[Simh] 101 Basic Games for RSTS/E (was Re: PDP11 on Simh for public access)

Bailey, Scott scott.bailey at dxc.com
Fri Jan 25 12:36:37 EST 2019


Fascinating, as Mr. Spock would say. ;-)

I’m not sure where my copy is now, but 101 Basic Computer Games really jump-started my programming, and in my opinion the Star Trek game was the best game in the book. I ended up adapting it to run on my [okay, my Dad’s LOL] TRS-80 (Model 1, Level II, eventually a whopping 32KB of memory), and of course it wasn’t big enough so it got expanded, adding more features like persistent galaxy state (saved between sessions) and multiplayer capability. (Not simultaneously, of course, but the concept of multiple ships of which one was actively in use by the current player.)

This abused several interesting features of the TRS-80’s Radio Shack Level II BASIC… One (that I’ve never encountered anywhere else) was that you didn’t have to put spaces in the code, and eliminating each space saved a byte of memory. The following was perfectly legal and readable if your eye was practiced:

100 FORI=1TO10
110 PRINTI
120 NEXTI

Now imagine more complex lines. After all, running them all together eliminates unneeded line numbers and saves even more memory:

100 FORI=1TO10:PRINTI:NEXTI

Then you eliminate all of the comments, because they’re pure overhead… When I still ran out of room, I started converting some functions into machine code (by hand, using a Z80 reference book) and POKEing them into memory…

Luckily, I went to college and encountered a VAX-11/780, at which point I recoded the whole mess in VAX-11 BASIC, took advantage of the expansive VT100 display real estate, and began abusing (as they became available) indexed files, shared global sections, and the lock manager to make real multiplayer gaming workable.

Despite all of that, the heredity of the game is evident, including the coordinate system: (see the compass in the upper right corner!)

[cid:image001.jpg at 01D4B4AA.9B972180]

That brings me back around to the point of this note. In VAX BASIC, fundamentally unchanged since some point prior to 1985, my course logic looks like this:

!
! Return a real course from point (x1,y1) to point (x2,y2)
! using Star Trek course notation.
!
        function single course(long x1,y1,x2,y2)
        declare long x,y
        declare single temp
        on error go back
        x = x2-x1                               ! Calculate offset P1 -> P2
        y = y2-y1                               ! Std. Cartesian system
        if x='0'L then
          if y>'0'L then
            course = 3.0                        ! Straight up
            exit function
          else
            course = 7.0                        ! Straight down
            exit function
          end if
        else
          temp = atn(real(y)/real(x))*57.2958   ! Calculate angle in degrees
          if x<='0'L then
            temp = temp+180.0                   ! Correct for quadrant
          else
            if y<'0'L then
              temp = temp+360.0
            end if
          end if
        end if
        course = temp/45.0+1.0                  ! Convert to proper notation
        end function

My guess is that this algorithm is more or less what you expected to find before you started digging into the code. (Originally this used bytes, but as memory became cheaper and access more convoluted, I promoted things to improve alignment.)

But here’s the punchline: I realized, as I was reading through your excerpt, that the algorithm used by the original game is EXACTLY the same that I used in my head to “estimate” courses when I was playing my game and I didn’t have the time to ask the computer for the course before getting shot myself. I don’t remember learning it from the original code, but I’m sure that’s where it came from.

If I had to guess – and I am – I’d say the original implementation might not have had trig functions available (when did BASIC acquire them?), and this is a pretty decent approximation. At least for the limited size and high granularity of a 64-sector quadrant. Certainly I could do it rapidly in my head, and I can testify that the results pretty much always match the “obvious” calculation, if you can aim and shoot fast enough that the target hasn’t moved!

Those were the days,

Scott


From: Simh <simh-bounces at trailing-edge.com<mailto:simh-bounces at trailing-edge.com>> On Behalf Of Will Senn
Sent: Wednesday, January 23, 2019 10:22 AM
To: Clem Cole <clemc at ccc.com<mailto:clemc at ccc.com>>
Cc: Simh <simh at trailing-edge.com<mailto:simh at trailing-edge.com>>; Bryan Davies <bryan.e.davies at gmail.com<mailto:bryan.e.davies at gmail.com>>
Subject: Re: [Simh] 101 Basic Games for RSTS/E (was Re: PDP11 on Simh for public access)

On 1/21/19 3:55 PM, Clem Cole wrote:
Anyway, the point is that simple computer games in BASIC were being passed around between people (as paper tapes), particularly if you had acccess to multiple different brands of computers.    You always had the source code, in those days so it was really not big deal.  In fact, my memory is that one of the new things that you could do on the PDP-10 was >>compile<< your basic program, or at least leave it in some form that some one could not see what you had done.   But the HP and GE system, you just loaded the program and typed 'list' - often after turning on the paper tape punch the ASR33.

