agsoftware Posted October 6, 2011 Share Posted October 6, 2011 Hi guys, I have done a new videogames for TI99/4A with cartridge Extended Basic, but unfortunately still in this game of TUNNEL there are any problem.... I have still a little problem on up written HI-SCORE e LEVEL number because, I when take a object character while I play on this TUNNEL I went to clear the value of hi-score record and also the written LEVEL-1 this makes me very angry, but the problem is only a small BUG to be adjusted. Then I redid the best maze, with two new graphic characters, a diamond and a door out of the maze, but first you need to get out the door get the key, but if the player goes to 1UP collides with the door out without taking the key, the character of the port is deleted and then the same player after the 1UP, remains locked in the labyrinth, how can I make sure you do not delete the door without taking the key? See you later and thanks AG ^_^ 10 REM ******************** 20 REM * TUNNEL V.0.9 * 30 REM * BY GAMECAST 2011 * 40 REM *ANDREA GASPARRINI * 50 REM * FOR TI99/4A * 60 REM *ONLY FOR EXTENDED * 70 REM * BASIC * 80 REM ******************** 90 REM 100 HI=28500 150 ON ERROR 180 160 CALL INIT :: CALL LOAD(-31878,11) 170 GOTO 190 180 CALL ERR(FF,FF) 190 CALL CLEAR :: CALL SCREEN(1) 210 CALL CHAR(96,"1818483C1A28680C") :: REM 1UP UP 215 CALL CHAR(100,"0C0C7ADE38EC0406") :: REM 1UP RIGHT1 220 CALL CHAR(104,"18180A3C58141630") :: REM 1UP DOWN 225 CALL CHAR(108,"6060BCF6386E40C0") :: REM 1UP LEFT1 230 CALL CHAR(33,"FBFBFB007F7F7F00") :: REM WALL ! 250 CALL CHAR(120,"183C7EDBFF5A8142") :: REM MONSTER x 251 CALL CHAR(81,"1824241808180818") :: REM KEY Q 252 CALL CHAR(90,"00387CFEFE7C3810") :: REM DIAMANTE Z 253 CALL CHAR(91,"183C7E46C7EFEFFF") :: REM PORTA [ 254 CALL CHAR(40,"7E3C7E7EFFFFFF7E") :: REM VASO ( 260 GOSUB 1210 270 CALL COLOR(1,3,1,7,7,1,8,9,1,9,12,1,10,12,1,12,10,1) 280 FOR CO=3 TO 6 :: CALL COLOR(CO,7,1) :: NEXT CO 290 SCREEN=1 291 DISPLAY AT(0,0):"SCORE" :: DISPLAY AT(0,12):"HI-SCORE" 292 DISPLAY AT(0,21):RPT$(CHR$(100),MEN) 293 DISPLAY AT(2,0):SC :: DISPLAY AT(2,11):HI 294 DISPLAY AT(2,20):"LEVEL" :: DISPLAY AT(2,25):LV 530 D=247 540 IF LV>8 THEN LV=1 550 ON LV GOSUB 1400,1680,2230,2530,2810,3090 570 REM 580 SP=1 :: PP=0 640 R=4 :: C=4 :: RV,RV1=-1 :: CV,CV1=0 :: CH,CH1=96 :: CALL SPRITE(#1,CH,12,R*8-7,C*8-7) 650 PP=PP-1 :: IF PP<0 THEN 720 660 IF PP THEN 710 670 CALL COLOR(1,6,1) 680 FOR SP=2 TO 11 690 CO=INT(RND*4)+7 :: IF CO=8 THEN 690 ELSE CALL COLOR(#SP,CO) 700 NEXT SP 710 IF PP=5 THEN CALL COLOR(1,14,1) 720 IF PP>0 THEN 740 740 CALL JOYST(1,X,Y) :: CALL KEY(1,K,S) 750 IF((X=0 AND Y=0)OR(X<>0 AND Y<>0))AND S=0 THEN 800 760 IF Y=4 OR K=5 THEN CH1=96 :: RV1=-1 :: CV1=0 770 IF X=4 OR K=3 THEN CH1=100 :: RV1=0 :: CV1=1 780 IF Y=-4 OR K+1=1 THEN CH1=104 :: RV1=1 :: CV1=0 790 IF X=-4 OR K=2 THEN CH1=108 :: RV1=0 :: CV1=-1 800 CALL GCHAR(R+RV1,C+CV1,CHK) 805 IF CHK<>33 THEN RV=RV1 :: CV=CV1 :: CH=CH1 ELSE CALL GCHAR(R+RV,C+CV,CHK) :: IF CHK=33 THEN 650 810 R=R+RV :: C=C+CV :: CALL PATTERN(#1,CH) :: CALL LOCATE(#1,R*8-7,C*8-7) 820 IF CHK=32 THEN 650 830 IF CHK<>120 THEN 860 840 REM PP=26-SCREEN :: CALL COLOR(1,15,1) :: REM 9 850 FOR SP=2 TO 11 :: CALL COLOR(#SP,1) :: CALL SOUND(-1,55*SP,0) :: NEXT SP 860 IF CHK=40 THEN SC=SC+100 870 IF CHK=90 THEN SC=SC+200 880 IF CHK=81 THEN SC=SC+300 :: KE=1 881 IF CHK=91 THEN IF KE=1 THEN 1060 ELSE GOTO 740 882 IF CHK=120 THEN 990 890 DISPLAY AT(2,0):SC :: CALL SOUND(-1,-6,0) 900 CALL HCHAR(R,C,32) 910 D=D-1 :: IF D=0 THEN 1040 920 GOTO 650 930 FOR DEL=27 TO 1 STEP-4 940 FOR CH=96 TO 108 STEP 4 950 CALL PATTERN(#1,CH) 960 CALL SOUND(-1,110+DEL+CH/4,0) 970 NEXT CH 980 NEXT DEL 990 CALL SOUND(-100,-2,4) :: CALL SOUND(-100,-3,3) :: CALL SOUND(-100,-2,2) :: CALL SOUND(-100,-1,1) :: CALL SOUND(-1000,-1,0) 1000 MEN=MEN-1 :: IF MEN=-1 THEN 1110 ELSE DISPLAY AT(0,21):RPT$(CHR$(100),MEN) 1010 SP=1 1020 FOR RR=3 TO 21 STEP 2 :: SP=SP+1 :: CALL LOCATE(#SP,RR*8-7,256) :: NEXT RR 1030 GOTO 640 1040 FOR SP=2 TO 11 :: CALL DELSPRITE(#SP) :: NEXT SP 1050 CALL COLOR(1,6,1) 1055 REM CLEAR STAGE LEVEL 1060 FOR DEL=1 TO 20 1070 CALL SOUND(INT(RND*200)+1,110+INT(RND*220),INT(RND*3)) 1080 NEXT DEL 1090 LV=LV+1 :: KE=0 1100 RESTORE :: GOTO 290 1110 CALL DELSPRITE(#1) 1120 FOR DEL=1 TO 5 1130 DISPLAY AT(12,10)SIZE(9)BEEP:RPT$(CHR$(100),4);" ";RPT$(CHR$(108),4) 1140 DISPLAY AT(12,10)SIZE(9)BEEP:"GAME OVER" 1150 NEXT DEL 1160 FOR P=0 TO 2000 :: NEXT P 1200 CALL CLEAR 1205 REM INTRO 1210 MEN=4 :: SCORE=0 :: LV=1 :: KE=0 1215 FOR CO=1 TO 14 :: CALL COLOR(CO,16,2) :: NEXT CO 1216 CALL COLOR(1,3,1,7,7,1,8,9,1,9,12,1,10,12,1,12,10,1) 1220 DATA "!!! ! ! ! ! ! ! !!! ! " 1221 DATA " ! ! ! !! ! !! ! ! ! " 1222 DATA " ! ! ! ! !! ! !! !! ! " 1223 DATA " ! ! ! ! ! ! ! ! ! " 1224 DATA " ! !!! ! ! ! ! !!! !!!" 1225 RESTORE 1220 1227 FOR A1=1 TO 5 :: READ A2$ 1228 DISPLAY AT(A1+1,2):A2$ 1229 NEXT A1 1230 DISPLAY AT(8,2):"RILASCIA IL TASTO ALPHA LOCK" 1240 DISPLAY AT(9,1):"USA IL JOYSTICK 1 O I TASTI " 1250 DISPLAY AT(10,1):"CON LE FRECCE-E,X,S,D-." 1260 DISPLAY AT(12,2):CHR$(100)&" PLAYER 1UP" 1270 DISPLAY AT(13,2):CHR$(81)&" 300 POINTS" 1280 DISPLAY AT(14,2):CHR$(90)&" 200 POINTS" 1290 DISPLAY AT(15,2):CHR$(40)&" 100 POINTS" 1300 DISPLAY AT(16,2):CHR$(120)&" MONSTER" 1310 DISPLAY AT(20,2):"BY ANDREA GASPARRINI 2011" 1330 DISPLAY AT(22,4):"PUSH SPACE TO START" 1340 CALL KEY(0,K,S) :: IF S<1 THEN 1340 1350 CALL KEY(1,L,S) 1360 IF K=18 or K=32 or L=18 or L=32 THEN CALL CLEAR :: CALL COLOR(2,11,1) :: RETURN 1380 GOTO 1340 1390 REM PRINT PUT LEVELS MAZE 1395 REM LEVEL-1 1400 RESTORE 1450 1410 FOR A1=2 TO 23 :: READ A2$ 1420 DISPLAY AT(A1+1,1):A2$ 1430 NEXT A1 1440 RETURN 1450 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 1460 DATA "! !! ( !!" 1470 DATA "! !!!!!! !! !!!!!!!!!!!!! !!" 1480 DATA "! !!!!!! Z !! !!" 1490 DATA "! !!!!!!!!!!!!!!!!!!!! !! !!" 1500 DATA "! ! x x !! !!" 1510 DATA "! !!!!!!!!!!! !! !!! !!" 1520 DATA "!!!!!!!!(Z !!!! !! !!!!!!!!!" 1530 DATA "!!!!!!!!!! !!!! !! !!!!!!!!!" 1540 DATA "!! !! ZZ!!!" 1550 DATA "!! !!!!!!!!!!!!!!!!!!!!!!!!!" 1560 DATA "!! !!!!((x !!!!!!!!!" 1570 DATA "!! !!!!!!! !!!!!!! x((((!!!" 1580 DATA "!! !!!!!!!! !!!!!!!!" 1590 DATA "!!!!!!!!!! !!!!!!!! !!!!" 1600 DATA "!!!!!!!!!! !!!Q!!!!!!!! !" 1610 DATA "!! !!! !!!!!!!! !" 1620 DATA "!! !!!!!!!!!!!!!! !!!!!!!! !" 1630 DATA "!! ((Z!!!!!!ZZ !" 1640 DATA "!! !!!!!!!!!!!!!!!!!!!!!!!!!" 1650 DATA "!! [!!" 1660 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 1670 REM LEVEL-2 1680 RESTORE 2000 1690 FOR A1=2 TO 23 :: READ A2$ 1700 DISPLAY AT(A1+1,1):A2$ 1710 NEXT A1 1720 RETURN 2000 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2010 DATA "! ! ! !