********************** 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

