Pieces Finally Coming Together
(This is part four of the chronicle of my Retrochallenge 2015/01 submission, which is to port the modern-day Apple II game, Structris, to the Atari 8-bit home computer using an obscure language called PL65. The mediocrity starts here.)
This week I added a lot of code that couldn’t easily be tested individually. It’s the code that derives which Tetris piece will be generated based on the profile underneath the player’s current position. For a long while, just part of a single Tetris piece would appear at the top of the playfield and smear down the screen.
A late Friday/early Saturday debugging session delivered magical results. One correction to a variable assignment made things go from “nothing works” to “everything works” (well, everything I’ve put in up to now).
From watching the video, several annoyances are immediately apparent:
- The scroll routine is still unoptimized and the pieces shear as the pixels are moved down the screen
- The player’s blip is barely visible. The scroll routine is taking too long and the other routines seem to be running very quickly. I’m following Martin’s original algorithm which has the player’s blip invisible during the scroll routine and visible during the “derive next piece” routines.
Mind If I Crash Here
Earlier in the week, it was looking very dark when my project was causing the Atari to immediately crash. I started commenting out blocks of code in an attempt to narrow down the culprit. Nothing I changed in the code would alleviate the error. At one point my wife was reminding me that I didn’t *have* to finish the project. And I was beginning to listen.
The whole time I was assuming something was wrong in my code, but it turned out something on the floppy disk image or with BeweDOS had gotten corrupted. I’m sure I’m to blame. I’d gotten into the habit of rebooting the emulator whenever I saw a compilation error appear. I realize now, this is probably a bad thing to do when the Atari is writing to the disk.
Code Dump
Here’s the current state of my source code. With the intent of keeping the feel of the original Apple II game and (selfishly) to help finish this in a short timeframe, many of the critical algorithms were lifted straight from Martin Haye’s Applesoft BASIC source code.
INCLUDE D:GRAPHICS.LIB
INCLUDE D:PEEKPOKE.LIB
! MEMORY MAP
BYTE DL[490] = $8DA0
BYTE FRAME_TEXT[120] = $9F86
BYTE FRAME_GR[5120] = $A000
! GLOBALS
INT SCORE, LV, OX
INT ORIGIN
BYTE WELL, FLOOR
BYTE W, HEIGHT, MH, CX, CY, M, X, Y
BYTE H0, HL, HR, HB
BYTE RG, RC, RD
BYTE CI, BL, B0, BR, SL, SX, SR
BYTE H[22]
POINTER P1, P2, P3, P4
BYTE V1 BASED P1
BYTE V2 BASED P2
BYTE V3 BASED P3
BYTE V4 BASED P4
BYTE KEYCH = $02FC
! SYMBOLS
CONST GRWIDTH = $20
CONST LMARGN = $52
CONST ROWCRS = $54
CONST COLCRS = $55
CONST SAVMSC = $58
CONST CRSINH = $02F0
CONST SDMCTL = $022F
CONST SDLIST = $0230
CONST GPRIOR = $026F
CONST PCOLR0 = $02C0
CONST PCOLR1 = $02C1
CONST PCOLR2 = $02C2
CONST PCOLR3 = $02C3
CONST COLOR0 = $02C4
CONST COLOR1 = $02C5
CONST COLOR2 = $02C6
CONST COLOR3 = $02C7
CONST COLOR4 = $02C8
!CONST KEYCH = $02FC
! HARDWARE REGISTERS
CONST COLPM0 = $D012
CONST COLPM1 = $D013
CONST COLPM2 = $D014
CONST COLPM3 = $D015
CONST COLPF0 = $D016
CONST COLPF1 = $D017
CONST COLPF2 = $D018
CONST COLPF3 = $D019
CONST COLBK = $D01A
CONST PRIOR = $D01B
CONST WSYNC = $D40A
! COLORS
CONST BLACK = $00
CONST GRAY = $08
CONST WHITE = $0F
CONST YELLOW = $2C
CONST ORANGE = $36
CONST PURPLE = $54
CONST PINK = $5C
CONST DKBLUE = $64
