Free your creativity - IOMBCC (Development MSX Fora)MSX Resource Center MRC MEGA Challenge - Bring the major events from our history to the MSX!           
            
English Nederlands Español Português Russian         
 Nieuws
   Voorpagina
  Nieuws archief
  Nieuws onderwerpen

 Informatie
   MSX Fora
  Artikelen
  Recensies
  Beursverslagen
  Fotoreportages
  Beurzen en meetings
  Enquêtes
  Links
  Zoek

 Software
   Downloads
  Webshop

 MRC
   Wie we zijn
  Kom bij ons team
  Doneren
  Policies
  Contact met het MRC
  Link naar Ons
  Statistieken

 Zoek
 
  

  

 Login
 

Gebruikersnaam

Wachtwoord




Ben je nog niet lid? Klik hier en word MSX vriend!


 Statistieken
 

Er zijn 224 gasten en 3 MSX vrienden online

Je bent een anonieme bezoeker.
 

MSX Fora


MSX Fora

Development - Free your creativity - IOMBCC

Ga naar pagina ( Vorige pagina 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 Volgende pagina )
Schrijver

Free your creativity - IOMBCC

snout

msx legend
Berichten: 4981
Geplaatst: 30 Maart 2005, 19:08   
Should I wait a bit before adding it as a new entry to the IOMBCC? I think it's cool to both show the initial and the final version

And Wolf_ - I think you're getting the hang of obfuscated coding. nice one! Shall I add it as an entry? Do you have more tricks up your sleeve?
dvik
msx master
Berichten: 1262
Geplaatst: 30 Maart 2005, 19:08   
[D-Trail] The rank will (if I calculated it correctly) wrap at -256/255. When it wraps the second time the OPL4 music starts
dvik
msx master
Berichten: 1262
Geplaatst: 30 Maart 2005, 19:12   
snout, yes I think it would be nice to wait a little bit since NYYRIKKI found some more characters to do something fun of. I'll be on a trip for a couple of days (without my computer) so can propbably continue on Monday. But if anyone else has some cool ideas, feel free to add them
dvik
msx master
Berichten: 1262
Geplaatst: 30 Maart 2005, 22:41   
I've made a pretty simple ending to the game (not very obfuscated though). If you have any better ideas I'd be happy to see them.

Here is the code:

