GameGirl420 Posted October 31, 2014 Share Posted October 31, 2014 Where can I find some? I'd like to sharpen my typing skills a bit lol,but also would like to see some cool 80's TI basic graphics on my screen. Quote Link to comment Share on other sites More sharing options...
+adamantyr Posted October 31, 2014 Share Posted October 31, 2014 Hmm... your best bet is to download one of the older books that had BASIC program listings. You can find several here: http://harmlesslion.com/tibooks/ Curiously enough, there's not a lot of sites that just have a BASIC listing on a web page to type in. Adamantyr Quote Link to comment Share on other sites More sharing options...
+OLD CS1 Posted October 31, 2014 Share Posted October 31, 2014 I am not certain how many of the ready-to-run stuff on the GameShelf has the source available, but it is probably worth a look. I do not know the link, but you can easily find the TI game shelf on Google. Or one of the other gentlemen *ahem* here can provide a link. Quote Link to comment Share on other sites More sharing options...
Iwantgames:) Posted October 31, 2014 Share Posted October 31, 2014 tigameshelf.net Quote Link to comment Share on other sites More sharing options...
+adamantyr Posted October 31, 2014 Share Posted October 31, 2014 (edited) Here's an old BASIC game that I always liked... Worm of Bemer: 100 DIM NN(29),RANK$(12) 110 GOSUB 3600 120 GOTO 1760 130 FOR I=1 TO LEN(H$) 140 CALL HCHAR(ROW,COL+I,ASC(SEG$(H$,I,1))) 150 NEXT I 160 RETURN 170 CALL KEY(0,K,ST) 180 IF(K<>68)+(OD=2)THEN 220 190 DX=1 200 DY=0 210 DI=1 220 IF(K<>83)+(OD=1)THEN 260 230 DX=-1 240 DY=0 250 DI=2 260 IF(K<>69)+(OD=3)THEN 300 270 DY=-1 280 DX=0 290 DI=4 300 IF(K<>88)+(OD=4)THEN 340 310 DY=1 320 DX=0 330 DI=3 340 CALL HCHAR(YA,XA,136) 350 OD=DI 360 XA=XA+DX 370 YA=YA+DY 380 L=LEN(XA$) 390 XA$=XA$&CHR$(XA) 400 YA$=YA$&CHR$(YA) 410 CALL GCHAR(YA,XA,Z) 420 IF Z<>32 THEN 510 430 CALL HCHAR(YA,XA,128) 440 CALL SOUND(1,622,2) 450 IF L<WO THEN 170 460 CALL HCHAR(ASC(YA$),ASC(XA$),32) 470 LL=LEN(XA$)-1 480 XA$=SEG$(XA$,2,LL) 490 YA$=SEG$(YA$,2,LL) 500 GOTO 170 510 CALL SOUND(100,311,2) 520 CALL HCHAR(YA,XA,128) 530 GOSUB 2340 540 IF Z<>MUSH THEN 770 550 WO=WO+15+2*LO 560 IF WO<185 THEN 580 570 WO=185 580 RANDOMIZE 590 XX=RND*28+3 600 X=RND*19+4 610 CALL GCHAR(X,XX,H1) 620 IF H1<>32 THEN 590 630 SC=SC+100+LO*7 640 HI=HI-1 650 GOSUB 2340 660 IF HI>0 THEN 750 670 CALL HCHAR(3,17,104) 680 CALL HCHAR(13,2,104) 690 CALL HCHAR(13,31,104) 700 CALL HCHAR(23,17,104) 710 FOR I=3 TO 30 STEP 3 720 CALL SOUND(100,1900,I) 730 NEXT I 740 GOTO 170 750 CALL HCHAR(X,XX,MUSH) 760 GOTO 170 770 IF Z=104 THEN 810 780 IF LI=1 THEN 2630 790 GOSUB 2630 800 GOTO 960 810 CALL HCHAR(YA,XA,136) 820 GOSUB 2500 830 FOR AA=110 TO 880 STEP 32 840 PRINT 850 CALL SOUND(1,AA,2) 860 CALL SOUND(-1,AA,2) 870 NEXT AA 880 LO=LO+1 890 IF LO=12 THEN 1410 900 WO=5 910 L1=L1+1 920 IF LO>EX THEN 3190 930 CALL COLOR(14,L1,1) 940 CALL CLEAR 950 GOSUB 1640 960 GOSUB 2340 970 ON LO GOTO 1930,990,1070,1110,1150,1190,1250,1030,1110,1300,1350,1410 980 GOTO 1930 990 REM SECOND SCREEN 1000 CALL HCHAR(13,5,120,24) 1010 GOTO 1930 1020 REM SCREEN 1030 CALL VCHAR(7,15,120,16) 1040 CALL HCHAR(9,6,120,22) 1050 GOTO 1930 1060 REM FORTH SCREEN 1070 CALL HCHAR(6,5,120,24) 1080 CALL HCHAR(20,5,120,24) 1090 GOTO 1930 1100 REM FIFTH SCREEN 1110 CALL HCHAR(7,6,120,22) 1120 CALL VCHAR(8,15,120,16) 1130 GOTO 1930 1140 REM FRAME 6 1150 CALL HCHAR(12,3,120,13) 1160 CALL HCHAR(12,19,120,12) 1170 GOTO 1930 1180 REM FRAME 7 1190 FOR I=8 TO 18 1200 CALL HCHAR(I,7,120,7) 1210 CALL HCHAR(I,18,120, 1220 NEXT I 1230 GOTO 1930 1240 REM FRAME 8 1250 