HANGMAN thread continues in GAMES.
Forum rules
This section is for testing Commander X16 programs and programs related to the CX16 for other platforms (compilers, data conversion tools, etc.)
Feel free to post works in progress, test builds, prototypes, and tech demos.
Finished works go in the Downloads category. Don't forget to add a hashtag (#) and the version number your program was meant to run on. (ie: #R41).
This section is for testing Commander X16 programs and programs related to the CX16 for other platforms (compilers, data conversion tools, etc.)
Feel free to post works in progress, test builds, prototypes, and tech demos.
Finished works go in the Downloads category. Don't forget to add a hashtag (#) and the version number your program was meant to run on. (ie: #R41).
- ahenry3068
- Posts: 1132
- Joined: Tue Apr 04, 2023 9:57 pm
Re: NEW GAME IN BASIC... HANGMAN EARLY DAYS.
I posted the code for a useful input subroutine in PROGRAMMING.
I wrote the routine for HANGMAN but I like to break out useful General
Purpose routines that I might use in another project.
Once I incorporate the routine into this code base I will be well on the way to a 1.0 or at least a .99
version of this game.
I wrote the routine for HANGMAN but I like to break out useful General
Purpose routines that I might use in another project.
Once I incorporate the routine into this code base I will be well on the way to a 1.0 or at least a .99
version of this game.
- ahenry3068
- Posts: 1132
- Joined: Tue Apr 04, 2023 9:57 pm
WORKING ON FILE IO.
I really haven't abandoned this code.....LOL... So many projects to do...
Before I proceed with this I'm struggling with FILE I/O in BASIC.
Working on a set of GOSUB's to Encapsulate and simplify File I/O in CBM Basic.
I plan on about 1/2 dozen or more GOSUB's ..... I'm only going to be
working with SEQ files. REL may or may not come later.
I've got the first function working (File Exists)..
But thats not enough to post yet.
Planned functions.
FILE EXISTS: (Mostly Done)
FILE OPEN :
FILE CLOSE:
FILE APPEND:.. (Since mode "A" is not implemented yet have to do it myself.)
FILE SCRATCH (Delete)
FILE COPY
UNIQUE TMP FILE NAME.
PLUS 2 or 3 GOSUBS to manipulate and return sequential file names (BACK####.DAT) BACK0001.DAT, BACK0002.DAT
figure out if they exist and what the next SEQ filename would be, create it if necessary.
I'll put a pointer here.. But I'll post the code in PROGRAMMING first.
Before I proceed with this I'm struggling with FILE I/O in BASIC.
Working on a set of GOSUB's to Encapsulate and simplify File I/O in CBM Basic.
I plan on about 1/2 dozen or more GOSUB's ..... I'm only going to be
working with SEQ files. REL may or may not come later.
I've got the first function working (File Exists)..
But thats not enough to post yet.
Planned functions.
FILE EXISTS: (Mostly Done)
FILE OPEN :
FILE CLOSE:
FILE APPEND:.. (Since mode "A" is not implemented yet have to do it myself.)
FILE SCRATCH (Delete)
FILE COPY
UNIQUE TMP FILE NAME.
PLUS 2 or 3 GOSUBS to manipulate and return sequential file names (BACK####.DAT) BACK0001.DAT, BACK0002.DAT
figure out if they exist and what the next SEQ filename would be, create it if necessary.
I'll put a pointer here.. But I'll post the code in PROGRAMMING first.
- ahenry3068
- Posts: 1132
- Joined: Tue Apr 04, 2023 9:57 pm
FILE IO ROUTINES
The GOSUB's are going to be highly interdependent.... FILEEXISTS is the foundation.
I'm going to do the best to make the code as compact as possible... HANGMAN is already getting
very large because of the Spaghetti code of multiple LINE calls... ...
That part of the code is done though.
When I mean interdependent. :--> Almost every GOSUB is going to call FILEEXISTS.
Have to implement COPYFILE , TMP-UNIQUE, and SCRATCH before APPEND.
Because APPEND is going to use them. Everyone on this forum is a smart person
so I won't go on and on.
The Devil is in the details ....... and the overly complicated SYNTAX of OPEN on c64 Basic
I'm going to do the best to make the code as compact as possible... HANGMAN is already getting
very large because of the Spaghetti code of multiple LINE calls... ...
That part of the code is done though.
When I mean interdependent. :--> Almost every GOSUB is going to call FILEEXISTS.
Have to implement COPYFILE , TMP-UNIQUE, and SCRATCH before APPEND.
Because APPEND is going to use them. Everyone on this forum is a smart person
so I won't go on and on.
The Devil is in the details ....... and the overly complicated SYNTAX of OPEN on c64 Basic
- ahenry3068
- Posts: 1132
- Joined: Tue Apr 04, 2023 9:57 pm
Re: NEW GAME IN BASIC... HANGMAN EARLY DAYS.
OK... Finally back at it...
No code on this post. I've been futzing around with directly manipulating the Pallette.
at this point I'm close to Changing my VERA PALLETTE DATA Statements from HEX to DECIMAL.
Normally I would leave it in HEX but DECIMAL Notation will save me about 300 bytes of Memory
in BASIC where it would probably save me none in a compiled language.
Right now I'm bringing the Pallette Animation stuff I've been playing with into HANGMAN in order
to enhance the "DEAD HANGMAN" routine... I know.... kinda morbid huh.
My current routine changes colors and draws over the face first.... I think it will look better just changing
the color of whats On Screen already
anyway I'm going to get that done tonight and now that I'm back at it expect a working GAME soon.
No code on this post. I've been futzing around with directly manipulating the Pallette.
at this point I'm close to Changing my VERA PALLETTE DATA Statements from HEX to DECIMAL.
Normally I would leave it in HEX but DECIMAL Notation will save me about 300 bytes of Memory
in BASIC where it would probably save me none in a compiled language.
Right now I'm bringing the Pallette Animation stuff I've been playing with into HANGMAN in order
to enhance the "DEAD HANGMAN" routine... I know.... kinda morbid huh.
My current routine changes colors and draws over the face first.... I think it will look better just changing
the color of whats On Screen already
anyway I'm going to get that done tonight and now that I'm back at it expect a working GAME soon.
Last edited by ahenry3068 on Sun Jul 30, 2023 12:22 am, edited 1 time in total.
- ahenry3068
- Posts: 1132
- Joined: Tue Apr 04, 2023 9:57 pm
Re: NEW GAME IN BASIC... HANGMAN EARLY DAYS.
Changing so many DATA statements and taking precautions agains typographical errors.
Its exhausting
Its exhausting
- ahenry3068
- Posts: 1132
- Joined: Tue Apr 04, 2023 9:57 pm
Re: NEW GAME IN BASIC... HANGMAN EARLY DAYS.
After HANGMAN. expect a lot of my effort to go into Generic useful routines for the X16 graphics modes.
- ahenry3068
- Posts: 1132
- Joined: Tue Apr 04, 2023 9:57 pm
HANGMAN INCORPORATED VERA GOSUBS.
Ok.. I've been messing with other things and doing more learning of the VERA Hardware.
Thinking ahead to my next project.
But still working on this. Wasn't quite Happy with how "DEADFACE" worked. Redrawing
in different colors was Klutzy.
Brought in the whole set of GOSUB's from PALLETTE.BAS. Now I copy the colors I was
using for Flesh Tones and the eyes to $FF & $FE which I don't use anywhere else.
I now use those colors for the Face.. Still looks the same but I can VPOKE the Pallette to
change them when the "HANGED MAN is HUNG" instead of redrawing.
Still no GAME LOGIC but thats coming soon.
THE CURRENT CODE
Thinking ahead to my next project.
But still working on this. Wasn't quite Happy with how "DEADFACE" worked. Redrawing
in different colors was Klutzy.
Brought in the whole set of GOSUB's from PALLETTE.BAS. Now I copy the colors I was
using for Flesh Tones and the eyes to $FF & $FE which I don't use anywhere else.
I now use those colors for the Face.. Still looks the same but I can VPOKE the Pallette to
change them when the "HANGED MAN is HUNG" instead of redrawing.
Still no GAME LOGIC but thats coming soon.