1 KEYOFF:DEFINTA-Z:SCREEN1,3,0:V=14:COLOR15,5,1:FORI=0TO2:VPOKE8208+I,85:NEXT:LOCATE8,1:PRINT"PLEASE WAIT...":FORI=0TO142:READS$:X=ASC(S$)-65:Y=VAL("&H"+MID$(S$,2)):DATAA18,AC,AF,B7,C3,C1,H,A80,AE0,AF0,AFC,IFF,H,A80,AE0,AF0,AF8,AFC,BFE,AFF
2 DATAP,F3F,F7F,TFF,AF0,AF8,AFC,AFE,LFF,E,A80,AC0,AE0,BF0,AF8,AFC,BFE,BFF,P,B1,B3,B7,BF,B1F,B3F,B7F,BFF,B80,BC0,BE0,BF0,BF8,BFC,BFE,BFF,P,B1,B3,B7,BF,B1F,B3F,B7F,bFF,B80,BC0,BE0,BF0,BF8,BFC,BFE,BFF,X,A1,A7,AF,A1F,A3F,B7F,AFF,C,A1,A7,AF,A3F
3 DATAIFF,A18,A30,AF0,BE0,CC0,C80,J,A1,A3,A7,BF,A1F,A3F,B7F,BFF,AF,A1F,A3F,A7F,\FF,FFC,FFE,DFF,G,A1F,A20,A40,A7F,BCF,A7F,B70,G,AC0,A20,A10,AF0,B98,AF0,B70,J,AF,A10,A1F,A2F,A1F,A19,K,B80,A40,B80,L,A6,AF,A9,_,A3,a,18,17,16,,17,1,16,8,,17,9,1
4 FORA=ATOA+X:VPOKE14336+A,Y:NEXT:NEXT:FORI=0TO11:READF:FORH=0TO31:VPOKE6528+H+I*32,(I<8ORH<VORH>17)*(-128-F):NEXT:P(-I*(I<9))=50-15*(I/3AND1):NEXT:B=1:FORI=0TO143:VPOKE1024+I,255*(I/8AND1):VPOKE1311-I,255*(I/4AND1):NEXT:FORI=256TO991'IOMB
5 J=S-J*(J<96-S):H=J/16:IFCTHENVPOKE8208,P(H):VPOKE8209,P(H+1):VPOKE8210,P(H+2):RETURNELSEO=VPEEK(I):VPOKEI,(OOR(O/2))/(2-(IAND4)/4):NEXT:SOUND3,V:C=10:N=12800:X=30:VPOKE8192,V:PUTSPRITE8,(80,159),V,6:PUTSPRITE9,(144,159),V,7:SOUND8,8'CC 2
6 GOSUB5:PUTSPRITE4,(86+F*10,95),V,4*B:PUTSPRITE5,(118+F*10,95),V,4*B+1:PUTSPRITE6,(96,127),V,4*F+2:GOSUB5:PUTSPRITE7,(128,127),V,4*F+3:PUTSPRITE0,(X+80,156),1,12:U=STICK(0):F=B:S=S-(S<16):GOSUB5:C=C-S:IFC<=0THENB=3*RND(1):C=35+99*RND(1)'0
7 S=S*(D<73ORL<0ORL>30)*(M=0):GOSUB5:X=X+6*M+5*((U=7)-(U=3))-3*(B-1):M=(X>72)-(X<0):IFO+G-S-N/128THENO=S:G=N/128:LOCATE0,1:GOSUB5:I=55930!/(25+S):SOUND9,-9*(S=0):SOUND1,I/256:SOUND0,IAND255:PRINTUSING"SPEED:####mph       RANK:###";S*10;G'0
8 GOSUB5:L=X-E/3:N=N+9-S:E=NAND128:D=96-(NAND127):Y=D>0:D=D*D/96:GOSUB5:PUTSPRITE1,(115-(D<34)*((24-D)*(B-1)+(F-1)*10)+(E-64)*D/225,-Y*(98+D)-31),6,16-D/24:IFN>224THEN6ELSELOCATE5,6:SOUND8,0:PRINT"You are victorious!":FORI=0TO0STEP0:NEXT'5

wolf_
online

msx legend
Berichten: 4441
Geplaatst: 30 Maart 2005, 22:44   
snout: don't bother for that poor oneliner.. I might come up with something tho .. dunno what, and I dunno if it will be obfuscated because of fake-names etc. or because the code itself (in 'clean' condition) is obfuscated already.

Need to take a look at my map-generator and shadow-caster tho.. it's pretty obfuscated already ^_^
Alex Ganzeveld
msx lover
Berichten: 81
Geplaatst: 30 Maart 2005, 22:44   
I would like to compliment you guys (dvik and NYYRIKKI that is) on the game. Truly stunning!

I'm really enjoying this thread! Keep it coming!

FYI: I don't like fora. I've made 58 posts in 7 years and that's more than enough. I just wanted to let you guys know I really appreciate what your doing!
wolf_
online

msx legend
Berichten: 4441
Geplaatst: 30 Maart 2005, 22:45   
I bet 20% of your forumposts is related to that t-shirt game
manuel
msx guru
Berichten: 3188
Geplaatst: 30 Maart 2005, 22:53   
I must say dvik: this is fooking great!! Hyper Really in 8 lines of MSX BASIC!
Can't you save more space by leaving out the commas?
NYYRIKKI
msx master
Berichten: 1463
Geplaatst: 31 Maart 2005, 00:19   
At a same time I also added a stupid end, gas pedal & some other minor changes... Maybe you find some of this code useful for your offical version. There is still space to make a more nice end.

BTW Sorry, that I broke your data last time.

