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TUNNEL v.0.9 with 8 LEVELS GAME! But with little BUG!


19 replies to this topic

#1 agsoftware OFFLINE  

agsoftware

    Space Invader

  • 17 posts

Posted Thu Oct 6, 2011 8:39 AM

Hi guys,
I have done a new videogames for TI99/4A with cartridge Extended Basic,
but unfortunately still in this game of TUNNEL there are any problem....

I have still a little problem on up written HI-SCORE e LEVEL number
because, I when take a object character while I play on this TUNNEL
I went to clear the value of hi-score record and also the written LEVEL-1
this makes me very angry, but the problem is only a small BUG
to be adjusted.

Then I redid the best maze, with two new graphic characters, a diamond
and a door out of the maze, but first you need to get out the door
get the key, but if the player goes to 1UP collides with the door
out without taking the key, the character of the port is deleted
and then the same player after the 1UP, remains locked in the labyrinth,
how can I make sure you do not delete the door without taking the key?
See you later and thanks
AG ^_^




10 REM ********************
20 REM * TUNNEL V.0.9 *
30 REM * BY GAMECAST 2011 *
40 REM *ANDREA GASPARRINI *
50 REM * FOR TI99/4A *
60 REM *ONLY FOR EXTENDED *
70 REM * BASIC *
80 REM ********************
90 REM
100 HI=28500
150 ON ERROR 180
160 CALL INIT :: CALL LOAD(-31878,11)
170 GOTO 190
180 CALL ERR(FF,FF)
190 CALL CLEAR :: CALL SCREEN(1)
210 CALL CHAR(96,"1818483C1A28680C") :: REM 1UP UP
215 CALL CHAR(100,"0C0C7ADE38EC0406") :: REM 1UP RIGHT1
220 CALL CHAR(104,"18180A3C58141630") :: REM 1UP DOWN
225 CALL CHAR(108,"6060BCF6386E40C0") :: REM 1UP LEFT1
230 CALL CHAR(33,"FBFBFB007F7F7F00") :: REM WALL !
250 CALL CHAR(120,"183C7EDBFF5A8142") :: REM MONSTER x
251 CALL CHAR(81,"1824241808180818") :: REM KEY Q
252 CALL CHAR(90,"00387CFEFE7C3810") :: REM DIAMANTE Z
253 CALL CHAR(91,"183C7E46C7EFEFFF") :: REM PORTA [
254 CALL CHAR(40,"7E3C7E7EFFFFFF7E") :: REM VASO (
260 GOSUB 1210
270 CALL COLOR(1,3,1,7,7,1,8,9,1,9,12,1,10,12,1,12,10,1)
280 FOR CO=3 TO 6 :: CALL COLOR(CO,7,1) :: NEXT CO
290 SCREEN=1
291 DISPLAY AT(0,0):"SCORE" :: DISPLAY AT(0,12):"HI-SCORE"
292 DISPLAY AT(0,21):RPT$(CHR$(100),MEN)
293 DISPLAY AT(2,0):SC :: DISPLAY AT(2,11):HI
294 DISPLAY AT(2,20):"LEVEL" :: DISPLAY AT(2,25):LV
530 D=247
540 IF LV>8 THEN LV=1
550 ON LV GOSUB 1400,1680,2230,2530,2810,3090
570 REM
580 SP=1 :: PP=0
640 R=4 :: C=4 :: RV,RV1=-1 :: CV,CV1=0 :: CH,CH1=96 :: CALL SPRITE(#1,CH,12,R*8-7,C*8-7)
650 PP=PP-1 :: IF PP<0 THEN 720
660 IF PP THEN 710
670 CALL COLOR(1,6,1)
680 FOR SP=2 TO 11
690 CO=INT(RND*4)+7 :: IF CO=8 THEN 690 ELSE CALL COLOR(#SP,CO)
700 NEXT SP
710 IF PP=5 THEN CALL COLOR(1,14,1)
720 IF PP>0 THEN 740
740 CALL JOYST(1,X,Y) :: CALL KEY(1,K,S)
750 IF((X=0 AND Y=0)OR(X<>0 AND Y<>0))AND S=0 THEN 800
760 IF Y=4 OR K=5 THEN CH1=96 :: RV1=-1 :: CV1=0
770 IF X=4 OR K=3 THEN CH1=100 :: RV1=0 :: CV1=1
780 IF Y=-4 OR K+1=1 THEN CH1=104 :: RV1=1 :: CV1=0
790 IF X=-4 OR K=2 THEN CH1=108 :: RV1=0 :: CV1=-1
800 CALL GCHAR(R+RV1,C+CV1,CHK)
805 IF CHK<>33 THEN RV=RV1 :: CV=CV1 :: CH=CH1 ELSE CALL GCHAR(R+RV,C+CV,CHK) :: IF CHK=33 THEN 650
810 R=R+RV :: C=C+CV :: CALL PATTERN(#1,CH) :: CALL LOCATE(#1,R*8-7,C*8-7)
820 IF CHK=32 THEN 650
830 IF CHK<>120 THEN 860
840 REM PP=26-SCREEN :: CALL COLOR(1,15,1) :: REM 9
850 FOR SP=2 TO 11 :: CALL COLOR(#SP,1) :: CALL SOUND(-1,55*SP,0) :: NEXT SP
860 IF CHK=40 THEN SC=SC+100
870 IF CHK=90 THEN SC=SC+200
880 IF CHK=81 THEN SC=SC+300 :: KE=1
881 IF CHK=91 THEN IF KE=1 THEN 1060 ELSE GOTO 740
882 IF CHK=120 THEN 990
890 DISPLAY AT(2,0):SC :: CALL SOUND(-1,-6,0)
900 CALL HCHAR(R,C,32)
910 D=D-1 :: IF D=0 THEN 1040
920 GOTO 650
930 FOR DEL=27 TO 1 STEP-4
940 FOR CH=96 TO 108 STEP 4
950 CALL PATTERN(#1,CH)
960 CALL SOUND(-1,110+DEL+CH/4,0)
970 NEXT CH
980 NEXT DEL
990 CALL SOUND(-100,-2,4) :: CALL SOUND(-100,-3,3) :: CALL SOUND(-100,-2,2) :: CALL SOUND(-100,-1,1) :: CALL SOUND(-1000,-1,0)
1000 MEN=MEN-1 :: IF MEN=-1 THEN 1110 ELSE DISPLAY AT(0,21):RPT$(CHR$(100),MEN)
1010 SP=1
1020 FOR RR=3 TO 21 STEP 2 :: SP=SP+1 :: CALL LOCATE(#SP,RR*8-7,256) :: NEXT RR
1030 GOTO 640
1040 FOR SP=2 TO 11 :: CALL DELSPRITE(#SP) :: NEXT SP
1050 CALL COLOR(1,6,1)
1055 REM CLEAR STAGE LEVEL
1060 FOR DEL=1 TO 20
1070 CALL SOUND(INT(RND*200)+1,110+INT(RND*220),INT(RND*3))
1080 NEXT DEL
1090 LV=LV+1 :: KE=0
1100 RESTORE :: GOTO 290
1110 CALL DELSPRITE(#1)
1120 FOR DEL=1 TO 5
1130 DISPLAY AT(12,10)SIZE(9)BEEP:RPT$(CHR$(100),4);" ";RPT$(CHR$(108),4)
1140 DISPLAY AT(12,10)SIZE(9)BEEP:"GAME OVER"
1150 NEXT DEL
1160 FOR P=0 TO 2000 :: NEXT P
1200 CALL CLEAR
1205 REM INTRO
1210 MEN=4 :: SCORE=0 :: LV=1 :: KE=0
1215 FOR CO=1 TO 14 :: CALL COLOR(CO,16,2) :: NEXT CO
1216 CALL COLOR(1,3,1,7,7,1,8,9,1,9,12,1,10,12,1,12,10,1)
1220 DATA "!!! ! ! ! ! ! ! !!! ! "
1221 DATA " ! ! ! !! ! !! ! ! ! "
1222 DATA " ! ! ! ! !! ! !! !! ! "
1223 DATA " ! ! ! ! ! ! ! ! ! "
1224 DATA " ! !!! ! ! ! ! !!! !!!"
1225 RESTORE 1220
1227 FOR A1=1 TO 5 :: READ A2$
1228 DISPLAY AT(A1+1,2):A2$
1229 NEXT A1
1230 DISPLAY AT(8,2):"RILASCIA IL TASTO ALPHA LOCK"
1240 DISPLAY AT(9,1):"USA IL JOYSTICK 1 O I TASTI "
1250 DISPLAY AT(10,1):"CON LE FRECCE-E,X,S,D-."
1260 DISPLAY AT(12,2):CHR$(100)&" PLAYER 1UP"
1270 DISPLAY AT(13,2):CHR$(81)&" 300 POINTS"
1280 DISPLAY AT(14,2):CHR$(90)&" 200 POINTS"
1290 DISPLAY AT(15,2):CHR$(40)&" 100 POINTS"
1300 DISPLAY AT(16,2):CHR$(120)&" MONSTER"
1310 DISPLAY AT(20,2):"BY ANDREA GASPARRINI 2011"
1330 DISPLAY AT(22,4):"PUSH SPACE TO START"
1340 CALL KEY(0,K,S) :: IF S<1 THEN 1340
1350 CALL KEY(1,L,S)
1360 IF K=18 or K=32 or L=18 or L=32 THEN CALL CLEAR :: CALL COLOR(2,11,1) :: RETURN
1380 GOTO 1340
1390 REM PRINT PUT LEVELS MAZE
1395 REM LEVEL-1
1400 RESTORE 1450
1410 FOR A1=2 TO 23 :: READ A2$
1420 DISPLAY AT(A1+1,1):A2$
1430 NEXT A1
1440 RETURN
1450 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
1460 DATA "! !! ( !!"
1470 DATA "! !!!!!! !! !!!!!!!!!!!!! !!"
1480 DATA "! !!!!!! Z !! !!"
1490 DATA "! !!!!!!!!!!!!!!!!!!!! !! !!"
1500 DATA "! ! x x !! !!"
1510 DATA "! !!!!!!!!!!! !! !!! !!"
1520 DATA "!!!!!!!!(Z !!!! !! !!!!!!!!!"
1530 DATA "!!!!!!!!!! !!!! !! !!!!!!!!!"
1540 DATA "!! !! ZZ!!!"
1550 DATA "!! !!!!!!!!!!!!!!!!!!!!!!!!!"
1560 DATA "!! !!!!((x !!!!!!!!!"
1570 DATA "!! !!!!!!! !!!!!!! x((((!!!"
1580 DATA "!! !!!!!!!! !!!!!!!!"
1590 DATA "!!!!!!!!!! !!!!!!!! !!!!"
1600 DATA "!!!!!!!!!! !!!Q!!!!!!!! !"
1610 DATA "!! !!! !!!!!!!! !"
1620 DATA "!! !!!!!!!!!!!!!! !!!!!!!! !"
1630 DATA "!! ((Z!!!!!!ZZ !"
1640 DATA "!! !!!!!!!!!!!!!!!!!!!!!!!!!"
1650 DATA "!! [!!"
