Rader Snaky
We were enjoying this game the old days.
Some people would yearn.
Some people will know with a fresh feeling.
Porting fromI/O separate volume of WICS and BASE programs collection.
This is not redistributable.
Zip Archive :XBrs.zip
2013/08/01
2013/07/23
SAMPLE : Human play chess program
This is chess program to human play.
You can not play against the computer.
Appearance is very simple.
After all, I have finished the half-baked program.
Please improve appropriately(^_^;).
This is compatible for iPad portrait and landscape screen. And this is compatible for Japanese and English.
Zip file :XBches.zip
You can not play against the computer.
Appearance is very simple.
After all, I have finished the half-baked program.
Please improve appropriately(^_^;).
This is compatible for iPad portrait and landscape screen. And this is compatible for Japanese and English.
Zip file :XBches.zip
2013/07/13
SAMPLE : Lunar Rescue
Lunar Rescue
We were enjoying this game the old days.
Some people would yearn.
Some people will know with a fresh feeling.
Porting from I/O bind book of MZ-80 use of research.
This is not redistributable.
Zip file :XBlunar.zip
We were enjoying this game the old days.
Some people would yearn.
Some people will know with a fresh feeling.
Porting from I/O bind book of MZ-80 use of research.
This is not redistributable.
Zip file :XBlunar.zip
2013/07/05
SAMPLE:New theory!? The game of Peach Boy
This is porting from I/O bind book of MZ-80 use of research.
This is not redistributable.
Zipファイル :XBmomo.zip
2013/07/02
2013/06/23
SAMPLE:simulate the physical behavior of the spring.
It is the program to simulate the physical behavior of the spring.
Zip archive file: XBetc.zip
// http://d.hatena.ne.jp/x68000forever/20101123/1290520018 より
// 画面初期化 / screen initialize
apage(0)
wipe()
vpriority(TPAGE,SPAGE,GPAGE0,GPAGE1,GPAGE2,GPAGE3)
vpage(B_TPAGE+B_SPAGE+B_GPAGE0)
gborder(1,CTHYELLOW)
int by=0
switch deviceType()
case DEVICE_IPODTOUCH: // iPod touch
case DEVICE_IPHONE: // iPhone
case DEVIDE_IPHONE_SIMURATOR
width(40)
by=32
endswitch
//
int c1,c2,t
float l1,l2,l3,k,m
float a,b,c,w1,w2,w3,xx1,xx2,xx3,x1,x2,x3,r2=1.4142135623731#
//
print localizedString("変位1=","Displacement1=");:input l1
print localizedString("変位2=","Displacement2=");:input l2
print localizedString("変位3=","Displacement2=");:input l3
print localizedString("バネ定数=","Rate of spring=");:input k
repeat
print localizedString("質量(>0)=","Mass(>0)=");:input m
until m>0
//
w1=pow((2-r2)*k/m,0.5#)
w2=pow(2*k/m,0.5#)
w3=pow((2+r2)*k/m,0.5#)
a=(l1+r2*l2+l3)/4
b=(l1-l3)/2
c=(l1-r2*l2+l3)/4
//
c1=x68Color2iOSColor(61376):// hsv(30,31,31))
c2=x68Color2iOSColor(55358):// hsv(100,31,31))
gColor(c2)
line( 0,288+by,511,288+by)
gColor(c1)
line(130,285+by,130,291+by)
line(255,285+by,255,291+by)
line(380,285+by,380,291+by)
sp_clr()
sp_disp(0)
sprite_pattern():sprite_pallet()
sp_disp(1)
//
repeat
x1=a*cos(w1*t)+b*cos(w2*t)+c*cos(w3*t)
x2=r2*a*cos(w1*t)-r2*c*cos(w3*t)
x3=a*cos(w1*t)-b*cos(w2*t)+c*cos(w3*t)
locate(0,5):print "t=";t
locate(0,6):print "x1=";x1,"x2=";x2,"x3=";x3
xx1=130+x1:xx2=255+x2:xx3=380+x3
locate(0,7):print "xx1=";xx1,"xx2=";xx2,"xx3=";xx3
sp_halt(YES)
sp_move( 0,xx1-16,256+by, 0)
sp_move( 1,xx1 ,256+by, 1)
sp_move( 2,xx1 ,272+by, 2)
sp_move( 3,xx1-16,272+by, 3)
sp_move( 4,xx2-16,256+by, 4)
sp_move( 5,xx2 ,256+by, 5)
sp_move( 6,xx2 ,272+by, 6)
sp_move( 7,xx2-16,272+by, 7)
sp_move( 8,xx3-16,256+by, 8)
sp_move( 9,xx3 ,256+by, 9)
sp_move(10,xx3 ,272+by,10)
sp_move(11,xx3-16,272+by,11)
sp_halt(NO)
if t=0 then wait(1)
t=t+1
wait(0.1)
until t>1000
end
