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Chessboard Attack + Source code - Printable Version

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Chessboard Attack + Source code - LCD - 2011-07-17

"Chessboard Attack" is finally out. You can download it from my website or WOS now.
[Image: cba_shot.png]
<!-- m --><a class="postlink" href="http://www.worldofspectrum.org/infoseekid.cgi?id=0026121">http://www.worldofspectrum.org/infoseek ... id=0026121</a><!-- m -->
If someone want to peek at the code:
(Please note, song was linked externaly, so it os not included here)
Code:
' Chessboard Attack (c) 2011 By LCD, written using BorIDE, Retro-X and ZXBC ' Based on my "Blind King" unfinished game dim x,y,x1,y1,col,a,scan,posx,posy,xpos,ypos,white,black,px,py,orgx,orgy,won,sets as ubyte dim counter,figures,lives,oldtime,maxtime,multiplier as integer dim key$ as string dim scr,adr,score,actual as uinteger function Lset(strg$ as string,fill$ as string,length as Ubyte) as string while len(strg$)<length strg$=fill$+strg$ wend return strg$ end function FUNCTION attrAddress(x as uByte, y as uByte) as uInteger ';; This function returns the memory address of the Character Position ';; x,y in the attribute screen memory. ';; Adapted from code by Jonathan Cauldwell - Adapted for ZX BASiC by Britlion from Na_TH_AN's fourspriter asm ld a,(IX+7) ;ypos rrca rrca rrca ;' Multiply by 32 ld l,a ;' Pass to L and 3 ;' Mask with 00000011 add a,88 ;' 88 * 256 = 22528 - start of attributes. ld h,a ;' Put it in the High Byte ld a,l ;' We get y value *32 and 224 ;' Mask with 11100000 ld l,a ;' Put it in L ld a,(IX+5) ;' xpos add a,l ;' Add it to the Low byte ld l,a ;' Put it back in L, and we're done. HL=Address. end asm y=y x=x END FUNCTION FUNCTION scrAddress(x as uByte, y as uByte) as Uinteger asm ;' This fn returns the address into HL of the screen address ;' x,y in character grid notation. ;' Original code was extracted by BloodBaz - Adapted for ZX BASiC by Britlion from Na_TH_AN's fourspriter ; x Arrives in A, y is in stack. and 31 ld l,a ld a,(IX+7) ; Y value ld d,a and 24 add a,64 ld h,a ld a,d and 7 rrca rrca rrca or l ld l,a end asm y=y:x=x END FUNCTION sub putblock(x as Ubyte,y as ubyte,wid as ubyte,hgt as ubyte,adr as Uinteger) dim scr,attribute as Uinteger dim y1 as Ubyte dim a as Ubyte poke uinteger @putblock1+7,wid poke uinteger @putblock2+7,wid for y1=0 to hgt-1 scr=scrAddress(x,y+y1) for a=0 to 7 poke uinteger @putblock1+1,adr poke uinteger @putblock1+4,scr putblock1: asm ld hl,1 ld de,2 ld bc,3 ldir end asm adr=adr+wid scr=scr+256 next a next y1 attribute=attrAddress(x,y) for y1=0 to hgt-1 poke uinteger @putblock2+1,adr poke uinteger @putblock2+4,attribute adr=adr+wid attribute=attribute+32 putblock2: asm ld hl,4 ld de,5 ld bc,6 ldir end asm next y1 End sub function ScanField(x as integer,y as integer,mask as ubyte) as ubyte dim result as ubyte dim adr as uinteger if x>=0 and x<8 and y>=0 and y<8 then adr=@chessboard+(y*8)+x result=peek adr&mask end if return result end function sub SetField(x as uinteger,y as uinteger,fig as ubyte) dim adr as uinteger adr=@chessboard+(y<<3)+x poke adr,(peek adr)|fig end sub sub PutField(x as uinteger,y as uinteger,fig as ubyte) 'Not BORedwith figure poke @chessboard+x+(y<<3),fig end sub function ScanDiagonal(x as integer,y as integer) as ubyte 'This scans diagonal fields from x,y until figure or end of field for queen or bishop dim dist,f1,f2,f3,f4,d as Integer dim hidden,result as ubyte dist=1:f1=0:hidden=0:result=0 while dist<8 and hidden=0 d=ScanField(x-dist,y-dist,7) if d=0 then dist=dist+1 elseif d=5 then f1=16:hidden=1 elseif d=4 then f1=8:hidden=1 else hidden=1 end If wend result=result bor f1 dist=1:f2=0:hidden=0 while dist<8 and hidden=0 d=ScanField(x+dist,y+dist,7) if d=0 then dist=dist+1 elseif