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What (IN YOUR OPINION) are the BEST two TI-BASIC programs in existence?


Omega-TI
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Over the years TI-BASIC has been relatively ignored and brushed aside for better, cooler or faster goodies. The thing is, in over 30 years, a few people have had to come up with something 'really neat' for good old TI-BASIC.

 

So..... in your experience, what were the TWO BEST? The first being a game, the second being anything else like a utility, application or whatever.

 

Oh yeah.... if you have the listing, even better.

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.

My favorite Ti-Basic-Proggy is "Bomber" (a version from a german mag back in the days),

because this was one of the first, maybe the first I ever have entered from a magazin into my TI.

 

And I did some typos, of course, and so a friend of mine and me, we had to check for that errors,

and this took about 3 or 4 days (after school ♪) , to find that.

 

But when we found them (of course there were more than one errors), we played it for weeks :)

I´ll never forget that. SpaceKey-Only :)

 

So, don´t ask me for today´s 3D-Dolby-Surround-HyperDyper-HDMI-DisplayPort-HiRes-RealTime-Online-Software-Games :-D :grin:

(except BF2 maybe)

 

:thumbsup:

 

 

post-41141-0-07499300-1451860838_thumb.jpg

 

 

EDIT: You can download one version via Ciro´s site:

 

http://atariage.com/forums/topic/240846-apex-software-bomber-alien-attack-pilot-are-they-on-any-db/?p=3290475

Edited by schmitzi
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I have to agree that Aperture is outstanding.

 

I posted a message here as a joke one day (in answer to a thread concerning which games we'd like to see ported to the good ol' 99), saying I would like to see a TI version of Portal.

 

What I didn't expect was reply telling me that such a beast actually existed...and in TI-Basic no less!!

 

Honourable mention should go out to Not-Polyoptics who released several commercial(!) TI-Basic proggies, the best off which (IMHO) was « Khe Sanh, Guerilla War in VietNam », an engaging miltary strategy game

 

Slow screen-draws aside, it's easy to forget you're playing a game written in TI-basic (although I still laugh at the manual cover which states "No Peripherals Needed" (The game came on a disk, obviously requiring a disk drive!))

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Flooraway is available on the TI Game Shelf. It's written by R. Trueman, who made some of the most fantastic BASIC/Extended BASIC games I've ever seen!

 

Worm of Bemer was published in one of the Compute! Game books, here is the listing:

