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The object of this game is to eat (move into) 100 blocks
there are random obsticals that you may have to get around.
[MODE]=sleep mode while playing.
prgmBLOCKEAT
:Setupeditor LEAT (LEAT IS A LIST(LITTLE L))
:if 9<dim(LEAT
:Goto 3
:lbl 7
:seq(40+5X,X,0,9->LEAT -> is the sto command
:lbl 3
:asm(prgmA1 asmprgmEF7045C9 (run indicator off)
:clrdraw
:clrhome
:Menu("BLOCK EATER","PLAY",2,"HIGH SCORES",4,"RESET SCORES",7,"EXIT",6
:lbl 4
:delvar C
:Repeat B=22 or B=105
:For(A,1,9
:if A+9C<dim(LEAT < in this case should be "less than or equal to"
:Text(6A,0,A+9C,":",LEAT(A+9C
:End
:Repeat B *an alternative to this is asm(prgmGETKEY
:getkey ->B asmprgmEF4447FE0028F6EF5641EFBA43EFC541214200227984EFD44AC9
:End if you do this, get rid of the 3 lines including Repeat B,Getkey->B,End
:C+(B=34->C
:C-(B=25->C
:if C<0
:ipart(dim(LEAT)/8->C
:if C=1+ipart(dim(LEAT)/8
:delvar C
:End
:Goto 3
:lbl 2
:10->C
:Full
:axesoff
:Zstandard
:ZInteger
:Horizontal -24
:Horizontal 27
:Vertical -38
:vertical 33
:asm(prgmA1
:For(A,-36,29,10
:For(B,-22,23,5
:pt-on(A,B
:pt-on(A,B+1
:pt-on(A+1,B
:pt-on(A+1,B+1
:pt-on(A+5,B
:pt-on(A+5,B+1
:pt-on(A+6,B
:pt-on(A+6,B+1
:End
:End
:randInt(4,9->I
:For(F,1,I
:5randInt(-4,4->B
:5randInt(-4,4->E
:For(H,3,7
:line(H+B,2+E,H+B,,16+E
:End
:End
:10->B
:-37->E
:21->F
:34->H
:delvar Istarttmr->J You can do this with delvar. if you do not want to,Delvar I and the starttmr->J
:lbl 1
:Repeat A=22 or A=21 or (A=24 and 0=pxl-test(B,C-1)) or (A=25 and 0=pxl-test(B-1,C)) or (A=26 and 0=pxl-test(B,C+5)) or (A=34 and not(pxl-test(B+5,C
:getkey->A
:if A=21 or A=22
:1->M
:if A=21 or A=22 or not(A
:H->A
:End
:A->H
:if M
:Then
:delvar MJ->K
:starttmr->L
:asm(prgmA24 asmprgm3E02D310EF4447FE0028F63E03D310C9 acts as a sleep mode until a button is pressed.
:J-L+starttmr->J
:End
:H->A
:Text(6,0,checktmr(J
:I+pxl-test(B+2,C+2->I
:Text(0,0,I
:A=24->D
:if A=26
:2->D
:if A=25
:4->D
:if a=34
:3->D
:For(G,0,4
:line(E,F-G,E+4,F-G,0
:End
:if D=2
:C+5->C
:if D=1
:C-5->C
:if D=3
:B+5->B
:if D=4
:B-5->B
:C-47->E
:31-B->F
:if D<3
:then
:line(E+1,F,E+3,F
:line(E,F-1,E+4,F-1
:line(E+1,F-3,E+3,F-3
:pt-on(E,F-4
:pt-on(E+4,F-4
:End
:if D>2
:then
:line(E,F-1,E,F-3
:line(E+1,F,E+1,F-4
:line(E+3,F-1,E+3,F-3
:pt-on(E+4,F
:pt-on(E+4,F-4
:End
:pt-on(E+4(D=1),F-2
:pt-on(E+2,F-4(D=4
:if I(NOT EQUAL)100
:Goto 1
:checktmr(J->J
:J->LEAT(1+dim(LEAT
:SortA(LEAT
:delvar AOutput(1,1,"PLACED:
:Repeat J=LEAT(A
:A+1->A
:END
:Output(1,8,A
:Pause
:Clrhome
:Output(1,1,"TIME:
:Output(1,6,J
:Pause
:Goto 3
:lbl 6
:Output(1,1,"
OOO
OOOOO
O
OOO
O O
ASSEMBLY CODES:
These codes have been,for the most part,not my own making.
I found most online, and the ones I experimented with and
learned,I used to make new ones.Have fun with these!
*All of these must start in a BASIC program with asmprgm at the front.