d=5 then f2=16:hidden=1 elseif d=4 then f2=8:hidden=1 else hidden=1 end If wend result=result bor f2 dist=1:f3=0:hidden=0 while dist<8 and hidden=0 d=ScanField(x+dist,y-dist,7) if d=0 then dist=dist+1 elseif d=5 then f3=16:hidden=1 elseif d=4 then f3=8:hidden=1 else hidden=1 end If wend result=result bor f3 dist=1:f4=0:hidden=0 while dist<8 and hidden=0 d=ScanField(x-dist,y+dist,7) if d=0 then dist=dist+1 elseif d=5 then f4=16:hidden=1 elseif d=4 then f4=8:hidden=1 else hidden=1 end If wend result=result bor f4 return result end Function function ScanStraight(x as integer,y as integer) as ubyte 'This scans straight fields until figure or end of field for queen or rook dim dist,f1,f2,f3,f4,d as integer dim hidden,result as ubyte dist=1:f1=0:hidden=0:result=0 while dist<8 and hidden=0 d=ScanField(x-dist,y,7) if d=0 then dist=dist+1 elseif d=5 then f1=16:hidden=1 elseif d=2 then f1=2:hidden=1 else hidden=1 end If wend result=result bor f1 dist=1:f2=0:hidden=0 while dist<8 and hidden=0 d=ScanField(x+dist,y,7) if d=0 then dist=dist+1 elseif d=5 then f2=16:hidden=1 elseif d=2 then f2=2:hidden=1 else hidden=1 end If wend result=result bor f2 dist=1:f3=0:hidden=0 while dist<8 and hidden=0 d=ScanField(x,y-dist,7) if d=0 then dist=dist+1 elseif d=5 then f3=16:hidden=1 elseif d=2 then f3=2:hidden=1 else hidden=1 end If wend result=result bor f3 dist=1:f4=0:hidden=0 while dist<8 and hidden=0 d=ScanField(x,y+dist,7) if d=0 then dist=dist+1 elseif d=5 then f4=16:hidden=1 elseif d=2 then f4=2:hidden=1 else hidden=1 end If wend result=result bor f4 return result end Function function ScanNear(x as ubyte,y as ubyte) as ubyte 'This scans next fields of x,y until figure for king or pawn dim result as ubyte if ScanField(x-1,y-1,7)=1 or ScanField(x+1,y-1,7)=1 then result=1:end if if ScanField(x-1,y-1,7)=6 or ScanField(x,y-1,7)=6 or ScanField(x+1,y-1,7)=6 or ScanField(x-1,y,7)=6 or ScanField(x+1,y,7)=6 or ScanField(x-1,y+1,7)=6 or ScanField(x,y+1,7)=6 or ScanField(x+1,y+1,7)=6 then result=result bor 32:end if return result end Function function ScanKnight(x as ubyte,y as ubyte) as ubyte 'This scans field x,y if attacked by knight dim result as ubyte if ScanField(x-1,y-2,7)=3 or ScanField(x+1,y-2,7)=3 or ScanField(x-1,y+2,7)=3 or ScanField(x+1,y+2,7)=3 or ScanField(x-2,y-1,7)=3 or ScanField(x+2,y-1,7)=3 or ScanField(x-2,y+1,7)=3 or ScanField(x+2,y+1,7)=3 then result=4:end if return result end Function function ScanFields(x as ubyte,y as ubyte) as ubyte dim scan,fig1,fig2,fig3,fig4,fig5,fig6 as ubyte scan=ScanNear(x,y) fig1=scan band 1 fig6=scan band 32 scan=ScanKnight(x,y) fig3=scan band 4 scan=ScanStraight(x,y)|ScanDiagonal(x,y) fig2=scan band 2 fig4=scan band 8 fig5=scan band 16 if fig1 then print at 2,25;"\APawn";:else print at 2,25;" ";:end If if fig2 then print at 3,25;"\BRook";:else print at 3,25;" ";:end If if fig3 then print at 4,25;"\CKnight";:else print at 4,25;" ";:end If if fig4 then print at 5,25;"\DBishop";:else print at 5,25;" ";:end If if fig5 then print at 6,25;"\EQueen";:else print at 6,25;" ";:end If if fig6 then print at 7,25;"\FKing";:else print at 7,25;" ";:end If end Function sub ScoreBoard() print at 0,24;"\{p1}\{b1}\{i7}Attacked"; print at 8,24;"\{p2}\{i7}\{b1}Pieces: "; print at 11,24;"\{p4}\{i7}\{b1} Lifes: "; print at 14,24;"\{p6}\{i0}\{b1} Time: "; print at 17,24;"\{p3}\{i7}\{b1} Score: "; end sub sub waitnokey() while inkey$<>"" wend end sub sub DisplaySinglePiece(x as ubyte,y as ubyte) dim scan,a,x1,y1,white,black as ubyte scan=ScanField(x,y,255) a=scan band 7 x1=x*3 y1=y*3 white=scan band 32 black=scan band 64 if scan band 128 then putblock(x1,y1,3,3,@HiddenGFX) elseif a=1 and white then putblock(x1,y1,3,3,@PawnGFX1) elseif a=1 and black then putblock(x1,y1,3,3,@PawnGFX2) elseif a=2 and white then putblock(x1,y1,3,3,@TowerGFX1) elseif