REM REM super pixel bros REM By Brad Slattery REM Ported to IntyBASIC REM by Catsfolly REM Dec 2014. REM Brad's headerÉ ' Super Pixel Bros Source Code Version 1 ' By Brad Slattery September 2011 ' ' Please note that the sourcecode is not very well commented (I would probably just ignore them actually) ' I would have liked to have done more with this game but I just don't have time for everything = ) ' ' If you like my open source projects, feel free to donate some money to a charity. ' ' I am a Christian and would like to take this opportunity so say that just as I designed and created this game, God designed and created you! ' ' See www.bradsprojects.com for this and other projects ' See http://www.youtube.com/user/00retrobrad00 for my youtube video's ' ' God Bless = ) include sticdefs.bas mode 0,C_BLK,C_LBL,C_BLK,C_LBL const true = 1 const false = 0 const transitionmax = 14 const bad_column = 200 rem Start Of Program... SoundEnable = 0 PlayerX = 4 PlayerY = 4 rem JumpFlags = 0 JumpUp = 0 Hover = 0 FallDown = 0 JumpUpCounter = 3 'this allows us to jump up three spaces from where we are. JumpDelay = 4 BarrierFlags = 0 BarrierRight = 0 LostLife = false BadGuyType = 0 BadGuyX = 13 BadGuyY = 7 BadGuyXDelay = 3 BadGuyYDelay = 3 rem BadGuyJumpFlags = $04 ' %00000100 BadGuyJumpUp = 0 BadGuyHover = 0 BadGuyFallDown = 1 BadGuyJumpDelay = 3 BadGuyJumpUpCounter = 2 AnimationSpeed = 10 DisplayTItle = 1 ' this will display the title WhichLevel = 0 ChangeLevel = true ' set this initialy so we can load the first level, it will be cleared once loaded Buttons = $ff ' %11111111 ' a logic 0 means a button is pressed #Score = 0 #ScoreOld = 0 #HiScore= 42 Lives = 9 ButtonLockoutDelay = 200 Fired = false BulletX = 0 BulletY = 0 ShotDelay = 6 ShotDirection = 0 StartColumn = 0 PrevStartColumn = bad_column EndBossHitCounter = 0 FacingRight = true RandomCoin = 0 DoorOpen = 0 SoundSelect0 = 0 SoundSelect1 = 1 SoundSelect2 = 1 rem intellivision specific vars dim #LevelBuffer(128 * 8) PLAY SIMPLE sound_index = 0 sound_flags = 0 const SF_TONE = 1 const SF_NOISE = 2 const hitwall = 10 ' should be 10 const ding2 = 50 ' should be 17 const bounce = 15 ' should be 27 const land= 30 const lefthit = 40 const righthit = 45 goto setup_gram const filler = ((95 * 8) + X_DGR) const screw = (3 * 8) + CS_GRAM + X_DGR const topline = (1 * 8) + CS_GRAM + X_DGR const dblline = (2 * 8) + CS_GRAM + X_DGR const vlft = (6 * 8) + CS_GRAM + X_DGR const vrt = (7 * 8) + CS_GRAM + X_DGR const ulc = (4 * 8) + CS_GRAM + X_DGR const urc = (5 * 8) + CS_GRAM + X_DGR const llc = (8 * 8) + CS_GRAM + X_DGR const lrc = (9 * 8) + CS_GRAM + X_DGR screen_line0: data screw , filler, filler, filler, filler data ulc , topline, topline, topline, topline data topline, topline, topline, topline, urc data filler, filler, filler, filler, screw screen_line1: data filler, filler, filler, filler, filler data vlft ,0,0,0,0 data 0,0,0,0,vrt data filler, filler, filler, filler, filler screen_line9: data filler, ulc , topline,topline,topline data llc ,dblline,dblline,dblline,dblline data dblline,dblline,dblline,dblline,lrc data topline,topline,topline,urc ,filler screen_line10: data filler, vlft , filler, filler, filler data filler, filler, filler, filler, filler data filler, filler, filler, filler, filler data filler, filler, filler, vrt+ $2000, filler screen_line11: data screw , vlft, filler, filler, filler data filler, filler, filler, filler, filler data filler, filler, filler, filler, filler data filler, filler, filler, vrt + $2000, screw setup_gram: cls rem init some custom characters WAIT DEFINE 0,10,gramchars ' load the custom character definitions WAIT DEFINE 10,2,gramchars10 ' load the custom character definitions WAIT rem draw the screen template screen screen_line0,0,0,20,2 for i = 40 to 160 step 20 screen screen_line1,0, i,20,1 next i screen screen_line9,0,180,20,3 REM ***************************************************************** REM REM loop - main gameplay loop REM REM ***************************************************************** rem Main Loop do_title: gosub WriteLCD title_loop: rem gosub PlaySoundFX gosub update_sound gosub CheckControlPad gosub DrawGraphics gosub ScrollText gosub CheckForStart if PlayGame= 0 goto title_loop do_transition: gosub SaveLevelToRam transition_loop: gosub DrawGraphics wait wait wait if TransitionCount < transitionmax then goto transition_loop main_loop: ' This creates an infinite loop rem gosub PlaySoundFX gosub update_sound gosub CheckControlPad gosub SaveLevelToRam gosub CheckIfHitBadGuy gosub UpdateBackground gosub UpdatePlayer gosub CheckForBarriers gosub CheckIfLostLife gosub UpdateBadGuys gosub DrawGraphics rem gosub ScrollText ' was rem rem gosub CheckForStart ' was rem gosub CheckLevelUp gosub CheckScore gosub CheckIfGameOver gosub WriteLCD gosub UpdateHiScore gosub CheckIfFired gosub UpdateBullet gosub CheckIfShotBadGuy gosub AddorRemoveCastleDoor wait if TransitionCount < transitionmax then goto do_transition if PlayGame > 0 goto main_loop else goto do_title