THE CURRENT CODE
Code: Select all
10 CLS:PRINT:SCREEN $80
50 GOSUB 59000 : REM INITIALIZE ALL VARIABLES.
60 GOSUB 5000 : REM BACKGROUND
65 GOSUB 7000 : REM GALLOWS
70 GOSUB 8000 : REM ROPE
80 GOSUB 9500 : REM THE GUYS HEAD
85 GOSUB 10000 : REM THE TORSO
90 GOSUB 11000 : REM THE LEFT ARM
100 GOSUB 12000 : REM THE RIGHT ARM
110 GOSUB 12500 : REM THE RIGHT LEG
120 GOSUB 12620 : REM THE LEFT LEG
130 DM$="AWAITING KEY":GOSUB 20000:GOSUB 60000
135 GOSUB 20100
140 GOSUB 4000
150 GOSUB 60000
195 GOSUB 20100 : REM ERASE MSG.
200 GOSUB 60000
200 SCREEN 0:END
2998 REM CIRCLE,ELLIPSE AND ARC SUBROUTINE
2999 REM SINE/COSINE ALGORITHM
3000 Q = 1 / RA
3010 IF FILL = 1 THEN Q = .2/RA
3030 FOR I = 0 TO PI / 2 STEP Q
3040 DY = SIN(I) * RA
3050 IF YS > 0 AND YS < 1 THEN DY = DY*YS
3060 DX = COS(I) * RA
3070 IF XS > 0 AND XS < 1 THEN DX = DX*XS
3080 ZX = INT(CX - DX)
3090 ZY = INT(CY - DY)
3100 AX = INT(CX + DX)
3110 AY = INT(CY + DY)
3115 IF FILL = 1 THEN 3220
3120 IF AX<0 OR AX > XLIMIT OR AY<0 OR AY > YLIMIT OR Q4 = 0 THEN 3140
3130 PSET AX, AY, CC
3140 IF ZX<0 OR ZX>XLIMIT OR AY < 0 OR AY > YLIMIT OR Q3 = 0 THEN 3160
3150 PSET ZX, AY, CC
3160 IF AX<0 OR AX > XLIMIT OR ZY<0 OR ZY > YLIMIT OR Q2 = 0 THEN 3180
3170 PSET AX, ZY, CC
3180 IF ZX<0 OR ZX > XLIMIT OR ZY<0 OR ZY > YLIMIT OR Q1 = 0 THEN 3300
3190 PSET ZX, ZY, CC
3200 GOTO 3300
3220 IF Q4<> 0 THEN LINE CX,CY,AX,AY,CC
3225 IF Q3<> 0 THEN LINE CX,CY,ZX,AY,CC
3230 IF Q2<> 0 THEN LINE CX,CY,AX,ZY,CC
3235 IF Q1<> 0 THEN LINE CX,CY,ZX,ZY,CC
3300 NEXT I
3310 RETURN
4000 REM DEADFACE
4005 P1=$24:P2=$FF:J=2:GOSUB 40200
4010 P1=$3A:P2=$FE:J=9:GOSUB 40200
4015 P1=$23:P2=$FF:J=8:GOSUB 40200
4016 P1=$B8:J=7:GOSUB 40200
4020 P1=$BF:GOSUB 40200
4030 P1=$C0:GOSUB 40200
4100 RETURN
5000 DM$="THE SKY":GOSUB 20000
5001 RECT 0,0, XLIMIT, YLIMIT, 14 : REM THE SKY
5010 CX = 5:CY=4:CC = $10:FILL = 0:XS=0:YS=0:RA = 33
5020 GOSUB 3000:RA=RA-.5:GOSUB 3000:RA=RA-.6:GOSUB 3000:RA = RA+1.2:GOSUB 3000
5029 DM$="THE SUN":GOSUB 20000
5030 CC = $07
5035 RECT 0,0,27,25,CC:RECT 0,26,22,29,CC
5036 RECT 0,30,19,31,CC:RECT 0,32,14,33,CC
5037 RECT 28,0,34,14,CC:RECT 28,14,31,20,CC
5045 FOR RA = 31 TO 29 STEP -.75:GOSUB 3000:NEXT RA:PSET CX,CY,$07
5046 REM BRUTE FORCE, RAYS FROM THE SUN...
5050 LINE 2,36,2,42,$07:LINE 6,36,6,43,$07
5051 LINE 9,36,10,42,$07:LINE 13,36,15,41,$07
5052 LINE 15,33,18,40,$07:LINE 18,33,21,39,$07
5053 LINE 20,31,24,38,$07:LINE 22,29,27,37,$07
5054 LINE 24,27,29,35,$07:LINE 27,25,32,32,$07
5055 LINE 30,23,35,29,$07:LINE 32,21,37,26,$07
5056 LINE 33,19,39,23,$07:LINE 35,17,41,20,$07
5057 LINE 36,15,42,17,$07:LINE 36,13,43,14,$07
5058 LINE 37,11,44,11,$07:LINE 37,8,44,8,$07
5060 LINE 37,5,45,5,$07:LINE 37,2,44,2,$07
5095 GOSUB 6500:GOSUB 6500:GOSUB 6500:GOSUB 6500 REM DRAW CLOUDS
5100 DM$="GRASS":GOSUB 20000
5110 RECT 0, 180, XLIMIT, YLIMIT, $85 : REM THE GRASS
5120 FOR Y = 161 TO 179
5130 LINE 0, Y, 40, 179, 105
5140 NEXT Y
5150 FOR Y = 180 TO 150 STEP -1
5160 LINE 288,179, XLIMIT, Y, 105
5170 NEXT Y
5171 COLOR 1
5180 GOSUB 6000:REM DRAW GRASS STUFF
5190 GOSUB 6000
5200 GOSUB 6000
5210 RETURN
6000 FOR I = 1 TO 35:REM RANDOM GRASS
6110 X1 = INT(RND(1)*310) + 5
6120 Y1 = INT(RND(1)*60) + 180:IF Y1 > YLIMIT THEN GOTO 6120
6130 X2 = INT(RND(1)*310) + 5:IF X2 = X1 THEN GOTO 6130
6140 Y2 = INT(RND(1)*60) + 180:IF Y2 = Y1 OR Y2 > YLIMIT THEN GOTO 6140
6145 IF X2 - X1 > 55 OR X1 - X2 > 55 THEN GOTO 6110
6146 IF Y2 - Y1 > 12 OR Y1 - Y2 > 15 THEN GOTO 6110
6150 REM GOSUB 6400:LINE X1,Y1,X2,Y2, GC
6155 PSET X1, Y1 - 1, 133:PSET X1 , Y1-1, 104:PSET X2, Y1 - 3,107
6160 GOSUB 6200:X1=X2:Y1=Y2:GOSUB 6200
6180 NEXT I
6185 FOR I = 1 TO 10:X1=INT(RND(1)*310)+5:Y1=INT(RND(1)*4)+180
6186 GOSUB 6200:NEXT I
6190 RETURN
6200 GOSUB 6400
6210 LINE X1,Y1,X1-4,Y1-5,GC:GOSUB 6400
6215 LINE X1,Y1,X1-3,Y1-3,GC:GOSUB 6400
6220 LINE X1,Y1,X1,Y1-5,GC:GOSUB 6400
6225 LINE X1,Y1,X1+3,Y1-3,GC:GOSUB 6400
6230 LINE X1,Y1,X1+4,Y1-5,GC
6235 RETURN
6400 GC=INT(RND(1)*24)+$60:RETURN
6500 REM SUPPOSED TO BE A CLOUD HERE
6501 Q1=1:Q2=1:Q3=1:Q4=1:FILL=1
6502 DM$="CLOUDS":GOSUB 20000
6540 H = INT(RND(1)*(165))+ 45
6541 HL = INT(RND(1)*30)+25
6545 V = INT(RND(1)*30) + 6
6550 VB = INT(RND(1)*11) + 7
6555 FOR Y = V TO V+VB STEP 3
6560 FOR X = H TO H + HL STEP 4
6580 RA = INT(RND(1)*5)+3
6585 CC = INT(RND(1)*4)+ $1C
6590 CX=X
6592 CY= INT(RND(1)*4) + (Y-4):IF (CY - RA) < 0 THEN 6580
6600 GOSUB 6800
6605 NEXT X
6610 NEXT Y
6615 RETURN
6800 REM MIDPOINT CIRCLE ALGORITHM
6801 REM FILLED
6805 T1=RA/16:XA=RA:YA=0
6810 LINE CX+(XA),CY+(YA),CX-(XA),CY+(YA),CC
6815 LINE CX+(YA),CY+(XA),CX-(YA),CY+(XA),CC
6820 LINE CX+(XA),CY-(YA),CX-(XA),CY-(YA),CC
6825 LINE CX+(YA),CY-(XA),CX-(YA),CY-(XA),CC
6830 YA=YA+1
6835 T1=T1+YA
6840 T2=T1-XA
6845 IF T2 >= 0 THEN T1=T2:XA=XA-1
6850 IF XA>=YA THEN 6810
6855 RETURN
7000 REM THE GALLOWS
7001 DM$="THE GALLOWS":GOSUB 20000
7010 FRAME 189,195,285,208,$10
7020 FRAME 188,194,285,211,$10
7021 LINE 189,210,285,210,$10
7022 PSET 189,209,$10
7023 PSET 284,206,$10
7024 PSET 284,209,$10
7030 FRAME 275,21,285,207,$10
7040 FRAME 276,22,284,205,$10
7050 FRAME 67,20,285,30,$10
7060 FRAME 68,21,284,29,$10
7070 RECT 71,30,79,33,$10
7080 RECT 190,196,283,209,$53
7090 RECT 277,23,283,209,$53
7100 RECT 69,22,283,28,83
7150 RETURN
8000 REM THE ROPE
8001 DM$="THE NOOSE":GOSUB 20000
8005 FILL = 0
8010 LINE 73,33,73,53,16
8020 LINE 77,33,77,53,16
8030 RECT 74,34,76,53,87
8040 FOR Y = 38 TO 53 STEP 3
8050 LINE 73, Y, 77, Y - 3, $10
8060 NEXT Y
8070 FRAME 71,53,80, 68, 16
