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Forum Index : Microcontroller and PC projects : CMM2 demo programs

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thwill

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Joined: 16/09/2019
Location: United Kingdom
Posts: 383
Posted: 09:34am 28 Jun 2020
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Awesome stuff Mauro,

Tom
Download Z-MIM: a Z-machine Interpreter for Colour Maximite 2
 
Andrew_G
Guru

Joined: 18/10/2016
Location: Australia
Posts: 403
Posted: 06:51am 29 Jun 2020
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I wanted to see what the fonts looked like - not very sophisticated but it works.

Cheers,

Andrew

 'CMM2 FontPlay.Bas  
 Dim Integer I, J
 cls
 
 For I = 0 to 15  '0 to 100
   for J = 0 to 15  '0 to 9
     if (I*16+32)+J => 256 then goto SkipIt
     text (J*10),20+I*20,chr$((I*16+32)+J),LT,1,1,RGB(green)
   Next J
 Next I
Skipit:
 
For I = 0 to 15
   for J = 0 to 15
     if (I*16+32)+J => 127 then goto SkipIt2
     text (J*12)+200,20+I*40,chr$((I*16+32)+J),LT,2,1,RGB(green)
   Next J
 Next I
SkipIt2:

For I = 0 to 15
   for J = 0 to 15
     if (I*16+32)+J => 127 then goto SkipIt3
     text (J*20)+400,20+I*40,chr$((I*16+32)+J),LT,3,1,RGB(green)
   Next J
 Next I
SkipIt3:

For I = 0 to 15
   for J = 0 to 15
     if (I*16+32)+J => 127 then goto SkipIt4
     text (J*20),320+I*40,chr$((I*16+32)+J),LT,4,1,RGB(green)
   Next J
 Next I
SkipIt4:

For I = 0 to 15
   for J = 0 to 15
     if (I*16+32)+J => 127 then goto SkipIt5
     text (J*20)+400,320+I*40,chr$((I*16+32)+J),LT,5,1,RGB(green)
   Next J
 Next I
SkipIt5:

text 800,600,"Press A Key When Read", RB, 1,1,RGB(Cyan)
Do: loop while inkey$ = ""

Cls

For I = 4 to 9
   for J = 0 to 9
     if (I*10)+6 => 127 then goto SkipIt6
     text (J*40),I*70-250,chr$((I*10)+J),LT,6,1,RGB(green)
     text 15+J*40,I*70 - 180,Str$((I*10)+J),CB,1,1,RGB(cyan)
     Box J*40-5, I*70-250, 39, 69,,RGB(Gray)
   Next J
 Next I
Skipit6:
 
For I = 0 to 15
   for J = 0 to 15
     if (I*16+32)+J => 127 then goto SkipIt7
     text (J*20)+450,320+I*40,chr$((I*16+32)+J),LT,7,1,RGB(green)
   Next J
 Next I
SkipIt7:

End
 
Grogster

Guru

Joined: 31/12/2012
Location: New Zealand
Posts: 7206
Posted: 02:07pm 29 Jun 2020
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@ Mauro: Wow.  You really excelled yourself with that demo-X monster!  Superb!      
Smoke makes things work. When the smoke gets out, it stops!
 
MauroXavier
Senior Member

Joined: 06/03/2016
Location: Brazil
Posts: 124
Posted: 06:15pm 29 Jun 2020
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Now I'm "playing" with many things trying to extract all performance from every single transistor of the CMM2 to bring a game that many users would not believe that it could run on this machine... To say sincerely, until 10 days ago even I would not believe that is possible.

It's a long way to walk and of all programs that I developed until now, it is the most challenging because it's a pain to keep the performance acceptable at each new implementation done. Optimizations and more optimizations, this drives me nuts (but I like it a lot!).

For me, it is indispensable to make things that can attract more interested people. I'm really want to see this new community of CMM2 grow stronger with good games and principally, good people.
 
matherp
Guru

Joined: 11/12/2012
Location: United Kingdom
Posts: 3435
Posted: 06:33pm 29 Jun 2020
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  Quote  Now I'm "playing" with many things trying to extract all performance from every single transistor of the CMM2 to bring a game that many users would not believe that it could run on this machine... To say sincerely, until 10 days ago even I would not believe that is possible.


I've seen what Mauro is doing and I certainly don't believe what he has achieved so far is remotely possible but somehow he has done it - watch this space
 
Andrew_G
Guru

Joined: 18/10/2016
Location: Australia
Posts: 403
Posted: 11:40pm 05 Jul 2020
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Good morning (here in Aus) all,
I'm not sure if this is the right place to post this but the ONE game I'd love to have is "Lunar Lander" (I played it once on a DEC mainframe (about 1976) - no graphics, just printed characters, but it was great!).
Its way out of my league to write it but what are the chances of one of you clever shedders converting or writing a CMM2 MMBASIC version?

