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    {
     JM> ex. pixel in screen is x = 160, y = 100 and ground level = 190.
     JM> Then that pixel has to drop down like a gravity affect to
     JM> pixel.. then it would look that there were an gravity..

    >--- cut here
    }
    program cannonball;
    uses crt;
    const vidseg:word=$a000; g=-9.81; x0=0; y0=100; v0=50; phi=50; dt=0.1;
    var t:real; px,py,xt,yt,v:integer;

    procedure retrace; assembler; asm
      mov dx,03dah; @vert1: in al,dx; test al,8; jnz @vert1
      @vert2: in al,dx; test al,8; jz @vert2; end;

    function rad(alpha:integer):real; begin
      rad:=(alpha/180)*pi; end;

    begin
      asm mov ax,13h; int 10h; end;
      px:=0; py:=0;
      t:=0; v:=v0; yt:=1;
      while (not keypressed) and (yt>=0) do begin
        retrace;
        mem[vidseg:(199-py)*320+px]:=0;
        xt:=x0+round(v0*cos(rad(phi))*t);
        yt:=y0+round(v*sin(rad(phi))*t+0.5*g*t*t);
        mem[vidseg:(199-yt)*320+xt]:=15;
        px:=xt; py:=yt;
        t:=t+dt;
      end;
      while keypressed do readkey;
      while not keypressed do;
      textmode(lastmode);
    end.

    >--- cut here

    This is the only correct physical approuch (I should know, I study Physics).

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