CONST LTBLUE = $8C
CONST BLUE = $84
CONST GREEN = $C6
!---------------------------------------
! DISPLAY LIST INTERRUPTS
!---------------------------------------
CONST DUMMY=@
@=$8B00
INTERRUPT DLINT1()
INT VDSLST = $0200
BEGIN
STA WSYNC
LDA $84 STA PRIOR
LDA #ORANGE STA COLPF1
LDA #YELLOW STA COLPF2
LDA #GRAY STA COLBK
VDSLST = $8C00
END
@=$8C00
INTERRUPT DLINT2()
INT VDSLST = $0200
BEGIN
STA WSYNC
LDA #$00 STA PRIOR
LDA #WHITE STA COLPF1
LDA #BLACK STA COLPF2 STA COLBK
VDSLST = $8B00
END
@=DUMMY
!---------------------------------------
! DISPLAY INTERRUPT ENABLE
!---------------------------------------
PROC DLI_ENABLE()
INT VDSLST = $0200
BYTE NMIEN = $D40E
BEGIN
VDSLST = $8B00
NMIEN = $C0
END
!---------------------------------------
! DISPLAY INTERRUPT DISABLE
!---------------------------------------
PROC DLI_DISABLE()
BYTE NMIEN = $D40E
BEGIN
NMIEN = $00
END
!---------------------------------------
! RND returns a random 16 bit number
!---------------------------------------
FUNC RND*()
BYTE RANDOM=$D20A
BEGIN
LDA RANDOM
LDY RANDOM
JSR PUSH
END
!---------------------------------------
! RAND returns a random number
! in the range 0 to range-1
!---------------------------------------
FUNC RAND(BYTE range)
BEGIN
END RND()/(65535/range)
!---------------------------------------
! SET COLORS
!---------------------------------------
PROC SET_COLORS()
BEGIN
POKE(PCOLR0, BLACK)
POKE(PCOLR1, PURPLE)
POKE(PCOLR2, BLUE)
POKE(PCOLR3, DKBLUE)
POKE(COLOR0, PINK)
POKE(COLOR1, ORANGE)
POKE(COLOR2, YELLOW)
POKE(COLOR3, GREEN)
POKE(COLOR4, GRAY)
END
!---------------------------------------
! SET DISPLAY LIST
!---------------------------------------
PROC SET_DL()
INT I, J, K, GR_ADR
BEGIN
POKE(SDMCTL,$00)
DLI_DISABLE()
GR_ADR = .FRAME_GR
! 2x 8 BLANK SCANLINES
! 1x 8 BLANK SCANLINES & DLI
DL[0] = $70
DL[1] = $70
DL[2] = $F0
! 160 LINES OF MODE 10
! EACH SET OF 4 SCANLINES
! POINT TO SAME MEMORY RANGE
K = 3
FOR I = 0 TO 39 DO
FOR J = 0 TO 3 DO
DL[K] = $4F
DOKE(.DL+K+1, GR_ADR)
K = K + 3
NEXT
GR_ADR = GR_ADR + $20
NEXT
! OVERWRITE LAST MODE F ADD DLI
! TO ENABLE NORMAL TEXT AT BOTTOM
DL[K-3] = $CF
! TEXT FRAME
DL[K+0] = $42
DOKE(.DL+K+1, .FRAME_TEXT)
DL[K+3] = $02
DL[K+4] = $02
DL[K+5] = $02
! JVB
DL[K+6] = $41
DOKE(.DL+K+7, .DL)
! INSTALL NEW DISPLAY LIST
! 1. TURN OFF ANTIC
! 2. POINT TO NEW DISPLAY_LIST
! 3. TURN ON ANTIC
POKE(SDMCTL,$00)
DOKE(SDLIST,.DL)
POKE(SDMCTL,$21)
! ENABLE GTIA MODE 10
POKE(GPRIOR,$84)
POKE(PRIOR,$84)
DLI_ENABLE()
END
!---------------------------------------
! GET KEY
!---------------------------------------
FUNC GET_KEY()
BYTE KEY
BEGIN
CLOSE(1)
OPEN(1,4,0,"K:")
KEY = GET(1)
CLOSE(1)
END KEY
!---------------------------------------
! MYSTR
!---------------------------------------
FUNC MYSTR$(INT NUM)
STRING SBUFF$[16]
BYTE A,B
BYTE BASE
BEGIN
BASE = 10
SBUFF$[15] = "0"; A = 16
REPEAT
DEC A
B = NUM MOD BASE + 48
IF B >= 58 THEN
B = B + 7
ENDIF
NUM = NUM/BASE
P1 = .SBUFF+A
V1 = B
UNTIL NUM = 0
END SBUFF$[A]
!---------------------------------------
! SET LEVEL
!---------------------------------------
PROC SET_LEVEL(INT L)
BEGIN
LV = L
WELL = LV MOD 10
IF WELL = 0 THEN WELL = 10 ENDIF
FLOOR = 39 - 2 * WELL
END
!---------------------------------------
! HOME
!---------------------------------------
PROC HOME()
BEGIN
WRTLN(CHR$(125))
END
!---------------------------------------
! HELP SCREEN
!---------------------------------------
PROC HELP_SCREEN()
BYTE KEY
BEGIN
SETCOLOR(2,0,0)
POKE(CRSINH,$FF)
POKE(LMARGN,0) CR()
HOME()
WRTLN("WELCOME TO STRUCTRIS!")
