set kernel_options no_blank_lines player1colors set romsize 16k beginning player1x=16 : player1y=48 s{0}=1 AUDV1=0 r=0 : e{0}=0 : a=0 : b=0 : c=0 d=0 : f=0 : g=0 : h=0 : q=0 i=6 : j=0 : t=0 : n{0}=0 : u=0 data ts_notes_no_0 20, 23, 24, 23, 20 31, 28, 24, 28, 31 20, 23, 24, 23, 20, 24, 20 31, 28, 24, 28, 31, 24, 31 end data ts_notes_length 10, 10, 10, 10, 120 10, 10, 10, 10, 120 10, 10, 10, 10, 10, 10, 120 10, 10, 10, 10, 10, 10, 120 end data ts_notes_length_1 10, 10, 10, 10, 120 10, 10, 10, 10, 120 10, 10, 10, 10, 10, 10, 120 10, 10, 10, 10, 10, 10, 120 end data ts_notes_no_1 15, 17, 18, 17, 15 23, 20, 18, 20, 23 15, 17, 18, 17, 15, 18, 15 23, 20, 18, 20, 23, 18, 23 end player1color: 46 46 48 64 64 118 60 60 118 118 end beginning_2 NUSIZ1=$00 : CTRLPF=$01 if t>8 then t=0 if t<4 then player1: %00110100 %00101000 %00101000 %10111010 %01111100 %00111000 %00111100 %00101000 %01111100 %00111000 end if t>4 then player1: %10000011 %11000110 %01101100 %10111010 %01111100 %00111000 %00111100 %00101000 %01111100 %00111000 end a=a+1 if a=50 && !e{0} then e{0}=1 if a>ts_notes_length[b] then a=0 : c=c+1 : b=b+1 if c>23 then c=0 : b=0 if e{0} then f=f+1 if f>ts_notes_length_1[g] then f=0 : d=d+1 : g=g+1 if d>23 then d=0 : g=0 if e{0} then j=6 n{1}=0 AUDF0=ts_notes_no_0[c] : AUDV0=i : AUDC0=12 if e{0} then AUDF1=ts_notes_no_1[d] : AUDC1=5 : AUDV1=j if s{0} then REFP1=0 else REFP1=8 if r>0 && s{0} then player1x=player1x+1 : t=t+1 if player1x>136 then s{0}=0 : t=0 if player1x<16 then s{0}=1 : t=0 if r>0 && !s{0} then player1x=player1x-1 : t=t+1 if switchrightb then u{0}=1 else u{0}=0 drawscreen q=q+1 if q>60 then q=0 : r=r+1 if r=0 then playfield: ................................ ................................ ................................ ......XXX..XXX...XXXX.X...X..... ........X.X...X.X.....X..X...... ........X.XXXXX.X.....XXX....... ....X...X.X...X.X.....X..X...... ....XXXXX.X...X..XXXX.X...X..... ................................ ................................ ................................ end if r=1 then playfield: ........XXX..X...X.XXXX......... .......X...X.XX..X.X...X........ .......XXXXX.X.X.X.X...X........ .......X...X.X..XX.X...X........ .......X...X.X...X.XXXX......... ................................ .......XXXXX.X...X.XXXXX........ .........X...X...X.X............ .........X...XXXXX.XXX.......... .........X...X...X.X............ .........X...X...X.XXXXX........ end if r=2 then playfield: .XXXX..XXXXX..XXX..X...X........ .X...X.X.....X...X.XX..X........ .XXXX..XXX...XXXXX.X.X.X.XXXXX.. .X...X.X.....X...X.X..XX........ .XXXX..XXXXX.X...X.X...X........ ................................ ..XXXX.XXXXX..XXX..X.....X...X.. .X.......X...X...X.X.....X..X... ..XXX....X...XXXXX.X.....XXX.... .....X...X...X...X.X.....X..X... .XXXX....X...X...X.XXXXX.X...X.. end if r>2 then r=0 COLUPF=196 : COLUBK=0 : lifecolor=0 player0x=0 : player0y=0 const noscore=1 if joy0up then o{0}=1 if !joy0up && o{0} then o{0}=1 if joy0down && o{0} then goto password_screen bank4 if joy0fire then goto level_1 goto beginning_2 level_1 AUDV0=0 : AUDV1=0 player0: %00110110 %00010010 %00010010 %00010010 %00011110 %00011111 %10011111 %11111110 %10011110 %10101011 %00111110 %00011111 end a=0 : b=0 : c=0 : lives=160 : d{2}=0 g=0 : h=0 : i=0 : d{0}=1 lives_beans lives: %00000000 %00111100 %01111110 %01111110 %01111110 %01100110 %00000000 %00000000 end data song_notes_level_1 23, 19, 17, 15, 14, 15, 17, 20, 26 23, 20, 19, 23, 23, 24, 23, 20, 24, 31 23, 19, 17, 15, 14, 15, 17, 20, 26 23, 20, 19, 20, 23, 24, 28, 24, 23, 23 end data length_level_1 20, 40, 20, 30, 10, 20, 40, 20, 30 10, 20, 40, 20, 30, 10, 20, 40, 20, 40 20, 40, 20, 30, 10, 20, 40, 20, 30 10, 20, 30, 10, 20, 30, 10, 20, 60, 40 end player1y=72 next_screen a=a+1 p1pos drawscreen get_p0y player0y=rand if player0y<8 then goto get_p0y if player0y>80 then goto get_p0y player0x=80 parts_of_level_1 drawscreen player1x=12 if a>10 then goto parts_of_level_1_a if a=1 then goto part_1 if a=2 then goto part_2 if a=3 then goto part_3 if a=4 then goto part_4 if a=5 then goto part_5 if a=6 then goto part_6 if a=7 then goto part_7 if a=8 then goto part_8 if a=9 then goto part_9 if a=10 then goto part_10 parts_of_level_1_a if a=11 then goto part_11 if a=12 then goto part_12 if a=13 then goto part_13 if a=14 then goto part_14 if a=15 then goto part_15 if a=16 then goto part_16 if a=17 then goto part_17 if a=18 then goto part_18 if a=19 then goto part_19 if a=20 then goto part_20 if a=21 then goto level_2_cut_scene part_1 playfield: ....XXXXX...............XXXX... ...XXXXXX..............XXXXXX.. ....XXXXX..............XXXXXX.. ...XXXXXX.....XXXX.....XXXXXX.. .............XXXXXX............ .............XXXXXX............ .............XXXXXX............ ...XXXXX......XXXX......XXXXX.. ....XXXX...............XXXXXXX. ....XXXX................XXXXX.. ....XXXXX.............XXXXXXX.. end goto level_1_mechanics part_2 playfield: ...............X............... ...............X............... ......XXXXX....X....XXXXX...... .......XXXX....X....XXXX....... .XX.....XXXX.......XXXXX....... .XXX...XXXX.........XXXX...XXX. .XXX....XXXX........XXXX...XXXX .......XXXX....X....XXX........ ........XXX....X...XXXXX....... ...............X............... ...............X............... end goto level_1_mechanics part_3 playfield: ...............X............... ...............X............... ....XXXXXXXXXXXXXXXXXXXXXXX.... ...........XXXXXXXXX........... ...........XXXXXXXXX........... ....XXXX......XXX......XXXX.... ....XXXX......XXX......XXXX.... ............................... ............................... ....XXXXXXXXXXXXXXXXXXXXXXX.... ....XXXXXXXXXXXXXXXXXXXXXXX.... end goto level_1_mechanics part_4 playfield: ...........X.......X........... ...XXXXX...X.......X...XXXXX... ...........X.......X........... ...........X...X...X........... .......X.......X.......X....... .......X.......X.......X....... .......X.......X.......X....... ...........X...X...X........... ...........X.......X........... ...XXXXX...X.......X...XXXXX... ...........X.......X........... end goto level_1_mechanics part_5 playfield: .....X.......X.......X.......X. .....X.......X.......X.......X. .....X...X...X...X...X...X...X. .....X...X.......X.......X...X. .....X...X.......X.......X...X. .....X...XXXXXXXXXXXXXXXXX...X. .....X........X..............X. .....X........X..............X. .....XXXXXX...X....XXXXXXXXXXX. ..............X................ ..............X................ end goto level_1_mechanics part_6 playfield: ....X................X........X. ....X................X........X. ....X....XXXXXXXX....X....X...X. ....X....X......X....X....X...X. .........X......X.........X...X. .......XXX......XXX.......X...X. .........X......X.....XXX.....X. ....X....X......X....X........X. ....X....XXXXXXXX....X.....XXXXX ....X................X.......... ....X................X.......... end goto level_1_mechanics part_7 playfield: ..X.................X........... ..X.................X........... ..X....X...XXXXXX...X...XXXXXX.. ..X....X.......XX...X........X.. ..X....X.......XX...X........X.. ..X....XXXXX...XX...XXXXX....X.. ..X........X...XX.......X....X.. ..X........X...XX.......X....X.. ..XXXXXX...X...XXXXXX...X....X.. ...........X.................X.. ...........X.................X.. end goto level_1_mechanics part_8 playfield: .........................X...... .........................X...... ...XXXXXXXX...XXXXXXXX...X...XXX ..............X..........X...X.. ..............X..........X...X.. ...XXXXXXXXXXXX...XXXXXXXX...X.. ...X..............X..........X.. ...X..............X..........X.. ...X....XXXXXXXXXXX....XXX...X.. ...X.........................X.. ...X.........................X.. end goto level_1_mechanics part_9 playfield: .............................X.. .............................X.. ...XXXXXXXXXXXXXXXXXXXXXX....X.. ...X.........................X.. ...X.........................X.. ...X...XXXXXXXXXXXXXXXXXXXXXXX.. ...X..........X.........X....... ...X..........X.........X....... ...XXXXXXX....X....X....X....X.. .........X.........X.........X.. .........X.........X.........X.. end goto level_1_mechanics part_10 playfield: ...........X.......XXXX......XX. ...........X..........X.......X. ...........X....X.....X...X...X. ..XXXXXX...X....X.....X...X...X. ................X.........X...X. ...............XXXXX......X...X. .................X........X...X. ..XXXXXX...X.....X....XXXXX...XX ...........X.....X....X......... ...........X..........X......... ...........XXXX.......XXXXXXXXXX end goto level_1_mechanics part_11 playfield: ........X.......X.......X....... ........X.......X.......X....... ................................ ..XXX......XXX.....XXX.....XXX.. ................................ ........X.......X.......X....... ........X.......X.......X....... ..XXX......XXX.....XXX.....XXX.. ................................ ........X.......X.......X....... ........X.......X.......X....... end goto level_1_mechanics part_12 playfield: ....X......................X.... ....X......................X.... ....X......................X.... ....X...XXXXXXX...XXXXXX...X.... ........X..............X........ ........X..............X........ ........X..............X........ ....X...XXXXXXX...XXXXXX...X.... ....X......................X.... ....X......................X.... ....X......................X.... end goto level_1_mechanics part_13 playfield: ......X.............XXXXXXXXXXXX ......X...........X.......X..... ......X.........X.........X..... ......X.......X...........X...X. ......X.....X.......X.....X...X. ......X...X.......X.......X...X. ......X.X.......X.......XX...X.. ......X.......X.......XX.....X.. ....XX......XX......XX.......X.. ..........XX.................X.. ........XX...................X.. end goto level_1_mechanics part_14 playfield: ........X.......X.......X....... ........X.......X.......X....... ....X...X...X...X...X...X...X... ....X...X...X...X...X...X...X... ....X...X...X...X...X...X...X... ....X...X...X...X...X...X...X... ....X...X...X...X...X...X...X... ....X...X...X...X...X...X...X... ....X...X...X...X...X...X...X... ....X.......X.......X.......X... ....X.......X.......X.......X... end goto level_1_mechanics part_15 playfield: ..XXXXXXX......XXXXXXXXXXXXXXX.. ........X......X.......X.....X.. ........XXXXXXXX.......X.....X.. ...X...X.......X...X......X..... ...X...X.......X...X......X..... ...X...X...X...X...XXXXXXXXXXX.. ...X...X...X...X.............X.. ...X...X...X...X.............X.. ...X...X...X...XXXXXXXXXXX...X.. ...........X.................X.. ...........X.................X.. end goto level_1_mechanics part_16 playfield: .........X...........XX.......X. .........X...........XX.......X. .....XXXXX...XXXXX...XX...X...X. .........X.......X........X...X. .........X.......X........X...X. .....X...XXXXX...XXXXXXXXXX...X. .....X.......X......X.........X. .....X.......X......X.........X. .....XXXXX...XXXX...X...XXXXXXX. .....XXXXX..........X........... .....XXXXX..........X........... end goto level_1_mechanics part_17 playfield: ............XX.................. ...............X.....XXX........ ......XXX........XX.........X... ................................ ...XX.......XXX................. .......................XXX....X. ..................XX............ .....XXXXXX..................... .............XX..........XXX.... ...XX...........XX..XXXX.....X.. ................................ end goto level_1_mechanics part_18 playfield: ....X......XX......XX......X.... ....X....XX..........XX....X.... ....X..XX..............XX..X.... ....XXX........XX........XXX.... .............XX..XX............. ...........XX..XX..XX........... .............XX..XX............. ....XXX........XX........XXX.... ....X..XX..............XX..X.... ....X....XX..........XX....X.... ....X......XX......XX......X.... end goto level_1_mechanics part_19 playfield: ....X.........X................. ....X.........X................. ....X..XXXXX..X..XXXXXXXXXXXXX.. ....X......X.....X.....X.....X.. ....X......X.....X.....X.....X.. ....XXXXX..XXXXXXX..X..X..X..X.. ........X...........X.....X..X.. ........X...........X.....X..X.. ....X...XXXXXXXXXXXXXXXXXXX..X.. ....X........................X.. ....X........................X.. end goto level_1_mechanics part_20 playfield: ...X.......X.......X............ ...X.......X.......X............ ...X...X...X...X...X...XXX...... ...X...X.......X.......X..X..... ...X...X.......X.......X...X.... ...X...XXXXXXXXXXXXXXXXX....X... ...X...................X...X.... ...X...................X..X..... ...XXXXXXXXXXXXXXXXX...XXX...... ................................ .......................X........ end goto level_1_mechanics level_1_mechanics if q>8 then q=0 if q<4 then player1: %00110100 %00101000 %00101000 %10111010 %01111100 %00111000 %00111100 %00101000 %01111100 %00111000 end if q>4 then player1: %10000011 %11000110 %01101100 %10111010 %01111100 %00111000 %00111100 %00101000 %01111100 %00111000 end rem MUSIC if !d{2} then AUDV1=k : AUDC1=12 : AUDF1=song_notes_level_1[g] if !d{2} then h=h+1 if h>length_level_1[i] then h=0 : i=i+1 : g=g+1 if i>37 then i=0 : g=0 if switchleftb then k=6 else k=0 if g=12 && h>18 then k=0 if g=36 && h>58 then k=0 if g=37 && h>38 then k=0 COLUPF=204 : COLUBK=196 : lifecolor=48 : COLUP0=242 : NUSIZ1=$00 if lives<32 then goto beginning if switchreset then goto beginning if player1x>140 then player1x=12 : drawscreen : goto next_screen if joy0left && !d{2} && player1x>12 then q=q+1 : x=255 : d{0}=0 if joy0right && !d{2} then q=q+1 : x=1 : d{0}=1 if !d{2} && !joy0left && !joy0right && !joy0up && !joy0down then q=0 if joy0up && player1y>12 && !d{2} then q=q+1 : y=255 if joy0down && player1y<88 && !d{2} then q=q+1 : y=1 player1x=player1x+x : player1y=player1y+y drawscreen NUSIZ0=$00 if d{2} then AUDV1=0 : e=e+1 if d{2} && e<60 then AUDV0=6 : AUDC0=3 : AUDF0=15 : goto level_1_mechanics if d{2} && e>60 && !n{0} then lives=lives-32 if d{2} && e>60 then AUDV0=0 : e=0 : d{2}=0 : g=0 : h=0 : i=0 : goto p1pos if collision(player1,playfield) then q=0 : player1x=player1x-x : player1y=player1y-y c=c+1 if c=6 then c=0 : b=0 if u{0} then goto random else goto smart random if b=0 then b=(rand/32)+1 if b=1 && !d{2} then player0x=player0x+1 : d{1}=0 if b=2 && !d{2} then player0x=player0x-1 : d{1}=1 if b=3 && !d{2} then player0y=player0y+1 if b=4 && !d{2} then player0y=player0y-1 if player0x>110 then b=2 if player0x<30 then b=1 if player0y<8 then b=3 if player0y>86 then b=4 goto main_2 smart if c=0 && player0x<=player1x && player0y>player1y && !d{2} then player0x=player0x+1 : player0y=player0y-1 : d{1}=0 if c=0 && player0x<=player1x && player0y<=player1y && !d{2} then player0x=player0x+1 : player0y=player0y+1 : d{1}=0 if c=0 && player0x>player1x && player0y>player1y && !d{2} then player0x=player0x-1 : player0y=player0y-1 : d{1}=1 if c=0 && player0x>player1x && player0y<=player1y && !d{2} then player0x=player0x-1 : player0y=player0y+1 : d{1}=1 main_2 if collision(player1,player0) then d{2}=1 if d{0} then REFP1=0 else REFP1=8 if d{1} then REFP0=0 else REFP0=8 x=0 : y=0 goto level_1_mechanics level_2_cut_scene playfield: ............................... ............................... ................XX............. ................XX............. ................XX............. .......XXXXXXXXXXXXXXX......... ........XX..XXXXX..XX.......... ........XX..XXXXX..XX.......... ........XXXXXX..XXXXX.......... ........XXXXXX..XXXXX.......... XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end player0: %00111100 %01111110 %01111110 %01111110 %01111110 %00111100 end player1: %00010100 %00101000 %00010100 end player1color: 48 48 48 end player0x=30 : player0y=10 : player1x=0 : player1y=0 g=174 : j=10 : e{0}=0 : e{2}=0 : e{4}=1 e{3}=0 : e{1}=0 : h=0 : k=30 : CTRLPF=$01 : e{5}=0 g=174 level_2_cutscene_main AUDV0=0 : AUDV1=0 pfvline 25 j 10 on NUSIZ0=$00 : NUSIZ1=$00 COLUP0=k : COLUP1=48 : COLUBK=g : COLUPF=180 : lifecolor=g drawscreen f=f+1 if e{4} && f>60 then f=0 : e{4}=0 : e{3}=1 : player1y=56 : player1x=85 if e{3} then player1x=player1x+1 : player1y=player1y+1 if e{3} && player1y>85 then player1y=0 : player1x=0 : f=0 : e{3}=0 : e{0}=1 if e{0} then player0y=player0y+1 : CTRLPF=$05 if e{0} && f=10 then g=g-2 : f=0 if e{0} && player0y=88 then e{0}=0 : e{1}=1 if e{1} && f>60 then f=0 : j=j-1 if e{1} && j=0 then e{1}=0 : e{2}=1 : f=0 if e{2} then player0y=player0y-1 if e{2} && f=10 then f=0 : g=g+2 if e{2} && g=174 then e{2}=0 : e{5}=1 if e{5} && f>60 then f=0 : drawscreen : goto level_2 bank2 if switchreset then goto beginning goto level_2_cutscene_main rem -----------------------------END OF BANK 1------------------------------- bank 2 level_2 s=0 : v=0 data song_notes_level_2_1 29, 29, 22, 19, 17, 17, 17, 16, 26, 26, 19 22, 23, 23, 23, 23, 26, 23, 22, 29, 22 end data length_notes_level_2_1 20, 20, 20, 20, 40, 10, 10, 20, 20, 20, 40 20, 20, 20, 20, 20, 20, 20, 40, 20, 40 end player1x=106 : player1y=84 a=1 : f{0}=0 : lives=160 lives: %01100110 %00100100 %00011000 %00011000 %01111110 %00011000 %00011100 %00011000 end player1color: 46 46 48 64 64 64 60 60 118 118 118 end level_2_screens NUSIZ0=$00 drawscreen if a>10 then goto level_2_screens_part_2 if a>20 then goto level_2_screens_part_3 if a=1 then goto screen_1_level_2 if a=2 then goto screen_2_level_2 if a=3 then goto screen_3_level_2 if a=4 then goto screen_4_level_2 if a=5 then goto