Golf on Mt. Fuji with DLI by OxC0FFEE
A downloadable game
REM FUJIGOLF - Golf on Mount Fuji REM built with Turban (TURboBAsic Nifty) REM obsfuscated using tbxlparser REM requires Turbo-BASIC XL REM by Kim Slawson REM 2021-02-23 REM set up graphics mode, draw title, turn off cursor GR.0:COL.20:TE.4,0,"GOLF":POS.14,8:POKE 752,1:?"ON MT. FUJI" REM get screen location -- like scrlo=PEEK(88):scrhi=PEEK(89) but better scrmem=DPEEK(88) REM set up display list DL=PEEK(560)+PEEK(561)*256 REM read in assembly code to modify graphics FOR I=0 TO 42:READ B:POKE 1536+I,B:NEXT I DATA 72,152,72,172,0,4,185,2,4,141,10,212,141,24,208,238,0,4,173,0,4,205,1,4,144,5,169,0,141,0,4,104,168,104,64,169,192,141,14,212,76,98,228 REM modify display list for interrupt FOR I=6 TO 27:POKE DL+I,PEEK(DL+I)+128:NEXT I FOR I=2 TO 3:POKE DL+I,PEEK(DL+I)+128:NEXT I REM read in background color data starting at mem loc 1024 POKE 1024,0:POKE 1025,24 FOR I=0 TO 23:READ B:POKE 1026+I,B:NEXT I DATA 128,96,82,68,54,40,26,236,192,194,194,196,196,196,196,198,198,198,198,198,198,198,198,198 REM point to DLI on page 6 and enable interrupt POKE 512,0:POKE 513,6 REM disable/re-enable deferred VBLANK POKE 66,1:POKE 548,35:POKE 549,6:POKE 66,0 REM Don't forget to set luminance! POKE 709,15 REM need an array for heights of each bit of ground DIM g(40) REM main game loop for all 18 holes FOR hole=1 TO 18 REM turn off the cursor POKE 752,1 REM Q: how long are straight runs? REM A: shorter in the middle of the mountain, longer at the ends long=ABS(9-hole) REM starting height of ground for this hole (relative to which hole we're on). REM It's a mountain so it's higher in the middle starting=9-long REM y location of top of the ground - can't go above this REM (don't want an out-of-bounds error or an impossible level) top=12-starting REM set some initial conditions x=0:ball=0:y=22-starting REM draw the ground WHILE x<40 REM the slope is procedurally determined by the hole number and some tricky math s=INT((RND*3-1)+0.1*(hole-9.5)) REM because ATASCII is simple and we're just using {udiag} and {ddiag} we need to limit the slope IF s<-1:S=-1:ENDIF:IF S>1:S=1:ENDIF REM let's figure out how high the ground is based on the slope, within limits y=y+s:IF Y<top:Y=top:s=0:ENDIF:IF Y>22:Y=22:s=0:ENDIF REM set the ground array to the correct height REM we have to keep track so we know when the ball lands g(x)=y REM use either {udiag} (atascii 8) or {ddiag} (atascii 10) REM but they're separated by a character in the middle so we need the correct offset REM (note this is using the internal representation, where the control characters 72 and 74 are between REM the uppercase and lowercase letters. Equivalents would be CHR$(8) and CHR$(10) ) c=73+s REM the Earth isn't flat, but sometimes golf courses are. REM this plots a straight run for the amount appropriate to the given hole REM and sets the ground array to the correct height for each spot IF s=0 REM put the ball on the first flat spot in the level IF ball=0:COL.20:ball=1:bx=x:by=y-1:PLOT bx,by:ENDIF FOR i=0 to long IF x+i=40:EXIT:ENDIF g(x+i)=y POKE scrmem+(x+i)+y*40,128 NEXT i x=x+long ENDIF REM if we're going up or down slope, pick the correct character, REM poke it into screen mem, and set the height of the ground array. IF s=-1:POKE scrmem+x+y*40,c:ENDIF IF s=1:POKE scrmem+x+(y-1)*40,c:g(x)=y-1:ENDIF REM The y-1 corrects a bug where the ball lands one below the ground on a downslope x=x+1 WEND REM fill the ground COLOR 160:PAINT 1,23 REM set the color left behind by the ball, so as to be able to redraw it later oc=32 rem draw the hole. Set the hole depth 1 lower than surroundings so do -1 COLOR 32:PLOT 33,g(33)-1:COLOR 95:PLOT 33,g(33): REM plot _ g(33)=g(33)+1 