bank 1 temp1=temp1 set tv ntsc set kernel DPC+ set smartbranching on set optimization inlinerand set kernel_options collision(playfield,player1) rem bit variable to control l/r movement of sprites MoveFlag{0}=1 MoveFlag{1}=1 MoveFlag{2}=1 MoveFlag{3}=1 goto Start bank2 bank 2 temp1=temp1 rem rem Set data tables for room shape and movement rem data room_shape 0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15 end data move_east 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,0 end data move_west 15,0,1,2,3,4,5,6,7,8,9,10,11,12,13,14 end rem I always forget these values, threw it in here for reference. rem NUSIZ rem rem $0x missile = 1 pixel wide rem $1x missile = 2 pixels wide rem $2x missile = 4 pixels wide rem $3x missile = 8 pixels wide rem $x0 one copy of player and missile rem $x1 two close copies of player and missile rem $x2 two medium copies of player and missile rem $x3 three close copies of player and missile rem $x4 two wide copies of player and missile rem $x5 double-sized player rem $x6 three medium copies of player and missile rem $x7 quad-sized player rem rem CTRLPF rem rem $0x ball = 1 pixel wide rem $1x ball = 2 pixels wide rem $2x ball = 4 pixels wide rem $3x ball = 8 pixels wide rem $x1 none of the below rem $x3 left half of PF gets player0 color, right half gets player1 color rem $x5 players move behind playfield rem $x7 both of the above Start rem I want start room to be 7 room = 6 gosub draw_room player0x = 45 player0y = 85 dim room = a dim p0_x = b dim p0_y = c dim roomcolor = d dim roomflagA=e dim roomflagB=f dim counter=g dim MoveA=h dim MoveB=i dim MoveC=j dim MoveD=k dim MoveFlag=l dim ScorpionMove=m dim EnemyCounter=n dim LogCounter=n dim MoveE=o dim JoyFlag=p dim TreasureLoc=q dim ScreenCounter=r dim MoveF=s rem t rem u rem v rem w rem x dim PlayerAnimate=y rem z const _brown = $F2 const _pink = $3C const _skyblue = $98 const _olive = $E4 const _lilac = $7A const _aqua = $B8 const _orange = $38 const _blue = $86 const _red = $46 const _purple = $64 const _lime = $DA const _gold = $2E const _navy = $84 const _green = $C6 const _maroon = $42 const _yellow = $1E const _fuchsia = $58 const _cyan = $A6 const _white = $0E const _ltgray = $0C const _silver = $0A const _gray = $08 const _dkgray = $02 const _black = $00 const _tan = $FC const _forestgreen = $D2 MoveA=100 MoveD=25 MoveC=156 MoveE=140 MoveF=26 counter=20 ScorpionMove=77 JoyFlag=1 main rem for test/dev, easier to tell which room you're in. if room=0 then score=0 if room=1 then score=1 if room=2 then score=2 if room=3 then score=3 if room=4 then score=4 if room=5 then score=5 if room=6 then score=6 if room=7 then score=7 if room=8 then score=8 if room=9 then score=9 if room=10 then score=10 if room=11 then score=11 if room=12 then score=12 if room=13 then score=13 if room=14 then score=14 if room=15 then score=15 rem doubles the vine in the middle if room=7 || room=9 then NUSIZ2=$04 else NUSIZ2=$00 rem COLUM1=counter rem NUSIZ1=$30: rem missile is 8 wide rem missile1height=5 COLUM0=counter NUSIZ0=$30: rem missile is 8 wide missile0height=5 if room=8 then CTRLPF=$31:goto skipnext1 CTRLPF=$21 skipnext1 ballheight=44 counter=counter+1 if counter>80 then counter=0 EnemyCounter=EnemyCounter+1 if EnemyCounter>8 then EnemyCounter=1 rem the next two lines keep the scorpion from getting stuck in a vertical barrier rem if collision(player1,playfield) && player0xScorpionMove then ScorpionMove=ScorpionMove-2 player4x=ScorpionMove:player4y=157 if player0xScorpionMove && EnemyCounter=2 then NUSIZ4{3} = 0:ScorpionMove=ScorpionMove+1 skipscorpionmove rem arrange sprites and objects on each screen on room goto r0 r1 r2 r3 r4 r5 r6 r7 r8 r9 r10 r11 r12 r13 r14 r15 room_ret rem if joy0fire && !collision(player0,playfield) && player0y>10 then player0y=player0y-1:goto skipplat rem Player Jump rem JoyFlag=JoyFlag+1 if JoyFlag>60 || !joy0fire then JoyFlag=1:goto skipjump if joy0fire && player0y<30 && player0y>12 && JoyFlag<20 then player0y=13:goto skipplat if joy0fire && player0y<70 && player0y>52 && JoyFlag<20 then player0y=53:goto skipplat if joy0fire && player0y<110 && player0y>92 && JoyFlag<20 then player0y=93:goto skipplat if joy0fire && player0y<150 && player0y>132 && JoyFlag<20 then player0y=133:goto skipplat skipjump rem keep the player on the platforms if !collision(player0,playfield) && !collision(player1,player0) && player0y>121 then player0y=146 if !collision(player0,playfield) && !collision(player1,player0) && player0y>81 && player0y<112 then player0y=106 if !collision(player0,playfield) && !collision(player1,player0) && player0y>41 && player0y<72 then player0y=66 rem if !collision(player0,playfield) && !collision(player1,player0) && player0y<27 then player0y=26 if !collision(player1,player0) && player0y<38 then player0y=26 skipplat rem keep player from travelling through vertical playfield barriers if collision(player0,playfield) && !collision(player1,player0) && player0y>121 then player0y=146 if collision(player0,playfield) && !collision(player1,player0) && player0y>81 && player0y<112 then player0y=106 if collision(player0,playfield) && !collision(player1,player0) && player0y>41 && player0y<72 then player0y=66 rem if collision(player0,playfield) && !collision(player1,player0) && player0y<27 then player0y=26 if MoveFlag{0} then MoveA=MoveA+1 if !MoveFlag{0} then MoveA=MoveA-1 if MoveA<75 then MoveFlag{0}=1 if MoveA>120 then MoveFlag{0}=0 rem For Moving wall (made with ball) if MoveFlag{1} && EnemyCounter<3 then MoveB=MoveB+1 if !MoveFlag{1} && EnemyCounter<3 then MoveB=MoveB-1 if MoveB<25 then MoveFlag{1}=1 if MoveB>130 then MoveFlag{1}=0 rem MoveFlag{2} is for alligator movement if MoveFlag{2} && EnemyCounter<2 then MoveD=MoveD+1 if !MoveFlag{2} && EnemyCounter<2 then MoveD=MoveD-1 if MoveD<25 then MoveFlag{2}=1 if MoveD>70 then MoveFlag{2}=0 rem MoveE=Arrow if EnemyCounter<4 then MoveE=MoveE-1 if MoveE<15 then MoveE=146 rem MoveF=Missile0 if EnemyCounter<3 then MoveF=MoveF+1 if MoveF>65 then MoveF=25 rem MoveC=Log if EnemyCounter<6 then MoveC=MoveC-1 if MoveC<15 then MoveC=146 rem set player heights player0height=20 player1height=20 player2height=20 player3height=20 player4height=11 player5height=4 player6height=13 player7height=8 player8height=7 player9height=13 rem player1/2 are swinging vines if counter=20 then player1-2: %11111111 %00010000 %00010000 %00010000 %00010000 %00010000 %00010000 %00010000 %00001000 %00001000 %00001000 %00001000 %00001000 %00001000 %00000100 %00000010 %00000010 %00000010 %00000010 %00000010 end if counter=40 then player1-2: %11111111 %00010000 %00010000 %00010000 %00010000 %00010000 %00010000 %00010000 %00010000 %00010000 %00010000 %00010000 %00010000 %00010000 %00010000 %00010000 %00010000 %00010000 %00010000 %00010000 end if counter=60 then player1-2: %11111111 %00010000 %00010000 %00010000 %00010000 %00010000 %00010000 %00100000 %00100000 %00100000 %00100000 %00100000 %00100000 %00100000 %01000000 %01000000 %01000000 %01000000 %01000000 %01000000 end if counter=80 then player1-2: %11111111 %00010000 %00010000 %00010000 %00010000 %00010000 %00010000 %00010000 %00010000 %00010000 %00010000 %00010000 %00010000 %00010000 %00010000 %00010000 %00010000 %00010000 %00010000 %00010000 end rem player3 is a ladder player3: %01111110 %01000010 %01000010 %01000010 %01111110 %01000010 %01000010 %01000010 %01111110 %01000010 %01000010 %01000010 %01111110 %01000010 %01000010 %01000010 %01111110 %01000010 %01000010 %01000010 end rem player4 is the scorpion if counter=40 then player4: %01110000 %11001000 %10001000 %10010000 %10000010 %11000110 %11111000 %11111000 %01111101 %00110010 %10000101 end if counter=80 then player4: %00000000 %01110000 %11001000 %10001000 %10010010 %11000100 %11111010 %11111000 %01111100 %00110011 %01001001 end rem player5 is an arrow player5: %01100001 %11111110 %11111110 %01100001 end rem player6 is undefined if LogCounter=3 then player6: %00000000 %00011000 %00111100 %01101110 %01111010 %01101110 %01111010 %01111110 %01100110 %01011010 %01011010 %00100100 %00011000 end if LogCounter=7 then player6: %00011000 %00111100 %01110110 %01011110 %01110110 %01011110 %01111110 %01100110 %01011010 %01011010 %00100100 %00011000 %00000000 end rem player7 is the alligator if counter<60 then player7: %00000000 %00000000 %00000100 %00000110 %11111111 %01010101 %10101011 %11111111 end if counter>59 then player7: %10000000 %11100100 %10111110 %00101111 %00001011 %00000011 %10101011 %11111111 end rem player8 is a tar pit player8: %11111111 %11111111 %11111111 %11111111 %11111111 %01111110 %00111100 end rem player9 is a treasure player9: %11111111 %11111111 %01010101 %11111111 %11111111 %01111110 %00111100 %00011000 %00111100 %00011000 %00011000 %00111100 %11111111 end player0color: $F4 $F4 $F2 $F2 $F2 $4C $4C $4C $16 $16 $16 $16 $16 $EA $EA $EA $EA $F4 $F4 $E4 $E4 end player1color: $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 end player2color: $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 $D2 end player3color: $00 $F4 $F4 $F4 $F4 $C2 $C2 $C2 $C2 $C2 $C2 $C2 $C2 $C2 $C2 $C2 $C2 $C2 $C2 $C2 $C2 $C2 $C2 $C2 $C2 $C2 $C2 $C2 $C2 $C2 $C2 $C2 $C2 $C2 $C2 $C2 $C2 $C2 $C2 $C2 $C2 $C2 end player4color: $08 $08 $08 $08 $08 $08 $08 $08 $08 $08 $08 end player5color: 28 26 24 22 end player6color: $F6 $F6 $F6 $F6 $F6 $F6 $F6 $F6 $F6 $F6 $F6 $F6 $F6 end player7color: $C6 $C6 $C6 $C6 $C6 $C6 $C6 $C6 end if room=15 then skip8 player8color: 0 0 0 0 0 0 0 0 end skip8 player9color: 28 00 28 00 28 26 28 28 28 28 24 26 28 end pfcolors: $C6 ; sky - tree leaves $C6 ; sky - tree leaves $C6 ; sky - tree leaves $C6 ; sky - tree leaves $C6 ; sky - tree leaves $C6 ; sky - tree leaves $F0 ; sky - tree trunk $F0 ; sky - tree trunk $F0 ; sky - tree trunk $F0 ; sky - tree trunk $F0 ; sky - tree trunk $F0 ; sky - tree trunk $F4 ; walkway $F4 ; barriers $F4 ; barriers $F4 ; barriers $F4 ; barriers $F4 ; barriers $F4 ; barriers $F4 ; barriers $F4 ; barriers $F4 ; barriers $F4 ; walkway $F4 ; barriers $F4 ; barriers $F4 ; barriers $F4 ; barriers $F4 ; barriers $F4 ; barriers $F4 ; barriers $F4 ; barriers $F4 ; barriers $F4 ; walkway $F4 ; barriers $F4 ; barriers $F4 ; barriers $F4 ; barriers $F4 ; barriers $F4 ; barriers $F4 ; barriers $F4 ; barriers $F4 ; barriers $F4 ; walkway $F4 ; walkway end if room=15 || room=7 then goto altbk bkcolors: $88 ; sky $88 ; sky $88 ; sky $86 ; sky $86 ; sky $86 ; sky $84 ; sky $84 ; sky $84 ; sky $82 ; sky $82 ; sky $82 ; sky $82 ; sky $80 ; sky $80 ; sky $80 ; sky $80 ; sky $80 ; sky $80 ; sky $80 ; sky $80 ; sky $80 ; sky $C2 ; walkway - green $F4 ; walkway - brown $F4 ; walkway - brown $F0 $F0 $F0 $F0 $F0 $F0 $F0 $F0 $F0 $F0 $F0 $F0 $F0 $F0 $F0 $F0 $F0 $C2 ; walkway - green $F4 ; walkway - brown $F4 ; walkway - brown $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $C2 ; walkway - green $F4 ; walkway - brown $F4 ; walkway - brown $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $02 ; walkway - green $F4 ; walkway - brown $F4 ; walkway - brown $F4 ; walkway - brown $F4 ; walkway - brown $F0 end altbk_ret rem roomcolor=room_color[room] rem pfcolors: rem roomcolor rem end if joy0left then w=1:REFP0=8 if joy0right then w=0:REFP0=0 if w=0 then REFP0 = 0 if w=1 then REFP0 = 8 if !joy0up && !joy0down && !joy0left && !joy0right then y=20 :gosub still PlayerAnimate=PlayerAnimate+1 if PlayerAnimate=10 then player0: %00011000 %00011000 %00111100 %00111100 %00111100 %00011000 %00011000 %00010000 %00010000 %00100100 %00100100 %01111100 %01111100 %01011010 %01011010 %00100000 %00100000 %00011000 %00011000 %00011100 %00011100 end if PlayerAnimate=20 then player0: %00011000 %00011000 %00111100 %00111100 %00111100 %00011000 %00011000 %00010000 %00010000 %01100100 %01100100 %01000000 %00000000 %00011000 %00011000 %00110100 %00110100 %00100100 %00100100 %00000110 %00000110 end if PlayerAnimate=30 then player0: %00011000 %00011000 %00111100 %00111100 %00111100 %00011000 %00011000 %00010000 %00010000 %00100100 %00100100 %00111100 %00111100 %00101000 %00101000 %00011100 %00011100 %00110110 %00110110 %01100011 %01100011 %01000000 %01000000 end if PlayerAnimate>30 then PlayerAnimate=0 scorecolors: $20 $22 $24 $26 $28 $2A $2C $2E end if switchreset then reboot p0_x = 0 if joy0left then p0_x = 255 if joy0right then p0_x = 1 player0x = player0x + p0_x if collision(player0,playfield) then skip_ud if !collision(player0,player1) then skip_ud p0_y = 0 if joy0up then p0_y = 255 if joy0down then p0_y = 1 player0y = player0y + p0_y skip_ud if player0x = 155 then gosub go_east if player0x = 1 then gosub go_west DF0FRACINC = 64 DF1FRACINC = 64 DF2FRACINC = 64 DF3FRACINC = 64 DF4FRACINC = 128 DF6FRACINC = 255 