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(Y)a=4YB56f59B56B57Ay=(YESa( DLI lines ()?,}a/06-A:,#!A`/6-A`bBq) b$ D:G8C.TBAy=(YESa( DLI lines ()?,UG8CRadek trba, Raster/C.P.U., 2003G8C je pomocn Turbobasicov nstroj na vytven obrzk v rozlien 320x160 pi a 10}28 barvch.Jak je Vm jist znmo, nejjemnj grafick md na 8bitovm Atari je grafika 8, kter pi rozlien 320x192 nab0} z pouze 2 odst ny jedn barvy. Pouit m klasickch technik (DLI) lze tuto barvu shora dol mnit, piem v jednom grafick0}m dku budou opt vdy jen 2 odst ny tto barvy.Program G8C roziuje ve popsanou techniku o podkldn grafiky PMG obje0}kty,  m lze doshnout znan vy barevnosti - samozejm s omezen m danm potem a velikost Atari PMG objekt .Hned na 0}zatku mus m upozornit, e G320C pouze pomh zjednoduit provdn zmn v jednotlivch dc ch a nic sm nepropo tv - ve0}ker plnovn kde a jak barvy mnit a jak rozm stit PMG objekty je tedy ponechno zcela na uivateli. Vytvet pomoc G8C m0}ultibarevn obrzky je t m pdem velmi nron a zdlouhav prce, ale pokud se zada , vsledky jsou pekvapiv.-----------0}---------------------Zp sob ovldn :Po prvn m sputn programu, p padn pi volb "Reset all parameters", se program z0}ept, zda m provst promazn pamti:DLI source memory - to je pam obsahuj c zdrojov text, na jeho zklad se generuj0}e DLI strojov rutina.PMG memory - to je pam pro PMG objekty.DLI lines - poet obrazovch dk . Standardn ponechejte 0}rovno 160.--------------------------------Nyn se zobrazil grafick md 8 (PICTURE) s blikaj c m kurzorem (teka) a vy m0}te tyto monosti:ESC - pechod do levho horn ho rohu.JOYSTICK nebo kurzorov klvesy - pohyb kurzoru p slunm smrem.0}Poznmka: Bhem pohybu kurzoru se v doln sti textovho dku vypisuje aktuln obsah p slunho dku s DLI zdrojovm kd1}em (pokud ji njak obsahuje). Toto slou k pehledu zmn, kter se v tomto dku provdj .FIRE tla tko nebo Return - z1}apsn bodu pedvolenou barvou.Backspace - smazn bodu na pozici kurzoru.0 - pedvolena barva 0 (pozad ).1 - pedvolen1}a barva 1 (pln barva).J - rychlost posuvu joysticku.Mezera - smazn doln ho textovho dku.Control+F - vybarven uza1}ven oblasti.R - restart programu s optovnm nastaven m vech parametr .Shift+Clear - smazn grafick obrazovky.Cont1}rol+S - ukldn dat.Volba P: ukldn grafickch dat obrazu i vech PMG objekt spolu se zdrojovm textem pro DLI. Volba D1}: export DLI strojov rutiny.Control+L - naten grafickch dat obrazu i vech PMG objekt a zdrojovho textu pro DLI.I -1} vyp e aktuln souadnice kurzoru.B - pesun kurzoru na hranici videopamovho byte.M - zobrazen plnch PMG objekt /1} normln PMG zobrazen .P - pep nn mdu PICTURE / PMG.Shift+kurzorov klvesy - vykreslen ry z pozice kurzoru p sl1}unm smrem a po prvn pln grafick bod.U - editace zdrojovho DLI kdu pro aktuln dek. Syntaxe je popsna dle v sa1 }mostatnm odd le. Ukonen editace se provd klvesou Return,  m se vdy souasn provede peklad zdrojovho DLI kdu na s1 }kutenou DLI strojovou rutinu a jej aktivace.Zruen i zmna daj v p slunm dku se provd jejich odmazn m i peps1 }n m na zdrojovm dku a nslednm Returnem. (Poznmka: Return je mono odklepnout kdekoliv a platn je obsah celho dku -1 }nen nutn pej dt na konec dku. Pro peklad a aktivaci DLI rutiny tedy sta vdy jen na libovolnm dku stlait "U" a 1 }Return.)X - vypnut DLI rutiny a odklizen PMG objekt mimo obraz. (Nezasahuje vak nijak do zdrojovho DLI kdu. Poznmka:1} "U" a "Return" provede optovnou aktivaci.)E - ukonen programu.