Sunday, 23 February 2020

2020 Basic 10-Liner Entries and Asimov Awards

Asimov Awards Entries

It's that time of the year when I turn my attention to converting some of my MC-10 BASIC programs into Coco and Dragon 32 programs. Diego Barizo has added some impetus for this task by way of his 2020 Asimov Awards. In past years he has held the contest at the Chicago Annual Last CocoFest. I hope someday to be able to attend a Fest. Until then, sending my programs to Diego will have to suffice. It's a little bit of virtual participation.

This year I have collected together some programs I have been working on most recently on the MC-10. All of them were in somewhat unfinished states. My puzzle game SolChess is based on a popular smartphone puzzle game and also real chess board game, "Chess Solitaire."  Here's the board game:

It's a lovely little game. My version has 40 of the standard puzzles. However, the game was completely silent and I had always planned to have some musical refrains for success and failure. So when my son Charlie came home for his midterm study break I availed myself of his musical skills.  He put together two Russian tunes, since that country seems especially connected to Chess.


For a lark I also translated a brief little joke quiz game with silly MC-10 questions. It's called "QuizNite" and the graphic of the title screen is borrowed from a similar image from some kind of activity in honour of the Dragon 32 held in the UK. The approach to getting the questions right is to look for the answers that are the most unlike the others, most silly, downright false, or some combination thereof. Only the true masters of MC-10 will succeed first time.


The other entries are arcade games. My Space Mouse game was inspired by a classic arcade game for the Japanese 8-bit NEC PC-6001. As I have investigated that game further I realized that the premise of the game is that you are supposed to be a cat climbing a tower infested by invading space mice. I must have interpreted some Google translated Japanese website info incorrectly (perhaps the use of the singular "mouse" in the translated title confused me into thinking a mouse was the central character). In my version, you are the mouse and you are climbing a launch tower in order to stow away on the rocket before it launches.  You must avoid the dangerous objects rolling down the power, which have been shaken loose by the pre-launch vibrations.

If you complete 20 screens you are rewarded with an nice animation of the rocket blasting off and disappearing off the top of the screen. My son Charlie got it after a couple of false starts, so I know it all works.  I was never good enough to successfully complete my own game on a full 20 stages.  After 10 stages a tone will sound and the maze will get a little tougher, with only two exists, instead of 3, for movement between each floor.


Another game is also from Japan. Manbiki Shounen or "Shoplifting boy" is a classic early Japanese BASIC game, which has been described as the first example of a "stealth game."  I had left this game a little unfinished. I needed to work out a better way to hide the bottom of the characters as they passed behind the shelves of the store in which all the action takes place. I needed to do this because unlike the NEC PC the coco and MC-10 don't have an extended character set for the MC-6847 VDG with line graphic characters. To get proper "legs" and "feet" I had to use the regular SG4 graphics, which required two lines to work, instead of one as in the original. I finally got this fixed up and also translated it to Coco Basic.

I also translated my version of "Elevator Action," a classic arcade cabinet game. Mine is a bit of a flicker-fest. The action is frenetic and there are some tricks that need to be mastered to avoid death, but with some persistence you can become the 007 of Coco Basic games. If you complete a number of buildings, you will be rewarded with a special message in honour of CocoFest. But I doubt if there are many with the fortitude to persist against the annoyances inherent to Basic arcade gaming. But if anyone does and can prove that they have done so. I will happily send them a trophy.

Another original game initiated this year was "Alpha Force." This was a development of a failed game called "Square Force."  Square Force was simply too slow. I figured out a better way to have the enemies track the player's character in a simple grid layout.  I took advantage of every possible way to reduce processing in the main loop. Finally, Charlie made some suggestions about adding some additional challenges, so now you must also collect randomly distributed plus signs for 10 points each. Every 100 points will earn you an extra life.  Since the shots move simultaneously as you and enemies move, there are times when your shots will skip hitting an oncoming enemy. There's no way to avoid this without a serious speed penalty, at least that I can figure out, so it is just a deficiency the player will have to work around in his or her play. Sometimes munitions fail, just like in real life!  But at least now you can win extra life back, so you can possibly go on forever.  But the enemies will also slowly get a little more ruthless in tracking you.

The collection is rounded out by my Christmas 2019 mini game "SANTA", which started as a simple animation of Saint Nick flying over house tops. However, it now involves a "reflex" gift dropping challenge. You will receive an assessment of your performance. Only the very best will be awarded the coveted "Super Santa" rating.

Finally, I included my most recent version of my port of Akalabeth from MCX Basic. I found an error while testing the Coco version as I prepared JGGAMES13.DSK. So if you have a version from my prior distribution of this program on JGGAMES12.DSK, replace it with this one.  The newest version of my JGGAMES.ZIP containing JGGAMES13.DSK is where I have now put all my work from 2019.

BASIC 10-Liner Entries

My entries for the BASIC 10-Liner Contest are as follows: SANTA, which is just the same as the Coco game above, but condensed; AINVADER, which is an extremely simple Space Invaders type game using string manipulation to move the invading force; and OUTHOUSE.


Outhouse was inspired by the wonderful artwork of Erico Patricio Monteiro using a SG4 64 by 32 pixel layout:


Erico really knows how to manipulate those chunky pixels into something magical. Alas, in 10 lines it would be impossible to take full advantage of his screen work, but I hope to apply his stuff in a more advanced version of the game. Here is a video of Outhouse:


Saturday, 15 February 2020

The Secret of Flagstone Manor


My streak of interest in text adventures continues. The Secret of Flagstone Manor by Brian Betts of Mountain Valley Software is reportedly Australia's first home produced text adventure in 1981. Or so reports Renga in Blue has been playing it recently. This piece of BASIC computing history certainly peaked my interest. It would be nice to add this game to my international collection. A Los Lovag was a fun exercise in translating one of the first Hungarian text adventures. Hopefully an Australian program would not present the same degree of translation issues, although having heard some working class Aussie accents, I had my doubts. But the game text was very well written and presented no translation issues;). This is not surprising as it was not a homebrew effort, but a commercially available game.

The only issues in translation involved the large number of ELSE statements. The game was originally programmed for the TRS-80 Model 1, so using ELSE might have been a memory saving trick. I only have a couple of thousand bytes left in my version after having removed all the ELSEs, so it would have been a tight squeeze in a 16K Model 1. Another memory saving trick was the use of strings to store info about items.

Betts used a system of string arrays for items held and for items in each room. Up to 10 item strings can be "stored/dropped" for each room. I can't recall seeing anything quite like it. Most other parsers use numeric arrays to store which items are being carried and which rooms they are in. This game just moves strings around in a string array for each location with each actual item name. This method makes for a lot of string storage when saving a game, so I had to leave that part out since the MC-10 can't easily save strings.  But it likely saves memory since each item will simply represent a single byte for each character of the item, stored in string space, instead of that plus some complex numeric array structure with 5 bytes for each array item.

Renga in Blue suggested that the game had similarities Scott Adams early games, but I'm pretty sure it's not like the Adventureland parser. The BASIC version of that program is very complex (and slow) and uses lots of numeric arrays, probably because it is meant to be a generalized "engine" for multiple adventures. This one uses a more standard and simple cascade of IF/THENs to parse input for different verbs. It also doesn't read its locations into an array. There are only 18. So it just uses a sequence of IFs to print specific room info. I'd say this game does not have any specific parser "engine" at its core. It just applies some common approaches to programing adventures that had developed from 1979-1981. Except for the string array stuff re. items.

On the whole it is a very well debugged, elegantly written, BASIC text adventure program. Although the room count is small it is a fairly complex game. There is a timer aspect that can result in death, but it is fair. The puzzles make sense and there is a pretty interesting dynamic HELP command. So don't just accept the first response of "LOOK AROUND" from that command. The response eventually does change according to progress and context. The other sources of death are also generally fair, since there are clues to help avoid them. 

It was a fun exercise to port the program and add another international early BASIC text adventure program to my collection. I am currently working on De Tijdmachine, an early Dutch text adventure, which I hope to have up and running shortly, so more international fare is coming.

