Bunsen Posted February 17, 2014 Author Share Posted February 17, 2014 Hey Bill, save some ideas for next year's contest Quote Link to comment Share on other sites More sharing options...
Marius Posted February 17, 2014 Share Posted February 17, 2014 What the... a game called Sijmen Is that referring to Mr. Atari? What do we have to do there? Testing whether MyIDE will Blend or not? Wahaha. Quote Link to comment Share on other sites More sharing options...
Bunsen Posted February 18, 2014 Author Share Posted February 18, 2014 (edited) You got it, Pro. :-) It's a SIMON (touch me) game. And then I asked Sijmen if he would like it that I name my game after him. Edited February 18, 2014 by Bunsen 1 Quote Link to comment Share on other sites More sharing options...
Bunsen Posted February 18, 2014 Author Share Posted February 18, 2014 I think I have to score with some humor since my programming skills are way behind other contestants. Quote Link to comment Share on other sites More sharing options...
+Ripdubski Posted February 18, 2014 Share Posted February 18, 2014 I was working on one, and still will, but am finding it very difficult to get all i need done. I have my player movements, but still trying to fit objectives and score. Atari Basic. Fingers crossed. Quote Link to comment Share on other sites More sharing options...
Mathy Posted February 18, 2014 Share Posted February 18, 2014 Hello Ripdubski You can use TurboBASIC, this year the contest isn't limited to Atari BASIC. Sincerely Mathy Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted February 18, 2014 Share Posted February 18, 2014 You has longer lines. Atari Basic (and Turbo Basic XL) get maximum line lengths 3-lines. So, you has 6 letter more for each line (60 at all). Only few? Example: PL.0,0 - one instruction more in line. Use of abbreviations, too. There's a way to crunch the keywords you need down to one-letter abbreviations (and actually crash the syntax parser if you cram too many operations into the 120-character line limit IIRC)...but that would probably go against the rules. Quote Link to comment Share on other sites More sharing options...
+therealbountybob Posted February 18, 2014 Share Posted February 18, 2014 I've been working on "Gwobby Micro" all day - yes he's back to BASIC, real BASIC! Just 1 pesky bug to fix Gave me a day off from the assembler. First mistake was I typed LOAD #D:GWOBBY10.M65 without even realising it Interesting that after the 4K BASIC Contest (Keep on Koastin') where it was all about code size here it's all about line size... I seem to have figured out some new dirty tricks to reference multiple lines based on values etc; this and using single letter variables has made the listing look like the latest form of encrytpion technology, not good for finding problems Editing those extended lines is a pain too but It has squeezed in nicely in the end. p.s. My friend bluecat will be attempting her 2nd Atari program following "Amazin'" in the 4K contest Quote Link to comment Share on other sites More sharing options...
gozar Posted February 19, 2014 Share Posted February 19, 2014 Snow day means I started and finished an entry: GozMind - My 10 liner for the NOMAM 2014 competition It's a very simple Mastermind clone. I'm hoping to refactor it and fit in graphics instead of characters, but I don't know if that will be possible. It's a good starting point for me though. 2 Quote Link to comment Share on other sites More sharing options...
Rybags Posted February 19, 2014 Share Posted February 19, 2014 (edited) A compact way to store redefined characters is within strings, so an alternate chset setup might look a bit like: FOR A=0 TO 15 : POKE CHSET+8+A,PEEK(ADR("dfieurijlkdfjlkd")+A) : NEXT A Most values can be represented but you run into trouble with 155 (RETURN) and 34 (quote), but if they occur you can just put a space then poke in seperately further on. Edited February 19, 2014 by Rybags Quote Link to comment Share on other sites More sharing options...
gozar Posted February 19, 2014 Share Posted February 19, 2014 A compact way to store redefined characters is within strings, so an alternate chset setup might look a bit like: FOR A=0 TO 15 : POKE CHSET+8+A,PEEK(ADR("dfieurijlkdfjlkd")+A) : NEXT A Most values can be represented but you run into trouble with 155 (RETURN) and 34 (quote), but if they occur you can just put a space then poke in seperately further on. That looks pretty compact, but I am totally out of space. I need to refactor my solving procedure first. Quote Link to comment Share on other sites More sharing options...
Rybags Posted February 19, 2014 Share Posted February 19, 2014 Can I assume that during the comp judging that the relevant version of Basic will be used? ie - this one I've got in Atari Basic will probably be unplayable in a faster Basic, I've got a dummy maths calculation going on that serves as a delay as it is. Quote Link to comment Share on other sites More sharing options...
