Day 2. See "progress.txt".
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'ProgramMode:RUN
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Prog "~SGEN"
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15->N
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100->M
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11->X
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4->Y
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X->O
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Y->P~Q
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1->L
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1->D
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0->S
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{38,27,28,37->List6
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"ABCDEFGHIJKLMNOPQRSTUVWXYZ#"->Str 4
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"AH"->Str 9
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Prog "~SLOD"
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Prog "~SSCR"
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1->E
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{3,E->Dim Mat A
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Do
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'DRAW
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X+21Y-22
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Str 9->Str 8
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Str 1->Str 9
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For 1->A To E
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Mat A[1,A=>Mat A[2,A]-22+21*Mat A[3,A->B
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Mat A[1,A=>StrLeft(Str 9,B)+StrMid("_#E59B__#E5E8__#E5E9__#E5EA__#E5EB_",Mat A[1,A],1)+StrRight(Str 9,146-B->Str 9
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Next
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If StrCmp(Str 8,Str 9
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Then For 0->A To 6
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StrMid(Str 9,21A+1,21->Str 7
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StrCmp(Str 7,StrMid(Str 8,21A+1,21))=>Locate 1,A+1,Str 7
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Next
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IfEnd
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Locate O,Q,StrMid(Str 9,O+21Q-21,1)
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Locate X,Y,"@"
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'DEATH
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D->L
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L=>L-StrSrc(StrMid(Str 1,Ans+1,1),"_#E6A0_")->L
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Isz S
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Do
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Getkey->G
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LpWhile Not G
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'PLAYER
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X->O
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Y->P~Q
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G=List6[1=>Dsz X
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G=List6[3=>Dsz Y
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G=List6[2=>Isz X
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G=List6[4=>Isz Y
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G=48=>Prog "~SBIND"
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'TRANSITION
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1->A
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XY And X<>22 And Y<>8=>StrSrc(Str 4,StrMid(Str 1,X+21Y-21,1))=>Goto Y
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Goto N
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Lbl Y
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O->X
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P->Y
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Lbl N
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If X=0
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Then Dsz M
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21->X
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Prog "~SLOD"
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Prog "~SSCR"
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IfEnd
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If Y=0
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Then Dsz N
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7->Y
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Prog "~SLOD"
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Prog "~SSCR"
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IfEnd
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If X=22
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Then Isz M
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1->X
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Prog "~SLOD"
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Prog "~SSCR"
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IfEnd
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If Y=8
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Then Isz N
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1->Y
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Prog "~SLOD"
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Prog "~SSCR"
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IfEnd
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'ENTITIES
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For 1->A To E
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Mat A[1,A
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MOD(S,2->P
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If PAns=1
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Then X>Mat A[2,A=>1+Mat A[2,A->Mat A[2,A
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X<Mat A[2,A=>-1+Mat A[2,A->Mat A[2,A
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Y>Mat A[3,A=>1+Mat A[3,A->Mat A[3,A
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Y<Mat A[3,A=>-1+Mat A[3,A->Mat A[3,A
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X=Mat A[2,A=>Y=Mat A[3,A=>0->D
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IfEnd
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If Ans>=2 And Ans<=5
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Then Mat A[2,A]-22-(Ans=2)+(Ans=3)+21(-(Ans=4)+(Ans=5)+Mat A[3,A->B
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StrLeft(Str 1,B)+StrMid(" _#E6A0_",P+1,1)+StrRight(Str 1,146-B->Str 1
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IfEnd
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Next
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LpWhile L
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ClrText
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Locate 7,4,"YOU DIED"
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@ -0,0 +1,15 @@
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Jour 1 :
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* Début du projet.
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* Double buffering.
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* Joueur et entités.
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Jour 2 :
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* Le projet devient Sunrise, séquelle de Noon.
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* Terminé les entités.
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* Collisions joueur/mur et joueur/entités.
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* Evénement de mort.
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* Menu avec changement des touches.
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* Système de loading, 14436 octets pour stocker 120x40 écrans (plutôt efficace :3).
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* Changement d'écran lorsque le joueur touche un bord.
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* Génération de map simple.
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* Le joueur est dessiné directement sur l'écran pour gagner des performances.
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@ -0,0 +1,30 @@
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'ProgramMode:RUN
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"Keybinds"->Str 5
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Do
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5->A
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ClrText
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Menu Str 5,"_#E5E8_ Left",1,"_#E5E9_ Right",2,"_#E5EA_ Up",3,"_#E5EB_ Down",4,"Continue",0,"Exit Game",X
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Lbl 1
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Dsz A
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Lbl 2
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Dsz A
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Lbl 3
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Dsz A
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Lbl 4
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Dsz A
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""->Str 9
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Locate 2,4,"Press new key for"
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Locate 20,4,StrMid("_#E5E8__#E5E9__#E5EA__#E5EB_",A,1)
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While Getkey
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WhileEnd
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Do
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Getkey->G
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LpWhile Not G
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G->List6[A
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"AssignedChar!"->Str 5
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LpWhile 1
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Lbl 0
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""->Str 9
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Return
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Lbl X
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Stop
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@ -0,0 +1,14 @@
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'ProgramMode:RUN
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{30,40->Dim Mat B
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Locate 4,1,"//600"
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For 1->C To 600
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Locate 1,1,C
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RanInt#(1,120->M
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RanInt#(1,40->N
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Int ((M-1)/4)+1->A
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Mat B[A,N->B
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316^(MOD(M-1,4))
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Int (MOD(B,Ans*316)/Ans
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Not Ans=>(316^(MOD(M-1,4)))*RanInt#(1,2)+Mat B[A,N->Mat B[A,N
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Ans=>Dsz C
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Next
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