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Simple games in 1 hour...
#40
2 Hours. Half hours just to animate that darn bubble. ;*)

Setvideoseg by Plasma357

Code:
'/////Bubble Fight!!!!///////
'June 2,2003
'Another stupid creation of Relsoft
'Coded in exactly 2 hours
'cuz the one-hour version's GFX sucked BIG.
'OBJECTIVE
'Stay away from mines and stay alive as long as you can
'CONTROLS:
'CTRL=Move left
'ALT=Move Right
'Right Shift= Add Height
'Left Shift=Toggle Vsynch


DECLARE SUB GFX (Size%, x1%, y1%, x2%, y2%)
DECLARE SUB ReInit ()
DECLARE SUB AF.Print (Xpos%, Ypos%, Text$, col%)
DECLARE FUNCTION DoCollision% ()
DECLARE FUNCTION Collide% (Frame%)
DECLARE SUB DoMines ()
DECLARE SUB AddMine ()
DECLARE SUB GenMask (Array%(), ArrayIndex%(), Mask%())
DECLARE SUB InitImageData (FileName$, ImageArray%())
DECLARE SUB MakeImageIndex (ImageArray%(), IndexArray%())
DECLARE SUB DoStars ()
DECLARE SUB INIT ()
DECLARE SUB SetVideoSeg (Segment%)
DEFINT A-Z
'$DYNAMIC

TYPE MineType
    x       AS SINGLE
    y       AS SINGLE
    xv      AS SINGLE
    yv      AS SINGLE
    cx      AS INTEGER
    cy      AS INTEGER
    Hei     AS INTEGER
    Wid     AS INTEGER
    id      AS INTEGER
    angle   AS INTEGER
    Active  AS INTEGER
    Counter AS INTEGER
    Frame   AS INTEGER
END TYPE

TYPE BubbleType
    x       AS SINGLE
    y       AS SINGLE
    xv      AS SINGLE
    yv      AS SINGLE
    Frame   AS INTEGER
END TYPE

TYPE StarType
    x       AS SINGLE
    y       AS SINGLE
    xv      AS SINGLE
    yv      AS SINGLE
    c       AS INTEGER
END TYPE


CONST FALSE = 0, TRUE = NOT FALSE
CONST VIDEO = &HA000
CONST PI = 3.14151693#
CONST MAXMINES = 50
CONST MAXSTARS = 50
CONST xFRICTION = .008
CONST yFRICTION = .008
CONST GRAVITY = .012
CONST ACCEL = .02
                  

DIM SHARED Mine(MAXMINES) AS MineType
DIM SHARED Stars(MAXSTARS) AS StarType
DIM SHARED LutCOS(359) AS SINGLE
DIM SHARED LutSIN(359) AS SINGLE
DIM SHARED VPAGE(32009)  AS INTEGER       'SetVideoSeg Buffer
REDIM SHARED BubbleSpr(1 TO 1) AS INTEGER
REDIM SHARED BubbleIdx(1 TO 1) AS INTEGER
REDIM SHARED BubbleMask(1 TO 1) AS INTEGER
REDIM SHARED MineSpr(1 TO 1) AS INTEGER
REDIM SHARED MineIdx(1 TO 1) AS INTEGER
REDIM SHARED MineMask(1 TO 1) AS INTEGER


DIM SHARED Bubble AS BubbleType
DIM SHARED LAYER AS INTEGER
DIM SHARED Score&
DIM SHARED Lives

CLS
SCREEN 13
RANDOMIZE TIMER
INIT
WaitON = TRUE

DO
FINISHED = FALSE
ReInit
DO
    Anicount = (Anicount AND 7) + 1
    MineCount = (MineCount AND 127) + 1
    IF MineCount = 1 THEN
        AddMine
    END IF
    DEF SEG = 0
    IF PEEK(1047) AND 4 THEN        'CTRL
        Bubble.xv = Bubble.xv - ACCEL
    END IF
    IF PEEK(1047) AND 8 THEN        'ALT
        Bubble.xv = Bubble.xv + ACCEL
    END IF
    IF PEEK(1047) AND 2 THEN        'LShift
        WaitON = NOT WaitON
    END IF
    IF (PEEK(1047) AND 1) THEN      'RShift
        Bubble.yv = Bubble.yv - ((ACCEL * 255) * yFRICTION)
    END IF
    IF Anicount = 1 THEN
        Bubble.Frame = (Bubble.Frame AND 1) + 1
    END IF

