' ********************************************* ' *** 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 matter) ' A$ = keypressed ' AN$ = astrounat name ' C$ = contract name ' D$ = ASCII(4) indicating we have a DOS command ' AD() = astronaut dead ' AN = rocket angle ' AX/AY= rocket x/y acceleration ' BF = bingo fuel (out of fuel) in stage ' C = temp color ' CQ = current quadrant (i.e. background to display) ' DT = delta time (for time acceleration) ' DV() = deltaV ' EM() = per-stage empty mass ' FM() = per-stage fuel mass ' EN() = engines per stage ' FF() = fuel flow ' FL = fuel left (percent) ' FT() = fuel tanks per stack ' G = gravity ' GA = gravity angle (radians) ' GX/GY= gravity X/Y vector ' H = horizon ' HX/HY= orbital points in orbit mode ' I = loop iterator ' J = loop iterator ' KE = astronaut eyes ' KR = planet radius ' LN = launched ' MX = maximum altitude reached ' OM = orbit mode (view) ' P = number of parachutes ' PD = parachutes deployed ' RA = distance to center of planet ' RR = altitude ' RX/RY= rocket x,y position ' S = Current Stage Number ' SR = Number of struts ' SS = Number of stages ' TH() = stage thrust ' TR = engines are thrusting ' T = time ' SM() = per-stage stage mass ' ST() = Stacks per stage ' TM() = per-stage total mass ' TV = terminal velocity ' TW() = thrust/weight ratio ' V = velocity magnitude ' VX/VY= velocity x/y vector ' W = Which astronaut ' X/Y = temp X/Y ' ZX/ZY= Vx0 and Vy0 ' ' Clear screen 10 HOME:HGR:D$=CHR$(4) ' *** REM *** SQUAD LOADING SCREEN *** 100 PRINT D$"BLOAD SQUAD.HGR,A$2000" ' *** REM *** Randmoize the start of the witty loading comments 580 S=0:I=INT(RND(1)*8)+1 ' *** REM *** Prepare for the status bar 590 VTAB 21: PRINT " ";:FOR I=1 TO 32: PRINT ".";: NEXT I ' *** REM *** LOADING SCREEN *** 700 FOR J=1 TO 32 708 IF J=16 THEN PRINT: PRINT D$"BLOAD LOADING.HGR,A$2000" 710 HTAB J+4:VTAB 21 720 INVERSE: PRINT " ";: NORMAL 790 S=S+1: IF S=4 THEN S=0 795 IF S<>1 GOTO 840 800 I=I+1: IF I > 8 THEN I=1 802 VTAB 22: HTAB 1:PRINT " "; 805 ON I GOSUB 850,851,852,853,854,855,856,857 ' *** REM *** Slow down so we don't load so fast 840 FOR T=1 TO 250: NEXT T 842 NEXT J 845 GOTO 900 850 HTAB 10:PRINT "Adding Extraneous Ks":RETURN 851 HTAB 14:PRINT "Locating Jeb":RETURN 852 HTAB 11:PRINT "Breaking Quicksaves":RETURN 853 HTAB 12:PRINT "Patching Conics":RETURN 854 HTAB 12:PRINT "Spinning up Duna":RETURN 855 HTAB 11:PRINT "Warming up the 6502":RETURN 856 HTAB 10:PRINT "Preparing Explosions":RETURN 857 HTAB 10:PRINT "Unleashing the Kraken":RETURN ' *** REM *** TITLE SCREEN *** 900 HOME: PRINT: PRINT D$"BLOAD TITLE.HGR,A$2000" 905 HTAB 25:VTAB 24: PRINT "VERSION 1.3.7.1"; ' *** REM **************** ' *** REM KSP THEME MUSIC ' *** REM SEE http://eightbitsoundandfury.ld8.org/programming.html ' *** REM This loads an assembly language routine that generates ' *** REM Square waves on the speaker output ' *** REM **************** 910 FOR L = 770 TO 790: READ V: POKE L,V: NEXT L 920 DATA 173,48,192,136,208,5,206,1,3,240,9 930 DATA 202,208,245,174,0,3,76,2,3,96 ' *** REM on qbasic this would be PLAY "L2ECGL4CEGL2B-AGL4CEGL2B-AGCD" 940 FOR I=1 TO 17: READ F: READ D: POKE 768,F: POKE 769,D: CALL 770: NEXT I 950 DATA 202,216,255,216,170,216 955 DATA 255,108,202,108,170,108 960 DATA 143,216,152,216,170,216 965 DATA 255,108,202,108,170,108 970 DATA 143,216,152,216,170,216,255,216,227,255 ' *** REM *** DONE LOADING *** ' *** REM *** Wait for keypress 990 VTAB 1: GET A$ ' ******************* ' *** VAB *** ' ******************* '**** REM *** Point to shape table location and load in VAB table 1000 POKE 232,0:POKE 233,16 1015 PRINT:PRINT D$"BLOAD VAB.SHAPE,A$1000" 1035 HGR : ROT= 0: SCALE= 2 1037 PRINT D$"BLOAD VAB.HGR,A$2000" 1150 X=132:Y=28 1155 XDRAW 1 AT X,Y+2 1200 HOME: INVERSE : VTAB 21: HTAB 7: PRINT " VEHICLE ASSEMBLY BUILDING " 1205 NORMAL:PRINT:PRINT "HOW MANY STAGES? (1-3)";:INPUT S 1230 FOR I = 1 TO S 1240 PRINT "HOW MANY STACKS, STAGE ";I;" (1-3)";:INPUT T:ST(I) = T 1260 PRINT "HOW MANY FUEL TANKS PER STACK, STAGE ";I;" (1-2)"; 1265 INPUT F: FT(I) = F 1268 FOR J = 1 TO F 1270 XDRAW 2 AT X, Y+13*J 1272 IF T >1 THEN XDRAW 2 AT X-14, Y+13*J 1274 IF T >2 THEN XDRAW 2 AT X+14, Y+13*J 1278 NEXT J 1279 Y=Y+13*F 1280 PRINT "HOW MANY ENGINES, STAGE ";I;" (1-";T;")";:INPUT E 1285 EN(I) = E 1290 XDRAW 1 AT X, Y+8 1292 IF E >1 THEN XDRAW 1 AT X-14, Y+8 1294 IF E >2 THEN XDRAW 1 AT X+14, Y+8 1297 Y=Y+6 1300 NEXT I 1330 PRINT "HOW MANY PARACHUTES? (0-3)";:INPUT P 1350 PRINT "HOW MANY STRUTS? (0-20000)";:INPUT SR 1370 SS=S ' ********************************* ' *** ASTRONAUT COMPLEX *** ' ********************************* 1500 TEXT: HOME: HTAB 11 1515 INVERSE: PRINT "ASTRONAUT COMPLEX": NORMAL 1520 PRINT:PRINT "CHOOSE ONE KERBAL FOR THIS MISSION:":PRINT 1530 FOR I=1 TO 8 1540 IF AD(I) GOTO 1600 1550 ON I GOSUB 1641,1642,1643,1644,1645,1646,1647,1648 1560 PRINT " ";I;". ";AN$,AJ$;" S: ";AS$;" C: ";AC$ 1600 NEXT I 1605 PRINT: INPUT W 1615 IF W<1 OR W>8 THEN PRINT "INVALID INPUT, PLEASE TRY AGAIN!": GOTO 1610 1630 ON W GOSUB 1641,1642,1643,1644,1645,1646,1647,1648 1630 GOTO 1776 1641 AN$="JEBEDIAH" :AJ$="PILOT":AS$="****":AC$="****":RETURN 