1 KEYOFF:DEFINTA-Z:SCREEN1,3,0:V=14:COLOR15,5,1:FORI=0TO2:VPOKE8208+I,85:NEXT:LOCATE8,1:PRINT"PLEASE WAIT...":FORI=0TO142:READS$:X=ASC(S$)-65:Y=VAL("&H"+MID$(S$,2)):DATAA18,AC,AF,B7,C3,C1,H,A80,AE0,AF0,AFC,IFF,H,A80,AE0,AF0,AF8,AFC,BFE,AFF
2 DATAP,F3F,F7F,TFF,AF0,AF8,AFC,AFE,LFF,E,A80,AC0,AE0,BF0,AF8,AFC,BFE,BFF,P,B1,B3,B7,BF,B1F,B3F,B7F,BFF,B80,BC0,BE0,BF0,BF8,BFC,BFE,BFF,P,B1,B3,B7,BF,B1F,B3F,B7F,bFF,B80,BC0,BE0,BF0,BF8,BFC,BFE,BFF,X,A1,A7,AF,A1F,A3F,B7F,AFF,C,A1,A7,AF,A3F
3 DATAIFF,A18,A30,AF0,BE0,CC0,C80,J,A1,A3,A7,BF,A1F,A3F,B7F,BFF,AF,A1F,A3F,A7F,\FF,FFC,FFE,DFF,G,A1F,A20,A40,A7F,BCF,A7F,B70,G,AC0,A20,A10,AF0,B98,AF0,B70,J,AF,A10,A1F,A2F,A1F,A19,K,B80,A40,B80,L,A6,AF,A9,_,A3,a,18,17,16,,17,1,16,8,,17,9,1
4 FORA=ATOA+X:VPOKE14336+A,Y:NEXTA,I:FORI=0TO11:READF:FORH=0TO31:VPOKE6528+H+I*32,(I<8ORH<VORH>17)*(-128-F):NEXT:P(-I*(I<9))=50-15*(I/3AND1):NEXT:B=1:FORI=0TO143:VPOKE1024+I,255*(I/8AND1):VPOKE1311-I,255*(I/4AND1):NEXT:FORI=256TO991:TIME=0
5 J=S-J*(J<96-S):H=J/16:IFCTHENFORW=0TO2:VPOKE8208+W,P(H+W):NEXT:Z=Z+S:RETURNELSE:O=VPEEK(I):VPOKEI,(OOR(O/2))/(2-(IAND4)/4):NEXT:SOUND3,V:C=10:N=12800:X=30:VPOKE8192,V:PUTSPRITE8,(80,159),V,6:PUTSPRITE9,(144,159),V,7:SOUND8,8:FORT=0TO9999
6 FORQ=0TO1:PUTSPRITE4+Q,(86+F*10+Q*32,95),V,4*B+Q:GOSUB5:PUTSPRITE6+Q,(96+Q*32,127),V,4*F+2+Q:NEXT:PUTSPRITE0,(X+80,156),1,12:U=STICK(0):F=B:S=S-(S<16ANDSTRIG(0))*2-1:S=-S*(S>0):GOSUB5:C=C-S:IFC<=0THENB=3*RND(1):C=35+99*RND(1)'IOMBCC 2005
7 S=S*(D<73ORL<0ORL>30)*(M=0):GOSUB5:X=X-(6*M+5*((U=7)-(U=3))-3*(B-1))*(S>0):M=(X>72)-(X<0):IFO+G-S-N/128THENO=S:G=N/128:LOCATE0,1:GOSUB5:I=55930!/(25+S):SOUND9,-9*(S=0):SOUND1,I/256:PRINTUSING"SPEED:####mph       RANK:###";S*10;G' by Dvik
8 SOUND0,IAND255:GOSUB5:L=X-E/3:N=N+9-S:E=NAND128:D=96-(NAND127):Y=D>0:D=D*D/96:GOSUB5:PUTSPRITE1,(115-(D<34)*((24-D)*(B-1)+(F-1)*10)+(E-64)*D/225,-Y*(98+D)-31),6,16-D/24:T=T-1+(Z\20):Z=0:NEXT:SCREEN0:PRINT"Time:";TIME\60;"RANK:"G

dvik
msx master
Berichten: 1262
Geplaatst: 31 Maart 2005, 00:32   
Nice job NYYRIKKI . I've been working on manuels idea and got another 80 free characters. We should merge your last version with this and then we'll have enough space to do a cool ending

Btw, I think since you are toggling the speed, the if statement on line 7 could be removed. That probably speeds things up a bit (the top text will be drawn everytime anyway).

