Автор: S. Robert Speel
Год: 1982
Издатели: Fontana Publishing
Языки:
Английский
Формат:
TAP лента
Требования:
ZX Spectrum 48K
Ссылки:
Страница на ZXArt
Страница на World Of Spectrum
Страница на Spectrum Computing
Скриншоты:
Год: 1982
Издатели: Fontana Publishing
Языки:
Формат:
Требования:
Ссылки:
Скриншоты:
KNIGHT FIGHT
------------
by Robert Speel
from ZX Computing, April/May 1983
A book entitled "Better Programming For Your Spectrum And ZX81" hit the
bookshops last month. Here we give you a sneak preview of two of the programs
featured in this new publication written by Robert Speel.
Although the two programs featured here are both essentially games programs,
the book also contains several more serious programs. The text begins with a
look at Spectrum colour and sound, with chapters on user-defined characters
and the use of high resolution graphics.
Program examples are provided throughout and all the techniques utilized
within the longer programs are explained within the text. Programs are
included for both the Spectrum and the ZX81, with a useful chapter on
converting programs for the ZX81 so that they will run on the Spectrum.
The following two programs are good examples of the type of programming
material included within Robert Speel's new book � Knight Fight has been
written for the 16K ZX Spectrum and Alien Descender requires 2.5K to run on a
ZX81.
Knight Fight
This game involves a fight between two knights. You control a white knight,
and the computer has a black knight. At the start, you have to select armour
and weapons for your knight. You have 100 gold coins to spend, which means
you cannot have the heaviest armour and lance and the best weapons too. A
mace is the strongest attacking weapon, a sword the weakest. However, a sword
is useful in defence as well as attack, whereas an axe or mace is not.
Once you have chosen your weapons, the enemy's choice is announced. The fight
then begins. At first, the knights joust on horseback until one knight is
knocked off his horse. Apart from your choice of lance and armour, you have
no control over the jousting. Once one knight is unhorsed, the other will
dismount and the fight continues on foot.
You attack the opponent knight by moving near to him using the keys 5 and 8
to move. You "hit" by pressing one of the keys 1, 2, 3 or 4 - the number
determining the strength of hit. Each time you hit, your strength, shown at
the bottom left of the screen goes down by that number. If your strength
reaches zero, you die. By moving away from the enemy, you can gradually
recover your strength up to your maximum.
A successful hit on the enemy lowers his strength by one permanently. The
enemy strikes you in exactly the same way. This means that fighting consists
of rushing up to your opponent, hitting at him a few times, then retiring to
recover from your exhaustion. It is essential that you keep an eye on your
own strength to know when to retreat. Gradually, your maximum strength will
be depleted (and so, hopefully, will your opponent's) until one or the other,
with a strength of three or less, cannot strike properly. Death for the
weaker usually follows quickly.
Notes on the listing
This is rather a long game which occupies nearly all of the basic 16K
Spectrum. Due to the large numbers of user-defined graphics, the use of CHR$
144, etc. has been dropped, and graphics characters are used in the listings.
All capital letters inside quotes should be graphic letters; ie. you must go
into graphics mode, then press the letter. If you forget one or two, you may
see knights charging around on the backs of ABC creatures. If this occurs,
BREAK the program, find the letter, and replace it with a graphic letter.
Lines Action
10 GOSUB start routine, buy weapons and set up
user-defined graphics.
100-110 Basic "charge on horseback" routine. Graphics ABC
and LKJ are the horses, DEF/GHI and ONM/RQP
are alternate sets of legs to give a galloping effect.
In lines 100 and 130, the underline character is used
(Symbol Shift 0) as the point of a lance; US and TU
are the rest of the lance and the knight.
160 Gives a simulation of the sound of horses' hooves,
which sounds very good when amplified.
170 Deals with a possible crash between the two knights.
180 Checks if the knights are about to go off screen.
200-910 Cope with what happens when the knights meet on
horseback.
200-240 Is the actual hit, strengths of opponents being
calculated to take in armour, lance-type and shields.
500-540 Show the left knight falling off.
600-840 Show the right knight falling off.
800-840 Check if a knight has fallen off at the end of a run.
900-910 Deal with turning at the end of a run when neither
knight is knocked off his horse.
1000-1040 Turn horses round at end of run when one man is down;
and dismounts other knight.
1100-1430 Foot-fighting loop.
1100 PRINTs two knights with correct weapons.
1120 Moves your knight.
1130 Moves opponent's knight, including automatic retreat
when strength below 3.
1200-1260 Your knight hits opponent if in range.
1300-1320 Enemy hits you. Your hits and your opponent's depend
for their success on the strength of hit (1 -4), the
weapon's attack value (1-3), its defence value if it
is a sword, armour and shields, if any, together with
a random attack value. When all these are added, the
hit is judged successful or unsuccessful.
1330-1340 If your current strength is larger than your maximum
strength, then let current strength = maximum strength.
1400-1430 If knights are a distance apart, then they can
gradually recover to their current maximum strength.
4000-4010 You die.
4500-4510 Enemy dies
7000-7280 Start of game. You choose your weapons and armour,
from list giving prices. Note improper entries will
be ignored.
