Willsy Posted August 4, 2011 Share Posted August 4, 2011 ...In a Buck Rogers Stylee.... Lovely... I think he must be using strings to do this? 100 CALL CLEAR :: CALL SCREEN(2):: LEV=1 :: CALL MAGNIFY(3):: RANDOMIZE :: DIM B$(7) 110 CALL COLOR(3,16,1,4,16,1,9,16,1,10,16,1,11,16,1,12,16,1,13,6,1):: GOTO 620 120 DATA 40,0000010387CFDFBF,41,80C0E0E1F3FFFBFD,42,00010387CDEDDDBE,43,C0E0F0F8DC5E5F3E 130 DATA 44,0000041E337575F3,45,000001071F7FBFDF,46,48DCEEF7FBFDFEFF 140 DATA 64,0,65,0028542854101038,66,0000000000020502,67,05010103,68,000000000080408 150 DATA 69,4000008,70,54AA54AA541038FE,71,00000000050A050A,72,0501030F,73,0000000040A040A 160 DATA 74,400080E,75,AAAAAAAAAAAAAAAA,35,0000387CAA7C,47,00000001,58,8,59,00000000001,33,FFFFFFFFFFFFFFFF 170 DATA 120,000201070102,121,0,122,004080E0804,123,0,128,845A773D0CBF7715,129,0E9F770E0B0C102,130,06193053B6FEFEDC 180 DATA 132,0D000119E7271B,133,0,134,B0008098E7E4D8,135,0,136,0106182201030F13,137,337C8,138,0001067CC8C8F0C,139,8 190 DATA 140,0080603E13130F03,141,01,142,8060184480C0F0C8,143,CC3E01,36,0,37,0103070F1F7FFF0C,38,0,39,80C0E0F0F8FEFF3 200 DATA 60,0101010305050001,61,0002000500020001,62,00000080404,63,00800040008,131,E9FAFE4C38CC4244 210 DATA 76,0619F60F,77,0,78,0080F,79,0 220 DATA 76,004020150E1F0E15,77,204,78,00408,79,804 230 DATA 76,030E3CE71C0E,77,0,78,8008C290C4,79,0 240 DATA 76,183CE75A3C18,77,0,78,0,79,0 250 DATA 76,BDDB3C42,77,0,78,0,79,0 260 DATA 76,031CFF1C03,77,0,78,0,79,0 270 DATA 76,01030E0301,77,0,78,80C070C08,79,0,80,0103071D070301,81,0,82,80C0E0B8E0C08,83,0 280 DATA 84,01030F390F0301,85,0,86,80C0F09CF0C08,87,0,88,01071F791F0701,89,0,90,80E0F89EF8E08,91,0 290 DATA 92,01030F3FF93F0F03,93,01,94,80C0F0FC9FFCF0C,95,8 300 DATA 76,001866FF3C,77,0,78,0,79,0,80,001E2DF37F1E,81,0,82,000000C08,83,0 310 DATA 84,000F3FEFF07F1F,85,0,86,0000C070F0E08,87,0,88,00070F7FF7D87F3B,89,0F,90,0080C0F8BC6CF870,91,C 320 DATA 92,03073F77FBDCFF3B,93,0F,94,C0E0FCEEDF3BFEDC,95,F 330 DATA 76,0000000000000103,77,02,78,00000000000080C,79,4,80,0000000000030607,81,0606 340 DATA 82,0000000000C060E,83,606 350 DATA 84,0000000000071D16,85,17141C,86,0000000000E0B868,87,E82838,88,000000000F393E27 