    Bubble.xv = Bubble.xv - Bubble.xv * xFRICTION
    Bubble.yv = Bubble.yv + GRAVITY
    Bubble.yv = Bubble.yv - (Bubble.yv * yFRICTION)

    Bubble.x = Bubble.x + Bubble.xv

    Bubble.y = Bubble.y + Bubble.yv

    IF Bubble.x < 8 THEN
        Bubble.x = 8
    ELSEIF Bubble.x > 291 THEN
        Bubble.x = 291
    END IF

    IF Bubble.y < 8 THEN
        Bubble.y = 8
    ELSEIF Bubble.y > 171 THEN
        Bubble.y = 171
    END IF
    cx% = Bubble.x
    cy% = Bubble.y
    cf% = Bubble.Frame

    SetVideoSeg LAYER
    LINE (0, 0)-(319, 199), 0, BF
    DoStars
    DoMines

    IF DoCollision THEN
        FINISHED = TRUE
        Lives = Lives - 1
    END IF


    PUT (cx%, cy%), BubbleMask(BubbleIdx(cf%)), AND
    PUT (cx%, cy%), BubbleSpr(BubbleIdx(cf%)), OR

    'Erase stuff
    LINE (0, 0)-(8, 199), 0, BF     'Left
    LINE (0, 0)-(319, 8), 0, BF     'top
    LINE (312, 0)-(319, 199), 0, BF 'right
    LINE (0, 192)-(319, 199), 0, BF 'bottom

    AF.Print 0, 0, "Score:" + LTRIM$(STR$(Score&)), 35
    AF.Print 0, 10, "Lives:" + LTRIM$(STR$(Lives)), 67

    'Calc FPS
    FPS = FPS + 1
    IF StartTime& + 1 < TIMER THEN
     FPS2 = FPS
     FPS = 0
     StartTime& = TIMER
    END IF
    AF.Print 0, 192, "FPS:" + STR$(FPS2), 23

    SetVideoSeg VIDEO
    IF WaitON THEN
        WAIT &H3DA, 8
    END IF

    PUT (0, 0), VPAGE(6), PSET
    IF INKEY$ = CHR$(27) THEN END

LOOP UNTIL FINISHED
    SetVideoSeg LAYER
    FOR I = 0 TO 199 STEP 10
    AF.Print 30, I + 0, "*****Y-O-U  S-U-C-K !!!!!*****", 67
    NEXT I
    SetVideoSeg VIDEO
    PUT (0, 0), VPAGE(6), PSET
    c$ = INPUT$(1)
    SetVideoSeg VIDEO
    FOR I = 2 TO 9
        GFX I + 0, 0, 0, 319, 199
        WAIT &H3DA, 8
    NEXT I
LOOP WHILE Lives >= 0

