The Hatman animation demo is a prime example of what you could do in BASIC, back in the days. The program is part of my Graphics Power Diskette. I developed this program while attending City Tech. Man, that was a long time ago.
Hatman animation demo
Before you think BASIC is basic, there were so many things you could do in the computer language. Including memory addressing, and storing images in memory to use later. I think I did this program in a combination of BASICA, QuickBasic, and Visual Basic for DOS. BASICA is simply advanced BASIC.
And yes, they had a Visual Basic for DOS, which allowed you to easily create actions for the mouse.
By the way, because I already had Pac-Man, I did not feel the need to go crazy and attempt to create an entire game in BASIC. Just wanted to do a demo.
So, I decided to put together a very, very short clip of Hatman in action. After you peep the video, check out the code for the program.
Below is the main subroutine code for the program. Also, it looks as if I put the two figures in memory locations. Very interesting. Moreover, I have some supporting subs within the routine too.
'HatMan: ' Animation program. SUB HatMan () REDIM HatMan1(800), HatMan2(800) 'allocate storage space GraphWindow "Hat-Man Animation Program" 'display graphics window PutImage "HATMAN1.IMG", 800, 12, 302, 215 'place first hat-man GET (302, 215)-(339, 258), HatMan1 'store first hat-man CLS 'clear viewport PutImage "HATMAN2.IMG", 800, 12, 302, 215 'place second hat-man GET (302, 215)-(339, 258), HatMan2 'store first hat-man CLS 'clear viewport GCenter 30, 80, 15, "Press any key to continue..." 'print prompt KeyBuffer 'clear keyboard buffer xc = 586 'initialize X-coordinate DO WHILE INKEY$ = "" 'do until key is pressed PUT (xc, 215), HatMan2, XOR 'place second hat-man delay .3 'pause PUT (xc, 215), HatMan2, XOR 'remove second hat-man PUT (xc - 38, 215), HatMan1, XOR 'place first hat-man delay .3 'pause PUT (xc - 38, 215), HatMan1, XOR 'remove first hat-man xc = xc - 76 'decrease X-coordinate IF xc <= 16 THEN xc = 586 'check X-coordinate LOOP 'end keypress loop END SUB
Below are some of the supporting subs of the Hatman program.
'Delay: ' Pauses execution for a number of seconds or less. 'parameters: ' seconds - seconds or less to pause SUB delay (seconds!) StartTime! = TIMER 'initialize start time DO 'start loop LOOP UNTIL (TIMER - StartTime!) >= seconds! 'end loop if true END SUB
'GCenter: ' Centers text at a given row with color in graphics mode. 'parameters: ' row - row ' MaxCol - maximum column ' fgkol - foreground color ' text$ - text to print SUB GCenter (row, MaxCol, fgkol, text$) col = MaxCol / 2 - LEN(text$) / 2 'define column GPrtText row, col, fgkol, text$ 'print text END SUB 'GPrtText: ' Prints text at a given location with color in graphics mode. 'parameters: ' row - row ' col - column ' fgkol - foreground color ' text$ - text to be printed to screen SUB GPrtText (row, col, fgkol, text$) LOCATE row, col 'set location COLOR fgkol 'set color PRINT text$; 'print text END SUB
'GraphWindow: ' Creates a window in mode 12 (VGA) to view graphics. 'parameters: ' title$ - title of the graphics window SUB GraphWindow (title$) GraphMode 12, 80, 30 'switch to graphics mode GraphCenter 1, 80, 15, title$ 'center title LINE (0, 0)-(639, 463), 7, B 'outer border line LINE (0, 14)-(639, 14), 7 'title dividing line VIEW (2, 16)-(637, 461) 'area to view graphics END SUB
'PutImage: ' Loads and places an image on the screen. 'parameters: ' filename$ - filename ' asize - array size ' mode - screen mode ' xc - x-coordinate ' yc - y-coordinate SUB PutImage (filename$, asize, mode, xc, yc) SCREEN mode 'set proper screen mode REDIM image(asize) 'allocate storage for image DEF SEG = VARSEG(image(0)) 'point to image's segment address BLOAD filename$, VARPTR(image(0)) 'load image into array DEF SEG 'point to BASIC's segment address PUT (xc, yc), image, PSET 'place image onto screen END SUB
So, there you have it. To be honest, I do not remember everything I did, but I pretty much understand the code. Perhaps, the main supporting routine is the delay sub. Without a delay between the two figures, it does not chomp.
In addition, notice the indentation. That is not really a feature in the original BASIC language. On the other hand, it is more of a feature of QuickBasic and VB for DOS.
Note: I wrote this article fast. Therefore, some of the stuff in here seems redundant. Going forward, I will plan to be more creative and even more technical.
Thank you very much!