3 DIM NN(29),RANK$(12)
5 GOSUB 11000
10 GOTO 5000
20 FOR I=1 TO LEN(H$)
30 CALL HCHAR(ROW,COL+I,ASC(SEG$(H$,I,1)))
35 NEXT I
40 RETURN
100 CALL KEY(0,K,ST)
105 IF(K<>68)+(OD=2)THEN 110
106 DX=1
107 DY=0
108 DI=1
110 IF(K<>83)+(OD=1)THEN 115
111 DX=-1
112 DY=0
113 DI=2
115 IF(K<>69)+(OD=3)THEN 120
116 DY=-1
117 DX=0
118 DI=4
120 IF(K<>88)+(OD=4)THEN 140
125 DY=1
130 DX=0
135 DI=3
140 CALL HCHAR(YA,XA,136)
145 OD=DI
150 XA=XA+DX
152 YA=YA+DY
154 L=LEN(XA$)
156 XA$=XA$&CHR$(XA)
158 YA$=YA$&CHR$(YA)
160 CALL GCHAR(YA,XA,Z)
162 IF Z<>32 THEN 200
164 CALL HCHAR(YA,XA,128)
166 CALL SOUND(1,622,2)
168 IF L<WO THEN 100
170 CALL HCHAR(ASC(YA$),ASC(XA$),32)
172 LL=LEN(XA$)-1
174 XA$=SEG$(XA$,2,LL)
176 YA$=SEG$(YA$,2,LL)
180 GOTO 100
200 CALL SOUND(100,311,2)
201 CALL HCHAR(YA,XA,128)
203 GOSUB 6600
205 IF Z<>MUSH THEN 260
210 WO=WO+15+2*LO
212 IF WO<185 THEN 215
214 WO=185
215 RANDOMIZE
216 XX=RND*28+3
218 X=RND*19+4
220 CALL GCHAR(X,XX,H1)
222 IF H1<>32 THEN 216
224 SC=SC+100+LO*7
228 HI=HI-1
230 GOSUB 6600
232 IF HI>0 THEN 245
234 CALL HCHAR(3,17,104)
236 CALL HCHAR(13,2,104)
238 CALL HCHAR(13,31,104)
240 CALL HCHAR(23,17,104)
241 FOR I=3 TO 30 STEP 3
242 CALL SOUND(100,1900,I)
243 NEXT I
244 GOTO 100
245 CALL HCHAR(X,XX,MUSH)
250 GOTO 100
260 IF Z=104 THEN 270
261 IF LI=1 THEN 7500
264 GOSUB 7500
266 GOTO 290
270 CALL HCHAR(YA,XA,136)
272 GOSUB 7000
275 FOR AA=110 TO 880 STEP 32
277 PRINT
279 CALL SOUND(1,AA,2)
280 CALL SOUND(-1,AA,2)
281 NEXT AA
282 LO=LO+1
283 IF LO=12 THEN 1200
284 WO=5
285 L1=L1+1
286 IF LO>EX THEN 9100
287 CALL COLOR(14,L1,1)
288 CALL CLEAR
289 GOSUB 1300
290 GOSUB 6600
300 ON LO GOTO 5080,400,500,550,600,700,800,450,550,1000,1100,1200
399 GOTO 5080
400 REM  SECOND SCREEN 
410 CALL HCHAR(13,5,120,24)
420 GOTO 5080
449 REM  SCREEN 
450 CALL VCHAR(7,15,120,16)
455 CALL HCHAR(9,6,120,22)
460 GOTO 5080
499 REM  FORTH SCREEN 
500 CALL HCHAR(6,5,120,24)
505 CALL HCHAR(20,5,120,24)
510 GOTO 5080
549 REM  FIFTH SCREEN 
550 CALL HCHAR(7,6,120,22)
555 CALL VCHAR(8,15,120,16)
560 GOTO 5080
599 REM  FRAME 6 
600 CALL HCHAR(12,3,120,13)
610 CALL HCHAR(12,19,120,12)
620 GOTO 5080
699 REM  FRAME 7 
700 FOR I=8 TO 18
710 CALL HCHAR(I,7,120,7)
715 CALL HCHAR(I,18,120,
720 NEXT I
725 GOTO 5080
799 REM  FRAME 8 
800 CALL HCHAR(8,3,120,13)
805 CALL HCHAR(14,12,120,19)
810 CALL HCHAR(18,3,120,13)
815 GOTO 5080
999 REM  FRAME 9 
1000 GOSUB 1400
1015 FOR T=5 TO 21
1020 CALL HCHAR(T,4,32,16)
1025 NEXT T
1030 GOTO 5080
1100 GOSUB 1400
1110 FOR T=5 TO 21
1115 CALL HCHAR(T,4,32,20)
1120 NEXT T
1125 GOTO 400
1199 REM  YOU WIN! 
1200 CALL CLEAR
1205 CALL SCREEN(3)
1206 FOR I=4 TO 8
1207 CALL COLOR(I,2,1)
1208 NEXT I
