Under version-control.
commit
b20967daec
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''''''''''''''''
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' Let's see if we can make us some 3D graphics! In Basic, Hehe.
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DECLARE FUNCTION maxval% (v1%, v2%, limit%)
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DECLARE FUNCTION minval% (v1%, v2%, v3%)
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DECLARE SUB hline (x1%, x2%, y%, c%)
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DECLARE FUNCTION min% (v1%, v2%, v3%)
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DECLARE FUNCTION max% (v1%, v2%, v3%)
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DECLARE SUB pal ()
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DECLARE SUB pixel (x%, y%, c%)
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DEFINT A-Z 'set default var type to int 'cos it's my fav.
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'$STATIC 'use static arrays
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CLS 'clear the screen. duh
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SCREEN 13 'initialize screen mode 13 (0x013 (19) 4 real)
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CONST SCRX = 320 'sort of like #define so I can use SCRX/Y instead
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CONST SCRY = 200 'of the actual #'s in case the width changes, etc.
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CONST CLRS = 255 'ditto w/ color depth
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CONST HLFX = 160 'half the screen width
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CONST HLFY = 100 'half screen height (both use lots, should save calc.)
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CONST PI = 3.141592654# 'close enuf
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CONST VIEWRANGE = 16 'how far before fade to blackness
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CONST MSZE = 16 'size of the map (x & y are = )
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CONST MHGT = 4 'height of random mountains (TEMP)
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CONST MININT = -32768 'lowest possible integer
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CONST CONTRAST = 20 'multiplied by light values
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CONST AMBIENT = 50 'added to light values
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LOCATE 1, 1: COLOR 200: PRINT "Loading"
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' make lookup-tables
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DIM sine(0 TO 255) AS SINGLE
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DIM cosine(0 TO 255) AS SINGLE
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FOR i = 0 TO 255
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sine(i) = SIN(i) * PI / 200 'Convert rad to "hex"
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cosine(i) = COS(i) * PI / 200 'Convert rad to "hex"
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NEXT i
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'Note to self: REMEMBER I'm using "hexians" (256) NOT degrees (360)
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'Layout of the landscape. . . just some random sample data for now!
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DIM land(1 TO MSZE, 1 TO MSZE) AS INTEGER 'array containing landscape
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RANDOMIZE TIMER 'use timer to seed random
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'# generator
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FOR x = 1 TO MSZE
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FOR y = 1 TO MSZE
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land(x, y) = INT(RND * MHGT) 'fill w/ random data
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NEXT y
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NEXT x
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'make a variable to hold edge buffers
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TYPE edge
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ls AS INTEGER
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rs AS INTEGER
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END TYPE
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DIM edge(0 TO SCRY) AS edge
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'. . . and make an gradiant green palette
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OUT &H3C8, 0 ' tell port whole palette is coming (otherwise # of color)
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FOR i = 0 TO 255
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OUT &H3C9, 0 'red
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OUT &H3C9, INT(i / 4) 'green
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OUT &H3C9, 0 'blue
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'Hahaha! I'll never use THIS command again,
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'PALETTE i, INT(i / 4) * 256
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NEXT i
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' Initialize the player variale to hold info on player position
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TYPE spot
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x AS INTEGER 'x runs horizontally to player (pitch)
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y AS INTEGER 'y runs out from player (roll)
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z AS INTEGER 'z runs up and down (yaw) aka altitude
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'I know these are not std. but they fit better w/ the flat map
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END TYPE
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DIM pov AS spot
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DIM currentpoint AS spot ' used w/i the program loop
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pov.x = 8
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pov.y = -8
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pov.z = 7
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'temp
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DIM points(1 TO MSZE, 1 TO MSZE) AS spot'uses x and y as screen co-ords & z as
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'distance
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DIM ver(1 TO 3) AS spot 'vertex: used for drawing polygons, x
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'and y are co-ords & z is color
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DIM tmp(1 TO 3) AS spot 'used w/ ver for sorting
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BEEP
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CLS
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DO
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a$ = INKEY$
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SELECT CASE a$
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CASE "a": pov.x = pov.x + 1: CLS
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CASE "d": pov.x = pov.x - 1: CLS
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CASE "w": pov.y = pov.y + 1: CLS
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CASE "s": pov.y = pov.y - 1: CLS
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CASE "e": pov.z = pov.z + 1: CLS
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CASE "c": pov.z = pov.z - 1: CLS
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CASE CHR$(27): SYSTEM
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END SELECT
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FOR x = 1 TO MSZE
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FOR y = 1 TO MSZE
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'in front of us
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rely = y - pov.y
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relx = x - pov.x
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relz = land(x, y) - pov.z
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IF rely > 0 AND ABS(relx) <= rely AND ABS(relz) <= rely THEN
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points(x, y).y = HLFY - relz * HLFY / rely
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points(x, y).x = HLFX - relx * HLFX / rely
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'a^3 = b^3 + c^3 + d^3 to find z (pixel dist.)
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points(x, y).z = (ABS(relz) ^ 3 + ABS(rely) ^ 3 + ABS(relx) ^ 3) ^ (1 / 3)
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ELSE points(x, y).z = -1
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IF points(x, y).y < 0 OR points(x, y).y > SCRY OR points(x, y).x < 0 OR points(x, y).x > SCRX OR points(x, y).z > VIEWRANGE THEN points(x, y).z = -1
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END IF
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NEXT y
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NEXT x
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FOR y = MSZE - 1 TO 1 STEP -1
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FOR x = MSZE - 1 TO 1 STEP -1
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'if the current point has not been flagged as offscreen, out of FOV, or not w/i range of VIEWRANGE (z=-1)
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IF points(x, y).z >= 0 THEN
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'seperate into two triangles
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FOR p = 0 TO 1
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'get points of tri.