Cheers,

Andrew
Edited 2020-07-06 09:42 by Andrew_G
 
bigmik

Guru

Joined: 20/06/2011
Location: Australia
Posts: 2270
Posted: 12:34am 06 Jul 2020
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Hi Andrew, All,

I remember playing lunar lander on a TRS-80 model I in the store (was lv1 4K as well) and it had rudimentary block graphics as well..

I loved it and it is what hooked me into computers way back in (what year was it now??) late 1979 or early 1980..

I ended up buying a System-80 (PMC-80 over the USA) off Dick Smith,

Regards,

Mick

EDIT ***

I also remember going to the airport with Don just to play on the new fangled `PONG’ ping pong machine they had there, it was like a coffee table and two people sat either side and twiddled their knob.

Mik
Edited 2020-07-06 10:37 by bigmik
Mick's uMite Stuff can be found >>> HERE (Kindly hosted by Dontronics) <<<
 
Turbo46
Guru

Joined: 24/12/2017
Location: Australia
Posts: 518
Posted: 01:25am 06 Jul 2020
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There is a Lunar Lander for the CMM1 in the Fruit of the shed
I've not tried it though.

Bill
Keep safe. Live long and prosper.
 
Andrew_G
Guru

Joined: 18/10/2016
Location: Australia
Posts: 403
Posted: 07:32am 06 Jul 2020
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Hi Bill,
That link took me straight to the listing - thanks.
It is written by Hugh Buckle and Geoff Graham.
One has to save the listing as say "Lunar.BAS" and transfer the unzipped attachments (top right corner of the site) to the SD card. So far easy.
BUT - is is written for a joystick - OK, I commented out those pin assignments and statements as it also accepts keyboard entries.

BUT - then I got into differences in syntax between MMBASIC for the CMM1 vs CMM2 so I got out of my depth fairly quickly.

BUT (again) - it exists, and may form the basis of a good program. I need to learn a lot more before I can tackle it.

Cheers,

Andrew
 
Sasquatch

Newbie

Joined: 08/05/2020
Location: United States
Posts: 32
Posted: 02:31pm 06 Jul 2020
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BUT - then I got into differences in syntax between MMBASIC for the CMM1 vs CMM2 so I got out of my depth fairly quickly.

BUT (again) - it exists, and may form the basis of a good program. I need to learn a lot more before I can tackle it.

I also enjoyed Lunar Lander.  I haven't looked into converting the CMM1 version yet but check out the OPTION LEGACY command this can go a long way to patching the differences.  You will also likely need to use the MODE command to get the proper graphics mode set.  Of course a re-write of the game using the more advanced features of the CMM2 would also be an option.
-Carl
 
thwill

Guru

Joined: 16/09/2019
Location: United Kingdom
Posts: 383
Posted: 07:21pm 06 Jul 2020
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For kicks-and-giggles I am giving "Lunar" a kick to see if I can can persuade it to run on the CMM2. If anyone thinks I am treading on their toes and would rather I left it as an exercise for them then please let me know.

Tom
Download Z-MIM: a Z-machine Interpreter for Colour Maximite 2
 
abraxas
Regular Member

Joined: 16/06/2020
Location: Canada
Posts: 56
Posted: 07:36pm 06 Jul 2020
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  thwill said  For kicks-and-giggles I am giving "Lunar" a kick to see if I can can persuade it to run on the CMM2. If anyone thinks I am treading on their toes and would rather I left it as an exercise for them then please let me know.

Tom


Not treading as I'm not doing working on that specific one but my hope is to eventually make a few 80's remakes for the CMM2 starting with a Boulder Dash clone followed by other 80's titles that I have a strong nostalgia for: Jet Pac, MinerWilly series, Montezuma's Revenge and many others. Someone's already done a very usable remake of ManicMiner from what I saw. I'll probably take on Montezuma's Revenge right after I'm done with my Boulder Dash clone.
 
thwill

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Joined: 16/09/2019
Location: United Kingdom
Posts: 383
Posted: 07:41pm 06 Jul 2020
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  abraxas said  Not treading as I'm not doing working on that specific one but my hope is to eventually make a few 80's remakes for the CMM2 ..


Nice. I was just going to get "Lunar" to work on the CMM2 and re-post it on Fruit of the Shed, not do any polishing on it.

