BITMAP ENABLE(16) CLS map := LOAD TILEMAP("/usr/src/the-village/resources/village.tmx") tileset := TILESET(map) POSITIVE CONST startX = 1 POSITIVE CONST startY = 1 POSITIVE CONST tileWidth = TILE WIDTH( TILESET( map ) ) POSITIVE CONST tileWidth2 = (SCREEN SPRITE RATIO / 100 ) * tileWidth POSITIVE CONST tileHeight = TILE HEIGHT( TILESET( map ) ) POSITIVE CONST screenWidthInTiles = SCREEN WIDTH / tileWidth POSITIVE CONST screenHeightInTiles = SCREEN HEIGHT / tileHeight POSITIVE CONST offsetWidthInTiles = ( TILEMAP WIDTH( map ) - screenWidthInTiles ) / 2 POSITIVE CONST offsetHeightInTiles = ( TILEMAP HEIGHT( map ) - screenHeightInTiles ) / 2 POSITIVE CONST maxPageX = TILEMAP WIDTH( map ) / screenWidthInTiles POSITIVE CONST maxPageY = TILEMAP HEIGHT( map ) / screenHeightInTiles POSITIVE CONST railLU = TILE ID( TILESET( map ), railLU ) POSITIVE CONST railLD = TILE ID( TILESET( map ), railLD ) POSITIVE CONST railRU = TILE ID( TILESET( map ), railRU ) POSITIVE CONST railRD = TILE ID( TILESET( map ), railRD ) POSITIVE CONST railLR = TILE ID( TILESET( map ), railLR ) POSITIVE CONST railUD = TILE ID( TILESET( map ), railUD ) POSITIVE CONST terrain = TILE ID( TILESET( map ), terrain ) POSITIVE CONST terrain2 = TILE ID( TILESET( map ), terrain2 ) POSITIVE CONST score = TILE ID( TILESET( map ), score ) POSITIVE CONST digit0 = TILE ID( TILESET( map ), digit0 ) POSITIVE CONST vagonST = TILE ID( TILESET( map ), vagonST ) POSITIVE CONST railLRbroken = TILE ID( TILESET( map ), railLRbroken ) POSITIVE CONST railUDbroken = TILE ID( TILESET( map ), railUDbroken ) DIM vagon AS SPRITE DIM previousRail AS BYTE DIM actualRail AS BYTE DIM actualPageX AS BYTE DIM actualPageY AS BYTE DIM previousPageX AS BYTE = -1 DIM previousPageY AS BYTE = -1 DIM tx AS BYTE = startX DIM ty AS BYTE = startY DIM x AS POSITION = SCREEN BORDER X + startX*tileWidth2 DIM y AS POSITION = SCREEN BORDER Y + startY*tileHeight DIM directionX AS POSITION = 1 DIM directionY AS POSITION = 0 DIM jumpAY AS BYTE = 0 DIM jumpY AS BYTE = 0 vagon = CSPRITE( IMAGE( tileset TILE NAMED vagonLR ) ) vagonUDImage = IMAGE( tileset TILE NAMED vagonUD ) vagonLRImage = IMAGE( tileset TILE NAMED vagonLR ) GLOBAL vagon, map, tileset, directionX, directionY, tx, ty GLOBAL vagonUDImage, vagonLRImage, x, y, directionX, directionY GLOBAL actualPageX, actualPageY, previousPageX, previousPageY GLOBAL jumpAY, jumpY PROCEDURE drawVagon ON C128, COLECO IF jumpAY > 0 THEN IF jumpAY > ( tileWidth2 / 2 ) THEN jumpY = 4 ELSE IF jumpAY > ( tileWidth2 / 4 ) THEN jumpY = 2 ELSE jumpY = 1 ENDIF DEC jumpAY ELSE jumpY = 0 ENDIF SPRITE vagon ENABLE AT x, y - jumpY END PROC PROCEDURE drawVagon ON ALL BUT C128, COLECO END PROC PROCEDURE drawScore PUT IMAGE tileset TILE score AT 0, 0 PUT IMAGE tileset TILE score+1 AT tileWidth, 0 PUT IMAGE tileset TILE digit0 AT 2*tileWidth, 0 PUT IMAGE tileset TILE digit0 AT 3*tileWidth, 0 PUT IMAGE tileset TILE digit0 AT 4*tileWidth, 0 PUT IMAGE tileset TILE digit0 AT 5*tileWidth, 0 PUT IMAGE tileset TILE digit0 AT 6*tileWidth, 0 END PROC PROCEDURE