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ksp: update with loading
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@ -9,15 +9,15 @@ basic: VAB.BAS THEME.BAS
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VAB.BAS: vab.bas
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$(TXT2BAS) < vab.bas > VAB.BAS
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THEME.BAS: theme.bas
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$(TXT2BAS) < theme.bas > THEME.BAS
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LOADING.BAS: loading.bas
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$(TXT2BAS) < loading.bas > LOADING.BAS
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ksp.dsk: LOADING.HGR SQUAD.HGR TITLE.HGR THEME.BAS VAB.BAS
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ksp.dsk: LOADING.HGR SQUAD.HGR TITLE.HGR LOADING.BAS VAB.BAS
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$(DOS33) -y ksp.dsk SAVE B LOADING.HGR
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$(DOS33) -y ksp.dsk SAVE B SQUAD.HGR
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$(DOS33) -y ksp.dsk SAVE B TITLE.HGR
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$(DOS33) -y ksp.dsk SAVE A VAB.BAS
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$(DOS33) -y ksp.dsk SAVE A THEME.BAS
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$(DOS33) -y ksp.dsk SAVE A LOADING.BAS
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LOADING.HGR: loading.pcx
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BIN
ksp/ksp.dsk
BIN
ksp/ksp.dsk
Binary file not shown.
48
ksp/loading.bas
Normal file
48
ksp/loading.bas
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@ -0,0 +1,48 @@
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5 REM *** KSP by Vince Weaver ***
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6 REM *** A VMW Software Production ***
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10 HOME
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20 HGR
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100 REM *** SQUAD SCREEN ***
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110 PRINT CHR$(4);"BLOAD SQUAD.HGR,A$2000"
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400 REM *** LOADING SCREEN ***
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410 REM BLOAD LOADING.HGR,A$2000
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420 REM *** TITLE SCREEN ***
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430 REM BLOAD TITLE.HGR,A$2000
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580 S=0
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590 VTAB 21: PRINT " ";
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600 FOR I=1 TO 32: PRINT ".";: NEXT I
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700 FOR J=1 TO 32
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710 HTAB J+4:VTAB 21
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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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795 IF S<>1 GOTO 840
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800 I=INT(RND(1)*8)+1
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802 VTAB 22: HTAB 1
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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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840 FOR T=1 TO 200: NEXT T
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842 NEXT J
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845 END
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850 HTAB 10:PRINT "Adding Extraneous Ks":RETURN
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851 HTAB 14:PRINT "Locating Jeb":RETURN
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852 HTAB 11:PRINT "Breaking Quicksaves":RETURN
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853 HTAB 12:PRINT "Patching Conics":RETURN
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854 HTAB 12:PRINT "Spinning up Duna":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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857 HTAB 10:PRINT "Unleashing the Kraken":RETURN
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900 REM ****************
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901 REM KSP THEME MUSIC
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902 REM SEE http://eightbitsoundandfury.ld8.org/programming.html
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903 REM ****************
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910 FOR L = 770 TO 790: READ V: POKE L,V: NEXT L
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920 DATA 173,48,192,136,208,5,206,1,3,240,9
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930 DATA 202,208,245,174,0,3,76,2,3,96
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935 REM L2ECGL4CEGL2B-AGL4CEGL2B-AGCD
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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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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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970 DATA 143,216,152,216,170,216,255,216,227,255
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999 REM *** DONE LOADING ***
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@ -1,11 +0,0 @@
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5 REM SEE http://eightbitsoundandfury.ld8.org/programming.html
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10 FOR L = 770 TO 790: READ V: POKE L,V: NEXT L
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20 DATA 173,48,192,136,208,5,206,1,3,240,9
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30 DATA 202,208,245,174,0,3,76,2,3,96
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35 REM L2ECGL4CEGL2B-AGL4CEGL2B-AGCD
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40 FOR I=1 TO 17: READ F: READ D: POKE 768,F: POKE 769,D: CALL 770: NEXT I
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50 DATA 202,216,255,216,170,216
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55 DATA 255,108,202,108,170,108
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60 DATA 143,216,152,216,170,216
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65 DATA 255,108,202,108,170,108
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70 DATA 143,216,152,216,170,216,255,216,227,255
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