DEFINE STRING SPACE 128 DEFINE STRING COUNT 32 DEFINE SCREEN MODE UNIQUE BITMAP ENABLE(16) CONST step = 2 CONST levels = SCREEN HEIGHT / 16 CONST screenLimitH = ( SCREEN HEIGHT - 1 ) CONST screenLimitH2 = screenLimitH - 16 CONST screenLimitW = ( SCREEN WIDTH - 1 ) CONST screenLimitBH = ( SCREEN HEIGHT - 12 ) CONST screenLimitBW = ( SCREEN WIDTH - 16 ) CONST screenLimitL = 2*step CONST maxDistancePerPath = 300 CONST startPosX = ( SCREEN WIDTH / 2 ) - 4 CONST maxBallPerGame = 10 CONST centerScreenY = SCREEN ROWS / 2 CONST currentBallsX = SCREEN COLUMNS - 10 DIM x%, y%, px%, py%, dx%, dy%, d@, m@, v@, currentballs@, oldballs@, winColor@ DIM score%, oldscore%,distance%, bx%, by%, borderColor@, emptyColor@ GLOBAL x, y, px, py, f, dx, dy, d, m, v, score, oldscore, currentballs, oldballs, distance GLOBAL winColor, blockColor, borderColor, emptyColor GLOBAL bx, by GLOBAL ball, bar, bgball GLOBAL basket PROCEDURE home1 LOCATE , 1 END PROCEDURE PROCEDURE clrline1 WAIT 1000 MS LOCATE ,1: CENTER " " END PROCEDURE PROCEDURE center LOCATE , centerScreenY END PROCEDURE PROCEDURE titleScreen CLS LOCATE , centerScreenY INK BLUE CENTER "{BLUE}10 BALLS DOWN!" CENTER "{GREY}(press fire)" PRINT CENTER "{RED}last score: "+STR(score) WAIT FIRE RELEASE END PROCEDURE PROCEDURE prepareGraphics bgball := NEW IMAGE(16,10) CLS BLACK emptyColor = POINT(0,0) INK GREY BAR 0,0 TO 15,3 INK BLUE DRAW"L16R2U3L2R16L2D3L4U3L3D3" bar := NEW IMAGE(16,4) GET IMAGE bar FROM 0, 0 borderColor = POINT(3,0) CLS INK GREY BAR 0,0 TO 15,7 INK BLUE DRAW"BU8D8L15U8" basket := NEW IMAGE(16,8) GET IMAGE basket FROM 0, 0 winColor = POINT(3,1) CLS INK RED CIRCLE 4,4,4 PAINT(4,4) INK WHITE DRAW"BU2L1D1L1D1" ball := NEW IMAGE(16,10) GET IMAGE ball FROM 0, 0 CLS GET IMAGE bgball FROM 0, 0 END PROCEDURE PROCEDURE drawBarrier bx = 0 j = RND(255): i = j: c = 0 REPEAT IF (j AND 1) = 1 THEN PUT IMAGE bar AT bx, by INC c ENDIF j = j \ 2 IF ( j = 0 AND c < 8 ) THEN j = i ENDIF ADD bx, 16 UNTIL bx > screenLimitW END PROCEDURE PROCEDURE drawBarriersAndBaskets CLS RANDOMIZE TIMER by = 24 REPEAT drawBarrier[] ADD by, 16 UNTIL by > screenLimitH2 bx = 0 REPEAT PUT IMAGE basket AT bx, by ADD bx, RND(16) ADD bx, 20 UNTIL bx > screenLimitW INK BLUE DRAW 0,16 TO 0,screenLimitH DRAW 0,screenLimitH TO screenLimitW,screenLimitH DRAW screenLimitW,16 TO screenLimitW,screenLimitH END PROCEDURE PARALLEL PROCEDURE moveBall REPEAT WAIT WHILE d IF dy OR dx THEN x3 = x-3: x4 = x3+4: y9 = y+9 x9 = x+9: y4 = y+4 IF POINT(x4,y9) = emptyColor THEN dy = 1 dx = 0 ELSE dy = 0 IF dx = 0 AND y < screenLimitBH THEN IF RND(100) > 50 THEN dx = step ELSE dx = -step ENDIF ENDIF IF POINT(x4,y9) = winColor THEN home1[] IF distance < maxDistancePerPath THEN ADD score, maxDistancePerPath - distance CENTER "+"+STR(maxDistancePerPath - distance)+" points!" ELSE CENTER "no points!" ENDIF clrline1[] dy = 0 dx = 0 y = 8 x = startPosX DEC currentballs ELSEIF y > screenLimitBH THEN home1[] CENTER "missed!" clrline1[] dy = 0 dx = 0 y = 8 x = startPosX DEC currentballs ELSEIF x >= screenLimitBW AND dx > 0 THEN dx = -step