REM Created: Tue Aug 25 13:04:02 2015 by Robby Hannan (Emerson) REM =====CONSOLE MEMORY ADDRESSES===== REM $0500-$09F6 REM $5000-$6F88 REM $4820-$4FD0 REM $2000-2994 REM $8040-$9340 REM $2995-$2FFF free REM $4000-$47FF free REM $7001-$77FF free REM $9341-$B7FF free REM $EA23-$F7FF free REM $C040-$EA22 beat_level_music, dim_check, row_throw, sail, upgrade backgrounds data, sounds and music REM $B800-$BF7F item upgrade [bitmaps only] (rom only memory) REM $7800-$7E5B sprites, map and background data (rom only memory) REM $F800-$FD93 title_screen, lose_life, beat_level data (rom only memory) REM =====ROW THROW GRAM MAP===== REM 0-52 row_throw_bitmaps REM 53-55 paddle 'hands = 2 REM 54-55 harpoon 'hands = 1 REM 56 ??? REM 57-59 blood REM 60-62 whale_bitmaps REM 63 harpoon_3 REM =====SAIL GRAM MAP===== REM 0-56 sail_bitmaps 'hands = 3 REM 57-59 blood REM 60-62 whale bitmaps REM 63 harpoon_3 include "constants.bas" reset: dim stormx_map(12) dim stormy_map(12) #day_cnt = 0 #char_dir = 0 #enemy_dir = 0 #score = 0 #new_score = 0 #next_score = 100 lives = 3 health = 4 level = 1 timeout_flag = 0 map = 0 whalex = 22 whaley = 81 dir_cnt = 5 direction = 1 hands = 2 offset = 160 player_x = 77 player_y = 75 whalex_map = 77 whaley_map = 60 row_total = 4 row_speed = 4 row_cnt = 5 row = 1 kill_qty = 2 kill_cnt = 0 hit_cnt = 0 hit_total = 3 harp1 = 0 harp2 = 0 harp3 = 0 harpoon = 1 wind_flute = 1 paddle = 1 wind_cnt = 0 'wind_direction = 7 town_check = 0 town1_cnt = 0 town2_cnt = 0 town3_cnt = 0 enemy = 0 enemy_atk = 0 draw_x = 6 draw_y = 5 wave_x = 0 wave_y = 0 daytime = 0 daytime_cnt = 0 sun_x = 0 storm_cnt = 60 storm_cnt_total = 60 storm_qty = 5 storm_roll = 65 for cnt = 1 to 12 stormx_map(cnt) = 0 stormy_map(cnt) = 0 next cnt wait REM =====edit whale_xy to restore random location===== 'whalex_map = (rand / 5) * 3 wait 'whaley_map = rand / 3 sound 5,0 REM =====INTRO===== REM stub for showing image MODE 1 WAIT DEFINE 0,16,title_screen_bitmaps_0 WAIT DEFINE 16,16,title_screen_bitmaps_1 WAIT DEFINE 32,16,title_screen_bitmaps_2 WAIT DEFINE 48,14,title_screen_bitmaps_3 define alternate 62,2, title_harpoon wait play full play beat_level_music SCREEN title_screen_cards sprite 01, 132 + visible, 6 + zoomy2, spr63 + spr_grey SPRITE 02, 137 + VISIBLE + zoomx2, 12 + zoomy8, SPR62 + spr_orange wait print at screenpos(1,1) color bg_cyan, "WHALE" print at screenpos(4,2) color bg_cyan, "HUNT" wait gosub cont1wait ' for y = 1 to 8 ' for x = 1 to 57 title_loop: if cont1.key < 12 then goto clear_title wait goto title_loop ' next x ' next y clear_title: play off sprite 01, behind sprite 02, behind cls wind_direction = (rand/32) + 1 gosub whale_xy gosub kill_quantity ' gosub health_crate REM ========================GAME START===================== ' 53 bitmaps load_images: gosub hide_sprites cls map = 0 if daytime = 0 then screen background_dawn if daytime = 1 then screen background if daytime = 2 then screen background_dusk if daytime = 3 then screen background_storm load_new_level: if level = 11 then level = 10 goto tally_score end if whale_cnt = 29 hands = 2 gosub score gosub load_row_throw gosub whale_movement gosub cont1wait actionloop: gosub whale_movement if cont1.key = 11 then goto load_map if cont1.key = 0 then goto load_map if cont1.key = 10 then goto load_map if cont1.key = 9 then if storm_flag = 1 then goto lose_life else sail_dir = 3 : gosub sail 'turn right if cont1.key = 8 then if storm_flag = 1 then goto lose_life else sail_dir = 2 : gosub sail 'straight if cont1.key = 7 then if storm_flag = 1 then goto lose_life else sail_dir = 1 : gosub sail 'turn left if cont1.key = 6 then if hands = 3 then hands = 2 : row = 0 : gosub load_row_throw : goto actionloop else dir_cnt = dir_cnt + 1 : if dir_cnt > 11 then direction = direction + 1 : dir_cnt = 1 : whale_cnt = 29 ': if row = 1 then offset = 240 else offset = 160 if cont1.key = 6 then row_cnt = row_cnt + 1 : if row_cnt > row_total then gosub player_row : row_cnt = 0 'row turn right if cont1.key = 5 then if hands = 3 then hands = 2 : row = 0 : gosub load_row_throw : goto actionloop else row_cnt = row_cnt + 1 : if row_cnt > row_total then gosub player_row : row_cnt = 0 'row straight if cont1.key = 4 then if hands = 3 then hands = 2 : row = 0 : gosub load_row_throw : goto actionloop else dir_cnt = dir_cnt - 1 : if dir_cnt < 1 then direction = direction - 1 : dir_cnt = 11 : whale_cnt = 29 ': if row = 1 then offset = 240 else offset = 160 if cont1.key = 4 then row_cnt = row_cnt + 1 : if row_cnt > row_total then gosub player_row : row_cnt = 0 'row turn left if cont1.key = 1 then if hands = 3 then hands = 1 : gosub hide_sprites : gosub load_row_throw : goto actionloop else arch = 3 : gosub player_throw if cont1.key = 2 then if hands = 3 then hands = 1 : gosub hide_sprites : gosub load_row_throw : goto actionloop else arch = 2 : gosub player_throw if cont1.key = 3 then if hands = 3 then hands = 1 : gosub hide_sprites : gosub load_row_throw : goto actionloop else arch = 1 : gosub player_throw if health = 0 then goto lose_life if cont1.b0 then goto sundial if cont1.b1 then if wind_flute = 1 then wind_direction = direction : play simple : play flute_song if cont1.b2 then if wind_flute = 1 then wind_direction = direction : play simple : play flute_song gosub timer if timeout_flag = 1 