1660 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
1670 REM LEVEL-2
1680 RESTORE 2000
1690 FOR A1=2 TO 23 :: READ A2$
1700 DISPLAY AT(A1+1,1):A2$
1710 NEXT A1
1720 RETURN
2000 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
2010 DATA "! ! ! !( ( [!"
2020 DATA "! ! !!!!!! ! !!!!!!! !!!! !!"
2030 DATA "! ! !(! ! ! ZZ((! ! ( (!!"
2040 DATA "! ! !(! !!!! ! !!!!! ! !!!!!"
2050 DATA "! ! ! !x x ! ! !!"
2060 DATA "!!!!! ! ! !!!!!!!! ! !!!! !!"
2070 DATA "! ! ! ! ! ! Z Z!!"
2080 DATA "! !!!!!!!!! !!!! ! ! ! !!!!!"
2090 DATA "! ! ! !Q ! ! ! !"
2100 DATA "! ! !!!! ! !!!!! ! ! !!Z!! !"
2110 DATA "! ! ! ! ! ! ! !!(! !"
2120 DATA "! ! ! !!!!!!!! ! ! !!!! !!"
2130 DATA "! ! ! ! !!!!! ! !!"
2140 DATA "!!!!! ! !!!! ! ! ! !!!!!"
2150 DATA "! ! !(!! ! ! !!!!! !"
2160 DATA "! !!!!! ! ! ! ! !!!!! !"
2170 DATA "! ! !! ! ! !!!!! ! ! !"
2180 DATA "! ! !!!!! Z! ! ! ! ! ! !"
2190 DATA "! ! ! ( ! !! ! ! !!!!! ! ! !"
2200 DATA "! !(!x ! ! !"
2210 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
2220 REM LEVEL-3
2230 RESTORE 2280
2240 FOR A1=2 TO 23 :: READ A2$
2250 DISPLAY AT(A1+1,1):A2$
2260 NEXT A1
2270 RETURN
2300 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
2310 DATA "! ! !ZZ ! ! ! [!"
2320 DATA "!!! ! ! !!! ! !!!!! ! ! ! !!"
2330 DATA "! ! ! ! ! ! !"
2340 DATA "! !!!!!!! !!!!! !!!!! ! !! !"
2350 DATA "! x((! !((! ! ! ! !"
2360 DATA "!!!!!! !!!!ZZx ! !!!!! ! !!"
2370 DATA "!! ! ZZ!!!!! ! ! ! !"
2380 DATA "! ! ! !!!! ! ! !!!!!! !"
2390 DATA "! !! ! ((! !!!!! ! !! !"
2400 DATA "! ! ! !!!! ! !( ! ! !"
2410 DATA "!! ! ! !!!!x!!!!!!!!! ! !"
2420 DATA "! ! !!!! ! ! ! !"
2430 DATA "! !! ! !!!!!!!!! !! ! !"
2440 DATA "! !!!!!!!!! !! ! ! ! !"
2450 DATA "! !Q ! ! !!!! !! !"
2460 DATA "!!!!! !!!!! !! ! ! !"
2470 DATA "! ! ! !!!!!!! ! !!!x!!"
2480 DATA "! !!!!! ! ! ! x ! ! !Zx !"
2490 DATA "! ! ! ! ! ! !!! ! ! !!!! !"
2500 DATA "! ! ! !(((! ! ( ( (!"
2510 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
2520 REM LEVEL-4
2530 RESTORE 2580
2540 FOR A1=2 TO 23 :: READ A2$
2550 DISPLAY AT(A1+1,1):A2$
2560 NEXT A1
2570 RETURN
2580 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
2590 DATA "! !(x ZZ! Z![!!Z!(! !"
2600 DATA "! !!!! !!! !!! !! ! ! !"
2610 DATA "! ! ! ! ! ! !!!!!! !"
2620 DATA "! ! !!!! ! ! !!!! ! ! ! !"
2630 DATA "! ! ! ! ZZ! ! ! ! ! !!"
2640 DATA "! ! ! !!!!!! !!!! ! ! ! !"
2650 DATA "! ! ! ZZ!!!!! ! !! !"
2660 DATA "! !!! ! !!!! !!!! ! ! !"
2670 DATA "! ! ! !(!! ((! !!!!! ! !!"
2680 DATA "! ! ! ! ! !!!! ! ! !"
2690 DATA "! !!!!!! ! ((!!!!! ! !! !"
2700 DATA "!x!!!!! ! !!!! ! ! !"
2710 DATA "! ! Q! ! x x ! ! !!! !!"
2720 DATA "! !! !! !!!!!!!!! ! ! !"
2730 DATA "! !!!! ! ! ! !!! !! !"
2740 DATA "! x((! ! !! !!!!! !( !"
2750 DATA "! !!!! ! ! !Z!Z!!! !!!!!! !"
2760 DATA "! xZZ! ! ! !! ( x x !( ! !"
2770 DATA "! !!!! ! ! !!!!!!!! !! ! ! !"
2780 DATA "! ! ! ! !"
2790 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
2800 REM LEVEL-5
2810 RESTORE 2860
2820 FOR A1=2 TO 23 :: READ A2$
2830 DISPLAY AT(A1+1,1):A2$
2840 NEXT A1
2850 RETURN
2860 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
2870 DATA "! ! ! ![ x(!"
2880 DATA "! ! !!!!!!! ! !!x!x!! !! ! !"
2890 DATA "! ! ! ( ( x ! x ((( x ! ! !"
2900 DATA "! ! ! !!!!! ! !!!!!!! ! !! !"
2910 DATA "! ! !(! Z ! ! x ZZZ x ! ! !"
2920 DATA "! ! ! ((!(! ! !!!!!!! !! ! !"
2930 DATA "! ! !!!!!!! ! ! ! ! !"
2940 DATA "! ! ! !!!!!!! ! ! !! !"
2950 DATA "! !!!!!!! ! ! ! ! !"
2960 DATA "! ! !!!!!!!!! !! ! !"
2970 DATA "! !!!!!!!!! !Q! ! ! !"
2980 DATA "! x ((ZZ ! !!!!! ! ! ! !! !"
2990 DATA "! !!!!!!! ! ! ! ! ! ! ! !"
3000 DATA "! ! ! !(! ! !! ! !"
3010 DATA "! !!!!! ! !!!!!!!!!!! ! ! !"
3020 DATA "! ! ! ! x ! ! !! !"
3030 DATA "! ! ! ! !!! ! !!!x!!!!! Z! !"
3040 DATA "! ! ! ! ! ! !! !"
3050 DATA "! ! ! !!! ! !!!!x!!!x!!!! !"
3060 DATA "! ! ((! !!"
3070 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
3080 REM LEVEL-6
3090 RESTORE 3140
3100 FOR A1=2 TO 23 :: READ A2$
3110 DISPLAY AT(A1+1,1):A2$
3120 NEXT A1
3130 RETURN
3140 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
3150 DATA "! ! !((x ! ! !Q! !"
3160 DATA "!! !!!! !!!! ! ! ! ! !"
3170 DATA "! ! ! x((x ! !!! !!!!! !"
3180 DATA "! !!!!! ! !!!! ! ![! !"
3190 DATA "! ! ! x((x ! !!!!!!!(!"
3200 DATA "!!! ! !!! !!!! ! ! !(!"
3210 DATA "! ! !(( ! !!!!!!! !!!"
3220 DATA "! !!! !!!!!!!!!! ! !(! !"
3230 DATA "! ! ! ! ! !"
3240 DATA "!!!!!!! !!!!! ! !! ! !!! ! !"
3250 DATA "!(!!Z(x x(((! ! ! ! ! ! !"
3260 DATA "! !!!! !!!!! ! ! !!!! ! ! !"
3270 DATA "!! !(Zx xZZZ! ! ! ZZ(( ! ! !"
3280 DATA "!! !!!! !!!!! ! ! !!!! ! ! !"
3290 DATA "! !Z! ! ! ! ! ! !"
3300 DATA "! ! ! ! !!!!! ! ! !!!!!! !"
3310 DATA "! !! !! ! ! ! ! !"
3320 DATA "! ! !!! !!!!! ! !(! !! !"
3330 DATA "! ! !!! ! ! ! !!! ! !"
3340 DATA "! ((! ! ! ! ! ! !!"
3350 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
3360 REM LEVEL-7
3370 RESTORE 3140
3380 FOR A1=2 TO 23 :: READ A2$
3390 DISPLAY AT(A1+1,1):A2$
3400 NEXT A1
3410 RETURN
3420 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
3430 DATA "! ! (( !(! ! !!"
3440 DATA "!!!!!!!! ! !!!! ! !Z![! (!"
3450 DATA "!Z!( ! ! ! ! !!!!!!! !!"
3460 DATA "! ! ! !!!! ! ! (ZxZ( ! !"
3470 DATA "! !!!! ! ZxxZ ! ! !!!!! !! !"
3480 DATA "! ! ZZ !!!! ! (Z Z( ! !"
3490 DATA "!!! ! !! (xx( !!x!!!!!! ! !!"
3500 DATA "! ! (( !!!! ! ! !"
3510 DATA "! !!!!!! (xx( ! !!!!!!!!!! !"
3520 DATA "! ! !!!! ! ! !"
3530 DATA "!!!!!! ! (xx( !!!!!!! ! !!!!"
3540 DATA "! ! !!!! !Z! ! ! (!"
3550 DATA "! !!!!!! ! !(! !!!!! ! !!"
3560 DATA "! (( ! !!!!x! ! !"
3570 DATA "!!!!!!!! ! ! !!!!!!!!!! !"
3580 DATA "!Q ! ! ! !! !((xxZZxx( !"
3590 DATA "!! ! ! ! !!! (! !!!!!!!!!! !"
3600 DATA "! ! ! ! ! ! !"
3610 DATA "! !! ! !!!!!! !!!!!!!!!! ! !"
3620 DATA "! ! !(((ZZZ(( !"
3630 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
3640 REM LEVEL-8
3650 RESTORE 3140
3660 FOR A1=2 TO 23 :: READ A2$
3670 DISPLAY AT(A1+1,1):A2$
3680 NEXT A1
3690 RETURN
3700 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
3710 DATA "! ! ((Zx!"
3720 DATA "!! ! ! !! !(!(!(!!!!!! !!!!!"
3730 DATA "!Z ! ! ! !x!x!x![ ! ZZ(x!"
3740 DATA "!! ! ! !!(!(!(!!!! ! !!!!!"
3750 DATA "!( !!! ! !"
3760 DATA "!! !!!!!!!!!!!!!!!!!!!!!!( !"
3770 DATA "!( !! !"
3780 DATA "!!! !!!! !!!! ! ! !!! ! !"
3790 DATA "!(! ! ! ! !! !! ! ! !!"
3800 DATA "!(! ! Q ! ! ! ! ! ! ! !"
3810 DATA "!(! ! !! !!!! ! ! !! !! !"
3820 DATA "!(! ! ! ! ! ! ! ! ! !"
3830 DATA "!(! !!!! ! ! ! ! !!! ! !!"
3840 DATA "!(! ! !"
3850 DATA "!(! !!!! !!!! !!!!! !!! !! !"
3860 DATA "!(! ! ! ! ! ! ! !"
3870 DATA "!(! ! ! ! ! ! ! !!"
3880 DATA "!(! ! !!!! !!!!! ! ! !"
3890 DATA "!(! ! ! ! ! ! !! !"
3900 DATA "!(x !!!! ! ! !!!!! ! !"
3910 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"