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IF p = 0 THEN
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ver(1).x = points(x, y).x: ver(1).y = points(x, y).y: ver(1).z = points(x, y).z
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ver(2).x = points(x, y + 1).x: ver(2).y = points(x, y + 1).y: ver(2).z = points(x, y + 1).z
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ver(3).x = points(x + 1, y + 1).x: ver(3).y = points(x + 1, y + 1).y: ver(3).z = points(x + 1, y + 1).z
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ELSE
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'sides 1 & 3 are reversed so will be
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'in same rotational order (this could
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'be more efficient - swap lables)
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ver(3).x = points(x, y).x: ver(3).y = points(x, y).y: ver(3).z = points(x, y).z
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ver(1).x = points(x + 1, y + 1).x: ver(1).y = points(x + 1, y + 1).y: ver(1).z = points(x + 1, y + 1).z
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'side 2 is other corner of square
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ver(2).x = points(x + 1, y).x: ver(2).y = points(x + 1, y).y: ver(2).z = points(x + 1, y).z
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END IF
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'translate tri. so ver[1] is origin
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'of tmp, w/ V2 & V3 as vectors
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tmp(2).x = ver(2).x - ver(1).x
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tmp(2).y = ver(2).y - ver(1).y
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tmp(3).x = ver(3).x - ver(1).x
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tmp(3).y = ver(3).y - ver(1).y
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'if we are facing the polygon (uses
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'vectors to find if c.clockwise)
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IF tmp(2).x * tmp(3).y < tmp(3).x * tmp(2).y THEN
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'sort ver[] tp-bt
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GOSUB sort
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'find tri. height
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dy = ver(1).y - ver(3).y
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'delta-y for short side 1
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dy1 = ver(1).y - ver(2).y
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'slope of long side
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m! = (ver(3).x - ver(1).x) / dy
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'find width at middle
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midwidth = ver(2).x - (ver(1).x + (m! * dy1))
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'if long side is on the left
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'IF midwidth > 1 THEN
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'if width is big enough to see
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IF ABS(midwidth) > 1 THEN
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'if height is big enough to see
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IF dy > 1 THEN
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'delta-y of short side 2
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dy2 = ver(2).y - ver(3).y
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'slope of short side 1 (clause prevents div by 0)
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IF ABS(dy1) > 0 THEN m1! = (ver(2).x - ver(1).x) / dy1
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'slope of short side 2 (clause prevents division by 0)
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IF ABS(dy2) > 0 THEN m2! = (ver(3).x - ver(2).x) / dy2
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'calculate the color
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'colr = points(x, y).y - points(x + 1, y + 1).y + 30'VIEWRANGE - ver(1).z + 20
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IF p = 0 THEN
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colr = (land(x, y + 1) - (land(x, y) + land(x + 1, y + 1)) / 2) * CONTRAST + AMBIENT
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ELSE
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colr = ((land(x, y) + land(x + 1, y + 1)) / 2 - land(x + 1, y)) * CONTRAST + AMBIENT
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END IF
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FOR h = 0 TO dy
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ypos = ver(1).y - h
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IF h <= dy1 THEN
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LINE (ver(1).x + (m! * h), ypos)-(ver(1).x + (m1! * h), ypos), colr
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'xa = ver(1).x + (m! * h)
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'xb = ver(1).x + (m1! * h)
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'x1 = minval(xa, xb, 0)
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'x2 = maxval(xa, xb, SCRX)
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'hline x1, x2, ypos, colr
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ELSE
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LINE (ver(1).x + (m! * h), ypos)-(ver(2).x + (m2! * (h - dy1)), ypos), colr
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'xa = ver(1).x + (m! * h)
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'xb = ver(2).x + (m2! * h)
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'x1 = minval(xa, xb, 0)
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'x2 = maxval(xa, xb, SCRX)
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'hline x1, x2, ypos, colr
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END IF
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NEXT h
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END IF
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END IF
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'END IF
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'if long side is on the right
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'IF midwidth < -1 THEN
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'END IF
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'else is too thin to see
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'LINE (ver(1).x, ver(1).y)-(ver(2).x, ver(2).y), 255'VIEWRANGE - ver(1).z
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'LINE (ver(2).x, ver(2).y)-(ver(3).x, ver(3).y), 255'VIEWRANGE - ver(1).z
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'LINE (ver(3).x, ver(3).y)-(ver(1).x, ver(1).y), 255'VIEWRANGE - ver(1).z
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END IF
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NEXT p
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END IF
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NEXT x
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NEXT y
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LOOP
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sort:
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'assign tmp the values of ver
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FOR i = 1 TO 3
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tmp(i).x = ver(i).x
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tmp(i).y = ver(i).y
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tmp(i).z = ver(i).z
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NEXT i
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'order them top to bottom [1st pnt]
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flag = max(tmp(1).y, tmp(2).y, tmp(3).y)
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'used to skip 3rd calculation
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topflag = flag
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'assign values to the first vertex
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ver(1).x = tmp(flag).x: ver(1).y = tmp(flag).y: ver(1).z = tmp(flag).z
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'make y lowest possible # 4 further compares
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tmp(flag).y = MININT
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'order top-bottom 2 (prev. top is now -32768)
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flag = max(tmp(1).y, tmp(2).y, tmp(3).y)
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'add to flag to find which of 3 is not used
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topflag = topflag + flag
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'assign values to the 2nd vertex
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ver(2).x = tmp(flag).x: ver(2).y = tmp(flag).y: ver(2).z = tmp(flag).z
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'use topflag to find last point in order
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SELECT CASE topflag
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CASE 3 'used 1 & 2
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flag = 3
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CASE 4 'used 1 & 3
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flag = 2
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CASE 5 'used 2 & 3
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flag = 1
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CASE ELSE 'just in case
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BEEP
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flag = 1
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END SELECT
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'assign values to the 3rd vertex
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ver(3).x = tmp(flag).x: ver(3).y = tmp(flag).y: ver(3).z = tmp(flag).z
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RETURN
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SUB hline (x1, x2, y, c)
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FOR i = x1 TO x2
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pixel i, y, c
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NEXT i
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END SUB
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''''''''''''''''
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' Returns 1, 2, or 3, depending on which value: 1st, 2nd, or 3d is largest
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FUNCTION max (v1, v2, v3)
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r = 0
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IF v1 >= v2 AND v1 >= v3 THEN r = 1
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IF v2 >= v1 AND v2 >= v3 THEN r = 2
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IF v3 >= v2 AND v3 >= v1 THEN r = 3
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max = r
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END FUNCTION
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''''''''''''''''
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' Returns the largest of the three values passed to it w/i limit
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FUNCTION maxval (v1, v2, limit)
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r = 0
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IF v1 >= v2 THEN r = v1
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IF v2 >= v1 THEN r = v2
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IF r > limit THEN r = limit
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maxval = r
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END FUNCTION
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''''''''''''''''
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' Returns the smallest of the three values passed to it w/i limit
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FUNCTION minval (v1, v2, limit)
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r = 0
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IF v1 <= v2 THEN r = v1
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IF v2 <= v1 THEN r = v2
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IF r < limit THEN r = limit
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minval = r
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END FUNCTION
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'This SUB does the same thing as PSET only by writing directly to the video
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'memory which *should* be much faster (Muahahaha!)
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'
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SUB pixel (x, y, c)
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DEF SEG = &HA000 'A000h is where the video mem. starts in mode
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'13h, which we're using
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IF x < 0 OR x > SCRX THEN EXIT SUB 'make sure x is on the screen
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IF y < 0 OR y > SCRY THEN EXIT SUB 'make sure y is on the screen
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'(We do NOT want to be writing directly into
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'memory somewhere we're not supposed to!)
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IF c < 0 OR c > CLRS THEN EXIT SUB 'make sure c is w/i the color palette
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y& = y 'needed to prevent overflow (where's an
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'unsigned int when you need it?)