( ( [!" 2020 DATA "! ! !!!!!! ! !!!!!!! !!!! !!" 2030 DATA "! ! !(! ! ! ZZ((! ! ( (!!" 2040 DATA "! ! !(! !!!! ! !!!!! ! !!!!!" 2050 DATA "! ! ! !x x ! ! !!" 2060 DATA "!!!!! ! ! !!!!!!!! ! !!!! !!" 2070 DATA "! ! ! ! ! ! Z Z!!" 2080 DATA "! !!!!!!!!! !!!! ! ! ! !!!!!" 2090 DATA "! ! ! !Q ! ! ! !" 2100 DATA "! ! !!!! ! !!!!! ! ! !!Z!! !" 2110 DATA "! ! ! ! ! ! ! !!(! !" 2120 DATA "! ! ! !!!!!!!! ! ! !!!! !!" 2130 DATA "! ! ! ! !!!!! ! !!" 2140 DATA "!!!!! ! !!!! ! ! ! !!!!!" 2150 DATA "! ! !(!! ! ! !!!!! !" 2160 DATA "! !!!!! ! ! ! ! !!!!! !" 2170 DATA "! ! !! ! ! !!!!! ! ! !" 2180 DATA "! ! !!!!! Z! ! ! ! ! ! !" 2190 DATA "! ! ! ( ! !! ! ! !!!!! ! ! !" 2200 DATA "! !(!x ! ! !" 2210 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2220 REM LEVEL-3 2230 RESTORE 2280 2240 FOR A1=2 TO 23 :: READ A2$ 2250 DISPLAY AT(A1+1,1):A2$ 2260 NEXT A1 2270 RETURN 2300 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2310 DATA "! ! !ZZ ! ! ! [!" 2320 DATA "!!! ! ! !!! ! !!!!! ! ! ! !!" 2330 DATA "! ! ! ! ! ! !" 2340 DATA "! !!!!!!! !!!!! !!!!! ! !! !" 2350 DATA "! x((! !((! ! ! ! !" 2360 DATA "!!!!!! !!!!ZZx ! !!!!! ! !!" 2370 DATA "!! ! ZZ!!!!! ! ! ! !" 2380 DATA "! ! ! !!!! ! ! !!!!!! !" 2390 DATA "! !! ! ((! !!!!! ! !! !" 2400 DATA "! ! ! !!!! ! !( ! ! !" 2410 DATA "!! ! ! !!!!x!!!!!!!!! ! !" 2420 DATA "! ! !!!! ! ! ! !" 2430 DATA "! !! ! !!!!!!!!! !! ! !" 2440 DATA "! !!!!!!!!! !! ! ! ! !" 2450 DATA "! !Q ! ! !!!! !! !" 2460 DATA "!!!!! !!!!! !! ! ! !" 2470 DATA "! ! ! !!!!!!! ! !!!x!!" 2480 DATA "! !!!!! ! ! ! x ! ! !Zx !" 2490 DATA "! ! ! ! ! ! !!! ! ! !!!! !" 2500 DATA "! ! ! !(((! ! ( ( (!" 2510 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2520 REM LEVEL-4 2530 RESTORE 2580 2540 FOR A1=2 TO 23 :: READ A2$ 2550 DISPLAY AT(A1+1,1):A2$ 2560 NEXT A1 2570 RETURN 2580 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2590 DATA "! !(x ZZ! Z![!!Z!(! !" 2600 DATA "! !!!! !!! !!! !! ! ! !" 2610 DATA "! ! ! ! ! ! !!!!!! !" 2620 DATA "! ! !!!! ! ! !!!! ! ! ! !" 2630 DATA "! ! ! ! ZZ! ! ! ! ! !!" 2640 DATA "! ! ! !!!!!! !!!! ! ! ! !" 2650 DATA "! ! ! ZZ!!!!! ! !! !" 2660 DATA "! !!! ! !!!! !!!! ! ! !" 2670 DATA "! ! ! !(!! ((! !!!!! ! !!" 2680 DATA "! ! ! ! ! !!!! ! ! !" 2690 DATA "! !!!!!! ! ((!!!!! ! !! !" 2700 DATA "!x!!!!! ! !!!! ! ! !" 2710 DATA "! ! Q! ! x x ! ! !!! !!" 2720 DATA "! !! !! !!!!!!!!! ! ! !" 2730 DATA "! !!!! ! ! ! !!! !! !" 2740 DATA "! x((! ! !! !!!!! !( !" 2750 DATA "! !!!! ! ! !Z!Z!!! !!!!!! !" 2760 DATA "! xZZ! ! ! !! ( x x !( ! !" 2770 DATA "! !!!! ! ! !!!!!!!! !! ! ! !" 2780 DATA "! ! ! ! !" 2790 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2800 REM LEVEL-5 2810 RESTORE 2860 2820 FOR A1=2 TO 23 :: READ A2$ 2830 DISPLAY AT(A1+1,1):A2$ 2840 NEXT A1 2850 RETURN 2860 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2870 DATA "! ! ! ![ x(!" 2880 DATA "! ! !!!!!!! ! !!x!x!! !! ! !" 2890 DATA "! ! ! ( ( x ! x ((( x ! ! !" 2900 DATA "! ! ! !!!!! ! !!!!!!! ! !! !" 2910 DATA "! ! !(! Z ! ! x ZZZ x ! ! !" 2920 DATA "! ! ! ((!(! ! !!!!!!! !! ! !" 2930 DATA "! ! !!!!!!! ! ! ! ! !" 2940 DATA "! ! ! !!!!!!! ! ! !! !" 2950 DATA "! !!!!!!! ! ! ! ! !" 2960 DATA "! ! !!!!!!!!! !! ! !" 2970 DATA "! !!!!!!!!! !Q! ! ! !" 2980 DATA "! x ((ZZ ! !!!!! ! ! ! !! !" 2990 DATA "! !!!!!!! ! ! ! ! ! ! ! !" 3000 DATA "! ! ! !(! ! !! ! !" 3010 DATA "! !!!!! ! !!!!!!!!!!! ! ! !" 3020 DATA "! ! ! ! x ! ! !! !" 3030 DATA "! ! ! ! !!! ! !!!x!!!!! Z! !" 3040 DATA "! ! ! ! ! ! !! !" 3050 DATA "! ! ! !!! ! !!!!x!!!x!!!! !" 3060 DATA "! ! ((! !!" 3070 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3080 REM LEVEL-6 3090 RESTORE 3140 3100 FOR A1=2 TO 23 :: READ A2$ 3110 DISPLAY AT(A1+1,1):A2$ 3120 NEXT A1 3130 RETURN 3140 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3150 DATA "! ! !((x ! ! !Q! !" 3160 DATA "!! !!!! !!!! ! ! ! ! !" 3170 DATA "! ! ! x((x ! !!! !!!!! !" 3180 DATA "! !!!!! ! !!!! ! ![! !" 3190 DATA "! ! ! x((x ! !!!!!!!(!" 3200 DATA "!!! ! !!! !!!! ! ! !(!" 3210 DATA "! ! !(( ! !!!!!!! !!!" 3220 DATA "! !!! !!!!!!!!!! ! !(! !" 3230 DATA "! ! ! ! ! !" 3240 DATA "!!!!!!! !!!!! ! !! ! !!! ! !" 3250 DATA "!(!!Z(x x(((! ! ! ! ! ! !" 3260 DATA "! !!!! !!!!! ! ! !!!! ! ! !" 3270 DATA "!! !(Zx xZZZ! ! ! ZZ(( ! ! !" 3280 DATA "!! !!!! !!!!! ! ! !!!! ! ! !" 3290 DATA "! !Z! ! ! ! ! ! !" 3300 DATA "! ! ! ! !!!!! ! ! !!!!!! !" 3310 DATA "! !! !! ! ! ! ! !" 3320 DATA "! ! !!! !!!!! ! !(! !! !" 3330 DATA "! ! !!! ! ! ! !!! ! !" 3340 DATA "! ((! ! ! ! ! ! !!" 3350 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3360 REM LEVEL-7 3370 RESTORE 3140 3380 FOR A1=2 TO 23 :: READ A2$ 3390 DISPLAY AT(A1+1,1):A2$ 3400 NEXT A1 3410 RETURN 3420 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3430 DATA "! ! (( !(! ! !!" 3440 DATA "!!!!!!!! ! !!!! ! !Z![! (!" 3450 DATA "!Z!( ! ! ! ! !!!!!!! !!" 3460 DATA "! ! ! !!!! ! ! (ZxZ( ! !" 3470 DATA "! !!!! ! ZxxZ ! ! !!!!! !! !" 3480 DATA "! ! ZZ !!!! ! (Z Z( ! !" 3490 DATA "!!! ! !! (xx( !!x!!!!!! ! !!" 3500 DATA "! ! (( !!!! ! ! !" 3510 DATA "! !!!!!! (xx( ! !!!!!!!!!! !" 3520 DATA "! ! !!!! ! ! !" 3530 DATA "!!!!!! ! (xx( !!!!!!! ! !!!!" 3540 DATA "! ! !!!! !Z! ! ! (!" 3550 DATA "! !!!!!! ! !(! !!!!! ! !!" 3560 DATA "! (( ! !!!!x! ! !" 3570 DATA "!!!!!!!! ! ! !!!!!!!!!! !" 3580 DATA "!Q ! ! ! !! !((xxZZxx( !" 3590 DATA "!! ! ! ! !!! (! !!!!!!!!!! !" 3600 DATA "! ! ! ! ! ! !" 3610 DATA "! !! ! !!!!!! !!!!!!!!!! ! !" 3620 DATA "! ! !(((ZZZ(( !" 3630 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3640 REM LEVEL-8 3650 RESTORE 3140 3660 FOR A1=2 TO 23 :: READ A2$ 3670 DISPLAY AT(A1+1,1):A2$ 3680 NEXT A1 3690 RETURN 3700 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3710 DATA "! ! ((Zx!" 3720 DATA "!! ! ! !! !(!(!(!!!!!! !!!!!" 3730 DATA "!Z ! ! ! !x!x!x![ ! ZZ(x!" 3740 DATA "!! ! ! !!(!(!(!!!! ! !!!!!" 3750 DATA "!( !!! ! !" 3760 DATA "!! !!!!!!!!!!!!!!!!!!!!!!( !" 3770 DATA "!( !! !" 3780 DATA "!!! !!!! !!!! ! ! !!! ! !" 3790 DATA "!(! ! ! ! !! !! ! ! !!" 3800 DATA "!(! ! Q ! ! ! ! ! ! ! !" 3810 DATA "!(! ! !! !!!! ! ! !! !! !" 3820 DATA "!(! ! ! ! ! ! ! ! ! !" 3830 DATA "!(! !!!! ! ! ! ! !!! ! !!" 3840 DATA "!(! ! !" 3850 DATA "!(! !!!! !!!! !!!!! !!! !! !" 3860 DATA "!(! ! ! ! ! ! ! !" 3870 DATA "!(! ! ! ! ! ! ! !!" 3880 DATA "!(! ! !!!! !!!!! ! ! !" 3890 DATA "!(! ! ! ! ! ! !! !" 3900 DATA "!(x !!!! ! ! !!!!! ! !" 3910 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" Quote Link to comment Share on other sites More sharing options...
