Calculator Info

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This page contains extra information about my calculator programs, and their history.

DrugWar Info

I first started typing in DrugWar when a Year 10 in my tutorial asked me to type in "this game" for him that he'd gotten off the internet sometime during term 1 1998. Unlike most Year 10s, his graphics calculator was a Casio CFX-9850G PLUS that he'd received as a Christmas present. "This game" was DrugWar version 1.1 downloaded from Joakim Knunsden's
Happy Parrot Casio Games page. I typed it in basically as it was, fixing a few errors as I went along. I finished it in a few weeks, and he was happy with the result.

Meanwhile, I'd recommended to a Yr 11 friend at Christ Chruch Grammar School (CCGS) (my school) whose Sharp EL-9300 calculator had stopped working to get a Casio CFX-9850G PLUS. He actually got a CFX-9850G, but he wanted me to write programs for him. Another Yr 11 at my school had a CFX-9850G because he had been at Swanbourne Senior High School (SSHS) in years 8-10. Anyway, I started writing some programs, including Hangman, but I was annoyed that I couldn't transfer them.

So, I built a cable during the easter (term 1/2) holidays after someone told me how to on the Hamersley Iron Pilbara Tour. With this, I transfered DrugWar to all these Casios. I then gradually sped it up by the use of " ":" ":Locate etc. I also, at the behest of my friend, put in the key recognition code in the buy and sell routines (so he wouldn't have to press [EXE]!!). Also, I distributed it to friends at SSHS, Wesley College and Applecross SHS.

Sometime during term 2 I converted it for the EL-9300, changing very little (see below), and then later on for the EL-9600. The EL-9300 version spread throughout Yr 11 at CCGS very fast, and died out soon after, as the midyears approached. It is on a small to medium number of calculators at the time of writing (Nov 1998). If you are looking for an understanding as to how the code works, I suggest you look at the Sharp EL-9300 version, as it is the most descriptive in terms of labels, variable names etc.

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DrugWar version changes

Happy Parrot to my version:
Prices can take any value in their range, not just multiples of 10 or 100
Most text display by "text" changed to Locate x,y,"text" to improve speed.
In many cases in the daily event section, the conditional code has been made more concise (eg instead of 5 lines starting with D=6=>, an If ... Then ... IfEnd structure has been substituted)
Lethal damage reduced to 30 to make game harder.
Maximum loan borrowing changed from $50000 a shot to $50000 total (the original way, you could get an infinite amount of money on loan)
Day number increases when you run successfully (unless it's the final day)

Casio CFX-9850G to Sharp EL-9300:
Ludes changed to dexies as no-one at my school (including me) knew what ludes were.
Order of main menu changed (bank/loan shark swapped around) to fit screen.
Order of go menu changed to fit screen.
Choice of guns removed due to lack of labels.

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Hangman for the Casio

Instructions on how to run the game:
Goto PROG mode and select HANGMAN. Press [EXE].
After viewing the title screen, press [EXE].
Choose your difficulty level (this will stay constant until you restart)
Once the program stops drawing (the square in the corner stops flashing) start entering letters.
The number of dashes indicates how many letters the word has.
There is no need to press [ALPHA] before pressing the key corresponding to the letter you want, or [EXE] after. The program automatically senses which key you press.
Correct letters are placed in their correct position in the word, above the dash.
Incorrect letters are crossed out. Watch out! If you press an incorrect letter twice, you will lose a life each time you choose it!
Wait until the program stops drawing before choosing another letter.
After the game finishes (whether you win or lose), you will be asked if you want to play again. Press [Y] for yes, [N] for no. The difficulty level won't change unless you quit an resart.

Technical Notes:
The difficulty level is just how many lives you have.
There can be as many words as you want, up to full memory (around 270 words for a 9850g)
Each word can only have *ONE* of each letter, the program will not work properly otherwise.
The first line of the matrix is erased at the beginning of the program. It is filled with 1s to count how many letters have been gotten.
The size of Matrix B is equal to 90*(number of words + 1) bytes
To enter more than 26 words, scroll down to the bottom row and press [f2] [f3] (row add). Then enter the word in the normal way. Don't forget to increase the number of words in [1,1], or your new word won't be chosen. You can also overwrite words if you want to.

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Nibbles for the Casio

Instructions on how to run the game:
Goto PROG mode and select NIBBLES. Press [EXE].
After viewing the title screen, press [EXE].
Once the program stops setting up the screen, a blue line will start going upwards. This blue line is what you control with the arrow keys.
The object of the game is to get the orange numbers in order.
For the first 6 levels, the numbers will appear one by one, as you get the preceeding number.
The second 6 levels are the same structually as the first 6, but the numbers appear all at once.
To pause the game, press [MENU], then press [EXIT] to unpause.
Each time you get a number, your tail gets longer. A free life is granted every 1000 points.
If you hit a wall, a number of order or your tail, you will die. Press [EXE] to start the level again.
Once your tail becomes dotted, you can go over it again (ie don't hit the solid part of your tail)
Once you run out of lives or complete all the levels, a screen will come up comparing your score with the high score. Then press [Y] to play again or [N] to stop.

Mistake in file:
The mistake make the snake go diagonally instead of straight. The mistake is in the line F-Line W,V,r,@. It should actually read F-Line V,W,r,@. This has been fixed in the version that is now up, so you only need to change it if you've already typed it in.

Technical Notes:
The first two rows or the matrix store the x,y position of your tail. These values are set to 49,33 at the start of every level.
The second two rows store the x,y positions of the numbers for each level.
The high score is stored in Mat C[1,55]
Levels 6 and 12 currently have no walls, and the numbers are all in a row.
If you wanted to make your own level, you could input positions for the numbers in Matrix C from 46,3 to 54,3 for x positions 1-9 and 46,4 to 54,4 for y positions 1-9. These numbers are in cartesian coordinates, ie 0,0 is bottom left. The numbers must be positioned on 2 plus a multiple of 3 for y, and anywhere for x, except for 1, which must be on a multiple of 3, and 7, which must be 2 plus a multiple of 3.
Then you would put in walls by inserting a If L=6 Or L=12:Then ....... IfEnd section after If L=5 or L=11:Then ........ IfEnd. The walls must be positioned on 1 plus a multiple of 3 for x, and on a multiple of 3 for y.
If this makes no sense to you, then have a look at the levels already there, but if that doen't help,
mail me with what you don't get, and I'll try and help you.

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This page is constantly under construction, so don't worry if some of the linx don't work. If you've been here before, you could also reload this page to get the latest version. This page was last modified 11th October 1999. Best viewed with Netscape Navigator at 800x600 or above. Oh yeah, and don't forget to look at the
legal stuff before you copy anything.


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