DEF SEG
CLS
SCREEN 0
WIDTH 80
END



BUBBLEDATA:
DATA 404
DATA 160,20,0,4352,5395,6166,6425,6425,5656,4885,17,0,0,5393,6424,5656,5397,5397,6166,6169
DATA 4373,0,4352,5909,5398,4627,5395,4371,4881,5653,5399,17,5393,5399,4369,5907,6938,4889,0,4352
DATA 5909,4373,6163,4374,5649,7451,6427,4888,0,0,5649,4888,6421,21,6931,7198,4630,4370,0,0
DATA 5376,5401,6166,4371,7447,5660,17,0,0,0,4864,5656,5656,4881,6938,4374,0,0,0,0
DATA 4352,6166,5401,5905,5915,17,0,0,0,0,0,6421,5401,6418,5403,0,0,0,0,0
DATA 0,6421,5401,5649,4888,0,0,0,0,0,0,6421,5401,4352,4370,0,0,0,0,4625
DATA 17,6421,5656,17,4352,4370,0,0,4352,6166,4371,6166,6166,19,4608,5398,17,0,5393,6425
DATA 4883,5656,6421,21,4352,5909,4373,0,5650,4886,5393,5401,6163,4374,0,5393,4630,0,4625,17
DATA 5649,4888,5393,5399,17,4352,4370,0,0,4352,5909,4373,4352,5909,5398,4371,0,0,4881,5653
DATA 5399,17,0,5393,6424,5656,5397,5397,6166,6169,4373,0,0,4352,5395,6166,6425,6425,5656,4885
DATA 17,0,160,20,0,0,0,4881,5397,5397,4371,0,0,0,0,0,4881,6166,6425,6425
DATA 5656,4371,0,0,0,4881,6166,5656,5397,5397,6166,5656,4371,0,0,6419,5657,5397,4885,17
DATA 4881,6422,4889,0,4352,6422,5399,6935,6685,19,0,5649,5657,17,4864,5656,6677,7709,6685,19
DATA 0,4352,6166,19,5649,5400,7447,7198,4887,17,0,0,6163,4374,6163,5398,7707,5660,17,0
DATA 0,0,5649,4888,6421,5397,7196,4374,0,0,0,0,5376,5401,6421,4885,5656,17,0,0
DATA 0,0,5376,5401,6421,4373,4370,0,0,0,0,4625,5393,5401,6421,21,4352,4370,0,0
DATA 0,5907,5395,5401,6163,4374,4608,5398,17,0,4352,6166,5653,4888,5649,4888,4352,5909,4373,0
DATA 0,5656,6165,4374,4864,5656,17,5393,4630,4352,0,5376,6166,19,4352,6422,4374,4352,4370,4608
DATA 0,5910,5657,17,0,6419,5657,4371,0,4352,5909,6423,4889,0,0,4881,6166,5656,5397,5397
DATA 6166,5656,4371,0,0,0,4881,6166,6425,6425,5656,4371,0,0,0,0,0,4881,5397,5397
DATA 4371,0,0,0


MINEDATA:
DATA 68
DATA 64,8,23808,12032,47,93,93,22297,6487,23808,6400,6426,6681,25,22365,23833,6495,23895,22365,24345
DATA 6493,23895,6400,6426,6681,25,93,22297,6487,23808,23808,12032,47,93,64,8,12032,26368,103,47
DATA 47,10047,16167,12032,16128,11831,14126,63,10087,16174,11833,26407,10087,14638,11839,26407,16128,11831,14126,63
DATA 47,10047,16167,12032,12032,26368,103,47

REM $STATIC
SUB AddMine

'id
'0=Static
'1=verical
'2=Horz
'3=Circular


FOR I = 0 TO MAXMINES
    IF NOT Mine(I).Active THEN
        Mine(I).id = INT(RND * 5)
        Mine(I).x = 304
        Mine(I).y = INT(RND * 184)
        Mine(I).xv = .12 + (RND * 2) / 5
        Mine(I).yv = .12 + (RND * 2) / 5
        Mine(I).Hei = 10 + (Int20)
        Mine(I).Wid = 10 + (20)
        Mine(I).angle = INT(RND * 359)
        Mine(I).Active = TRUE
        Mine(I).Counter = 0
        Mine(I).Frame = 1

        SELECT CASE Mine(I).id
            CASE 0
                Score& = Score& + 10
            CASE 1
                Score& = Score& + 20
            CASE 2
                Score& = Score& + 30
            CASE 3
                Score& = Score& + 70
            CASE 4
                Score& = Score& + 100
            CASE ELSE
        END SELECT
        EXIT FOR
    END IF
NEXT I
END SUB

SUB AF.Print (Xpos%, Ypos%, Text$, col%)
'Prints the standard 8*8 CGA font
'Paramenters:
'Segment=the Layer to print to
'Xpos,Ypos=the coordinates of the text
'Text$=the string to print
'col= is the color to print(gradient)

x% = Xpos%
y% = Ypos%
Spacing% = 8
  FOR I% = 0 TO LEN(Text$) - 1
    x% = x% + Spacing%
    Offset% = 8 * ASC(MID$(Text$, I% + 1, 1)) + 14
    FOR J% = 0 TO 7
      DEF SEG = &HFFA6
      Bit% = PEEK(Offset% + J%)
      IF Bit% AND 1 THEN PSET (x%, y% + J%), col% + J%
      IF Bit% AND 2 THEN PSET (x% - 1, y% + J%), col% + J%
      IF Bit% AND 4 THEN PSET (x% - 2, y% + J%), col% + J%
      IF Bit% AND 8 THEN PSET (x% - 3, y% + J%), col% + J%
      IF Bit% AND 16 THEN PSET (x% - 4, y% + J%), col% + J%
      IF Bit% AND 32 THEN PSET (x% - 5, y% + J%), col% + J%
      IF Bit% AND 64 THEN PSET (x% - 6, y% + J%), col% + J%
      IF Bit% AND 128 THEN PSET (x% - 7, y% + J%), col% + J%
    NEXT J%
  NEXT I%
DEF SEG