1642 AN$="VALENTINA":AJ$="PILOT":AS$="****":AC$="****":RETURN 1643 AN$="KAI" :AJ$="SCI ":AS$="*** ":AC$="***":RETURN 1644 AN$="KUROSHIN" :AJ$="ENGR ":AS$="** ":AC$="*":RETURN 1645 AN$="DESKTOP" :AJ$="ENGR ":AS$="* ":AC$="***":RETURN 1646 AN$="SLASHDOT" :AJ$="SCI ":AS$="*** ":AC$="*":RETURN 1647 AN$="ZURGTROYD":AJ$="PILOT":AS$="** ":AC$="***":RETURN 1648 AN$="DAPHTY" :AJ$="ENGR ":AS$="*** ":AC$="***":RETURN '*** REM DEBUG, Uncomment and Jump here to skip loading '1700 REM TEXT:HOME '1720 REM AN$="ZURGTROYD":SS=3 '1750 REM EN(1)=1:ST(1)=1:FT(1)=1 '1751 REM EN(2)=2:ST(2)=2:FT(2)=1 '1752 REM EN(3)=3:ST(3)=3:FT(3)=1 '************************ '* Rocket Summary *** '************************ '*** REM Load Rocket Shape Table 1776 POKE 232,0:POKE 233,16 1783 PRINT D$"BLOAD ROCKET.SHAPE,A$1000" 1800 HOME:PRINT "ROCKET SUMMARY:":PRINT 1802 G=-9.8:S=SS:DT=1 1805 FOR I=1 TO S '*** REM EmptyMass=Engines*1.5T+(Stacks*FuelTanks)*0.5T 1810 EM(I)=EN(I)*1.5+ST(I)*FT(I)*0.5 '*** REM First stage also has a 1T capsule 1812 IF I=1 THEN EM(I)=EM(I)+1.0 '*** REM FuelMass=(Stacks*FuelTanks)*4T 1814 FM(I)=ST(I)*FT(I)*4.0 '*** REM StageFuel=FuelMass (one gets decremented as we use it up) 1815 SF(I)=FM(I) '*** REM StageMass=EmptyMass+FuelMass 1816 SM(I)=EM(I)+FM(I) '*** REM Total mass of stage includes all higher stages 1820 TM(I)=0 1822 FOR J=1 TO I 1825 TM(I)=TM(I)+SM(J) 1830 NEXT J '*** Thrust=NumberOfEngines*168kN 1835 TH(I)=EN(I)*168 '*** DeltaV=ISP*gravity*ln(total_mass/empty_mass) 1840 DV(I)=270*-G*LOG(TM(I)/(TM(I)-FM(I))) '*** Thrust/Weight Ratio 1850 TW(I)=TH(I)/(TM(I)*-G) '*** Fuel Flow 1855 FF(I)=TH(I)/(270*-G) 1990 PRINT "STAGE: ";4-I 1991 PRINT " TANKS=";ST(I)*FT(I);" ENGINES=";EN(I) 1992 PRINT " STAGE MASS=";SM(I);" TOTAL MASS=";TM(I) 1993 PRINT " DELTAV=";DV(I) 1995 PRINT " TWR=";TW(I) 2000 NEXT I 2998 GET A$ 2999 HOME '****************************** '*** Main Loop **** '****************************** ' '****************************** '*** Initialize Variables *** '****************************** 3000 AN=0:GX=0:GY=-9.8:GA=0:V=0:VX=0:VY=0:AX=0:AY=0:KR=600000 3016 RX=0:RY=KR+10:RA=KR+10:TR=0:T=0:BF=0:MX=0:PD=0:LN=0:CQ=0:OM=0 3020 HGR:ROT=0:SCALE=2:H=0 '**** REM ** LAUNCHPAD ** 3035 PRINT:PRINT D$"BLOAD LAUNCHPAD.HGR,A$2000" '**** REM DRAW HORIZON (GREEN) 3038 HCOLOR=1:HPLOT 1,80 TO 132,80: HPLOT 148,80 TO 247,80 '**** REM DRAW GANTRY (WHITE) 3039 HCOLOR=3:HPLOT 110,110 TO 110,60:HPLOT TO 130,60: HPLOT 110,70 TO 130,70 '**** DRAW SHIP 3040 XDRAW 1+((S-1)*2)+TR AT 140,80 4000 REM ** MAIN LOOP ** '**** REM ** if not launched yet then skip