 

 

Spoiler

10 CALL CLEAR
20 CALL MAGNIFY(3)
25 REM SHIP
30 REM CALL COLOR(#5,2,#6,2,#7,2,#8,2,#9,2,#10,2)
35 REM SAIL
40 REM CALL COLOR(#1,15,#2,15,#3,15,#4,15)
45 REM LIGHT
50 REM CALL COLOR(#11,11,#12,11)

51 CALL COLOR(1,2,1)
52 CALL COLOR(2,2,1)
53 CALL COLOR(3,2,1)
54 CALL COLOR(4,2,1)
55 CALL COLOR(5,15,1)
56 CALL COLOR(6,15,1)
57 CALL COLOR(7,12,1)


90 REM SHIP
100 REM Venstre topp
110 CALL CHAR(36,"0000000000FF000000000000000000000704020100FF01020404080810204040")
120 REM Høyre topp
130 CALL CHAR(40,"F090A0C080FFC0A090908888848281810000000000FF00000000000000000000")
140 REM Venstre mid
150 CALL CHAR(44,"00000101020204087F1F0F0818080F078181010139013913FFFFFF888888FFFF")
160 REM Høyre mid
170 CALL CHAR(48,"C0C0C0C0CEC0CEE4FFFFFF888888FFFF8080404020201008FFFCFC888C88F8F0")
180 REM Venstre bunn
190 CALL CHAR(52,"03010000000000000000000000000000FFFFFFFF000000000000000000000000")
200 REM Høyre bunn
210 CALL CHAR(56,"FFFFFFFF000000000000000000000000E0C08000000000000000000000000000")

220 REM SAIL
230 REM SAIL LEFT UP
240 CALL CHAR(64,"00000000000000FF7F7F7F7F7F7F7F7F00000000000000FDFFFFFFFFFFFFFFFF")
250 REM SAIL RIGHT UP
260 CALL CHAR(68,"000000000000005FFFFFFFFFFFFFFFFF00000000000000FFFEFEFEFEFEFEFEFE")
270 REM SAIL LEFT DOWN
280 CALL CHAR(72,"7F7F7F7F7F7F7F000000000000000000FFFFFFFFFFFFFF000000000000000000")
290 REM SAIL RIGHT DOWN
300 CALL CHAR(76,"FFFFFFFFFFFFFF000000000000000000FEFEFEFEFEFEFE000000000000000000")

310 REM LIGHT
320 REM SAIL LEFT
330 CALL CHAR(80,"0000000000000000000000070707000000000000003800000000007777770000")
340 REM SAIL RIGHT
350 CALL CHAR(84,"00000000000E0000000000777777000000000000000000000000007070700000")

810 REM SAIL
820 CALL SPRITE(#1,64,2,50,50,0,0)
830 CALL SPRITE(#2,68,2,50,66,0,0)
840 CALL SPRITE(#3,72,2,66,50,0,0)
850 CALL SPRITE(#4,76,2,66,66,0,0)

860 FOR I=1 TO 1000 :: NEXT I

910 REM SHIP
920 CALL SPRITE(#5,36,2,50,50,0,0)
930 CALL SPRITE(#6,40,2,50,66,0,0)
940 CALL SPRITE(#7,44,2,66,50,0,0)
950 CALL SPRITE(#8,48,2,66,66,0,0)
960 CALL SPRITE(#9,52,2,82,50,0,0)
970 CALL SPRITE(#10,56,2,82,66,0,0)

980 FOR I=1 TO 1000 :: NEXT I

1010 REM LIGHT
1020 CALL SPRITE(#11,80,2,66,50,0,0)
1030 CALL SPRITE(#12,84,2,66,66,0,0)

5000 GOTO 5000

 

 

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Yes, the sprite limitation is always an issue - unless you want your game to be F18-A only.  

 

The other way to get around it is to have characters defined instead of sprites, but obviously this then brings about it's own complications depending on what the game is doing.  If the ship is to move around, characters can only move 8 pixels at a time and would need their previous positions deleted as the new position is updated.

 

 

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Lower-numbered sprites have priority, i.e., if you want the sail to be behind the rigging, you need to give the mast/rigging sprites (#5 – #8) lower numbers (#1 – #4).

 

Your sprites are all colored black (2). Change the color (third parameter) of the sail sprites to 15.

 

If you actually put the sail sprites behind the mast/rigging sprites by making them higher numbers and you want part of the sail to appear to be in front, you need to zero those bits in the relevant mast/rigging sprites so that part of the sail is visible.

 

...lee

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1 hour ago, Lee Stewart said:

Lower-numbered sprites have priority, i.e., if you want the sail to be behind the rigging, you need to give the mast/rigging sprites (#5 – #8) lower numbers (#1 – #4).

 

Your sprites are all colored black (2). Change the color (third parameter) of the sail sprites to 15.

 

If you actually put the sail sprites behind the mast/rigging sprites by making them higher numbers and you want part of the sail to appear to be in front, you need to zero those bits in the relevant mast/rigging sprites so that part of the sail is visible.

