Thread View: net.micro.atari
9 messages
9 total messages
Started by Dennis Ward
Wed, 20 Nov 1985 16:29
Re: Action! Programming
Author: Dennis Ward
Date: Wed, 20 Nov 1985 16:29
Date: Wed, 20 Nov 1985 16:29
33 lines
2423 bytes
2423 bytes
> In the November 1985 issue of A.N.A.L.O.G. magazine, on pp 33-37/60-62, there
> is a program for a game called "Sneak Attack" which apparently is programmed
> in "Action!" language. I have heard of Action! before, but do not know too
> much about it. My questions are: does this require an "Action! cartridge
> in the Atari or does it utilize BASIC? If you use BASIC, how do you enter it
> in the computer without line numbers? If it requires an "Action!" language
> cartridge, who makes same? Is the funny spacing required, and if so do you
> have to follow exactly the indentations or merely indent the proper lines
> appropriately? Maybe this is rather basic, but basically, I only have used
> BASIC. Thanks in advance,
> --Bill--
By judicious reading of the advertisements in Antic and A.N.A.L.O.G. magazines,
I was able to partially answer my own questions. Action! is a cartridge
available from O.S.S. and presumeably is another distinct computer language.
However, I am still griped that the original article did not make this clear
and I am still uncertain as to why the odd spacing of the lines. The
indentation number of spaces does not seem to follow a logical pattern. (I
thought that each succeeding indentation was another 2 spaces, but then I found
some at 4 spaces, etc.)
(Flame on)
What is the advantage of Action! over BASIC, Pascal or C? Does it fit in one
of these "families" of languages or is it a new one? Why we have such a
proliferation of languages anyway? I'm still trying to learn AB,MBII and
BXE/BXL, familiarizing myself with C, let along trying to learn Pascal and
Action!
(Flame off)
Thanks,
--Bill--
***Just an "over-the-hill apprentice hacker" (in the legal sense)***
Re: Action! Programming
Author: Who
Date: Sun, 24 Nov 1985 00:10
Date: Sun, 24 Nov 1985 00:10
43 lines
3028 bytes
3028 bytes
> By judicious reading of the advertisements in Antic and A.N.A.L.O.G. magazines, > I was able to partially answer my own questions. Action! is a cartridge > available from O.S.S. and presumeably is another distinct computer language. > However, I am still griped that the original article did not make this clear > and I am still uncertain as to why the odd spacing of the lines. The > indentation number of spaces does not seem to follow a logical pattern. (I > thought that each succeeding indentation was another 2 spaces, but then I found > some at 4 spaces, etc.) > > (Flame on) > What is the advantage of Action! over BASIC, Pascal or C? Does it fit in one > of these "families" of languages or is it a new one? Why we have such a > proliferation of languages anyway? I'm still trying to learn AB,MBII and > BXE/BXL, familiarizing myself with C, let along trying to learn Pascal and > Action! > (Flame off) > > Thanks, > --Bill-- > > ***Just an "over-the-hill apprentice hacker" (in the legal sense)*** The advantages of Action! over other languages are many. In its basic syntax it is like a combination of c and pascal. The fact that the entire language resides in a 16k bank switched cart(thereby looking like 8k to the computer) gives a programmer more memory. The best feature is definitely its speed. Action! is taylored for the 6502 enviroment and it shows. The one pass com- piler is extremely fast and the resultant code is compact and fast. Homepack is programmed in Action and when they ported it over to the Commodore, they also programmed that in Action to, though I don't remember exactly what they did. I once tried implementing an 80 column emulator in Action and was quite impressed with the results though I realized machine language was the only way to go for something like that that uses lots of processor time. I also decided that any big programming tasks I ever would do in the future would either be written in Action or machine language. Scott Weisman !sdcsvax!sdcc7!ln63fcv (If you see any opinions in here, they are probably mine; if they aren't, then I didn't write them. That means one of two things, nobody wrote them or Lectroids from planet Ten wrote them. I tend to think the latter, or none at all.)