END SUB

FUNCTION DoCollision

DoCollision = FALSE
bx% = Bubble.x
by% = Bubble.y
BR% = 9 * 9
db! = SQR(BR%)
bcx% = bx% + 10
bcy% = by% + 10
    FOR I = 0 TO MAXMINES
        IF Mine(I).Active THEN
            cx% = Mine(I).cx
            cy% = Mine(I).cy
            IF cx% < bcx% + db! THEN
                IF cx% > bcx% - db! THEN
                    IF cy% < bcy% + db! THEN
                        IF cy% > bcy% - db! THEN
                            DoCollision = TRUE
                            EXIT FOR
                        END IF
                    END IF
                END IF
            END IF
        END IF
    NEXT I
END FUNCTION

SUB DoMines

Anicount = (Anicount AND 64) + 1
FOR I = 0 TO MAXMINES
    IF Mine(I).Active THEN
        GOSUB Checkid
        IF cx% >= 0 AND cy% >= 0 AND cx% < 305 AND cy% < 184 THEN
            IF Anicount = 1 THEN
                Mine(I).Frame = (Mine(I).Frame AND 1) + 1
                cf% = Mine(I).Frame
            END IF
            PUT (cx%, cy%), MineMask(MineIdx(cf%)), AND
            PUT (cx%, cy%), MineSpr(MineIdx(cf%)), OR
        END IF

        IF Mine(I).x < 0 THEN
            Mine(I).Active = FALSE
        END IF
    END IF
NEXT I

EXIT SUB

Checkid:
    'id
    '0=Static
    '1=vert
    '2=Horz
    '3=Circular

    id = Mine(I).id
    SELECT CASE id
        CASE 0
            Mine(I).x = Mine(I).x - Mine(I).xv
            cx% = Mine(I).x
            cy% = Mine(I).y
            Mine(I).cx = cx%
            Mine(I).cy = cy%
        CASE 1
            Mine(I).x = Mine(I).x - .55
            Mine(I).angle = Mine(I).angle - 1
            IF Mine(I).angle < 0 THEN Mine(I).angle = 360 + Mine(I).angle
            Mine(I).yv = LutSIN(Mine(I).angle) * 50
            cx% = Mine(I).x
            cy% = Mine(I).y + Mine(I).yv
            Mine(I).cx = cx%
            Mine(I).cy = cy%
        CASE 2
            Mine(I).x = Mine(I).x - .55
            Mine(I).angle = Mine(I).angle - 1
            IF Mine(I).angle < 0 THEN Mine(I).angle = 360 + Mine(I).angle
            Mine(I).xv = LutSIN(Mine(I).angle) * 50
            cx% = Mine(I).x + Mine(I).xv
            cy% = Mine(I).y
            Mine(I).cx = cx%
            Mine(I).cy = cy%
        CASE 3
            Mine(I).x = Mine(I).x - .55
            Mine(I).angle = Mine(I).angle - 1
            IF Mine(I).angle < 0 THEN Mine(I).angle = 360 + Mine(I).angle
            Mine(I).xv = LutCOS(Mine(I).angle) * 50
            Mine(I).yv = LutSIN(Mine(I).angle) * 50
            cx% = Mine(I).x + Mine(I).xv
            cy% = Mine(I).y + Mine(I).yv
            Mine(I).cx = cx%
            Mine(I).cy = cy%
        CASE 4
            Mine(I).x = Mine(I).x - .55
            Mine(I).angle = (Mine(I).angle + 1) MOD 360
            Mine(I).xv = LutCOS(Mine(I).angle) * 50
            Mine(I).yv = LutSIN(Mine(I).angle) * 50
            cx% = Mine(I).x + Mine(I).xv
            cy% = Mine(I).y + Mine(I).yv
            Mine(I).cx = cx%
            Mine(I).cy = cy%
        CASE ELSE
    END SELECT
RETURN

