ksp: convert comments to the new ' style. Finished loading screen part

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Vince Weaver 2016-05-31 12:40:46 -04:00
parent c8aecd86d9
commit 010e5766c9

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@ -1,24 +1,44 @@
5 REM *** KSP by Vince Weaver *** ' *********************************************
6 REM *** A VMW Software Production *** ' *** KSP by Vince Weaver, vince@deater.net ***
10 HOME ' *** ***
20 HGR ' *** A VMW Software Production ***
100 REM *** SQUAD SCREEN *** ' *********************************************
110 PRINT CHR$(4);"BLOAD SQUAD.HGR,A$2000" '
580 S=0 ' http://www.deater.net/weave/vmwprod/ksp/
585 I=INT(RND(1)*8)+1 ' https://github.com/deater/dos33fsprogs
590 VTAB 21: PRINT " "; '
600 FOR I=1 TO 32: PRINT ".";: NEXT I ' Note: you'll want to run this through my tokenize_asoft
' routine to remove these comments and create a proper
' Applesoft BASIC file
' Why not use REM statements? They take up valuable space
' in RAM (we optimistically only have around 12kB to play with)
' as well as slow down execution as BASIC is interpreted.
'
' Variable List: (Note, in Applesoft only first 2 chars matters)
' D$ = ASCII(4) indicating we have a DOS command
' I = loop iterator
' J = loop iterator
' S = Stage Number
'
' Clear screen
10 HOME:HGR:D$=CHR$(4)
' *** REM *** SQUAD LOADING SCREEN ***
100 PRINT D$"BLOAD SQUAD.HGR,A$2000"
' *** REM *** Randmoize the start of the witty loading comments
580 S=0:I=INT(RND(1)*8)+1
' *** REM *** Prepare for the status bar
590 VTAB 21: PRINT " ";:FOR I=1 TO 32: PRINT ".";: NEXT I
' *** REM *** LOADING SCREEN ***
700 FOR J=1 TO 32 700 FOR J=1 TO 32
704 REM *** LOADING SCREEN *** 708 IF J=16 THEN PRINT: PRINT D$"BLOAD LOADING.HGR,A$2000"
708 IF J=16 THEN PRINT: PRINT CHR$(4);"BLOAD LOADING.HGR,A$2000"
710 HTAB J+4:VTAB 21 710 HTAB J+4:VTAB 21
720 INVERSE: PRINT " ";: NORMAL 720 INVERSE: PRINT " ";: NORMAL
790 S=S+1: IF S=4 THEN S=0 790 S=S+1: IF S=4 THEN S=0
795 IF S<>1 GOTO 840 795 IF S<>1 GOTO 840
800 I=I+1: IF I > 8 THEN I=1 800 I=I+1: IF I > 8 THEN I=1
802 VTAB 22: HTAB 1 802 VTAB 22: HTAB 1:PRINT " ";
803 PRINT " ";
805 ON I GOSUB 850,851,852,853,854,855,856,857 805 ON I GOSUB 850,851,852,853,854,855,856,857
' *** REM *** Slow down so we don't load so fast
840 FOR T=1 TO 250: NEXT T 840 FOR T=1 TO 250: NEXT T
842 NEXT J 842 NEXT J
845 GOTO 900 845 GOTO 900
@ -30,29 +50,33 @@
855 HTAB 11:PRINT "Warming up the 6502":RETURN 855 HTAB 11:PRINT "Warming up the 6502":RETURN
856 HTAB 10:PRINT "Preparing Explosions":RETURN 856 HTAB 10:PRINT "Preparing Explosions":RETURN
857 HTAB 10:PRINT "Unleashing the Kraken":RETURN 857 HTAB 10:PRINT "Unleashing the Kraken":RETURN
900 REM *** TITLE SCREEN *** ' *** REM *** TITLE SCREEN ***
902 HOME: PRINT: PRINT CHR$(4);"BLOAD TITLE.HGR,A$2000" 900 HOME: PRINT: PRINT D$"BLOAD TITLE.HGR,A$2000"
903 HTAB 27:VTAB 24: PRINT "VERSION 1.3.7"; 905 HTAB 25:VTAB 24: PRINT "VERSION 1.3.7.1";
905 REM **************** ' *** REM ****************
906 REM KSP THEME MUSIC ' *** REM KSP THEME MUSIC
907 REM SEE http://eightbitsoundandfury.ld8.org/programming.html ' *** REM SEE http://eightbitsoundandfury.ld8.org/programming.html
908 REM **************** ' *** REM This loads an assembly language routine that generates
' *** REM Square waves on the speaker output
' *** REM ****************
910 FOR L = 770 TO 790: READ V: POKE L,V: NEXT L 910 FOR L = 770 TO 790: READ V: POKE L,V: NEXT L
920 DATA 173,48,192,136,208,5,206,1,3,240,9 920 DATA 173,48,192,136,208,5,206,1,3,240,9
930 DATA 202,208,245,174,0,3,76,2,3,96 930 DATA 202,208,245,174,0,3,76,2,3,96
935 REM L2ECGL4CEGL2B-AGL4CEGL2B-AGCD ' *** REM on qbasic this would be PLAY "L2ECGL4CEGL2B-AGL4CEGL2B-AGCD"
940 FOR I=1 TO 17: READ F: READ D: POKE 768,F: POKE 769,D: CALL 770: NEXT I 940 FOR I=1 TO 17: READ F: READ D: POKE 768,F: POKE 769,D: CALL 770: NEXT I
950 DATA 202,216,255,216,170,216 950 DATA 202,216,255,216,170,216
955 DATA 255,108,202,108,170,108 955 DATA 255,108,202,108,170,108
960 DATA 143,216,152,216,170,216 960 DATA 143,216,152,216,170,216
965 DATA 255,108,202,108,170,108 965 DATA 255,108,202,108,170,108
970 DATA 143,216,152,216,170,216,255,216,227,255 970 DATA 143,216,152,216,170,216,255,216,227,255
989 REM *** DONE LOADING *** ' *** REM *** DONE LOADING ***
990 VTAB 1 ' *** REM *** Wait for keypress
999 GET A$ 990 VTAB 1: GET A$
1000 REM *** VAB *** ' *******************
1010 REM HIMEM: 8135 ' *** VAB ***
1012 POKE 232,0:POKE 233,16 ' *******************
'**** REM *** Point to shape table location and load in VAB table
1000 POKE 232,0:POKE 233,16
1015 PRINT:PRINT CHR$(4);"BLOAD VAB.SHAPE,A$1000" 1015 PRINT:PRINT CHR$(4);"BLOAD VAB.SHAPE,A$1000"
1020 REM POKE 232,199: POKE 233,31 1020 REM POKE 232,199: POKE 233,31
1030 REM FOR L = 8135 TO 8175: READ B: POKE L,B: NEXT L 1030 REM FOR L = 8135 TO 8175: READ B: POKE L,B: NEXT L