Re: Action! Programming
Author: Ravi Subrahmanyan
Date: Mon, 25 Nov 1985 02:48
Date: Mon, 25 Nov 1985 02:48
36 lines
2424 bytes
2424 bytes
>From: aegroup@tekigm.UUCP (Dennis Ward)
>Subject: Re: Action! Programming
>
>By judicious reading of the advertisements in Antic and A.N.A.L.O.G. magazines,
>I was able to partially answer my own questions. Action! is a cartridge
>available from O.S.S. and presumeably is another distinct computer language.
>However, I am still griped that the original article did not make this clear
>(etc....)
>
>(Flame on)
>What is the advantage of Action! over BASIC, Pascal or C? Does it fit in one
>of these "families" of languages or is it a new one? Why we have such a
>proliferation of languages anyway? I'm still trying to learn AB,MBII and
>BXE/BXL, familiarizing myself with C, let along trying to learn Pascal and
>Action!
>
>
I guess the key question here is "what Pascal, or C ?". When Action came
out, the only C widely available was Deep Blue C, which was hardly
complete, and Atari Pascal was a horror requiring 2 drives and lots of
patience.. Action! was like a breath of fresh air, especially because
of the incredible *environment* it provided: a halfway decent editor,
monitor, compiler, all in one 16K cartridge that was only 8K on an XL
machine; not bad at all, in spite of the rather weird bugs that
cropped up now and then. And above all, *SPEED*, man, (read person if
so inclined), that baby could cruise.... the edit-compile-run cycle is
one of the best I've seen, a comparison with Basic would be like
P-system and Turbo for the (forgiveness, O Holy Ones) PC. So,
give a nice, weird product its due, one that gave me infinite joy when my
buddy's PC was beaten by a lowly 1200XL.
(nostalgia.. guess I'll go brush the dust off 'Cyborg' tonight)
-ravi
---------------------------------------------------------------------
Re: Action! Programming
Author: hr
Date: Mon, 25 Nov 1985 03:44
Date: Mon, 25 Nov 1985 03:44
19 lines
1405 bytes
1405 bytes
RE:
"..and I am still uncertain as to why the odd spacing of the lines...
...What is the advantage of Action! over BASIC, Pascal or C?..."
Spaces are ignored in ACTION! except as separators. I don't remember the
article, but sometimes these programs are scrunched to fit the magazine's
column width.
ACTION! is a compiled language designed for the Atari. It is much faster
than BASIC and probably faster than about any language other than assembler.
It also comes with a screen editor.
ACTION! has been out for a few years. Anyone who is a regular reader of
either ANTIC or ANALOG has heard of it. One of them ran a short tutorial
series on it a while back. I just wish there were more ACTION! programs
in the magazines.
harold ravlin
{ihnp4,pur-ee}!uiucdcs!uicsl!hr
Re: Action! Programming
Author: Vicious Oyster
Date: Mon, 25 Nov 1985 14:39
Date: Mon, 25 Nov 1985 14:39
15 lines
1294 bytes
1294 bytes
<eat>
The following information was given to me by the former chairman of the
local user group's languages SIG:
In order to run an program written in Action!, you have to either have the
Action! cartridge plugged in, or you have to have purchased special software
(another $99?) to tweak it into stand-alone executable mode, i.e. in order
for anyone else to run your Action! programs.
Since I don't have first-hand information on this, and haven't seen anything
about it in any other follow-ups, could somebody with an Action! package confirm
or deny this?
- Joel ({allegra,ihnp4,seismo}!uwvax!uwmacc!oyster)
Re: Action! Programming
Author: Felton.PA
Date: Tue, 26 Nov 1985 21:26
Date: Tue, 26 Nov 1985 21:26
26 lines
1902 bytes
1902 bytes
I have been using ACTION! for large programming projects for two years now and find it to be far and away the best development environment for the Atari 8-bit computers. ACTION! is a block structured langauge similar to Pascal and C. My best guess as to why Clint Parker (the creator of ACTION!) decided to invent a new language instead of using Pascal and C is that he had his own ideas about what a programming environment on an Atari computer should be like and he didn't want to compromise them for the sake of limited compatability. After all, the idea was to unleash the power of the Atari (e.g. allow assembly language control in a high level environment). This could hardly be done by porting C programs from another environment. The advantage of ACTION! over BASIC could hardly be enumerated in a short message. The primary advantages are: run time speed, structured syntax, accessability to advanced Atari features (DLI's, P/M graphics, etc.). The indentation in an ACTION! program is used purely for readability of the source code. The particular spacing for any given program is based solely on the desires of the programmer that wrote it. John Felton I have no connection with ACTION! or O.S.S. except as a happy customer.
