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ksp: convert comments to the new ' style. Finished loading screen part
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96
ksp/ksp.bas
96
ksp/ksp.bas
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5 REM *** KSP by Vince Weaver ***
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' *********************************************
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6 REM *** A VMW Software Production ***
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' *** KSP by Vince Weaver, vince@deater.net ***
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10 HOME
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' *** ***
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20 HGR
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' *** A VMW Software Production ***
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100 REM *** SQUAD SCREEN ***
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' *********************************************
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110 PRINT CHR$(4);"BLOAD SQUAD.HGR,A$2000"
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'
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580 S=0
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' http://www.deater.net/weave/vmwprod/ksp/
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585 I=INT(RND(1)*8)+1
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' https://github.com/deater/dos33fsprogs
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590 VTAB 21: PRINT " ";
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'
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600 FOR I=1 TO 32: PRINT ".";: NEXT I
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' Note: you'll want to run this through my tokenize_asoft
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' routine to remove these comments and create a proper
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' Applesoft BASIC file
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' Why not use REM statements? They take up valuable space
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' in RAM (we optimistically only have around 12kB to play with)
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' as well as slow down execution as BASIC is interpreted.
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'
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' Variable List: (Note, in Applesoft only first 2 chars matters)
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' D$ = ASCII(4) indicating we have a DOS command
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' I = loop iterator
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' J = loop iterator
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' S = Stage Number
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'
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' Clear screen
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10 HOME:HGR:D$=CHR$(4)
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' *** REM *** SQUAD LOADING SCREEN ***
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100 PRINT D$"BLOAD SQUAD.HGR,A$2000"
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' *** REM *** Randmoize the start of the witty loading comments
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580 S=0:I=INT(RND(1)*8)+1
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' *** REM *** Prepare for the status bar
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590 VTAB 21: PRINT " ";:FOR I=1 TO 32: PRINT ".";: NEXT I
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' *** REM *** LOADING SCREEN ***
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700 FOR J=1 TO 32
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700 FOR J=1 TO 32
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704 REM *** LOADING SCREEN ***
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708 IF J=16 THEN PRINT: PRINT D$"BLOAD LOADING.HGR,A$2000"
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708 IF J=16 THEN PRINT: PRINT CHR$(4);"BLOAD LOADING.HGR,A$2000"
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710 HTAB J+4:VTAB 21
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710 HTAB J+4:VTAB 21
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720 INVERSE: PRINT " ";: NORMAL
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720 INVERSE: PRINT " ";: NORMAL
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790 S=S+1: IF S=4 THEN S=0
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790 S=S+1: IF S=4 THEN S=0
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795 IF S<>1 GOTO 840
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795 IF S<>1 GOTO 840
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800 I=I+1: IF I > 8 THEN I=1
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800 I=I+1: IF I > 8 THEN I=1
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802 VTAB 22: HTAB 1
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802 VTAB 22: HTAB 1:PRINT " ";
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803 PRINT " ";
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805 ON I GOSUB 850,851,852,853,854,855,856,857
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805 ON I GOSUB 850,851,852,853,854,855,856,857
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' *** REM *** Slow down so we don't load so fast
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840 FOR T=1 TO 250: NEXT T
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840 FOR T=1 TO 250: NEXT T
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842 NEXT J
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842 NEXT J
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845 GOTO 900
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845 GOTO 900
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@ -30,30 +50,34 @@
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855 HTAB 11:PRINT "Warming up the 6502":RETURN
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855 HTAB 11:PRINT "Warming up the 6502":RETURN
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856 HTAB 10:PRINT "Preparing Explosions":RETURN
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856 HTAB 10:PRINT "Preparing Explosions":RETURN
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857 HTAB 10:PRINT "Unleashing the Kraken":RETURN
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857 HTAB 10:PRINT "Unleashing the Kraken":RETURN
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900 REM *** TITLE SCREEN ***
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' *** REM *** TITLE SCREEN ***
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902 HOME: PRINT: PRINT CHR$(4);"BLOAD TITLE.HGR,A$2000"
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900 HOME: PRINT: PRINT D$"BLOAD TITLE.HGR,A$2000"
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903 HTAB 27:VTAB 24: PRINT "VERSION 1.3.7";
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905 HTAB 25:VTAB 24: PRINT "VERSION 1.3.7.1";
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905 REM ****************
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' *** REM ****************
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906 REM KSP THEME MUSIC
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' *** REM KSP THEME MUSIC
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907 REM SEE http://eightbitsoundandfury.ld8.org/programming.html
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' *** REM SEE http://eightbitsoundandfury.ld8.org/programming.html
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908 REM ****************
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' *** REM This loads an assembly language routine that generates
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910 FOR L = 770 TO 790: READ V: POKE L,V: NEXT L
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' *** REM Square waves on the speaker output
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920 DATA 173,48,192,136,208,5,206,1,3,240,9
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' *** REM ****************
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930 DATA 202,208,245,174,0,3,76,2,3,96
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910 FOR L = 770 TO 790: READ V: POKE L,V: NEXT L
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935 REM L2ECGL4CEGL2B-AGL4CEGL2B-AGCD
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920 DATA 173,48,192,136,208,5,206,1,3,240,9
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940 FOR I=1 TO 17: READ F: READ D: POKE 768,F: POKE 769,D: CALL 770: NEXT I
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930 DATA 202,208,245,174,0,3,76,2,3,96
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950 DATA 202,216,255,216,170,216
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' *** REM on qbasic this would be PLAY "L2ECGL4CEGL2B-AGL4CEGL2B-AGCD"
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955 DATA 255,108,202,108,170,108
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940 FOR I=1 TO 17: READ F: READ D: POKE 768,F: POKE 769,D: CALL 770: NEXT I
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960 DATA 143,216,152,216,170,216
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950 DATA 202,216,255,216,170,216
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955 DATA 255,108,202,108,170,108
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960 DATA 143,216,152,216,170,216
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965 DATA 255,108,202,108,170,108
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965 DATA 255,108,202,108,170,108
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970 DATA 143,216,152,216,170,216,255,216,227,255
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970 DATA 143,216,152,216,170,216,255,216,227,255
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989 REM *** DONE LOADING ***
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' *** REM *** DONE LOADING ***
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990 VTAB 1
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' *** REM *** Wait for keypress
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999 GET A$
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990 VTAB 1: GET A$
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1000 REM *** VAB ***
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' *******************
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1010 REM HIMEM: 8135
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' *** VAB ***
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1012 POKE 232,0:POKE 233,16
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' *******************
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1015 PRINT:PRINT CHR$(4);"BLOAD VAB.SHAPE,A$1000"
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'**** REM *** Point to shape table location and load in VAB table
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1000 POKE 232,0:POKE 233,16
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1015 PRINT:PRINT CHR$(4);"BLOAD VAB.SHAPE,A$1000"
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1020 REM POKE 232,199: POKE 233,31
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1020 REM POKE 232,199: POKE 233,31
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1030 REM FOR L = 8135 TO 8175: READ B: POKE L,B: NEXT L
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1030 REM FOR L = 8135 TO 8175: READ B: POKE L,B: NEXT L
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1035 HGR : ROT= 0: SCALE= 2
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1035 HGR : ROT= 0: SCALE= 2
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