CALL HCHAR(8,3,120,13) 1260 CALL HCHAR(14,12,120,19) 1270 CALL HCHAR(18,3,120,13) 1280 GOTO 1930 1290 REM FRAME 9 1300 GOSUB 1710 1310 FOR T=5 TO 21 1320 CALL HCHAR(T,4,32,16) 1330 NEXT T 1340 GOTO 1930 1350 GOSUB 1710 1360 FOR T=5 TO 21 1370 CALL HCHAR(T,4,32,20) 1380 NEXT T 1390 GOTO 990 1400 REM YOU WIN! 1410 CALL CLEAR 1420 CALL SCREEN(3) 1430 FOR I=4 TO 8 1440 CALL COLOR(I,2,1) 1450 NEXT I 1460 PRINT TAB(9);"NERM'S HOME!" 1470 PRINT 1480 PRINT 1490 PRINT TAB(10);"THANK YOU!" 1500 FOR T=1 TO 9 1510 PRINT 1520 NEXT T 1530 FOR T=1 TO 3 1540 FOR I=110 TO 880 STEP 30 1550 CALL SOUND(1,I,2) 1560 CALL SOUND(-1,I,2) 1570 NEXT I 1580 FOR I=880 TO 110 STEP-30 1590 CALL SOUND(1,I,2) 1600 CALL SOUND(-1,I,2) 1610 NEXT I 1620 NEXT T 1630 GOTO 2780 1640 CALL CLEAR 1650 PRINT "SCORE :";TAB(20);"ROOM :" 1660 PRINT "MUSHROOMS :";TAB(20);"LIVES :" 1670 FOR T=1 TO 21 1680 PRINT 1690 NEXT T 1700 RETURN 1710 FOR T=5 TO 21 1720 CALL HCHAR(T,4,120,26) 1730 NEXT T 1740 RETURN 1750 REM UP THE GAME 1760 GOSUB 3300 1770 MUSH=112 1780 LI=4 1790 SC=0 1800 LO=1 1810 HI=5 1820 WO=5 1830 EX=2 1840 L1=3 1850 GOSUB 2240 1860 CALL CLEAR 1870 CALL SCREEN(2) 1880 FOR I=3 TO 8 1890 CALL COLOR(I,16,1) 1900 NEXT I 1910 GOSUB 1640 1920 GOSUB 2340 1930 XA$="" 1940 YA$="" 1950 XA=17 1960 YA=18 1970 DX=0 1980 DY=-1 1990 IF HI<6 THEN 2010 2000 HI=5 2010 IF HI>-1 THEN 2030 2020 HI=0 2030 DI=4 2040 FOR I=2 TO 31 STEP 29 2050 CALL VCHAR(3,I,120,21) 2060 NEXT I 2070 FOR I=3 TO 23 STEP 20 2080 CALL HCHAR(I,3,120,28) 2090 NEXT I 2100 CALL HCHAR(24,3,137,28) 2110 IF HI>0 THEN 2170 2120 CALL HCHAR(3,17,104) 2130 CALL HCHAR(12,2,104) 2140 CALL HCHAR(12,31,104) 2150 CALL HCHAR(23,17,104) 2160 GOTO 360 2170 RANDOMIZE 2180 XX=RND*28+3 2190 X=RND*19+4 2200 CALL GCHAR(X,XX,H1) 2210 IF H1<>32 THEN 2170 2220 CALL HCHAR(X,XX,MUSH) 2230 GOTO 360 2240 CALL CLEAR 2250 PRINT TAB(10);"GET READY!" 2260 FOR T=1 TO 12 2270 PRINT 2280 NEXT T 2290 FOR I=1 TO 14 2300 CALL SOUND(100,NN(I),2) 2310 NEXT I 2320 RETURN 2330 REM PRINT SCORE 2340 H$=STR$(SC) 2350 ROW=1 2360 COL=10 2370 GOSUB 130 2380 H$=STR$(LO) 2390 COL=28 2400 GOSUB 130 2410 H$=STR$(HI) 2420 ROW=2 2430 COL=14 2440 GOSUB 130 2450 H$=STR$(LI) 2460 COL=29 2470 GOSUB 130 2480 RETURN 2490 REM NERM LEAVES 2500 SP=SP-5 2510 GOSUB 2340 2520 HI=5 2530 L=LEN(XA$) 2540 FOR I=1 TO L 2550 CALL SOUND(2,110+I*2,2) 2560 CALL HCHAR(ASC(YA$),ASC(XA$),32) 2570 LL=LEN(XA$)-1 2580 XA$=SEG$(XA$,2,LL) 2590 YA$=SEG$(YA$,2,LL) 2600 NEXT I 2610 RETURN 2620 REM OPP! 2630 CALL CLEAR 2640 PRINT TAB(13);"OPPS" 2650 FOR I=1 TO 12 2660 PRINT 2670 NEXT I 2680 LI=LI-1 2690 FOR I=14 TO 24 2700 CALL SOUND(10,I*40,2) 2710 NEXT I 2720 FOR I=1 TO 30 2730 NEXT I 2740 IF LI<1 THEN 2780 2750 GOSUB 1640 2760 RETURN 2770 REM THE GAME ENDS 2780 CALL CLEAR 2790 FOR I=3 TO 8 2800 CALL COLOR(I,16,1) 2810 NEXT I 2820 IF HS>SC THEN 2940 2830 HS=SC 2840 FOR I=1 TO 5 2850 PRINT 2860 NEXT I 2870 PRINT TAB(;"NEW HIGH SCORE" 2880 FOR T=110 TO 1760 STEP 50 2890 CALL SOUND(2,T,2) 2900 NEXT T 2910 FOR I=1 TO 5 2920 PRINT 2930 NEXT I 2940 PRINT TAB(7);"YOUR SCORE: ";SC 2950 PRINT 2960 PRINT TAB(7);"HIGH SCORE :";HS 2970 FOR I=1 TO 3 2980 PRINT 2990 NEXT I 3000 PRINT TAB(5);"YOUR NEW RANK IS :" 3010 PRINT 3020 PRINT TAB(9);RANK$(LO) 3030 FOR I=15 TO 29 3040 CALL SOUND(100,NN(I),2) 3050 NEXT I 3060 PRINT 3070 PRINT 3080 PRINT 3090 PRINT "(C TO CONTINUE Q TO QUIT)" 3100 FOR T=1 TO 4 3110 PRINT 3120 NEXT T 3130 CALL KEY(0,K,ST) 3140 IF ST=0 THEN 3130 3150 IF(K<>67)*(K<>81)THEN 3130 3160 IF K=67 THEN 1760 3170 STOP 3180 REM EXTRA LIFE 3190 CALL CLEAR 3200 PRINT TAB(11);"BONUS LIFE" 3210 FOR I=1 TO 12 3220 PRINT 3230 NEXT I 3240 FOR I=1 