The source code for my version can be found here: https://github.com/jggames/trs80mc10/tree/master/quicktype/Text%20Adventures/WorkInProgress/Flagstone

SPOILER ALERT -- Walkthrough below.

*** The Secret of Flagstone Manor ***
Walkthrough by Jim Gerrie 2020

GO DOOR
E
LOOK CUPBOARD
GET MATCHES
GET CAN
W
W
LOOK SHELVES
GET BOOK
READ BOOK (LAST # FOR COMBINATION)
DROP BOOK
TURN LAMP
GO OPENING
GET GARLIC,LOOK SKELETON (YOUR FATE IF YOU TAKE TO LONG)
EAT GARLIC
U
E
N
W
LOOK RACK
GET WINE,LOOK BOTTLE
PRESS PANEL
GET KEYS
E
S
GO STAIRCASE
OPEN DOOR
GO DOOR
MOVE BED
GET OPENER
OPEN CAN
DROP CAN
DROP OPENER
GET CHEESE
GO MANHOLE
OPEN CHEST
GET DIARY
READ DIARY (HINT ABOUT EATING GARLIC)
DROP DIARY
MOVE CHEST
GET ROPE
D
LOCK DOOR
GO BED
SLEEP (HEAR CLINKING CHAINS IN NIGHT)
W
OPEN DOOR
GO DOOR
D
N
N,HELP
OPEN CLOCK
GET KNIFE
E
LIGHT FIRE
GO OPENING
MOVE COBWEBS (CLUE ABOUT SECOND # OF COMBINATION)
DROP MATCHES
GET LADDER
S
W
S
S
GO STAIRCASE
GO DOOR
LOCK DOOR
GO BED
SLEEP (DREAM ABOUT LEAVING WINE IN STUDY OVERNIGHT)
W
OPEN DOOR
GO DOOR
D
N
N
OPEN DOOR
GO DOOR
LOOK DESK (IGNORE ASHTRAY)
DROP WINE
S
S
S
GO STAIRCASE
GO DOOR
LOCK DOOR
GO BED
SLEEP (YOU HAVE A QUIET NIGHT)
W
OPEN DOOR
GO DOOR
D
N
HELP
CUT PAINTING
DROP KNIFE
GET PAPER, READ PAPER (CLUE ABOUT FIRST # OF COMBINATION)
DROP PAPER
N
GO DOOR
PRESS PANEL
GO OPENING
FEED MOUSE (CLICK-- THE WALL MOVES ASIDE)
GO OPENING (YOU'LL SEE A GHOSTLY FIGURE, WHO WON'T ATTACK BECAUSE YOU'VE EATEN GARLIC)
OPEN DOOR
3
8
7
GO DOOR (DON'T TAKE GOLD YET)
TIE ROPE
S
PULL ROPE (CRASH-- YOU AVOID THE CAVE IN BY LEAVING THE ROOM)
GO DOOR
GET GOLD
GO HOLE (YOU USE THE LADDER-- YOU'VE ESCAPED WITH THE GOLD! YOU'VE SOLVED IT ALL.)


Sunday, 9 February 2020

The Silverton Adventure


The map at the bottom of this post has instructions for all the basic actions that are needed to get to the end of the Silverton House Adventure, which I have ported to Micro Color Basic for the TRS-80 MC-10 from Extended Color Basic for the Coco. This was published by Rainbow Magazine (Falsoft) in 1985 as a type-in game in its Second Rainbow Book of Adventures. The authors are John and Pat Everest. It's a treasure hunt and the basic plot is that you are a master adventurer invited to the first ever Durango puzzlers adventure game.



Durango Dan, has challenged you to find the dollar sign hidden in the Silverton estate. But this is not your standard treasure hunt. There are many (non lethal) traps, red herrings and a large number of diabolical riddles and puzzles to solve. The walkthrough map below provides you with the minimal instructions you need to unlock doors, but it doesn't take you through all the rooms you need to examine in detail to find all the clues to unlocking those doors. Puzzles like this one:

In one room with three keys hanging in a little alcove you can read this message written underneath the keys:

THE KEY IS THREE!
          TINONGTGTATHKHEEELTSEHIAELDGVKOEELRYDKSKEAEYYYSSSAIAYNYKGRI

By skipping every three letters from various starting points and wrapping back to the beginning of the string of characters you can discern the following 3 messages:

          TO TAKE THE GOLD KEY SAY RING
          LEAD KEY SAY SING
          THE SILVER KEY SAY KING

If you "Say" each of these words you are provided with the key.  Simply trying to "get" them opens a trap door which takes you back to the beginning. There are many places where such trap doors are waiting.



Another clue requires that you know that there are four American states with borders that meet forming a perfect cross.





One riddle was particularly hard for me to figure out involving noticing the difference between "pairs of shoes" (8) and simply being asked "how many shoes?" (16).  A keen eye is critical in this game.  Familiar messages are sometimes flashed briefly (with extra words), to trick you into overlooking how many letters are referenced in the message.  Messages are sometimes shown once, and then disappear.  So you must heed the advice on the introductory screen that a "piece of paper might come in handy." Everything must be examined and details noted down carefully, such as:
  • 72 Trophies
  • 23 Dolls
  • 11 Pens
  • 7th son of 7th son (used to decipher a math problem elsewhere referencing "SON X SON")
  • 8 Gowns
  • 8 Shoes
  • 43 Adventures
  • 6 Oranges
You find a painting of a Girl in blue dress sitting on a swing (SWING translated to a phone keypad is 76464, which unlocks a door). What is "below" ZXCVBNM? I take it this is the SPACE key from a standard qwerty keyboard, but I don't yet know what riddle/puzzle this helps with. Durango Dan's "autograph"

VIY MIBLC, ABBY WRALC, TRECES THIN, TROBHOAM LAWL LOVE, DURANGO DAN

can be found in the safe and has 11 words. The following formula gives a combination to the safe:

Left-Dolls, Right-SonXSon, Left-Pens, Right-Shoes = 23, 49, 11, 16

You must take the sum of this combination (99) and divide that by the number of words in the Dan's autograph to give you 9, which is the number of the closet you must open to unlock a door in the room of closets.  Another riddle: "HOW MANY CUBIC FEET OF DIRT IN A HOLE 7 X 14 X 3?"  You might think the answer is 294 square feet, but a  hole doesn't have any dirt in it!  It's a hole!  So the real answer is 0.

There are some puzzles and riddles near the end of the house that I have yet to figure out. Instead I simply resorted to the time tested method of looking at the source code to enable me to figure out what needed to be input. So there is still work for those out there who would like to unravel all the secrets of this enigmatic game.

In porting the game I came across a few errors.  I can't recall all of them, most were minor or stylistic, but one would cause a crash:

1320 IFR=35ANDRIGHT$(B$,4)="DOOR"THENPRINT"THE SOUTH DOOR LOOKS LIKE THIS *"*PRINT"- --- --- *--* * -* *** *- -*--*--*

The *"* in the above should be :":PRINT

Another error involved a confusion between the variables WW, which was used to flag when you find the Dollar Sign by moving a chest, and WX, which was used to flag when you "GET" the Dollar Sign after finding it. The inventory routine checked for WW, which would lead to the the dollar sign appearing immediately in your inventory upon finding it, which might mislead you into thinking that you didn't also need to "GET" it.  But the win routine checked for WX, which was only triggered if you "GET DOLLAR SIGN," so even though you might have it in your inventory you could make to the exit and still be judged to not have completed the adventure.  I fixed this by making the inventory routine use the WX variable.

There was another error with the handling of the container because of conflicts with its use of the variable C and the use of that variable elsewhere in the program, in particular in the entering of lock combinations (A,B,C,D). I changed the variable to C2 where it was clearly intended for handling the player's interactions with the container so that it couldn't be set to values that would cause the malfunction of the container handling routine.

The Game can be played here: https://gamejolt.com/games/jgmc-10games/339292
Select the "Play Game" button at the top and then "Play Our Text Adventures," and then choose SILVERTN from the Cassette menu and type RUN and hit Enter.

