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Elevator demo in extended basic


retroclouds

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Last week (and this afternoon) I had a little fun playing around with Extended Basic.

I tried to see if I could do a scroll simulation and came up with the descending elevator.

 

Dunno what I'm gonna do with it, as it's just a little demo.

But thought of posting it here anyway. Enjoy ;)

 

 

REM ##################
REM # INITIALISATION #
REM ##################
10 CALL CLEAR :: CALL SCREEN(1) :: CALL COLOR(1,5,8,2,16,2,3,16,2,4,16,2,5,16,2,6,16,2,7,16,2)  
15 CALL CHAR(32,"00FEFEFE007F7F7F", 33, "00FEFEFE007F7F7F",34,"0000000000000000", 63, "1818181818181818") 
16 CALL CHAR(47,"0000000000000000") ::  CALL HCHAR(24,1,33,32) :: CALL MAGNIFY(4)
17 CALL CHAR(36,"1FFFFFFFFFFFFFFF",37,"FFFFFFFFFFFFFFFF",38,"F8FFFFFFFFFFFFFF",39,"FFFFFFFFFFFFFFFF")
18 CALL CHAR(64,"3F7F7F7F7F7F7F7F",65,"7F7F7F7F7F7F7F7F",66,"FCFEFEFEFEFEFEFE",67,"FEFEFEFEFEFEFEFE")
19 CALL VCHAR(1,5,47,120) :: CALL VCHAR(1,1,34,48) :: CALL VCHAR(1,31,34,48) :: CALL HCHAR(1,1,47,32)
20 DISPLAY AT(1,:"POINTS/00000//LIVES/3"
21 CALL SPRITE(#1,64,7,25,37,9,0,#2,64,7,45,37,9,0,#3,36,10,21,37,9,0,#4,36,10,50,37,9,0)
22 CALL POSITION(#1,A,B) :: CALL VCHAR(2,7,63,A/5) :: IF A<50 THEN GOTO 22
23 CALL VCHAR(8,7,63,6) :: CALL MOTION(#1,3,0,#2,3,0,#3,3,0,#4,3,0)
REM #################
REM # SCROLL BRICKS #
REM #################
100 CALL CHAR(32,"00FEFEFE007F7F7F",33,"00FEFEFE007F7F7F")
101 CALL CHAR(32,"FEFEFE007F7F7F00",33,"FEFEFE007F7F7F00")
102 CALL CHAR(32,"FEFE007F7F7F00FE",33,"FEFE007F7F7F00FE")
103 CALL CHAR(32,"FE007F7F7F00FEFE",33,"FE007F7F7F00FEFE")
104 CALL CHAR(32,"007F7F7F00FEFEFE",33,"007F7F7F00FEFEFE")
105 CALL CHAR(32,"7F7F7F00FEFEFE00",33,"7F7F7F00FEFEFE00")
106 CALL CHAR(32,"7F7F00FEFEFE007F",33,"7F7F00FEFEFE007F")
107 CALL CHAR(32,"7F00FEFEFE007F7F",33,"7F00FEFEFE007F7F")
108 CALL POSITION(#1,A,B) :: IF A>83 THEN CALL VCHAR(14,7,63,3)
109 IF A<110 THEN GOTO 100
REM ############################
REM # SCROLL BRICKS AND GROUND #
REM ############################
110 CALL CHAR(32,"00FEFEFE007F7F7F",33,"00FEFEFE007F7F00")
111 CALL CHAR(32,"FEFEFE007F7F7F00",33,"FEFEFE007F7F0000")
112 CALL CHAR(32,"FEFE007F7F7F00FE",33,"FEFE007F7F000000")
113 CALL CHAR(32,"FE007F7F7F00FEFE",33,"FE007F7F00000000")
114 CALL CHAR(32,"007F7F7F00FEFEFE",33,"007F7F0000000000")
115 CALL CHAR(32,"7F7F7F00FEFEFE00",33,"7F7F000000000000")
116 CALL CHAR(32,"7F7F00FEFEFE007F",33,"7F00000000000000")
117 CALL CHAR(32,"7F00FEFEFE007F7F",33,"0000000000000000")
118 CALL POSITION(#1,A,B) :: IF A<124 THEN GOTO 110
119 CALL MOTION(#1,0,0,#2,0,0,#3,0,0,#4,0,0)
120 GOTO 120

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Whauh, that’s a very good demo. Thumbs up !

 

First time around I could not copy paste (didn’t get the line feeds). This time I took the html source and replaced quotes, greater and less than and off we went.

 

Elevator Action is on my list (among circa 100 other TI projects).

 

:)

 

thanks. It was just an attempt to do some scrolling in extended basic.

yeah, Elevator Action is real nice and quite doable on the TI.

Ofcourse I would opt for writing it in assembly language ;)

 

However, I think having a game with a "wall" in extended basic and scrolling left/right during gameplay could be doable.

