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10 rem p=. vs p=0 results: | |
11 rem plus4 : 16% | |
12 rem pet : 19% | |
13 rem c64 : 20% | |
14 rem vc20 : 22% | |
15 : | |
20 t=ti | |
21 for i=0 to 499: p=0: next | |
22 a=ti-t | |
23 print "p=0 :";a |
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(* | |
TP 7.0 recursion limit test: 3965 - stack:16384 (def) | |
16249 - stack:65520 (max) | |
*) | |
program rec_test; | |
{$M 65520, 0, 655360} (* stack, heapmin, heapmax *) | |
uses crt; | |
const R = 16249; | |
var i: integer; |
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0 c$=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$(147)spc(250)spc(158) | |
7 print "snake * tron. get ready!" | |
8 fori=.to99:pokeh,32::::::::::pokeh,83:next | |
9 poke 59467,16: rem sound on |
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#!/bin/sh | |
clear | |
printf "spot the (missing) digit\n" | |
# rnd(0..9) | |
r=$(($RANDOM%10)) | |
# unix EPOCH time in seconds | |
t=$(($(date +%s))) |
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# No-Show Die Face, a micro game in Ruby | |
r = 0 | |
e = false | |
s = Time.now.to_f | |
begin | |
# die faces 1 to 6 | |
n = { 1 => "\u2680", |
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"Block Tumble!" is a humble Commodore 64 puzzle game from 1991 in 2KBytes; it features 56(!) levels. | |
Here are some random notes I took while poking around in memory... | |
observations: | |
- the level encoding is fixed: 18 Bytes x 56 = 1008 Bytes | |
- the level data starts at 0BF9 (in memory), or at 03FA (file offset) | |
- a better, flexible encoding of the level data should take around ~870 Bytes | |
(assuming a not-too-crowded field in most levels and on average at least 8 wall stones) | |
(also: discussing level encoding should be a separate post, as there are MANY options :)) |
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10 'four-letter words game, IchigoJam BASIC | |
12 CLV | |
14 [0]=ASC("W"): [1]=ASC("I"): [2]=ASC("S"): [3]=ASC("H") | |
16 [4]=ASC("Q"): [5]=ASC("U"): [6]=ASC("I"): [7]=ASC("Z") | |
18 [8]=ASC("L"): [9]=ASC("O"):[10]=ASC("V"):[11]=ASC("E") | |
20 [12]=ASC("H"):[13]=ASC("O"):[14]=ASC("M"):[15]=ASC("E") | |
22 : | |
24 @MAIN | |
26 CLT | |
27 L=RND(4) |
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5 'barrier game | |
10 CLS: CLT | |
12 S=100: H=0: F=0 | |
30 IF !RND(6) LC 10,0: ? "ãã ãã ãã" | |
37 IF F F=F-1 | |
38 S=S-1 | |
50 LC 4, 23: ? CHR$(251); | |
52 LC 25,12: ? "$";S | |
55 IF INKEY()=32 AND H=0 H=1 | |
58 IF H AND SCR(4+H,23-H)=ASC("ã") VIDEO 2: WAIT 4: VIDEO 1: BEEP: H=0: F=0 |
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5 'heartcash II | |
10 CLS | |
12 Y=0: M=20: H=20: P=229 | |
14 C=245: D=C-P: O=320: L=O/32 | |
16 LC 0,L-1: ? CHR$(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 |