--------------------------------V mdu PMG (pep nn 1} md PICTURE/PMG se provd klvesou P) mte tyto monosti:JOYSTICK - pohyb kurzoru danm smrem v rmci aktivn zvolenho1} PMG objektu.FIRE tla tko - zapsn bodu pedvolenou barvou.1,2,3,4,5 - volba PMG objektu. (Objekt 1 a 4 jsou PMG hri1}, objekt 5 jsou vechny PMG stely.)9 - pedvolba barvy 1 (pln barva).0 - pedvolba barvy 0 (przdn barva).Backspace 1}- smazn bodu na pozici kurzoru.I - informace o aktuln pozici kurzoru.P - pep nn mdu PMG/PICTURE.X - pepnut do1} zobrazen pouze PMG objekt (bez grafickch dat obrazu) / nvrat do normln ho zobrazen PMG i grafickch dat.------------1}--------------------Syntaxe zdrojovho DLI kdu:Po stisku klvesy U se dostanete do mdu pro zadvn zdrojovho DLI kdu1}. Vlevo na zatku dku se vyp e pomocn daj ve tvaru$XX#YYY?kde$XX - x-ov souadnice aktuln pozice kurzoru v HEXa s1}oustav, pepoten pro PMG objekty (tj. nejlevj sloupec m hodnotu $30 a za kad 2 grafick obrazov body se zvyuje o 11}).#YYY -  slo dku (decimln)Na dek m eme pipisovat i upravovat ji d ve zapsan povely v tto syntaxi:$NN sl1}o v HEXa soustav. Nutno pst vdy 3 znaky (tj. nap klad nulu jako $00). Poznmka:  slo se udv jako prvn a bude pouito 1}pro vechny nsleduj c povely.PX1 .. PX4(Player X-pos)Nastaven x-ov pozice PMG hre 1 a 4.MX1 .. MX4(Missile X-po1}s)Nastaven x-ov pozice PMG stely 1 a 4.PS1 .. PS4(Player Size)Nastaven  ky PMG hre 1 a 4. ($00 normln  ka,1} $01 dvojnsobn, $03 tynsobn) PS5(Player Size)Vechny tyi stely maj jeden spolen registr pro nastavovn  ky1} (jakoby hr 5). PS5 tedy nastavuje  ku vech PMG stel, kde kad 2 bity definuj  ku pro PMG stelu 1 a 4.PC1 .. PC1}4(Player Color)Nastaven barvy PMG hre 1 a 4. Standardn maj jednotliv PMG stely stejn barvy jako jim p sluej c P1}MG hri.CL0 .. CL4(Color)Nastaven barvovho registru COLPF0 a COLPF4. Pro grafick md 8 maj vznam tyto registry:CL1}1 - jas plnch bod (v barv pozad )CL2 - barva/jas pozad CL4 - barva/jas okol (rmeek)PRI(Priority)Nastaven priorit1 }n ho registru PRIOR. Stanovuje, kter grafick prvky budou pi pekryt v poped (doln 4 bity, tj. $00 a $0F). Dle t um1!}ouje pepnout 4 stely do reimu, kdy nemaj barvy dle jim odpov daj c ch PMG hr , ale maj vechny spolen jednu barvu,1"} definovanou registrem CL3 (COLPF3) - toto se provede nastaven m bitu $10. Dal monost je bit $20, kter zp sob zobrazen 1#} dal barvy v m st, kde se pekrvaj hri 1 a 2 nebo 3 a 4 (tato barva vznikne logickou funkc OR mezi obsahy barvovch r1$}egistr p slunch hr ).--------------------------------P klad 1:Chceme-li na dku nastavit x-pozici PMG hre 2 na1%} hodnotu $80 a jeho barvu na $6A, zap eme do dku toto:$80 PX2 $6A PC2P klad 2:Chceme-li nastavit barvu vech PMG hr1&} na hodnotu $74, zap eme toto:$74 PC1 PC2 PC3 PC4P klad 3:Chceme-li zmnit barvu pozad na $08, zap eme toto:$08 CL21'}Poznmka: Jednotliv 3-znakov povely m eme pro pehlednost oddlovat mezerou, ale nen to povinn. --------------------1(}------------Technick daje:Vsledkem pekladu zdrojovho DLI kdu je strojov DLI rutina obsahuj c kombinace instrukc 1)}LDA#hodnota, STA registr a STA WSYNC, kter se vyvol DLI peruen m nahoe na prvn m dku grafiky (respektive jet o dek1*} nad n m, aby se zmny projevily ji v nejhornj m dku). Cel rutina pak prob h najednou s vyuit m synchronizan ch zpi1+}s do WSYNC a ukonuje se teprve na posledn m spodn m dku. To m za nsledek, e procesor je po celou dobu vykreslovn obr1,}azu blokovn a nem e zpracovvat dn jin lohy. Z tohoto d vodu je vsledn DLI rutina pouiteln sp e jen pro statick 1-}multibarevn obrzky bez dal ch efekt .Uloen data obsahuj obrazov videodata grafiky (40*160=6400byt ), za nimi jsou PM1.