I'm not sure what section to put this in, so if it's in the wrong section, feel free to move it.

Before I was working on my RPG I designed several minigames that I saved the code to. If any of you wants to try the minigames, all you need to do is copy the code over I guess.

Minefield:

Code:
'ProgramMode:RUN
25->Dim List 2
1->List 2[2]
Lbl 4
Locate 7,4,"MINEFIELD"
If Getkey=31
Then ClrText
Goto 5
Else Goto 4
Lbl 5
0->W
3->Z
Lbl 6
ClrText
Locate 21,2,"_#E6A6_"
Locate 21,3,"_#E6A6_"
Locate 21,4,"_#E6A6_"
Locate 21,5,"_#E6A6_"
Locate 21,6,"_#E6A6_"
Locate 21,7,"_#E6A6_"
2->A
2->B
RanInt#(2,20)->C
RanInt#(2,7)->D
RanInt#(2,20)->E
RanInt#(2,7)->F
RanInt#(2,20)->G
RanInt#(2,7)->H
RanInt#(2,20)->I
RanInt#(2,7)->J
RanInt#(2,20)->K
RanInt#(2,7)->L
RanInt#(2,20)->M
RanInt#(2,7)->N
RanInt#(2,20)->O
RanInt#(2,7)->P
RanInt#(2,20)->Q
RanInt#(2,7)->R
RanInt#(2,20)->S
RanInt#(2,7)->T
RanInt#(2,20)->U
RanInt#(2,7)->V
Lbl 3
1->X
5->Y
Locate 1,1,"LIVES:    SCORE:"
Lbl 1
Blue Locate 7,1,Z
Blue Locate 17,1,W
If Z=0
Then ClrText
Lbl 8
Red Locate 7,4,"GAME OVER"DispsClrText
Prog "HI~SCORE"
Stop
IfEnd
If X=21
Then ClrText
Green Locate 8,4,"YOU WIN"DispsW+(Z*100)->W
Goto 6
IfEnd
If Getkey=28 And Y<>2
Then X->A
Y->B
Y-1->Y
Goto 2
Else If Getkey=37 And Y<>7
Then X->A
Y->B
Y+1->Y
Goto 2
Else If Getkey=38 And X<>1
Then X->A
Y->B
X-1->X
Goto 2
Else If Getkey=27 And X<>21
Then X->A
Y->B
X+1->X
Goto 2
Else
Lbl 2
Locate A,B," "
If X=C And Y=D
Then Z-1->Z
Locate X,Y,"_#E6AE_"
Goto 3
Else If X=E And Y=F
Then Z-1->Z
Locate X,Y,"_#E6AE_"
Goto 3
Else If X=G And Y=H
Then Z-1->Z
Locate X,Y,"_#E6AE_"
Goto 3
Else If X=I And Y=J
Then Z-1->Z
Locate X,Y,"_#E6AE_"
Goto 3
Else If X=K And Y=L
Then Z-1->Z
Locate X,Y,"_#E6AE_"
Goto 3
Else If X=M And Y=N
Then Z-1->Z
Locate X,Y,"_#E6AE_"
Goto 3
Else If X=O And Y=P
Then Z-1->Z
Locate X,Y,"_#E6AE_"
Goto 3
Else If X=Q And Y=R
Then Z-1->Z
Locate X,Y,"_#E6AE_"
Goto 3
Else If X=S And Y=T
Then Z-1->Z
Locate X,Y,"_#E6AE_"
Goto 3
Else If X=U And Y=V
Then Z-1->Z
Locate X,Y,"_#E6AE_"
Goto 3
Else
Locate X,Y,"_#E6A3_"
If Getkey=47
Then Stop
IfEnd
Goto 1


Bombeater:

