HANGMAN thread continues in GAMES.
Forum rules
This section is for testing Commander X16 programs and programs related to the CX16 for other platforms (compilers, data conversion tools, etc.)
Feel free to post works in progress, test builds, prototypes, and tech demos.
Finished works go in the Downloads category. Don't forget to add a hashtag (#) and the version number your program was meant to run on. (ie: #R41).
This section is for testing Commander X16 programs and programs related to the CX16 for other platforms (compilers, data conversion tools, etc.)
Feel free to post works in progress, test builds, prototypes, and tech demos.
Finished works go in the Downloads category. Don't forget to add a hashtag (#) and the version number your program was meant to run on. (ie: #R41).
- ahenry3068
- Posts: 1132
- Joined: Tue Apr 04, 2023 9:57 pm
Re: NEW GAME IN BASIC... HANGMAN EARLY DAYS.
I'm doing a pretty BANNER Page.......................... Then everything after that is turning this into an actual
Game that can be played. X16 needs some Games like this.. I just now today
realized how many looks this thread has been getting. I'm humbled...
I'm just recapturing some nostalgia here............
I promise everyone looking that this will be a playable game before the FALL. I'm kinda hoping before the
END of August but I've got life going on too.
Game that can be played. X16 needs some Games like this.. I just now today
realized how many looks this thread has been getting. I'm humbled...
I'm just recapturing some nostalgia here............
I promise everyone looking that this will be a playable game before the FALL. I'm kinda hoping before the
END of August but I've got life going on too.
- ahenry3068
- Posts: 1132
- Joined: Tue Apr 04, 2023 9:57 pm
Re: NEW GAME IN BASIC... HANGMAN EARLY DAYS.
Ok... Got the first step in doing my Game Title page (then used for other title pages beyond this).
Posted in Programming BIGCHAR DEMO.. REDUX.
I'm going off on Tangents because I kind of want this to be a polished game when I'm done.
Even if it's not Wolfenstein or Rock Runner. ++ I'm working to understand Memory layout
and VERA ops on here... Because my next project needs me to be as knowledgable as possible.
I'm still on a timetable to get a semi-playable game this Month and hopefully a polished final version
sometime in September.
Posted in Programming BIGCHAR DEMO.. REDUX.
I'm going off on Tangents because I kind of want this to be a polished game when I'm done.
Even if it's not Wolfenstein or Rock Runner. ++ I'm working to understand Memory layout
and VERA ops on here... Because my next project needs me to be as knowledgable as possible.
I'm still on a timetable to get a semi-playable game this Month and hopefully a polished final version
sometime in September.
- ahenry3068
- Posts: 1132
- Joined: Tue Apr 04, 2023 9:57 pm
Re: NEW GAME IN BASIC... HANGMAN EARLY DAYS.
I'm working on a title screen. In all honesty.. Kinda wasting time on making this game
look cool as well as being interesting to play. Am shooting to post the Title Screen in the
next 72 hrs. and still shooting for a playable version 1.0 by the end of August.
This is a strictly part time hobby for me.... But I am enjoying it.
look cool as well as being interesting to play. Am shooting to post the Title Screen in the
next 72 hrs. and still shooting for a playable version 1.0 by the end of August.
This is a strictly part time hobby for me.... But I am enjoying it.
- ahenry3068
- Posts: 1132
- Joined: Tue Apr 04, 2023 9:57 pm
Re: NEW GAME IN BASIC... HANGMAN EARLY DAYS.
Almost done with the Splash screen.
I want it to have a kinda cool animation... so taking a minute....
I want it to have a kinda cool animation... so taking a minute....
- ahenry3068
- Posts: 1132
- Joined: Tue Apr 04, 2023 9:57 pm
PRELIMINARY TITLE SCREEN
This isn't quite final. I wanted to merge it with the main program but its getting late.
So this is kind of where I'm going. Preliminary Title screen for HANGMAN
Since this is preliminary. Constructive criticism is more than welcome.
So this is kind of where I'm going. Preliminary Title screen for HANGMAN
Since this is preliminary. Constructive criticism is more than welcome.
Code: Select all
REM SET OF GOSUBS FOR DIRECT VERA PALLETTE MANIPULATION
REM USES VPOKE & VPEEK
REM FOR THE OTHER ROUTINES TO WORK RELIABLY SHOULD GOSUB 45000
REM FIRST. ALSO GOSUB 45000 IS USED AT ANY TIME TO RESET
REM THE VERA PALLETTE TO DEFAULT VALUES.
REM ..
REM ...
REM WHEN THE VERA IS INITIALLY SET TO GRAPHICS MODE IT USES THE
REM DEFAULT PALLETTE BUT IF YOU USE VPEEK TO READ IT RETURNS
REM RANDOM GARBAGE... AFTER YOU VPOKE THEM IT ALL WORKS
REM AS EXPECTED.
REM .
REM ..
REM ...
REM THIS CODE DOES ABSOLUTELY NO ERROR CHECKING !!!!!!
REM IF USING R%,G% OR B% VALUES SHOULD ALWAYS BE BETWEEN
REM 0-15
REM .
REM ..
REM ...
REM WHEN USING P1 AND P2 TO POINT AT PALLETTE ENTRYS THEY SHOULD
REM ALWAYS BE BETWEEN 0 AND 255
REM I HAD ERROR CHECKING CODE WHEN WRITING THESE ROUTINES
REM BUT ERROR CHECKING TAKES CPU CYCLES.... JUST KEEP THE VALUES
REM CORRECT BEFORE CALLING.
REM .
REM ..
REM ...
REM ..
REM GOSUB 45000.. POKES IN THE DEFAULT PALLETTE VALUES
REM SHOULD BE CALLED AT INIT. AND THEN ANY TIME
REM TO RESET THE VERA TO DEFAULT VALUES
REM ..
REM GOSUB 40000.. SETS PALLETTE ENTRY P1 TO R%,G%,B%
REM ..
REM GOSUB 40100.. READS VALUES AT P1 RETURNS IN R%,G%,B%
REM ..
REM GOSUB 40200.. CHANGES THE PALLETTE COLOR P2 TO P1. BUT DIFFERENT THAN 41000
REM 41000 CHANGES IT FAST. 40200 IMPLEMENTS A FADE WITH SPEED
REM CONTROLLED BY THE VALUE OF J (BIGGER VALUE=SLOWER)
REM ACTUALLY MOST OF THE WORK DONE BY GOSUB TO 40300
REM ..
REM GOSUB 40300 FADES PALLETTE COLOR AT P1 TO R%,G%,B%
REM SPEED CONTROLLED BY THE VALUE OF J. 1 TO 10
REM IS SO FAR BEST FOR ME BUT I DIDN'T RESTRICT VALUES
REM THE BIGGER J IS.. THE SLOWER THE FADE.
