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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Nebetsu
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User Post
Nebetsu

Shmee
Level: 55

Posts: 763/1574
EXP: 1291130
For next: 23059

Since: 09-01-04
From: Nebland

Since last post: 3 hours
Last activity: 1 hour
Posted on 01-07-05 06:22 AM, in For the Acmlm(s) and Colleen(s) and such. Link
It's hotter than hell in the summertime in BC
Nebetsu

Shmee
Level: 55

Posts: 764/1574
EXP: 1291130
For next: 23059

Since: 09-01-04
From: Nebland

Since last post: 3 hours
Last activity: 1 hour
Posted on 01-07-05 09:46 AM, in Do you believe in fate? Link
I believe that we have predetermined destinies, but whether we choose them or not is entirely up to us.
Nebetsu

Shmee
Level: 55

Posts: 765/1574
EXP: 1291130
For next: 23059

Since: 09-01-04
From: Nebland

Since last post: 3 hours
Last activity: 1 hour
Posted on 01-07-05 10:34 AM, in For the Acmlm(s) and Colleen(s) and such. Link
lol. I live in Courtenay and it can get pretty hot here. Also it gets REALLY hot in Kamloops!
Nebetsu

Shmee
Level: 55

Posts: 766/1574
EXP: 1291130
For next: 23059

Since: 09-01-04
From: Nebland

Since last post: 3 hours
Last activity: 1 hour
Posted on 01-07-05 10:47 PM, in Need Help With QuickBasic Link
Ok there's a couple things I want to be able to do. I want to be able to hold my bitmaps in seperate files, so I can make my main code smaller and easier to manage. I also need to know how to switch maps. Can anyone help???

Here is my edit of someone elses code. I took someone elses code and added sprites, edited sprites, changed the first map, and added a second map.

I got the second map in there but I dont know how I would switch it efficiently. Any help would be appreciated.

DIM guy(50), guysh(50), enemyx(100), enemyy(100)
DIM sprite1(50), sprite2(50), sprite3(50), sprite4(50), sprite5(50)
DIM sprite6(50), sprite7(50), sprite8(50), sprite9(50)
DIM Map1(21, 15), Map2(21, 15)
SCREEN 13

guyx = 11
guyy = 14
goodlife = 100
'!*!*!*!*!*!*!*!*!
'This is the amount of enemies in a game and randomizes the timer...
RANDOMIZE TIMER
enemies = 20
'!*!*!*!*!*!*!*!*!



FOR y = 1 TO 13
FOR x = 1 TO 15

READ clr
PSET (x, y), clr

NEXT: NEXT
GET (1, 1)-(15, 13), sprite1

FOR y = 1 TO 13
FOR x = 1 TO 15

READ clr
PSET (x, y), clr

NEXT: NEXT
GET (1, 1)-(15, 13), sprite2

FOR y = 1 TO 13
FOR x = 1 TO 15

READ clr
PSET (x, y), clr

NEXT: NEXT
GET (1, 1)-(15, 13), sprite3

FOR y = 1 TO 13
FOR x = 1 TO 15

READ clr
PSET (x, y), clr

NEXT: NEXT
GET (1, 1)-(15, 13), sprite4

FOR y = 1 TO 13
FOR x = 1 TO 15

READ clr
PSET (x, y), clr

NEXT: NEXT
GET (1, 1)-(15, 13), sprite5

FOR y = 1 TO 13
FOR x = 1 TO 15

READ clr
PSET (x, y), clr

NEXT: NEXT
GET (1, 1)-(15, 13), sprite6

FOR y = 1 TO 13
FOR x = 1 TO 15

READ clr
PSET (x, y), clr

NEXT: NEXT
GET (1, 1)-(15, 13), sprite7

FOR y = 1 TO 13
FOR x = 1 TO 15

READ clr
PSET (x, y), clr

NEXT: NEXT
GET (1, 1)-(15, 13), sprite8

FOR y = 1 TO 13
FOR x = 1 TO 15

READ clr
PSET (x, y), clr

NEXT: NEXT
GET (1, 1)-(15, 13), sprite9





CLS
FOR y = 1 TO 15
FOR x = 1 TO 21
READ Map1(x, y)
NEXT: NEXT

FOR y = 1 TO 15
FOR x = 1 TO 21
READ Map2(x, y)
NEXT: NEXT




FOR y = 1 TO 13
FOR x = 1 TO 15

READ clr
PSET (x, y), clr

NEXT: NEXT






GET (1, 1)-(15, 13), guy

FOR y = 1 TO 13
FOR x = 1 TO 15

READ clr
PSET (x, y), clr

NEXT: NEXT
GET (1, 1)-(15, 13), guysh


CLS



'!*!*!*!*!*!*!*!*!
'this gives a point to return to when the battle is over...
10
'!*!*!*!*!*!*!*!*!


