program TOM_BOMB_EM_AND_INVASION_OF_INANIMATE_OBJECTS; {by Vincent Weaver....21085-4706} uses nvmwgraph,crt,detect,smix,dos; {$G+} const {Shape Table Values for Game} shape1off = 8000; shape2off = 8400; shape3off = 8800; shape4off = 9200; shape5off = 9600; shape6off = 10000; shape7off = 10400; shape8off = 10800; shape9off = 11200; shape10off = 11600; shape11off = 12000; shape12off = 12400; shape13off = 12800; shape14off = 13200; shape15off = 13600; shape16off = 14000; shape17off = 14400; shape18off = 14800; shape19off = 15200; shape20off = 15600; bigship1off = 0; bigship2off = 1600; bigship3off = 3200; tbnoff = 0; tbeoff = 150; tbsoff = 300; tbwoff = 450; shapearray : array [1..20] of word =(8000,8400,8800,9200, 9600,10000,10400,10800, 11200,11600,12000,12400, 12800,13200,13600,14000, 14400,14800,15200,15600); shape2array : array [0..39] of word =(8000,8200,8400,8600,8800, 9000,9200,9400,9600,9800, 10000,10200,10400,10600,10800, 11000,11200,11400,11600,11800, 12000,12200,12400,12600,12800, 13000,13200,13400,13600,13800, 14000,14200,14400,14600,14800, 15000,15200,15400,15600,15800); shape3array : array [0..79] of word =(8000,8100,8200,8300,8400, 8500,8600,8700,8800,8900, 9000,9100,9200,9300,9400, 9500,9600,9700,9800,9900, 10000,10100,10200,10300,10400, 10500,10600,10700,10800,10900, 11000,11100,11200,11300,11400, 11500,11600,11700,11800,11900, 12000,12100,12200,12300,12400, 12500,12600,12700,12800,12900, 13000,13100,13200,13300,13400, 13500,13600,13700,13800,13900, 14000,14100,14200,14300,14400, 14500,14600,14700,14800,14900, 15000,15100,15200,15300,15400, 15500,15600,15700,15800,15900); type ScreenType = array [0..3999] of byte; {For Ansi Loading} Obstruction = record x,y:integer; shooting,dead,exploding:boolean; explodeprogress:byte; howmanyhits:integer; kind,lastshot:byte; end; EnemyInfo = record x,y:integer; kind:byte; out,exploding,boundarycheck,dead:boolean; explodprogress:byte; minx,maxx,xspeed,yspeed:integer; hitsneeded:integer; end; Virtual = Array [1..64000] of byte; { The size of our Virtual Screen } VirtPtr = ^Virtual; { Pointer to the virtual screen } ShapeTable = Array [0..16000] of byte; ShapePtr = ^ShapeTable; var ho,mi,se,s100:word; background:array[0..200,0..11] of byte; tempsec:integer; flames:boolean; inte:integer; dev,mix,stat,pro,loop : integer; md : string; howmuchscroll:byte; filestuff:searchrec; {for load game} savegamef:text; ondisk:string; tempch:char; VAR Virscr,VirScr2,VirScr3 : VirtPtr; { Our first Virtual screen } ShapeTable1:ShapePtr; num:byte; Vaddr,Vaddr2,Vaddr3 : Word; { The segment of our 2nd virt. screen} ShapeAddr:word; { The segment of the shape table} ShapeOfs:word; backofs,backseg:word; ourpal : Array [0..255,1..3] of byte; { A virtual pallette } enemy:array[0..5] of enemyinfo; passive:array[0..30] of obstruction; numpassive:integer; Soundp : Pointer; Check : BOOLEAN; hiscore,level,shields:integer; beginscore,beginshields:integer; score:longint; axel_und_carmen:boolean; tempi,tempj:integer; scorest:string[8]; soundeffects:boolean; lowscore:integer; it,hiname:string[10]; shipxadd,shipyadd,shipx,shipy,shipspeed,shipframe:integer; var grapherror:byte; temp:array[1..3] of byte; i,j:byte; x,y,barpos:integer; screen:screentype absolute $B800:0000; ch:char; procedure fillblock(xx1,yy1,xx2,yy2:integer;colo:byte;where:word); label gus3,gus; begin asm push es {Save Variables} push ds mov ax,where {Load where output Goes} mov es,ax mov ah,colo {Color To Block} mov al,colo mov bx,yy1 mov dx,bx {Multiply by 320 to find start row} shl dx,5 mov cx,dx shl dx,1 shl cx,3 add dx,cx add dx,xx1 {Add x to get column} mov di,dx {Load into register} mov dx,[xx2] {Calculate width and store in dx} sub dx,[xx1] mov bx,320 {Calcualte and store skipover} sub bx,dx push bx mov bx,[yy2] {calculate height and store in bx} sub bx,[yy1] gus3: mov cx,dx shr cx,1 {Divide width in half} jnc gus {If even, jump} stosb {then store odd byte} {Jump Past} gus: rep stosw {Its even.. so store words} pop cx {restore and add skipover} add di,cx push cx dec bx {decrement y line} jnz gus3 {if not zero, go back} pop cx pop ds {restore registers} pop es end; end; procedure ReadConfigFile; var ff:text; begin (* {$I-} assign(ff,'config.tb1'); reset(ff); close(ff); {$I+} if IOresult<>0 then begin writeln('Warning: Missing or Invalid "config.tb1" file'); writeln; writeln('Please run the "tbsetup" utility included to set up your computer. Thank You.'); halt(5); end; assign(ff,'config.tb1'); reset(ff); readln(ff,Xsoundeffects); readln(ff,Xsbsound); readln(ff,Xbaseio); readln(ff,Xirq); readln(ff,Xdma); close(ff); *) end; function menuread:char; var chtemp,ch2:char; begin repeat until keypressed; ch2:=#0; chtemp:=readkey; if chtemp=chr(0) then ch2:=readkey; chtemp:=upcase(chtemp); if (ord(chtemp)<10) and (ord(chtemp)<128) then begin if ch2='H' then chtemp:='ß'; {up} if ch2='M' then chtemp:='Þ'; {right} if ch2='P' then chtemp:='Ü'; {down} if ch2='K' then chtemp:='Ý'; {left} if ch2=';' then chtemp:='¨'; {f1} if ch2='I' then chtemp:='ô'; {pgup} if ch2='Q' then chtemp:='õ'; {pgdown} end; menuread:=chtemp; end; procedure coolbox(x1,y1,x2,y2:integer;fill:boolean;page:word); begin for i:=0 to 5 do box(x1+i,y1+i,x2-i,y2-i,31-i,page); if fill then for i:=y1+5 to y2-5 do horizontalline(x1+5,x2-5,i,7,page); end; Procedure ShutDown; { This frees the memory used by the virtual screen } BEGIN FreeMem (VirScr,64000); FreeMem (VirScr2,64000); FreeMem (VirScr3,16800); FreeMem (ShapeTable1,16000); END; Procedure SetUpVirtual; { This sets up the memory needed for the