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Jedi Gauntlet


Opry99er

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Nice! Loving it. Buck is doing really well :-)

 

I saw the title screen, "By Buck and Owen Brand" and immediately thought of Buck Owens, and thought "LEGEND!"

 

:thumbsup:

His middle name is Owen. :)

 

And yea, he is really REALLY into the TI. Every day, that is what he wants to do... Either play graphing games with Boggle, Snoggle and Glerp, getting on and using Magellan and Patterns (jointly), or coding on my 4A and saving to tape. He is learning fast and has just learned how to manipulate loops to do what he wants.

 

Funny little story, we have been cutting boards for some work we are doing here at the new house and we are doing it on the side deck outside my TI room. He sat inside while we were using the table saw outside and he was playing on the TI. When I came back in he told me to "type RUN."

 

The kid had my table saw manual and coded in a semi-interactive "Skil Saw safety manual" so that I could run it before I used my saw each time and it would remind me to put the guard down and make sure the saw was safe before operating. That was a cool surprise. :)

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Got a few things done tonight... Will post an update tomorrow.

 

Implemented tonight:

 

-Mode-differentiation (pretty sweet)

-Multi-keypress for exploration

-Space-bar for Force mode

 

 

All of these enhanced the gameplay/mechanics. I know the first level is just a simple primer (no Force limit, no object layering) so it is hard to see what the actual 'game' is about with the one level you have, but if you guys have any other suggestions for improvements, I would love to hear them. :)

Edited by Opry99er
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Okay, new code.

 

One thing.... the "swoosh" sound (LINEs 161-166) sounds awesome on my real TI, but is hit or miss in Classic99. Anyway, please play, enjoy, let me know if you like the enhancements or would like to see them changed.

 

Once the U.I. is satisfactory, I am going to focus on furthering the game strategy and get the next couple levels rolling.

 

 

 

 

