Il libro dei giochi del Commodore 64 – 12 – Labirinto

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12 – Labirinto

Apparso da pagina 79 fino a pagina 84 de “Il libro dei giochi del Commodore 64”

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Il programma

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Qui di seguito trovate il codice da copiare sul programma CBM prg Studio Il codice originale é stato modificato affinchè possa essere letto da CBM prg Studio. I caratteri speciali PETSCII (Screen Codes) presenti nel listato originale, sono stati singolarmente sostituiti da quelli standard utilizzati da CBM prg Studio. Attenzione – Grazie alla segnalazione di più utenti, i caratteri “<” e “>” potrebbero venir sostituiti dai rispettivi encoding html “&lt;” e “&gt;” . Qualora li trovaste, sostituite manualmente questi valori direttamente su CBM prg Studio, altrimenti il programma non funzionerà. Scusate per l’inconveniente tecnico. 10 rem**labirinto** 20 g=1024:h=55296:a=g:b=h:hx=h+939:hy=h+519:w=160:c=3 30 poke650,128:x=1:y=1:nx=1:ny=1:s=54272 40 print"{clear}":poke53280,3:poke53281,1 50 forj=1to37 60 gj=g+j:hj=h+j:fork=1to21 70 pokehj+40*k,1:pokegj+40*k,81 80 next 90 pokehj,c:pokegj,w:pokehj+880,c:pokegj+880,w 100 pokehj+920,1:pokegj+920,30:pokegj+960,w:pokehj+960,c 110 next 120 fork=0to960step40 130 pokeh+k,c:pokeg+k,w:pokeh+k+38,c:pokeg+k+38,w:pokeh+k+39,1:pokeg+k+39,31 140 next 150 forj=920to928:pokeh+j,c:pokeg+j,w:next 160 forj=950to959:pokeh+j,c:pokeg+j,w:next 170 pokeh+39,c:pokeg+39,w:pokeh+79,c:pokeg+79,w:pokeh+999,c:pokeg+999,w 180 pokehy,4:pokeg+939,42 190 pokehx,4:pokeg+519,42 200 forj=0to20 210 reada$ 220 n=41 230 fork=1to37 240 ifmid$(a$,k,1)="0"then260 250 pokeb+n,c:pokea+n,w 260 n=n+1 270 next 280 a=a+40:b=b+40 290 next 300 forj=1to28 310 readn 320 pokeh+n,0 330 next 340 pokeh+877,6:pokeg+877,81 350 pokeh+41,10 360 ti$="000000" 370 ifax<>0thenpokehx+ax,1 380 ifay<>0thenpokehy+ay*40,1 390 geta$:ifa$="x"andax<0ora$="z"andax>0thenax=0 400 ifa$="x"andax<10thenax=ax+1 410 ifa$="z"andax>-10thenax=ax-1 420 ifa$="/"anday<0ora$=";"anday>0thenay=0 430 ifa$="/"anday<10thenay=ay+1 440 ifa$=";"anday>-10thenay=ay-1 450 ifax<>0thenpokehx+ax,4 460 ifay<>0thenpokehy+ay*40,4 470 vx=vx+ax*2:vy=vy+ay*2 480 ifabs(vx)>10thennx=x+1*sgn(vx):vx=0 490 ifabs(vy)>10thenny=y+1*sgn(vy):vy=0 500 cx=peek(h+nx+y*40)and7 510 cy=peek(h+x+ny*40)and7 520 cz=peek(h+nx+ny*40)and7 530 ifcx=0orcy=0orcz=0then610 540 ifcx=3thenvx=0:nx=x 550 ifcy=3thenvy=0:ny=y 560 ifcz=3thenvx=0:vy=0:nx=x:ny=y 570 ifcx=6orcy=6then710 580 pokeh+x+40*y,1:pokeh+nx+40*ny,10 590 x=nx:y=ny 600 goto370 610 pokeh++x+40*y,1 620 ifax<>0thenpokehx+ax,1 630 ifay<>0thenpokehy+ay*40,1 640 pokes+24,15:pokes+4,17:pokes+6,15:pokes+5,9:pokes+6,0 650 forj=1to50 660 f=4200+j*250:pokes+1,int(f/256):pokes,f-(256*int(f/256)) 670 next 680 pokes+24,0:pokes+4,0 690 ax=0:ay=0:vx=0:vy=0:x=1:y=1:nx=1:ny=1 700 goto350 710 t=val(mid$(ti$,3,2)) 720 print"{home}hai vinto!! in "t" min" 730 pokes+24,15:pokes+5,0:pokes+6,240:pokes+12,0:pokes+13,240:pokes+19,0 740 pokes+20,240:pokes+1,17:pokes,37:pokes+8,51:pokes+7,97:pokes+15,137 750 pokes+14,43:pokes+4,17:pokes+11,17:pokes+18,17 760 forj=1to100:next 770 pokes+4,0:pokes+11,0:pokes+18,0 780 forj=1to40:next 790 pokes+4,17:pokes+11,17:pokes+18,17 800 forj=1to450:pokes+24,15-j/30:next 810 forj=0to24:pokes+j,0:next 820 a$="":geta$:ifa$=""then820 830 forj=0to15 840 pokeh+j,c:pokeg+j,w 850 next 860 run 4000 data0000000000000000000100010100000001000 4010 data1111110111111111111101010101111111010 4020 data0000010000010000000001010100000100010 4030 data0111010111010111111111010111011101110 4040 data0001000001000001000100010000000101000 4050 data1101110101011111010101010111111101111 4060 data0100010101010001010101010001000000000 4070 data0111010101010101010101111101110111111 4080 data0100010101110100010101000100000100000 4090 data0001110101010111110101010101011101111 4100 data0100010101000000010000010101010000000 4110 data0111011101110101011101110001010101011 4120 data0100000001000101000101011111010101000 4130 data0101111111011101011111000000010101110 4140 data0101000000010001010001011111110111000 4150 data0001111111110111010101010000010101011 4160 data0101000000010000010101010101000100000 4170 data0101011111010111110101010101110101110 4180 data0001010000000100010101010101000101000 4190 data0101011111111101011101110101011101111 4200 data0101000000000001000000000100010000000 4210 data59,65,73,151,157,215,231,281,303,315,331,393,447,451,477 4220 data541,543,593,615,673,709,723,767,779,783,796,841,871

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