REM ..
REM GOSUB 40500.. SWAPS THE PALLETTE VALUES BETWEEN P1 AND P2
REM IF AND ITS A BIG IF... I MAKE FURTHER CHANGES
REM THE NEXT ROUTINE I MAKE WILL BE TO DO THIS AS A
REM ..FADE.. USING A SIMILIAR ALGORITHM I USED IN GOSUB 40300
REM ..
REM GOSUB 41000.. COPYS PALLETTE ENTRY P1 TO P2. P1 IS UNCHANGED
REM ..
REM .
REM ..
REM ...
10 DIM TC(2,8):SCREEN $80
20 RECT 0,0,319,239,$39
25 RECT 3,3,316,236,$10:GOSUB 45000:GOSUB 1000
30 DC$=CHR$(227):GOSUB 150
35 DC$=CHR$(228):GOSUB 150
50 DC$=CHR$(162):GOSUB 150
55 DC$=CHR$(166):GOSUB 150
60 CHAR 75,165,$A9,CHR$($0C)+"THE CLASSIC WORD GAME"
65 CHAR 60,180,$AB,CHR$($0C)+"NOW ON THE COMMANDER X16"
70 CHAR 190,232,1,"c 2023.. ANTHONY HENRY"
100 GET X$:IF X$<>"" THEN 100 : REM FLUSH KEYBOARD BUFFER
110 GET X$:IF X$="" THEN 110
115 GOSUB 45000:REM RESTORE DEFAULT PALLETTE
120 SCREEN 0:END
150 X = 5:Y=2:UC=1:WD$="Hang"
155 GOSUB 39600
160 X=8:Y=11:WD$="Man"
165 GOSUB 39600
170 RETURN
1000 R%=15:G%=2:B%=1
1005 FOR I= 2 TO 9
1010 TC(2,I-1) = 0
1015 TC(1,I-1) = I
1020 P1 = I:GOSUB 40000:R%=R%-1
1025 IF I/3 = INT(I/3) THEN R%=R%-1
1050 NEXT I
1090 RETURN
39600 L = LEN(WD$)
39660 SX = X
39665 OB=PEEK(1)
39670 BANK PEEK(0),6
39675 FOR K = 1 TO L
39680 CC=ASC(MID$(WD$,K,1))
REM READ IN A CHARACTER MAP CC
REM AND PRINT IT OUT AT Y,X
39685 IF (CC>=64 AND CC<=90) OR (CC>=193 AND CC<=218) THEN AA=64:GOTO 39695
39690 AA = 0
39695 CA = $C000 + 8*(CC-AA)
39700 FOR I = 1 TO 8
39710 CM(I) = PEEK(CA+(I-1)):CM$(I)=""
39715 NEXT I
39720 IF DC$="" THEN DC$=CHR$(CC)
39725 FOR J = 1 TO 8
39730 RESTORE 50200
39735 FOR CT = 1 TO 8
39740 READ CP
39745 IF (CP AND CM(J)) THEN CM$(J)=CM$(J)+DC$:GOTO 39755
39750 CM$(J)=CM$(J)+CHR$(32)
39755 NEXT CT
39760 LOCATE Y+(J-1),X:IF UC=1 THEN COLOR TC(1,J),TC(2,J)
39765 PRINT CM$(J);
39770 NEXT J
39775 IF DC$=CHR$(CC) THEN DC$=""
39780 X=X+8
39785 NEXT K
39790 X=SX
39795 BANK PEEK(0),OB
39800 RETURN
39995 REM SET PALLETTE ENTRY P1 TO R%,G%,B%
40000 VPOKE 1,$FA00+(P1*2),(G%*16) + B%
40010 VPOKE 1,$FA00+((P1*2)+1),R%
40020 RETURN
40100 REM READ PALLETTE ENTRY AT P1
40100 REM RETURNED IN %R,%G,%B
40100 A1 = $FA00+(P1*2)
40105 R% = VPEEK(1,A1+1)
40110 GB%= VPEEK(1,A1)
40115 G% = GB%/16
40120 B% = GB% AND $0F
40125 RETURN
40199 FADE P2 FROM CURRENT COLOR TO P1 COLOR, J IS JIFFY DELAY
40200 GOSUB 40100
40205 P3=P1
40210 P1=P2
40215 GOSUB 40300
40220 P1=P3
40225 RETURN
40299 REM FADE P1 TO R%,G%,B%, J IS JIFFY DELAY
40300 DR%=R%:DG%=G%:DB%=B%
40305 GOSUB 40100
40310 RI=1:IF DR%<R% THEN RI=-1
40315 GI=1:IF DG%<G% THEN GI=-1
40320 BI=1:IF DB%<B% THEN BI=-1
40325 IF DR%<>R% THEN R%=R%+RI
40330 IF DG%<>G% THEN G%=G%+GI
40335 IF DB%<>B% THEN B%=B%+BI
40340 GOSUB 40000
40345 SLEEP J
40350 IF DR%=R% AND DG%=G% AND DB%=B% THEN 40360
40355 GOTO 40325
40360 RETURN
40499 REM SWAP PALLETTE COLORS AT P1 & P2
40500 A1 = $FA00+(P1*2)
40505 A2 = $FA00+(P2*2)
40510 B1 = VPEEK (1,A1)
40515 B2 = VPEEK (1,A1+1)
40520 B3 = VPEEK (1,A2)
40525 B4 = VPEEK (1,A2+1)
40530 VPOKE 1, A1, B3
40535 VPOKE 1, A1+1, B4
40450 VPOKE 1, A2, B1
40455 VPOKE 1, A2+1, B2
40560 RETURN
40999 REM COPY P1 PALLETTE ENTRY TO P2.. P1 IS LEFT UNCHANGED.
41000 VPOKE 1,$FA00+(P2*2), VPEEK(1, $FA00+(P1*2))
41010 VPOKE 1,$FA00+(P2*2)+1, VPEEK(1, $FA00+(P1*2)+1)
41020 RETURN
45000 RESTORE 50000
45010 REM LOOP THROUGH THE PALLETTE ADDRESS SPACE
45015 REM AND POKE THE VERA DEFAULT PALLETTE
45020 FOR PE = $FA00 TO $FBFE STEP 2
45025 READ R:READ GB
45030 VPOKE 1,PE,GB
45035 VPOKE 1,PE+1, R
45040 NEXT PE
45050 RETURN
REM DEFAULT VERA PALLETTE AS DATA. FROM 0 TO 255 (2 BYTES EACH ENTRY)RGB
50000 DATA $00,$00,$0F,$FF,$08,$00,$0A,$FE,$0C,$4C,$00,$C5,$00,$0A,$0E,$E7,$0D