7320-7460 Enemy chooses weapons. Either enemy chooses to have a
strong attack or a strong defence.
8000-8500 DRAW castle in background and start fight.
9000-9130 DATA for user-defined graphics used for knights,
horses and weapons.
------------
by Robert Speel
from ZX Computing, April/May 1983
A book entitled "Better Programming For Your Spectrum And ZX81" hit the
bookshops last month. Here we give you a sneak preview of two of the programs
featured in this new publication written by Robert Speel.
Although the two programs featured here are both essentially games programs,
the book also contains several more serious programs. The text begins with a
look at Spectrum colour and sound, with chapters on user-defined characters
and the use of high resolution graphics.
Program examples are provided throughout and all the techniques utilized
within the longer programs are explained within the text. Programs are
included for both the Spectrum and the ZX81, with a useful chapter on
converting programs for the ZX81 so that they will run on the Spectrum.
The following two programs are good examples of the type of programming
material included within Robert Speel's new book � Knight Fight has been
written for the 16K ZX Spectrum and Alien Descender requires 2.5K to run on a
ZX81.
Knight Fight
This game involves a fight between two knights. You control a white knight,
and the computer has a black knight. At the start, you have to select armour
and weapons for your knight. You have 100 gold coins to spend, which means
you cannot have the heaviest armour and lance and the best weapons too. A
mace is the strongest attacking weapon, a sword the weakest. However, a sword
is useful in defence as well as attack, whereas an axe or mace is not.
Once you have chosen your weapons, the enemy's choice is announced. The fight
then begins. At first, the knights joust on horseback until one knight is
knocked off his horse. Apart from your choice of lance and armour, you have
no control over the jousting. Once one knight is unhorsed, the other will
dismount and the fight continues on foot.
You attack the opponent knight by moving near to him using the keys 5 and 8
to move. You "hit" by pressing one of the keys 1, 2, 3 or 4 - the number
determining the strength of hit. Each time you hit, your strength, shown at
the bottom left of the screen goes down by that number. If your strength
reaches zero, you die. By moving away from the enemy, you can gradually
recover your strength up to your maximum.
A successful hit on the enemy lowers his strength by one permanently. The
enemy strikes you in exactly the same way. This means that fighting consists
of rushing up to your opponent, hitting at him a few times, then retiring to
recover from your exhaustion. It is essential that you keep an eye on your
own strength to know when to retreat. Gradually, your maximum strength will
be depleted (and so, hopefully, will your opponent's) until one or the other,
with a strength of three or less, cannot strike properly. Death for the
weaker usually follows quickly.
Notes on the listing
This is rather a long game which occupies nearly all of the basic 16K
Spectrum. Due to the large numbers of user-defined graphics, the use of CHR$
144, etc. has been dropped, and graphics characters are used in the listings.
All capital letters inside quotes should be graphic letters; ie. you must go
into graphics mode, then press the letter. If you forget one or two, you may
see knights charging around on the backs of ABC creatures. If this occurs,
BREAK the program, find the letter, and replace it with a graphic letter.
Lines Action
10 GOSUB start routine, buy weapons and set up
user-defined graphics.
100-110 Basic "charge on horseback" routine. Graphics ABC
and LKJ are the horses, DEF/GHI and ONM/RQP
are alternate sets of legs to give a galloping effect.
In lines 100 and 130, the underline character is used
(Symbol Shift 0) as the point of a lance; US and TU
are the rest of the lance and the knight.
160 Gives a simulation of the sound of horses' hooves,
which sounds very good when amplified.
170 Deals with a possible crash between the two knights.
180 Checks if the knights are about to go off screen.
200-910 Cope with what happens when the knights meet on
horseback.
200-240 Is the actual hit, strengths of opponents being
calculated to take in armour, lance-type and shields.
500-540 Show the left knight falling off.
600-840 Show the right knight falling off.
800-840 Check if a knight has fallen off at the end of a run.
900-910 Deal with turning at the end of a run when neither
knight is knocked off his horse.
1000-1040 Turn horses round at end of run when one man is down;
and dismounts other knight.
1100-1430 Foot-fighting loop.
1100 PRINTs two knights with correct weapons.
1120 Moves your knight.
1130 Moves opponent's knight, including automatic retreat
when strength below 3.
1200-1260 Your knight hits opponent if in range.
1300-1320 Enemy hits you. Your hits and your opponent's depend
for their success on the strength of hit (1 -4), the
weapon's attack value (1-3), its defence value if it
is a sword, armour and shields, if any, together with
a random attack value. When all these are added, the
hit is judged successful or unsuccessful.
1330-1340 If your current strength is larger than your maximum
strength, then let current strength = maximum strength.
1400-1430 If knights are a distance apart, then they can
gradually recover to their current maximum strength.
4000-4010 You die.
4500-4510 Enemy dies
7000-7280 Start of game. You choose your weapons and armour,
from list giving prices. Note improper entries will
be ignored.
7320-7460 Enemy chooses weapons. Either enemy chooses to have a
strong attack or a strong defence.
8000-8500 DRAW castle in background and start fight.
9000-9130 DATA for user-defined graphics used for knights,
horses and weapons.