screen_5_level_2 if a=6 then goto screen_6_level_2 if a=7 then goto screen_7_level_2 if a=8 then goto screen_8_level_2 if a=9 then goto screen_9_level_2 if a=10 then goto screen_10_level_2 level_2_screens_part_2 if a=11 then goto screen_11_level_2 if a=12 then goto screen_12_level_2 if a=13 then goto screen_13_level_2 if a=14 then goto screen_14_level_2 if a=15 then goto screen_15_level_2 if a=16 then goto screen_16_level_2 if a=17 then goto screen_17_level_2 if a=18 then goto screen_18_level_2 if a=19 then goto screen_19_level_2 if a=20 then goto screen_20_level_2 level_2_screens_part_3 if a=21 then goto screen_21_level_2 if a=22 then goto screen_22_level_2 if a=23 then goto screen_23_level_2 if a=24 then goto screen_24_level_2 if a=25 then goto screen_25_level_2 if a=26 then goto screen_26_level_2 if a=27 then goto screen_27_level_2 if a=28 then goto screen_28_level_2 if a=29 then goto screen_29_level_2 if a=30 then goto screen_30_level_2 if a=31 then goto level_3_cutscene screen_1_level_2 playfield: ......................XXX...... ......................XXX...... ......................XXX...... ......................XXX...... ......................XXX...... ......................XXX...... ......................XXX...... ......................XXX...... ......................XXX...... ......................XXX...... XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end goto bird_y screen_2_level_2 playfield: ...............XXXX...XXX...... ...............XXXX...XXX...... ...............XXXX...XXX...... .........XXXXXXXXXX...XXX...... ...............XXXX...XXX...... ...............XXXX...XXX...... ................XXXX..XXX...... .................XXXXXXXX...... ...................XXXXXX...... ......................XXX...... ......................XXX...... end goto bird_y screen_3_level_2 playfield: ..........XXXX....XXXX......... ..........XXXX....XXXX......... ..........XXXX....XXXX......... ..........XXXX....XXXX......... ...........XXXXXXXXXX.......... ..............XXXX............. ..............XXXX............. ..............XXXX...XXX....... ..............XXXX...XXX....... ...............XXXX..XXX....... ...............XXXX..XXX....... end goto bird_y screen_4_level_2 playfield: ...........XXX........XXX...... ...........XXX........XXX...... ...........XXX........XXX...... ...........XXX........XXX...... ...........XXXXX..XXXXX........ ............XXXXXXXXX.......... ..............XXXX............. .............XXXXXX............ ...........XXXX..XXXX.......... ..........XXXX....XXXX......... ..........XXXX....XXXX......... end goto bird_y screen_5_level_2 playfield: ..............XXX.............. ..............XXX.............. ............XXXXXX............. ...........XXXX................ ............XXXX............... ............XXX................ ............XXX................ ...........XXXXXXXXXX.......... ...........XXXXXXXXXXXX........ ...........XXX.......XXX....... ...........XXX........XXX...... end goto bird_y screen_6_level_2 playfield: ........................XXX.... ........................XXX.... .........................XXX... .........................XXX... ........................XXX.... ...............XXX.......XXX... ..............XXX.......XX..... ..............XXX.......XXX.... ...............XXX.......XXX... ..............XXXX............. ..............XXX.............. end goto bird_y screen_7_level_2 playfield: .........................XXXX... ...........XXXXXXXXXXXXXXXXX.... ..........XXX................... .........XXX.................... .........XXX......XXXXXXXXXX.... ........XXX......XXX......XXX... .........XXX......XXX.....XXX... .........XXX.....XXX.......XXX.. ........XXXXXXXXXXX........XXX.. ..........................XXX... .........................XXX.... end goto bird_y screen_8_level_2 playfield: .........................XXXX... .........................XXXX... .......................XXXXX.... .........XXXXXXXXXXXXXXXXXX..... ........XXX..................... ..........XXX................... .........XXXXXXXXXXXXXX......... .................XXXXXX......... .........................XXXX... .........................XXXX... .........................XXXX... end goto bird_y screen_9_level_2 playfield: .........XXXX................... .........XXXX................... .........XXXXXXXXXXXXXXXXXXXX... .........XXXX....XXXX....XXXX... .........XXXX....XXXX....XXXX... .........XXXXXXXXXXXXXXXXXXXX... .........XXXX....XXXX....XXXX... .........XXXX....XXXX....XXXX... .........XXXXXXXXXXXXXXXXXXXX... .........................XXXX... .........................XXXX... end goto bird_y screen_10_level_2 playfield: ...................XXXX......... ............XXXXXXXXXX.......... ............X................... ............X................... ............XXXXXXX............. ..............XXXX.............. .............XXXXXXX............ ...................X............ ...................X............ ..........XXXXXXXXXX............ .........XXXX................... end goto bird_y screen_11_level_2 playfield: ...........................XXXX. .........................XXXX... .......................XXXX..... .............XXXX....XXXX....... .............XXXX............... .............XXXX............... ..............XXXXXXX....XXXX... .........................XXXX... .........................XXXX... .....................XXXXXXXX... ...................XXXX......... end goto bird_y screen_12_level_2 playfield: ........XXX.........XXX......... ........XXX.........XXX......... ........XXX.........XXX......... ........XXX.........XXX......... ........XXX.........XXX......... ........XXX.........XX.......... ........XXX.....X...XX.......... ........XXX...XXX............... ..............XXX............... ................XXXXXXXX...XXXX. ...........................XXXX. end goto bird_y screen_13_level_2 playfield: ................XXX............. ................XXX............. ...................X............ ......................XXX....... .....................XXX........ ................XXXXXXXX........ ............XX.................. ..........XXXX.................. ........XXXXXXXXX............... ........XXX.........XXX......... ........XXX.........XXX......... end goto bird_y screen_14_level_2 playfield: .................XXX............ .................XXX............ .........XXXXXXXXXX............. .........XX..................... .........XX..............XXX.... ........XX...............XXX.... ........XXX.....XXX......XXX.... ..........XXX............XXX.... ......................XXX....... ...................XXX.......... ................XXX............. end goto bird_y screen_15_level_2 playfield: ...........................XXX.. ...........................XXX.. .............XXXXXX.........XX.. ...........XXX.............XX... ..........XXX..............XXX.. ..........XXX..............XXX.. ...........XX................... .............XX................. ..............XXX............... ................XX.............. .................XXX............ end goto bird_y screen_16_level_2 playfield: ...........................XXX.. ........................XXX..... ...............XXX...XXX........ .........XXX...XXX.............. .........XXX.................... ................................ ............XXX......XXX........ ............XXX......XXX........ ............XXX......XXX........ ........................XXX..... ...........................XXX.. end goto bird_y screen_17_level_2 playfield: ............................XX.. ...........XXX.............XXX.. ...........XXX..............XX.. ...........XXX.....XXXXXXX.XXX.. .........XXX.................... ........XX...................... .......XXX.........XXXXXXX...... ..........XXX..............XXX.. ..........XXX..............XXX.. ............XXXX...........XXX.. ...........................XXX.. end goto bird_y screen_18_level_2 playfield: ...........................XXX.. .................XX........XX... ..........XXXXXXX...........XX.. .........XX.........XXXX...XXX.. .......XXX.................XXX.. .....XXXX....................... .......XXXXXXX......XXXXX....... ...........XXXX....XXXX.XXXX.... ............XXX...XXXX...XXXXX.. ..............XXXXXX......XXXX.. ...........................XXX.. end goto bird_y screen_19_level_2 playfield: .........................XX..... .......................XXXX..... ............XXXXXXXXXXXXX....... ...........XX................... ..........XX.................... ........XXX............XXX....X. ..........X..................XX. .........XX.................XX.. .........XX.................XX.. .........XX...............XXX... .........XXXXXXXX..........XXX.. end goto bird_y screen_20_level_2 playfield: ..........................XXX... ..........XXXXXXXXXXXXXXXXXX.... ........XXXX.................... .......XXX...................... ......XXX............XXX........ ......XXX.....XXXX..XXX......... ....XXX.............XXX......... ...XXX...............XXXXXX..... ..........................XX.... .........................XXX.... .........................XX..... end goto bird_y screen_21_level_2 playfield: ...............XXX.............. .................XXXXXXXXXXXX... ..........................XXX... ..........................XXX... ..........XXX........XXXXXXXX... ..........XXX.....XXXXX......... ...........XX................... ..........XXX.............XXX... ..........XXX.............XXX... ...........XXXXXXXXXXX....XXX... ..........................XXX... end goto bird_y screen_22_level_2 playfield: ...............XXX.............. ...............XXX..........XXX. ...............XXX..........XXX. ..................XXX.......XXX. ............................XXX. ............................XXX. ..................XXX.......XXX. ..................XXX.......XXX. ..................XXX.......XXX. ..................XXX.......XXX. ...............XXX..........XXX. end goto bird_y screen_23_level_2 playfield: ............................XXX. ............................XXX. ........XXXXXXXXXXXXXXX.....XXX. .......XXX..................XXX. ......XXX...................XXX. ......XXX...........XXX......... ......XXX..........XXX.......... .......XXX........XXX........... ........XXX......XXX............ ................XXX............. ...............XXX.............. end goto bird_y screen_24_level_2 playfield: .....................XXX........ ....................XXX......... ...................XXX.......... ........XXX.......XXX........... .........XXX.....XXX............ ..........XXX................... ...........XXX..........XXX..... ............XXX..........XXX.... .............XXX..........XXX... ..............XXX..........XXX.. ...............XXX..........XXX. end goto bird_y screen_25_level_2 playfield: .........XXXX................... .......XXX...................... ......XXX......XXX.............. ......XXX.....XXX............... ......XXX....XXXX............... ..............XXXXXXXXXXX....... ...............XXX....XXX....... ................XXX....XXX...... ..................XXXX.XXX...... .....................XXX........ .....................XXX........ end goto bird_y screen_26_level_2 playfield: ......XXXX...................... ....XXXX........................ ......XXXX...................... ........XXXX......XXXX.......... ..........XXXX......XXXX........ ......................XXXX...... ........................XXXX.... ...............XXXX.......XXXX.. .............XXXX.......XXXX.... ...........XXXX.......XXXX...... .........XXXX................... end goto bird_y screen_27_level_2 playfield: ......XXXX...................... .....XX.......XXXXXXXXXXXXXXX... .....X.......X.............XXX.. .....X..XXXX................XXXX .....XXX..........XXXX......XXXX ................XXXX........XXXX ..............XXXX..........XXXX ............XXXX................ ..........XXXX.................. ........XXXX.................... ......XXXX...................... end goto bird_y screen_28_level_2 playfield: ............................XX.. .......XXXXXXXXXXXXXXXXXXXXXX... ......X......................... .....X.......................... .....X........XXXXXXXXXXXXXXX... ......X....XXX..............X... ........XXX.................X... ..................XXXX......X... ............XXXXX.....X.....X... .........XXXX.........XXXXXX.... ......XXXX...................... end goto bird_y screen_29_level_2 playfield: ........................XXX..... ........XXX............XXX...... ........XXX....XXX....XXX....... ........XXX....XXX.............. ........XXX....XXX.............. ........XXX...........XX........ ........XXX..........XX......... ........XXX..........XXX........ .........XXX..........XX........ ..........XXX.........XXXXXXX... ............................XX.. end goto bird_y screen_30_level_2 playfield: ............................XXX. ............................XXX. .......XXXXXXXXXXXXXX.......XXX. ......XX...........XXXXXX...XXX. ......XX....................XXX. ......XX......XXX...........XXX. ......XX......XXXXXXXXXX....XXX. ......XX..............XXX....... .....................XXX........ .....................XXXXX...... ........................XXX..... end bird_y NUSIZ1=$00 drawscreen j=0 : d{2}=0 : NUSIZ0=$00 player0y=(rand/4)+10 bird if e<10 && f{0} then player0: %01111100 %11111110 %01101100 %11000000 end if e>10 && f{0} then player0: %01111100 %11111111 %00000110 %00000000 end level_2_mechanics if q<4 then player1: %01101100 %00101000 %00101000 %00111010 %01111100 %10111000 %00111000 %00111000 %01111100 %00111000 end if q>3 then player1: %01101100 %00101000 %00101000 %10111000 %01111100 %00111010 %00111000 %00111000 %01111100 %00111000 end if r{0} then player1: %01101100 %00101000 %00101000 %00111000 %01111100 %10111010 %00111000 %00111000 %01111100 %00111000 end COLUBK=174 : COLUPF=200 : lifecolor=64 : CTRLPF=$01 : NUSIZ1=$00 if f{0} && !d{2} then player0x=player0x+1 : COLUP0=0 if !f{0} then COLUP0=174 if q>8 then q=0 rem MUSIC if !d{2} then AUDV0=u : AUDC0=5 : AUDF0=song_notes_level_2_1[s] if !d{2} then t=t+1 if !d{2} && t>length_notes_level_2_1[v] then t=0 : s=s+1 : v=v+1 if switchleftb then u=6 else u=0 if s=0 && t>18 then u=0 if s=4 && t>38 then u=0 if s=5 && t>8 then u=0 if s=8 && t>18 then u=0 if s=12 && t>18 then u=0 if s=13 && t>18 then u=0 if s=14 && t>18 then u=0 if s>20 then s=0 : v=0 drawscreen if f{0} && player0x<121 then NUSIZ0=$03 if f{0} && player0x>120 && player0x<131 then NUSIZ0=$01 if f{0} && player0x>130 then NUSIZ0=$00 if f{0} && player0x>140 then f{0}=0 if !f{0} then player0x=0 : player0y=0 if d{2} then j=j+1 : AUDV1=0 : i=0 : g=0 : h=0 : COLUP0=0 if switchreset then goto beginning bank1 if d{2} && j<60 then AUDV0=6 : AUDC0=3 : AUDF0=15 : goto level_2_mechanics if d{2} && j>60 && !n{0} then lives=lives-32 if d{2} && j>60 && n{1} then goto beginning bank1 if d{2} && j>60 && lives<32 then n{1}=1 if d{2} && j>60 then AUDV0=0 : j=0 : d{2}=0 : g=0 : h=0 : i=0 : player0x=2 : goto bird_y rem where music used to be if collision(player1,player0) && f{0} then COLUP0=0 : d{2}=1 e=e+1 if f{0} && e>20 then e=0 if joy0left && player1x>16 then r{0}=1 : player1x=player1x-1 if joy0right && player1x<134 then r{0}=1 : player1x=player1x+1 if joy0up && collision(player1,playfield) then q=q+1 : r{0}=0 : player1y=player1y-1 if joy0down then player1y=player1y+1 : r{0}=0 if joy0down && collision(player1,playfield) then q=q+1 if !collision(player1,playfield) then player1y=player1y+1 if player1y<5 then a=a+1 : player1y=81 : f{0}=0 : player0y=0 : player0x=0 : goto level_2_screens if player1y>81 && a=1 then player1y=81 if player1y>81 && a>1 then player1y=8 : a=a-1 : f{0}=0 : player0y=0 : player0x=0 : goto level_2_screens if !f{0} && e>60 then e=0 : f{0}=1 : player0x=0 : player0y=0 : goto bird_y goto bird level_3_cutscene playfield: ................................ .................X.X.X.X.X.X.X.X .................XXXXX.XXXXX.XXX .................XXXXX.XXXXX.XXX .................XXXXXXXXXXXXXXX .................XXXXXXXXXXXXXXX .................XXXXXXXXXXXXXXX .....................XXXXXXXXXXX .....................XX..XXXXXXX .....................XX..XXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end player0x=0 : player0y=0 player1x=30 : player1y=81 : e{0}=1 : f=0 : COLUPF=14 : t=5 e{1}=0 : lifecolor=48 lives: %01100110 %00100100 %00011000 %00011000 %01111110 %00011000 %00011100 %00011000 end level_3_cutscene_main NUSIZ1=$00 : COLUBK=174 if t<4 then player1: %00110100 %00101000 %00101000 %10111010 %01111100 %00111000 %00111100 %00101000 %01111100 %00111000 end if t>4 then player1: %10000011 %11000110 %01101100 %10111010 %01111100 %00111000 %00111100 %00101000 %01111100 %00111000 end drawscreen if t>8 then t=0 if player1x<109 then player1x=player1x+1 : t=t+1 if player1x>108 then f=f+1 if f=60 then f=0 : drawscreen : goto level_3_setup bank3 goto level_3_cutscene_main rem ---------------------------END OF BANK 2--------------------------- bank 3 level_3_setup g=1 : t=0 : b=11 : k=5 d{2}=0 : u=0 n{5}=0 : n{7}=0 player1x=80 : player1y=48 v{0}=0 : v{1}=0 get_harp p=rand if p<2 then goto get_harp if p>45 then goto get_harp get_goose m=rand if m<2 then goto get_goose if m>45 then goto get_goose goto room_1 level_3_main if l=1 then w=1 : d{4}=1 if l=2 then w=255 : d{4}=0 if l=3 then z=1 if l=4 then z=255 NUSIZ1=$00 : NUSIZ0=$00 if