ELSEIF x < step AND dx < 0 THEN dx = step ELSEIF POINT(x9,y4) <> emptyColor THEN dx = -step ELSEIF POINT(x3,y4) <> emptyColor THEN dx = step ENDIF ENDIF ADD x, dx ADD y, dy INC distance ENDIF m = 1 d = 1 UNTIL y > SCREEN HEIGHT END PROCEDURE PARALLEL PROCEDURE drawBalls DO d = 1 IF px <> x OR py <> y THEN PUT IMAGE bgball FRAME i AT px, py GET IMAGE bgball FRAME i FROM x, y PUT IMAGE ball AT x, y WITH TRANSPARENCY px = x py = y ENDIF d = 0 LOOP END PROCEDURE prepareGraphics[] DO titleScreen[] currentballs = maxBallPerGame oldscore = -1 score = 0 y = 9 x = startPosX dx = 0 dy = 1 d = 1 m = 0 drawBarriersAndBaskets[] tmb = SPAWN moveBall tdb = SPAWN drawBalls DO EXIT IF currentballs = 0 RUN PARALLEL LOOP KILL tmb KILL tdb center[] CENTER "{RED}score: "+STR(score) PRINT CENTER "(press fire)" WAIT FIRE RELEASE LOOP
The instructions here refer to compiling the example from the command line. For Microsoft Windows users we suggest using UGBASIC-IDE, which allows you to compile the example with just one click.
In order to compile and run the example, you need to have the Altirra emulator, and in particular that the altirra
executable is accessible.
Then, type this command on the command line:
# Linux ugbc.atari stage3.bas -o example.xex altirra example.xex # Windows ugbc.atari.exe stage3.bas -o example.xex altirra example.xex
In order to compile and run the example, you need to have the Altirra emulator, and in particular that the altirra
executable is accessible.
Then, type this command on the command line:
# Linux ugbc.atarixl stage3.bas -o example.xex altirra example.xex # Windows ugbc.atarixl.exe stage3.bas -o example.xex altirra example.xex
In order to compile and run the example, you need to have the VICE emulator, and in particular that the x64sc
executable is accessible.
Then, type this command on the command line:
# Linux ugbc.c64 stage3.bas -o example.prg x64sc example.prg # Windows ugbc.c64.exe stage3.bas -o example.prg x64sc example.prg
In order to run the example, you need to have the YAPE emulator. In particular that the yape
executable is accessible.
Then, type this command on the command line:
# Linux ugbc.plus4 stage3.bas -o example.prg yape example.prg # Windows ugbc.plus4.exe stage3.bas -o example.prg yape example.prg
In order to run the example, you need to have the VICE emulator. In particular that the xplus4
executable is accessible.
Then, type this command on the command line:
# Linux ugbc.plus4 stage3.bas -o example.prg xplus4 example.prg # Windows ugbc.plus4.exe stage3.bas -o example.prg xplus4 example.prg
In order to compile and run the example, you need to have the XROAR emulator, and in particular that the xroar
executable is accessible.
Then, type this command on the command line:
# Linux ugbc.d32 stage3.bas -o example.bin xroar -rompath (your rom path) example.bin # Windows ugbc.d32.exe stage3.bas -o example.bin xroar.exe -rompath (your rom path) example.bin
In order to compile and run the example, you need to have the XROAR emulator, and in particular that the xroar
executable is accessible.