FOR y = 1 TO 15
FOR x = 1 TO 21

IF Map1(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), sprite1
IF Map1(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), sprite2
IF Map1(x, y) = 3 THEN PUT (x * 15 - 15, y * 13 - 13), sprite3
IF Map1(x, y) = 4 THEN PUT (x * 15 - 15, y * 13 - 13), sprite4
IF Map1(x, y) = 5 THEN PUT (x * 15 - 15, y * 13 - 13), sprite5
IF Map1(x, y) = 6 THEN PUT (x * 15 - 15, y * 13 - 13), sprite6
IF Map1(x, y) = 7 THEN PUT (x * 15 - 15, y * 13 - 13), sprite7
IF Map1(x, y) = 8 THEN PUT (x * 15 - 15, y * 13 - 13), sprite8
IF Map1(x, y) = 9 THEN PUT (x * 15 - 15, y * 13 - 13), sprite9

NEXT: NEXT

PUT (guyx * 15 - 15, guyy * 13 - 13), guysh, AND
PUT (guyx * 15 - 15, guyy * 13 - 13), guy, OR



'!*!*!*!*!*!*!*!*!
'this gets random positions for each of the enemies...

FOR i = 1 TO enemies
enemyx(i) = INT(RND * 21)
enemyy(i) = INT(RND * 15)
NEXT
'!*!*!*!*!*!*!*!*!


DO
press$ = INKEY$


IF press$ = CHR$(0) + CHR$(75) AND Map1(guyx - 1, guyy) <> 3 AND Map1(guyx - 1, guyy) <> 2 THEN
IF guyx > 1 THEN guyx = guyx - 1
END IF

IF press$ = CHR$(0) + CHR$(77) AND Map1(guyx + 1, guyy) <> 3 AND Map1(guyx + 1, guyy) <> 2 THEN
IF guyx < 20 THEN guyx = guyx + 1
END IF

IF press$ = CHR$(0) + CHR$(72) AND Map1(guyx, guyy - 1) <> 3 AND Map1(guyx, guyy - 1) <> 2 THEN
IF guyy > 1 THEN guyy = guyy - 1
END IF

IF press$ = CHR$(0) + CHR$(80) AND Map1(guyx, guyy + 1) <> 3 AND Map1(guyx, guyy + 1) <> 2 THEN
IF guyy < 14 THEN guyy = guyy + 1
END IF



IF oldguyx <> guyx OR oldguyy <> guyy THEN
oldguyx = guyx
oldguyy = guyy
FOR y = 1 TO 15
FOR x = 1 TO 21

IF Map1(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), sprite1, PSET
IF Map1(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), sprite2, PSET
IF Map1(x, y) = 3 THEN PUT (x * 15 - 15, y * 13 - 13), sprite3, PSET
IF Map1(x, y) = 4 THEN PUT (x * 15 - 15, y * 13 - 13), sprite4, PSET
IF Map1(x, y) = 5 THEN PUT (x * 15 - 15, y * 13 - 13), sprite5, PSET
IF Map1(x, y) = 6 THEN PUT (x * 15 - 15, y * 13 - 13), sprite6, PSET
IF Map1(x, y) = 7 THEN PUT (x * 15 - 15, y * 13 - 13), sprite7, PSET
IF Map1(x, y) = 8 THEN PUT (x * 15 - 15, y * 13 - 13), sprite8, PSET
IF Map1(x, y) = 9 THEN PUT (x * 15 - 15, y * 13 - 13), sprite9, PSET
NEXT: NEXT

PUT (guyx * 15 - 15, guyy * 13 - 13), guysh, AND
PUT (guyx * 15 - 15, guyy * 13 - 13), guy, OR


END IF


'!*!*!*!*!*!*!*!*!

FOR i = 1 TO enemies
IF enemyx(i) = guyx AND enemyy(i) = guyy THEN GOSUB BaTtLes
NEXT
'!*!*!*!*!*!*!*!*!