Regards,

Tom
Download Z-MIM: a Z-machine Interpreter for Colour Maximite 2
 
matherp
Guru

Joined: 11/12/2012
Location: United Kingdom
Posts: 3435
Posted: 09:52pm 06 Jul 2020
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Lunar converted. Use 5.05.04b3d just posted to correct minor colour issue

'Lunar Lander for Colour Maximite v4.0
'
option legacy on
Option Base 1
Clear
'Array declaration
Dim Tevel(MM.HRes)
Dim BoosterSpr(2)
Dim ExplodeSpr(5)
Dim PlatformLSpr(5)
Dim PlatformRSpr(5)
Dim FootPix(2)
'Set 240 x 216 8 colours resolution
mode 5
'We get the Sprites from file
'Drive "b:"
Sprite Load "Lunar.spr"
'Sprite declaration
LanderSpr = 1
BoosterSpr(1) = 2 : BoosterSpr(2) = 3
For a = 1 To 5
ExplodeSpr(a) = a + 3
PlatformLSpr(a) = a + 8
PlatformRSpr(a) = a + 13
Next a
FootPix(1) = 0 : FootPix(2) = 0
'1st animated Sprite per type
PlatFormSprNum = 1
NextPlatSprnum=2
ExplodeSprNum = 1
BoosterSprNum = 1
'Set the Joystick pin's
'PIN 11 = UP (Booster)
SetPin 11,din,pullup
'PIN 13 = LEFT
SetPin 13,din,pullup
'PIN 12 = RIGHT
SetPin 12,din,pullup
'Set some variables
Booster = 0
LemSpeed = 0.1
SpeedX = 0.0
Fuel = 25.0
Gravity = 1.63
GoRight = 0 : GoUp = 0 : GoLeft = 0
Score = 0
PixLeft = 0
PixRight = 0
GMx = MM.HRes - 1
GMy = MM.VRes - 1
Print @(70,100) "Press a key to Start"
Do While (Inkey$ = "") And (Pin(11) = 1) And (Pin(13) = 1) And (Pin(12) = 1)
Loop
Cls
'Randomize Timer
'Landing platform position
Platformx = Int(Rnd * (GMx -60)) + 20
Platformy = Int(Rnd * 80) + (GMy - 80)
'Here we draw the terrain and the Landing platform
Sprite show PlatformLSpr(PlatFormSprNum) , Platformx , Platformy,1
Sprite show PlatformRSpr(PlatFormSprNum) , Platformx + 16, Platformy,1
'Terrain at Left from the platform
py = Platformy + (Rnd * 7) - 3
For a = Platformx - 1 To 0 Step - 1
py = py + (Rnd * 7) - 3
Line (a,GMy) - (a,py),3
Tevel(a) = py
Next a
'Terrain at Right from the platform
py = Platformy + (Rnd * 7) - 3
For a = Platformx + 33 To GMx
py = py + (Rnd * 7) - 3
Line (a,GMy) - (a,py),3
Tevel(a) = py
Next a
'Terrain under the platform
For a = Platformx To Platformx + 32
Line (a,GMy) - (a,Platformy + 6),3
Next a
'LEM position at start
LemX = Rnd * (GMx - 60) + 20
LemY = Rnd * 50 + 25
'Show the LEM
Sprite show LanderSpr , LemX , LemY,1
BoosterWas1 = 0
'Initialise the platform sprite counter
PlatformCount = 0
'Next load's will be from drive "a:"
Mod_is_playing = 0
Timer = 0
'Main program loop
Do While 1
'Read the buttons
keypressed = keydown(1)
If (Pin(11) = 0) Or keypressed = 128) Then GoUP = 1
If (Pin(12) = 0) Or keypressed = 131) Then GoRight = 1
If (Pin(13) = 0) Or keypressed = 130) Then GoLeft = 1
'
'Test if we are over the platform
If LemY > (Platformy - 17) Then
  'Test if we have landed or Collided
 If (LemX >= Platformx) And (Lemx < (Platformx + 16)) Then
  'Landing test
  If LemSpeed <= 2.0 Then
   If Mod_is_playing = 1 Then
    Play Stop
   EndIf
   play modfile "landed.mod"
   Print @(75,50) "Successfully Landed"
   Pause 2000
   Run
  Else
   If BoosterWas1 = 1 Then
    Sprite hide BoosterSpr(BoosterSprNum)
   EndIf
   If Mod_is_playing = 1 Then
    Play Stop
   EndIf
   Play modfile  "explode.mod"
   Sprite hide LanderSpr
   For a = 1 To 5
    Sprite show ExplodeSpr(a) , LemX , LemY,1
    Pause 100
    Sprite hide ExplodeSpr(a)
   Next a
   Print @(80,50) "You Crashed !!!"
   Pause 2000
    Run
  EndIf
 EndIf
EndIf
'We check collision with the Terrain
FootPix(1) = Pixel(LemX,LemY + 16)
FootPix(2) = Pixel(LemX + 15,LemY + 16)
If (FootPix(1) <> 0) Or (FootPix(2) <> 0) Then
 If BoosterWas1 = 1 Then
  Sprite hide BoosterSpr(BoosterSprNum)
 EndIf
 Sprite hide LanderSpr
 If Mod_is_playing = 1 Then
  Play Stop
 EndIf
 Play modfile "explode.mod"
 For a = 1 To 5
  Sprite show ExplodeSpr(a) , LemX , LemY,1
  Pause 100
  Sprite hide ExplodeSpr(a)
 Next a
 Print @(80,50) "You Crashed !!!"
 Pause 2000
 Run
EndIf
If Timer >= 100 Then
 'Timer routine every 100mS
 PlatformCount = PlatformCount + 1
 Recompute
 Redraw
 Timer = 0
EndIf
Loop

