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Found 26 results

  1. I've created a blog post about using tiles in BASIC. Going over the fundamentals of getting a Tiled map and graphics in to the X16 and displayed. https://justinbaldock.wordpress.com/2020/10/09/commander-x16-basic-tiles/ Feel free to comment here when providing feedback.
  2. Version 0.0.1

    7 downloads

    This is a quick and dirty Julia set demo written in Commander X16 BASIC. It generates a random Julia set each time it is run. I strongly suggest using the emulator's -warp option to speed things up a bit! Enjoy the fractal action!
  3. Julia Set Demo View File This is a quick and dirty Julia set demo written in Commander X16 BASIC. It generates a random Julia set each time it is run. I strongly suggest using the emulator's -warp option to speed things up a bit! Enjoy the fractal action! Submitter gavinhaslehurst Submitted 01/07/21 Category Demos  
  4. Version 0.0.2

    15 downloads

    This is a quick and dirty Mandelbrot set demo written in Commander X16 BASIC. I strongly suggest using the emulator's -warp option to speed things up a bit! I plan to make this a bit more user friendly, and include more options for zooming, changing colours etc. But for now, enjoy the fractal action!
  5. Mandelbrot Basic Demo View File This is a quick and dirty Mandelbrot set demo written in Commander X16 BASIC. I strongly suggest using the emulator's -warp option to speed things up a bit! I plan to make this a bit more user friendly, and include more options for zooming, changing colours etc. But for now, enjoy the fractal action! Submitter gavinhaslehurst Submitted 01/07/21 Category Demos  
  6. Version 1.1.0

    19 downloads

    This reads the disk directory in BASIC. This is a super simple example and doesn't actually parse the files... it's just smart enough to read "$" and print it to the screen.
  7. UPDATE: This is now available on GitHub: https://github.com/natenorrish/enhanced-basic-transpiler I've recoded the script completely to parse and output as a tokenized PRG. I'm also planning to add inline ASM directives to use BASIC, but enabling the option to optimize parts of the program - this will be an experimental feature ------------------------------ Hey all, My retro programming background is more Qbasic than BASIC, so for me getting used to the first 2 characters only being used for variables was quite painful for me. I'm also not a fan of using line numbers, and would prefer to use subroutines as with Qbasic. I created a script (which I'll no doubt continue to develop) which converts Qbasic style code into BASIC with line numbers (please see screenshots) The BASIC output isn't pretty, and I may work on that at some stage. Features: @LABEL: Create labels using @LABEL: - this will be automatically converted to a line number, and anywhere in the code that references @LABEL will be converted to the line number Variable names: can use alphanumeric characters with underscore (I know not valid in Qbasic). Script will convert variable names to a unique 2 letter variable. This eliminates the worry of having to chose your variable names. Line numbers: automatically added in and whitspaces / blank lines are removed Comments: Qbasic style comments with single quote ' Planning to add in sub routines which auto handle variables. Anyone interested? Nate Commander X16 2020-10-06 17-12-21.mp4
  8. I saw this basic cross-compiler on YouTube "8-bit Show and Tell 2". This is a cool project and I was curious what others thought about it, especially regarding the possibility of getting it to work with the X16. It looks like some of the memory locations are configurable but not all based on what I was reading. There is a github page with source and they are looking for contributors. It looks like some of the code is written in D (https://dlang.org/) and some in Assembly. It may also be possible to use this project as a guide for developing a similar branch/offshoot for something a little more tailored to the X16. The cross compiler is using a grammar parsing library that could be helpful for that: https://github.com/PhilippeSigaud/Pegged https://xc-basic.net/doku.php https://github.com/neilsf/XC-BASIC Compiler Options: https://xc-basic.net/doku.php?id=compiler_options Memory Layout: https://xc-basic.net/doku.php?id=memory_layout Examples: https://xc-basic.net/doku.php?id=examples
  9. Basic Color Cycling Demo View File Playing with Color Cycling. Only changes colors 7-14 in the palette to cycle a gradient for the sprite displayed on the screen. Inspired by games of old that used this trick to animate graphics. http://www.effectgames.com/demos/canvascycle/ Submitter jnewman Submitted 12/06/20 Category Demos  
  10. Version 1.0.0