drawscreen if player0y>32 && collision(player0,playfield) then gosub knock_player_back goto main altbk bkcolors: $88 ; sky $88 ; sky $88 ; sky $86 ; sky $86 ; sky $86 ; sky $84 ; sky $84 ; sky $84 ; sky $82 ; sky $82 ; sky $82 ; sky $82 ; sky $80 ; sky $80 ; sky $80 ; sky $80 ; sky $80 ; sky $80 ; sky $80 ; sky $80 ; sky $80 ; sky $F6 ; walkway - green $F4 ; walkway - brown $F4 ; walkway - brown $F0 $F0 $F0 $F0 $F0 $F0 $F0 $F0 $F0 $F0 $F0 $F0 $F0 $F0 $F0 $F0 $F0 $C2 ; walkway - green $F4 ; walkway - brown $F4 ; walkway - brown $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $C2 ; walkway - green $F4 ; walkway - brown $F4 ; walkway - brown $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $86 ; walkway - green $84 ; walkway - brown $F4 ; walkway - brown $F4 ; walkway - brown $F4 ; walkway - brown $F0 end goto altbk_ret still player0: %00011000 %00011000 %00111100 %00111100 %00111100 %00011000 %00011000 %00010000 %00010000 %00100100 %00100100 %01111100 %01111100 %01011010 %01011010 %00100000 %00100000 %00011000 %00011000 %00011100 %00011100 end return thisbank knock_player_back player0x = player0x - p0_x player0y = player0y - p0_y - 1 return thisbank r0 gosub room_0 bank3 goto room_ret r1 gosub room_1 bank3 goto room_ret r2 gosub room_2 bank3 goto room_ret r3 gosub room_3 bank3 goto room_ret r4 gosub room_4 bank3 goto room_ret r5 gosub room_5 bank3 goto room_ret r6 gosub room_6 bank3 goto room_ret r7 gosub room_7 bank3 goto room_ret r8 gosub room_8 bank3 goto room_ret r9 gosub room_9 bank3 goto room_ret r10 gosub room_10 bank3 goto room_ret r11 gosub room_11 bank3 goto room_ret r12 gosub room_12 bank3 goto room_ret r13 gosub room_13 bank3 goto room_ret r14 gosub room_14 bank3 goto room_ret r15 gosub room_15 bank3 goto room_ret go_east ScreenCounter=ScreenCounter+1 if ScreenCounter>18 then ScreenCounter=1 ScorpionMove=75 MoveE=74 MoveC=146 player0x = 10 room = move_east[room] goto draw_room go_west ScreenCounter=ScreenCounter+1 if ScreenCounter>18 then ScreenCounter=1 ScorpionMove=75 MoveC=106 player0x = 150 room = move_west[room] draw_room if room_shape[room] = 0 then goto draw_room_shape_0 if room_shape[room] = 1 then goto draw_room_shape_1 if room_shape[room] = 2 then goto draw_room_shape_2 if room_shape[room] = 3 then goto draw_room_shape_3 if room_shape[room] = 4 then goto draw_room_shape_4 if room_shape[room] = 5 then goto draw_room_shape_5 if room_shape[room] = 6 then goto draw_room_shape_6 if room_shape[room] = 7 then goto draw_room_shape_7 if room_shape[room] = 8 then goto draw_room_shape_8 if room_shape[room] = 9 then goto draw_room_shape_9 if room_shape[room] = 10 then goto draw_room_shape_10 if room_shape[room] = 11 then goto draw_room_shape_11 if room_shape[room] = 12 then goto draw_room_shape_12 if room_shape[room] = 13 then goto draw_room_shape_13 if room_shape[room] = 14 then goto draw_room_shape_14 if room_shape[room] = 15 then goto draw_room_shape_15 draw_room_shape_0 playfield: ....XXXXX..............XXXXX.... ...XXXXXXX............XXXXXXX... ..XXXXXXXXX..........XXXXXXXXX.. ..XXXXXXXXX..........XXXXXXXXX.. ...XXXXXXX............XXXXXXX... ....XXXXX..............XXXXX.... ......X..................X...... .....XX..................X...... ......XX.................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............................... XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end return thisbank draw_room_shape_1 playfield: ....XXXXX..........XXXXX........ ...XXXXXXX........XXXXXXX....... ..XXXXXXXXX......XXXXXXXXX...... ..XXXXXXXXX......XXXXXXXXX...... ...XXXXXXX........XXXXXXX....... ....XXXXX..........XXXXX........ ......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........................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end return thisbank draw_room_shape_2 playfield: ....XXXXX............XXXXX...... ...XXXXXXX..........XXXXXXX..... ..XXXXXXXXX........XXXXXXXXX.... ..XXXXXXXXX........XXXXXXXXX.... ...XXXXXXX..........XXXXXXX..... ....XXXXX............XXXXX...... ......X................X........ ......X................X........ ......X................X........ ......X................X........ ......X................X........ ......X................X........ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end return thisbank draw_room_shape_3 playfield: ...............XXXXX............ ..............XXXXXXX........... .............XXXXXXXXX.......... .............XXXXXXXXX.......... ..............XXXXXXX........... ...............XXXXX............ .................X.............. .................XX............. ................XX.............. .................X.............. .................X.............. .................X.............. ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................X............... ................X............... ................X............... ................X............... ................X............... ................X............... ................X............... ................X............... ................X............... ................X............... ................X............... ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end return thisbank draw_room_shape_4 playfield: ....XXXXX..............XXXXX.... ...XXXXXXX............XXXXXXX... ..XXXXXXXXX..........XXXXXXXXX.. ..XXXXXXXXX..........XXXXXXXXX.. ...XXXXXXX............XXXXXXX... ....XXXXX..............XXXXX.... ......X..................X...... ......X..................X...... ......X..................X...... ......X..................X...... ......X..................X...... ......X..................X...... ...........X.................... ...........X.................... ...........X.................... ...........X.................... ...........X.................... ...........X.................... ...........X.................... ...........X.................... ...........X.................... ...........X.................... ...........X.................... ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end return thisbank draw_room_shape_5 playfield: ....XXXXX..........XXXXX........ ...XXXXXXX........XXXXXXX....... ..XXXXXXXXX......XXXXXXXXX...... ..XXXXXXXXX......XXXXXXXXX...... ...XXXXXXX........XXXXXXX....... ....XXXXX..........XXXXX........ ......X..............X.......... ......X..............XX......... ......X.............XX.......... ......X..............X.......... ......X..............X.......... ......X..............X.......... ...........X.................... ...........X.................... ...........X.................... ...........X.................... ...........X.................... ...........X.................... ...........X.................... ...........X.................... ...........X.................... ...........X.................... ...........X.................... ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end return thisbank draw_room_shape_6 playfield: ....XXXXX..............XXXXX.... ...XXXXXXX............XXXXXXX... ..XXXXXXXXX..........XXXXXXXXX.. ..XXXXXXXXX..........XXXXXXXXX.. ...XXXXXXX............XXXXXXX... ....XXXXX..............XXXXX.... ......X..................X...... ......X..................X...... ......X..................X...... ......X..................X...... ......X..................X...... ......X..................X...... ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ......X......................... ......X......................... ......X......................... ......X......................... ......X......................... ......X......................... ......X......................... ......X......................... ......X......................... ......X......................... ......X......................... ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end return thisbank draw_room_shape_7 playfield: ...............XXXXX............ ..............XXXXXXX........... .............XXXXXXXXX.......... .............XXXXXXXXX.......... ..............XXXXXXX........... ...............XXXXX............ .................X.............. .................X.............. .................X.............. .................X.............. .................X.............. .................X.............. ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ .....................X.......... .....................X.......... .....................X.......... .....................X.......... .....................X.......... .....................X.......... .....................X.......... .....................X.......... .....................X.......... .....................X.......... .....................X.......... ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ end return thisbank draw_room_shape_8 playfield: ....XXXXX..............XXXXX.... ...XXXXXXX............XXXXXXX... ..XXXXXXXXX..........XXXXXXXXX.. ..XXXXXXXXX..........XXXXXXXXX.. ...XXXXXXX............XXXXXXX... ....XXXXX..............XXXXX.... ......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.................. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end return thisbank draw_room_shape_9 playfield: .....XXXXX...................... ....XXXXXXX..................... ...XXXXXXXXX.................... ...XXXXXXXXX.................... ....XXXXXXX..................... .....XXXXX...................... .......X........................ ......XX........................ .......XX....................... .......X........................ .......X........................ .......X........................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ...........X.................... ...........X.................... ...........X.................... ...........X.................... ...........X.................... ...........X.................... ...........X.................... ...........X.................... ...........X.................... ...........X.................... ...........X.................... ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end return thisbank draw_room_shape_10 playfield: ....XXXXX..............XXXXX.... ...XXXXXXX............XXXXXXX... ..XXXXXXXXX..........XXXXXXXXX.. ..XXXXXXXXX..........XXXXXXXXX.. ...XXXXXXX............XXXXXXX... ....XXXXX..............XXXXX.... ......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........................... XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end return thisbank draw_room_shape_11 playfield: ...............XXXXX............ ..............XXXXXXX........... .............XXXXXXXXX.......... .............XXXXXXXXX.......... ..............XXXXXXX........... ...............XXXXX............ .................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............. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end return thisbank draw_room_shape_12 playfield: ....XXXXX..............XXXXX.... ...XXXXXXX............XXXXXXX... ..XXXXXXXXX..........XXXXXXXXX.. ..XXXXXXXXX..........XXXXXXXXX.. ...XXXXXXX............XXXXXXX... ....XXXXX..............XXXXX.... ......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............. ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end return thisbank draw_room_shape_13 playfield: .....XXXXX...................... ....XXXXXXX..................... ...XXXXXXXXX.................... ...XXXXXXXXX.................... ....XXXXXXX..................... .....XXXXX...................... .......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.......... ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end return thisbank draw_room_shape_14 playfield: ....XXXXX..............XXXXX.... ...XXXXXXX............XXXXXXX... ..XXXXXXXXX..........XXXXXXXXX.. ..XXXXXXXXX..........XXXXXXXXX.. ...XXXXXXX............XXXXXXX... ....XXXXX..............XXXXX.... ......X..................X...... ......X..................X...... ......X..................X...... ......X..................X...... ......X..................X...... ......X..................X...... ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ...........X.................... ...........X.................... ...........X.................... ...........X.................... ...........X.................... ...........X.................... ...........X.................... ...........X.................... ...........X.................... ...........X.................... XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end return thisbank draw_room_shape_15 playfield: ..XXXXX......XXXXX......XXXXX... .XXXXXXX....XXXXXXX....XXXXXXX.. XXXXXXXXX..XXXXXXXXX..XXXXXXXXX. XXXXXXXXX..XXXXXXXXX..XXXXXXXXX. .XXXXXXX....XXXXXXX....XXXXXXX.. ..XXXXX......XXXXX......XXXXX... ....