Here are my updates (I've only modified the first five lines):

1 DEFINTA-Z:V=14:S$(0)="A18A0CA0FB07C03C01H00A80AE0AF0AFCIFFH00A80AE0AF0AF8AFCBFEAFFP00F3FF7FTFFAF0AF8AFCAFELFFE00A80AC0AE0BF0AF8AFCBFEBFFP00B01B03B07B0FB1FB3FB7FBFFB80BC0BE0BF0BF8BFCBFEBFFP00B01B03B07B0FB1FB3FB7FbFFB80BC0BE0BF0BF8BFCBFE"'
2 COLOR15,5,1:X=V:S$(1)="BFFX00A01A07A0FA1FA3FB7FAFFC00A01A07A0FA3FIFFA18A30AF0BE0CC0C80J00A01A03A07B0FA1FA3FB7FBFFA0FA1FA3FA7F\FFFFCFFEDFFG00A1FA20A40A7FBCFA7FB70G00AC0A20A10AF0B98AF0B70J00A0FA10A1FA2FA1FA19K00B80A40B80L00A06A0FA09_00A03"
3 KEYOFF:SCREEN1,3,0:FORI=0TO2:VPOKE8208+I,85:NEXT:LOCATE8,1:PRINT"PLEASE WAIT...":FORI=256TO991:O=VPEEK(I):VPOKEI,(OOR(O/2))/(2-(IAND4)/4):NEXT:FORB=0TO1:FORI=1TO212STEP3:Q=ASC(MID$(S$(B),I,1))-65:Y=VAL("&H"+MID$(S$(B),I+1,2)):FORA=ATOA+Q
4 VPOKE14336+A,Y:NEXT:NEXT:PUTSPRITE8+B,(80+64*B,159),V,6+B:NEXT:FORI=0TO11:FORH=0TO31:VPOKE6528+H+I*32,(I<8ORH<VORH>17)*(-63-ASC(MID$("SRQARBQIARJB",I+1))):NEXT:P(-I*(I<9))=50-15*(I/3AND1):NEXT:FORI=0TO143:N=12800:VPOKE1024+I,255*(I/8AND1)
5 J=S-J*(J<96-S):H=J/16:IFCTHENVPOKE8208,P(H):VPOKE8209,P(H+1):VPOKE8210,P(H+2):RETURNELSEVPOKE1311-I,255*(I/4AND1):NEXT:C=10:SOUND3,V:VPOKE8192,V:SOUND8,8
6 GOSUB5:PUTSPRITE4,(86+F*10,95),V,4*B:PUTSPRITE5,(118+F*10,95),V,4*B+1:PUTSPRITE6,(96,127),V,4*F+2:GOSUB5:PUTSPRITE7,(128,127),V,4*F+3:PUTSPRITE0,(X+80,156),1,12:U=STICK(0):F=B:S=S-(S<16):GOSUB5:C=C-S:IFC<=0THENB=3*RND(1):C=35+99*RND(1)
7 S=S*(D<73ORL<0ORL>30)*(M=0):GOSUB5:X=X+6*M+5*((U=7)-(U=3))-3*(B-1):M=(X>72)-(X<0):IFO+G-S-N/128THENO=S:G=N/128:LOCATE0,1:GOSUB5:I=55930!/(25+S):SOUND9,-9*(S=0):SOUND1,I/256:SOUND0,IAND255:PRINTUSING"SPEED:####mph       RANK:###";S*10;G
8 GOSUB5:L=X-E/3:N=N+9-S:E=NAND128:D=96-(NAND127):Y=D>0:D=D*D/96:GOSUB5:PUTSPRITE1,(115-(D<34)*((24-D)*(B-1)+(F-1)*10)+(E-64)*D/225,-Y*(98+D)-31),6,16-D/24:IFN>224THEN6ELSELOCATE5,6:SOUND8,0:PRINT"You are victorious!":FORI=0TO0STEP0:NEXT

snout

msx legend
Berichten: 4981
Geplaatst: 31 Maart 2005, 00:35   
This is insaaaaaaaaane!
NYYRIKKI
msx master
Berichten: 1463
Geplaatst: 31 Maart 2005, 00:41   
To be honnest, I think that great part of the data can be thrown away. If you look at the actual data bytes after RLE, it is mostly just 8bits from "000000001111111100000000" string scrolling towards start or end. If you make a custom routine for this, you have to store only few bytes+car graphics anymore. I hope you understand, what I mean...

dvik
msx master
Berichten: 1262
Geplaatst: 31 Maart 2005, 00:52   
Most of the bytes in the data are the sprites that makes up the road. As you
said, they could probably be generated using a simple routine instead of data.

