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Any good TI Basic programs you can share?


GameGirl420

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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.

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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 by adamantyr
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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

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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:)

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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 by mizapf
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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

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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! :) :thumbsup: :thumbsup: :thumbsup:

 

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.

post-35324-0-62446100-1415123865_thumb.jpg

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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! :) :thumbsup: :thumbsup: :thumbsup:

 

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

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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.

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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

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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
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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! :)

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