+retroclouds Posted October 6, 2011 Share Posted October 6, 2011 Hi! ok, so I'm curious. I know you did quite a few games for the MSXDEV competition. From your experience, how does the TI994A Extended Basic compare to MSX Basic? I mean what concerns speed and graphic possibilities of the Basic language. Either way, great to see you here! EDIT: just a hint if you post source code here you might want to use the [ code ] print [ / code ] tag. It will format your source code. Just remove the white space in the tags for the formatting to take effect. Quote Link to comment Share on other sites More sharing options...
matthew180 Posted October 6, 2011 Share Posted October 6, 2011 MSX BASIC is very nice. It was written by Microsoft (as were most ROM BASIC dialects back then) and pretty much gives you *full* access to the hardware including direct access to VDP registers, all 4 graphic modes, all VRAM (since BASIC programs are stored in the real CPU RAM), sound chip access, line drawing commands, 40 column mode, poke, peek, binary-load (BLOAD), full-screen editor, etc. It is faster than XB, and pretty much on-par with most interpreters written in assembly language. I have an MSX1 for testing the F18A and I used MSX BASIC to troubleshoot the main graphic modes since I could switch between them by simply typing: SCREEN n (where n is 0 to 3). Also, if you draw a line in GM2, like from 0,0 to 100,100, then use that same line draw command in multi-color mode, the coordinates scale, so you basically just get a fatter line, but the relative size is still the same. It is very cool and very useful! In an F18A update a few weeks ago I posted some screen shots from various systems. The SV328 and MSX examples were written in BASIC in about 5 minutes. @agsoftware : Sorry, didn't mean to change the topic. I'll have to test your code later tonight to see what's going on. Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted October 6, 2011 Share Posted October 6, 2011 Yeah, the standard formatting here truncated multiple spaces into one. Logo and maze becomes corrupt. As retroclouds said, use the code tag. Quote Link to comment Share on other sites More sharing options...
OX. Posted October 6, 2011 Share Posted October 6, 2011 Looks good, but needs re-pasting using the <> code tag, looking forward to it. Quote Link to comment Share on other sites More sharing options...
agsoftware Posted October 6, 2011 Author Share Posted October 6, 2011 Post for Matthew180, Look, you've got very bad, because this new video game TUNNEL is not for MSX!! But this program only works on a computer TI99/4A Texas Instruments. http://www.gamecast.altervista.org/ However, for me is very strange that I programs also TI99/4A MSX instead of the usual, there seems to you? I hope of found experienced people to help me finish my program for TI99/4A TUNNEL. See you to soon..... ^_^ AG. Quote Link to comment Share on other sites More sharing options...
agsoftware Posted October 6, 2011 Author Share Posted October 6, 2011 Hello Retroclouds, So: the basic of the cartridge TI99/4A EXTENDED BASIC is very different from MSX-BASIC, and then to develop this new video game TUNNEL I had to study a lot, but now I am still struggling to carry on alone this new project TI99/4A for that then for me it is the first program that I do on a machine at Texas Instruments. Yes indeed I have participated many times in competitions of MSXDEV. And you ringrazione if you like that I'm here with you in this forum ATARI and TI99/4A. I hope you have time to look at my source is basic on TUNNEL and fix this game. http://www.gamecast.altervista.org/ Best Regards ^_^ AG. Quote Link to comment Share on other sites More sharing options...
agsoftware Posted October 6, 2011 Author Share Posted October 6, 2011 10 REM ******************** 20 REM * TUNNEL V.0.9 * 30 REM * BY GAMECAST 2011 * 40 REM *ANDREA GASPARRINI * 50 REM * FOR TI99/4A * 60 REM *ONLY FOR EXTENDED * 70 REM * BASIC * 80 REM ******************** 90 REM 100 HI=28500 150 ON ERROR 180 160 CALL INIT :: CALL LOAD(-31878,11) 170 GOTO 190 180 CALL ERR(FF,FF) 190 CALL CLEAR :: CALL SCREEN(1) 210 CALL CHAR(96,"1818483C1A28680C") :: REM 1UP UP 215 CALL CHAR(100,"0C0C7ADE38EC0406") :: REM 1UP RIGHT1 220 CALL CHAR(104,"18180A3C58141630") :: REM 1UP DOWN 225 CALL CHAR(108,"6060BCF6386E40C0") :: REM 1UP LEFT1 230 CALL CHAR(33,"FBFBFB007F7F7F00") :: REM WALL ! 250 CALL CHAR(120,"183C7EDBFF5A8142") :: REM MONSTER x 251 CALL CHAR(81,"1824241808180818") :: REM KEY Q 252 CALL CHAR(90,"00387CFEFE7C3810") :: REM DIAMANTE Z 253 CALL CHAR(91,"183C7E46C7EFEFFF") :: REM PORTA [ 254 CALL CHAR(40,"7E3C7E7EFFFFFF7E") :: REM VASO ( 260 GOSUB 1210 270 CALL COLOR(1,3,1,7,7,1,8,9,1,9,12,1,10,12,1,12,10,1) 280 FOR CO=3 TO 6 :: CALL COLOR(CO,7,1) :: NEXT CO 290 SCREEN=1 291 DISPLAY AT(0,0):"SCORE" :: DISPLAY AT(0,12):"HI-SCORE" 292 DISPLAY AT(0,21):RPT$(CHR$(100),MEN) 293 DISPLAY AT(2,0):SC :: DISPLAY AT(2,11):HI 294 DISPLAY AT(2,20):"LEVEL" :: DISPLAY AT(2,25):LV 530 D=247 540 IF LV>8 THEN LV=1 550 ON LV GOSUB 1400,1680,2230,2530,2810,3090 570 REM 580 SP=1 :: PP=0 640 R=4 :: C=4 :: RV,RV1=-1 :: CV,CV1=0 :: CH,CH1=96 :: CALL SPRITE(#1,CH,12,R*8-7,C*8-7) 650 PP=PP-1 :: IF PP<0 THEN 720 660 IF PP THEN 710 670 CALL COLOR(1,6,1) 680 FOR SP=2 TO 11 690 CO=INT(RND*4)+7 :: IF CO=8 THEN 690 ELSE CALL COLOR(#SP,CO) 700 NEXT SP 710 IF PP=5 THEN CALL COLOR(1,14,1) 720 IF PP>0 THEN 740 740 CALL JOYST(1,X,Y) :: CALL KEY(1,K,S) 750 IF((X=0 AND Y=0)OR(X<>0 AND Y<>0))AND S=0 THEN 800 760 IF Y=4 OR K=5 THEN CH1=96 :: RV1=-1 :: CV1=0 770 IF X=4 OR K=3 THEN CH1=100 :: RV1=0 :: CV1=1 780 IF Y=-4 OR K+1=1 THEN CH1=104 :: RV1=1 :: CV1=0 790 IF X=-4 OR K=2 THEN CH1=108 :: RV1=0 :: CV1=-1 800 CALL GCHAR(R+RV1,C+CV1,CHK) 805 IF CHK<>33 THEN RV=RV1 :: CV=CV1 :: CH=CH1 ELSE CALL GCHAR(R+RV,C+CV,CHK) :: IF CHK=33 THEN 650 810 R=R+RV :: C=C+CV :: CALL PATTERN(#1,CH) :: CALL LOCATE(#1,R*8-7,C*8-7) 820 IF CHK=32 THEN 650 830 IF CHK<>120 THEN 860 840 REM PP=26-SCREEN :: CALL COLOR(1,15,1) :: REM 9 850 FOR SP=2 TO 11 :: CALL