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POKE y& * SCRX + x, c 'put c into the right spot offset from A000h
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'(pixels go lt-rt, tp-bt in a linear fashion)
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END SUB
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@ -0,0 +1,2 @@
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3D Landscape - ADSWEC Controls; a good example of what a 3D engine looks like
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without important stuff like clipping and rotation.
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Binary file not shown.
@ -0,0 +1 @@
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Compiled.
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@ -0,0 +1,266 @@
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'default integer type
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DEFINT A-Z
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'screen mode 13h
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SCREEN 13
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'set palette
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'. . . and make an gradiant green palette
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OUT &H3C8, 0 ' tell port whole palette is coming (otherwise # of color)
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FOR i = 0 TO 255
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OUT &H3C9, 10 'red
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OUT &H3C9, INT(i / 4) 'green
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OUT &H3C9, 50 'blue
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NEXT i
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'define program constants
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'CONST SCRX = 320 unused
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'CONST SCRY = 200
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'CONST CLRS = 255
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CONST HLFX = 160
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CONST HLFY = 100
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CONST PI = 3.141592654#
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CONST FACES = 11
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CONST SHAPES = 0
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'trig lookup-tables
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DIM sine(255) AS SINGLE: DIM cosine(255) AS SINGLE
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FOR i = 0 TO 255
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sine(i) = SIN(i * PI / 128)
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cosine(i) = COS(i * PI / 128)
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NEXT i
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'data types:
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'integer vector (for initial shape data)
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TYPE vec3it
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x AS INTEGER
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y AS INTEGER
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z AS INTEGER
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END TYPE
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'real vector
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TYPE vec3t
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x AS SINGLE
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y AS SINGLE
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z AS SINGLE
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END TYPE
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'a face
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TYPE face3t
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'object vertices
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ov1 AS vec3it
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ov2 AS vec3it
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ov3 AS vec3it
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'world verteces
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wv1 AS vec3t
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wv2 AS vec3t
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wv3 AS vec3t
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END TYPE
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'an object
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TYPE objt
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p AS vec3t 'position
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r AS vec3it 'rotation
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END TYPE
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'a pixel point
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TYPE vec2it
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x AS INTEGER
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y AS INTEGER
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END TYPE
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'a triangle on-screen
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TYPE face2t
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v1 AS vec2it
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v2 AS vec2it
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v3 AS vec2it
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END TYPE
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'make a 12-polygon shape
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DIM shape(0 TO SHAPES, 0 TO FACES) AS face3t 'holds shape's form (obj spc)
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DIM obj(0 TO SHAPES) AS objt 'holds shape's pos (wrld spc)
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'make the viewer
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DIM pov AS objt
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'make a variable to hold mapped 2d drawing data
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DIM tri AS face2t
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'load the shape's data
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'base (-y)
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DATA -10,-10,-10, -10,-10,10, 10,-10,-10
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DATA -10,-10,10, 10,-10,10, 10,-10,-10
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'front (-z)
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DATA -10,-10,-10, 10,-10,-10, -10,10,-10
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DATA -10,10,-10, 10,-10,-10, 10,10,-10