360 DATA 89,2C2C243C,90,00000000F09C7CE4,91,3434243C 370 DATA 92,0000000F39393E27,93,2C2C2C2C243C,94,000000F09C9C7CE4,95,34343434243C 380 DATA 76,0001030D0301,77,0,78,0080C070C08,79,0,80,0003071A0703,81,0,82,00C0E0B8E0C,83,0 390 DATA 84,00030F35350F03,85,0,86,00C0F05C5CF0C,87,0,88,00030F75750F03,89,0,90,00C0F05E5EF0C,91,0 400 DATA 92,00071FEAEA1F07,93,0,94,00E0F8AFAFF8E,95,0 410 B$(1)="@A@@@A@@@A@@@AA@@@A@@@A@@@A"&RPT$("@",32)&"A@@@A@@@A@@@@A@@@A@@@A"&RPT$("@",31) 420 B$(2)="@F@@@F@@@F@@@@@@@@F@@@F@@@F"&RPT$("@",32)&"F@@@F@@@@@@@@@@@@F@@@F"&RPT$("@",31):: B$(1)=B$(1)&B$(2) 430 B$(2)="BD@@BD@@BD@@BDBD@@BD@@BD@@BDCE@@CE@@CE@@CECE@@CE@@CE@@CE@@BD@@BD@@BD@@@@BD@@BD@@BD@@@@CE@@CE@@CE@@@@CE@@CE@@CE@@" 440 B$(3)="GI@@GI@@GI@@@@@@@@GI@@GI@@GIHJ@@HJ@@HJ@@@@@@@@HJ@@HJ@@HJ@@GI@@GI@@@@@@@@@@@@GI@@GI@@@@HJ@@HJ@@@@@@@@@@@@HJ@@HJ@@" :: B$(2)=B$(2)&B$(3) 450 B$(3)=RPT$("@",28)&"A@@@A@@@A@@@A@@A@@@A@@@A@@@A"&RPT$("@",30)&"A@@@A@@@A@@@@@@A@@@A@@@A@@" 460 B$(4)=RPT$("@",28)&"F@@@F@@@F@@@@@@@@@@F@@@F@@@F"&RPT$("@",30)&"F@@@F@@@@@@@@@@@@@@F@@@F@@" :: B$(3)=B$(3)&B$(4) 470 B$(4)="@CE@@CE@@CE@@@@@@CE@@CE@@CE@D@@BD@@BD@@BD@@BD@@BD@@BD@@BE@@CE@@CE@@CE@@CE@@CE@@CE@@C@BD@@BD@@BD@@@@@@BD@@BD@@BD@" 480 B$(5)="@CE@@CE@@CE@@@@@@CE@@CE@@CE@I@@GI@@GI@@@@@@@@@@GI@@GI@@GJ@@HJ@@HJ@@@@@@@@@@HJ@@HJ@@H@GI@@GI@@@@@@@@@@@@@@GI@@GI@" :: B$(4)=B$(4)&B$(5) 490 B$(5)=": /: ; / :/ ; / ; / : /:/; score 000000 : fuel left /:; / ; / / ; /:KKKKKKKKKKKKK " 500 B$(6)=" „†„†„† /; /: ;/: : ; :/ ; / ; ;/ :; /: / : / ; / ;/ : ; / ; / : / ; : / / :/ : ;; / / ; / ;/ : / : / ; ;/ ; " 510 B$(7)=":; : /; /: : ;; / : /: ;/ ; ; :/ : / : ; : / ; /; :; / : ; / ;: / : ; ; / ;/: /;/;;: / ; / ; :/ ; ; /: ; /: /" :: RETURN 520 DATA 9,6,3,10,1,9,1,2,6,2,5,13,12,6,13,12 530 DATA 14,5,3,12,1,14,1,2,6,2,5,13,12,6,13,12 540 DATA 13,4,4,14,1,13,1,2,14,2,5,9,15,6,9,15 550 DATA 14,4,4,14,1,14,1,2,5,2,5,13,12,6,13,12 560 DATA 7,3,5,16,1,7,1,2,11,2,5,14,8,6,14,8 570 DATA 5,3,5,16,1,5,1,2,8,2,5,7,15,6,7,15 580 DATA 5,2,6,18,1,5,1,2,11,2,5,14,8,6,14,8 590 DATA 13,2,6,18,1,13,1,2,7,2,5,14,12,6,14,12 600 DATA 7,1,7,20,1,7,1,2,14,2,5,9,15,6,9,15 610 DATA 14,1,7,20,1,14,1,2,6,2,5,13,12,6,13,12 620 