virtual screen } BEGIN GetMem (VirScr,64000); vaddr := seg (virscr^); GetMem (VirScr2,64000); vaddr2 := seg (virscr2^); GetMem (VirScr3,16800); vaddr3:=seg(virscr3^); GetMem (ShapeTable1,16000); shapeaddr:= seg (ShapeTable1^); shapeofs:=ofs (ShapeTable1^); backofs:=ofs(background); backseg:=seg(background); END; function showhiscore(showchart,savelist:boolean):integer; var hilist:text; testr:string[10]; place,tempi:integer; names:array[0..9] of string[10]; scores:array[0..9] of longint; label bob; begin assign(hilist,'HISCORE.TB1'); reset(hilist); for i:=0 to 9 do readln(hilist,names[i]); for i:=0 to 9 do readln(hilist,scores[i]); close(hilist); lowscore:=scores[9]; showhiscore:=scores[0]; if showchart then begin fillblock(45,40,285,160,7,vga); coolbox(45,40,285,160,false,vga); for i:=0 to 9 do outtextxy(names[i],51,46+(i*10),9,7,vga,true); for i:=0 to 9 do begin str(scores[i],testr); outtextxy(testr,181,46+(i*10),9,7,vga,true); end; repeat until keypressed; ch:=readkey; end; if savelist then begin place:=0; for tempi:=0 to 9 do if score>scores[tempi] then inc(place); place:=10-place; for tempi:=9 downto place do scores[tempi]:=scores[tempi-1]; for tempi:=9 downto place do names[tempi]:=names[tempi-1]; scores[place]:=score; names[place]:=hiname; assign(hilist,'HISCORE.TB1'); rewrite(hilist); for i:=0 to 9 do writeln(hilist,names[i]); for i:=0 to 9 do writeln(hilist,scores[i]); close(hilist); end; end; procedure putshape240over(shapeoffset,towhere,xacross,yacross,xx,yy:word); label bob,bob2,bob3; begin asm {saves registers} push ds mov cx,[yy] {multiplies y value by 320} shl cx,4 mov ax,cx shl cx,1 add ax,cx shl cx,1 add ax,cx shl cx,1 add ax,cx add ax,[xx] {adds the x-value to get offset} mov di,ax mov bx,[yacross] xor dx,dx mov ax,[shapeaddr] {moves segment of array} mov ds,ax mov ax,[shapeoffset] {moves offsett if array} {add ax,[shapeofs]} mov si,ax mov ax,towhere {loads place to move it} mov es,ax xor cx,cx xor dx,dx mov ax,240 sub ax,[xacross] {xacross?} bob: mov cx,[xacross] {how long to loop across (the x-size of array)} rep movsb cmp dx,bx jz bob3 xor cx,cx add di,ax inc dx jmp bob bob3: {restore variables} pop ds end; end; procedure putshape240(shapeoffset,towhere,xacross,yacross,xx,yy:word); label bob,bob4,bob2,bob3; begin asm {saves registers} push ds mov cx,[yy] {multiplies y value by 320} shl cx,4 mov ax,cx shl cx,1 add ax,cx shl cx,1 add ax,cx shl cx,1 add ax,cx add ax,[xx] {adds the x-value to get offset} mov di,ax mov bx,240 sub bx,[xacross] {xacross?} push bx mov bx,[yacross] xor dx,dx mov ax,[shapeaddr] {moves segment of array} mov ds,ax mov ax,[shapeoffset] {moves offsett if array} {add ax,[shapeofs]} mov si,ax mov ax,towhere {loads place to move it} mov es,ax xor ax,ax xor cx,cx xor dx,dx bob: mov cx,[xacross] {how long to loop across (the x-size of array)} bob4: xor ah,ah lodsb cmp ax,0 {If zero skip, if not, store value} jz bob2 stosb dec di bob2: {Adds when x-value must be increased} inc di loop bob4 cmp dx,bx jz bob3 xor cx,cx pop ax add di,ax push ax inc dx jmp bob bob3: pop bx {restore variables} pop ds end; end; procedure put10shape240(shapeoffset,towhere,xx,yy:word); label bob,bob4,bob2,bob3; begin asm {saves registers} push ds mov cx,[yy] {multiplies y value by 320} shl cx,4 mov ax,cx shl cx,1 add ax,cx shl cx,1 add ax,cx shl cx,1 add ax,cx add ax,[xx] {adds the x-value to get offset} mov di,ax mov bx,240 sub bx,10 {xacross?} push bx mov bx,9 xor dx,dx mov ax,[shapeaddr] {moves segment of array} mov ds,ax mov ax,[shapeoffset] {moves offsett if array} {add ax,[shapeofs]} mov si,ax mov ax,towhere {loads place to move it} mov es,ax xor ax,ax xor cx,cx xor dx,dx bob: mov cx,10 {how long to loop across (the x-size of array)} bob4: xor ah,ah lodsb cmp ax,0 {If zero skip, if not, store value} jz bob2 stosb dec di bob2: {Adds when x-value must be increased} inc di loop bob4 cmp dx,bx jz bob3 xor cx,cx pop ax add di,ax push ax inc dx jmp bob bob3: pop bx {restore variables} pop ds end; end; procedure putshape(shapeoffset,towhere,xacross,yacross,xx,yy:word); label bob,bob4,bob2,bob3; begin asm {saves registers} push ds mov ax,[yy] {multiplies y value by 320} shl ax,5 mov cx,ax shl ax,1 shl cx,3 add ax,cx add ax,[xx] {adds the x-value to get offset} mov di,ax mov bx,320 sub bx,[xacross] {xacross?} push bx mov bx,[yacross] xor dx,dx mov ax,[shapeaddr] {moves segment of array} mov ds,ax mov ax,[shapeoffset] {moves offsett if array} {add ax,[shapeofs]} mov si,ax mov ax,[towhere] {loads place to move it} mov es,ax xor ax,ax xor cx,cx xor dx,dx bob: mov cx,[xacross] {how long to loop across (the x-size of array)} bob4: xor ah,ah lodsb cmp ax,0 {If zero skip, if not, store value} jz bob2 stosb dec di bob2: {Adds when x-value must be increased} inc di loop bob4 cmp dx,bx jz bob3 xor cx,cx pop ax add di,ax push ax inc dx jmp bob bob3: pop bx {restore variables} pop ds end; end; procedure putshapeline(fromwhereo,towhere,xacross,yacross,xx,yy,line:word); var int,color:integer; {draws just one line of a shape with same syntax as putshape} begin for int:=0 to xacross do begin {does not work. stack overflow} (*asm push ax push bx push cx mov ax,[line] {multiplies y value by 320} mul [xacross] add ax,[int] mov bx,ax mov ax,[ShapeAddr] {moves segment of array} mov ds,ax {mov ax,[ShapeOfs]} {moves offset of array} mov ax,[fromwhereo] add ax,bx mov si,ax xor ax,ax lodsb mov [color],ax pop cx pop bx pop ax end;*) color:=ShapeTable1^[fromwhereo+((xacross*line)+int)]; if color<>0 then putpixel(xx+int,yy+line,color,towhere); end; end; procedure putshapeover(fromwhereo,towhere,xacross,yacross,xx,yy:word); label bbob,bbob4,bbob2,bbob3; begin asm push ax {saves registers} push dx push cx push bx push ds mov ax,[yy] {multiplies y value by 320} shl ax,5 mov cx,ax shl ax,1 shl cx,3 add ax,cx add ax,[xx] {adds the x-value to get offset} mov di,ax mov bx,320 sub bx,[xacross] {xacross?