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'left (-x)
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DATA -10,-10,-10, -10,10,-10, -10,-10,10
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DATA -10,-10,10, -10,10,-10, -10,10,10
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'top (+y)
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DATA 10,10,10, -10,10,-10, 10,10,-10
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DATA 10,10,10, -10,10,10, -10,10,-10
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'back (+z)
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DATA 10,10,10, 10,-10,10, -10,10,10
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DATA -10,10,10, 10,-10,10, -10,-10,10
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'right (+x)
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DATA 10,10,10, 10,10,-10, 10,-10,10
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DATA 10,-10,10, 10,10,-10, 10,-10,-10
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FOR i = 0 TO FACES
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READ shape(0, i).ov1.x 'read first vertex position
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READ shape(0, i).ov1.y
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READ shape(0, i).ov1.z
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READ shape(0, i).ov2.x 'read second vertex position
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READ shape(0, i).ov2.y
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READ shape(0, i).ov2.z
|
||||
READ shape(0, i).ov3.x 'read third vertex position
|
||||
READ shape(0, i).ov3.y
|
||||
READ shape(0, i).ov3.z
|
||||
NEXT i
|
||||
'read shape's starting position
|
||||
'imput strating pov position
|
||||
pov.p.x = 20
|
||||
pov.p.y = 30
|
||||
pov.p.z = -70
|
||||
|
||||
DO
|
||||
'draw the shapes
|
||||
FOR j = 0 TO SHAPES 'go through @ shape
|
||||
FOR i = 0 TO FACES 'go through @ face
|
||||
obj(j).r.y = (obj(j).r.y + 1) MOD 256
|
||||
'transform @ point from object to world space
|
||||
rx = obj(j).r.x 'extra 2-letter vars are for
|
||||
ry = obj(j).r.y 'simplification only
|
||||
rz = obj(j).r.z
|
||||
|
||||
vx = shape(j, i).ov1.x
|
||||
vy = shape(j, i).ov1.y
|
||||
vz = shape(j, i).ov1.z
|
||||
shape(j, i).wv1.x = ((vx * cosine(ry) - vz * sine(ry)) - pov.p.x)' * sine(pov.r.y)
|
||||
shape(j, i).wv1.y = vy - pov.p.y
|
||||
shape(j, i).wv1.z = ((vx * sine(ry) + vz * cosine(ry)) - pov.p.z)' * cosine(pov.r.y)
|
||||
|
||||
vx = shape(j, i).ov2.x
|
||||
vy = shape(j, i).ov2.y
|
||||
vz = shape(j, i).ov2.z
|
||||
shape(j, i).wv2.x = ((vx * cosine(ry) - vz * sine(ry)) - pov.p.x)' * sine(pov.r.y)
|
||||
shape(j, i).wv2.y = vy - pov.p.y
|
||||
shape(j, i).wv2.z = ((vx * sine(ry) + vz * cosine(ry)) - pov.p.z)' * cosine(pov.r.y)
|
||||
|
||||
vx = shape(j, i).ov3.x
|
||||
vy = shape(j, i).ov3.y
|
||||
vz = shape(j, i).ov3.z
|
||||
shape(j, i).wv3.x = ((vx * cosine(ry) - vz * sine(ry)) - pov.p.x)' * sine(pov.r.y)
|
||||
shape(j, i).wv3.y = vy - pov.p.y
|
||||
shape(j, i).wv3.z = ((vx * sine(ry) + vz * cosine(ry)) - pov.p.z)' * cosine(pov.r.y)
|
||||
|
||||
'map the world-space coords into a 2d triangle
|
||||
tri.v1.x = HLFX + (shape(j, i).wv1.x / shape(j, i).wv1.z * HLFX)
|
||||
tri.v1.y = HLFY - (shape(j, i).wv1.y / shape(j, i).wv1.z * HLFY)
|
||||
|
||||
tri.v2.x = HLFX + (shape(j, i).wv2.x / shape(j, i).wv2.z * HLFX)
|
||||
tri.v2.y = HLFY - (shape(j, i).wv2.y / shape(j, i).wv2.z * HLFY)
|
||||
|
||||
tri.v3.x = HLFX + (shape(j, i).wv3.x / shape(j, i).wv3.z * HLFX)
|
||||
tri.v3.y = HLFY - (shape(j, i).wv3.y / shape(j, i).wv3.z * HLFY)
|
||||
|
||||
'check if clockwise (backface culling)
|
||||
x1 = tri.v2.x - tri.v1.x 'make (x1, y1) & (x2, y2)
|
||||
x2 = tri.v3.x - tri.v1.x 'normalized
|
||||
y1 = tri.v2.y - tri.v1.y
|
||||
y2 = tri.v3.y - tri.v1.y
|
||||
IF x1 * y2 < x2 * y1 THEN
|
||||
'order the vertices top-bottom
|
||||
IF tri.v1.y > tri.v2.y THEN
|
||||
tmp = tri.v1.y
|
||||
tri.v1.y = tri.v2.y
|
||||
tri.v2.y = tmp
|
||||
tmp = tri.v1.x
|
||||
tri.v1.x = tri.v2.x
|
||||
tri.v2.x = tmp
|
||||
END IF
|
||||
IF tri.v1.y > tri.v3.y THEN
|
||||
tmp = tri.v1.y
|
||||
tri.v1.y = tri.v3.y
|
||||
tri.v3.y = tmp
|
||||
tmp = tri.v1.x
|
||||
tri.v1.x = tri.v3.x
|
||||
tri.v3.x = tmp
|
||||
END IF
|
||||
IF tri.v2.y > tri.v3.y THEN
|
||||
tmp = tri.v2.y
|
||||
tri.v2.y = tri.v3.y
|
||||
tri.v3.y = tmp
|
||||
tmp = tri.v2.x
|
||||
tri.v2.x = tri.v3.x
|
||||
tri.v3.x = tmp
|
||||
END IF
|
||||
|
||||
'find the color of the face
|
||||
colr = 255 - shape(j, i).wv1.z
|
||||
|
||||
''fill in the 2d triangle
|
||||
'dx = tri.v3.x - tri.v1.x
|
||||
'dy = tri.v3.y - tri.v1.y
|
||||
'dx1 = tri.v2.x - tri.v1.x
|
||||
'dy1 = tri.v2.y - tri.v1.y
|
||||
'dx1 = tri.v3.x - tri.v2.x
|
||||
'dy1 = tri.v3.y - tri.v2.y
|
||||
'
|
||||
'sdx = SGN(dx) 'sign of dy is always positive
|
||||
'sdx1 = SGN(dx1) 'since they've been sorted top to
|
||||
'sdx2 = SGN(dx2) 'bottom: sdy = 1; ady = dy
|
||||
'
|
||||
'adx = ABS(dx)
|
||||
'adx1 = ABS(dx1)
|
||||
'adx2 = ABS(dx2)
|
||||
'
|
||||
'px = tri.v1.x
|
||||
'px1 = tri.v1.x
|
||||
'x = 0
|
||||
'x1 = 0
|
||||
'x2 = 0
|
||||
'IF dy > adx THEN 'the line is tall
|
||||
' FOR h = 0 TO dy
|
||||
' x = x + adx
|
||||
' IF x > dy THEN px = px + sdx: x = x - dy
|
||||
' NEXT h
|
||||
'ELSE 'the line is wide
|
||||
'END IF
|
||||
|
||||
'wireframe
|
||||
IF colr >= 0 AND colr <= 255 THEN
|
||||
LINE (tri.v1.x, tri.v1.y)-(tri.v2.x, tri.v2.y), colr
|
||||
LINE (tri.v2.x, tri.v2.y)-(tri.v3.x, tri.v3.y), colr
|
||||
LINE (tri.v3.x, tri.v3.y)-(tri.v1.x, tri.v1.y), colr
|
||||
END IF
|
||||
END IF 'end backface cull
|
||||
NEXT i
|
||||
NEXT j
|
||||
a$ = INKEY$
|
||||
SELECT CASE a$
|
||||
CASE CHR$(27)
|
||||
SYSTEM
|
||||
CASE CHR$(13)
|
||||
SYSTEM
|
||||
CASE "w" 'forward
|
||||
pov.p.z = pov.p.z + 1
|
||||
CASE "s" 'back
|
||||
pov.p.z = pov.p.z - 1
|
||||
CASE "a" 'strafe left
|
||||
pov.p.x = pov.p.x - 1
|
||||
CASE "d" 'strafe right
|
||||
pov.p.x = pov.p.x + 1
|
||||
CASE "e" 'jump
|
||||
pov.p.y = pov.p.y + 1
|
||||
CASE "c" 'crouch
|
||||
pov.p.y = pov.p.y - 1
|
||||
CASE "f" 'yaw left
|
||||
pov.r.y = pov.r.y + 1
|
||||
CASE "h" 'yaw right
|
||||
pov.r.y = pov.r.y - 1
|
||||
CASE "e" 'roll left
|
||||
pov.r.z = pov.r.z + 1
|
||||
CASE "t" 'roll right
|
||||
pov.r.z = pov.r.z - 1
|
||||
CASE "r" 'pitch forward
|
||||
pov.r.x = pov.r.x - 1
|
||||
CASE "f" 'pitch backward
|
||||
pov.r.x = pov.r.x + 1
|
||||
END SELECT
|
||||
t! = TIMER: DO: LOOP UNTIL TIMER > t! + .01
|
||||
CLS
|
||||
LOOP
|
||||
|
@ -0,0 +1,2 @@
|
||||
3D Wireframe Box - ADSWEC Controls; can you figure out the fastest way to cause
|
||||
an interger overflow?
|
Binary file not shown.