#2 retroclouds OFFLINE  

retroclouds

    Stargunner

  • 1,096 posts
  • Location:Germany

Posted Thu Oct 6, 2011 11:46 AM

Hi! ok, so I'm curious. I know you did quite a few games for the MSXDEV competition. From your experience, how does the TI994A Extended Basic compare to MSX Basic? I mean what concerns speed and graphic possibilities of the Basic language.

Either way, great to see you here!

EDIT: just a hint if you post source code here you might want to use the [ code ] print [ / code ] tag. It will format your source code. Just remove the white space in the tags for the formatting to take effect.

#3 matthew180 OFFLINE  

matthew180

    Stargunner

  • 1,242 posts
  • Location:Marshall, Michigan

Posted Thu Oct 6, 2011 1:05 PM

MSX BASIC is very nice. It was written by Microsoft (as were most ROM BASIC dialects back then) and pretty much gives you *full* access to the hardware including direct access to VDP registers, all 4 graphic modes, all VRAM (since BASIC programs are stored in the real CPU RAM), sound chip access, line drawing commands, 40 column mode, poke, peek, binary-load (BLOAD), full-screen editor, etc. It is faster than XB, and pretty much on-par with most interpreters written in assembly language.

I have an MSX1 for testing the F18A and I used MSX BASIC to troubleshoot the main graphic modes since I could switch between them by simply typing: SCREEN n (where n is 0 to 3).

Also, if you draw a line in GM2, like from 0,0 to 100,100, then use that same line draw command in multi-color mode, the coordinates scale, so you basically just get a fatter line, but the relative size is still the same. It is very cool and very useful!

In an F18A update a few weeks ago I posted some screen shots from various systems. The SV328 and MSX examples were written in BASIC in about 5 minutes.

@agsoftware : Sorry, didn't mean to change the topic. I'll have to test your code later tonight to see what's going on.

#4 sometimes99er OFFLINE  

sometimes99er

    Stargunner

  • 1,922 posts
  • Location:Denmark

Posted Thu Oct 6, 2011 1:19 PM

Yeah, the standard formatting here truncated multiple spaces into one. Logo and maze becomes corrupt. As retroclouds said, use the code tag.

#5 OX. ONLINE  

OX.

    Chopper Commander

  • 137 posts

Posted Thu Oct 6, 2011 1:54 PM

Looks good, but needs re-pasting using the <> code tag, looking forward to it.

#6 agsoftware OFFLINE  

agsoftware

    Space Invader

  • 17 posts

Posted Thu Oct 6, 2011 3:33 PM

Post for Matthew180,

Look, you've got very bad, because this new video game TUNNEL is not for MSX!!
But this program only works on a computer TI99/4A Texas Instruments.

http://www.gamecast.altervista.org/

However, for me is very strange that I programs also TI99/4A
MSX instead of the usual, there seems to you?

I hope of found experienced people to help me finish my program for TI99/4A TUNNEL.

See you to soon.....
^_^
AG.

#7 agsoftware OFFLINE  

agsoftware

    Space Invader

  • 17 posts

Posted Thu Oct 6, 2011 3:39 PM

Hello Retroclouds,

So: the basic of the cartridge TI99/4A EXTENDED BASIC is very different from MSX-BASIC, and then to develop this new video game TUNNEL I had to study a lot, but now I am still struggling to carry on alone this new project TI99/4A for that then for me it is the first program that I do on a machine at Texas Instruments.

Yes indeed I have participated many times in competitions of MSXDEV.
And you ringrazione if you like that I'm here with you in this forum ATARI and TI99/4A.

I hope you have time to look at my source is basic on TUNNEL and fix this game.
http://www.gamecast.altervista.org/

Best Regards
^_^
AG.