TO 30 STEP 2 3250 CALL SOUND(100,1175,I) 3260 NEXT I 3270 EX=EX+3 3280 LI=LI+1 3290 GOTO 930 3300 CALL CLEAR 3310 FOR T=3 TO 8 3320 CALL COLOR(T,2,1) 3330 NEXT T 3340 CALL COLOR(14,3,1) 3350 CALL SCREEN(15) 3360 PRINT TAB(10);"WELCOME TO" 3370 FOR T=1 TO 4 3380 PRINT 3390 NEXT T 3400 PRINT TAB(;"WORM OF BEMER" 3410 FOR T=1 TO 9 3420 PRINT 3430 NEXT T 3440 PRINT "USE E,S,D, & X KEYS TO MOVE" 3450 PRINT 3460 CALL HCHAR(21,3,136,4) 3470 CALL HCHAR(21,8,128) 3480 FOR I=1 TO 22 3490 CALL HCHAR(21,6+I,136) 3500 CALL HCHAR(21,7+I,128) 3510 CALL SOUND(10,622,2) 3520 CALL HCHAR(21,2+I,32) 3530 FOR T=1 TO 20 3540 NEXT T 3550 NEXT I 3560 FOR T=1 TO 100 3570 NEXT T 3580 RETURN 3590 REM DEFINE CHARS 3600 FOR I=104 TO 136 STEP 8 3610 READ A$ 3620 CALL CHAR(I,A$) 3630 NEXT I 3640 DATA FFFFFFFFFFFFFFFF,187EFFFF18181818,FF81BDA5A5BD81FF 3650 DATA 8142243C7E5A3C18,387CFEFEFEFE7C38 3660 CALL COLOR(10,2,2) 3670 CALL COLOR(11,14,1) 3680 CALL COLOR(12,2,10) 3690 CALL COLOR(13,7,1) 3700 CALL CHAR(137,"FFFFFFFFFFFFFFFF") 3710 FOR I=1 TO 9 3720 READ RANK$(I) 3730 NEXT I 3740 FOR I=10 TO 12 3750 RANK$(I)="HALL OF FAME" 3760 NEXT I 3770 DATA ZERO,ROOKIE,NOVICE,AVERAGE 3780 DATA MASTER,GRAND MASTER,WIZARD,GRAND WIZARD 3790 DATA SUPER STAR 3800 FOR I=1 TO 29 3810 READ NN(I) 3820 NEXT I 3830 DATA 262,349,40000,349,392,40000,392,440,523,440,523,440,349,40000 3840 DATA 349,40000,40000,262,247,262,294,294,262,40000,40000,40000,330,330,349 3850 RETURN Edited October 31, 2014 by adamantyr 2 Quote Link to comment Share on other sites More sharing options...
unhuman Posted October 31, 2014 Share Posted October 31, 2014 There were some good examples from the contest a few years back: http://atariage.com/forums/topic/172805-basic-on-cart-contest-bocc-entries/?hl=contest&do=findComment&comment=2263999 Quote Link to comment Share on other sites More sharing options...
senior_falcon Posted November 1, 2014 Share Posted November 1, 2014 I remember typing in Worm of Bemer back in the day and then saving it to cassette tape. Good memories! BTW, this is a good candidate for being compiled. 1 Quote Link to comment Share on other sites More sharing options...
+adamantyr Posted November 1, 2014 Share Posted November 1, 2014 There were some good examples from the contest a few years back: http://atariage.com/forums/topic/172805-basic-on-cart-contest-bocc-entries/?hl=contest&do=findComment&comment=2263999 Typing in Aperture would be a major pain though... I wrote the data routines to use characters above 127 which requires you to use funky control character combinations to enter them. Adamantyr Quote Link to comment Share on other sites More sharing options...
firepod Posted November 1, 2014 Share Posted November 1, 2014 not sure how the cartridges work, if ripping them allows one to see source or if it's assembly code and then you'd have to create a source from that by going through it with a debugger "my that would be difficult" LOL but it would be cool to gather a list of source codes for all games/software that was released on catridges or otherwise. I know it would help me as I am learning to code in Ti Basics. Of course there are the books out there that help with that as well, but I find scanning code on a piece of software that is interesting to the person is a huge motivator:) 1 Quote Link to comment Share on other sites More sharing options...
Retrospect Posted November 2, 2014 Share Posted November 2, 2014 Here, try this little TI BASIC game ... it was published by Charles A . Sharp in 1983. Works in the CLASSIC99 emulator. prison run.zip 1 Quote Link to comment Share on other sites More sharing options...
