Bunsen Posted January 31, 2015 Author Share Posted January 31, 2015 (edited) Where is the source for these posted? How do we know they are 10 lines? Plus I want to type them in for fun 0GR.0:POKE710,0:POKE82,0:CLS:POKE752,1:F.F=1TO15:F.I=1TO21:?".";:N.I:?:N.F:CLR:HI=PEEK(1536)=RAND(21):Y=RAND(15) 1POS.25,2:?" F*CK-MAN ":F.F=1TO15:A=RAND(21):B=RAND(15):POS.A,B:?" ":N.F 2DO:Z=Z+.2:P=(Q-Z):POS.X,Y:?"o":M=X:N=Y:S=STICK(0):IFZ>=200ORP<-20:P=-20:EXIT:ENDIF:POS.25,9:?"SCORE: ";INT(P);" " 3POS.25,10:?"HISCORE:";HI:X=X-(S=11)+(S=7):Y=Y+(S=13)-(S=14):IFX<0ORX>20ORY<0ORY>14:EXIT:ENDIF 4LOC.X,Y,H:IFCHR$(H)=" ":EXIT:ENDIF:POS.M,N:?" ":IFCHR$(H)<>".":G.2:ENDIF:SO.0,121,10,5:SO.1,182,10,10:SO.2,30,12,3 5SO.:Q=Q+1:LOOP:POS.25,5:?" GAME OVER! ":SC=INT(P):IFSC>HI:HI=INT(SC):ENDIF:POS.25,10:?"HISCORE:";HI:POKE1536,HI 6 REPEAT :UNTIL STRIG(0)=0:G.0 Try this . It's still a beta, but full playable. I have three lines left. Much space to cram something in... animated character, title screen, music ... Don't forget to type POKE 82,0 before typing in. Otherwise the editor won't accept the whole line. Edited January 31, 2015 by Bunsen 1 Quote Link to comment Share on other sites More sharing options...
Bunsen Posted January 31, 2015 Author Share Posted January 31, 2015 Oh, man. I've just seen, that I can save some more characters by changing first two lines. I stared yesterday the whole day on the code to optimize it here and there... 0GR.0:POKE710,0:POKE82,0:CLS:POKE752,1:F.F=1TO15:F.I=1TO21:?".";:N.I:?:N.F:CLR:HI=PEEK(1536) 1POS.25,2:?" F*CK-MAN ":F.F=1TO16:A=RAND(21):B=RAND(15):POS.A,B:?" ":N.F:X=A:Y=B 14 characters saved Quote Link to comment Share on other sites More sharing options...
Bunsen Posted February 1, 2015 Author Share Posted February 1, 2015 4 Entries so far: Beitrag/Entry #1: Chase Platform: Atari Author: Holger "Rockford" Bommer Language: Turbo BASIC XL Category: PUR Beitrag/Entry #2: Micronoid Platform: Amstrad/Schneider CPC Author: Markus "Devilmarkus" Hohmann Language: Locomotive BASIC Category: EXTREM Beitrag/Entry #3: Get! Platform: Atari Author: Chris "atariland2600" Read Language: Turbo BASIC XL Category: PUR Beitrag/Entry #4: K1nderc0mp Platform: Atari Author: Chris "atariland2600" Read Language: Turbo BASIC XL Category: PUR Quote Link to comment Share on other sites More sharing options...
Bunsen Posted February 2, 2015 Author Share Posted February 2, 2015 Beitrag/Entry #5: Mini-Breakout Platform: Atari Author: Adrian Groves Language: Atari BASIC Category: PUR Quote Link to comment Share on other sites More sharing options...
Bunsen Posted February 3, 2015 Author Share Posted February 3, 2015 Beitrag/Entry #6: Hearts & Bullets Platform: Commodore 64 Author: Vincent "Bytebreaker" Truppe Language: Commodore BASIC V2 Category: PUR Quote Link to comment Share on other sites More sharing options...
Bunsen Posted February 4, 2015 Author Share Posted February 4, 2015 Beitrag/Entry #7: Hangman Platform: Atari Author: Adrian Groves Language: Atari BASIC Category: PUR Beitrag/Entry #8: Navigator Platform: Commodore 64 Author: "e5frog" Language: Commodore BASIC V2 Category: PUR Beitrag/Entry #9: Racer Platform: Commodore 64 Author: Georg "Endurion" Rottensteiner Language: Commodore BASIC V2 Category: PUR Quote Link to comment Share on other sites More sharing options...