Sunday, 5 January 2020

The Night of the Vampire Bunnies


There is a text adventure program that I have been wanting to convert to MC-10 for some times. It's by Jason Dyer. The name of the game, "The Night of the Vampire Bunnies" is what intrigued me. Such a playful title. I was able to get my hands on the BASIC source fairly easily. There were versions in Microsoft GW Basic in various places on the Net. GW BASIC is very similar to Microsoft Micro Color BASIC for the MC-10. It's usually fairly easy to translate such programs. I was able to get the slight differences between BASICs fixed up without much fuss.

Then I converted most of the print statements to use my standard 32 character word-wrap subroutine, so that things would print nicely on the small 32X16 screen of the MC-10. The problem was, I needed to use the maximum extended memory of the MC-10 emulator to test and run the program. Depending how you configure things on VMC10 you can get up to almost 32K of emulated RAM memory.  In other words, more than 12K more than an MC-10 with the standard memory pack. I did this all a few years back.  The program was running, but not able to run on a standard machine. I was daunted by the prospect of paring it down by more than 12K, so I put it aside as a specialty program and promised myself to get back to it to defeat the demonic bunny I assumed lurked at its heart.

Well as things go, of course, I got distracted by the endless number of other BASIC programming projects that I have going at any time.  In the meantime I learned all kinds of techniques, many I have written about in this blog, for condensing programs, especially text intensive programs such as text adventures. In my last project I translated a classic Hungarian Language text adventure "A Hos Lovag."  It whetted my appetite for working on text adventures again.  So I thought I would return to Vampire Bunnies.

The most basic technique I have found for making text adventures smaller so they will fit in the 20K of the ordinary MC-10, is to simplify the text messages. These messages can often be boiled down to something much less complex. The trade-off is losing some of the unique flourish of the original author's writing.  Often this is not a terrible loss as many of these games were written by very young programmers back in the early 80s. As a result they are often filled bad grammar and spelling mistakes. I can report that this was not the case with Bunnies. But there was quite a bit of repetition of the same messages or similar messages in different parts of the code. This was likely a result of the larger memory that a PC provides under GW BASIC. Programmers in the late 80s had room that those of the early 80s using simpler 8-bit home computers did not.  So I was able to consolidate a lot of those messages into a subroutine and then simply GOTO or GOSUB to it.

Another technique I have found useful is to consolidate very common sequences of subroutine calls into their own subroutines. Then you simply have to make a single call to a routine that runs multiple subroutines. This is common in text adventures, in which you often have a bunch of actions being done at the end of player command sequences. It might be to reset variables, check player status, tally scores, display formatting, such as lines on the screen to demarcate a new turn etc.  Jason (again likely because of the memory largess of GW BASIC) had lots of places where multiple subroutines sequences occurred at the end of the different possible player command sequences. This programming technique would have been prohibitive in 16K or 32K machines of the early 80s, but as I discovered later, Jason was inspired by the these early 80's BASIC games but was not creating his own games until the end of the 80s-- when he was 11! (I later found out he went on to become one of the most influential bloggers on early IF fiction with his well respected Renga in Blue blog). Bunnies is interesting because it plays like an early Greg HassettScott Adams or Tim Hartnell adventure, but Jason was writing it in 1989. My technique of creating subroutines of subroutines can be even further improved (and make for more speedy execution) by putting the routines at the top of the program.  So a line like this,

GOSUB 12000:GOSUB13000:GOSUB950:GOTO100

which might occur multiple times throughout the program (at the end of IF statements or command sequences) could be replaced by a single call to a subroutine containing all those routines:

6 GOSUB 12000:GOSUB13000:GOSUB950:GOTO100

And all references to these sequences can be triggered by:
GOTO6
or
THEN6

That's a lot of memory savings when you are counting your bytes. Sometimes these routines were not in the exact same sequence, so I did a little reordering (where it made no difference) before doing a global search and replace.

The real damage done to Jason's program, beyond condensing his descriptions, was that he had a fairly complex parser which I removed.  It is clear that he did not simply use a standard existing two-word parser example program like "Tower of Mystery" from Compute't Guide to Text Adventures (1984).  He created his own unique system for parsing command input. He had a complex system for removing extra article words like THE and ON and TO.  He had ways of breaking the sentences input not just into VERB NOUN, but also W1$ and W2$.  He had the ambition to have his players type in more complete English sentences and then to try to parse the input into coherent instructions that could be handled by the program.

This ambition would bite him in the buttocks when it came to the reception of his program years later in the hostile era of the Internet. The reviews of the program on various retro IF sites tend to complain about its departure from the standards of two word VERB-NOUN parsing.  Some of the puzzles involved having to figure out 4 word command sequences. For example JUMP OVER THE RIVER rather than JUMP RIVER. To be fair, in the context of 80s hobby BASIC programming, this convention was not sacrosanct. It was with a little regret that I stripped out this unique parsing engine and put in its place an extremely simple 2-word parser.  However, it did allow me the get the program down to about 20K. Then all I had to do was replace some multi-character variables with single or double variable names, take out extra spaces between commands, and renumber the program by an increment of 2, to get rid of the large line numbers, which just hog memory in interpreted versions of BASIC.

I now have a working version of "The Night of the Vampire Bunnies." I spiffed up the title page a little by adding an ASCII text graphic of a Vampire Bunny. I originally used a W to symbolize the nose and fangs but switched to an M, which I thought worked better. Then I also added some screen flickering using the different SG4 screen color sets in an attempt to evoke lightning flashes, which I think is in keeping with the B-horror movie feel Jason was attempting to evoke (along with Monty Python's Quest for the Holy Grail). Hopefully that will make up a little for the loss of his more detailed location descriptions.

Bunny now with downward pointing fangs
I've play tested the game using various walkthroughs from the the CASA IF Solution Archive.  I haven't run into any errors, but my edited version only requires two word command sequences, so it is slightly different.

Next project: I'm currently working on a BASIC program called "X-Rated Adventure" by V. K. Supersoft (1984), which was recently posted on the Coco Archive. So far, I've got it working on the MC-10.  Not sure if I am going to release it.  Have to try to play through and test it, both for function, and for appropriateness.  Still it might be useful for psychologists to gain insight into an aspect of macho (teenage boy) culture in the early 80s.


Saturday, 28 December 2019

A Hös Lovag: An Early Hungarian Text Adventure in BASIC


The author of the Rosetta Interactive Fiction blog writes (translation from Hungarian courtesy of Chrome):
In 1986, the Hungarian translation of the book: The Adventures of Writing an Adventure Program - or How to Write an Adventure Program on a School Computer in the BASIC Language (Technical Publisher,Budapest), author F. DaCosta. (We've been guessing for a long time what the "F" is ... I just found out that it is "Frank.") Frank DaCosta's work (the original English edition) was published in 1982 by TAB Books Inc. under the title Writing BASIC Adventure Programs for the TRS-80. (or other sources according to the McGraw-Hill School Education Group) and is still available at Amazon along with the writer's other book of 1979 (How To Build Your Own Working Robot Pet - to my knowledge, has not been translated into Hungarian). The original book is still available today in PDF form.
The Rosetta Interactive Fiction blogger continues:
The Hungarian appearance of the book roughly coincides with the beginning of the advent of literary adventure writing in Hungary as a kind of "popular movement." It's only roughly because the first (documented) works came sooner: In '84 the English language Eureka! (Domark-Andromeda-Novotrade), and in '85 some Hungarian-language programs (games by Miklós Tihor, András Laczi and István Rátkai). So it wasn't the book that started the movement-- but it undoubtedly had a very strong impact on it (and in many ways was seminal).
The first two commercial adventure games (both already on the domestic retail market), launched by Novotrade Rt. In '86 (both on the official school computer Plus / 4 and C16, respectively) were already having an effect. The Treasure Hunter game used a version of  imperative expression imposed by Peter Ban the translator, which was simply a direct translation of the English sentence structure. Luckily this rather stilted way of presenting hungarian did not catch on; although it was used in another game called A Hös Lovag (Hero Knight). The author's explanation of the format in the manual for that game tells it all:
"You have to know that this type of game also comes from English, where the structure of the language is particularly suited to adventure games: the imperative expression is the same as the infinitive expression you find in the dictionary. This is not the case in Hungarian-- in our case, the imperative has a special expression that the program does not understand. Therefore, the player can only chat with the machine in a specific, terrible form of the Hungarian language.
For example, if the hero knight feels his power is low but he has bread, we don't have to type EAT BREAD, but EAT BREAD. It needs to be worded as if expressed by someone who is just beginning to study and speak our mother tongue... Over time, this type of program may be able to use correct Hungarian and recognize the suffixes, but for the time being it can only process the vocabulary of words. This is an unfortunate circumstance, but the game may be so interesting that we can forgive this handicap."
It is intriguing to consider the complexities of language that the translated phrase "EAT BREAD, but EAT BREAD" obscures. Hungarian is an agglutinative language, which uses many word prefixes and suffixes to express subtle details of meaning and grammatical structure. Check out this neat video about the language by Langfocus. Certainly when I would put sentences into Google translate you would get nothing but word salad back. For example "hiaba van kardod, egy eleteros sarkany" produced "hiaba you have a sword, a misfit stub."  I eventually translated this as "YOU HAVE A SWORD, BUT YOUR ATTACK IS IN VAIN!"  I was greatly aided in this task by my son Charlie, who showed me the trick of separating each word onto its own line, or of leaving certain words together on a line, to get different suggestions of meaning from Google.