 

...lee

Spoiler

10 CALL CLEAR
20 CALL MAGNIFY(3)

90 REM SHIP
100 REM Venstre topp
110 CALL CHAR(36,"0000000000FF000000000000000000000704020100FF01020404080810204040")
120 REM Høyre topp
130 CALL CHAR(40,"F090A0C080FFC0A090908888848281810000000000FF00000000000000000000")
140 REM Venstre mid
150 CALL CHAR(44,"00000101020204087F1F0F0818080F078181010139013913FFFFFF888888FFFF")
160 REM Høyre mid
170 CALL CHAR(48,"C0C0C0C0CEC0CEE4FFFFFF888888FFFF8080404020201008FFFCFC888C88F8F0")
180 REM Venstre bunn
190 CALL CHAR(52,"03010000000000000000000000000000FFFFFFFF000000000000000000000000")
200 REM Høyre bunn
210 CALL CHAR(56,"FFFFFFFF000000000000000000000000E0C08000000000000000000000000000")

220 REM SAIL
230 REM SAIL LEFT UP
240 CALL CHAR(64,"00000000000000FF7F7F7F7F7F7F7F7F00000000000000FDFFFFFFFFFFFFFFFF")
250 REM SAIL RIGHT UP
260 CALL CHAR(68,"000000000000005FFFFFFFFFFFFFFFFF00000000000000FFFEFEFEFEFEFEFEFE")
270 REM SAIL LEFT DOWN
280 CALL CHAR(72,"7F7F7F7F7F7F7F000000000000000000FFFFFFFFFFFFFF000000000000000000")
290 REM SAIL RIGHT DOWN
300 CALL CHAR(76,"FFFFFFFFFFFFFF000000000000000000FEFEFEFEFEFEFE000000000000000000")

310 REM LIGHT
320 REM SAIL LEFT
330 CALL CHAR(80,"0000000707070000000000000000000000000077777700000000000000000000")
340 REM SAIL RIGHT
350 CALL CHAR(84,"0000007777770000000000000000000000000070707000000000000000000000")

810 REM SAIL
820 CALL SPRITE(#9,64,15,50,50,0,0)
830 CALL SPRITE(#10,68,15,50,66,0,0)
840 CALL SPRITE(#11,72,15,66,50,0,0)
850 CALL SPRITE(#12,76,15,66,66,0,0)

860 FOR I=1 TO 1000 :: NEXT I

910 REM SHIP
920 CALL SPRITE(#3,36,2,50,50,0,0)
930 CALL SPRITE(#4,40,2,50,66,0,0)
940 CALL SPRITE(#5,44,2,66,50,0,0)
950 CALL SPRITE(#6,48,2,66,66,0,0)
960 CALL SPRITE(#7,52,2,82,50,0,0)
970 CALL SPRITE(#8,56,2,82,66,0,0)

980 FOR I=1 TO 1000 :: NEXT I

1010 REM LIGHT
1020 CALL SPRITE(#1,80,12,74,50,0,0)
1030 CALL SPRITE(#2,84,12,74,66,0,0)

5000 GOTO 5000

 

Thx, Lee! Your insights always help me!

NOW it LOOKS great! The deck lights are not yellow. BUT even just grey... It looks GREAT!

Next... get this moving up and down! And it would be cool if I could get it to move a pixel or two left and right to make fake swingeing! As it is moving up and down.

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Great, well not so great!

I have sea now... it is black... WHY??? I do not understand why it is black I have defined it to be blue. - Fixed, moved CHAR to a higher number!

 

And suddenly part of the light shows up as letters - Why?
AND the wake after the ship is part letters and part graphics - Why? Same line numbers (copying lines to save time and forgetting to update line numbers.)

I am pretty sure it is a stupid mistake and a mix of number or something... But I cant see it.

Help?

Two steps forward and one back... But I am getting to something cool. I might just get to a cool animation. But I am happy with that. I think it kinda looks OK!

 

Spoiler

10 CALL CLEAR
20 CALL MAGNIFY(3)

80 CALL CHAR(112,"FFFFFFFFFFFFFFFF")
90 REM SHIP
100 REM Venstre topp
110 CALL CHAR(36,"0000000000FF000000000000000000000704020100FF01020404080810204040")
120 REM Høyre topp
130 CALL CHAR(40,"F090A0C080FFC0A090908888848281810000000000FF00000000000000000000")
140 REM Venstre mid
150 CALL CHAR(44,"00000101020204087F1F0F0818080F078181010139013913FFFFFF888888FFFF")
160 REM Høyre mid
170 CALL CHAR(48,"C0C0C0C0CEC0CEE4FFFFFF888888FFFF8080404020201008FFFCFC888C88F8F0")
180 REM Venstre bunn
190 CALL CHAR(52,"03010000000000000000000000000000FFFFFFFF000000000000000000000000")
200 REM Høyre bunn
210 CALL CHAR(56,"FFFFFFFF000000000000000000000000E0C08000000000000000000000000000")