COLOR(#SP,1) :: CALL SOUND(-1,55*SP,0) :: NEXT SP 860 IF CHK=40 THEN SC=SC+100 870 IF CHK=90 THEN SC=SC+200 880 IF CHK=81 THEN SC=SC+300 :: KE=1 881 IF CHK=91 THEN IF KE=1 THEN 1060 ELSE GOTO 740 882 IF CHK=120 THEN 990 890 DISPLAY AT(2,0):SC :: CALL SOUND(-1,-6,0) 900 CALL HCHAR(R,C,32) 910 D=D-1 :: IF D=0 THEN 1040 920 GOTO 650 930 FOR DEL=27 TO 1 STEP-4 940 FOR CH=96 TO 108 STEP 4 950 CALL PATTERN(#1,CH) 960 CALL SOUND(-1,110+DEL+CH/4,0) 970 NEXT CH 980 NEXT DEL 990 CALL SOUND(-100,-2,4) :: CALL SOUND(-100,-3,3) :: CALL SOUND(-100,-2,2) :: CALL SOUND(-100,-1,1) :: CALL SOUND(-1000,-1,0) 1000 MEN=MEN-1 :: IF MEN=-1 THEN 1110 ELSE DISPLAY AT(0,21):RPT$(CHR$(100),MEN) 1010 SP=1 1020 FOR RR=3 TO 21 STEP 2 :: SP=SP+1 :: CALL LOCATE(#SP,RR*8-7,256) :: NEXT RR 1030 GOTO 640 1040 FOR SP=2 TO 11 :: CALL DELSPRITE(#SP) :: NEXT SP 1050 CALL COLOR(1,6,1) 1055 REM CLEAR STAGE LEVEL 1060 FOR DEL=1 TO 20 1070 CALL SOUND(INT(RND*200)+1,110+INT(RND*220),INT(RND*3)) 1080 NEXT DEL 1090 LV=LV+1 :: KE=0 1100 RESTORE :: GOTO 290 1110 CALL DELSPRITE(#1) 1120 FOR DEL=1 TO 5 1130 DISPLAY AT(12,10)SIZE(9)BEEP:RPT$(CHR$(100),4);" ";RPT$(CHR$(108),4) 1140 DISPLAY AT(12,10)SIZE(9)BEEP:"GAME OVER" 1150 NEXT DEL 1160 FOR P=0 TO 2000 :: NEXT P 1200 CALL CLEAR 1205 REM INTRO 1210 MEN=4 :: SCORE=0 :: LV=1 :: KE=0 1215 FOR CO=1 TO 14 :: CALL COLOR(CO,16,2) :: NEXT CO 1216 CALL COLOR(1,3,1,7,7,1,8,9,1,9,12,1,10,12,1,12,10,1) 1220 DATA "!!! ! ! ! ! ! ! !!! ! " 1221 DATA " ! ! ! !! ! !! ! ! ! " 1222 DATA " ! ! ! ! !! ! !! !! ! " 1223 DATA " ! ! ! ! ! ! ! ! ! " 1224 DATA " ! !!! ! ! ! ! !!! !!!" 1225 RESTORE 1220 1227 FOR A1=1 TO 5 :: READ A2$ 1228 DISPLAY AT(A1+1,2):A2$ 1229 NEXT A1 1230 DISPLAY AT(8,2):"RILASCIA IL TASTO ALPHA LOCK" 1240 DISPLAY AT(9,1):"USA IL JOYSTICK 1 O I TASTI " 1250 DISPLAY AT(10,1):"CON LE FRECCE-E,X,S,D-." 1260 DISPLAY AT(12,2):CHR$(100)&" PLAYER 1UP" 1270 DISPLAY AT(13,2):CHR$(81)&" 300 POINTS" 1280 DISPLAY AT(14,2):CHR$(90)&" 200 POINTS" 1290 DISPLAY AT(15,2):CHR$(40)&" 100 POINTS" 1300 DISPLAY AT(16,2):CHR$(120)&" MONSTER" 1310 DISPLAY AT(20,2):"BY ANDREA GASPARRINI 2011" 1330 DISPLAY AT(22,4):"PUSH SPACE TO START" 1340 CALL KEY(0,K,S) :: IF S<1 THEN 1340 1350 CALL KEY(1,L,S) 1360 IF K=18 or K=32 or L=18 or L=32 THEN CALL CLEAR :: CALL COLOR(2,11,1) :: RETURN 1380 GOTO 1340 1390 REM PRINT PUT LEVELS MAZE 1395 REM LEVEL-1 1400 RESTORE 1450 1410 FOR A1=2 TO 23 :: READ A2$ 1420 DISPLAY AT(A1+1,1):A2$ 1430 NEXT A1 1440 RETURN 1450 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 1460 DATA "! !! ( !!" 1470 DATA "! !!!!!! !! !!!!!!!!!!!!! !!" 1480 DATA "! !!!!!! Z !! !!" 1490 DATA "! !!!!!!!!!!!!!!!!!!!! !! !!" 1500 DATA "! ! x x !! !!" 1510 DATA "! !!!!!!!!!!! !! !!! !!" 1520 DATA "!!!!!!!!(Z !!!! !! !!!!!!!!!" 1530 DATA "!!!!!!!!!! !!!! !! !!!!!!!!!" 1540 DATA "!! !! ZZ!!!" 1550 DATA "!! !!!!!!!!!!!!!!!!!!!!!!!!!" 1560 DATA "!! !!!!((x !!!!!!!!!" 1570 DATA "!! !!!!!!! !!!!!!! x((((!!!" 1580 DATA "!! !!!!!!!! !!!!!!!!" 1590 DATA "!!!!!!!!!! !!!!!!!! !!!!" 1600 DATA "!!!!!!!!!! !!!Q!!!!!!!! !" 1610 DATA "!! !!! !!!!!!!! !" 1620 DATA "!! !!!!!!!!!!!!!! !!!!!!!! !" 1630 DATA "!! ((Z!!!!!!ZZ !" 1640 DATA "!! !!!!!!!!!!!!!!!!!!!!!!!!!" 1650 DATA "!! [!!" 1660 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 1670 REM LEVEL-2 1680 RESTORE 2000 1690 FOR A1=2 TO 23 :: READ A2$ 1700 DISPLAY AT(A1+1,1):A2$ 1710 NEXT A1 1720 RETURN 2000 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2010 DATA "! ! ! !( ( [!" 2020 DATA "! ! !!!!!! ! !!!!!!! !!!! !!" 2030 DATA "! ! !(! ! ! ZZ((! ! ( (!!" 2040 DATA "! ! !(! !!!! ! !!!!! ! !!!!!" 2050 DATA "! ! ! !x x ! ! !!" 2060 DATA "!!!!! ! ! !!!!!!!! ! !!!! !!" 2070 DATA "! ! ! ! ! ! Z Z!!" 2080 DATA "! !!!!!!!!! !!!! ! ! ! !!!!!" 2090 DATA "! ! ! !Q ! ! ! !" 2100 DATA "! ! !!!! ! !!!!! ! ! !!Z!! !" 2110 DATA "! ! ! ! ! ! ! !!(! !" 2120 DATA "! ! ! !!!!!!!! ! ! !!!! !!" 2130 DATA "! ! ! ! !!!!! ! !!" 2140 DATA "!!!!! ! !!!! ! ! ! !!!!!" 2150 DATA "! ! !(!! ! ! !!!!! !" 2160 DATA "! !!!!! ! ! ! ! !!!!! !" 2170 DATA "! ! !! ! ! !!!!! ! ! !" 2180 DATA "! ! !!!!! Z! ! ! ! ! ! !" 2190 DATA "! ! ! ( ! !! ! ! !!!!! ! ! !" 2200 DATA "! !(!x ! ! !" 2210 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2220 REM LEVEL-3 2230 RESTORE 2280 2240 FOR A1=2 TO 23 :: READ A2$ 2250 DISPLAY AT(A1+1,1):A2$ 2260 NEXT A1 2270 RETURN 2300 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2310 DATA "! ! !ZZ ! ! ! [!" 2320 DATA "!!! ! ! !!! ! !!!!! ! ! ! !!" 2330 DATA "! ! ! ! ! ! !" 2340 DATA "! !!!!!!! !!!!! !!!!! ! !! !" 2350 DATA "! x((! !((! ! ! ! !" 2360 DATA "!!!!!! !!!!ZZx ! !!!!! ! !!" 2370 DATA "!! ! ZZ!!!!! ! ! ! !" 2380 DATA "! ! ! !!!! ! ! !!!!!! !" 2390 DATA "! !! ! ((! !!!!! ! !! !" 2400 DATA "! ! ! !!!! ! !( ! ! !" 2410 DATA "!! ! ! !!!!x!!!!!!!!! ! !" 2420 DATA "! ! !!!! ! ! ! !" 2430 DATA "! !! ! !!!!!!!!! !! ! !" 2440 DATA "! !!!!!!!!! !! ! ! ! !" 2450 DATA "! !Q ! ! !!!! !! !" 2460 DATA "!!!!! !!!!! !! ! ! !" 2470 DATA "! ! ! !!!!!!! ! !!!x!!" 2480 DATA "! !!!!! ! ! ! x ! ! !Zx !" 2490 DATA "! ! ! ! ! ! !!! ! ! !!!! !" 2500 DATA "! ! ! !(((! ! ( ( (!" 2510 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2520 REM LEVEL-4 2530 RESTORE 2580 2540 FOR A1=2 TO 23 :: READ A2$ 2550 DISPLAY AT(A1+1,1):A2$ 2560 NEXT A1 2570 RETURN 2580 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2590 DATA "! !(x ZZ! Z![!!Z!(! !" 2600 DATA "! !!!! !!! !!! !! ! ! !" 2610 DATA "! ! ! ! ! ! !!!!!! !" 2620 DATA "! ! !!!! ! ! !!!! ! ! ! !" 2630 DATA "! ! ! ! ZZ! ! ! ! ! !!" 2640 DATA "! ! ! !!!!!! !!!! ! ! ! !" 2650 DATA "! ! ! ZZ!!!!! ! !! !" 2660 DATA "! !!! ! !!!! !!!! ! ! !" 2670 DATA "! ! ! !(!! ((! !!!!! ! !!" 2680 DATA "! ! ! ! ! !!!! ! ! !" 2690 DATA "! !!!!!! ! ((!!!!! ! !! !" 2700 DATA "!x!!!!! ! !!!! ! ! !" 2710 DATA "! ! Q! ! x x ! ! !!! !!" 2720 DATA "! !! !! !!!!!!!!! ! ! !" 2730 DATA "! !!!! ! ! ! !!! !! !" 2740 DATA "! x((! ! !! !!!!! !( !" 2750 DATA "! !!!! ! ! !Z!Z!!! !!!!!! !" 2760 DATA "! xZZ! ! ! !! ( x x !( ! !" 2770 DATA "! !!!! ! ! !!!!!!!! !! ! ! !" 2780 DATA "! ! ! ! !" 