then goto lose_life if storm_cnt = storm_cnt_total then x = rand / 10 if storm_flag = 1 then if x = 3 then goto lose_life end if gosub wind if #score < #new_score then #score = #score + 1 if #score >= #next_score then #next_score = #next_score + 100 : if health < 4 then health = health + 1 gosub score wait goto actionloop REM =======================SUBROUTINES============================= timer: procedure #day_cnt = #day_cnt + 1 'if #day_cnt >= 570 then if #day_cnt = 250 then daytime_cnt = daytime_cnt + 1 if daytime_cnt = 3 then if daytime < 3 then daytime = 1 if daytime_cnt = 12 then if daytime < 3 then daytime = 2 if daytime_cnt > 14 then timeout_flag = 1 ': goto lose_life if map = 0 then if sun_x = 0 then draw_y = 1 draw_x = 0 if hands = 1 then if arch > 0 then offset = 80 else offset = 0 gosub draw_player end if if hands = 2 then if row = 1 then offset = 160 else offset = 240 gosub draw_player end if if hands = 3 then if sail_dir = 1 then offset = 0 : gosub sail_left if sail_dir = 2 then offset = 80 : gosub sail_straight if sail_dir = 3 then offset = 160 : gosub sail_right end if draw_y = 5 draw_x = 6 end if end if #day_cnt = 0 end if if sun_x = 0 then gosub storm end score: procedure if health = 4 then x = fg_blue if health = 3 then x = fg_white if health = 2 then x = fg_yellow if health = 1 then x = fg_red print at screenpos(0,0) color x, <2>lives print at screenpos(16,0) color x, <4>#score if kill_cnt >= kill_qty then x = fg_yellow else x = fg_green if kill_qty - kill_cnt >= 0 then print at screenpos(3,0) color x, <2>kill_qty - kill_cnt else print at screenpos(3,0) color x, "00" if wind_direction = 1 then print at screenpos(13,0) color fg_green, " N" if wind_direction = 2 then print at screenpos(13,0) color fg_green, "NE" if wind_direction = 3 then print at screenpos(13,0) color fg_green, " E" if wind_direction = 4 then print at screenpos(13,0) color fg_green, "SE" if wind_direction = 5 then print at screenpos(13,0) color fg_green, " S" if wind_direction = 6 then print at screenpos(13,0) color fg_green, "SW" if wind_direction = 7 then print at screenpos(13,0) color fg_green, " W" if wind_direction = 8 then print at screenpos(13,0) color fg_green, "NW" if direction > 8 then direction = 1 if direction < 1 then direction = 8 print at screenpos(6,0) color fg_red, "< >" print color cs_tan if direction = 1 then print at screenpos(7,0), "\37\13 \13\55" : if wind_direction = direction then print at screenpos(9,0) color fg_green, "\46" else print at screenpos(9,0) color fg_red, "\46" 'north if direction = 2 then print at screenpos(7,0), "\13\37 \46\13" 'northeast if direction = 3 then print at screenpos(7,0), "\51\13 \13\46" : if wind_direction = direction then print at screenpos(9,0) color fg_green, "\37" else print at screenpos(9,0) color fg_red, "\37" 'east if direction = 4 then print at screenpos(7,0), "\13\51 \37\13" 'southeast if direction = 5 then print at screenpos(7,0), "\55\13 \13\37" : if wind_direction = direction then print at screenpos(9,0) color fg_green, "\51" else print at screenpos(9,0) color fg_red, "\51" 'south if direction = 6 then print at screenpos(7,0), "\13\55 \51\13" 'southwest if direction = 7 then print at screenpos(7,0), "\46\13 \13\51" : if wind_direction = direction then print at screenpos(9,0) color fg_green, "\55" else print at screenpos(9,0) color fg_red, "\55" 'west if direction = 8 then print at screenpos(7,0), "\13\46 \55\13" 'northwest for score_cnt = 2 to 8 step 2 if direction = score_cnt then if wind_direction = direction then print at screenpos(9,0) color fg_green, "\13" else print at screenpos(9,0) color fg_red, "\13" 'red/green marker for NE, NW, SE, SW next score_cnt wait end cont1wait: procedure cont1wait_loop: wait if cont1.key < 12 then goto cont1wait_loop end cont1pause: procedure cont1pause_loop: wait if cont1.key = 12 then goto cont1pause_loop end load_row_throw: procedure sprite 01, behind sprite 02, behind sprite 03, behind gosub blank_char DEFINE 0,16,row_throw_bitmaps_0 WAIT DEFINE 16,16,row_throw_bitmaps_1 WAIT DEFINE 32,16,row_throw_bitmaps_2 WAIT DEFINE 48,5,row_throw_bitmaps_3 'load_row_throw_end: define alternate 57,3,blood_1 wait if hands = 2 then define 53,3,paddle_sprites : wait gosub player_ready end wind: procedure 'print at 20 color fg_white, <2>wind_direction, " ", <2>wind_roll, " ", <3>wind_cnt wait if wind_cnt = 0 then wind_roll = rand / 128 wait if wind_roll = 0 then wind_roll = 1 if wind_direction = 1 then if (rand/32) < 3 then wind_direction = (rand/32) if wind_direction = 0 then wind_direction = 8 goto end_wind end if if wind_direction = 8 then if (rand/32) + 1 > 6 then wind_direction = (rand/32) + 1 if wind_direction > 8 then wind_direction = 1 goto end_wind end if if (rand/32) + 1 >= wind_direction - 1 then if (rand/32) + 1 <= wind_direction + 1 then wind_direction = (rand/32) + 1 end if end_wind: wind_cnt = wind_cnt + 1 if wind_cnt = 100 then wind_cnt = 0 end player_ready: procedure sprite 01, behind sprite 02, behind sprite 03, behind gosub whale_movement if hands = 1 then offset = 0 gosub draw_player define 54,2,title_harpoon wait sprite 01, 138 + visible, 62 + zoomy2, spr55 + spr_grey SPRITE 02, 143 + VISIBLE + zoomx2, 68 + zoomy8, spr54 + spr_orange goto ready_end end if if hands = 2 then if row = 1 then offset = 160 