}G data (data vech PMG stel a data jednotlivch PMG hr , tj. 256+4*256=1280byt ) a nakonec zdrojov DLI kd (160 textovch1/} dk po 32 znac ch, tj. 160*32=5120byt ). Celkov tedy vdy vech 6400+1280+5120=12800byt .Dlka exportovan DLI rutiny j10}e zvisl na potu poadovanch zmn, ale krom nich obsahuje pro synchronizaci vdy 160x instrukci STA WSYNC.Poznmka: Pok11}ud nem bt pou vna cel obrazovka, je mon zadat v vodu jin daj pro "DLI lines". Pak se odpov daj c m zp sobem sn  i12} celkov dlka vytven a exportovan DLI rutiny.--------------------------------Poznmka na zvr:Chpu, pokud se Vm13} zd prce s t mto programem pomrn obt n a nepohodln. Ovem vzte, e dn jin zp sob jak snadnji vytvet multibarev14}n obrzky v nejjemnj m Atrkovm grafickm mdu, jsem nenael. A oproti mnou d ve pou vanmu zp sobu s oddlenm kreslen15} m obrazovch dat a PMG dat, a psan m DLI rutiny samostatn p mo v Assembleru, je to peci jen znan pokrok. :-)m kreslen0s`57} yf`@?`58}@?[? ;d59}p ? ya?@f`wO p5:}߀~͜ RݟAPw {5;}=7p@o=|06  k`'` 5<} !w`6 & ? ?h72 H5=}p%0B 5>} 5?}/x5@}|5A}??5B} 0 0P5C}*A8 > P@5D} ffvh5E}0@UUUX@  5F}@ X H<5G}-<@X@'  H  0  85H}&`  |$xD$H0*@0D$5I} Qi D/X  D+x  @ 8 5J}00/x3;3;33;333800# 0+30f5K}fk0+h f3P0)0)|5L}M00)00+?OH b 0) 85M}P0! ĉ0vۿ 0  800) 8->ܷ@a5N}0/ 0`0) ?`tH@S 0 X ( Xh5O}0( 8q_p0.3 `0+8 (00) h^ cH?05P}(H h@0)H (І(x#1<{`0-H { |_ 5Q}X_]ڀx'u 'Ĝ*KLaH?|?g`eP#aX`Xg3?0x9]|8 1KM}KG5R}@s9??p@!H/ BL3@8.l@ 'gI-4{ "B /L!^5S}}z<$X ) _GBDC5 l|A0d04X |5T}4{6L` O}{Il`fOA :0 4!5U} ]7?{ #  0M=w@5V}@0spr'0P'?@qm@A 5W}12T}O` 0^0A>?1? Fs5X}Wg`?<@'?q@? `p/x?0@~@@p)5Y}<py?33c``0006  1?0<5Z}@&C>!x 0?'  9 9(~DPp0@?~0 H@5[} ̀`pv ai&?3LOs!2 5\}2 CA ?1|?L_ xr085]}@DD (ݜ[@?d``h s8x5^}0   A0;p>3FE@@<, h@v~xBoa :qF5_}b F  &@'62 ` >ob`B< 5`}D#Ӏ;w@s ${O?@@F~I5a}`p~8 ~0^88 ?1p0 ?@H >9B 05b}0Aс@o<0BS78@0<8 @@@5c}c 0d<@ @~9O   | @`?1@5d}@8 D"a ;x|~<&@@0?.@ 4BL<85e}|?@' f| x< >#C@<1c>95f} 0&pp8d @10o@?`5q})-5<Q]B&BРBB BB-----------B*RUNNER2 HYPB-----------B.TBASIC COMBAUTORUN BASB-----------B1G8C TBABDG8C TCHBg6FORT320 G8CBFORTG8C TCHB,FORT320 XEXBFORT320 DOCB-----------BFQARESULDOCB DRAB XEXBDRAB DOCBWOW1K XEXBWOW1K DOCBFW XEXBFW DOCB-----------B8SEAL XEXB=SEAL TCHB-----------B RQUADROM4XEXB-----------B>^TRIPEAKSCOMB.TRIPEAKSTCHB-----------BSNIPER DATBSNIPER COMBSNIPER HSTB SNIPER TCHB-----------BFIRST XEXBHORROR XEXB-----------?8@0 > @8t8 6x0G @!&5r}0~00`ځCF  H8py0@L 5s}  ;;;;;5t}+++++++++++++++++++++ 5u}??````@5v}O5w}<~~ Rs ~v0````5x}p`]]5y}5z}GGGGGWWWWWWWW<~?5{} pp5|}B5}}%#,0302)##,5~}%0803%0#5}5}5}5}5}-803#,#-8#,5}08%0#5}##,%080#0#085}5}5}!0#0#!05}8!0803%08"085}!#,-808!08&-85}085}08%0#5}5}08-85}#,#0803#0#"!0803#0#5}5}!#,##,5}%#,08#0#03!