Then, type this command on the command line:
# Linux ugbc.d64 stage3.bas -o example.bin xroar -rompath (your rom path) example.bin # Windows ugbc.d64.exe stage3.bas -o example.bin xroar.exe -rompath (your rom path) example.bin
In order to compile and run the example, you need to have the DCMOTO emulator, and in particular that the dcmoto
executable is accessible.
Then, type this command on the command line and on the emulator:
# Linux ugbc.pc128op stage3.bas -o example.k7 dcmoto (choose BASIC 128) CLEAR,&H2FFF: LOADM"CASS:",R: EXEC # Windows ugbc.pc128op.exe stage3.bas -o example.k7 dcmoto (choose example.k7) (choose BASIC 128) CLEAR,&H2FFF: LOADM"CASS:",R: EXEC
In order to compile and run the example, you need to have the DCMOTO emulator, and in particular that the dcmoto
executable is accessible.
Then, type this command on the command line and on the emulator:
# Linux ugbc.pc128op stage3.bas -o example.k7 dcmoto (choose BASIC 128) CLEAR,&H2FFF: LOADM"CASS:",R: EXEC # Windows ugbc.pc128op.exe stage3.bas -o example.k7 dcmoto (choose example.k7) (choose BASIC 128) CLEAR,&H2FFF: LOADM"CASS:",R: EXEC
In order to compile and run the example, you need to have the VICE emulator, and in particular that the xvic
executable is accessible.
Then, type this command on the command line:
# Linux ugbc.vic20 stage3.bas -o example.prg xvic --memory 24k example.prg # Windows ugbc.vic20.exe stage3.bas -o example.prg xvic --memory 24k example.prg
In order to compile and run the example, you need to have the Speccy emulator, and in particular that the speccy
executable is accessible.
Then, type this command on the command line:
# Linux ugbc.zx stage3.bas -o example.tap Speccy example.tap # Windows ugbc.zx.exe stage3.bas -o example.tap Speccy example.tap
In order to compile and run the example, you need to have the openMsx or the BlueMSX emulator, and in particular that its executable is accessible.
Then, type this command on the command line:
# Linux ugbc.msx1 stage3.bas -o example.rom openmsx -cart example.rom # Windows ugbc.msx1.exe stage3.bas -o example.rom openmsx -cart example.rom
# Linux ugbc.msx1 stage3.bas -o example.rom bluemsx example.rom # Windows ugbc.msx1.exe stage3.bas -o example.rom bluemsx example.rom
In order to compile and run the example, you need to have the openMsx or the BlueMSX emulator, and in particular that its executable is accessible.
Then, type this command on the command line:
# Linux ugbc.coleco stage3.bas -o example.rom openmsx -machine \"COL - ColecoVision\" -cart example.rom # Windows ugbc.coleco.exe stage3.bas -o example.rom bluemsx -machine \"COL - ColecoVision\" example.rom
# Linux ugbc.coleco stage3.bas -o example.rom bluemsx /machine \"COL - ColecoVision\" /rom1 example.rom # Windows ugbc.coleco.exe stage3.bas -o example.rom bluemsx /machine \"COL - ColecoVision\" /rom1 example.rom
In order to compile and run the example, you need to have the BlueMSX emulator, and in particular that its executable is accessible.
Then, type this command on the command line:
# Linux ugbc.sc3000 stage3.bas -o example.rom bluemsx /machine \"SEGA - SC-3000\" /rom1 example.rom # Windows ugbc.sc3000.exe stage3.bas -o example.rom bluemsx /machine \"SEGA - SC-3000\" /rom1 example.rom
In order to compile and run the example, you need to have the BlueMSX emulator, and in particular that its executable is accessible.
Then, type this command on the command line:
# Linux ugbc.sg1000 stage3.bas -o example.rom bluemsx /machine \"SEGA - SG-1000\" /rom1 example.rom # Windows ugbc.sg1000.exe stage3.bas -o example.rom bluemsx /machine \"SEGA - SG-1000\" /rom1 example.rom
If you have found a problem trying to run this example, if you think there is a bug or, more simply, you would like it to be improved, open an issue for this example on GitHub. Thank you!