 
1 LEV=1
2 CALL CLEAR
3 CALL SCREEN(2)
4 FOR I=1 TO 25
5 READ A,A$
6 CALL CHAR(A,A$)
7 NEXT I
8 PRINT "       JEDI GAUNTLET"
9 PRINT
10 PRINT
11 PRINT "   BY BUCK AND OWEN BRAND"
12 FOR GAP=1 TO 8
13 PRINT
14 NEXT GAP
15 PRINT "   PRESS ANY KEY TO BEGIN"
16 FOR GAP=1 TO 7
17 PRINT
18 NEXT GAP
19 FOR CSET=1 TO 8
20 CALL COLOR(CSET,16,1)
21 NEXT CSET
22 CALL KEY(0,K,S)
23 IF S<1 THEN 22
24 CALL CLEAR
25 PRINT "THIS IS THE JEDI GAUNTLET..."
26 PRINT "  YOU MUST MOVE YODA FROM   "
27 PRINT "   HIS HOME IN THE DEGOBA   "
28 PRINT "SYSTEM AND BRING HIM TO THE "
29 PRINT "  DEATH STAR TO FACE DARTH  "
30 PRINT " VADER.  THERE WILL BE MANY "
31 PRINT "  CHALLENGES ALONG THE WAY. "
32 PRINT "      ARE YOU READY?        "
33 PRINT
34 PRINT
35 PRINT "  PRESS ENTER TO CONTINUE  "
36 CALL HCHAR(4,15,128,1)
37 CALL HCHAR(4,16,129,1)
38 CALL HCHAR(5,15,136,1)
39 CALL HCHAR(5,16,137,1)
40 CALL HCHAR(6,15,130,1)
41 CALL HCHAR(6,16,131,1)
42 CALL COLOR(13,3,1)
43 CALL COLOR(14,11,1)
44 CALL KEY(0,K,S)
45 IF S<1 THEN 44
46 IF K<>13 THEN 44
47 CALL COLOR(13,2,1)
48 CALL COLOR(14,2,1)
49 READ A$,B$,C$
50 CALL CLEAR
51 PRINT A$
52 PRINT B$
53 PRINT C$
54 PRINT
55 PRINT
56 PRINT
57 PRINT
58 PRINT "  PRESS ENTER TO CONTINUE  "
59 CALL KEY(0,K,S)
60 IF S<1 THEN 59
61 IF K<>13 THEN 59
62 READ PR,PC
63 FOR C=9 TO 15
64 CALL COLOR(C,2,1)
65 NEXT C
66 CALL CLEAR
67 CALL HCHAR(1,1,96,32)
68 CALL HCHAR(24,1,96,32)
69 CALL VCHAR(1,1,96,24)
70 CALL VCHAR(1,32,96,24)
71 CALL HCHAR(23,2,51)
72 FOR VDISP=1 TO 2
73 READ CNUM
74 FOR VWALLS=1 TO 5
75 READ A,B,C
76 CALL VCHAR(A,B,CNUM,C)
77 NEXT VWALLS
78 NEXT VDISP
79 CALL HCHAR(23,2,50)
80 FOR HDISP=1 TO 2
81 READ CNUM
82 FOR HWALLS=1 TO 5
83 READ A,B,C
84 CALL HCHAR(A,B,CNUM,C)
85 NEXT HWALLS
86 NEXT HDISP
87 CALL HCHAR(23,2,49)
88 FOR SPC=1 TO 10
89 READ A,B,C
90 CALL HCHAR(A,B,C)
91 NEXT SPC
92 CALL HCHAR(23,2,32)
93 REM    
94 CALL HCHAR(PR,PC,132,1)
95 FOR A=9 TO 15
96 READ F
97 CALL COLOR(A,F,1)
98 NEXT A
99 REM    
100 CALL KEY(0,K,S)
101 CALL CHAR(132,"BDDB3C187EFF993C")
102 CALL SCREEN(2)
103 IF S=0 THEN 99
104 IF K=69 THEN 110
105 IF K=83 THEN 122
106 IF K=68 THEN 134
107 IF K=88 THEN 146
108 IF K=32 THEN 158
109 GOTO 99
110 REM    
111 PR=PR-1
112 CALL GCHAR(PR,PC,A)
113 IF A=32 THEN 119
114 IF A<105 THEN 117
115 IF A>108 THEN 117
116 GOTO 254
117 PR=PR+1
118 GOTO 252
119 CALL HCHAR(PR+1,PC,32,1)
120 CALL HCHAR(PR,PC,132,1)
121 GOTO 99
122 REM    