END SUB

SUB DoStars
FOR S% = 0 TO MAXSTARS
    Stars(S%).x = Stars(S%).x + Stars(S%).xv
    Stars(S%).y = Stars(S%).y + Stars(S%).yv
    IF Stars(S%).x < 0 OR Stars(S%).y > 180 THEN
        Stars(S%).x = INT(RND * 520)
        Stars(S%).y = 0
        Stars(S%).xv = -(.001 + (RND * 1))
        Stars(S%).yv = (.001 + (RND * 1))
        Stars(S%).c = 16 + INT(RND * 16)
    END IF
    PSET (Stars(S%).x, Stars(S%).y), Stars(S%).c
NEXT S%

END SUB

SUB GenMask (Array(), ArrayIndex(), Mask())
'Creats masks for our sprites as we ain't using a LIB
'so we have to make use od masks for transparency

REDIM Mask(1 TO UBOUND(Array))

FOR I = 1 TO UBOUND(Array)              'Recopy values
    Mask(I) = Array(I)
NEXT I

FOR I = 1 TO UBOUND(ArrayIndex)         'mask em. ;*)
    W% = Array(ArrayIndex(I)) \ 8
    H% = Array(ArrayIndex(I) + 1)
    foo& = 0
    FOR y = 0 TO H% - 1
    FOR x = 0 TO W% - 1
        DEF SEG = VARSEG(Array(1))
        c% = PEEK(VARPTR(Array(ArrayIndex(I) + 2)) + foo&)
        IF c <> 0 THEN
            DEF SEG = VARSEG(Mask(1))
            POKE VARPTR(Mask(ArrayIndex(I) + 2)) + foo&, 0
        ELSE
            DEF SEG = VARSEG(Mask(1))
            POKE VARPTR(Mask(ArrayIndex(I) + 2)) + foo&, 255
        END IF
        foo& = foo& + 1
    NEXT x
    NEXT y

NEXT I
DEF SEG

END SUB

SUB GFX (Size%, x1, y1, x2, y2)

FOR Xsize = x1 TO x2 STEP Size%
FOR Ysize = y1 TO y2 STEP Size%
  P = POINT(Xsize, Ysize)
    LINE (Xsize - 1, Ysize - 1)-(Xsize + Size% - 1, Ysize + Size% - 1), P, BF
NEXT Ysize
NEXT Xsize


END SUB

SUB INIT

FOR A% = 0 TO 359
    LutCOS(A%) = COS(A% * PI / 180)
    LutSIN(A%) = SIN(A% * PI / 180)
NEXT A%

FOR S% = 0 TO MAXSTARS
    Stars(S%).x = INT(RND * 520)
    Stars(S%).y = INT(RND * 180)
    Stars(S%).xv = -(.01 + (RND * 1))
    Stars(S%).yv = (.01 + (RND * 1))
    Stars(S%).c = 16 + INT(RND * 16)
NEXT S%

RESTORE BUBBLEDATA
InitImageData "", BubbleSpr()
MakeImageIndex BubbleSpr(), BubbleIdx()
GenMask BubbleSpr(), BubbleIdx(), BubbleMask()

RESTORE MINEDATA
InitImageData "", MineSpr()
MakeImageIndex MineSpr(), MineIdx()
GenMask MineSpr(), MineIdx(), MineMask()



VPAGE(6) = 2560                      'Width 320*8
VPAGE(7) = 200                       'Height
LAYER = VARSEG(VPAGE(0)) + 1         'Buffer Seg(Ask Plasma)

'======
Bubble.x = 150
Bubble.y = 90
Bubble.xv = 0
Bubble.yv = 0
Bubble.Frame = 1

Score& = 0
Lives = 2
      
END SUB

SUB InitImageData (FileName$, ImageArray())

    IF FileName$ <> "" THEN
        '***** Read image data from file *****

        'Establish size of integer array required.
        FileNo = FREEFILE
        OPEN FileName$ FOR BINARY AS #FileNo
        Ints = (LOF(FileNo) - 7) \ 2
        CLOSE #FileNo
        REDIM ImageArray(1 TO Ints)

        'Load image data directly into array memory.
        DEF SEG = VARSEG(ImageArray(1))
        BLOAD FileName$, 0
        DEF SEG
    ELSE
        '***** Read image data from DATA statements *****

        'Establish size of integer array required.
        READ IntCount
        REDIM ImageArray(1 TO IntCount)

        'READ image DATA into array.
        FOR n = 1 TO IntCount
            READ x
            ImageArray(n) = x
        NEXT n
    END IF