} push bx mov bx,[yacross] xor dx,dx mov ax,[shapeaddr] {moves segment of array} mov ds,ax (*add ax,[shapeofs] *) {moves offsett if array} mov ax,[fromwhereo] mov si,ax mov ax,[towhere] {loads place to move it} mov es,ax xor ax,ax xor cx,cx xor dx,dx bbob: mov cx,[xacross] {how long to loop across (the x-size of array)} bbob4: rep movsb {copies, overwriting} bbob2: {Adds when x-value must be increased} cmp dx,bx jz bbob3 xor cx,cx pop ax add di,ax push ax inc dx jmp bbob bbob3: pop bx {restore variables} pop ds pop bx pop cx pop dx pop ax end; end; procedure flip240(hm:integer); label gus; { This copies 240 columns from vaddr2 to vaddr } begin asm push ds mov ax, vaddr mov es, ax mov ax, vaddr2 mov bx,[hm] mov cx,bx shl bx,4 sub bx,cx add ax,bx mov ds, ax xor si,si xor di, di mov ax,200 gus: mov cx, 120 rep movsw add di,80 dec ax jnz gus pop ds end; end; procedure flip50(fromwhere,off1,whereto,off2:word); label gus; { This copies 240 columns from vaddr2 to vaddr } begin asm push ds mov ax, [whereto] add ax, [off2] mov es, ax mov ax, [fromwhere] add ax,[off1] mov ds, ax xor si,si xor di, di mov ax,50 gus: mov cx, 120 rep movsw dec ax jnz gus pop ds end; end; procedure help; begin cls(0,vga); coolbox(0,0,319,199,false,vga); outtextxy('HELP',144,10,4,0,vga,false); outtextxy('--------------------------------------',10,20,12,0,vga,false); outtextxy('IN THE GAME:',10,30,4,0,vga,false); outtextxy(' ARROWS MANUEVER',10,40,4,0,vga,false); outtextxy(' SPACE BAR FIRES MISSILES',10,50,4,0,vga,false); outtextxy(' F2 SAVES GAME',10,60,4,0,vga,false); outtextxy(' P=PAUSE S=TOGGLE SOUND ESC=QUIT',10,70,4,0,vga,false); outtextxy('--------------------------------------',10,80,12,0,vga,false); outtextxy('MISSION: SHOOT THE INANIMATE OBJECTS',10,90,4,0,vga,false); outtextxy(' WHY? WATCH THE STORY!',10,100,4,0,vga,false); outtextxy('--------------------------------------',10,110,12,0,vga,false); outtextxy('THE SPACE BAR SPEEDS UP MOVIE SCENES',10,120,4,0,vga,false); outtextxy('ESC QUITS THEM',10,130,4,0,vga,false); outtextxy('--------------------------------------',10,140,12,0,vga,false); outtextxy(' SEE "TB1.DOC" FOR MORE HELP/INFO',10,150,4,0,vga,false); outtextxy('--------------------------------------',10,160,12,0,vga,false); outtextxy('PRESS ANY KEY TO CONTINUE',64,185,4,0,vga,false); repeat until keypressed; ch:=readkey; end; Procedure setupsidebar; VAR i,x,y:integer; loop1,loop2,loop3:integer; tempaddr:word; procedure makehole(y:integer); begin fillblock(249,y,314,y+9,0,tempaddr); horizontalline(249,314,y,24,tempaddr); horizontalline(249,313,y+10,18,tempaddr); line(249,y,249,y+9,24,tempaddr); line(314,y+1,314,y+10,18,tempaddr); end; BEGIN tempaddr:=vaddr; fillblock(240,0,320,199,19,tempaddr); line(240,0,240,199,18,tempaddr); line(240,0,319,0,18,tempaddr); line(319,0,319,199,24,tempaddr); line(241,199,319,199,24,tempaddr); outtextxy('SCORE',241,1,127,0,tempaddr,false); outtextxy('SCORE',242,2,143,0,tempaddr,false); makehole(10); str(score,it); outtextxy(it,250+(8*(8-length(it))),11,12,0,tempaddr,true); outtextxy('HI-SCORE',241,21,127,0,tempaddr,false); outtextxy('HI-SCORE',242,22,143,0,tempaddr,false); str(hiscore,it); makehole(30); outtextxy(it,250+(8*(8-length(it))),31,12,0,tempaddr,true); outtextxy('LEVEL',241,41,127,0,tempaddr,false); outtextxy('LEVEL',242,42,143,0,tempaddr,false); makehole(50); outtextxy('SHIELDS',241,61,127,0,tempaddr,false); outtextxy('SHIELDS',242,62,143,0,tempaddr,false); makehole(70); for i:=0 to ((4*shields)-1) do line(250+i,71,250+i,78,(47-(i div 4)),tempaddr); outtextxy('WEAPONS',241,81,127,0,tempaddr,false); outtextxy('WEAPONS',242,82,143,0,tempaddr,false); makehole(90); fillblock(249,111,314,189,0,tempaddr); line(249,111,249,189,24,tempaddr); line(315,111,315,189,18,tempaddr); line(249,111,315,111,24,tempaddr); line(249,189,315,189,18,tempaddr); outtextxy(' TB1 ',251,114,15,0,tempaddr,false); outtextxy('F1-HELP ',251,124,15,0,tempaddr,false); outtextxy('ESC-QUIT',251,135,15,0,tempaddr,false); outtextxy('F2-SAVE ',251,145,15,0,tempaddr,false); flip (vaddr,vaddr2); END; procedure ClearKeyboardBuffer; begin mem[$0040:$001c]:=mem[$0040:$001a]; end; Procedure blockmove(x1,y1,x2,y2,p1,x3,y3,p2:word); { This is a small procedure to copy block x1,y1,x2,y2, from page 1 to x3,y3 on page 2} BEGIN asm push ds push es mov ax,p1 mov ds,ax mov ax,p2 mov es,ax mov bx,[X1] mov dx,[Y1] push bx {; and this again for later} mov bx, dx {; bx = dx} mov dh, dl {; dx = dx * 256} xor dl, dl shl bx, 6 {; bx = bx * 64} add dx, bx {; dx = dx + bx (ie y*320)} pop bx {; get back our x} add bx, dx {; finalise location} mov si, bx {; es:di = where to go} mov bx,[X3] mov dx,[Y3] push bx {; and this again for later} mov bx, dx {; bx = dx} mov dh, dl {; dx = dx * 256} xor dl, dl shl bx, 6 {; bx = bx * 64} add dx, bx {; dx = dx + bx (ie y*320)} pop bx {; get back our x} add bx, dx {; finalise location} mov di, bx {; es:di = where to go} mov ax,[y2] sub ax,[y1] mov dx,[x2] sub dx,[x1] mov bx,320 sub bx,dx @@1 : mov cx, dx { Width of block to copy divided by 2 } shr cx,1 jnc @@2 rep movsw movsb jmp @@3 @@2: rep movsw @@3: add di,bx add si,bx dec ax jnz @@1 pop es pop ds end; END; procedure