50005 DATA $85,$06,$40,$0F,$77,$03,$33,$07,$77,$0A,$F6,$00,$8F,$0B,$BB,$00,$00
50010 DATA $01,$11,$02,$22,$03,$33,$04,$44,$05,$55,$06,$66,$07,$77,$08,$88,$09
50015 DATA $99,$0A,$AA,$0B,$BB,$0C,$CC,$0D,$DD,$0E,$EE,$0F,$FF,$02,$11,$04,$33
50020 DATA $06,$44,$08,$66,$0A,$88,$0C,$99,$0F,$BB,$02,$11,$04,$22,$06,$33,$08
50025 DATA $44,$0A,$55,$0C,$66,$0F,$77,$02,$00,$04,$11,$06,$11,$08,$22,$0A,$22
50030 DATA $0C,$33,$0F,$33,$02,$00,$04,$00,$06,$00,$08,$00,$0A,$00,$0C,$00,$0F
50035 DATA $00,$02,$21,$04,$43,$06,$64,$08,$86,$0A,$A8,$0C,$C9,$0F,$EB,$02,$11
50040 DATA $04,$32,$06,$53,$08,$74,$0A,$95,$0C,$B6,$0F,$D7,$02,$10,$04,$31,$06
50045 DATA $51,$08,$62,$0A,$82,$0C,$A3,$0F,$C3,$02,$10,$04,$30,$06,$40,$08,$60
50050 DATA $0A,$80,$0C,$90,$0F,$B0,$01,$21,$03,$43,$05,$64,$07,$86,$09,$A8,$0B
50055 DATA $C9,$0D,$FB,$01,$21,$03,$42,$04,$63,$06,$84,$08,$A5,$09,$C6,$0B,$F7
50060 DATA $01,$20,$02,$41,$04,$61,$05,$82,$06,$A2,$08,$C3,$09,$F3,$01,$20,$02
50065 DATA $40,$03,$60,$04,$80,$05,$A0,$06,$C0,$07,$F0,$01,$21,$03,$43,$04,$65
50070 DATA $06,$86,$08,$A8,$09,$CA,$0B,$FC,$01,$21,$02,$42,$03,$64,$04,$85,$05
50075 DATA $A6,$06,$C8,$07,$F9,$00,$20,$01,$41,$01,$62,$02,$83,$02,$A4,$03,$C5
50080 DATA $03,$F6,$00,$20,$00,$41,$00,$61,$00,$82,$00,$A2,$00,$C3,$00,$F3,$01
50085 DATA $22,$03,$44,$04,$66,$06,$88,$08,$AA,$09,$CC,$0B,$FF,$01,$22,$02,$44
50090 DATA $03,$66,$04,$88,$05,$AA,$06,$CC,$07,$FF,$00,$22,$01,$44,$01,$66,$02
50095 DATA $88,$02,$AA,$03,$CC,$03,$FF,$00,$22,$00,$44,$00,$66,$00,$88,$00,$AA
50100 DATA $00,$CC,$00,$FF,$01,$12,$03,$34,$04,$56,$06,$68,$08,$8A,$09,$AC,$0B
50105 DATA $CF,$01,$12,$02,$24,$03,$46,$04,$58,$05,$6A,$06,$8C,$07,$9F,$00,$02
50110 DATA $01,$14,$01,$26,$02,$38,$02,$4A,$03,$5C,$03,$6F,$00,$02,$00,$14,$00
50115 DATA $16,$00,$28,$00,$2A,$00,$3C,$00,$3F,$01,$12,$03,$34,$05,$46,$07,$68
50120 DATA $09,$8A,$0B,$9C,$0D,$BF,$01,$12,$03,$24,$04,$36,$06,$48,$08,$5A,$09
50125 DATA $6C,$0B,$7F,$01,$02,$02,$14,$04,$16,$05,$28,$06,$2A,$08,$3C,$09,$3F
50130 DATA $01,$02,$02,$04,$03,$06,$04,$08,$05,$0A,$06,$0C,$07,$0F,$02,$12,$04
50135 DATA $34,$06,$46,$08,$68,$0A,$8A,$0C,$9C,$0F,$BE,$02,$11,$04,$23,$06,$35
50140 DATA $08,$47,$0A,$59,$0C,$6B,$0F,$7D,$02,$01,$04,$13,$06,$15,$08,$26,$0A
50145 DATA $28,$0C,$3A,$0F,$3C,$02,$01,$04,$03,$06,$04,$08,$06,$0A,$08,$0C,$09
50150 DATA $0F,$0B
REM BITMAP VALUES FOR READING FONTS.
50200 DATA %10000000,%01000000,%00100000,%00010000,%00001000,%00000100
50205 DATA %00000010,%00000001,%00000000
- ahenry3068
- Posts: 1132
- Joined: Tue Apr 04, 2023 9:57 pm
TITLE ANIMATION
Added some Palette Animation.
Still not quite right but getting there
Still not quite right but getting there
Code: Select all
REM SET OF GOSUBS FOR DIRECT VERA PALLETTE MANIPULATION
REM USES VPOKE & VPEEK
REM FOR THE OTHER ROUTINES TO WORK RELIABLY SHOULD GOSUB 45000
REM FIRST. ALSO GOSUB 45000 IS USED AT ANY TIME TO RESET
REM THE VERA PALLETTE TO DEFAULT VALUES.
REM ..
REM ...
REM WHEN THE VERA IS INITIALLY SET TO GRAPHICS MODE IT USES THE
REM DEFAULT PALLETTE BUT IF YOU USE VPEEK TO READ IT RETURNS
REM RANDOM GARBAGE... AFTER YOU VPOKE THEM IT ALL WORKS
REM AS EXPECTED.
REM .
REM ..
REM ...
REM THIS CODE DOES ABSOLUTELY NO ERROR CHECKING !!!!!!
REM IF USING R%,G% OR B% VALUES SHOULD ALWAYS BE BETWEEN
REM 0-15
REM .
REM ..
REM ...
REM WHEN USING P1 AND P2 TO POINT AT PALLETTE ENTRYS THEY SHOULD
REM ALWAYS BE BETWEEN 0 AND 255
REM I HAD ERROR CHECKING CODE WHEN WRITING THESE ROUTINES
REM BUT ERROR CHECKING TAKES CPU CYCLES.... JUST KEEP THE VALUES
REM CORRECT BEFORE CALLING.
REM .
REM ..
REM ...
REM ..