2790 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2800 REM LEVEL-5 2810 RESTORE 2860 2820 FOR A1=2 TO 23 :: READ A2$ 2830 DISPLAY AT(A1+1,1):A2$ 2840 NEXT A1 2850 RETURN 2860 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2870 DATA "! ! ! ![ x(!" 2880 DATA "! ! !!!!!!! ! !!x!x!! !! ! !" 2890 DATA "! ! ! ( ( x ! x ((( x ! ! !" 2900 DATA "! ! ! !!!!! ! !!!!!!! ! !! !" 2910 DATA "! ! !(! Z ! ! x ZZZ x ! ! !" 2920 DATA "! ! ! ((!(! ! !!!!!!! !! ! !" 2930 DATA "! ! !!!!!!! ! ! ! ! !" 2940 DATA "! ! ! !!!!!!! ! ! !! !" 2950 DATA "! !!!!!!! ! ! ! ! !" 2960 DATA "! ! !!!!!!!!! !! ! !" 2970 DATA "! !!!!!!!!! !Q! ! ! !" 2980 DATA "! x ((ZZ ! !!!!! ! ! ! !! !" 2990 DATA "! !!!!!!! ! ! ! ! ! ! ! !" 3000 DATA "! ! ! !(! ! !! ! !" 3010 DATA "! !!!!! ! !!!!!!!!!!! ! ! !" 3020 DATA "! ! ! ! x ! ! !! !" 3030 DATA "! ! ! ! !!! ! !!!x!!!!! Z! !" 3040 DATA "! ! ! ! ! ! !! !" 3050 DATA "! ! ! !!! ! !!!!x!!!x!!!! !" 3060 DATA "! ! ((! !!" 3070 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3080 REM LEVEL-6 3090 RESTORE 3140 3100 FOR A1=2 TO 23 :: READ A2$ 3110 DISPLAY AT(A1+1,1):A2$ 3120 NEXT A1 3130 RETURN 3140 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3150 DATA "! ! !((x ! ! !Q! !" 3160 DATA "!! !!!! !!!! ! ! ! ! !" 3170 DATA "! ! ! x((x ! !!! !!!!! !" 3180 DATA "! !!!!! ! !!!! ! ![! !" 3190 DATA "! ! ! x((x ! !!!!!!!(!" 3200 DATA "!!! ! !!! !!!! ! ! !(!" 3210 DATA "! ! !(( ! !!!!!!! !!!" 3220 DATA "! !!! !!!!!!!!!! ! !(! !" 3230 DATA "! ! ! ! ! !" 3240 DATA "!!!!!!! !!!!! ! !! ! !!! ! !" 3250 DATA "!(!!Z(x x(((! ! ! ! ! ! !" 3260 DATA "! !!!! !!!!! ! ! !!!! ! ! !" 3270 DATA "!! !(Zx xZZZ! ! ! ZZ(( ! ! !" 3280 DATA "!! !!!! !!!!! ! ! !!!! ! ! !" 3290 DATA "! !Z! ! ! ! ! ! !" 3300 DATA "! ! ! ! !!!!! ! ! !!!!!! !" 3310 DATA "! !! !! ! ! ! ! !" 3320 DATA "! ! !!! !!!!! ! !(! !! !" 3330 DATA "! ! !!! ! ! ! !!! ! !" 3340 DATA "! ((! ! ! ! ! ! !!" 3350 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3360 REM LEVEL-7 3370 RESTORE 3140 3380 FOR A1=2 TO 23 :: READ A2$ 3390 DISPLAY AT(A1+1,1):A2$ 3400 NEXT A1 3410 RETURN 3420 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3430 DATA "! ! (( !(! ! !!" 3440 DATA "!!!!!!!! ! !!!! ! !Z![! (!" 3450 DATA "!Z!( ! ! ! ! !!!!!!! !!" 3460 DATA "! ! ! !!!! ! ! (ZxZ( ! !" 3470 DATA "! !!!! ! ZxxZ ! ! !!!!! !! !" 3480 DATA "! ! ZZ !!!! ! (Z Z( ! !" 3490 DATA "!!! ! !! (xx( !!x!!!!!! ! !!" 3500 DATA "! ! (( !!!! ! ! !" 3510 DATA "! !!!!!! (xx( ! !!!!!!!!!! !" 3520 DATA "! ! !!!! ! ! !" 3530 DATA "!!!!!! ! (xx( !!!!!!! ! !!!!" 3540 DATA "! ! !!!! !Z! ! ! (!" 3550 DATA "! !!!!!! ! !(! !!!!! ! !!" 3560 DATA "! (( ! !!!!x! ! !" 3570 DATA "!!!!!!!! ! ! !!!!!!!!!! !" 3580 DATA "!Q ! ! ! !! !((xxZZxx( !" 3590 DATA "!! ! ! ! !!! (! !!!!!!!!!! !" 3600 DATA "! ! ! ! ! ! !" 3610 DATA "! !! ! !!!!!! !!!!!!!!!! ! !" 3620 DATA "! ! !(((ZZZ(( !" 3630 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3640 REM LEVEL-8 3650 RESTORE 3140 3660 FOR A1=2 TO 23 :: READ A2$ 3670 DISPLAY AT(A1+1,1):A2$ 3680 NEXT A1 3690 RETURN 3700 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3710 DATA "! ! ((Zx!" 3720 DATA "!! ! ! !! !(!(!(!!!!!! !!!!!" 3730 DATA "!Z ! ! ! !x!x!x![ ! ZZ(x!" 3740 DATA "!! ! ! !!(!(!(!!!! ! !!!!!" 3750 DATA "!( !!! ! !" 3760 DATA "!! !!!!!!!!!!!!!!!!!!!!!!( !" 3770 DATA "!( !! !" 3780 DATA "!!! !!!! !!!! ! ! !!! ! !" 3790 DATA "!(! ! ! ! !! !! ! ! !!" 3800 DATA "!(! ! Q ! ! ! ! ! ! ! !" 3810 DATA "!(! ! !! !!!! ! ! !! !! !" 3820 DATA "!(! ! ! ! ! ! ! ! ! !" 3830 DATA "!(! !!!! ! ! ! ! !!! ! !!" 3840 DATA "!(! ! !" 3850 DATA "!(! !!!! !!!! !!!!! !!! !! !" 3860 DATA "!(! ! ! ! ! ! ! !" 3870 DATA "!(! ! ! ! ! ! ! !!" 3880 DATA "!(! ! !!!! !!!!! ! ! !" 3890 DATA "!(! ! ! ! ! ! !! !" 3900 DATA "!(x !!!! ! ! !!!!! ! !" 3910 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" Quote Link to comment Share on other sites More sharing options...
unhuman Posted October 6, 2011 Share Posted October 6, 2011 This game looks pretty promising. Like Tutankham. I've run into lots of issues - like walking off screen to right does various things. I can't grab some items (key on first screen), etc... But it seems pretty fast for XB, so that's awesome. Quote Link to comment Share on other sites More sharing options...
+RXB Posted October 6, 2011 Share Posted October 6, 2011 EDIT: just a hint if you post source code here you might want to use the [ code ] print [ / code ] tag. It will format your source code. Just remove the white space in the tags for the formatting to take effect. How do you do that and where? Where do you type this in and how? Quote Link to comment Share on other sites More sharing options...
Willsy Posted October 7, 2011 Share Posted October 7, 2011 You just use the code tags. You can either type them yourself, or press the icon that looks like a <> symbol (just below the smiley icon) and it will enter the tags for you. Then you paste your code BETWEEN the tags. Like this: [code ] put your code here [/code ] Do NOT use a space after the word CODE - I just did that so that it would display the tags on the screen. So, when you use the code tags, this: 10 PRINT "HELLO WORLD" 20 GOTO 10 Becomes 10 PRINT "HELLO WORLD" 20 GOTO 10 And it will paste nicely into Classic99 Mark Quote Link to comment Share on other sites More sharing options...
+RXB Posted October 7, 2011 Share Posted October 7, 2011 (edited) Ok giving it a try 11 ! BOOT TRACKING IN RXB MERGE this program frist so your program knows which drive it loaded from last. *NOTE: NO ASSEMBLY USED!! 12 CALL PEEK(-31792,R,I,C,H) :: CRU=128*R+I :: CPU=256*C+H+5 :: CALL IO(3,8,CRU,255) :: CALL MOVES("R$",4,CPU,D$) :: CALL IO(3,8,CRU,0) 13 CALL PEEKV(4105,L) :: CALL MOVES("V$",L,4106,E$) :: PRINT "DEVICE:";D$:"PATH:";E$ This is my RXB Boot Tracking program that does not use any Assembly. It turns on the last CRU card accessed and get the name used in the ROM (like DSK or SCS or WDS) then turn off the card. Then it finds the VDP buffer PAB and gets the name and path last used and displays them both. Edited October 7, 2011 by RXB Quote Link to comment Share on other sites More sharing options...