Bunsen Posted February 4, 2015 Author Share Posted February 4, 2015 Beitrag/Entry #10: Bad Square Swarm Platform: Commodore 64 Author: "Hexworx" Language: Commodore BASIC V2 Category: PUR Beitrag/Entry #11: Simon Platform: Atari Author: Adrian Groves Language: Atari BASIC Category: PUR Quote Link to comment Share on other sites More sharing options...
Bunsen Posted February 6, 2015 Author Share Posted February 6, 2015 Beitrag/Entry #12: Flappy Dot Platform: Commodore 128 Author: M. "Plus4_fan" Quante Language: Commodore BASIC 7.0 Category: PUR Quote Link to comment Share on other sites More sharing options...
carlsson Posted February 12, 2015 Share Posted February 12, 2015 I understand that SYS and USR (Commodore speak) are not allowed, perhaps WAIT is fine as long as it polls an address handled by the OS. For instance something like POKE198,0:WAIT198,1 on the VIC/C64 would clear the keyboard buffer and wait for any key to be pressed instead of a GET A$:IF A$="" THEN GOTO. Quote Link to comment Share on other sites More sharing options...
kenjennings Posted February 12, 2015 Share Posted February 12, 2015 I'd say WAIT is allowed as it it just PEEK with a built-in comparison/loop. Quote Link to comment Share on other sites More sharing options...
Bunsen Posted February 20, 2015 Author Share Posted February 20, 2015 After two weeks the next game arrived. Bounce for Amstrad CPC. Beitrag/Entry #13: Bounce Platform: Amstrad/Schneider CPC Author: "EgoTrip" Language: Locomotive BASIC Category: EXTREM Quote Link to comment Share on other sites More sharing options...
Bunsen Posted February 23, 2015 Author Share Posted February 23, 2015 Beitrag/Entry #14: Stay AlivePlatform: Commodore 64Author: "The Joker"Language: Commodore BASIC V2Category: PUR Quote Link to comment Share on other sites More sharing options...
Bunsen Posted February 26, 2015 Author Share Posted February 26, 2015 You haven't kept me busy like last year, so I had some time for my own little program. The little hero has a huge hunger after his nightly forays. Luckily he finds lying around some donuts, he immediately chomps with a loud "DRRRKKKKRRRRRTTTT". He must hurry, his blood sugar level drops threatening if he does not move and does not eat. But there are many potholes on the road, in which he can not fall in.F*ckman is controlled by the joystick on the left joystick port. Fckman.atr 2 Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted February 26, 2015 Share Posted February 26, 2015 (edited) 0GR.0:POKE710,0:POKE82,0:CLS:POKE752,1:F.F=1TO15:F.I=1TO21:?".";:N.I:?:N.F:CLR:HI=PEEK(1536)=RAND(21):Y=RAND(15) 1POS.25,2:?" F*CK-MAN ":F.F=1TO15:A=RAND(21):B=RAND(15):POS.A,B:?" ":N.F 2DO:Z=Z+.2:P=(Q-Z):POS.X,Y:?"o":M=X:N=Y:S=STICK(0):IFZ>=200ORP<-20:P=-20:EXIT:ENDIF:POS.25,9:?"SCORE: ";INT(P);" " 3POS.25,10:?"HISCORE:";HI:X=X-(S=11)+(S=7):Y=Y+(S=13)-(S=14):IFX<0ORX>20ORY<0ORY>14:EXIT:ENDIF 4LOC.X,Y,H:IFCHR$(H)=" ":EXIT:ENDIF:POS.M,N:?" ":IFCHR$(H)<>".":G.2:ENDIF:SO.0,121,10,5:SO.1,182,10,10:SO.2,30,12,3 5SO.:Q=Q+1:LOOP:POS.25,5:?" GAME OVER! ":SC=INT(P):IFSC>HI:HI=INT(SC):ENDIF:POS.25,10:?"HISCORE:";HI:POKE1536,HI 6 REPEAT :UNTIL STRIG(0)=0:G.0 Try this . It's still a beta, but full playable. I have three lines left. Much space to cram something in... animated character, title screen, music ... Don't forget to type POKE 82,0 before typing in. Otherwise the editor won't accept the whole line. Found a way to increase your space. 6 REPEAT :UNTIL STRIG(0)=0:G.0 instead use: 6 WHILE STRIG(0):WEND:G.0 Save yourself 4 characters here. Also line 4: 4LOC.X,Y,H:IFCHR$(H)=" ":EXIT:ENDIF:POS.M,N" ":IFCHR$(H)<>".":G.2:ENDIF:SO.0,121,10,5:SO.1,182,10,10:SO.2,30,12,3 Becomes: 4LOC.X,Y,H:IFH=32:EXIT:ENDIF:POS.M,N" ":IFH<>46:G.2:ENDIF:SO.0,121,10,5:SO.1,182,10,10:SO.2,30,12,3 Saves 15 characters. Also, if the sound frequency for each channel never changes in the program, just POKE the frequency into AUDF regs once at beginning of program, and only use AUDC POKES to change volume. Might save more space. I need to try my hand in this contest! Edited February 27, 2015 by Synthpopalooza 1 Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted February 27, 2015 Share Posted February 27, 2015 I understand that SYS and USR (Commodore speak) are not allowed, perhaps WAIT is fine as long as it polls an address handled by the OS. For instance something like POKE198,0:WAIT198,1 on the VIC/C64 would clear the keyboard buffer and wait for any key to be pressed instead of a GET A$:IF A$="" THEN GOTO. Should be ok I'd think. On Atari a nice way to do this is: REPEAT:UNTIL PEEK(555) This reads SRTIMR, which is always nonzero when a key is pressed. No need to clear the KB buffer with POKE 754,255 here if you just want to look for any key being pressed. Quote Link to comment Share on other sites More sharing options...
