agsoftware Posted December 5, 2011 Share Posted December 5, 2011 Hello Dears Members TI99/4A, TUNNEL version 1.1 update. I ask your kind help, because I want to do even more changes to my program videogame TUNNEL. I would like to 1UP that the sprite of the character, you must move a sprite animation with 2 frames. Line 210 to line 226 find definitions of 1UP sprites with various comments to understand how it works. Then ask an expert in programming with Extended Basic TI99/4A to modify the program by making an animation with two frames per 1UP character sprites, so you get even better in this game TUNNEL. I look forward to your positive response. 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 TUNNEL v.1.1 for EXTENDED BASIC TI99/4A 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 https://forums.atariage.com/topic/191043-tunnel-version-11-update/ Share on other sites More sharing options...
sometimes99er Posted December 5, 2011 Share Posted December 5, 2011 Previously I've experienced problems with spaces and the code tag. An example was 4 spaces turned into 2. I noticed when quality testing my postings (that's copying what I just posted). Also previously I noticed a similar problem with your Tunnel posting. I went to your gamecast site and got the game through the zip. Works fine. Enjoyed it very much for about 7 levels or so. This is what I get, when I do a copy-paste from this forum (also using the new Paste XB in Classic99 etc.). Anyways, running the game without CPU Overdrive, is "just" okay. Now I understand you want to add more animation to the man ? Do you need graphics for this and/or code ? You keep referring to the running man as a "sprite", but still he's just a "character", right ? Previously I understood you were maybe thinking about going from 8x8 to 16x16 design ? Quote Link to comment https://forums.atariage.com/topic/191043-tunnel-version-11-update/#findComment-2418633 Share on other sites More sharing options...
agsoftware Posted December 5, 2011 Author Share Posted December 5, 2011 Hello, The code for the animation of the sprite 1UP man is already on the forum I posted last night in Italy. Read from line 210 to line 226, Basic listing. 210 CALL CHAR(96,"1818483C1A28680C") :: REM 1UP UP 215 CALL CHAR(100,"0C0C7ADE38EC0406") :: REM 1UP RIGHT frame 1 216 CALL CHAR(101,"181870BC80382840") :: REM 1UP RIGHT frame 2 220 CALL CHAR(104,"18180A3C58141630") :: REM 1UP DOWN 225 CALL CHAR(108,"6060BCF6386E40C0") :: REM 1UP LEFT frame 1 226 CALL CHAR(109,"606038F434705008") :: REM 1UP LEFT frame 2 Then, for the speech of sprites to 16x16 pixels, I'd be interested in making a new game to use the sprites larger than 8x8 pixels, but to schedule a TI99/4A, I do not know where to start, because I have very little experience on the TI99, since which are only an expert in the MSX systems, and then I make very hard on the TI99. For the 16x16 sprite would like to make a game more and putting a labyrinth path made and designed with graphic characters defined with CALL CHAR. Making an animation of this sprite 16x16 pixels with two frames for each 1UP direction of the sprite and then I want to make colorful, to make a multi-colored sprites must use the trick of overlapping sprites put 2 or 3 one above the other, that I'll explain: if you want to do a multi-colored sprites pixel by pixel with 2 colors, so I need to do 2 definitions for each frame. If you want to do a multi-colored sprites pixel by pixel in 3 colors: then I 3 definitions need to make sprites for each frame. I hope I was clear and explicit to you. I look forward to your own, but also of your positive response. best Regards Andrea ^_^ Quote Link to comment https://forums.atariage.com/topic/191043-tunnel-version-11-update/#findComment-2418663 Share on other sites More sharing options...
sometimes99er Posted December 5, 2011 Share Posted December 5, 2011 The code for the animation of the sprite 1UP man is already on the forum ... Oh yes, I see. Left and right animation. Then, for the speech of sprites to 16x16 pixels, I'd be interested in making a new game to use the sprites larger than 8x8 pixels, but to schedule a TI99/4A, I do not know where to start, because I have very little experience on the TI99, since which are only an expert in the MSX systems, and then I make very hard on the TI99. You seem to have come a long way (with TI XB). Do you program MSX in Basic too ? Is Tunnel a port ? For the 16x16 sprite would like to make a game more and putting a labyrinth path made and designed with graphic characters defined with CALL CHAR. Making an animation of this sprite 16x16 pixels with two frames for each 1UP direction of the sprite and then I want to make colorful, to make a multi-colored sprites must use the trick of overlapping sprites put 2 or 3 one above the other, that I'll explain: if you want to do a multi-colored sprites pixel by pixel