I have now completed an English language version of this interesting early Hungarian text adventure. The following video provides a complete walkthrough, so beware of spoilers:


I want to thank the author of the Rosetta Interactive Fiction blog for making me aware of this program and with sharing his thoughts on the challenges faced by early Hungarian BASIC programmers. I also appreciate his discussion of the DaCosta book and hope in the near future to try creating a working copy of its example program "Mazies and Crazies."  There doesn't seem to be a working copy in any of the TRS-80 program databases that I am aware of.  This is a shame, as  DaCosta's book seems to have had a significant influence on early BASIC programming in a number of countries.
Screenshot of C16 game

Walkthrough for A Hos Lovag (Hero Knight) English Language version by Jim Gerrie 2019

GET STAFF, GET BREAD
LEAVE,E
GET STONE
E,JUMP,N
KILL SPIDER
S,E,S,W,W
PULL MAN
E,S,E,S,W
GET SHOVEL
E,S,S,ENTER
PLAY FLUTE
GET FLASK
LEAVE,N,E,E
DIG
GET CHEST
UNLOCK CHEST,GET GOLD
W,N,N,LEAVE,E
GET BIRD
UP
DROP BIRD
DOWN,E
BUY SWORD
N,E
GIVE BREAD
LEAVE,S,E,S
THROW STONE
E
WEAR RING
UP,E
MOVE ROCK
W,S
WEAR ARMOUR
E
KILL DRAGON
USE FLASK
E,S,W,N,W,N,UP


The following are some translations of the verbs:

10000 data e,d,k,ny,fel,le  ,be   ,ki   ,fog ,felvesz,dob  ,letesz,l,lista ,n,nez ,v,vizsgal,huz
10000 DATA N,S,E,W ,UP ,DOWN,ENTER,LEAVE,TAKE,GET    ,THROW,DROP  ,I,INVENT,L,LOOK,V,EXAMINE,PULL


10010 data eszik,%,maszik,visel,hord,vag,nyit  ,zar ,nyom  ,felad,szol ,mond,as
10010 DATA EAT,   ,CLIMB ,WEAR ,DON ,CUT,UNLOCK,LOCK,SEARCH,QUIT ,SPEAK,SAY ,DIG


10020 data fuj ,ol  ,ut  ,hasznal,megment,ad  ,vesz,mozdit,lok ,ugrik
10020 DATA BLOW,KILL,BEAT,USE    ,SAVE   ,GIVE,BUY ,MOVE  ,PUSH,JUMP


10050 data bot  ,pogacsa,ko   ,gyuru,sip  ,kulcs,ladiko,arany,aso   ,eletviz,kard ,pancel,szikla
10050 DATA STAFF,BREAD  ,STONE,RING ,FLUTE,KEY  ,CHEST ,GOLD ,SHOVEL,FLASK  ,SWORD,ARMOUR,ROCK

10060 data kismadarka,fuldoklo,fa  ,boszorkany,utonallo,sarkany,pok   ,kiralylany
10060 DATA BIRD      ,MAN     ,TREE,WITCH     ,ROGUE   ,DRAGON ,SPIDER,PRINCESS

Tuesday, 19 November 2019

The Maze of Argon

I'm really quite proud of how this game port came out. David Maunder recovered this game for the Dick Smith VZ-200 computer from an old cassette tape. The machine language portion of the game that draws the 3D maze was corrupted.


However, the BASIC part, which handles all the other functions of the game, was ok. So I rewrote the wall rendering in BASIC and it came up very speedy.


I had to change how the maze data was stored too. It was set/reset into hires graphic screen area, but that area was never displayed. It was just used to store the 2D map info from each level that were read by the wall rendering subroutine.  Values for the maze in the sightline of the virtual player (represented in the following by "^") were poked into memory before a call was made to the USR M/L subroutine:

  8
  6
 475
  3
 1^2

I had to recreate the maps and store them as strings into which I POKEd the various items you can find (Pits, Energy packs, exit). This was greatly aided by David, who was able to halt the program and display the graphic screen to show the maps.



I used the screenshot that he provided to redraw the maps as a string array using # symbols to represent the walls, ! symbols for pits, % symbols for energy packs and $ for the secret exit.  These latter items had to poked into the strings  rather than using BASIC string handling commands (MID$, LEFT$, RIGHT$) because otherwise, the strings would be reallocated to string space, and there wasn't enough memory for that to be possible.  I had to readjust the offsets used to perform operations on the maps.  In the VZ each of the 3 levels takes a 40 wide space in the x axis and are set down from the top of the graphic screen by 24 pixels.  In my versions the levels each have 32 spaces in the X axis and only a 4 space offset from the top of the string array:

7001 M$(01)="                                                                                                 "
7002 M$(02)="                                                                                                 "
7003 M$(03)="                                                                                                 "
7004 M$(04)="   ###########################     ###########################     ###########################   "
7005 M$(05)="   #           #   #   #   # #     #                         #     #       #       # #   #   #   "
7006 M$(06)="   # # ### ### # # # # # # # #     # ########### ### ### ### #     # # ### # # ### # # ### # #   "
7007 M$(07)="   #   #   # #   #   #   #   #     # #         #   # #     # #     # #   #   #             # #   "
7008 M$(08)="   # ### # # ### # ### # #####     # # ####### # # # # # # # #     # ### # # ##### # ##### # #   "
7009 M$(09)="   #     #       #     #   # #     # # #     # #   # # # #   #     #     # # #   # # #   #   #   "
7010 M$(10)="   ### # ### # # # # ##### # #     # # ##### # # # # # # ### #     ### # # # # # # # # # # # #   "
7011 M$(11)="   #   # # # # # #   #   # # #     # #       # # #   # #     #     # # # # # # # # # # # # # #   "
7012 M$(12)="   # # # # # # # # # # # # # #     # ######### # # # # ##### #     # # # # # # # # # # # # # #   "
7013 M$(13)="   # # #     #   # #   #     #     #           # #   #   # # #     # # # # # # # # # # # # # #   "
7014 M$(14)="   # # ### ##### # # ##### ###     ######### ### ### ### # # #     # # # # # # # # # # # # # #   "
7015 M$(15)="   #   #   #     #     #     #     #     #   #         #     #     #   #   #   #   #   #   # #   "
7016 M$(16)="   ### # # # ### # # # # # ###     # ### # ### # ### # ##### #     # ### ### ### ### ### ### #   "
7017 M$(17)="   #     #       # # #   #   #     # #   #     #   # #       #     # #   #   #   #   #   #   #   "
7018 M$(18)="   # ### ### ##### # ### # # #     # # # # # ####### # ##### #     # # # # # # # # # # # # # #   "
7019 M$(19)="   #   #   #     #         # #     # # #   # #       # #     #     # # # #   # #   # # # # # #   "
7020 M$(20)="   ### ### # # # # # ##### # #     ########### ####### # #####     # # # # # # # # # # # # # #   "
7021 M$(21)="   #         # # # #       # #     #                   #   # #     #   # # #   # # #   #     #   "
7022 M$(22)="   # # ### # # # # ### ### # #     # ### ########### # ##### #     ##### # ##### # ###########   "
7023 M$(23)="   # #     #   # # #     #   #     # #   #   #   #   #       #     #     # #   # # #         #   "
7024 M$(24)="   # # # # ### # # # ### #####     # # # # # # # # # ##### ###     # # # # # # # # # ####### #   "
7025 M$(25)="   #   # # #         #       #     # # # # # #   # #   # #   #     #   #       # #   #     # #   "
7026 M$(26)="   ### # # # # # # # # ##### #     # ### # # # # # ### # ### #     ### ### # # # # ### # # # #   "
7027 M$(27)="   #     #   #   #   #       #     #   #   #   #   #   #     #     #   #   #     #     # #   #   "
7028 M$(28)="   ###########################     ###########################     ###########################   "
7029 M$(29)="                                                                                                 "
7030 M$(30)="                                                                                                 "
7031 M$(31)="                                                                                                 "