Bunsen Posted February 27, 2015 Author Share Posted February 27, 2015 Found a way to increase your space. You qualified to join the contest Go on, I need some more space to add animation of f*ckman . And facing the direction he walks . Quote Link to comment Share on other sites More sharing options...
Bunsen Posted February 27, 2015 Author Share Posted February 27, 2015 REPEAT:UNTIL PEEK(555) Nice, but way toooo long GET A 1 Quote Link to comment Share on other sites More sharing options...
Bunsen Posted March 5, 2015 Author Share Posted March 5, 2015 Beitrag/Entry #17: Broad's Revenge Platform: Atari Author: Frantisek "Fandal" Houra and Christian "Irgendwer" Krüger Language: Turbo BASIC XL Category: EXTREM 3 Quote Link to comment Share on other sites More sharing options...
Bunsen Posted March 9, 2015 Author Share Posted March 9, 2015 Beitrag/Entry #18: can-MaP Platform: Commodore 64 Author: Fredric QJ "e5frog" Blåholtz Language: Commodore BASIC V2 Category: EXTREM Beitrag/Entry #19: Magic Cards Platform: Atari Author: Abel "ascrsoft" Carrasco Language: Turbo BASIC XL Category: PUR Beitrag/Entry #20: Apple Max Platform: Atari Author: Cliff Hatch Language: Turbo BASIC XL Category: PUR 2 Quote Link to comment Share on other sites More sharing options...
gozar Posted March 10, 2015 Share Posted March 10, 2015 Category "PUR": Program a game in 10 lines (max. 120 characters per logical line, abbreviations are allowed) With abbreviations you can enter a line of more than 120 characters into the editor. Would this still qualify as PUR since it was entered into the Basic interpreter? Quote Link to comment Share on other sites More sharing options...
Bunsen Posted March 10, 2015 Author Share Posted March 10, 2015 Yes Quote Link to comment Share on other sites More sharing options...
hatchcliff Posted March 14, 2015 Share Posted March 14, 2015 (edited) Here is my entry for this year’s competition, Apple Max, in the Atari Turbo Basic PUR category: Apple Max.atr Apple Max Manual.pdf Apple Max Code Description.pdf In this game you play the part of a genetic engineer, designing the genome for a new variety of Atarian apple tree. The aim is to create a tree that produces the maximum possible number of apples. Details are in the manual. I made some changes to the scoring system, so this is a slightly different version to the one that appeared in earlier screenshots. Best Regards Cliff Edited March 14, 2015 by cliffh 3 Quote Link to comment Share on other sites More sharing options...
devwebcl Posted March 16, 2015 Share Posted March 16, 2015 PUR is only 120 characters long, but for example I have a line starting with: GR.0 And that line has already 120 chars, later the abbreviation GR. will become GRAPHICS, so it will be longer than 120 Thus it will become a EXTEND game ? Quote Link to comment Share on other sites More sharing options...
Bunsen Posted March 16, 2015 Author Share Posted March 16, 2015 No, it would stay PUR. GR.0 counts 4 characters, independently of being 10 characters (GRAPHICS 0) if listed. Quote Link to comment Share on other sites More sharing options...
devwebcl Posted March 18, 2015 Share Posted March 18, 2015 No, it would stay PUR. GR.0 counts 4 characters, independently of being 10 characters (GRAPHICS 0) if listed. thanks, game sent Quote Link to comment Share on other sites More sharing options...
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