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Ant Wars (Not Polyoptics) - need a listing


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It's a pc99 disk image within the .zip file, but here's the listing if you prefer :-

 

100 CALL CLEAR
110 PRINT "ANT WARS"
120 PRINT "BY NOT-POLYOPTICS"
130 PRINT: : : : : : : : : :
140 RANDOMIZE
150 FOR J=0 TO 8 STEP 8
160 CALL CHAR(36+J,"005A3C187E3C5A")
170 CALL CHAR(37+J,"106478BA3D4C1008")
180 CALL CHAR(38+J,"004A2C7E7E2C4A")
190 CALL CHAR(39+J,"08104C3DBA78641")
200 NEXT J
210 CALL CHAR(42,"003C7E7E7E7E3C")
220 CALL CHAR(143,"8199DB7EDB7EBD99")
230 CALL CHAR(151,"DB85018241839A6F")
240 MATE(1)=100
250 MATE(2)=100
260 A$="0123456789ABCDEF"
270 FOR J=152 TO 159
275 CALL SOUND(-4000,(INT(RND*3)+2)*110,0,110,0)
280 FOR I=1 TO 16
290 B$=B$&SEG$(A$,INT(RND*16)+1,1)
300 NEXT I
310 CALL CHAR(J,B$)
320 B$=""
330 NEXT J
340 CALL CLEAR
345 INPUT "S FOR SPIDER N FOR NO SPIDER":S$
346 INPUT "1 FOR COMPUTER PLAY 0 ELSE":COMPLAY
347 IF COMPLAY<>1 THEN 351
348 PRINT:"COMPUTER PLAYS BLACK"
349 FOR I=1 TO 100
350 NEXT I
351 CALL CLEAR
352 CALL COLOR(1,7,1)
360 CALL COLOR(3,7,10)
370 CALL COLOR(4,7,10)
380 CALL COLOR(5,7,10)
390 CALL COLOR(6,5,6)
400 CALL COLOR(7,5,6)
410 CALL COLOR(8,5,6)
420 CALL COLOR(14,2,4)
430 CALL COLOR(15,4,16)
440 CALL COLOR(16,13,4)
450 FOR I=1 TO 24
460 FOR J=1 TO 32
470 BRD=INT(RND*9)+151
480 IF BRD<>151 THEN 510
490 IF INT(RND*15)=1 THEN 510
500 GOTO 470
510 CALL HCHAR(I,J,BRD)
520 NEXT J
530 NEXT I
535 IF COMPLAY=0 THEN 540
536 BLAX=12
537 GOTO 545
540 BLAX=INT(RND*13)+6
545 CALL HCHAR(BLAX,1,42)
550 REDX=INT(RND*13)+6
552 CALL HCHAR(REDX,32,42)
555 IF S$<>"S" THEN 600
560 X=INT(RND*12)+6
570 Y=INT(RND*16)+8
580 CALL HCHAR(X,Y,143)
590 SPIDER$=STR$(X+10)&STR$(Y+10)&STR$(50)
600 DIM ANT$(45)
610 FOR I=48 TO 90
620 IF I=72 THEN 830
630 IF I=73 THEN 830
640 IF I<58 THEN 670
650 IF I>64 THEN 670
660 GOTO 830
670 IF I>72 THEN 700
680 K=24
690 GOTO 710
700 K=11
710 X=INT(RND*24)+11
720 Y=INT(RND*19)+K
730 CALL GCHAR(X-10,Y-10,BRD)
740 IF BRD>90 THEN 760
750 GOTO 710
760 SIZE=INT(RND*10)+11
770 BRD=INT(RND*+152
780 DIR=INT(RND*4)+36
790 IF I<72 THEN 810
800 DIR=DIR+8