8080 RECT 72,54,79,68,87
8090 FOR Y = 56 TO 68 STEP 4
8100 LINE 72,Y,79, Y-4, $10
8110 NEXT Y
8120 REM THE NOOSE
8130 RA = 24
8140 YS = .38
8150 CX = 75:CY = 79:CC = 16
8160 GOSUB 3000:RA=25:GOSUB 3000
8165 RA = 24:GOSUB 3000
8170 RA = 19:GOSUB 3000
8175 RA = 18:GOSUB 3000
8180 CC = 87
8190 FOR X = 20 TO 23 STEP .4
8200 RA = X:GOSUB 3000
8210 NEXT X
9000 YS=0:RETURN
REM END ROPE
9499 REM THE FACE
9500 DM$="A TROUBLED FACE":GOSUB 20000
9501 CX = 59:CY = 60:RA = 6:XS = .4:CC = $10
9505 Q1=1:Q2=0:Q3=1:Q4=0
9510 GOSUB 3000:RA = RA - 1:GOSUB 3000
9520 RA = RA - 1:FILL = 1:CC = $25:GOSUB 3000
9530 FILL=0:CX = 89:RA = 6:CC=$10
9531 Q1=0:Q2=1:Q3=0:Q4=1
9540 GOSUB 3000:RA = RA - 1:GOSUB 3000
9550 RA = RA - 1:FILL = 1:CC = $25:GOSUB 3000
9551 Q1=1:Q2=Q1:Q3=Q1:Q4=Q1
9555 REM DRAW HIS NECK
9560 LINE 67,76,67,84,$10
9570 LINE 66,76,66,84,$10
9580 LINE 67,87,67,90,$10:LINE 66,87,66,90,$10
9590 LINE 82,76,82,84,$10
9600 LINE 83,76,83,84,$10
9605 LINE 82,87,82,90,$10:LINE 83,87,83,90,$10
9610 RECT 68,76,81,84,$25
9620 RECT 68,89,81,90,$25
9621 REM END NECK
9630 RA = 20:XS = .8:FILL = 0
9640 CC = $10:CX = 74:CY = 63
9650 GOSUB 3000:RA = RA -1:GOSUB 3000
9660 RA = RA -1:GOSUB 3000:RA = RA -1:GOSUB 3000
9665 CY = CY - 1:GOSUB 3000:CY = CY -1:GOSUB 3000:CY=CY + 2
9670 RA = RA :CC = $FF:FILL=1:CY = CY + 1:GOSUB 3000
9672 RECT 62,54,85,73,CC
9680 XS = 1:YS = XS
9690 CY = CY - 6:CX = CX - 6:RA=4:CC = $FE:GOSUB 3000
9700 PSET CX+4,CY,$FF:GOSUB 9950:REM THE PUPILS OF HIS EYES
9710 CX = CX + 12:GOSUB 3000
9720 PSET CX+4,CY,$FF:GOSUB 9950:CX = 74:CY = 63
9730 LINE CX-1,CY, CX - 2, CY + 6, $10
9740 LINE CX+1,CY, CX + 2, CY + 6, $10
9750 LINE CX,CY,CX -1, CY + 6, $23
9760 LINE CX,CY,CX + 1, CY + 6, $23
9770 LINE CX,CY+3,CX,CY+6,$22
9780 Q3=0:Q4=0:CC=$10:CY = CY + 13:YS=.35:RA=6:FILL=0
9790 GOSUB 3000
9800 CY = CY + 1:CC=$31:GOSUB 3000
9805 CY = CY + 1:CC=$10:GOSUB 3000
9806 Q3=1:Q4=1:YS=0: REM REMEMBER TO TURN CIRCLE FULLY ON !!!
9810 RETURN
9949 REM THE PUPILS
9950 PSET CX,CY, $10:PSET CX -1,CY,$10
9955 PSET CX,CY -1,$10:PSET CX - 1, CY -1 ,$10
9960 RETURN
REM END FACE
9999 REM THE TORSO
10000 DM$="TORSO":GOSUB 20000
10001 LINE 82,90,105,93,$10
10005 LINE 83,91,105,94,$10
10010 LINE 68,90,42,93, $10
10015 LINE 69,91,42,94, $10
10020 LINE 67,90,74,105,$10
10025 LINE 83,90,74,105,$10
10026 REM THIS FOR LOOP FILLS IN THE NECKLINE
10030 FOR X = 81 TO 68 STEP -1
10035 LINE 75,103,X, 90, $25
10040 NEXT X
10053 LINE 74,105,72,110,$10
10054 LINE 72,110,72,141,$10
10055 LINE 72,141,53,144,$10
10060 LINE 53,144,53,108,$10
10065 RECT 71,140,54,103,$08
10066 LINE 54,141,68,141,$08
10067 LINE 54,142,62,142,$08
10068 LINE 54,143,56,143,$08
10069 PSET 65,91,$10
10070 LINE 72,102,72,108,$08
10071 LINE 73,104,73,106,$08
10072 PSET 74,109,$08
10073 RECT 47,107,68,94,$08
10074 RECT 69,96,69,99,$08
10076 RECT 42,107,48,95,$08
10077 LINE 56,93,67,93, $08:PSET 55,92,$10:PSET 64,91,$10
10078 LINE 65,92,67,92, $08
10079 RECT 68,100,71,102,$08
10080 LINE 70,98,70,100, $08
10090 RECT 73,110,91,140,$08
10095 RECT 75,105,91,109,$08
10120 RECT 88, 94, 101, 106, $08
10125 RECT 81, 95, 105, 106, $08
10130 LINE 80, 96, 80, 105, $08
10135 LINE 79,98,79,105, $08
10140 LINE 78,100,78,105,$08
10145 LINE 77,101,77,105,$08
10150 LINE 76,103,76,105,$08
10155 LINE 74,103,75,103, $10
10160 PSET 76,101,$10:PSET 73,101,$10:PSET 72,99,$10:PSET 71,97,$10
10165 PSET 70,95,$10:PSET 69,93,$10:PSET 81,92,$10:PSET 80,94,$10
10166 PSET 80,96,$10:PSET 78,97,$10:PSET 77,99,$10
10167 LINE 76,100,76,103,$10
10175 RECT 82, 94, 93, 93, $08
10180 LINE 83, 92, 86, 92, $08
10185 LINE 74, 107,74, 108,$08
10190 PSET 73,109,$10
10195 PSET 73,141,$10
10200 LINE 76,141,91,141,$08
10205 LINE 81,142,91,142,$08
10210 LINE 89,143,91,143,$08
10360 LINE 74,141,92,144,$10
10365 LINE 92,144,92,107,$10
12366 PSET 73,141,$10 : REM STRAY PIXEL AT WAISTLINE
REM SHIRT BUTTONS
10370 CC = 16:RA = 1
10375 CX = 76:FILL = 1
10385 FOR CY = 112 TO 142 STEP 8
10390 GOSUB 3000
10400 NEXT CY
REM POCKET AND PRISONER NUMBER
10410 LINE 58,108,68,108,$10
10415 LINE 58,108,58,116,$10
10420 LINE 68,108,68,116,$10
10425 Q1=0:Q2=0:Q3=1:Q4=1:RA=4.5:XSQUISH = 0:YSQUISH=.6
10430 CX = 63:CY=116:CC=$10:FILL=0
10435 GOSUB 3000
10440 CHAR 57,106,$10,"P-1"
10600 RETURN
10999 REM ARM ON THE RIGHT (LEFT ARM)
11000 Q1=0:Q2=1:Q3=0:Q4=0:FILL = 0
11005 DM$="LEFT ARM":GOSUB 20000
11010 XSQUISH = .52
11020 RA = 16:CC=$10
11030 CY = 116:CX = 92
11035 GOSUB 3000:RA=RA+.6
11040 GOSUB 3000
11060 RA=RA-1:GOSUB 3000
11090 XSQUISH=.28:CX = 106:CY = 105:FILL=0
11095 GOSUB 3000
11096 FOR L = 1 TO 3:RA=RA+.5:GOSUB 3000:NEXT L
11100 CC = $08:Q1=0:Q2=1:Q3=0:Q4=0
11105 FOR RA = 14 TO 12 STEP -.7
11110 GOSUB 3000:IF RA =12 THEN Q1=1
11115 NEXT RA
11116 RECT CX-1,CY-3,CX+1,CY-7,$08
11120 LINE 99,115,99,133,$10
11130 LINE 111,102,111,133,$10
11135 RECT 100,102,110,133,$08
11140 LINE 99,107,99,109,$08
11145 LINE 98,108,101,108,$08
11150 LINE 97,107,100,107,$08 :PSET 94,107,$0E
11155 LINE 99,134,111,134,$10
11159 REM (THE LEFT HAND)
11160 LINE 101,134,101,143,$10
11165 LINE 101,143,103,143,$10
11166 LINE 102,142,102,139,$25
11170 LINE 103,144,103,140,$10
11175 LINE 103,145,105,145,$10
11176 LINE 104,144,104,139,$25
11180 LINE 105,146,105,140,$10
11185 LINE 105,146,107,146,$10
11186 LINE 106,145,106,139,$25
11190 LINE 107,146,107,140,$10
11195 LINE 107,145,109,145,$10
11196 LINE 108,144,108,139,$25
11200 LINE 109,145,109,134,$10
11205 RECT 102,139,108,135,$25
11210 RETURN
