1 REM +++++++++++++++++++++++++++++++++ 2 REM ! Program .... LABYRINT.GRF 3 REM ! Utg}va 1.1 1984 05 21 4 REM ! av (c) TOM SJ\BERG 7 REM ! Minne 16 Kbytes 8 REM ! Ins{nt av 2401 9 REM +++++++++++++++++++++++++++++++++ 10 REM Ritar olika (RND) labyrinter varje g}ng. 11 REM Kan anv{ndas f|r egna spel. 12 REM Fungerar p} b}de 40 o 80 tkn. 13 REM F\RS\K KLURA UT ALGOTITMEN !! 14 REM DEN [R OTROLIG !! 15 REM S{tt REM framf|r rad 229 f|r tidtagning. 100 REM ---- init tidtag ---- 101 DEFFNK=((PEEK(65010) XOR 255%)*256%+(PEEK(65009) XOR 255%))*5.12+(PEEK(65008) XOR 255%)/50 102 ; CHR$(12%) 104 ; CHR$(7%) : S1=FNK 200 REM ---- start labyrint ---- 201 DEFFNA%=CALL(65408%,A%) : DEFFNB%=CALL(65408%,B%) 202 DEFFNB%=CALL(65408%,B%) 203 ; CHR$(7%) : S1=FNK 204 RANDOMIZE 205 POKE 65408,235,124,38,0,41,17,116,3,25,134,35,102,111,201 206 DIM A%(3%) 207 A%(0%)=2% : A%(1%)=-2%*256% : A%(2%)=-2% : A%(3%)=2%*256% 208 W%=127% : H%=32% : A%=3%+3*256% 209 ; CHR$(12%) : FOR I%=0% TO 22% : ; CUR(I%,1%)CHR$(151%)STRING$(PEEK(529%)-3%,W%); : NEXT I% 210 REM ----------- 211 POKE FNA%,4% OR 64% 212 J%=RND*4% : X%=J% 213 B%=A%+A%(J%) 214 IF PEEK(FNB%)<>W% GOTO 217 215 POKE FNB%,J% OR 64% : A%=A%+A%(J%)/2% 216 POKE FNA%,H% : A%=B% : GOTO 212 217 J%=(J%+1%)*(-(J%<3%)) : IF J%<>X% 213 218 J%=PEEK(FNA%) AND 191% : POKE FNA%,H% 219 IF J%<4% THEN A%=A%-A%(J%) : GOTO 212 220 REM 221 REM ----------------------------- 222 POKE FNA%,127% : J%=3% 223 B%=A%+A%(J%)/2% 224 IF PEEK(FNB%)<>H% GOTO 227 225 POKE FNB%,127% : POKE FNA%,H% 226 A%=B% : J%=(J%+2%)+4%*(J%>1%) 227 J%=(J%-1%)-4%*(J%=0%) 228 REM FOR I=0 TO 50 : NEXT I ev f|rdr|jning 229 GOTO 223 230 REM  s{tt REM framf|r 229 s} f}r du tidtagning p} utf|randet 1000 S2=FNK : ; CHR$(7%) 1010 S3=S2-S1 : ; CUR(23,0)'>>> TID ='S3' sek <<< RETURN'; 1020 GET G$ : GOTO 104