WRTLN("BY MARTIN HAYE, INTRO'D KFEST 2010")
CR() CR()
WRTLN("(FANCY OPENING SCREEN GOES HERE)")
CR() CR()
WRTLN("KEYS:")
WRTLN(" I: UP")
WRTLN(" J: LEFT")
WRTLN(" K: RIGHT (ALTERNATE: L)")
WRTLN(" M: DOWN") CR()
WRTLN("BUILD UP THE TETRIS BLOCKS. YOU CANNOT")
WRTLN("ROTATE THEM. EVIL PROGRAMMER LAUNCHES")
WRTLN("BLOCKS WHERE YOU ARE TO TRAP YOU. DON'T")
WRTLN("GET TRAPPED. FINISHED ROWS FALL AWAY.")
CR()
WRTLN("CLEAR ENOUGH ROWS: NEXT LEVEL! HARDER!")
CR()
WRTLN("HIT A KEY TO BEGIN THE TORTURE.")
KEY = GET_KEY()
POKE(CRSINH,0)
END
!---------------------------------------
! INIT
!---------------------------------------
PROC INIT()
INT I
BEGIN
SET_LEVEL(1)
DLI_ENABLE()
SET_COLORS()
SET_DL()
END
!---------------------------------------
! CLEAR WELL
!---------------------------------------
PROC CLEAR_WELL()
INT I, J
BEGIN
P1 = .FRAME_GR
FOR I = 0 TO 31 DO
FOR J = 0 TO FLOOR DO
V1 = $00
P1 = P1 + 1
NEXT
NEXT
END
!---------------------------------------
! LPLOT
!---------------------------------------
PROC LPLOT (BYTE X, Y, C)
BEGIN
P1 = .FRAME_GR + $20 * Y + X
V1 = C
END
!---------------------------------------
! SCRN
!---------------------------------------
FUNC SCRN (BYTE X, Y)
BEGIN
P1 = .FRAME_GR + $20 * Y + X
END V1
!---------------------------------------
! HLIN - PLOT HORIZ LINE AT Y=0
!---------------------------------------
PROC HLIN (BYTE X1, X2, C)
BEGIN
WHILE X1 <= X2 DO
LPLOT(X1,1,C)
INC X1
ENDWHILE
END
!---------------------------------------
! LPRINT
!---------------------------------------
PROC LPRINT(BYTE X, Y INT ADDR BYTE LEN)
BEGIN
P1 = .FRAME_TEXT + $20 * Y + X
P2 = ADDR
WHILE LEN > 0 DO
V1 = V2 - $20
P1 = P1 + 1
P2 = P2 + 1
DEC LEN
ENDWHILE
END
!---------------------------------------
! PRINT LEVEL
!---------------------------------------
PROC PRINT_LEVEL()
BYTE D, L
BEGIN
LPRINT(12,0,"LEVEL: ")
L = 1
IF LV >= 10 THEN L = 2 ENDIF
IF LV >= 99 THEN L = 3 ENDIF
D = LV MOD 10 + $10
POKE(.FRAME_TEXT + 17 + L, D)
IF LV >= 10 THEN
D = LV / 10 + $10
POKE(.FRAME_TEXT + 17 + L - 1, D)
ENDIF
IF LV >= 100 THEN
D = (LV MOD 100) / 10 + $10
POKE(.FRAME_TEXT + 17 + L - 1, D)
D = LV / 100 + $10
POKE(.FRAME_TEXT + 17 + L - 2, D)
ENDIF
END
!---------------------------------------
! DRAW WELL
!---------------------------------------
PROC DRAW_WELL()
BYTE X1, X2, Y1, Y2
INT I
BEGIN
X1 = WELL
X2 = 31 - WELL
Y1 = 41 - 2 * WELL - 1
Y2 = Y1 + 1
CLEAR_WELL()