lucien2 Posted October 8, 2011 Share Posted October 8, 2011 The CODE tag adds extras spaces... I think it's a bug in the new version of this forum. Here is the level 1, already corrupted by your post. 1450 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 1460 DATA "! !! ( !!" 1470 DATA "! !!!!!! !! !!!!!!!!!!!!! !!" 1480 DATA "! !!!!!! Z !! !!" 1490 DATA "! !!!!!!!!!!!!!!!!!!!! !! !!" 1500 DATA "! ! x x !! !!" 1510 DATA "! !!!!!!!!!!! !! !!! !!" 1520 DATA "!!!!!!!!(Z !!!! !! !!!!!!!!!" 1530 DATA "!!!!!!!!!! !!!! !! !!!!!!!!!" 1540 DATA "!! !! ZZ!!!" 1550 DATA "!! !!!!!!!!!!!!!!!!!!!!!!!!!" 1560 DATA "!! !!!!((x !!!!!!!!!" 1570 DATA "!! !!!!!!! !!!!!!! x((((!!!" 1580 DATA "!! !!!!!!!! !!!!!!!!" 1590 DATA "!!!!!!!!!! !!!!!!!! !!!!" 1600 DATA "!!!!!!!!!! !!!Q!!!!!!!! !" 1610 DATA "!! !!! !!!!!!!! !" 1620 DATA "!! !!!!!!!!!!!!!! !!!!!!!! !" 1630 DATA "!! ((Z!!!!!!ZZ !" 1640 DATA "!! !!!!!!!!!!!!!!!!!!!!!!!!!" 1650 DATA "!! [!!" 1660 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" Here is how it appears with the CODE button or after re-editing the post. 1450 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 1460 DATA "! !! ( !!" 1470 DATA "! !!!!!! !! !!!!!!!!!!!!! !!" 1480 DATA "! !!!!!! Z !! !!" 1490 DATA "! !!!!!!!!!!!!!!!!!!!! !! !!" 1500 DATA "! ! x x !! !!" 1510 DATA "! !!!!!!!!!!! !! !!! !!" 1520 DATA "!!!!!!!!(Z !!!! !! !!!!!!!!!" 1530 DATA "!!!!!!!!!! !!!! !! !!!!!!!!!" 1540 DATA "!! !! ZZ!!!" 1550 DATA "!! !!!!!!!!!!!!!!!!!!!!!!!!!" 1560 DATA "!! !!!!((x !!!!!!!!!" 1570 DATA "!! !!!!!!! !!!!!!! x((((!!!" 1580 DATA "!! !!!!!!!! !!!!!!!!" 1590 DATA "!!!!!!!!!! !!!!!!!! !!!!" 1600 DATA "!!!!!!!!!! !!!Q!!!!!!!! !" 1610 DATA "!! !!! !!!!!!!! !" 1620 DATA "!! !!!!!!!!!!!!!! !!!!!!!! !" 1630 DATA "!! ((Z!!!!!!ZZ !" 1640 DATA "!! !!!!!!!!!!!!!!!!!!!!!!!!!" 1650 DATA "!! [!!" 1660 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" Quote Link to comment Share on other sites More sharing options...
lucien2 Posted October 8, 2011 Share Posted October 8, 2011 I have still a little problem on up written HI-SCORE e LEVEL number because, I when take a object character while I play on this TUNNEL I went to clear the value of hi-score record and also the written LEVEL-1 You must put the SIZE(n) option after DISPLAY AT to erase n characters before displaying the value. If you omit the SIZE option, it erases the rest of the line. So, you must change the line 890 to: 890 DISPLAY AT(2,0) SIZE(5):SC :: CALL SOUND(-1,-6,0) 1 Quote Link to comment Share on other sites More sharing options...
agsoftware Posted October 8, 2011 Author Share Posted October 8, 2011 ou must put the SIZE(n) option after DISPLAY AT to erase n characters before displaying the value. If you omit the SIZE option, it erases the rest of the line. So, you must change the line 890 to: 890 DISPLAY AT(2,0) SIZE(5):SC :: CALL SOUND(-1,-6,0) Ok, Now the game TUNNEL work better, but however still there are others thing by adjusting..... 1) Question: There remained the problem that if the player goes to 1UP collides with the door, the door is removed, if you have not taken the key to the next level and this is not good. So the program needs to be corrected so even if the player has not yet taken 1UP key, and if it collides with the door in, the characters must not be deleted in the door. 2) Question: must make sure that the sprite man, you should only move when the player moves the joystick 1UP, and not how it works now, even if the joystick is not moved in any direction, the sprite moves from man alone, with the last direction move the joystick, and this is not good, in fact I wish the sprite should only move when the player moves one of the 4-way joystick. I await your good news .... See you soon ... AG. Quote Link to comment Share on other sites More sharing options...
lucien2 Posted October 8, 2011 Share Posted October 8, 2011 There remained the problem that if the player goes to 1UP collides with the door, the door is removed, if you have not taken the key to the next level and this is not good. So the program needs to be corrected so even if the player has not yet taken 1UP key, and if it collides with the door in, the characters must not be deleted in the door. I can not reproduce this problem. If I go to the door without the key, nothing happens. must make sure that the sprite man, you should only move when the player moves the joystick 1UP, and not how it works now, even if the joystick is not moved in any direction, the sprite moves from man alone, with the last direction move the joystick, and this is not good, in fact I wish the sprite should only move when the player moves one of the 4-way joystick. You can do this by replacing the line 750: 750 IF((X=0 AND Y=0)OR(X<>0 AND Y<>0))AND S=0 THEN 800 With this one: 750 IF((X=0 AND Y=0)OR(X<>0 AND Y<>0))AND S=0 THEN 740 But I like when it moves automatically. I removed the extra spaces from the levels data to make it playable, but maybe I removed the wrong ones in some cases. TUNNEL.zip Quote Link to comment Share on other sites More sharing options...
+retroclouds Posted October 9, 2011 Share Posted October 9, 2011 Don't know how you design the levels. You might want to take a look at the excellent "Magellan". It is a screen map editor running on the PC which generates the required Extended Basic statements you can include in your program. It allows you to design your levels in an easy way. Just look for Magellan in the Development Resources sticky thread. Quote Link to comment Share on other sites More sharing options...
agsoftware Posted October 9, 2011 Author Share Posted October 9, 2011 To design the game levels of mazes, I have built a basic program for MSX1, and when the scheme unless the level of play, save it to disk 3.5 "in ASCII TEXT, and after I reread it with a block notes the various mazes and paste the main program of the TEXT file, and then after the glue on the emulator Classic99 eventually do with a file for the TI99 SAVE DSK.TUNNEL and you're done! However, to design this game I had to use the TUNNEL 3 computers of different systems, but the end result works well. Where I can do download of Magellan???? See you soon.... ^_^ AG. Quote Link to comment Share on other sites More sharing options...
+retroclouds Posted October 9, 2011 Share Posted October 9, 2011 Just go to: Development Resources thread -> 4. Utilities -> Graphics -> Magellan Quote Link to comment Share on other sites More sharing options...