220 REM SAIL
230 REM SAIL LEFT UP
240 CALL CHAR(64,"00000000000000FF7F7F7F7F7F7F7F7F00000000000000FDFFFFFFFFFFFFFFFF")
250 REM SAIL RIGHT UP
260 CALL CHAR(68,"000000000000005FFFFFFFFFFFFFFFFF00000000000000FFFEFEFEFEFEFEFEFE")
270 REM SAIL LEFT DOWN
280 CALL CHAR(72,"7F7F7F7F7F7F7F000000000000000000FFFFFFFFFFFFFF000000000000000000")
290 REM SAIL RIGHT DOWN
300 CALL CHAR(76,"FFFFFFFFFFFFFF000000000000000000FEFEFEFEFEFEFE000000000000000000")

310 REM LIGHT
320 REM LEFT WINDOWS
330 CALL CHAR(80,"0000000707070000000000000000000000000077777700000000000000000000")
340 REM RIGHT WINDOWS
350 CALL CHAR(84,"0000007777770000000000000000000000000070707000000000000000000000")

360 REM WAKE
370 CALL CHAR(96,"2940245108101000224252142004040048244829A28024888850042848400000")
380 CALL CHAR(100,"422440290408090012222A09100202002A492525A98228444492082840400000")
390 CALL CHAR(104,"242940245108101000224252142004048448244829A280248888500428484000")
400 CALL CHAR(108,"28422440290408090012222A091002028420492525A982284444920828404000")

770 CALL COLOR(11,5,1)
780 FOR A=19 TO 24
790 CALL HCHAR(A,1,112,32)
800 NEXT A

810 REM SAIL
820 CALL SPRITE(#9,64,15,112,112,0,0)
830 CALL SPRITE(#10,68,15,112,128,0,0)
840 CALL SPRITE(#11,72,15,128,112,0,0)
850 CALL SPRITE(#12,76,15,128,128,0,0)

910 REM SHIP
920 CALL SPRITE(#3,36,2,112,112,0,0)
930 CALL SPRITE(#4,40,2,112,128,0,0)
940 CALL SPRITE(#5,44,2,128,112,0,0)
950 CALL SPRITE(#6,48,2,128,128,0,0)
960 CALL SPRITE(#7,52,2,144,112,0,0)
970 CALL SPRITE(#8,56,2,144,128,0,0)

1010 REM LIGHT
1020 CALL SPRITE(#1,80,11,136,112,0,0)
1030 CALL SPRITE(#2,84,11,136,128,0,0)

1040 REM Wake
1050 CALL SPRITE(#13,96,6,148,120,0,0)
1060 FOR A=96 TO 108 STEP 4
1070 CALL PATTERN(#13,A)
1080 FOR DELAY=1 TO 100 :: NEXT DELAY
1090 NEXT A

5000 GOTO 1050

 

 

Edited by oddemann
Wrong ver. of the program
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36 minutes ago, oddemann said:

Great, well not so great!

I have sea now... it is black... WHY??? I do not understand why it is black I have defined it to be blue. - Fixed, moved CHAR to a higher number!

 

And suddenly part of the light shows up as letters - Why?
AND the wake after the ship is part letters and part graphics - Why? Same line numbers (copying lines to save time and forgetting to update line numbers.)

I am pretty sure it is a stupid mistake and a mix of number or something... But I cant see it.

Help?

Two steps forward and one back... But I am getting to something cool. I might just get to a cool animation. But I am happy with that. I think it kinda looks OK!

 

  Hide contents


10 CALL CLEAR
20 CALL MAGNIFY(3)

80 CALL CHAR(112,"FFFFFFFFFFFFFFFF")
90 REM SHIP
100 REM Venstre topp
110 CALL CHAR(36,"0000000000FF000000000000000000000704020100FF01020404080810204040")
120 REM Høyre topp
130 CALL CHAR(40,"F090A0C080FFC0A090908888848281810000000000FF00000000000000000000")
140 REM Venstre mid
150 CALL CHAR(44,"00000101020204087F1F0F0818080F078181010139013913FFFFFF888888FFFF")
160 REM Høyre mid
170 CALL CHAR(48,"C0C0C0C0CEC0CEE4FFFFFF888888FFFF8080404020201008FFFCFC888C88F8F0")
180 REM Venstre bunn
190 CALL CHAR(52,"03010000000000000000000000000000FFFFFFFF000000000000000000000000")
200 REM Høyre bunn
210 CALL CHAR(56,"FFFFFFFF000000000000000000000000E0C08000000000000000000000000000")

220 REM SAIL
230 REM SAIL LEFT UP
240 CALL CHAR(64,"00000000000000FF7F7F7F7F7F7F7F7F00000000000000FDFFFFFFFFFFFFFFFF")
250 REM SAIL RIGHT UP
260 CALL CHAR(68,"000000000000005FFFFFFFFFFFFFFFFF00000000000000FFFEFEFEFEFEFEFEFE")
270 REM SAIL LEFT DOWN
280 CALL CHAR(72,"7F7F7F7F7F7F7F000000000000000000FFFFFFFFFFFFFF000000000000000000")
290 REM SAIL RIGHT DOWN
300 CALL CHAR(76,"FFFFFFFFFFFFFF000000000000000000FEFEFEFEFEFEFE000000000000000000")

310 REM LIGHT
320 REM LEFT WINDOWS
330 CALL CHAR(80,"0000000707070000000000000000000000000077777700000000000000000000")
340 REM RIGHT WINDOWS
350 CALL CHAR(84,"0000007777770000000000000000000000000070707000000000000000000000")