11999 REM ARM ON THE LEFT (RIGHT ARM)
12000 Q1=1:Q2=0:Q3=0:Q4=0:FILL = 0
12010 XSQUISH = .52
12020 RA = 16:CC=$10
12030 CY = 118:CX = 54
12031 DM$="RIGHT ARM":GOSUB 20000
12035 GOSUB 3000:RA=RA+.6
12040 GOSUB 3000
12060 RA=RA-1:GOSUB 3000
12090 XSQUISH=.43:CX = 42:CY = 105:FILL=0
12095 GOSUB 3000
12096 FOR L = 1 TO 3:RA=RA+.3:GOSUB 3000:NEXT L
12100 CC = $08:Q1=1:Q2=0:Q3=0:Q4=0
12105 FOR RA = 14 TO 12 STEP -.7
12110 GOSUB 3000:IF RA =12 THEN Q1=1
12115 NEXT RA
12116 RECT CX-4,CY-8,CX+3,CY+6,$08
12117 RECT CX-4,CY-4,CX,CY+6,$08
12120 LINE 34,102,34,133,$10
12130 LINE 46,115,46,133,$10
12135 RECT 35,102,45,133,$08
12136 LINE 34,134,46,134,$10
12140 LINE 46,CY,46,CY+6,$08
12142 LINE 47,CY,47,CY+5,$08
12145 RECT 47,CY,49,CY+3,$08
12150 LINE 51,CY+4,52,CY+4,$0E
12155 PSET 48,CY+4, $08
12159 REM (THE LEFT HAND)
12160 LINE 44,134,44,143,$10
12165 LINE 44,143,42,143,$10
12166 LINE 43,142,43,139,$25
12170 LINE 42,140,42,145,$10
12175 LINE 42,145,40,145,$10
12176 LINE 41,144,41,139,$25
12180 LINE 40,146,40,140,$10
12185 LINE 40,146,38,146,$10
12186 LINE 39,145,39,139,$25
12190 LINE 38,146,38,140,$10
12195 LINE 38,145,36,145,$10
12196 LINE 37,144,37,139,$25
12200 LINE 36,145,36,134,$10
12205 RECT 43,139,37,135,$25
12210 RETURN
12499 REM RIGHT LEG
12500 Q1=1:Q2=0:Q3=0:Q4=0
12505 CC=$10:CX=74:CY=159:RA=8:XQUISH=.10
12506 DM$="RIGHT LEG":GOSUB 20000
12510 GOSUB 3000
12515 LINE 70,159,70,192,$10
12520 LINE 55,145,53,192,$10
12525 LINE 53,193,70,193,$10
12530 RECT 56,145,69,192,$46
12535 LINE 55,157,55,192,$46
12540 LINE 54,181,54,192,$46
12555 LINE 57,144,71,144,$46
12560 RECT 69,142,71,154,$46
12565 RECT 72,142,73,153,$46
12570 LINE 63,143,68,143,$46
12575 PSET 70,155,$46
12579 REM THE FOOT
12580 Q1=1:Q2=1:Q3=1:Q4=1:RA=20:XS=.35:CC=$10:FILL=1:CX=62:CY=208
12585 GOSUB 3000:RA=RA+1:FILL=0:CC=$12:GOSUB 3000:FILL=1
12590 XS=.38:CY=204:CC=$1C:RA=11:GOSUB 3000
12591 RA = RA + 1:CC=$12:FILL=0:GOSUB 3000
12595 LINE 57,193,57,202,$10
12600 LINE 66,193,66,202,$10
12605 RECT 58,194,65,200,$1C
12610 RETURN
12619 REM LEFT LEG
12620 Q1=0:Q2=1:Q3=0:Q4=0
12625 CC=$10:CX=74:CY=159:RA=8:XQUISH=.10
12626 DM$="LEFT LEG":GOSUB 20000
12630 GOSUB 3000
12635 LINE 77,157,77,192,$10
12640 LINE 90,145,92,192,$10
12645 LINE 77,193,92,193,$10
12650 RECT 78,145,89,192,$46
12655 LINE 90,157,90,192,$46
12660 LINE 91,181,91,192,$46
12665 LINE 74,144,88,144,$46
12670 RECT 76,143,79,154,$46
12675 RECT 74,142,76,153,$46
12680 LINE 74,143,82,143,$46
12685 LINE 77,154,77,156,$46
12689 REM THE FOOT
12690 Q1=1:Q2=1:Q3=1:Q4=1:RA=20:XS=.35:CC=$10:FILL=1
12695 CX=85:CY=208
12700 GOSUB 3000
12705 RA=RA+1:FILL=0:CC=$12:GOSUB 3000:FILL=1
12710 XS=.38:CY=204:CC=$1C:RA=11:GOSUB 3000
12715 RA = RA + 1:CC=$12:FILL=0:GOSUB 3000
12720 LINE 80,193,80,202,$10
12725 LINE 89,193,89,202,$10
12730 RECT 81,194,88,200,$1C
12740 RETURN
REM THIS ROUTINE SAVES THE SCREEN TO "BG.DAT" FOR
REM SUBSEQUENT BVLOAD. TESTED AND WORKS
REM NOT CURRENTLY USED. VERY SLOW
15000 OPEN 8,8,8,"BG.DAT,S,W"
15010 FOR P = 0 TO 65535
15020 PRINT#8,CHR$(VPEEK(0,P));
15021 PRINT ST,P
15030 NEXT P
15040 FOR P = 0 TO 11264
15050 PRINT#8,CHR$(VPEEK(1,P));
15051 PRINT ST,P,
15060 NEXT P
15070 CLOSE 8
15080 RETURN
20000 COLOR 1,0
20005 GOSUB 20100
20010 LOCATE 30,2:PRINT "DRAWING: ";DM$;
20020 RETURN
20100 LOCATE 30,2:PRINT " ";
20101 RETURN
39995 REM SET PALLETTE ENTRY P1 TO R%,G%,B%
40000 VPOKE 1,$FA00+(P1*2),(G%*16) + B%
40010 VPOKE 1,$FA00+((P1*2)+1),R%
40020 RETURN
40100 REM READ PALLETTE ENTRY AT P1
40100 REM RETURNED IN %R,%G,%B
40100 A1 = $FA00+(P1*2)
40105 R% = VPEEK(1,A1+1)
40110 GB%= VPEEK(1,A1)
40115 G% = GB%/16
40120 B% = GB% AND $0F
40125 RETURN
40199 FADE P2 FROM CURRENT COLOR TO P1 COLOR, J IS JIFFY DELAY
40200 GOSUB 40100
40205 P3=P1
40210 P1=P2
40215 GOSUB 40300
40220 P1=P3
40225 RETURN
40299 REM FADE P1 TO R%,G%,B%, J IS JIFFY DELAY
40300 DR%=R%:DG%=G%:DB%=B%
40305 GOSUB 40100
40310 RI=1:IF DR%<R% THEN RI=-1
40315 GI=1:IF DG%<G% THEN GI=-1
40320 BI=1:IF DB%<B% THEN BI=-1
40325 IF DR%<>R% THEN R%=R%+RI
40330 IF DG%<>G% THEN G%=G%+GI
40335 IF DB%<>B% THEN B%=B%+BI
40340 GOSUB 40000
40345 SLEEP J
40350 IF DR%=R% AND DG%=G% AND DB%=B% THEN 40360
40355 GOTO 40325
40360 RETURN
40499 REM SWAP PALLETTE COLORS AT P1 & P2
40500 A1 = $FA00+(P1*2)
40505 A2 = $FA00+(P2*2)
40510 B1 = VPEEK (1,A1)
40515 B2 = VPEEK (1,A1+1)
40520 B3 = VPEEK (1,A2)
40525 B4 = VPEEK (1,A2+1)
40530 VPOKE 1, A1, B3
40535 VPOKE 1, A1+1, B4
40450 VPOKE 1, A2, B1
40455 VPOKE 1, A2+1, B2
40560 RETURN
40999 REM COPY P1 PALLETTE ENTRY TO P2.. P1 IS LEFT UNCHANGED.
41000 VPOKE 1,$FA00+(P2*2), VPEEK(1, $FA00+(P1*2))
41010 VPOKE 1,$FA00+(P2*2)+1, VPEEK(1, $FA00+(P1*2)+1)
41020 RETURN
45000 RESTORE 50000
45010 REM LOOP THROUGH THE PALLETTE ADDRESS SPACE
45015 REM AND POKE THE VERA DEFAULT PALLETTE
45020 FOR PE = $FA00 TO $FBFE STEP 2
45025 READ R:READ GB
45030 VPOKE 1,PE,GB
45035 VPOKE 1,PE+1, R
45040 NEXT PE
45050 RETURN
49999 REM DEFAULT VERA PALLETTE AS DATA. FROM 0 TO 255 (2 BYTES EACH ENTRY)RGB
50000 DATA $00,$00,$0F,$FF,$08,$00,$0A,$FE,$0C,$4C,$00,$C5,$00,$0A,$0E,$E7,$0D
50005 DATA $85,$06,$40,$0F,$77,$03,$33,$07,$77,$0A,$F6,$00,$8F,$0B,$BB,$00,$00
50010 DATA $01,$11,$02,$22,$03,$33,$04,$44,$05,$55,$06,$66,$07,$77,$08,$88,$09
50015 DATA $99,$0A,$AA,$0B,$BB,$0C,$CC,$0D,$DD,$0E,$EE,$0F,$FF,$02,$11,$04,$33
50020 DATA $06,$44,$08,$66,$0A,$88,$0C,$99,$0F,$BB,$02,$11,$04,$22,$06,$33,$08
50025 DATA $44,$0A,$55,$0C,$66,$0F,$77,$02,$00,$04,$11,$06,$11,$08,$22,$0A,$22