Re: Re: Action! Programming
Author: Mark Roddy
Date: Wed, 27 Nov 1985 14:46
Date: Wed, 27 Nov 1985 14:46
20 lines
1540 bytes
1540 bytes
> <eat> > In order to run an program written in Action!, you have to either have the > Action! cartridge plugged in, or you have to have purchased special software > (another $99?) to tweak it into stand-alone executable mode, i.e. in order > for anyone else to run your Action! programs. > Right, either you need the cartridge, or the software must have been compiled with the runtime package. However, the price of the run time package wasn't $99.00. Actually, you don't need the runtime package to run software compiled with the runtime package, there is lots of PD software written in action and compiled for use by the general public. There is also some commercial stuff, such as Homepac, developed using action. It is the best 6502 development environment around, and is well worth the investment. -- Mark Roddy Net working, Just reading the news. (harvard!talcott!panda!enmasse!comm!mark)
Re: Action! Programming (long, with game included)
Author: Michael Jenkin
Date: Wed, 27 Nov 1985 16:42
Date: Wed, 27 Nov 1985 16:42
576 lines
13866 bytes
13866 bytes
>
>(Flame on)
>What is the advantage of Action! over BASIC, Pascal or C? Does it fit in one
>of these "families" of languages or is it a new one? Why we have such a
>proliferation of languages anyway? I'm still trying to learn AB,MBII and
>BXE/BXL, familiarizing myself with C, let along trying to learn Pascal and
>Action!
>(Flame off)
Action! is a compact, powerful, structured language. It can easily be
used to write sophisticated code taking advantage of specialized system
hardware. It compiles quickly, and can be used to generate stand-alone
applications.
Action! is available as a cartridge from O.S.S. The cartridge takes up
8K of user memory, but contains (I think) 24K worth of code inside.
It consists of three different programs
(1) a full screen editor.
(2) a compiler
(3) a run-time support package
In addition, O.S.S. offers a stand-alone run-time package (both for commercial
and private release), and a toolkit of useful packages. It is possible to
write very complicated programs in ACTION!. I have written both an 80
column software card in ACTION! as well as a number of graphics games.
In action it is possible to write dli, vbi, and interrupts attached to
other system timers. There are a number of bugs in the cartridge, but
they have been quite well documented in Analog magazine.
To give you an idea of the flavour and power of the machine, I have enclosed
a very simple game (the idea of which was stolen from an Analog game
which was published in 6502 code). You are a rabbit, and your job is to
pick up numbers that appear on the screen. In addition, you have a gun
which can be used to shoot the numbers (you don't get any points for them),
and to shoot at the walls which will close in on you. You will need a
joystick in port #1 to play the game.
About ACTION!. Spacing is up to you, the compiler doesn't care.
There are a number of tricks in the following code. The first CARD array is
allocated memory last, so the address of "last" will contain the
first usable memory location. This game builds its own screen and
allocates space for the display list, players, etc. Declarations
of the form
CARD x=$FFFF
declare x as a CARD (16 bit unsigned) allocated at memory location $FFFF,
while
CARD x=[$FFFF]
declares x as a CARD with initial value $FFFF. Note that routines can
be coded the same way (see SETVBV for example).
All declarations are static, and subroutines are not recursive. Code
blocks can be included (SAVETEMPS and GETTEMPS are code blocks) to allow
machine code to be included in-line. SAVETEMPS and GETTEMPS save the
ACTION! registers for interrupt routines.
