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Zeitgeist A6.Zloty A6}.Freshet A6.Crosier A6.Brougham A"6.Abattoir A,-- % Your lucky c}rossword puzzle word is:6E+@5&B:,,'@@a  b J  D2:GOTO.BXEr from 1 to 9 > x @_ !"PICFTd/ +@/ @ FILE RUNNERn @x/$ @} run basic xe file/ @,! @ disk directory, @ @ quit Your Choice? ''}++!@,)+",,AP"@+AAAPA A} File Name? ([<:<,"(6.D: < 6.=- [<.BXE<,"-6..BXE }Running ...%$) )  ɯϠ#c:,"$,1 +1 All Files with '.BXE' Extender:}6 A`@ JD:*.BXEJ! ! Press  for menuT F: B2y,X@A@^$h r4c:},A64  ɯϠ#c:,| D2:ON.BXE FILE RUNNERn @x/$ @B  < WIDTVd50@5"Note: still in GR.0}"n! P@!"double line res"x,-6-@H,"initializing"8 NN@8"clear player 0 and m}issile 0"5O@@5"a nice green player"/6-b:,/"gets address of player 0".-%%%}@."a 5 element player"%"%"see below for DATA scheme"! !"actually setting up" 0-@A} 0"player movement loop"-Q-"moves player horizontally"M@>"you have to see this to believe it"@0=0"you could have had an ELSE, of course"J }T;Q;"so width doesn't change on screen"^16-%@1"we'll make the player wider"h!@}6-r!R!"the new width"|! N@!"no more missile"! A!"do it all again"))"**}** the player's shape DATA ****"" 84218421 ""$99 .... ""$BD .. ""$FF ""$B}D .. ""$99 .... "$99,$BD,$FF,$BD,$99 D2:PMGR1.BXE@5"Note: still in GR.0O+,PPVVOLHLORADIUANGLVNEVCHANGHNE} d. +."not necessary, just prettier"n! P@N!N@xQ0@}7O@@QO@@@96-b:,!6-b:@,9"addr's of 2 playe}rs"16-@`6-1"starting vertical pos'n"-6-A-"starting horizontal pos'n"7-&@%@}7"a 16-high double player""%P:' AV,%X AU "animate it"-@@! 8}@!"infinite loop!!"96-]@,%O@9O@@8-AU@8"in DEGr}ees, remember"6-%$G:, 6-&"change in vpos"6-%$E:,"'Q'Q@%@,!!"mov}e two players together"6 6-@;2@@;2@@@J T"just did a full circ}le!"^9h!!"we better NEVER get here!"r''"**** the fancy player DATA ****"| " 84218421|84218421 " "$03C}0 ......|...... " "$0C30 ......|...... " "$1008 .......|....... " "$2004 .......|....... " "$}4002 .......|....... " "$4E72 ....|.... " "$8A51 .....|..... " "$8E71 ....|.... " }"$8001 .......|....... " "$9009 ......|...... " "$4812 ......|...... " "$47E2 ....|.... "} "$2004 .......|....... " "$1008 .......|....... " "$0C30 ......|...... " "$03C0 ......|...... }"&055$03C0,$0C30,$1008,$2004,$4002,$4E72,$8A51,$8E71:55$8001,$9009,$4812,$47E2,$2004,$1008,$0C30,$03C0 D2:P}MGR2.BXEPPVVOLHLORADIUANGLVNEVCHANGHNE J.ACONSOLSTARTESKECOUN6- B2y6- @##@ }@K:6-6@q& & We start with a value of  6-O:,&# # Its absolute value is  }0 6-P:,:- -  And the integer part of that is D 6-M:,N( ( Which has a square root of X6-'@ }b   Half of that gives l,, $ [remember that number, half SQR(2)]v 6-N:," " The 'SGN' of that is  } 6-D:,' ' Whose ArcTangent of  is 6-P:,//  close. Correct result is  degrees0 0  }The sine and cosine of  degrees:  sine = G:,  cosine = E:,,, $ [look at the number you rem }embered]' ' hit Ԡ for next part 8F:,X9 +6-L:A, -- #The common (base 10) log } of 100 is  6-K:, & & Which has natural log of * 6-J:,4/ / $'e' is the base of the natural logs,> }##  and e to that power is H- - " [which is pretty darn close to 2]R& & Hit any key to continue...