801 IF COMPLAY=0 THEN 810
802 SIZE=20
810 ANT$(I-47)=STR$(DIR)&STR$(X)&STR$(Y)&STR$(SIZE)&STR$(BRD)
820 CALL HCHAR(X-10,Y-10,DIR)
830 NEXT I
840 FOR H=1 TO 10
850 CALL SOUND(-200,262,0)
860 CALL SOUND(-200,330,0)
870 CALL SOUND(200,524,0)
880 CALL SOUND(1000,110,30)
890 FOR I=1 TO H
900 CALL SOUND(500,524,0)
910 CALL SOUND(1000,110,30)
920 NEXT I
930 CALL SOUND(4000,110,30)
940 IF H=1 THEN 1020
950 FOR I=1 TO INT(RND*6)
960 X=INT(RND*24)+1
970 Y=INT(RND*32)+1
980 CALL GCHAR(X,Y,BRD)
990 IF BRD<157 THEN 960
1000 CALL HCHAR(X,Y,151)
1010 NEXT I
1020 FOR K=48 TO 64
1030 FOR J=0 TO 1
1040 I=K+(26*J)
1050 IF J=1 THEN 1080
1060 IF K<58 THEN 1080
1070 I=I+7
1080 IF ANT$(I-47)="0" THEN 1840
1081 IF S$<>"S" THEN 1390
1085 X=VAL(SEG$(SPIDER$,1,2))-10
1090 Y=VAL(SEG$(SPIDER$,3,2))-10
1100 CALL GCHAR(X,Y,BRD)
1110 IF BRD<>143 THEN 1390
1115 IF INT(RND*3)<>1 THEN 1235
1120 FOR SPX=X-1 TO X+1
1130 FOR SPY=Y-1 TO Y+1
1140 IF SPX<1 THEN 1203
1150 IF SPX>24 THEN 1203
1160 IF SPY<1 THEN 1202
1170 IF SPY>32 THEN 1202
1180 CALL GCHAR(SPX,SPY,BRD)
1185 IF BRD=42 THEN 1202
1190 IF BRD>47 THEN 1202
1200 EAT$=STR$(SPX+10)&STR$(SPY+10)
1201 GOTO 1210
1202 NEXT SPY
1203 NEXT SPX
1205 GOTO 1235
1210 FOR SPZ=1 TO 44
1220 IF EAT$=SEG$(ANT$(SPZ),3,4)THEN 1370
1230 NEXT SPZ
1235 CALL HCHAR(X,Y,INT(RND*+152)
1255 X=X+INT(RND*3)-INT(RND*3)
1275 Y=Y+INT(RND*3)-INT(RND*3)
1280 IF X>0 THEN 1300
1290 X=1
1300 IF X<25 THEN 1320
1310 X=24
1320 IF Y>0 THEN 1340
1330 Y=1
1340 IF Y<33 THEN 1360
1350 Y=32
1360 CALL GCHAR(X,Y,BRD)
1361 IF BRD=42 THEN 1255
1362 IF BRD<47 THEN 1255
1365 SPIDER$=STR$(X+10)&STR$(Y+10)&SEG$(SPIDER$,5,2)
1366 CALL HCHAR(X,Y,143)
1367 GOTO 1390
1370 CALL HCHAR(X,Y,INT(RND*+152)
1372 CALL HCHAR(SPX,SPY,143)
1373 SPIDER$=STR$(SPX+10)&STR$(SPY+10)&SEG$(SPIDER$,5,2)
1374 ANT$(SPZ)="0"
1390 IF ANT$(I-47)="0" THEN 1840
1400 IF I=72 THEN 1840
1410 IF I=73 THEN 1840
1420 IF I<58 THEN 1450
1430 IF I>64 THEN 1450
1440 GOTO 1840
1450 FOR T=1 TO 5
1460 IF ANT$(I-47)="0" THEN 1840
1470 DIR=VAL(SEG$(ANT$(I-47),1,2))
1480 X=VAL(SEG$(ANT$(I-47),3,2))-10
1490 Y=VAL(SEG$(ANT$(I-47),5,2))-10
1500 SIZE=VAL(SEG$(ANT$(I-47),7,2))-10
1501 IF SIZE<11 THEN 1510
1505 SIZE=10