#,5}08#0#0#085}5}##,08!0#5}080803!5}0#5}5}5}5}#0#0#5}085}035}5}5}5}%0#0#5}5}5}5}5}42FORT320Radek trba, Raster/C.P.U., 2003Ukzkov p klad FORT320.G8C nzorn demonstruje s lu tohoto nstroje.Pokud jste 9}nvod k programu G8C neetli pozorn a/nebo nepochopili, jakm zp sobem obrzek na st a aktivovat multibarevn md grafiky 89}, postupujte krok za krokem podle tohoto nvodu:1. Natte Turbobasic2. Spuste RUN"D:G8C.TBA"3. Odklepnte vechny ti o9}tzky Returnem4. Stisknte Control+L5. Zadejte nzev souboru D:FORT320.G8C6. Stisknte U a ReturnNyn byste mli vidt o9}brzek pevnosti na pobe moe, to ve v mdu 320x160 pi 21 barvch.M ete pak kurzorovmi ipkami nebo joystickem pohybov9}at blikaj c tekou jednotlivmi smry a dole se budou u dk v nich je provdna zmna registr zobrazovat p slun p ka9}zy pro tuto zmnu.u jednotlivmi smry a dole se budou u dk v nich je provdna zmna registr zobrazovat p slun p ka8npupO`Op{AAPHAPRLw HS 3S/R 1 A 0P1 tԩxԩoЩ {=}ННН= $MV:h`bMo_@xLR^  Z N =}2 &^VH4l #``Hh`c`  yfAW a@P?# @?[?=} #I ;dw   #Np ? ya" ?@f`1 wOW=}c ߀~͜vP  Rݟ APqw; q{=7B(@No3 =|=}E06  k `>'` !Gw6& ? 7?h7=}2O H 0 Z W  %0z (B~k K!?'/x?'=&=} 'KO|??x '?x '?''!6 ' 0 +''P*'A8;  >  Pe@)' @=} ''h)'ffvh(\0 OYt  UUUX ' 'R"3@ $O  'H N< =}p '-<Ow!O'   f a 0  (8&` s |$x 0jD$H 0*O=} 'OjJ Qi!D/X'O&!D+~t8 - 0$0/O'3;38#O =} VP'30fwfk' h f3PP) s ''|'M' &?=}OH bO 8 O '!'w*ĉ0vۿ ' -O0w '(->ܷ@a/w!`'=} O'(?`tH@S w X'(O  Xhb4( *q_p0.3 `z+8 O O`&^ cH? wH =}' G @ b O&І(x#1<{`'-'&{ |_ 2 X_]ڀx'uD 'Ĝ*KLaH=}?|?g`eP#aX`Xg3?0x9]|8 1KM}KG@s9?%xp@!H/ BL3@8.l=}@ 'gI-4{"B0 /L!^"B}z<$X ) NJ=}_GBDC5 l|A\S.0d04X |^,4{6L@ `u O *}{=}Il`fOA *9:0 4  !, ]7?{  o# L   =}! *0M=wr !@ 0sp - r'0P'?Bw qm fuAK=} 12T}O` ( 0:^0A>?1? )FO sWg`? nw*=}<@'?q@? `p8/5x?0~@ o Y$p)<py?(33c>``=}00 6  I1L ':<&$C>!x 5?'  9 =}9(X ~D Pp0@?~ H@ Ì `p # v.ai&?3LO-=} s! 2 162 CA 9:?1|?L_   x =}r0 80@DD3I( ݜ[:2@?d``h s08=}<@0   A;p>3FE@@@O<, hv~ Boa$3 :qFb=} F  &N0'62 ` +> $ob`B< _A5D#(=}Ӏ;R w@ s $0{O?@-`F5  X~I `p~8 0=}^88 ?f1H*p0 ?@H > t9B  0"Aс@o<0 ,BS7=}8#< e @.V@! c d<g >3~9"=}O Oc  |  `?1 6@8 D"a ;x|~<&0 xR.@ =}f 4BL <F 48|?@'(f| xw S >q!=}#C<1c>9 Q 0&; pp8" d PM 10o=} @  `f?.) 8bN & > @8t  6x0 G   G=}@!& \~ 0$`ځ"CF c H8Spy+0@L=}2 I> qp2x}N8m  6m'0m aMo<,o0͑' yyOOs ,6=}O*a1;#6sm}XN@|M[  ;+% {??`` @O#$=}I<~~ Rs ~v0#! p` "]]yG@W 3<~?5%7 pp+!=}BFI  ] p/a$H ԩЩ Щ  Щ Щ o$XЩU ЩЩ\o_ o=} @Щ Щ8MupP zЩb ~WO rY" "oz %9b'#8p H m=}? Щ DY|)M =   XSNX0ЍЩP5'1$p;1! ME %T3O9 ^^=}kV'VM=xЩ h@LoPnpLoLR ʈJа#ˑe˅ːe͐ͅΰХ˅ԥ=}ձԑ @LoPnpLoLR ʈJа#ˑe˅ːe͐ͅΰХ˅ԥ<------------------------------------ForeverQ gfx componame: FORT 320x160author: Raster/C.P.U. http://raster.atari.A}org------------------------------------verQ gfx componame: FORT 320x160author: Raster/C.P.U. http://raster.atari.@)Forever 414.-16.3.2003, Trencin/Slovakia Results of Atari: Intro compo:1. 407 p. DRAB - Fox2. 350 p. WOW1K - Raster /I} C.P.U.3. 288 p. Fucking Weather - Bob!k / C.P.U.4. 225 p. Linea256 - Lewis/ AIDSGraphics compo: 1. 387 p. Indigen - -XII}- / Satantronic2. 364 p. Dedykacja - Anj / Tristesse3. 257 p. Fort - Raster / C.P.U.4. 255 p. Perspektiva - Lukas Musil5.I} 224 p. 8bit - Cobra / Fraction & Apidya (Commodore scene!) Music compo: 1. 424 p. 404 Error - Grayscale band2. 383 p. AcI}cident - X-Ray / Grayscale3. 349 p. Still Alive - Greg / Grayscale 4. 313 p. Aspiration 332 - Raster / C.P.U5. 