\)@ }f +p/ / $Now lets flip some coins, using thatz-- % value as 1 greater than the maximum)&  pseu }do-random value we want:) 6-8O:, @# ],6-%@#  Heads@ -@6? }<2@@@ !<6-&@! @ -@6?%<2@@ }@ =9(!(  [ Heads won ]<  [ Tails won ]= D2:MATH.BXE##@ s89FILESFILEPICSIZCONSOLSTARPIMAXPIBANADDRESOLDPIAvB2y@@@$}@Bc @d*************n* *x* SHOWPIC ** **************$}''SET UP BUFFERS, ARRAYS, CONSTANTS##;@<@ ,;@ ,6-@@$A6- B2y6- $}@!!FIND ALL THE PICTURES FILES))@@D1:*.PIC-@@@$})7@<@,0 ') A((67Y,.D1:7@<@, "%%67Y[7Y,< <,,..PIC$}, 66-&@@@JTREAD IN ALL THE FILES^h +@$rQ0@@70@$}@Q0@@@|-@$$@@7Y,D@^: @,$}''MOVE PICTURE INTO EXTENDED MEMORY6-P:+&@,'@,6- Bc#X@"#6- $}BEvL^: @,@ NOW SHOW THE PICTURES6-6-& $} WE WANT TO DO THIS FOREVER0: 8@D$$BE SURE WE DON'T SHOW SAME ONEN$$. TWICE IN A ROWX 8$}"b6-]@<,l9v 6-))MOVE FROM EXTENDED MEMORY TO SCREEN6-P:+&@,'@,$}6- Bc#X@"#6- BEvL^: @,ALLOW USER TO LOOK AT ONE8F:,X"$}99 D:SHOWPIC.D05OLSTARPIMAXPIBANADDRESOLDPIAvB2y@@@$$TC @ !6< @ BI(}H؃p ! o N(  @@) (}-€ o߀@@_Za @!@' Ap(}@@@{w' @@аp Pw_  0 @ (}3g BtJ 5X goB@CGh0 A`(}w@LE D w,(!Jwm) ((}@" L8 wo`@ _PD%sLA(}R$ w ah@L Z>O(}ꣻ~["_$@N:Ҁ2 (}Vn> +w 0 L Xy߿ "pF/dH@(}@o _/ D_3@ $ !JM) RBa?(}+?_'E:)MyJS ? @7xB0_(}'6DUO03{? ASw5Vp B?A(}v{@%w\8{o >$d |sRy@B Pv_ﷷ@ww(}``NA<mțo '& o@-H@l`(}? E@6`H$`H!E 8<Hk{0+(}((  s羅@ @Y&x+S(}0?m0 w"_B@WqO0@(}E_};=_L55qA5 x? :?(}{׷} ($l0A@H(!(}W!T`:~_9:xFoIN}(}o($0'|Ё`AYV߿WVw(}OX;/'L  `(}H~o ]6J^GtC?!@иU?:B}(}K$@ o^@il4C`@-?"8]f?0@?A(}! 87mՀl?,@PBA{=,k~Ax! 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arra>}ys, constants.8##;@<@ ,;@ ,B6-@@$AL6- B2y6- @V`!!find all >}the pictures filesjt))@@D1:*.PIC~$-@@$@)7@<@,>}0 ') A((67Y,.D1:7@<@, %%67Y[7Y,< <,,..PIC 6-&@>}@read in all the files +@$Q0@@70@@Q0@>}@@' P@'O@ NQA F:,X A@% @-@>}$$@@7Y,(006.7Y@<[7Y,<.<,&@,2<##build file's name in pla>}yer 0FP NZ-@B:,d6- Bp%@:7,,$@n$$6-b:,%@%$@ x->}@6-F:%,>%%%$AV  D@^: @,''move picture into extended>} memory6-P:+&@,'@,6- Bc#X@"#6- BEvL^: @, Lb:>}, A6 AV!!L A6% Ay6 AV@ ",$$set up our cute little message6>}@ N@J6.pushstarttopauseT-@B:,^BBL BsD%@:7,,$@b:@,%@2%$@ @>}h r|now show the pictures6-6- we want to do this forever 8>}@-AU@$$move our message left to rightQ@O@$$be sure>} we don't show same one$$. twice in a row 8"6-]@<,9 6-&0))move from e> }xtended memory to screen:D6-P:+&@,'@,N6- BcX#X@"#6- BEvbL^: @>!