a=2 and black then putblock(x1,y1,3,3,@TowerGFX2) elseif a=3 and white then putblock(x1,y1,3,3,@KnightGFX1) elseif a=3 and black then putblock(x1,y1,3,3,@KnightGFX2) elseif a=4 and white then putblock(x1,y1,3,3,@LaeuferGFX1) elseif a=4 and black then putblock(x1,y1,3,3,@LaeuferGFX2) elseif a=5 and white then putblock(x1,y1,3,3,@QueenGFX1) elseif a=5 and black then putblock(x1,y1,3,3,@QueenGFX2) elseif a=6 and white then putblock(x1,y1,3,3,@KingGFX1) elseif a=6 and black then putblock(x1,y1,3,3,@KingGFX2) end if end sub sub ShowPieces() dim x,y as ubyte for y=0 to 7 for x=0 to 7 DisplaySinglePiece(x,y) next x next y end sub sub AttrSquare(x as ubyte,y as ubyte,col as ubyte) dim adr as uinteger adr=attrAddress(x*3,y*3) poke adr,col:poke adr+1,col:poke adr+2,col poke adr+32,col:poke adr+33,col:poke adr+34,col poke adr+64,col:poke adr+65,col:poke adr+66,col end sub sub StoreAttr(x as ubyte,y as ubyte) dim adr,adr1 as uinteger adr=attrAddress(x*3,y*3) adr1=@Attrbuffer poke adr1,peek adr:poke uinteger adr1+1,peek (uinteger,adr+1) poke adr1+3,peek (adr+32):poke uinteger adr1+4,peek (uinteger,adr+33) poke adr1+6,peek (adr+64):poke uinteger adr1+7,peek (uinteger,adr+65) end sub sub RestoreAttr(x as ubyte,y as ubyte) dim adr,adr1 as uinteger adr=@Attrbuffer adr1=attrAddress(x*3,y*3) poke adr1,peek adr:poke uinteger adr1+1,peek (uinteger,adr+1) poke adr1+32,peek (adr+3):poke uinteger adr1+33,peek (uinteger,adr+4) poke adr1+64,peek (adr+6):poke uinteger adr1+65,peek (uinteger,adr+7) end sub sub EmptyField(x as ubyte,y as ubyte) dim scan as ubyte dim adr as uinteger scan=ScanField(x,y,127) if scan & 32 then adr=@EmptyGFX1 elseif scan & 64 then adr=@EmptyGFX2 end if putblock(x*3,y*3,3,3,adr) PutField(x,y,ScanField(x,y,scan)) end sub function Clock(tim as uinteger) as String dim mins,sec,secs as uinteger dim s$,m$,f$ as String secs=int(tim/50) if secs<16 then f$="\{f1}" Else f$="\{f0}" end if mins=int(secs/60) sec=secs mod 60 m$=str(mins) if len(m$)=1 then m$="0"+m$ end if s$=str(sec) if len(s$)=1 then s$="0"+s$ end if return f$+m$+":"+s$ 'return str(int(tim/50))+" " end function function timer(limit as uinteger) as uinteger dim time1 as uinteger time=limit-peek(uinteger,23672) time1=int(time/50) if time1<>int(oldtime/50) then print ink 7;at 15,25;Clock(time) end if oldtime=time return time1 end Function sub SetFigures(counter as byte,figure as ubyte) while counter>0 x=int(rnd*7.9999):y=int(rnd*6.9999) if ScanField(x,y,7)=0 then SetField(x,y,figure):counter=counter-1 end If end while end sub sets=1 ' randomize usr 24576 'Init Sound (not included in this source code) ' randomize usr 33026 'Start interrupts (not included in this source code) beginn: ' Copy reseted board to board work-buffer for a=0 to 63 poke @chessboard+a,peek (@chessboard1+a) next a 'Init screen, prepare fonts and UDG paper 0:ink 6:bright 1:flash 0:border 0:cls Dim font (767) As uByte => { _ 0,0, 0, 0, 0, 0, 0, 0, 0, _ 16, 16, 16, 16, 16, 0, 16, 0, _ 40, 40, 40, 0, 0, 0, 0, 0, _ 40, 40,254, 40,254, 40, 40, 0, _ 16,124,144,124, 18,252, 16, 0, _ 66,164, 72, 16, 36, 74,132, 0, _ 32, 80, 32, 82,148,136,118, 0, _ 32, 64, 0, 0, 0, 0, 0, 0, _ 8, 16, 32, 32, 32, 16, 8, 0, _ 32, 16, 8, 8, 8, 16, 32, 0, _ 16, 84, 56,254, 56, 84, 16, 0, _ 16, 16, 16,254, 16, 16, 16, 0, _ 0, 0, 0, 0, 32, 32, 64, 0, _ 0, 0, 0,254, 0, 0, 0, 0, _ 0, 0, 0, 0, 0, 96, 96, 0, _ 2, 4, 8, 16, 32, 64,128, 0, _ 124,134,138,146,162,194,124, 0, _ 16, 16,112, 16, 16, 16,124, 0, _ 124,130, 2,124,128,130,254, 0, _ 124,130, 2, 60, 2,130,124, 0, _ 8, 24, 40, 72,136,254, 8, 0, _ 254,128,128,252, 2,130,124, 0, _ 124,130,128,252,130,130,124, 0, _ 254,130, 2, 4, 8, 16, 16, 0, _ 124,130,130,124,130,130,124, 0, _ 124,130,130,126, 2,130,124, 0, _ 0, 32, 32, 0, 0, 32, 32, 0, _ 0, 32, 32, 0, 32, 32, 64, 0, _ 12, 16, 32, 64, 32, 