agsoftware Posted November 4, 2011 Author Share Posted November 4, 2011 Hello Dears members of TI99/4A, Hi guys, ^_^ ^_^ ^_^ I apologize for being absent for some time, but I had a bad flu with high fever, but now I feel much better .... I would like to resume and finish and my first perfect game for TI99/4A tunnel. I added the lines: 216 and 226, because I want to create an animation with two frames for each direction of the sprite 1UP. So, I DEFINITION sprites to make the animation I have made. Now I ask your kind help from you experienced users of TI99/4A. I ask you please, if you can modify the program to make 1UP sprite animation works. I would be very happy about that, if it worked well. All for now ..... PS: I forgot one thing, I would like to make another new project TI99/4A for video game, always a labyrinth arcade. But this time I would like to use sprites 16x16 pixels, and therefore the Tunnel of the game engine program is not good to handle sprites to 16x16 pixels. So always ask your kind help, if I be able to help to modify the program to handle sprites TUNNEL 16x16 pixels always using the characters. Best Regards ^_^ Andrea Gasparrini from Italy. 210 CALL CHAR(96,"1818483C1A28680C") :: REM 1UP UP 215 CALL CHAR(100,"0C0C7ADE38EC0406") :: REM 1UP RIGHT1 216 CALL CHAR(101,"181870BC80382840") :: REM 1UP RIGHT2 220 CALL CHAR(104,"18180A3C58141630") :: REM 1UP DOWN 225 CALL CHAR(108,"6060BCF6386E40C0") :: REM 1UP LEFT1 226 CALL CHAR(109,"606038F434705008") :: REM 1UP LEFT2 230 CALL CHAR(33,"FBFBFB007F7F7F00") :: REM WALL ! 250 CALL CHAR(120,"183C7EDBFF5A8142") :: REM MONSTER x 251 CALL CHAR(81,"1824241808180818") :: REM KEY Q 252 CALL CHAR(90,"00387CFEFE7C3810") :: REM DIAMANTE Z 253 CALL CHAR(91,"183C7E46C7EFEFFF") :: REM PORTA [ 254 CALL CHAR(40,"7E3C7E7EFFFFFF7E") :: REM VASO ( TUNNEL Version 1.1 with sprite define for animation 1UP. 10 REM ******************** 20 REM * TUNNEL V.1.1 * 30 REM * BY GAMECAST 2011 * 40 REM *ANDREA GASPARRINI * 50 REM * FOR TI99/4A * 60 REM *ONLY FOR EXTENDED * 70 REM * BASIC * 80 REM ******************** 90 REM 100 HI=28500 150 ON ERROR 180 160 CALL INIT :: CALL LOAD(-31878,11) 170 GOTO 190 180 CALL ERR(FF,FF) 190 CALL CLEAR :: CALL SCREEN(1) 210 CALL CHAR(96,"1818483C1A28680C") :: REM 1UP UP 215 CALL CHAR(100,"0C0C7ADE38EC0406") :: REM 1UP RIGHT1 216 CALL CHAR(101,"181870BC80382840") :: REM 1UP RIGHT2 220 CALL CHAR(104,"18180A3C58141630") :: REM 1UP DOWN 225 CALL CHAR(108,"6060BCF6386E40C0") :: REM 1UP LEFT1 226 CALL CHAR(109,"606038F434705008") :: REM 1UP LEFT2 230 CALL CHAR(33,"FBFBFB007F7F7F00") :: REM WALL ! 250 CALL CHAR(120,"183C7EDBFF5A8142") :: REM MONSTER x 251 CALL CHAR(81,"1824241808180818") :: REM KEY Q 252 CALL CHAR(90,"00387CFEFE7C3810") :: REM DIAMANTE Z 253 CALL CHAR(91,"183C7E46C7EFEFFF") :: REM PORTA [ 254 CALL CHAR(40,"7E3C7E7EFFFFFF7E") :: REM VASO ( 260 GOSUB 1210 270 CALL COLOR(1,3,1,7,7,1,8,9,1,9,12,1,10,12,1,12,10,1) 280 FOR CO=3 TO 6 :: CALL COLOR(CO,7,1) :: NEXT CO 290 SCREEN=1 291 DISPLAY AT(0,0):"SCORE" :: DISPLAY AT(0,12):"HI-SCORE" 292 DISPLAY AT(0,21):RPT$(CHR$(100),MEN) 293 DISPLAY AT(2,0):SC :: DISPLAY AT(2,11):HI 294 DISPLAY AT(2,20):"LEVEL" :: DISPLAY AT(2,25):LV 530 D=247 540 IF LV>8 THEN LV=1 550 ON LV GOSUB 1400,1680,2230,2530,2810,3090 570 REM 580 SP=1 :: PP=0 640 R=4 :: C=4 :: RV,RV1=-1 :: CV,CV1=0 :: CH,CH1=96 :: CALL SPRITE(#1,CH,12,R*8-7,C*8-7) 650 PP=PP-1 :: IF PP<0 THEN 720 660 IF PP THEN 710 670 CALL COLOR(1,6,1) 680 FOR SP=2 TO 11 690 CO=INT(RND*4)+7 :: IF CO=8 THEN 690 ELSE CALL COLOR(#SP,CO) 700 NEXT SP 710 IF PP=5 THEN CALL COLOR(1,14,1) 720 IF PP>0 THEN 740 740 CALL JOYST(1,X,Y) :: CALL KEY(1,K,S) 750 IF((X=0 AND Y=0)OR(X<>0 AND Y<>0))AND S=0 THEN 740 760 IF Y=4 OR K=5 THEN CH1=96 :: RV1=-1 :: CV1=0 770 IF X=4 OR K=3 THEN CH1=100 :: RV1=0 :: CV1=1 780 IF Y=-4 OR K+1=1 THEN CH1=104 :: RV1=1 :: CV1=0 790 IF X=-4 OR K=2 THEN CH1=108 :: RV1=0 :: CV1=-1 800 CALL GCHAR(R+RV1,C+CV1,CHK) 805 IF CHK<>33 THEN RV=RV1 :: CV=CV1 :: CH=CH1 ELSE CALL GCHAR(R+RV,C+CV,CHK) :: IF CHK=33 THEN 650 810 R=R+RV :: C=C+CV :: CALL PATTERN(#1,CH) :: CALL LOCATE(#1,R*8-7,C*8-7) 820 IF CHK=32 THEN 650 830 IF CHK<>120 THEN 860 840 REM PP=26-SCREEN :: CALL COLOR(1,15,1) :: REM 9 850 FOR SP=2 TO 11 :: CALL COLOR(#SP,1) :: CALL SOUND(-1,55*SP,0) :: NEXT SP 860 IF CHK=40 THEN SC=SC+100 870 IF CHK=90 THEN SC=SC+200 880 IF CHK=81 THEN SC=SC+300 :: KE=1 881 IF CHK=91 THEN IF KE=1 THEN 1060 ELSE GOTO 740 882 IF CHK=120 THEN 990 890 DISPLAY AT(2,0) SIZE(5):SC :: CALL SOUND(-1,-6,0) 900 CALL HCHAR(R,C,32) 910 D=D-1 :: IF D=0 THEN 1040 920 GOTO 650 930 FOR DEL=27 TO 1 STEP-4 940 FOR CH=96 TO 108 STEP 4 950 CALL PATTERN(#1,CH) 960 CALL SOUND(-1,110+DEL+CH/4,0) 970 NEXT CH 980 NEXT DEL 990 CALL SOUND(-100,-2,4) :: CALL SOUND(-100,-3,3) :: CALL SOUND(-100,-2,2) :: CALL SOUND(-100,-1,1) :: CALL SOUND(-1000,-1,0) 1000 MEN=MEN-1 :: IF MEN=-1 THEN 1110 ELSE DISPLAY AT(0,21):RPT$(CHR$(100),MEN) 1010 SP=1 1020 FOR RR=3 TO 21 STEP 2 :: SP=SP+1 :: CALL LOCATE(#SP,RR*8-7,256) :: NEXT RR 1030 GOTO 640 1040 FOR SP=2 TO 11 :: CALL DELSPRITE(#SP) :: NEXT SP 1050 CALL COLOR(1,6,1) 1055 REM CLEAR STAGE LEVEL 1060 FOR DEL=1 TO 20 1070 CALL SOUND(INT(RND*200)+1,110+INT(RND*220),INT(RND*3)) 1080 NEXT DEL 1090 LV=LV+1 :: KE=0 1100 RESTORE :: GOTO 290 1110 CALL DELSPRITE(#1) 1120 FOR DEL=1 TO 5 1130 DISPLAY AT(12,10)SIZE(9)BEEP:RPT$(CHR$(100),4);" ";RPT$(CHR$(108),4) 1140 DISPLAY AT(12,10)SIZE(9)BEEP:"GAME OVER" 1150 NEXT DEL 1160 FOR P=0 TO 2000 :: NEXT P 1200 CALL CLEAR 1205 REM INTRO 1210 MEN=4 :: SCORE=0 :: LV=1 :: KE=0 1215 FOR CO=1 TO 14 :: CALL COLOR(CO,16,2) :: NEXT CO 1216 CALL COLOR(1,3,1,7,7,1,8,9,1,9,12,1,10,12,1,12,10,1) 1220 DATA "!!! ! ! ! ! ! ! !!! ! " 1221 DATA " ! ! ! !! ! !! ! ! ! " 1222 DATA " ! ! ! ! !! ! !! !! ! " 1223 DATA " ! ! ! ! ! ! ! ! ! " 1224 DATA " ! !!! ! ! ! ! !!! !!!" 1225 RESTORE 1220 1227 FOR A1=1 TO 5 :: READ A2$ 1228 DISPLAY AT(A1+1,2):A2$ 1229 NEXT A1 1230 DISPLAY AT(8,2):"RILASCIA IL TASTO ALPHA LOCK" 1240 DISPLAY AT(9,1):"USA IL JOYSTICK 1 O I TASTI " 1250 DISPLAY AT(10,1):"CON LE FRECCE-E,X,S,D-." 1260 DISPLAY AT(12,2):CHR$(100)&" PLAYER 1UP" 1270 DISPLAY AT(13,2):CHR$(81)&" 300 POINTS" 1280 DISPLAY AT(14,2):CHR$(90)&" 200 POINTS" 1290 DISPLAY AT(15,2):CHR$(40)&" 100 POINTS" 1300 DISPLAY AT(16,2):CHR$(120)&" MONSTER" 1310 DISPLAY AT(20,2):"BY ANDREA GASPARRINI 2011" 1330 DISPLAY AT(22,4):"PUSH SPACE TO START" 1340 CALL KEY(0,K,S) :: IF S<1 THEN 1340 1350 CALL KEY(1,L,S) 1360 IF K=18 or K=32 or L=18 or L=32 THEN CALL CLEAR :: CALL COLOR(2,11,1) :: RETURN 1380 GOTO 1340 1390 REM PRINT PUT LEVELS MAZE 1395 REM LEVEL-1 1400 RESTORE 1450 1410 FOR A1=2 TO 23 :: READ A2$ 1420 DISPLAY AT(A1+1,1):A2$ 1430 NEXT A1 1440 RETURN 1450 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 1460 DATA "! !! ( !!" 1470 DATA "! !!!!!! !! !!!!!!!!!!!!! !!" 1480 DATA "! !!!!!! Z !! !!" 1490 DATA "! !!!!!!!!!!!!!!!!!!!! !! !!" 1500 DATA "! ! x x !! !!" 1510 DATA "! !!!!!!!!!!! !! !!! !!" 1520 DATA "!!!!!!!!(Z !!!! !! !!!!!!!!!" 1530 DATA "!!!!!!!!!! !!!! !! !!!!!!!!!" 1540 DATA "!! !! ZZ!!!" 1550 DATA "!! !!!!!!!!!!!!!!!!!!!!!!!!!" 1560 DATA "!! !!!!((x !!!!!!!!!" 1570 DATA "!! !!!!!!! !!!!!!! x((((!!!" 1580 DATA "!! !!!!!!!! !!!!!!!!" 1590 DATA "!!!!!!!!!! !!!!!!!! !!!!" 1600 DATA "!!!!!!!!!! !!!Q!!!!!!!! !" 