@ -0,0 +1 @@
|
||||
Compiled.
|
@ -0,0 +1,683 @@
|
||||
DECLARE SUB pause (timeval!)
|
||||
|
||||
'filename: picture4.bas
|
||||
'picture of turtle
|
||||
CLS
|
||||
LOCATE 20, 20
|
||||
COLOR 6
|
||||
PRINT "XXXXXXXXXXXXXXXXXXXX"
|
||||
LOCATE 21, 15
|
||||
PRINT "XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX"
|
||||
LOCATE 22, 14
|
||||
COLOR 2
|
||||
PRINT "XXXX"
|
||||
LOCATE 23, 10
|
||||
PRINT "XXXXX"
|
||||
LOCATE 22, 20
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 20
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 25
|
||||
COLOR 7
|
||||
PRINT "\"
|
||||
COLOR 2
|
||||
LOCATE 22, 30
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 30
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 35
|
||||
COLOR 7
|
||||
PRINT "\"
|
||||
LOCATE 22, 37
|
||||
COLOR 2
|
||||
|
||||
LOCATE 22, 37
|
||||
COLOR 2
|
||||
PRINT "XXXXXXXXXXX XXXXX"
|
||||
LOCATE 22, 48
|
||||
COLOR 1
|
||||
PRINT "0"
|
||||
|
||||
pause .1
|
||||
CLS
|
||||
LOCATE 20, 21
|
||||
COLOR 6
|
||||
PRINT "XXXXXXXXXXXXXXXXXXXX"
|
||||
LOCATE 21, 16
|
||||
PRINT "XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX"
|
||||
LOCATE 22, 15
|
||||
COLOR 2
|
||||
PRINT "XXXX"
|
||||
LOCATE 23, 11
|
||||
PRINT "XXXXX"
|
||||
LOCATE 22, 20
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 20
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 25
|
||||
COLOR 7
|
||||
PRINT "\"
|
||||
COLOR 2
|
||||
LOCATE 22, 30
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 30
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 35
|
||||
COLOR 7
|
||||
PRINT "\"
|
||||
|
||||
LOCATE 22, 38
|
||||
COLOR 2
|
||||
PRINT "XXXXXXXXXXX XXXXX"
|
||||
LOCATE 22, 49
|
||||
COLOR 1
|
||||
PRINT "0"
|
||||
|
||||
pause .1
|
||||
CLS
|
||||
LOCATE 20, 22
|
||||
COLOR 6
|
||||
PRINT "XXXXXXXXXXXXXXXXXXXX"
|
||||
LOCATE 21, 17
|
||||
PRINT "XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX"
|
||||
LOCATE 22, 16
|
||||
COLOR 2
|
||||
PRINT "XXXX"
|
||||
LOCATE 23, 12
|
||||
PRINT "XXXXX"
|
||||
LOCATE 22, 20
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 20
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 25
|
||||
COLOR 7
|
||||
PRINT "\"
|
||||
COLOR 2
|
||||
LOCATE 22, 30
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 30
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 35
|
||||
COLOR 7
|
||||
PRINT "\"
|
||||
|
||||
LOCATE 22, 39
|
||||
COLOR 2
|
||||
PRINT "XXXXXXXXXXX XXXXX"
|
||||
LOCATE 22, 50
|
||||
COLOR 1
|
||||
PRINT "0"
|
||||
|
||||
pause .1
|
||||
CLS
|
||||
LOCATE 20, 23
|
||||
COLOR 6
|
||||
PRINT "XXXXXXXXXXXXXXXXXXXX"
|
||||
LOCATE 21, 18
|
||||
PRINT "XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX"
|
||||
LOCATE 22, 17
|
||||
COLOR 2
|
||||
PRINT "XXXX"
|
||||
LOCATE 23, 13
|
||||
PRINT "XXXXX"
|
||||
LOCATE 22, 23
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 23
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 28
|
||||
COLOR 7
|
||||
PRINT "\"
|
||||
COLOR 2
|
||||
LOCATE 22, 33
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 33
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 38
|
||||
COLOR 7
|
||||
PRINT "\"
|
||||
|
||||
LOCATE 22, 40
|
||||
COLOR 2
|
||||
PRINT "XXXXXXXXXXX XXXXX"
|
||||
LOCATE 22, 51
|
||||
COLOR 1
|
||||
PRINT "0"
|
||||
|
||||
pause .1
|
||||
CLS
|
||||
LOCATE 20, 24
|
||||
COLOR 6
|
||||
PRINT "XXXXXXXXXXXXXXXXXXXX"
|
||||
LOCATE 21, 19
|
||||
PRINT "XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX"
|
||||
LOCATE 22, 18
|
||||
COLOR 2
|
||||
PRINT "XXXX"
|
||||
LOCATE 23, 14
|
||||
PRINT "XXXXX"
|
||||
LOCATE 22, 23
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 23
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 28
|
||||
COLOR 7
|
||||
PRINT "\"
|
||||
COLOR 2
|
||||
LOCATE 22, 33
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 33
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 38
|
||||
COLOR 7
|
||||
PRINT "\"
|
||||
|
||||
LOCATE 22, 41
|
||||
COLOR 2
|
||||
PRINT "XXXXXXXXXXX XXXXX"
|
||||
LOCATE 22, 52
|
||||
COLOR 1
|
||||
PRINT "0"
|
||||
|
||||
pause .1
|
||||
CLS
|
||||
LOCATE 20, 25
|
||||
COLOR 6
|
||||
PRINT "XXXXXXXXXXXXXXXXXXXX"
|
||||
LOCATE 21, 20
|
||||
PRINT "XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX"
|
||||
LOCATE 22, 19
|
||||
COLOR 2
|
||||
PRINT "XXXX"
|
||||
LOCATE 23, 15
|
||||
PRINT "XXXXX"
|
||||
LOCATE 22, 23
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 23
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 28
|
||||
COLOR 7
|
||||
PRINT "\"
|
||||
COLOR 2
|
||||
LOCATE 22, 33
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 33
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 38
|
||||
COLOR 7
|
||||
PRINT "\"
|
||||
|
||||
LOCATE 22, 42
|
||||
COLOR 2
|
||||
PRINT "XXXXXXXXXXX XXXXX"
|
||||
LOCATE 22, 53
|
||||
COLOR 1
|
||||
PRINT "0"
|
||||
|
||||
pause .1
|
||||
CLS
|
||||
LOCATE 20, 26
|
||||
COLOR 6
|
||||
PRINT "XXXXXXXXXXXXXXXXXXXX"
|
||||
LOCATE 21, 21
|
||||
PRINT "XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX"
|
||||
LOCATE 22, 20
|
||||
COLOR 2
|
||||
PRINT "XXXX"
|
||||
LOCATE 23, 16
|
||||
PRINT "XXXXX"
|
||||
LOCATE 22, 26
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 26
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 31
|
||||
COLOR 7
|
||||
PRINT "\"
|
||||
COLOR 2
|
||||
LOCATE 22, 36
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 36
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 41
|
||||
COLOR 7
|
||||
PRINT "\"
|
||||
|
||||
LOCATE 22, 43
|
||||
COLOR 2
|
||||
PRINT "XXXXXXXXXXX XXXXX"
|
||||
LOCATE 22, 54
|
||||
COLOR 1
|
||||
PRINT "0"
|
||||
|
||||
pause .1
|
||||
CLS
|
||||
LOCATE 20, 27
|
||||
COLOR 6
|
||||
PRINT "XXXXXXXXXXXXXXXXXXXX"