Code:
'ProgramMode:RUN
'_HISCORE_IDENTIFY_'
25->Dim List 2
1->List 2[4]
'_BANNER___________'
Lbl 1:'BANNER LP'
Locate 6,4,"BOMB EATER"
If Getkey=31
Then ClrText
Goto 2
Else Goto 1
'_VARIABLE_SET_____'
Lbl 2:'GAME STRT'
3->Z
0->W
0->B
RanInt#(2,10)->C
RanInt#(2,6)->D
RanInt#(2,10)->S
RanInt#(2,6)->T
Lbl 3:'DEATH LPSTRT'
RanInt#(2,10)->X
RanInt#(2,6)->Y
If X=S And Y=T
Then Goto 3
IfEnd
If X=C And Y=D
Then Goto 3
IfEnd
21->U
7->V
0->A
30->E
2->Q
2->R
0->H
'_HUD_RENDR________'
Locate 1,1,"_#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8_"
Locate 1,2,"_#E5B8_         _#E5B8_"
Locate 1,3,"_#E5B8_         _#E5B8_"
Locate 1,4,"_#E5B8_         _#E5B8_"
Locate 1,5,"_#E5B8_         _#E5B8_"
Locate 1,6,"_#E5B8_         _#E5B8_"
Locate 1,7,"_#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8_"
Locate 12,2,"LIVES:"
Locate 12,3,"SCORE:"
'_VARIABLE_RENDR___'
Lbl 4:'MAIN LPSTRT'
Locate 18,2,Z
Locate 14,4,W
Locate 16,6,E
If E=9
Then Locate 17,6," "
IfEnd
'_PRE_CTRL_PCOL____'
'_(-)__(-)_GAME OVER_(-)__(-)_'
If Z=0
Then ClrText
Red Locate 7,4,"GAME OVER"DispsClrText
Prog "HI~SCORE"
Stop
IfEnd
'_CTRL_PCOL________'
'_(-)__(-)_UP_(-)__(-)_'
If Getkey=28 And Y<>2
Then X->U
Y->V
Y-1->Y
Goto 5
IfEnd
'_(-)__(-)_DOWN_(-)__(-)_'
If Getkey=37 And Y<>6
Then X->U
Y->V
Y+1->Y
Goto 5
IfEnd
'_(-)__(-)_LEFT_(-)__(-)_'
If Getkey=38 And X<>2
Then X->U
Y->V
X-1->X
Goto 5
IfEnd
'_(-)__(-)_RIGHT_(-)__(-)_'
If Getkey=27 And X<>10
Then X->U
Y->V
X+1->X
Goto 5
IfEnd
'_PRE_RENDR_PCOL___'
Lbl 5:'CTRL SKIP'
If A=0
Then Goto 7
IfEnd
If A=1
Then Goto 8
IfEnd
Lbl 6:'AI SKIP'
'_OBJ_RENDR_PCOL___'