1510 BRD=VAL(SEG$(ANT$(I-47),9,3))
1520 IF T>1 THEN 1770
1530 FOR L=1 TO 8
1540 CALL SOUND(-500,(1/SIZE)*1100,0)
1550 IF BRD<>999 THEN 1730
1560 CALL HCHAR(X,Y,DIR)
1570 CALL KEY(0,KEY,STS)
1580 CALL SOUND(-100,(1/SIZE)*1100,0)
1590 CALL HCHAR(X,Y,42)
1600 IF STS=0 THEN 1560
1605 IF KEY<>32 THEN 1670
1620 SIZE=SIZE+1
1625 CALL HCHAR(BLAX,1,42)
1626 CALL HCHAR(REDX,32,42)
1630 IF SIZE<10 THEN 1650
1640 SIZE=10
1650 ANT$(I-47)=SEG$(ANT$(I-47),1,6)&STR$(SIZE+10)&STR$(999)
1660 GOTO 1840
1670 BRD=42
1680 IF I>72 THEN 1710
1690 MATE(1)=MATE(1)-(SIZE*2)
1700 GOTO 1760
1710 MATE(2)=MATE(2)-(SIZE*2)
1720 GOTO 1760
1730 CALL HCHAR(X,Y,BRD)
1740 CALL HCHAR(X,Y,I)
1750 NEXT L
1760 CALL HCHAR(X,Y,DIR)
1770 M=X
1780 N=Y
1781 IF COMPLAY=0 THEN 1790
1783 IF I<72 THEN 1790
1785 GOSUB 7900
1786 GOSUB 2230
1787 GOTO 1830
1790 CALL KEY(0,KEY,STS)
1800 IF STS=0 THEN 1790
1810 IF KEY=66 THEN 1530
1820 GOSUB 1880
1821 CALL GCHAR(BLAX,1,LOK)
1822 IF LOK=42 THEN 1826
1823 MATE(2)=MATE(2)+SIZE*2
1824 GOTO 1620
1826 CALL GCHAR(REDX,32,LOK)
1827 IF LOK=42 THEN 1830
1828 MATE(1)=MATE(1)+SIZE*2
1829 GOTO 1620
1830 NEXT T
1840 NEXT J
1850 NEXT K
1860 NEXT H
1870 GOTO 3210
1880 IF KEY<>69 THEN 1920
1890 X=X-1
1900 DIR=36
1910 GOTO 2230
1920 IF KEY<>83 THEN 1960
1930 Y=Y-1
1940 DIR=38
1950 GOTO 2230
1960 IF KEY<>88 THEN 2000
1970 X=X+1
1980 DIR=36
1990 GOTO 2230
2000 IF KEY<>68 THEN 2040
2010 Y=Y+1
2020 DIR=38
2030 GOTO 2230
2040 IF KEY<>87 THEN 2090
2050 X=X-1
2060 Y=Y-1
2070 DIR=37
2080 GOTO 2230
2090 IF KEY<>82 THEN 2140
2100 X=X-1
2110 Y=Y+1
2120 DIR=39
2130 GOTO 2230
2140 IF KEY<>90 THEN 2190
2150 X=X+1
2160 Y=Y-1
2170 DIR=39
2180 GOTO 2230
2190 IF KEY<>67 THEN 3150
2200 X=X+1
2210 Y=Y+1
2220 DIR=37
2230 IF I<72 THEN 2250
2240 DIR=DIR+8
2250 CALL HCHAR(M,N,DIR)
2260 IF X>0 THEN 2280
2270 X=1
2280 IF X<25 THEN 2300
2290 X=24
2300 IF Y>0 THEN 2320
2310 Y=1
2320 IF Y<33 THEN 2340
2330 Y=32
2340 CALL GCHAR(X,Y,GOAL)
2341 IF GOAL<>143 THEN 2355
2342 SPZ=VAL(SEG$(SPIDER$,5,2))-INT(RND*SIZE)
2343 ANT$(I-47)="0"
2344 IF INT(RND*SPZ)>SIZE THEN 2348
2345 CALL HCHAR(X,Y,INT(RND*+152)
2348 SPIDER$=SEG$(SPIDER$,1,4)&STR$(SPZ)
2349 CALL HCHAR(M,N,BRD)
2350 T=5
2351 GOTO 3110