goto main_loop ' Loop back to the while loop as long as we havent finished. REM main gameplay loop end ***************************************************************** CheckLevelUp: procedure If PlayGame = 0 Then return If ((StartColumn + 8) = 120) And (ButtonUp = 0) Then goto clu_20 return clu_20: rem SoundSelect0 = 0 rem SoundSelect1 = 0 rem SoundSelect2 = 1 rem SoundEnable = 1 rem SoundEnable = 0 play level_up EndBossHitCounter = 0 StartColumn = 0 PlayerY = 4 JumpUp = 1 Hover = 0 FallDown = 0 WhichLevel = WhichLevel + 1 if WhichLevel > 19 then WhichLevel = 0 ChangeLevel = true ' now that we are going to a new level - we need to update the level buffer BadGuyY = 6 BadGuyX = 13 BadGuyJumpUp = 0 BadGuyHover = 0 BadGuyFallDown = 1 TransitionCount = 0 DoorOpen = 0 End SaveLevelToRam: procedure If ChangeLevel = false Then return ChangeLevel = false if (WhichLevel < 10) then #index = WhichLevel * (120 * 2) else #index = (WhichLevel -10) * (120 * 2) for #dindex = 0 to (120 * 8) step 8 if (WhichLevel < 10) then #sltemp = Level1Data(#index) else #sltemp = Level11Data(#index) #sltemp2 = #sltemp /256 #LevelBuffer(#dindex ) = tiletable( #sltemp2 / 16) #LevelBuffer(#dindex+1) = tiletable( #sltemp2 AND $0f) #LevelBuffer(#dindex+2) = tiletable( (#sltemp / 16) AND $0f) #LevelBuffer(#dindex+3) = tiletable( #sltemp AND $0f) #index = #index + 1 if (WhichLevel < 10) then #sltemp = Level1Data(#index) else #sltemp = Level11Data(#index) #sltemp2 = #sltemp /256 #LevelBuffer(#dindex+4) = tiletable( #sltemp2 / 16) #LevelBuffer(#dindex+5) = tiletable( #sltemp2 AND $0f) #LevelBuffer(#dindex+6) = tiletable( (#sltemp / 16) AND $0f) #LevelBuffer(#dindex+7) = tiletable( #sltemp AND $0f) #index = #index + 1 next #dindex end DrawGraphics: procedure If PlayGame = 0 then goto try_title if (TransitionCount < 14) then TransitionCount = TransitionCount + 1 : PrevStartColumn = bad_column lastrow = TransitionCount /2 if StartColumn = PrevStartColumn goto skip_draw PrevStartColumn = StartColumn For x = StartColumn To (StartColumn + 7) #btadrs = BACKTAB+ 20 + 6 + (x - StartColumn) for row = 0 to lastrow poke #btadrs, #LevelBuffer( (x * 8) + row) #btadrs = #btadrs + 20 next row if (row < 8) then poke #btadrs, tiletable(7) next x skip_draw: ' this code will draw the bad guy on the screen (red and blue = magenta badguy!) ' only draw him if he is in the screen if (BadGuyX < StartColumn) OR (BadGuyX > (StartColumn + 7)) then goto nobad if BadGUyY > 7 then goto nobad SPRITE 2,(BadGuyX - StartColumn) * 8 + MB_X_INTR + MB_X_VIS + 56, ((7 -BadGuyY) * 8) +MB_Y_YSIZ2 + 16 ,MB_A_GRAM + X_PUR goto try_player nobad: SPRITE 2,0,0,0 try_player: ' this draws the player on the screen If LostLife = true Then goto no_player ' only draw the player on the screen, if we have not lost a life If PlayerY > 7 Then goto no_player 'ensure that we only inlude this info in our data IF THE PLAYER IS ON THE SCREEN! SPRITE 0,(3) * 8 + MB_X_INTR + MB_X_VIS + 56, ((7 - PlayerY) * 8) +MB_Y_YSIZ2 + 16 ,MB_A_GRAM + X_RED goto try_bullet no_player: sprite 0,0,0,0 try_bullet: ' this draws the bullet on the screen If Fired = false then goto no_bullet if BulletY > 7 then goto no_bullet if (BulletX < StartColumn) OR (BulletX > (StartColumn + 7)) then goto no_bullet SPRITE 1,(BulletX - StartColumn) * 8 + MB_X_INTR + MB_X_VIS + 56, ((7 - BulletY) * 8) +MB_Y_YSIZ2 +16 ,MB_A_GRAM + X_CYN return no_bullet: sprite 1,0,0,0 return try_title: If DisplayTitle = 0 Then return For x = StartColumn To (StartColumn + 7) #index = x #btadrs = BACKTAB+ 6 + (x - StartColumn) gosub draw_column next x end IsBossLevel: data 0 ' level 0 data 0 ' level 1 data 0 ' level 2 data 1 ' level 3 data 0 ' level 4 data 0 ' level 5 data 0 ' level 6 data 1 ' level 7 data 0 ' level 8 data 0 ' level 9 data 0 ' level 10 data 1 ' level 11 data 0 ' level 12 data 0 ' level 13 data 0 ' level 14 data 1 ' level 15 data 0 ' level 16 data 0 ' level 17 data 0 ' level 18 data 1 ' level 19 nextbosscolumn: data 101 ' column 97 data 101 ' column 98 data 102 ' column 99 data 103 ' column 100 data 99 ' column 101 data 100 ' column 102 data 98 ' column 103 data 101 ' column 97 ScrollText: procedure If DisplayTitle = 0 Then return If AnimationSpeed > 0 Then AnimationSpeed = AnimationSpeed -1 : return AnimationSpeed = 3 StartColumn = StartColumn + 1 If StartColumn + 8 > 95 Then StartColumn = 0 ' 120 is the pixel width of the levels End UpdateBackground: procedure If PlayGame = 0 Then return If LostLife = 1 Then goto ubg_ll ' we only check buttons, if we have not just lost a life! ' this will take care of making the player jump If ButtonB = 1 And JumpUp = 0 And Hover = 0 And FallDown = 0 Then JumpUp = 1 : temp = bounce : gosub init_sound ' have pressed the button and not jumping, hovering or falling ' this will take care of making the player move to the right test = ((ButtonRight = 1) And (BarrierRight = 0) And ((StartColumn + 8) <> 120)) ' 120 means we are right at the end of the level If test = 0 then goto ubg_cr If AnimationSpeed <> 0 Then AnimationSpeed = AnimationSpeed -1 