Bump

Welp, it turns out that those die were NOT 8x8, they were 9x9. So, I remade the spritesheet in to this:

I'm not that happy about losing the 3D feel, so pleas feel free to remake the die in 3D. (I don't trust myself to

)

**Code:** ```
```

:DCS

"33333333333333333B000000000000033B444000000444033B414000000414033B444000000444033B000000000000033B444000000444033B414000000414033B444000000444033B000000000000033B444000000444033B414000000414033B444000000444033B000000000000033B000000000000033333333333333333

If 80>det([[20:Then:Disp "Get Doors CSE to run this:","http://dcs.cemetech.net":Return:End

"GOPSPRT

real(5,0,0

real(0,1,1

real(0,1,0,0

100→T:2→P

DelVar ADelVar BDelVar KDelVar LDelVar MDelVar Y

real(0,3,4,0,1

real(0,3,4,0,0

det(12,255,255,0,0

Output(5,12,"The

While A≠50

A+1→A

End

Output(5,12,"

For(B,1,10

real(0,1,1

det(12,255,255,randInt(1,255),randInt(1,255)

Output(5,5,"GAME

For(A,1,5

End

real(0,1,0

real(0,3,2

End

real(0,1,1

det(12,0,0,0,0

Output(5,5,"

det(12,255,255,184,253

Output(4,4,"Of Pig.

For(A,1,15,1

End

real(8,1,0

det(12,52,15,0,0

Output(7,1,"PRESS [ENTER]

Pause

DelVar A

While A<100

A+1→A

getKey→K

If K

100→A

real(4,0,randInt(0,160),randInt(0,240),2,2,0,0,7,0,0,24,25,32,33,40,41

End

Lbl M

real(8,1,0

real(0,3,4,0,0

det(12,154,214,0,0

Output(1,1,"++++MENU!++++

Output(4,1,"1. ONE PLAYER

Output(5,1,"2. TWO PLAYER

Output(6,1,"3. QUIT

DelVar A

Repeat A>5 and A<9

getkey

Ans-86→A

End

Lbl X

If A=8:Then

real(0,1,0,1

real(0,3,4,255,1

real(0,3,4,255,0

Stop

End

If A=7

Goto P

2→Y:2→E

Lbl P

DelVar IDelVar J

3-P→P

Lbl R

If P=1

DelVar Y

If P=2 and E=2

2→Y

If P=1

det(12,154,214,0,0

If P=2

det(12,174,14,0,0

real(0,3,4,0,0

If M≥100

Goto MW

If L≥100

Goto LW

"P1:

real(6,0,0,5,145,36,0

real(6,1,25,5,145,L,0

"P2:

real(6,0,110,5,145,36,0

real(6,1,135,5,145,M,0

Output(1,1,"++PLAYER: ++

Output(1,11,P

Output(4,1,"1. ROLL

Output(5,1,"2. HOLD

Output(6,1,"3. QUIT

Output(8,1,"TURN TOTALS

Output(9,1,"P1:

Output(9,5,I

Output(10,1,"P2:

Output(10,5,J

If Y=2 and P=2:Then

For(A,0,400

End

End

If Y=2:Then

real(0,3,4,0,0

randInt(1,7→Q

If Q≥5

7→A

If Q<5

6→A

If J+M<L or J+M≤5

6→A

randInt(1,9→Q

If Q=2 or Q=8

7→A

If J>35

randInt(6,7→A

If J=0

6→A

If A=7

Output(1,5,"Hold!

If A=6

Output(1,5,"Roll!

For(B,0,300

End

End

If Y=2

Goto AI

DelVar K

While K<92

getKey→K

If K=92

6→A

If K=93

7→A

If K=94

8→A

End

real(0,3,4,0,0

If A=8

Goto X

Lbl AI

If A=7 and P=1

I+L→L

If A=7 and P=2

J+M→M

If A=7

Goto P

DelVar A

For(C,0,15

A+1→A

If A<4:Then

A-1→S

Else

A+4(A<6→S

End

If A=6:Then

10→S

DelVar A

End

randInt(1,6→R

real(4,0,75,54,1,1,0,0,7,0,0,S

For(B,0,20

End

real(7,9,75,54,8,8,0

End

randInt(1,13→O

If O=5

1→R

If R=1

det(12,randInt(1,255),randInt(1,255)

If P=1

"P1 Rolled→Str1

If P=2

"P2 Rolled→Str1

Output(1,1,Str1

Output(1,13,R

Output(5,1,"TURN TOTAL

If R=1 and P=1

DelVar IDelVar R

If R=1 and P=2

DelVar JDelVar R

If P=1:Then

I+R→I

Output(5,12,I

End

If P=2:Then

J+R→J

Output(5,12,J

End

If P=1

800→A

If Y=2 and P=2

300→A

For(D,0,A

End

If R=0

Goto P

Goto R

Lbl LW

Repeat getKey

det(12,randInt(1,255),randInt(1,255)

Output(1,2,"PLAYER ONE

Output(2,3,"HAS WON!

End

Goto M

Lbl MW

Repeat getKey

det(12,randInt(1,255),randInt(1,255)

Output(1,2,"PLAYER TWO

Output(2,3,"HAS WON!

End

Goto M

EDIT: After a RAM clear the sprites were fixed. The same thing happened with Bejeweled, might it be a DCSE bug, or just a problem that a program caused?