changeVagonSpriteAndDirection[ rail AS BYTE, previous AS BYTE ] DIM tocheck AS BYTE tocheck = rail IF rail = terrain OR rail = terrain2 THEN tocheck = previous ENDIF IF ( directionX > 0 ) AND ( tocheck <> railLR ) THEN directionX = 0 directionY = 0 IF tocheck = previous THEN DEC tx ENDIF SELECT CASE tocheck CASE railLU directionX = 0 directionY = -1 vagon = CSPRITE( vagonUDImage, vagon ) CASE railLD directionX = 0 directionY = 1 vagon = CSPRITE( vagonUDImage, vagon ) ENDSELECT ELSE IF ( directionX < 0 ) AND ( tocheck <> railLR ) THEN directionX = 0 directionY = 0 IF tocheck = previous THEN INC tx ENDIF SELECT CASE tocheck CASE railRU directionX = 0 directionY = -1 vagon = CSPRITE( vagonUDImage, vagon ) CASE railRD directionX = 0 directionY = 1 vagon = CSPRITE( vagonUDImage, vagon ) ENDSELECT ELSE IF ( directionY > 0 ) AND ( tocheck <> railUD ) THEN directionX = 0 directionY = 0 IF tocheck = previous THEN DEC ty ENDIF SELECT CASE tocheck CASE railLU directionX = -1 directionY = 0 vagon = CSPRITE( vagonLRImage, vagon ) CASE railRU directionX = 1 directionY = 0 vagon = CSPRITE( vagonLRImage, vagon ) ENDSELECT ELSE IF ( directionY < 0 ) AND ( tocheck <> railUD ) THEN directionX = 0 directionY = 0 IF tocheck = previous THEN INC ty ENDIF SELECT CASE tocheck CASE railLD directionX = -1 directionY = 0 vagon = CSPRITE( vagonLRImage, vagon ) CASE railRD directionX = 1 directionY = 0 vagon = CSPRITE( vagonLRImage, vagon ) ENDSELECT ENDIF END PROC PROCEDURE moveVagonToStart tx = startX ty = startY x = SCREEN BORDER X + startX*tileWidth2 y = SCREEN BORDER Y + startY*tileHeight actualPageX = 0 actualPageY = 0 previousPageX = -1 previousPageY = -1 directionX = 1 directionY = 0 jumpAY = 0 jumpY = 0 changeVagonSpriteAndDirection[ railLR, terrain ] drawVagon[] END PROC moveVagonToStart[] DO ADD x, directionX IF ( ( x AND (tileWidth2-1) ) = 0 ) AND ( directionX <> 0 ) THEN IF directionX > 0 THEN INC tx ELSE IF directionX < 0 THEN DEC tx ENDIF ENDIF ADD y, directionY IF ( ( y AND (tileHeight-1) ) = 0 ) AND ( directionY <> 0 ) THEN IF directionY > 0 THEN INC ty ELSE IF directionY < 0 THEN DEC ty ENDIF ENDIF IF ( previousPageX <> actualPageX ) OR ( previousPageY <> actualPageY ) THEN PUT TILEMAP map FROM actualPageX * screenWidthInTiles, actualPageY * screenHeightInTiles drawScore[] previousPageX = actualPageX previousPageY = actualPageY ENDIF actualRail = TILEMAP map AT( tx, ty ) IF actualRail = railLRbroken OR actualRail = railUDbroken THEN IF jumpY <= 1 THEN moveVagonToStart[] ENDIF ELSE IF previousRail <> actualRail THEN changeVagonSpriteAndDirection[ actualRail, previousRail ] previousRail = actualRail ENDIF ENDIF IF ( actualPageX < maxPageX ) AND tx > ( (actualPageX+1) * screenWidthInTiles ) THEN x = SCREEN BORDER X + tileWidth2 INC actualPageX ELSE IF ( actualPageX > 0 ) AND tx < ( (actualPageX) * screenWidthInTiles ) THEN x = SCREEN BORDER X + tileWidth2*(screenWidthInTiles-1) DEC actualPageX ELSE IF ( actualPageY < maxPageY ) AND ty > ( (actualPageY+1) * screenHeightInTiles ) THEN y = SCREEN BORDER Y INC actualPageY ELSE IF ( actualPageY > 0 ) AND ty < ( (actualPageY) * screenHeightInTiles ) THEN y = SCREEN BORDER Y + tileHeight*(screenHeightInTiles-1) - tileHeight DEC actualPageY ENDIF drawVagon[] 'PRINT INKEY; 'IF KEY PRESSED( KEY SPACE ) AND jumpAY = 0 THEN ' jumpAY = tileWidth2 'ENDIF 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 the-village.bas -o example.xex altirra example.xex # Windows ugbc.atari.exe the-village.