CALL COLOR(1,14,1,2,6,2,5,13,12,6,13,12):: FOR I=1 TO 52 :: READ A,C$ :: CALL CHAR(A,C$):: NEXT I :: GOSUB 410 :: AN=10 630 CALL HCHAR(23,1,33,128):: CALL VCHAR(1,31,33,96) 640 DISPLAY AT(14,1):RPT$("()*+,-.",4) 650 DISPLAY AT(3,1):B$(5)&B$(6):B$(7):: DISPLAY AT(15,1):B$(1):: DISPLAY AT(13,5)SIZE(19):"press fire to begin" 660 DISPLAY AT(2,7)SIZE(15):"s t a r d u s t" :: CALL SPRITE(#1,132,5,157,120,#2,36,2,159,120):: DISPLAY AT(24,5)SIZE(20):"c1985 willi doeltsch" 670 CALL POSITION(#1,Y,X):: GOSUB 1580 :: SP=X-95 :: ZE=Y-125 :: GOSUB 1580 :: CALL KEY(1,T,S):: IF T=18 THEN 800 680 A=-14*SGN(SP)+RND*7 :: GOSUB 1580 :: FA=-2*SGN(ZE)+RND*2 :: GOSUB 1580 :: CALL SOUND(-1000,110,30,800,30,850+(X*2),30,-8,10) 690 CALL MOTION(#1,FA,A,#2,FA,A):: GOSUB 1580 :: CALL KEY(1,T,S):: IF T<>18 THEN 670 ELSE 800 700 RESTORE 300 :: GOSUB 1540 :: RESTORE 520 :: GOSUB 1550 :: RETURN 710 RESTORE 270 :: GOSUB 1540 :: RESTORE 530 :: GOSUB 1550 :: RETURN 720 RESTORE 330 :: GOSUB 1540 :: RESTORE 540 :: GOSUB 1550 :: RETURN 730 RESTORE 380 :: GOSUB 1540 :: RESTORE 550 :: GOSUB 1550 :: RETURN 740 RESTORE 300 :: GOSUB 1540 :: RESTORE 560 :: GOSUB 1550 :: RETURN 750 RESTORE 270 :: GOSUB 1540 :: RESTORE 570 :: GOSUB 1550 :: RETURN 760 RESTORE 330 :: GOSUB 1540 :: RESTORE 580 :: GOSUB 1550 :: RETURN 770 RESTORE 380 :: GOSUB 1540 :: RESTORE 590 :: GOSUB 1550 :: RETURN 780 RESTORE 300 :: GOSUB 1540 :: RESTORE 600 :: GOSUB 1550 :: RETURN 790 RESTORE 270 :: GOSUB 1540 :: RESTORE 610 :: GOSUB 1550 :: RETURN 800 CALL DELSPRITE(ALL):: DISPLAY AT(13,5)SIZE(19):": /;; : /;/ ; : /:;" :: GOSUB 1580 810 DISPLAY AT(24,5)SIZE(20):"prepare for level";LEV :: ON LEV GOSUB 700,710,720,730,740,750,760,770,780,790 820 CALL SOUND(200,600,0,700,0,-2,0):: LA=224 :: CALL HCHAR(6,30-H,35,H):: CALL HCHAR(24,5,33,23):: HH=H 830 CALL SPRITE(#1,132,5,157,120,#2,36,2,159,120,#23,36,2,27,LA) 840 LA=LA-1 :: IF LA<123 THEN GOSUB 1050 :: GOTO 830 :: ELSE CALL LOCATE(#23,27,LA):: IF H=0 THEN 1090 850 CALL MOTION(#1,0,0,#2,0,0):: CALL SPRITE(#4,76,FA,104,INT(RND*(176-64))+64,SPE,SPE*SGN(RND-.5)):: GOSUB 1580 860 FOR I=80 TO 92 STEP 4 :: CALL PATTERN(#4,I):: CALL SOUND(-2350,110,30,800,30,1000,30,-8,18):: FOR