;---------- cut here ------------
;*
;*
;* harvey.act - based on an Analog game
;* of the same name.
;* (c) 1985 Michael Jenkin
;*
;* compile with lower case on
;*
CARD ARRAY last(2)
BYTE ARRAY pm,misl,plr0,
plr1, plr2, plr3,dl,sline,rnum,
snum,disp,ctbl(3)=[$10 $50 $90],
vtbl(3),atbl(3),byloc(2),bxloc(2),
metro(2)=[38 41],winc(4),shotx(4),
shoty(4),sincx(4),sincy(4),
gomsg=['g 'a 'm 'e 0 0 'o 'v 'e
'r],psmsg=['p 'r 'e 's 's 0 0 's 't
'a 'r 't],RTCLOK(3)=$0012,
stblx(4)=[$01 $FF 0 0],
stbly(4)=[0 0 $01 $FF],
harlf1(12)=[0 0 $12 $0A $3C $74
$3C $1C $1E $3E $3F $7E],
harlf2(12)=[0 0 $0B $0A $3C $74
$3C $1C $1E $3E $3F $7E],
harrt1(12)=[0 0 $48 $50 $3C $2E
$3C $38 $78 $7C $FC $7E],
harrt2(12)=[0 0 $D0 $50 $3C $2E
$3C $38 $78 $7C $7C $EF],
harfr1(12)=[0 0 $42 $24 $3C $14
$3C $18 $3C $7E $7E $E7],
harfr2(12)=[0 0 $42 $24 $3C $28
$3C $18 $3C $7E $7E $E7],
hardn1(12)=[0 0 $44 $24 $3C $14
$3C $18 $3C $7E $FE $07],
hardn2(12)=[0 0 $22 $24 $3C $28
$3C $18 $3C $7E $7F $E0],
harup1(12)=[0 0 $44 $24 $3C $3C
$3C $18 $3C $66 $FE $07],
harup2(14)=[0 0 $22 $24 $3C $3C
$3C $18 $3C $66 $7F $E0 0 0],
mismsk(4)=[$03 $0C $30 $C0],
M0PF(4),HPOSM0(4)=$D004
BYTE lives,HPOSP2=$D002,HPOSP3=$D003,
harx, hary,SDMCTL=$022F,
GRACTL=$D01D,PMBASE=$D407,
COLOR2=$02C6,COLOR3=$02C7,
COLOR4=$02C8,PCOLR0=$02C0,
PCOLR1=$02C1,PCOLR2=$02C2,
PCOLR3=$02C3,strigf,tim2st,
tictoc,AUDF1=$D200,vol1,
HITCLR=$D01E,diesw,vol2,
IRQEN=$D20E,GPRIOR=$026F,
CONSOL=$D01F,VCOUNT=$D40B,
WSYNC=$D40A,COLBK=$D01A,
RANDOM=$D20A,AUDC1=$D201,
AUDC2=$D203,AUDC4=$D207,
AUDC3=$D205,poplt,popft,
P0PF=$D004,POPL=$D00C,
nsound,freq3,AUDF3=$D204,
AUDF2=$D202,ATRACT=$004D,
xtemp,ytemp,STICK0=$0278,
STRIG0=$0284,HPOSP0=$D000
CARD CDTMV1=$0218,CDTMV2=$021A,
CDTMA1=$0226,CDTMA2=$0228
CARD ARRAY pk1(11),pk2(11)
DEFINE
SAVETEMPS="[$A2 7 $B5 $A8 $48 $CA $10 $FA]",
GETTEMPS="[$A2 0 $68 $95 $A8 $E8
$E0 8 $D0 $F8]",
XITVBV="[$4C $E462]"
PROC SETVBV=$E45C(BYTE areg,xreg,yreg)
PROC DLinit()
CARD sdlist=$0230
BYTE i
BYTE POINTER k
pm = (last + $0FFF) & $F000
misl = pm + $180
plr0 = misl + $80
plr1 = plr0 + $80
plr2 = plr1 + $80
plr3 = plr2 + $80
dl = plr3 + $80
sline = dl + 24
rnum = sline + 8
snum = rnum + 8
disp = snum + 4
FOR i = 0 TO 3 DO
dl(i) = $70
OD
dl(4) = $47
dl(5) = disp & $FF
dl(6) = disp RSH 8