//
func sprite_pattern()
int i,j
dim char sp1(255),sp2(255),sp3(255),sp4(255)
sp1={
0,0,0,0,0,0,0,0,0,0,4,4,4,4,5,5,
0,0,0,0,0,0,0,0,4,5,5,5,5,5,6,6,
0,0,0,0,0,0,0,4,5,6,6,6,6,6,6,6,
0,0,0,0,0,4,5,6,6,6,6,7,7,7,7,7,
0,0,0,0,4,5,6,6,7,7,7,7,8,8,8,8,
0,0,0,4,5,6,7,7,7,8,8,8,8,8,9,9,
0,0,4,4,6,6,7,8,8,8,8,9,9,9,9,10,
0,0,4,5,6,7,8,8,9,9,9,9,10,10,10,10,
0,4,4,6,6,7,8,9,9,10,10,10,10,11,11,11,
0,4,5,6,7,8,8,9,10,10,11,11,11,11,12,12,
4,5,6,6,7,8,9,9,10,11,11,12,12,12,12,13,
4,5,6,7,7,8,9,10,10,11,12,12,13,13,13,13,
4,5,6,7,8,8,9,10,10,11,12,13,13,14,14,14,
4,5,6,7,8,8,9,10,11,11,12,13,14,14,15,15,
4,6,6,7,8,9,9,10,11,12,12,13,14,15,15,15,
5,6,6,7,8,9,10,10,11,12,13,13,14,15,15,15
}
sp4={
5,6,6,7,8,9,10,10,11,12,13,13,14,15,15,15,
4,6,6,7,8,9,9,10,11,12,12,13,14,15,15,15,
4,5,6,7,8,8,9,10,11,11,12,13,14,14,15,15,
4,5,6,7,8,8,9,10,10,11,12,13,13,14,14,14,
4,5,6,7,7,8,9,10,10,11,12,12,13,13,13,13,
4,5,6,6,7,8,9,9,10,11,11,12,12,12,12,13,
0,4,5,6,7,8,8,9,10,10,11,11,11,11,12,12,
0,4,4,6,6,7,8,9,9,10,10,10,10,11,11,11,
0,0,4,5,6,7,8,8,9,9,9,9,10,10,10,10,
0,0,4,4,6,6,7,8,8,8,8,9,9,9,9,10,
0,0,0,4,5,6,7,7,7,8,8,8,8,8,9,9,
0,0,0,0,4,5,6,6,7,7,7,7,8,8,8,8,
0,0,0,0,0,4,5,6,6,6,6,7,7,7,7,7,
0,0,0,0,0,0,0,4,5,6,6,6,6,6,6,6,
0,0,0,0,0,0,0,0,4,5,5,5,5,5,6,6,
0,0,0,0,0,0,0,0,0,0,4,4,4,4,5,5
}
for i=0 to 255
sp3(i)=sp1(255-i)
sp2(i)=sp4(255-i)
next
sp_def(0 ,sp1)
sp_def(1 ,sp2)
sp_def(2 ,sp3)
sp_def(3 ,sp4)
sp_def(4 ,sp1)
sp_def(5 ,sp2)
sp_def(6 ,sp3)
sp_def(7 ,sp4)
sp_def(8 ,sp1)
sp_def(9 ,sp2)
sp_def(10,sp3)
sp_def(11,sp4)
endfunc
//
func sp_color2(pal;int,colX68;int,pb;int)
// X68の色コードでスプライトの色を設定する / set sprite color by X68 color
sp_color(pal,x68Color2iOSColor(colX68),pb)
endfunc
//
func sprite_pallet()
sp_color( 0, 0,1)://sp_color2( 0, 1,1)
sp_color2( 1, 4229,1)
sp_color2( 2, 8457,1)
sp_color2( 3,12685,1)
sp_color2( 4,19027,1)
sp_color2( 5,23255,1)
sp_color2( 6,27483,1)
sp_color2( 7,31711,1)
sp_color2( 8,35939,1)
sp_color2( 9,40167,1)
sp_color2(10,44395,1)
sp_color2(11,48623,1)
sp_color2(12,52851,1)
sp_color2(13,57079,1)
sp_color2(14,61307,1)
sp_color2(15,65535,1)
endfunc
func str localizedString(js;str,es;str)
if isLocalizeJapan() then return(js)
return (es)
endfunc
Zip archive file: XBetc.zip
2013/06/18
SAMPLE : Sinshu
It is a game like you have seen somewhere.
I do not write the manual
You are only going to take the same pattern tiles.
For iPad only
Portrait/Landscape both support
There is a corner-cutting in the calculation process from the touch position to identify the tile.
Therefore, if you do not touch near the middle of the tile, you will choose wrong tile.
(CheckPoint ()).
There is no score and undo.
Please improve by all means.
Also this is the iconic sample which indicate indicates that X-BASIC for iOS's sprite is just fit to this level.
Porting from Oh!X 1988/6.
It is all rights reserved.
Zip file :XBsinshu.zip
July-16/2013
Update for V2.3's X-BASIC.
I do not write the manual
You are only going to take the same pattern tiles.
For iPad only
Portrait/Landscape both support
There is a corner-cutting in the calculation process from the touch position to identify the tile.
Therefore, if you do not touch near the middle of the tile, you will choose wrong tile.
(CheckPoint ()).
There is no score and undo.
Please improve by all means.
Also this is the iconic sample which indicate indicates that X-BASIC for iOS's sprite is just fit to this level.
Porting from Oh!X 1988/6.
It is all rights reserved.
Zip file :XBsinshu.zip
July-16/2013
Update for V2.3's X-BASIC.
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