#8 agsoftware OFFLINE  

agsoftware

    Space Invader

  • 17 posts

Posted Thu Oct 6, 2011 3:41 PM

 
10 REM  ********************
20 REM  * TUNNEL V.0.9	 *
30 REM  * BY GAMECAST 2011 *
40 REM  *ANDREA GASPARRINI *
50 REM  * FOR TI99/4A	  *
60 REM  *ONLY FOR EXTENDED *
70 REM  *	 BASIC	    *
80 REM  ********************
90 REM
100 HI=28500
150 ON ERROR 180
160 CALL INIT :: CALL LOAD(-31878,11)
170 GOTO 190
180 CALL ERR(FF,FF)
190 CALL CLEAR :: CALL SCREEN(1)
210 CALL CHAR(96,"1818483C1A28680C") :: REM  1UP UP
215 CALL CHAR(100,"0C0C7ADE38EC0406") :: REM  1UP RIGHT1
220 CALL CHAR(104,"18180A3C58141630") :: REM  1UP DOWN
225 CALL CHAR(108,"6060BCF6386E40C0") :: REM  1UP LEFT1
230 CALL CHAR(33,"FBFBFB007F7F7F00") :: REM  WALL !
250 CALL CHAR(120,"183C7EDBFF5A8142") :: REM  MONSTER x
251 CALL CHAR(81,"1824241808180818") :: REM  KEY Q
252 CALL CHAR(90,"00387CFEFE7C3810") :: REM  DIAMANTE Z
253 CALL CHAR(91,"183C7E46C7EFEFFF") :: REM  PORTA [
254 CALL CHAR(40,"7E3C7E7EFFFFFF7E") :: REM  VASO (
260 GOSUB 1210
270 CALL COLOR(1,3,1,7,7,1,8,9,1,9,12,1,10,12,1,12,10,1)
280 FOR CO=3 TO 6 :: CALL COLOR(CO,7,1) :: NEXT CO
290 SCREEN=1
291 DISPLAY AT(0,0):"SCORE" :: DISPLAY AT(0,12):"HI-SCORE"
292 DISPLAY AT(0,21):RPT$(CHR$(100),MEN)
293 DISPLAY AT(2,0):SC :: DISPLAY AT(2,11):HI
294 DISPLAY AT(2,20):"LEVEL" :: DISPLAY AT(2,25):LV
530 D=247
540 IF LV>8 THEN LV=1
550 ON LV GOSUB 1400,1680,2230,2530,2810,3090
570 REM
580 SP=1 :: PP=0
640 R=4 :: C=4 :: RV,RV1=-1 :: CV,CV1=0 :: CH,CH1=96 :: CALL SPRITE(#1,CH,12,R*8-7,C*8-7)
650 PP=PP-1 :: IF PP<0 THEN 720
660 IF PP THEN 710
670 CALL COLOR(1,6,1)
680 FOR SP=2 TO 11
690 CO=INT(RND*4)+7 :: IF CO=8 THEN 690 ELSE CALL COLOR(#SP,CO)
700 NEXT SP
710 IF PP=5 THEN CALL COLOR(1,14,1)
720 IF PP>0 THEN 740
740 CALL JOYST(1,X,Y) :: CALL KEY(1,K,S)
750 IF((X=0 AND Y=0)OR(X<>0 AND Y<>0))AND S=0 THEN 800
760 IF Y=4 OR K=5 THEN CH1=96 :: RV1=-1 :: CV1=0
770 IF X=4 OR K=3 THEN CH1=100 :: RV1=0 :: CV1=1
780 IF Y=-4 OR K+1=1 THEN CH1=104 :: RV1=1 :: CV1=0
790 IF X=-4 OR K=2 THEN CH1=108 :: RV1=0 :: CV1=-1
800 CALL GCHAR(R+RV1,C+CV1,CHK)
805 IF CHK<>33 THEN RV=RV1 :: CV=CV1 :: CH=CH1 ELSE CALL GCHAR(R+RV,C+CV,CHK) :: IF CHK=33 THEN 650
810 R=R+RV :: C=C+CV :: CALL PATTERN(#1,CH) :: CALL LOCATE(#1,R*8-7,C*8-7)
820 IF CHK=32 THEN 650
830 IF CHK<>120 THEN 860
840 REM PP=26-SCREEN :: CALL COLOR(1,15,1) :: REM  9
850 FOR SP=2 TO 11 :: CALL COLOR(#SP,1) :: CALL SOUND(-1,55*SP,0) :: NEXT SP
860 IF CHK=40 THEN SC=SC+100
870 IF CHK=90 THEN SC=SC+200
880 IF CHK=81 THEN SC=SC+300 :: KE=1
881 IF CHK=91 THEN IF KE=1 THEN 1060 ELSE GOTO 740
882 IF CHK=120 THEN 990
890 DISPLAY AT(2,0):SC :: CALL SOUND(-1,-6,0)
900 CALL HCHAR(R,C,32)
910 D=D-1 :: IF D=0 THEN 1040
920 GOTO 650
930 FOR DEL=27 TO 1 STEP-4
940 FOR CH=96 TO 108 STEP 4
950 CALL PATTERN(#1,CH)
960 CALL SOUND(-1,110+DEL+CH/4,0)
970 NEXT CH
980 NEXT DEL
990 CALL SOUND(-100,-2,4) :: CALL SOUND(-100,-3,3) :: CALL SOUND(-100,-2,2) :: CALL SOUND(-100,-1,1) :: CALL SOUND(-1000,-1,0)
1000 MEN=MEN-1 :: IF MEN=-1 THEN 1110 ELSE DISPLAY AT(0,21):RPT$(CHR$(100),MEN)
1010 SP=1
1020 FOR RR=3 TO 21 STEP 2 :: SP=SP+1 :: CALL LOCATE(#SP,RR*8-7,256) :: NEXT RR
1030 GOTO 640
1040 FOR SP=2 TO 11 :: CALL DELSPRITE(#SP) :: NEXT SP
1050 CALL COLOR(1,6,1)
1055 REM CLEAR STAGE LEVEL
1060 FOR DEL=1 TO 20
1070 CALL SOUND(INT(RND*200)+1,110+INT(RND*220),INT(RND*3))
1080 NEXT DEL
1090 LV=LV+1 :: KE=0
1100 RESTORE :: GOTO 290
1110 CALL DELSPRITE(#1)
1120 FOR DEL=1 TO 5
1130 DISPLAY AT(12,10)SIZE(9)BEEP:RPT$(CHR$(100),4);" ";RPT$(CHR$(108),4)
1140 DISPLAY AT(12,10)SIZE(9)BEEP:"GAME OVER"
1150 NEXT DEL
1160 FOR P=0 TO 2000 :: NEXT P
1200 CALL CLEAR
1205 REM  INTRO
1210 MEN=4 :: SCORE=0 :: LV=1 :: KE=0
1215 FOR CO=1 TO 14 :: CALL COLOR(CO,16,2) :: NEXT CO
1216 CALL COLOR(1,3,1,7,7,1,8,9,1,9,12,1,10,12,1,12,10,1)
1220 DATA "!!! ! ! !  ! !  ! !!! !  "
1221 DATA " !  ! ! !! ! !! ! !   !  "
1222 DATA " !  ! ! ! !! ! !! !!  !  "
1223 DATA " !  ! ! !  ! !  ! !   !  "
1224 DATA " !  !!! !  ! !  ! !!! !!!"
1225 RESTORE 1220
1227 FOR A1=1 TO 5 :: READ A2$
1228 DISPLAY AT(A1+1,2):A2$
1229 NEXT A1
1230 DISPLAY AT(8,2):"RILASCIA IL TASTO ALPHA LOCK"
1240 DISPLAY AT(9,1):"USA IL JOYSTICK 1 O I TASTI "
1250 DISPLAY AT(10,1):"CON LE FRECCE-E,X,S,D-."
1260 DISPLAY AT(12,2):CHR$(100)&" PLAYER 1UP"
1270 DISPLAY AT(13,2):CHR$(81)&" 300 POINTS"
1280 DISPLAY AT(14,2):CHR$(90)&" 200 POINTS"
1290 DISPLAY AT(15,2):CHR$(40)&" 100  POINTS"
1300 DISPLAY AT(16,2):CHR$(120)&" MONSTER"
1310 DISPLAY AT(20,2):"BY ANDREA GASPARRINI 2011"
1330 DISPLAY AT(22,4):"PUSH SPACE TO START"
1340 CALL KEY(0,K,S) :: IF S<1 THEN 1340
1350 CALL KEY(1,L,S)
1360 IF K=18 or K=32 or L=18 or L=32 THEN CALL CLEAR :: CALL COLOR(2,11,1) :: RETURN
1380 GOTO 1340
1390 REM PRINT PUT LEVELS MAZE
1395 REM LEVEL-1
1400 RESTORE 1450
1410 FOR A1=2 TO 23 :: READ A2$
1420 DISPLAY AT(A1+1,1):A2$
1430 NEXT A1
1440 RETURN
1450 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
1460 DATA "!	    !!	  (	    !!"
1470 DATA "! !!!!!! !! !!!!!!!!!!!!! !!"
1480 DATA "! !!!!!!		 Z	 !! !!"
1490 DATA "! !!!!!!!!!!!!!!!!!!!! !! !!"
1500 DATA "! !   x	  x		 !! !!"
1510 DATA "!   !!!!!!!!!!! !! !!!    !!"	   
1520 DATA "!!!!!!!!(Z !!!! !! !!!!!!!!!"
1530 DATA "!!!!!!!!!! !!!! !! !!!!!!!!!"
1540 DATA "!!			  !!	 ZZ!!!"
1550 DATA "!! !!!!!!!!!!!!!!!!!!!!!!!!!"
1560 DATA "!! !!!!((x		 !!!!!!!!!"
1570 DATA "!! !!!!!!! !!!!!!!  x((((!!!"
1580 DATA "!!		 !!!!!!!! !!!!!!!!"
1590 DATA "!!!!!!!!!! !!!!!!!!	 !!!!"
1600 DATA "!!!!!!!!!! !!!Q!!!!!!!!    !"
1610 DATA "!!		 !!!    !!!!!!!! !"
1620 DATA "!! !!!!!!!!!!!!!! !!!!!!!! !"
1630 DATA "!! ((Z!!!!!!ZZ			 !"
1640 DATA "!! !!!!!!!!!!!!!!!!!!!!!!!!!"
1650 DATA "!!					   [!!"
1660 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
1670 REM LEVEL-2						
1680 RESTORE 2000					 
1690 FOR A1=2 TO 23 :: READ A2$	   
1700 DISPLAY AT(A1+1,1):A2$		   
1710 NEXT A1						  
1720 RETURN							
2000 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
2010 DATA "! !	    !		 !( ( [!"
2020 DATA "! ! !!!!!! ! !!!!!!! !!!! !!"
2030 DATA "! ! !(!    ! ! ZZ((! ! ( (!!"
2040 DATA "! ! !(! !!!! ! !!!!! ! !!!!!"
2050 DATA "!	 ! !    !x x  ! !    !!"
2060 DATA "!!!!! ! ! !!!!!!!! ! !!!! !!"
2070 DATA "!	 !   !	  ! ! ! Z Z!!"
2080 DATA "! !!!!!!!!! !!!! ! ! ! !!!!!"
2090 DATA "! !	  !  !Q   ! ! !	 !"
2100 DATA "! ! !!!! ! !!!!! ! ! !!Z!! !"
2110 DATA "! ! !    !	 ! ! ! !!(!  !"
2120 DATA "! ! ! !!!!!!!! !   ! !!!! !!"
2130 DATA "!   ! !	  ! !!!!! !    !!"
2140 DATA "!!!!! ! !!!! ! !	 ! !!!!!"
2150 DATA "!	 ! !(!! ! ! !!!!!	 !"
2160 DATA "! !!!!! !  ! ! !	 !!!!! !"
2170 DATA "! !	 !! ! ! !!!!! !   ! !"
2180 DATA "! ! !!!!! Z! ! !	 ! ! ! !"
2190 DATA "! ! ! ( ! !! ! ! !!!!! ! ! !"
2200 DATA "!   !(!x	   !	   !   !"
2210 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
2220 REM LEVEL-3					 
2230 RESTORE 2280					 
2240 FOR A1=2 TO 23 :: READ A2$	   
2250 DISPLAY AT(A1+1,1):A2$		   
2260 NEXT A1						  
2270 RETURN
2300 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
2310 DATA "!   !   !ZZ !	   !   ! [!"
2320 DATA "!!! ! ! !!! ! !!!!! ! ! ! !!"
2330 DATA "!	 !	   !	 ! ! !  !"
2340 DATA "! !!!!!!! !!!!! !!!!! ! !! !"
2350 DATA "! x((!    !((!  !	 ! !  !"
2360 DATA "!!!!!! !!!!ZZx  ! !!!!! ! !!"
2370 DATA "!!   !  ZZ!!!!! ! !	 !  !"
2380 DATA "!  ! ! !!!!	 ! ! !!!!!! !"
2390 DATA "! !! !  ((! !!!!! ! !!	 !"
2400 DATA "!  ! ! !!!!	   ! !( ! ! !"
2410 DATA "!! ! !    !!!!x!!!!!!!!! ! !"
2420 DATA "!  ! !!!! !		    ! ! !"
2430 DATA "! !!	  ! !!!!!!!!! !! ! !"
2440 DATA "! !!!!!!!!! !!   !    !  ! !"
2450 DATA "!		   !Q ! ! !!!! !! !"
2460 DATA "!!!!! !!!!! !! !	    !  !"
2470 DATA "!	 !   ! !!!!!!! ! !!!x!!"
2480 DATA "! !!!!! ! ! !   x ! ! !Zx  !"
2490 DATA "! !   ! ! ! ! !!! ! ! !!!! !"
2500 DATA "!   !   !   !(((!   ! ( ( (!"
2510 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"  
2520 REM LEVEL-4					 
2530 RESTORE 2580					 
2540 FOR A1=2 TO 23 :: READ A2$	   
2550 DISPLAY AT(A1+1,1):A2$		   
2560 NEXT A1						  
2570 RETURN
2580 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
2590 DATA "!	  !(x ZZ! Z![!!Z!(!   !"
2600 DATA "! !!!! !!! !!! !! !	  ! !"
2610 DATA "! !	  ! !    ! ! !!!!!! !"
2620 DATA "! ! !!!! ! ! !!!! ! !   !  !"
2630 DATA "! ! !	  !  ZZ! ! ! ! ! !!"
2640 DATA "! ! ! !!!!!! !!!!   ! ! !  !"
2650 DATA "!   ! !	   ZZ!!!!! ! !! !"
2660 DATA "! !!! ! !!!! !!!!	 ! !  !"
2670 DATA "! !   ! !(!!  ((! !!!!! ! !!"
2680 DATA "! ! !   !  ! !!!!	 ! !  !"
2690 DATA "!   !!!!!! !  ((!!!!! ! !! !"
2700 DATA "!x!!!!!    ! !!!!   ! !    !"
2710 DATA "! ! Q!  !    x  x ! ! !!! !!"
2720 DATA "!   !! !! !!!!!!!!! !   !  !"
2730 DATA "! !!!! !  !	   ! !!! !! !"
2740 DATA "! x((! ! !! !!!!!	   !( !"
2750 DATA "! !!!! ! !  !Z!Z!!! !!!!!! !"
2760 DATA "! xZZ! ! ! !! ( x x !(   ! !"
2770 DATA "! !!!! ! ! !!!!!!!! !! ! ! !"
2780 DATA "!	  !		    !  !   !"
2790 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
2800 REM LEVEL-5					 
2810 RESTORE 2860					 
2820 FOR A1=2 TO 23 :: READ A2$	   
2830 DISPLAY AT(A1+1,1):A2$		   
2840 NEXT A1						  
2850 RETURN
2860 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
2870 DATA "! !		 !		 ![ x(!"
2880 DATA "! ! !!!!!!! ! !!x!x!! !! ! !"
2890 DATA "! ! ! ( ( x ! x ((( x !  ! !"
2900 DATA "! ! ! !!!!! ! !!!!!!! ! !! !"
2910 DATA "! ! !(! Z ! ! x ZZZ x !  ! !"
2920 DATA "! ! ! ((!(! ! !!!!!!! !! ! !"
2930 DATA "! ! !!!!!!! !	   ! !  ! !"
2940 DATA "! !	   ! !!!!!!! ! ! !! !"
2950 DATA "! !!!!!!! !		 ! !  ! !"
2960 DATA "!		 ! !!!!!!!!! !! ! !"
2970 DATA "! !!!!!!!!!	   !Q! !  ! !"
2980 DATA "!  x ((ZZ ! !!!!! ! ! ! !! !"
2990 DATA "! !!!!!!! ! !   ! ! ! !  ! !"
3000 DATA "!	   ! !   !(!   ! !! ! !"
3010 DATA "! !!!!! ! !!!!!!!!!!! !  ! !"
3020 DATA "! !   ! ! x !		 ! !! !"
3030 DATA "! ! ! ! !!! ! !!!x!!!!! Z! !"
3040 DATA "! ! ! !   ! !		   !! !"
3050 DATA "! ! ! !!! ! !!!!x!!!x!!!!  !"
3060 DATA "!   ! ((!				 !!"
3070 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
3080 REM LEVEL-6					 
3090 RESTORE 3140					 
3100 FOR A1=2 TO 23 :: READ A2$	   
3110 DISPLAY AT(A1+1,1):A2$		   
3120 NEXT A1						  
3130 RETURN
3140 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
3150 DATA "!  !	  !((x ! !   !Q!   !"
3160 DATA "!!   !!!! !!!! !   ! !   ! !"
3170 DATA "!  !    ! x((x ! !!! !!!!! !"
3180 DATA "! !!!!! ! !!!! ! ![!	   !"
3190 DATA "!   !   ! x((x   ! !!!!!!!(!"
3200 DATA "!!! ! !!! !!!! ! !	   !(!"
3210 DATA "!   ! !((	  ! !!!!!!! !!!"
3220 DATA "! !!! !!!!!!!!!! !   !(!   !"
3230 DATA "!			 !  ! ! !	 !"
3240 DATA "!!!!!!! !!!!! ! !! ! !!! ! !"
3250 DATA "!(!!Z(x x(((! ! !  !   ! ! !"
3260 DATA "!  !!!! !!!!! ! ! !!!! ! ! !"
3270 DATA "!! !(Zx xZZZ! ! ! ZZ(( ! ! !"
3280 DATA "!! !!!! !!!!! ! ! !!!! ! ! !"
3290 DATA "!   !Z! !	 ! !	  ! ! !"
3300 DATA "! !   ! ! !!!!! ! ! !!!!!! !"
3310 DATA "! !! !!   !	 ! ! !	  !"
3320 DATA "! !	 !!! !!!!! ! !(! !! !"
3330 DATA "! ! !!!   !   !   ! !!! !  !"
3340 DATA "!   ((! !   !   ! !	 ! !!"
3350 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
3360 REM LEVEL-7					 
3370 RESTORE 3140					 
3380 FOR A1=2 TO 23 :: READ A2$	   
3390 DISPLAY AT(A1+1,1):A2$		   
3400 NEXT A1						  
3410 RETURN
3420 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
3430 DATA "!	    !   (( !(!   !   !!"
3440 DATA "!!!!!!!! ! !!!! !   !Z![! (!"
3450 DATA "!Z!(   ! !    ! ! !!!!!!! !!"
3460 DATA "!    ! ! !!!! ! ! (ZxZ( !  !"
3470 DATA "! !!!! ! ZxxZ ! ! !!!!! !! !"
3480 DATA "!   ! ZZ !!!! !   (Z Z( !  !"
3490 DATA "!!! ! !! (xx( !!x!!!!!! ! !!"
3500 DATA "!   ! (( !!!! !		 !  !"
3510 DATA "! !!!!!! (xx( ! !!!!!!!!!! !"
3520 DATA "!	  ! !!!! !	   !    !"
3530 DATA "!!!!!! ! (xx( !!!!!!! ! !!!!"
3540 DATA "!	  ! !!!! !Z!	 ! ! (!"
3550 DATA "! !!!!!! !    !(! !!!!! ! !!"
3560 DATA "!	 (( ! !!!!x!	   !  !"
3570 DATA "!!!!!!!! ! !    !!!!!!!!!! !"
3580 DATA "!Q !   !   ! !! !((xxZZxx( !"
3590 DATA "!! ! ! ! !!! (! !!!!!!!!!! !"
3600 DATA "!  ! ! !	  !		  ! !"
3610 DATA "! !! ! !!!!!! !!!!!!!!!! ! !"
3620 DATA "!    !		 !(((ZZZ((   !"
3630 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
3640 REM LEVEL-8					 
3650 RESTORE 3140					 
3660 FOR A1=2 TO 23 :: READ A2$	   
3670 DISPLAY AT(A1+1,1):A2$		   
3680 NEXT A1						  
3690 RETURN
3700 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
3710 DATA "!    !				 ((Zx!"
3720 DATA "!! ! ! !! !(!(!(!!!!!! !!!!!"
3730 DATA "!Z ! ! !  !x!x!x![   ! ZZ(x!"
3740 DATA "!! !   ! !!(!(!(!!!! ! !!!!!"
3750 DATA "!(   !!!			 !	 !"
3760 DATA "!! !!!!!!!!!!!!!!!!!!!!!!( !"
3770 DATA "!(					  !! !"
3780 DATA "!!! !!!! !!!! !   ! !!! !  !"
3790 DATA "!(! !    !  ! !! !! !   ! !!"
3800 DATA "!(! !  Q !  ! ! ! ! !   !  !"
3810 DATA "!(! ! !! !!!! !   ! !!  !! !"
3820 DATA "!(! !  ! !  ! !   ! !   !  !"
3830 DATA "!(! !!!! !  ! !   ! !!! ! !!"
3840 DATA "!(!					 !  !"
3850 DATA "!(! !!!! !!!! !!!!! !!! !! !"
3860 DATA "!(! !    !  ! !	  !  !  !"
3870 DATA "!(! !    !  ! !	  !  ! !!"
3880 DATA "!(! !    !!!! !!!!!  !  !  !"
3890 DATA "!(! !    !  !	 !  !  !! !"
3900 DATA "!(x !!!! !  ! !!!!!  !	 !"
3910 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"