|
||||
LOCATE 21, 22
|
||||
PRINT "XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX"
|
||||
LOCATE 22, 21
|
||||
COLOR 2
|
||||
PRINT "XXXX"
|
||||
LOCATE 23, 17
|
||||
PRINT "XXXXX"
|
||||
LOCATE 22, 26
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 26
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 31
|
||||
COLOR 7
|
||||
PRINT "\"
|
||||
COLOR 2
|
||||
LOCATE 22, 36
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 36
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 41
|
||||
COLOR 7
|
||||
PRINT "\"
|
||||
|
||||
LOCATE 22, 44
|
||||
COLOR 2
|
||||
PRINT "XXXXXXXXXXX XXXXX"
|
||||
LOCATE 22, 55
|
||||
COLOR 1
|
||||
PRINT "0"
|
||||
|
||||
pause .1
|
||||
CLS
|
||||
LOCATE 20, 28
|
||||
COLOR 6
|
||||
PRINT "XXXXXXXXXXXXXXXXXXXX"
|
||||
LOCATE 21, 23
|
||||
PRINT "XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX"
|
||||
LOCATE 22, 22
|
||||
COLOR 2
|
||||
PRINT "XXXX"
|
||||
LOCATE 23, 18
|
||||
PRINT "XXXXX"
|
||||
LOCATE 22, 26
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 26
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 31
|
||||
COLOR 7
|
||||
PRINT "\"
|
||||
COLOR 2
|
||||
LOCATE 22, 36
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 36
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 41
|
||||
COLOR 7
|
||||
PRINT "\"
|
||||
|
||||
LOCATE 22, 45
|
||||
COLOR 2
|
||||
PRINT "XXXXXXXXXXX XXXXX"
|
||||
LOCATE 22, 56
|
||||
COLOR 1
|
||||
PRINT "0"
|
||||
|
||||
pause .1
|
||||
CLS
|
||||
LOCATE 20, 29
|
||||
COLOR 6
|
||||
PRINT "XXXXXXXXXXXXXXXXXXXX"
|
||||
LOCATE 21, 24
|
||||
PRINT "XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX"
|
||||
LOCATE 22, 23
|
||||
COLOR 2
|
||||
PRINT "XXXX"
|
||||
LOCATE 23, 19
|
||||
PRINT "XXXXX"
|
||||
LOCATE 22, 29
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 29
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 34
|
||||
COLOR 7
|
||||
PRINT "\"
|
||||
COLOR 2
|
||||
LOCATE 22, 39
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 39
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 44
|
||||
COLOR 7
|
||||
PRINT "\"
|
||||
|
||||
LOCATE 22, 46
|
||||
COLOR 2
|
||||
PRINT "XXXXXXXXXXX XXXXX"
|
||||
LOCATE 22, 57
|
||||
COLOR 1
|
||||
PRINT "0"
|
||||
|
||||
pause .1
|
||||
CLS
|
||||
LOCATE 20, 30
|
||||
COLOR 6
|
||||
PRINT "XXXXXXXXXXXXXXXXXXXX"
|
||||
LOCATE 21, 25
|
||||
PRINT "XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX"
|
||||
LOCATE 22, 24
|
||||
COLOR 2
|
||||
PRINT "XXXX"
|
||||
LOCATE 23, 20
|
||||
PRINT "XXXXX"
|
||||
LOCATE 22, 29
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 29
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 34
|
||||
COLOR 7
|
||||
PRINT "\"
|
||||
COLOR 2
|
||||
LOCATE 22, 39
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 39
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 44
|
||||
COLOR 7
|
||||
PRINT "\"
|
||||
|
||||
LOCATE 22, 47
|
||||
COLOR 2
|
||||
PRINT "XXXXXXXXXXX XXXXX"
|
||||
LOCATE 22, 58
|
||||
COLOR 1
|
||||
PRINT "0"
|
||||
|
||||
pause .1
|
||||
CLS
|
||||
LOCATE 20, 31
|
||||
COLOR 6
|
||||
PRINT "XXXXXXXXXXXXXXXXXXXX"
|
||||
LOCATE 21, 26
|
||||
PRINT "XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX"
|
||||
LOCATE 22, 25
|
||||
COLOR 2
|
||||
PRINT "XXXX"
|
||||
LOCATE 23, 21
|
||||
PRINT "XXXXX"
|
||||
LOCATE 22, 29
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 29
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 34
|
||||
COLOR 7
|
||||
PRINT "\"
|
||||
COLOR 2
|
||||
LOCATE 22, 39
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 39
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 44
|
||||
COLOR 7
|
||||
PRINT "\"
|
||||
|
||||
LOCATE 22, 48
|
||||
COLOR 2
|
||||
PRINT "XXXXXXXXXXX XXXXX"
|
||||
LOCATE 22, 59
|
||||
COLOR 1
|
||||
PRINT "0"
|
||||
|
||||
pause .1
|
||||
CLS
|
||||
LOCATE 20, 32
|
||||
COLOR 6
|
||||
PRINT "XXXXXXXXXXXXXXXXXXXX"
|
||||
LOCATE 21, 27
|
||||
PRINT "XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX"
|
||||
LOCATE 22, 26
|
||||
COLOR 2
|
||||
PRINT "XXXX"
|
||||
LOCATE 23, 22
|
||||
PRINT "XXXXX"
|
||||
LOCATE 22, 32
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 32
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 37
|
||||
COLOR 7
|
||||
PRINT "\"
|
||||
COLOR 2
|
||||
LOCATE 22, 42
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 42
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 47
|
||||
COLOR 7
|
||||
PRINT "\"
|
||||
|
||||
|
||||
LOCATE 22, 49
|
||||
COLOR 2
|
||||
PRINT "XXXXXXXXXXX XXXXX"
|
||||
LOCATE 22, 60
|
||||
COLOR 1
|
||||
PRINT "0"
|
||||
pause .1
|
||||
CLS
|
||||
LOCATE 20, 33
|
||||
COLOR 6
|
||||
PRINT "XXXXXXXXXXXXXXXXXXXX"
|
||||
LOCATE 21, 28
|
||||
PRINT "XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX"
|
||||
LOCATE 22, 27
|
||||
COLOR 2
|
||||
PRINT "XXXX"
|
||||
LOCATE 23, 23
|
||||
PRINT "XXXXX"
|
||||
LOCATE 22, 32
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 32
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 37
|
||||
COLOR 7
|
||||
PRINT "\"
|
||||
COLOR 2
|
||||
LOCATE 22, 42
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 42
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 47
|
||||
COLOR 7
|
||||
PRINT "\"
|
||||
|
||||
LOCATE 22, 50
|
||||
COLOR 2
|
||||
PRINT "XXXXXXXXXXX XXXXX"
|
||||
LOCATE 22, 61
|
||||
COLOR 1
|
||||
PRINT "0"
|
||||
pause .1
|
||||
CLS
|
||||
LOCATE 20, 34
|
||||
COLOR 6
|
||||
PRINT "XXXXXXXXXXXXXXXXXXXX"
|
||||
LOCATE 21, 29
|
||||
PRINT "XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX"
|
||||
LOCATE 22, 28
|
||||
COLOR 2
|
||||
PRINT "XXXX"
|
||||
LOCATE 23, 24
|
||||
PRINT "XXXXX"
|
||||
LOCATE 22, 32
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 32
