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https://github.com/stevenhowes/TheEscape.git
synced 2026-05-26 15:53:26 +01:00
Start of experimenting with music
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@@ -2,4 +2,5 @@ Set TheEscape$Dir <Obey$Dir>
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IconSprites <TheEscape$Dir>.!Sprites
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WimpSlot -min 512k -max 512k
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Dir <TheEscape$Dir>
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Run <TheEscape$Dir>.!Run_Intro
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Run <TheEscape$Dir>.!RunImage
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Binary file not shown.
@@ -22,19 +22,8 @@ END
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DEF PROCtitle
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CLS
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PROCdraw_sprite("intro_25",320,256)
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KEY$ = GET$
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REMIF KEY$ = "1" THEN
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REM SCREENMODE% = 32
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REMENDIF
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IF KEY$ = "2" THEN
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SCREENMODE% = 28
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ENDIF
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IF SCREENMODE% = 4 THEN
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PROCtitle
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ENDIF
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ENDPROC
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DEF PROCinitial_gfx_setup
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@@ -403,7 +392,7 @@ DEF PROCrespawn_enemy(Enemy%)
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EnemyCollideForce%(Enemy%) = 1000
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EnemyExplodeNextFrame%(Enemy%) = 0
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EnemyNextFire%(Enemy%) = Cents%
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EnemyFireInterval%(Enemy%) = 100
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EnemyFireInterval%(Enemy%) = 200
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IF EnemyHitboxID%(Enemy%) = 1 THEN
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EnemySprites$(Enemy%) = "durno_ship2"
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@@ -426,7 +415,7 @@ ENDPROC
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DEF PROCspecks_move
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REM Specks / stars
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FOR Speck%=0 TO 49
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SpeckLocations%(Speck%,Y) = SpeckLocations%(Speck%,Y) - ((Cents% - LastCents%) * 10
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SpeckLocations%(Speck%,Y) = SpeckLocations%(Speck%,Y) - ((Cents% - LastCents%) * 2)
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IF SpeckLocations%(Speck%,Y) < 0 THEN
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SpeckLocations%(Speck%,Y) = SCREENGFXHEIGHT%
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SpeckLocations%(Speck%,X) = RND(SCREENGFXWIDTH%)
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@@ -0,0 +1,66 @@
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MODE 4
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OFF
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CLS
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sprite_area% = FNload_sprites("Spr")
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PROCdraw_sprite("intro_25",320,256)
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SOUND ON
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VOICES 4
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VOICE 1,"WaveSynth-Beep"
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VOICE 2,"WaveSynth-Beep"
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VOICE 3,"WaveSynth-Beep"
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VOICE 4,"WaveSynth-Beep"
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SOUND 1,-10,189,200
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SOUND 2,-10,141,200
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SOUND 3,-10,169,200,200
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SOUND 4,-10,121,200,200
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SOUND 1,-10,133,200,400
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SOUND 2,-10,181,200,400
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SOUND 3,-10,149,200,600
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SOUND 4,-10,101,200,600
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SOUND 1,-10,93,200,825
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SOUND 2,-10,141,200,825
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SOUND 3,-10,73,200,1025
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SOUND 4,-10,85,200,1225
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SOUND 1,-10,53,200,1425
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PROCdelay(1700)
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PRINT "Press any key"
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A = INKEY(1000)
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END
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REM Delay routine - thanks Sophie
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DEF PROCdelay(n)
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T%=TIME+n:REPEAT UNTIL TIME > T%
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ENDPROC
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REM Shorthand for sprite drawing SWI
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DEF PROCdraw_sprite(name$,x%,y%)
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SYS "OS_SpriteOp",34+256,sprite_area%,name$,x%,y%,8
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ENDPROC
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REM Loads sprite file - stolen off a forum somewhere
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DEF FNload_sprites(sprite_file$)
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LOCAL length%, area_ptr%
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SYS "OS_File",13,sprite_file$ TO ,,,,length%
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DIM area_ptr% length%+4-1
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area_ptr%!0 = length%+4
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area_ptr%!4 = 16
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SYS "OS_SpriteOp",9+256,area_ptr%
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SYS "OS_SpriteOp",10+256,area_ptr%,sprite_file$
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=area_ptr%
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