'--POWER UP RENDR--'
If A=0
Then Locate C,D,"_#E5A7_"
IfEnd
'--ENEMY RENDR--'
Locate Q,R," "
Locate S,T,"_#E59B_"
'--MAIN OBJ RENDR--'
Locate U,V," "
Locate X,Y,"_#E6A3_"
If A=1
Then Locate X,Y,"_#E6A4_"
IfEnd
'_PST_RENDR_PCOL___'
'_(-)__(-)_CAUSE DEATH_(-)__(-)_'
If X=S And Y=T And A=0
Then Z-1->Z
Goto 3
IfEnd
'_(-)__(-)_SCORE INCREASE_(-)__(-)_'
If X=S And Y=T And A=1
Then W+100->W
RanInt#(2,10)->S
RanInt#(2,6)->T
IfEnd
If X=C And Y=D
Then 1->A
IfEnd
'_PRE_RETURN_PCOL__'
'_(-)__(-)_GAME EXIT_(-)__(-)_'
If Getkey=47
Then Stop
IfEnd
'_(-)__(-)_EXTRA LIFE SUB_(-)__(-)_'
If W>=500 And B<>1
Then Z+1->Z
1->B
IfEnd
If A=1 And E=0
Then 0->A
30->E
RanInt#(2,10)->C
RanInt#(2,6)->D
IfEnd
If A=1
Then E-1->E
IfEnd
RanInt#(1,3)->H
'_RETURN___________'
Goto 4
'_EXTRA_PCOL_______'
'_(-)__(-)_FOLLOW_(-)__(-)_'
Lbl 7
If H=1 And S>X And T>Y
Then S->Q
T->R
T-1->T
Goto 6
IfEnd
If H=2 And S>X And T>Y
Then S->Q
T->R
S-1->S
Goto 6
IfEnd
If H=1 And S<X And T<Y
Then S->Q
T->R
T+1->T
Goto 6
IfEnd
If H=2 And S<X And T<Y
Then S->Q
T->R
S+1->S
Goto 6
IfEnd
If H=1 And S<X And T>Y
Then S->Q
T->R
T-1->T
Goto 6
IfEnd
If H=2 And S<X And T>Y
Then S->Q
T->R
S+1->S
Goto 6
IfEnd
If H=1 And S>X And T<Y
Then S->Q
T->R
T+1->T
Goto 6
IfEnd
If H=2 And S>X And T<Y
Then S->Q
T->R
S-1->S
Goto 6
IfEnd
If S=X And T<Y
Then S->Q
T->R
T+1->T
Goto 6
IfEnd
If S=X And T>Y
Then S->Q
T->R
T-1->T
Goto 6
IfEnd
If S>X And T=Y
Then S->Q
T->R
S-1->S
Goto 6
IfEnd
If S<X And T=Y
Then S->Q
T->R
S+1->S
Goto 6
IfEnd
Goto 6
'_(-)__(-)_FLEE_(-)__(-)_'
Lbl 8
If H=1 And S<X And T<Y And T<>2
Then S->Q
T->R
T-1->T
Goto 6
IfEnd
If H=2 And S<X And T<Y And S<>2
Then S->Q
T->R
S-1->S
Goto 6
IfEnd
If H=1 And S>X And T>Y And T<>6
Then S->Q
T->R
T+1->T
Goto 6
IfEnd
If H=2 And S>X And T>Y And S<>10
Then S->Q
T->R
S+1->S
Goto 6
IfEnd
If H=1 And S<X And T>Y And T<>6
Then S->Q
T->R
T+1->T
Goto 6
IfEnd
If H=2 And S<X And T>Y And S<>2
Then S->Q
T->R
S-1->S
Goto 6
IfEnd
If H=1 And S>X And T<Y And T<>2
Then S->Q
T->R
T-1->T
Goto 6
IfEnd
If H=2 And S>X And T<Y And S<>10
Then S->Q
T->R
S+1->S
Goto 6
IfEnd
If S<X And T<Y And T=2 And S<>2
Then S->Q
T->R
S-1->S
Goto 6
IfEnd
If S<X And T<Y And S=2 And T<>2
Then S->Q
T->R
T-1->T
Goto 6
IfEnd
If S>X And T>Y And T=6 And S<>10
Then S->Q
T->R
S+1->S
Goto 6
IfEnd
If S>X And T>Y And S=10 And T<>6
Then S->Q
T->R
T+1->T
Goto 6
IfEnd
If S>X And T<Y And T=2 And S<>10
Then S->Q
T->R
S+1->S
Goto 6
IfEnd
If S>X And T<Y And S=10 And T<>2
Then S->Q
T->R
T-1->T
Goto 6
IfEnd
If S<X And T>Y And T=6 And S<>2
Then S->Q
T->R
S-1->S
Goto 6
IfEnd
If S<X And T>Y And S=2 And T<>6
Then S->Q
T->R
T+1->T
Goto 6
IfEnd
If S=X And T>Y And T<>6
Then S->Q
T->R
T+1->T
Goto 6
IfEnd
If S=X And T<Y And T<>2
Then S->Q
T->R
T-1->T
Goto 6
IfEnd
If T=Y And S>X And S<>10
Then S->Q
T->R
S+1->S
Goto 6
IfEnd
If T=Y And S<X And S<>2
Then S->Q
T->R
S-1->S
Goto 6
IfEnd
If S=X And T=6 And H=1 And S<>10
Then S->Q
T->R
S+1->S
Goto 6
IfEnd
If S=X And T=6 And H=2 And S<>2
Then S->Q
T->R
S-1->S
Goto 6
IfEnd
If S=X And T=2 And H=1 And S<>10
Then S->Q
T->R
S+1->S
Goto 6
IfEnd
If S=X And T=2 And H=2 And S<>2
Then S->Q
T->R
S-1->S
Goto 6
IfEnd
If T=Y And S=10 And H=1 And T<>2
Then S->Q
T->R
T-1->T
Goto 6
IfEnd
If T=Y And S=10 And H=2 And T<>6
Then S->Q
T->R
T+1->T
Goto 6
IfEnd
If T=Y And S=2 And H=1 And T<>2
Then S->Q
T->R
T-1->T
Goto 6
IfEnd
If T=Y And S=2 And H=2 And T<>6
Then S->Q
T->R
T+1->T
Goto 6
IfEnd
If T=2 And S=2 And H=1
Then S->Q
T->R
T+1->T
Goto 6
IfEnd
If T=2 And S=2 And H=2
Then S->Q
T->R
S+1->S
Goto 6
IfEnd
If T=2 And S=10 And H=1
Then S->Q
T->R
T+1->T
Goto 6
IfEnd
If T=2 And S=10 And H=2
Then S->Q
T->R
S-1->S
Goto 6
IfEnd
If T=6 And S=10 And H=1
Then S->Q
T->R
T-1->T
Goto 6
IfEnd
If T=6 And S=10 And H=2
Then S->Q
T->R
S-1->S
Goto 6
IfEnd
If T=6 And S=2 And H=1
Then S->Q
T->R
T-1->T
Goto 6
IfEnd
If T=6 And S=2 And H=S
Then S->Q
T->R
S+1->S
Goto 6
IfEnd
Goto 6