123 PC=PC-1
124 CALL GCHAR(PR,PC,A)
125 IF A=32 THEN 131
126 IF A<105 THEN 129
127 IF A>108 THEN 129
128 GOTO 254
129 PC=PC+1
130 GOTO 252
131 CALL HCHAR(PR,PC+1,32,1)
132 CALL HCHAR(PR,PC,132,1)
133 GOTO 99
134 REM    
135 PC=PC+1
136 CALL GCHAR(PR,PC,A)
137 IF A=32 THEN 143
138 IF A<105 THEN 141
139 IF A>108 THEN 141
140 GOTO 254
141 PC=PC-1
142 GOTO 252
143 CALL HCHAR(PR,PC-1,32,1)
144 CALL HCHAR(PR,PC,132,1)
145 GOTO 99
146 REM    
147 PR=PR+1
148 CALL GCHAR(PR,PC,A)
149 IF A=32 THEN 155
150 IF A<105 THEN 153
151 IF A>108 THEN 153
152 GOTO 254
153 PR=PR-1
154 GOTO 252
155 CALL HCHAR(PR-1,PC,32,1)
156 CALL HCHAR(PR,PC,132,1)
157 GOTO 99
158 REM    
159 IF S<1 THEN 100
160 CALL CHAR(132,"BDDB3C98FE7F193C")
161 TN=30
162 CALL SOUND(90,-5,TN)
163 TN=TN-6
164 IF TN=0 THEN 166
165 GOTO 162
166 CALL SOUND(120,-5,0)
167 CALL SCREEN(6)
168 FCR=PR+1
169 FCC=PC
170 CALL GCHAR(FCR,FCC,A)
171 FC=115
172 CALL HCHAR(FCR,FCC,FC,1)
173 CALL KEY(0,K,S)
174 IF S<>1 THEN 173
175 IF K=69 THEN 181
176 IF K=83 THEN 194
177 IF K=68 THEN 207
178 IF K=88 THEN 220
179 IF K=32 THEN 233
180 GOTO 173
181 REM    
182 FCR=FCR-1
183 DIF=ABS(PR-FCR)+ABS(PC-FCC)
184 IF DIF>4 THEN 192
185 IF FCR<2 THEN 192
186 CALL GCHAR(FCR,FCC,B)
187 CALL HCHAR(FCR,FCC,FC,1)
188 CALL HCHAR(FCR+1,FCC,A)
189 CALL SOUND(75,-6,0)
190 A=B
191 GOTO 193
192 FCR=FCR+1
193 GOTO 173
194 REM    
195 FCC=FCC-1
196 DIF=ABS(PR-FCR)+ABS(PC-FCC)
197 IF DIF>4 THEN 205
198 IF FCC<2 THEN 205
199 CALL GCHAR(FCR,FCC,B)
200 CALL HCHAR(FCR,FCC,FC,1)
201 CALL HCHAR(FCR,FCC+1,A)
202 CALL SOUND(75,-6,0)
203 A=B
204 GOTO 206
205 FCC=FCC+1
206 GOTO 173
207 REM    
208 FCC=FCC+1
209 DIF=ABS(PR-FCR)+ABS(PC-FCC)
210 IF DIF>4 THEN 218
211 IF FCC>31 THEN 218
212 CALL GCHAR(FCR,FCC,B)
213 CALL HCHAR(FCR,FCC,FC,1)
214 CALL HCHAR(FCR,FCC-1,A)
215 CALL SOUND(75,-6,0)
216 A=B
217 GOTO 219
218 FCC=FCC-1
219 GOTO 173
220 REM    
221 FCR=FCR+1
222 DIF=ABS(PR-FCR)+ABS(PC-FCC)
223 IF DIF>4 THEN 231
224 IF FCR>23 THEN 231
225 CALL GCHAR(FCR,FCC,B)
226 CALL HCHAR(FCR,FCC,FC,1)
227 CALL HCHAR(FCR-1,FCC,A)
228 CALL SOUND(75,-6,0)
229 A=B
230 GOTO 232
231 FCR=FCR-1
232 GOTO 173
233 REM    
234 IF FFLG<1 THEN 240
235 IF B=32 THEN 238
236 CALL SOUND(100,440,1)
237 GOTO 173
238 FFLG=0
239 GOTO 100
240 IF A=113 THEN 245
241 IF A=112 THEN 245
242 GOTO 251
243 REM   FC=113  
244 REM   GOTO 21800  
245 FFLG=1
246 FC=A
247 A=32
248 CALL HCHAR(FCR,FCC,FC,1)
249 GOTO 173
