set romsize 8k dim FirePressedBit0 = b dim Clock = c COLUPF=$0F score = 0 Clock = 0 scorecolor = $0F dim rand16 = d playfield: ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ end CTRLPF = $05 missile1x=0:missile1y=80:missile1height=255 ENAM0 = 2 COLUPF = $F6 player0: %11000011 %11100111 %01111110 %00111100 %00111100 %00011000 end player0x = 77 player0y = 88 SubMainLoop Clock = Clock + 1 if !joy0fire then FirePressedBit0{0} = 0 if FirePressedBit0{0} then goto ___skip_increment_score if !joy0fire then goto ___skip_increment_score FirePressedBit0{0} = 1 score = score + 1 ___skip_increment_score if joy0left then player0x = player0x - 2 if joy0right then player0x = player0x + 2 pfscroll down COLUP0=$0A COLUP1=$0A drawscreen temp1 = (rand&31) if playfieldpos = 8 && Clock{3} then pfpixel temp1 11 on ; every other line if playfieldpos = 7 then var40=0 : var41=0 : var42=0 : var43=0 goto SubMainLoop bank 2 vblank asm lda #$ff sta HMM1 lda #$c0 sta WSYNC sta HMOVE sleep 5 sta HMM1 end if Clock{0} then missile1x=missile1x+18 else missile1x=missile1x+16 if missile1x>200 then missile1x=missile1x+160 if missile1x>159 then missile1x=missile1x-160 return