This page (revision-5) was last changed on 03-Feb-2023 15:21 by Gromit 

This page was created on 08-Feb-2011 14:07 by Gromit

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Version Date Modified Size Author Changes ... Change note
5 03-Feb-2023 15:21 13 KB Gromit to previous
4 15-Feb-2011 10:31 13 KB Gromit to previous | to last
3 09-Feb-2011 16:09 13 KB Gromit to previous | to last
2 08-Feb-2011 20:34 207 bytes Gromit to previous | to last
1 08-Feb-2011 14:07 163 bytes Gromit to last

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At line 11 changed one line
Not long after I had that thought I discovered, to my amusement, that someone had beaten me to it. The friendly folks at __ANALOG Computing__ told me one day that a certain David Plotkin had submitted a little ditty called __[Bounce in Action!|Bounce in ACTION]__, which later appeared in issue 20.
Not long after I had that thought I discovered, to my amusement, that someone had beaten me to it. The friendly folks at __ANALOG Computing__ told me one day that a certain David Plotkin had submitted a little ditty called __Bounce in Action!__, which later appeared in issue 20.
At line 13 changed one line
However, David's idea of a better __Bounce__ program was different from mine. His improvements consisted of adding GTIA color and, of course, speed (with Action!) to the original design. I ''enjoyed'' playing with David's program, and I was ''pleased'' that someone else was as enthusiastic about __Bounce__ as I was. . .I simply had another idea that had to be tried.
However, David's idea of a better __Bounce__ program was different from mine. His improvements consisted of adding GTIA color and, of course, speed (with Action!) to the original design. I #enjoyed# playing with David's program, and I was #pleased# that someone else was as enthusiastic about __Bounce__ as I was. . .I simply had another idea that had to be tried.
At line 17 changed one line
First there was __Bounce__, then __Bounce in Action!__, and now I give you __More Fun with Bounce__ (__MFB__ for short).
First there was __Bounce__, then __Bounce in Action!__, and now I give you __More Fun with Bounce (MFB__ for short).
At line 21 changed one line
I had other upgrading in mind, too. Tops on the list was user-friendliness. __MFB__ lets you move the cursor around freely without upsetting the walls or the discs already laid down. Drawing or erasing occurs only when your joystick trigger is held down. To switch between the two functions (drawing: and erasing). simply hit the SPACE BAR.
l had other upgrading in mind, too. Tops on the list was user-friendliness. __MFB__ lets you move the cursor around freely without upsetting the walls or the discs already laid down. Drawing or erasing occurs only when your joystick trigger is held down. To switch between the two functions (drawing: and erasing). simply hit the SPACE BAR.
At line 25 changed one line
Laying down the spheres is simplicity itself. just hit the B key. A disc appears at the cursor’s position, while the cursor itself moves to the right (so you can keep laying down more). Note that—when drawing, erasing. moving or placing balls— the cursor performs automatic wraparound should it go off the edge of the screen.
Laying down the spheres is simplicity itself. just hit the #B# key. A disc appears at the cursor’s position, while the cursor itself moves to the right (so you can keep laying down more). Note that—when drawing, erasing. moving or placing balls— the cursor performs automatic wraparound should it go off the edge of the screen.
At line 39 changed one line
An improvement I've always wanted to add to __Bounce__ is to give the user some direct control over the bouncing sphere. ln __MFB__, this feature exists and is called "nudging". When you hit the N key, the ball that the sound focus is on gets nudged. The effect of this is distinct, yet simple — it causes the ball to react as if a vertical wall were momentarily placed directly ahead of it. Essentially, the ball bounces off of a ghost wall.
An improvement I've always wanted to add to __Bounce__ is to give the user some direct control over the bouncing sphere. ln __MFB__, this feature exists and is called “nudging". When you hit the N key, the ball that the sound focus is on gets nudged. The effect of this is distinct, yet simple — it causes the ball to react as if a vertical wall were momentarily placed directly ahead of it. Essentially, the ball bounces off of a ghost wall.