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 the-village.bas -o example.xex altirra example.xex # Windows ugbc.atarixl.exe the-village.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 the-village.bas -o example.prg x64sc example.prg # Windows ugbc.c64.exe the-village.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 the-village.bas -o example.prg yape example.prg # Windows ugbc.plus4.exe the-village.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 the-village.bas -o example.prg xplus4 example.prg # Windows ugbc.plus4.exe the-village.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 the-village.bas -o example.bin xroar -rompath (your rom path) example.bin # Windows ugbc.d32.exe the-village.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 the-village.bas -o example.bin xroar -rompath (your rom path) example.bin # Windows ugbc.d64.exe the-village.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 the-village.bas -o example.k7 dcmoto (choose BASIC 128) CLEAR,&H2FFF: LOADM"CASS:",R: EXEC # Windows ugbc.pc128op.exe the-village.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 the-village.bas -o example.k7 dcmoto (choose BASIC 128) CLEAR,&H2FFF: LOADM"CASS:",R: EXEC # Windows ugbc.pc128op.exe the-village.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 the-village.bas -o example.prg xvic --memory 24k example.prg # Windows ugbc.vic20.exe the-village.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 the-village.bas -o example.tap Speccy example.tap # Windows ugbc.zx.exe the-village.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 the-village.bas -o example.rom openmsx -cart example.rom # Windows ugbc.msx1.exe the-village.bas -o example.rom openmsx -cart example.rom
# Linux ugbc.msx1 the-village.bas -o example.rom bluemsx example.rom # Windows ugbc.msx1.exe the-village.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 the-village.bas -o example.rom openmsx -machine \"COL - ColecoVision\" -cart example.rom # Windows ugbc.coleco.exe the-village.bas -o example.rom bluemsx -machine \"COL - ColecoVision\" example.rom
# Linux ugbc.coleco the-village.bas -o example.rom bluemsx /machine \"COL - ColecoVision\" /rom1 example.rom # Windows ugbc.coleco.exe the-village.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 the-village.bas -o example.rom bluemsx /machine \"SEGA - SC-3000\" /rom1 example.rom # Windows ugbc.sc3000.exe the-village.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 the-village.bas -o example.rom bluemsx /machine \"SEGA - SG-1000\" /rom1 example.rom # Windows ugbc.sg1000.exe the-village.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!