REM GOSUB 45000.. POKES IN THE DEFAULT PALLETTE VALUES
REM SHOULD BE CALLED AT INIT. AND THEN ANY TIME
REM TO RESET THE VERA TO DEFAULT VALUES
REM ..
REM GOSUB 40000.. SETS PALLETTE ENTRY P1 TO R%,G%,B%
REM ..
REM GOSUB 40100.. READS VALUES AT P1 RETURNS IN R%,G%,B%
REM ..
REM GOSUB 40200.. CHANGES THE PALLETTE COLOR P2 TO P1. BUT DIFFERENT THAN 41000
REM 41000 CHANGES IT FAST. 40200 IMPLEMENTS A FADE WITH SPEED
REM CONTROLLED BY THE VALUE OF J (BIGGER VALUE=SLOWER)
REM ACTUALLY MOST OF THE WORK DONE BY GOSUB TO 40300
REM ..
REM GOSUB 40300 FADES PALLETTE COLOR AT P1 TO R%,G%,B%
REM SPEED CONTROLLED BY THE VALUE OF J. 1 TO 10
REM IS SO FAR BEST FOR ME BUT I DIDN'T RESTRICT VALUES
REM THE BIGGER J IS.. THE SLOWER THE FADE.
REM ..
REM GOSUB 40500.. SWAPS THE PALLETTE VALUES BETWEEN P1 AND P2
REM IF AND ITS A BIG IF... I MAKE FURTHER CHANGES
REM THE NEXT ROUTINE I MAKE WILL BE TO DO THIS AS A
REM ..FADE.. USING A SIMILIAR ALGORITHM I USED IN GOSUB 40300
REM ..
REM GOSUB 41000.. COPYS PALLETTE ENTRY P1 TO P2. P1 IS UNCHANGED
REM ..
REM .
REM ..
REM ...
