rem Generated 2/6/2019 3:28:21 PM by Visual bB Version 1.0.0.568 rem ********************************** rem * * rem * * rem * * rem * * rem * * rem ********************************** set smartbranching on set tv ntsc set kernel_options pfcolors def Level_Pointer=a rem scroll level in Level_Pointer=0 PopulateScreen rem make pfcolors black so we don't see the start of the level scroll in pfcolors: $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 end gosub scrollleft drawscreen if Level_Pointer<32 then PopulateScreen GameLoop rem Now colorize and show pfcolors: $84 $86 $86 $88 $88 $8A $8A $8C $8C $8E $8E end if joy0right && Level_Pointer<128 then gosub scrollleft if joy0left && Level_Pointer>32 then gosub scrollright drawscreen goto GameLoop scrollleft pfscroll left x=Level_Pointer*2 y=Level1[x] x=x+1 z=Level1[x] if y{0} then var3 = var3 | 128 else var3 = var3 & 127 if y{1} then var7 = var7 | 128 else var7 = var7 & 127 if y{2} then var11 = var11 | 128 else var11 = var11 & 127 if y{3} then var15 = var15 | 128 else var15 = var15 & 127 if y{4} then var19 = var19 | 128 else var19 = var19 & 127 if y{5} then var23 = var23 | 128 else var23 = var23 & 127 if y{6} then var27 = var27 | 128 else var27 = var27 & 127 if y{7} then var31 = var31 | 128 else var31 = var31 & 127 if z{0} then var35 = var35 | 128 else var35 = var35 & 127 if z{1} then var39 = var39 | 128 else var39 = var39 & 127 if z{2} then var43 = var43 | 128 else var43 = var43 & 127 Level_Pointer=Level_Pointer+1 return scrollright pfscroll right x=(Level_Pointer-32)*2 y=Level1[x] x=x+1 z=Level1[x] if y{0} then var0 = var0 | 128 else var0 = var0 & 127 if y{1} then var4 = var4 | 128 else var4 = var4 & 127 if y{2} then var8 = var8 | 128 else var8 = var8 & 127 if y{3} then var12 = var12 | 128 else var12 = var12 & 127 if y{4} then var16 = var16 | 128 else var16 = var16 & 127 if y{5} then var20 = var20 | 128 else var20 = var20 & 127 if y{6} then var24=var24 | 128 else var24=var24 & 127 if y{7} then var28 = var28 | 128 else var28 = var28 & 127 if z{0} then var32 = var32 | 128 else var32 = var32 & 127 if z{1} then var36 = var36 | 128 else var36 = var36 & 127 if z{2} then var40 = var40 | 128 else var40 = var40 & 127 Level_Pointer=Level_Pointer-1 return rem Put your level data table between "data Level1" and "end". Don't forget to indent each data line with a space! data Level1 0,4,0,4,0,4,0,4,0,4,0,4,0,4,0,4,0,4,0,4,0,4,0,4,0,4,0,4,0,4,0,4 64,4,36,4,36,4,36,4,36,4,36,4,66,4,129,4,129,4,129,4,129,4,129,4,64,4,0,4,0,4,0,4 0,4,0,4,0,12,0,12,128,7,128,7,128,7,0,12,8,4,8,4,8,4,8,4,8,4,8,4,8,4 0,12,128,7,128,7,128,7,0,12,0,12,0,12,0,12,0,12,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,28,0,28,0,28,0,28,0,28,32,12,32,12,32,12,32,12,64,12,0,4,4,4,4,4,4,4,4,4,4,4,4,4 4,4,36,4,36,4,32,4,32,4,32,4,32,4,0,4,0,4,0,4,0,4,128,4,128,4 128,4,128,4,32,4,32,4,32,4,0,12,0,12,0,12,0,0,8,24,8,24,8,24,8,24,8,24,8,24,8,24 0,0,0,0,0,0,0,0,0,4,0,4,0,4,0,4,0,4,0,7,0,7,0,7,0,4,0,4,0,4,0,4 end