mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-12-25 20:30:31 +00:00
ksp: convert comments to the new ' style. Finished loading screen part
This commit is contained in:
parent
c8aecd86d9
commit
010e5766c9
96
ksp/ksp.bas
96
ksp/ksp.bas
@ -1,24 +1,44 @@
|
||||
5 REM *** KSP by Vince Weaver ***
|
||||
6 REM *** A VMW Software Production ***
|
||||
10 HOME
|
||||
20 HGR
|
||||
100 REM *** SQUAD SCREEN ***
|
||||
110 PRINT CHR$(4);"BLOAD SQUAD.HGR,A$2000"
|
||||
580 S=0
|
||||
585 I=INT(RND(1)*8)+1
|
||||
590 VTAB 21: PRINT " ";
|
||||
600 FOR I=1 TO 32: PRINT ".";: NEXT I
|
||||
' *********************************************
|
||||
' *** KSP by Vince Weaver, vince@deater.net ***
|
||||
' *** ***
|
||||
' *** A VMW Software Production ***
|
||||
' *********************************************
|
||||
'
|
||||
' http://www.deater.net/weave/vmwprod/ksp/
|
||||
' https://github.com/deater/dos33fsprogs
|
||||
'
|
||||
' Note: you'll want to run this through my tokenize_asoft
|
||||
' routine to remove these comments and create a proper
|
||||
' Applesoft BASIC file
|
||||
' Why not use REM statements? They take up valuable space
|
||||
' in RAM (we optimistically only have around 12kB to play with)
|
||||
' as well as slow down execution as BASIC is interpreted.
|
||||
'
|
||||
' Variable List: (Note, in Applesoft only first 2 chars matters)
|
||||
' D$ = 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$2000"
|
||||
' *** REM *** Randmoize the start of the witty loading comments
|
||||
580 S=0:I=INT(RND(1)*8)+1
|
||||
' *** REM *** Prepare for the status bar
|
||||
590 VTAB 21: PRINT " ";:FOR I=1 TO 32: PRINT ".";: NEXT I
|
||||
' *** REM *** LOADING SCREEN ***
|
||||
700 FOR J=1 TO 32
|
||||
704 REM *** LOADING SCREEN ***
|
||||
708 IF J=16 THEN PRINT: PRINT CHR$(4);"BLOAD LOADING.HGR,A$2000"
|
||||
708 IF J=16 THEN PRINT: PRINT D$"BLOAD LOADING.HGR,A$2000"
|
||||
710 HTAB J+4:VTAB 21
|
||||
720 INVERSE: PRINT " ";: NORMAL
|
||||
790 S=S+1: IF S=4 THEN S=0
|
||||
795 IF S<>1 GOTO 840
|
||||
800 I=I+1: IF I > 8 THEN I=1
|
||||
802 VTAB 22: HTAB 1
|
||||
803 PRINT " ";
|
||||
802 VTAB 22: HTAB 1:PRINT " ";
|
||||
805 ON I GOSUB 850,851,852,853,854,855,856,857
|
||||
' *** REM *** Slow down so we don't load so fast
|
||||
840 FOR T=1 TO 250: NEXT T
|
||||
842 NEXT J
|
||||
845 GOTO 900
|
||||
@ -30,30 +50,34 @@
|
||||
855 HTAB 11:PRINT "Warming up the 6502":RETURN
|
||||
856 HTAB 10:PRINT "Preparing Explosions":RETURN
|
||||
857 HTAB 10:PRINT "Unleashing the Kraken":RETURN
|
||||
900 REM *** TITLE SCREEN ***
|
||||
902 HOME: PRINT: PRINT CHR$(4);"BLOAD TITLE.HGR,A$2000"
|
||||
903 HTAB 27:VTAB 24: PRINT "VERSION 1.3.7";
|
||||
905 REM ****************
|
||||
906 REM KSP THEME MUSIC
|
||||
907 REM SEE http://eightbitsoundandfury.ld8.org/programming.html
|
||||
908 REM ****************
|
||||
910 FOR L = 770 TO 790: READ V: POKE L,V: NEXT L
|
||||
920 DATA 173,48,192,136,208,5,206,1,3,240,9
|
||||
930 DATA 202,208,245,174,0,3,76,2,3,96
|
||||
935 REM L2ECGL4CEGL2B-AGL4CEGL2B-AGCD
|
||||
940 FOR I=1 TO 17: READ F: READ D: POKE 768,F: POKE 769,D: CALL 770: NEXT I
|
||||
950 DATA 202,216,255,216,170,216
|
||||
955 DATA 255,108,202,108,170,108
|
||||
960 DATA 143,216,152,216,170,216
|
||||
' *** REM *** TITLE SCREEN ***
|
||||
900 HOME: PRINT: PRINT D$"BLOAD TITLE.HGR,A$2000"
|
||||
905 HTAB 25:VTAB 24: PRINT "VERSION 1.3.7.1";
|
||||
' *** REM ****************
|
||||
' *** REM KSP THEME MUSIC
|
||||
' *** REM SEE http://eightbitsoundandfury.ld8.org/programming.html
|
||||
' *** REM This loads an assembly language routine that generates
|
||||
' *** REM Square waves on the speaker output
|
||||
' *** REM ****************
|
||||
910 FOR L = 770 TO 790: READ V: POKE L,V: NEXT L
|
||||
920 DATA 173,48,192,136,208,5,206,1,3,240,9
|
||||
930 DATA 202,208,245,174,0,3,76,2,3,96
|
||||
' *** REM on qbasic this would be PLAY "L2ECGL4CEGL2B-AGL4CEGL2B-AGCD"
|
||||
940 FOR I=1 TO 17: READ F: READ D: POKE 768,F: POKE 769,D: CALL 770: NEXT I
|
||||
950 DATA 202,216,255,216,170,216
|
||||
955 DATA 255,108,202,108,170,108
|
||||
960 DATA 143,216,152,216,170,216
|
||||
965 DATA 255,108,202,108,170,108
|
||||
970 DATA 143,216,152,216,170,216,255,216,227,255
|
||||
989 REM *** DONE LOADING ***
|
||||
990 VTAB 1
|
||||
999 GET A$
|
||||
1000 REM *** VAB ***
|
||||
1010 REM HIMEM: 8135
|
||||
1012 POKE 232,0:POKE 233,16
|
||||
1015 PRINT:PRINT CHR$(4);"BLOAD VAB.SHAPE,A$1000"
|
||||
' *** REM *** DONE LOADING ***
|
||||
' *** REM *** Wait for keypress
|
||||
990 VTAB 1: GET A$
|
||||
' *******************
|
||||
' *** VAB ***
|
||||
' *******************
|
||||
'**** 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
|
||||
1030 REM FOR L = 8135 TO 8175: READ B: POKE L,B: NEXT L
|
||||
1035 HGR : ROT= 0: SCALE= 2
|
||||
|
Loading…
Reference in New Issue
Block a user