#9 unhuman OFFLINE  

unhuman

    Dragonstomper

  • 784 posts
  • Location:Vienna, VA

Posted Thu Oct 6, 2011 5:29 PM

This game looks pretty promising. Like Tutankham. I've run into lots of issues - like walking off screen to right does various things. I can't grab some items (key on first screen), etc...

But it seems pretty fast for XB, so that's awesome.

#10 RXB OFFLINE  

RXB

    Dragonstomper

  • 539 posts
  • Location:Vancouver, Washington, USA

Posted Thu Oct 6, 2011 5:39 PM

View Postretroclouds, on Thu Oct 6, 2011 11:46 AM, said:


EDIT: just a hint if you post source code here you might want to use the [ code ] print [ / code ] tag. It will format your source code. Just remove the white space in the tags for the formatting to take effect.

How do you do that and where? Where do you type this in and how?

#11 Willsy OFFLINE  

Willsy

    Dragonstomper

  • 765 posts
  • Location:Uzbekistan (no, really!)

Posted Fri Oct 7, 2011 2:02 AM

You just use the code tags. You can either type them yourself, or press the icon that looks like a <> symbol (just below the smiley icon) and it will enter the tags for you. Then you paste your code BETWEEN the tags.

Like this:
[code ]
put your code here
[/code ]

Do NOT use a space after the word CODE - I just did that so that it would display the tags on the screen.

So, when you use the code tags, this:

10 PRINT "HELLO WORLD"
20 GOTO 10

Becomes

10 PRINT "HELLO WORLD"
20 GOTO 10

And it will paste nicely into Classic99

Mark

#12 RXB OFFLINE  

RXB

    Dragonstomper

  • 539 posts
  • Location:Vancouver, Washington, USA

Posted Fri Oct 7, 2011 4:05 AM

Ok giving it a try
11 ! BOOT TRACKING IN RXB   MERGE this program frist	so your program knows which drive it loaded from last.  *NOTE: NO ASSEMBLY USED!!
12 CALL PEEK(-31792,R,I,C,H) :: CRU=128*R+I :: CPU=256*C+H+5 :: CALL IO(3,8,CRU,255) :: CALL MOVES("R$",4,CPU,D$) :: CALL IO(3,8,CRU,0)
13 CALL PEEKV(4105,L) :: CALL MOVES("V$",L,4106,E$) :: PRINT "DEVICE:";D$:"PATH:";E$
This is my RXB Boot Tracking program that does not use any Assembly.

It turns on the last CRU card accessed and get the name used in the ROM (like DSK or SCS or WDS) then turn off the card.
Then it finds the VDP buffer PAB and gets the name and path last used and displays them both.

Edited by RXB, Fri Oct 7, 2011 4:08 AM.


#13 lucien2 OFFLINE  

lucien2

    Chopper Commander

  • 160 posts
  • Location:Switzerland

Posted Sat Oct 8, 2011 8:38 AM

The CODE tag adds extras spaces...
I think it's a bug in the new version of this forum.

Here is the level 1, already corrupted by your post.

1450 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
1460 DATA "!        !!    (         !!"
1470 DATA "! !!!!!! !! !!!!!!!!!!!!! !!"
1480 DATA "! !!!!!!              Z       !! !!"
1490 DATA "! !!!!!!!!!!!!!!!!!!!! !! !!"
1500 DATA "! !   x        x              !! !!"
1510 DATA "!   !!!!!!!!!!! !! !!!    !!"
1520 DATA "!!!!!!!!(Z !!!! !! !!!!!!!!!"
1530 DATA "!!!!!!!!!! !!!! !! !!!!!!!!!"
1540 DATA "!!                     !!     ZZ!!!"
1550 DATA "!! !!!!!!!!!!!!!!!!!!!!!!!!!"
1560 DATA "!! !!!!((x            !!!!!!!!!"
1570 DATA "!! !!!!!!! !!!!!!!  x((((!!!"
1580 DATA "!!            !!!!!!!! !!!!!!!!"
1590 DATA "!!!!!!!!!! !!!!!!!!   !!!!"
1600 DATA "!!!!!!!!!! !!!Q!!!!!!!!    !"
1610 DATA "!!            !!!    !!!!!!!! !"
1620 DATA "!! !!!!!!!!!!!!!! !!!!!!!! !"
1630 DATA "!! ((Z!!!!!!ZZ                        !"
1640 DATA "!! !!!!!!!!!!!!!!!!!!!!!!!!!"
1650 DATA "!!                                      [!!"
1660 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
Here is how it appears with the CODE button or after re-editing the post.