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& mask2(x & 3))
& mask2(x & 3)
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plot5(i,y,c)
plot5(x,i,c)
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FOR i = 1 TO p DO
FOR i = 0 TO p DO
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BYTE g,a,b
BYTE i,a,b
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Plot(a,b)
plot(a,b)
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Plot(a,b)
plot(a,b)
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Plot(a,b)
plot(a,b)
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PROC colburst(BYTE x,y)
BYTE g,c,a
PROD colburst(BYTE x,y)
BYIE g,c,a
At line 160 changed one line
g=g+128
g==+128
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Plot(x,a)
plot(x,a)
At line 181 removed one line
At line 191 changed one line
Plot(x,b)
plot(x,b)
At line 194 changed one line
Plot(x,b)
plot(x,b)
At line 208 changed 2 lines
Plot(a,b)
h=Locate(a+1,b-1)
plot(a,b)
g=Locate(a+1,b+1)
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Plot(a,b)
plot(a,b)
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Plot(a,b)
plot(a,b)
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PROC bar()
PROC foo()
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FOR x=0 TO 12 DO
f16(12-x,10)
FOR x=0 TO 12 D0
f16(12—x,10)
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FOR x=0 TO 12 DO
FOR x=0 TO 12 D0
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FOR x=0 TO 12 DO
FOR x=0 TO 12 D0
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bar()
foo()
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bar()
foo()
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bar()
foo()
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bar()
foo()
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PROC drawdoc()
PROD drawdoc()
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At line 289 added one line
At line 293 removed one line
At line 296 changed one line
g=Locate5(a,b)
g=Locate(x,y)
At line 304 removed 8 lines
g=Locate5(a,39-b)
IF (g=2 OR CH>28) AND g>1 THEN
plot5(a,39-b,0)
Sound(0,b,6,4)
IF CH=28 THEN
pauz(300)
FI
FI
At line 313 changed one line
Sound(0,0,0,0)
SndRst()
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BYTE g,STIK=632,TRIG=644, vol
BYTE ARRAY v=[2 2 2 0 2 1 1 1 0 2 0
BYTE g;STIK=632,TRIG=644, vol
BYTE ARRAY v[2 2 2 0 2 1 1 1 0 2 0
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IF STIK<15 OR bflag=1 THEN
IF STIK(15 OR bflag=1 THEN
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cyd=v(((STIK-5) LSH 1) % 1)-1
cyd=v(((STIK-5) LSH 1} % 1)-1
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IF yc>38 THEN
IF yc>88 THEN
At line 358 changed one line
plot5(xc,yc,1)
plo15(xc,yc,1)
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Sound(0,0,0,0)
Sndrst()
At line 375 changed 2 lines
BYTE FUNC number()
BYTE n,v
BYTE FUNC nunber()
BYTE b,v
At line 379 changed one line
Open(2,"K:",4,1)
0pen(2,"K:",4,1)
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IF n>47 AND n<58 THEN
IF N>47 AND n<58 THEN
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SndRst()
Sndrst()
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IF CH=33 THEN
IF CH=33 IHEI
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plot5(xc,yc,2)
plot5(xc.yc.2)
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movecursor(0)
movecursor(1)
At line 464 changed one line
PROC ballinit()
PRDB ballinit()
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plot5(xx(n),yy(n),0)
plot5(xx(n),yy(n),1)
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pa=locate5(xx(n)+xd(n)-1,yy(n))
pa=1ocate5(xx(n)+xd(n)-1,yy(n))
At line 499 changed 2 lines
Sound(0,170-((38-dist) LSH 2),10,8)
Sound(1,((38-dist) LSH 2),10,8)
Sound(0, 170-((38-dist) LSH 2),10,8)
Sound(1, ((38-dist) LSH 2),10,8)
At line 525 changed one line
yd(n)=2-yd(n)
yd(n)=2—yd(n)
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IF num THEN
IF num TNEN
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audball=0
audball=1
At line 570 changed one line
ballspeed=n*n*100
ballspeed=n+n+100
At line 580 changed one line
IF TIME THEN
IF TINE THEN
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UNTIL CONSOL=6
UNTIL CON UL15