Clem

Wow

So, I dug a bit and found the code is practically everywhere  and when folks extended it, they were pretty specific about what they extended. Take the code for the library computer's calculator for distance and direction... it's nearly untouched in other versions - prolly cuz it's a little convoluted (seems like some translation from rectangular to polar coordinates and back again using standard trig functions would have worked and been MUCH easier to understand...

In reviewing the SPACWR code, and comparing it to STTR1 which preceded it and SUPERTREK which came later, I came across this bit of library computer code for calculating direction and distance from one sector in a quadrant to another. It seems like basic trig would have been easier, but the author chose another route, pun intended. In the code where the direction is calculated, though, it looks like there are at least 2 bugs. But, seeing as all of the versions use basically the same exact logic, I must be missing something and I am hoping y'all know something about the interpreter that makes this magically ok, or can read it better than I and tell me that it's actually ok, as is (maybe the bugs don't materially effect the outcome) or this was a well known quirk of the system that was beloved by all oldtimers :).

I'm running this in RSTSV06C-03, but STTR1 was written for an HP calculator or something and SUPERTREK was written for a Data General Nova 800 w/32K of core, so I don't think it's a system specific issue, but rather a straight up logic problem.

Below is the code and it's pretty self contained.

The 2 bugs are these:

1. Lines 4880, 5250, and 5270 refer to H8. H8 is effectively constant 0, set in 4880 and again in 5270, the check in 5250 will never evaluate true. It looks like it was meant to break out of the loop early, but there aren't any other uses of it elsewhere in the code - but it's persistent - appearing in many versions of the code, doing nothing.

2. The more pernicious, or at least annoying to me bug is the test in line 5140, X is always less than zero here. So the path from 5140 to 5190 is never executed.

I don't want to fix anything until I'm sure it's broken. I don't particularly care for the method used here, but if it works...

Here's what the vector's get translated into (the direction, a real number between 1 and 8.999etc that is calculated), for reference:


 4  3  2
  \ ^ /
   \^/
5 ----- 1
   /^\
  / ^ \
 6  7  8

This is the code followed by my annotations for what they're worth (usually I put them in column 90, but that wouldn't look good in email, so I just split 'em):

4880 PRINT:H8=0
4881 REM *** PHOTON TORPEDO DATA CODE BEGINS HERE
4900 FOR I=1TO3
4910 IF K(I,3)<=0 THEN 5260
4920 C1=S1:A=S2:W1=K(I,1):X=K(I,2)
4960 GOTO 5010
4970 PRINT"YOU ARE AT QUADRANT ( "Q1","Q2" )  SECTOR ( "S1","S2" )"
4990 INPUT "SHIP AND TARGET COORDINATES ARE:";C1,A,W1,X
5010 X=X-A:A=C1-W1
5030 IF X<0 THEN 5130
5031 IF A<0 THEN 5190
5050 IF X>0 THEN 5070
5051 IF A=0 THEN 5150
5070 C1=1
5080 IF ABS(A) <= ABS(X) THEN 5110
5085 V5=C1+(((ABS(A)-ABS(X))+ABS(A))/ABS(A))
5090 PRINT "DIRECTION ="V5
5100 GOTO 5240
5110 PRINT "DIRECTION ="C1+(ABS(A)/ABS(X))
5120 GOTO 5240
5130 IF A>0 THEN 5170
5140 IF X=0 THEN 5190
5150 C1=5:GOTO 5080
5170 C1=3:GOTO5200
5190 C1=7
5200 IF ABS(A)>=ABS(X) THEN 5230
5210 PRINT "DIRECTION ="C1+(((ABS(X)-ABS(A))+ABS(X))/ABS(X))
5220 GOTO 5240
5230 PRINT "DIRECTION ="C1+(ABS(X)/ABS(A))
5240 PRINT "DISTANCE ="SQR(X**2+A**2)
5250 IF H8=1 THEN 5320
5260 NEXT I
5270 H8=0
5280 INPUT "DO YOU WANT TO USE THE CALCULATOR";A$
5300 IF A$="YES" THEN 4970
5310 IF A$<>"NO" THEN 5280
5320 GOTO 1270
5321 REM *** END OF LIBRARY COMPUTER CODE