2355 IF GOAL<>151 THEN 2420
2360 FIGHT(1)=VAL(SEG$(ANT$(I-47),7,2))+2
2370 IF FIGHT(1)<11 THEN 2390
2380 FIGHT(1)=10
2390 ANT$(I-47)=SEG$(ANT$(I-47),1,2)&STR$(X+10)&STR$(Y+10)&STR$(FIGHT(1)+10)&STR$(INT(RND*+152)
2400 T=5
2410 GOTO 3130
2420 IF GOAL>151 THEN 3120
2430 IF GOAL<>42 THEN 2690
2431 IF COMPLAY=0 THEN 2440
2432 IF Y>5 THEN 2440
2433 IF I<72 THEN 2440
2434 GOTO 3110
2440 IF I<72 THEN 2570
2450 IF Y<5 THEN 2520
2460 MATE(1)=MATE(1)-(SIZE*2)
2470 ANT$(I-47)="0"
2480 IF MATE(1)<1 THEN 3170
2490 IF INT(RND*MATE(1))+1<(SIZE*2)THEN 3170
2500 CALL HCHAR(M,N,BRD)
2510 GOTO 3110
2520 MATE(2)=MATE(2)+(SIZE*2)
2530 T=5
2540 CALL HCHAR(M,N,BRD)
2550 ANT$(I-47)=STR$(DIR)&STR$(X+10)&STR$(Y+10)&STR$(SIZE+11)&STR$(999)
2560 GOTO 3110
2570 IF Y<5 THEN 2630
2580 MATE(1)=MATE(1)+(SIZE*2)
2590 ANT$(I-47)=STR$(DIR)&STR$(X+10)&STR$(Y+10)&STR$(SIZE+11)&STR$(999)
2600 CALL HCHAR(M,N,BRD)
2610 T=5
2620 GOTO 3110
2630 MATE(2)=MATE(2)-(SIZE*2)
2640 IF MATE(2)<1 THEN 3190
2650 IF INT(RND*MATE(2))+1<(SIZE*2)THEN 3190
2660 CALL HCHAR(M,N,BRD)
2670 ANT$(I-47)="0"
2680 GOTO 3110
2690 IF I>72 THEN 2720
2700 ANT(1)=0
2710 GOTO 2730
2720 ANT(1)=1
2730 IF GOAL>39 THEN 2760
2740 ANT(2)=0
2750 GOTO 2770
2760 ANT(2)=1
2770 FIGHT(1)=VAL(SEG$(ANT$(I-47),7,2))-10
2780 CHECK$=STR$(X+10)&STR$(Y+10)
2790 FOR LEG=(ANT(2)*24)+48 TO(ANT(2)*24)+72
2800 IF SEG$(ANT$(LEG-47),3,4)=CHECK$ THEN 2820
2810 NEXT LEG
2820 FIGHT(2)=VAL(SEG$(ANT$(LEG-47),7,2))-10
2830 IF ANT(1)=ANT(2)THEN 3040
2835 FOR LOK=1 TO 2
2836 IF FIGHT(LOK)<10 THEN 2839
2837 FIGHT(LOK)=10
2839 NEXT LOK
2840 CALL SOUND(250,(1/FIGHT(1))*1100,0)
2850 CALL SOUND(250,(1/FIGHT(2))*1100,0)
2860 IF FIGHT(1)>FIGHT(2)THEN 2900
2870 FIGHT(2)=FIGHT(2)-INT(RND*(FIGHT(2)-FIGHT(1)))-INT(RND*2)
2875 IF FIGHT(1)>FIGHT(2)THEN 2920
2880 FIGHT(1)=FIGHT(1)-INT(RND*(FIGHT(2)-FIGHT(1)))
2890 GOTO 2920
2900 FIGHT(1)=FIGHT(1)-INT(RND*(FIGHT(1)-FIGHT(2)))
2910 FIGHT(2)=FIGHT(2)-(FIGHT(1)-FIGHT(2))-INT(RND*2)
2920 IF FIGHT(1)>0 THEN 2960
2930 ANT$(I-47)="0"
2940 CALL HCHAR(M,N,BRD)
2950 CALL SOUND(200,-6,4,110,0)
2960 IF FIGHT(2)>0 THEN 2990
2970 CALL HCHAR(X,Y,VAL(SEG$(ANT$(LEG-47),9,3)))
2980 ANT$(LEG-47)="0"
2990 IF FIGHT(1)<1 THEN 3040