! DRAW WALLS
FOR I = 0 TO Y2 + 1 DO
LPLOT(X1, I, $88)
LPLOT(X2, I, $88)
NEXT
! DRAW BLACK LINES OVER PREV WALLS
FOR I = 0 TO Y2 DO
LPLOT(X1-1, I, $00)
LPLOT(X2+1, I, $00)
NEXT
! DRAW CHECKBOARD1
FOR I = X1 + 1 TO X2 - 1 STEP 2 DO
LPLOT(I, Y1, $88)
LPLOT(I, Y2, $22)
NEXT
! DRAW CHECKBOARD1
FOR I = X1 + 2 TO X2 - 1 STEP 2 DO
LPLOT(I, Y1, $22)
LPLOT(I, Y2, $88)
NEXT
PRINT_LEVEL()
END
!---------------------------------------
! PRINT NUM CLEARED
!---------------------------------------
PROC PRINT_NUM_CLEARED()
BEGIN
LPRINT (11, 2, "CLEARED ")
END
!---------------------------------------
! LEVEL INIT
!---------------------------------------
PROC LEVEL_INIT()
INT I
BEGIN
ORIGIN = .FRAME_GR + 1249 - 63 * WELL
W = 15 - LV
HEIGHT = 20 - LV
MH = HEIGHT - 1
OX = (32 - W * 2) / 2
M = 0; HB = 0
H[0] = -9 H[W + 1] = -9
FOR I = 1 TO W DO H[I] = 0 NEXT
X = -99
CX = OX + W; CY = 37 - LV + 1
RG = 5 + LV * 2; RD = 0; RC = 0
DRAW_WELL()
PRINT_NUM_CLEARED()
END
!---------------------------------------
! SCROLL
!---------------------------------------
PROC SCROLL()
INT A1, A2
BYTE H, F
BEGIN
F = 0; H = 37 - LV
A1 = ORIGIN
A2 = A1 - 32
P1 = A1; P2 = A2; P3 = A1 + 1; P4 = A2 + 1
WHILE V1 <> $88 DO
WHILE H > 0 DO
IF F = 0 AND V1 = $00 THEN F = 1 ENDIF
IF F = 1 THEN
V1 = V2 V3 = V4
IF H = 1 THEN V2 = $00 V4 = $00 ENDIF
ENDIF
P1 = A2 P3 = A2 + 1 A2 = A2 - 32
P2 = A2 P4 = A2 + 1
DEC H
ENDWHILE
A1 = A1 + 2 A2 = A1 - 32
P1 = A1 P2 = A2 P3 = A1 + 1 P4 = A2 + 1
F = 0; H = 37 - LV
ENDWHILE
END
!---------------------------------------
! KB PROC
!---------------------------------------
FUNC KB_PROC()
BYTE RC
BEGIN
RC = 1
LPLOT(CX,CY,$00)
SCROLL()
IF SCRN(CX,CY) = $00 THEN
CASE KEYCH
OF $0D DO IF SCRN(CX, CY-1) = $00 AND CY > 1 THEN DEC CY ENDIF ENDOF
OF $01 DO IF SCRN(CX-1, CY) = $00 THEN DEC CX ENDIF ENDOF
OF $05 DO IF SCRN(CX, CY+1) = $00 THEN INC CY ENDIF ENDOF
OF $44 DO IF SCRN(CX, CY+1) = $00 THEN INC CY ENDIF ENDOF
OF $00 DO IF SCRN(CX+1, CY) = $00 THEN INC CX ENDIF ENDOF
ENDCASE
KEYCH = $FF
ELSE
IF SCRN(CX,CY+1) <> $00 THEN
RC = 0
ENDIF
INC CY
ENDIF
LPLOT(CX,CY,$66)
END RC
!---------------------------------------
! PICK_X_COORD
!---------------------------------------
PROC PICK_X_COORD()
BYTE I
BEGIN
IF X > 128 THEN X = (CX - OX) / 2 + 1 ENDIF
IF X > 128 OR X < 1 THEN X = -9 RETURN ENDIF
IF X > W THEN X = -9 RETURN ENDIF
IF X > 1 AND H[X-1] < H[X] THEN DEC X
ELSE
IF X < W AND H[X+1] < H[X] THEN INC X ENDIF