50030 DATA $0C,$33,$0F,$33,$02,$00,$04,$00,$06,$00,$08,$00,$0A,$00,$0C,$00,$0F
50035 DATA $00,$02,$21,$04,$43,$06,$64,$08,$86,$0A,$A8,$0C,$C9,$0F,$EB,$02,$11
50040 DATA $04,$32,$06,$53,$08,$74,$0A,$95,$0C,$B6,$0F,$D7,$02,$10,$04,$31,$06
50045 DATA $51,$08,$62,$0A,$82,$0C,$A3,$0F,$C3,$02,$10,$04,$30,$06,$40,$08,$60
50050 DATA $0A,$80,$0C,$90,$0F,$B0,$01,$21,$03,$43,$05,$64,$07,$86,$09,$A8,$0B
50055 DATA $C9,$0D,$FB,$01,$21,$03,$42,$04,$63,$06,$84,$08,$A5,$09,$C6,$0B,$F7
50060 DATA $01,$20,$02,$41,$04,$61,$05,$82,$06,$A2,$08,$C3,$09,$F3,$01,$20,$02
50065 DATA $40,$03,$60,$04,$80,$05,$A0,$06,$C0,$07,$F0,$01,$21,$03,$43,$04,$65
50070 DATA $06,$86,$08,$A8,$09,$CA,$0B,$FC,$01,$21,$02,$42,$03,$64,$04,$85,$05
50075 DATA $A6,$06,$C8,$07,$F9,$00,$20,$01,$41,$01,$62,$02,$83,$02,$A4,$03,$C5
50080 DATA $03,$F6,$00,$20,$00,$41,$00,$61,$00,$82,$00,$A2,$00,$C3,$00,$F3,$01
50085 DATA $22,$03,$44,$04,$66,$06,$88,$08,$AA,$09,$CC,$0B,$FF,$01,$22,$02,$44
50090 DATA $03,$66,$04,$88,$05,$AA,$06,$CC,$07,$FF,$00,$22,$01,$44,$01,$66,$02
50095 DATA $88,$02,$AA,$03,$CC,$03,$FF,$00,$22,$00,$44,$00,$66,$00,$88,$00,$AA
50100 DATA $00,$CC,$00,$FF,$01,$12,$03,$34,$04,$56,$06,$68,$08,$8A,$09,$AC,$0B
50105 DATA $CF,$01,$12,$02,$24,$03,$46,$04,$58,$05,$6A,$06,$8C,$07,$9F,$00,$02
50110 DATA $01,$14,$01,$26,$02,$38,$02,$4A,$03,$5C,$03,$6F,$00,$02,$00,$14,$00
50115 DATA $16,$00,$28,$00,$2A,$00,$3C,$00,$3F,$01,$12,$03,$34,$05,$46,$07,$68
50120 DATA $09,$8A,$0B,$9C,$0D,$BF,$01,$12,$03,$24,$04,$36,$06,$48,$08,$5A,$09
50125 DATA $6C,$0B,$7F,$01,$02,$02,$14,$04,$16,$05,$28,$06,$2A,$08,$3C,$09,$3F
50130 DATA $01,$02,$02,$04,$03,$06,$04,$08,$05,$0A,$06,$0C,$07,$0F,$02,$12,$04
50135 DATA $34,$06,$46,$08,$68,$0A,$8A,$0C,$9C,$0F,$BE,$02,$11,$04,$23,$06,$35
50140 DATA $08,$47,$0A,$59,$0C,$6B,$0F,$7D,$02,$01,$04,$13,$06,$15,$08,$26,$0A
50145 DATA $28,$0C,$3A,$0F,$3C,$02,$01,$04,$03,$06,$04,$08,$06,$0A,$08,$0C,$09
50150 DATA $0F,$0B
58999 REM SETUP INITIAL VARIABLES
59000 XLIMIT=319:YLIMIT=239:PI=3.1416
59005 GOSUB 45000:REM SET VERA PALLETTE
59006 X=RND(-TI)
59010 P1=$25:P2=$FF:GOSUB 41000 :REM COPY FLESH COLOR ALSO TO $FF
59015 P1=1:P2=$FE:GOSUB 41000 :REM COPY PURE WHITE ALSO TO $FE
59016 P1=$3B:P2=$FD:GOSUB 41000 :REM RED TO $FD
59020 Q1=1:Q2=1:Q3=1:Q4=1: REM DRAW ALL CIRCLE QUARTERS TO START
59021 REM NECESSARY FOR CIRCLE ROUTINE AT GOSUB 3000
59030 MW = 15
59035 MC = 35 : REM MAX LENGTH OF WORD AND CLUE.
59200 RETURN
60000 GET X$:IF X$<>"" THEN 60000 : REM FLUSH THE KEYBOARD BUFFER
60010 GET X$:IF X$="" THEN 60010 : REM WAIT FOR KEYBOARD
60020 RETURN
- ahenry3068
- Posts: 1132
- Joined: Tue Apr 04, 2023 9:57 pm
VERY START OF GAME LAYOUT
Did some small tweaks on DEADFACE routine. (GOSUB 4000)
Though I haven't wrote any Game Logic yet. I did start working on the UI layout.
and put in a display at the very end to show that.
CURRENT CODE
Though I haven't wrote any Game Logic yet. I did start working on the UI layout.
and put in a display at the very end to show that.
CURRENT CODE
Code: Select all
10 CLS:PRINT:SCREEN $80
15 DIM EC%(15)
50 GOSUB 59000 : REM INITIALIZE ALL VARIABLES.
60 GOSUB 5000 : REM BACKGROUND
65 GOSUB 7000 : REM GALLOWS
70 GOSUB 8000 : REM ROPE
80 GOSUB 9500 : REM THE GUYS HEAD
85 GOSUB 10000 : REM THE TORSO
90 GOSUB 11000 : REM THE LEFT ARM
100 GOSUB 12000 : REM THE RIGHT ARM
110 GOSUB 12500 : REM THE RIGHT LEG
120 GOSUB 12620 : REM THE LEFT LEG
130 DM$="AWAITING KEY":GOSUB 20000:GOSUB 60000
135 GOSUB 20100
140 GOSUB 4000
150 GOSUB 4200
155 GOSUB 59300
160 COLOR 1,6
161 LOCATE 6,14:PRINT " ";
162 LOCATE 7,14:PRINT " WORKING WORD HERE ";
163 LOCATE 8,14:PRINT " ";
165 DM$=" CLUE GOES HERE : ANY KEY TO END DEMO":GOSUB 20000
200 GOSUB 60000
205 SCREEN 0:END
2998 REM CIRCLE,ELLIPSE AND ARC SUBROUTINE
2999 REM SINE/COSINE ALGORITHM
3000 Q = 1 / RA
3010 IF FILL = 1 THEN Q = .2/RA
3030 FOR I = 0 TO PI / 2 STEP Q
3040 DY = SIN(I) * RA
3050 IF YS > 0 AND YS < 1 THEN DY = DY*YS
3060 DX = COS(I) * RA
3070 IF XS > 0 AND XS < 1 THEN DX = DX*XS
3080 ZX = INT(CX - DX)
3090 ZY = INT(CY - DY)
3100 AX = INT(CX + DX)
3110 AY = INT(CY + DY)
3115 IF FILL = 1 THEN 3220
3120 IF AX<0 OR AX > XLIMIT OR AY<0 OR AY > YLIMIT OR Q4 = 0 THEN 3140
3130 PSET AX, AY, CC
3140 IF ZX<0 OR ZX>XLIMIT OR AY < 0 OR AY > YLIMIT OR Q3 = 0 THEN 3160
3150 PSET ZX, AY, CC
3160 IF AX<0 OR AX > XLIMIT OR ZY<0 OR ZY > YLIMIT OR Q2 = 0 THEN 3180
3170 PSET AX, ZY, CC
3180 IF ZX<0 OR ZX > XLIMIT OR ZY<0 OR ZY > YLIMIT OR Q1 = 0 THEN 3300
3190 PSET ZX, ZY, CC
3200 GOTO 3300
3220 IF Q4<> 0 THEN LINE CX,CY,AX,AY,CC
3225 IF Q3<> 0 THEN LINE CX,CY,ZX,AY,CC
3230 IF Q2<> 0 THEN LINE CX,CY,AX,ZY,CC
3235 IF Q1<> 0 THEN LINE CX,CY,ZX,ZY,CC
3300 NEXT I
3310 RETURN
REM DEADFACE
4000 P1=$24:P2=$FF:J=4:GOSUB 40200
4010 P1=$3B:P2=$FE:J=4:GOSUB 40200
4011 P1=$01:J=5:GOSUB 40200
4012 P1=$3A:J=3:GOSUB 40200
4013 P1=$15:J=5:GOSUB 40200
4014 P1=$3B:J=7:GOSUB 40200
4015 P1=$23:P2=$FF:J=8:GOSUB 40200
4016 P1=$B8:J=7:GOSUB 40200
4020 P1=$BF:GOSUB 40200
4030 P1=$C0:GOSUB 40200
4100 RETURN
REM EYE PULSING WHILE WAIT FOR KEY
4200 P2=$FE
4205 GET X$:IF X$<>"" THEN 4205
4210 GET X$
4215 IF X$<>"" THEN RETURN
4220 I=INT(RND(1)*15)+1
4225 P1 = EC%(I):J=INT(RND(1)*3)+2
4230 GOSUB 40200
4235 GOTO 4210
REM IY LOCATE Y LOCATION
REM IX LOCATE X LOCATION
REM ML MAX LENGTH OF STRING TO GET (1 TO 80)
REM IT TYPE OF INPUT 1=ALPHA ONLY, 2=NUMERIC(INCLUDE 1 AND ONLY 1 DECIMAL
REM POINT)
REM 3=ALPHANUMERIC, 4=LINE INPUT(CAN INCLUDE SPACE AND
REM TAB AND PUNCTUATION MARKS)