1210 PRINT TAB(9);"NERM'S HOME!"
1220 PRINT
1230 PRINT
1240 PRINT TAB(10);"THANK YOU!"
1250 FOR T=1 TO 9
1260 PRINT
1270 NEXT T
1275 FOR T=1 TO 3
1280 FOR I=110 TO 880 STEP 30
1283 CALL SOUND(1,I,2)
1284 CALL SOUND(-1,I,2)
1285 NEXT I
1286 FOR I=880 TO 110 STEP-30
1287 CALL SOUND(1,I,2)
1288 CALL SOUND(-1,I,2)
1289 NEXT I
1290 NEXT T
1291 GOTO 7700
1300 CALL CLEAR
1305 PRINT "SCORE :";TAB(20);"ROOM :"
1310 PRINT "MUSHROOMS :";TAB(20);"LIVES :"
1320 FOR T=1 TO 21
1330 PRINT
1340 NEXT T
1350 RETURN
1400 FOR T=5 TO 21
1410 CALL HCHAR(T,4,120,26)
1420 NEXT T
1430 RETURN
4999 REM  UP THE GAME 
5000 GOSUB 10000
5005 MUSH=112
5010 LI=4
5015 SC=0
5020 LO=1
5035 HI=5
5040 WO=5
5045 EX=2
5050 L1=3
5055 GOSUB 5500
5060 CALL CLEAR
5065 CALL SCREEN(2)
5066 FOR I=3 TO 8
5067 CALL COLOR(I,16,1)
5068 NEXT I
5070 GOSUB 1300
5075 GOSUB 6600
5080 XA$=""
5081 YA$=""
5085 XA=17
5086 YA=18
5091 DX=0
5093 DY=-1
5103 IF HI<6 THEN 5107
5105 HI=5
5107 IF HI>-1 THEN 5110
5109 HI=0
5110 DI=4
5115 FOR I=2 TO 31 STEP 29
5120 CALL VCHAR(3,I,120,21)
5125 NEXT I
5130 FOR I=3 TO 23 STEP 20
5135 CALL HCHAR(I,3,120,28)
5140 NEXT I
5145 CALL HCHAR(24,3,137,28)
5150 IF HI>0 THEN 5174
5155 CALL HCHAR(3,17,104)
5160 CALL HCHAR(12,2,104)
5165 CALL HCHAR(12,31,104)
5167 CALL HCHAR(23,17,104)
5171 GOTO 150
5174 RANDOMIZE
5175 XX=RND*28+3
5178 X=RND*19+4
5180 CALL GCHAR(X,XX,H1)
5185 IF H1<>32 THEN 5174
5190 CALL HCHAR(X,XX,MUSH)
5200 GOTO 150
5500 CALL CLEAR
5505 PRINT TAB(10);"GET READY!"
5510 FOR T=1 TO 12
5515 PRINT
5520 NEXT T
5525 FOR I=1 TO 14
5530 CALL SOUND(100,NN(I),2)
5535 NEXT I
5540 RETURN
6599 REM  PRINT SCORE 
6600 H$=STR$(SC)
6603 ROW=1
6604 COL=10
6605 GOSUB 20
6607 H$=STR$(LO)
6608 COL=28
6609 GOSUB 20
6610 H$=STR$(HI)
6611 ROW=2
6620 COL=14
6625 GOSUB 20
6630 H$=STR$(LI)
6635 COL=29
6640 GOSUB 20
6650 RETURN
6999 REM  NERM LEAVES 
7000 SP=SP-5
7005 GOSUB 6600
7010 HI=5
7015 L=LEN(XA$)
7020 FOR I=1 TO L
7025 CALL SOUND(2,110+I*2,2)
7030 CALL HCHAR(ASC(YA$),ASC(XA$),32)
7035 LL=LEN(XA$)-1
7040 XA$=SEG$(XA$,2,LL)
7045 YA$=SEG$(YA$,2,LL)
7050 NEXT I
7060 RETURN
7499 REM  OPP! 
7500 CALL CLEAR
7505 PRINT TAB(13);"OPPS"
7510 FOR I=1 TO 12
7515 PRINT
7520 NEXT I
7525 LI=LI-1
7547 FOR I=14 TO 24
7549 CALL SOUND(10,I*40,2)
7551 NEXT I
7553 FOR I=1 TO 30
7555 NEXT I
7560 IF LI<1 THEN 7700
7575 GOSUB 1300
7600 RETURN
7699 REM  THE GAME ENDS 
7700 CALL CLEAR
7704 FOR I=3 TO 8
7705 CALL COLOR(I,16,1)
7706 NEXT I
7710 IF HS>SC THEN 7750
7720 HS=SC
7721 FOR I=1 TO 5
7722 PRINT
7723 NEXT I
7725 PRINT TAB(;"NEW HIGH SCORE"
7728 FOR T=110 TO 1760 STEP 50
7729 CALL SOUND(2,T,2)
7730 NEXT T
7740 FOR I=1 TO 5
7743 PRINT
7745 NEXT I