250 REM    
251 CALL HCHAR(FCR,FCC,A)
252 CALL SOUND(100,440,1)
253 GOTO 100
254 REM    
255 CALL CLEAR
256 PRINT "WELL DONE, JEDI..."
257 LEV=LEV+1
258 GOTO 44
259 DATA 104,"3C353E68F878B86C",105,"0008065D3F141C17"
260 DATA 106,"3F78F068140A0500",107,"0030F8D48A8582C0"
261 DATA 108,"E0F0781C0C020000",112,"000000FFFF000000"
262 DATA 113,"FFC3A59999A5C3FF",96,"FF99FF9999FF99FF"
263 DATA 97,"F8809CC606382021",128,"000040673D0F0701"
264 DATA 129,"000002E6BCF0E080",130,"01030E0000000000"
265 DATA 131,"80C0700000000000",132,"BDDB3C187EFF993C"
266 DATA 136,"070F1D3F3B393F0F",137,"E0F0B8FCDC9CFCF0"
267 DATA 138,"3062DC5448200CC0",139,"000000007F6B557F"
268 DATA 144,"0000FF00AA00FF00",145,"2A222A222A222A22"
269 DATA 146,"00003F202A202B22",147,"2A22EA02AA02FE00"
270 DATA 148,"2A222B202A203F00",149,"0000FE02AA02EA22"
271 DATA 115,"E7818100008181E7"
272 DATA "    TAKE YODA FROM HIS"
273 DATA "  UNDERGROUND HOME TO THE"
274 DATA "      X-WING FIGHTER"
275 DATA 2,15
276 DATA 97,12,5,5,10,9,4,7,17,4,17,11,6,18,14,6
277 DATA 138,2,14,3,2,16,4,2,17,4,3,20,10,2,22,10
278 DATA 97,6,4,14,9,2,14,11,11,7,13,9,21,16,5,27
279 DATA 138,4,24,8,7,23,8,10,24,8,19,17,15,22,17,11
280 DATA 20,29,105,21,29,106,20,30,107,21,30,108,4,15,112
281 DATA 10,21,113,23,11,113,23,11,113,23,11,113,23,11,113
282 DATA 3,16,7,16,3,11,5
283 DATA "   REPAIR THE MILLENIUM"
284 DATA " FALCONS HYPERDRIVE BEFORE"
285 DATA "     YOU ARE CAPTURED"
286 DATA 22,6
287 DATA 96,9,12,4,9,21,4,5,24,4,5,30,4,20,24,4
288 DATA 145,15,3,9,15,9,9,9,5,2,9,7,2,20,30,4
289 DATA 96,8,12,10,13,12,10,4,24,7,9,24,7,19,24,7
290 DATA 144,14,4,5,15,10,22,19,10,14,8,6,1,11,6,1
291 DATA 14,6,112,13,16,112,15,27,112,9,6,139,8,5,146
292 DATA 8,7,149,11,5,148,11,7,147,14,3,146,14,9,149
293 DATA 16,16,7,16,3,11,5
294 DATA "    DEATH STAR LEVEL 1"
295 DATA "   GET TO THE HYPERLIFT"
296 DATA "  WITHOUT GETTING CAUGHT"
297 DATA 2,15
298 DATA 97,12,5,5,10,9,4,7,17,4,17,11,6,18,14,6
299 DATA 138,2,14,3,2,16,4,2,17,4,3,20,10,2,22,10
300 DATA 97,6,4,14,9,2,14,11,11,7,13,9,21,16,5,27
301 DATA 138,4,24,8,7,23,8,10,24,8,19,17,15,22,17,11
302 DATA "    DEATH STAR LEVEL 2"
303 DATA " CROSS THE BRIDGE WITHOUT"
304 DATA "     GETTING KILLED"
305 DATA 2,15
306 DATA 97,12,5,5,10,9,4,7,17,4,17,11,6,18,14,6
307 DATA 138,2,14,3,2,16,4,2,17,4,3,20,10,2,22,10
308 DATA 97,6,4,14,9,2,14,11,11,7,13,9,21,16,5,27
309 DATA 138,4,24,8,7,23,8,10,24,8,19,17,15,22,17,11