16, 12, 0, _ 0, 0,254, 0,254, 0, 0, 0, _ 96, 16, 8, 4, 8, 16, 96, 0, _ 124,130, 4, 8, 16, 0, 16, 0, _ 124,130,154,170,158,128,124, 0, _ 56, 68,130,254,130,130,130, 0, _ 252, 34, 34, 60, 34, 34,252, 0, _ 60, 66,128,128,128, 66, 60, 0, _ 248, 36, 34, 34, 34, 36,248, 0, _ 254, 34, 40, 56, 40, 34,254, 0, _ 254, 34, 40, 56, 40, 32,112, 0, _ 60, 66,128,128,142, 66, 60, 0, _ 238, 68, 68,124, 68, 68,238, 0, _ 254, 16, 16, 16, 16, 16,254, 0, _ 14, 4, 4, 4,132,132,120, 0, _ 238, 68, 72,112, 72, 68,238, 0, _ 112, 32, 32, 32, 32, 34,254, 0, _ 198,108, 84, 84, 84, 68,238, 0, _ 238, 68,100, 84, 76, 68,238, 0, _ 56, 68,130,130,130, 68, 56, 0, _ 252, 34, 34, 60, 32, 32,112, 0, _ 56, 68,130,146,138, 68, 58, 0, _ 252, 34, 34, 60, 40, 36,114, 0, _ 124,130,128,124, 2,130,124, 0, _ 254,146, 16, 16, 16, 16, 56, 0, _ 238, 68, 68, 68, 68, 68, 56, 0, _ 238, 68, 68, 68, 68, 40, 16, 0, _ 238, 68, 68, 84, 84, 84, 40, 0, _ 238, 68, 40, 16, 40, 68,238, 0, _ 238, 68, 40, 16, 16, 16, 56, 0, _ 254,132, 8, 16, 32, 66,254, 0, _ 56, 32, 32, 32, 32, 32, 56, 0, _ 128, 64, 32, 16, 8, 4, 2, 0, _ 56, 8, 8, 8, 8, 8, 56, 0, _ 16, 56, 84,146, 16, 16, 16, 0, _ 0, 0, 0, 0, 0, 0,255, 0, _ 28, 34, 32,120, 32, 34,254, 0, _ 0,112, 8,120,136,136,124, 0, _ 224, 64, 64,120, 68, 68,248, 0, _ 0, 56, 68,128,128, 68, 56, 0, _ 28, 8, 8,120,136,136,124, 0, _ 0,120,132,132,248,128,124, 0, _ 24, 32, 32,112, 32, 32,112, 0, _ 0,120,132,132,124, 4,120, 0, _ 224, 64, 64,120, 68, 68,238, 0, _ 0, 16, 0, 48, 16, 16,124, 0, _ 8, 0, 24, 8, 8, 72, 48, 0, _ 224, 72, 80, 96, 80, 72,228, 0, _ 64, 64, 64, 64, 64, 72, 48, 0, _ 0,104, 84, 84, 84, 68,238, 0, _ 0,120, 68, 68, 68, 68,238, 0, _ 0, 48, 72,132,132, 72, 48, 0, _ 0,248, 68, 68,120, 64,224, 0, _ 0,124,136,136,120, 8, 28, 0, _ 0,248, 68, 68, 64, 64,224, 0, _ 0,120,128,120, 4,132,120, 0, _ 192, 64,112, 64, 68, 68, 56, 0, _ 0,238, 68, 68, 68, 68, 56, 0, _ 0,238, 68, 68, 68, 40, 16, 0, _ 0,238, 68, 84, 84, 84, 40, 0, _ 0,204, 72, 48, 48, 72,204, 0, _ 0,238, 68, 68, 60, 4,120, 0, _ 0,252,136, 16, 32, 68,252, 0, _ 60, 32, 32,192, 32, 32, 60, 0, _ 16, 16, 16, 16, 16, 16, 16, 0, _ 240, 16, 16, 12, 16, 16,240, 0, _ 136, 84, 34, 0, 0, 0, 0, 60, _ 66,153,161,161,153, 66, 60 _ } Poke uInteger 23606, (@font (0)) - 256 'Pointer to Font Poke uInteger 23675,@UDGs 'Pointer to UDG print at 0,0;"\{i7}\{p1}\{b1} Chessboard Attack 2011 by LCD "; print at 2,1;"Software used:"; print at 3,2;"*) ZX BASIC Compiler (Boriel)"; print at 4,2;"*) Retro-X"; print at 5,2;"*) BorIDE"; print at 6,2;"*) ZX Spin Emulator"; print at 9,1;"Setup:"; print at 10,1;"[1] 2-Minutes game (profi)"; print at 11,1;"[2] 5-Minutes game (normal)"; print at 12,1;"[3] 10-Minutes game (easy)"; print at 13,1;"[D] Double chess pieces"; print at 15,1;"Use keys: Q,A,O,P,M/Space & H"; print at 16,1;"or Sinclair Joystick"; print at 18,1;"Written for Scene+ Disczine"; print at 19,1;"Code&GFX by Leszek Chmielewski" print at 20,1;"Music by Kriss" print at 22,1;"Press S to Start the game"; a=0 waitnokey() 'Set Maximal time until game over, in frames maxtime=30050 multiplier=1 'Bonus Multiplicator print at 12,2;"\{f1}3" if sets=1 then print at 13,2;"\{f0}D"; Else print at 13,2;"\{f1}D"; end If while a=0 key$=inkey$ if key$="3" then maxtime=30050:multiplier=1:print at 10,2;"\{f0}1";at 11,2;"\{f0}2";at 12,2;"\{f1}3";:end If if key$="2" then maxtime=15050:multiplier=2:print at 10,2;"\{f0}1";at 11,2;"\{f1}2";at 12,2;"\{f0}3";:end If if key$="1" then maxtime=6050:multiplier=5:print at 10,2;"\{f1}1";at 11,2;"\{f0}2";at 12,2;"\{f0}3";:end If if key$="s" then a=1:end if if key$="d" and sets=1 then sets=2 print at 13,2;"\{f1}D"; waitnokey() elseif key$="d" and sets=2 then sets=1 print at 13,2;"\{f0}D"; waitnokey() end If wend 'Set random seed and reset timer randomize cls score=0 poke Uinteger 23672,0 'Reset the Seed system