physics 4002 IF LN=0 GOTO 5032 '**** Calculate altitude and set maximum if we are at new record 4003 RR=RA-KR:IF RR>MX THEN MX=RR '**** If orbit mode then skip drawing horizon, etc 4004 IF OM=1 GOTO 4018 '**** If above 1.8km don't draw horizon '**** FIXME: do we need to check OM again? '**** FIXME: we draw the horizon one pixel too far to right 4005 IF RR>1800 OR OM=1 THEN GOTO 4012 '**** Erase old horizon 4007 HCOLOR=0:HPLOT 1,80+H TO 132,80+H:HPLOT 148,80+H TO 247,80+H '**** Calculate and draw new horizon 4010 H=RR/20:HCOLOR=1:HPLOT 1,80+H TO 132,80+H:HPLOT 148,80+H TO 247,80+H '**** REM *** Check if need to change to surface mode 4012 IF RR<40000 AND CQ<>0 THEN GOSUB 7600 '**** REM *** If in surface mode, skip ahead 4014 IF RR<40000 GOTO 4018 '**** REM *** See if need to change to high-altitude mode 4016 IF RR>40000 AND CQ<>1 THEN GOSUB 7700 '**** REM *** Calculate Fuel Left 4018 FL=FM(S)*100/SF(S) '**** REM *** If not thrusting then skip ahead 4020 IF TR<>1 THEN GOTO 4050 '**** REM *** If out of fuel then shut down engines 4025 IF FM(S)<0.1 THEN FM(S)=0:BF=1:AX=0:AY=0:GOTO 4050 '**** REM *** Calculate acceleration vectors based on thrust and mass 4030 AX=(TH(S)/TM(S))*SIN(AN):AY=(TH(S)/TM(S))*COS(AN) '**** REM *** Update masses now that fuel was used 4040 FM(S)=FM(S)-FF(S):TM(S)=TM(S)-FF(S) 4047 GOTO 4060 '**** REM ELSE NOT THRUSTING 4050 AX=0:AY=0 '**** REM ENDIF '**** REM *** Calculate angle to center of planet 4060 GA=ATN(RX/RY) '**** REM *** Wrap since ATN can only return -PI/2 to PI/2 4065 IF RY<0 THEN GA=GA+3.14 '**** REM *** Calculate gravity vectors 4070 GY=COS(GA)*G:GX=SIN(GA)*G:AY=AY+GY:AX=AX+GX '**** REM *** v=v0+at 4090 ZX=VX:ZY=VY:VY=ZY+AY*DT:VX=ZX+AX*DT:V=SQR(VX*VX+VY*VY) '**** REM *** deltaX=0.5(V0+V)t 5012 RY=RY+0.5*(ZY+VY)*DT:RX=RX+0.5*(ZX+VX)*DT:RA=SQR(RX*RX+RY*RY) '**** REM *** If new position below surface then crash 5020 IF RA1 THEN XDRAW 1+((S-1)*2)+TR AT 140,80 '******************************** '*** Handle keypresses '******************************** 6060 IF A$="Q" THEN GOTO 9000 '**** A/D rotate ship 6061 IF A$="A" THEN R=R-8:AN=AN-0.7853 6062 IF A$="D" THEN R=R+8:AN=AN+0.7853 '**** C (undocumented) forces crash 6063 IF A$="C" THEN GOTO 8000 '**** Z/X enable/disable engines 6064 IF A$="Z" THEN TR=1 6065 IF A$="X" THEN TR=0 '**** >/< speed/slow time 6066 IF A$=">" THEN DT=DT+1 6067 IF A$="<" THEN DT=DT-1:IF DT<1 THEN DT=1 '**** M switched to/from orbit mode 6068 IF A$="M" AND OM=1 THEN OM=0:CQ=-1:GOTO 4000 6069 IF A$="M" AND OM=0 THEN OM=1:HOME:PRINT:PRINT D$"BLOAD GLOBE.HGR,A$2000":GOTO 6095 '**** space