FOR i = 7 TO 15 DO
dl(i) = $07
OD
dl(16) = $70
dl(17) = $70
dl(18) = $46
dl(19) = sline & $FF
dl(20) = sline RSH 8
dl(21) = $41
dl(22) = dl & $FF
dl(23) = dl RSH 8
SDLIST = dl
k = "RABBITS:3 SCORE:0000"
FOR i = 0 TO 19 DO
k ==+ 1
sline(i) = k^ + $A0
OD
Zero(disp,200)
RETURN
PROC pkinit()
pk1(0) = harrt1
pk1(1) = harrt1
pk1(2) = harrt1
pk1(3) = 0
pk1(4) = harlf1
pk1(5) = harlf1
pk1(6) = harlf1
pk1(7) = 0
pk1(8) = hardn1
pk1(9) = harup1
pk1(10)= harfr1
pk2(3) = 0
pk2(0) = harrt2
pk2(1) = harrt2
pk2(2) = harrt2
pk2(3) = 0
pk2(4) = harlf2
pk2(5) = harlf2
pk2(6) = harlf2
pk2(7) = 0
pk2(8) = hardn2
pk2(9) = harup2
pk2(10)= harfr2
RETURN
PROC Putnum(BYTE n)
BYTE x, y, RANDOM=$D20A
DO
x = RANDOM
IF x < 200 AND disp(x) = 0 THEN
EXIT
FI
OD
DO
y = RANDOM & $0F
IF y < 10 THEN
EXIT
FI
OD
disp(x) = y % ctbl(n)
atbl(n) = x
vtbl(n) = y
RETURN
PROC Eranum(BYTE n)
BYTE x
x = atbl(n)
disp(x) = 0
RETURN
PROC vbgmovr()
BYTE n
BYTE POINTER j
AUDC1 = 0
AUDC2 = 0
AUDC3 = 0
AUDC4 = 0
CDTMV1 = 0
CDTMV2 = 0
j = gomsg
FOR n = 0 TO 9 DO
disp(85+n) = j^
j ==+ 1
OD
j = psmsg
FOR n = 0 TO 11 DO
disp(144+n) = j^
j ==+ 1
OD
RETURN
PROC vbwalls()
IF winc(0) <> 0 THEN
winc(0) ==- 1
IF byloc(0) > 30 THEN
byloc(0) ==- 1
FI
FI
IF winc(1) <> 0 THEN
winc(1) ==- 1
IF byloc(1) <= 204 THEN
byloc(1) ==+ 1
FI
FI
IF winc(2) <> 0 THEN
winc(2) ==- 1
HPOSP2 = bxloc(0)
IF bxloc(0) > 39 THEN
bxloc(0) ==- 1
FI
FI
IF winc(3) <> 0 THEN
winc(3) ==- 1
HPOSP3 = bxloc(1)
IF bxloc(1) < 208 THEN
bxloc(1) ==+ 1
FI
FI
RETURN
PROC vbplayer()
BYTE d,x
CARD pic
xtemp = 0
ytemp = 0
IF STICK0 <> $0F AND
(RTCLOK(2) & $07) <> 0 THEN
AUDF2 = $10
VOL2 = $04
FI
d = STICK0 - 5
IF (RTCLOK(2) RSH 3 & 1) = 1 THEN
pic = pk1(d)
ELSE
pic = pk2(d)
FI
d = STICK0
FOR x = 0 TO 3 DO
IF (d & 1) = 0 THEN
xtemp = stblx(3-x)
ytemp = stbly(3-x)
FI
d = d RSH 1
OD
IF POPLT = $0C THEN
rnum(0) ==- 1
lives ==- 1
diesw ==+ 1
FI
IF (POPLT & $04) <> 0 THEN
harx ==+ 1
xtemp = 0
FI
IF (POPLT & $08) <> 0 THEN
harx ==- 1
xtemp = 0
FI
IF (byloc(0) + 2) RSH 1 = hary THEN
rnum(0) ==- 1
lives ==- 1
diesw ==+ 1
FI
IF (hary + 10) * 2 = byloc(1) THEN
rnum(0) ==- 1
lives ==- 1
diesw ==+ 1
FI
harx ==+ xtemp
HPOSP0 = harx
hary ==+ ytemp
MoveBlock(plr0+hary,pic,14)
RETURN
PROC vbgun()
BYTE t,x,n,shots=[0]
t = strigf
strigf = STRIG0