The game is pretty fun and very challenging.  The original starts you with a countdown timer of 10000, but I bumped this to 12000 for the MC-10 because I think it runs a little faster than the VZ.  The VZ version also has a funky musical interlude at the end of the game ("Lara's Theme" from Doctor Zhivago), which also had to be dropped for memory reasons.  I did preserve the other fanfares for losing and winning.  I just use the VZ BASIC manual to convert the note numbers from VZs SOUND command to their equivalent values for the  MC-10 SOUND command.

I used James the Animal Tamer's JVZ_021 emulator to load the original program and the to LLIST it to a text file for editing.  Thanks James!

Saturday, 26 October 2019

RetroChallenge 2019/10: Akalabeth Converted to TRS-80 Coco



I've finished condensing the code of my MC-10 MCX conversion of the Akalabeth source code and have edited it so it will work on the Coco. It is running in the video above on VCC using the high speed poke, which is line 415 (the end of the program):
415 GOSUB11:NEXT:POKE65497,0:GOTO14
For the coco 2 use POKE 65495,0 instead.

The box fill routine is slower on the Coco than in MCX Basic. Looks a bit like a cinematic wipe. Curtis Boyle mentioned in a comment on Youtube that it might be possible to speed up the screen clear by poking a small assembly routine into the cassette buffer area to do "a stack blast clear or two." If anyone wants to try to hack the code, the upper screen clear routine is on line 7:
7 IFG1 THENLINE(0,0)-(255,159),PRESET,BF:RETURN
I used  my son Charlie's idea for converting the LINE statements for drawing the monsters to DATA  statements and then just using a single draw routine.  After doing this I was able to get Akalabeth to fit in the 25K left on a Coco after it is configured for a PMODE2 graphics screen. Thanks Charlie!

The problem was that LINE statements on the Coco require using the PSET command to designate the color attribute rather than a number literal like "1", which would have taken up even more space.  Since I was already maxed out, this would have been a disaster.  But using DATA statements allowed me to shrink everything down to a point that I even had almost 1000 bytes to spare.

I used a routine provided to me by Pippa (from the IF Solutions Archive) that allows me to PEEK and POKE back in the address pointer for the READ statement used with DATA. This allowed me to simply move the pointer to the beginning of the DATA that needed to be read for each monster. On the MC-10 the pointer address is stored at 173 and 174, but I was able to look up the equivalent locations in a Coco ROM Disassembly, which are 51 and 52.  Here is a little demo of Pippa's routines:
1 GOSUB8:PRINTJ:GOSUB9:GOTO1
8 OD=PEEK(173)+256*PEEK(174):READJ:RETURN
9 POKE174,INT(OD/256):POKE173,OD-256*PEEK(174):RETURN
10 DATA 1
The following table clearly shows how much memory is saved by switching to DATA statements:

Here’s a test routine that uses the DATA
Here’s the original routine
0 B=100:C=127:D=1:PMODE2,1:SCREEN1,1:
1 FORZZ=1TO10:PCLS:GOSUB9
2 IFINKEY$=""THEN2
3 NEXT:
4 GOTO4

9 READT,A,G,Q:IFT=99THENRETURN
10 LINE(C+T/D,B+A/D)-(C+G/D,B+Q/D),PSET:GOTO9

74 DATA-23,,-15,,-15,,-15,-15,-15,-15,-8,-30,-8,-30,8,-30,8,-30,15,-15,15,-15,15,,15,,23,,,-26,,-65,-2,-38,2,-38,-3,-45,3,-45,-5,-53,5,-53,-23,-56,-30,-53,-30,-53,-23,-45,-23,-45,-23,-53,-23,-53,-8,-38,-15,-45,-8,-60,-8,-60,8
75 DATA-60,8,-60,15,-45,15,-42,15,-57,12,-45,20,-45,,-75,-5,-80,-5,-80,-8,-75,-8,-75,-5,-65,-5,-65,5,-65,5,-65,5,-68,5,-68,-5,-68,-5,-68,-5,-65,-5,-65,5,-65,5,-65,8,-75,8,-75,5,-80,5,-80,-5,-80,-3,-72,-2,-72,3,-72,4,-72,99,,,

80 DATA,-56,,-8,,-8,10,,10,,30,,30,,30,-45,30,-45,10,-64,10,-64,,-56,,-56,-10,-64,-10,-64,-30,-45,-30,-45,-30,,-30,,-10,,-10,,,-8,-10,-64,-10,-75,-10,-75,,-83,,-83,10,-75
81 DATA10,-75,,-79,,-79,-10,-75,-10,-75,,-60,,-60,10,-75,10,-75,10,-64,99,,,

82 DATA5,-30,,-25,,-25,-5,-30,-5,-30,-15,-5,-15,-5,-10,,-10,,10,,10,,15,-5,15,-5,20,-5,20,-5,10,,10,,15,-5,15,-5,5,-30,5,-30,10,-40,10,-40,3,-35,3,-35,-3,-35,-3,-35,-10,-40,-10,-40,-5,-30
84 DATA-5,-33,-3,-30,5,-33,3,-30,-5,-20,-5,-15,5,-20,5,-15,-7,-20,-7,-15,7,-20,7,-15,99,,,

86 DATA,,-15,,-15,,-8,-8,-8,-8,-8,-15,-8,-15,-15,-23,-15,-23,-15,-15,-15,-15,-23,-23,-23,-23,-23,-45,-23,-45,-15,-53,-15,-53,-8,-53,-8,-53,-15,-68,-15,-68,-8,-75,-8,-75,,-75
88 DATA,,15,,15,,8,-8,8,-8,8,-15,8,-15,15,-23,15,-23,15,-15,15,-15,23,-23,23,-23,23,-45,23,-45,15,-53,15,-53,8,-53,8,-53,15,-68,15,-68,8,-75,8,-75,,-75
90 DATA-15,-68,15,-68,-8,-53,8,-53,-23,-15,8,-45,-8,-68,,-60,,-60,8,-68,8,-68,8,-60,8,-60,-8,-60,-8,-60,-8,-68,,-38,-8,-38,-8,-38,8,-53,8,-53,8,-45,8,-45,15,-45,15,-45,,-30,,-30,,-38,99,,,

93 DATA-10,-15,-10,-30,-10,-30,-15,-20,-15,-20,-15,-1,-15,-1,-15,,-15,,15,,15,,15,-15,15,-15,-15,-15,-15,-10,15,-10,-15,-5,15,-5,,-15,-5,-20,-5,-20,-5,-35,-5,-35,5,-35,5,-35,5,-20,5,-20,10,-15,-5,-20,5,-20,-5,-25,5,-25
97 DATA-5,-30,5,-30,-10,-35,-10,-40,-10,-40,-5,-45,-5,-45,5,-45,5,-45,10,-40,10,-40,10,-35,-10,-40,,-45,,-45,10,-40,-5,-40,5,-40,5,-40,15,-30,15,-30,,-40,,-40,-15,-30,-15,-30,-5,-40,99,,,