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 37
|
||||
COLOR 7
|
||||
PRINT "\"
|
||||
COLOR 2
|
||||
LOCATE 22, 42
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 42
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 47
|
||||
COLOR 7
|
||||
PRINT "\"
|
||||
|
||||
LOCATE 22, 51
|
||||
COLOR 2
|
||||
PRINT "XXXXXXXXXXX XXXXX"
|
||||
LOCATE 22, 62
|
||||
COLOR 1
|
||||
PRINT "0"
|
||||
pause .1
|
||||
CLS
|
||||
LOCATE 20, 35
|
||||
COLOR 6
|
||||
PRINT "XXXXXXXXXXXXXXXXXXXX"
|
||||
LOCATE 21, 30
|
||||
PRINT "XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX"
|
||||
LOCATE 22, 29
|
||||
COLOR 2
|
||||
PRINT "XXXX"
|
||||
LOCATE 23, 25
|
||||
PRINT "XXXXX"
|
||||
LOCATE 22, 35
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 35
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 40
|
||||
COLOR 7
|
||||
PRINT "\"
|
||||
COLOR 2
|
||||
LOCATE 22, 45
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 45
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 50
|
||||
COLOR 7
|
||||
PRINT "\"
|
||||
|
||||
LOCATE 22, 52
|
||||
COLOR 2
|
||||
PRINT "XXXXXXXXXXX XXXXX"
|
||||
LOCATE 22, 63
|
||||
COLOR 1
|
||||
PRINT "0"
|
||||
pause .1
|
||||
CLS
|
||||
LOCATE 20, 36
|
||||
COLOR 6
|
||||
PRINT "XXXXXXXXXXXXXXXXXXXX"
|
||||
LOCATE 21, 31
|
||||
PRINT "XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX"
|
||||
LOCATE 22, 30
|
||||
COLOR 2
|
||||
PRINT "XXXX"
|
||||
LOCATE 23, 26
|
||||
PRINT "XXXXX"
|
||||
LOCATE 22, 35
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 35
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 40
|
||||
COLOR 7
|
||||
PRINT "\"
|
||||
COLOR 2
|
||||
LOCATE 22, 45
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 45
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 50
|
||||
COLOR 7
|
||||
PRINT "\"
|
||||
|
||||
LOCATE 22, 53
|
||||
COLOR 2
|
||||
PRINT "XXXXXXXXX"
|
||||
LOCATE 23, 56
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 57
|
||||
COLOR 1
|
||||
PRINT "0"
|
||||
LOCATE 23, 59
|
||||
PRINT "0"
|
||||
pause .1
|
||||
CLS
|
||||
LOCATE 20, 36
|
||||
COLOR 6
|
||||
PRINT "XXXXXXXXXXXXXXXXXXXX"
|
||||
LOCATE 21, 31
|
||||
PRINT "XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX"
|
||||
LOCATE 22, 30
|
||||
COLOR 2
|
||||
PRINT "XXXX"
|
||||
LOCATE 23, 26
|
||||
PRINT "XXXXX"
|
||||
LOCATE 22, 35
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 35
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 40
|
||||
COLOR 7
|
||||
PRINT "\"
|
||||
COLOR 2
|
||||
LOCATE 22, 45
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 45
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 50
|
||||
COLOR 7
|
||||
PRINT "\"
|
||||
|
||||
LOCATE 22, 53
|
||||
COLOR 2
|
||||
PRINT "XXXXXXXXX"
|
||||
LOCATE 23, 56
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 57
|
||||
COLOR 1
|
||||
PRINT "0"
|
||||
PLAY "D"
|
||||
pause .1
|
||||
CLS
|
||||
LOCATE 20, 36
|
||||
COLOR 6
|
||||
PRINT "XXXXXXXXXXXXXXXXXXXX"
|
||||
LOCATE 21, 31
|
||||
PRINT "XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX"
|
||||
LOCATE 22, 30
|
||||
COLOR 2
|
||||
PRINT "XXXX"
|
||||
LOCATE 23, 26
|
||||
PRINT "XXXXX"
|
||||
LOCATE 22, 35
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 35
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 40
|
||||
COLOR 7
|
||||
PRINT "\"
|
||||
COLOR 2
|
||||
LOCATE 22, 45
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 45
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 50
|
||||
COLOR 7
|
||||
PRINT "\"
|
||||
|
||||
LOCATE 22, 53
|
||||
COLOR 2
|
||||
PRINT "XXXXXXXXX"
|
||||
LOCATE 23, 56
|
||||
PRINT "XXXXX"
|
||||
LOCATE 23, 57
|
||||
COLOR 1
|
||||
PRINT "0"
|
||||
LOCATE 23, 59
|
||||
PRINT "0"
|
||||
|
||||
SYSTEM
|
||||
|
||||
SUB pause (timeval)
|
||||
w = TIMER + timeval
|
||||
DO
|
||||
LOOP UNTIL TIMER > w
|
||||
END SUB
|
@ -0,0 +1 @@
|
||||
ASCII Turtle - awful ASCII art.
|
Binary file not shown.
@ -0,0 +1 @@
|
||||
Compiled.
|
@ -0,0 +1 @@
|
||||
Annoying Adventure Game - set on the tropical island of Feuru.
|
@ -0,0 +1,3 @@
|
||||
This dusty diskette from ages past comes up and I go to the library and
|
||||
read it; it's my old QBasic programmes. Remember when muti-player meant
|
||||
you sit around the same computer and use different controls?
|
@ -0,0 +1,149 @@
|
||||
<!doctype html public "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
|
||||
|
||||
<html>
|
||||
|
||||
<head>
|
||||
<title>http://neil.chaosnet.org/code/qbasic/</title>
|
||||
<meta name = "Content-type" http-equiv = "Content-Type" content = "text/html; charset=us-ascii">
|
||||
<meta name = "Keywords" content = "code, qbasic, neil">
|
||||
<meta name = "Description" content = "Do'n't go here. Ultra-secret archive."> <!-- bad form, print index.d -->
|
||||
<meta name = "Author" content = "Neil">
|
||||
<meta name = "Generator" content = "This pristine code lies unmarred by infantile editors!">
|
||||
<link rel = "top" href = "http://neil.chaosnet.org/">
|
||||
<link rel = "icon" href = "/favicon.ico" type = "image/x-icon">
|
||||
<link rel = "shortcut icon" href = "/favicon.ico" type = "image/x-icon">
|
||||
<link rel = "stylesheet" type = "text/css" href = "/neil.css">
|
||||
<link rel = "alternate" type = "application/rss+xml" title = "News from Afar" href = "/newsfeed.rss">
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p class = "noprint"><img src = "/neil.jpeg" width = 528 height = 56 alt = "[ Mælström ]"></p>
|
||||
<p>
|
||||
This dusty diskette from ages past comes up and I go to the library and
|
||||
read it; it's my old QBasic programmes. Remember when muti-player meant
|
||||
you sit around the same computer and use different controls?