309 p. MoonI} 2003 - Miker / AIDSOther: Forever4 presentation system - Raster Wild compo: 1. ...2. ??? p. Seal (game for Multijoy16I}) - Raster / C.P.U.3. ??? p. Draconus music (guitar version) - Jookie / Satantronic4. ...5. ... eal (game for Multijoy16He03U>   ? ??)*  -b]f<<fU}Xj8{{ ` zp88||dZ!_ppx>>??  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KALhj$}F)y IFFA!ƭF F!FҩҬFFFFPҊJ ʎFF,F )?iFF8j%}F0-F8 FH8H Ң$) )Ҙ FLBhٶـyly`l[y`Ql[yH`Ql@[H`j&}A H`<> zԮIh@ ( Jm~Э`j-}ԩЩoНЩЩM> `̩ͩΩϢHhhi̐hۥ8韅̥ͥij.}ϥɔл`Jsf`PpH@80JJ)J$JJ5tɛJ1t t t&  LbbL\:Ҡҙ҈j/}F`HFVFA F FFiFh`H+p &hL uK AK 8Iw(#uK J`L]K_GIN)j0}'' INQIwu'# ' ']OI'7 !W'/+'7'Yw#lY' qw'̝' =O&'+ '967;"Ib1c''j1}-Jk';#9@9a'19'!dC?!'6#9M%~U'+  O- w#g%+O+(3 G/'/k'KwC+ / / 5'H#"/%j2}d +5U'Es '04-KwMǝ}%%@X\ `0d@hPl!3#)? ?%j3}y? *** * /.L* .Q. +C(  & p? ? j4}!u  ! * & Ub` ` $`UX ? bZXC& j& %UbU }"KV%UU``/ ` j5} ***  "  0< :%?6 ??A '? * G layers*inningscorepeedj6} -"0enaltyatiocrz6$sstostart!'368-ulti*oygame3(/4%-!,,'@ designmusicbyj7}2adek3terba  ~ &#05 c   L6#redit|*irka3 "obk :denM"8etc) /httpr]aiorgW-j8}Áåfff =}68of;'?8|||8~ ! 0~k 0`@ w\x0%H ~` x g BB<F~z]_|``W xlfflxC?>``nf>5j:}74:p cwkccv~~n#jnmOl6 7<W.j <KkwO :' '60xj;}U01- ~~~Ù Ó`ß[$4/ ~~Ǔ @, ? _j<}d ,f_dLA ʈJЅа#ˑe˅ːe͐ͅΰХ˅ԥձԑ _h{Shot'em allRadek trba, Raster/C.P.U.2002,2003Shot'em all je nov hra pro interface Multijoy16. Jedn se tedy o prvn hrn>}u, kter vyu v plnch monost tohoto multiplayerovho za zen - a 16 souasn hraj c ch hr . Jinak je samozejm kompan?}tibiln s ni mi Multijoyi, take ji lze bez problmu hrt i s MJ8 nebo MJ4.Jak nzev napov d, jedn se o st leku vichn@}ni proti vem. V hlavn m menu se d navolit nkolik r znch parametr , kter se nastavuj stlaen m p slun klvesy (je vdnA}y zobrazena inverzn), kter vm nyn vysvtl m:P ... Poet hr 2 a 16. Ve he jsou hri zobrazeni pomoc symbol 1 a nB}9, dle pak A a G.W ... V tzn skre 10 a 99 (po des tkch). Jakmile nkdo z hr doshne tohoto potu bod , hra kon nC}a objev se vyhodnocen . V tabulce je vypsno vdy poad , symbol hre a dosaen skre. Hri se stejnm potem bod se dlnD} o stejn m sto.S ... Rychlost 1 a 9. 1 je nejpomalej , 9 nejrychlej .R ... Koeficient pro trestn bod: 1 a 9, nebo nE}dn. V p pad, e je hr zasaen v cekrt za sebou (poet zsah vyjaduje prv hodnota koeficientu) ani by mezit m nknF}oho sm trefil, ode t se mu z jeho skre 1 bod (pokud m aspo jeden) a ten se objev v podob kuliky na m st jeho poslednG}n ho sestelen . Kdokoliv z hr m e tuto kuliku sebrat a t m tento bod z skat pro sebe.A ... Volba arny. K dispozici jnH}e 6 arn, 0 je pln przdn, ostatn jsou r zn zaplnn.MEZERN K ... Start hry. Jeho stlaen m bhem hry se aktivuje pauznI}a (v pozad rotuj barvy), optovnm stlaen m hra pokrauje.ESC ... Hru lze kdykoliv peruit stiskem ESC. Zobraz se vslnJ}edkov tabulka podle prv aktuln ho bodovho stavu hr , ale nahoe je npis, oznamuj c , e hra byla ukonena pedasn.nK}Jak bylo tedy ji naznaeno, c lem hry je vdy vylzt ze svho domeku do arny a post let co nejv c soupe , pitom se snanL}it uhbat jejich stelm. Za kadou trefu z skvte 1 bod, za sebrn teky z skvte t 1 bod. St let se d vdy jen dopnM}edu ve smru, kterm je hr nasmrovn. Dozadu lze couvat, ale samozejm jen pokud je za hrem voln m sto.Pokud nkternN}mu z hr chyb u jen posledn ch 10 bod do v tzstv , je to (jen poprv kdy k tomu dojde) indikovno p pn m a blikn m jnO}eho oznaen vedle skre.Take to je k pravidl m vechno a zbv mi Vm jen popt p jemnou zbavu v tomto hromadnm soubonP}ji, ve kterm nikomu nedojdou nboje a kad zastelen opt o v. :-)Poznmka: Je velmi doporueno pou vat funkn joystnQ}ick se spolehlivm tla tkem, jinak si na vs ostatn smlsnou. ;-). :-)Poznmka: Je velmi doporueno pou vat funkn joystlB̧/ \ g01 ЙЙЙйc "/ \L` 0ppppppppppppppB}vS}Ag15!