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Coco Nutz! Vol 3 Issue 2, May 2007.pdf - TRS-80 Color Computer ...

Coco Nutz! Vol 3 Issue 2, May 2007.pdf - TRS-80 Color Computer ...

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CoCoNuts! <strong>May</strong> 2007 <strong>Vol</strong>ume 3 <strong>Issue</strong> 2<br />

T H E L I F E A N D T I M E S O F T H E C O L O R C O M P U T E R<br />

<strong>80</strong>0 bytes (that's with comments,<br />

spacing, and formatting), so it should<br />

run on any CoCo, 4K and up, tape or<br />

disk. I don't think I used any ECB<br />

commands in there, so it should run<br />

on a <strong>Color</strong> BASIC machines as well.<br />

I tested it on Ramona (CoCo 3, DECB<br />

2.1, 128K) and Ol' Betty (CoCo 1, F-<br />

Board, DECB 1.1, 64K), as well as the<br />

CoCo 2B and CoCo 3 (NTSC) emulation<br />

in MESS.<br />

<strong>Color</strong> <strong>Computer</strong> 3 users that have an<br />

RGB or VGA monitor will want to type:<br />

PALETTE RGB<br />

prior to running the game. Might even<br />

add a line there at the top:<br />

1 WIDTH 32:PALETTE RGB<br />

since the game will not run properly<br />

out of 40 or <strong>80</strong> column mode.<br />

I also recommend the high speed<br />

POKE for those that prefer a little<br />

more action. (I play it exclusively at<br />

this speed. It's way more fun.)<br />

CoCo 3: POKE 65497,0<br />

CoCo 1/2: POKE 65495,0<br />

Be sure to slow down before accessing<br />

the disk or tape:<br />

CoCo 3: POKE 65496,0<br />

CoCo 1/2: POKE 65494,0<br />

Some very old CoCo 1's may not be<br />

able to use this POKE.<br />

Game Play<br />

Playing the game is pretty simple. You<br />

find yourself on the VidGrid ensconced<br />

in the ever popular and<br />

overly cliché Lite Psycle. Your job is to<br />

drive about and snag all the colored<br />

squares you can before you bash into<br />

your own light trail. But beware, the<br />

evil video game controller gods have<br />

set upon the field nasty green<br />

squares that will smash you just as<br />

easily as smacking into your trail.<br />

Avoid them, drive like a maniac (using<br />

the arrow keys) and rack up as many<br />

points as you can!<br />

I always liked weird scoring systems.<br />

So here's one! Every space on<br />

the screen your psycle moves you<br />

get 10 points. Easy enough. When<br />

you snag a colored square, though,<br />

you get 10 points plus the ASCII<br />

value of that square! Do you know<br />

your CoCo colors? If so, hitting<br />

those "higher" colors can net you<br />

more points.<br />

In the spirit of simplicity, there's no<br />

exit. Hit BREAK when you're tired of it.<br />

The Program<br />

The program itself is dirt simple and<br />

should be easily readable. This is<br />

probably more explanation than<br />

needed for this kind of program, but<br />

for completeness:<br />

Lines 10 - 50 just set up a few things,<br />

like clearing the screen and setting X,<br />

Y, and score variables.<br />

Lines 70-100 are kind of neat because<br />

they're "pushing" the CoCo's buttons,<br />

as it were. POKE 135 it like mashing a<br />

key. The values simulate pressing up,<br />

down, left and right keys. In this case,<br />

we're randomly setting the direction of<br />

initial travel for the psycle. (By the<br />

Page 18<br />

way, to get a more "random" number<br />

from the program, add the line 5<br />

R=RND(-TIMER) to the listing. I didn't<br />

notice much difference, so I left it out,<br />

but for the purists, there ya go!).<br />

Lines 110-140 just POKE in random<br />

dots around the screen. I chose 25<br />

after some experimentation, but you<br />

can raise or lower this value according<br />

to your tastes. Line 120 looks like a<br />

mess, but it's pretty straight forward.<br />

The value 1024 corresponds to the<br />

first (upper left) location of the CoCo's<br />

text (or low-res) screen. There are 32<br />

times 16, or 512, locations (1024<br />

through 1536) . So POKEing a value<br />

into that location makes the CoCo<br />

display the ASCII equivalent of the<br />

value to the screen. We want a<br />

random location somewhere within 32<br />

columns (0-31) and 15 rows (0-14).<br />

There are 16 rows on the CoCo's<br />

screen, but we'll save the bottom bit<br />

for score information. The second part<br />

of the POKE selects what character is<br />

to be placed at the screen location<br />

selected previously. In this case we<br />

want a solid color block. Value 128 is<br />

a solid black block, to which we add

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