REM IS$ THE STRING TO RETURN
REM AC ADD CHAR 1=YES
REM ID DECIMAL DONE 1=YES
REM SPECIALIZED INPUT ROUTINE
4800 GET X$:IF X$<>"" THEN 4800 : REM FLUSH KEYBOARD BUFFER
4801 IS$="":ID=0: REM BEFORE INPUT BEGINS
4805 GOSUB 4920 : REM CLEAR THE INPUT AREA.
4810 GET X$:IF X$="" THEN 4810
4811 C=ASC(X$)
4815 IF WL=ML THEN
4820 AC=0
4830 IF (IT<>2 OR IT=3) AND C>=65 AND C<=90 THEN AC=1
4835 IF (IT=2 OR IT=4 OR IT=3) AND C>=48 AND C<=57 THEN AC=1
4840 IF (IT=2) AND C=46 AND ID=0 THEN AC=1:ID=1
4845 IF (IT=4) AND C=32 THEN AC = 1: REM ALLOW SPACES WHEN INPUTTING A LINE
4846 IF (IT=4) AND (C>=35 AND C<=47) THEN AC=1
4847 IF (IT=4) AND (C>=58 AND C<=63) THEN AC=1 : REM ALLOW PUNCS IN STRING.
4850 IF C=13 THEN RETURN
4855 IF AC=1 AND LEN(IS$)<ML THEN PRINT CHR$(C);:IS$=IS$+CHR$(C):GOTO 4810
4860 IF C<>20 THEN 4895
4861 IF LEN(IS$) = 0 THEN PRINT CHR$(7);
4865 IF LEN(IS$)=1 OR LEN(IS$)=0 THEN IS$="":GOSUB 4920:GOTO 4810
4870 I = LEN(IS$)-1
4871 IF RIGHT$(IS$,1)="." AND IT=2 THEN ID=0
4875 IS$=LEFT$(IS$,I)
4890 GOSUB 4920:PRINT IS$;:GOTO 4810
4895 PRINT CHR$(7);:GOTO 4810
4920 LOCATE IY,IX:FOR I = 1 TO ML+1:PRINT " ";:NEXT I
4921 LOCATE IY,IX
4925 RETURN
5000 DM$="DRAWING: THE SKY":GOSUB 20000
5001 RECT 0,0, XLIMIT, YLIMIT, 14 : REM THE SKY
5010 CX = 5:CY=4:CC = $10:FILL = 0:XS=0:YS=0:RA = 33
5020 GOSUB 3000:RA=RA-.5:GOSUB 3000:RA=RA-.6:GOSUB 3000:RA = RA+1.2:GOSUB 3000
5029 DM$="DRAWING: THE SUN":GOSUB 20000
5030 CC = $07
5035 RECT 0,0,27,25,CC:RECT 0,26,22,29,CC
5036 RECT 0,30,19,31,CC:RECT 0,32,14,33,CC
5037 RECT 28,0,34,14,CC:RECT 28,14,31,20,CC
5045 FOR RA = 31 TO 29 STEP -.75:GOSUB 3000:NEXT RA:PSET CX,CY,$07
5046 REM BRUTE FORCE, RAYS FROM THE SUN...
5050 LINE 2,36,2,42,$07:LINE 6,36,6,43,$07
5051 LINE 9,36,10,42,$07:LINE 13,36,15,41,$07
5052 LINE 15,33,18,40,$07:LINE 18,33,21,39,$07
5053 LINE 20,31,24,38,$07:LINE 22,29,27,37,$07
5054 LINE 24,27,29,35,$07:LINE 27,25,32,32,$07
5055 LINE 30,23,35,29,$07:LINE 32,21,37,26,$07
5056 LINE 33,19,39,23,$07:LINE 35,17,41,20,$07
5057 LINE 36,15,42,17,$07:LINE 36,13,43,14,$07
5058 LINE 37,11,44,11,$07:LINE 37,8,44,8,$07
5060 LINE 37,5,45,5,$07:LINE 37,2,44,2,$07
5095 GOSUB 6500:GOSUB 6500:GOSUB 6500:GOSUB 6500 REM DRAW CLOUDS
5100 DM$="DRAWING GRASS":GOSUB 20000
5110 RECT 0, 180, XLIMIT, YLIMIT, $85 : REM THE GRASS
5120 FOR Y = 161 TO 179
5130 LINE 0, Y, 40, 179, 105
5140 NEXT Y
5150 FOR Y = 180 TO 150 STEP -1
5160 LINE 288,179, XLIMIT, Y, 105
5170 NEXT Y
5171 COLOR 1
5180 GOSUB 6000:REM DRAW GRASS STUFF
5190 GOSUB 6000
5200 GOSUB 6000
5210 RETURN
6000 FOR I = 1 TO 35:REM RANDOM GRASS
6110 X1 = INT(RND(1)*310) + 5
6120 Y1 = INT(RND(1)*60) + 180:IF Y1 > YLIMIT THEN GOTO 6120
6130 X2 = INT(RND(1)*310) + 5:IF X2 = X1 THEN GOTO 6130
6140 Y2 = INT(RND(1)*60) + 180:IF Y2 = Y1 OR Y2 > YLIMIT THEN GOTO 6140
6145 IF X2 - X1 > 55 OR X1 - X2 > 55 THEN GOTO 6110
6146 IF Y2 - Y1 > 12 OR Y1 - Y2 > 15 THEN GOTO 6110
6150 REM GOSUB 6400:LINE X1,Y1,X2,Y2, GC
6155 PSET X1, Y1 - 1, 133:PSET X1 , Y1-1, 104:PSET X2, Y1 - 3,107
6160 GOSUB 6200:X1=X2:Y1=Y2:GOSUB 6200
6180 NEXT I
6185 FOR I = 1 TO 10:X1=INT(RND(1)*310)+5:Y1=INT(RND(1)*4)+180
6186 GOSUB 6200:NEXT I
6190 RETURN
6200 GOSUB 6400
6210 LINE X1,Y1,X1-4,Y1-5,GC:GOSUB 6400
6215 LINE X1,Y1,X1-3,Y1-3,GC:GOSUB 6400
6220 LINE X1,Y1,X1,Y1-5,GC:GOSUB 6400
6225 LINE X1,Y1,X1+3,Y1-3,GC:GOSUB 6400
6230 LINE X1,Y1,X1+4,Y1-5,GC
6235 RETURN
6400 GC=INT(RND(1)*24)+$60:RETURN
6500 REM SUPPOSED TO BE A CLOUD HERE
6501 Q1=1:Q2=1:Q3=1:Q4=1:FILL=1
6502 DM$="DRAWING CLOUDS":GOSUB 20000
6540 H = INT(RND(1)*(165))+ 45
6541 HL = INT(RND(1)*30)+25
6545 V = INT(RND(1)*30) + 6
6550 VB = INT(RND(1)*11) + 7
6555 FOR Y = V TO V+VB STEP 3
6560 FOR X = H TO H + HL STEP 4
6580 RA = INT(RND(1)*5)+3
6585 CC = INT(RND(1)*4)+ $1C
6590 CX=X
6592 CY= INT(RND(1)*4) + (Y-4):IF (CY - RA) < 0 THEN 6580
6600 GOSUB 6800
6605 NEXT X
6610 NEXT Y
6615 RETURN
6800 REM MIDPOINT CIRCLE ALGORITHM
6801 REM FILLED
6805 T1=RA/16:XA=RA:YA=0
6810 LINE CX+(XA),CY+(YA),CX-(XA),CY+(YA),CC
6815 LINE CX+(YA),CY+(XA),CX-(YA),CY+(XA),CC
6820 LINE CX+(XA),CY-(YA),CX-(XA),CY-(YA),CC
6825 LINE CX+(YA),CY-(XA),CX-(YA),CY-(XA),CC
6830 YA=YA+1
6835 T1=T1+YA
6840 T2=T1-XA
6845 IF T2 >= 0 THEN T1=T2:XA=XA-1
6850 IF XA>=YA THEN 6810
6855 RETURN
7000 REM THE GALLOWS
7001 DM$="THE GALLOWS":GOSUB 20000
7010 FRAME 189,195,285,208,$10
7020 FRAME 188,194,285,211,$10
7021 LINE 189,210,285,210,$10
7022 PSET 189,209,$10
7023 PSET 284,206,$10
7024 PSET 284,209,$10
7030 FRAME 275,21,285,207,$10
7040 FRAME 276,22,284,205,$10
7050 FRAME 67,20,285,30,$10
7060 FRAME 68,21,284,29,$10
7070 RECT 71,30,79,33,$10
7080 RECT 190,196,283,209,$53
7090 RECT 277,23,283,209,$53
7100 RECT 69,22,283,28,83
7150 RETURN
REM THE ROPE
8000 DM$="DRAWING: THE NOOSE":GOSUB 20000
8005 FILL = 0
8010 LINE 73,33,73,53,16
8020 LINE 77,33,77,53,16
8030 RECT 74,34,76,53,87
8040 FOR Y = 38 TO 53 STEP 3
8050 LINE 73, Y, 77, Y - 3, $10
8060 NEXT Y
8070 FRAME 71,53,80, 68, 16
8080 RECT 72,54,79,68,87
8090 FOR Y = 56 TO 68 STEP 4
8100 LINE 72,Y,79, Y-4, $10
8110 NEXT Y
8120 REM THE NOOSE
8130 RA = 24
8140 YS = .38
8150 CX = 75:CY = 79:CC = 16
8160 GOSUB 3000:RA=25:GOSUB 3000
8165 RA = 24:GOSUB 3000
8170 RA = 19:GOSUB 3000
8175 RA = 18:GOSUB 3000
8180 CC = 87
8190 FOR X = 20 TO 23 STEP .4
8200 RA = X:GOSUB 3000
8210 NEXT X
9000 YS=0:RETURN
REM END ROPE
REM THE FACE
9500 DM$="DRAWING: A TROUBLED FACE":GOSUB 20000
9501 CX = 59:CY = 60:RA = 6:XS = .4:CC = $10
9505 Q1=1:Q2=0:Q3=1:Q4=0
9510 GOSUB 3000:RA = RA - 1:GOSUB 3000
9520 RA = RA - 1:FILL = 1:CC = $25:GOSUB 3000
9530 FILL=0:CX = 89:RA = 6:CC=$10
9531 Q1=0:Q2=1:Q3=0:Q4=1
9540 GOSUB 3000:RA = RA - 1:GOSUB 3000
9550 RA = RA - 1:FILL = 1:CC = $25:GOSUB 3000
9555 Q1=1:Q2=Q1:Q3=Q1:Q4=Q1
REM DRAW HIS NECK
9560 LINE 67,76,67,84,$10
9570 LINE 66,76,66,84,$10
9580 LINE 67,87,67,90,$10:LINE 66,87,66,90,$10
9590 LINE 82,76,82,84,$10
9600 LINE 83,76,83,84,$10
9605 LINE 82,87,82,90,$10:LINE 83,87,83,90,$10
9610 RECT 68,76,81,84,$25
9620 RECT 68,89,81,90,$25
9621 REM END NECK
9630 RA = 20:XS = .8:FILL = 0
9640 CC = $10:CX = 74:CY = 63
9650 GOSUB 3000:RA = RA -1:GOSUB 3000
9660 RA = RA -1:GOSUB 3000:RA = RA -1:GOSUB 3000
9665 CY = CY - 1:GOSUB 3000:CY = CY -1:GOSUB 3000:CY=CY + 2
9670 RA = RA :CC = $FF:FILL=1:CY = CY + 1:GOSUB 3000
9672 RECT 62,54,85,73,CC
9680 XS = 1:YS = XS
9690 CY = CY - 6:CX = CX - 6:RA=4:CC = $FE:GOSUB 3000
9700 PSET CX+4,CY,$FF:GOSUB 9950:REM THE PUPILS OF HIS EYES
9710 CX = CX + 12:GOSUB 3000
9720 PSET CX+4,CY,$FF:GOSUB 9950:CX = 74:CY = 63
9730 LINE CX-1,CY, CX - 2, CY + 6, $10