|
||||
</p>
|
||||
|
||||
<div class = "clear"></div>
|
||||
|
||||
<div class = "file"><div class = "file-leftfixed">
|
||||
<a href = ".."><img src = "../../dir.jpeg" alt = "[ Dir ]"></a>
|
||||
<div class = "icontext"><div><a href = "..">..</a></div></div>
|
||||
</div><div class = "file-rightfixed">
|
||||
Programming.
|
||||
</div></div>
|
||||
|
||||
<div class = "file"><div class = "file-leftfixed">
|
||||
<a href = "3dland.bas"><img src = "../../file.jpeg" alt = "[ File ]"></a>
|
||||
<div class = "icontext"><div><a href = "3dland.bas">3dland.bas</a> (15 KB)</div></div>
|
||||
</div><div class = "file-rightfixed">
|
||||
3D Landscape - ADSWEC Controls; a good example of what a 3D engine looks like
|
||||
without important stuff like clipping and rotation.
|
||||
</div></div>
|
||||
|
||||
<div class = "file"><div class = "file-leftfixed">
|
||||
<a href = "3dland.exe"><img src = "../../file.jpeg" alt = "[ File ]"></a>
|
||||
<div class = "icontext"><div><a href = "3dland.exe">3dland.exe</a> (41 KB)</div></div>
|
||||
</div><div class = "file-rightfixed">
|
||||
Compiled.
|
||||
</div></div>
|
||||
|
||||
<div class = "file"><div class = "file-leftfixed">
|
||||
<a href = "3dobject.bas"><img src = "../../file.jpeg" alt = "[ File ]"></a>
|
||||
<div class = "icontext"><div><a href = "3dobject.bas">3dobject.bas</a> (9 KB)</div></div>
|
||||
</div><div class = "file-rightfixed">
|
||||
3D Wireframe Box - ADSWEC Controls; can you figure out the fastest way to cause
|
||||
an interger overflow?
|
||||
</div></div>
|
||||
|
||||
<div class = "file"><div class = "file-leftfixed">
|
||||
<a href = "3dobject.exe"><img src = "../../file.jpeg" alt = "[ File ]"></a>
|
||||
<div class = "icontext"><div><a href = "3dobject.exe">3dobject.exe</a> (41 KB)</div></div>
|
||||
</div><div class = "file-rightfixed">
|
||||
Compiled.
|
||||
</div></div>
|
||||
|
||||
<div class = "file"><div class = "file-leftfixed">
|
||||
<a href = "asciitur.bas"><img src = "../../file.jpeg" alt = "[ File ]"></a>
|
||||
<div class = "icontext"><div><a href = "asciitur.bas">asciitur.bas</a> (9 KB)</div></div>
|
||||
</div><div class = "file-rightfixed">
|
||||
ASCII Turtle - awful ASCII art.
|
||||
</div></div>
|
||||
|
||||
<div class = "file"><div class = "file-leftfixed">
|
||||
<a href = "asciitur.exe"><img src = "../../file.jpeg" alt = "[ File ]"></a>
|
||||
<div class = "icontext"><div><a href = "asciitur.exe">asciitur.exe</a> (40 KB)</div></div>
|
||||
</div><div class = "file-rightfixed">
|
||||
Compiled.
|
||||
</div></div>
|
||||
|
||||
<div class = "file"><div class = "file-leftfixed">
|
||||
<a href = "feuru.bas"><img src = "../../file.jpeg" alt = "[ File ]"></a>
|
||||
<div class = "icontext"><div><a href = "feuru.bas">feuru.bas</a> (20 KB)</div></div>
|
||||
</div><div class = "file-rightfixed">
|
||||
Annoying Adventure Game - set on the tropical island of Feuru.
|
||||
</div></div>
|
||||
|
||||
<div class = "file"><div class = "file-leftfixed">
|
||||
<a href = "noschool.bas"><img src = "../../file.jpeg" alt = "[ File ]"></a>
|
||||
<div class = "icontext"><div><a href = "noschool.bas">noschool.bas</a> (10 KB)</div></div>
|
||||
</div><div class = "file-rightfixed">
|
||||
Battleship-Style UFO Game - dish out some DFA.
|
||||
</div></div>
|
||||
|
||||
<div class = "file"><div class = "file-leftfixed">
|
||||
<a href = "noschool.exe"><img src = "../../file.jpeg" alt = "[ File ]"></a>
|
||||
<div class = "icontext"><div><a href = "noschool.exe">noschool.exe</a> (62 KB)</div></div>
|
||||
</div><div class = "file-rightfixed">
|
||||
Compiled.
|
||||
</div></div>
|
||||
|
||||
<div class = "file"><div class = "file-leftfixed">
|
||||
<a href = "pop.bas"><img src = "../../file.jpeg" alt = "[ File ]"></a>
|
||||
<div class = "icontext"><div><a href = "pop.bas">pop.bas</a> (2 KB)</div></div>
|
||||
</div><div class = "file-rightfixed">
|
||||
Balloon Animation - why laser pointers and land mines should be banned from
|
||||
public parks.
|
||||
</div></div>
|
||||
|
||||
<div class = "file"><div class = "file-leftfixed">
|
||||
<a href = "pop.exe"><img src = "../../file.jpeg" alt = "[ File ]"></a>
|
||||
<div class = "icontext"><div><a href = "pop.exe">pop.exe</a> (41 KB)</div></div>
|
||||
</div><div class = "file-rightfixed">
|
||||
Compiled.
|
||||
</div></div>
|
||||
|
||||
<div class = "file"><div class = "file-leftfixed">
|
||||
<a href = "scrworms.bas"><img src = "../../file.jpeg" alt = "[ File ]"></a>
|
||||
<div class = "icontext"><div><a href = "scrworms.bas">scrworms.bas</a> (1 KB)</div></div>
|
||||
</div><div class = "file-rightfixed">
|
||||
Wormish Animation - a screen-saver wanna-be.
|
||||
</div></div>
|
||||
|
||||
<div class = "file"><div class = "file-leftfixed">
|
||||
<a href = "scrworms.exe"><img src = "../../file.jpeg" |