A=1 TO LP 870 CALL JOYST(1,X,Y):: IF X=4 THEN CALL PATTERN(#1,140):: GOTO 910 ELSE IF X=-4 THEN CALL PATTERN(#1,136):: GOTO 940 ELSE IF FL THEN 890 880 CALL MOTION(#1,0,0,#2,0,0):: CALL PATTERN(#1,132):: FL=-1 :: CALL POSITION(#1,ZE,SP):: IF (SP<20)+(SP>228)THEN GOSUB 1050 :: GOTO 830 890 CALL KEY(1,T,S):: IF T<>18 THEN 970 ELSE CALL POSITION(#1,ZE,SP) 900 CALL SPRITE(#3,120,7,ZE,SP,-17,0):: GOSUB 1560 :: IF HIT THEN 840 ELSE 980 910 CALL POSITION(#1,ZE,SP):: IF SP>220 THEN GOSUB 1050 :: GOTO 830 ELSE FL=0 920 CALL MOTION(#1,0,18,#2,0,18):: CALL KEY(1,T,S):: IF T<>18 THEN 970 ELSE CALL MOTION(#1,0,0,#2,0,0) 930 CALL POSITION(#1,ZE,SP):: CALL SPRITE(#3,120,7,ZE-5,SP+4,-17,17):: GOSUB 1560 :: IF HIT THEN CALL PATTERN(#1,132):: FL=0 :: GOTO 840 ELSE 980 940 CALL POSITION(#1,ZE,SP):: IF SP<32 THEN GOSUB 1050 :: GOTO 830 ELSE FL=0 950 CALL MOTION(#1,0,-18,#2,0,-18):: CALL KEY(1,T,S):: IF T<>18 THEN 970 ELSE CALL MOTION(#1,0,0,#2,0,0) 960 CALL POSITION(#1,ZE,SP):: CALL SPRITE(#3,120,7,ZE-5,SP-6,-17,-17):: GOSUB 1560 :: IF HIT THEN CALL PATTERN(#1,132):: FL=0 :: GOTO 840 ELSE 980 970 GOSUB 1580 :: NEXT A :: LA=LA-1 :: CALL LOCATE(#23,27,LA) 980 GOSUB 1580 :: NEXT I :: CALL DELSPRITE(#4):: LA=LA-1 :: CALL LOCATE(#23,27,LA):: GOTO 840 990 CALL DELSPRITE(#4):: CALL HCHAR(5,19,75,11):: GOTO 810 1000 CALL DELSPRITE(#3):: CALL PATTERN(#4,128):: CALL SOUND(-400,-7,0):: CALL MOTION(#4,3,3):: CALL SOUND(-400,-6,6):: CALL PATTERN(#1,132) 1010 GOSUB 1580 :: CALL POSITION(#4,ZE,SP):: CALL SPRITE(#5,128,7,ZE,SP,3,-3):: GOSUB 1580 :: CALL POSITION(#1,ZE,SP):: CALL LOCATE(#2,159,SP) 1020 CALL SOUND(-400,-6,12):: GOSUB 1580 :: CALL SOUND(-600,-6,16):: CALL DELSPRITE(#4,#5) 1030 GOSUB 1580 :: CALL HCHAR(6,30-H,32):: H=H-1 1040 SCORE=SCORE+(LEV*50):: DISPLAY AT(4,7)SIZE(7):SCORE :: RETURN 1050 CALL MOTION(#1,-1,1,#2,-1,-1):: CALL SOUND(-400,-7,0):: CALL PATTERN(#1,128,#2,128) 1060 CALL HCHAR(6,AN,32,2):: AN=AN-2 :: IF AN=2 THEN 1490 ELSE CALL HCHAR(6,AN,32,2):: CALL DELSPRITE(ALL) 1070 LA=224 :: CALL LOCATE(#23,27,LA):: CALL HCHAR(6,30-HH,35,HH):: H=HH 1080 RETURN 1090 CALL DELSPRITE(ALL):: DISPLAY AT(11,1):B$(7)&B$(7):B$(7) 