else offset = 240 gosub draw_player goto ready_end end if 'ready_sail: 'if daytime = 0 then screen background_dawn,20,20,20,11 'if daytime = 1 then screen background,20,20,20,11 'if daytime = 2 then screen background_dusk,20,20,20,11 'if daytime = 3 then screen background_storm,20,20,20,11 gosub blank_char DEFINE 0,16,sail_bitmaps_0 WAIT DEFINE 16,16,sail_bitmaps_1 WAIT DEFINE 32,16,sail_bitmaps_2 WAIT DEFINE 48,7,sail_bitmaps_3 define alternate 63,1,harpoon_3 wait 'ready_sail_end: if sail_dir = 1 then offset = 0 : gosub sail_left if sail_dir = 2 then offset = 80 : gosub sail_straight if sail_dir = 3 then offset = 160 : gosub sail_right ready_end: wait end player_throw: procedure if hands <> 1 then hands = 1 : if map = 0 then gosub player_ready sprite 01, behind sprite 02, behind sprite 03, behind offset = 80 gosub draw_player harp1 = 124 harp2 = harp1 - 8 harp3 = 47 define 54,2,harpoon_1 wait for throw_x = harp1 to harp2 step -1 harp3 = harp3 - 2 REM =====sprites 53 and 54 are intentionally reversed here===== sprite 01, throw_x + visible, harp3, spr54 + spr_grey SPRITE 02, throw_x + 5 + VISIBLE + zoomx2, harp3 + 4 + zoomy4, SPR55 + spr_orange gosub whale_movement next throw_x gosub timer sprite 01, behind sprite 02, behind sprite 03, behind define 54,2,harpoon_2 wait harp1 = throw_x if arch = 3 then harp2 = throw_x - (8*(arch+2)) else harp2 = throw_x - (8*(arch+1)) for throw_x = harp1 to harp2 step -1 if throw_x = harp1 - (2*(arch+1)) then harp3 = harp3 - 1 if throw_x = harp1 - (4*(arch+1)) then harp3 = harp3 - 1 if throw_x = harp1 - (6*(arch+1)) then harp3 = harp3 - 1 sprite 01, throw_x + visible, harp3, spr55 + spr_grey SPRITE 02, throw_x + 8 + VISIBLE, harp3, SPR54 + spr_orange sprite 03, throw_x + 12 + visible, harp3 + 1, spr54 + spr_orange wait wait next throw_x gosub timer sprite 01, behind sprite 02, behind sprite 03, behind define 54,2,harpoon_3 wait harp1 = throw_x if arch > 1 then harp2 = throw_x - (8*(arch+2)) else harp2 = throw_x - (8*(arch+1)) for throw_x = harp1 to harp2 step -1 if throw_x = harp1 - (2*(arch+1)) then harp3 = harp3 + 1 if throw_x = harp1 - (4*(arch+1)) then harp3 = harp3 + 1 if throw_x = harp1 - (6*(arch+1)) then harp3 = harp3 + 1 sprite 01, throw_x + visible, harp3, spr55 + spr_grey SPRITE 02, throw_x + 7 + VISIBLE, harp3, SPR54 + spr_orange sprite 03, throw_x + 11 + visible, harp3 - 1, spr54 + spr_orange wait wait next throw_x gosub timer sprite 01, behind sprite 02, behind sprite 03, behind define 54,2,harpoon_4 wait harp1 = throw_x + 2 harp2 = harp1 - (8*(arch+1)) harp3 = harp3 + 8 for throw_x = harp1 to harp2 step -1 ' if throw_x = harp1 - (2*(arch+1)) then harp3 = harp3 + 3 ' if throw_x = harp1 - (4*(arch+1)) then harp3 = harp3 + 3 ' if throw_x = harp1 - (6*(arch+1)) then harp3 = harp3 + 3 harp3 = harp3 + 2 sprite 01, throw_x + visible, harp3, spr55 + spr_grey SPRITE 02, throw_x + VISIBLE, harp3 - 4, SPR54 + spr_orange sprite 03, throw_x + 4 + visible, harp3 - 8, spr54 + spr_orange gosub whale_movement wait gosub whale_movement wait wait if harp3 > 70 then goto drop_harpoon next throw_x gosub timer drop_harpoon: sprite 01, behind sprite 02, behind sprite 03, behind throw_x = throw_x + 2 harp3 = harp3 + 2 harp1 = harp3 define 54,2,harpoon_5 wait for harp3 = harp1 to harp1 + 17 sprite 01, throw_x + hit + visible, harp3, spr55 + spr_grey SPRITE 02, throw_x + hit + VISIBLE, harp3 - 4, SPR54 + spr_orange sprite 03, throw_x+1 + hit + visible, harp3 - 8, spr54 + spr_orange if col1 and hit_sprite4+hit_sprite6+hit_sprite7 then goto hit_throw for cnt = 1 to 3 wait next cnt next harp3 gosub timer wait play simple play spear_miss sprite 01, throw_x - 1 + visible, harp3, spr59 + spr_cyan SPRITE 02, throw_x + VISIBLE, harp3, SPR54 + spr_orange sprite 03, throw_x + 1 + visible, harp3 - 4, spr54 + spr_orange goto exit_throw hit_throw: play simple play spear_hit if enemy = 0 then #new_score = #score + 5 if enemy = 1 then #new_score = #score + 3 if enemy = 2 then #new_score = #score + 7 if enemy = 3 then #new_score = #score + 10 sprite 01, throw_x - 1 + visible, harp3 - 3, spr59 + spr_red SPRITE 02, throw_x + VISIBLE, harp3 - 3, SPR54 + spr_orange sprite 03, throw_x + 1 + visible, harp3 - 7, spr54 + spr_orange hit_cnt = hit_cnt + harpoon for cnt = 1 to 10 wait next cnt if hit_cnt >= hit_total then sprite 01, behind sprite 02, behind sprite 03, behind gosub enemy_attack gosub change_enemy end if exit_throw: arch = 0 if hit_cnt >= hit_total then hit_cnt = 0 : gosub hide_sprites else sprite 01, behind : sprite 02, behind : sprite 03, behind if #new_score > #score then if hit_cnt > 0 then gosub enemy_attack gosub player_ready end change_enemy: procedure hit_cnt = 0 if enemy = 0 then #new_score = #score + 30 : kill_cnt = kill_cnt + 1 if enemy = 1 then #new_score = #score + 25 if enemy = 2 then #new_score = #score + 35 if enemy = 3 then #new_score = #score + 40 gosub hide_sprites gosub whale_xy gosub whale_movement wait enemy = (rand / 64) if enemy >= 2 then wait : enemy = (rand / 64) else enemy = 0 if enemy = 0 then hit_total = 3 if enemy = 1 then hit_total = 3 if enemy = 2 then hit_total = 2 if enemy = 3 then hit_total = 4 end player_row: procedure if hands <> 2 then hands = 2 if map = 0 then offset = 160 gosub draw_player row = 1 end if end if if map = 0 then if row = 1 then offset = 160 gosub draw_player row = 0 else offset = 240 gosub draw_player row = 1 end if end if gosub whale_pos_calc if whalex_map > player_x - 9 then if whalex_map < player_x + 8 then if whaley_map > player_y - 5 then if whaley_map < player_y + 5 then goto check_row_position else goto check_row_end goto check_row_end check_row_position: if whale_position = direction then goto player_row_end if whale_up = direction then goto player_row_end if whale_down = direction then goto player_row_end check_row_end: if direction = 1 then if row_cnt > row_total then player_y = player_y - paddle 'north if direction = 2 then if row_cnt > row_total then player_y = player_y - paddle : player_x = player_x + paddle 'northeast if direction = 3 then if row_cnt > row_total then player_x = player_x + paddle 'east if direction = 4 then if row_cnt > row_total then player_y = player_y + paddle : player_x = player_x + paddle 'southeast if direction = 5 then if row_cnt > row_total then player_y = player_y + paddle 'south if direction = 6 then if row_cnt > row_total then player_y = player_y + paddle : player_x = player_x - paddle 'southwest if direction = 7 then if row_cnt > row_total then player_x = player_x - paddle 'west if direction = 8 then if row_cnt > row_total then player_y = player_y - paddle : player_x = player_x - paddle 'northwest gosub dim_check gosub score 'check_health: ' print at 20, <3>player_x, " ", <3>player_y , " ", <3>crate_x, " ", <1>health ' if player_y >= 70 then if player_y <= 73 then if player_x > crate_x - 5 then if player_x < crate_x + 9 then goto use_health ' goto player_row_end 'use_health: ' 'play simple ' 'play health_sound ' if health < 5 then health = health + 1 ' gosub health_crate player_row_end: if storm_flag = 0 then row_total = row_speed end draw_player: procedure for y = draw_y TO 11 for x = draw_x TO 19 if hands = 3 then PRINT AT y * 20 + x,sail_cards(y * 240 + x + (20*daytime) + offset) else PRINT AT y * 20 + x,row_throw_cards(y * 320 + x + (20*daytime) + offset) end if next x next y if map = 0 then if hands < 3 then if offset = 160 then define 53,3,paddle_sprites wait sprite 01, 56 + visible, 80 + zoomy2, spr53 + spr_darkgreen sprite 02, 64 + visible, 80 + zoomy2, spr54 + spr_darkgreen sprite 03, 72 + visible, 80 + zoomy2, spr55 + spr_darkgreen end if if offset = 240 then sprite 01, behind sprite 02, behind sprite 03, behind end if end if end if end sail: procedure play off if map = 0 then if hands <> 3 then hands = 3 : sprite 01, behind : sprite 02, behind : sprite 03, behind : gosub player_ready if map = 1 then hands = 3 gosub wind if direction = wind_direction then wind_bonus = 2 else wind_bonus = 0 if cont1.key = 9 then if map = 0 then offset = 160 : gosub sail_right if cont1.key = 9 then wind_offset = wind_direction + 1 : if wind_offset > 8 then wind_offset = 1 if cont1.key = 7 then if map = 0 then offset = 0 : gosub sail_left if cont1.key = 7 then wind_offset = wind_direction - 1 : if wind_offset < 1 then wind_offset = 8 if cont1.key = 8 then if map = 0 then offset = 80 : gosub sail_straight if cont1.key = 8 then wind_offset = wind_direction 'sail_map: ' if whalex_map > player_x - 5 then if whaley_map < player_y + 5 then if whalex_map < player_x + 5 then if whaley_map > player_y - 5 then if whale_position = direction then goto sail_end ' if whalex_map > player_x - 5 then if whaley_map < player_y + 5 then if whalex_map < player_x + 5 then if whaley_map > player_y - 5 then if whale_up = direction then goto sail_end ' if whalex_map > player_x - 5 then if whaley_map < player_y + 5 then if whalex_map < player_x + 5 then if whaley_map > player_y - 5 then if whale_down = direction then goto sail_end gosub whale_pos_calc if whalex_map > player_x - 9 then if whalex_map < player_x + 8 then if whaley_map > player_y - 5 then if whaley_map < player_y + 5 then goto check_sail_end 'check_sail_position: if wind_offset = 1 then player_y = player_y - wind_bonus 'north if wind_offset = 2 then player_y = player_y - wind_bonus : player_x = player_x + wind_bonus 'northeast if wind_offset = 3 then player_x = player_x + wind_bonus 'east if wind_offset = 4 then player_y = player_y + wind_bonus : player_x = player_x + wind_bonus 'southeast if wind_offset = 5 then player_y = player_y + wind_bonus 'south if wind_offset = 6 then player_y = player_y + wind_bonus : player_x = player_x - wind_bonus 'southwest if wind_offset = 7 then player_x = player_x - wind_bonus 'west if wind_offset = 8 then player_y = player_y - wind_bonus : player_x = player_x - wind_bonus 'northwest gosub dim_check check_sail_end: gosub whale_movement gosub score wait wait end sail_left: procedure 'gosub draw_player sprite 01, 120 + visible, 51 + zoomy4, spr63 + spr_darkgreen sprite 02, 80 + visible, 81 + zoomy4, spr63 + spr_darkgreen sprite 03, behind gosub draw_player end sail_straight: procedure 'gosub draw_player sprite 01, 120 + zoomx2 + visible, 51 + zoomy4, spr63 + spr_darkgreen sprite 02, 88 + visible, 73 + zoomy4, spr63 + spr_darkgreen sprite 03, 152 + visible, 73 + zoomy4, spr63 + spr_darkgreen gosub draw_player end sail_right: procedure 'gosub draw_player sprite 01, 128 + zoomx2 + visible, 51 + zoomy4, spr63 + spr_darkgreen sprite 02, 96 + visible, 65 + zoomy4, spr63 + spr_darkgreen sprite 03, 151 + zoomx2 + visible, 63 + zoomy4, spr63 + spr_darkgreen gosub draw_player end whale_xy: procedure whale_xy_loop: wait whalex_map = (rand / 5) * 3 wait whaley_map = rand / 3 gosub dim_check if whalex_map > player_x - 6 then if whalex_map < player_x + 6 then if whaley_map > player_y - 6 then if whaley_map < player_y + 6 then goto whale_xy_loop for cnt = 1 to storm_qty if whalex_map > stormx_map(cnt) - 1 then if whalex_map < stormx_map(cnt) + 1 then if whaley_map > stormy_map(cnt) - 1 then if whaley_map < stormy_map(cnt) + 1 then goto whale_xy_loop next cnt end whale_movement: procedure whale_cnt = whale_cnt + 1 if whale_cnt < 30 then goto whale_move_end if whale_cnt > 30 then whale_cnt = 0 : goto whale_move_end gosub whale_pos_calc if storm_flag = 1 then goto whale_move_map if map = 1 then goto whale_move_map if whale_position <> direction then goto whale_move_map whalex = dir_cnt * 4 move_dir = rand / 64 if move_dir = 0 then whalex = whalex - 5 if move_dir = 2 then whalex = whalex + 5 if whalex > 44 then whalex = 44 if whalex > 245 then whalex = 1 'if whalex > 44 then whalex = 1 : direction = direction + 1 : if direction > 8 then direction = 1 : whalex_map = whalex_map + 16 : gosub whale_pos_calc 'if whalex > 245 then whalex = 38 : direction = direction - 1 : if direction < 1 then direction = 8 : whalex_map = whalex_map - 16 : gosub whale_pos_calc if map = 0 then goto enemy_images goto whale_move_map enemy_images: if whalex_map > player_x - 10 then if whaley_map < player_y + 10 then if whalex_map < player_x + 10 then if whaley_map > player_y - 10 then gosub draw_enemy_big : goto whale_move_map if whalex_map > player_x - 20 then if whaley_map < player_y + 20 then if whalex_map < player_x + 20 then if whaley_map > player_y - 20 then goto draw_enemy_med if whalex_map > player_x - 30 then if whaley_map < player_y + 30 then if whalex_map < player_x + 30 then if whaley_map > player_y - 30 then goto draw_enemy_small goto whale_move_map draw_enemy_small: if enemy = 0 then goto draw_whale_small if enemy = 1 then goto draw_serpant_small if enemy = 2 then goto draw_squid_small if enemy = 3 then goto draw_crab_small draw_whale_small: sprite 00,behind define 60,2,small_whale wait sprite 05, whalex + visible, whaley + 3, spr60 + spr_white sprite 06, whalex + 8 + visible, whaley + 3, spr61 + spr_white sprite 07, behind goto whale_move_map draw_serpant_small: sprite 00,behind sprite 06, behind sprite 07, behind define 60,1,small_serpant wait sprite 05, whalex + visible + zoomx2, whaley + 3, spr60 + spr_green goto whale_move_map draw_squid_small: sprite 00,behind sprite 06, behind sprite 07, behind define 60,1,squid_map wait sprite 05, whalex + visible, whaley + 3, spr60 + spr_purple goto whale_move_map draw_crab_small: sprite 00,behind sprite 07, behind define 60,2,small_crab wait sprite 05, whalex + visible, whaley + 4, spr61 + spr_red sprite 06, whalex + visible, whaley + 3, spr60 + spr_white goto whale_move_map draw_enemy_med: if enemy = 0 then goto draw_whale_med if enemy = 1 then goto draw_serpant_med if enemy = 2 then goto draw_squid_med if enemy = 3 then goto draw_crab_med draw_whale_med: sprite 00,behind sprite 04, behind define 60,2,med_whale wait sprite 05, whalex + visible, whaley + 3, spr60 + spr_white sprite 06, whalex + 8 + visible, whaley + 3, spr61 + spr_white sprite 07, whalex + 16 + visible, whaley + 3 + flipx, spr61 + spr_white goto whale_move_map draw_serpant_med: sprite 00,behind sprite 04, behind define 60,3,med_serpant wait sprite 06, whalex + visible, whaley - 1 + zoomy2, spr60 + spr_green sprite 07, whalex + 8 + visible, whaley - 1 + zoomy2, spr61 + spr_green sprite 05, whalex + 8 + visible, whaley + 1, spr62 + spr_white goto whale_move_map draw_squid_med: sprite 00,behind sprite 04, behind define 60,2,med_squid wait sprite 05, whalex + 8 + visible, whaley - 1 + zoomy2, spr60 + spr_purple sprite 06, whalex + 1 + visible, whaley + 3, spr61 + spr_purple sprite 07, whalex + 15 + visible, whaley + 3 + flipx, spr61 + spr_purple goto whale_move_map draw_crab_med: sprite 00, behind sprite 04, behind define 60,3,med_crab wait sprite 05, whalex + visible, whaley - 1 + zoomy2, spr60 + spr_white sprite 07, whalex + 8 + visible, whaley + zoomy2, spr61 + spr_white sprite 06, whalex + 8 + visible, whaley + 1 + zoomy2, spr62 + spr_red 'goto whale_move_map whale_move_map: wait whale_dir = (rand / 32) + 1 if whalex_map > player_x - 5 then if whaley_map < player_y + 5 then if whalex_map < player_x + 5 then if whaley_map > player_y - 5 then goto whale_move_end if whale_dir = 1 then whaley_map = whaley_map - 1 'north if whale_dir = 2 then whalex_map = whalex_map + 1 : whaley_map = whaley_map - 1 'northeast if whale_dir = 3 then whalex_map = whalex_map + 1 'east if whale_dir = 4 then whalex_map = whalex_map + 1 : whaley_map = whaley_map + 1 'southeast if whale_dir = 5 then whaley_map = whaley_map + 1 'south if whale_dir = 6 then whalex_map = whalex_map - 1 : whaley_map = whaley_map + 1 'southwest if whale_dir = 7 then whalex_map = whalex_map - 1 'west if whale_dir = 8 then whalex_map = whalex_map - 1 : whaley_map = whaley_map - 1 'northwest gosub dim_check whale_move_end: wait end whale_pos_calc: procedure REM =====1-north=====2-northeast=====3-east=====4-southeast=====5-south=====6-southwest=====7-west=====8-northwest===== whale_position = 0 'north if whalex_map > player_x - 7 then if whalex_map < player_x + 6 then if whaley_map < player_y then whale_position = 1 : whale_up = 2 : whale_down = 8 'south if whale_position = 0 then if whalex_map > player_x - 7 then if whalex_map < player_x + 6 then if whaley_map > player_y then whale_position = 5 : whale_up = 6 : whale_down = 4 'east if whale_position = 0 then if whaley_map > player_y - 3 then if whaley_map < player_y + 3 then if whalex_map > player_x then whale_position = 3 : whale_up = 4 : whale_down = 2 'west if whale_position = 0 then if whaley_map > player_y - 3 then if whaley_map < player_y + 3 then if whalex_map < player_x then whale_position = 7 : whale_up = 8 : whale_down = 6 'northwest if whale_position = 0 then if whalex_map <= player_x - 7 then if whaley_map <= player_y - 3 then whale_position = 8 : whale_up = 1 : whale_down = 7 'northeast if whale_position = 0 then if whalex_map >= player_x + 6 then if whaley_map <= player_y - 3 then whale_position = 2 : whale_up = 3 : whale_down = 1 'southwest if whale_position = 0 then if whalex_map <= player_x - 7 then if whaley_map >= player_y + 3 then whale_position = 6 : whale_up = 7 : whale_down = 5 'southeast if whale_position = 0 then if whalex_map >= player_x + 6 then if whaley_map >= player_y + 3 then whale_position = 4 : whale_up = 5 : whale_down = 3 if whale_position <> direction then if map = 0 then sprite 00, behind : sprite 04, behind : sprite 05, behind : sprite 06, behind : sprite 07, behind end load_map: gosub hide_sprites cls DEFINE 0,16,map_bitmaps_0 WAIT DEFINE 16,4,map_bitmaps_1 define alternate 20,9,buildings wait define 36,11,map_sprites wait SCREEN map_cards sprite 05, 24 + hit + visible, 80 + zoomy2, spr41 + spr_orange 'left dock sprite 06, 77 + hit + visible, 80 + zoomy2, spr41 + spr_orange 'middle dock sprite 07, 147 + hit + visible, 79 + zoomy2, spr41 + spr_orange 'right dock ' print at 160 + crate_map color bg_blue, "\010" gosub cont1wait map_loop: map = 1 gosub whale_movement gosub wind if #score < #new_score then #score = #score + 1 if #score >= #next_score then #next_score = #next_score + 100 : if health < 4 then health = health + 1 gosub score if direction < 5 then #char_dir = flipx : x = 1 else #char_dir = 0 : x = 0 sprite 00, player_x + x + visible, player_y + #char_dir, spr38 + cs_red 'player sprite 01, player_x + x + visible, player_y + #char_dir, spr39 + cs_white sprite 02, player_x + x + hit + visible, player_y + #char_dir, spr40 + cs_orange 'player if whale_dir > 5 then #enemy_dir = flipx else #enemy_dir = 0 if enemy = 0 then sprite 03, whalex_map + visible, whaley_map + #enemy_dir, spr36 + cs_white 'whale if enemy = 0 then sprite 04, whalex_map + visible, whaley_map - 1 + #enemy_dir, spr37 + cs_cyan if enemy = 1 then sprite 03, whalex_map + visible, whaley_map + #enemy_dir, spr43 + cs_white 'serpant if enemy = 1 then sprite 04, whalex_map + visible, whaley_map + #enemy_dir, spr42 + cs_green if enemy = 2 then sprite 03, whalex_map + visible, whaley_map, spr44 + spr_purple 'squid if enemy = 3 then sprite 04, whalex_map + visible, whaley_map + #enemy_dir, spr45 + cs_white 'crab if enemy = 3 then sprite 03, whalex_map + visible, whaley_map + #enemy_dir, spr46 + cs_red wait gosub draw_towns if col2 and hit_sprite5 then gosub town1_check : if town_check = 1 then player_x = 24 : player_y = 75 : town_check = 0 : goto load_new_level if col2 and hit_sprite6 then gosub town2_check : if town_check = 1 then player_x = 77 : player_y = 75 : town_check = 0 : goto load_new_level if col2 and hit_sprite7 then gosub town3_check : if town_check = 1 then player_x = 147 : player_y = 74 : town_check = 0 : goto load_new_level if cont1.key = 0 then goto exit_map if cont1.key = 10 then goto exit_map if cont1.key = 11 then goto exit_map if cont1.key = 9 then if storm_flag = 1 then goto lose_life else gosub sail 'turn right if cont1.key = 8 then if storm_flag = 1 then goto lose_life else gosub sail 'straight if cont1.key = 7 then if storm_flag = 1 then goto lose_life else gosub sail 'turn left if cont1.key = 6 then row_cnt = row_cnt + 1 : if row_cnt > row_total then gosub player_row : row_cnt = 0'row turn right if cont1.key = 5 then row_cnt = row_cnt + 1 : if row_cnt > row_total then gosub player_row : row_cnt = 0'row straight if cont1.key = 4 then row_cnt = row_cnt + 1 : if row_cnt > row_total then gosub player_row : row_cnt = 0'row turn left if cont1.key = 6 then dir_cnt = dir_cnt + 1 : if dir_cnt > 11 then direction = direction + 1 : dir_cnt = 1 : whale_cnt = 29 if cont1.key = 4 then dir_cnt = dir_cnt - 1 : if dir_cnt < 1 then direction = direction - 1 : dir_cnt = 11 : whale_cnt = 29 if cont1.b0 then goto sundial if cont1.b1 then if wind_flute = 1 then wind_direction = direction : play simple : play flute_song if cont1.b2 then if wind_flute = 1 then wind_direction = direction : play simple : play flute_song gosub timer if timeout_flag = 1 then goto lose_life if storm_cnt = storm_cnt_total then x = rand / 10 if storm_flag = 1 then if x = 3 then goto lose_life end if goto map_loop exit_map: goto load_images draw_towns: procedure if town1_cnt >= 1 then print at screenpos(2,10) color cs_green, "\277" if town1_cnt = 2 then print at screenpos(1,10) color cs_green, "\276" if town2_cnt >= 1 then print at screenpos(9,10) color