$2/42/.--ulti*oymodificationby2aster謠!"#̩͢vT}BCDE ܪ㬩 0@ \ ԩЩ̍|(o./vU}&'()*+@L먩R㬩䬭Lb \Li4*㬩䬢vV} ԙLL  !` xLA   RyZy$%  # 쩩m ͬ BvW}$8̥iͭ%8 ̬ BiB$8U%8 T `U ` $iЮ!(̽)ͭ# %ȩ"vX}b""`""##8өө<`)xЙ߭&I&& +&i +""## vY}@@  !@@Lbаpm ͬ Bi̠Uiͱ̅T `/z01XYWj} "Z[vZ}\VUT U_T U_T UT ڍ㬩䬩./`(l|88xl88||88l޾x88|l(8lv[}<88|6|88f>`<|PPPPPP𰰰P@HbUzz{zUzzzU{{zUz{zzUz{z{zUz~e}U{{{{{Uz{zUz{{zU{{z{{Uz{z{{UUUUUTUuuwuUuuuUwwuUuwuuU~f}uwuwuUuUwwwwwUuwuUuwwuUwwuwwUuwuwwUUUUWwwwWUUUUU~g}UUUUUUUUUUWWWUwwWUWWWUWWwWUWUWwWwWUW~h}wWWUuwwwuUUWwWUWww_Uww_wwU~﫫~~UUT~~}~i}WW}}}UUUWUWWUUWwWwwU__U_U~j}UUUU@@@@@@@@ooUUWugwgwgwWWEGGGGGGGUyn~k}{n{nUGGGGGGGGGGGGGGGE@@@@@@@@UuWUUUWWWU{~{~{~Ty~{~{~{~ffy~{~{~U~l}UTWTPD@@@PTPDDP@@DT@D@@DPDD@P 8888ffffff~m}f>`<|fl0fF68of;888>x|f<>>``~~n}pppww``|l`cc>66wwcc0 0 ~~`0 0`ccooo`?33sss~ffgg~o}gg`cc~ffwww``pp``pppc`oggssssss <<< n~fflggg000ppp~gwggggwogggccgggccpppccggg~ff~p}www`ssggggggggggo>gggogsss>ggggggfl7g@`0 xx6c6>~q}8pp8?ww~r}<~~~<x`x`~<~~<0~0 ~ <~~<~s}?g``ss```ggcp~88cc``sss  ~00v|vs888fkc?3sss?3ss?3sp~t}pcc?3ppp`  33ssccc6ck>6f</a`ؙ@~z}pqrr 4 "S0`1Ԣ 慠_p !T#_r !T!!`!s~{} !T%B`Is !T$g`qs !T`HH ԩj ԍЩl ԍЩn ԍЍ ԩl ԍЩj ԍЩƍ ԍЩgSh@HL ԩ~|} ԍЩ ԍЩSh@HH@b ԍȹb ԍȹb ԍЍ ԍ ȹb ԍȹb ԍȌ@S@hh@Hj ԍЩl~}} ԍЩn ԍЍ ԩl ԍЩj ԍЩ ԍЩ"Sh@ 1T 8T````4O@4 4P@P@@`~~}څa@@ 1T 1T@. @@ U XLwT@@ U ULwTq4ʽ@@@@ U X@@@~}LT@\aq X`@@LU i@L=U @8Ji@L=U6 @m@@}@ɀ @@ ZaLU~}\aLU@@'8'@@LU8@@LU 8 @@LU@@@ aLUaLU@ _aL~}Uya@ 8T 8T`@@@v @@   ?TL>V ?TL>V@@Z ?T ?T  ?TLV ?~}TLV@@ ?TWLV @W& "@@b `LVW a ?T 8T ?T@Z)%@@b@ ~}`LVZ d%e楮@ @a @@aLWa ?Ta@ 8T 8T 8T 8T 8T ?T@ @~}a@@aLpWa%e楮@i@ @m@@@ ?TLW@ @a @@aLWa ?T ?T~} 8T@m@@@, ?T@ @a@@aLXa`@@@X)%!&3/+' ?T ?TLX ?T~} ?TLX ?T ?TLX ?T ?TLX 8T ?T@nLX@ @uLX_6a@ 8T 8T 8T 8T 8T ~}8T&e楱 8T ?T%e楮@  8T ?TLTY@8Jim@@@@ 8T ?T@}@ɀ 8T ?T~}@@` @L[ @@ ] @b@LY 1T@@ʭaѠ 1TʭaѠ 1Tʱa 1Tʱa 1T@ 1T~}@|4ʽ@@L[ʎ@@ U@ @s@ t_@ #\ t^ @s@ #\ @ @@qr #\YsZs \~}LZLY@ U@@ U8@ @ L[@ U4@@@@@ @@@ v]@ @s@ t_@ #\ ~}t^@ @s@ #\ @Ys@ #\ \ @@ @@@@ iT`_er !T`@@@@ȱ-@@~}`@ @@ [ @ @"@@@@LW[@@LW[@@L^[ [`@@ʽ@@Ȋ@`@@ [ @ @<@@~} A@( @@ @@L[@@@L[ @@L[@@L[ @*A@"@@@ơƠ 1T [`  1T 1T@LE\~} 1T@@@ @ D[L\ [ @DLv\@@@@@L\ơƠ@ 1T 1T@ D[`H@~}@ȹ@@@ʽ@@H@ L\@`Ys@ [ms@ [ \@ [ss  1T@ [s ,sL~}G]As@s  1T@ [ \@s @s 1T @sAs [`r@ 8T`" !T @i@L] @i@`~} !T@ ` !TL]` !TL]` !T`(r`@@A@B@C@i @@@@Ⅰ`~}r @ 8T@ !T D[+kLp^@`@@@@@@@.@.@.@@@@@~}@@@@@@@ʭ@ @@@@@A@NA@n@@*@@A@@@@@ @@0@L_0@@0@1@2@0~}@@ #\0@s  ssL[_s0@sL[_sLh_`@@s @@@#@0@m @@?@:~}@0@@@L_@8@ @@I@@L_8@ @@@` vwxyz{|}~#ardsleft'amescore4otalscore~}-ostwon-ostlost#urrentstreak,ongeststreak'amesplayed'ameaveragebonusforreach~}ing0eak!hmadas'ehaldi:ackheerbonusforreachingall0eaks2edealonpenaltyofppDp~}A`[\]^QRUVSTUVJKLMNOPMopqrst<=>?@ABC>?@ADE>FjADH>FGAXYmXnk.!.".#.$.%.&.'.()*.+.,.-.        l./.0~}.1.2.3.4.5.678.9.:.I. ;geZZegifZZfiYpbpkpppppppppppqqq qqEqHqKqNqQqTqWqZq]q`qcqV~}0`Gz0G0GP@ZW\@fWt@~W@W@W@WJPTgVP`gbPlgnPxgzPgPgPgPgPgD`NwP`Zw\`fwh`rwt`~w`w`w~}`w`w`wpz     VP`gbPlgnPxgzPgPgPgPgPgD`NwP`Zw\`fwh`rwt`~w`w`w|1 TriPeaksXE by Frantiek "Fandal" Houra TriPeaksXE je po he FreeCellXE (Flop }. 