IF strigf = 0 AND
(xtemp % ytemp) <> 0 THEN
FREQ3 = $40
AUDC3 = $04
shots ==+ 1
x = shots & 3
sincx(x) = xtemp * 2
sincy(x) = ytemp * 2
shotx(x) = harx + 3
shoty(x) = hary + 8
FI
Zero(misl,$80)
FOR x = 0 TO 3 DO
IF (sincx(x) % sincy(x)) <> 0 THEN
shoty(x) ==+ sincy(x)
IF shoty(x)*2+2 >= byloc(1) THEN
sincx(x) = 0
sincy(x) = 0
winc(1) ==+ 8
FI
IF shoty(x)*2-10 <= byloc(0) THEN
sincx(x) = 0
sincy(x) = 0
winc(0) ==+ 8
FI
t = shoty(x)
misl(t) ==% mismsk(x)
misl(t+1) ==% mismsk(x)
t = M0PF(x)
n = 0
DO
IF (t&1) = 1 THEN
eranum(n)
putnum(n)
EXIT
FI
t = t RSH 1
N ==+ 1
IF N = 4 THEN
EXIT
FI
OD
shotx(x) ==+ sincx(x)
HPOSM0(x) = shotx(x)
IF shotx(x) >= bxloc(1) THEN
sincx(x) = 0
sincy(x) = 0
winc(3) ==+ 8
FI
IF shotx(x)-6 <= bxloc(0) THEN
sincx(x) = 0
sincy(x) = 0
winc(2) ==+ 8
FI
FI
OD
t = 0
FOR x = 0 TO 3 DO
t ==% sincx(x) % sincy(x)
OD
IF t = 0 THEN
AUDC3 = 0
FI
FOR t = 0 TO 2 DO
IF P0PF RSH 1 = 1 THEN
eranum(t)
x = vtbl(t)
putnum(t)
n = 3
snum(n) ==+ x
DO
IF snum(n) > '9 +$A0 THEN
snum(n) = '0 +$A0
IF n = 0 THEN
EXIT
ELSE
n ==- 1
FI
ELSE
EXIT
FI
OD
FI
OD
RETURN
PROC vb()
BYTE n
SAVETEMPS
IF diesw <> 0 AND lives = 0 THEN
vbgmovr()
GETTEMPS
XITVBV
FI
poplt = POPL
popft = P0PF
IF nsound > 0 THEN
nsound ==- 1
AUDC4 = (nsound RSH 1) % $A0
FI
IF vol1 > 0 THEN
vol1 ==- 1
AUDC1 = vol1 % $C0
FI
IF vol2 > 0 THEN
vol2 ==- 1
AUDC2 = vol2 % $80
FI
freq3 = freq3 * 4
AUDF3 = freq3
IF diesw <> 0 THEN
diesw ==+ 1
PCOLR0 ==+ 2
AUDF2 = PCOLR0 * 8
AUDC2 = $88
GETTEMPS
XITVBV
FI
vbwalls()
ATRACT = 0
vbplayer()
vbgun()
HITCLR = 0
GETTEMPS
XITVBV
PROC t1()
SAVETEMPS
IF tim2st <> 2 THEN
tim2st ==- 1
FI
CDTMV1 = 256
rnum(0) = vtbl(0) + $A0
GETTEMPS
RETURN
PROC t2()
SAVETEMPS
CDTMV2 = tim2st
byloc(0) ==+ 1
byloc(1) ==- 1
bxloc(0) ==+ 1
HPOSP2 = bxloc(0)
bxloc(1) ==- 1
HPOSP3 = bxloc(1)
tictoc ==! 1
AUDF1 = metro(tictoc)
vol1 = $08
GETTEMPS
RETURN
PROC init()
BYTE i, GPRIOR = $026F
rnum(0) = '3+$A0
lives = 3
FOR i = 0 TO 3 DO
snum(i) = '0+$A0
OD
FOR i = 0 TO 2 DO
putnum(i)
OD
Zero(disp,200)
RETURN
PROC play()
BYTE i
GPRIOR = $04
byloc(0) = 40
byloc(1) = 196
bxloc(0) = 60
bxloc(1) = 184
HPOSP2 = 60
HPOSP3 = 184
harx = 122
hary = 55
SDMCTL = $2E
GRACTL = 3
PMBASE = pm RSH 8
COLOR2 = $96
COLOR3 = $48
PCOLR0 = $18
PCOLR1 = $98
PCOLR2 = $34
PCOLR3 = $C4
strigf = 1