pauseawhile(howlong:word); var i:word; begin i:=0; repeat waitretrace; inc(i); if i>howlong then exit; until keypressed; end; procedure changescore; var itemp,jtemp:integer; begin str(score:8,scorest); outtextxy(scorest,250,11,12,0,vaddr,true); if (score mod 400 =0) and (shields<16) then begin {if sbeffects then startsound(sound[2],0,false);} inc(shields); pal(254,shields*4,0,0); for itemp:=0 to shields do for jtemp:=71 to 78 do horizontalline(250+(itemp*4), 254+(itemp*4),jtemp, 47-itemp,vaddr); end; end; function collision(x1,y1,xsize1,ysize1,x2,y2,xsize2,ysize2:integer):boolean; var bob:byte; hit:boolean; label aat1,aat2,aat3,aat4; begin bob:=0; asm mov ax,[x1] mov bx,[x2] mov cx,[xsize1] mov dx,[xsize2] cmp bx,ax jnge aat1 xchg ax,bx xchg cx,dx aat1: add ax,cx add bx,dx sub ax,bx add cx,dx cmp cx,ax jnge aat3 inc [bob] mov ax,[y1] mov bx,[y2] mov cx,[ysize1] mov dx,[ysize2] cmp bx,ax jnge aat2 xchg ax,bx xchg cx,dx aat2: add ax,cx add bx,dx sub ax,bx add cx,dx cmp cx,ax jnge aat3 inc [bob] aat3: mov [hit],0 cmp [bob],2 jnz aat4 mov [hit],1 aat4: end; if hit then collision:=true else collision:=false; end; {%%} procedure clearshape; begin asm push es mov cx,8000 mov es,[shapeaddr] xor di,di mov al,5 mov ah,al rep stosw pop es end; end; procedure outbackline(line,row:word); label bob,bob2,bob3; var off2,off:word; begin off2:=vaddr3; {not sure why necessary, but keep} off:=backseg; {losing the values of the original} asm {saves registers} push ds push es xor ax,ax {old xx variable (times to repeat)=0} push ax {mov cx,[(4-row)*10)] } {multiplies y value by 2400} {calculates initial offset for y value} mov ax,4 sub ax,row shl ax,5 mov bx,ax shl ax,1 add bx,ax shl ax,2 add bx,ax shl ax,3 add bx,ax {original row offset is in bx} bob2: {get background array} mov ax,[off] mov ds,ax mov dx,[line] shl dx, 2 mov ax,dx shl dx,1 add ax,dx pop cx add ax,cx push cx add ax,[backofs] mov si,ax lodsb xor ah,ah mov cx,ax shl cx,3 {from background number, get actual offset} mov ax,cx shl cx,3 add ax,cx shl cx,1 add ax,cx add ax,8000 mov si,ax mov ax,[shapeaddr] mov ds,ax mov ax,[off2] {loads place to move it} mov es,ax mov di,bx mov ax,220 {what to add to increase one y} xor dx,dx bob: mov cx,20 {how long to loop across (the x-size of array)} rep movsb {move, overwriting} cmp dx,9 {see if longer than y size} jz bob3 {if so, end} add di,ax {if not, increase y by one} inc dx jmp bob bob3: add bx,20 {Increase starting offset value} pop cx {jump if not drawn 12 across} inc cx cmp cx,12 push cx jnz bob2 {restore variables} pop cx pop es pop ds end; end; procedure savegame; begin cls(0,vga); coolbox(0,0,319,199,false,vga); outtextxy('SAVE GAME',124,10,4,0,vga,false); outtextxy('THIS WILL ONLY SAVE HOW YOU WERE',10,20,4,0,vga,false); outtextxy('AT THE BEGINNING OF THE LEVEL!!!',10,30,4,0,vga,false); findfirst('SG?.TB1',ANYFILE,filestuff); ondisk:='ALREADY SAVED GAMES:'; while doserror=0 do with filestuff do begin ondisk:=concat(ondisk,name[3]); findnext(filestuff); end; if ondisk='' then ondisk:=concat(ondisk,'NONE'); outtextxy(ondisk,10,50,4,0,vga,false); outtextxy('SAVE WHICH GAME?',10,60,4,0,vga,false); repeat until keypressed; tempch:=readkey; if (tempch>='0') and (tempch<='9') then begin {$I-} ondisk:=concat('SG',tempch,'.TB1'); assign(savegamef,ondisk); rewrite(savegamef); {$I+} If IOResult=0 then begin writeln(savegamef,beginscore); writeln(savegamef,level); writeln(savegamef,beginshields); close(savegamef); outtextxy('GAME SAVED',120,150,15,0,vga,false); end else outtextxy('ERROR! GAME NOT SAVED!',102,150,15,0,vga,false); outtextxy('PRESS ANY KEY...',96,180,4,0,vga,false); repeat; until keypressed; tempch:=readkey; end; end; function upcollide(x,y,speed:word;add:integer;howfar,where:word):word; var add2,color:word; label mree1,mree2,mree3,mree4,mree5,mree6; begin add2:=y+add; asm {saves registers} push ds mov cx,[add2] {multiplies y value by 320} shl cx,4 mov ax,cx shl cx,1 add ax,cx shl cx,1 add ax,cx shl cx,1 add ax,cx add ax,[x] {adds the x-value to get offset} mov si,ax mov ax,[where] mov ds,ax xor ah,ah mov [color],0 mov dx,[speed] inc dx mree2: dec dx mov cx,[howfar] mree3: lodsb cmp ax,3 je mree1 cmp ax,5 je mree4 jne mree6 mree4: cmp bx,3 je mree6 mree1: mov [color],ax mov bx,ax mree6: loop mree3 add si,240 sub si,[howfar] cmp dx,0 jne mree2 pop ds end; upcollide:=color; end; function leftcollide(x,y,speed:word;add:integer;howfar,where:word):word; var add2,color:word; label mree1,mree2,mree3,mree4,mree5,mree6; begin add2:=x+add; asm {saves registers} push ds mov cx,[y] {multiplies y value by 320} shl cx,4 mov ax,cx shl cx,1 add ax,cx shl cx,1 add ax,cx shl cx,1 add ax,cx add ax,[add2] {adds the x-value to get offset} mov si,ax mov ax,[where] mov ds,ax xor ah,ah mov [color],0 mov dx,[howfar] inc dx mree2: dec dx mov cx,[speed] inc cx mree3: lodsb cmp ax,3 je mree1 cmp ax,5 jne mree6 cmp bx,3 je mree6 mree1: mov [color],ax mov bx,ax mree6: loop mree3 add si,240 sub si,[speed] cmp dx,0 jne mree2 pop ds end; leftcollide:=color; end; procedure loadlevel3shapes; var x,y,i,j,shape:byte; begin clearshape; grapherror:=loadpicsuperpacked(0,0,vaddr,false,true,'tblev3.tb1'); for j:=0 to 3 do for i:=0 to 19 do for x:=0 to 9 do for y:=0 to 9 do ShapeTable1^[shape3array[(j*20)+i]+((y*10)+x)] :=getpixel(1+x+(i*11),1+y+(j*11),vaddr); cls(0,vaddr); end; Procedure levelthree; label newroom; type{ EnemyInfo = record x,y:integer; kind:byte; out,exploding,boundarycheck,dead:boolean; explodprogress:byte; minx,maxx,xspeed,yspeed:integer; hitsneeded:integer; end;} pittype = record