LOOP UNTIL press$ = CHR$(27)


FloorTile:

DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02
DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02
DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02
DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02
DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02
DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02
DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02
DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02
DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02
DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02
DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02
DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02
DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02


WaterTile:

DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1


WallTile:

DATA 07,08,08,08,08,08,08,08,08,08,08,08,08,08,00
DATA 08,07,07,07,07,07,07,07,07,07,07,07,07,07,00
DATA 08,07,07,07,07,07,07,07,07,07,07,07,07,07,00
DATA 08,07,07,07,07,07,07,07,07,07,07,07,07,07,00
DATA 08,07,07,07,07,07,07,07,07,07,07,07,07,07,00
DATA 08,07,07,07,07,07,07,07,07,07,07,07,07,07,00
DATA 08,07,07,07,07,07,07,07,07,07,07,07,07,07,00
DATA 08,07,07,07,07,07,07,07,07,07,07,07,07,07,00
DATA 08,07,07,07,07,07,07,07,07,07,07,07,07,07,00
DATA 08,07,07,07,07,07,07,07,07,07,07,07,07,07,00
DATA 08,07,07,07,07,07,07,07,07,07,07,07,07,07,00
DATA 08,07,07,07,07,07,07,07,07,07,07,07,07,07,00
DATA 08,00,00,00,00,00,00,00,00,00,00,00,00,00,07


BridgeTileLeft:

DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6

BridgeTileRight:

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12

BridgeTileBottom:

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,12,12,12,12,12,12,12,12,12,12,12,12,12,12

BridgeTileMiddle:

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

BridgeTileLeftBottom:

DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,12,12,12,12,12,12,12,12,12,12,12,12,12,12

BridgeTileRightBottom:

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 12,12,12,12,12,12,12,12,12,12,12,12,12,12,12




Map1:

DATA 3,3,3,3,3,3,3,3,4,7,7,7,5,3,3,3,3,3,3,3,3
DATA 1,1,1,1,1,1,1,1,4,7,7,7,5,1,1,1,1,1,1,1,1
DATA 2,2,2,2,2,2,2,2,4,7,7,7,5,2,2,2,2,2,2,2,2
DATA 2,2,2,2,2,2,2,2,4,7,7,7,5,2,2,2,2,2,2,2,2
DATA 2,2,2,2,2,2,2,2,4,7,7,7,5,2,2,2,2,2,2,2,2
DATA 1,1,1,1,1,1,1,1,8,6,6,6,9,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1

Map2:

DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1


DATA 00,00,00,00,00,00,09,09,09,09,00,00,00,00,00
DATA 00,00,00,00,00,09,09,09,09,09,09,00,00,00,00
DATA 00,00,00,09,09,66,09,09,09,09,09,66,00,00,00
DATA 00,00,15,00,00,66,66,66,66,66,66,66,00,00,00
DATA 00,00,00,00,00,00,66,00,66,00,66,00,00,00,00
DATA 00,00,00,00,00,00,66,66,66,66,66,00,00,00,00
DATA 00,00,00,00,00,00,00,66,00,66,00,00,00,00,00
DATA 00,00,00,00,00,00,01,01,01,01,01,00,00,00,00
DATA 00,00,00,00,00,01,00,01,01,01,00,01,00,00,00
DATA 00,00,00,00,00,01,00,01,01,01,00,01,00,00,00
DATA 00,00,00,00,00,66,00,01,01,01,00,66,00,00,00
DATA 00,00,00,00,01,00,00,07,00,07,00,00,01,00,00
DATA 00,00,00,00,00,01,01,01,00,01,01,01,00,00,00


'This is the mask for the sprite...

DATA 255,255,255,255,255,255,009,009,009,009,255,255,255,255,255
DATA 255,255,255,255,255,009,009,009,009,009,009,255,255,255,255
DATA 255,255,255,009,009,066,009,009,009,009,009,066,255,255,255
DATA 255,255,015,255,255,066,066,066,066,066,066,066,255,255,255
DATA 255,255,255,255,255,255,066,000,066,000,066,255,255,255,255
DATA 255,255,255,255,255,255,066,066,066,066,066,255,255,255,255
DATA 255,255,255,255,255,255,255,066,000,066,255,255,255,255,255
DATA 255,255,255,255,255,255,001,001,001,001,001,255,255,255,255
DATA 255,255,255,255,255,001,255,001,001,001,255,001,255,255,255
DATA 255,255,255,255,255,001,255,001,001,001,255,001,255,255,255
DATA 255,255,255,255,255,066,255,001,001,001,255,066,255,255,255
DATA 255,255,255,255,001,255,255,007,255,007,255,255,001,255,255
DATA 255,255,255,255,255,001,001,001,255,001,001,001,255,255,255
END


BaTtLes:
CLS
SCREEN 0
WIDTH 80, 25
PRINT "TIME TO BATTLE!"
PRINT "press a key..."
SLEEP
CLS
badlife = 100
PRINT "Your life is "; goodlife
PRINT "The badguys life is"; badlife
PRINT "He hurt you 35"
goodlife = goodlife - 35
PRINT "your life is now"; goodlife
IF goodlife <= 0 THEN PRINT "You lost!!!": END
SLEEP
SCREEN 13
GOTO 10


(edited by Nebetsu on 01-08-05 02:59 PM)
Nebetsu

Shmee
Level: 55

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Since: 09-01-04
From: Nebland

Since last post: 3 hours
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Posted on 01-08-05 04:16 AM, in Need Help With QuickBasic Link
Iabmaster: How would I do that?
Xkeeper: I know. I'm kinda new to tiles, so I had to see a sample to make this.