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 return thisbank bank 3 temp1=temp1 rem Room Changes rem rem player1/2 are swinging vines rem player3 is a ladder rem player4 is the scorpion rem player5 is an arrow rem player6 is undefined rem player7 is undefined rem player8 is a tar pit rem player9 is a treasure rem rem Remove 'player4x=180:player4y=180' to make the scorpion appear in any given room. rem room_0 player1x=120:player1y=87 :rem Middle Vine ON player2x=36 :player2y=127 :rem Bottom Vine ON player3x=28 :player3y=47 :rem Top Ladder ON player5x=MoveE:player5y=117 :rem Arrow ON player6x=180 :player6y=180 :rem Rolling Log player7x=180:player7y=189 :rem Alligator OFF player8x=180:player8y=180 :rem Tar Pit OFF player9x=180:player9y=180 missile0x=180:missile0y=180:rem Missile0 ON return otherbank room_1 player1x=76:player1y=127 :rem Middle Vine ON player2x=180:player2y=180 :rem Bottom Vine OFF player3x=180:player3y=180 :rem Top Ladder OFF player5x=MoveE:player5y=117 :rem Arrow ON player6x=180 :player6y=180 :rem Rolling Log OFF player7x=70:player7y=40 :rem Alligator ON NUSIZ7=$00 :rem (one Alligator) player8x=180:player8y=180 :rem Tar Pit OFF player9x=180:player9y=180 ballx=180:bally=180 :rem Moving wall OFF missile0x=180:missile0y=180:rem Missile0 OFF return otherbank room_2 player1x=180:player1y=180 :rem Middle Vine ON player2x=48 :player2y=87 :rem Bottom Vine ON player3x=96 :player3y=47 :rem Top Ladder ON player4x=180:player4y=180 :rem Scorpion OFF player5x=180:player5y=180 :rem Arrow OFF player6x=180 :player6y=180 :rem Rolling Log OFF player7x=90 :player7y=180 :rem Alligator OFF player9x=180:player9y=180 :rem Treasure OFF player8x=43 :player8y=165 :rem tar pit ON NUSIZ8=$04 :rem 2 wide copies ballx=MoveB:bally=88 :rem Moving wall ON missile0x=180:missile0y=180:rem Missile0 OFF return otherbank room_3 player1x=44 :player1y=127 :rem Middle Vine ON player2x=108:player2y=87 :rem Bottom Vine ON player3x=128:player3y=47 :rem Top Ladder ON player5x=180:player5y=180 :rem Arrow OFF player6x=180 :player6y=180 :rem Rolling Log OFF player7x=90 :player7y=180 :rem Alligator OFF player8x=180:player8y=180 :rem Tar Pit OFF player9x=180:player9y=180 :rem Treasure OFF ballx=180:bally=180 :rem Moving wall OFF missile0x=180:missile0y=180:rem Missile0 OFF return otherbank room_4 player1x=116:player1y=127 :rem Middle Vine ON player2x=32 :player2y=87 :rem Bottom Vine ON player3x=92 :player3y=47 :rem Top Ladder ON player5x=180:player5y=180 :rem Arrow OFF player6x=180 :player6y=180 :rem Rolling Log OFF player7x=90 :player7y=180 :rem Alligator OFF player8x=180:player8y=180 :rem Tar Pit OFF player9x=180:player9y=180 :rem Treasure OFF ballx=180:bally=180 :rem Moving wall OFF missile0x=180:missile0y=180:rem Missile0 OFF return otherbank room_5 player1x=116:player1y=127 :rem Middle Vine ON player2x=84 :player2y=87 :rem Bottom Vine ON player3x=116:player3y=47 :rem Top Ladder ON player5x=180:player5y=180 :rem Arrow OFF player6x=180 :player6y=180 :rem Rolling Log OFF player7x=180:player7y=180 :rem Alligator OFF player8x=180:player8y=180 :rem Tar Pit OFF player9x=180:player9y=180 :rem Treasure OFF ballx=180:bally=180 :rem Moving wall OFF missile0x=180:missile0y=180:rem Missile0 OFF return otherbank room_6 player1x=72 :player1y=127 :rem Middle Vine ON player2x=180:player2y=180 :rem Bottom Vine OFF player3x=72 :player3y=47 :rem Top Ladder ON player5x=180:player5y=180 :rem Arrow OFF player6x=MoveC:player6y=74 :rem Rolling Log ON player7x=90 :player7y=180 :rem Alligator OFF player8x=180:player8y=180 :rem Tar Pit OFF player9x=180:player9y=180 :rem Treasure OFF ballx=180:bally=180 :rem Moving wall OFF missile0x=180:missile0y=180:rem Missile0 OFF return otherbank room_7 player1x=180:player1y=180 :rem Middle Vine OFF player2x=56 :player2y=87 :rem Bottom Vine ON player3x=180:player3y=180 :rem Top Ladder OFF player4x=180:player4y=180 :rem Scorpion OFF player5x=MoveE:player5y=77 :rem Arrow ON player6x=MoveC:player6y=34 :rem Rolling Log ON player7x=MoveD:player7y=159:rem Alligator OFF NUSIZ7=$06 :rem (Three Alligators) player8x=180:player8y=180 :rem Tar Pit OFF player9x=180:player9y=180 ballx=180:bally=180 :rem Moving wall OFF missile0x=77:missile0y=92 :rem Missile0 