Sub Recompute
'This part is executed every 100mS
LEMSpeed = LEMSpeed + (Gravity * 0.1)
If (GoUP = 1) And (Fuel > 0) Then
 LemSpeed = LemSpeed - (Gravity * 0.2)
 Fuel = Fuel - 0.3
 GoUp = 0
 Booster = 1
Else
 Booster = 0
EndIf
If (GoRight = 1) And (Fuel > 0) Then
 Vx = Vx + 0.1
 Fuel = Fuel - 0.1
 GoRight = 0
EndIf
If (GoLeft = 1) And (Fuel > 0) Then
 Vx = Vx - 0.1
 Fuel = Fuel - 0.1
 GoLeft = 0
EndIf
'Record the LEM position
OldLemX = Int(LemX) : OldLemY = Int(LemY)
LemY = Int(LemY + LemSpeed)
LemX = Int(LemX + Vx)
'Clip the LEM in the screen
If LemX > (GMx - 17) Then LemX = GMx - 17
If LemX < 5 Then LemX = 5
If LemY > (GMy - 17) Then LemY = GMy - 17
If LemY < 50 Then LemY = 50
End Sub

Sub Redraw
'This part is executed every 100mS
Print @(0,0) "Speed " @(35,0) Str$(Int(LemSpeed)) + " "
Print @(100,0) "Fuel "@(135,0) Str$(Int(Fuel)) + " "
'Check if we have to erase the booster
If BoosterWas1 = 1 Then
 Sprite hide BoosterSpr(BoosterSprNum)
 BoosterWas1 = 0
Else
 If Mod_is_playing = 1 Then
  Play Stop
  Mod_is_playing = 0
 EndIf
EndIf
'We redraw the LEM
Sprite show LanderSpr , LemX , LemY,1
' Draw the Booster if needed
If Booster = 1 Then
 If Mod_is_playing = 0 Then
  Play modfile "turbine.mod"
  Mod_is_playing = 1
 EndIf
 BoosterSprNum = BoosterSprNum + 1
 If BoosterSprNum > 2 Then BoosterSprNum = 1
 Sprite show BoosterSpr(BoosterSprNum) , LemX + 5 , LemY + 12,1
 Booster = 0
 BoosterWas1 = 1
EndIf
'Cycle the platform Sprites evey 300mS
If PlatformCount = 3 Then
 Sprite swap PlatformRSpr(PlatFormSprNum),PlatformRSpr(NextPlatSprnum)
 Sprite swap PlatformLSpr(PlatFormSprNum),PlatformLSpr(NextPlatSprnum)
 PlatFormSprNum = PlatFormSprNum + 1
 If PlatFormSprNum > 5 Then PlatFormSprNum = 1
 NextPlatSprnum = NextPlatSprnum + 1
 if NextPlatSprnum > 5 then NextPlatSprnum = 1
 PlatformCount = 0
EndIf
End Sub


Sprite file

16,18

   22222222
  2111111112
 216666666612
21666111166612
2266613333166622
2116613333166112
2666613333166662
2116662222666112
2666111111116662
1111 111111 1111
222  1111  222
 22        22
 2          2
 2          2
222        222
664646
466464
6464
 66












466464
644646
4646
 46















      6

   64    6 4
      4466
    664646
  6 6644646
  4 646666
   6  6646 6
          4
    4  6




      4   6
    6 4     6
 6    6     4
        4
   64    6 466
 4    6666  6
    6666666
  6446446466
  4666646646 6
     6646666 6
      6646
 6 46 466  4
        4  6
  6 4       6