variable ScoreBoard() 'Setup pieces on field SetFigures(8*sets,1) 'Pawn SetFigures(2*sets,2) 'Rook SetFigures(2*sets,3) 'Knight SetFigures(2*sets,4) 'Bishop SetFigures(1*sets,5) 'Queen SetFigures(1*sets,6) 'King 'Set variables figures=16*sets 'figures to find lives=5 'how often you can point an unoccupied field won=0 'Win-condition flag ShowPieces() 'Display the pieces posx=7:posy=7 'Position of my king piece ScanFields(posx,posy) 'Scan which pieces are in attacking position print at 12,26;lives;" "; print at 9,25;figures;" "; print at 18,25;"\{p0}\{i2}\{b1}000000"; Mainloop: x1=posx*3+1:y1=posy*3+1 gosub DisplayMyKing KeyLoop: 'Check controls keys and move my king around key$=inkey$ if (key$="o" or key$="6") and posx>0 then EmptyField(posx,posy):posx=posx-1:goto move:end if if (key$="p" or key$="7") and posx<7 then EmptyField(posx,posy):posx=posx+1:goto move:end if if (key$="q" or key$="9") and posy>0 then EmptyField(posx,posy):posy=posy-1:goto move:end if if (key$="a" or key$="8") and posy<7 then EmptyField(posx,posy):posy=posy+1:goto move:end if 'Check for fire key if key$=" " or key$="m" or key$="0" then waitnokey():gosub search:waitnokey():end if if key$="h" then gosub hold:end if 'If moved into the field occupied by another chess piece, it is game over. All lifes are lost and display where the figures are if ScanField(posx,posy,7) or lives=0 then goto PlayerLoss end if if won then goto PlayerWins end If gosub Checktime goto KeyLoop End move: ScanFields(posx,posy):gosub DisplayMyKing:waitnokey():goto Mainloop move1: StoreAttr(px,py):AttrSquare(px,py,24):waitnokey():return search: 'Cursor movement px=posx py=posy orgx=px orgy=py StoreAttr(px,py) AttrSquare(px,py,24) do key$=inkey$ if (key$="o" or key$="6") and px>0 then RestoreAttr(px,py):px=px-1:gosub move1:end If if (key$="p" or key$="7") and px<7 then RestoreAttr(px,py):px=px+1:gosub move1:end If if (key$="q" or key$="9") and py>0 then RestoreAttr(px,py):py=py-1:gosub move1:end If if (key$="a" or key$="8") and py<7 then RestoreAttr(px,py):py=py+1:gosub move1:end If if key$="h" then gosub hold:end if gosub Checktime loop until key$=" " or key$="m" or key$="0" RestoreAttr(px,py) scan=ScanField(px,py,255) if (px=orgx and py=orgy) or (scan band 128)=0 then goto searchEnd end if if (scan band 15)=0 then EmptyField(px,py) lives=lives-1 print at 12,26;lives;" "; else PutField(px,py,scan band 127) DisplaySinglePiece(px,py) for a=0 to 15 'Flashing square AttrSquare(px,py,23) pause 2 AttrSquare(px,py,55) pause 2 next a PutField(px,py,scan band 96) EmptyField(px,py) ScanFields(orgx,orgy) figures=figures-1 if figures=0 then won=1:end if print at 9,25;figures;" "; restzeit=int((maxtime-peek(uinteger,23672))/500) score=score+(sets*multiplier*restzeit) print at 18,25;"\{p0}\{i2}\{b1}"+Lset(str(score),"0",6); end if searchEnd: key$="" return DisplayMyKing: scan=ScanField(posx,posy,255) white=scan&32 black=scan&64 if white then adr=@OKingGFX1 elseif black then adr=@OKingGFX2 end if putblock(posx*3,posy*3,3,3,adr) return PlayerWins: cls score=score+1000 print at 10,7;"\{f1}Yess! Yes! Yeeees!!!"; print at 12,1;"\{f1}Congratulations, you did it!!!"; print at 14,1;"\{f1}Score: ";score;" Points"; while inkey$<>" ":wend waitnokey() goto beginn PlayerLoss: adr=@chessboard for a=0 to 63 poke adr+a,peek(adr+a) band 127 next a ShowPieces() print at 10,9;"\{f1}Oh noooooo!!!"; print at 12,1;"\{f1}Sorry, but it is not your day!"; print at 14,1;"\{f1}Score: ";score;" Points"; while inkey$<>" ":wend waitnokey() goto beginn Checktime: if timer(maxtime)=0 then goto PlayerLoss end if return hold: actual=peek(uinteger,23672) waitnokey() print ink 7;flash 1;at 15,25;"Pause" while inkey$="":wend poke uinteger 23672,actual return chessboard: asm defb 0,0,0,0,0,0,0,0 defb 0,0,0,0,0,0,0,0 defb 0,0,0,0,0,0,0,0 defb 