10 DIM TC(2,8):SCREEN $80
20 RECT 0,0,319,239,$39
25 RECT 3,3,316,236,$10:GOSUB 45000:GOSUB 1000
30 DC$=CHR$(227):GOSUB 150
35 DC$=CHR$(228):GOSUB 150
50 DC$=CHR$(162):GOSUB 150
55 DC$=CHR$(119):GOSUB 150
60 CHAR 75,165,$A9,CHR$($0C)+"THE CLASSIC WORD GAME"
65 CHAR 60,180,$AB,CHR$($0C)+"NOW ON THE COMMANDER X16"
70 CHAR 190,232,1,"c 2023.. ANTHONY HENRY"
100 GET X$:IF X$<>"" THEN 100 : REM FLUSH KEYBOARD BUFFER
110 GET X$
111 GOSUB 200:IF X$="" THEN 110
115 GOSUB 45000:REM RESTORE DEFAULT PALLETTE
120 SCREEN 0:END
150 X = 5:Y=2:UC=1:WD$="Hang"
155 GOSUB 39600
160 X=8:Y=11:WD$="Man"
165 GOSUB 39600:GOSUB 200
170 RETURN
200 FOR I = 1 TO 8
205 P1 = I+1
210 IF P1=2 THEN P2=8:GOTO 220
215 P2=P1-1
220 GOSUB 40500
221 SLEEP 3
225 NEXT I
1000 R%=15:G%=2:B%=1
1005 FOR I= 2 TO 9
1010 TC(2,I-1) = 0
1015 TC(1,I-1) = I
1020 P1 = I:GOSUB 40000:R%=R%-1
1025 IF I/3 = INT(I/3) THEN R%=R%-1
1050 NEXT I
1090 RETURN
39600 L = LEN(WD$)
39660 SX = X
39665 OB=PEEK(1)
39670 BANK PEEK(0),6
39675 FOR K = 1 TO L
39680 CC=ASC(MID$(WD$,K,1))
REM READ IN A CHARACTER MAP CC
REM AND PRINT IT OUT AT Y,X
39685 IF (CC>=64 AND CC<=90) OR (CC>=193 AND CC<=218) THEN AA=64:GOTO 39695
39690 AA = 0
39695 CA = $C000 + 8*(CC-AA)
39700 FOR I = 1 TO 8
39710 CM(I) = PEEK(CA+(I-1)):CM$(I)=""
39715 NEXT I
39720 IF DC$="" THEN DC$=CHR$(CC)
39725 FOR J = 1 TO 8
39730 RESTORE 50200
39735 FOR CT = 1 TO 8
39740 READ CP
39745 IF (CP AND CM(J)) THEN CM$(J)=CM$(J)+DC$:GOTO 39755
39750 CM$(J)=CM$(J)+CHR$(32)
39755 NEXT CT
39760 LOCATE Y+(J-1),X:IF UC=1 THEN COLOR TC(1,J),TC(2,J)
39765 PRINT CM$(J);
39770 NEXT J
39775 IF DC$=CHR$(CC) THEN DC$=""
39780 X=X+8
39785 NEXT K
39790 X=SX
39795 BANK PEEK(0),OB
39800 RETURN
39995 REM SET PALLETTE ENTRY P1 TO R%,G%,B%
40000 VPOKE 1,$FA00+(P1*2),(G%*16) + B%
40010 VPOKE 1,$FA00+((P1*2)+1),R%
40020 RETURN
40100 REM READ PALLETTE ENTRY AT P1
40100 REM RETURNED IN %R,%G,%B
40100 A1 = $FA00+(P1*2)
40105 R% = VPEEK(1,A1+1)
40110 GB%= VPEEK(1,A1)
40115 G% = GB%/16
40120 B% = GB% AND $0F
40125 RETURN
40199 FADE P2 FROM CURRENT COLOR TO P1 COLOR, J IS JIFFY DELAY
40200 GOSUB 40100
40205 P3=P1
40210 P1=P2
40215 GOSUB 40300
40220 P1=P3
40225 RETURN
40299 REM FADE P1 TO R%,G%,B%, J IS JIFFY DELAY
40300 DR%=R%:DG%=G%:DB%=B%
40305 GOSUB 40100
40310 RI=1:IF DR%<R% THEN RI=-1
40315 GI=1:IF DG%<G% THEN GI=-1
40320 BI=1:IF DB%<B% THEN BI=-1
40325 IF DR%<>R% THEN R%=R%+RI
40330 IF DG%<>G% THEN G%=G%+GI
40335 IF DB%<>B% THEN B%=B%+BI
40340 GOSUB 40000
40345 SLEEP J
40350 IF DR%=R% AND DG%=G% AND DB%=B% THEN 40360
40355 GOTO 40325
40360 RETURN
40499 REM SWAP PALLETTE COLORS AT P1 & P2
40500 A1 = $FA00+(P1*2)
40505 A2 = $FA00+(P2*2)
40510 B1 = VPEEK (1,A1)
40515 B2 = VPEEK (1,A1+1)
40520 B3 = VPEEK (1,A2)
40525 B4 = VPEEK (1,A2+1)
40530 VPOKE 1, A1, B3
40535 VPOKE 1, A1+1, B4
40450 VPOKE 1, A2, B1
40455 VPOKE 1, A2+1, B2
40560 RETURN
40999 REM COPY P1 PALLETTE ENTRY TO P2.. P1 IS LEFT UNCHANGED.
41000 VPOKE 1,$FA00+(P2*2), VPEEK(1, $FA00+(P1*2))
41010 VPOKE 1,$FA00+(P2*2)+1, VPEEK(1, $FA00+(P1*2)+1)
41020 RETURN
45000 RESTORE 50000
45010 REM LOOP THROUGH THE PALLETTE ADDRESS SPACE
45015 REM AND POKE THE VERA DEFAULT PALLETTE
45020 FOR PE = $FA00 TO $FBFE STEP 2
45025 READ R:READ GB
45030 VPOKE 1,PE,GB
45035 VPOKE 1,PE+1, R
45040 NEXT PE
45050 RETURN
REM DEFAULT VERA PALLETTE AS DATA. FROM 0 TO 255 (2 BYTES EACH ENTRY)RGB
50000 DATA $00,$00,$0F,$FF,$08,$00,$0A,$FE,$0C,$4C,$00,$C5,$00,$0A,$0E,$E7,$0D
50005 DATA $85,$06,$40,$0F,$77,$03,$33,$07,$77,$0A,$F6,$00,$8F,$0B,$BB,$00,$00
50010 DATA $01,$11,$02,$22,$03,$33,$04,$44,$05,$55,$06,$66,$07,$77,$08,$88,$09
50015 DATA $99,$0A,$AA,$0B,$BB,$0C,$CC,$0D,$DD,$0E,$EE,$0F,$FF,$02,$11,$04,$33
50020 DATA $06,$44,$08,$66,$0A,$88,$0C,$99,$0F,$BB,$02,$11,$04,$22,$06,$33,$08
50025 DATA $44,$0A,$55,$0C,$66,$0F,$77,$02,$00,$04,$11,$06,$11,$08,$22,$0A,$22
50030 DATA $0C,$33,$0F,$33,$02,$00,$04,$00,$06,$00,$08,$00,$0A,$00,$0C,$00,$0F
50035 DATA $00,$02,$21,$04,$43,$06,$64,$08,$86,$0A,$A8,$0C,$C9,$0F,$EB,$02,$11
50040 DATA $04,$32,$06,$53,$08,$74,$0A,$95,$0C,$B6,$0F,$D7,$02,$10,$04,$31,$06
50045 DATA $51,$08,$62,$0A,$82,$0C,$A3,$0F,$C3,$02,$10,$04,$30,$06,$40,$08,$60
50050 DATA $0A,$80,$0C,$90,$0F,$B0,$01,$21,$03,$43,$05,$64,$07,$86,$09,$A8,$0B
50055 DATA $C9,$0D,$FB,$01,$21,$03,$42,$04,$63,$06,$84,$08,$A5,$09,$C6,$0B,$F7
50060 DATA $01,$20,$02,$41,$04,$61,$05,$82,$06,$A2,$08,$C3,$09,$F3,$01,$20,$02
50065 DATA $40,$03,$60,$04,$80,$05,$A0,$06,$C0,$07,$F0,$01,$21,$03,$43,$04,$65
50070 DATA $06,$86,$08,$A8,$09,$CA,$0B,$FC,$01,$21,$02,$42,$03,$64,$04,$85,$05
50075 DATA $A6,$06,$C8,$07,$F9,$00,$20,$01,$41,$01,$62,$02,$83,$02,$A4,$03,$C5
50080 DATA $03,$F6,$00,$20,$00,$41,$00,$61,$00,$82,$00,$A2,$00,$C3,$00,$F3,$01
50085 DATA $22,$03,$44,$04,$66,$06,$88,$08,$AA,$09,$CC,$0B,$FF,$01,$22,$02,$44
50090 DATA $03,$66,$04,$88,$05,$AA,$06,$CC,$07,$FF,$00,$22,$01,$44,$01,$66,$02
50095 DATA $88,$02,$AA,$03,$CC,$03,$FF,$00,$22,$00,$44,$00,$66,$00,$88,$00,$AA
50100 DATA $00,$CC,$00,$FF,$01,$12,$03,$34,$04,$56,$06,$68,$08,$8A,$09,$AC,$0B
50105 DATA $CF,$01,$12,$02,$24,$03,$46,$04,$58,$05,$6A,$06,$8C,$07,$9F,$00,$02
50110 DATA $01,$14,$01,$26,$02,$38,$02,$4A,$03,$5C,$03,$6F,$00,$02,$00,$14,$00
50115 DATA $16,$00,$28,$00,$2A,$00,$3C,$00,$3F,$01,$12,$03,$34,$05,$46,$07,$68
50120 DATA $09,$8A,$0B,$9C,$0D,$BF,$01,$12,$03,$24,$04,$36,$06,$48,$08,$5A,$09
50125 DATA $6C,$0B,$7F,$01,$02,$02,$14,$04,$16,$05,$28,$06,$2A,$08,$3C,$09,$3F
50130 DATA $01,$02,$02,$04,$03,$06,$04,$08,$05,$0A,$06,$0C,$07,$0F,$02,$12,$04
50135 DATA $34,$06,$46,$08,$68,$0A,$8A,$0C,$9C,$0F,$BE,$02,$11,$04,$23,$06,$35
50140 DATA $08,$47,$0A,$59,$0C,$6B,$0F,$7D,$02,$01,$04,$13,$06,$15,$08,$26,$0A
50145 DATA $28,$0C,$3A,$0F,$3C,$02,$01,$04,$03,$06,$04,$08,$06,$0A,$08,$0C,$09
50150 DATA $0F,$0B
REM BITMAP VALUES FOR READING FONTS.
50200 DATA %10000000,%01000000,%00100000,%00010000,%00001000,%00000100
50205 DATA %00000010,%00000001,%00000000
Re: NEW GAME IN BASIC... HANGMAN EARLY DAYS.