ENDIF
IF H[X] - HB < MH THEN INC M ENDIF
END
!---------------------------------------
! CALC_SHAPE_CONSTRAINTS
!---------------------------------------
PROC CALC_SHAPE_CONSTRAINTS()
BEGIN
H0 = H[X]
HL = H[X-1] - H0
HR = H[X+1] - H0
IF HR > 3 THEN HR = 3 ENDIF
IF HL > 3 THEN HL = 3 ENDIF
INC M
END
!---------------------------------------
! APPLY CHOSEN COORD
!---------------------------------------
PROC APPLY_CHOSEN_COORD()
BEGIN
H[X-1] = H[X-1] + BL
H[X] = H[X] + B0
H[X+1] = H[X+1] + BR
SX = (X - 1) * 2 + OX
IF BL = 0 THEN SL = 0 GOTO L745 ENDIF
BL = BL * 3; SL = HL * 3
:L745
IF BR = 0 THEN GOTO L755 ENDIF
BR = BR * 3; SR = HR * 3
:L755
B0 = B0 * 3
INC M
END
!---------------------------------------
! CHOOSE_SHAPE
!---------------------------------------
PROC CHOOSE_SHAPE()
BYTE I
BEGIN
INC M
I = HL * 4 + HR
CASE I
OF 0 DO
CASE RAND(4)
OF 0 DO CI = $11 BL = 1 B0 = 1 BR = 2 ENDOF
OF 1 DO CI = $22 BL = 2 B0 = 1 BR = 1 ENDOF
OF 2 DO CI = $66 BL = 1 B0 = 2 BR = 1 ENDOF
OF 3 DO CI = $77 BL = 1 B0 = 1 BR = 1 ENDOF
ENDCASE
ENDOF
OF 1 DO CI = $44 BL = 1 B0 = 2 BR = 1 ENDOF
OF 2 DO CI = $22 BL = 0 B0 = 3 BR = 1 ENDOF
OF 3 DO
CASE RAND(3)
OF 0 DO CI = $11 BL = 3 B0 = 1 BR = 0 ENDOF
OF 1 DO CI = $22 BL = 1 B0 = 3 BR = 0 ENDOF
OF 2 DO CI = $33 BL = 2 B0 = 2 BR = 0 ENDOF
ENDCASE
ENDOF
OF 4 DO CI = $55 BL = 1 B0 = 2 BR = 1 ENDOF
OF 5 DO CI = $66 BL = 1 B0 = 2 BR = 1 ENDOF
OF 6 DO
CASE RAND(2)
OF 0 DO CI = $44 BL = 2 B0 = 2 BR = 0 ENDOF
OF 0 DO CI = $66 BL = 1 B0 = 3 BR = 0 ENDOF
ENDCASE
ENDOF
OF 7 DO
CASE RAND(2)
OF 0 DO CI = $44 BL = 2 B0 = 2 BR = 0 ENDOF
OF 0 DO CI = $66 BL = 1 B0 = 3 BR = 0 ENDOF
ENDCASE
ENDOF
OF 8 DO CI = $11 BL = 1 B0 = 3 BR = 0 ENDOF
OF 9 DO CI = $11 BL = 1 B0 = 3 BR = 0 ENDOF
OF 10 DO
CASE RAND(2)
OF 0 DO CI = $11 BL = 1 B0 = 3 BR = 0 ENDOF
OF 1 DO CI = $22 BL = 0 B0 = 3 BR = 1 ENDOF
ENDCASE
ENDOF
OF 11 DO CI = $11 BL = 1 B0 = 3 BR = 0 ENDOF
OF 12 DO
CASE RAND(3)
OF 0 DO CI = $11 BL = 0 B0 = 3 BR = 1 ENDOF
OF 1 DO CI = $22 BL = 0 B0 = 1 BR = 3 ENDOF
OF 2 DO CI = $33 BL = 0 B0 = 2 BR = 2 ENDOF
ENDCASE
ENDOF
OF 13 DO
CASE RAND(2)
OF 0 DO CI = $55 BL = 0 B0 = 2 BR = 2 ENDOF
OF 1 DO CI = $66 BL = 0 B0 = 3 BR = 1 ENDOF
ENDCASE
ENDOF
OF 14 DO CI = $22 BL = 0 B0 = 3 BR = 1 ENDOF
OF 15 DO CI = $77 BL = 0 B0 = 3 BR = 0 ENDOF
ENDCASE
END
!---------------------------------------
! PLOT_A_LINE
!---------------------------------------