+mizapf Posted November 2, 2014 Share Posted November 2, 2014 (edited) Here is my definitive, ultimate, favorite, must-have TI BASIC game: Space Defense. It was published in a Home Computer magazine in Germany in 1984. It was the time, you remember, when we sat in front of our TI, typing in long printed listings from magazines. Unfortunately, the author is only noted as "PRl", and although I still have the original print, there is no way to find out who wrote it. Anyone here among the German users may know more. Traditionally, I play this game once every year on Christmas (well, tradition, as I said). It fascinates me what is possible in the arguably limited environment of TI BASIC. As for the game: Your task is to guard the space stations from the attackers. There are basically three screens: 1. Space station map: Press 1-6 to select where you want to travel. The blinking station is where you are currently located. 2. Cockpit view. This is your travel to the selected station. You can press 1-9 to select the speed (1 fastest, 9 slowest), S to put up the shields. The slower you travel, the more enemies you will encounter, and the more damage they will cause by their fire. You have to steer your ship with the joystick so that you center the enemy in the crosshair, and press fire to destroy it. Note that you only have a limited number of shots, and your energy goes down each time you have to resurrect your shields. If you press H you go into hyperspace speed and immediately reach the destination station. 3. Station view. You steer your ship from a third-person view. It is located in the lower right position. You may find some enemies surrounding the space station, firing at you and the station. If the station is fatally damaged, it will disintegrate, and you are returned to the station map, with your remaining energy. While you are still on the station view, you have to direct your crosshair (don't know what it actually is, could also be a space probe) over the enemies to destroy them. When they are all gone, you can dock at the station. Press "A" to get the refueler line - you now steer your ship to the right and get it refueled. When the ship has been repaired and the tanks are full (changes by 3-steps only, so you may end up with 2% damage and 98% fuel) you press "G" to return to the station map. Note that there is some kind of "multitasking" in the background. The longer it takes for you to get to the other stations, the more enemies show up. I thought it would be safe to be attached to the station and went away for some minutes, only to find out that when I returned on the map, a huge number of enemies has gathered. Keep in mind that you may have to push keys for a longer time until the key is recognized. The game ends when your ship is damaged beyond repair, when your fuel tank is empty, and when all stations are lost. Again: I am not the author. I just translated the screen texts. But I really love that game! P.S.: Do a CALL FILES(1) and NEW before loading. sdefense.zip Edited November 2, 2014 by mizapf 3 Quote Link to comment Share on other sites More sharing options...
+Ksarul Posted November 3, 2014 Share Posted November 3, 2014 I remember both Worm of Bemer (I typed that one in) and Space Defense (I typed that one in too as part of my effort to get all of the German magazine programs I could find onto TI disks). They are both outstanding TI BASIC games! 1 Quote Link to comment Share on other sites More sharing options...
Willsy Posted November 4, 2014 Share Posted November 4, 2014 I remember typing Camelot in and thinking it was great! 1 Quote Link to comment Share on other sites More sharing options...
am1933 Posted November 4, 2014 Share Posted November 4, 2014 I remember typing Camelot in and thinking it was great! Camelot actually looks really good, I was always impressed by the visual aspects of the game, it's only when it starts to move you realise it is just another TI Basic game (a good looking one-granted). Quote Link to comment Share on other sites More sharing options...
Omega-TI Posted November 4, 2014 Share Posted November 4, 2014 There was a game I used to play in the early 80's called TI-Trek. It was pretty good for a BASIC program. Quote Link to comment Share on other sites More sharing options...
+adamantyr Posted November 4, 2014 Share Posted November 4, 2014 Camelot actually looks really good, I was always impressed by the visual aspects of the game, it's only when it starts to move you realise it is just another TI Basic game (a good looking one-granted). Camelot is fantastic for a TI-BASIC game! I know I have it on a disk here somewhere... TI-Trek is also pretty good, it was actually a commercial release from Texas Instruments, with a version updated to be used with the Terminal Emulator-II cartridge that would give the game speech. I converted it to assembly language a few years ago, you can find that here: http://www.adamantyr.com/misc/titrek.html Adamantyr 2 Quote Link to comment Share on other sites More sharing options...
Omega-TI Posted November 4, 2014 Share Posted November 4, 2014 Camelot is fantastic for a TI-BASIC game! I know I have it on a disk here somewhere... TI-Trek is also pretty good, it was actually a commercial release from Texas Instruments, with a version updated to be used with the Terminal Emulator-II cartridge that would give the game speech. I converted it to assembly language a few years ago, you can find that here: http://www.adamantyr.com/misc/titrek.html Adamantyr OH WOW! It's been converted to assembly! That's F'ing AWESOME Dude! I'm gonna has some fun after work tonight! THANKS! ** EDIT ** - Damn, this sucker is fast too! P.S. It'll be a couple of weeks, but I'll try to make an updated manual for this game because the one on WHTECH completely SUX. Quote Link to comment Share on other sites More sharing options...
+adamantyr Posted November 4, 2014 Share Posted November 4, 2014 OH WOW! It's been converted to assembly! That's F'ing AWESOME Dude! I'm gonna has some fun after work tonight! THANKS! ** EDIT ** - Damn, this sucker is fast too! P.S. It'll be a couple of weeks, but I'll try to make an updated manual for this game because the one on WHTECH completely SUX. Glad you like it! I'm still miffed I wasn't able to perfectly replicate the warp sound effects... Adamantyr Quote Link to comment Share on other sites More sharing options...