player1x<16 then h=4 if player1x>140 then h=2 if player1y<8 then h=1 if player1y>84 then h=3 player1x=player1x+x : player1y=player1y+y if g>1 then player0x=player0x+w : player0y=player0y+z drawscreen if n{6} then n{6}=0 else n{6}=1 if d{5} then l=1 if player0x>150 && d{5} && d{3} then player0x=0 : player0y=0 : d{5}=0 : l=0 if k>8 && !d{3} then k=0 : l=(rand/32) if player0x<16 && !d{3} then l=1 if player0x>140 && !d{5} then l=2 if player0y<8 then l=3 if player0y>84 then l=4 if d{4} then REFP0=8 else REFP0=0 COLUPF=34 : COLUBK=6 if !e{3} && player0x>14 then COLUP0=242 if !e{3} && player0x<15 then COLUP0=6 if !n{5} && !n{7} && player0x>14 then COLUP0=242 if n{5} && n{6} then COLUP0=32 if n{5} && !n{6} then COLUP0=30 if n{7} then COLUP0=0 if g=1 then player0x=0 : player0y=0 if h>0 then goto change_rooms if switchreset then goto beginning bank1 if g<>p && g<>m then n{5}=0 : n{7}=0 if g=p && !v{0} then n{5}=1 : l=0 if g=p && v{0} then n{5}=0 if g=m && !v{1} then n{7}=1 : l=0 if g=m && v{1} then n{7}=0 if d{2} then j=j+1 if d{2} && j<60 then AUDV0=6 : AUDC0=3 : AUDF0=15 : x=0 : y=0 : goto level_3_main if d{2} && j>60 && !n{0} then lives=lives-32 if d{2} && j>60 && n{1} then goto beginning bank1 if d{2} && j>60 && lives<32 then n{1}=1 if d{2} && j>60 then AUDV0=0 : j=0 : d{2}=0 if player0x>0 && !n{5} && !n{7} then k=k+1 if collision(player0,player1) && !n{0} && !n{5} && !n{7} then d{2}=1 : d{3}=1 : d{5}=1 if collision(player0,player1) && n{5} && !v{0} then u=u+1 : v{0}=1 : player0x=0 : player0y=0 : l=0 : d{3}=1 if collision(player0,player1) && n{7} && !v{1} then u=u+1 : v{1}=1 : player0x=0 : player0y=0 : l=0 : d{3}=1 if g=1 && u<2 then pfhline 11 1 b on if e{0} && f>40 then f=0 : b=b+1 if e{0} && b=19 then e{0}=0 if e{0} then f=f+1 if collision(player1,playfield) then player1x=player1x-x : player1y=player1y-y : t=0 if collision(player0,playfield) && !d{3} then player0x=player0x-w : player0y=player0y-z x=0 : y=0 w=0 : z=0 if e{1} then REFP1=8 else REFP1=0 if t>8 then t=0 if !joy0left && !joy0right && !joy0up && !joy0down then t=0 if !e{0} && joy0left then x=255 : t=t+1 : e{1}=1 if !e{0} && joy0right then x=1 : t=t+1 : e{1}=0 if !e{0} && joy0up then y=255 : t=t+1 if !e{0} && joy0down then y=1 : t=t+1 if !n{5} && !n{7} then player0: %01100110 %00100010 %00111010 %00111110 %11111110 %00111101 %11111000 %11010000 %00110000 %00010000 end if n{5} && n{6} && !n{7} then player0: %11111110 %00111000 %00000000 %00000000 %00101000 %00101000 %00101000 %00101000 %10101010 %01000100 end if n{5} && !n{6} && !n{7} then player0: %00000000 %00000000 %01111100 %00111000 %01010100 %10000010 %01000100 %01000100 %01000100 %00111000 end if !n{5} && n{7} then player0: %00101000 %00010100 %00111110 %00111100 %01111000 %01110000 %01100000 %11100000 %01100000 end if t<4 then player1: %00110100 %00101000 %00101000 %10111010 %01111100 %00111000 %00111100 %00101000 %01111100 %00111000 end if t>4 then player1: %10000011 %11000110 %01101100 %10111010 %01111100 %00111000 %00111100 %00101000 %01111100 %00111000 end goto level_3_main room_1 playfield: .........XX........XX........... .........XX........XX........... .........XX........XX........... .........XX........XXXXXXXXXXXXX .........XX..................... .........XX..................... .........XX..................... .........XX........XXXXXXXXXXXXX .........XX........XX........... .........XX........XX........... .........XX........XX........... end goto level_3_main room_2 playfield: .........XX........XX........... .........XX........XX........... .........XX........XX........... XXXXXXXXXXX........XXXXXXXXXXXXX ................................ ................................ ................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ................................ ................................ ................................ end goto level_3_main room_3 playfield: .........XX........XX........... .........XX........XX........... .........XX........XX........... XXXXXXXXXXX........XX........... ...................XX........... ...................XX........... ...................XX........... XXXXXXXXXXX........XX........... .........XX........XX........... .........XX........XX........... .........XX........XX........... end goto level_3_main room_4 playfield: ................................ ................................ ................................ .........XXXXXXXXXXXXXXXXXXXXXXX .........XX..................... .........XX..................... .........XX..................... .........XX........XXXXXXXXXXXXX .........XX........XX........... .........XX........XX........... .........XX........XX........... end goto level_3_main room_5 playfield: ................................ ................................ ................................ XXXXXXXXXXXXXXXXXXXXX........... ...................XX........... ...................XX........... ...................XX........... XXXXXXXXXXX........XX........... .........XX........XX........... .........XX........XX........... .........XX........XX........... end goto level_3_main room_6 playfield: .........XX........XX........... .........XX........XX........... .........XX........XX........... XXXXXXXXXXX........XX........... ...................XX........... ...................XX........... ...................XX........... XXXXXXXXXXXXXXXXXXXXX........... ................................ ................................ ................................ end goto level_3_main room_7 playfield: .........XX........XX........... .........XX........XX........... .........XX........XX........... .........XX........XXXXXXXXXXXXX .........XX..................... .........XX..................... .........XX..................... .........XXXXXXXXXXXXXXXXXXXXXXX ................................ ................................ ................................ end goto level_3_main room_8 playfield: ................................ ................................ ................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ................................ ................................ ................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ................................ ................................ ................................ end goto level_3_main room_9 playfield: .........XX........XX........... .........XX........XX........... .........XX........XX........... .........XX........XX........... .........XX........XX........... .........XX........XX........... .........XX........XX........... .........XX........XX........... .........XX........XX........... .........XX........XX........... .........XX........XX........... end goto level_3_main change_rooms d{3}=0 rem n{5}=0 : n{7}=0 player0x=70 : player0y=48 if h=1 && g<36 then g=g-7 : goto change_rooms_part_2 if h=2 then g=g+1 : goto change_rooms_part_2 if h=3 && g<29 then g=g+7 : goto change_rooms_part_2 if h=4 then g=g-1 : goto change_rooms_part_2 if h=1 && g<39 then g=g-6 : goto change_rooms_part_2 if h=1 && g=45 then g=g-6 : goto change_rooms_part_2 if h=1 && g>38 then g=g-5 : goto change_rooms_part_2 if h=3 && g>34 && g<39 then g=g+5 : goto change_rooms_part_2 g=g+6 change_rooms_part_2 if h=1 then player1y=84 if h=2 then player1x=16 if h=3 then player1y=8 if h=4 then player1x=140 h=0 if g>10 then goto change_rooms_a if g>20 then goto change_rooms_b if g>30 then goto change_rooms_c if g=1 then pfhline 14 1 23 on : goto room_1 if g=2 then goto room_8 if g=3 then goto room_5 if g=4 then goto room_4 if g=5 then goto room_5 if g=6 then goto room_4 if g=7 then goto room_5 if g=8 then goto room_7 if g=9 then goto room_5 if g=10 then goto room_7 change_rooms_a if g=11 then goto room_6 if g=12 then goto room_9 if g=13 then goto room_9 if g=14 then goto room_9 if g=15 then goto room_4 if g=16 then goto room_2 if g=17 then goto room_8 if g=18 then goto room_5 if g=19 then goto room_1 if g=20 then goto room_2 change_rooms_b if g=21 then goto room_3 if g=22 then goto room_9 if g=23 then goto room_4 if g=24 then goto room_5 if g=25 then goto room_7 if g=26 then goto room_2 if g=27 then goto room_5 if g=28 then goto room_9 if g=29 then goto room_7 if g=30 then goto room_6 change_rooms_c if g=31 then goto room_9 if g=32 then goto room_4 if g=33 then goto room_8 if g=34 then goto room_2 if g=35 then goto room_3 if g=36 then goto room_4 if g=37 then goto room_6 if g=38 then goto room_9 if g=39 then goto room_4 if g=40 then goto room_6 if g=41 then goto room_7 if g=42 then goto room_8 if g=43 then goto room_2 if g=44 then goto room_8 if g=45 then goto room_6 bank 4 password_screen playfield: XXX..X...X..X.X.X.X..X..XXX.XX.. X.X.X.X.X..X..X.X.X.X.X.X.X.X.X. XXX.XXX..X..X.X.X.X.X.X.XX..X.X. X...X.X..X..X.X.X.X.X.X.X.X.X.X. X...X.X.X..X...XXX...X..X.X.XX.. ................................ ................................ ................................ ................................ ................................ ................................ end a=0 : b=0 : c{0}=1 AUDV0=0 : AUDV1=0 password_main if a=0 then player0: %01110 %10001 %10001 %10001 %10001 %10001 %01110 end if a=1 then player0: %11111 %00100 %00100 %00100 %00100 %00100 %01100 end if a=2 then player0: %11111 %10000 %01000 %00100 %00010 %10001 %01110 end if a=3 then player0: %01110 %10001 %00001 %00110 %00001 %10001 %01110 end if a=4 then player0: %00001 %00001 %00001 %11111 %10001 %10001 %10001 end if a=5 then player0: %01110 %10001 %00001 %11110 %10000 %10000 %11111 end if a=6 then player0: %01110 %10001 %10001 %11110 %01000 %00100 %00010 end if a=7 then player0: %10000 %01000 %00100 %00010 %00001 %00001 %11111 end if a=8 then player0: %01110 %10001 %10001 %01110 %10001 %10001 %01110 end if a=9 then player0: %00100 %00010 %00001 %01111 %10001 %10001 %01110 end if !joy0down then o{0}=0 if c{0} && !o{0} && joy0right then c{0}=0 if !c{0} && !o{0} && joy0left then c{0}=1 if c{0} then COLUP0=14 else COLUP0=6 if !c{0} then player1color: 14 14 14 14 14 14 14 end if c{0} then player1color: 6 6 6 6 6 6 6 end if joy0up && !o{0} then d=d+1 if c{0} && d>10 then d=0 : a=a+1 if !c{0} && d>10 then d=0 : b=b+1 if joy0down && !o{0} then e=e+1 if c{0} && e>10 then e=0 : a=a-1 if !c{0} && e>10 then e=0 : b=b-1 if joy0fire then goto check_passwords if a>9 && a<255 then a=0 if a=255 then a=9 if b>9 && b<255 then b=0 if b=255 then b=9 player0x=75 : player0y=48 : player1x=81 : player1y=48 NUSIZ0=$00 : NUSIZ1=$00 drawscreen if b=0 then player1: %01110 %10001 %10001 %10001 %10001 %10001 %01110 end if b=1 then player1: %11111 %00100 %00100 %00100 %00100 %00100 %01100 end if b=2 then player1: %11111 %10000 %01000 %00100 %00010 %10001 %01110 end if b=3 then player1: %01110 %10001 %00001 %00110 %00001 %10001 %01110 end if b=4 then player1: %00001 %00001 %00001 %11111 %10001 %10001 %10001 end if b=5 then player1: %01110 %10001 %00001 %11110 %10000 %10000 %11111 end if b=6 then player1: %01110 %10001 %10001 %11110 %01000 %00100 %00010 end if b=7 then player1: %10000 %01000 %00100 %00010 %00001 %00001 %11111 end if b=8 then player1: %01110 %10001 %10001 %01110 %10001 %10001 %01110 end if b=9 then player1: %00100 %00010 %00001 %01111 %10001 %10001 %01110 end goto password_main check_passwords drawscreen player1color: 46 46 48 64 64 118 60 60 118 118 end if a=4 && b=7 then n{0}=1 : goto level_1 bank1 if a=2 && b=8 then lives=128 : goto level_2_cut_scene bank1 if a=3 && b=7 then n{0}=1 : goto level_3_cutscene bank2 if a=3 && b=9 then lives=128 : e{0}=0 : player0x=0 : player0y=0 : goto level_3_cutscene bank2 goto level_1 bank1 inline 6lives.asm