px,py:integer; end; kctype = record kcx,kcy:integer; kcout:boolean; end; const framedir:array[0..1,0..3] of integer =((0,1,0,-1),(1,0,-1,0)); VAR loop1,loop2:integer; ch,ch2:char; pits:array[0..4] of pittype; numpits:byte; bullet1x,bullet1y,bullet2x,bullet2y,i:integer; bullet1dir,bullet2dir,collide:byte; bullet1out,bullet2out:boolean; whichone,temp,temp2:integer; tempst:string; what:byte; k:integer; itemp,jtemp:byte; whatdelay:byte; tempilg:byte; xx:integer; ucollide,dcollide,lcollide,rcollide:word; walking,feet:byte; room:byte; backrow,topblocky:integer; levelover,odd,changeroom,havegun:boolean; whichroomnext:array[0..3] of byte; {n,s,e,w} keycards:array[0..3] of boolean; keycard:kctype; shieldup:array[0..11] of boolean; shieldx,shieldy,laserx,lasery:integer; laserup:array[0..11] of boolean; computers:array[0..11] of boolean; computerx,computery:integer; computer_0hits:integer; tempkc:byte; procedure horizwalls(x,y,howfar:word); var i:word; begin for i:=0 to howfar do put10shape240(shape3array[3],vaddr2,x+(i*10),y); end; procedure verticalwalls(x,y,howfar:word); var i:word; begin for i:=0 to howfar do put10shape240(shape3array[2],vaddr2,x,y+(i*10)); end; procedure dopits; var i:word; begin for i:=0 to (numpits-1) do with pits[i] do put10shape240(shape3array[5],vaddr2,px,py); end; procedure clearroom; var i,j:byte; begin for i:=0 to 23 do for j:=0 to 19 do put10shape240(shape3array[0], vaddr2,i*10,j*10); end; procedure doroom(n,s,e,w:boolean); var i:byte; begin for i:=0 to 2 do begin put10shape240(shape3array[18],vaddr2,100+(i*10),0); put10shape240(shape3array[18],vaddr2,100+(i*10),199); put10shape240(shape3array[19],vaddr2,0,90+(i*10)); put10shape240(shape3array[19],vaddr2,239,90+(i*10)); end; if n then begin horizwalls(0,0,10); horizwalls(130,0,10); end else horizwalls(0,0,23); if s then begin horizwalls(0,197,10); horizwalls(130,197,10); end else horizwalls(0,197,23); if e then begin verticalwalls(237,0,8); verticalwalls(237,110,8); end else for i:=0 to 20 do put10shape240(shape3array[2],vaddr2,237,i*10); if w then begin verticalwalls(0,0,8); verticalwalls(0,110,8); end else for i:=0 to 20 do put10shape240(shape3array[2],vaddr2,0,i*10); end; BEGIN {loadlevel3shapes;} computer_0hits:=0; whatdelay:=1; havegun:=true; for i:=0 to 3 do keycards[i]:=false; for i:=0 to 11 do begin shieldup[i]:=false; laserup[i]:=false; computers[i]:=false; end; shieldup[0]:=true; laserup[0]:=true; computers[0]:=true; shipx:=115; shipy:=180; odd:=false; shipxadd:=0; room:=0; shipyadd:=0; shipframe:=1; shipspeed:=5; ch:=#1; ch2:=#1; bullet1out:=false; bullet2out:=false; bullet1x:=0; bullet1y:=0; bullet2x:=0; bullet2y:=0; flip(vaddr2,vaddr); str(level,tempst); fillblock(251,52,314,59,0,vaddr); outtextxy(tempst,307,51,12,0,vaddr,false); cls(0,vaddr2); pal(250,0,0,63); pal(251,63,0,0); pal(254,shields*4,0,0); howmuchscroll:=50; cls(0,vga); coolbox(70,85,240,120,true,vga); outtextxy(' LEVEL THREE:',84,95,4,7,vga,false); outtextxy(' THE ALIEN SHIP',84,105,4,7,vga,false); clearkeyboardbuffer; pauseawhile(300); numpassive:=0; levelover:=false; newroom: numpits:=0; changeroom:=false; if room=254 then room:=0; clearroom; if shipframe=1 then shipy:=188 else if shipframe=3 then shipy:=3 else if shipframe=2 then shipx:=3 else if shipframe=4 then shipx:=228; keycard.kcout:=false; if room=0 then begin whichroomnext[0]:=1; whichroomnext[1]:=255; clearroom; verticalwalls(30,0,16); verticalwalls(207,0,16); verticalwalls(57,30,16); verticalwalls(180,30,16); with pits[0] do begin px:=95; py:=80; end; with pits[1] do begin px:=135; py:=80; end; numpits:=2; { actual} dopits; for i:=0 to 10 do for j:=0 to 2 do begin put10shape240(shape3array[4],vaddr2,60+(j*10),80+(i*10)); put10shape240(shape3array[4],vaddr2,150+(j*10),80+(i*10)); end; {walkway} for i:=0 to 15 do for j:=0 to 1 do put10shape240(shape3array[1],vaddr2,110+(j*10),40+(i*10)); put10shape240(shape3array[6],vaddr2,110,30); put10shape240(shape3array[6],vaddr2,120,30); computerx:=110; computery:=30; if shieldup[0] then begin shieldx:=10; shieldy:=10; put10shape240(shape3array[8],vaddr2,10,10); end; if laserup[0] then begin laserx:=220; lasery:=10; put10shape240(shape3array[7],vaddr2,220,10); end; {badguys} {put10shape240(shape3array[32],vaddr2,40,180); put10shape240(shape3array[32],vaddr2,190,180);} doroom(true,true,false,false); end; if room=1 then begin whichroomnext[0]:=2; whichroomnext[1]:=0; doroom(true,true,false,false); end; if room=2 then begin whichroomnext[1]:=1; whichroomnext[2]:=6; whichroomnext[3]:=4; with pits[0] do begin px:=95; py:=80; end; with pits[1] do begin px:=135; py:=80; end; numpits:=2; dopits; doroom(false,true,true,true); end; if room=3 then begin whichroomnext[0]:=4; if not(keycards[3]) then begin keycard.kcout:=true; keycard.kcx:=100; keycard.kcy:=100; put10shape240(shape3array[12],vaddr2,100,100); end; doroom(true,false,false,false); end; if room=4 then begin whichroomnext[0]:=7; whichroomnext[1]:=3; whichroomnext[2]:=2; doroom(true,true,true,false); end; if room=5 then begin whichroomnext[0]:=6; doroom(true,false,false,false); if not(keycards[2]) then begin keycard.kcout:=true; keycard.kcx:=100; keycard.kcy:=100; put10shape240(shape3array[11],vaddr2,100,100); end; end; if room=6 then begin whichroomnext[0]:=11; whichroomnext[1]:=5; whichroomnext[3]:=2; doroom(true,true,false,true); end; if room=7 then begin whichroomnext[0]:=8; whichroomnext[1]:=4; doroom(true,true,false,false); end; if room=8 then begin whichroomnext[1]:=7; whichroomnext[2]:=9; if not(keycards[0]) then begin