    29 downloads

    This simple BASIC program draws three graphics examples by using the LINE command. It runs on Commander X16 R37 and R38. This examples runs formerly on a Commodore C64 with a little help of a machine language program to draw the lines, sets graphics mode etc.
  11. Simple graphics demo in basic View File This simple BASIC program draws three graphics examples by using the LINE command. It runs on Commander X16 R37 and R38. This examples runs formerly on a Commodore C64 with a little help of a machine language program to draw the lines, sets graphics mode etc. Submitter canada2002 Submitted 12/17/20 Category Demos  
  12. Version 4

    7 downloads

    Playing with Color Cycling. Only changes colors 7-14 in the palette to cycle a gradient for the sprite displayed on the screen. Inspired by games of old that used this trick to animate graphics. http://www.effectgames.com/demos/canvascycle/
  13. Otto

    Basic Raytracer

    Version 1.0.0

    20 downloads

    Raytracer in Basic with a sphere and its shadow, and a plane with a pattern. Originally written for C64 with Simon's Basic and published 1986 in german magazine c't (issue 1, page 104). According to the article it took 3 to 4 hours on a c64. It's much faster on a x16, but nevertheless use warp mode. I changed the following compared to the original code: I added alternative plane pattern formulas in the lines 110 to 220 (4 patterns; just [un]comment the according lines) I added lines 1205, 1206 and 1615 to read the input from data statements instead of user input I changed the graphic commands (screen, line, pset) from line 2000 and on I added the data for the objects line 2010: the sphere (x, y, z, radius) and the position of the lamp (x, y, z); same for all pictures followed by individual data per picture (5 pictures; just [un]comment the according lines for the others) coordinates of camera (x, y, z) and viewing vector (x, y, z); e.g. lines 2064 and 2065 aperture angles (horizontal, vertical); aspect ratio already adapted to X16; e.g. line 2066 line 2080: data for the view; same for all pictures; coordinates of top right corner (x, y) coordinates of bottom left corner (x, y) view window size (width, height) Press "S" for a quick sketch or "D" for the real stuff ... On demand I could share more info from the article content. Tested with R38 Enjoy!
  14. Basic Raytracer View File Raytracer in Basic with a sphere and its shadow, and a plane with a pattern. Originally written for C64 with Simon's Basic and published 1986 in german magazine c't (issue 1, page 104). According to the article it took 3 to 4 hours on a c64. It's much faster on a x16, but nevertheless use warp mode. I changed the following compared to the original code: I added alternative plane pattern formulas in the lines 110 to 220 (4 patterns; just [un]comment the according lines) I added lines 1205, 1206 and 1615 to read the input from data statements instead of user input I changed the graphic commands (screen, line, pset) from line 2000 and on I added the data for the objects line 2010: the sphere (x, y, z, radius) and the position of the lamp (x, y, z); same for all pictures followed by individual data per picture (5 pictures; just [un]comment the according lines for the others) coordinates of camera (x, y, z) and viewing vector (x, y, z); e.g. lines 2064 and 2065 aperture angles (horizontal, vertical); aspect ratio already adapted to X16; e.g. line 2066 line 2080: data for the view; same for all pictures; coordinates of top right corner (x, y) coordinates of bottom left corner (x, y) view window size (width, height) Press "S" for a quick sketch or "D" for the real stuff ... On demand I could share more info from the article content. Tested with R38 Enjoy! Submitter Otto Submitted 12/10/20 Category Demos  
  15. Version 1.0.0

    31 downloads

    This demo is an adopted C64 basic program (from the german owners manual) for the Commander X16 using the PSG. This programm runs under R37 and R38.
  16. Music demo in basic View File This demo is an adopted C64 basic program (from the german owners manual) for the Commander X16 using the PSG. This programm runs under R37 and R38. Submitter canada2002 Submitted 12/08/20 Category Demos  
  17. Is there any pointers or tutorials on how to detect collision between sprites and tiles? As well as collision between sprites and sprites? Is it possible to do mask collisions with tiles and sprites? My google-fu seems to be letting me down tonight.
  18. mobluse

    Aritm

    Version 0.3.4

    14 downloads

    Aritm is a game that trains you in mental calculation. It only teaches what is necessary to know in order to calculate manually using pen and paper. It adapts and asks more about what you answered wrong before. Aritm is written in pure BASIC v2 and uses X16 control codes for text and screen colors, and has sound effects. Future versions will probably support larger text in game. Aritm is available for many platforms including graphing calculators, Java phones, spread sheets, and common retro computers.
  19. Version 1.0.1