launches ship or stages/parachutes '**** we make a click noise on the speaker if we stage 6070 IF A$=" " AND LN=1 THEN S=S-1:XX=PEEK(-16336):IF S<1 AND P>0 AND PD=0 THEN PD=1:GOSUB 7800 6072 IF S<1 THEN S=1 6074 IF A$=" " AND LN=0 THEN GOSUB 7500 '************************************** '*** Adjust values after keypresses *** '************************************** '**** Adjust rotation 6075 IF R=64 THEN R=0:AN=0 6076 IF R=-8 THEN R=56 '**** REM Adjust astronaut face: FIXME better cues '**** REM always start neutral 6077 IF OM<>1 THEN GOSUB 8200 '**** REM If flying upside down then frown 6078 IF OM<>1 AND R>20 AND R<48 THEN GOSUB 8210:GOTO 6080 '**** REM If going up then smile 6079 IF OM<>1 AND VY>100 THEN GOSUB 8220 '**** Adjust rotation 6080 ROT=R '**** Re-draw ship 6090 IF OM<>1 THEN XDRAW 1+((S-1)*2)+TR AT 140,80 '**** In orbit mode, plot orbit 6095 IF OM=1 THEN HX=INT(RX/25000)+140:HY=INT(-RY/25000)+85:HCOLOR=3:HPLOT HX,HY '**** Adjust Time plus astronaut eye count 6118 T=T+DT:EC=EC+DT '**** If enough time has passed update eyes 6150 IF OM<>1 AND EC>30 THEN EC=0:GOSUB 8100 '**** REM Loop forever 6200 GOTO 4000 '*************** '*** LAUNCH **** '*************** '**** REM Erase gantry 7500 HCOLOR=0:HPLOT 110,110 TO 110,60:HPLOT TO 130,60: HPLOT 110,70 TO 130,70 '**** REM click the speaker 7520 XX=PEEK(-16336) 7530 TR=1:LN=1 '**** Make astronaut smile 7535 GOSUB 8220 7540 RETURN '******************** '**** Ground Mode *** '******************** 7600 HOME:PRINT:PRINT D$"BLOAD LAUNCHPAD.HGR,A$2000" 7615 XDRAW 1+((S-1)*2)+TR AT 140,80 7620 CQ=0 7650 RETURN '******************** '*** Space Mode ***** '******************** '*** Up mode, sort of intend to have up/down/left/right images '*** but only up implemented right now 7700 HOME:PRINT:PRINT D$"BLOAD ORBIT_TOP.HGR,A$2000" 7710 XDRAW 1+((S-1)*2)+TR AT 140,80 7720 CQ=1 7750 RETURN '************************* '*** Deploy Parachutes *** '************************* 7800 HX=0:HY=0 7805 IF PD=1 THEN HX=5:HY=3 7810 HCOLOR=HX:HPLOT 120,20 TO 160,20 TO 180,40 TO 100,40 TO 120,20 7820 HCOLOR=HY:HPLOT 100,40 TO 140,80 TO 180,40 7830 RETURN '*************** '**** CRASH **** '*************** '**** Make ship bigger 8000 SCALE=3 '**** Make astronaut frown 8015 GOSUB 8200 '**** Spin ship around while clicking 8020 FOR I=0 TO 64 STEP 8: ROT=I:XDRAW 1+((S-1)*2)+TR AT 140,80: XX=PEEK(-16336):NEXT I '**** Draw explosion 8030 FOR I=1 TO 50 8040 X=INT(RND(1)*80)+1:Y=INT(RND(1)*80)+1 8050 C=INT(RND(1)*7)+1:HCOLOR=C 8060 HPLOT 140,80 TO 100+X,40+Y 8070 XX=PEEK(-16336) 8080 NEXT I '**** Kill off the