keycard.kcout:=true; keycard.kcx:=100; keycard.kcy:=100; put10shape240(shape3array[9],vaddr2,100,100); end; doroom(false,true,true,false); end; if room=9 then begin whichroomnext[2]:=10; whichroomnext[3]:=8; doroom(false,false,true,true); end; if room=10 then begin whichroomnext[1]:=11; whichroomnext[3]:=9; if not(keycards[1]) then begin keycard.kcout:=true; keycard.kcx:=100; keycard.kcy:=100; put10shape240(shape3array[10],vaddr2,100,100); end; doroom(false,true,false,true); end; if room=11 then begin whichroomnext[0]:=10; whichroomnext[1]:=6; doroom(true,true,false,false); end; if room=255 then begin if keycards[0] and keycards[1] and keycards[2] and keycards[3] then begin levelover:=true; cls(0,vga); outtextxy('You Have won!',5,5,9,7,vga,false); outtextxy('But as you can see this level is not done yet.',5,15,9,7,vga,false); {outtextxy('Anyway');} readln; inc(level); end else begin cls(0,vga); outtextxy('You Cannot Leave Yet',5,5,9,7,vga,true); repeat until keypressed; tempch:=readkey; levelover:=false; shipframe:=1; room:=254; end; end; if (room=254) and not(levelover) then goto newroom; {**** GAME LOOP ****} {*******************} Repeat ch2:=#1; ch:=#1; flip240(0); {***Collision Check***} if numpits>0 then for i:=0 to (numpits-1) do with pits[i] do if collision(shipx,shipy,5,4,px,py,4,4) then begin levelover:=true; cls(0,vga); grapherror:=loadpicsuperpacked(0,0,vga,false,true,'tbpit.tb1'); {outtextxy('You Fell In A Pit!',5,5,9,2,vga,false);} clearkeyboardbuffer; repeat until keypressed; tempch:=readkey; end; if keycard.kcout then if collision(shipx,shipy,5,4,keycard.kcx,keycard.kcy,5,5) then begin keycard.kcout:=false; case room of 3: keycards[3]:=true; 5: keycards[2]:=true; 8: keycards[0]:=true; 10:keycards[1]:=true; end; put10shape240(shape3array[0],vaddr2,keycard.kcx,keycard.kcy); end; if shieldup[room] then if collision(shipx,shipy,5,4,shieldx,shieldy,5,5) then begin shieldup[room]:=false; put10shape240(shape3array[0],vaddr2,shieldx,shieldy); inc(shields); pal(254,shields*4,0,0); for itemp:=0 to shields do for jtemp:=71 to 78 do horizontalline(250+(itemp*4), 254+(itemp*4),jtemp, 47-itemp,vaddr); end; if laserup[room] then if collision(shipx,shipy,5,4,laserx,lasery,5,5) then begin laserup[room]:=false; put10shape240(shape3array[0],vaddr2,laserx,lasery); end; if computers[room] then if collision(shipx,shipy,5,4,computerx,computery,10,5) then begin cls(0,vga); grapherror:=loadpicsuperpacked(0,0,vga,false,true,'tbconsol.tb1'); tempkc:=0; if keycards[0] then begin inc(tempkc); putpixel(147,132,0,vga); end; if keycards[1] then begin inc(tempkc); putpixel(179,132,0,vga); end; if keycards[2] then begin inc(tempkc); putpixel(179,160,0,vga); end; if keycards[3] then begin inc(tempkc); putpixel(147,160,0,vga); end; case room of 0: begin inc(computer_0hits); if computer_0hits=1 then begin outtextxy('COMPUTER ACTIVATED:',47,30,2,0,vga,true); outsmalltextxy(' HUMAN YOU HAVE COME TOO SOON. LEVELS 3',47,40,2,0,vga,true); outsmalltextxy(' AND 4 ARE INCOMPLETE.',47,48,2,0,vga,true); outsmalltextxy(' ANYWAY I CAN SEE YOU ARE NOT THE',47,58,2,0,vga,true); outsmalltextxy(' TENTACLEE COMMANDER. YOU ARE IN',47,66,2,0,vga,true); outsmalltextxy(' GRAVE DANGER. LUCKILY THE MAIN',47,74,2,0,vga,true); outsmalltextxy(' COMPUTER SYSTEM DOES NOT APPROVE',47,82,2,0,vga,true); outsmalltextxy(' OF THE TENTACLEE''S POLICIES.',47,90,2,0,vga,true); outsmalltextxy(' I PERSONALLY CANNOT SHUT OFF THE TRACTOR',47,100,2,0,vga,true); outsmalltextxy(' BEAM. YOU MUST RETRIEVE FOUR KEYCARDS',47,108,2,0,vga,true); outsmalltextxy(' SCATTERED AROUND THE FLIGHT DECK.',47,116,2,0,vga,true); outsmalltextxy(' THE MAP BELOW WILL AID YOU.',47,124,2,0,vga,true); end; if computer_0hits=2 then begin outtextxy('COMPUTER ACTIVATED:',47,30,2,0,vga,true); outsmalltextxy(' HUMAN I HAVE ALREADY TOLD YOU MUCH.',47,40,2,0,vga,true); outsmalltextxy(' COLLECT THE 4 KEYCARDS, MADE OF',47,48,2,0,vga,true); outsmalltextxy(' RUBY, GOLD, EMERALD, AND ALUMINUM.',47,56,2,0,vga,true); outsmalltextxy(' WATCH OUT FOR ENEMIES NOT UNDER MY',47,66,2,0,vga,true); outsmalltextxy(' CONTROL, RADIOACTIVE FLOORS, AND',47,74,2,0,vga,true); outsmalltextxy(' EXTREMELY DEEP PITS.',47,82,2,0,vga,true); end; if computer_0hits>2 then begin outtextxy('COMPUTER ACTIVATED:',47,30,2,0,vga,true); outsmalltextxy(' HUMAN, GO AWAY. YOU ANNOY ME.',47,40,2,0,vga,true); outsmalltextxy(' I HAVE TOLD YOU EVERYTHING.',47,48,2,0,vga,true); end; end; end; clearkeyboardbuffer; repeat until keypressed; tempch:=readkey; shipx:=shipx+(4*framedir[1,shipframe]); shipy:=shipy+(4*framedir[0,shipframe]); end; {***DO EXPLOSIONS***} { for i:=0 to 30 do if passive[i].exploding then with passive[i] do begin inc(explodeprogress); putshape240(shape2array[35+explodeprogress],vaddr2, 20,9,x,y+howmuchscroll); if explodeprogress>4 then begin dead:=true; exploding:=false; putshape240over(14800(*shape2array[34]*),vaddr2, 20,9,x,y+howmuchscroll); end; end; } {***MOVE BULLET***} if bullet1out then begin case bullet1dir of 1:begin dec(bullet1y,5); collide:=upcollide(bullet1x,bullet1y,5,-5,3,vaddr2); end; 2:begin inc(bullet1x,5); collide:=leftcollide(bullet1x,bullet1y,5,10,3,vaddr2); end; 3:begin inc(bullet1y,5); collide:=upcollide(bullet1x,bullet1y,5,10,3,vaddr2); end; 4:begin dec(bullet1x,5); collide:=leftcollide(bullet1x,bullet1y,5,-5,3,vaddr2); end; end; if collide<>0 then bullet1out:=false; if bullet1out then putshape(shape3array[76],vaddr,10,9,bullet1x,bullet1y); end; if bullet2out then begin dec(bullet2y,5); if bullet2y<5 then bullet2out:=false; if