0,0,0,0,0,0,0,0 defb 0,0,0,0,0,0,0,0 defb 0,0,0,0,0,0,0,0 defb 0,0,0,0,0,0,0,0 defb 0,0,0,0,0,0,0,0 end asm chessboard1: asm defb 160,192,160,192,160,192,160,192 defb 192,160,192,160,192,160,192,160 defb 160,192,160,192,160,192,160,192 defb 192,160,192,160,192,160,192,160 defb 160,192,160,192,160,192,160,192 defb 192,160,192,160,192,160,192,160 defb 160,192,160,192,160,192,160,192 defb 192,160,192,160,192,160,192,32 end asm overlay: '0=Leer '1=Bauer (1) '2=Turm (2) '3=Springer (4) '4=Läufer (8) '5=Königin (16) '6=König (32) '+128=hidden '+64=White field '+32=Black field asm defb 111,079,111,079,111,079,111,079 defb 079,111,079,111,079,111,079,111 defb 111,079,111,079,111,079,111,079 defb 079,111,079,111,079,111,079,111 defb 111,079,111,079,111,079,111,079 defb 079,111,079,111,079,111,079,111 defb 111,079,111,079,111,079,111,079 defb 079,111,079,111,079,111,079,111 end asm ' Graphics: UDGs: asm DEFB 000,000,016,056,056,016,124,000 DEFB 000,084,124,056,056,124,124,000 DEFB 000,016,056,120,024,056,124,000 DEFB 000,016,048,108,124,056,124,000 DEFB 000,084,040,016,108,124,124,000 DEFB 000,016,056,016,056,068,124,000 end asm Attrbuffer: asm defb 0,0,0,0,0,0,0,0,0 end asm PawnGFX1: asm DEFB 000,000,000,000,000,000,000,000 DEFB 000,000,060,000,000,126,000,000 DEFB 255,000,000,255,000,000,255,000 DEFB 000,255,000,000,126,000,001,255 DEFB 128,000,126,000,000,060,000,000 DEFB 060,000,000,060,000,000,126,000 DEFB 000,126,000,000,126,000,000,255 DEFB 000,003,129,192,007,255,224,007 DEFB 255,224,003,255,192,000,000,000 DEFB 111,111,111,111,111,111,111,111 DEFB 111 end asm PawnGFX2: asm DEFB 000,000,000,000,000,000,000,000 DEFB 000,000,060,000,000,126,000,000 DEFB 255,000,000,255,000,000,255,000 DEFB 000,255,000,000,126,000,001,255 DEFB 128,000,126,000,000,060,000,000 DEFB 060,000,000,060,000,000,126,000 DEFB 000,126,000,000,126,000,000,255 DEFB 000,003,129,192,007,255,224,007 DEFB 255,224,003,255,192,000,000,000 DEFB 079,079,079,079,079,079,079,079 DEFB 079 end asm TowerGFX1: asm DEFB 000,000,000,000,000,000,000,000 DEFB 000,015,060,240,015,060,240,015 DEFB 060,240,015,255,240,015,255,240 DEFB 007,255,224,002,000,064,003,255 DEFB 192,003,255,192,003,255,192,003 DEFB 255,192,003,255,192,003,255,192 DEFB 003,255,192,003,255,192,007,255 DEFB 224,014,000,112,031,255,248,031 DEFB 255,248,015,255,240,000,000,000 DEFB 111,111,111,111,111,111,111,111 DEFB 111 end asm TowerGFX2: asm DEFB 000,000,000,000,000,000,000,000 DEFB 000,015,060,240,015,060,240,015 DEFB 060,240,015,255,240,015,255,240 DEFB 007,255,224,002,000,064,003,255 DEFB 192,003,255,192,003,255,192,003 DEFB 255,192,003,255,192,003,255,192 DEFB 003,255,192,003,255,192,007,255 DEFB 224,014,000,112,031,255,248,031 DEFB 255,248,015,255,240,000,000,000 DEFB 079,079,079,079,079,079,079,079 DEFB 079 end asm KnightGFX1: asm DEFB 000,000,000,000,003,128,000,031 DEFB 128,000,127,000,001,191,000,007 DEFB 255,128,031,255,128,031,255,128 DEFB 007,255,192,015,191,192,000,127 DEFB 192,000,255,224,001,255,224,003 DEFB 255,224,007,255,224,007,255,224 DEFB 003,255,192,000,255,000,001,255 DEFB 128,003,000,192,015,255,240,015 DEFB 255,240,007,255,224,000,000,000 DEFB 111,111,111,111,111,111,111,111 DEFB 111 end asm KnightGFX2: asm DEFB 000,000,000,000,003,128,000,031 DEFB 128,000,127,000,001,191,000,007 DEFB 255,128,031,255,128,031,255,128 DEFB 007,255,192,015,191,192,000,127 DEFB 192,000,255,224,001,255,224,003 DEFB 255,224,007,255,224,007,255,224 DEFB 003,255,192,000,255,000,001,255 DEFB 128,003,000,192,015,255,240,015 DEFB 255,240,007,255,224,000,000,000 DEFB 079,079,079,079,079,079,079,079 DEFB 079 end asm LaeuferGFX1: asm DEFB 000,000,000,000,024,000,000,060 DEFB 000,000,060,000,000,038,000,000 DEFB 159,000,001,207,128,003,231,192 DEFB 003,247,192,007,255,224,007,255 DEFB 224,007,255,224,007,255,224,003 DEFB 