END SUB

SUB MakeImageIndex (ImageArray(), IndexArray())

    'The index will initially be built in a temporary array, allowing
    'for the maximum 1000 images per file.
    DIM Temp(1 TO 1000)
    ptr& = 1: IndexNo = 1: LastInt = UBOUND(ImageArray)
    DO
        Temp(IndexNo) = ptr&
        IndexNo = IndexNo + 1

        'Evaluate descriptor of currently referenced image to
        'calculate the beginning of the next image.
        x& = (ImageArray(ptr&) \ 8) * (ImageArray(ptr& + 1)) + 4
        IF x& MOD 2 THEN x& = x& + 1
        ptr& = ptr& + (x& \ 2)
    LOOP WHILE ptr& < LastInt

    LastImage = IndexNo - 1

    'Copy the image index values into the actual index array.
    REDIM IndexArray(1 TO LastImage)
    FOR n = 1 TO LastImage
        IndexArray(n) = Temp(n)
    NEXT n

END SUB

SUB ReInit

Bubble.x = 150
Bubble.y = 90
Bubble.xv = 0
Bubble.yv = 0
Bubble.Frame = 1

FOR I = 0 TO MAXMINES
        Mine(I).id = 0
        Mine(I).x = 0
        Mine(I).y = 0
        Mine(I).cx = 0
        Mine(I).cy = 0
        Mine(I).xv = 0
        Mine(I).yv = 0
        Mine(I).Hei = 0
        Mine(I).Wid = 0
        Mine(I).angle = 0
        Mine(I).Active = FALSE
        Mine(I).Counter = 0
        Mine(I).Frame = 0
NEXT I

END SUB

SUB SetVideoSeg (Segment) STATIC

DEF SEG

IF VideoAddrOff& = 0 THEN ' First time the sub is called

' We need to find the location of b$AddrC, which holds the graphics
' offset (b$OffC) and segment (b$SegC). Since b$AddrC is in the default
' segment, we can find it by setting it to a certain value, and then
' searching for that value.

SCREEN 13 ' Set b$SegC to A000 (00A0 in memory)
PSET (160, 100), 0 ' Set b$OffC to 7DA0 (not needed in the IDE)

FOR Offset& = 0 TO 32764 ' Search for b$AddrC, which is
IF PEEK(Offset&) = &HA0 THEN ' in the default segment and
IF PEEK(Offset& + 1) = &H7D THEN ' should have a value of
IF PEEK(Offset& + 2) = &H0 THEN ' A0 7D 00 A0.
IF PEEK(Offset& + 3) = &HA0 THEN
VideoAddrOff& = Offset& + 2 ' If we found it, record the
EXIT FOR ' offset of b$SegC and quit
END IF ' looking. (Oddly, changing
END IF ' the b$OffC doesn't seem to
END IF ' do anything, so this is why
END IF ' this sub only changes b$SegC)
NEXT

END IF

' Change b$SegC to the specified Segment

POKE VideoAddrOff&, Segment AND &HFF
POKE VideoAddrOff& + 1, (Segment AND &HFF00&) \ &H100




END SUB
y smiley is 24 bit.
[Image: anya2.jpg]