45) dal karetn gameskou pat c do kategorie tzv. solitaire her. Krom toho m s mm pedchoz m vtvorem spolen tak }to, e p vodn pedloha pochz ze svta vn nespolehlivch a padaj c ch stroj PC. C lem hry TriPeaksXE je, jak u to u} solitair bv zvykem, pem stit jist mnostv karet odnkud nkam. V naem p pad se jedn o rozebrn celkem osmadvaceti} karet, uspodanch do t kopek pojmenovanch Peak Ahmadas, Peak Gehaldi a Peak Zackheer (odtud tak anglick nzev hry).} A nyn k pravidl m, kter nejsou nijak sloit. Tak pedn: z onch dvaceti osmi karet lze odeb rat pouze obrcen karty,} to jest ty, u kterch je vidt jejich hodnota. Na zatku hry je to deset karet v nejspodnj ad, dal karty se automati}cky otej pi jejich uvolnn . D leit samozejm je, jakm zp sobem se karty odeb raj . Dje se tak jejich odkldn m }na talon, piem odebrat lze pouze tu kartu, jej  hodnota je o jednu vy nebo ni ne t, kter aktuln le na vrku }talonu. Na barvch obou karet pitom nezle . Pro ilustraci: na osmiku lze poloit bu sedmiku nebo dev tku. Aby toto prav}idlo platilo u vech karet, bylo ustanoveno, e ni karta od dvojky je eso a naopak vy od esa je dvojka. ili: na eso mo}hu poloit bu krle nebo dvojku. Bhem hry se ovem velmi asto stv, e z otoench karet nelze ji dnou odebrat, pro}toe odpov daj c hodnota prost nen k dispozici. V tom p pad lze na vrek talonu um stit kartu z pomocnho bal ku, kter} na zatku hry obsahuje dohromady dvacet ti karet. Cel he TriPeaksXE dodv mimodn kouzlo systm bodovn . Za kado}u otoenou kartu, kterou se vm poda odebrat, z skte urit obnos, naopak penalizovni jste nap klad za pouit pomocnho} bal ku. Pojme se na to pod vat bl eji. Systm bodovn je vskutku rafinovan. Kad otoen karta, kterou odhod te na }talon, vm do pokladniky pid o jeden nefalovan americk dolar v ce, ne karta pedchoz . Ovem pouze za pedpokladu, e }jste mezit m neshli po kart z pomocnho bal ku, protoe to pak za nte vdy znovu od p ky. Jinmi slovy: za prvn kartu v} srii z skte jeden dolar, za druhou dva, za tet ti, za tvrtou tyi, atd.  m del srii se vm tedy poda vykouzlit,} t m lpe. Je mysl m zejm, e maximln dlka srie je dvacet osm karet. Pknou sumiku tvrd zahranin mny vm pines}e tak odebrn nkterho z ji zmiovanch Peak . Konkrtn se jedn o patnct dolar za kad Peak, piem v p pad posle}dn ho zbvaj c ho vrcholku je to dolar rovnou ticet. Na spn zvr hry je to opravdu velmi mil, nen -li pravda? Av}ak TriPeaksXE, to nen pouze nekonen sled vher, nebo i do ervench  sel se lze dostat hodn rychle. Celch pt dolar s}e vm toti strhv za kadou kartu odebranou z pomocnho bal ku a pkn mastn m e bt tak v pokus pedasn ukonit hr}u. A to proto, e nov nalosovn karet lze sice vyvolat v ktermkoliv okamiku, avak nen -li pomocn bal ek jet zcela vy}erpn, zaplat te za kadou neodebranou kartu z hrac ho pole pt dolar . K tomu, abyste byli dokonale informovni o tom, j}ak si vlastn ve he TriPeaksXE vedete, slou nkolik ukazatel ve spodn sti obrazovky. Pedn je to poet karet, kter j}et zbvaj v pomocnm bal ku (Cards left). O kousek n e je celkov stav vaeho konta (Total score) a v vsledek v aktu}ln he (Game score). Dle mte monost vidt, kolik se vm v rmci jedn hry podailo maximln vyhrt a prohrt penz (Most} won a Most lost). Zaj mav m e bt i jak dlouhou sri odebranch karet se prv m ete pochlubit a jej