Omega-TI Posted November 4, 2014 Share Posted November 4, 2014 Glad you like it! I'm still miffed I wasn't able to perfectly replicate the warp sound effects... Adamantyr Yeah, I love this. I did not get to play it very long as I have to leave for work in 5 minutes, but I never heard any speech being used. Even if this version turns out to have no speech, it's STILL better than the BASIC version. This will be going on my active disk for regular use and for the "Classic Computer ONLY day" coming up. Quote Link to comment Share on other sites More sharing options...
+adamantyr Posted November 4, 2014 Share Posted November 4, 2014 Yeah, I love this. I did not get to play it very long as I have to leave for work in 5 minutes, but I never heard any speech being used. Even if this version turns out to have no speech, it's STILL better than the BASIC version. This will be going on my active disk for regular use and for the "Classic Computer ONLY day" coming up. Oh yeah, I couldn't support speech with it... as far as I know, nobody has offered ANY guidelines on how to really properly use the speech synthesizer in assembly language effectively. The TI Tech pages are pretty vague on it... If there was a way to just directly translate a modern day WAV file into speech codes you could just feed in, awesome, give that to us! Adamantyr Quote Link to comment Share on other sites More sharing options...
+adamantyr Posted November 4, 2014 Share Posted November 4, 2014 Here is the listing for Camelot! (Camelot! Camelot! It's only a BASIC program... Shhh!) 100 REM **************** 110 REM * CHALLENGE OF * 120 REM * CAMELOT * 130 REM **************** 140 REM BY GARY GARRETT 150 REM 99'ER VERSION 2.11.1 160 CALL CLEAR 170 GOSUB 4440 180 GOSUB 4490 190 CALL CLEAR 200 GOTO 250 210 RESTORE 4700 220 R=10 230 GOSUB 4610 240 RETURN 250 INPUT "NAME PLEASE:":O$ 260 INPUT "INSTRUCTIONS? (Y/N) ":A$ 270 IF A$="Y" THEN 3680 ELSE 1460 280 CALL CLEAR 290 G=2 300 CALL SCREEN( 310 PRINT " CHALLENGE OF CAMELOT ": : : : : : : : : : : : : : : 320 PRINT O$," THE DRAGON": : : : : : : : 330 DATA 6,5,7,10,4,21,6,27 340 DATA 10,1,9,2,10,15,9,16,8,17,7,18,10,1,1,1 350 DATA 10,14,7,25,9,31,10,32,10,1 360 RESTORE 4720 370 R=11 380 GOSUB 4610 390 CALL COLOR(9,16,1) 400 CALL COLOR(14,2,1) 410 CALL COLOR(10,5,16) 420 CALL COLOR(11,5, 430 DATA 3,3,4,9,5,14,3,17,3,27,3,3 440 GOSUB 1140 450 RESTORE 330 460 FOR I=1 TO 4 470 READ X,Y 480 CALL HCHAR(X,Y,101) 490 CALL HCHAR(X,Y+1,102) 500 CALL HCHAR(X+1,Y-1,101) 510 CALL HCHAR(X+1,Y,103,2) 520 CALL HCHAR(X+1,Y+2,102) 530 CALL HCHAR(X+2,Y-1,104) 540 CALL HCHAR(X+2,Y,105,2) 550 CALL HCHAR(X+2,Y+2,106) 560 CALL HCHAR(X+2,Y-2,112) 570 CALL HCHAR(X+2,Y+3,113) 580 CALL VCHAR(X+3,Y-2,114,12-(X+3)) 590 CALL VCHAR(X+3,Y-1,114,12-(X+3)) 600 CALL VCHAR(X+3,Y,114,12-(X+3)) 610 CALL VCHAR(X+3,Y+1,114,12-(X+3)) 620 CALL VCHAR(X+3,Y+2,114,12-(X+3)) 630 CALL VCHAR(X+3,Y+3,114,12-(X+3)) 640 NEXT I 650 RESTORE 340 660 FOR I=1 TO 6 670 READ X,Y 680 CALL HCHAR(X,Y,112) 690 CALL VCHAR(X+1,Y,114,12-(X+1)) 700 NEXT I 710 RESTORE 350 720 FOR I=1 TO 4 730 READ X,Y 740 CALL HCHAR(X,Y,113) 750 CALL VCHAR(X+1,Y,114,12-(X+1)) 760 NEXT I 770 CALL HCHAR(9,8,107) 780 CALL HCHAR(8,25,107) 790 RESTORE 430 800 FOR F=1 TO 5 810 GOSUB 1180 820 NEXT F 830 RESTORE 1870 840 FOR I=1 TO 4 850 READ X 860 Y=8 870 GOSUB 1260 880 NEXT I 890 RESTORE 4830 900 R=8 910 GOSUB 4610 920 RESTORE 