Btw, when does your version end?

I think this merged version has all the features from both versions. As you
see there is quite a lot of free space. After the change I did, there is no more
data which means that its easier to restart the game. Maybe we should add some highscores as well

1 DEFINTA-Z:V=14:S$(0)="A18A0CA0FB07C03C01H00A80AE0AF0AFCIFFH00A80AE0AF0AF8AFCBFEAFFP00F3FF7FTFFAF0AF8AFCAFELFFE00A80AC0AE0BF0AF8AFCBFEBFFP00B01B03B07B0FB1FB3FB7FBFFB80BC0BE0BF0BF8BFCBFEBFFP00B01B03B07B0FB1FB3FB7FbFFB80BC0BE0BF0BF8BFCBFE"'
2 COLOR15,5,1:X=V:S$(1)="BFFX00A01A07A0FA1FA3FB7FAFFC00A01A07A0FA3FIFFA18A30AF0BE0CC0C80J00A01A03A07B0FA1FA3FB7FBFFA0FA1FA3FA7F\FFFFCFFEDFFG00A1FA20A40A7FBCFA7FB70G00AC0A20A10AF0B98AF0B70J00A0FA10A1FA2FA1FA19K00B80A40B80L00A06A0FA09_00A03"
3 KEYOFF:SCREEN1,3,0:FORI=0TO2:VPOKE8208+I,85:NEXT:LOCATE8,1:PRINT"PLEASE WAIT...":FORI=256TO991:O=VPEEK(I):VPOKEI,(OOR(O/2))/(2-(IAND4)/4):NEXT:FORB=0TO1:FORI=1TO212STEP3:Q=ASC(MID$(S$(B),I,1))-65:Y=VAL("&H"+MID$(S$(B),I+1,2)):FORA=ATOA+Q
4 VPOKE14336+A,Y:NEXT:NEXT:PUTSPRITE8+B,(80+64*B,159),V,6+B:NEXT:FORI=0TO11:FORH=0TO31:VPOKE6528+H+I*32,(I<8ORH<VORH>17)*(-63-ASC(MID$("SRQARBQIARJB",I+1))):NEXT:P(-I*(I<9))=50-15*(I/3AND1):NEXT:FORI=0TO143:TIME=0:VPOKE1024+I,255*(I/8AND1)
5 J=S-J*(J<96-S):H=J/16:IFCTHENVPOKE8208,P(H):VPOKE8209,P(H+1):VPOKE8210,P(H+2):RETURNELSEVPOKE1311-I,255*(I/4AND1):NEXT:C=10:SOUND3,V:VPOKE8192,V:SOUND8,8:N=12800:FORT=0TO9999:FORQ=0TO1:PUTSPRITE4+Q,(86+F*10+Q*32,95),V,4*B+Q:GOSUB5
6 PUTSPRITE6+Q,(96+Q*32,127),V,4*F+2+Q:NEXT:PUTSPRITE0,(X+80,156),1,12:U=STICK(0):F=B:S=S-(S<16ANDSTRIG(0))*2-1:S=-S*(S>0):GOSUB5:C=C-S:IFC<=0THENB=3*RND(1):C=35+99*RND(1)ELSE:S=S*(D<73ORL<0ORL>30)*(M=0):GOSUB5:
7 X=X-(6*M+5*((U=7)-(U=3))-3*(B-1))*(S>0):M=(X>72)-(X<0):O=S:G=N/128:LOCATE0,1:GOSUB5:I=55930!/(25+S):SOUND9,-9*(S=0):SOUND1,I/256:PRINTUSING"SPEED:####mph       RANK:###";S*10;G
8 SOUND0,IAND255:GOSUB5:L=X-E/3:N=N+9-S:E=NAND128:D=96-(NAND127):Y=D>0:D=D*D/96:GOSUB5:PUTSPRITE1,(115-(D<34)*((24-D)*(B-1)+(F-1)*10)+(E-64)*D/225,-Y*(98+D)-31),6,16-D/24:T=T-1+(Z\20):Z=0:NEXT:SCREEN0:PRINT"Time:";TIME\60;"RANK:"G

dvik
msx master
Berichten: 1262
Geplaatst: 31 Maart 2005, 02:24   
I found out that the merge I did was a bit broken ... but here is an update :