101 DATA-20,-88,-30,-83,-30,-83,-30,-78,20,-88,30,-83,30,-83,40,-83,-15,-86,-20,-83,-20,-83,-20,-78,-20,-78,-30,-73,-30,-73,-30,-68,-30,-68,-20,-63,-10,-83,-10,-58,-10,-58,,-50,10,-83,10,-78,10,-78,20,-73,20,-73,20,-40
104 DATA15,-85,20,-78,20,-78,30,-76,30,-76,30,-60,,-83,,-73,,-73,10,-68,10,-68,10,-63,10,-63,,-58,99,,,

106 DATA5,-10,-5,-10,-5,-10,,-15,,-15,10,-20,10,-20,5,-15,5,-15,5,-10,5,-10,7,-6,7,-6,5,-3,5,-3,-5,-3,-5,-3,-7,-6,-7,-6,-5,-10,2,-3,5,,5,,8,,-2,-3,-5,,-5,,-8,,3,-8,3,-8,-3,-8,-3,-8,3,-5,-3,-5,99,,,

111 DATA99,,,

112 DATA-14,-46,-12,-37,-12,-37,-20,-32,-20,-32,-30,-32,-30,-32,-22,-24,-22,-24,-40,-17,-40,-17,-40,-7,-40,-7,-38,-5,-38,-5,-40,-3,-40,-3,-40,,-40,,-36,,-36,,-34,-2,-34,-2,-32,,-32
113 DATA,-28,,-28,,-28,-3,-28,-3,-30,-5,-30,-5,-28,-7,-28,-7,-28,-15,-28,-15,,-27,14,-46,12,-37,12,-37,20,-32,20,-32,30,-32,30,-32,22,-24,22,-24,40,-17,40,-17,40,-7,40,-7,38,-5,38,-5,40,-3,40,-3,40,
115 DATA40,,36,,36,,34,-2,34,-2,32,,32,,28,,28,,28,-3,28,-3,30,-5,30,-5,28,-7,28,-7,28,-15,28,-15,,-27,6,-48,38,-41,38,-41,40,-42,40,-42,18,-56,18,-56,12,-56,12,-56,10,-57,10,-57,8,-56,8,-56,-8,-56,-8,-56,-10,-58
116 DATA-10,-58,14,-58,14,-58,16,-59,16,-59,8,-63,8,-63,6,-63,6,-63,2,-70,2,-70,2,-63,2,-63,-2,-63,-2,-63,-2,-70,-2,-70,-6,-63,-6,-63,-8,-63,-8,-63,-16,-59,-16,-59,-14,-58,-14,-58,10,-57,10,-57,-12,-56,-12,-56,-18,-56,-18
117 DATA-56,-36,-47,-36,-47,-36,-39,-36,-39,-28,-41,-28,-41,-28,-46,-28,-46,-20,-50,-20,-50,-18,-50,-18,-50,-14,-46,-28,-41,30,-55,28,-58,22,-56,22,-56,22,-53,22,-53,28,-52,28,-52,34,-54,34,-54,20,-50,20,-50,26,-47
118 DATA10,-58,10,-61,10,-61,4,-58,-10,-58,-10,-61,-10,-61,-4,-58,40,-9,50,-12,50,-12,40,-7,-8,-25,6,-7,6,-7,28,-7,28,-7,28,-9,28,-9,20,-9,20,-9,6,-25,99,,,

120 DATA6,-60,30,-90,30,-90,60,-30,60,-30,60,-10,60,-10,30,-40,30,-40,15,-40,-6,-60,-30,-90,-30,-90,-60,-30,-60,-30,-60,-10,-60,-10,-30,-40,-30,-40,-15,-40,,-25,6,-25,6,-25,10,-20,10,-20,12,-10,12,-10
122 DATA10,-6,10,-6,10,,10,,14,,14,,15,-5,15,-5,16,,16,,20,,20,,20,-6,20,-6,18,-10,18,-10,18,-20,18,-20,15,-30,15,-30,15,-45,15,-45,40,-60,40,-60,40,-70,40,-70,10,-55,10,-55,6,-60,6,-60,10,-74,10,-74,6,-80,6,-80
124 DATA4,-80,4,-80,3,-82,3,-82,2,-80,2,-80,,-80,,-25,-6,-25,-6,-25,-10,-20,-10,-20,-12,-10,-12,-10,-10,-6,-10,-6,-10,,-10,,-14,,-14,,-15,-5,-15,-5,-16,,-16,,-20,,-20,,-20,-6,-20,-6,-18,-10,-18,-10
126 DATA-18,-20,-18,-20,-15,-30,-15,-30,-15,-45,-15,-45,-40,-60,-40,-60,-40,-70,-40,-70,-10,-55,-10,-55,-6,-60,-6,-60,-10,-74,-10,-74,-6,-80,-6,-80,-4,-80,-4,-80,-3,-82,-3,-82,-2,-80,-2,-80,,-80
128 DATA-6,-25,,-6,,-6,10,,10,,4,-8,4,-8,6,-25,-40,-64,-40,-90,-40,-90,-52,-80,-52,-80,-52,-40,40,-86,38,-92,38,-92,42,-92,42,-92,40,-86,40,-86,40,-50,4,-70,6,-74,-4,-70,-6,-74,,-64,,-60,99,,,