Looking good, the outline-cyan color letters are neat. I wonder what the theme song to HangMan is going to turn out to be
If this is new development, maybe check out BASLOAD as a way to do large BASIC program without dealing with line numbers. Curious on feedback on if that helps the development workflow.
viewtopic.php?t=6322
If this is new development, maybe check out BASLOAD as a way to do large BASIC program without dealing with line numbers. Curious on feedback on if that helps the development workflow.
viewtopic.php?t=6322
- ahenry3068
- Posts: 1132
- Joined: Tue Apr 04, 2023 9:57 pm
TITLE SCREEN STUFF
I've still got a little more to do on it. And I've got to merge the code with the
Main program which is probably going to take some Line # shuffling.
I wrote the intro screen initially in a whole separate program.
AND............ If I was starting now. I would use BASLOAD I think.
When I have this in final form I might go back and convert the whole program.
(as a matter of fact I compiled REMLINE.BAS for Linux using QB64 a couple days ago
in possible anticipation of doing that. IREMLINE.BAS was distributed with Qbasic to
remove lines from GWBASIC programs. I think it will work on CBM Basic fine.).
It will leave line numbers but only if they are a target of THEN or GOTO or GOSUB or ON,
After that switching to Labels should be straight forward SEARCH / REPLACE
But at this point I'm going to go ahead and finish this with line numbers.
Main program which is probably going to take some Line # shuffling.
I wrote the intro screen initially in a whole separate program.
AND............ If I was starting now. I would use BASLOAD I think.
When I have this in final form I might go back and convert the whole program.
(as a matter of fact I compiled REMLINE.BAS for Linux using QB64 a couple days ago
in possible anticipation of doing that. IREMLINE.BAS was distributed with Qbasic to
remove lines from GWBASIC programs. I think it will work on CBM Basic fine.).
It will leave line numbers but only if they are a target of THEN or GOTO or GOSUB or ON,
After that switching to Labels should be straight forward SEARCH / REPLACE
But at this point I'm going to go ahead and finish this with line numbers.
- ahenry3068
- Posts: 1132
- Joined: Tue Apr 04, 2023 9:57 pm
HANGMAN INTRO SCREEN
Ok.......... I think I'm almost done with the Intro Screen. Maybe a little tweaking on the color
Animation.
About to get ready for work so here's what I have this morning.
Animation.
About to get ready for work so here's what I have this morning.
Code: Select all
REM SET OF GOSUBS FOR DIRECT VERA PALLETTE MANIPULATION
REM USES VPOKE & VPEEK
REM FOR THE OTHER ROUTINES TO WORK RELIABLY SHOULD GOSUB 45000
REM FIRST. ALSO GOSUB 45000 IS USED AT ANY TIME TO RESET
REM THE VERA PALLETTE TO DEFAULT VALUES.
REM ..
REM ...
REM WHEN THE VERA IS INITIALLY SET TO GRAPHICS MODE IT USES THE
REM DEFAULT PALLETTE BUT IF YOU USE VPEEK TO READ IT RETURNS
REM RANDOM GARBAGE... AFTER YOU VPOKE THEM IT ALL WORKS
REM AS EXPECTED.
REM .
REM ..
REM ...
REM THIS CODE DOES ABSOLUTELY NO ERROR CHECKING !!!!!!
REM IF USING R%,G% OR B% VALUES SHOULD ALWAYS BE BETWEEN
REM 0-15
REM .
REM ..
REM ...
REM WHEN USING P1 AND P2 TO POINT AT PALLETTE ENTRYS THEY SHOULD
REM ALWAYS BE BETWEEN 0 AND 255
REM I HAD ERROR CHECKING CODE WHEN WRITING THESE ROUTINES
REM BUT ERROR CHECKING TAKES CPU CYCLES.... JUST KEEP THE VALUES
REM CORRECT BEFORE CALLING.
REM .
REM ..
REM ...
REM ..
REM GOSUB 45000.. POKES IN THE DEFAULT PALLETTE VALUES
REM SHOULD BE CALLED AT INIT. AND THEN ANY TIME
REM TO RESET THE VERA TO DEFAULT VALUES
REM ..
REM GOSUB 40000.. SETS PALLETTE ENTRY P1 TO R%,G%,B%
REM ..
REM GOSUB 40100.. READS VALUES AT P1 RETURNS IN R%,G%,B%
REM ..
REM GOSUB 40200.. CHANGES THE PALLETTE COLOR P2 TO P1. BUT DIFFERENT THAN 41000
REM 41000 CHANGES IT FAST. 40200 IMPLEMENTS A FADE WITH SPEED
REM CONTROLLED BY THE VALUE OF J (BIGGER VALUE=SLOWER)
REM ACTUALLY MOST OF THE WORK DONE BY GOSUB TO 40300
REM ..
REM GOSUB 40300 FADES PALLETTE COLOR AT P1 TO R%,G%,B%
REM SPEED CONTROLLED BY THE VALUE OF J. 1 TO 10
REM IS SO FAR BEST FOR ME BUT I DIDN'T RESTRICT VALUES
REM THE BIGGER J IS.. THE SLOWER THE FADE.
REM ..
REM GOSUB 40500.. SWAPS THE PALLETTE VALUES BETWEEN P1 AND P2
REM IF AND ITS A BIG IF... I MAKE FURTHER CHANGES
REM THE NEXT ROUTINE I MAKE WILL BE TO DO THIS AS A
REM ..FADE.. USING A SIMILIAR ALGORITHM I USED IN GOSUB 40300
REM ..
REM GOSUB 41000.. COPYS PALLETTE ENTRY P1 TO P2. P1 IS UNCHANGED
REM ..
REM .
REM ..
REM ...
