#atari8bitbot

10 ?A;" ";
15 POKE 712,A
20 A=A+1 : GOTO 10

@Atari8BitBot {B10S15}
rem #atari8bitbot
1 GR.24:RAD:COLOR 1:POKE 559,0
2 DIM S(150),C(150):FORI=0TO149:A=I*2/15:S(I)=INT(70*SIN(A)):C(I)=INT(70*COS(A)):POKE 712,I:NEXT I
3 X1=0:POKE 559,34
4 X1D2=INT(X1/2)
5 X2=159+S(X1D2)
6 Y2=96+C(X1D2)
7 PL.X1,96:DR.X2,Y2
8 X1=X1+2
9 IF X1<300 THEN 4
10 GOTO 10
@Atari8BitBot {B99}
rem #atari8bitbot
1 GR. 7:COLOR 2
2 X=0:Y=0
3 T=INT(100*RND(1))
4 IF T<=1 THEN A=0:B=0.16*Y:GOTO 8
5 IF T<=8 THEN A=0.2*X-0.26*Y:B=0.23*X+0.22*Y+1.6:GOTO 8
6 IF T<=15 THEN A=-0.15*X+0.28*Y:B=0.26*X+0.24*Y+0.44:GOTO 8
7 A=0.85*X+0.04*Y:B=-0.04*X+0.85*Y+1.6
8 X=A:Y=B
9 PLOT INT(159*Y/10),INT(79*(1-(X+2.2)/5))
10 GOTO 3
@Atari8BitBot {B99}
rem #atari8bitbot
1 GR. 24:SE. 1,13,8:SE. 4,13,0:SE. 2,13,0:COLOR 1
2 X=0:Y=0
3 T=INT(100*RND(1))
4 IF T<=1 THEN A=0:B=0.16*Y:GOTO 8
5 IF T<=8 THEN A=0.2*X-0.26*Y:B=0.23*X+0.22*Y+1.6:GOTO 8
6 IF T<=15 THEN A=-0.15*X+0.28*Y:B=0.26*X+0.24*Y+0.44:GOTO 8
7 A=0.85*X+0.04*Y:B=-0.04*X+0.85*Y+1.6
8 X=A:Y=B
9 PLOT INT(319*Y/10),INT(159*(1-(X+2.2)/5))
10 GOTO 3
@Atari8BitBot {B15}
rem #atari8bitbot
10 GR. 7+16:DEG
20 FOR I=1 TO 3
30 COLOR I
40 FOR J=0 TO 159
50 Y=SIN(J*7-120*I)*30+48
60 IF J=0:PL. J,Y:ELSE:DR. J,Y:ENDIF
70 NEXT J
80 NEXT I
90 SE. C,0,14:FOR I=1 TO 500:NEXT I:SE. C,0,0:C=C+1:IF C=3 THEN C=0
100 GOTO 90
@Atari8BitBot {B50}
rem #atari8bitbot
10 GR. 7+16:K=1:S=0
20 FOR I=0 TO 47:COLOR K:GOSUB 100:PL.I,47:DR.0,47-I:PL.I,48:DR.0,48+I:NEXT I
30 FOR I=48 TO 159:COLOR K:GOSUB 100:PL.I,47:DR.I-47,0:PL.I,48:DR.I-47,95:NEXT I
40 FOR I=0 TO 47:COLOR K:GOSUB 100:PL.159,47-I:DR.159-47+I,0:PL.159,48+I:DR.159-47+I,95:NEXT I
50 SE. C,0,8:FOR I=1 TO 600:NEXT I:SE. C,0,0:C=C+1:IF C=3 THEN C=0
60 GOTO 50
100 REM COLOR CYCLE
110 S=S+1:IF S=10 THEN S=0:K=K+1
120 IF K=4 THEN K=1
130 RETURN
@Atari8BitBot {B99}
rem #atari8bitbot
1 x=1:y=1:z=1:r=28:s=10:b=8/3:dt=0.01
2 GR. 24:PL. 159,191:SE. 1,13,8:SE. 4,13,0:SE. 2,13,0:COLOR 1
3 dx=s*(y-x):dy=x*(r-z)-y:dz=x*y-b*z:x=dx*dt+x:y=dy*dt+y:z=dz*dt+z
4 DRAWTO 319*(x+25)/50,191*(1-z/60)
5 GOTO 3
@Atari8BitBot {B99}
rem #atari8bitbot
1 GR. 24:SE. 1,13,8:SE. 4,13,0:SE. 2,13,0:COLOR 1
2 FOR Y=0 TO 190 STEP 2
3 FOR X=64 TO 256 STEP 2
4 PL. X,Y:IF RND(1)>1/2:PL.X+1,Y:ELSE:PL.X,Y+1:ENDIF
5 NEXT X:NEXT Y
6 GOTO 6
@Atari8BitBot {B99}
rem #atari8bitbot