astronaut 8085 AD(W)=1 8090 GOTO 9000 '************************** '*** Astronaut Eyes *** '************************** '**** Erase old ones 8100 HCOLOR=3:HPLOT 258,150 TO 263,150:HPLOT 265,150 TO 270,150 '*** Randomly pick new ones 8110 KE=INT(RND(1)*3) '**** Draw new ones 8120 HCOLOR=0:HPLOT 258+(2*KE),150 TO 259+(2*KE),150 8125 HPLOT 265+(2*KE),150 TO 266+(2*KE),150 8130 RETURN '************************** '*** Astronaut Frown *** '************************** '**** Erase old mouth 8200 HCOLOR=1:HPLOT 259,155 TO 271,155:HPLOT 259,156 TO 271,156 '**** Draw frown 8205 HCOLOR=0:HPLOT 261,155 TO 269,155:HPLOT 259,156 TO 271,156 8207 RETURN '************************** '*** Astronaut Neutral *** '************************** '**** Erase old mouth 8210 HCOLOR=1:HPLOT 259,155 TO 271,155:HPLOT 259,156 TO 271,156 '**** Draw new mouth 8215 HCOLOR=0:HPLOT 259,155 TO 271,155 8217 RETURN '************************** '*** Astronaut Smile *** '************************** '**** Erase old mouth 8220 HCOLOR=1:HPLOT 259,155 TO 271,155:HPLOT 259,156 TO 271,156 '**** Draw new mouth 8225 HCOLOR=0:HPLOT 259,155 TO 271,155:HPLOT 261,156 TO 269,156 8227 RETURN '***************************** '*** CONTRACT COMPLETE *** '***************************** 9000 IF MX<40000 THEN C$="CRASH SHIP":F$="0.30":E$="-1":GOTO 9010 9007 C$="REACH SPACE":F$="200":E$="20" 9010 TEXT:HOME 9020 HTAB 10:VTAB 9 9021 FOR I=1 TO 20: PRINT "*";: NEXT I: PRINT "*" 9023 HTAB 10: PRINT "* ";:INVERSE: PRINT "CONTRACT COMPLETE";:NORMAL: PRINT " *" 9024 HTAB 10: PRINT "* "; 9026 L=10-(LEN(C$))/2 9027 HTAB 10+L:PRINT C$;:HTAB 30: PRINT "*" 9030 HTAB 10:PRINT "* FUNDS ";F$;:HTAB 30: PRINT "*" 9030 HTAB 10:PRINT "* EXPERIENCE ";E$;:HTAB 30: PRINT "*" 9040 HTAB 10 9042 FOR I=1 TO 20: PRINT "*";: NEXT I:PRINT "*" 9100 VTAB 16 9110 PRINT "NOW WHAT?" 9120 PRINT " 1. RETURN TO THE VAB" 9130 PRINT " 2. RETURN TO ASTRO COMPLEX" 9140 PRINT " 3. RETURN TO LAUNCH" 9145 PRINT " 4. HELP" 9150 PRINT " 5. QUIT GAME" 9160 PRINT "---> "; 9170 GET A$ 9171 IF A$="1" GOTO 1000 9172 IF A$="2" GOTO 1500 9173 IF A$="3" GOTO 1776 9174 IF A$="4" OR A$="H" GOTO 9200 9175 IF A$="5" OR A$="Q" THEN TEXT:HOME:END 9176 GOTO 9160 '******************* '*** HELP SCREEN *** '******************* 9200 HOME:PRINT "KSP-APPLE-II BY VINCE WEAVER" 9230 PRINT " APPLE II FOREVER" 9240 PRINT " A,D - STEER SHIP LEFT/RIGHT" 9250 PRINT " Z - START ENGINES" 9260 PRINT " X - CUT ENGINES" 9270 PRINT " SPACE - LAUNCH,STAGE" 9275 PRINT " M - SWITCH TO ORBITAL VIEW" 9277 PRINT " <,> - FAST FORWARD" 9280 PRINT " ESC - QUIT" 9300 GET A$ 9320 GOTO 9010