7750 PRINT TAB(7);"YOUR SCORE: ";SC
7755 PRINT
7760 PRINT TAB(7);"HIGH SCORE :";HS
7770 FOR I=1 TO 3
7775 PRINT
7780 NEXT I
7785 PRINT TAB(5);"YOUR NEW RANK IS :"
7790 PRINT
7795 PRINT TAB(9);RANK$(LO)
7796 FOR I=15 TO 29
7797 CALL SOUND(100,NN(I),2)
7798 NEXT I
7800 PRINT
7805 PRINT
7806 PRINT
7810 PRINT "(C TO CONTINUE  Q TO QUIT)"
7815 FOR T=1 TO 4
7816 PRINT
7817 NEXT T
7820 CALL KEY(0,K,ST)
7830 IF ST=0 THEN 7820
7840 IF(K<>67)*(K<>81)THEN 7820
7845 IF K=67 THEN 5000
7850 STOP
9099 REM  EXTRA LIFE 
9100 CALL CLEAR
9110 PRINT TAB(11);"BONUS LIFE"
9120 FOR I=1 TO 12
9125 PRINT
9130 NEXT I
9132 FOR I=1 TO 30 STEP 2
9134 CALL SOUND(100,1175,I)
9136 NEXT I
9140 EX=EX+3
9145 LI=LI+1
9150 GOTO 287
10000 CALL CLEAR
10001 FOR T=3 TO 8
10003 CALL COLOR(T,2,1)
10006 NEXT T
10010 CALL COLOR(14,3,1)
10015 CALL SCREEN(15)
10020 PRINT TAB(10);"WELCOME TO"
10021 FOR T=1 TO 4
10022 PRINT
10023 NEXT T
10025 PRINT TAB(;"WORM OF BEMER"
10028 FOR T=1 TO 9
10030 PRINT
10032 NEXT T
10034 PRINT "USE E,S,D, & X KEYS TO MOVE"
10036 PRINT
10040 CALL HCHAR(21,3,136,4)
10042 CALL HCHAR(21,8,128)
10045 FOR I=1 TO 22
10047 CALL HCHAR(21,6+I,136)
10050 CALL HCHAR(21,7+I,128)
10052 CALL SOUND(10,622,2)
10055 CALL HCHAR(21,2+I,32)
10057 FOR T=1 TO 20
10058 NEXT T
10060 NEXT I
10065 FOR T=1 TO 100
10070 NEXT T
10075 RETURN
10999 REM  DEFINE CHARS 
11000 FOR I=104 TO 136 STEP 8
11015 READ A$
11020 CALL CHAR(I,A$)
11025 NEXT I
11030 DATA FFFFFFFFFFFFFFFF,187EFFFF18181818,FF81BDA5A5BD81FF
11032 DATA 8142243C7E5A3C18,387CFEFEFEFE7C38
11033 CALL COLOR(10,2,2)
11035 CALL COLOR(11,14,1)
11040 CALL COLOR(12,2,10)
11045 CALL COLOR(13,7,1)
11050 CALL CHAR(137,"FFFFFFFFFFFFFFFF")
11060 FOR I=1 TO 9
11065 READ RANK$(I)
11070 NEXT I
11075 FOR I=10 TO 12
11080 RANK$(I)="HALL OF FAME"
11085 NEXT I
11090 DATA ZERO,ROOKIE,NOVICE,AVERAGE
11092 DATA MASTER,GRAND MASTER,WIZARD,GRAND WIZARD
11094 DATA SUPER STAR
11100 FOR I=1 TO 29
11110 READ NN(I)
11120 NEXT I
11130 DATA 262,349,40000,349,392,40000,392,440,523,440,523,440,349,40000
11135 DATA 349,40000,40000,262,247,262,294,294,262,40000,40000,40000,330,330,349
11140 RETURN
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Flooraway is amazing, as is Walls and Bridges from TImagination (subject of its own thread a couple weeks ago).

 

Khe Sanh is a game of maddening suspense which I also love.

 

99'vaders (published by Not Polyoptics) was one of the few attempts at an arcade-style game in TI BASIC that I found workable and enjoyable.

 

As for utilities... realistically, was anything in BASIC useful enough to overcome the language's issues?

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