},l!!L% Ay6 A6 AVv L A6b:, AVallow user to look at one8F:,>"}X"9 9 D:SHOWPIC.BXEAXPIGPRIOCHAFRODESBYTTEMBANADDRESMSGOLDPIHLOAv<0./{&&LEVELANDERFLAMETHRUSTPLOPXYYVELXVELBYTDATCURRENTTHRUSHITCLYSIZADRLANDEADRFLAMLANDEFLAMFUELLIB$}NFUELLINEBOLANDINPXVEYVEYPOXPOBURFUELABELPADWIDTPADALXLOXHIGSTARCNFRELUVERBUTTOLOSVOWHISTLETIMSCORB%}BONUBOUNCYMOVBOUNCEMOVCRASDODOTCNOLDOLDTOTSCORWAICOUNA4A^A A AB&} AH  @ @ B2x@B7B@BBaBBC6BD@@B'}>PAPA @A4(@&@X @9Y!@"AY#A`$@E%@0 &B(}'()@*+@,A@-AP.AP/012345B)}678AP9A1:@))***********************************))** LEM -- The Moon Lander Game **))B*}*********************************** +.. &ŠϠŠҠҠŠ   $RR JPlug in joystB+}ick number 1 and push its trigger button to start the game..   8jj bTo play, move the LEM left or right with the B,}joystick (caution: it builds up velocity rapidly!).B LTT LMove the joystick up or down to changethe AMOUNT of thrust fB-}rom your rocket.V[[ SPush the joystick button to turn the thrust on, release the button to turn it off.` jJJ BScorB.}e over 2500 on advanced level if you want NASA to notice you!t ~%%  󡡡8T:,9B/}8T:,"9Choose how to play game)8(T:,9)wait for button up +@B0}6-+-@@+ @BEGINNER+-@@+ @ADVANCED+ +  Push stick B1}to change level, ,  '8T:,'wait for button push /-@@%@B2}$/ @>>'R:,@'Change level/-@@%@$/ @ ( 6-(228R:B3},@92wait to center stick<=F9PZ&&This is one program which reallyd''needs to RUN as fast aB4}s possible!nxV..We use full screen version of GRAPHICS 7++and the finer resolution P/M GraphicsB5}+@%@P@..Now set up all our strings, arrays, etc.as well as all constants((FB6}irst, the stuff that needs a size&&;@&,;@&,9@,<<9@,9@,9@,9@,9@B7},((This DATA is for the bounce sounds67,37,30,25,21,16++And we use it to initialize our array"B8}-@, "8, 6@--This DATA gives the shape of the landerJ//0,0,0,0,0,$80,$42,$C2,$5A,$BE,$3C,$7E,B9}$7ET//$7E,$7E,$5A,$42,$42,$42,$42,$E7,0,0,0,0,0^h**So use the data to create the landerrimage within a stringB:}|-@@&"67,.>:, ((Now we have the data for the flame0,0,0,0,0,0,0,0,0,0,0B;}$18,$18,$18,$18,$18,$180,0,0,0,0,0,0,0,0And we set up the flameimage within a string-@@&B<}"67,.>:, ++Now set up the acceleration constants,,0.05,0.015,0,-0.015,-0.03,-0.045,-0B=}.06&++0.015,0,-0.01,-0.02,-0.03,-0.04,-0.050$$Choose which acceleration data:#A D<#A0N=X#B>}#Then put it into thrust arrayb-@l "8,v 33Some miscellaneous constants, locations, eB?