3000 IF FIGHT(2)<1 THEN 3040
3010 CALL SOUND(1500,110,30)
3020 CALL SOUND(250,(1/FIGHT(1))*1100,0)
3030 CALL SOUND(250,(1/FIGHT(2))*1100,0)
3040 X=M
3050 Y=N
3060 IF ANT$(I-47)="0" THEN 3080
3070 ANT$(I-47)=STR$(DIR)&SEG$(ANT$(I-47),3,4)&STR$(FIGHT(1)+10)&STR$(BRD)
3080 IF ANT$(LEG-47)="0" THEN 3110
3090 ANT$(LEG-47)=SEG$(ANT$(LEG-47),1,6)&STR$(FIGHT(2)+10)&SEG$(ANT$(LEG-47),9,3)
3100 GOAL=BRD
3110 RETURN
3120 ANT$(I-47)=STR$(DIR)&STR$(X+10)&STR$(Y+10)&STR$(SIZE+10)&STR$(GOAL)
3130 CALL HCHAR(M,N,BRD)
3140 CALL HCHAR(X,Y,DIR)
3150 CALL SOUND(1500,110,30)
3160 RETURN
3170 PRINT "BLACK WON!"
3180 END
3190 PRINT "RED WON!"
3200 END
3210 IF MATE(1)>MATE(2)THEN 3240
3220 PRINT "BLACK WON!"
3230 END
3240 IF MATE(1)=MATE(2)THEN 3270
3250 PRINT "RED WON!"
3260 END
3270 PRINT "TIE!"
3280 END
7900 IF Y>28 THEN 9000
8000 FOR ALX=-1 TO 1
8001 IF X+ALX<1 THEN 8100
8002 IF X+ALX>24 THEN 8100
8005 FOR ALY=-1 TO 1
8007 IF Y+ALY<1 THEN 8090
8009 IF Y+ALY>32 THEN 8090
8011 CALL GCHAR(X+ALX,Y+ALY,LOK)
8015 IF LOK>40 THEN 8090
8020 X=X+ALX
8030 Y=Y+ALY
8035 DIR=DIR-8
8040 RETURN
8090 NEXT ALY
8100 NEXT ALX
9000 IF INT(I/4)<>I/4 THEN 9100
9010 IF Y=INT(RND*2)THEN 10000
9012 IF Y=1 THEN 9105
9015 IF Y=INT(RND*2)+2 THEN 9105
9020 Y=Y-1
9030 GOTO 10000
9100 IF Y=32 THEN 9700
9105 Y=Y+1
9120 GOTO 10000
9500 IF X<BLAX THEN 9520
9505 IF X=BLAX THEN 9900
9510 X=X-1
9515 GOTO 9900
9520 X=X+1
9525 GOTO 9900
9700 IF X<REDX THEN 9720
9710 X=X-1
9715 GOTO 9900
9720 X=X+1
9900 DIR=38
9910 RETURN
10000 FOR ALX=-1 TO 1
10020 IF X+ALX<1 THEN 10100
10030 IF X+ALX>24 THEN 10100
10070 CALL GCHAR(X+ALX,Y,LOK)
10071 IF Y<5 THEN 10074
10072 IF LOK=42 THEN 11000
10074 IF LOK=42 THEN 10100
10075 IF LOK=151 THEN 11000
10077 IF LOK<40 THEN 11000
10079 IF LOK>48 THEN 10100
10080 ALX=INT(RND*3)-1
10081 IF X+ALX<1 THEN 10080
10082 IF X+ALX>24 THEN 10080
10083 CALL GCHAR(X+ALX,Y,LOKO)
10084 IF LOKO=42 THEN 10080
10085 JACK=JACK+1
10086 IF JACK=6 THEN 11000
10087 IF LOKO<48 THEN 10080
10088 GOTO 11000
10100 NEXT ALX
10105 IF Y>3 THEN 10110
10106 IF ABS(BLAX-X)>0 THEN 10110
10107 GOTO 9700
10110 IF Y<8 THEN 9500
10120 GOTO 9700
11000 X=X+ALX
11001 JACK=0
11002 DIR=DIR-8
11005 RETURN