1 GR. 24:SE. 1,13,8:SE. 4,13,0:SE. 2,13,0:COLOR 1
2 DIM A(192*2):A(1)=1:S=1:T=193:N=1
3 FOR I=1 TO N:IF A(S+I-1)=1 THEN PL. I-1,N-1
4 NEXT I
5 A(T)=1:FOR I=1 TO N:A(T+I)=(A(S+I-1)+A(S+I))& 1:NEXT I
6 D=S:S=T:T=D
7 N=N+1
8 IF N<192 THEN GOTO 3
9 GOTO 9
@Atari8BitBot {B99}
rem #atari8bitbot
1 GR. 24:SE. 1,13,8:SE. 4,13,0:SE. 2,13,0:COLOR 1
2 DIM A(96*2):A(1)=1:S=1:T=97:N=1
3 FOR I=1 TO N:IF A(S+I-1)=1 THEN PL. 159-N+I*2,N-1:PL. 159-N+I*2+1,N-1
4 NEXT I
5 A(T)=1:FOR I=1 TO N:A(T+I)=(A(S+I-1)+A(S+I))& 1:NEXT I
6 D=S:S=T:T=D
7 N=N+1
8 IF N<96 THEN GOTO 3
9 GOTO 9
@Atari8BitBot {B99}
rem #atari8bitbot
1 GR. 24:SE. 1,13,8:SE. 4,13,0:SE. 2,13,0:COLOR 1
2 DIM A(160*2):A(1)=1:S=1:T=161:N=1
3 FOR I=1 TO N:IF A(S+I-1)=1 THEN PL. 159-N+I*2,N-1:PL. 159-N+I*2+1,N-1
4 NEXT I
5 A(T)=1:FOR I=1 TO N:A(T+I)=(A(S+I-1)+A(S+I))& 1:NEXT I
6 D=S:S=T:T=D
7 N=N+1
8 IF N<160 THEN GOTO 3
9 GOTO 9
@Atari8BitBot {B99}
rem #atari8bitbot
1 GR. 24:SE. 1,13,8:SE. 4,13,0:SE. 2,13,0:COLOR 1:L=160:K=13
2 DIM A(L*2):S=1:T=L+1:N=1:FOR I=1 TO L*2:A(I)=(INT(RND(1)*K)=1):NEXT I:A(1)=1
3 FOR I=1 TO N:IF A(S+I-1) THEN PL. (L-1)-N+I*2,N-1:PL. (L-1)-N+I*2+1,N-1
4 NEXT I
5 A(T)=1:FOR I=1 TO N:A(T+I)=(A(S+I-1)+A(S+I))& 1:NEXT I:A(T+L-1)=1
6 D=S:S=T:T=D
7 N=N+1
8 IF N<L THEN GOTO 3
9 GOTO 9
@Atari8BitBot {B99}
rem #atari8bitbot
10 GR. 7+16
20 FOR I=0 TO 95:COLOR(INT(I / 3) MOD 3)+1:CIRCLE 79,47,I,I/3:NEXT I
30 SE. C,8,8:FOR I=1 TO 600:NEXT I:SE. C,0,0:C=(C+1) MOD 3:GOTO 30
@Atari8BitBot {S8}
rem #atari8bitbot
1 GR. 24:SE. 1,13,8:SE. 4,13,0:SE. 2,13,0:COLOR 1
2 G=-0.5:DT=0.1:Q=0.85
3 X=0:Y=1:VX=0.075:VY=0:AY=G
4 PL. 0,159:DRAWTO 319,159:PL. 0,0
5 VY=VY+AY*DT:Y=Y+VY*DT:X=X+VX*DT
6 IF Y<0 THEN Y=0:VY=-VY*Q
7 S=X*320:T=160*(1-Y)
8 IF S<0 THEN S=0
9 IF S>319 THEN GOTO 100
10 IF T<0 THEN T=0
11 IF T>159 THEN T=159
12 DRAWTO S,T
13 GOTO 5
100 GOTO 100
@Atari8BitBot {B3S15}
rem #atari8bitbot
1 GR. 24:SE. 1,13,8:SE. 4,13,0:SE. 2,13,0:COLOR 1:PL. 0,159:DRAWTO 319,159
2 G=-0.5:DT=0.1:Q=0.85
3 VX=RND(1)*0.3+0.05
4 PL. 0,0:X=0:Y=1:VY=0:AY=G
5 VY=VY+AY*DT:Y=Y+VY*DT:X=X+VX*DT
6 IF Y<0 THEN Y=0:VY=-VY*Q
7 IF ABS(VY)<0.001 AND Y=0 THEN GOTO 3
8 S=X*320:T=160*(1-Y)
9 IF S<0 THEN S=0
10 IF S>319 THEN GOTO 3
11 IF T<0 THEN T=0
12 IF T>159 THEN T=159
13 DRAWTO S,T
14 GOTO 5
@Atari8BitBot
rem #atari8bitbot
1 PRINT " STILL AROUND?"
2 GOTO 1