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(************************************************** | |
*** P A C K - M A N N *** | |
*** (W) 1989 by G. Brinkmann *** | |
*** MS-DOS, Turbo Pascal 4.0/5.0, 06.04.1989 *** | |
**************************************************) | |
{ Revised & extended version 2.0 in April/May 2020 by tomaes | |
NEW in this edition: | |
- source & game translation (German->English), | |
- code clean-up, structual improvements & fixes |
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program PlayAMDdump; | |
(* adlib player lib by conqueror in '96 *) | |
(* song and array player hack by tomaes in '20 :) *) | |
uses CRT; | |
{$F+} | |
{$L amdobj.obj} | |
procedure _AdlibPlayer; near; external; | |
procedure _StopAdlib; near; external; | |
procedure _InitAdlib; near; external; |
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0 c$=chr$(65+rnd(1)*26):?c$"?";:fori=sto4^5:next:s=s+9:geta$:?a$:ifa$=c$then0 |
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0 rem cbm 4032 game test | |
1 : | |
2 sm=32768: h=sm+414 | |
3 x=0: y=0: dx=1: dy=0 | |
4 lv=0: g0=1: pl(0)=15: pl(1)=86 | |
5 u$="w": l$="a": d$="s": r$="d" | |
6 print chr$(147)spc(250)spc(158) | |
7 print "snake * tron. get ready!" | |
8 fori=.to99:pokeh,32::::::::::pokeh,83:next | |
9 poke 59467,16: rem sound on |
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# No-Show Die Face, a micro game in Ruby | |
r = 0 | |
e = false | |
s = Time.now.to_f | |
begin | |
# die faces 1 to 6 | |
n = { 1 => "\u2680", |
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"Block Tumble!" is a humble Commodore 64 puzzle game from 1991 in 2KBytes; it features 56(!) levels. | |
Here are some random notes I took while poking around in memory... | |
observations: | |
- the level encoding is fixed: 18 Bytes x 56 = 1008 Bytes | |
- the level data starts at 0BF9 (in memory), or at 03FA (file offset) | |
- a better, flexible encoding of the level data should take around ~870 Bytes | |
(assuming a not-too-crowded field in most levels and on average at least 8 wall stones) | |
(also: discussing level encoding should be a separate post, as there are MANY options :)) |
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5 'heartcash II | |
10 CLS | |
12 Y=0: M=20: H=20: P=229 | |
14 C=245: D=C-P: O=320: L=O/32 | |
16 LC 0,L-1: ? CHR$(226);" exit::::::::::::::::::::::::" | |
18 LC 0,L+2: ? CHR$(227);" exit::::::::::::::::::::::::" | |
20 IF RND(8) POKE#91E+O+32*RND(2),P+RND(2)*D | |
30 COPY #900+O,#901+O,31: COPY #920+O,#921+O,31 | |
50 Y=Y-BTN(UP)+BTN(DOWN) | |
51 IF M M=M-1 |
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10 ' minesonar enhanced, IchigoJam Edition | |
20 CLS: CLT | |
30 LET R, 0 | |
32 LET X, RND(8)+1 | |
34 LET Y, RND(8)+1 | |
35 : | |
38 ? ".";CHR$(251);: ? " Mine Sonar,IchigoJam edition" | |
39 ? CHR$(154);: FOR I=1 TO 28: ? CHR$(176);: NEXT: ? "*"; CHR$(244) | |
40 ?: ? "There is a (possibly moving)" | |
42 ? "hidden mine in an 8x8 field!" |
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1 ' What's more? in ICHIGO JAM BASIC | |
10 S = 6: Z = 1: R = 0 | |
12 Q = RND(4) | |
20 IF Q = 0 B=225 | |
22 IF Q = 1 B=228 | |
23 IF Q = 2 B=236 | |
24 IF Q = 3 B=250 | |
30 CLT | |
40 : | |
50 CLS |
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# What's more? | |
# a quick guesstimation game | |
# (Emoji-enhanced Ruby version) | |
require 'time' | |
cont = true | |
r = 0 | |
t = Time.now.to_f |