Battleship - for the Ti-86
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Programmer - Brian Overman (of MonkeySoft)
Date Completed - March 22, 1999
Bship.86g includes -    Ship.86i
			CURR.86m
			BAC.86p
			Bship.86p
			TEACH.86p
			MNKYSFT.86p

This is my second TI-86 BASIC program. The first has yet to be released because it's very big (11k + 4k in Pics) and still has some bugs. That one took about a week to write and still has bugs.

Battleship is a relativly small program (2.8k) with a lot of variables (577 bytes worth), 3k in matrices, and 1k in the Pic. BAC is 500 bytes large (7.5k total). Not too big.

Battleship brings you to a cool opening scene with a drawn pic of a battleship. The "Load" button on the menu bar simply reloads the matrice rather than delete its data which is done by pressing "New" so you can resume a previous game. You do not physically save a game, the variables are just not changed from when you either quit or if you pressed break.

If you press "New" then after a few seconds you will come to an instructions screen. Hit "Next" and you will see instructions for setting up your ships.

Setting up your ships is an easy process. You'll get prompts to enter the first number (which reptesents the side axis) and then the second number (which represents the top axis). ***** Rembember: DO NOT USE ANY LETTERS! If you do, the program will crash. DO NOT USE ANYTHING OTHER THAN NUMBERS. No commas, please, or the program will crash.

The next screen is an informational screen telling about the grids used in the program and the symbols on the grid.

Finally, your ready to play. You have five choices:

1. See your grid: This displays your side of the ocean, showing your ships, any hits and misses made by the calculator against you, and a ratio of ships sunk/5 ships.

2. See calc's grid: Same as your grid, but, it isn't your grid.
PLEASE TAKE NOTE - I made the grid viewing a choice rather than viewing  them before and after each shot because though I tightened the code in the grid making program to the bare essentials, it still was slow. It took about 36 seconds to load, but imagine doing that every thirty seconds! So I made it optional, but it really helps to look it over once in a while.

3. Fire: You'll go to a screen with the 1st: and the 2nd: prompts so that you can see where your torpedoes can go. The rules for setup aply here: only numbers and nothing more. After you fire, you get a message whether you missed or hit. Immediatly after, the calculator fires and you get a message of either a hit or miss, then returns you to the main screen.

4. Teacher feature: It's a little something I borrowed form Matt Beckham's HicQuest2 that will display a screen that would be seen if you were doing math homework, just in case a teacher were near, hence the name, Teacher feature.

5. Quit: Hmmmm, I wonder. If you haven't figured out, this quits the program. You can resume the game by pressing "Load" on the menu on the title screen. JUST DON't DELETE ANY VARIABLES OR IT MIGHT NOT LOAD RIGHT!

One important point - The ships in this game are only one unit long, unlike the real Battleship board game. I'll bet I could make larger ships like the carriers, battleships, destroyers, etc, but I have little time and I fear that the grids' printing speed would be considerably decreased. I'll work on it though and come out with an updation.

Questions, comments, suggestions, bugs, email me at:
bco16@hotmail.com or
the_site@hotmail.com

I'll be putting up a TI-86 games page soon, just go to:
http://members.tripod.com/~smartguy15/thesite.html