255,192,001,255,128,000,255,000 DEFB 000,255,000,001,255,128,003,255 DEFB 192,007,000,224,015,255,240,015 DEFB 255,240,007,255,224,000,000,000 DEFB 111,111,111,111,111,111,111,111 DEFB 111 end asm LaeuferGFX2: asm DEFB 000,000,000,000,024,000,000,060 DEFB 000,000,060,000,000,038,000,000 DEFB 159,000,001,207,128,003,231,192 DEFB 003,247,192,007,255,224,007,255 DEFB 224,007,255,224,007,255,224,003 DEFB 255,192,001,255,128,000,255,000 DEFB 000,255,000,001,255,128,003,255 DEFB 192,007,000,224,015,255,240,015 DEFB 255,240,007,255,224,000,000,000 DEFB 079,079,079,079,079,079,079,079 DEFB 079 end asm QueenGFX1: asm DEFB 000,000,000,000,024,000,000,060 DEFB 000,000,060,000,000,102,000,001 DEFB 255,128,071,126,226,094,060,122 DEFB 076,153,050,097,195,134,063,255 DEFB 252,031,255,248,015,255,240,007 DEFB 255,224,003,255,192,002,000,064 DEFB 015,255,240,011,102,208,031,255 DEFB 248,024,000,024,063,255,252,063 DEFB 255,252,031,255,248,000,000,000 DEFB 111,111,111,111,111,111,111,111 DEFB 111 end asm QueenGFX2: asm DEFB 000,000,000,000,024,000,000,060 DEFB 000,000,060,000,000,102,000,001 DEFB 255,128,071,126,226,094,060,122 DEFB 076,153,050,097,195,134,063,255 DEFB 252,031,255,248,015,255,240,007 DEFB 255,224,003,255,192,002,000,064 DEFB 015,255,240,011,102,208,031,255 DEFB 248,024,000,024,063,255,252,063 DEFB 255,252,031,255,248,000,000,000 DEFB 079,079,079,079,079,079,079,079 DEFB 079 end asm KingGFX1: asm DEFB 000,000,000,000,126,000,000,102 DEFB 000,000,090,000,030,090,120,051 DEFB 102,204,097,255,134,076,102,050 DEFB 095,102,250,095,060,250,079,153 DEFB 242,103,219,230,055,219,236,019 DEFB 219,200,027,219,216,008,000,016 DEFB 015,255,240,011,102,208,031,255 DEFB 248,024,000,024,063,255,252,063 DEFB 255,252,031,255,248,000,000,000 DEFB 111,111,111,111,111,111,111,111 DEFB 111 end asm KingGFX2: asm DEFB 000,000,000,000,126,000,000,102 DEFB 000,000,090,000,030,090,120,051 DEFB 102,204,097,255,134,076,102,050 DEFB 095,102,250,095,060,250,079,153 DEFB 242,103,219,230,055,219,236,019 DEFB 219,200,027,219,216,008,000,016 DEFB 015,255,240,011,102,208,031,255 DEFB 248,024,000,024,063,255,252,063 DEFB 255,252,031,255,248,000,000,000 DEFB 079,079,079,079,079,079,079,079 DEFB 079 end asm OKingGFX1: asm DEFB 000,000,000,000,126,000,000,102 DEFB 000,000,090,000,030,090,120,051 DEFB 102,204,097,255,134,076,102,050 DEFB 095,102,250,095,060,250,079,153 DEFB 242,103,219,230,055,219,236,019 DEFB 219,200,027,219,216,008,000,016 DEFB 015,255,240,011,102,208,031,255 DEFB 248,024,000,024,063,255,252,063 DEFB 255,252,031,255,248,000,000,000 DEFB 110,106,104,110,106,104,110,106 DEFB 104 end asm OKingGFX2: asm DEFB 000,000,000,000,126,000,000,102 DEFB 000,000,090,000,030,090,120,051 DEFB 102,204,097,255,134,076,102,050 DEFB 095,102,250,095,060,250,079,153 DEFB 242,103,219,230,055,219,236,019 DEFB 219,200,027,219,216,008,000,016 DEFB 015,255,240,011,102,208,031,255 DEFB 248,024,000,024,063,255,252,063 DEFB 255,252,031,255,248,000,000,000 DEFB 078,074,072,078,074,072,078,074 DEFB 072 end asm EmptyGFX1: asm DEFB 000,000,000,000,000,000,000,000 DEFB 000,000,000,000,000,000,000,000 DEFB 000,000,000,000,000,000,000,000 DEFB 000,000,000,000,000,000,000,000 DEFB 000,000,000,000,000,000,000,000 DEFB 000,000,000,000,000,000,000,000 DEFB 000,000,000,000,000,000,000,000 DEFB 000,000,000,000,000,000,000,000 DEFB 000,000,000,000,000,000,000,000 DEFB 104,104,104,104,104,104,104,104 DEFB 104 end asm EmptyGFX2: asm DEFB 000,000,000,000,000,000,000,000 DEFB 000,000,000,000,000,000,000,000 DEFB 000,000,000,000,000,000,000,000 DEFB 000,000,000,000,000,000,000,000 DEFB 000,000,000,000,000,000,000,000 DEFB 000,000,000,000,000,000,000,000 DEFB 000,000,000,000,000,000,000,000 DEFB 000,000,000,000,000,000,000,000 DEFB 000,000,000,000,000,000,000,000 DEFB 072,072,072,072,072,072,072,072 DEFB 072 end asm HiddenGFX: asm DEFB 255,255,254,213,085,084,170,190 DEFB 170,213,097,084,170,128,170,213 DEFB 028,084,171,042,106,214,086,084 DEFB 170,108,106,213,216,212,170,177 DEFB 170,213,099,084,170,198,170,213 DEFB 077,084,170,250,170,213,085,084 DEFB 170,186,170,213,069,084,170,198 DEFB 170,213,069,084,170,186,170,213 DEFB 085,084,170,170,170,000,000,000 DEFB 087,087,087,087,087,087,087,087 DEFB 087 end asm