! ---- One Scenario that works to help illustrate (direction is 3)

! SECTOR MAP (SIMPLIFIED)
!
!   | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
!    +---+---+---+---+---+---+---+---+
! 1 |   |   | K1|   |   |   |   |   |
!    +---+---+---+---+---+---+---+---+
! 2 |   |   |   |   |   |   |   |   |
!    +---+---+---+---+---+---+---+---+
! 3 |   |   |   |   |   |   |   |   |
!    +---+---+---+---+---+---+---+---+
! 4 |   |   | E |   |   |   |   |   |
!    +---+---+---+---+---+---+---+---+
! 5 |   |   |   |   |   |   |   |   |
!    +---+---+---+---+---+---+---+---+
! 6 |   |   |   |   |   |   |   |   |
!    +---+---+---+---+---+---+---+---+
! 7 |   |   |   |   |   |   |   |   |
!    +---+---+---+---+---+---+---+---+
! 8 |   |   |   |   |   |   |   |   |
!    +---+---+---+---+---+---+---+---+
!
!  S1 = 4, S2 = 3, K(1,1) = 1, K(1,2) = 3
!  C1 = 4, A = 3, W1 = 1, X = 3

4880 ! NO TELLING WHAT H8 IS SUPPOSED TO BE, BUT PRESENT IN STTR1 AND SUPER TREK
4881 REM
4900 ! LOOP THROUGH KLINGONS
4910 ! SKIP ANY THAT ARE DESTROYED
4920 ! SAVE SECTOR INFORMATION FOR THE ENTERPRISE (4,3) AND KLINGON (1,3)
4960 ! SKIP THE NEXT TWO LINES
4970 ! DISPLAY THE LOCATION OF THE ENTERPRISE
4990 ! DISPLAY THE LOCATION OF THE KLINGON
5010 ! DETERMINE DISTANCES FROM ENTERPRISE TO KLINGON  (X=0, A=3)
5030 ! X IS THE I DISTANCE, A IS THE J DISTANCE, X NEGATIVE? (NO)
5031 ! X IS NON-NEGATIVE, A NEGATIVE? (NO)
5050 ! A IS NON-NEGATIVE, X > 0? (NO)
5051 ! X IS ZERO, A ZERO? (NO)
5070 ! X IS ZERO AND A > 0, SET DIRECTION TO 1 (C1=1)

! CORRECT AND PRINT DIRECTION 1 AND 5
5080 ! J DISTANCE SMALLER THAN OR EQUAL TO THE THE I DISTANCE? JUMP TO 5110 (NO)
5085 ! V5 = (1 + (((J DISTANCE - I DISTANCE) + J DISTANCE)) / J DISTANCE) | (1+(((3-0)+3))/3) | (3)
5090 ! DISPLAY THE DIRECTION TO THE USER
5100 ! GOTO DISPLAY THE DISTANCE
5110 ! THE J DISTANCE IS SMALLER THAN OR EQUAL TO THE I DISTANCE, DISPLAY (1 + (J DISTANCE/I DISTANCE))
5120 ! GOTO DISPLAY THE DISTANCE

5130 ! X IS NEGATIVE, A > 0?
5140 ! X IS NEGATIVE, CAN'T BE ZERO..., GONNA FALL THROUGH
5150 ! X AND A ARE 0 (OR X IS NEGATIVE), SET DIRECTION TO 5, GOTO CORRECT AND PRINT DIRECTION 1 AND 5
5170 ! X IS NEGATIVE, A > 0, SET DIRECTION TO 3 GOTO PRINT DIRECTION 3
5190 ! DIRECTION IS 7 ; NOT GONNA HAPPEN

! CORRECT AND PRINT DIRECTION 3 AND 7
5200 ! J DISTANCE GREATER THAN OR EQUAL TO THE I DISTANCE? JUMP TO 5230
5210 ! DISPLAY THE CORRECTED DIRECTION
5220 ! GOTO DISPLAY THE DISTANCE
5230 ! DISPLAY THE UNCORRECTED DIRECTION

5240 ! DISPLAY THE DISTANCE
5250 ! NEVER GONNA HAPPEN
5260 ! NEXT KLINGON
5270 ! WHO CARES

5280 ! DISPLAY CALCULATOR PROMPT
5300 ! REDISPLAY YOU ARE AT QUADRANT...
5310 ! REDISPLAY DO YOU WANT TO USE...
5320 ! GOTO TOP OF LOOP
5321 REM



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