Bunsen Posted February 19, 2014 Author Share Posted February 19, 2014 Can I assume that during the comp judging that the relevant version of Basic will be used? ie - this one I've got in Atari Basic will probably be unplayable in a faster Basic, I've got a dummy maths calculation going on that serves as a delay as it is. Mmmh, it was thought that all programms will be run under TB XL . Try to use your calculation. If it is not possible and you run out of space (lines) we will run it under Atari Basic. Quote Link to comment Share on other sites More sharing options...
Rybags Posted February 19, 2014 Share Posted February 19, 2014 Would be nice to be able to specify which to use. Most realtime Basic games will rely on knowing the speed since it's impractical to have waits based on frame count. Quote Link to comment Share on other sites More sharing options...
Bunsen Posted February 19, 2014 Author Share Posted February 19, 2014 In original rules in german on abbuc.de I wrote: All programs will be run under TB XL. I don't know why i missed it in the translation in AA. Since it is a fun contest and I missed to add this term here, we will run your program under Atari Basic if you want. 1 Quote Link to comment Share on other sites More sharing options...
Mathy Posted February 19, 2014 Share Posted February 19, 2014 Hello Rybags Can't you use the PAUSE command? Sincerely Mathy Quote Link to comment Share on other sites More sharing options...
Rybags Posted February 19, 2014 Share Posted February 19, 2014 Atari Basic doesn't have it... that's the issue, the first game I've got going assumes standard Basic. I guess I can probably cater for both versions, just a case of putting into TBXL and doing some tuning. Quote Link to comment Share on other sites More sharing options...
+therealbountybob Posted February 19, 2014 Share Posted February 19, 2014 Atari Basic doesn't have it... that's the issue, the first game I've got going assumes standard Basic. I guess I can probably cater for both versions, just a case of putting into TBXL and doing some tuning. I wrote mine in Atari BASIC too so will need to slow the delay loops. The game was about maxed out for speed and still playable, so now I can make it even harder It will be nice if they are all in Turbo-BASIC so they can all go on the same disk Quote Link to comment Share on other sites More sharing options...
Mathy Posted February 19, 2014 Share Posted February 19, 2014 Hello Rybags That's why you have the dummy math routine. Since it's probably gonna run to fast in BASIC, I thought replacing it with PAUSE (followed by a number, which present the number of jiffies you want the pause to last) would be an option. Sincerely Mathy Quote Link to comment Share on other sites More sharing options...
+David_P Posted February 20, 2014 Share Posted February 20, 2014 So, who's going to write a ten line text adventure? Quote Link to comment Share on other sites More sharing options...
atari8warez Posted February 20, 2014 Share Posted February 20, 2014 So, who's going to write a ten line text adventure? Bill Kendrick Quote Link to comment Share on other sites More sharing options...
Bunsen Posted February 20, 2014 Author Share Posted February 20, 2014 10th game registered I've never expected so much respond. Jumpsheep by fdingler Paddleship by Bill Kendrick Sijmen by me Squirrel by fdingler Shmup by Bill Kendrick Colfusion by Irgendwer Planets by Bill Kendrick Slice by Bill Kendrick GozMind by gozar Carrera by Daniel Serpell Quote Link to comment Share on other sites More sharing options...
am1933 Posted February 20, 2014 Share Posted February 20, 2014 10 print "A" 20 print "T" 30 print "A" 40 print "R" 50 print "I" 60 print "8" 70 print "0" 80 print "0" 90 print "X" 100 print "L" If anybody needs instructions on how and what this 10 ten line basic program does-I will be delighted to provide full instructions. Don't be too upset if I can't get back to you straight away as I am currently hard at work converting this to assembly-so I will be very busy for the next couple of months. 1 Quote Link to comment Share on other sites More sharing options...
kenjennings Posted February 20, 2014 Share Posted February 20, 2014 10 print "A". . . If anybody needs instructions on how and what this 10 ten line basic program does-I will be delighted to provide full instructions. . . The joystick doesn't do anything. Is this controlled by the keyboard? 2 Quote Link to comment Share on other sites More sharing options...
am1933 Posted February 20, 2014 Share Posted February 20, 2014 The joystick doesn't do anything. Is this controlled by the keyboard? There have been some issues-I am de-bugging as we speak. With regards to keyboard or Joystick input-Neither of these are to be used, the code has actually been optimised for use with the Mindlink headset. Quote Link to comment Share on other sites More sharing options...
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