the cutting room mirror

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

References#


  1. Hidden credit↩︎
  2. Apple Updates Program Bank, Collects Software Routines - Computerworld, Volume 13, Number 29, July 16, 1979↩︎