360 REM WAKE
370 CALL CHAR(96,"2940245108101000224252142004040048244829A28024888850042848400000")
380 CALL CHAR(100,"422440290408090012222A09100202002A492525A98228444492082840400000")
390 CALL CHAR(104,"242940245108101000224252142004048448244829A280248888500428484000")
400 CALL CHAR(108,"28422440290408090012222A091002028420492525A982284444920828404000")

770 CALL COLOR(11,5,1)
780 FOR A=19 TO 24
790 CALL HCHAR(A,1,112,32)
800 NEXT A

810 REM SAIL
820 CALL SPRITE(#9,64,15,112,112,0,0)
830 CALL SPRITE(#10,68,15,112,128,0,0)
840 CALL SPRITE(#11,72,15,128,112,0,0)
850 CALL SPRITE(#12,76,15,128,128,0,0)

910 REM SHIP
920 CALL SPRITE(#3,36,2,112,112,0,0)
930 CALL SPRITE(#4,40,2,112,128,0,0)
940 CALL SPRITE(#5,44,2,128,112,0,0)
950 CALL SPRITE(#6,48,2,128,128,0,0)
960 CALL SPRITE(#7,52,2,144,112,0,0)
970 CALL SPRITE(#8,56,2,144,128,0,0)

1010 REM LIGHT
1020 CALL SPRITE(#1,80,11,136,112,0,0)
1030 CALL SPRITE(#2,84,11,136,128,0,0)

1040 REM Wake
1050 CALL SPRITE(#13,96,6,148,120,0,0)
1060 FOR A=96 TO 108 STEP 4
1070 CALL PATTERN(#13,A)
1080 FOR DELAY=1 TO 100 :: NEXT DELAY
1090 NEXT A

5000 GOTO 1050

 

 

I like it.

And I learned a new word.  "Høyre"  :)

I have a couple of ideas...

 

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1 minute ago, TheBF said:

I like it.

And I learned a new word.  "Høyre"  :)

I have a couple of ideas...

 

Chime in and play with it, that is why I share it! And your learning Norwegian ;)

I have a new update soon that has fixed the lights... just need to get the right numbers to land the Sprite in the right place

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1 minute ago, oddemann said:

Chime in and play with it, that is why I share it! And your learning Norwegian ;)

I have a new update soon that has fixed the lights... just need to get the right numbers to land the Sprite in the right place

Norwegian is almost readable to me a I can hear some of it too, because I speak Dutch (Nederlands) by marriage. :) 

I enjoy watching this series for different languages on Youtube. Here is the Nordic family.  Islandic  wow! 

 

Can they understand Norwegian without prior learning? | Norwegian vs Danish vs Swedish vs Icelandic - YouTube

 

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I think that Classic99 has a bug in it... I get strange things happening. I shut down the emulator, start over and same program behaves differently. @Tursi I am on ver. 053. I have gotten double sprite, wrong colour. Something is up. Don't know how to share that bug.

BUT... anyway, next evolution of the ship is now done!

NOW... movement... hmmm might need some help her, but I will try first.

Nice anim! If I must say it myself!

 

Spoiler

10 CALL CLEAR
20 CALL MAGNIFY(3)

80 CALL CHAR(112,"FFFFFFFFFFFFFFFF")
90 REM SHIP
100 REM Venstre topp
110 CALL CHAR(36,"0000000000FF000000000000000000000704020100FF01020404080810204040")
120 REM Høyre topp
130 CALL CHAR(40,"F090A0C080FFC0A090908888848281810000000000FF00000000000000000000")
140 REM Venstre mid
150 CALL CHAR(44,"00000101020204087F1F0F0818080F078181010139013913FFFFFF888888FFFF")
160 REM Høyre mid
170 CALL CHAR(48,"C0C0C0C0CEC0CEE4FFFFFF888888FFFF8080404020201008FFFCFC888C88F8F0")
180 REM Venstre bunn
190 CALL CHAR(52,"03010000000000000000000000000000FFFFFFFF000000000000000000000000")
200 REM Høyre bunn
210 CALL CHAR(56,"FFFFFFFF000000000000000000000000E0C08000000000000000000000000000")

220 REM SAIL
230 REM SAIL LEFT UP
240 CALL CHAR(64,"00000000000000FF7F7F7F7F7F7F7F7F00000000000000FDFFFFFFFFFFFFFFFF")
250 REM SAIL RIGHT UP
260 CALL CHAR(68,"000000000000005FFFFFFFFFFFFFFFFF00000000000000FFFEFEFEFEFEFEFEFE")
270 REM SAIL LEFT DOWN
280 CALL CHAR(72,"7F7F7F7F7F7F7F000000000000000000FFFFFFFFFFFFFF000000000000000000")
290 REM SAIL RIGHT DOWN
300 CALL CHAR(76,"FFFFFFFFFFFFFF000000000000000000FEFEFEFEFEFEFE000000000000000000")