1870 930 FOR I=1 TO 4 940 READ A 950 B=25 960 GOSUB 990 970 NEXT I 980 GOTO 2170 990 CALL COLOR(12,13,1) 1000 CALL HCHAR(A,B+3,32,3) 1010 CALL HCHAR(A+1,B+3,32,3) 1020 CALL HCHAR(A,B-1,120) 1030 CALL SOUND(9,-1,9) 1040 CALL HCHAR(A,B,121) 1050 CALL HCHAR(A,B+1,32) 1060 CALL HCHAR(A,B+2,122) 1070 CALL HCHAR(A+1,B-1,123) 1080 CALL HCHAR(A+1,B,124) 1090 CALL HCHAR(A+1,B+1,125) 1100 CALL SOUND(9,-2,9) 1110 CALL HCHAR(A+1,B+2,126) 1120 CALL HCHAR(A+1,B+3,127) 1130 RETURN 1140 RESTORE 4750 1150 R=4 1160 GOSUB 4610 1170 RETURN 1180 READ X,Y 1190 CALL HCHAR(X,Y,99) 1200 CALL HCHAR(X,Y+1,100) 1210 CALL HCHAR(X+1,Y-2,97) 1220 CALL HCHAR(X+1,Y-1,99) 1230 CALL HCHAR(X+1,Y,98,2) 1240 CALL HCHAR(X+1,Y+2,100) 1250 RETURN 1260 CALL HCHAR(X,Y-3,32,2) 1270 CALL HCHAR(X+1,Y-3,142,2) 1280 CALL HCHAR(X,Y-1,131) 1290 CALL SOUND(8,-2,9) 1300 CALL HCHAR(X,Y,132) 1310 CALL SOUND(8,-3,9) 1320 CALL HCHAR(X,Y+1,133) 1330 CALL HCHAR(X+1,Y-1,141) 1340 CALL HCHAR(X+1,Y,140) 1350 CALL HCHAR(X+1,Y+1,143) 1360 RETURN 1370 CALL HCHAR(A,B+2,32,2) 1380 CALL COLOR(4,5,1) 1390 CALL HCHAR(A,B-1,58) 1400 CALL SOUND(8,-1,9) 1410 CALL HCHAR(A,B,59) 1420 CALL SOUND(8,-2,9) 1430 CALL HCHAR(A,B+1,60) 1440 CALL HCHAR(A+1,B-1,142,5) 1450 RETURN 1460 G=1 1470 CALL CLEAR 1480 CALL SCREEN( 1490 PRINT O$;",":"PLEASE WAIT WHILE I MEASURE YOU FOR YOUR SUIT OF ARMOUR": : : 1500 RESTORE 4760 1510 R=7 1520 GOSUB 4610 1530 PRINT "IT LOOKS LIKE YOU WEAR AN OFF THE RACK SIZE": : : : 1540 FOR I=1 TO 300 1550 NEXT I 1560 DATA 9,4,7,7,7,9,5,12,5,15,4,17,5,19,5,22,7,25,7,27,9,30,17,15,16,17,17,19 1570 PRINT " CHALLENGE OF CAMELOT": : : : : : : : : : : : : : $," SIR 99": : : : : : : : 1580 CALL COLOR(9,16,1) 1590 CALL COLOR(10,9,16) 1600 CALL COLOR(13,2,1) 1610 CALL COLOR(14,2,12) 1620 CALL HCHAR(11,1,106,32) 1630 DATA 4,7,3,25,4,29 1640 GOSUB 1140 1650 RESTORE 1560 1660 FOR I=1 TO 14 1670 READ X,Y 1680 CALL HCHAR(X,Y,101) 1690 CALL HCHAR(X+1,Y-1,102) 1700 CALL HCHAR(X+1,Y,103) 1710 CALL HCHAR(X+2,Y-1,104,2) 1720 CALL HCHAR(X+3,Y-1,105,2) 1730 CALL HCHAR(X+4,Y-1,105,2) 1740 IF(10<Y)*(Y<23)THEN 1750 ELSE 1780 1750 CALL HCHAR(X+5,Y-1,105,2) 1760 CALL HCHAR(X+6,Y-1,105,2) 1770 CALL HCHAR(X+4,Y-1,105,2) 1780 CALL HCHAR(11,5,106,24) 1790 NEXT I 1800 CALL HCHAR(14,1,106,32) 1810 CALL HCHAR(13,5,142,24) 1820 RESTORE 1630 1830 FOR F=1 TO 3 1840 GOSUB 1180 1850 NEXT F 1860 GOSUB 210 1870 DATA 12,18,20,22 1880 RESTORE 1870 1890 FOR I=1 TO 4 1900 READ X 1910 Y=8 1920 GOSUB 1260 1930 NEXT I 1940 RESTORE 1870 1950 FOR I=1 TO 4 1960 READ A 1970 B=25 1980 GOSUB 1370 1990 NEXT I 2000 GOSUB 4490 2010 GOTO 2170 2020 DATA 10,23,12,21,14,19,16,17 2030 RESTORE 2020 2040 FOR F=1 TO 4 2050 READ Y,B 2060 X=12 2070 A=12 2080 IF G=1 THEN 2110 2090 GOSUB 990 2100 GOSUB 2120 2110 GOSUB 1370 2120 GOSUB 1260 2130 NEXT F 2140 CALL SOUND(200,1000,0,3250,0,6750,0) 2150 CALL SOUND(200,1000,15,3250,15,6550,15) 2160 GOTO 2500 2170 M=4 2180 N=4 2190 X=12 2200 A=12 2210 GOSUB 210 2220 RANDOMIZE 2230 C=INT(RND*3)+1 2240 ON C GOTO 2250,2270,2290 2250 W$="LANCE" 2260 GOTO 2300 2270 W$="MACE" 2280 GOTO 2300 2290 W$="SWORD" 2300 DATA 67,72,79,79,83,69,32,32,32,76,32,77,32,83 2310 RESTORE 2300 2320 FOR A=3 TO 16 2330 READ B 2340 CALL HCHAR(24,A,B) 2350 NEXT A 2360 GOSUB 4560 2370 CALL KEY(0,A,B) 2380 IF B=0 THEN 2370 2390 A$=CHR$(A) 2400 CALL HCHAR(24,1,32,32) 2410 CALL HCHAR(15,1,32,32) 2420 P=POS("LMS",A$,1) 2430 IF P>0 THEN 2450 2440 GOTO 