OFF missile1x=180:missile1y=180:rem Missile1 OFF return otherbank room_8 player1x=36 :player1y=127 :rem Middle Vine ON player2x=180:player2y=180 :rem Bottom Vine OFF player3x=92 :player3y=47 :rem Top Ladder ON player4x=180:player4y=180 :rem Scorpion OFF player5x=180:player5y=180 :rem Arrow OFF player6x=180 :player6y=180 :rem Rolling Log OFF player7x=135:player7y=78 :rem Alligator OFF NUSIZ7=$04 :rem (Two Alligators) player8x=180:player8y=180 :rem Tar Pit OFF player9x=180:player9y=180 ballx=MoveB:bally=88 :rem Moving wall ON missile0x=180:missile0y=180:rem Missile0 OFF return otherbank room_9 player1x=88 :player1y=127 :rem Middle Vine ON player2x=32 :player2y=87 :rem Bottom Vine ON player3x=180:player3y=180 :rem Top Ladder OFF player4x=180:player4y=180 :rem Scorpion OFF player5x=MoveE:player5y=77 :rem Arrow ON player6x=MoveC:player6y=34 :rem Rolling Log ON player7x=90 :player7y=180 :rem Alligator OFF player9x=180:player9y=180 :rem Treasure OFF player8x=43 :player8y=165 :rem tar pit ON NUSIZ8{2}=1 :rem 2 wide copies ballx=180:bally=180 :rem Moving wall OFF missile0x=180:missile0y=180:rem Missile0 OFF return otherbank room_10 player1x=52 :player1y=127 :rem Middle Vine ON player2x=100:player2y=87 :rem Bottom Vine ON player3x=44 :player3y=47 :rem Top Ladder ON player5x=MoveE:player5y=116:rem Arrow ON player6x=180 :player6y=180 :rem Rolling Log OFF player7x=90 :player7y=180 :rem Alligator OFF player8x=180:player8y=180 :rem Tar Pit OFF player9x=180:player9y=180 :rem Treasure OFF ballx=180:bally=180 :rem Moving wall OFF missile0x=180:missile0y=180:rem Missile0 OFF return otherbank room_11 rem player1x=112:player1y=127 :rem Middle Vine ON player1x=180:player1y=180 :rem Middle Vine OFF player2x=32 :player2y=87 :rem Bottom Vine ON player3x=104:player3y=47 :rem Top Ladder ON player5x=MoveE:player5y=77 :rem Arrow ON player6x=180 :player6y=180 :rem Rolling Log OFF player7x=180:player7y=180 :rem Alligator OFF player8x=180:player8y=180 :rem Tar Pit OFF player9x=180:player9y=180 ballx=180:bally=180 :rem Moving wall OFF missile0x=180:missile0y=180:rem Missile0 OFF return otherbank room_12 player1x=120:player1y=127 :rem Middle Vine ON player2x=48 :player2y=87 :rem Bottom Vine ON player3x=100:player3y=47 :rem Top Ladder ON player5x=180:player5y=180 :rem Arrow OFF player6x=180 :player6y=180 :rem Rolling Log OFF player7x=90 :player7y=180 :rem Alligator OFF player8x=180:player8y=180 :rem Tar Pit OFF player9x=180:player9y=180 :rem Treasure OFF ballx=180:bally=180 :rem Moving wall OFF missile0x=180:missile0y=180:rem Missile0 OFF return otherbank room_13 player1x=120:player1y=127 :rem Middle Vine ON player2x=32 :player2y=87 :rem Bottom Vine ON player3x=76 :player3y=47 :rem Top Ladder ON player5x=180:player5y=180 :rem Arrow OFF player6x=180 :player6y=180 :rem Rolling Log OFF player7x=180:player7y=180 :rem Alligator OFF player8x=180:player8y=180 :rem Tar Pit OFF player9x=180:player9y=180 :rem Treasure OFF ballx=180:bally=180 :rem Moving wall OFF missile0x=180:missile0y=180:rem Missile0 OFF return otherbank room_14 player1x=104:player1y=127 :rem Middle Vine ON player2x=36: player2y=87 :rem Bottom Vine ON player3x=180:player3y=180 :rem Top Ladder OFF player5x=MoveE:player5y=77 :rem Arrow ON player6x=180 :player6y=180 :rem Rolling Log OFF player7x=180:player7y=180 :rem Alligator OFF player8x=180:player8y=180 :rem Tar Pit OFF player9x=180:player9y=180 ballx=180:bally=180 :rem Moving wall OFF missile0x=180:missile0y=180:rem Missile0 OFF return otherbank room_15 player1x=180:player1y=180 :rem Middle Vine OFF player2x=180:player2y=180 :rem Bottom Vine OFF player3x=180:player3y=180 :rem Top Ladder OFF player4x=180:player4y=180 :rem Scorpion OFF player5x=180:player5y=180 :rem Arrow OFF player6x=MoveC:player6y=74 :rem Rolling Log ON rem NUSIZ6=$02 :rem (Two Logs) player7x=MoveD:player7y=159:rem Alligator OFF NUSIZ7=$06 :rem (Three Alligators) player9x=180:player9y=180 rem player8x=63:player8y=165 :rem tar pit ON rem NUSIZ8{2}=1 :rem 2 wide copies NUSIZ8=$07 :rem 1 quad copy ballx=180:bally=180 :rem Moving wall OFF missile0x=180:missile0y=180:rem Missile0 OFF player8color: $86 $86 $86 $86 $86 $86 $86 $86 end return otherbank bank 4 temp1=temp1 bank 5 temp1=temp1 bank 6 temp1=temp1