********************** Millennium Advanced Programming ********************** ----------------------------------------------------------------------------- High Score Library 83 Version 2.0 TI-83 Adam Ziemba 2000 MAP Software 2000 Millennium Adcanced Programming Contact Me: http://www.MAP.50megs.com mailto:Sony@marijuana.com mailto:ASony5@hotmail.com mailto:Samnmax200@aol.com ============================================================================= /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Goto our site: http://www.MAP.50megs.com - And that's an order! High Score Lib 83 is a very useful library that you can use in your programs. It enables you to store the name of the player who had the high score in one of your programs. The TI-83 does have strings, so you could just store the player's name into a string. But, on the TI-83, strings are extrem- ely common. Many other programs may destroy the string you're using for the name. With High Score LIB, you can use a list to store the player's name. All you have to do is just store a couple numbers into a couple variab- les and then run the program. Read the next portion of this readme file to get the full description on how to use the library. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Instructions ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Before we move on to the instructions, let me tell you something. I will be giving you example coding in the instructions. Please note that all the ` characters in the examples should be replaced with the store symbol when your typing it in to your program on your calculator. 1) First, find in your program's code where you want the current high score name to be displayed. Notice that I said "in your program's code", and not on the graph or something. 2) Once you have found it, you will need to define a couple variables. Here is a table of those variables and their proper values: +----------+---------------------------------------------------+ | Variable | Description | +----------+---------------------------------------------------+ | W | Store 0 into this variable. It has a purpose, | | | which I will explain later. | | V | The Y-coordinate of where you want HSLIB to | | | display the user's name. | | X | The X-coordinate of where you want HSLIB to | | | display the user's name. | | U | Store 1 into this variable to make HSLIB function | | | on the home screen, or store 0 for the graph. | +----------+---------------------------------------------------+ After defining these variables, on the next line, execute HSLIB. Here is an example of what you should have so far: :coding... :coding... :1`W :0`V :30`X :0`U :prgmZHSLIB :coding... :coding... 3) Now you have made it so that the program will display the high score name. (wait to test it until you've completed all the steps.) But what are you going to do when the player surpasses the old high score and wants to enter his name? Well, you're going to need to define a couple variables, and then execute HSLIB. Here is a table of the variables you need to define: +----------+---------------------------------------------------+ | Variable | Description | +----------+---------------------------------------------------+ | W | When this is 0, HSLIB will display the name. | | | When it is 1, it will allow a user to store his | | | name. (Store 1 for this part) | | V | The Y-coordinate of where you want HSLIB to | | | display the letters of the name as they are | | | entered. | | X | The X-coordinate of where you want HSLIB to | | | display the initials as they are entered. | | U | Store 1 to make HSLIB function on the home | | | screen or store 0 to do it on the graph. | | T | The limit on ho many characters the user can enter| | | (the default is 16). | +----------+---------------------------------------------------+ 4) Here is an example of the coding you should have so far: :coding... :coding... :0`W :15`V :15`X :0`U :prgmZHSLIB :coding... :coding... :coding... :coding... :1`W \ :0`C | :0`D | This should be located in your code :7`E |---- where you want HSLIB to wait for the :0`F | user to enter his/her name. :13`V | :3`X | :0`U | :3`T | :prgmZHSLIB / HSLIB will store the letters into L3 (List 3). The problem is that you won't be able to use HSLIB for more than one of your programs, UNLESS you store List 3 into a different list. On the TI-83, you can name your own lists, using the little L symbol. In the following example, I will use the ~ character to represent the little L. Copy this code after running HSLIB the second time in your coding: L3`~ADAMZ ClrList L3 If you'd like, you can store the list into a different list called something other than ADAMZ. Yet I prefer ADAMZ. :-) ClrList L3 is optional, but preferred because List 3 has no purpose in the memory if it has already been stored into a different list. 5) Here is an example of what the finished product of a program using HSLIB should look like: :ClrDraw :0`S :Text(0,0,"THIS IS A PROGRAM BY ADAM Z.") :Text(7,0,"SCORE: 0") :Text(14,0,"HIGH SCORE:") :Text(14,39,H) :Text(14,47,"-") :0`W :14`V :51`X :0`U :~ADAMZ`L3 :prgmZHSLIB :ClrList L3 :Text(28,0,"PRESS ENTER REPEATIVELY") :Lbl G :Text(7,22,S :Getkey`G :If G=105 :Then :S+1`S :End :If S>H :Then :Goto 1 :End :Goto G :Lbl 1 :S`H :ClrDraw :Text(0,0,"NEW HIGH SCORE!") :Text(0,6,"ENTER YOUR INITIALS:") :0`U :5`X :14`V :1`W :16`T :prgmZHSLIB :L3`~ADAMZ :ClrList L3 :ClrDraw :Stop This is just a stupid program I'm using as an example. You may notice alot of shitty coding in there, and you're right! I did that on pur- pose. This program waits for you to press the ENTER key. If you've pressed it more times than the high score, than it will allow you to enter your own initials. 6) Okiedookie! Your done! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ End of instructions. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Adam Ziemba _____________ |\ ___________\ | | | | | _ _ | ____ ____ | | | | | | | / \ | \ | | | | | | | | | | | | | | | | | | |____| |____/ | | | | | | | | | | \|__|\|__|\|__| | | | S O F T W A R E Millennium Advanced Programming Contact Us: http://www.MAP.50megs.com mailto:Sony@marijuana.com mailto:ShaggyKAR@hotmail.com mailto:BiteMe84@aol.com mailto:WarBirdx2g@aol.com mailto:ASony5@hotmail.com mailto:ShaggyKAR@aol.com mailto:WarBirdx2g@yahoo.com mailto:Samnmax200@aol.com AIM Messenger - ASony5 MSN Messenger - ASony5 AIM Messenger - Samnmax200 AIM Messenger - ShaggyKAR AIM Messenger - BiteMe84 AIM Messenger - WarBirdx2g