2310 2450 FOR A=18 TO 23 2460 CALL HCHAR(A,4,32,6) 2470 CALL HCHAR(A,23,32, 2480 NEXT A 2490 ON G GOTO 2020,3980 2500 IF C=P THEN 2920 2510 IF C+P=4 THEN 2870 2520 IF P<=C THEN 2540 2530 ON G GOTO 2700,4110 2540 IF G=2 THEN 4190 2550 RESTORE 4780 2560 R=7 2570 GOSUB 4610 2580 DATA 18,15,20,13,22,11,24,9,26,7,28,5 2590 RESTORE 2580 2600 A=12 2610 X=12 2620 FOR I=1 TO 5 2630 READ Y,B 2640 GOSUB 1370 2650 GOSUB 1260 2660 NEXT I 2670 N=N-1 2680 P$="I WON, I USED A " 2690 GOTO 3100 2700 M=M-1 2710 RESTORE 4800 2720 R=3 2730 GOSUB 4610 2740 P$="YOU WON, I USED A " 2750 X=12 2760 Y=16 2770 GOSUB 1260 2780 RESTORE 2580 2790 FOR I=1 TO 5 2800 READ Y,B 2810 X=12 2820 A=12 2830 GOSUB 1370 2840 GOSUB 1260 2850 NEXT I 2860 GOTO 3100 2870 ON G GOTO 2900,2880 2880 IF P>C THEN 4190 2890 GOTO 4110 2900 IF P>C THEN 2550 2910 GOTO 2700 2920 P$="NO ONE WON, I USED A " 2930 ON G GOTO 2750,3760 2940 FOR I=1 TO 400 2950 NEXT I 2960 ON G GOTO 2970,3050 2970 CALL HCHAR(3,1,32,416) 2980 CALL HCHAR(16,1,32,16) 2990 CALL HCHAR(16,19,32,14) 3000 PRINT "YOU HAVE WON IN THE JOUST, ":"AND AS THE MIGHTIEST KNIGHT":"YOU MUST DEFEND OUR FAIR " 3010 PRINT "CAMELOT FROM THE DEMON ":"DRAGON. GOOD LUCK": : : : 3020 GOSUB 4490 3030 INPUT "PRESS ENTER TO CONTINUE":A$ 3040 GOTO 280 3050 PRINT "SIR ";O$:"YOU HAVE EARNED THE HIGHEST":"HONORS FOR YOUR VALOR":"THEREFORE" 3060 PRINT:"I WELCOME THEE TO THE":"ROUND TABLE": : : 3070 GOSUB 4440 3080 GOSUB 4440 3090 GOTO 3510 3100 M$=P$&W$ 3110 X=15 3120 Y=3 3130 GOSUB 4660 3140 IF N=0 THEN 3290 3150 IF M=0 THEN 2940 3160 IF N=1 THEN 3320 3170 X=18 3180 Y=8 3190 GOSUB 1260 3200 IF N=2 THEN 3320 3210 X=20 3220 Y=8 3230 GOSUB 1260 3240 IF N=3 THEN 3320 3250 X=22 3260 Y=8 3270 GOSUB 1260 3280 GOTO 3320 3290 FOR I=1 TO 700 3300 NEXT I 3310 GOTO 3510 3320 IF M=1 THEN 3440 3330 A=18 3340 B=25 3350 ON G GOSUB 1370,990 3360 IF M=2 THEN 3440 3370 A=20 3380 B=25 3390 ON G GOSUB 1370,990 3400 IF M=3 THEN 3440 3410 A=22 3420 B=25 3430 ON G GOSUB 1370,990 3440 X=12 3450 Y=8 3460 A=12 3470 B=25 3480 GOSUB 1260 3490 ON G GOSUB 1370,990 3500 GOTO 2210 3510 M$="PLAY AGAIN? (Y/N)" 3520 X=24 3530 Y=7 3540 GOSUB 4660 3550 CALL KEY(0,A,B) 3560 IF B=O THEN 3550 3570 IF A=78 THEN 3640 3580 CALL HCHAR(24,1,32,32) 3590 GOSUB 4490 3600 N=4 3610 M=4 3620 IF G=2 THEN 1460 3630 GOTO 3140 3640 CALL CLEAR 3650 PRINT O$;",":"THANK YOU FOR PLAYING" 3660 GOSUB 4490 3670 END 3680 CALL CLEAR 3690 PRINT "YOU HAVE 4 KNIGHTS TO ENTER": :"A JOUST TO DETERMINE IF YOU ": :"ARE WORTHY OF DEFENDING": : 3700 PRINT "CAMELOT FROM 4 DEMON DRAGONS": :"YOU HAVE CHOICE OF 3 WEAPONS": :"LANCE, MACE AND SWORD": : : 3710 PRINT "LANCE BEATS SWORD": :"MACE BEATS LANCE": :"SWORD BEATS MACE": : : 3720 GOSUB 4490 3730 INPUT "PRESS ENTER TO START":A$ 3740 GOSUB 4560 3750 GOTO 1460 3760 CALL COLOR(12,10,1) 3770 CALL COLOR(12,3,1) 3780 RANDOMIZE 3790 F=INT(RND*2)+1 3800 ON F GOTO 3810,3960 3810 CALL SOUND(-99,-5,1) 3820 CALL COLOR(13,16,10) 3830 CALL COLOR(14,16,10) 3840 CALL COLOR(13,16,1) 3850 CALL COLOR(14,16,1) 3860 CALL COLOR(13,12,1) 3870 CALL COLOR(14,12,1) 3880 CALL COLOR(13,2,1) 3890 CALL COLOR(14,2,1) 3900 CALL SOUND(150,-6,0) 3910 FOR I=0 TO 30 STEP 5 3920 CALL SOUND(150,-7,I) 3930 NEXT I 3940 M$=" YOUR SHIELD WAS SCORCHED " 3950 GOTO 4320 3960 M$="YOU HAVE INJURED THE DRAGON" 3970 GOTO 4320 3980 DATA 10,23,12,21,14,19,15,18 3990 RESTORE 3980 4000 FOR F=1 TO 4 4010 READ Y,B 4020 X=12 