(edited by Nebetsu on 01-07-05 07:18 PM)
Nebetsu

Shmee
Level: 55

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Since: 09-01-04
From: Nebland

Since last post: 3 hours
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Posted on 01-08-05 04:52 AM, in Acmlm's Board Mosts Discussion - CHECK OUT THE RESULTS!! Link
Originally posted by Jesper
Stop flaming.


Meh. I'm not offended. Actually it's really hard to offend me.
Nebetsu

Shmee
Level: 55

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Since: 09-01-04
From: Nebland

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Posted on 01-08-05 04:55 AM, in Need Help With QuickBasic Link
Thanks. As soon as I have access to a computer with QuickBasic, I'll give it a try! ^^
Nebetsu

Shmee
Level: 55

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Since: 09-01-04
From: Nebland

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Posted on 01-08-05 05:58 AM, in Acmlm's Board Mosts Discussion - CHECK OUT THE RESULTS!! Link
Let me give you a hint. You cant use stupidity or lies to insult me. Any insult that's stupid or a lie doesnt effect me. Yours, Kyouji Craw, was both.
Nebetsu

Shmee
Level: 55

Posts: 771/1574
EXP: 1291130
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Since: 09-01-04
From: Nebland

Since last post: 3 hours
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Posted on 01-08-05 07:22 AM, in dipping chocolate in soda Link
No but I'm going to try it when I get the chance.
Nebetsu

Shmee
Level: 55

Posts: 772/1574
EXP: 1291130
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Since: 09-01-04
From: Nebland

Since last post: 3 hours
Last activity: 1 hour
Posted on 01-08-05 07:25 AM, in The Ultimate Pokémon Link
Mew was always my favourite too! ^^ If you give it softboiled, it's an unstopable tank.
Nebetsu

Shmee
Level: 55

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Since: 09-01-04
From: Nebland

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Posted on 01-08-05 07:28 AM, in Hi people! Link
Hey new person! I am the person who you run from! People dont like me much around here, so I guess you should go with the flow. Anyways: have fun! ^^
Nebetsu

Shmee
Level: 55

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Since: 09-01-04
From: Nebland

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Posted on 01-08-05 08:26 AM, in Computers at Work easier to hack than Acmlm's? Link
Why not try this site? www.try2hack.nl
Nebetsu

Shmee
Level: 55

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Since: 09-01-04
From: Nebland

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Posted on 01-08-05 09:13 AM, in Acmlm's Board Mosts Discussion - CHECK OUT THE RESULTS!! Link
Originally posted by Colleen
That's warning #2, by the way. And we know what happens when strike 3 comes along. (Well, the thread itself could be closed at the very least.)

It's a discussion thread about the mosts, it's not supposed to turn into flaming and that.


Dont be so hard on him, though. I dont care whether people flame me or not. I am impervious to insults.
Nebetsu

Shmee
Level: 55

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Since: 09-01-04
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Posted on 01-08-05 10:01 AM, in Comics! Link
www.questionablecontent.net
Nebetsu

Shmee
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Since: 09-01-04
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Posted on 01-08-05 11:28 AM, in I actually found a rap song that I like! Link
Dead Celebrity Status - We Fall

This song is actually good. And I like the lyrics. They are so true!
Nebetsu

Shmee
Level: 55

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Since: 09-01-04
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Posted on 01-08-05 10:03 PM, in Acmlm's Board Mosts Discussion - CHECK OUT THE RESULTS!! Link
We should get back on topic or something.... umm.... VOTE FOR NEB!
Nebetsu

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Posted on 01-08-05 10:06 PM, in What smells do you like? Link
Popcorn
The charred flesh of a dead animal.

That's all I can think of...
Nebetsu

Shmee
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Posted on 01-08-05 10:08 PM, in Do you like to mix soda? Link
I like to take some of each of the choises sometimes. That's excluding the iced tea.
Nebetsu

Shmee
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Since: 09-01-04
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Posted on 01-08-05 10:16 PM, in Do you like to mix soda? Link
Originally posted by FreeDOS
I mix Wild Cherry Pepsi with Mountain Dew. It gives a cherry-flavoured Dew. Yum.


Why not just get Mountain Dew: Code Red?
Nebetsu

Shmee
Level: 55

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Since: 09-01-04
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Posted on 01-08-05 10:22 PM, in Do you like to mix soda? Link
Whats a suicide?
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ABII


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