1 :DEFINTA-Z:V=14:S$(0)="A18A0CA0FB07C03C01H00A80AE0AF0AFCIFFH00A80AE0AF0AF8AFCBFEAFFP00F3FF7FTFFAF0AF8AFCAFELFFE00A80AC0AE0BF0AF8AFCBFEBFFP00B01B03B07B0FB1FB3FB7FBFFB80BC0BE0BF0BF8BFCBFEBFFP00B01B03B07B0FB1FB3FB7FbFFB80BC0BE0BF0BF8BFCBFE"
2 COLOR15,5,1:X=V:S$(1)="BFFX00A01A07A0FA1FA3FB7FAFFC00A01A07A0FA3FIFFA18A30AF0BE0CC0C80J00A01A03A07B0FA1FA3FB7FBFFA0FA1FA3FA7F\FFFFCFFEDFFG00A1FA20A40A7FBCFA7FB70G00AC0A20A10AF0B98AF0B70J00A0FA10A1FA2FA1FA19K00B80A40B80L00A06A0FA09_00A03"
3 KEYOFF:SCREEN1,3,0:FORI=0TO2:VPOKE8208+I,85:NEXT:LOCATE8,1:PRINT"PLEASE WAIT...":FORI=256TO991:O=VPEEK(I):VPOKEI,(OOR(O/2))/(2-(IAND4)/4):NEXT:FORB=0TO1:FORI=1TO212STEP3:Q=ASC(MID$(S$(B),I,1))-65:Y=VAL("&H"+MID$(S$(B),I+1,2)):FORA=ATOA+Q
4 VPOKE14336+A,Y:NEXT:NEXT:PUTSPRITE8+B,(80+64*B,159),V,6+B:NEXT:FORI=0TO11:FORH=0TO31:VPOKE6528+H+I*32,(I<8ORH<VORH>17)*(-63-ASC(MID$("SRQARBQIARJB",I+1))):NEXT:P(-I*(I<9))=50-15*(I/3AND1):NEXT:FORI=0TO143:TIME=0:VPOKE1024+I,255*(I/8AND1)
5 J=S-J*(J<96-S):H=J/16:IFCTHENFORW=0TO2:VPOKE8208+W,P(H+W):NEXT:Z=Z+S:RETURNELSEVPOKE1311-I,255*(I/4AND1):NEXT:C=10:SOUND3,V:VPOKE8192,V:SOUND8,8:N=12800:FORT=0TON/2:T=T-1+(Z\20):Z=0:FORQ=0TO1:PUTSPRITE4+Q,(86+F*10+Q*32,95),V,4*B+Q:GOSUB5
6 PUTSPRITE6+Q,(96+Q*32,127),V,4*F+2+Q:NEXT:PUTSPRITE0,(X+80,156),1,12:U=STICK(0):F=B:S=S-(S<16ANDSTRIG(0))*2-1:GOSUB5:C=C-S:IFC<=0THENB=3*RND(1):C=35+99*RND(1)ELSE:M=(X>72)-(X<0):S=S*(D<73ORL<0ORL>30)*(M=0):GOSUB5:U=5*((U=7)-(U=3))-3*B+3
7 X=X+5*M-U*(S>0):S=-S*(S>0):LOCATE0,1:GOSUB5:I=55930!/(25+S):SOUND9,-9*(S=0):SOUND1,I/256:PRINTUSING"SPEED:####mph       RANK:###";S*10;N/128:SOUND0,IAND255:GOSUB5:L=X-E/3:N=N+9-S:E=NAND128:D=96-(NAND127):Y=D>0:D=D*D/96:GOSUB5
8 PUTSPRITE1,(115-(D<34)*((24-D)*(B-1)+(F-1)*10)+(E-64)*D/225,-Y*(98+D)-31),6,16-D/24:NEXT:SCREEN0:PRINT"Time:";TIME\60;"RANK:"G

dvik
msx master
Berichten: 1262
Geplaatst: 31 Maart 2005, 03:24   
Sorry for spamming the poor forum with code updates

I found a couple of small bugs in the last version. I also added a
nice ending to the game. Feel free to change the ending if you like
This is probably my last post before my short vacation.