Finger Dance Dance Revolution(8D):

Code:
'ProgramMode:RUN
'_HISCORE_IDENTIFY_'
25->Dim List 2
1->List 2[5]
'_BANNER___________'
Do:Locate 6,4,"FINGER DDR"
LpWhile Getkey<>31
ClrText
'_HUD_RENDR________'
0->D
0->E
While D=D
Locate 1,2,"1 is high, 9 is low."
"Difficulty"?->D
If D=1
Then 100->E
Break
IfEnd
If D=2
Then 15->E
Break
IfEnd
If D=3
Then 7.5->E
Break
IfEnd
If D=4
Then 5->E
Break
IfEnd
If D=5
Then 3->E
Break
IfEnd
If D=6
Then 2->E
Break
IfEnd
If D=7
Then 1.5->E
Break
IfEnd
If D=8
Then 1->E
Break
IfEnd
If D=9
Then 0.5->E
Break
IfEnd
ClrText
Red "Invalid selection"DispsWhileEnd
ClrText
Locate 8,1,"SCORE:"
Locate 7,4,"_#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8_"
Locate 7,6,"_#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8_"
Locate 7,5,"_#E6A2_     _#E6A6__#E6A1_ "
Locate 10,2,"[ ]"
Locate 10,3,"[ ]"
'_VARIABLE_SET_____'
1->Z
0->W
Lbl 1:'ONDEATH LP'
8->X
2->U
5->V
D->B
RanInt#(1,4)->A
0->C
'_VARIABLE_RENDR___'
Locate X,5,"_#E6A3_"
Lbl 9
While Z=Z
Locate 14,1,W
Locate 11,2,B
A=1=>Locate 11,3,"_#E693_"
A=2=>Locate 11,3,"_#E692_"
A=3=>Locate 11,3,"_#E690_"
A=4=>Locate 11,3,"_#E691_"
'_PRE_RNDR_MAIN____'
'_(-)__(-)_GAME OVER_(-)__(-)_'
If X=13
Then ClrText
Do:Red Locate 7,4,"GAME OVER"
LpWhile Getkey<>31
ClrText
Prog "HI~SCORE"
Stop
IfEnd
'_(-)__(-)_SCORE INCREASE_(-)__(-)_'
If C=A
Then W+E->W
RanInt#(1,4)->A
D->B
0->C
Goto 9
IfEnd
B<>0=>B-1->B
If B=0
Then X->U
X+1->X
D->B
RanInt#(1,4)->A
Break
IfEnd
B=0=>D->B
If C<>A And C<>0
Then X->U
X+1->X
RanInt#(1,4)->A
D->B
0->C
Break
IfEnd
'_CTRL_PCOL________'
'_(-)__(-)_UP_(-)__(-)_'
If Getkey=28
Then 2->C
Break
IfEnd
'_(-)__(-)_DOWN_(-)__(-)_'
If Getkey=37
Then 1->C
Break
IfEnd
'_(-)__(-)_LEFT_(-)__(-)_'
If Getkey=38
Then 3->C
Break
IfEnd
'_(-)__(-)_RIGHT_(-)__(-)_'
If Getkey=27
Then 4->C
Break
IfEnd
'_(-)__(-)_GAME EXIT_(-)__(-)_'
Getkey=47=>Return
'_RETURN___________'
WhileEnd
'_OBJ_RENDR_PCOL___'
Locate U,V," "
Locate X,5,"_#E6A3_"
'_RETURN___________'
Goto 9


And 1 player pong(Not my best work):