1610 DATA "!! !!! !!!!!!!! !" 1620 DATA "!! !!!!!!!!!!!!!! !!!!!!!! !" 1630 DATA "!! ((Z!!!!!!ZZ !" 1640 DATA "!! !!!!!!!!!!!!!!!!!!!!!!!!!" 1650 DATA "!! [!!" 1660 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 1670 REM LEVEL-2 1680 RESTORE 2000 1690 FOR A1=2 TO 23 :: READ A2$ 1700 DISPLAY AT(A1+1,1):A2$ 1710 NEXT A1 1720 RETURN 2000 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2010 DATA "! ! ! !( ( [!" 2020 DATA "! ! !!!!!! ! !!!!!!! !!!! !!" 2030 DATA "! ! !(! ! ! ZZ((! ! ( (!!" 2040 DATA "! ! !(! !!!! ! !!!!! ! !!!!!" 2050 DATA "! ! ! !x x ! ! !!" 2060 DATA "!!!!! ! ! !!!!!!!! ! !!!! !!" 2070 DATA "! ! ! ! ! ! Z Z!!" 2080 DATA "! !!!!!!!!! !!!! ! ! ! !!!!!" 2090 DATA "! ! ! !Q ! ! ! !" 2100 DATA "! ! !!!! ! !!!!! ! ! !!Z!! !" 2110 DATA "! ! ! ! ! ! ! !!(! !" 2120 DATA "! ! ! !!!!!!!! ! ! !!!! !!" 2130 DATA "! ! ! ! !!!!! ! !!" 2140 DATA "!!!!! ! !!!! ! ! ! !!!!!" 2150 DATA "! ! !(!! ! ! !!!!! !" 2160 DATA "! !!!!! ! ! ! ! !!!!! !" 2170 DATA "! ! !! ! ! !!!!! ! ! !" 2180 DATA "! ! !!!!! Z! ! ! ! ! ! !" 2190 DATA "! ! ! ( ! !! ! ! !!!!! ! ! !" 2200 DATA "! !(!x ! ! !" 2210 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2220 REM LEVEL-3 2230 RESTORE 2280 2240 FOR A1=2 TO 23 :: READ A2$ 2250 DISPLAY AT(A1+1,1):A2$ 2260 NEXT A1 2270 RETURN 2300 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2310 DATA "! ! !ZZ ! ! ! [!" 2320 DATA "!!! ! ! !!! ! !!!!! ! ! ! !!" 2330 DATA "! ! ! ! ! ! !" 2340 DATA "! !!!!!!! !!!!! !!!!! ! !! !" 2350 DATA "! x((! !((! ! ! ! !" 2360 DATA "!!!!!! !!!!ZZx ! !!!!! ! !!" 2370 DATA "!! ! ZZ!!!!! ! ! ! !" 2380 DATA "! ! ! !!!! ! ! !!!!!! !" 2390 DATA "! !! ! ((! !!!!! ! !! !" 2400 DATA "! ! ! !!!! ! !( ! ! !" 2410 DATA "!! ! ! !!!!x!!!!!!!!! ! !" 2420 DATA "! ! !!!! ! ! ! !" 2430 DATA "! !! ! !!!!!!!!! !! ! !" 2440 DATA "! !!!!!!!!! !! ! ! ! !" 2450 DATA "! !Q ! ! !!!! !! !" 2460 DATA "!!!!! !!!!! !! ! ! !" 2470 DATA "! ! ! !!!!!!! ! !!!x!!" 2480 DATA "! !!!!! ! ! ! x ! ! !Zx !" 2490 DATA "! ! ! ! ! ! !!! ! ! !!!! !" 2500 DATA "! ! ! !(((! ! ( ( (!" 2510 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2520 REM LEVEL-4 2530 RESTORE 2580 2540 FOR A1=2 TO 23 :: READ A2$ 2550 DISPLAY AT(A1+1,1):A2$ 2560 NEXT A1 2570 RETURN 2580 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2590 DATA "! !(x ZZ! Z![!!Z!(! !" 2600 DATA "! !!!! !!! !!! !! ! ! !" 2610 DATA "! ! ! ! ! ! !!!!!! !" 2620 DATA "! ! !!!! ! ! !!!! ! ! ! !" 2630 DATA "! ! ! ! ZZ! ! ! ! ! !!" 2640 DATA "! ! ! !!!!!! !!!! ! ! ! !" 2650 DATA "! ! ! ZZ!!!!! ! !! !" 2660 DATA "! !!! ! !!!! !!!! ! ! !" 2670 DATA "! ! ! !(!! ((! !!!!! ! !!" 2680 DATA "! ! ! ! ! !!!! ! ! !" 2690 DATA "! !!!!!! ! ((!!!!! ! !! !" 2700 DATA "!x!!!!! ! !!!! ! ! !" 2710 DATA "! ! Q! ! x x ! ! !!! !!" 2720 DATA "! !! !! !!!!!!!!! ! ! !" 2730 DATA "! !!!! ! ! ! !!! !! !" 2740 DATA "! x((! ! !! !!!!! !( !" 2750 DATA "! !!!! ! ! !Z!Z!!! !!!!!! !" 2760 DATA "! xZZ! ! ! !! ( x x !( ! !" 2770 DATA "! !!!! ! ! !!!!!!!! !! ! ! !" 2780 DATA "! ! ! ! !" 2790 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2800 REM LEVEL-5 2810 RESTORE 2860 2820 FOR A1=2 TO 23 :: READ A2$ 2830 DISPLAY AT(A1+1,1):A2$ 2840 NEXT A1 2850 RETURN 2860 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 2870 DATA "! ! ! ![ x(!" 2880 DATA "! ! !!!!!!! ! !!x!x!! !! ! !" 2890 DATA "! ! ! ( ( x ! x ((( x ! ! !" 2900 DATA "! ! ! !!!!! ! !!!!!!! ! !! !" 2910 DATA "! ! !(! Z ! ! x ZZZ x ! ! !" 2920 DATA "! ! ! ((!(! ! !!!!!!! !! ! !" 2930 DATA "! ! !!!!!!! ! ! ! ! !" 2940 DATA "! ! ! !!!!!!! ! ! !! !" 2950 DATA "! !!!!!!! ! ! ! ! !" 2960 DATA "! ! !!!!!!!!! !! ! !" 2970 DATA "! !!!!!!!!! !Q! ! ! !" 2980 DATA "! x ((ZZ ! !!!!! ! ! ! !! !" 2990 DATA "! !!!!!!! ! ! ! ! ! ! ! !" 3000 DATA "! ! ! !(! ! !! ! !" 3010 DATA "! !!!!! ! !!!!!!!!!!! ! ! !" 3020 DATA "! ! ! ! x ! ! !! !" 3030 DATA "! ! ! ! !!! ! !!!x!!!!! Z! !" 3040 DATA "! ! ! ! ! ! !! !" 3050 DATA "! ! ! !!! ! !!!!x!!!x!!!! !" 3060 DATA "! ! ((! !!" 3070 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3080 REM LEVEL-6 3090 RESTORE 3140 3100 FOR A1=2 TO 23 :: READ A2$ 3110 DISPLAY AT(A1+1,1):A2$ 3120 NEXT A1 3130 RETURN 3140 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3150 DATA "! ! !((x ! ! !Q! !" 3160 DATA "!! !!!! !!!! ! ! ! ! !" 3170 DATA "! ! ! x((x ! !!! !!!!! !" 3180 DATA "! !!!!! ! !!!! ! ![! !" 3190 DATA "! ! ! x((x ! !!!!!!!(!" 3200 DATA "!!! ! !!! !!!! ! ! !(!" 3210 DATA "! ! !(( ! !!!!!!! !!!" 3220 DATA "! !!! !!!!!!!!!! ! !(! !" 3230 DATA "! ! ! ! ! !" 3240 DATA "!!!!!!! !!!!! ! !! ! !!! ! !" 3250 DATA "!(!!Z(x x(((! ! ! ! ! ! !" 3260 DATA "! !!!! !!!!! ! ! !!!! ! ! !" 3270 DATA "!! !(Zx xZZZ! ! ! ZZ(( ! ! !" 3280 DATA "!! !!!! !!!!! ! ! !!!! ! ! !" 3290 DATA "! !Z! ! ! ! ! ! !" 3300 DATA "! ! ! ! !!!!! ! ! !!!!!! !" 3310 DATA "! !! !! ! ! ! ! !" 3320 DATA "! ! !!! !!!!! ! !(! !! !" 3330 DATA "! ! !!! ! ! ! !!! ! !" 3340 DATA "! ((! ! ! ! ! ! !!" 3350 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3360 REM LEVEL-7 3370 RESTORE 3140 3380 FOR A1=2 TO 23 :: READ A2$ 3390 DISPLAY AT(A1+1,1):A2$ 3400 NEXT A1 3410 RETURN 3420 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3430 DATA "! ! (( !(! ! !!" 3440 DATA "!!!!!!!! ! !!!! ! !Z![! (!" 3450 DATA "!Z!( ! ! ! ! !!!!!!! !!" 3460 DATA "! ! ! !!!! ! ! (ZxZ( ! !" 3470 DATA "! !!!! ! ZxxZ ! ! !!!!! !! !" 3480 DATA "! ! ZZ !!!! ! (Z Z( ! !" 3490 DATA "!!! ! !! (xx( !!x!!!!!! ! !!" 3500 DATA "! ! (( !!!! ! ! !" 3510 DATA "! !!!!!! (xx( ! !!!!!!!!!! !" 3520 DATA "! ! !!!! ! ! !" 3530 DATA "!!!!!! ! (xx( !!!!!!! ! !!!!" 3540 DATA "! ! !!!! !Z! ! ! (!" 3550 DATA "! !!!!!! ! !(! !!!!! ! !!" 3560 DATA "! (( ! !!!!x! ! !" 3570 DATA "!!!!!!!! ! ! !!!!!!!!!! !" 3580 DATA "!Q ! ! ! !! !((xxZZxx( !" 3590 DATA "!! ! ! ! !!! (! !!!!!!!!!! !" 3600 DATA "! ! ! ! ! ! !" 3610 DATA "! !! ! !!!!!! !!!!!!!!!! ! !" 3620 DATA "! ! !(((ZZZ(( !" 3630 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3640 REM LEVEL-8 3650 RESTORE 3140 3660 FOR A1=2 TO 23 :: READ A2$ 3670 DISPLAY AT(A1+1,1):A2$ 3680 NEXT A1 3690 RETURN 3700 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 3710 DATA "! ! ((Zx!" 3720 DATA "!! ! ! !! !(!(!(!!!!!! !!!!!" 3730 DATA "!Z ! ! ! !x!x!x![ ! ZZ(x!" 3740 DATA "!! ! ! !!(!(!(!!!! ! !!!!!" 3750 DATA "!( !!! ! !" 3760 DATA "!! !!!!!!!!!!!!!!!!!!!!!!( !" 3770 DATA "!( !! !" 3780 DATA "!!! !!!! !!!! ! ! !!! ! !" 3790 DATA "!(! ! ! ! !! !! ! ! !!" 3800 DATA "!(! ! Q ! ! ! ! ! ! ! !" 3810 DATA "!(! ! !! !!!! ! ! !! !! !" 3820 DATA "!(! ! ! ! ! ! ! ! ! !" 3830 DATA "!(! !!!! ! ! ! ! !!! ! !!" 3840 DATA "!(! ! !" 3850 DATA "!(! !!!! !!!! !!!!! !!! !! !" 3860 DATA "!(! ! ! ! ! ! ! !" 3870 DATA "!(! ! ! ! ! ! ! !!" 3880 DATA "!(! ! !!!! !!!!! ! ! !" 3890 DATA "!(! ! ! ! ! ! !! !" 3900 DATA "!(x !!!! ! ! !!!!! ! !" 3910 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!" Quote Link to comment Share on other sites More sharing options...
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