9740 LINE CX+1,CY, CX + 2, CY + 6, $10
9750 LINE CX,CY,CX -1, CY + 6, $23
9760 LINE CX,CY,CX + 1, CY + 6, $23
9770 LINE CX,CY+3,CX,CY+6,$22
9780 Q3=0:Q4=0:CC=$10:CY = CY + 13:YS=.35:RA=6:FILL=0
9790 GOSUB 3000
9800 CY = CY + 1:CC=$31:GOSUB 3000
9805 CY = CY + 1:CC=$10:GOSUB 3000
9806 Q3=1:Q4=1:YS=0: REM REMEMBER TO TURN CIRCLE FULLY ON !!!
9810 RETURN
9949 REM THE PUPILS
9950 PSET CX,CY, $10:PSET CX -1,CY,$10
9955 PSET CX,CY -1,$10:PSET CX - 1, CY -1 ,$10
9960 RETURN
REM END FACE
REM THE TORSO
10000 DM$="DRAWING: TORSO":GOSUB 20000
10001 LINE 82,90,105,93,$10
10005 LINE 83,91,105,94,$10
10010 LINE 68,90,42,93, $10
10015 LINE 69,91,42,94, $10
10020 LINE 67,90,74,105,$10
10025 LINE 83,90,74,105,$10
10026 REM THIS FOR LOOP FILLS IN THE NECKLINE
10030 FOR X = 81 TO 68 STEP -1
10035 LINE 75,103,X, 90, $25
10040 NEXT X
10053 LINE 74,105,72,110,$10
10054 LINE 72,110,72,141,$10
10055 LINE 72,141,53,144,$10
10060 LINE 53,144,53,108,$10
10065 RECT 71,140,54,103,$08
10066 LINE 54,141,68,141,$08
10067 LINE 54,142,62,142,$08
10068 LINE 54,143,56,143,$08
10069 PSET 65,91,$10
10070 LINE 72,102,72,108,$08
10071 LINE 73,104,73,106,$08
10072 PSET 74,109,$08
10073 RECT 47,107,68,94,$08
10074 RECT 69,96,69,99,$08
10076 RECT 42,107,48,95,$08
10077 LINE 56,93,67,93, $08:PSET 55,92,$10:PSET 64,91,$10
10078 LINE 65,92,67,92, $08
10079 RECT 68,100,71,102,$08
10080 LINE 70,98,70,100, $08
10090 RECT 73,110,91,140,$08
10095 RECT 75,105,91,109,$08
10120 RECT 88, 94, 101, 106, $08
10125 RECT 81, 95, 105, 106, $08
10130 LINE 80, 96, 80, 105, $08
10135 LINE 79,98,79,105, $08
10140 LINE 78,100,78,105,$08
10145 LINE 77,101,77,105,$08
10150 LINE 76,103,76,105,$08
10155 LINE 74,103,75,103, $10
10160 PSET 76,101,$10:PSET 73,101,$10:PSET 72,99,$10:PSET 71,97,$10
10165 PSET 70,95,$10:PSET 69,93,$10:PSET 81,92,$10:PSET 80,94,$10
10166 PSET 80,96,$10:PSET 78,97,$10:PSET 77,99,$10
10167 LINE 76,100,76,103,$10
10175 RECT 82, 94, 93, 93, $08
10180 LINE 83, 92, 86, 92, $08
10185 LINE 74, 107,74, 108,$08
10190 PSET 73,109,$10
10195 PSET 73,141,$10
10200 LINE 76,141,91,141,$08
10205 LINE 81,142,91,142,$08
10210 LINE 89,143,91,143,$08
10360 LINE 74,141,92,144,$10
10365 LINE 92,144,92,107,$10
12366 PSET 73,141,$10 : REM STRAY PIXEL AT WAISTLINE
REM SHIRT BUTTONS
10370 CC = 16:RA = 1
10375 CX = 76:FILL = 1
10385 FOR CY = 112 TO 142 STEP 8
10390 GOSUB 3000
10400 NEXT CY
REM POCKET AND PRISONER NUMBER
10410 LINE 58,108,68,108,$10
10415 LINE 58,108,58,116,$10
10420 LINE 68,108,68,116,$10
10425 Q1=0:Q2=0:Q3=1:Q4=1:RA=4.5:XSQUISH = 0:YSQUISH=.6
10430 CX = 63:CY=116:CC=$10:FILL=0
10435 GOSUB 3000
10436 PN$="P-1"
10440 CHAR 57,106,$10,PN$
10600 RETURN
10999 REM ARM ON THE RIGHT (LEFT ARM)
11000 Q1=0:Q2=1:Q3=0:Q4=0:FILL = 0
11005 DM$="LEFT ARM":GOSUB 20000
11010 XSQUISH = .52
11020 RA = 16:CC=$10
11030 CY = 116:CX = 92
11035 GOSUB 3000:RA=RA+.6
11040 GOSUB 3000
11060 RA=RA-1:GOSUB 3000
11090 XSQUISH=.28:CX = 106:CY = 105:FILL=0
11095 GOSUB 3000
11096 FOR L = 1 TO 3:RA=RA+.5:GOSUB 3000:NEXT L
11100 CC = $08:Q1=0:Q2=1:Q3=0:Q4=0
11105 FOR RA = 14 TO 12 STEP -.7
11110 GOSUB 3000:IF RA =12 THEN Q1=1
11115 NEXT RA
11116 RECT CX-1,CY-3,CX+1,CY-7,$08
11120 LINE 99,115,99,133,$10
11130 LINE 111,102,111,133,$10
11135 RECT 100,102,110,133,$08
11140 LINE 99,107,99,109,$08
11145 LINE 98,108,101,108,$08
11150 LINE 97,107,100,107,$08 :PSET 94,107,$0E
11155 LINE 99,134,111,134,$10
11159 REM (THE LEFT HAND)
11160 LINE 101,134,101,143,$10
11165 LINE 101,143,103,143,$10
11166 LINE 102,142,102,139,$25
11170 LINE 103,144,103,140,$10
11175 LINE 103,145,105,145,$10
11176 LINE 104,144,104,139,$25
11180 LINE 105,146,105,140,$10
11185 LINE 105,146,107,146,$10
11186 LINE 106,145,106,139,$25
11190 LINE 107,146,107,140,$10
11195 LINE 107,145,109,145,$10
11196 LINE 108,144,108,139,$25
11200 LINE 109,145,109,134,$10
11205 RECT 102,139,108,135,$25
11210 RETURN
11999 REM ARM ON THE LEFT (RIGHT ARM)
12000 Q1=1:Q2=0:Q3=0:Q4=0:FILL = 0
12010 XSQUISH = .52
12020 RA = 16:CC=$10
12030 CY = 118:CX = 54
12031 DM$="DRAWING: RIGHT ARM":GOSUB 20000
12035 GOSUB 3000:RA=RA+.6
12040 GOSUB 3000
12060 RA=RA-1:GOSUB 3000
12090 XSQUISH=.43:CX = 42:CY = 105:FILL=0
12095 GOSUB 3000
12096 FOR L = 1 TO 3:RA=RA+.3:GOSUB 3000:NEXT L
12100 CC = $08:Q1=1:Q2=0:Q3=0:Q4=0
12105 FOR RA = 14 TO 12 STEP -.7
12110 GOSUB 3000:IF RA =12 THEN Q1=1
12115 NEXT RA
12116 RECT CX-4,CY-8,CX+3,CY+6,$08
12117 RECT CX-4,CY-4,CX,CY+6,$08
12120 LINE 34,102,34,133,$10
12130 LINE 46,115,46,133,$10
12135 RECT 35,102,45,133,$08
12136 LINE 34,134,46,134,$10
12140 LINE 46,CY,46,CY+6,$08
12142 LINE 47,CY,47,CY+5,$08
12145 RECT 47,CY,49,CY+3,$08
12150 LINE 51,CY+4,52,CY+4,$0E
12155 PSET 48,CY+4, $08
12159 REM (THE LEFT HAND)
12160 LINE 44,134,44,143,$10
12165 LINE 44,143,42,143,$10
12166 LINE 43,142,43,139,$25
12170 LINE 42,140,42,145,$10
12175 LINE 42,145,40,145,$10
12176 LINE 41,144,41,139,$25
12180 LINE 40,146,40,140,$10
12185 LINE 40,146,38,146,$10
12186 LINE 39,145,39,139,$25
12190 LINE 38,146,38,140,$10
12195 LINE 38,145,36,145,$10
12196 LINE 37,144,37,139,$25
12200 LINE 36,145,36,134,$10
12205 RECT 43,139,37,135,$25
12210 RETURN
12499 REM RIGHT LEG
12500 Q1=1:Q2=0:Q3=0:Q4=0
12505 CC=$10:CX=74:CY=159:RA=8:XQUISH=.10
12506 DM$="DRAWING: RIGHT LEG":GOSUB 20000
12510 GOSUB 3000
12515 LINE 70,159,70,192,$10
12520 LINE 55,145,53,192,$10
12525 LINE 53,193,70,193,$10
12530 RECT 56,145,69,192,$46
12535 LINE 55,157,55,192,$46
12540 LINE 54,181,54,192,$46
12555 LINE 57,144,71,144,$46
12560 RECT 69,142,71,154,$46
12565 RECT 72,142,73,153,$46
12570 LINE 63,143,68,143,$46
12575 PSET 70,155,$46
12579 REM THE FOOT
12580 Q1=1:Q2=1:Q3=1:Q4=1:RA=20:XS=.35:CC=$10:FILL=1:CX=62:CY=208
12585 GOSUB 3000:RA=RA+1:FILL=0:CC=$12:GOSUB 3000:FILL=1
12590 XS=.38:CY=204:CC=$1C:RA=11:GOSUB 3000
12591 RA = RA + 1:CC=$12:FILL=0:GOSUB 3000
12595 LINE 57,193,57,202,$10
12600 LINE 66,193,66,202,$10
12605 RECT 58,194,65,200,$1C
12610 RETURN
12619 REM LEFT LEG
12620 Q1=0:Q2=1:Q3=0:Q4=0
12625 CC=$10:CX=74:CY=159:RA=8:XQUISH=.10
12626 DM$="DRAWING: LEFT LEG":GOSUB 20000
12630 GOSUB 3000
12635 LINE 77,157,77,192,$10
12640 LINE 90,145,92,192,$10
12645 LINE 77,193,92,193,$10
12650 RECT 78,145,89,192,$46
12655 LINE 90,157,90,192,$46
12660 LINE 91,181,91,192,$46
12665 LINE 74,144,88,144,$46
12670 RECT 76,143,79,154,$46
12675 RECT 74,142,76,153,$46
12680 LINE 74,143,82,143,$46
12685 LINE 77,154,77,156,$46
12689 REM THE FOOT
12690 Q1=1:Q2=1:Q3=1:Q4=1:RA=20:XS=.35:CC=$10:FILL=1
12695 CX=85:CY=208
12700 GOSUB 3000
12705 RA=RA+1:FILL=0:CC=$12:GOSUB 3000:FILL=1