else FacingRight = 1 : AnimationSpeed = 7 : StartColumn = StartColumn+1 ubg_cr: ' this will take care of making the player move to the left test = (ButtonLeft = 1) And (BarrierLeft = 0) And (StartColumn > 0) If test = 0 then return If AnimationSpeed <> 0 Then AnimationSpeed = AnimationSpeed -1 else FacingRight = 0 : AnimationSpeed = 7 : StartColumn = StartColumn-1 return ' this else statement is basically saying that we have just lost a life so it just skipped everything above to prevent us from pressing any buttons ubg_ll: ' if we have just lost a life, then we will scroll back to the start of the level StartColumn = StartColumn - 1 ' taking one away from startcolumn will move the background one column to the right (so we are moving left) If StartColumn > 0 Then return ' if we get back to the start then LostLife = false ' we are free to start playing again PlayerY = 5 ' the player will start from the same place each time, and then fall BadGuyY = 6 BadGuyX = 13 BadGuyJumpUp = 0 BadGuyHover = 0 BadGuyFallDown = 1 End UpdatePlayer: procedure If PlayGame = 0 then return If JumpUp = 0 Then goto up_nojump If BarrierUp = 0 Then goto up_nobarrier ' if theres a block above us then make it so we can't go up anymore If RandomCoin < 200 Then temp = hitwall : gosub init_sound : goto up_nocoin #Score = #Score + 3 ' five points for hitting a block that contains a coin rem SoundSelect0 = 0 rem SoundSelect1 = 0 rem SoundSelect2 = 1 rem SoundEnable = 1 rem SoundEnable = 0 play coin_sound up_nocoin: #Score = #Score + 2 ' 2 points for hitting a block! rem clear the block at Startcolumn +3, PlayerY + 1 #index = (StartColumn + 3) * 8 ' this is same column as our player #LevelBuffer(#index + (6 - PlayerY)) = 0 PrevStartColumn = bad_column ' force redraw Hover = 1 JumpUp = 0 JumpUpCounter = 3 ' this is the number of spaces that we can JumpDelay = 3 ' reset the jump / hover delay goto up_nojump up_nobarrier: ' if theres no block, then keep going If JumpDelay <> 0 Then JumpDelay = JumpDelay -1 : goto up_nojump JumpDelay = 4 If JumpUpCounter <> 0 Then PlayerY = PlayerY + 1 : JumpUpCounter = JumpUpCounter - 1 : goto up_nojump Hover = 1 JumpUp = 0 JumpUpCounter = 3 JumpDelay = 3 up_nojump: If Hover = 0 Then goto up_checkfall If JumpDelay <> 0 Then JumpDelay = JumpDelay -1 : goto up_checkfall JumpDelay = 3 If JumpUpCounter <> 0 Then JumpUpCounter = JumpUpCounter -1 else Hover = 0 : FallDown = 1 : JumpUpCounter = 3 up_checkfall: If FallDown = 0 Then return If BarrierDown = 1 Then FallDown = 0 : JumpUpCounter = 3 : JumpDelay = 4 : temp = land : gosub init_sound_lp : return If JumpDelay <> 0 Then JumpDelay = JumpDelay -1 else JumpDelay = 4 : PlayerY = PlayerY - 1 : JumpUpCounter = JumpUpCounter -1 End CheckForBarriers: procedure RandomCoin = RandomCoin + 1 ' used to make it so that sometimes you get more points when hitting a block If PlayGame = 0 Then return If LostLife = true Then return 'only check for barriers if we are still playing #index = (StartColumn + 4) * 8 ' this is the column to the right of our player if (PlayerY < 8) AND ( #LevelBuffer(#index + (7-PlayerY)) < 0) then BarrierRight = 1 else BarrierRight = 0 ' this ensures that we only check for barriers if we are in the visible screen area #index = (StartColumn + 2) * 8 ' this is the column to the right of our player if (PlayerY < 8) AND ( #LevelBuffer(#index + (7-PlayerY)) < 0) then BarrierLeft = 1 else BarrierLeft = 0 #index = (StartColumn + 3) * 8 ' this is same column as our player if (PlayerY < 7) AND ( #LevelBuffer(#index + (6 - PlayerY)) < 0) then BarrierUp = 1 else BarrierUp = 0 if (PlayerY < 9) AND ( #LevelBuffer(#index + (8 - PlayerY)) < 0) then BarrierDown = 1 : goto cfb_20 BarrierDown = 0 if (JumpUp = 0) AND (Hover = 0) then FallDown = 1 cfb_20: ' this next part takes care of the bad guys barriers #index = (BadGuyX + 1) * 8 ' this is the column to the right of the bad guy if (BadGuyY < 8) AND ( #LevelBuffer(#index + (7-BadGuyY)) < 0) then BadGuyBarrierRight = 1 else BadGuyBarrierRight = 0 ' this ensures that we only check for barriers if we are in the visible screen area #index = (BadGuyX -1) * 8 ' this is the column to the left of the bad guy if (BadGuyY < 8) AND ( #LevelBuffer(#index + (7-BadGuyY)) < 0) then BadGuyBarrierLeft = 1 else BadGuyBarrierLeft = 0 #index = (BadGuyX) * 8 ' this is same column as the bad guy if (BadGuyY < 7) AND ( #LevelBuffer(#index + (6 - BadGuyY)) < 0) then BadGuyBarrierUp = 1 else BadGuyBarrierUp = 0 if (BadGuyY < 9) AND ( #LevelBuffer(#index + (8 - BadGuyY)) < 0) then BadGuyBarrierDown = 1 : goto cfb_40 BadGuyBarrierDown = 0 if (BadGuyJumpUp = 0) AND (BadGuyHover = 0) then BadGuyFallDown = 1 cfb_40: End UpdateBadGuys: procedure If PlayGame = 0 Then return If BadGuyJumpUp = 0 Then goto ubg_40 If BadGuyBarrierUp = 0 Then goto ubg_10 ' if theres a block above us then make it so we can't go up anymore BadGuyHover = 1 BadGuyJumpUp = 0 BadGuyJumpUpCounter = 2 ' this is the number of spaces that we can BadGuyJumpDelay = 5 ' reset the jump / hover delay goto ubg_40 ubg_10: ' if theres no block, then keep going If BadGuyJumpDelay <> 0 Then BadGuyJumpDelay = BadGuyJumpDelay -1 : goto ubg_40 BadGuyJumpDelay = 5 If BadGuyJumpUpCounter <> 0 Then BadGuyY = BadGuyY+1 : BadGuyJumpUpCounter = BadGuyJumpUpCounter -1 : goto ubg_40 BadGuyHover = 1 BadGuyJumpUp = 0 BadGuyJumpUpCounter = 2 BadGuyJumpDelay = 5 ubg_40: If BadGuyHover = 0 Then goto ubg_60 If BadGuyJumpDelay <> 0 Then BadGuyJumpDelay = BadGuyJumpDelay -1 : goto ubg_60 BadGuyJumpDelay = 5 If BadGuyJumpUpCounter <> 0 Then BadGuyJumpUpCounter = BadGuyJumpUpCounter-1 : goto ubg_60 BadGuyHover = 0 BadGuyFallDown = 1 BadGuyJumpUpCounter = 2 ubg_60: If BadGuyFallDown = 0 Then return If BadGuyBarrierDown = 0 Then goto ubg_80 BadGuyFallDown = 0 BadGuyJumpUpCounter = 2 BadGuyJumpDelay = 5 BadGuyJumpUp = 1 return ubg_80: If BadGuyJumpDelay <> 0 Then BadGuyJumpDelay = BadGuyJumpDelay -1 : return BadGuyJumpDelay = 5 BadGuyY = BadGuyY -1 BadGuyJumpUpCounter = BadGuyJumpUpCounter -1 End CheckForStart: procedure If DisplayTitle = 0 Then return If ButtonLockoutDelay > 0 Then ButtonLockoutDelay = ButtonLockoutDelay -1 : return If ButtonA = 0 AND ButtonB = 0 Then return ' if we press either of the two game buttons then start the game and reset all variables SoundEnable = 0 'this stops the title screen music ButtonLockoutDelay = 200 ' this is so we have a little delay between showing the title and starting or restarting the game StartColumn = 0 PlayerX = 4 PlayerY = 4 rem JumpFlags = 0 JumpUp = 0 Hover = 0 FallDown = 0 JumpUpCounter = 3 'this allows us to jump up three spaces from where we are. JumpDelay = 4 BarrierFlags = 0 BarrierRight = 0 LostLife = false BadGuyType = 0 BadGuyX = 13 BadGuyY = 7 BadGuyXDelay = 3 BadGuyYDelay = 3 rem BadGuyJumpFlags = $04 ' %00000100 BadGuyJumpUp = 0 BadGuyHover = 0 BadGuyFallDown = 1 BadGuyJumpDelay = 3 BadGuyJumpUpCounter = 2 AnimationSpeed = 10 DisplayLives = 1 WhichLevel = 0 ' should be 0 ChangeLevel = true ' set this initialy so we can load the first level, it will be cleared once loaded #Score = 0 #ScoreOld = 0 Lives = 9 DisplayTitle = 0 ' disable the title PlayGame = 1 ' enable the game StartColumn = 0 ' make sure we start back at the first column (because the title also uses this variable) TransitionCount = 0 DoorOpen = 0 End CheckControlPad: procedure if (cont1.UP + cont2.UP) then ButtonUp = 1 else ButtonUp = 0 if (cont1.DOWN + cont2.DOWN) then ButtonDown = 1 else ButtonDown = 0 if (cont1.LEFT + cont2.LEFT) then ButtonLeft = 1 else ButtonLeft = 0 if (cont1.RIGHT + cont2.RIGHT) then ButtonRight = 1 else ButtonRight = 0 if (cont1.B0 + cont2.B0) then ButtonA = 1 else ButtonA = 0 if (cont1.B1 + cont1.B2 + cont2.B1 + cont2.B2 ) then ButtonB =1 else ButtonB = 0 if ((cont1.key = 11) OR (cont2.key = 11)) then ButtonStart = 1 else ButtonStart = 0 if ((cont1.key = 10) OR (cont2.key = 11)) then ButtonSelect = 1 else ButtonSelect = 0 End CheckScore: procedure ' we come here to see if we have gained an extra 500 points, if so - we add another life If #Score < #ScoreOld + 500 Then return #ScoreOld = #ScoreOld + 500 Lives = Lives + 1 If Lives > 9 Then Lives = 9 ' can't get more than 9 lives End const baddr = BACKTAB + (20 * 10) + 16 const bleft = (10 * 8) + CS_GRAM const bright = (11 * 8) + CS_GRAM WriteLCD: procedure If PlayGame = 0 Then goto wlcd_40 If (IsBossLevel(WhichLevel) > 0 ) And StartColumn > 90 Then goto wlcd_20 rem regular gameplay case print color 0 poke BACKTAB + (20 * 10) + 2 , (51 * 8) + $2000 print at (20 * 10 + 3) ,"core=" print <5>#score," " if (fired > 0) then poke baddr, 0 : poke baddr+1, 0 else poke baddr, bleft : poke baddr+1, bright poke (Backtab + (20 * 11 + 2)), (51 * 8) + $2000 print at (20 * 11 + 3), "tage=" rem PRINT (WhichLevel/10%10+16)*8+0,(WhichLevel%10+16)*8+0 print <2>WhichLevel print " lives=" print (Lives+16) * 8 + 0 rem LCD.WriteAt(1,1,"StartColumn ",Convert.DecToStr(StartColumn,3)) rem LCD.WriteAt(2,1,"BadguyX ",Convert.DecToStr(BadGuyX,3)) return wlcd_20: rem end boss case If (EndBossHitCounter > WhichLevel) or (DoorOpen = 1) Then goto wlcd_30 poke BACKTAB + (20 * 10) + 2 , (10 * 8) + $2000 poke BACKTAB + (20 * 11) + 2 , (40 * 8) + $2000 print color 0 print at (20 * 10 + 3) ,"** END BOSS ***" print at (20 * 11 + 3) ,"its Needed " temp = WhichLevel + 1 - EndBossHitCounter print <2>temp rem PRINT (temp/10%10+16)*8+0,(temp%10+16)*8+0 return wlcd_30: print color 0 poke BACKTAB + (20 * 10) + 2 , (10 * 8) + $2000 poke BACKTAB + (20 * 11) + 2 , (10 * 8) + $2000 print at (20 * 10 + 3) ,"* WELL DONE **" print at (20 * 11 + 3) ," DOOR IS OPEN *" rem temp = WhichLevel + 1 - EndBossHitCounter rem PRINT (temp/10%10+16)*8+0,(temp%10+16)*8+0 return wlcd_40: If DisplayTitle = 0 Then return poke BACKTAB + (20 * 10) + 2 , (51 * 8) + $2000 poke BACKTAB + (20 * 11) + 2 , (40 * 8) + $2000 print color 0 print at ((20 * 10) + 3) ,"uper Pixel Bros" print at ((20 * 11) + 3) ,"i Score=" print <5>#HiScore," " rem print at ((20 * 10) + 2) ,"xxxxxxxxxx" End CheckIfGameOver: procedure If PlayGame = 0 then return If Lives > 0 Then return