73 LINE(C-23/D,B)-(C-15/D,B),1:LINE-(C-15/D,B-15/D),1:LINE-(C-8/D,B-30/D),1:LINE-(C+8/D,B-30/D),1:LINE-(C+15/D,B-15/D),1:LINE-(C+15/D,B),1:LINE-(C+23/D,B),1
74 LINE(C,B-26/D)-(C,B-65/D),1:LINE(C-2/D+.5,B-38/D)-(C+2/D+.5,B-38/D),1:LINE(C-3/D+.5,B-45/D)-(C+3/D+.5,B-45/D),1:LINE(C-5/D+.5,B-53/D)-(C+5/D+.5,B-53/D),1
75 LINE(C-23/D,B-56/D)-(C-30/D,B-53/D),1:LINE-(C-23/D,B-45/D),1:LINE-(C-23/D,B-53/D),1:LINE-(C-8/D,B-38/D),1
76 LINE(C-15/D,B-45/D)-(C-8/D,B-60/D),1:LINE-(C+8/D,B-60/D),1:LINE-(C+15/D,B-45/D),1:LINE(C+15/D,B-42/D)-(C+15/D,B-57/D),1:LINE(C+12/D,B-45/D)-(C+20/D,B-45/D),1
77 LINE(C,B-75/D)-(C-5/D+.5,B-80/D),1:LINE-(C-8/D,B-75/D),1:LINE-(C-5/D+.5,B-65/D),1:LINE-(C+5/D+.5,B-65/D),1:LINE-(C+5/D+.5,B-68/D),1:LINE-(C-5/D+.5,B-68/D),1:LINE-(C-5/D+.5,B-65/D),1
78 LINE-(C+5/D+.5,B-65/D),1:LINE-(C+8/D,B-75/D),1:LINE-(C+5/D+.5,B-80/D),1:LINE-(C-5/D+.5,B-80/D),1:PSET(C-5/D+.5,B-72/D):PSET(C+5/D+.5,B-72/D):GOTO131
79 LINE(C,B-56/D)-(C,B-8/D),1:LINE-(C+10/D,B),1:LINE-(C+30/D,B),1:LINE-(C+30/D,B-45/D),1:LINE-(C+10/D,B-64/D),1:LINE-(C,B-56/D),1
80 LINE-(C-10/D,B-64/D),1:LINE-(C-30/D,B-45/D),1:LINE-(C-30/D,B),1:LINE-(C-10/D,B),1:LINE-(C,B-8/D),1:LINE(C-10/D,B-64/D)-(C-10/D,B-75/D),1:LINE-(C,B-83/D),1:LINE-(C+10/D,B-75/D),1
81 LINE-(C,B-79/D),1:LINE-(C-10/D,B-75/D),1:LINE-(C,B-60/D),1:LINE-(C+10/D,B-75/D),1:LINE-(C+10/D,B-64/D),1:GOTO131
82 LINE(C+5/D,B-30/D)-(C,B-25/D),1:LINE-(C-5/D,B-30/D),1:LINE-(C-15/D,B-5/D),1:LINE-(C-10/D,B),1:LINE-(C+10/D,B),1:LINE-(C+15/D,B-5/D),1
83 LINE-(C+20/D,B-5/D),1:LINE-(C+10/D,B),1:LINE-(C+15/D,B-5/D),1:LINE-(C+5/D,B-30/D),1:LINE-(C+10/D,B-40/D),1:LINE-(C+3/D+.5,B-35/D),1:LINE-(C-3/D+.5,B-35/D),1:LINE-(C-10/D,B-40/D),1:LINE-(C-5/D,B-30/D),1
84 LINE(C-5/D,B-33/D)-(C-3/D+.5,B-30/D),1:LINE(C+5/D,B-33/D)-(C+3/D+.5,B-30/D),1:LINE(C-5/D,B-20/D)-(C-5/D,B-15/D),1
85 LINE(C+5/D,B-20/D)-(C+5/D,B-15/D),1:LINE(C-7+D,B-20/D)-(C-7/D,B-15/D),1:LINE(C+7/D,B-20/D)-(C+7/D,B-15/D),1:GOTO131
86 LINE(C,B)-(C-15/D,B),1:LINE-(C-8/D,B-8/D),1:LINE-(C-8/D,B-15/D),1:LINE-(C-15/D,B-23/D),1:LINE-(C-15/D,B-15/D),1:LINE-(C-23/D,B-23/D),1
87 LINE-(C-23/D,B-45/D),1:LINE-(C-15/D,B-53/D),1:LINE-(C-8/D,B-53/D),1:LINE-(C-15/D,B-68/D),1:LINE-(C-8/D,B-75/D),1:LINE-(C,B-75/D),1
88 LINE(C,B)-(C+15/D,B),1:LINE-(C+8/D,B-8/D),1:LINE-(C+8/D,B-15/D),1:LINE-(C+15/D,B-23/D),1:LINE-(C+15/D,B-15/D),1:LINE-(C+23/D,B-23/D),1
89 LINE-(C+23/D,B-45/D),1:LINE-(C+15/D,B-53/D),1:LINE-(C+8/D,B-53/D),1:LINE-(C+15/D,B-68/D),1:LINE-(C+8/D,B-75/D),1:LINE-(C,B-75/D),1
90 LINE(C-15/D,B-68/D)-(C+15/D,B-68/D),1:LINE(C-8/D,B-53/D)-(C+8/D,B-53/D),1:LINE(C-23/D,B-15/D)-(C+8/D,B-45/D),1
91 LINE(C-8/D,B-68/D)-(C,B-60/D),1:LINE-(C+8/D,B-68/D),1:LINE-(C+8/D,B-60/D),1:LINE-(C-8/D,B-60/D),1:LINE-(C-8/D,B-68/D),1
92 LINE(C,B-38/D)-(C-8/D,B-38/D),1:LINE-(C+8/D,B-53/D),1:LINE-(C+8/D,B-45/D),1:LINE-(C+15/D,B-45/D),1:LINE-(C,B-30/D),1:LINE-(C,B-38/D),1:GOTO131
93 LINE(C-10/D,B-15/D)-(C-10/D,B-30/D),1:LINE-(C-15/D,B-20/D),1:LINE-(C-15/D,B-15/D),1:LINE-(C-15/D,B),1:LINE-(C+15/D,B),1:LINE-(C+15/D,B-15/D),1:LINE  -(C-15/D,B-15/D),1
94 LINE(C-15/D,B-10/D)-(C+15/D,B-10/D),1:LINE(C-15/D,B-5/D)-(C+15/D,B-5/D),1
95 LINE(C,B-15/D)-(C-5/D,B-20/D),1:LINE-(C-5/D,B-35/D),1:LINE-(C+5/D,B-35/D),1:LINE-(C+5/D,B-20/D),1:LINE-(C+10/D,B-15/D),1
96 LINE(C-5/D,B-20/D)-(C+5/D,B-20/D),1:LINE(C-5/D,B-25/D)-(C+5/D,B-25/D),1:LINE(C-5/D,B-30/D)-(C+5/D,B-30/D),1
97 LINE(C-10/D,B-35/D)-(C-10/D,B-40/D),1:LINE-(C-5/D,B-45/D),1:LINE-(C+5/D,B-45/D),1:LINE-(C+10/D,B-40/D),1:LINE-(C+10/D,B-35/D),1
98 LINE(C-10/D,B-40/D)-(C,B-45/D),1:LINE-(C+10/D,B-40/D),1
99 LINE(C-5/D,B-40/D)-(C+5/D,B-40/D),1:LINE-(C+15/D,B-30/D),1:LINE-(C,B-40/D),1:LINE-(C-15/D,B-30/D),1:LINE-(C-5/D+.5,B-40/D),1:GOTO131
100 LINE(C-20/D,79-Y(D))-(C-20/D,B-88/D),1:LINE-(C-10/D,B-83/D),1:LINE-(C+10/D,B-83/D),1:LINE-(C+20/D,B-88/D),1:LINE-(C+20/D,79-Y(D)),1:LINE-(C-20/D,79-Y(D)),1
101 LINE(C-20/D,B-88/D)-(C-30/D,B-83/D),1:LINE-(C-30/D,B-78/D),1:LINE(C+20/D,B-88/D)-(C+30/D,B-83/D),1:LINE-(C+40/D,B-83/D),1
102 LINE(C-15/D,B-86/D)-(C-20/D,B-83/D),1:LINE-(C-20/D,B-78/D),1:LINE-(C-30/D,B-73/D),1:LINE-(C-30/D,B-68/D),1:LINE-(C-20/D,B-63/D),1
103 LINE(C-10/D,B-83/D)-(C-10/D,B-58/D),1:LINE-(C,B-50/D),1:LINE(C+10/D,B-83/D)-(C+10/D,B-78/D),1:LINE-(C+20/D,B-73/D),1:LINE-(C+20/D,B-40/D),1
104 LINE(C+15/D,B-85/D)-(C+20/D,B-78/D),1:LINE-(C+30/D,B-76/D),1:LINE-(C+30/D,B-60/D),1
105 LINE(C,B-83/D)-(C,B-73/D),1:LINE-(C+10/D,B-68/D),1:LINE-(C+10/D,B-63/D),1:LINE-(C,B-58/D),1:GOTO131
106 LINE(C+5/D+.5,B-10/D)-(C-5/D+.5,B-10/D),1:LINE-(C,B-15/D),1:LINE-(C+10/D,B-20/D),1:LINE-(C+5/D+.5,B-15/D),1:LINE-(C+5/D+.5,B-10/D),1