Code:
'ProgramMode:RUN
25->Dim List 2
1->List 2[3]
Lbl 4
Locate 8,4,"1P PONG"
If Getkey=31
Then ClrText
Goto 9
Else Goto 4
Lbl 9
3->Z
0->W
Lbl 5
1->V
5->X
4->A
7->T
6->U
6->R
6->S
Locate 16,1,"LIVES:"
Locate 16,4,"SCORE:"
Lbl 1
Blue Locate 18,2,Z
Blue Locate 16,5,W
If T=1 And U=6
Then 1->A
IfEnd
If T=1 And U=1
Then 4->A
IfEnd
If T=15 And U=1
Then 3->A
IfEnd
If T=15 And U=6
Then 2->A
IfEnd
If Z=0
Then ClrText
Red Locate 7,4,"GAME OVER"DispsClrText
Prog "HI~SCORE"
Stop
IfEnd
If Getkey=38 And X<>1
Then X+3->V
X-1->X
Goto 2
IfEnd
If Getkey=27 And X<>12
Then X->V
X+1->X
Goto 2
IfEnd
Lbl 2
If U=6 And X<=T<=X+3 And A=4
Then 1->A
W+10->W
IfEnd
If U=6 And X<=T<=X+3 And A=3
Then 2->A
W+10->W
IfEnd
If T=15 And A=4
Then 3->A
IfEnd
If T=15 And A=1
Then 2->A
IfEnd
If U=1 And A=2
Then 3->A
IfEnd
If U=1 And A=1
Then 4->A
IfEnd
If T=1 And A=3
Then 4->A
IfEnd
If T=1 And A=2
Then 1->A
IfEnd
If A=1
Then T->R
U->S
T+1->T
U-1->U
IfEnd
If A=2
Then T->R
U->S
T-1->T
U-1->U
IfEnd
If A=3
Then T->R
U->S
T-1->T
U+1->U
IfEnd
If A=4
Then T->R
U->S
T+1->T
U+1->U
IfEnd
If U=6 And T<X
Then Z-1->Z
ClrText
Goto 5
IfEnd
If U=6 And T>X+4
Then Z-1->Z
ClrText
Goto 5
IfEnd
Locate V,7," "
Locate X,7,"_#E6A6__#E6A6__#E6A6__#E6A6_"
Locate R,S," "
Locate T,U,"_#E6A4_"
If Getkey=47
Then Stop
IfEnd
Goto 1



Note, the high score identifiers in each game are things I threw in there so that the Hi-Score board program I created could work.
Any chance we can get some screenshots and download links for these? They look like they could be fun. You should upload them to the archives so we can download them and play them Smile
merthsoft wrote:
Any chance we can get some screenshots and download links for these? They look like they could be fun. You should upload them to the archives so we can download them and play them Smile

Unfortunately I didn't save the actual files, I just saved them to .txt format, before I actually started using this forum Mad

Sourcecoder doesn't seem to correctly compile the programs into Casio format, I always get a Mem full error, and the file is relocated to Save-F, and it doesn't recognize the file as a program.
Aw, Bombeater on it's own sounds entertaining. I'll take the time to convert that over Smile
comicIDIOT wrote:
merthsoft wrote:
Any chance we can get some screenshots and download links for these? They look like they could be fun. You should upload them to the archives so we can download them and play them Smile
Seconded. Bombeater on it's own sounds entertaining.

Essentially Pac-man without the maze. There's you, and the bomb, and then there's a dot. If you get the dot, you power up, and can eat the bomb, and the powerup lasts for 30 loops(I designed the AI nice so you're going to need those 30 loops). I made this one before I discovered how While/Whileend/LpWhile/Do works, so I used goto for loops, so it's not as efficient as it could be.
Sounds fun Smile I might have to type those in, later, also. Would you be interested in updating these at a later point in time with your new-found Casio BASIC knowledge?
comicIDIOT wrote:
Aw, Bombeater on it's own sounds entertaining. I'll take the time to convert that over Smile
I still haven't done this. I'll have to start tomorrow or sometime soon.

Also, relatedly, I wonder if copy-paste works in SC2.5... Evil or Very Mad

Well, it does. Obviously. However, I still have some tokens to find so Kerm can implement them.


Code:
:Locate 1,1,"_#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8_"
Sarah, please continue to let Comic and I know about problems with SourceCoder working with Prizm files so we can continue to add missing tokens. Smile
Relatedly, the prizm sc page offers to export as an 8xp. Haven't tested if it does and if so, if changing it to a g3p makes it compatible.
comicIDIOT wrote:
Relatedly, the prizm sc page offers to export as an 8xp. Haven't tested if it does and if so, if changing it to a g3p makes it compatible.
I believe that it exports a .g3m, and that only the text of that button is in error, but I would greatly appreciate verification.
KermMartian wrote:
comicIDIOT wrote:
Relatedly, the prizm sc page offers to export as an 8xp. Haven't tested if it does and if so, if changing it to a g3p makes it compatible.
I believe that it exports a .g3m, and that only the text of that button is in error, but I would greatly appreciate verification.

It exports it as a file without a format, but named g3m soooo not exactly.
  
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