This is trump game self fortune-telling "Ten".
This is only for iPad portrait screen (landscape screen is unvalidated).
The source program is so big so it is not able to publish.
Please download zip file from here : XBten.zip.
The cTen.bas is for iOS, and the Ten.bas is for X-BASIC/68 or peke-BASIC.
They are stored to show how to transplanted.
Showing posts with label sample. Show all posts
Showing posts with label sample. Show all posts
2013/09/16
2013/08/29
SAMPLE : card game "Sevens"
This is card game "Sevens".
This is only for iPad portrait screen (landscape screen is unvalidated).
The source program is so big so it is not able to publish. Please download zip file from here : XB7.zip.
The c7.bas is for iOS, and the 7.bas is for X-BASIC/68 or peke-BASIC.
They are stored to show how to transplanted.
This is only for iPad portrait screen (landscape screen is unvalidated).
The source program is so big so it is not able to publish. Please download zip file from here : XB7.zip.
The c7.bas is for iOS, and the 7.bas is for X-BASIC/68 or peke-BASIC.
They are stored to show how to transplanted.
2013/08/08
SAMPLE : Z80 assembler "SuperBASE"
I ported Z80 asembler "SuperBASE" to X-BASIC for iOS.
This needs V2.4 later.
Almost message and documents are Japanese only.
Zipファイル :XBsbase.zip
This is not redistributable.
This needs V2.4 later.
Almost message and documents are Japanese only.
Zipファイル :XBsbase.zip
This is not redistributable.
2013/08/01
SAMPLE : Rader Snaky
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
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
2013/07/23
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.
2013/06/16
SAMPLE : PITMAN
PITMAN ; X-BASIC for iOS
Introduction
This game is for iPad Portrait screen only because of screen size.
How to play
The goal of this game is get all gold in the map by manipulate the PITMAN.
Here are characters and its feature.
Ladder | PITMAN can move to up/down/left/right. | |
| Gold | Can get left or right side only. If under goes blank, gold will fall. |
| Soil | Can dig from left or right side. If you dig, it becomes blank and it does not return to the original. |
| Rock | Can push from left or right side. It falls as same as gold. |
| Wall | Can't move and push. And don't fall. |
| PITMAN | Hero of this game. You fall when below is space. You can jump when upside is space. (There is some maps using this jump.) |
Operation in play mode
Operate by touch key and function keys as shown in the figure below:
Move PITMAN
[Giveup] | Retry this map by reducing one PITMAN. Please press when you are trapped. |
[Edit] | Enter the edit mode (see below). |
[Next] | Go to next map by reducing one PITMAN. You can not go when the one PITMAN remaining. |
[Prev] | Go to previous map (PITMAN does not decrement). |
[Exit] | Exit the game. |
Operation in edit mode
The edit mode is the mode that edit map data.
Operate by touch key and function keys as shown in the figure below:
Move cursor
[Flag] | Erase clear flags. |
[Exchange] | Exchange this map and selected map. |
[Erase] | Clear this map. |
[Save] | Save map data and clear flags. You can set 0 to 3 maps. |
[Load] | Load map data and clear flags. |
[Select] | Select map |
[Next] | Go to next map |
[Prev] | Go to previous map |
[Restore] | Discard the edited contents and restore this map data. |
[Play] | Play from this map. |
[Space] |
[Ladder] |
[Gold] |
[Soil] |
[Rock] |
[Wall] |
[PITMAN] |
It also does not check the map data of whether no problem. You can also make the map data that can not be solved absolutely. Please be careful.
Operation in selection mode
If you push [Select] or [Exchange] in edit mode, you can select a map from list.
Operate by touch key and function keys as shown in the figure below.
Or you can select map directly with touching of map.
Move cursor
[Determine] | Determine map |
[+10] | Display next 10 maps. |
[-10] | Display previous 10 maps. |
[ESC] | Escape from selection. |
Such as convention
- Reproduction is prohibited.
- Any problem was caused by using this program, I do not care.
- This sample has been not-high dare perfection. Please improve in everyone by all means. For example it will be full touch operation. If you done, please send me.
- Please send me your impressions.
Original Oh!MZ 1985/8
Zip File :XBpit.zip
Bug information:
2013/06/22
Edited map and clear information file was not written correctly.
I am up a modified version, but only rewrite fopen(~, "w") to "c".
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