SETVBV(7,VB RSH 8, VB & $FF)
CDTMA1 = t1
CDTMA2 = t2
CDTMV1 = 256
HITCLR = 0
diesw = 0
tictoc = 0
vol1 = 0
vol2 = 0
IRQEN = 0
FOR i = 0 TO 2 DO
winc(i) = 0
shotx(i) = 0
shoty(i) = 0
sincx(i) = 0
sincy(i) = 0
OD
Zero(plr0,$80)
Zero(plr1,$80)
SetBlock(plr2,$0080,$FF)
SetBlock(plr3,$0080,$FF)
RETURN
PROC MAIN()
BYTE i=[0],a,b,n
BYTE ARRAY grp2(4)=$D00F
pkinit()
DLINIT()
init()
play()
DO
i = (i + 1) & 1
a = byloc(i) RSH 1
b = byloc(i) & 1
WHILE VCOUNT <> a DO OD
IF b = 1 THEN
WSYNC = 1
FI
COLBK = RANDOM & $F6
FOR n = 0 TO 9 DO
grp2(i) = 0
WSYNC = 1
COLBK = RANDOM & $F6
OD
COLBK = COLOR4
IF (consol & 1) = 0 THEN
DLINIT()
init()
play()
ELSEIF lives <> 0 AND diesw <> 0 THEN
play()
FI
OD
RETURN
--
--
Michael Jenkin University of Toronto
USENET: {decvax,ihnp4,allegra}!utcsri!utai!jenkin
CSNET: jenkin@Toronto
BELL: 416-978-7321
Re: Action! Programming
Author: Paul van de Graaf
Date: Thu, 28 Nov 1985 11:15
Date: Thu, 28 Nov 1985 11:15
18 lines
1709 bytes
1709 bytes
In article <1731@uwmacc.UUCP> oyster@uwmacc.UUCP (Vicious Oyster) writes: > In order to run an program written in Action!, you have to either have the >Action! cartridge plugged in, or you have to have purchased special software >(another $99?) to tweak it into stand-alone executable mode, i.e. in order >for anyone else to run your Action! programs. > >... [C]ould somebody with an Action! package confirm or deny this? Yes, you either need the cartridge or the run-time package (~ $30.00). I'm working on a program in Action! which adds the run-time package copied from your cartridge to the end of an Action! executable, and patches all the calls to the run-time library. This project has a somewhat low priority, but I should get it finished by the end of the year. I'll either put it in the public domain, or sell it to Analog. Don't see how you could have come up with a price of $99 for the Action! cartridge, I got mine for $59.00. Shop around! Paul van de Graaf sdcsvax!sdcc7!ln63fkn U. C. San Diego
Thread Navigation
This is a paginated view of messages in the thread with full content displayed inline.
Messages are displayed in chronological order, with the original post highlighted in green.
Use pagination controls to navigate through all messages in large threads.
Back to All Threads