    10 downloads

    This file is a JavaScript extension for the Tiled Map Editor. It will export your Tiled map as BASIC DATA statements. Inspired by Johan Kårlin export files. When exporting it will prompt for the starting BASIC line number. The script will output a few data statements about the map. Then the tile data will be output in DATA statements with 16 elements.
  20. Tiled Map Editor BASIC DATA export View File This file is a JavaScript extension for the Tiled Map Editor. It will export your Tiled map as BASIC DATA statements. Inspired by Johan Kårlin export files. When exporting it will prompt for the starting BASIC line number. The script will output a few data statements about the map. Then the tile data will be output in DATA statements with 16 elements. Submitter Justin Baldock Submitted 09/24/20 Category Dev Tools  
  21. I tried to switch to text mode after getting into graphics mode, but it looks like the background doesent reset propperly, so its all glitched out.
  22. Aritm View File Aritm is a game that trains you in mental calculation. It only teaches what is necessary to know in order to calculate manually using pen and paper. It adapts and asks more about what you answered wrong before. Aritm is written in pure BASIC v2 and uses X16 control codes for text and screen colors, and has sound effects. Future versions will probably support larger text in game. Aritm is available for many platforms including graphing calculators, Java phones, spread sheets, and common retro computers. Submitter mobluse Submitted 09/12/20 Category Games  
  23. So I started to make my Scary Forest program more Roguelike... and the first thing I did was implement a "fog of war" on the map. It's a great idea: don't draw the map! Saves time! Only draw new bits when you get within, say, 4 moves. And then you can "see" monsters... and they can see you... and start lumbering towards you. I mean this is a win-win, right? So I'll tell you: it DOES improve the feel of the game... a LOT. It adds some suspense. It adds an exploration element to the game. So there's emergent gameplay that I didn't realize was there. Once I add treasure, it'll be a whole new ball game. ...BUT... ...What I've found is that even drawing a 9 x 9 map from a 2D array, then handling player and monster movement, is too slow. Yeah, even with the Commander X16, it's too slow. I optimized. I went memory-lazy and use an array of floats instead of ints. I got rid of newline printing and went all cursor controls. Up, down, left, right. It helps. But... it's still slow. It turns out that adding a line of logic here and there really add up fast... and this is just PETSCII! So I'm fishing for suggestions. I've started asking myself what assembly language I can write to get the most speedup for the least amount of pain. Maybe the map drawing routine: fairly straightforward, no funny checking of data and switching around, so not a big chunk of code. I guess I'd POKE the map into a bank, and the ML would use ZP indirect indexing to find the right data, do a PLOT, and render the PETSCII. Next square. Do it from x-4 to x+4, y-4 to y+4. Maybe? Or maybe I should use sprites for the player and monsters? They would sit "on top" of the map, so I wouldn't be drawing over it; surely that might help? Anyone got better ideas?
  24. Scary Forest View File You are lost in the Scary Forest. Work your way to the edge to escape, and defeat monsters to gain points. You can defeat them by your sword, your wits, or your feet (by running). But beware... some monsters are smart, some are strong, and some are fast. Good luck! Submitter rje Submitted 08/12/20 Category Games  
  25. Link to the natively saved version (also attached): https://drive.google.com/file/d/1hKEyWvfhVMdU-jgtj9un2NfQw8yIhWz5/view?usp=sharing Edit: I forgot to add the GOTO command at the end. Source code (copy and paste it into the emulator): 1 SCREEN$80 2 RECT0,0,319,199 3 DIMX(99) 4 DIMY(99) 5 DIMS(99) 6 FORI=0TO99 7 X(I)=INT(RND(1)*320) 8 Y(I)=INT(RND(1)*199)+1 9 S(I)=INT(RND(1)*5)+1 10 NEXTI 11 FORJ=0TO99 12 PSETX(J),Y(J),0 13 Y(J)=Y(J)+S(J) 14 IF Y(J)>199 THEN X(J)=INT(RND(1)*320):Y(J)=0:S(J)=INT(RND(1)*5)+1 15 PSETX(J),Y(J),1 16 NEXTJ 17 GOTO 11 SNOWDEMO.BAS
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