1450 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
1460 DATA "!		!!	(		 !!"
1470 DATA "! !!!!!! !! !!!!!!!!!!!!! !!"
1480 DATA "! !!!!!!			  Z	   !! !!"
1490 DATA "! !!!!!!!!!!!!!!!!!!!! !! !!"
1500 DATA "! !   x		x			  !! !!"
1510 DATA "!   !!!!!!!!!!! !! !!!	!!"
1520 DATA "!!!!!!!!(Z !!!! !! !!!!!!!!!"
1530 DATA "!!!!!!!!!! !!!! !! !!!!!!!!!"
1540 DATA "!!					 !!	 ZZ!!!"
1550 DATA "!! !!!!!!!!!!!!!!!!!!!!!!!!!"
1560 DATA "!! !!!!((x			!!!!!!!!!"
1570 DATA "!! !!!!!!! !!!!!!!  x((((!!!"
1580 DATA "!!			!!!!!!!! !!!!!!!!"
1590 DATA "!!!!!!!!!! !!!!!!!!   !!!!"
1600 DATA "!!!!!!!!!! !!!Q!!!!!!!!	!"
1610 DATA "!!			!!!	!!!!!!!! !"
1620 DATA "!! !!!!!!!!!!!!!! !!!!!!!! !"
1630 DATA "!! ((Z!!!!!!ZZ						!"
1640 DATA "!! !!!!!!!!!!!!!!!!!!!!!!!!!"
1650 DATA "!!									  [!!"
1660 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"


#14 lucien2 OFFLINE  

lucien2

    Chopper Commander

  • 160 posts
  • Location:Switzerland

Posted Sat Oct 8, 2011 1:29 PM

View Postagsoftware, on Thu Oct 6, 2011 8:39 AM, said:

I have still a little problem on up written HI-SCORE e LEVEL number
because, I when take a object character while I play on this TUNNEL
I went to clear the value of hi-score record and also the written LEVEL-1

You must put the SIZE(n) option after DISPLAY AT to erase n characters before displaying the value.
If you omit the SIZE option, it erases the rest of the line.

So, you must change the line 890 to:

890 DISPLAY AT(2,0) SIZE(5):SC :: CALL SOUND(-1,-6,0)

#15 agsoftware OFFLINE  

agsoftware

    Space Invader

  • 17 posts

Posted Sat Oct 8, 2011 3:21 PM

Quote

ou must put the SIZE(n) option after DISPLAY AT to erase n characters before displaying the value.
If you omit the SIZE option, it erases the rest of the line.

So, you must change the line 890 to:

890 DISPLAY AT(2,0) SIZE(5):SC :: CALL SOUND(-1,-6,0)

Ok, Now the game TUNNEL work better, but however still there are others thing by adjusting.....

1) Question:
There remained the problem that if the player goes to 1UP collides with the door, the door is removed, if you have not taken the key to the next level and this is not good.
So the program needs to be corrected so even if the player has not yet taken 1UP key, and if it collides with the door in, the characters must not be deleted in the door.

2) Question:
must make sure that the sprite man, you should only move when the player moves the joystick 1UP, and not how it works now, even if the joystick is not moved in any direction, the sprite moves from man alone, with the last direction move the joystick, and this is not good, in fact I wish the sprite should only move when the player moves one of the 4-way joystick.

I await your good news ....
See you soon ...
AG.

#16 lucien2 OFFLINE  

lucien2

    Chopper Commander

  • 160 posts
  • Location:Switzerland

Posted Sat Oct 8, 2011 4:18 PM

View Postagsoftware, on Sat Oct 8, 2011 3:21 PM, said:

There remained the problem that if the player goes to 1UP collides with the door, the door is removed, if you have not taken the key to the next level and this is not good.
So the program needs to be corrected so even if the player has not yet taken 1UP key, and if it collides with the door in, the characters must not be deleted in the door.

I can not reproduce this problem. If I go to the door without the key, nothing happens.

View Postagsoftware, on Sat Oct 8, 2011 3:21 PM, said:

must make sure that the sprite man, you should only move when the player moves the joystick 1UP, and not how it works now, even if the joystick is not moved in any direction, the sprite moves from man alone, with the last direction move the joystick, and this is not good, in fact I wish the sprite should only move when the player moves one of the 4-way joystick.

You can do this by replacing the line 750:
750 IF((X=0 AND Y=0)OR(X<>0 AND Y<>0))AND S=0 THEN 800
With this one:
750 IF((X=0 AND Y=0)OR(X<>0 AND Y<>0))AND S=0 THEN 740

But I like when it moves automatically.


I removed the extra spaces from the levels data to make it playable, but maybe I removed the wrong ones in some cases. ;)

Attached File  TUNNEL.zip   4.7K   4 downloads

#17 retroclouds OFFLINE  

retroclouds

    Stargunner

  • 1,096 posts
  • Location:Germany

Posted Sun Oct 9, 2011 12:47 AM

Don't know how you design the levels. You might want to take a look at the excellent "Magellan". It is a screen map editor running on the PC which generates the required Extended Basic statements you can include in your program. It allows you to design your levels in an easy way.
Just look for Magellan in the Development Resources sticky thread.

#18 agsoftware OFFLINE  

agsoftware

    Space Invader

  • 17 posts

Posted Sun Oct 9, 2011 4:39 AM

To design the game levels of mazes, I have built a basic program for MSX1, and when the scheme unless the level of play, save it to disk 3.5 "in ASCII TEXT, and after I reread it with a block notes the various mazes and paste the main program of the TEXT file, and then after the glue on the emulator Classic99 eventually do with a file for the TI99
SAVE DSK.TUNNEL and you're done!

However, to design this game I had to use the TUNNEL 3 computers of different systems, but the end result works well.

Where I can do download of Magellan????

See you soon....
^_^
AG.

#19 retroclouds OFFLINE  

retroclouds

    Stargunner

  • 1,096 posts
  • Location:Germany

Posted Sun Oct 9, 2011 10:19 AM

Just go to: Development Resources thread -> 4. Utilities -> Graphics -> Magellan

#20 agsoftware OFFLINE  

agsoftware

    Space Invader

  • 17 posts

Posted Fri Nov 4, 2011 3:18 PM

Hello Dears members of TI99/4A,

Hi guys, ^_^ ^_^ ^_^

I apologize for being absent for some time, but I had a bad flu with high fever, but now I feel much better ....

I would like to resume and finish and my first perfect game for TI99/4A tunnel.
I added the lines: 216 and 226, because I want to create an animation with
two frames for each direction of the sprite 1UP.

So, I DEFINITION sprites to make the animation I have made​​.

Now I ask your kind help from you experienced users of TI99/4A.
I ask you please, if you can modify the program to make
1UP sprite animation works.

I would be very happy about that, if it worked well.

All for now .....

PS: I forgot one thing, I would like to make another new project
TI99/4A for video game, always a labyrinth arcade.
But this time I would like to use sprites 16x16 pixels, and therefore the
Tunnel of the game engine program is not good to handle
sprites to 16x16 pixels.
So always ask your kind help, if I be able to help
to modify the program to handle sprites TUNNEL 16x16 pixels
always using the characters.

Best Regards ^_^
Andrea Gasparrini from Italy.

210 CALL CHAR(96,"1818483C1A28680C") :: REM  1UP UP
215 CALL CHAR(100,"0C0C7ADE38EC0406") :: REM  1UP RIGHT1
216 CALL CHAR(101,"181870BC80382840") :: REM  1UP RIGHT2
220 CALL CHAR(104,"18180A3C58141630") :: REM  1UP DOWN
225 CALL CHAR(108,"6060BCF6386E40C0") :: REM  1UP LEFT1
226 CALL CHAR(109,"606038F434705008") :: REM  1UP LEFT2
230 CALL CHAR(33,"FBFBFB007F7F7F00") :: REM  WALL !
250 CALL CHAR(120,"183C7EDBFF5A8142") :: REM  MONSTER x
251 CALL CHAR(81,"1824241808180818") :: REM  KEY Q
252 CALL CHAR(90,"00387CFEFE7C3810") :: REM  DIAMANTE Z
253 CALL CHAR(91,"183C7E46C7EFEFFF") :: REM  PORTA [
254 CALL CHAR(40,"7E3C7E7EFFFFFF7E") :: REM  VASO (


TUNNEL Version 1.1 with sprite define for animation 1UP.