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That works, many thanks! Just cut and pasted it.

 

It's interesting, there are a few very minor differences I noticed in this listing, and the one on my original disk (at least, as far as it ran before the corrupted lines broke the program). I am guessing that even after the games were "finished" and being advertised and sold, they must have been making minor adjustments and bug fixes to them. Easy to do since most of their sales were direct mail order, and they weren't shipping out thousands of duplicated copies to sit in boxes on store shelves. If these weren't so dang rare, it would be neat to compare listings of 3-4 "eras" of a game like Ant Wars -- say, someone who ordered it in 1983, someone who got one in '85, and someone who got it as a "Fun Pac" with Addvance on the same disk in 1987 (the one I have on floppy) -- and see how many minor tweaks to the code had been made.

 

Maybe only interesting to me. :)

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  • 3 weeks later...

This still remains one of my favourite TI games. I never knew it came out on disk and still have it on cassette. I remember modifying it a bit back then when I was around 14 and thinking I was a programmer by just changing the colours and graphics to my liking a little bit. I believe the bread pieces were originally gray, but I liked them white; the grass was too light, so I made it color 13 (dark green); and the red ants were better at dark red. I'm pretty-sure I modified the spider to a different appearance, too.

 

I'm curious to try my version in the "Classic 99" and see what I did. 'InfernalKeith': The one listed above, can you tell me what minor differences you might see compared to your 1987/disk release? It's all interesting to me, too. :)

Edited by GratedTopping
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  • 4 months later...

Just ran this and played my first full game. It's an interesting, if somewhat limited, concept. You and the computer each control a herd of 17 ants, and you defend your own hole while seeking to attack theirs. I need to play it a few more times to get the algorithms right, but I won in my first attempt. Basically, you attack any enemy ants in your way, keep a few of your own guys in your hole (where they regain strength), and then get a few into the enemy hole in an attempt to weaken them. The pace is slow and the game gets a little tedious before it ends -- it doesn't have a lot of dramatic tension, even with a random spider hopping about eating ants willy-nilly. But I did only play one game. The spider may have tilted things in my favor, as well, as he appeared on the enemy's side and seemed to take out a number his ants.

 

I'll play some more tomorrow and post some screenshots, and eventually a full review.

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Yeah, I'd like to see the rules/instructions. It looks like a good candidate for porting to Forth for fun. Whilst the concept of this game might be quite good, the execution of it is pretty poor IMHO. It takes around a minute to draw the initial screen! Not necessary; they could have used 32 character strings and simply PRINT them to the screen rather than plot 768 background characters!

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ANT WARS is a game for one or two players based on a study of the
behaviour of ants. The tenacious desire of these insects to defend their
homelands has fascinatad scientists for centuries. Now you can find out
why:
l. Settinq Up
The computer asks the player whether he wants to play with the computer
or not. The spider moves one or two spaces in a random direction after
every ant's turn. It may or may not want to eat an ant that is near it.
The spider starts with 50 strength points and may with several attacks be killed, but every ant that attacks it dies.
The computer asks the player if he wants to play with the computer
or not. If the coaputer plays it takes the black ants, and each black
ant has a strength of 10.
After these questions a board is generated on the screen showing
the red hole on the right, the black hole on the left, 17 ants on each
side grouped around their respective holes, the spider (if it is playing),
and several bread crumbs randomly distributed. Each ant has a strength of
between one and ten units.
2. Sequence of Turns
The black ants are labeled J through Z and the red ants are A through
G and 0 through 9. The turns occur in an alternating sequence, first the
next black ant, then thv next red ant, etc. When it is an ant's turn he
bellows and flashes on and off.
The lower the ant's bellow the stronger he is. If the ant is in his own hole press space to stay there, or a movement key to leave.
If an ant is dead or is in its opponent's hole its turn is skipped. If the player doesn't know which ant is to move press B.
3. Moving the Ants
Each ant is given five moves per turn. An attack counts as one
move. To move press the key as shown in the template.
If an ant moves on a bread crumb his strength is added to one by one
and his turn ends.
If an ant goes into his own hole his turn ends and his hole's
defensive strength is added to by double the ant's strength.
Every turn an ant stays in his hole his strength is added to by one.
If an ant goes into the opponent's hole that hole is reduced in
strength and he is given a chance to win the game based on his own
strength relative to the strength of that hole.
If an ant tries to move onto an enemy ant they fight each other.
The attacking ant bellows then the defending ant bellows. After the
fight they bellow again in the same sequence indicating how much each
ant has been weakened.
Battles are computed much in favour of the attacker.

4. Ending the Game.
After every Ant has been given a chance to move the computer tells what turn it is by beeping that number of times.
If no player has won at the end of ten turns the winner is the ant colony whose hole defensive strength is greatest.
© 1981
NOT POLYOPTICS
VIRGINIA
GAMES FOR // TI 99/4 AND 99/4A
ALL RIGHTS RESERVED

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Thanks! Now the problem is that I can't seem to save it in Classic 99. I keep getting I/O error 63 which essentially means an illegal save operation. I tried doing a CALL FILES(1) to no avail. Any ideas?

 

Remember when you see a Disk Error in Classic99, to bring up the debug console, and you will almost always have a better explanation about why the disk error was thrown in the log. :)

 

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Not sure about the errorcode there, but sometimes I try and save to a disk, when Classic99 only read disks, but read and write files. Choose Disk, the drive (DSK*), first item/file location, and then choose Files (FIAD).

Yes of course... I had Classic99 setup for DOAD instead of FIAD. Duhhh... :P

Thanks for the tip!

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