bullet2out then putshape(shape3array[76],vaddr,10,9,bullet2x,bullet2y); end; {***MOVE ENEMIES***} { for j:=0 to 30 do begin if passive[j].dead=false then begin inc(passive[j].y); if(passive[j].y)>190 then passive[j].dead:=true; end; end; for j:=0 to 30 do begin if passive[j].lastshot>0 then dec(passive[j].lastshot); if (passive[j].dead=false) and (passive[j].shooting) and (passive[j].lastshot=0) and (passive[j].y>0) then begin tempilg:=7; for i:=0 to 5 do if enemy[i].out=false then tempilg:=i; if tempilg<>7 then begin passive[j].lastshot:=30; enemy[tempilg].out:=true; enemy[tempilg].y:=passive[j].y; enemy[tempilg].x:=passive[j].x+5; enemy[tempilg].yspeed:=5; enemy[tempilg].kind:=25; if passive[j].kind=11 then enemy[tempilg].kind:=26; end; end; end; for j:=0 to 5 do begin if enemy[j].out then begin putshape(shape2array[enemy[j].kind],vaddr, 20,9,enemy[j].x,enemy[j].y); enemy[j].y:=enemy[j].y+enemy[j].yspeed; if enemy[j].y>189 then enemy[j].out:=false; end; end; } {***READ KEYBOARD***} if keypressed then BEGIN ch:=readkey; if ch=chr(0) then ch2:=readkey; if ch=#27 then levelover:=true; clearkeyboardbuffer; if ch2='M' then begin if (shipframe=2) and (shipxadd=0) then shipxadd:=2 else if (shipframe<>2) then shipframe:=2 else inc(shipxadd); end; if ch2='K' then begin if (shipframe=4) and (shipxadd=0) then shipxadd:=-2 else if (shipframe<>4) then shipframe:=4 else dec(shipxadd); end; if ch2='H' then begin if (shipframe=1) and (shipyadd=0) then shipyadd:=-2 else if (shipframe<>1) then shipframe:=1 else dec(shipyadd); end; if ch2='P' then begin if (shipframe=3) and (shipyadd=0) then shipyadd:=2 else if (shipframe<>3) then shipframe:=3 else inc(shipyadd); end; if ch2=';' then help; if ch='+' then begin inc(whatdelay); if whatdelay>25 then whatdelay:=25; end; if (ch='P') or (ch='p') then begin coolbox(65,85,175,110,true,vga); outtextxy('GAME PAUSED',79,95,4,7,vga,false); clearkeyboardbuffer; repeat until keypressed; tempch:=readkey; end; if ch='-' then begin dec(whatdelay); if whatdelay<1 then whatdelay:=1; end; {if (ch='S') or (ch='s') then sbeffects:=not(sbeffects);} if ch2='<' then savegame; end; if (ch=' ') and havegun then begin if (bullet1out=false) then begin {if sbeffects then StartSound(Sound[4], 0, false);} bullet1out:=true; bullet1x:=shipx+3; bullet1y:=shipy+4; bullet1dir:=shipframe; putshape(shape3array[76],vaddr,10,9,bullet1x,bullet1y); end else if (bullet2out=false) then begin {if sbeffects then StartSound(Sound[4], 0, false);} bullet2out:=true; bullet2x:=shipx; bullet2y:=shipy; bullet2dir:=shipframe; putshape(shape3array[76],vaddr,10,9,bullet2x,bullet2y); end; end; {***MOVE SHIP***} ucollide:=upcollide(shipx,shipy,abs(shipyadd),-abs(shipyadd),10,vaddr2); dcollide:=upcollide(shipx,shipy,abs(shipyadd),8,10,vaddr2); lcollide:=leftcollide(shipx,shipy,abs(shipxadd),-abs(shipxadd),8,vaddr2); rcollide:=leftcollide(shipx,shipy,abs(shipxadd),0,8,vaddr2); if (shipframe=1) and (ucollide<>0) then shipyadd:=0; if (shipframe=3) and (dcollide<>0) then shipyadd:=0; if (shipframe=2) and (rcollide<>0) then shipxadd:=0; if (shipframe=4) and (lcollide<>0) then shipxadd:=0; shipy:=shipy+shipyadd; shipyadd:=shipyadd-sgn(shipyadd); shipx:=shipx+shipxadd; shipxadd:=shipxadd-sgn(shipxadd); case ucollide of 5: begin changeroom:=true; room:=whichroomnext[0]; end; end; case dcollide of 5: begin changeroom:=true; room:=whichroomnext[1]; end; end; case rcollide of 5: begin changeroom:=true; room:=whichroomnext[2]; end; end; case lcollide of 5: begin changeroom:=true; room:=whichroomnext[3]; end; end; if (shipyadd<>0) or (shipxadd<>0) then inc(walking,4) else walking:=0; if walking>12 then walking:=0; CASE shipframe of 1 : putshape (shape3array[60+walking],vaddr,10,9,shipx,shipy); 2 : putshape (shape3array[61+walking],vaddr,10,9,shipx,shipy); 3 : putshape (shape3array[62+walking],vaddr,10,9,shipx,shipy); 4 : putshape (shape3array[63+walking],vaddr,10,9,shipx,shipy); END; waitretrace; flip (vaddr,vga); if odd then begin pal(250,0,0,63); pal(251,63,0,0); odd:=not(odd); end else begin pal(251,0,0,63); pal(250,63,0,0); odd:=not(odd); end; for i:=0 to whatdelay do waitretrace; if changeroom then goto newroom; until levelover; END; function grinput(xv,yv,howlong,forecol,backcol:integer):string; var tempst:string; ch3:char; label bob; begin tempst:=''; ch3:='Û'; repeat repeat until keypressed; ch3:=readkey; if (ch3=#8) and (ord(tempst[0])>0) then begin fillblock(xv,yv,ord(tempst[0])*8+xv,yv+8,backcol,vga); dec(tempst[0]); end; if length(tempst)>=howlong then goto bob; if ch3>#20 then tempst:=concat(tempst,ch3); if tempst[0]>#0 then outtextxy(tempst,xv,yv,forecol,backcol,vga,true); bob: until ch3=#13; grinput:=tempst; end; procedure loadshapes; var x,y,i,j,shape:byte; begin grapherror:=loadpicsuperpacked(0,0,vaddr,false,true,'ships.tb1'); for i:=0 to 47 do for j:=0 to 29 do begin ShapeTable1^[bigship1off+((j*43)+i)]:=getpixel(i,j,vaddr); ShapeTable1^[bigship2off+((j*43)+i)]:=getpixel(i,j+32,vaddr); ShapeTable1^[bigship3off+((j*43)+i)]:=getpixel(i,j+64,vaddr); end; grapherror:=loadpicsuperpacked(0,0,vaddr,false,true,'tbshapes.tb1'); for j:=0 to 1 do for i:=0 to 9 do for x:=0 to 17 do for y:=0 to 17 do ShapeTable1^[shapearray[(((j*10)+1)+i)]+((y*18)+x)] :=getpixel(1+x+(i*19),1+y+(j*19),vaddr); cls(0,vaddr); end; procedure littleopener; begin grapherror:=loadpicsuperpacked(0,0,vga,true,false,'moon2.tb1'); fade; cls(0,vga); grapherror:=loadpicsuperpacked(0,0,vga,false,true,'moon2.tb1'); for i:=0 to 15 do for j:=0 to 18 do begin