4030 A=12 4040 GOSUB 990 4050 GOSUB 1260 4060 NEXT F 4070 FOR I=1 TO 30 STEP 15 4080 CALL SOUND(200,1000,I,3250,I,6750,I) 4090 NEXT I 4100 GOTO 2500 4110 CALL COLOR(12,10,1) 4120 CALL COLOR(12,3,1) 4130 RESTORE 4810 4140 R=8 4150 GOSUB 4610 4160 M$=" YOU DEFEATED THIS DRAGON" 4170 M=M-1 4180 GOTO 4320 4190 CALL SOUND(-99,-5,1) 4200 RESTORE 4850 4210 FOR I=1 TO 4 4220 READ A,B 4230 CALL COLOR(13,A,B) 4240 CALL COLOR(14,A,B) 4250 NEXT I 4260 CALL SOUND(150,-6,0) 4270 FOR I=1 TO 30 STEP 5 4280 CALL SOUND(150,-7,I) 4290 NEXT I 4300 M$=" YOUR KNIGHT WAS SCORCHED" 4310 N=N-1 4320 X=15 4330 Y=2 4340 GOSUB 4660 4350 CALL HCHAR(12,1,32,128) 4360 CALL COLOR(13,2,1) 4370 CALL COLOR(14,2,1) 4380 RESTORE 4830 4390 R=8 4400 GOSUB 4610 4410 GOTO 3140 4420 DATA 262,262,523,523,523,523,466,466,440 4430 DATA 262,330,392,523,330,392,523,659,392,523,659,784,523,659,784,1046,1046 4440 RESTORE 4430 4450 FOR I=1 TO 17 4460 READ F 4470 CALL SOUND(100,F,12) 4480 NEXT I 4490 RESTORE 4420 4500 FOR I=1 TO 9 4510 READ A 4520 CALL SOUND(200,A,19) 4530 NEXT I 4540 CALL SOUND(1600,440,20,175,20) 4550 RETURN 4560 FOR I=1 TO 3 4570 CALL SOUND(100,262,15,1047,15) 4580 CALL SOUND(300,392,15,1568,15) 4590 NEXT I 4600 RETURN 4610 FOR U=1 TO R 4620 READ A,A$ 4630 CALL CHAR(A,A$) 4640 NEXT U 4650 RETURN 4660 FOR I=1 TO LEN(M$) 4670 CALL HCHAR(X,Y+I,ASC(SEG$(M$,I,1))) 4680 NEXT I 4690 RETURN 4700 DATA 131,000000000100314F,132,40E0E1F9AFFBAFAF,133,000000E0FFE08000,58,00000007FF070100 4710 DATA 59,0207879FF5BFF5F5,60,000000008000ECEF,140,DEFE2F33010A0400,141,8F1F1E1834428100,142,0 4720 DATA 143,00000080402010,101,01030B0F1F3FBFFF,102,80C0C0E0F8F8FDFF,103,FFFFFFFFFFFFFFFF,104,10A262CC981135FD 4730 DATA 105,089A92B998D9B1F5,106,301596DBD98CD69F,107,FEFCF5FFAE6DD3F7F,112,01030B0F1F3FBFFF 4740 DATA 113,80C0C0E0F8F8FDFF,114,FFFFFFFFFFFFFFFF 4750 DATA 97,0000000C0E1E3FFF,98,FFFFFFFFFEFFFEF6,99,030F2777FFFFFF7F,100,60F0C8D0A040789F 4760 DATA 142,0,101,80E0F0FACD848080,102,00010103070FEFFF,103,80808040A0508CFF 4770 DATA 104,44EE776666666666,105,6666666666666666,106,FFCC3333CCCC33FF 4780 DATA 131,393B94DA3D06334F,132,030CB1C1416BA7F7,133,000000E0E08,140,E6FE2F31010A04 4790 DATA 131,000000000001314F,132,030CB1C1416BA7F7,133,000000E0E08,140,06FE1F03010A04 4800 DATA 58,0000000707070100,59,0000808080D0F0FF,60,000000008000ECF3 4810 DATA 120,0,121,0,122,0,123,040201000033059FF,124,000001875F3FEFDF,125,0070FCFFFFEFEFDF 4820 DATA 126,00000000C0F0FEFF,127,0000000007030DF0 4830 DATA 120,00000030D8FC0F07,121,000000008090B2F6,122,0038182840402010,123,0303030A14,124,FEFFFFFFFF77073F 4840 DATA 125,C0D0F8F8FCFFFFC7,126,0C020101021CF0C,127,00 4850 DATA 16,10,16,1,12,1,1,1 1 Quote Link to comment Share on other sites More sharing options...
Tursi Posted November 5, 2014 Share Posted November 5, 2014 If there was a way to just directly translate a modern day WAV file into speech codes you could just feed in, awesome, give that to us! Well, that's what QBox does, though it's not really drag and drop. Mark Wills can teach you everything you want to know on that one though! Quote Link to comment Share on other sites More sharing options...
unhuman Posted November 5, 2014 Share Posted November 5, 2014 Camelot IIRC is just RPS. But now, it's not typing, it's just cut & paste, so not much loss. Quote Link to comment Share on other sites More sharing options...
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