Re: Chessboard Attack + Source code - boriel - 2011-07-18

Awesome! :o
I MUST do a game too! :oops:

You should give a tutorial on how to include sound (perhaps even a library). Many people are asking for this (remember the sound thread). Or even a library.


Re: Chessboard Attack + Source code - LCD - 2011-07-18

boriel Wrote:Awesome! :o
I MUST do a game too! :oops:

You should give a tutorial on how to include sound (perhaps even a library). Many people are asking for this (remember the sound thread). Or even a library.

In the BorIDE the Interruptmaker is included now, but I'm not decided how to link the code with compiled program.
I think about two methods:
1). Make a binary and inject it into TAP after compilation. This is the easiest way for me, but disadvantages are that the source will not contain these code, and it will work only for TAP and TZX output, and the user must modify the loader by hand.
2). Create ASM code in Clipboard, so the user will be able to put it into the source. This is much harder to do because the Interrupt vectors will not work from any address, so I must ALIGN them (not automaticaly because Interrupt vector must not be set below 128). Maybe a mix of ORG and ALIGN? This must be placed at the end of code.
3). Library: Very hard to do because of the adressing limitations of interrupts.
I think, the second solution is better, but I must also make a TAP 2 ASM decoder to put the music from TAP into source code.
My interruptmaker 1.2+ (available now from WOS) is also able to switch to a different memory bank of Spectrum 128 to play music stored at this place, and also keeps track which screen is displayed. Until the Interruptmaker is fully integrated into BorIDE, anyone can use Interruptmaker.
It produces multiple chunks of code that must be hand-saved:
Vectortable: 256 Byte boundary in memory, has 257 bytes of same value (due to the problem with "floating Bus", two bytes combile the H/L bytes of address to interrupt controll routine.
Vectorjump address (257 bytes boundary): This is the start of intterrupt handling routine which save all important registers (AF, BC, DE, HL and IX + IY to be compatible with some disc drives) and restore them again (never change Stack pointer while interrupts are running).
On/Off code: Code to switch interrupts on and off.
Interrupt call address defines which address will be used in vectorjump routine to be called 50 times per second. In soundtracker this is Startaddress of compiled song with player plus 6 bytes (This info will be displayed at compilation time).
All you need is now to init the song and switch interrupts on using RANDOMIZE USR InterruptsOn.

I'm really curious what kind of game you would write with this tool, Boriel.


Re: Chessboard Attack + Source code - LCD - 2012-11-22

New Version of Chessboard Attack surfaced. It is the version 1.1 with many improvments. New source code will be uploaded with the game at WOS, but anyone can download the new version from my website, but without sources. I announce also the work on "Chessboard Attack II" has begunn. At moment designing the game mechanics without coding anythin yet. But the game will be very different from the first part. It is again a mix between Chess and an other game genere that has not been done on the Spectrum because of its imense amount of mathematics (crossing it with chess rules will reduce the amount).