historicky nejvt} dlka (Current streak a Longest streak). Nakonec je k dispozici poet odehranch her (Games played) a pr mrn zisk na jedn}u hru (Game average). V tto souvislosti se asi slu dodat, e vechny sledovan hodnoty jsou typu integer, neboli jsou v ro}zmez plus m nus 32767. Tak, pravidla a vechny vymoenosti moj skvl nov hry bychom mli spn za sebou, nyn jet }nkolik poznmek k ovldn a pr dobe m nnch rad ohledn hern strategie. TriPeaksXE se ovld pomoc joysticku, pip}endlenho do portu  slo jedna, piem pkou pohybujete kurzorem a spout vyb rte karty. Na klvesnici shnete v p pad, }e chcete rozdat karty (funkn klvesa START) nebo kdy hodlte zmnit rychlost pohybu kurzoru (OPTION). A pak tak jet v }situaci, kdy jste dotzni, zda vs ani penalizace neodvrt od rozhodnut znovu rozdat karty. Na otzku nap klad "Redeal on} penalty of $15?" lze odpovdt bu stisknut m klvesy "Y" (s penalizac souhlas m) nebo stisknut m kterkoliv jinho tla tk}a (nesouhlas m, chci pokraovat ve he). Na samotn zvr nkolik vt o tom, jak TriPeaksXE hrt pokud mono co nejspn}ji. Z vlastn zkuenosti mohu doporuit asi toto: snate se vdy odeb rat karty rovnomrn ze vech rovn a ke konci hry si }vdy dn rozmyslete, zda je opravdu teba se pokouet z skat bonusy za vechny ti Peaky. as od asu je vrazn lep ukon}it hru i za cenu m rn penalizace. A to u jenom proto, e karty jsou losovny zcela nhodn a nen tedy garantovno, e je }lze vechny rozebrat. Takt se rozhodn vyplat dvat si velk pozor, kterou kartu odeb rte, protoe monost zptnho tahu }ve he TriPeaksXE nen z pomrn pochopitelnch d vod mon. To snad ve a nyn ji vzh ru na to! P jemnou zbavu u nes}trnouc ho osmibitovho Atari vm z celho srdce peje Fandal.P.S. Veker pipom nky, nmty apod. za}s lejte pros m na e-mailovou adresu F.Houra@email.cz.e Fandal.P.S. Veker pipom nky, nmty apod. za5$01!/iL%}ppppppppppppppppppppppppppBA$$%#25.#().'}x L %Ԡ%LגƁƀƉƈ惥lूڱ [0* V V ]Ņߥń٩ꩊ}@XLp V Ve)?eꑆ ] VŃł0)? 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Jde o 23 postaviek pochzej c z nejr znj ch atari her, ja}ko jsou Spiky Harold, Feud, Danger Street, Magia Crystalu, Swiat Olkiego, Ruff and Reddy, Imagine, Jursk Park 1-2, Miecze Va}ldgira 2, Midnight, Krucjata, Joe Blade 1-2, SOS Saturn a Artefakt Przedkow. Mezi postavikami je sprejer, kresl c na stnu }domu a mal chlap ek odpo vaj c u stromu. Dle se ve he objevuj tyi stelci v oknech domu, ti pochzej ze hry Streets}. Hra se ovld bu pomoc JS a nebo svteln pistole, kterou bohuel nemm a proto vlastn te-li njakou pebytenou napi}te mi na Email, rd ji od Vs koup m. C lem hry je post let co nejv ce postaviek, mte na to 10 ivot , o n pichz te, ut}ee-li Vm nkter z pohybuj c ch se postaviek mimo hrac plochu. Postaviky z her jsem vytahoval pomoc programu Leonard}o scan, pi pravch a znovu skldn program APED 1.2, loga a pozad ve he jsem nakreslil v Leonardu. Kd byl napsn v Quic}k Assembleru a hudba byla sloena v programu Chaos Music Composer. Nikdy m nebavilo vyplovat tabulky hr v atari hrch}, protoe se stejn pi vypnut po tae vymazaly a proto jsme tento problm vyeili t m, e se tabulka pi jakkoli zmn u}lo a pi znovu sputn hry se nahraje ji s Vaimi zpisy a proto zapisovn do tabulky v na he nen zas tak nesmysln }(plat u celodiskov verze). 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