     64   6
  6 6      466
 6 44     4 4
    4 444 6
   66    664
 4   66666 6
    6  6666
  644 4  466
  466664 646 6
6    66 6666 6
  4   66464
 66   466  4
 4      4
  6 46     6


   4      6
 46 6      446
 6 6
      464
   6     64
 4         6
    6   6 6
   64 6   66
  4       4  4
6 6  6     6
  4    6 64
  6   46   46
        4
    46     6


          4
4  46

          6
   6       4

          4
 4 6        6
             4
           6
          4
 4
     6  4 6
   4

3222222222222222
2222222222222222
1277744447777444
1277744447777444
1222222222222222
1111111111111111
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3222222222222222
2222222222222222
1277774444777744
1277774444777744
1222222222222222
1111111111111111
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3222222222222222
2222222222222222
1247777444477774
1247777444477774
1222222222222222
1111111111111111
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3222222222222222
2222222222222222
1244777744447777
1244777744447777
1222222222222222
1111111111111111
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3222222222222222
2222222222222222
1244477774444777
1244477774444777
1222222222222222
1111111111111111
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
2222222222222223
2222222222222222
4777744447777421
4777744447777421
2222222222222221
1111111111111111
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
2222222222222223
2222222222222222
4477774444777721
4477774444777721
2222222222222221
1111111111111111
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
2222222222222223
2222222222222222
4447777444477721
4447777444477721
2222222222222221
1111111111111111
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
2222222222222223
2222222222222222
4444777744447721
4444777744447721
2222222222222221
1111111111111111
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
2222222222222223
2222222222222222
7444477774444721
7444477774444721
2222222222222221
1111111111111111
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333
3333333333333333

Edited 2020-07-07 07:55 by matherp
 
thwill

Guru

Joined: 16/09/2019
Location: United Kingdom
Posts: 383
Posted: 10:23pm 06 Jul 2020
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  matherp said  Lunar converted. Use 5.05.04b3d just posted to correct minor colour issue ...


I think someone just stomped all over my toes in their Size 11's

Let's see if it works a second time ...

For kicks-and-giggles I'm going to port Elite to the CMM2. If anyone thinks I am treading on their toes and would rather I left it as an exercise for them then please let me know.

Regards,

Tom
Download Z-MIM: a Z-machine Interpreter for Colour Maximite 2
 
Andrew_G
Guru

Joined: 18/10/2016
Location: Australia
Posts: 403
Posted: 12:36am 07 Jul 2020
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Peter,
You are amazing! Thank you!
I'll load it shortly and start landing . . . and then check the code to see how it works.

And just to confirm that you ARE appreciated - but not necessarily "by all the people all the time" to lift a quotation (and another one is "ship happens").

(I'd forgotten about OPTION LEGACY - I can be slow at times)

Cheers,

Andrew
 
Andrew_G
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Joined: 18/10/2016
Location: Australia
Posts: 403
Posted: 12:40am 07 Jul 2020
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Hi all,
The other favorite game of mine was "Larry The Lounge Lizard" (I don't go in for the tooting and shooting types).

Andrew
 
Turbo46
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Joined: 24/12/2017
Location: Australia
Posts: 518
Posted: 02:23am 07 Jul 2020
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  Quote  I think someone just stomped all over my toes in their Size 11's

We can look at the changes made and consider it a tutorial.

  Quote  For kicks-and-giggles I'm going to port Elite to the CMM2. If anyone thinks I am treading on their toes and would rather I left it as an exercise for them then please let me know.

Good luck! How about DONUT or MAXMAN?

Bill
Keep safe. Live long and prosper.
 
TassyJim

Guru

Joined: 07/08/2011
Location: Australia
Posts: 3420
Posted: 03:21am 07 Jul 2020
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Life

life2.zip

Code was left readable(ish) rather than trying for speed.

Jim
It all started with the ZX81....
VK7JH
http://www.c-com.com.au/MMedit.htm
 
Sasquatch

Newbie

Joined: 08/05/2020
Location: United States
Posts: 32
Posted: 01:54am 08 Jul 2020
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This simple program displays the distribution of the hardware random number generator as a dynamic histogram.  If you think you can see a pattern, try running it a few more times to see if the pattern persists LOL


'Entropy.bas

Setup:
 Mode 1,8
 Dim A%(800)
 XMax = MM.HRES - 1
 YMax = MM.VRES - 1

Start:
 CLS

Do
 X = FIX(RND * XMax)
 A%(X) = A%(X) + 1
 Pixel X,YMAX - A%(X),RGB(WHITE)
Loop until A%(X) > YMax 'OR Inkey$ <> ""

-Carl
 
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