 

 

Edited by Opry99er
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Good work. Played at CPU Overdrive. It only shows that a compiled version would be quite nice.

 

I'd rather stay with the black background instead of the blue. Maybe another background color would work. Anyway, just fine with Yoda raising his hand. Yes, previously I flipped the force a lot, so much that the dark side showed its ugly face.

 

;)

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Changes made. Starting to feel good here. ;)

 

 

 

 

 
1 LEV=1
2 CALL CLEAR
3 CALL SCREEN(2)
4 FOR I=1 TO 25
5 READ A,A$
6 CALL CHAR(A,A$)
7 NEXT I
8 PRINT "       JEDI GAUNTLET"
9 PRINT
10 PRINT
11 PRINT "   BY BUCK AND OWEN BRAND"
12 FOR GAP=1 TO 8
13 PRINT
14 NEXT GAP
15 PRINT "   PRESS ANY KEY TO BEGIN"
16 FOR GAP=1 TO 7
17 PRINT
18 NEXT GAP
19 FOR CSET=1 TO 8
20 CALL COLOR(CSET,16,1)
21 NEXT CSET
22 CALL KEY(0,K,S)
23 IF S<1 THEN 22
24 CALL CLEAR
25 PRINT "THIS IS THE JEDI GAUNTLET..."
26 PRINT "  YOU MUST MOVE YODA FROM   "
27 PRINT "   HIS HOME IN THE DEGOBA   "
28 PRINT "SYSTEM AND BRING HIM TO THE "
29 PRINT "  DEATH STAR TO FACE DARTH  "
30 PRINT " VADER.  THERE WILL BE MANY "
31 PRINT "  CHALLENGES ALONG THE WAY. "
32 PRINT "      ARE YOU READY?        "
33 PRINT
34 PRINT
35 PRINT "  PRESS ENTER TO CONTINUE  "
36 CALL HCHAR(4,15,128,1)
37 CALL HCHAR(4,16,129,1)
38 CALL HCHAR(5,15,136,1)
39 CALL HCHAR(5,16,137,1)
40 CALL HCHAR(6,15,130,1)
41 CALL HCHAR(6,16,131,1)
42 CALL COLOR(13,3,1)
43 CALL COLOR(14,11,1)
44 CALL KEY(0,K,S)
45 IF S<1 THEN 44
46 IF K<>13 THEN 44
47 CALL COLOR(13,2,1)
48 CALL COLOR(14,2,1)
49 READ A$,B$,C$
50 CALL CLEAR
51 PRINT A$
52 PRINT B$
53 PRINT C$
54 PRINT
55 PRINT
56 PRINT
57 PRINT
58 PRINT "  PRESS ENTER TO CONTINUE  "
59 CALL KEY(0,K,S)
60 IF S<1 THEN 59
61 IF K<>13 THEN 59
62 READ PR,PC
63 FOR C=9 TO 15
64 CALL COLOR(C,2,1)
65 NEXT C
66 CALL CLEAR
67 CALL HCHAR(1,1,96,32)
68 CALL HCHAR(24,1,96,32)
69 CALL VCHAR(1,1,96,24)
70 CALL VCHAR(1,32,96,24)
71 CALL HCHAR(23,2,51)
72 FOR VDISP=1 TO 2
73 READ CNUM
74 FOR VWALLS=1 TO 5
75 READ A,B,C
76 CALL VCHAR(A,B,CNUM,C)
77 NEXT VWALLS
78 NEXT VDISP
79 CALL HCHAR(23,2,50)
80 FOR HDISP=1 TO 2
81 READ CNUM
82 FOR HWALLS=1 TO 5
83 READ A,B,C
84 CALL HCHAR(A,B,CNUM,C)
85 NEXT HWALLS
86 NEXT HDISP
87 CALL HCHAR(23,2,49)
88 FOR SPC=1 TO 10
89 READ A,B,C
90 CALL HCHAR(A,B,C)
91 NEXT SPC
92 CALL HCHAR(23,2,32)
93 REM    
94 CALL HCHAR(PR,PC,132,1)
95 FOR A=9 TO 15
96 READ F
97 CALL COLOR(A,F,1)
98 NEXT A
99 REM    
100 CALL KEY(0,K,S)
101 CALL CHAR(132,"BDDB3C187EFF993C")
102 IF S=0 THEN 99
103 IF K=69 THEN 109
104 IF K=83 THEN 121
105 IF K=68 THEN 133
106 IF K=88 THEN 145
107 IF K=32 THEN 157
108 GOTO 99
109 REM    
110 PR=PR-1
111 CALL GCHAR(PR,PC,A)
112 IF A=32 THEN 118
113 IF A<105 THEN 116
114 IF A>108 THEN 116
115 GOTO 250
116 PR=PR+1
117 GOTO 248
118 CALL HCHAR(PR+1,PC,32,1)
119 CALL HCHAR(PR,PC,132,1)
120 GOTO 99
121 REM    
122 PC=PC-1
123 CALL GCHAR(PR,PC,A)
124 IF A=32 THEN 130
125 IF A<105 THEN 128
126 IF A>108 THEN 128
127 GOTO 250
128 PC=PC+1