310 REM LIGHT
320 REM LEFT WINDOWS
330 CALL CHAR(80,"0000000707070000000000000000000000000077777700000000000000000000")
340 REM RIGHT WINDOWS
350 CALL CHAR(84,"0000007777770000000000000000000000000070707000000000000000000000")

360 REM WAKE
370 CALL CHAR(96,"2940245108101000224252142004040048244829A28024888850042848400000")
380 CALL CHAR(100,"004429402451081214002A4212140000842048244829A2802488885000204000")
390 CALL CHAR(104,"2524104429402451081214000A0202041020842048244829A280248880400000")
400 CALL CHAR(108,"4400252410442940240108020400020248441020842048244828A08020808040")

770 CALL COLOR(11,5,1)
780 FOR A=19 TO 24
790 CALL HCHAR(A,1,112,32)
800 NEXT A

810 REM SAIL
820 CALL SPRITE(#11,64,15,112,112,0,0)
830 CALL SPRITE(#12,68,15,112,128,0,0)
840 CALL SPRITE(#13,72,15,128,112,0,0)
850 CALL SPRITE(#14,76,15,128,128,0,0)

910 REM SHIP
920 CALL SPRITE(#1,36,2,112,112,0,0)
930 CALL SPRITE(#2,40,2,112,128,0,0)
940 CALL SPRITE(#3,44,2,128,112,0,0)
950 CALL SPRITE(#4,48,2,128,128,0,0)
960 CALL SPRITE(#5,52,2,144,112,0,0)
970 CALL SPRITE(#6,56,2,144,128,0,0)

1010 REM LIGHT
1020 CALL SPRITE(#7,80,11,136,112,0,0)
1030 CALL SPRITE(#8,84,11,136,128,0,0)
1032 REM CALL SPRITE(#9,81,11,148,120,0,0)
1034 REM CALL SPRITE(#10,82,11,148,128,0,0)

1040 REM Wake
1050 CALL SPRITE(#15,96,6,148,120,0,0)
1060 FOR A=96 TO 108 STEP 4
1070 CALL PATTERN(#15,A)
1080 FOR DELAY=1 TO 100 :: NEXT DELAY
1090 NEXT A

5000 GOTO 1050

 

 

Edited by oddemann
Got the bug!
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And NOW... With Sun!!!

 

Spoiler

10 CALL CLEAR
20 CALL MAGNIFY(3)

80 CALL CHAR(112,"FFFFFFFFFFFFFFFF")
90 REM SHIP
100 REM Venstre topp
110 CALL CHAR(36,"0000000000FF000000000000000000000704020100FF01020404080810204040")
120 REM Høyre topp
130 CALL CHAR(40,"F090A0C080FFC0A090908888848281810000000000FF00000000000000000000")
140 REM Venstre mid
150 CALL CHAR(44,"00000101020204087F1F0F0818080F078181010139013913FFFFFF888888FFFF")
160 REM Høyre mid
170 CALL CHAR(48,"C0C0C0C0CEC0CEE4FFFFFF888888FFFF8080404020201008FFFCFC888C88F8F0")
180 REM Venstre bunn
190 CALL CHAR(52,"03010000000000000000000000000000FFFFFFFF000000000000000000000000")
200 REM Høyre bunn
210 CALL CHAR(56,"FFFFFFFF000000000000000000000000E0C08000000000000000000000000000")

220 REM SAIL
230 REM SAIL LEFT UP
240 CALL CHAR(64,"00000000000000FF7F7F7F7F7F7F7F7F00000000000000FDFFFFFFFFFFFFFFFF")
250 REM SAIL RIGHT UP
260 CALL CHAR(68,"000000000000005FFFFFFFFFFFFFFFFF00000000000000FFFEFEFEFEFEFEFEFE")
270 REM SAIL LEFT DOWN
280 CALL CHAR(72,"7F7F7F7F7F7F7F000000000000000000FFFFFFFFFFFFFF000000000000000000")
290 REM SAIL RIGHT DOWN
300 CALL CHAR(76,"FFFFFFFFFFFFFF000000000000000000FEFEFEFEFEFEFE000000000000000000")

310 REM LIGHT
320 REM LEFT WINDOWS
330 CALL CHAR(80,"0000000707070000000000000000000000000077777700000000000000000000")
340 REM RIGHT WINDOWS
350 CALL CHAR(84,"0000007777770000000000000000000000000070707000000000000000000000")

360 REM WAKE
370 CALL CHAR(96,"2940245108101000224252142004040048244829A28024888850042848400000")
380 CALL CHAR(100,"004429402451081214002A4212140000842048244829A2802488885000204000")
390 CALL CHAR(104,"2524104429402451081214000A0202041020842048244829A280248880400000")
400 CALL CHAR(108,"4400252410442940240108020400020248441020842048244828A08020808040")

410 CALL CHAR(120,"20211013070F1FDF1F1F0F0713204040840404C8E0F0F9FAF8F8F0E0D0088482")
420 CALL CHAR(124,"00804033070F1F9F5F1F0F0763800911808007C8E0F0F8F8FBF8F0E0CC030000")
430 CALL CHAR(128,"81412013070F1F1FDF1F0F0713204080010204C8E0F0F8FBF8F8F0E0C8048281")
440 CALL CHAR(132,"00816013070F1FDF1F1F0F0713608100820404C8E0F0F8F9FAF8F0E0C8040482")

