InfernalKeith Posted June 8, 2012 Share Posted June 8, 2012 If anyone has this game and wouldn't mind providing a LIST of it; I have an original disk with a corrupted file and some bad lines. Quote Link to comment Share on other sites More sharing options...
OX. Posted June 8, 2012 Share Posted June 8, 2012 (edited) I have a ti99 game called Ant Wars Keith, don't think it's the version your after though as it does'nt mention anything about not polyoptics, written by a "J Planty". Edited June 8, 2012 by OX. Quote Link to comment Share on other sites More sharing options...
OX. Posted June 8, 2012 Share Posted June 8, 2012 Update - I do have it Keith, get it from here - http://shawweb.myzen.co.uk/stephen/pc99dsk1.zip 1 Quote Link to comment Share on other sites More sharing options...
InfernalKeith Posted June 8, 2012 Author Share Posted June 8, 2012 Am I able to use that format in Classic99? It looks unfamiliar to me. Quote Link to comment Share on other sites More sharing options...
OX. Posted June 8, 2012 Share Posted June 8, 2012 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 Quote Link to comment Share on other sites More sharing options...
InfernalKeith Posted June 9, 2012 Author Share Posted June 9, 2012 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. Quote Link to comment Share on other sites More sharing options...
GratedTopping Posted June 26, 2012 Share Posted June 26, 2012 (edited) 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 August 25, 2012 by GratedTopping Quote Link to comment Share on other sites More sharing options...
InfernalKeith Posted October 31, 2012 Author Share Posted October 31, 2012 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. 1 Quote Link to comment Share on other sites More sharing options...
+Vorticon Posted November 1, 2012 Share Posted November 1, 2012 Can you post the full rules by any chance? It looks interesting... Quote Link to comment Share on other sites More sharing options...
Willsy Posted November 1, 2012 Share Posted November 1, 2012 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! Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted November 1, 2012 Share Posted November 1, 2012 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 Quote Link to comment Share on other sites More sharing options...
+Vorticon Posted November 1, 2012 Share Posted November 1, 2012 (edited) 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? Edited November 1, 2012 by Vorticon Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted November 2, 2012 Share Posted November 2, 2012 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). Quote Link to comment Share on other sites More sharing options...
Tursi Posted November 2, 2012 Share Posted November 2, 2012 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. 1 Quote Link to comment Share on other sites More sharing options...
+Vorticon Posted November 2, 2012 Share Posted November 2, 2012 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... Thanks for the tip! Quote Link to comment Share on other sites More sharing options...
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