Commodore_Power-Play_1983_Issue_07_V2_N04_Winter

Page 118

programs

Musical Mosaic for the Uncxpanded VIC 20 by W. Anne Phillips

5 REM SET VALUES FOR P AND K FOR DIFFERENT

MEMORY CONFIG

URATIONS

10 P=256*PEEK(648):S2=36875:POKE S2+4,76:POKE S2+3,15 19

:K=30720:IF PEEK(648)=16 THEN K=33792 REM SET VALUES FOR MUSICAL NOTES

20 T(l)=191:T(2)=195:T(3)=201:T(4)=207:T(5)=209:T(6)=215 :T(7)=219:T(8)=223:T(9)=225

30 T(10)=228:T(0)=0:GOSUB 200:POKE S2+4,8:PRINT"[CLEAR]" 39

REM CHOOSE

40 49 50 59

X=INT(RND(1)*11):Y=INT(RND(1)*11):IF Y<X THEN 40 REM CHOOSE CHARACTER AND COLOR M=INT(RND(1)*2)*128+127:C=INT(RND(1)*8) REM CALCULATE LOCATIONS OF REFLECTIONS OF CHOSEN LOCAT

SCREEN

LOCATION

60

P(1)=P+22*Y+X:P(2)=P+22*X+Y:P(3)=P+22*X+21-Y

ION

70

:P(4)=P+22*Y+21-X P(5)=P+22*(21-Y)+21-X:P(6)=P+22*(21-XJ+21-Y :P(7)=P+22*(21-X)+Y:P(8)=P+22*(21-Y)+X REM CALCULATE CORRECT CHARACTER FOR THAT LOCATION FOR 1=1 TO 6:M(I)=-(M=127)*255-(M=255)*127:M(I+2)=M

75

NEXT

79

REM

80

IF

89

REM

90

POKE

65 69

:IF

1=2

THEN

CUT

CORNERS

X+Y<5 MAKE

100

REM

THEN

OFF

FOR

SOUND

AND

S2,T(Y):POKE

:POKE 99

1=4

TO

DRAW

8:M(I)=32:NEXT CHARACTER

S2+1,T(Y):FOR

1=1

TO

8:POKE

P(I)+K,C

P(I),M(I):NEXT

SEE

GET

DESIGN

1=1

IF A$:IF

ANY

FUNCTION KEY A$=CHR$(133)THEN

HAS BEEN PRESSED B=INT(RND(1)*8)

120

:POKE S2+4,17*B+8:REM CHANGE COLOR IF Fl IF A$=CHR$(134)THEN S = -(S = 0) :POKE S2 + 3 ,-15*(S = 0) :REM CHANGE SOUND MODE IF F3 IF A$=CHR$(135)THEN PRINT"[CLEAR]"

130

IF A$=CHR$(136)THEN

110

:REM :REM

CLEAR

SCREEN

FREEZE

IF

S2,0:POKE

S2+1,0:GOTO

150

IF F7

140 150

GOTO 40 GET A$:IF

160

IF A$=CHR$(136)THEN

170

GOTO

116

F5

POKE

A$=""THEN

150

COMMODORE: POWER/PLAY Winter 1983

150

40:REM

UNFREEZE

IF

Fl

HIT AGAIN


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