ShapeTable1^[6000+((j*16)+i)]:=getpixel(i+9,j+178,vga); ShapeTable1^[6400+((j*16)+i)]:=getpixel(i+30,j+178,vga); end; fillblock(0,178,319,199,0,vga); unfade; flip(vga,vaddr); flip(vaddr,vaddr2); for i:=100 downto 0 do begin flip(vaddr2,vaddr); putshape(6400,vaddr,16,18,i,100); waitretrace; if keypressed then if readkey=#27 then exit; flip(vaddr,vga); end; flip(vaddr2,vga); outtextxy('>KCHK< TOM! WHERE ARE YOU GOING?',5,180,15,0,vga,true); pauseawhile(500); if keypressed then ch:=readkey; waitretrace; fillblock(0,178,319,199,0,vga); outtextxy('Ooops. ',5,180,24,0,vga,true); pauseawhile(500); if keypressed then ch:=readkey; for inte:=0 to 151 do begin flip(vaddr2,vaddr); putshape(6000,vaddr,16,18,inte*2,100); waitretrace; flip(vaddr,vga); if keypressed then if readkey=#27 then exit; end; flip(vaddr2,vga); pauseawhile(5); fade; cls(0,vga); unfade; end; procedure littleopener3; var star_x:array[0..5]of integer; star_y:array[0..5]of integer; begin loadlevel3shapes; grapherror:=loadpicsuperpacked(0,0,vga,true,false,'tbl2ship.tb1'); fade; cls(0,vga); grapherror:=loadpicsuperpacked(0,0,vaddr,false,true,'tbl3intr.tb1'); blockmove(0,3,171,117,vaddr,10,10,vga); putshape (shape3array[60],vga,10,9,113,52); unfade; outtextxy('Hmmmm... STUPID TRACTOR BEAM.',10,155,10,0,vga,false); outtextxy('I GUESS I''D BETTER GO SHUT IT OFF.',10,165,10,0,vga,false); pauseawhile(700); clearkeyboardbuffer; for i:=24 downto 0 do begin blockmove(0,3,171,117,vaddr,10,10,vga); putshape (shape3array[60+(4*(i mod 4))],vga,10,9,113,28+i); waitretrace; waitretrace; waitretrace; waitretrace; waitretrace; waitretrace; end; putshape (shape3array[60],vga,10,9,113,28); fillblock(10,155,300,185,0,vga); outtextxy('I''M LUCKY I WORE MAGNETIC SHOES.',10,155,12,0,vga,false); outtextxy('Hmmmm. SOMEONE LEFT THE AIR-LOCK',10,165,12,0,vga,false); outtextxy(' UNLOCKED. STRANGE.',10,175,12,0,vga,false); pauseawhile(600); clearkeyboardbuffer; putpixel(110,20,10,vga); putpixel(110,22,10,vga); fillblock(111,14,123,29,0,vga); fillblock(10,155,300,185,0,vga); outtextxy('I HOPE THIS ISN''T A TRAP.',10,155,9,0,vga,false); outtextxy('I WISH I HAD SOME FORM OF ',10,165,9,0,vga,false); outtextxy(' WEAPON.',10,175,9,0,vga,false); pauseawhile(600); clearkeyboardbuffer; fade; cls(0,vga); blockmove(179,41,287,134,vaddr,10,10,vga); for i:=0 to 5 do begin star_x[i]:=37+random(70); star_y[i]:=18+random(56); putpixel(star_x[i],star_y[i],15,vga); end; outtextxy('WOW!! A GLASS-WALLED AIR-LOCK.',10,135,9,0,vga,false); unfade; pauseawhile(500); clearkeyboardbuffer; fillblock(10,135,300,185,0,vga); outtextxy('NOW WHERE ARE WE GOING?',5,125,9,0,vga,false); outtextxy('I GUESS THE PLANET EERM.',5,135,9,0,vga,false); outtextxy('WHAT AN ODD NAME.',5,145,9,0,vga,false); outtextxy('AND WHY AM I TALKING TO MYSELF?',5,155,10,0,vga,false); outtextxy('ANYWAY I JUST WANT TO GO HOME',5,165,9,0,vga,false); outtextxy(' AND SLEEP.',5,175,9,0,vga,false); clearkeyboardbuffer; j:=0; while (j<2400) and (not(keypressed)) do begin inc(j); for i:=0 to 5 do begin putpixel(star_x[i],star_y[i],0,vga); inc(star_x[i]); if star_x[i]>107 then begin star_x[i]:=37; star_y[i]:=18+random(56); end; putpixel(star_x[i],star_y[i],15,vga); end; waitretrace; waitretrace;waitretrace; end; if keypressed then ch:=readkey; fade; cls(0,vga); unfade; end; procedure playthegame(lev:integer); begin fade; cls(0,vga); unfade; cls(0,vaddr); level:=lev; if level=0 then begin littleopener; shields:=10; score:=0; inc(level); end; beginscore:=score; beginshields:=shields; loadshapes; grapherror:=loadpicsuperpacked(0,0,vga,true,false,'tbsobj.tb1'); hiscore:=showhiscore(false,false); if level=1 then begin setupsidebar; y:=0; {levelone}; end; if level=3 then begin setupsidebar; beginscore:=score; beginshields:=shields; littleopener3; levelthree; end; clearkeyboardbuffer; coolbox(70,85,170,110,true,vga); outtextxy('GAME OVER',84,94,4,7,vga,false); for inte:=0 to 100 do waitretrace; repeat until keypressed; tempch:=readkey; clearkeyboardbuffer; hiscore:=showhiscore(false,false); if score>lowscore then begin coolbox(10,75,310,125,true,vga); outtextxy('NEW HIGH SCORE!',90,80,12,7,vga,false); outtextxy('ENTER YOUR NAME (10 Chars)',30,90,0,7,vga,false); hiname:=grinput(110,110,10,11,7); hiscore:=showhiscore(false,true); end; hiscore:=showhiscore(true,false); fade; cls(0,vga); end; procedure shadowrite(st:string;x5,y5,forecol,backcol:integer); begin outtextxy(st,x5+1,y5+1,backcol,0,vga,false); outtextxy(st,x5,y5,forecol,0,vga,false); end; procedure QUIT; label menu2; begin coolbox(90,75,230,125,true,vga); barpos:=0; outtextxy('QUIT??? ARE YOU',97,82,9,7,vga,false); outtextxy('ABSOLUTELY SURE?',97,90,9,7,vga,false); repeat if barpos=0 then outtextxy('YES-RIGHT NOW!',97,98,150,0,vga,true) else outtextxy('YES-RIGHT NOW!',97,98,150,7,vga,true); if barpos=1 then outtextxy('NO--NOT YET.',97,106,150,0,vga,true) else outtextxy('NO--NOT YET.',97,106,150,7,vga,true); ch:=menuread; if (ord(ch)>219) and (ord(ch)<224) then inc(barpos); if ch='Y' then barpos:=0; if ch='N' then barpos:=1; if barpos=2 then barpos:=0; until ch=#13; if barpos=1 then goto menu2; settext; gotoxy(1,23); textcolor(7); {if sbsound then shutdownsb1;} shutdown; halt; menu2: barpos:=6; end; label picloader,menu; begin setuptb1; ReadConfigFile; axel_und_carmen:=true; {as_of_9-22-94} {change_back_10-6-94} {uh_oh 2-21-95} {gone for real long time 10-12-95} {not carmen anymore, but Gus} randomize; setupvirtual; fade; setmcga; cls(0,vga); grapherror:=loadpicsuperpacked(0,0,vga,true,false,'tbomb1.tb1'); score:=500; shields:=10; playthegame(3); unfade; quit; end.