10 REM  ********************
20 REM  * TUNNEL V.1.1	 *
30 REM  * BY GAMECAST 2011 *
40 REM  *ANDREA GASPARRINI *
50 REM  * FOR TI99/4A	  *
60 REM  *ONLY FOR EXTENDED *
70 REM  *	 BASIC	    *
80 REM  ********************
90 REM
100 HI=28500
150 ON ERROR 180
160 CALL INIT :: CALL LOAD(-31878,11)
170 GOTO 190
180 CALL ERR(FF,FF)
190 CALL CLEAR :: CALL SCREEN(1)
210 CALL CHAR(96,"1818483C1A28680C") :: REM  1UP UP
215 CALL CHAR(100,"0C0C7ADE38EC0406") :: REM  1UP RIGHT1
216 CALL CHAR(101,"181870BC80382840") :: REM  1UP RIGHT2
220 CALL CHAR(104,"18180A3C58141630") :: REM  1UP DOWN
225 CALL CHAR(108,"6060BCF6386E40C0") :: REM  1UP LEFT1
226 CALL CHAR(109,"606038F434705008") :: REM  1UP LEFT2
230 CALL CHAR(33,"FBFBFB007F7F7F00") :: REM  WALL !
250 CALL CHAR(120,"183C7EDBFF5A8142") :: REM  MONSTER x
251 CALL CHAR(81,"1824241808180818") :: REM  KEY Q
252 CALL CHAR(90,"00387CFEFE7C3810") :: REM  DIAMANTE Z
253 CALL CHAR(91,"183C7E46C7EFEFFF") :: REM  PORTA [
254 CALL CHAR(40,"7E3C7E7EFFFFFF7E") :: REM  VASO (
260 GOSUB 1210
270 CALL COLOR(1,3,1,7,7,1,8,9,1,9,12,1,10,12,1,12,10,1)
280 FOR CO=3 TO 6 :: CALL COLOR(CO,7,1) :: NEXT CO
290 SCREEN=1
291 DISPLAY AT(0,0):"SCORE" :: DISPLAY AT(0,12):"HI-SCORE"
292 DISPLAY AT(0,21):RPT$(CHR$(100),MEN)
293 DISPLAY AT(2,0):SC :: DISPLAY AT(2,11):HI
294 DISPLAY AT(2,20):"LEVEL" :: DISPLAY AT(2,25):LV
530 D=247
540 IF LV>8 THEN LV=1
550 ON LV GOSUB 1400,1680,2230,2530,2810,3090
570 REM
580 SP=1 :: PP=0
640 R=4 :: C=4 :: RV,RV1=-1 :: CV,CV1=0 :: CH,CH1=96 :: CALL SPRITE(#1,CH,12,R*8-7,C*8-7)
650 PP=PP-1 :: IF PP<0 THEN 720
660 IF PP THEN 710
670 CALL COLOR(1,6,1)
680 FOR SP=2 TO 11
690 CO=INT(RND*4)+7 :: IF CO=8 THEN 690 ELSE CALL COLOR(#SP,CO)
700 NEXT SP
710 IF PP=5 THEN CALL COLOR(1,14,1)
720 IF PP>0 THEN 740
740 CALL JOYST(1,X,Y) :: CALL KEY(1,K,S)
750 IF((X=0 AND Y=0)OR(X<>0 AND Y<>0))AND S=0 THEN 740
760 IF Y=4 OR K=5 THEN CH1=96 :: RV1=-1 :: CV1=0
770 IF X=4 OR K=3 THEN CH1=100 :: RV1=0 :: CV1=1
780 IF Y=-4 OR K+1=1 THEN CH1=104 :: RV1=1 :: CV1=0
790 IF X=-4 OR K=2 THEN CH1=108 :: RV1=0 :: CV1=-1
800 CALL GCHAR(R+RV1,C+CV1,CHK)
805 IF CHK<>33 THEN RV=RV1 :: CV=CV1 :: CH=CH1 ELSE CALL GCHAR(R+RV,C+CV,CHK) :: IF CHK=33 THEN 650
810 R=R+RV :: C=C+CV :: CALL PATTERN(#1,CH) :: CALL LOCATE(#1,R*8-7,C*8-7)
820 IF CHK=32 THEN 650
830 IF CHK<>120 THEN 860
840 REM PP=26-SCREEN :: CALL COLOR(1,15,1) :: REM  9
850 FOR SP=2 TO 11 :: CALL COLOR(#SP,1) :: CALL SOUND(-1,55*SP,0) :: NEXT SP
860 IF CHK=40 THEN SC=SC+100
870 IF CHK=90 THEN SC=SC+200
880 IF CHK=81 THEN SC=SC+300 :: KE=1
881 IF CHK=91 THEN IF KE=1 THEN 1060 ELSE GOTO 740
882 IF CHK=120 THEN 990
890 DISPLAY AT(2,0) SIZE(5):SC :: CALL SOUND(-1,-6,0)
900 CALL HCHAR(R,C,32)
910 D=D-1 :: IF D=0 THEN 1040
920 GOTO 650
930 FOR DEL=27 TO 1 STEP-4
940 FOR CH=96 TO 108 STEP 4
950 CALL PATTERN(#1,CH)
960 CALL SOUND(-1,110+DEL+CH/4,0)
970 NEXT CH
980 NEXT DEL
990 CALL SOUND(-100,-2,4) :: CALL SOUND(-100,-3,3) :: CALL SOUND(-100,-2,2) :: CALL SOUND(-100,-1,1) :: CALL SOUND(-1000,-1,0)
1000 MEN=MEN-1 :: IF MEN=-1 THEN 1110 ELSE DISPLAY AT(0,21):RPT$(CHR$(100),MEN)
1010 SP=1
1020 FOR RR=3 TO 21 STEP 2 :: SP=SP+1 :: CALL LOCATE(#SP,RR*8-7,256) :: NEXT RR
1030 GOTO 640
1040 FOR SP=2 TO 11 :: CALL DELSPRITE(#SP) :: NEXT SP
1050 CALL COLOR(1,6,1)
1055 REM CLEAR STAGE LEVEL
1060 FOR DEL=1 TO 20
1070 CALL SOUND(INT(RND*200)+1,110+INT(RND*220),INT(RND*3))
1080 NEXT DEL
1090 LV=LV+1 :: KE=0
1100 RESTORE :: GOTO 290
1110 CALL DELSPRITE(#1)
1120 FOR DEL=1 TO 5
1130 DISPLAY AT(12,10)SIZE(9)BEEP:RPT$(CHR$(100),4);" ";RPT$(CHR$(108),4)
1140 DISPLAY AT(12,10)SIZE(9)BEEP:"GAME OVER"
1150 NEXT DEL
1160 FOR P=0 TO 2000 :: NEXT P
1200 CALL CLEAR
1205 REM  INTRO
1210 MEN=4 :: SCORE=0 :: LV=1 :: KE=0
1215 FOR CO=1 TO 14 :: CALL COLOR(CO,16,2) :: NEXT CO
1216 CALL COLOR(1,3,1,7,7,1,8,9,1,9,12,1,10,12,1,12,10,1)
1220 DATA "!!! ! ! !  ! !  ! !!! !  "
1221 DATA " !  ! ! !! ! !! ! !   !  "
1222 DATA " !  ! ! ! !! ! !! !!  !  "
1223 DATA " !  ! ! !  ! !  ! !   !  "
1224 DATA " !  !!! !  ! !  ! !!! !!!"
1225 RESTORE 1220
1227 FOR A1=1 TO 5 :: READ A2$
1228 DISPLAY AT(A1+1,2):A2$
1229 NEXT A1
1230 DISPLAY AT(8,2):"RILASCIA IL TASTO ALPHA LOCK"
1240 DISPLAY AT(9,1):"USA IL JOYSTICK 1 O I TASTI "
1250 DISPLAY AT(10,1):"CON LE FRECCE-E,X,S,D-."
1260 DISPLAY AT(12,2):CHR$(100)&" PLAYER 1UP"
1270 DISPLAY AT(13,2):CHR$(81)&" 300 POINTS"
1280 DISPLAY AT(14,2):CHR$(90)&" 200 POINTS"
1290 DISPLAY AT(15,2):CHR$(40)&" 100  POINTS"
1300 DISPLAY AT(16,2):CHR$(120)&" MONSTER"
1310 DISPLAY AT(20,2):"BY ANDREA GASPARRINI 2011"
1330 DISPLAY AT(22,4):"PUSH SPACE TO START"
1340 CALL KEY(0,K,S) :: IF S<1 THEN 1340
1350 CALL KEY(1,L,S)
1360 IF K=18 or K=32 or L=18 or L=32 THEN CALL CLEAR :: CALL COLOR(2,11,1) :: RETURN
1380 GOTO 1340
1390 REM PRINT PUT LEVELS MAZE
1395 REM LEVEL-1
1400 RESTORE 1450
1410 FOR A1=2 TO 23 :: READ A2$
1420 DISPLAY AT(A1+1,1):A2$
1430 NEXT A1
1440 RETURN
1450 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
1460 DATA "!	    !!	  (	    !!"
1470 DATA "! !!!!!! !! !!!!!!!!!!!!! !!"
1480 DATA "! !!!!!!		 Z	 !! !!"
1490 DATA "! !!!!!!!!!!!!!!!!!!!! !! !!"
1500 DATA "! !   x	  x		 !! !!"
1510 DATA "!   !!!!!!!!!!! !! !!!    !!"	   
1520 DATA "!!!!!!!!(Z !!!! !! !!!!!!!!!"
1530 DATA "!!!!!!!!!! !!!! !! !!!!!!!!!"
1540 DATA "!!			  !!	 ZZ!!!"
1550 DATA "!! !!!!!!!!!!!!!!!!!!!!!!!!!"
1560 DATA "!! !!!!((x		 !!!!!!!!!"
1570 DATA "!! !!!!!!! !!!!!!!  x((((!!!"
1580 DATA "!!		 !!!!!!!! !!!!!!!!"
1590 DATA "!!!!!!!!!! !!!!!!!!	 !!!!"
1600 DATA "!!!!!!!!!! !!!Q!!!!!!!!    !"
1610 DATA "!!		 !!!    !!!!!!!! !"
1620 DATA "!! !!!!!!!!!!!!!! !!!!!!!! !"
1630 DATA "!! ((Z!!!!!!ZZ			 !"
1640 DATA "!! !!!!!!!!!!!!!!!!!!!!!!!!!"
1650 DATA "!!					   [!!"
1660 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
1670 REM LEVEL-2						
1680 RESTORE 2000					 
1690 FOR A1=2 TO 23 :: READ A2$	   
1700 DISPLAY AT(A1+1,1):A2$		   
1710 NEXT A1						  
1720 RETURN							
2000 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
2010 DATA "! !	    !		 !( ( [!"
2020 DATA "! ! !!!!!! ! !!!!!!! !!!! !!"
2030 DATA "! ! !(!    ! ! ZZ((! ! ( (!!"
2040 DATA "! ! !(! !!!! ! !!!!! ! !!!!!"
2050 DATA "!	 ! !    !x x  ! !    !!"
2060 DATA "!!!!! ! ! !!!!!!!! ! !!!! !!"
2070 DATA "!	 !   !	  ! ! ! Z Z!!"
2080 DATA "! !!!!!!!!! !!!! ! ! ! !!!!!"
2090 DATA "! !	  !  !Q   ! ! !	 !"
2100 DATA "! ! !!!! ! !!!!! ! ! !!Z!! !"
2110 DATA "! ! !    !	 ! ! ! !!(!  !"
2120 DATA "! ! ! !!!!!!!! !   ! !!!! !!"
2130 DATA "!   ! !	  ! !!!!! !    !!"
2140 DATA "!!!!! ! !!!! ! !	 ! !!!!!"
2150 DATA "!	 ! !(!! ! ! !!!!!	 !"