129 GOTO 248
130 CALL HCHAR(PR,PC+1,32,1)
131 CALL HCHAR(PR,PC,132,1)
132 GOTO 99
133 REM    
134 PC=PC+1
135 CALL GCHAR(PR,PC,A)
136 IF A=32 THEN 142
137 IF A<105 THEN 140
138 IF A>108 THEN 140
139 GOTO 250
140 PC=PC-1
141 GOTO 248
142 CALL HCHAR(PR,PC-1,32,1)
143 CALL HCHAR(PR,PC,132,1)
144 GOTO 99
145 REM    
146 PR=PR+1
147 CALL GCHAR(PR,PC,A)
148 IF A=32 THEN 154
149 IF A<105 THEN 152
150 IF A>108 THEN 152
151 GOTO 250
152 PR=PR-1
153 GOTO 248
154 CALL HCHAR(PR-1,PC,32,1)
155 CALL HCHAR(PR,PC,132,1)
156 GOTO 99
157 REM    
158 IF S<1 THEN 100
159 CALL CHAR(132,"BDDB3C98FE7F193C")
160 FOR TN=30 TO 0 STEP -6
161 CALL SOUND(90,-5,TN)
162 NEXT TN
163 CALL SOUND(120,-5,0)
164 FCR=PR+1
165 FCC=PC
166 CALL GCHAR(FCR,FCC,A)
167 FC=115
168 CALL HCHAR(FCR,FCC,FC,1)
169 CALL KEY(0,K,S)
170 IF S<>1 THEN 169
171 IF K=69 THEN 177
172 IF K=83 THEN 190
173 IF K=68 THEN 203
174 IF K=88 THEN 216
175 IF K=32 THEN 229
176 GOTO 169
177 REM    
178 FCR=FCR-1
179 DIF=ABS(PR-FCR)+ABS(PC-FCC)
180 IF DIF>4 THEN 188
181 IF FCR<2 THEN 188
182 CALL GCHAR(FCR,FCC,B)
183 CALL HCHAR(FCR,FCC,FC,1)
184 CALL HCHAR(FCR+1,FCC,A)
185 CALL SOUND(75,-6,0)
186 A=B
187 GOTO 189
188 FCR=FCR+1
189 GOTO 169
190 REM    
191 FCC=FCC-1
192 DIF=ABS(PR-FCR)+ABS(PC-FCC)
193 IF DIF>4 THEN 201
194 IF FCC<2 THEN 201
195 CALL GCHAR(FCR,FCC,B)
196 CALL HCHAR(FCR,FCC,FC,1)
197 CALL HCHAR(FCR,FCC+1,A)
198 CALL SOUND(75,-6,0)
199 A=B
200 GOTO 202
201 FCC=FCC+1
202 GOTO 169
203 REM    
204 FCC=FCC+1
205 DIF=ABS(PR-FCR)+ABS(PC-FCC)
206 IF DIF>4 THEN 214
207 IF FCC>31 THEN 214
208 CALL GCHAR(FCR,FCC,B)
209 CALL HCHAR(FCR,FCC,FC,1)
210 CALL HCHAR(FCR,FCC-1,A)
211 CALL SOUND(75,-6,0)
212 A=B
213 GOTO 215
214 FCC=FCC-1
215 GOTO 169
216 REM    
217 FCR=FCR+1
218 DIF=ABS(PR-FCR)+ABS(PC-FCC)
219 IF DIF>4 THEN 227
220 IF FCR>23 THEN 227
221 CALL GCHAR(FCR,FCC,B)
222 CALL HCHAR(FCR,FCC,FC,1)
223 CALL HCHAR(FCR-1,FCC,A)
224 CALL SOUND(75,-6,0)
225 A=B
226 GOTO 228
227 FCR=FCR-1
228 GOTO 169
229 REM    
230 IF FFLG<1 THEN 236
231 IF B=32 THEN 234
232 CALL SOUND(100,440,1)
233 GOTO 169
234 FFLG=0
235 GOTO 100
236 IF A=113 THEN 241
237 IF A=112 THEN 241
238 GOTO 247
239 REM   FC=113  
240 REM   GOTO 21800  
241 FFLG=1
242 FC=A
243 A=32
244 CALL HCHAR(FCR,FCC,FC,1)
245 GOTO 169
246 REM    
247 CALL HCHAR(FCR,FCC,A)
248 CALL SOUND(100,440,1)
249 GOTO 100
250 REM    
251 CALL CLEAR
252 PRINT "WELL DONE, JEDI..."
253 LEV=LEV+1
254 GOTO 44
255 DATA 104,"3C353E68F878B86C",105,"0008065D3F141C17"
256 DATA 106,"3F78F068140A0500",107,"0030F8D48A8582C0"
257 DATA 108,"E0F0781C0C020000",112,"000000FFFF000000"
258 DATA 113,"FFC3A59999A5C3FF",96,"FF99FF9999FF99FF"
259 DATA 97,"F8809CC606382021",128,"000040673D0F0701"
260 DATA 129,"000002E6BCF0E080",130,"01030E0000000000"
261 DATA 131,"80C0700000000000",132,"BDDB3C187EFF993C"
262 DATA 136,"070F1D3F3B393F0F",137,"E0F0B8FCDC9CFCF0"
263 DATA 138,"3062DC5448200CC0",139,"000000007F6B557F"
264 DATA 144,"0000FF00AA00FF00",145,"2A222A222A222A22"
265 DATA 146,"00003F202A202B22",147,"2A22EA02AA02FE00"
266 DATA 148,"2A222B202A203F00",149,"0000FE02AA02EA22"