Happy racing

1 :DEFINTA-Z:V=14:S$(0)="A18A0CA0FB07C03C01H00A80AE0AF0AFCIFFH00A80AE0AF0AF8AFCBFEAFFP00F3FF7FTFFAF0AF8AFCAFELFFE00A80AC0AE0BF0AF8AFCBFEBFFP00B01B03B07B0FB1FB3FB7FBFFB80BC0BE0BF0BF8BFCBFEBFFP00B01B03B07B0FB1FB3FB7FbFFB80BC0BE0BF0BF8BFCBFE"
2 COLOR15,5,1:X=V:S$(1)="BFFX00A01A07A0FA1FA3FB7FAFFC00A01A07A0FA3FIFFA18A30AF0BE0CC0C80J00A01A03A07B0FA1FA3FB7FBFFA0FA1FA3FA7F\FFFFCFFEDFFG00A1FA20A40A7FBCFA7FB70G00AC0A20A10AF0B98AF0B70J00A0FA10A1FA2FA1FA19K00B80A40B80L00A06A0FA09_00A03"
3 KEYOFF:SCREEN1,3,0:FORI=0TO2:VPOKE8208+I,85:NEXT:LOCATE8,1:PRINT"PLEASE WAIT...":FORI=256TO991:O=VPEEK(I):VPOKEI,(OOR(O/2))/(2-(IAND4)/4):NEXT:FORB=0TO1:FORI=1TO212STEP3:Q=ASC(MID$(S$(B),I,1))-65:Y=VAL("&H"+MID$(S$(B),I+1,2)):FORA=ATOA+Q
4 VPOKE14336+A,Y:NEXT:NEXT:PUTSPRITE8+B,(80+64*B,159),V,6+B:NEXT:FORI=0TO11:FORH=0TO31:VPOKE6528+H+I*32,(I<8ORH<VORH>17)*(-63-ASC(MID$("SRQARBQIARJB",I+1))):NEXT:P(-I*(I<9))=50-15*(I/3AND1):NEXT:FORI=0TO143:TIME=0:VPOKE1024+I,255*(I/8AND1)
5 J=S-J*(J<96-S):H=J/16:IFCTHENFORW=0TO2:VPOKE8208+W,P(H+W):NEXT:Z=Z+S:RETURNELSEVPOKE1311-I,255*(I/4AND1):NEXT:C=10:SOUND3,V:VPOKE8192,V:SOUND8,8:N=12800:FORT=0TON/4:T=T-1+(Z\20):Z=0:FORQ=0TO1:PUTSPRITE4+Q,(86+F*10+Q*32,95),V,4*B+Q:GOSUB5
6 PUTSPRITE6+Q,(96+Q*32,127),V,4*F+2+Q:NEXT:PUTSPRITE0,(X+80,156),1,12:U=STICK(0):F=B:S=S-(S<18ANDSTRIG(0))*2+(S>0):GOSUB5:C=C-S:IFC<=0THENB=3*RND(1):C=35+99*RND(1)ELSE:M=(X>72)-(X<0):S=S*(D<73ORL<0ORL>30)*(M=0):GOSUB5:U=5*((U=7)-(U=3))+3'
7 X=X+5*M-(U-3*B)*(S>0):S=-S*(S>0):LOCATE0,1:GOSUB5:I=55930!/(25+S):SOUND9,-9*(S=0):SOUND1,I/256:PRINTUSING"SPEED:####mph       RANK:###";S*10;N/128:SOUND0,IAND255:GOSUB5:L=X-E/3:N=N+9-S:E=NAND128:D=96-(NAND127):Y=D>0:D=D*D/96:GOSUB5' 2005
8 PUTSPRITE1,(115-(D<34)*((24-D)*(B-1)+(F-1)*10)+(E-64)*D/225,-Y*(98+D)-31),6,16-D/24:NEXT:A=TIME\60:FORJ=0TO999:LOCATE6,4:PRINTMID$("              Game Over   Time ="+STR$(A)+"s             ",J\6MOD42+1,16):NEXT:SCREEN0' dvik and NYYRIKKI

 
Ga naar pagina ( Vorige pagina 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 Volgende pagina )
 







(c) 1994 - 2008 Stichting MSX Resource Center. MSX is een trademark van MSX Association.