107 LINE-(C+7/D+.5,B-6/D),1:LINE-(C+5/D+.5,B-3/D),1:LINE-(C-5/D+.5,B-3/D),1:LINE-(C-7/D+.5,B-6/D),1:LINE-(C-5/D+.5,B-10/D),1:LINE(C+2/D+.5,B-3/D)-(C+5/D+.5,B),1:LINE-(C+8/D,B),1
108 LINE(C-2/D+.5,B-3/D)-(C-5/D+.5,B),1:LINE-(C-8/D,B),1:PSET(C+3/D+.5,B-8/D):PSET(C-3/D+.5,B-8/D):LINE(C+3/D+.5,B-5/D)-(C-3/D+.5,B-5/D),1:GOTO131
109 LINE(127-10/D,E(D,3))-(127-10/D,E(D,3)-10/D),1:LINE-(127+10/D,E(D,3)-10/D),1:LINE-(127+10/D,E(D,3)),1:LINE-(127-10/D,E(D,3)),1
110 LINE(127-10/D,E(D,3)-10/D)-(127-5/D,E(D,3)-15/D),1:LINE-(127+15/D,E(D,3)-15/D),1:LINE-(127+15/D,E(D,3)-5/D),1:LINE-(127+10/D,E(D,3)),1
111 LINE(127+10/D,E(D,3)-10/D)-(127+15/D,E(D,3)-15/D),1:GOTO131
112 LINE(C-14/D,B-46/D)-(C-12/D,B-37/D),1:LINE-(C-20/D,B-32/D),1:LINE-(C-30/D,B-32/D),1:LINE-(C-22/D,B-24/D),1:LINE-(C-40/D,B-17/D),1:LINE-(C-40/D,B-7/D),1:LINE-(C-38/D,B-5/D),1:LINE-(C-40/D,B-3/D),1:LINE-(C-40/D,B),1
113 LINE-(C-36/D,B),1:LINE-(C-34/D,B-2/D),1:LINE-(C-32/D,B),1:LINE-(C-28/D,B),1:LINE-(C-28/D,B-3/D),1:LINE-(C-30/D,B-5/D),1:LINE-(C-28/D,B-7/D),1:LINE-(C-28/D,B-15/D),1:LINE-(C,B-27/D),1
114 LINE(C+14/D,B-46/D)-(C+12/D,B-37/D),1:LINE-(C+20/D,B-32/D),1:LINE-(C+30/D,B-32/D),1:LINE-(C+22/D,B-24/D),1:LINE-(C+40/D,B-17/D),1:LINE-(C+40/D,B-7/D),1:LINE-(C+38/D,B-5/D),1:LINE-(C+40/D,B-3/D),1:LINE-(C+40/D,B),1
115 LINE-(C+36/D,B),1:LINE-(C+34/D,B-2/D),1:LINE-(C+32/D,B),1:LINE-(C+28/D,B),1:LINE-(C+28/D,B-3/D),1:LINE-(C+30/D,B-5/D),1:LINE-(C+28/D,B-7/D),1:LINE-(C+28/D,B-15/D),1:LINE-(C,B-27/D),1
116 LINE(C+6/D,B-48/D)-(C+38/D,B-41/D),1:LINE-(C+40/D,B-42/D),1:LINE-(C+18/D,B-56/D),1:LINE-(C+12/D,B-56/D),1:LINE-(C+10/D,B-57/D),1:LINE-(C+8/D,B-56/D),1:LINE-(C-8/D,B-56/D),1:LINE-(C-10/D,B-58/D),1:LINE-(C+14/D,B-58/D),1
117 LINE-(C+16/D,B-59/D),1:LINE-(C+8/D,B-63/D),1:LINE-(C+6/D,B-63/D),1:LINE-(C+2/D+.5,B-70/D),1:LINE-(C+2/D+.5,B-63/D),1:LINE-(C-2/D+.5,B-63/D),1:LINE-(C-2/D+.5,B-70/D),1:LINE-(C-6/D,B-63/D),1:LINE-(C-8/D,B-63/D),1
118 LINE-(C-16/D,B-59/D),1:LINE-(C-14/D,B-58/D),1:LINE-(C+10/D,B-57/D),1:LINE-(C-12/D,B-56/D),1:LINE-(C-18/D,B-56/D),1:LINE-(C-36/D,B-47/D),1:LINE-(C-36/D,B-39/D),1:LINE-(C-28/D,B-41/D),1:LINE-(C-28/D,B-46/D),1
119 LINE-(C-20/D,B-50/D),1:LINE-(C-18/D,B-50/D),1:LINE-(C-14/D,B-46/D),1:GOTO242
120 LINE(C+6/D,B-60/D)-(C+30/D,B-90/D),1:LINE-(C+60/D,B-30/D),1:LINE-(C+60/D,B-10/D),1:LINE-(C+30/D,B-40/D),1:LINE-(C+15/D,B-40/D),1
121 LINE(C-6/D,B-60/D)-(C-30/D,B-90/D),1:LINE-(C-60/D,B-30/D),1:LINE-(C-60/D,B-10/D),1:LINE-(C-30/D,B-40/D),1:LINE-(C-15/D,B-40/D),1
122 LINE(C,B-25/D)-(C+6/D,B-25/D),1:LINE-(C+10/D,B-20/D),1:LINE-(C+12/D,B-10/D),1:LINE-(C+10/D,B-6/D),1:LINE-(C+10/D,B),1:LINE-(C+14/D,B),1:LINE-(C+15/D,B-5/D),1:LINE-(C+16/D,B),1:LINE-(C+20/D,B),1
123 LINE-(C+20/D,B-6/D),1:LINE-(C+18/D,B-10/D),1:LINE-(C+18/D,B-20/D),1:LINE-(C+15/D,B-30/D),1:LINE-(C+15/D,B-45/D),1:LINE-(C+40/D,B-60/D),1:LINE-(C+40/D,B-70/D),1
124 LINE-(C+10/D,B-55/D),1:LINE-(C+6/D,B-60/D),1:LINE-(C+10/D,B-74/D),1:LINE-(C+6/D,B-80/D),1:LINE-(C+4/D+.5,B-80/D),1:LINE-(C+3/D+.5,B-82/D),1:LINE-(C+2/D+.5,B-80/D),1:LINE-(C,B-80/D),1
125 LINE(C,B-25/D)-(C-6/D,B-25/D),1:LINE-(C-10/D,B-20/D),1:LINE-(C-12/D,B-10/D),1:LINE-(C-10/D,B-6/D),1:LINE-(C-10/D,B),1:LINE-(C-14/D,B),1:LINE-(C-15/D,B-5/D),1:LINE-(C-16/D,B),1:LINE-(C-20/D,B),1
126 LINE-(C-20/D,B-6/D),1:LINE-(C-18/D,B-10/D),1:LINE-(C-18/D,B-20/D),1:LINE-(C-15/D,B-30/D),1:LINE-(C-15/D,B-45/D),1:LINE-(C-40/D,B-60/D),1:LINE-(C-40/D,B-70/D),1
127 LINE-(C-10/D,B-55/D),1:LINE-(C-6/D,B-60/D),1:LINE-(C-10/D,B-74/D),1:LINE-(C-6/D,B-80/D),1:LINE-(C-4/D+.5,B-80/D),1:LINE-(C-3/D+.5,B-82/D),1:LINE-(C-2/D+.5,B-80/D),1:LINE-(C,B-80/D),1
128 LINE(C-6/D,B-25/D)-(C,B-6/D),1:LINE-(C+10/D,B),1:LINE-(C+4/D+.5,B-8/D),1:LINE-(C+6/D,B-25/D),1:LINE(C-40/D,B-64/D)-(C-40/D,B-90/D),1:LINE-(C-52/D,B-80/D),1:LINE-(C-52/D,B-40/D),1
129 LINE(C+40/D,B-86/D)-(C+38/D,B-92/D),1:LINE-(C+42/D,B-92/D),1:LINE-(C+40/D,B-86/D),1:LINE-(C+40/D,B-50/D),1
130 LINE(C+4/D+.5,B-70/D)-(C+6/D,B-74/D),1:LINE(C-4/D+.5,B-70/D)-(C-6/D,B-74/D),1:LINE(C,B-64/D)-(C,B-60/D),1


I think this is the end of my main RetroChallenge activity for this month. I also did a little work on another classic dungeon crawl game "Stronghold of the Dwarven Lords" from Tim Hartnell's book Giant Book of Computer Games (1984), subtitled "For most popular home computers that use BASIC."  I used OCR from a version of the book for the VZ200 computer, but it was missing a page, so I had to use another version for the TI99/4a to type in what was missing.  After some correcting and adjustments for the MC-10 it seemed to work fine.


Maybe next year I will try converting Akalabeth to BASIC09 under NitrsOS9.

Working directory on Github for this project: https://github.com/jggames/trs80mc10/tree/master/quicktype/MCX/Akalabeth