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$2000"
710 HTAB J+4:VTAB 21 710 HTAB J+4:VTAB 21
720 INVERSE: PRINT " ";: NORMAL 720 INVERSE: PRINT " ";: NORMAL
790 S=S+1: IF S=4 THEN S=0 790 S=S+1: IF S=4 THEN S=0
795 IF S<>1 GOTO 840 795 IF S<>1 GOTO 840
800 I=I+1: IF I > 8 THEN I=1 800 I=I+1: IF I > 8 THEN I=1
802 VTAB 22: HTAB 1 802 VTAB 22: HTAB 1:PRINT " ";
803 PRINT " ";
805 ON I GOSUB 850,851,852,853,854,855,856,857 805 ON I GOSUB 850,851,852,853,854,855,856,857
' *** REM *** Slow down so we don't load so fast
840 FOR T=1 TO 250: NEXT T 840 FOR T=1 TO 250: NEXT T
842 NEXT J 842 NEXT J
845 GOTO 900 845 GOTO 900
@ -30,30 +50,34 @@
855 HTAB 11:PRINT "Warming up the 6502":RETURN 855 HTAB 11:PRINT "Warming up the 6502":RETURN
856 HTAB 10:PRINT "Preparing Explosions":RETURN 856 HTAB 10:PRINT "Preparing Explosions":RETURN
857 HTAB 10:PRINT "Unleashing the Kraken":RETURN 857 HTAB 10:PRINT "Unleashing the Kraken":RETURN
900 REM *** TITLE SCREEN *** ' *** REM *** TITLE SCREEN ***
902 HOME: PRINT: PRINT CHR$(4);"BLOAD TITLE.HGR,A$2000" 900 HOME: PRINT: PRINT D$"BLOAD TITLE.HGR,A$2000"
903 HTAB 27:VTAB 24: PRINT "VERSION 1.3.7"; 905 HTAB 25:VTAB 24: PRINT "VERSION 1.3.7.1";
905 REM **************** ' *** REM ****************
906 REM KSP THEME MUSIC ' *** REM KSP THEME MUSIC
907 REM SEE http://eightbitsoundandfury.ld8.org/programming.html ' *** REM SEE http://eightbitsoundandfury.ld8.org/programming.html
908 REM **************** ' *** REM This loads an assembly language routine that generates
910 FOR L = 770 TO 790: READ V: POKE L,V: NEXT L ' *** REM Square waves on the speaker output
920 DATA 173,48,192,136,208,5,206,1,3,240,9 ' *** REM ****************
930 DATA 202,208,245,174,0,3,76,2,3,96 910 FOR L = 770 TO 790: READ V: POKE L,V: NEXT L
935 REM L2ECGL4CEGL2B-AGL4CEGL2B-AGCD 920 DATA 173,48,192,136,208,5,206,1,3,240,9
940 FOR I=1 TO 17: READ F: READ D: POKE 768,F: POKE 769,D: CALL 770: NEXT I 930 DATA 202,208,245,174,0,3,76,2,3,96
950 DATA 202,216,255,216,170,216 ' *** REM on qbasic this would be PLAY "L2ECGL4CEGL2B-AGL4CEGL2B-AGCD"
955 DATA 255,108,202,108,170,108 940 FOR I=1 TO 17: READ F: READ D: POKE 768,F: POKE 769,D: CALL 770: NEXT I
960 DATA 143,216,152,216,170,216 950 DATA 202,216,255,216,170,216
955 DATA 255,108,202,108,170,108
960 DATA 143,216,152,216,170,216
965 DATA 255,108,202,108,170,108 965 DATA 255,108,202,108,170,108
970 DATA 143,216,152,216,170,216,255,216,227,255 970 DATA 143,216,152,216,170,216,255,216,227,255
989 REM *** DONE LOADING *** ' *** REM *** DONE LOADING ***
990 VTAB 1 ' *** REM *** Wait for keypress
999 GET A$ 990 VTAB 1: GET A$
1000 REM *** VAB *** ' *******************
1010 REM HIMEM: 8135 ' *** VAB ***
1012 POKE 232,0:POKE 233,16 ' *******************
1015 PRINT:PRINT CHR$(4);"BLOAD VAB.SHAPE,A$1000" '**** REM *** Point to shape table location and load in VAB table
1000 POKE 232,0:POKE 233,16
1015 PRINT:PRINT CHR$(4);"BLOAD VAB.SHAPE,A$1000"
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
1035 HGR : ROT= 0: SCALE= 2 1035 HGR : ROT= 0: SCALE= 2