DOOM v4.1
Programmer: Alfred Hoppe
E-Mail Address: hoppeal@fs1.usa.k12.mi.us

This version of Doom comes with bad guys, power-ups, and 9 levels.
I included the latest versions of levels, including part two of Doom: the
M cronicles, and more!

Keys:
fire: 2nd
forward: up
backward: down
turn left/right: left/right
boss key: Y= (exits the game without saving)
  (sorry, there is no way to save.)
map (NEW!): zoom
dots are doors; when you're on top of them, the cursor changes.  
Otherwise, you're two dots that switch places.

About DOOM:
Well duh, the mission is to find the exit- or was it kill all
the bad guys?

heh heh heh.

All you have is your trusted .45 32-clip pistol and a backpack 
that'll hold anything.  But look out! These monsters are toting 
shotguns!  How come you can't use a shotgun?!

Okay, so this isn't the best documentation in the world, and the 
items don't look too flashy.  Sorry, I was just in a hurry to get
this published.

No need to brag about speed.  It's fast, need I say more?
You know that you can see the items- no need to tell you again.
But, in a later add-on, you might get to use a shotgun!
(otherwise, just draw a shotgun.)

monsters may take more than one bullet to kill, and they take 
more than that when you run out of bullets, so be careful!

How to load levels:
Simply send the group file of the levels you want to play
to your calc, overwriting any files already there.  The LVL
prgm contains all of the level information.

What to do:
If you're in a level that sounds like you have to kill all monsters,
bet on it.  Otherwise, just find the exit.  Don't waste your time 
getting shot!


Known Bugs:
If you don't have about 10K free, you can't play the fourth level 
(which is in beta version for now anyway).  You'll get a memory error 
when this happens, so don't freak out!

The last bullet won't have as much punch as it should, and it'll 
take some recoding to fix it.

Editing the Code:
Okay, if you're not a programmer, then ignore this paragraph.  Some 
code in prgmDOOM looks like it's unnecessary at first, such as 
these lines:

If 1:Then
Lbl D
End

however, if you remove them, you'll notice the calc game getting 
slower and slower due to a bug in the TI-Basic.  If you're not sure 
why, look up memory errors in your manual.  Looping out of a If-Then 
command causes memory to be eaten up because it never terminates the 
command branch.  That's where the code above comes in.  It terminates 
the branch and frees up needed mem and speed.  Otherwise, don't mess 
with the code- everything you need to create levels is in the matrix 
editor and in this package.

I included a debug.82g at www.ticalc.org file that'll easily create
levels- IF you tell it how big the level is in the dimensions of the
matrix, that is.

Q,R is exit point when U=0, F is the kill reqirement when U=1
Make sure to define these points inside of your level number!
your code in prgmLVL:

Create a matrix using [A], then recall it inside of prgmLVL, like this:

If L=x:Then
Output(4,3,name of last level
Output(7,3, name of this level
(rcl [A]) /->/ [A]
(define U,Q,R,F as needed)
Pause
Return
End


Testing:
Alfred Hoppe
Zach Vanderpool
Jim Volz

Thanks to those who helped test this code!
