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rucksack.txt
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1998-10-23
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3KB
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97 lines
16 AND 32 BIT ROUTINE
(ATARI STE AND FALCON ONLY)
( and it may work on the PC and Amiga too ! TONY )
THE RUCKSACK#1
INCLUDES THE DATA FILE,
THE STAND ALONE EXAMPLE
AND THIS FILE
BY
OZZY OMARA
(THE ENDURANCE COLLECTION,WRITTEN FOR THE THIRD DIMENSION DISK)
THIS DATA FILE IS FREEWARE,ITS YOURS TO DO WHAT EVER YOU LIKE WITH,
DELETE THE OBJECTS IN AREA 1 AND AREA 2 AND USE THE DATA FILE AS A
FOUNDATION FOR YOUR OWN PROGRAM OR WRITE IT IN TO YOUR EXISTING DATA
FILE.
OBJECTIVE.
TO MOVE FROM AREA 1 (VIA A BORDER ICON) TO AREA 2 (RUCKSACK/INVENTORY)
AND RETURN FROM AREA 2 TO THE SAME POSITION YOU LEFT IN AREA 1.
PROCEDURE.
CREATE AREA 1 AND AREA 2 AND DEFINE THE ICON BORDER (A GOOD ART
PACKAGE WILL GIVE YOUR SCREEN X:Y:VALUES).
CONDITION 1
SETVAR(0,V20) ------LASER TURNED OFF
SETVAR(0,V31) ------TRIGGER VARIABLE SET TO ZERO
SETVAR(0,V32) ------
SETVAR(0,V33) THESE TEN VARIABLES ARE SET TO THE
SETVAR(0,V34) VALUE ZERO.THIS IS TO ENSURE THAT
SETVAR(0,V35) WHEN THE LOCATION VARIABLES ARE
SETVAR(0,V36) PASSED TO THEM, THAT THEY HOLD NO
SETVAR(0,V37) VALUE OTHER THAN ZERO.
SETVAR(0,V38)
SETVAR(0,V39)
SETVAR(0,V40) ------
CONDITION 2
IF VAR>?(V18,6) ------
AND VAR<?(V17,205)
THEN IF VAR<?(V18,28) USE THIS TEMPLATE FOR ALL
AND VAR>?(V17,181) YOUR BORDER ICONS
THEN SETVAR(0,V17)
SETVAR(0,V18)
ADDVAR(10,V31)
SOUND(4)
ELSE
ENDIF
ENDIF ------
IF VAR=?(V31,10) TRIGGER VARIABLE
THEN ADDVAR(10,V31) ------
SETVAR(V0,V32)
SETVAR(V1,V33) VIEWPOINTS X:Y:Z POSITIONS ARE
SETVAR(V2,V34) HELD HERE AS WELL AS HIEGHT AND
SETVAR(V3,V35) CURRANT AREA NUMBER
SETVAR(V4,V36)
SETVAR(V5,V37)
SETVAR(V6,V38)
SETVAR(V7,V39)
SETVAR(V8,V40) ------
DELAY(10)
GOTO(1,2) ------- RUCKSACK,ENTRANCE 1 AREA 2
MODE(1)
END
ENDIF
IF VAR=?(V31,30) --- TRIGGER VARIABLE
THEN GOTO(1,V40) --- THE MAGIC OF VARIABLES
MODE(1)
SETVAR(V32,V0) ------
SETVAR(V33,V1)
SETVAR(V34,V2)
SETVAR(V35,V3) WHAT DO YOU THINK IS
SETVAR(V36,V4) HAPPENING HERE?
SETVAR(V37,V5)
SETVAR(V38,V6)
SETVAR(V39,V7) ------
SETVAR(0,V31) --- TRIGGER SET BACK TO ZERO
ELSE
ENDIF
THE RESPONCE.
STICKY BUT FAST.
******
P.S IN THE STAND-ALONE EXAMPLE OF THIS ROUTINE USE THE RIGHT
HAND MOUSE BUTTON TO PICK UP THE DOOR PASS.
******