1100 DISPLAY AT(24,3)SIZE(24):"prepare for special game" 1110 RESTORE 200 :: FOR I=1 TO 16 :: READ A,C$ :: CALL CHAR(A,C$):: NEXT I 1120 A=64 :: FOR I=17 TO 22 :: CALL SPRITE(#I,132,1,A,245):: A=A+16 :: NEXT I :: A=64 :: FOR I=23 TO 28 :: CALL SPRITE(#I,132,1,A,:: A=A+16 :: NEXT I 1130 ON LEV GOTO 1190,1150,1160,1170,1180,1190,1200,1190,1150,1160 1140 RESTORE 210 :: GOTO 1210 1150 RESTORE 300 :: GOTO 1210 1160 RESTORE 230 :: GOTO 1210 1170 RESTORE 270 :: GOTO 1210 1180 RESTORE 250 :: GOTO 1210 1190 RESTORE 240 :: GOTO 1210 1200 RESTORE 220 1210 FOR I=1 TO 4 :: READ A,C$ :: CALL CHAR(A,C$):: NEXT I 1220 A=64 :: FOR I=4 TO 9 :: CALL SPRITE(#I,76,INT(RND*13)+3,A,230,0,INT(RND*-3)+-1):: A=A+16 :: NEXT I :: CALL HCHAR(24,3,33,26) 1230 CALL SPRITE(#1,132,5,163,120):: CALL SOUND(100,1400,0) 1240 FOR I=1 TO 10+(LEV*3) 1250 CALL COINC(ALL,HIT):: IF HIT THEN 1430 1260 CALL JOYST(1,X,Y):: IF X=4 THEN 1290 ELSE IF X=-4 THEN 1270 ELSE CALL MOTION(#1,0,0):: GOTO 1310 1270 CALL COINC(ALL,HIT):: IF HIT THEN 1430 1280 CALL POSITION(#1,ZE,SP):: IF SP<32 THEN CALL MOTION(#1,0,0):: GOTO 1310 ELSE CALL MOTION(#1,0,-20):: GOTO 1310 1290 CALL COINC(ALL,HIT):: IF HIT THEN 1430 1300 CALL POSITION(#1,ZE,SP):: IF SP>214 THEN CALL MOTION(#1,0,0):: GOTO 1310 ELSE CALL MOTION(#1,0,20) 1310 CALL KEY(1,T,S):: IF T<>18 THEN 1250 ELSE CALL MOTION(#1,0,0):: CALL POSITION(#1,ZE,SP):: CALL SOUND(-1570,800,30,800,30,2500,30,-8,12) 1320 CALL SPRITE(#2,60,16,ZE-6,SP,-20,0) 1330 FOR H=1 TO 16 :: CALL KEY(1,T,S):: IF T=18 THEN 1350 ELSE CALL JOYST(1,X,Y):: CALL MOTION(#2,-20,X) 1340 NEXT H :: CALL DELSPRITE(#2):: CALL DELSPRITE(#2):: CALL COINC(ALL,HIT):: IF HIT THEN 1370 ELSE 1260 1350 CALL SOUND(-250,-6,:: CALL POSITION(#2,ZE,SP):: A=INT((ZE/8)/2):: CALL COINC(#2,#A,8,HIT):: CALL PATTERN(#2,128) 1360 IF HIT THEN 1370 ELSE CALL DELSPRITE(#2):: CALL DELSPRITE(#2):: GOTO 1250 1370 CALL LOCATE(#A,(A**2,230):: CALL DELSPRITE(#2):: CALL SOUND(300,-7,5):: GOSUB 1040 1380 NEXT I 1390 CALL MOTION(#1,0,0):: FOR I=9 TO 4 STEP -1 :: CALL SOUND(-280,-7,I*2-7):: CALL PATTERN(#I,128):: CALL MOTION(#I,0,0):: FOR A=1 TO 55 1400 NEXT A :: CALL DELSPRITE(#I):: NEXT I :: LEV=LEV+1 :: IF LEV>10 THEN 1490 1410 CALL SOUND(900,195,0,246,0,349,0):: CALL SOUND(4250,261,0,329,0,391,0) 1420 CALL DELSPRITE(ALL):: DISPLAY AT(14,1):RPT$("()*+,-.",4):: DISPLAY AT(15,1):B$(1):: GOTO 810 1430 CALL MOTION(#1,0,0):: FOR I=1 TO 5 :: CALL COLOR(1,INT(RND*13)+3,2):: NEXT I :: CALL COLOR(1,FA,2) 1440 CALL POSITION(#1,A,FA):: FOR I=4 TO 9 :: CALL MOTION(#I,0,0):: CALL POSITION(#I,ZE,SP):: CALL PATTERN(#I,84):: CALL MOTION(#I,(A-ZE)/2,(FA-SP)/2) 1450 CALL COINC(#I,#1,8,HIT):: IF HIT THEN 1460 ELSE 1450 1460 CALL DELSPRITE(#I):: CALL PATTERN(#1,128):: CALL SOUND(100,-7,0):: CALL PATTERN(#1,132) 1470 FOR X=1 TO 5 :: CALL COLOR(#1,16,#1,5):: NEXT X :: NEXT I :: CALL PATTERN(#1,128) 1480 FOR I=2 TO 5 :: CALL SOUND(-900,-7,I):: CALL SPRITE(#I,128,INT(RND*13)+1,A,FA,INT(RND*-2)+-2,INT(RND*2)+2*SGN(RND-.5)):: NEXT I :: GOSUB 1050 :: GOTO 1420 1490 CALL DELSPRITE(ALL):: IF SCORE<=HIC THEN 1500 ELSE HIC=SCORE 1500 CALL SPRITE(#1,132,5,157,120,#2,36,2,159,120) 1510 DISPLAY AT(8,4)SIZE(22):"highscore ";HIC :: DISPLAY AT(10,4)SIZE(22):"spielpunkte ";SCORE 1520 DISPLAY AT(12,4)SIZE(22):"neues spiel j n" :: DISPLAY AT(14,1):RPT$("()*+,-.",4):: GOSUB 1580 1530 CALL KEY(3,T,S):: IF T=74 THEN SCORE=0 :: AN=10 :: LEV=1 :: GOTO 650 ELSE IF T=78 THEN CALL CLEAR :: END ELSE GOSUB 1580 :: GOTO 1530 1540 FOR I=1 TO 20 :: READ A,C$ :: CALL CHAR(A,C$):: GOSUB 1580 :: NEXT I :: HH=H :: RETURN 1550 READ FA,LP,SPE,H :: FOR I=1 TO 4 :: READ X,Y,SP :: CALL COLOR(X,Y,SP):: GOSUB 1580 :: NEXT I :: RETURN 1560 FOR X=1 TO 4 :: CALL COINC(#3,#4,10,HIT):: IF HIT THEN 1000 1570 GOSUB 1580 :: NEXT X :: CALL DELSPRITE(#3):: RETURN 1580 DISPLAY AT(15,1):B$(F):: F=F+1 :: IF F=5 THEN F=1 1590 RETURN Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted August 4, 2011 Share Posted August 4, 2011 A dozen of lines are too long for copy paste into Classic99. Could you supply a TIFILES file ? Quote Link to comment Share on other sites More sharing options...
Willsy Posted August 4, 2011 Author Share Posted August 4, 2011 Sure :-) Just drop into the classic99 DSK1 folder. STARDUST.zip Quote Link to comment Share on other sites More sharing options...
