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VOL2020
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1992-01-07
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CP/MS gg NL volume 2020
gelijk aan PC/SIG no. 1,20, 2/4 partly; PCgg no. 22
Titel: Basic utils (B-Simple, Crossref), Games(PCC), DRAW
Number Name Size Date Comments
020.01 B-SIMPLE BAS 20956 8-08-85 Aid in creating & structuring BASIC
programs
020.02 BASMENU BAS 995 8-08-85 Automatic menu (see volume 2023)
020.03 BLACKJCK BAS 12562 8-08-85 Color version of card game....
CATALOG 020 2243 8-08-85 This catalog
020.04 CHSONG BAS 3959 8-08-85 Christmas song PLAYed...
020.05 CIRCLES BAS 1133 8-08-85 Draws random patterns on the color
display
020.06 CONTROL BAS 17 8-08-85 PCS menu system part (see volume 2023)
020.07 COPYOVER BAT 198 3-26-83 Copies game programs
020.08 COPYOVER DOC 450 3-26-83 Description of above
020.09 CROSSREF DOC 9472 8-08-85 ASCII version (updated) of .SCR
020.10 CROSSREF EXE 44288 11-15-82 Extended Basic variable crossreference
020.11 CROSSREF SCR 9728 11-11-82 Doc on above - printable by SCRIPT/VS..
020.12 DOTS BAS 1666 8-08-85 Displays dot patterns for display
characters
020.13 DRAW BAS 13596 8-08-85 Color drawing program
020.14 EDIT BAT 76 12-04-82 Utility for RV-EDIT (volume 2010)
020.15 HANGMAN BAS 4567 8-08-85 Color version of "galgje"....
020.16 HATDANCE BAS 1930 8-08-85 Play Mexican Hat Dance Song...
020.17 KALEID BAS 3397 8-08-85 Generates random graphic patterns
020.18 MAXIT BAS 5965 8-08-85 Number game (color)
020.19 MENU BAS 5039 8-08-85 Menu for some game programs
020.20 METEOR BAS 4318 8-08-85 Arcade game: eat goodies while dodging
meteors
020.21 OTHELLO BAS 10761 8-08-85 The game of ....
020.22 PATTERNS BAS 3422 8-08-85 Generates random graphic patterns
020.23 PONGPONG BAS 6203 8-08-85 One-person PONG-like game
020.24 SCOPE BAS 5653 8-08-85 Game - display symmetric random
patterns
020.25 STARTREK BAS 30124 8-08-85 The game of ... Makes hardly use of
graphics
020.26 STRINGS BAS 512 8-08-85 Random patterns
020.27 SURVIVAL BAS 22557 8-08-85 Survive a crash landing on the moon
(adventure)
020.28 VOL2020 ABS 2688 8-08-85 Disk abstract
020.29 WOMBAT BAS 18086 8-08-85 Interactive word problems for children
(CAI)
020.30 WORM1 BAS 1640 8-08-85 Game. Watch him tunnel through the
ground
020.31 YAHTZMON BAS 19212 8-08-85 Monochrome Yathzee version (some gr.
characters)
020.32 YATHZCOL BAS 20618 8-08-85 Color ,, ,, (same
program)
33 File(s) 15360 bytes free on volume VOL2020
B-SIMPLE = Basic Structured IMPLEmentation (PROGRAMMER'S AID)
B-SIMPLE helps you write good top-down, modular programs in Basic. You don't
have to be a programmer to use it. Your programs should be simple to write,
be simple to debug, and be simple to change later.
B-SIMPLE is menu driven. When RUN, it establishes a skeleton for your
program, using Blocks of 100 line numbers. You can have up to 199 modules
for SUBROUTINES, plus ten for INITIALIZATION, and ten for MAIN LINE PROGRAM.
B-SIMPLE helps you add, list, renumber, or delete modules. It keeps a
directory and puts in module names, etc. to make your listing easier to
understand. When you are done, you can delete B-SIMPLE (quite simply).
The techniques used are not unique to Basica/GW-Basic; the program can be
converted, with some small difficulties, to Basic-86 / MBasic.
CROSSREF is a BASIC Program Cross Reference Utility for the IBM
Personal Computer. It is designed to answer the standard ques-
tions required by programmers writing or modifying BASIC pro-
grams. These include such things as:
What line numbers are used in GOTO or GOSUB or RESUME statements?
Where are all the references to a given user variable?
In addition, CROSSREF will also flag several addition references
that I have found useful when modifying someone else's program:
Where are END, SYSTEM and STOP statements used?
Where are CHAIN, RUN, BSAVE and BLOAD statements used? ie what
other programs does it link to?
Where are SCREEN statements used (especially for TV output)?
Where are CLEAR statements used?
DRAW: This is an early drawing program, in color. The only documentation is a
screenful of commands. Its capacities are not small, and for those who keep
on thinking of real CAD: two preprogrammed figures in the system are a racing
car and ... a donkey.
Yoy are about to play a game of PONG-PONG. The object of the game is to HIT a
target with a moving ball. Of course the target will not stay still. The
ball's direction is controlled by inserting paddles in its path. To make the
game more interesting the paddles remain on the gameboard. You can control
the games difficulty by choosing the length of time the target will remain in
one location. You will be given FIVE targets. The paddles are placed using
keys '/' and '\' on the right and left bottom row of keys (uuugh - that
awkward placement of keys only IBM likes ! Z.). They will place a paddle at
the balls current location.