770 CALL COLOR(11,5,1)
780 FOR A=19 TO 24
790 CALL HCHAR(A,1,112,32)
800 NEXT A

810 REM SAIL
820 CALL SPRITE(#11,64,15,112,112,0,0)
830 CALL SPRITE(#12,68,15,112,128,0,0)
840 CALL SPRITE(#13,72,15,128,112,0,0)
850 CALL SPRITE(#14,76,15,128,128,0,0)

910 REM SHIP
920 CALL SPRITE(#1,36,2,112,112,0,0)
930 CALL SPRITE(#2,40,2,112,128,0,0)
940 CALL SPRITE(#3,44,2,128,112,0,0)
950 CALL SPRITE(#4,48,2,128,128,0,0)
960 CALL SPRITE(#5,52,2,144,112,0,0)
970 CALL SPRITE(#6,56,2,144,128,0,0)

1010 REM LIGHT
1020 CALL SPRITE(#7,80,11,136,112,0,0)
1030 CALL SPRITE(#8,84,11,136,128,0,0)
1032 REM CALL SPRITE(#9,81,11,148,120,0,0)
1034 REM CALL SPRITE(#10,82,11,148,128,0,0)

1040 REM Wake
1050 CALL SPRITE(#15,96,6,148,120,0,0)
1060 FOR A=96 TO 108 STEP 4
1070 CALL PATTERN(#15,A)
1080 FOR DELAY=1 TO 100 :: NEXT DELAY


1140 REM SUN
1150 CALL SPRITE(#9,120,11,32,32,0,0)
1160 B=A+24
1170 CALL PATTERN(#9,B)
1180 FOR DELAY=1 TO 5 :: NEXT DELAY
1190 NEXT A


5000 GOTO 1050

 

 

Edited by oddemann
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I have forgotten a lot of XBASIC stuff, but here is some ideas that might help.

Although a shark is probably not within the artistic motiviation here. :) 

But you can see a method to keep your wake running while checking for other things to happen. You can play with the RND number anyway you want to

randomly make things happen without going into a delay loop.

 

Spoiler



10 CALL CLEAR
20 CALL MAGNIFY(3)

80 CALL CHAR(112,"FFFFFFFFFFFFFFFF")
90 REM SHIP
100 REM Venstre topp
110 CALL CHAR(36,"0000000000FF000000000000000000000704020100FF01020404080810204040")
120 REM Høyre topp
130 CALL CHAR(40,"F090A0C080FFC0A090908888848281810000000000FF00000000000000000000")
140 REM Venstre mid
150 CALL CHAR(44,"00000101020204087F1F0F0818080F078181010139013913FFFFFF888888FFFF")
160 REM Høyre mid
170 CALL CHAR(48,"C0C0C0C0CEC0CEE4FFFFFF888888FFFF8080404020201008FFFCFC888C88F8F0")
180 REM Venstre bunn
190 CALL CHAR(52,"03010000000000000000000000000000FFFFFFFF000000000000000000000000")
200 REM Høyre bunn
210 CALL CHAR(56,"FFFFFFFF000000000000000000000000E0C08000000000000000000000000000")

220 REM SAIL
230 REM SAIL LEFT UP
240 CALL CHAR(64,"00000000000000FF7F7F7F7F7F7F7F7F00000000000000FDFFFFFFFFFFFFFFFF")
250 REM SAIL RIGHT UP
260 CALL CHAR(68,"000000000000005FFFFFFFFFFFFFFFFF00000000000000FFFEFEFEFEFEFEFEFE")
270 REM SAIL LEFT DOWN
280 CALL CHAR(72,"7F7F7F7F7F7F7F000000000000000000FFFFFFFFFFFFFF000000000000000000")
290 REM SAIL RIGHT DOWN
300 CALL CHAR(76,"FFFFFFFFFFFFFF000000000000000000FEFEFEFEFEFEFE000000000000000000")

310 REM LIGHT
320 REM LEFT WINDOWS
330 CALL CHAR(80,"0000000707070000000000000000000000000077777700000000000000000000")
340 REM RIGHT WINDOWS
350 CALL CHAR(84,"0000007777770000000000000000000000000070707000000000000000000000")

360 REM WAKE
370 CALL CHAR(96,"2940245108101000224252142004040048244829A28024888850042848400000")
380 CALL CHAR(100,"004429402451081214002A4212140000842048244829A2802488885000204000")
390 CALL CHAR(104,"2524104429402451081214000A0202041020842048244829A280248880400000")
400 CALL CHAR(108,"4400252410442940240108020400020248441020842048244828A08020808040")


770 CALL COLOR(11,5,1)
780 FOR A=19 TO 24
790 CALL HCHAR(A,1,112,32)
800 NEXT A

810 REM SAIL
820 CALL SPRITE(#11,64,15,112,112,0,0)
830 CALL SPRITE(#12,68,15,112,128,0,0)
840 CALL SPRITE(#13,72,15,128,112,0,0)
850 CALL SPRITE(#14,76,15,128,128,0,0)