PROC PLOT_A_LINE()
BEGIN
IF BL = 0 THEN GOTO L835 ENDIF
IF SL > 0 AND SL < 128 THEN
DEC SL
GOTO L835
ENDIF
DEC BL
HLIN(SX-2,SX-1,CI)
IF SL <> 0 THEN LPRINT (0,0,"WHOA!") ENDIF
:L835
IF B0 = 0 THEN GOTO L850 ENDIF
DEC B0
HLIN(SX,SX+1,CI)
:L850
IF BR = 0 THEN GOTO L870 ENDIF
IF SR > 0 AND SR < 128 THEN
DEC SR
GOTO L870
ENDIF
DEC BR
HLIN(SX+2,SX+3,CI)
:L870
IF BL + B0 + BR = 0 THEN
X = -99
M = 0
ENDIF
END
!---------------------------------------
! MYDEBUG
!---------------------------------------
PROC MYDEBUG()
BEGIN
LPRINT(0,0,"CX: ") LPRINT(3,0,MYSTR$(CX))
LPRINT(0,1,"CY: ") LPRINT(3,1,MYSTR$(CY))
LPRINT(0,2,"OX: ") LPRINT(3,2,MYSTR$(OX))
LPRINT(0,3,"W: ") LPRINT(3,3,MYSTR$(W))
LPRINT(6,0,"X: ") LPRINT(9,0,MYSTR$(X))
LPRINT(6,1,"HL: ") LPRINT(9,1,MYSTR$(HL))
LPRINT(6,2,"H0: ") LPRINT(9,2,MYSTR$(H0))
LPRINT(6,3,"HR: ") LPRINT(9,3,MYSTR$(HR))
LPRINT(12,0,"M: ") LPRINT(15,0,MYSTR$(M))
LPRINT(12,1,"BL: ") LPRINT(15,1,MYSTR$(BL))
LPRINT(12,2,"B0: ") LPRINT(15,2,MYSTR$(B0))
LPRINT(12,3,"BR: ") LPRINT(15,3,MYSTR$(BR))
LPRINT(17,0,"SL: ") LPRINT(20,0,MYSTR$(SL))
LPRINT(17,1,"SR: ") LPRINT(20,1,MYSTR$(SR))
LPRINT(17,2,"SX: ") LPRINT(20,2,MYSTR$(SX))
END
!---------------------------------------
! GOTCHA
!---------------------------------------
FUNC GOTCHA()
BYTE KEY
BYTE R,N,Q
BEGIN
KEY = 0
KEYCH = $FF
R = ASC("R")
N = ASC("N")
Q = ASC("Q")
LPRINT(9,0," OOPS! ")
LPRINT(0,2,"R)ESTART, N)EW, OR Q)UIT?")
OPEN(1,4,0,"K:")
WHILE KEY <> R AND KEY <> N AND KEY <> Q DO
KEY = GET(1)
LPRINT(26,2,.KEY,1)
ENDWHILE
CLOSE(1)
END KEY
!---------------------------------------
! BYE_NOW
!---------------------------------------
PROC BYE_NOW()
INT I
BEGIN
I = 3000
WHILE I > 0 DO
I = I - 1
ENDWHILE
GRAPHICS(0) HOME() WRTLN("BYE NOW.")
END
!---------------------------------------
! MAIN
!---------------------------------------
MAIN()
BYTE LOOP
BEGIN
HELP_SCREEN() HOME()
:_init
INIT()
:_level_init
LEVEL_INIT()
LOOP = 1
WHILE LOOP = 1 DO
CASE M
OF 0 DO PICK_X_COORD() ENDOF
OF 1 DO CALC_SHAPE_CONSTRAINTS() ENDOF
OF 2 DO CHOOSE_SHAPE() ENDOF
OF 3 DO APPLY_CHOSEN_COORD() ENDOF
OF 4 DO PLOT_A_LINE() ENDOF
ENDCASE
LOOP = KB_PROC()
ENDWHILE
LOOP = GOTCHA()
CASE LOOP
OF ASC("R") DO GOTO _level_init ENDOF
OF ASC("N") DO GOTO _init ENDOF
OF ASC("Q") DO BYE_NOW() ENDOF
ENDCASE
END
Up Next (Yikes! Less than a week left)
- Add row clearing
- Implement level advancement
- Re-write scrolling subroutine in 6502