PlayGame = 0 DisplayTitle = 1 sprite 0,0,0,0 sprite 1,0,0,0 sprite 2,0,0,0 End UpdateHiScore: procedure If DisplayTitle = 0 Then return If #Score > #HiScore Then #HiScore = #Score ' then compare it with this current score End CheckIfFired: procedure If PlayGame = 0 Then return if ((IsBossLevel(WhichLevel) > 0 ) and (DoorOpen=0) and (StartColumn> 90)) then return ' dont fire at boss time If Fired = true Then return If ButtonA = 0 Then return ' have we pressed button a? If FacingRight = true Then ShotDirection = 1 else ShotDirection = 2 rem SoundSelect0 = 0 rem SoundSelect1 = 1 rem SoundSelect2 = 0 rem SoundEnable = 1 rem SoundEnable = 0 rem play mtest1 temp = 1 gosub init_sound Fired = true BulletX = PlayerX + StartColumn - 1 BulletY = PlayerY End UpdateBullet: procedure If PlayGame = 0 Then return If Fired = false Then return If ShotDelay <> 0 Then ShotDelay = ShotDelay -1 : return rem Else ShotDelay = 5 If ShotDirection = 2 Then goto ub_20 ' the bullet is going right #TempData = #LevelBuffer(((BulletX + 1) * 8) + (7 - BulletY)) ' this is to the right of the bullet If #TempData >= 0 Then BulletX = BulletX + 1 else ShotDirection = 2 : temp = righthit : gosub init_sound_lp ' > 0 means there's no wall next to us! If BulletX > StartColumn + 8 Then Fired = false return ub_20: ' the bullet is going left #TempData = #LevelBuffer(((BulletX - 1) * 8) + (7 - BulletY)) ' this is to the left of the bullet If #TempData >= 0 Then BulletX = BulletX - 1 else ShotDirection = 1 : temp = lefthit : gosub init_sound_lp '> 0 means there's no wall next to us! If (BulletX < StartColumn - 8) OR (BulletX > 120) Then Fired = false End CheckIfShotBadGuy: procedure If PlayGame = 0 Then return If Fired = false Then return If BulletX = BadGuyX And BulletY = BadGuyY Then goto cisbg_20 else return cisbg_20: if ((IsBossLevel(WhichLevel) > 0 ) and (DoorOpen=0) and (StartColumn> 90)) then return SoundSelect0 = 1 SoundSelect1 = 0 SoundSelect2 = 0 SoundEnable = 1 SoundEnable = 0 play mtest2 #Score = #Score + 8 Fired = false BadGuyX = BadGuyX + 12 'this will move the badguy 12 pixels to the right if we hit him BadGuyY = 6 BadGuyJumpUp = 0 BadGuyHover = 0 BadGuyFallDown = 1 End AddorRemoveCastleDoor: procedure If PlayGame = 0 Then return If (IsBossLevel(WhichLevel) > 0 ) And EndBossHitCounter > WhichLevel Then goto AORCD_20 else return ' the door will get removed if we hit the bad guys more times than the level we are on. aorcd_20: for i = 2 to 5 #LevelBuffer((105 * 8) + i) = 0 next i DoorOpen = 1 PrevStartColumn = bad_column ' force redraw End ' Sub CheckIfHitBadGuy: procedure If PlayGame = 0 Then return If LostLife = 1 then return If PlayerY < 3 Then EndBossHitCounter = 0 ' clear the endbosshitcounter if we hit the ground ' this checks to see if the bad guy has been placed inside other pixels, if so, it will move him down until he is out of the walls. if (#LevelBuffer( (BadGuyX * 8) + ( 7 - BadGuyY)) < 0) then BadGuyY = BadGuyY - 1 ' this takes care of shifting the bad guy back to the top of screen and one pixel to the right if he falls down a hole. If BadGuyY = 0 Then BadGuyY = 6 : BadGuyX = BadGuyX + 1 : BadGuyJumpUp = 0 : BadGuyHover = 0 : BadGuyFallDown = 1 ' this takes care of moving the bad guy 12 pixels to the right, if we happen to get past him without hitting him If StartColumn > BadGuyX Then BadGuyY = 6 : BadGuyX = BadGuyX + 12 : BadGuyJumpUp = 0 : BadGuyHover = 0 : BadGuyFallDown = 1 ' this takes care of moving the bad guy 12 pixels to the left, if we happen to get past him without hitting him If StartColumn = (BadGuyX - 11) Then BadGuyY = 6 : BadGuyX = BadGuyX - 12 : BadGuyJumpUp = 0 : BadGuyHover = 0 : BadGuyFallDown = 1 ' this takes care of moving the bad guy 12 spaces to the right if we have hit him - it also increases our score If (StartColumn + 3) = BadGuyX And BadGuyY = (PlayerY - 1) Then goto cihbg_20 ' +3 is where our player is located and - 1 means the badguy is one pixel under us return cihbg_20: ' this will make sure that we have an end boss bad guy at the end of the castle levels (the end boss is past column 90) If (IsBossLevel(WhichLevel) > 0 ) then goto cihbg_40 goto cihbg_60 cihbg_40: if (StartColumn > 90) Then EndBossHitCounter = EndBossHitCounter + 1 If BadGuyX = 97 Then BadGuyX = 101 : goto cihbg_80 If BadGuyX = 103 Then BadGuyX = 98 : goto cihbg_80 If BadGuyX = 98 Then BadGuyX = 101 : goto cihbg_80 If BadGuyX = 101 Then BadGuyX = 99 : goto cihbg_80 If BadGuyX = 99 Then BadGuyX = 102 : goto cihbg_80 If BadGuyX = 102 Then BadGuyX = 100 : goto cihbg_80 If BadGuyX = 100 Then BadGuyX = 103 : goto cihbg_80 cihbg_60: BadGuyX = BadGuyX + 12 'this will move the badguy 12 pixels to the right if we hit him (and we are not upto the endboss) cihbg_80: SoundSelect0 = 1 SoundSelect1 = 0 SoundSelect2 = 0 SoundEnable = 1 SoundEnable = 0 play mtest2 #Score = #Score + 10 BadGuyY = 6 BadGuyJumpUp = 0 BadGuyHover = 0 BadGuyFallDown = 1 JumpUp = 1 Hover = 0 FallDown = 0 JumpUpCounter = 3 ' this is the number of spaces that we can JumpDelay = 3 End CheckIfLostLife: procedure If PlayGame = 0 Then return If LostLife = true Then return 'only do this if we are not in the middle of a lost life sequence ' first check to see if we have fallen through a hole. If PlayerY > 0 Then goto cll_20 SoundSelect0 = 1 SoundSelect1 = 0 SoundSelect2 = 0 SoundEnable = 1 SoundEnable = 0 play mtest3 ChangeLevel = true ' we aren't incrementing a level, but we need to set this flag so we can redraw the level Lives = Lives - 1 LostLife = true JumpUp = 0 Hover = 0 FallDown = 1 PlayerY = 5 'will fall from the top and start again AnimationSpeed = 0 DoorOpen = 0 cll_20: 'then check to see if we have been hit by a jumping bad guy If (StartColumn + 3) = BadGuyX And PlayerY = BadGuyY And FallDown = 0 Then goto cll_40 return cll_40: ' our player is three pixels in from the first column (we can't get hurt if we are falling i.e. we jump on him) SoundSelect0 = 1 SoundSelect1 = 0 SoundSelect2 = 0 SoundEnable = 1 SoundEnable = 0 play mtest3 ChangeLevel = true ' we aren't incrementing a level, but we need to set this flag so we can redraw the level Lives = Lives - 1 LostLife = true JumpUp = 0 Hover = 0 FallDown = 1 PlayerY = 5 'will fall from the top and start again DoorOpen = 0 End rem inputs, #index, #btadrs draw_column: procedure #dctemp = TitleData(#index*2) #dctemp2 = #dctemp /256 poke #btadrs+ 20 ,tiletable( #dctemp2 / 16) poke #btadrs+ 40,tiletable( #dctemp2 AND $0f) poke #btadrs+ 60,tiletable( (#dctemp / 16) AND $0f) poke #btadrs+ 80,tiletable( #dctemp AND $0f) #dctemp = TitleData(#index*2 + 1) #dctemp2 = #dctemp /256 poke #btadrs+100,tiletable( #dctemp2 / 16) poke #btadrs+120,tiletable( #dctemp2 AND $0f) poke #btadrs+140,tiletable( (#dctemp / 16) AND $0f) poke #btadrs+160,tiletable( #dctemp AND $0f) end init_sound: procedure sound_flags = sound_effects(temp) sound_index = temp + 1 gosub update_sound end init_sound_lp: procedure if sound_index > 0 then return gosub init_sound end update_sound: procedure if(sound_index) = 0 then return if sound_flags = SF_NOISE then goto is_noise rem tone case #temp = sound_effects(sound_index) vol = #temp/256 vol = vol/16 Sound 2, #temp AND $0fff, vol if ( vol > 0) then sound_index = sound_index + 1 : return sound_index = 0 return is_noise: rem this is wrong - sb sound 2 for vol, sound 4 for noise? #temp = sound_effects(sound_index) vol = #temp/256 vol = vol/16 Sound 3, #temp AND $0fff, vol if ( vol > 0) then sound_index = sound_index + 1 : return sound_index = 0 return end tiletable: DATA CS_GRAM + (0 * 8) + X_BLK ' 0 black DATA CS_GRAM + (0 * 8) + X_BLU ' 1 blue DATA CS_GRAM + (0 * 8) + X_GRN ' 2 green DATA CS_GRAM + (0 * 8) + X_CYN ' 3 green + blue = cyan DATA CS_GRAM + (0 * 8) + X_RED ' 4 red DATA CS_GRAM + (0 * 8) + X_PUR ' 5 red + blue = magenta DATA CS_GRAM + (0 * 8) + X_YEL ' 6 red + green = yellow DATA CS_GRAM + (0 * 8) + X_WHT ' white DATA $8000 + CS_GRAM + (0 * 8) + X_BLK ' 0 black DATA $8000 + CS_GRAM + (0 * 8) + X_BLU ' 1 blue DATA $8000 + CS_GRAM + (0 * 8) + X_GRN ' 2 green DATA $8000 + CS_GRAM + (0 * 8) + X_CYN ' 3 green + blue = cyan DATA $8000 + CS_GRAM + (0 * 8) + X_RED ' 4 red DATA $8000 + CS_GRAM + (0 * 8) + X_PUR ' 5 red + blue = magenta DATA $8000 + CS_GRAM + (0 * 8) + X_YEL ' 6 red + green = yellow DATA $8000 + CS_GRAM + (0 * 8) + X_WHT ' white gramchars: REM 0 BITMAP "........" BITMAP "#######." BITMAP "#######." BITMAP "#######." BITMAP "#######." BITMAP "#######." BITMAP "#######." BITMAP "#######." REM 1 BITMAP "########" BITMAP "########" BITMAP "########" BITMAP "########" BITMAP "########" BITMAP "........" BITMAP "########" BITMAP "########" REM 2 BITMAP "########" BITMAP "########" BITMAP "........" BITMAP "########" BITMAP "########" BITMAP "........" BITMAP "########" BITMAP "########" REM 3 BITMAP "########" BITMAP "##...###" BITMAP "#.###.##" BITMAP ".##.##.#" BITMAP ".#...#.#" BITMAP ".##.##.#" BITMAP "#.###.##" BITMAP "##...###" rem 4 BITMAP "########" BITMAP "########" BITMAP "########" BITMAP "########" BITMAP "########" BITMAP "#####..." BITMAP "#####.##" BITMAP "#####.##" rem 5 BITMAP "########" BITMAP "########" BITMAP "########" BITMAP "########" BITMAP "########" BITMAP "...#####" BITMAP "##.#####" BITMAP "##.#####" REM 6 BITMAP "#####.##" BITMAP "#####.##" BITMAP "#####.##" BITMAP "#####.##" BITMAP "#####.##" BITMAP "#####.##" BITMAP "#####.##" BITMAP "#####.##" REM 7 BITMAP "##.#####" BITMAP "##.#####" BITMAP "##.#####" BITMAP "##.#####" BITMAP "##.#####" BITMAP "##.#####" BITMAP "##.#####" BITMAP "##.#####" REM 8 BITMAP "#####.##" BITMAP "#####.##" BITMAP "#####..." BITMAP "########" BITMAP "########" BITMAP "........" BITMAP "########" BITMAP "########" REM 9 BITMAP "##.#####" BITMAP "##.#####" BITMAP "...