10 DIM TC(2,8):SCREEN $80
20 RECT 0,0,319,239,$3B
25 RECT 3,3,316,236,$10:GOSUB 45000:GOSUB 1000
30 DC$=CHR$(227):GOSUB 150
35 DC$=CHR$(228):GOSUB 150
50 DC$=CHR$(162):GOSUB 150
REM 55 DC$=CHR$(166):GOSUB 150
60 CHAR 75,165,$A9,CHR$($0C)+"THE CLASSIC WORD GAME"
65 CHAR 60,180,$AB,CHR$($0C)+"NOW ON THE COMMANDER X16"
70 CHAR 190,222,1,"CODED IN BASIC"
75 CHAR 190,232,1,"2023.. ANTHONY HENRY"
90 GOSUB 190:GOSUB 300
100 GET X$:IF X$<>"" THEN 100 : REM FLUSH KEYBOARD BUFFER
110 GET X$
115 GOSUB 200:IF X$="" THEN 110
120 FOR X = 1 TO 30
125 LOCATE 1,1:PRINT CHR$(145)
126 GOSUB 200:SLEEP 10
128 NEXT X
130 GOSUB 45000:REM RESTORE DEFAULT PALLETTE
135 SCREEN 0:END
150 X = 5:Y=2:UC=1:WD$="Hang"
155 GOSUB 39600
160 X=8:Y=11:WD$="Man"
165 GOSUB 39600
170 RETURN
190 P1=13
200 IF P1=2 THEN P2=13:GOTO 220
210 P2 = P1 - 1
220 SLEEP 0:GOSUB 40500:SLEEP 2
230 P1 = P1 - 1:IF P1<2 THEN P1=13
240 RETURN
300 LINE 180,210,300,210,$53
311 LINE 180,209,299,209,$53
320 LINE 300,210,300,17,$53
321 LINE 299,209,299,18,$53
325 LINE 300,17,100,17,$53
326 LINE 299,18,100,18,$53
400 LINE 102,19,102,38,$57
405 Q1=1:Q2=1:Q3=1:Q4=1:FILL=0:CC=$57:YS=.4:XS=0:RA=13:CX=102:CY=45:PI=3.14
406 XLIMIT=319:YLIMIT=239
410 GOSUB 3000
425 YS=0:XS=.8:CY=35:RA=9:CC=$25:FILL=1:GOSUB 3000
426 CX=CX-3:RA=2:CY=CY-2:CC=2:GOSUB 3000:CX=CX+6:GOSUB 3000
430 LINE 102,44,102,49,$25
435 LINE 102,51,102,78,$25
440 LINE 102,53,88,64,$25
445 LINE 102,53,116,64,$25
450 LINE 102,78,87,99,$25
455 LINE 102,78,117,99,$25
500 RETURN
1000 R%=15:G%=0:B%=2
1005 P1=$3B:P2=10:GOSUB 41000
1006 P1=1:P2=11:GOSUB 41000
1007 P1=$C7:P2=12:GOSUB 41000
1008 P1=$A0:P2=13:GOSUB 41000
1010 FOR I= 2 TO 9
1015 TC(2,I-1) = 0
1020 TC(1,I-1) = I
1025 P1 = I:GOSUB 40000:R%=R%-1
1030 IF I/3 = INT(I/3) THEN R%=R%-1:G%=G%+1
1050 NEXT I
1090 RETURN
2998 REM CIRCLE,ELLIPSE AND ARC SUBROUTINE
2999 REM SINE/COSINE ALGORITHM
3000 Q = 1 / RA
3010 IF FILL = 1 THEN Q = .2/RA
3030 FOR I = 0 TO PI / 2 STEP Q
3040 DY = SIN(I) * RA
3050 IF YS > 0 AND YS < 1 THEN DY = DY*YS
3060 DX = COS(I) * RA
3070 IF XS > 0 AND XS < 1 THEN DX = DX*XS
3080 ZX = INT(CX - DX)
3090 ZY = INT(CY - DY)
3100 AX = INT(CX + DX)
3110 AY = INT(CY + DY)
3115 IF FILL = 1 THEN 3220
3120 IF AX<0 OR AX > XLIMIT OR AY<0 OR AY > YLIMIT OR Q4 = 0 THEN 3140
3130 PSET AX, AY, CC
3140 IF ZX<0 OR ZX>XLIMIT OR AY < 0 OR AY > YLIMIT OR Q3 = 0 THEN 3160
3150 PSET ZX, AY, CC
3160 IF AX<0 OR AX > XLIMIT OR ZY<0 OR ZY > YLIMIT OR Q2 = 0 THEN 3180
3170 PSET AX, ZY, CC
3180 IF ZX<0 OR ZX > XLIMIT OR ZY<0 OR ZY > YLIMIT OR Q1 = 0 THEN 3300
3190 PSET ZX, ZY, CC
3200 GOTO 3300
3220 IF Q4<> 0 THEN LINE CX,CY,AX,AY,CC
3225 IF Q3<> 0 THEN LINE CX,CY,ZX,AY,CC
3230 IF Q2<> 0 THEN LINE CX,CY,AX,ZY,CC
3235 IF Q1<> 0 THEN LINE CX,CY,ZX,ZY,CC
3300 NEXT I
3310 RETURN
39600 L = LEN(WD$)
39660 SX = X
39665 OB=PEEK(1)
39670 BANK PEEK(0),6
39675 FOR K = 1 TO L
39680 CC=ASC(MID$(WD$,K,1))
REM READ IN A CHARACTER MAP CC
REM AND PRINT IT OUT AT Y,X
39685 IF (CC>=64 AND CC<=90) OR (CC>=193 AND CC<=218) THEN AA=64:GOTO 39695
39690 AA = 0
39695 CA = $C000 + 8*(CC-AA)
39700 FOR I = 1 TO 8
39710 CM(I) = PEEK(CA+(I-1)):CM$(I)=""
39715 NEXT I
39720 IF DC$="" THEN DC$=CHR$(CC)
39725 FOR J = 1 TO 8
39730 RESTORE 50200
39735 FOR CT = 1 TO 8
39740 READ CP
39745 IF (CP AND CM(J)) THEN CM$(J)=CM$(J)+DC$:GOTO 39755
39750 CM$(J)=CM$(J)+CHR$(32)
39755 NEXT CT
39760 LOCATE Y+(J-1),X:IF UC=1 THEN COLOR TC(1,J),TC(2,J)
39765 PRINT CM$(J);
39770 NEXT J
39775 IF DC$=CHR$(CC) THEN DC$=""
39780 X=X+8
39785 NEXT K
39790 X=SX
39795 BANK PEEK(0),OB
39800 RETURN
39995 REM SET PALLETTE ENTRY P1 TO R%,G%,B%
40000 VPOKE 1,$FA00+(P1*2),(G%*16) + B%
40010 VPOKE 1,$FA00+((P1*2)+1),R%
40020 RETURN
40100 REM READ PALLETTE ENTRY AT P1
40100 REM RETURNED IN %R,%G,%B
40100 A1 = $FA00+(P1*2)
40105 R% = VPEEK(1,A1+1)
40110 GB%= VPEEK(1,A1)
40115 G% = GB%/16
40120 B% = GB% AND $0F
40125 RETURN