910 REM SHIP
920 CALL SPRITE(#1,36,2,112,112,0,0)
930 CALL SPRITE(#2,40,2,112,128,0,0)
940 CALL SPRITE(#3,44,2,128,112,0,0)
950 CALL SPRITE(#4,48,2,128,128,0,0)
960 CALL SPRITE(#5,52,2,144,112,0,0)
970 CALL SPRITE(#6,56,2,144,128,0,0)

1010 REM LIGHT
1020 CALL SPRITE(#7,80,11,136,112,0,0)
1030 CALL SPRITE(#8,84,11,136,128,0,0)
1032 REM CALL SPRITE(#9,81,11,148,120,0,0)
1034 REM CALL SPRITE(#10,82,11,148,128,0,0)

1040 CALL CHAR(124,"0000000000000000000010181C3E3EFF00000000000000000000000000000000")
1050 CALL CHAR(120,"000000000000000000000818387C7CFF00000000000000000000000000000000")


2040 REM Wake & random shark movement
2044 CALL SPRITE(#28,124,15,160,15,0,2)

2050 CALL SPRITE(#13,96,6,150,120,0,0)
2060 FOR A=96 TO 108 STEP 4
2070    CALL PATTERN(#13,A)
2082    IF RND >0.5 THEN GOSUB 5010  ELSE GOSUB 5040
2084    IF RND >0.95 THEN GOSUB 3000
2090 NEXT A
2999 GOTO 2050

3000 REM JAWS
3020 CALL SOUND(400,110,8)
3030 CALL SOUND(400,118,8)
3999 RETURN

5000 ! MOVEFIN LEFT
5010 CALL PATTERN(#28,124) :: CALL MOTION(#28,0,2)
5020 RETURN

5030 ! MOVE FIN RIGHT
5040 CALL PATTERN(#28,120) :: CALL MOTION(#28,0,-2)
5050 RETURN

 

 

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It was a early morning on The Flying Seagull when Tiny Inkwood (Well for a pirate Tiny is not the best name so everyone called him TI, there is a reason for Jimmy the Shark always was hanging around, if you get the "drawing", but anyway, back to Tin... err TI...) was looking out over the ocean, this lovely morning. And was thinking... "What a great day to be a pirate! A seagull and it would all be perfect".

Last ver. with a new actor in the game! Thx to @TheBF
 

Spoiler

10 CALL CLEAR
20 CALL MAGNIFY(3)

80 CALL CHAR(112,"FFFFFFFFFFFFFFFF")
90 REM SHIP
100 REM Venstre topp
110 CALL CHAR(36,"0000000000FF000000000000000000000704020100FF01020404080810204040")
120 REM Høyre topp
130 CALL CHAR(40,"F090A0C080FFC0A090908888848281810000000000FF00000000000000000000")
140 REM Venstre mid
150 CALL CHAR(44,"00000101020204087F1F0F0818080F078181010139013913FFFFFF888888FFFF")
160 REM Høyre mid
170 CALL CHAR(48,"C0C0C0C0CEC0CEE4FFFFFF888888FFFF8080404020201008FFFCFC888C88F8F0")
180 REM Venstre bunn
190 CALL CHAR(52,"03010000000000000000000000000000FFFFFFFF000000000000000000000000")
200 REM Høyre bunn
210 CALL CHAR(56,"FFFFFFFF000000000000000000000000E0C08000000000000000000000000000")

220 REM SAIL
230 REM SAIL LEFT UP
240 CALL CHAR(64,"00000000000000FF7F7F7F7F7F7F7F7F00000000000000FDFFFFFFFFFFFFFFFF")
250 REM SAIL RIGHT UP
260 CALL CHAR(68,"000000000000005FFFFFFFFFFFFFFFFF00000000000000FFFEFEFEFEFEFEFEFE")
270 REM SAIL LEFT DOWN
280 CALL CHAR(72,"7F7F7F7F7F7F7F000000000000000000FFFFFFFFFFFFFF000000000000000000")
290 REM SAIL RIGHT DOWN
300 CALL CHAR(76,"FFFFFFFFFFFFFF000000000000000000FEFEFEFEFEFEFE000000000000000000")

310 REM LIGHT
320 REM LEFT WINDOWS
330 CALL CHAR(80,"0000000707070000000000000000000000000077777700000000000000000000")
340 REM RIGHT WINDOWS
350 CALL CHAR(84,"0000007777770000000000000000000000000070707000000000000000000000")

360 REM WAKE
370 CALL CHAR(96,"2940245108101000224252142004040048244829A28024888850042848400000")
380 CALL CHAR(100,"004429402451081214002A4212140000842048244829A2802488885000204000")
390 CALL CHAR(104,"2524104429402451081214000A0202041020842048244829A280248880400000")
400 CALL CHAR(108,"4400252410442940240108020400020248441020842048244828A08020808040")

405 REM SUN
410 CALL CHAR(120,"20211013070F1FDF1F1F0F0713204040840404C8E0F0F9FAF8F8F0E0D0088482")
420 CALL CHAR(124,"00804033070F1F9F5F1F0F0763800911808007C8E0F0F8F8FBF8F0E0CC030000")
430 CALL CHAR(128,"81412013070F1F1FDF1F0F0713204080010204C8E0F0F8FBF8F8F0E0C8048281")
440 CALL CHAR(132,"00816013070F1FDF1F1F0F0713608100820404C8E0F0F8F9FAF8F0E0C8040482")