#####" BITMAP "########" BITMAP "########" BITMAP "........" BITMAP "########" BITMAP "########" gramchars10: rem 10 BITMAP " " BITMAP " ####" BITMAP " # # " BITMAP " # # " BITMAP " # # " BITMAP " # # " BITMAP " ####" BITMAP " " rem 11 BITMAP " " BITMAP "## " BITMAP " # " BITMAP " # " BITMAP " # " BITMAP " # " BITMAP "##. " BITMAP " " rem music data coin_sound: DATA 2 ' Ticks per note (there are 50 ticks per second) MUSIC G5,- MUSIC S,S MUSIC G5,G6 MUSIC S,S MUSIC S,S MUSIC S,- MUSIC STOP mtest2: DATA 2 ' Ticks per note (there are 50 ticks per second) MUSIC G5,- MUSIC S,- MUSIC A5,-,- MUSIC S,- MUSIC B5,-,- MUSIC S,- MUSIC C6,- MUSIC S,- MUSIC STOP mtest3: DATA 4 ' Ticks per note (there are 50 ticks per second) MUSIC G2,G3,- MUSIC S,S,- MUSIC F2,F3,- MUSIC S,S,- MUSIC E2,E3,- MUSIC S,S,- MUSIC D2,D3,- MUSIC S,S,- MUSIC S,S,- MUSIC S,S,- MUSIC C2,C4,- MUSIC S,S,- MUSIC S,S,- MUSIC S,S,- MUSIC STOP level_up: DATA 4 ' Ticks per note (there are 50 ticks per second) MUSIC C3,C4 MUSIC S,S MUSIC S,S MUSIC C3,C4 MUSIC S,S MUSIC C3,C4 MUSIC S,S MUSIC G3,G4 MUSIC S,S MUSIC S,S MUSIC S,S MUSIC STOP const shot1 = ($00d4) ' was f0 const ding1 = $00a0 const ding1a = $00c0 const bsbase = $0440 const bstep = $020 const shot_step= 20 const svol00 = ($0000) const svol01 = ($1000) const svol02 = ($2000) const svol03 = ($3000) const svol04 = ($4000) const svol05 = ($5000) const svol06 = ($6000) const svol07 = ($7000) const svol08 = ($8000) const svol09 = ($9000) const svol10 = ($a000) const svol11 = ($b000) const svol12 = ($c000) const svol13 = ($d000) const svol14 = ($e000) const svol15 = ($f000) sound_effects: data 0 ' 0 shot1_tab: data SF_TONE ' 1 data shot1 + svol12 data shot1+(shot_step * 1) + svol10 data shot1+(shot_step * 2) + svol08 rem 5 data shot1+(shot_step * 3) + svol06 data shot1+(shot_step * 4) + svol05 data shot1+(shot_step * 5) + svol04 data shot1+(shot_step * 6) + svol02 data shot1+(shot_step * 7) + svol00 rem 10 hitblock_tab: data SF_tone data 240 + svol07 data 240 + svol05 data 240 + svol02 data 240 + svol00 rem 15 jump_tab: data SF_TONE data bsbase + svol08 data bsbase+bstep + svol06 data bsbase+(bstep*2) + svol06 data bsbase+bstep + svol06 rem 20 data bsbase + svol04 data bsbase-bstep + svol04 data bsbase-(bstep*2) + svol04 data bsbase-(bstep*3) + svol02 data bsbase-(bstep*4) + svol01 rem 25 data bsbase-(bstep*4) + svol00 data 0,0,0,0 rem 30 land_tab: data SF_TONE data bsbase + svol06 data bsbase+bstep + svol04 data bsbase + svol02 data 0 data 0,0,0,0,0 rem 40 hit_left: data SF_TONE data 140 + svol06 data 140 + svol04 data 140 + svol02 data 0 hit_right: data SF_TONE data 160 + svol06 data 160 + svol04 data 160 + svol02 data 0 rem 50 ding2_tab: data SF_TONE data ding1 +svol12 data ding1-2 +svol10 data ding1-4 +svol08 data ding1-6 +svol06 data ding1-8 +svol04 data ding1-8 +svol02 data ding1-8 +svol02 data ding1-8 +svol02 data ding1-8 +svol02 data ding1a +svol12 data ding1a +svol10 data ding1a +svol08 data ding1a +svol06 data ding1a +svol04 data ding1a +svol02 data ding1a +svol02 data ding1a +svol02 data ding1a +svol02 data ding1 +svol12 data ding1 +svol10 data ding1 +svol08 data ding1 +svol06 data ding1 +svol04 data ding1 +svol02 data 0 TitleData: Data $0000, $0000 ' 0 Data $0000, $0000 ' 1 Data $0000, $0000 ' 2 Data $0000, $0000 ' 3 Data $0000, $0000 ' 4 Data $0000, $0000 ' 5 Data $0000, $0000 ' 6 Data $0000, $0000 ' 7 Data $0000, $0000 ' 8 Data $0000, $0000 ' 9 Data $0040, $0400 ' 10 Data $0404, $0040 ' 11 Data $0400, $4040 ' 12 Data $0040, $0400 ' 13 Data $0000, $0000 ' 14 Data $0444, $4400 ' 15 Data $0000, $0040 ' 16 Data $0000, $0040 ' 17 Data $0000, $0040 ' 18 Data $0444, $4400 ' 19 Data $0000, $0000 ' 20 Data $0444, $4440 ' 21 Data $0400, $4000 ' 22 Data $0400, $4000 ' 23 Data $0044, $0000 ' 24 Data $0000, $0000 ' 25 Data $0444, $4440 ' 26 Data $0404, $0040 ' 27 Data $0404, $0040 ' 28 Data $0400, $0040 ' 29 Data $0000, $0000 ' 30 Data $0444, $4440 ' 31 Data $0400, $4000 ' 32 Data $0400, $4000 ' 33 Data $0400, $4000 ' 34 Data $0044, $0440 ' 35 Data $0000, $0000 ' 36 Data $0000, $0000 ' 37 Data $0000, $0000 ' 38 Data $0222, $2220 ' 39 Data $0200, $2000 ' 40 Data $0200, $2000 ' 41 Data $0022, $0000 ' 42 Data $0000, $0000 ' 43 Data $0222, $2220 ' 44 Data $0000, $0000 ' 45 Data $0200, $0020 ' 46 Data $0020, $0200 ' 47 Data $0002, $2000 ' 48 Data $0020, $0200 ' 49 Data $0200, $0020 ' 50 Data $0000, $0000 ' 51 Data $0222, $2220 ' 52 Data $0202, $0020 ' 53 Data $0202, $0020 ' 54 Data $0200, $0020 ' 55 Data $0000, $0000 ' 56 Data $0222, $2220 ' 57 Data $0000, $0020 ' 58 Data $0000, $0020 ' 59 Data $0000, $0000 ' 60 Data $0000, $0000 ' 61 Data $0000, $0000 ' 62 Data $0111, $1110 ' 63 Data $0101, $0010 ' 64 Data $0101, $0010 ' 65 Data $0101, $0010 ' 66 Data $0010, $1100 ' 67 Data $0000, $0000 ' 68 Data $0111, $1110 ' 69 Data $0100, $1000 ' 70 Data $0100, $1000 ' 71 Data $0100, $1000 ' 72 Data $0011, $0110 ' 73 Data $0000, $0000 ' 74 Data $0011, $1100 ' 75 Data $0100, $0010 ' 76 Data $0100, $0010 ' 77 Data $0100, $0010 ' 78 Data $0011, $1100 ' 79 Data $0000, $0000 ' 80 Data $0010, $0100 ' 81 Data $0101, $0010 ' 82 Data $0100, $1010 ' 83 Data $0010, $0100 ' 84 Data $0000, $0000 ' 85 Data $0000, $0000 ' 86 Data $0000, $0000 ' 87 Data $0000, $0000 ' 88 Data $0000, $0000 ' 89 Data $0000, $0000 ' 90 Data $0000, $0000 ' 91 Data $0000, $0000 ' 92 Data $0000, $0000 ' 93 Data $0000, $0000 ' 94 Data $0000, $0000 ' 95 Level1Data: Data $0000, $000a ' 0 Data $0000, $000a ' 1 Data $0700, $000a ' 2 Data $7700, $000a ' 3 Data $0700, $000a ' 4 Data $0000, $000a ' 5 Data $0000, $000a ' 6 Data $0000, $e00a ' 7 Data $0000, $000a ' 8 Data $0000, $e00a ' 9 Data $00e0, $e00a ' 10 Data $0000, $e00a ' 11 Data $0000, $000a ' 12 Data $0000, $000a ' 13 Data $0000, $000a ' 14 Data $0000, $000a ' 15 Data $7000, $0aaa ' 16 Data $7700, $0aaa ' 17 Data $0700, $000a ' 18 Data $0000, $000a ' 19 Data $0000, $000a ' 20 Data $0000, $aaaa ' 21 Data $0000, $aaaa ' 22 Data $0000, $000a ' 23 Data $0000, $000a ' 24 Data $0000, $aaaa ' 25 Data $0000, $aaaa ' 26 Data $0000, $000a ' 27 Data $0000, $000a ' 28 Data $0000, $aaaa ' 29 Data $0000, $aaaa ' 30 Data $0000, $000a ' 31 Data $0000, $000a ' 32 Data $0000, $e00a ' 33 Data $0000, $000a ' 34 Data $0000, $000a ' 35 Data $0700, $000a ' 36 Data $7700, $000a ' 37 Data $7770, $0000 ' 38 Data $0700, $0000 ' 39 Data $0000, $000a ' 40 Data $0000, $0e0a ' 41 Data $0000, $0e0a ' 42 Data $000e, $000a ' 43 Data $000e, $000a ' 44 Data $000e, $000a ' 45 Data $000e, $000a ' 46 Data $0000, $000a ' 47 Data $0000, $000a ' 48 Data $0000, $0000 ' 49 Data $0000, $0000 ' 50 Data $0000, $0000 ' 51 Data $000e, $000a ' 52 Data $000e, $0e0a ' 53 Data $0000, $000a ' 54 Data $0000, $000a ' 55 Data $0700, $e00a ' 56 Data $7700, $e00a ' 57 Data $7700, $000a ' 58 Data $7000, $000a ' 59 Data $0000, $e00a ' 60 Data $0000, $000a ' 61 Data $00e0, $e00a ' 62 Data $0000, $000a ' 63 Data $0000, $e00a ' 64 Data $0000, $000a ' 65 Data $0000, $000a ' 66 Data $00e0, $000a ' 67 Data $00e0, $000a ' 68 Data $0000, $000a ' 69 Data $0000, $000a ' 70 Data $00e0, $e00a ' 71 Data $00e0, $000a ' 72 Data $0000, $000a ' 73 Data $0000, $000a ' 74 Data $0000, $00ea ' 75 Data $0000, $0eea ' 76 Data $0000, $eeea ' 77 Data $0000, $000a ' 78 Data $0000, $eeea ' 79 Data $0000, $0eea ' 80 Data $0700, $00ea ' 81 Data $7700, $000a ' 82 Data $0700, $000a ' 83 Data $0000, $00ea ' 84 Data $0000, $0eea ' 85 Data $0000, $eeea ' 86 Data $0000, $eeea ' 87 Data $0000, $0000 ' 88 Data $0000, $eeea ' 89 Data $0000, $0eea ' 90 Data $0000, $00ea ' 91 Data $0000, $000a ' 92 Data $0000, $0aaa ' 93 Data $0000, $0aaa ' 94 Data $0000, $000a ' 95 Data $0000, $000a ' 96 Data $0000, $e00a ' 97 Data $0000, $e00a ' 98 Data $0000, $000a ' 99 Data $0000, $000a ' 100 Data $0000, $00ea ' 101 Data $0000, $0eea ' 102 Data $0000, $eeea ' 103 Data $000e, $eeea ' 104 Data $0000, $000a ' 105 Data $0000, $000a ' 106 Data $0000, $000a ' 107 Data $0000, $000a ' 108 Data $0000, $000a ' 109 Data $0700, $000a ' 110 Data $7770, $000a ' 111 Data $7770, $000a ' 112 Data $0700, $e66a ' 113 Data $000e, $e66a ' 114 Data $000e, $e00a ' 115 Data $000e, $eeea ' 116 Data $0000, $eeea ' 117 Data $0000, $000a ' 118 Data $0000, $000a ' 119 Level2Data: Data $9999, $9999 ' 0 Data $0000, $0009 ' 1 Data $0000, $0009 ' 2 Data $0000, $0009 ' 3 Data $0000, $0009 ' 4 Data $0000, $0009 ' 5 Data $0000, $e009 ' 6 Data $9000, $e009 ' 7 Data $9000, $e009 ' 8 Data $9000, $e009 ' 9 Data $9000, $0009 ' 10 Data $9000, $0009 ' 11 Data $9000, $0099 ' 12 Data $9000, $0009 ' 13 Data $9000, $0999 ' 14 Data $9000, $0009 ' 15 Data $9000, $9999 ' 16 Data $9000, $0009 ' 17 Data $9000, $9999 ' 18 Data $9000, $0009 ' 19 Data $9000, $0999 ' 20 Data $9000, $0009 ' 21 Data $9000, $0009 ' 22 Data $9000, $0009 ' 23 Data $9009, $9009 ' 24 Data $9000, $9009 ' 25 Data $9009, $9009 ' 26 Data $9009, $0009 ' 27 Data $9009, $9009 ' 28 Data $9000, $9009 ' 29 Data $9009, $9009 ' 30 Data $9000, $0009 ' 31 Data $9000, $0009 ' 32 Data $9099, $0009 ' 33 Data $9999, $9909 ' 34 Data $9900, $9909 ' 35 Data $9000, $0009 ' 36 Data $9900, $9009 ' 37 Data $9900, $9009 ' 38 Data $9999, $9009 ' 39 Data $9000, $0009 ' 40 Data $9900, $0009 ' 41 Data $9999, $9009 ' 42 Data $9000, $9009 ' 43 Data $9009, $9009 ' 44 Data $9000, $0009 ' 45 Data $9009, $9909 ' 46 Data $9009, $9909 ' 47 Data $9000, $0009 ' 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$0000, $9000 ' 92 Data $0000, $9000 ' 93 Data $0000, $9000 ' 94 Data $0000, $0000 ' 95 Data $0000, $0000 ' 96 Data $0e00, $00e0 ' 97 Data $0e00, $00e0 ' 98 Data $0000, $0000 ' 99 Data $0000, $0000 ' 100 Data $9000, $0099 ' 101 Data $9000, $0099 ' 102 Data $9000, $0099 ' 103 Data $9000, $0099 ' 104 Data $9000, $0099 ' 105 Data $9000, $0099 ' 106 Data $9000, $0099 ' 107 Data $9000, $0099 ' 108 Data $9000, $0099 ' 109 Data $9000, $0099 ' 110 Data $9000, $0009 ' 111 Data $9000, $0009 ' 112 Data $9000, $9119 ' 113 Data $9009, $9119 ' 114 Data $9009, $9009 ' 115 Data $9009, $9999 ' 116 Data $9000, $9999 ' 117 Data $9000, $0009 ' 118 Data $9999, $9999 ' 119 Level3Data: Data $0000, $000e ' 0 Data $7000, $000e ' 1 Data $7700, $000e ' 2 Data $0700, $000e ' 3 Data $0000, $000e ' 4 Data $0000, $000e ' 5 Data $0000, $000e ' 6 Data $0007, $000e ' 7 Data $0077, $000e ' 8 Data $0007, $000e ' 9 Data $0000, $000e ' 10 Data $0000, $0000 ' 11 Data $0000, $00a0 ' 12 Data $0000, $00a6 ' 13 Data $7000, $00a0 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