}tc.6-B2x6-@16-b:,&@16-b:@,&@ 6-C:,6-C:,(6-b:@,%B@}@2(6-%AY))***********************************++The main loop...used once per landingBA}-@@''Reestablish proper graphics modes +@%@P@''First, clear out all playersBB},etc. -@*NR@Q4 >!!Then, set up various colorsHQO@@BC}7O@@QO@@@RQ0@70@@Q0@BD}@\**Ensure collision registers are clearfp**Set up initial conditions for landerz06-BE}6-'6-@P0Always/6-]@W<A,/Somewhere on screen6-6-@6-A`BF}##Set up fuel line on left side> BL%@&@6.FUEL-@B:,99L BpBG}%@:7,,$@%AR%$@@ Q@@H $$Set up terrain and landing pad  BH}##First, pick pad size and spot$ . ##Width of pad depends on level8 6-]@ <@,B <6-]@<@6BI},L =V 6-]@<AH&,` j ''And an initial height for terraint 6-]@<@ ,~ Draw left pBJ}art of terrain '6-@6-&@' AA0 Then draw the pad @ -%+&@,  ,/BK}&   ))And, finally, right side of terrain ! 6-%6-AY! AA0 ''Sprinkle some stars on the screenBL}  @ !!-@]@0<@p, !!,]@<AY,]@,    Blink the landing padBM}( -@@2 -@6@< C0@C2AP&$@@@F BN} P  Z 40@@4Restore proper valued :%2:and turn off soundn BO}x ))***********************************  ##The main lander movement loop  ,,This loop must be as tight as BP}possible **so the code may get a little obscure  II8(Z<@,*(Z<@,*!@U* A*!@BQ} L%@&Q !L%%@&!Q@ 6-`:, )! @)6-%@BR} ) !@)6-&@ T:,)(6- < 6- 6-%" !@6-&@BS}, 6-&@&6 =@ =J '6-%a:,$?'6-%8,T  6-%6-%^ !!2@EBT}@%h 9r ' 6-&6-&'Correct overshoot|  ))***********************************  We're doBU}wn...somewhere   N@Turn off flame @.Z<@,*?*O:, ?0@REM not a crash What BV}kind of landing? %?P%A very good landing ((We let the crowd give them a cheer -@?BW} #2@%@#  and whistles -@@ 6-]@<@, 8]@, @BX} -@0@6? & 2@@ 0 -@@05? : 2@@ D BY}9N %%2@X #6-]@<A,# A@Pb  l Calm down the crowdv -@BZ}6? #2@%@#  ;6-AP;6-A$+?P&,%@$+@@&,  ++A bouncB[}y landing...just so-so but fun  <6-P:, 77-P:@$+&?0,%?P,@6@ = -@B\}6?%928,@=  6-?`$6-$@ -@ 6-&' L%@& B]}  -@ 6-%' L%@&  *  4 C -@6?%?28,@B^}C > ;6-A;6-A$+?&,%@$+@@&,H =from IF YVEL<=0.5R \ <from IF BUMP...B_}f p --Crash landing! Call out the stretchersz  N -%@%@! %]AV,   B`}Let it fly in pieces -@@ ''2@@%@ -68,-&@F-68,-'@&@Ba} !8,!@!68,-@ !8, !68,-@ @68,-6@$H:,@68,-@$H:Bb},&@P   6-@6-@ NN@8$-@@.3 AW32Bc}XAU@@88,)8,6-%@B 6-8,6-8,L68,-8,%8,V(68,-8,%?(6Bd}8,-8,%8,` ,jG98,!AY)8,!@)8, )8, G6-&@t!68,-!6Be}8,-~< @,8,8,== 9%%2'6-6-Bf}'6-/Z<@,/6-@ $+@&,'='from IF BUMP ..., way up above+@%@Bg} @ LANDING 1 @1 @U SCORE ####1 @1 @ULANDING BONUS #Bh}### 1 @1 @U FUEL BONUS ####5 @5 @U TOTAL ####%%6-%%%(Bi}3 @3 @UTOTAL FOR ROUND ####2#6-A@ A@@# A@@< FP))***********************Bj}************ZdAllow another gamen(-(*@A%x @ @&& @UBk} FINAL SCORE #### @ @"" @ PUSH JOYSTICK%% @BUTTON TO PLAY AGAIN8T:Bl},9%33*********************************************Delay subroutine&&Enter with ticks dBm}esired in WAIT6-+F:@ ,%,XAU8F:@ ,9$" Subroutine to draw terrain,6&Bn}&Draws terrain from XLOW to XHIGH@J @T -^ ,/&h8H:, ?P&6-%@8DruBo}nkard's walkr<6-&@|=96-?$ )6-9Limits on ALT $ D:LEM.BXEBp}kard's walkr<6-&@|=96-?$ )6-9Limits on ALT $ D:LEM.BXE@