445 REM SHARK
450 CALL CHAR(136,"0000000000000000000010181C3E3EFF00000000000000000000000000000000")
460 CALL CHAR(140,"000000000000000000000818387C7CFF00000000000000000000000000000000")

770 CALL COLOR(11,5,1)
780 FOR A=19 TO 24
790 CALL HCHAR(A,1,112,32)
800 NEXT A

810 REM SAIL
820 CALL SPRITE(#11,64,15,112,112,0,0)
830 CALL SPRITE(#12,68,15,112,128,0,0)
840 CALL SPRITE(#13,72,15,128,112,0,0)
850 CALL SPRITE(#14,76,15,128,128,0,0)

910 REM SHIP
920 CALL SPRITE(#1,36,2,112,112,0,0)
930 CALL SPRITE(#2,40,2,112,128,0,0)
940 CALL SPRITE(#3,44,2,128,112,0,0)
950 CALL SPRITE(#4,48,2,128,128,0,0)
960 CALL SPRITE(#5,52,2,144,112,0,0)
970 CALL SPRITE(#6,56,2,144,128,0,0)

1010 REM LIGHT
1020 CALL SPRITE(#7,80,11,136,112,0,0)
1030 CALL SPRITE(#8,84,11,136,128,0,0)
1032 REM CALL SPRITE(#9,81,11,148,120,0,0)
1034 REM CALL SPRITE(#10,82,11,148,128,0,0)

1040 REM Wake
1050 CALL SPRITE(#15,96,6,148,120,0,0)
1060 FOR A=96 TO 108 STEP 4
1070 CALL PATTERN(#15,A)

1071 CALL SPRITE(#28,136,15,160,75,0,2)
1072 IF RND>0.5 THEN GOSUB 7010 ELSE GOSUB 8040
1073 IF RND>0.95 THEN GOSUB 6020

1140 REM SUN
1150 CALL SPRITE(#9,120,11,32,32,0,0)
1160 B=A+24
1170 CALL PATTERN(#9,B)
1180 FOR DELAY=1 TO 5 :: NEXT DELAY
1190 NEXT A

5000 GOTO 1060

6000 REM JAWS
6020 CALL SOUND(400,110,8)
6030 CALL SOUND(400,118,8)
6999 RETURN

7000 REM  MOVEFIN LEFT
7010 CALL PATTERN(#28,136) :: CALL MOTION(#28,0,2)
7020 RETURN

8030 REM  MOVE FIN RIGHT
8040 CALL PATTERN(#28,140) :: CALL MOTION(#28,0,-2)
8050 RETURN

 

 

Edited by oddemann
Bugs?
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6 hours ago, TheBF said:

Norwegian is almost readable to me a I can hear some of it too, because I speak Dutch (Nederlands) by marriage. :) 

I enjoy watching this series for different languages on Youtube. Here is the Nordic family.  Islandic  wow! 

 

Can they understand Norwegian without prior learning? | Norwegian vs Danish vs Swedish vs Icelandic - YouTube

 

Norwegian, Danish and Swedish is really the same language. Even if everyone will say it is different. But the fact is is the same language, BUT with different dialects.

Icelandic is how they spoke in Norway some 1000 years ago. And I guess more or less as in Sweden and Denmark, at that time. But, it has not changed that much. The Icelandic language have been able to keep its roots.

Norwegian, Danish and Swedish have had a lot of influence from Europa and then we have had some "drift" in the Norwegian, Danish and Swedish languages. Norway was under Danish rule, so our written language is very similar, just a few words are different. Then Norway was under Swedish rule, so Norwegians and Sweden understand one and other much better, but do not share so many written words. Norway has good connections to all the others. But that cant be said for the others towards each other.


Also, IF you speak Dutch >not to fast<, I am able to understand more.

My name is Odd and English has bastardised my name. They have the gist if it, but not all there. Odd means sharp, pointy or spear. So we have places called "NesODDen" (but the irony is that Nes is ALSO a name for land that sticks out and the "en" at the end means "one" or "THAT one"), and that means a part of the land sticks out. Florida would be a "Odde" (here "e" at the end is kinda the same as "en" or one). So... something that stick's out and since the English did not get ALL the meaning of Odd, they use it on people. Not on things, like we do. So, Odd is an old Viking name, that was carried to England and so to we (The Vikings) shared out language with the world ?

The very first thing (to get it back on the TI) I did with my brand new TI in the 80's, was to write my name to it... and I got back, "Don't understand!" So me and TI got of on the "wrong" foot. I am pretty sure the TI was trying to insult me. And writing more to it did not help. So, I had to learn IT'S language. I am pretty sure my TI still thinks I am a moron at times... based on its feedback. My "pronunciation" is not always the best ? hehehehe (even here).

BUT... making this program, it has only called me "moron" a hand-full of times and others times... not done what I wanted it to do! Probably a
"pronunciation" problem ?

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