Genso's Junkyard:
http://rel.betterwebber.com/
Reply


Messages In This Thread
Simple games in 1 hour... - by na_th_an - 06-28-2003, 11:07 PM
Simple games in 1 hour... - by ak00ma - 06-29-2003, 01:27 AM
Simple games in 1 hour... - by Ninkazu - 06-29-2003, 03:32 AM
Simple games in 1 hour... - by whitetiger0990 - 06-29-2003, 03:58 AM
wow, nathan, - by Agamemnus - 06-29-2003, 06:35 AM
Simple games in 1 hour... - by na_th_an - 06-29-2003, 07:52 AM
Simple games in 1 hour... - by na_th_an - 06-29-2003, 08:31 AM
Simple games in 1 hour... - by Rokkuman - 06-29-2003, 08:37 AM
Msg# 188 - by whitetiger0990 - 06-29-2003, 08:48 AM
Simple games in 1 hour... - by LooseCaboose - 06-29-2003, 10:38 AM
Simple games in 1 hour... - by ak00ma - 06-29-2003, 02:19 PM
Simple games in 1 hour... - by na_th_an - 06-29-2003, 05:39 PM
Simple games in 1 hour... - by Agamemnus - 06-29-2003, 05:55 PM
Simple games in 1 hour... - by aetherfox - 06-29-2003, 07:24 PM
Simple games in 1 hour... - by na_th_an - 06-29-2003, 08:01 PM
Simple games in 1 hour... - by barok - 06-30-2003, 02:15 AM
Simple games in 1 hour... - by whitetiger0990 - 06-30-2003, 02:45 AM
Simple games in 1 hour... - by na_th_an - 06-30-2003, 03:08 AM
Simple games in 1 hour... - by barok - 06-30-2003, 04:30 AM
Simple games in 1 hour... - by whitetiger0990 - 06-30-2003, 04:39 AM
Simple games in 1 hour... - by oracle - 06-30-2003, 04:49 AM
Simple games in 1 hour... - by LooseCaboose - 06-30-2003, 07:13 AM
Simple games in 1 hour... - by Ninkazu - 06-30-2003, 07:34 AM
Simple games in 1 hour... - by LooseCaboose - 06-30-2003, 08:11 AM
Simple games in 1 hour... - by oracle - 06-30-2003, 09:30 AM
Simple games in 1 hour... - by relsoft - 06-30-2003, 10:25 AM
Simple games in 1 hour... - by LooseCaboose - 06-30-2003, 10:51 AM
Simple games in 1 hour... - by oracle - 06-30-2003, 11:05 AM
Simple games in 1 hour... - by oracle - 06-30-2003, 11:41 AM
Simple games in 1 hour... - by oracle - 07-01-2003, 11:27 AM
Simple games in 1 hour... - by na_th_an - 07-01-2003, 05:36 PM
Simple games in 1 hour... - by oracle - 07-02-2003, 07:24 AM
Simple games in 1 hour... - by BinarySHOCK - 07-02-2003, 08:35 AM
Simple games in 1 hour... - by whitetiger0990 - 07-02-2003, 09:25 AM
My Game - by Meg - 07-02-2003, 10:05 AM
the rules - by Meg - 07-02-2003, 10:11 AM
Simple games in 1 hour... - by relsoft - 07-02-2003, 10:27 AM
Simple games in 1 hour... - by oracle - 07-02-2003, 11:38 AM
Simple games in 1 hour... - by BinarySHOCK - 07-02-2003, 12:36 PM
Simple games in 1 hour... - by red_Marvin - 07-02-2003, 01:38 PM
Simple games in 1 hour... - by BinarySHOCK - 07-02-2003, 02:14 PM
Relsoft & Na_th_an - by Mango - 07-02-2003, 07:45 PM
Simple games in 1 hour... - by red_Marvin - 07-02-2003, 10:08 PM
Re: Relsoft & Na_th_an - by na_th_an - 07-03-2003, 02:31 AM
Simple games in 1 hour... - by whitetiger0990 - 07-03-2003, 02:42 AM
Simple games in 1 hour... - by na_th_an - 07-03-2003, 03:19 AM
Re: Relsoft & Na_th_an - by Mango - 07-03-2003, 10:10 AM
Simple games in 1 hour... - by oracle - 07-03-2003, 10:27 AM
Simple games in 1 hour... - by relsoft - 07-03-2003, 11:00 AM
Simple games in 1 hour... - by BinarySHOCK - 07-03-2003, 01:39 PM
Simple games in 1 hour... - by oracle - 07-04-2003, 04:17 AM
Boxes - by Meg - 07-04-2003, 09:00 AM
Simple games in 1 hour... - by Ninkazu - 07-04-2003, 09:16 AM
Simple games in 1 hour... - by oracle - 07-04-2003, 10:53 AM
Simple games in 1 hour... - by BinarySHOCK - 07-04-2003, 12:48 PM
Simple games in 1 hour... - by oracle - 07-04-2003, 01:47 PM
Simple games in 1 hour... - by BinarySHOCK - 07-04-2003, 01:52 PM
Simple games in 1 hour... - by Mango - 07-04-2003, 05:23 PM
Simple games in 1 hour... - by Dav - 07-04-2003, 06:59 PM
Simple games in 1 hour... - by red_Marvin - 07-04-2003, 07:01 PM
shoot - by Meg - 07-04-2003, 07:14 PM
Simple games in 1 hour... - by oracle - 07-05-2003, 04:51 AM
Simple games in 1 hour... - by relsoft - 07-05-2003, 08:12 AM

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