A1:EF7045C9 :RUN INDICATOR OFF
A2:21028A3E50B677C9 or FDCB12E6C9 :ALPHA ON
A3:21028A3E0F1677C9 :ALPHA OFF
A4:21028A3ED0B677C9 :ALPHA LOCK (MODE TO QUIT)
A5:DB10CB6F20053E03D310C93E02D310C9 :turns SCREEN on/off
A6:21F8893E02AE77C9 :ALLOWS YOU TO:UNARCHIVE PROGRAMS IN A PROGRAM,ARCHIVE THEM,AND MAKE PROGRAMS ON THE HOME SCREEN.format:asm(A6:ARCH/UNARCH PROGRAM:asm(A6
A7:3E03D310C9 :SCREEN ON
A8:3E02D310C9 :SCREEN OFF
A9:21F5893E08AE77C9 :INVERSE TEXT
A10:21148A3E08AE77C9 :TOGGLES LOWERCASE MODE ON/OFF
A11:EF4045C9 :CLEARS SCREEN
A12:*210000115F3FEF624DC9* :BLACK SCREEN SEE NOTES BELOW
A13:*210000115F3FEF624DC9* :INVERSE SCREEN SEE NOTES BELOW
A14:21028A3E01AE77C9 :TOGGLES INDICATOR ON/OFF
A15:21028A3E30B677C9 :LIKE A2,EXCEPT IT IS LOWERCASE
A16:21028A3EB0B677C9 :LIKE A4,EXCEPT IT IS LOWERCASE
A17:EFE542EF9247EF5641EFBA43 :GET AMOUNT OF RAM SEE NOTES BELOW
EFC54121(*41*)00227984EFD44AC9
A18:3E01D303C9 :CALC OFF
A19:EF4447FE0028F6EF5641EFBA43
EFC54121(*41*)00227984EFD44AC9 :GETKEY SEE NOTES BELOW
These I found under 83Plus:BASIC:Tricks ExecAsm
A20:2140930E40060CB7CB1E2310FB0D20F5 :SHIFT SCREEN RIGHT
EF6A48C9
A21:213F960E40060CB7CB162B10FB0D20F5 :SHIFT SCREEN LEFT
EF6A48C9
A22:214C9311409301F402EDB0EB010C00 :SHIFT SCREEN UP
EF304CEF6A48C9
A23:213396113F9601F402EDB823010C00 :SHIFT SCREEN DOWN
EF304CEF6A48C9
A24:2147847EC6(04)D877C6D8CD0B00D310C9:INCREASE CONTRAST 04 CAN BE A HEX NUMBER OF YOUR CHOICE.I DO NOT RECOMMEND HIGH NUMBERS BECAUSE THIS CAN GET SCREWY.THE CODE THAT IS ON THE SITE DOES NOT WORK SO THIS IS HOW I FIXED IT.
A25:2147847ED6(04)D877C6D8CD0B00D310C9:DECREASE CONTRAST 04 CAN BE A HEX NUMBER OF YOUR CHOICE.I DO NOT RECOMMEND HIGH NUMBERS BECAUSE THIS CAN GET SCREWY.
A26:EFE04AEFEF4AC6C0CD0B00D310C9 :CHANGES CONTRAST DEPENDING ON THE X VARIABLE USE ONLY 0~63 AND MAKE SURE X IS EXISTING.
A27:FDCB3CE6C9 :CIRCLES ARE DRAWN FASTER.YOU COULD ALSO DO Circle(X,Y,R,{i WHERE i IS THE IMAGINARY NUMER.
A28:FDCB00AE :GETS RID OF Done AT THE END OF THE PROGRAM. YOU COULD ALSO DO Output(1,1,"
A29:EFBF41EFB3502803EF9B41EFBF4A :BATTERY CHECK 0=GOOD 1=BAD.I THINK THIS IS WRONG,BUT I HAVE NOT REALLY EXPLORED IT.ANSWER IS IN Ans
**NOTES ON THE BOTTOM**
A12&A13-
WHERE IT SAYS 210000 AND 115F3F, THE 0000 AND 5F3F CAN BE CHANGED TO 21(00~5F)(00~3F) AND 11(00~5F)(00~3F).THE 11 DUAL SETS HAVE TO BE
HIGHER THAN OR EQUAL TO THE 21'S FOR EXAMPLE,21123F 11503F THE 12 IS LESS THAN 50 AND 3F=3F.
THIS CHANGES HOW BIG THE SQUARE IS THAT IS TURNED BLACK OR INVERSE. IF YOU UNDERSTAND Text(,FIND THE DECIMAL EQUIVALENTS AND YOU WILL SEE THE PATTERN
A17&A19-
41 JUST MEANS IT IS STORED TO A.YOU CAN HAVE IT BE 42 AND IT IS STORED TO B. HERE IS A SMALL CHART.
41-A
42-B
43-C
44-D
45-E
46-F
47-G
48-H
49-I
4A-J
4B-K
4C-L
4D-M
4E-N
4F-O
50-P
51-Q
52-R
53-S
54-T
55-U
56-V
57-W
58-X
59-Y
5A-Z
5B-THETA (THE O WITH A LINE THROUGH IT)
AFTER 5B AND BEFORE 41,YOU WILL HAVE PROBLEMS.