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Commodore BASIC  |  2022-09-20  |  3KB  |  118 lines

  1. 10 rem copyright 1988 compute! publications, inc. - all rights reserved
  2. 20 poke56,136:clr:x=rnd(-ti)
  3. 30 poke53280,0:poke53281,0:print"[147]please wait..."
  4. 40 x=0:fori=1to380:reada:x=x+a:next:ifx<>50225thenprint"data error.":stop
  5. 50 restore:sys2186
  6. 60 dimx(10),y(10),c(16)
  7. 70 fori=0to217:reada:poke49148+i,a:next
  8. 80 sys49298:rem move character rom to ram for sprite conversions
  9. 90 sys2183:poke251,0
  10. 100 restore:goto510
  11. 110 fori=0to8*64:poke8192+i,0:next
  12. 120 fori=0to7:poke53287+i,1:poke2040+i,128+i:next
  13. 130 poke53277,255:poke53269,0:poke53271,0
  14. 140 print"[147]":poke251,1:poke252,0:poke253,0
  15. 150 a$="welcome  to supratechnic":t=1:gosub1130
  16. 160 fory=1to1500:next
  17. 170 fort=0to200:forf=1to5:next
  18. 180 sys49342:next
  19. 190 forf=1to1500:next
  20. 200 poke53269,0
  21. 210 a$="full  graphic  mode":t=2:gosub1130
  22. 220 t=0:poke251,2:poke252,0:poke253,0
  23. 230 sys2189
  24. 240 t=t+1:ift=5then310
  25. 250 gosub1070
  26. 260 gosub1200
  27. 270 restore:fori=0to2:reade:poke252,e
  28. 280 forj=0to500:next:next
  29. 290 reade:poke252,e
  30. 300 goto240
  31. 310 poke252,2
  32. 320 fort=0to82:gosub1230:next
  33. 330 poke53269,252
  34. 340 fort=0to28:gosub1230:next
  35. 350 poke53269,224
  36. 360 fort=0to28:gosub1230:next
  37. 370 poke53269,0
  38. 380 fort=0to1000:next
  39. 390 poke252,0:poke251,1:poke253,0:sys2192
  40. 400 a$="spritemode":t=3:gosub1130
  41. 410 fori=0to500:next
  42. 420 forg=1to6
  43. 430 gosub1210:fori=0to500:next:next
  44. 500 poke252,0:poke251,0:poke253,0:sys2192:poke53269,0:goto140
  45. 510 data5,6,10,9
  46. 520 rem extended ml routines
  47. 530 data169,8,141,19,192,169,12,141,20
  48. 540 data192,172,60,3,162,0,189,61,3,141
  49. 550 data8,12,238,19,192,208,3,238,20
  50. 560 data192,173,19,192,201,16,240,7,232
  51. 570 data136,208,231,76,10,192,173,20
  52. 580 data192,201,13,208,242,96
  53. 590 data169,0,170,141,104,192,169,32
  54. 600 data141,105,192,169,3,133,167,169
  55. 610 data0,133,169,189,60,3,133,168,138
  56. 620 data72,24,38,168,38,169,38,168,38,169
  57. 630 data38,168,38,169,24,165,169,105,136,133,169
  58. 640 data162,0,160,0,177,168,157,194,33
  59. 650 data232,232,232,200,192,8,208,243,104,170,232
  60. 660 data224,24,208,1,96,238,104,192,198
  61. 670 data167,208,193,24,173,104,192,105,61,141
  62. 680 data104,192,144,3,238,105,192,76,62
  63. 690 data192,120,165,1,72,169,49,133,1,160,0
  64. 700 data132,170,132,168,169,208,133,169
  65. 710 data169,128,133,171,177,168,145,170,200,208
  66. 720 data249,230,169,230,171,165,169,201
  67. 730 data224,208,239,104,133,1,88,96
  68. 740 data162,1,222,0,208,232,232,224,17
  69. 750 data208,247,96,162,1,254,0,208,232
  70. 760 data232,224,17,208,247,96
  71. 770 rem full graphic mode graphic data
  72. 780 x(1)=peek(61):y(1)=peek(62)
  73. 790 data252,248,240,224,192,128,1,3
  74. 800 data7,15,31,63,255,255,170,85
  75. 810 data170,85,170,85,255,255,-1
  76. 820 x(2)=peek(61):y(2)=peek(62)
  77. 830 data255,255,0,0,255,255,204,51
  78. 840 data204,51,255,255,24,24,24,24
  79. 850 data255,255,204,51,204,51,-1
  80. 860 x(3)=peek(61):y(3)=peek(62)
  81. 870 data240,240,240,240,15,15,15,15
  82. 880 data255,255,255,204,51,204,51
  83. 890 data204,51,204,51,255,255,255
  84. 900 data170,85,170,85,170,85,170,85
  85. 910 data255,255,255,-1
  86. 920 x(4)=peek(61):y(4)=peek(62)
  87. 930 data255,255,255,3,6,12,24,48,96
  88. 940 data192,192,96,48,24,12,6,3
  89. 950 data255,255,255,170,85,170,85
  90. 960 data204,51,204,51,204,170,85
  91. 970 data170,85,-1
  92. 980 rem sprite positions
  93. 990 x(5)=peek(61):y(5)=peek(62)
  94. 1000 data128,100,176,100,224,100,168,130,88,160,136,160,184,160,232,160
  95. 1010 x(6)=peek(61):y(6)=peek(62)
  96. 1020 data160,100,208,100,132,130,180,130,228,130,160,160,208,160,0,100
  97. 1030 x(7)=peek(61):y(7)=peek(62)
  98. 1040 data136,35,184,35,152,0,200,0,0,100,0,100,0,100,0,100
  99. 1050 goto110
  100. 1060 rem quick fill graphic buffer with data
  101. 1070 poke65,x(t):poke66,y(t):i=0
  102. 1080 reada:ifa=-1then1100
  103. 1090 poke829+i,a:i=i+1:goto1080
  104. 1100 poke828,i:i=peek(252):poke252,0
  105. 1110 sys49152:poke252,i:return
  106. 1120 rem convert string to sprites and set position from data
  107. 1130 poke53269,0
  108. 1140 iflen(a$)<24thena$=a$+" ":goto1140
  109. 1150 fori=1to24:poke827+i,asc(mid$(a$,i,1)):next
  110. 1160 sys49203
  111. 1170 poke65,x(t+4):poke66,y(t+4)
  112. 1180 fori=0to15:readc(i):poke53248+i,c(i):next
  113. 1190 poke53269,255:return
  114. 1200 a=int(rnd(1)*14)+2:poke253,a:poke53281,a:return
  115. 1210 a=int(rnd(1)*14)+2:poke253,a:a=int(rnd(1)*14)+2:poke53281,a:return
  116. 1220 rem decrease y on all sprites
  117. 1230 sys49342:fory=0to10:next:return
  118.