12710 XS=.38:CY=204:CC=$1C:RA=11:GOSUB 3000
12715 RA = RA + 1:CC=$12:FILL=0:GOSUB 3000
12720 LINE 80,193,80,202,$10
12725 LINE 89,193,89,202,$10
12730 RECT 81,194,88,200,$1C
12740 RETURN
REM THIS ROUTINE SAVES THE SCREEN TO "BG.DAT" FOR
REM SUBSEQUENT BVLOAD. TESTED AND WORKS
REM NOT CURRENTLY USED. VERY SLOW
15000 OPEN 8,8,8,"BG.DAT,S,W"
15010 FOR P = 0 TO 65535
15020 PRINT#8,CHR$(VPEEK(0,P));
15021 PRINT ST,P
15030 NEXT P
15040 FOR P = 0 TO 11264
15050 PRINT#8,CHR$(VPEEK(1,P));
15051 PRINT ST,P,
15060 NEXT P
15070 CLOSE 8
15080 RETURN
20000 COLOR 1,0
20005 GOSUB 20100
20010 LOCATE 30,2:PRINT DM$;
20020 RETURN
20100 LOCATE 30,2:PRINT " ";
20101 RETURN
39995 REM SET PALLETTE ENTRY P1 TO R%,G%,B%
40000 VPOKE 1,$FA00+(P1*2),(G%*16) + B%
40010 VPOKE 1,$FA00+((P1*2)+1),R%
40020 RETURN
40100 REM READ PALLETTE ENTRY AT P1
40100 REM RETURNED IN %R,%G,%B
40100 A1 = $FA00+(P1*2)
40105 R% = VPEEK(1,A1+1)
40110 GB%= VPEEK(1,A1)
40115 G% = GB%/16
40120 B% = GB% AND $0F
40125 RETURN
40199 FADE P2 FROM CURRENT COLOR TO P1 COLOR, J IS JIFFY DELAY
40200 GOSUB 40100
40205 P3=P1
40210 P1=P2
40215 GOSUB 40300
40220 P1=P3
40225 RETURN
40299 REM FADE P1 TO R%,G%,B%, J IS JIFFY DELAY
40300 DR%=R%:DG%=G%:DB%=B%
40305 GOSUB 40100
40310 RI=1:IF DR%<R% THEN RI=-1
40315 GI=1:IF DG%<G% THEN GI=-1
40320 BI=1:IF DB%<B% THEN BI=-1
40325 IF DR%<>R% THEN R%=R%+RI
40330 IF DG%<>G% THEN G%=G%+GI
40335 IF DB%<>B% THEN B%=B%+BI
40340 GOSUB 40000
40345 SLEEP J
40350 IF DR%=R% AND DG%=G% AND DB%=B% THEN 40360
40355 GOTO 40325
40360 RETURN
40499 REM SWAP PALLETTE COLORS AT P1 & P2
40500 A1 = $FA00+(P1*2)
40505 A2 = $FA00+(P2*2)
40510 B1 = VPEEK (1,A1)
40515 B2 = VPEEK (1,A1+1)
40520 B3 = VPEEK (1,A2)
40525 B4 = VPEEK (1,A2+1)
40530 VPOKE 1, A1, B3
40535 VPOKE 1, A1+1, B4
40450 VPOKE 1, A2, B1
40455 VPOKE 1, A2+1, B2
40560 RETURN
40999 REM COPY P1 PALLETTE ENTRY TO P2.. P1 IS LEFT UNCHANGED.
41000 VPOKE 1,$FA00+(P2*2), VPEEK(1, $FA00+(P1*2))
41010 VPOKE 1,$FA00+(P2*2)+1, VPEEK(1, $FA00+(P1*2)+1)
41020 RETURN
45000 RESTORE 50000
45010 REM LOOP THROUGH THE PALLETTE ADDRESS SPACE
45015 REM AND POKE THE VERA DEFAULT PALLETTE
45020 FOR PE = $FA00 TO $FBFE STEP 2
45025 READ R:READ GB
45030 VPOKE 1,PE,GB
45035 VPOKE 1,PE+1, R
45040 NEXT PE
45050 RETURN
49999 REM DEFAULT VERA PALLETTE AS DATA. FROM 0 TO 255 (2 BYTES EACH ENTRY)RGB
50000 DATA $00,$00,$0F,$FF,$08,$00,$0A,$FE,$0C,$4C,$00,$C5,$00,$0A,$0E,$E7,$0D
50005 DATA $85,$06,$40,$0F,$77,$03,$33,$07,$77,$0A,$F6,$00,$8F,$0B,$BB,$00,$00
50010 DATA $01,$11,$02,$22,$03,$33,$04,$44,$05,$55,$06,$66,$07,$77,$08,$88,$09
50015 DATA $99,$0A,$AA,$0B,$BB,$0C,$CC,$0D,$DD,$0E,$EE,$0F,$FF,$02,$11,$04,$33
50020 DATA $06,$44,$08,$66,$0A,$88,$0C,$99,$0F,$BB,$02,$11,$04,$22,$06,$33,$08
50025 DATA $44,$0A,$55,$0C,$66,$0F,$77,$02,$00,$04,$11,$06,$11,$08,$22,$0A,$22
50030 DATA $0C,$33,$0F,$33,$02,$00,$04,$00,$06,$00,$08,$00,$0A,$00,$0C,$00,$0F
50035 DATA $00,$02,$21,$04,$43,$06,$64,$08,$86,$0A,$A8,$0C,$C9,$0F,$EB,$02,$11
50040 DATA $04,$32,$06,$53,$08,$74,$0A,$95,$0C,$B6,$0F,$D7,$02,$10,$04,$31,$06
50045 DATA $51,$08,$62,$0A,$82,$0C,$A3,$0F,$C3,$02,$10,$04,$30,$06,$40,$08,$60
50050 DATA $0A,$80,$0C,$90,$0F,$B0,$01,$21,$03,$43,$05,$64,$07,$86,$09,$A8,$0B
50055 DATA $C9,$0D,$FB,$01,$21,$03,$42,$04,$63,$06,$84,$08,$A5,$09,$C6,$0B,$F7
50060 DATA $01,$20,$02,$41,$04,$61,$05,$82,$06,$A2,$08,$C3,$09,$F3,$01,$20,$02
50065 DATA $40,$03,$60,$04,$80,$05,$A0,$06,$C0,$07,$F0,$01,$21,$03,$43,$04,$65
50070 DATA $06,$86,$08,$A8,$09,$CA,$0B,$FC,$01,$21,$02,$42,$03,$64,$04,$85,$05
50075 DATA $A6,$06,$C8,$07,$F9,$00,$20,$01,$41,$01,$62,$02,$83,$02,$A4,$03,$C5
50080 DATA $03,$F6,$00,$20,$00,$41,$00,$61,$00,$82,$00,$A2,$00,$C3,$00,$F3,$01
50085 DATA $22,$03,$44,$04,$66,$06,$88,$08,$AA,$09,$CC,$0B,$FF,$01,$22,$02,$44
50090 DATA $03,$66,$04,$88,$05,$AA,$06,$CC,$07,$FF,$00,$22,$01,$44,$01,$66,$02
50095 DATA $88,$02,$AA,$03,$CC,$03,$FF,$00,$22,$00,$44,$00,$66,$00,$88,$00,$AA
50100 DATA $00,$CC,$00,$FF,$01,$12,$03,$34,$04,$56,$06,$68,$08,$8A,$09,$AC,$0B
50105 DATA $CF,$01,$12,$02,$24,$03,$46,$04,$58,$05,$6A,$06,$8C,$07,$9F,$00,$02
50110 DATA $01,$14,$01,$26,$02,$38,$02,$4A,$03,$5C,$03,$6F,$00,$02,$00,$14,$00
50115 DATA $16,$00,$28,$00,$2A,$00,$3C,$00,$3F,$01,$12,$03,$34,$05,$46,$07,$68
50120 DATA $09,$8A,$0B,$9C,$0D,$BF,$01,$12,$03,$24,$04,$36,$06,$48,$08,$5A,$09
50125 DATA $6C,$0B,$7F,$01,$02,$02,$14,$04,$16,$05,$28,$06,$2A,$08,$3C,$09,$3F
50130 DATA $01,$02,$02,$04,$03,$06,$04,$08,$05,$0A,$06,$0C,$07,$0F,$02,$12,$04
50135 DATA $34,$06,$46,$08,$68,$0A,$8A,$0C,$9C,$0F,$BE,$02,$11,$04,$23,$06,$35
50140 DATA $08,$47,$0A,$59,$0C,$6B,$0F,$7D,$02,$01,$04,$13,$06,$15,$08,$26,$0A
50145 DATA $28,$0C,$3A,$0F,$3C,$02,$01,$04,$03,$06,$04,$08,$06,$0A,$08,$0C,$09
50150 DATA $0F,$0B
58999 REM SETUP INITIAL VARIABLES
59000 XLIMIT=319:YLIMIT=239:PI=3.1416
59005 GOSUB 45000:REM SET VERA PALLETTE
59006 X=RND(-TI)
59007 POKE$30C,4:SYS$FF62: REM SET PRETTY FONT
59010 GOSUB 59300 : REM SET MY FONT COLORS.
REM BROKE OUT INTO SEPERATE GOSUB SO I CAN CALL IT
REM LATER SEPERATELY
59020 Q1=1:Q2=1:Q3=1:Q4=1: REM DRAW ALL CIRCLE QUARTERS TO START
59021 REM NECESSARY FOR CIRCLE ROUTINE AT GOSUB 3000
59030 MW = 15
59035 MC = 35 : REM MAX LENGTH OF WORD AND CLUE.
59040 EC%(1)=$2D
59045 FOR I = 2 TO 7:EC%(I)=$27+I:NEXT I
59046 EC%(8)=$F8
59050 FOR I = 8 TO 14:EC%(I)=$35+I:NEXT I
59055 EC%(15)=$14
59200 RETURN
REM SET MY PALLETTE COLORS I AM GOING TO ANIMATE LATER
59300 P1=$25:P2=$FF:GOSUB 41000 :REM COPY FLESH COLOR ALSO TO $FF
59305 P1=1:P2=$FE:GOSUB 41000 :REM COPY PURE WHITE ALSO TO $FE
59310 P1=$3B:P2=$FD:GOSUB 41000 :REM RED TO $FD
59400 RETURN
60000 GET X$:IF X$<>"" THEN 60000 : REM FLUSH THE KEYBOARD BUFFER
60010 GET X$:IF X$="" THEN 60010 : REM WAIT FOR KEYBOARD
60020 RETURN
- ahenry3068
- Posts: 1132
- Joined: Tue Apr 04, 2023 9:57 pm
LATEST ROUTINE CRASHED
Working on code to do a BANNER page. My initial code crashed in a most spectacular fashion.
Any one looking at this project that understands ROM banking and the ROM FONTS please look at my
latest code in programming comments, ideas troubleshooting tips are welcome.
Any one looking at this project that understands ROM banking and the ROM FONTS please look at my
latest code in programming comments, ideas troubleshooting tips are welcome.
- ahenry3068
- Posts: 1132
- Joined: Tue Apr 04, 2023 9:57 pm
Re: NEW GAME IN BASIC... HANGMAN EARLY DAYS.
OK.... I got some info from Mooing Lemur on Discord. Got to go edit some code.
In an Austrian accent " I'll Be Back "
In an Austrian accent " I'll Be Back "