Apple Bowl

3D high-resolution bowling on the Apple II!!

REM'ed Text
100 REM DISK VERSION  1/21/79  CRK 102 REM 104 PRINT "" 106 POKE 808,109: POKE 809,30 108 REM ************************* 110 REM *                       * 112 REM *  A P P L E   B O W L  * 114 REM *                       * 116 REM ************************* 118 REM 120 REM 122 REM ****** WRITTEN  BY ****** 124 REM *                       * 126 REM *    CHARLIE KELLNER    * 128 REM *                       * 130 REM *    AND ERIC LARSON    * 132 REM *                       * 134 REM ******* NOV. 1978 ******* 136 REM 138 REM 140 REM  THIS PROGRAM IS A HIGH 142 REM  RESOLUTION 3-D GRAPHIC 144 REM  SIMULATION OF BOWLING. 146 REM 148 REM ************************* 150 REM *                       * 152 REM *         NOTES         * 154 REM *                       * 156 REM ************************* 158 REM 160 REM THIS PROGRAM REQUIRES THE 162 REM PROGRAMMER'S AID #1 (ROM) 164 REM APPLE PART NUMBER A2M0019 166 REM 168 REM MINIMUM MEMORY (RAM): 16K 170 REM 172 REM <<< MAJOR PROGRAM AREAS >>> 174 REM 176 REM  1100 : PINFALL LOGIC 178 REM  1200 : PIN ACTION 180 REM  1300 : LANE CYCLE 182 REM  1400 : PIN SWEEPER 184 REM  1500 : PIN SETTER 186 REM  1600 : PIN SPOTTER 188 REM  1700 : SCORING 190 REM  2000 : MAIN CONTROL 192 REM  2100 : BALL MOTION 194 REM  2200 : PLAYER INPUT 196 REM  9000 : INITIALIZATION 198 REM  9100 : DRAW LANES 200 REM  9200 : DRAW GUTTERS 202 REM  9300 : DRAW FEATURES 204 REM  9400 : LANE RESET 206 REM  9500 : TITLE PAGE 208 REM  9900 : END OF GAME 210 REM 212 REM  <<< VARIABLE USAGE >>> 214 REM 216 REM A$    : ALPHA STRING INPUT 218 REM COLR  : HIRES COLOR VALUE 220 REM DX    : RELEASE POINT STEP 222 REM E     : SCORE TAB VALUE 224 REM F     : FRAME COUNTER 226 REM G     : GUTTER FLAG 228 REM H     : NUMBER OF PINS HIT 230 REM H1    : FIRST BALL SCORE 232 REM HC    : HIRES CLEAR 234 REM HD    : HIRES DRAW 236 REM HI    : HIRES INIT 238 REM HL    : HIRES LINE 240 REM HP    : HIRES PLOT 242 REM HX    : HIRES XDRAW 244 REM I     : FOR/NEXT COUNTER 246 REM J     : FOR/NEXT COUNTER 248 REM K     : PIN MATRIX INDEX 250 REM L     : LANE NUMBER 252 REM N     : GAME NUMBER 254 REM N$    : PLAYER'S NAME 256 REM OP0   : OLD PDL(0) VALUE 258 REM OP1   : OLD PDL(1) VALUE 260 REM PIN   : PIN MATRIX 262 REM ROT   : HIRES ROTATION 264 REM S     : BALL SPEED 266 REM SCALE : HIRES SCALE FACTOR 268 REM SET   : LANE CYCLE FLAG 270 REM SHAPE : HIRES SHAPE NUMBER 272 REM SP    : SPARE FLAG 274 REM ST    : STRIKE FLAG 276 REM SV    : STRIKE SAVE FLAG 278 REM T     : TOTAL SCORE 280 REM X     : PIN COLUMN COUNTER 282 REM X0    : HIRES X-COORDINATE 284 REM X1    : BALL  X-INCREMENT 286 REM X2    : PIN   X-POSITION 288 REM X3    : BALL  X-POSITION 290 REM XP    : BALL RELEASE POINT 292 REM Y     : PIN ROW COUNTER 294 REM Y0    : HIRES Y-COORDINATE 296 REM Z     : PIN TABLE ENTRY 298 REM 300 REM 302 REM THESE ARE THE NORMAL USAGES 304 REM OF THE INDICATED VARIABLES; 306 REM HOWEVER, SOME VARIABLES ARE 308 REM USED IN SEVERAL ROUTINES TO 310 REM CONSERVE MEMORY ALLOCATION. 312 REM 314 REM 316 REM *************************** 318 REM *                        * 320 REM * NOTE: FOR COMPLETE USER * 322 REM * INSTRUCTIONS IN PRINTED * 324 REM * FORMAT, SIMPLY RUN THIS * 326 REM * PROGRAM. (TEXT FOLLOWS) * 328 REM *                        * 330 REM *************************** 400 REM 405 REM  CHECK FOR ROM @ D000 410 REM 420 REM NO (SIGH) ROM. 500 REM PADDLES NOT PLUGGED IN