You are basically only redefining one character.

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Yeah, sometimes carefully planning can lead to some nice effects - even in Basic. I looked through some of my Basic tests. I’m sure I have a sideway brick scroller there - somewhere. Found lots of nice ideas and effects for demos and games - both Basic and assembler. Try this one out ...

 

100 CALL CLEAR :: CALL SCREEN(5) :: CALL COLOR(1,6,1,2,16,1)
110 CALL CHAR(32,"000004000000000040E04")
120 CALL CHAR(40,"040E1F0404040C0404041C0404040C0404041F0404")
130 CALL CHAR(43,"0000FF44040000000406FF4604")
140 CALL HCHAR(1,1,40) :: CALL VCHAR(2,1,41,22) :: CALL HCHAR(24,1,42)
150 CALL HCHAR(24,2,43,30) :: CALL HCHAR(24,32,44)
160 FOR X=1 TO 28 :: CALL SOUND(400,110,30)
170 CALL SPRITE(#X,33,16,186,130+SIN(Y)*80+COS(Z)*26,-4,0)
180 Y=Y+.11 :: Z=Z+.39 :: NEXT X :: GOTO 160

 

:)

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Does anybody remember a movie from the mid-'80s called "Cloak & Dagger?" There was a 2600 game in there called "Cloak & Dagger" that was the focus of most of the movie. I bet the code from this demo could be used in a TI version of that game. ^_^

 

Edit: I wouldn't recommend putting stolen plans for top-secret military hardware prototypes in the cartridge, though... ^_~

Edited by TI99Kitty
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Yeah, sometimes carefully planning can lead to some nice effects - even in Basic. I looked through some of my Basic tests. I’m sure I have a sideway brick scroller there - somewhere. Found lots of nice ideas and effects for demos and games - both Basic and assembler. Try this one out ...

 

100 CALL CLEAR :: CALL SCREEN(5) :: CALL COLOR(1,6,1,2,16,1)
110 CALL CHAR(32,"000004000000000040E04")
120 CALL CHAR(40,"040E1F0404040C0404041C0404040C0404041F0404")
130 CALL CHAR(43,"0000FF44040000000406FF4604")
140 CALL HCHAR(1,1,40) :: CALL VCHAR(2,1,41,22) :: CALL HCHAR(24,1,42)
150 CALL HCHAR(24,2,43,30) :: CALL HCHAR(24,32,44)
160 FOR X=1 TO 28 :: CALL SOUND(400,110,30)
170 CALL SPRITE(#X,33,16,186,130+SIN(Y)*80+COS(Z)*26,-4,0)
180 Y=Y+.11 :: Z=Z+.39 :: NEXT X :: GOTO 160

 

:)

 

Nice! This is fun. We should put those little snippets up on a special page.

These kind of small demos have the exact size for being published in TI magazines.

I remember typing these in like 25 years ago ;)

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Does anybody remember a movie from the mid-'80s called "Cloak & Dagger?" There was a 2600 game in there called "Cloak & Dagger" that was the focus of most of the movie. I bet the code from this demo could be used in a TI version of that game. ^_^

 

Edit: I wouldn't recommend putting stolen plans for top-secret military hardware prototypes in the cartridge, though... ^_~

 

 

Didn't know Cloak & Dagger, but searched a bit and youtube came up with the below.

The descending elevator looks doable. Gameplay itself reminds me of Robotron:2084 :)

 

http://www.youtube.com/watch?v=ltjQU3DNjj8

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Okay, finally found my brick scroller. Nothing to it though. First version required Mini Mem (using “call pokev”), but motion was actually smoother with plain old “call char”.

 

100 CALL CLEAR
110 CALL SCREEN(2)
120 CALL CHAR(33,"FF")
130 CALL HCHAR(1,1,40,256)
140 CALL HCHAR(8,1,33,32)
150 CALL COLOR(1,15,1)
160 CALL COLOR(2,15,7)
170 CALL CHAR(40,"FF202020FF020202")
180 CALL CHAR(40,"FF404040FF040404")
190 CALL CHAR(40,"FF808080FF080808")
200 CALL CHAR(40,"FF010101FF10101")
210 CALL CHAR(40,"FF020202FF20202")
220 CALL CHAR(40,"FF040404FF40404")
230 CALL CHAR(40,"FF080808FF80808")
240 CALL CHAR(40,"FF101010FF010101")
250 GOTO 170

 

:)

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  • 1 month later...

Alright this is sad... I JUST got to try both of these out. They're both incredible!! Karsten, I'd like to use your brick-scrolling mechanism in the RPG I'm working on right now. It would make a very cool distraction to the eye... Anytime the party enters a new area of the dungeon, they could be "walking" in front of the bricks for a brief animated moment. They will, of course be stationary, and will be "CALL PATTERN"ed to make it look like they're walking. If you wouldn't mind, I'd love to use this. =)

 

Owen

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