Tursi Posted August 4, 2011 Share Posted August 4, 2011 A dozen of lines are too long for copy paste into Classic99. Could you supply a TIFILES file ? I did some experimental work to see if I can make Classic99 better take BASIC and XB code pastes, and it seems successfull (I strip spaces, and force the editor to take a longer line). But I found a bug that may affect others -- multiple spaces are stripped out by the RTF format! I've confirmed that's not a Classic99 bug - if I paste (for instance) line 490 into Wordpad, it also loses any multiple spaces. I will need to do a little more work to figure out how to do that, and see if IE exports /any/ actual clipboard data that's usable. Other than that, this is an impressive little game!! Quote Link to comment Share on other sites More sharing options...
Willsy Posted August 4, 2011 Author Share Posted August 4, 2011 Other than that, this is an impressive little game!! Agreed! Did you have "type-ins" in the States? I know you had 99er, but were there any others? Had this appeared in C&VG here in Blighty it would have knocked peoples socks off! Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted August 4, 2011 Share Posted August 4, 2011 Any screenshots? Quote Link to comment Share on other sites More sharing options...
Willsy Posted August 4, 2011 Author Share Posted August 4, 2011 Any screenshots? Here you go Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted August 4, 2011 Share Posted August 4, 2011 Here you go Thanks for that. Quote Link to comment Share on other sites More sharing options...
S1500 Posted August 4, 2011 Share Posted August 4, 2011 What's the arcade game that looks almost exactly like this? Quote Link to comment Share on other sites More sharing options...
Willsy Posted August 4, 2011 Author Share Posted August 4, 2011 What's the arcade game that looks almost exactly like this? Buck Rogers? Quote Link to comment Share on other sites More sharing options...
S1500 Posted August 4, 2011 Share Posted August 4, 2011 What's the arcade game that looks almost exactly like this? Buck Rogers? Not Buck. There was another one I was thinking of, early 80s, played it on MAME and never got off the runway it had. Quote Link to comment Share on other sites More sharing options...
marc.hull Posted August 4, 2011 Share Posted August 4, 2011 That's actually very clever. It appears to be German ? Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted August 5, 2011 Share Posted August 5, 2011 I think he must be using strings to do this? Yep, lines 410 thru 480 set up the strings, and line 1580 does the displaying. Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted August 5, 2011 Share Posted August 5, 2011 Did you have "type-ins" in the States? I know you had 99er, but were there any others? Had this appeared in C&VG here in Blighty it would have knocked peoples socks off! Super magazine. Computer & Video Games (C&VG) was monthly from November 1981. Final issue in 2004, but still caries on as a website. I had about 20 copies in the early eighties. There were one TI game listing in every issue in the years 1983 and 84. Issue 18 had none and issue 21 had three. Quote Link to comment Share on other sites More sharing options...
Tursi Posted August 6, 2011 Share Posted August 6, 2011 Other than that, this is an impressive little game!! Agreed! Did you have "type-ins" in the States? I know you had 99er, but were there any others? Had this appeared in C&VG here in Blighty it would have knocked peoples socks off! Yep! Though 99er/Home Computer Magazine was the main one. I want to say Compute! supported the TI with type-in listing for a while, too. Quote Link to comment Share on other sites More sharing options...
+OLD CS1 Posted August 6, 2011 Share Posted August 6, 2011 I want to say Compute! supported the TI with type-in listing for a while, too. Truth. At least a few years in the early 80s. "The Witching Hour," at the TI Games Shelf, is a COMPUTE! Magazine type-in. Not a bad game for BASIC -- I just thought that I might try compiling it in the near future. I also recall another TI program from COMPUTE! called "Tug of War." This one is pretty slow as a three-row multicolor bar is drawn across the screen after every move. Are there still "Robochase" competitions going these days? Quote Link to comment Share on other sites More sharing options...
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