2160 DATA "! !!!!! !  ! ! !	 !!!!! !"
2170 DATA "! !	 !! ! ! !!!!! !   ! !"
2180 DATA "! ! !!!!! Z! ! !	 ! ! ! !"
2190 DATA "! ! ! ( ! !! ! ! !!!!! ! ! !"
2200 DATA "!   !(!x	   !	   !   !"
2210 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
2220 REM LEVEL-3					 
2230 RESTORE 2280					 
2240 FOR A1=2 TO 23 :: READ A2$	   
2250 DISPLAY AT(A1+1,1):A2$		   
2260 NEXT A1						  
2270 RETURN
2300 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
2310 DATA "!   !   !ZZ !	   !   ! [!"
2320 DATA "!!! ! ! !!! ! !!!!! ! ! ! !!"
2330 DATA "!	 !	   !	 ! ! !  !"
2340 DATA "! !!!!!!! !!!!! !!!!! ! !! !"
2350 DATA "! x((!    !((!  !	 ! !  !"
2360 DATA "!!!!!! !!!!ZZx  ! !!!!! ! !!"
2370 DATA "!!   !  ZZ!!!!! ! !	 !  !"
2380 DATA "!  ! ! !!!!	 ! ! !!!!!! !"
2390 DATA "! !! !  ((! !!!!! ! !!	 !"
2400 DATA "!  ! ! !!!!	   ! !( ! ! !"
2410 DATA "!! ! !    !!!!x!!!!!!!!! ! !"
2420 DATA "!  ! !!!! !		    ! ! !"
2430 DATA "! !!	  ! !!!!!!!!! !! ! !"
2440 DATA "! !!!!!!!!! !!   !    !  ! !"
2450 DATA "!		   !Q ! ! !!!! !! !"
2460 DATA "!!!!! !!!!! !! !	    !  !"
2470 DATA "!	 !   ! !!!!!!! ! !!!x!!"
2480 DATA "! !!!!! ! ! !   x ! ! !Zx  !"
2490 DATA "! !   ! ! ! ! !!! ! ! !!!! !"
2500 DATA "!   !   !   !(((!   ! ( ( (!"
2510 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"  
2520 REM LEVEL-4					 
2530 RESTORE 2580					 
2540 FOR A1=2 TO 23 :: READ A2$	   
2550 DISPLAY AT(A1+1,1):A2$		   
2560 NEXT A1						  
2570 RETURN
2580 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
2590 DATA "!	  !(x ZZ! Z![!!Z!(!   !"
2600 DATA "! !!!! !!! !!! !! !	  ! !"
2610 DATA "! !	  ! !    ! ! !!!!!! !"
2620 DATA "! ! !!!! ! ! !!!! ! !   !  !"
2630 DATA "! ! !	  !  ZZ! ! ! ! ! !!"
2640 DATA "! ! ! !!!!!! !!!!   ! ! !  !"
2650 DATA "!   ! !	   ZZ!!!!! ! !! !"
2660 DATA "! !!! ! !!!! !!!!	 ! !  !"
2670 DATA "! !   ! !(!!  ((! !!!!! ! !!"
2680 DATA "! ! !   !  ! !!!!	 ! !  !"
2690 DATA "!   !!!!!! !  ((!!!!! ! !! !"
2700 DATA "!x!!!!!    ! !!!!   ! !    !"
2710 DATA "! ! Q!  !    x  x ! ! !!! !!"
2720 DATA "!   !! !! !!!!!!!!! !   !  !"
2730 DATA "! !!!! !  !	   ! !!! !! !"
2740 DATA "! x((! ! !! !!!!!	   !( !"
2750 DATA "! !!!! ! !  !Z!Z!!! !!!!!! !"
2760 DATA "! xZZ! ! ! !! ( x x !(   ! !"
2770 DATA "! !!!! ! ! !!!!!!!! !! ! ! !"
2780 DATA "!	  !		    !  !   !"
2790 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
2800 REM LEVEL-5					 
2810 RESTORE 2860					 
2820 FOR A1=2 TO 23 :: READ A2$	   
2830 DISPLAY AT(A1+1,1):A2$		   
2840 NEXT A1						  
2850 RETURN
2860 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
2870 DATA "! !		 !		 ![ x(!"
2880 DATA "! ! !!!!!!! ! !!x!x!! !! ! !"
2890 DATA "! ! ! ( ( x ! x ((( x !  ! !"
2900 DATA "! ! ! !!!!! ! !!!!!!! ! !! !"
2910 DATA "! ! !(! Z ! ! x ZZZ x !  ! !"
2920 DATA "! ! ! ((!(! ! !!!!!!! !! ! !"
2930 DATA "! ! !!!!!!! !	   ! !  ! !"
2940 DATA "! !	   ! !!!!!!! ! ! !! !"
2950 DATA "! !!!!!!! !		 ! !  ! !"
2960 DATA "!		 ! !!!!!!!!! !! ! !"
2970 DATA "! !!!!!!!!!	   !Q! !  ! !"
2980 DATA "!  x ((ZZ ! !!!!! ! ! ! !! !"
2990 DATA "! !!!!!!! ! !   ! ! ! !  ! !"
3000 DATA "!	   ! !   !(!   ! !! ! !"
3010 DATA "! !!!!! ! !!!!!!!!!!! !  ! !"
3020 DATA "! !   ! ! x !		 ! !! !"
3030 DATA "! ! ! ! !!! ! !!!x!!!!! Z! !"
3040 DATA "! ! ! !   ! !		   !! !"
3050 DATA "! ! ! !!! ! !!!!x!!!x!!!!  !"
3060 DATA "!   ! ((!				 !!"
3070 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
3080 REM LEVEL-6					 
3090 RESTORE 3140					 
3100 FOR A1=2 TO 23 :: READ A2$	   
3110 DISPLAY AT(A1+1,1):A2$		   
3120 NEXT A1						  
3130 RETURN
3140 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
3150 DATA "!  !	  !((x ! !   !Q!   !"
3160 DATA "!!   !!!! !!!! !   ! !   ! !"
3170 DATA "!  !    ! x((x ! !!! !!!!! !"
3180 DATA "! !!!!! ! !!!! ! ![!	   !"
3190 DATA "!   !   ! x((x   ! !!!!!!!(!"
3200 DATA "!!! ! !!! !!!! ! !	   !(!"
3210 DATA "!   ! !((	  ! !!!!!!! !!!"
3220 DATA "! !!! !!!!!!!!!! !   !(!   !"
3230 DATA "!			 !  ! ! !	 !"
3240 DATA "!!!!!!! !!!!! ! !! ! !!! ! !"
3250 DATA "!(!!Z(x x(((! ! !  !   ! ! !"
3260 DATA "!  !!!! !!!!! ! ! !!!! ! ! !"
3270 DATA "!! !(Zx xZZZ! ! ! ZZ(( ! ! !"
3280 DATA "!! !!!! !!!!! ! ! !!!! ! ! !"
3290 DATA "!   !Z! !	 ! !	  ! ! !"
3300 DATA "! !   ! ! !!!!! ! ! !!!!!! !"
3310 DATA "! !! !!   !	 ! ! !	  !"
3320 DATA "! !	 !!! !!!!! ! !(! !! !"
3330 DATA "! ! !!!   !   !   ! !!! !  !"
3340 DATA "!   ((! !   !   ! !	 ! !!"
3350 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
3360 REM LEVEL-7					 
3370 RESTORE 3140					 
3380 FOR A1=2 TO 23 :: READ A2$	   
3390 DISPLAY AT(A1+1,1):A2$		   
3400 NEXT A1						  
3410 RETURN
3420 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
3430 DATA "!	    !   (( !(!   !   !!"
3440 DATA "!!!!!!!! ! !!!! !   !Z![! (!"
3450 DATA "!Z!(   ! !    ! ! !!!!!!! !!"
3460 DATA "!    ! ! !!!! ! ! (ZxZ( !  !"
3470 DATA "! !!!! ! ZxxZ ! ! !!!!! !! !"
3480 DATA "!   ! ZZ !!!! !   (Z Z( !  !"
3490 DATA "!!! ! !! (xx( !!x!!!!!! ! !!"
3500 DATA "!   ! (( !!!! !		 !  !"
3510 DATA "! !!!!!! (xx( ! !!!!!!!!!! !"
3520 DATA "!	  ! !!!! !	   !    !"
3530 DATA "!!!!!! ! (xx( !!!!!!! ! !!!!"
3540 DATA "!	  ! !!!! !Z!	 ! ! (!"
3550 DATA "! !!!!!! !    !(! !!!!! ! !!"
3560 DATA "!	 (( ! !!!!x!	   !  !"
3570 DATA "!!!!!!!! ! !    !!!!!!!!!! !"
3580 DATA "!Q !   !   ! !! !((xxZZxx( !"
3590 DATA "!! ! ! ! !!! (! !!!!!!!!!! !"
3600 DATA "!  ! ! !	  !		  ! !"
3610 DATA "! !! ! !!!!!! !!!!!!!!!! ! !"
3620 DATA "!    !		 !(((ZZZ((   !"
3630 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
3640 REM LEVEL-8					 
3650 RESTORE 3140					 
3660 FOR A1=2 TO 23 :: READ A2$	   
3670 DISPLAY AT(A1+1,1):A2$		   
3680 NEXT A1						  
3690 RETURN
3700 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
3710 DATA "!    !				 ((Zx!"
3720 DATA "!! ! ! !! !(!(!(!!!!!! !!!!!"
3730 DATA "!Z ! ! !  !x!x!x![   ! ZZ(x!"
3740 DATA "!! !   ! !!(!(!(!!!! ! !!!!!"
3750 DATA "!(   !!!			 !	 !"
3760 DATA "!! !!!!!!!!!!!!!!!!!!!!!!( !"
3770 DATA "!(					  !! !"
3780 DATA "!!! !!!! !!!! !   ! !!! !  !"
3790 DATA "!(! !    !  ! !! !! !   ! !!"
3800 DATA "!(! !  Q !  ! ! ! ! !   !  !"
3810 DATA "!(! ! !! !!!! !   ! !!  !! !"
3820 DATA "!(! !  ! !  ! !   ! !   !  !"
3830 DATA "!(! !!!! !  ! !   ! !!! ! !!"
3840 DATA "!(!					 !  !"
3850 DATA "!(! !!!! !!!! !!!!! !!! !! !"
3860 DATA "!(! !    !  ! !	  !  !  !"
3870 DATA "!(! !    !  ! !	  !  ! !!"
3880 DATA "!(! !    !!!! !!!!!  !  !  !"
3890 DATA "!(! !    !  !	 !  !  !! !"
3900 DATA "!(x !!!! !  ! !!!!!  !	 !"
3910 DATA "!!!!!!!!!!!!!!!!!!!!!!!!!!!!"





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