with 2 colors, so I need to do 2 definitions for each frame. If you want to do a multi-colored sprites pixel by pixel in 3 colors: then I 3 definitions need to make sprites for each frame. Yes, I think I understand the technique. I guess you're asking then for help with animation code of the UP1 ? You can use a variable like ANIM. Then flip it's value once every time in the main loop. It doesn't have to care about which way you're facing. You simply use the value of the variable (ANIM) when you "calculate" which animation frame to use. Flipping between the values 1 and 0 can be done like this (no need for initialization or IF statement). ANIM=ABS(ANIM-1) Another way is ANIM=1 AND (ANIM+1) "Proof" (seeing is believing) is perhaps like this 100 PRINT ANIM 110 ANIM=1 AND (ANIM+1) 120 GOTO 100 And a demo 100 CALL SCREEN(6)::CALL CLEAR::CALL MAGNIFY(3)::DISPLAY AT(4,6):"WALK AND TALK DEMO" 110 DISPLAY AT(9,3):"SPRITE GRAPHICS BASED ON"::DISPLAY AT(11,7):"ZX SPECTRUM GAME" 120 DISPLAY AT(13,:"""SIR LANCELOT"""::CALL SAY("#TEXAS INSTRUMENTS#") 200 CALL CHAR(36,"0000211311080B060C0606030100070360F038F8F8F0B8DC6CDCD89050D8ECEC") 210 CALL CHAR(40,"0008090B09080B060C0606030100070360F038F8F8F0B8DC6CDCD8B070DECEDC") 220 CALL CHAR(44,"0000010381601B060C0606030D0F070360F038F8F8F0B8DC6CDCD8BC47871E1C") 230 CALL CHAR(52,"060F1C1F1F0F1D3B363B1B090A1B3737000084C88810D060306060C08000E0C") 240 CALL CHAR(56,"060F1C1F1F0F1D3B363B1B0D0E7B733B001090D09010D060306060C08000E0C") 250 CALL CHAR(60,"060F1C1F1F0F1D3B363B1B3DE2E17838000080C08106D860306060C0B0F0E0C") 260 CALL SPRITE(#1,36,2,140,122)::DISPLAY AT(24,5):"USE JOYSTICK TO WALK" 300 ANIM=ABS(ANIM-4)::CALL JOYST(1,X,Y)::CALL MOTION(#1,0,X*2) 310 IF X<>0 THEN CALL PATTERN(#1,ANIM+X*2+48)::FACE=SGN(X+4)::GOTO 300 320 CALL PATTERN(#1,FACE*16+36)::GOTO 300 Quote Link to comment https://forums.atariage.com/topic/191043-tunnel-version-11-update/#findComment-2418681 Share on other sites More sharing options...
agsoftware Posted December 5, 2011 Author Share Posted December 5, 2011 Thanks, but I ask a small favor, Could you please put you on my listing, basic animation, Please? Let me know A after ..... ^ _ ^ Andrea. Quote Link to comment https://forums.atariage.com/topic/191043-tunnel-version-11-update/#findComment-2418810 Share on other sites More sharing options...
sometimes99er Posted December 5, 2011 Share Posted December 5, 2011 Eh, guess you want me to add code to your program to do the animation ? Quote Link to comment https://forums.atariage.com/topic/191043-tunnel-version-11-update/#findComment-2418899 Share on other sites More sharing options...
agsoftware Posted December 6, 2011 Author Share Posted December 6, 2011 Yes, of couse. I await your positive response soon and thanks for your kind cooperation. See you soon .... ^_^ Andrea. Quote Link to comment https://forums.atariage.com/topic/191043-tunnel-version-11-update/#findComment-2419052 Share on other sites More sharing options...
sometimes99er Posted December 6, 2011 Share Posted December 6, 2011 Okay, I will look at the 1.0 version from your site then, since the posted/pasted versions are slightly messed up, at least with some of the spacing as shown in post #2. Quote Link to comment https://forums.atariage.com/topic/191043-tunnel-version-11-update/#findComment-2419210 Share on other sites More sharing options...
sometimes99er Posted December 6, 2011 Share Posted December 6, 2011 Hmmm, that was a quick one. These 3 lines are changed ... 740 CALL JOYST(1,X,Y)::CALL KEY(1,K,S)::ANIM=ABS(ANIM-1) 770 IF X=4 OR K=3 THEN CH1=100+ANIM::RV1=0::CV1=1 790 IF X=-4 OR K=2 THEN CH1=108+ANIM::RV1=0::CV1=-1 Quote Link to comment https://forums.atariage.com/topic/191043-tunnel-version-11-update/#findComment-2419214 Share on other sites More sharing options...
agsoftware Posted December 6, 2011 Author Share Posted December 6, 2011 Thanks for you very much. Then after, I put also the animation also for direction up and down look the basic list new version 1.2 10 REM ******************** 20 REM * TUNNEL V.1.2 * 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(97,"18180A3C58141630") :: REM 1UP DOWN-2 216 CALL CHAR(100,"0C0C7ADE38EC0406") :: REM 1UP RIGHT1 217 CALL CHAR(101,"181870BCB0382840") :: REM 1UP RIGHT2 220 CALL CHAR(104,"18180A3C58141630") :: REM 1UP DOWN 223 CALL CHAR(105,"1818483C1A28680C") :: REM 1UP UP-2 225 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)::ANIM=ABS(ANIM-1) 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+ANIM :: RV1=-1 :: CV1=0 770 IF X=4 OR K=3 THEN CH1=100+ANIM::RV1=0::CV1=1 780 IF Y=-4 OR K+1=1 THEN CH1=104+ANIM :: RV1=1 :: CV1=0 790 IF X=-4 OR K=2 THEN CH1=108+ANIM::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 https://forums.atariage.com/topic/191043-tunnel-version-11-update/#findComment-2419279 Share on other sites More sharing options...
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