267 DATA 115,"E7818100008181E7"
268 DATA "    TAKE YODA FROM HIS"
269 DATA "  UNDERGROUND HOME TO THE"
270 DATA "      X-WING FIGHTER"
271 DATA 2,15
272 DATA 97,12,5,5,10,9,4,7,17,4,17,11,6,18,14,6
273 DATA 138,2,14,3,2,16,4,2,17,4,3,20,10,2,22,10
274 DATA 97,6,4,14,9,2,14,11,11,7,13,9,21,16,5,27
275 DATA 138,4,24,8,7,23,8,10,24,8,19,17,15,22,17,11
276 DATA 20,29,105,21,29,106,20,30,107,21,30,108,4,15,112
277 DATA 10,21,113,23,11,113,23,11,113,23,11,113,23,11,113
278 DATA 3,16,7,16,3,11,5
279 DATA "   REPAIR THE MILLENIUM"
280 DATA " FALCONS HYPERDRIVE BEFORE"
281 DATA "     YOU ARE CAPTURED"
282 DATA 22,6
283 DATA 96,9,12,4,9,21,4,5,24,4,5,30,4,20,24,4
284 DATA 145,15,3,9,15,9,9,9,5,2,9,7,2,20,30,4
285 DATA 96,8,12,10,13,12,10,4,24,7,9,24,7,19,24,7
286 DATA 144,14,4,5,15,10,22,19,10,14,8,6,1,11,6,1
287 DATA 14,6,112,13,16,112,15,27,112,9,6,139,8,5,146
288 DATA 8,7,149,11,5,148,11,7,147,14,3,146,14,9,149
289 DATA 16,16,7,16,3,11,5
290 DATA "    DEATH STAR LEVEL 1"
291 DATA "   GET TO THE HYPERLIFT"
292 DATA "  WITHOUT GETTING CAUGHT"
293 DATA 2,15
294 DATA 97,12,5,5,10,9,4,7,17,4,17,11,6,18,14,6
295 DATA 138,2,14,3,2,16,4,2,17,4,3,20,10,2,22,10
296 DATA 97,6,4,14,9,2,14,11,11,7,13,9,21,16,5,27
297 DATA 138,4,24,8,7,23,8,10,24,8,19,17,15,22,17,11
298 DATA "    DEATH STAR LEVEL 2"
299 DATA " CROSS THE BRIDGE WITHOUT"
300 DATA "     GETTING KILLED"
301 DATA 2,15
302 DATA 97,12,5,5,10,9,4,7,17,4,17,11,6,18,14,6
303 DATA 138,2,14,3,2,16,4,2,17,4,3,20,10,2,22,10
304 DATA 97,6,4,14,9,2,14,11,11,7,13,9,21,16,5,27
305 DATA 138,4,24,8,7,23,8,10,24,8,19,17,15,22,17,11

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For case handling stuff in later levels, I have started thinking of how I can fake GOSUBs and RETURNs in BASIC. Since each level has different objectives while using the Force to place specific objects on top of other specific objects, I have thought of using the value of LEV as a helper.

 

When branching TO unique checks from the Force loop:

 

250 ON LEV GOTO 1000,1100,1200,1300,1400,etc

 

Then to return to the Force loop

 

1050 GOTO 260

.

.

.

2050 GOTO 260

.

.

.

etc

 

 

Doing this keeps the loop tight and doesn't make excess checks for things that don't even happen until later levels. Think about Parsec... Why would the main game loop be checking for a collision with an Asteroid while fighting a Dramite?

 

 

When needing to access a single subroutine from multiple parts of the program, I will employ a status variable (which will be a pointer to where the program branched to the sub).

 

600 STAT=1

610 GOTO 2000

.

.

700 STAT=2

710 GOTO 2000

.

.

 

Then to return from the sub to the proper location in the loop:

 

2050 ON STAT GOTO 620,720,820,etc.

 

 

In this way I can both GOSUB to a common subroutine from multiple places in the program AND RETURN from it to the proper location.

 

It is basically just creating your own GOSUB and RETURN commands which do not natively exist in BASIC.

Edited by Opry99er
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