REM now is the time for all good players to make a hole in one REM turn on cursor for swing setup. Aim using cursor. poke 752,0 REPEAT REM get joystick position and remember the current aiming vectors S=STICK(0):oh=horiz:ov=vert REM aiming vector is relative to ball position, REM magnitude determined by the position of the cursor vert=vert+((S=13)-(S=14)):horiz=horiz+((S=7)-(S=11)) #p REM cursor goes one below position when POSitioning and PRINTing so do -1 REM (else it's an off-by-one and a possible out-of-bounds off the y axis) posx=bx+horiz:posy=by+vert-1 REM check if relative position is out of bounds REM if yes, restore velocity to previous value and jump back IF posx<0 OR posx>39:horiz=oh:GO# p:ENDIF REM we don't want the ball being hit downward because that doesn't make sense IF posy<0 OR posy>by-1:vert=ov:GO# p:ENDIF REM put the cursor where the player aims POS.posx,posy:?CHR$(29); pause 5:REM Goldilocks timing for aiming. Not too slow, but not too fast. POKE 77,0: REM disable attract mode periodically ... REM ... cuz it's ugly and also doesn't play well with the DLI REM use the built-in keyboard handler to make the stroke noise IF(STRIG(0)=0) OPEN #1,4,0,"K:":IRQEN=PEEK(16) POKE 16,0:POKE 53774,0:POKE 764,12 GET #1,C:POKE 16,IRQEN:POKE 53774,IRQEN CLOSE #1 REM keep track of strokes and score stroke=stroke+1 POKE 752,1:POS.0,23:?"Hole ";hole;", stroke ";stroke;", score ";score+stroke; REM if the player fumbles their putt by wasting their shot, REM then they get a stroke penalty. Too bad, so sad. IF vert>0:GO# l:ENDIF REM set up some physics for parabolic motion of the ball t=0:xi=bx:yi=by REPEAT:REM ball is in flight pause 10:REM slow it down so the flight seems natural REM time passes. Remember the ball's position. Calculate the next position. t=t+1:ox=bx:oy=by:bx=bx+horiz/2:by=by+vert:vert=vert+3 REM prevent out-of-bounds errors to the left and the right IF bx<0:bx=0:ENDIF IF bx>38:bx=38:ENDIF REM “Houston, Tranquility Base Here. The Eagle has Landed." (the ball hit the ground) IF by>=g(bx):by=g(bx)-1:landed=1:ENDIF REM prevent out-of-bounds errors to the top IF by<0:by=0:ENDIF REM redraw the old scenery behind the ball and draw the ball at its new position COLOR oc:PLOT ox,oy:LOCATE bx,by,oc:COLOR 20:PLOT bx,by UNTIL landed REM should the ball roll? nah. we don't have enough lines for REAL physics ¯\_(ツ)_/¯ #l:landed=0:horiz=0:vert=0:REM bx=int(bx) POKE 752,0:REM toggle the cursor ENDIF REM keep letting the player take shots until the ball lands in the hole UNTIL (32<bx) AND (bx<34) REM make a "ball falling in the hole and bouncing noise" by clicking the speaker REM the period of the noise is based on how far the ball flew i=ABS(oh):REPEAT:PAUSE I:Poke 53279,1:I=I/1.25:UNTIL I<1 REM OMG the player just got a hole in one 111111! !!!! eleventy-one!!1111 REM Reward them for their good work and play a nice pleasant chord building over time IF stroke=1:TEXT 4,0,"HOLE":TEXT 4,8,"IN 1":SOUND 0,81,10,3:PAUSE 25:SOUND 1,64,10,7:PAUSE 25:sound 2,53,10,11:pause 25:sound 3,45,10,15:pause 200:SOUND:pause 100:ENDIF : rem HOLE IN ONE! REM Add the strokes to the score. Reset the stroke counter for the next hole. score=score+stroke:stroke=0 REM turn off the cursor and clear the screen POKE 752,1:CLS NEXT hole REM display final score, encourage replay POS.2,8:?"YOUR FINAL GOLF ON MT. FUJI SCORE IS" COLOR 20:TEXT 12,9,score PAUSE 200:POS.13,19:?"FIRE TO REPLAY" REM wait for user and disable attract mode WHILE STRIG(0):POKE 77,0:WEND:RUN
Status | Released |
Author | BASIC 10Liner |
Genre | Sports |
Tags | 8-Bit, atari, basic, basic10liner |
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Thanks for featuring my game! Check out the official repo on github.