★ AMSTRAD CPC ★ GAMESLIST ★ MOUSE (c) COMPUTING WITH THE AMSTRAD ★

Computing with the Amstrad
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MOUSE is a very simple graphics game written mainly in Basic in which you chase a mouse, gradually cornering him in order to pounce.

The mouse moves continuously in a diagonal direction over the whole screen, bouncing off the walls.

Using the joystick or cursor keys you can move yourself around the screen, but as you do you leave a trail of "blocks" behind which act like a wall and will confine the mouse so you can catch it.

To do this all you have to do is place yourself over the mouse. Of course the lowest score is the best in this game, so the secret is to act quickly and pounce. My record so far is 15.

Although this is a Basic program there are two very simple machine code routines. One returns the Ascii value of an input through the keyboard or joystick and the other returns the Ascii value of a character at a particular screen location.

The program is written entirely in character (low resolution) graphics in Mode 1 and uses LOCATE and PRINT for movement.

The two mouse characters and the wall "block" are defined characters (from Ascii 201), while the man characters are from the Amstrad Ascii set. Each time the mouse moves it tests the Ascii value of two squares ahead and to one side of it (see Figure I). It has to do this in order to know which way to turn when it detects a wall. If, however, it comes to a character diagonally in front it will wipe it out and go through the gap.

Having an unpredictable mouse adds a new dimension to the game, hence the warning in the introduction - "BEWARE: THIS MOUSE CAN GNAW".

Mouse is well documented with REM statements and should not be too difficult to follow.

In order to get quick keyboard response minimum speed key values are used on line 50. However this can cause problems during programming and testing if a break or error occurs due to de-bounce.

To overcome this a break is trapped in order to restore the normal speed key values at line 1350.

Errors are not trapped, so their source can be examined, but the small Enter key has been redefined (line 40 in the program) so that if it is pressed once it will restore normal working of the keyboard.

In the case of a syntax error the large Enter key must be pressed first in order to come out of the edit. Then the small Enter key can be pressed and the edit can then be done.

If all this seems complicated then the best idea is to miss out the SPEED KEY 1,1 on line 50, enter the whole program, debug it, then complete line 50.

CWTA

MOUSE
(c) COMPUTING WITH THE AMSTRAD

AUTHOR: Graham Redman

★ YEAR: 1986
★ LANGUAGE:
★ GENRE: BASIC , ARCADE
★ LiCENCE: LISTING

★ COLLECTION: COMPUTING WITH THE AMSTRAD 1985

 

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» Mouse    (Computing  with  the  Amstrad)    ENGLISHDATE: 2020-07-18
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» Mouse    (Computing  with  the  Amstrad)    ENGLISH    LISTINGDATE: 2013-09-19
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L'Amstrad CPC est une machine 8 bits à base d'un Z80 à 4MHz. Le premier de la gamme fut le CPC 464 en 1984, équipé d'un lecteur de cassettes intégré il se plaçait en concurrent  du Commodore C64 beaucoup plus compliqué à utiliser et plus cher. Ce fut un réel succès et sorti cette même années le CPC 664 équipé d'un lecteur de disquettes trois pouces intégré. Sa vie fut de courte durée puisqu'en 1985 il fut remplacé par le CPC 6128 qui était plus compact, plus soigné et surtout qui avait 128Ko de RAM au lieu de 64Ko.