40199 FADE P2 FROM CURRENT COLOR TO P1 COLOR, J IS JIFFY DELAY
40200 GOSUB 40100
40205 P3=P1
40210 P1=P2
40215 GOSUB 40300
40220 P1=P3
40225 RETURN
40299 REM FADE P1 TO R%,G%,B%, J IS JIFFY DELAY
40300 DR%=R%:DG%=G%:DB%=B%
40305 GOSUB 40100
40310 RI=1:IF DR%<R% THEN RI=-1
40315 GI=1:IF DG%<G% THEN GI=-1
40320 BI=1:IF DB%<B% THEN BI=-1
40325 IF DR%<>R% THEN R%=R%+RI
40330 IF DG%<>G% THEN G%=G%+GI
40335 IF DB%<>B% THEN B%=B%+BI
40340 GOSUB 40000
40345 SLEEP J
40350 IF DR%=R% AND DG%=G% AND DB%=B% THEN 40360
40355 GOTO 40325
40360 RETURN
40499 REM SWAP PALLETTE COLORS AT P1 & P2
40500 A1 = $FA00+(P1*2)
40505 A2 = $FA00+(P2*2)
40510 B1 = VPEEK (1,A1)
40515 B2 = VPEEK (1,A1+1)
40520 B3 = VPEEK (1,A2)
40525 B4 = VPEEK (1,A2+1)
40530 VPOKE 1, A1, B3
40535 VPOKE 1, A1+1, B4
40550 VPOKE 1, A2, B1
40555 VPOKE 1, A2+1, B2
40560 RETURN
40999 REM COPY P1 PALLETTE ENTRY TO P2.. P1 IS LEFT UNCHANGED.
41000 VPOKE 1,$FA00+(P2*2), VPEEK(1, $FA00+(P1*2))
41010 VPOKE 1,$FA00+(P2*2)+1, VPEEK(1, $FA00+(P1*2)+1)
41020 RETURN
45000 RESTORE 50000
45010 REM LOOP THROUGH THE PALLETTE ADDRESS SPACE
45015 REM AND POKE THE VERA DEFAULT PALLETTE
45020 FOR PE = $FA00 TO $FBFE STEP 2
45025 READ R:READ GB
45030 VPOKE 1,PE,GB
45035 VPOKE 1,PE+1, R
45040 NEXT PE
45050 RETURN
REM DEFAULT VERA PALLETTE AS DATA. FROM 0 TO 255 (2 BYTES EACH ENTRY)RGB
50000 DATA $00,$00,$0F,$FF,$08,$00,$0A,$FE,$0C,$4C,$00,$C5,$00,$0A,$0E,$E7,$0D
50005 DATA $85,$06,$40,$0F,$77,$03,$33,$07,$77,$0A,$F6,$00,$8F,$0B,$BB,$00,$00
50010 DATA $01,$11,$02,$22,$03,$33,$04,$44,$05,$55,$06,$66,$07,$77,$08,$88,$09
50015 DATA $99,$0A,$AA,$0B,$BB,$0C,$CC,$0D,$DD,$0E,$EE,$0F,$FF,$02,$11,$04,$33
50020 DATA $06,$44,$08,$66,$0A,$88,$0C,$99,$0F,$BB,$02,$11,$04,$22,$06,$33,$08
50025 DATA $44,$0A,$55,$0C,$66,$0F,$77,$02,$00,$04,$11,$06,$11,$08,$22,$0A,$22
50030 DATA $0C,$33,$0F,$33,$02,$00,$04,$00,$06,$00,$08,$00,$0A,$00,$0C,$00,$0F
50035 DATA $00,$02,$21,$04,$43,$06,$64,$08,$86,$0A,$A8,$0C,$C9,$0F,$EB,$02,$11
50040 DATA $04,$32,$06,$53,$08,$74,$0A,$95,$0C,$B6,$0F,$D7,$02,$10,$04,$31,$06
50045 DATA $51,$08,$62,$0A,$82,$0C,$A3,$0F,$C3,$02,$10,$04,$30,$06,$40,$08,$60
50050 DATA $0A,$80,$0C,$90,$0F,$B0,$01,$21,$03,$43,$05,$64,$07,$86,$09,$A8,$0B
50055 DATA $C9,$0D,$FB,$01,$21,$03,$42,$04,$63,$06,$84,$08,$A5,$09,$C6,$0B,$F7
50060 DATA $01,$20,$02,$41,$04,$61,$05,$82,$06,$A2,$08,$C3,$09,$F3,$01,$20,$02
50065 DATA $40,$03,$60,$04,$80,$05,$A0,$06,$C0,$07,$F0,$01,$21,$03,$43,$04,$65
50070 DATA $06,$86,$08,$A8,$09,$CA,$0B,$FC,$01,$21,$02,$42,$03,$64,$04,$85,$05
50075 DATA $A6,$06,$C8,$07,$F9,$00,$20,$01,$41,$01,$62,$02,$83,$02,$A4,$03,$C5
50080 DATA $03,$F6,$00,$20,$00,$41,$00,$61,$00,$82,$00,$A2,$00,$C3,$00,$F3,$01
50085 DATA $22,$03,$44,$04,$66,$06,$88,$08,$AA,$09,$CC,$0B,$FF,$01,$22,$02,$44
50090 DATA $03,$66,$04,$88,$05,$AA,$06,$CC,$07,$FF,$00,$22,$01,$44,$01,$66,$02
50095 DATA $88,$02,$AA,$03,$CC,$03,$FF,$00,$22,$00,$44,$00,$66,$00,$88,$00,$AA
50100 DATA $00,$CC,$00,$FF,$01,$12,$03,$34,$04,$56,$06,$68,$08,$8A,$09,$AC,$0B
50105 DATA $CF,$01,$12,$02,$24,$03,$46,$04,$58,$05,$6A,$06,$8C,$07,$9F,$00,$02
50110 DATA $01,$14,$01,$26,$02,$38,$02,$4A,$03,$5C,$03,$6F,$00,$02,$00,$14,$00
50115 DATA $16,$00,$28,$00,$2A,$00,$3C,$00,$3F,$01,$12,$03,$34,$05,$46,$07,$68
50120 DATA $09,$8A,$0B,$9C,$0D,$BF,$01,$12,$03,$24,$04,$36,$06,$48,$08,$5A,$09
50125 DATA $6C,$0B,$7F,$01,$02,$02,$14,$04,$16,$05,$28,$06,$2A,$08,$3C,$09,$3F
50130 DATA $01,$02,$02,$04,$03,$06,$04,$08,$05,$0A,$06,$0C,$07,$0F,$02,$12,$04
50135 DATA $34,$06,$46,$08,$68,$0A,$8A,$0C,$9C,$0F,$BE,$02,$11,$04,$23,$06,$35
50140 DATA $08,$47,$0A,$59,$0C,$6B,$0F,$7D,$02,$01,$04,$13,$06,$15,$08,$26,$0A
50145 DATA $28,$0C,$3A,$0F,$3C,$02,$01,$04,$03,$06,$04,$08,$06,$0A,$08,$0C,$09
50150 DATA $0F,$0B
REM BITMAP VALUES FOR READING FONTS.
50200 DATA %10000000,%01000000,%00100000,%00010000,%00001000,%00000100
50205 DATA %00000010,%00000001,%00000000