cs_green, "\280" if town2_cnt >= 2 then print at screenpos(8,10) color cs_green, "\279" if town2_cnt >= 3 then print at screenpos(7,10) color cs_green, "\278" if town2_cnt >= 4 then print at screenpos(10,10) color cs_green, "\281" if town3_cnt >= 2 then print at screenpos(17,10) color cs_green, "\283" if town3_cnt >= 1 then print at screenpos(16,10) color cs_green, "\282" if town3_cnt = 3 then print at screenpos(18,10) color cs_green, "\284" end town1_check: procedure if kill_cnt < kill_qty then goto town1_end kill_cnt = 0 gosub beat_level town_check = 1 if town1_cnt = 2 then goto town1_end town1_cnt = town1_cnt + 1 if town1_cnt = 2 then row_total = 2 : row_speed = 2 : cls : gosub pad_upgrade town1_end: if town_check = 1 then gosub win_check end town2_check: procedure if kill_cnt < kill_qty then goto town2_end kill_cnt = 0 gosub beat_level town_check = 1 if town2_cnt = 4 then goto town2_end town2_cnt = town2_cnt + 1 if town2_cnt = 2 then harpoon = 2 : cls : gosub harpoon_upgrade if town2_cnt = 4 then harpoon = 3 : cls : gosub harpoon_upgrade town2_end: if town_check = 1 then gosub win_check end town3_check: procedure if kill_cnt < kill_qty then goto town3_end kill_cnt = 0 gosub beat_level if town3_cnt < 3 then town3_cnt = town3_cnt + 1 if wind_flute = 0 then if 7 <= town1_cnt + town2_cnt + town3_cnt then wind_flute = 1 gosub flute_upgrade else gosub come_back gosub upgrade_end end if end if 'gosub cont1wait town_check = 1 town3_end: if town_check = 1 then gosub win_check end come_back: procedure gosub hide_sprites cls gosub transition_in print at 81 color bg_cyan, "RETURN WHEN SEVEN" print at 102, "TOWNS ARE BUILT" end win_check: procedure if level = 10 then level = level + 1 : goto win_check_end ' for cnt = 1 to 30 ' wait ' next cnt ' win_check_end: 'gosub upgrade_end gosub new_level_stats gosub kill_quantity gosub transition_out win_check_end: end hide_sprites: procedure sprite 00, behind sprite 01, behind sprite 02, behind sprite 03, behind sprite 04, behind sprite 05, behind sprite 06, behind sprite 07, behind wait end REM =============================SUNDIAL CODE======================================== asm org $4820 kill_quantity: procedure gosub hide_sprites cls gosub score define 57,3,blood_1 wait define 60,2,big_whale define alternate 62,1,whale_face_dead wait sprite 05, 47 + visible, 55 + zoomy2, spr60 + spr_white sprite 06, 55 + visible + zoomx2, 55 + zoomy2, spr61 + spr_white sprite 07, 71 + visible, 55 + zoomy2 + flipx, spr61 + spr_white sprite 04, 72 + visible, 58, spr62 + spr_black sprite 00, 65 + visible, 53, spr58 + spr_red sprite 03, 73, 46, spr54 + spr_orange print at 66 color fg_yellow, "LEVEL ", <2>level print at 130 color fg_green, "X" print at 132, <2>kill_qty gosub upgrade_end gosub hide_sprites end sundial: 'z = map 'map = 1 gosub hide_sprites cls wait DEFINE 0,16,sundial_bitmaps_0 WAIT DEFINE 16,16,sundial_bitmaps_1 WAIT DEFINE 32,16,sundial_bitmaps_2 WAIT DEFINE 48,4,sundial_bitmaps_3 define alternate 57,1,sundial_sprites WAIT define 58,1,shadow_1 define alternate 59,1,shadow_2 wait define 60,1,shadow_3 define alternate 61,1,shadow_4 gosub cont1wait if daytime = 0 then screen sundial_dawn_cards if daytime = 1 then screen sundial_cards if daytime = 2 then screen sundial_dusk_cards if daytime = 3 then screen sundial_storm_cards sundial_loop: if daytime = 3 then sun_x = 1 : goto sundial_skip if daytime_cnt = 0 then sun_x = 20 : sprite 04, 91 + visible + zoomx2, 53 + zoomy2 + flipx + flipy, spr61 + spr_red '5am if daytime_cnt = 1 then sun_x = 28 : sprite 04, 89 + visible + zoomx2, 58 + zoomy2 + flipx + flipy, spr61 + spr_red '6am if daytime_cnt = 2 then sun_x = 36 : sprite 04, 88 + visible + zoomx2, 64 + zoomy2 + flipx, spr60 + spr_red '7am if daytime_cnt = 3 then daytime = 1 gosub sundial_sky sun_x = 44 sprite 04, 86 + visible + zoomx2, 68 + zoomy2 + flipx, spr60 + spr_red '8 end if if daytime_cnt = 4 then sun_x = 52 : sprite 04, 90 + visible, 73 + zoomy2 + flipx, spr60 + spr_red '9 if daytime_cnt = 5 then sun_x = 60 : sprite 04, 86 + visible, 78 + zoomy2 + flipx, spr59 + spr_red '10 if daytime_cnt = 6 then sun_x = 68 : sprite 04, 85 + visible, 80 + zoomy2 + flipx, spr58 + spr_red '11 if daytime_cnt = 7 then sun_x = 76 : sprite 04, 79 + visible, 82 + zoomy2 + flipx, spr58 + spr_red '12 if daytime_cnt = 8 then sun_x = 84 : sprite 04, 76 + visible, 80 + zoomy2, spr58 + spr_red '1 if daytime_cnt = 9 then sun_x = 92 : sprite 04, 74 + visible, 78 + zoomy2, spr59 + spr_red '2 if daytime_cnt = 10 then sun_x = 100 : sprite 04, 70 + visible, 73 + zoomy2, spr60 + spr_red '3 if daytime_cnt = 11 then sun_x = 108 : sprite 04, 64 + visible + zoomx2, 68 + zoomy2, spr60 + spr_red '4 if daytime_cnt = 12 then daytime = 2 gosub sundial_sky sun_x = 116 sprite 04, 62 + visible + zoomx2, 64 + zoomy2, spr60 + spr_red '5pm end if if daytime_cnt = 13 then sun_x = 124 : sprite 04, 62 + visible + zoomx2, 58 + zoomy2 + flipy, spr61 + spr_red '6pm if daytime_cnt = 14 then sun_x = 132 : sprite 04, 61 + visible + zoomx2, 53 + zoomy2 + flipy, spr61 + spr_red '7pm sprite 00, sun_x + visible, 8 + zoomy2, spr57 + spr_yellow sprite 01, sun_x + 8 + visible, 8 + zoomy2 + flipx, spr57 + spr_yellow sprite 02, sun_x + visible, 16 + zoomy2 + flipy, spr57 + spr_yellow sprite 03, sun_x + 8 + visible, 16 + zoomy2 + mirror, spr57 + spr_yellow sundial_skip: for cnt = 1 to 60 wait gosub timer if #day_cnt = 0 then goto sundial_loop if cont1.button then goto sundial_end if cont1.key < 12 then goto sundial_end next cnt GOTO sundial_loop sundial_end: if cont1.key < 12 then goto sundial_end sun_x = 0 if map = 0 then goto load_images if map = 1 then goto load_map sundial_sky: procedure FOR y = 0 TO 1 FOR x = 0 TO 19 if daytime = 0 then PRINT AT y * 20 + x,sundial_dawn_cards(y * 20 + x) if daytime = 1 then PRINT AT y * 20 + x,sundial_cards(y * 20 + x) if daytime = 2 then PRINT AT y * 20 + x,sundial_dusk_cards(y * 20 + x) NEXT x NEXT y 'sky_end: wait end storm_dim_check: procedure if player_x > (stormx_map(cnt)*8) then if player_x < (stormx_map(cnt)*8) + 15 then if player_y > (stormy_map(cnt)*8) + 3 then if player_y < (stormy_map(cnt)*8) + 16 then storm_flag = 1 end storm: procedure storm_flag = 0 for cnt = 1 to storm_qty if stormx_map(cnt) > 0 then if map = 1 then print at screenpos(stormx_map(cnt), stormy_map(cnt)) color bg_blue, "@" if daytime < 3 then if player_x > (stormx_map(cnt)*8) then if player_x < (stormx_map(cnt)*8) + 15 then if player_y > (stormy_map(cnt)*8) + 3 then if player_y < (stormy_map(cnt)*8) + 16 then gosub in_storm end if if daytime = 3 then gosub storm_dim_check 'if player_x > (stormx_map(cnt)*8) then if player_x < (stormx_map(cnt)*8) + 15 then if player_y > (stormy_map(cnt)*8) + 3 then if player_y < (stormy_map(cnt)*8) + 16 then storm_flag = 1 end if end if if storm_cnt = storm_cnt_total then if stormx_map(cnt) = 0 then wait x = (rand/storm_roll) + 1 if x = 1 then storm_reroll: wait stormx_map(cnt) = (rand/16) + 2 wait stormy_map(cnt) = (rand/48) + 2 if player_x > (stormx_map(cnt)*8) then if player_x < (stormx_map(cnt)*8) + 15 then if player_y > (stormy_map(cnt)*8) + 3 then if player_y < (stormy_map(cnt)*8) + 16 then goto storm_reroll if whalex_map > (stormx_map(cnt)*8) then if whalex_map < (stormx_map(cnt)*8) + 15 then if whaley_map > (stormy_map(cnt)*8) + 3 then if whaley_map < (stormy_map(cnt)*8) + 16 then goto storm_reroll end if else if x = 1 then if map = 1 then print at stormy_map(cnt) * 20 + stormx_map(cnt), map_cards(stormy_map(cnt) * 20 + stormx_map(cnt)) stormx_map(cnt) = 0 if player_x > (stormx_map(cnt)*8) then if player_x < (stormx_map(cnt)*8) + 15 then if player_y > (stormy_map(cnt)*8) + 3 then if player_y < (stormy_map(cnt)*8) + 16 then gosub out_storm end if end if end if next cnt storm_cnt = storm_cnt + 1 if storm_cnt > storm_cnt_total then storm_cnt = 1 if storm_flag = 0 then if daytime = 3 then gosub out_storm if storm_flag = 1 then wait if map = 0 then for cnt = 1 to 2 if storm_cnt = 30 then gosub lightning if storm_cnt = 1 then gosub lightning next cnt end if end if end in_storm: procedure if hands = 3 then goto lose_life daytime = 3 if map = 1 then gosub tornado if map = 0 then screen background_storm,20,20,20,11 gosub draw_player gosub lightning end if player_x = stormx_map(cnt)*8 + 8 player_y = stormy_map(cnt)*8 + 9 if storm_flag = 0 then row_total = row_speed * 4 ' row_speed = row_total end if storm_flag = 1 end out_storm: procedure if map = 0 then sprite 04, behind sprite 05, behind sprite 06, behind sprite 07, behind end if if map = 1 then print at stormy_map(cnt) * 20 + stormx_map(cnt), map_cards(stormy_map(cnt) * 20 + stormx_map(cnt)) if daytime_cnt > 2 then daytime = 1 else daytime = 0 if daytime_cnt > 11 then daytime = 2 if map = 0 then if daytime = 0 then screen background_dawn,20,20,20,11 if daytime = 1 then screen background,20,20,20,11 if daytime = 2 then screen background_dusk,20,20,20,11 gosub draw_player end if row_total = row_speed storm_flag = 0 end draw_player_map_sprites: procedure sprite 00, player_x + visible, player_y + #char_dir, spr38 + cs_red 'player sprite 01, player_x + visible, player_y + #char_dir, spr39 + cs_white sprite 02, player_x + hit + visible, player_y + #char_dir, spr40 + cs_orange 'player wait end tornado: procedure if storm_flag = 0 then player_x = stormx_map(cnt)*8 + 11 player_y = stormy_map(cnt)*8 + 11 gosub draw_player_map_sprites for x = 1 to 7 player_x = player_x - 1 gosub draw_player_map_sprites next x for y = 1 to 5 player_y = player_y - 1 gosub draw_player_map_sprites next y for x = 1 to 7 player_x = player_x + 1 gosub draw_player_map_sprites next x for y = 1 to 3 player_y = player_y + 1 gosub draw_player_map_sprites next y for x = 1 to 3 player_x = player_x - 1 gosub draw_player_map_sprites next x end if end REM ===============================BEAT LEVEL======================================== asm org $0500 lose_life: gosub hide_sprites cls gosub storm_dim_check if storm_flag = 1 then for cnt = 1 to 2 gosub lightning for x = 1 to 10 wait next x storm_cnt = 30 gosub lightning for x = 1 to 10 wait next x storm_cnt = 0 next cnt for cnt = 1 to 4 mode 0,6,6,6,6 for x = 1 to 5 wait next x mode 1 for x = 1 to 5 wait next x next cnt end if gosub transition_in DEFINE 0,16,lose_life_bitmaps_0 WAIT DEFINE 16,16,lose_life_bitmaps_1 WAIT DEFINE 32,16,lose_life_bitmaps_2 WAIT DEFINE 48,6,lose_life_bitmaps_3 define alternate 56,5,lose_life_sprites wait define 55,1,harpoon_4 define alternate 62,2,title_harpoon wait play simple play game_over_song SCREEN lose_life_cards wait lives = lives - 1 if lives > 0 then print at 42 color bg_cyan, "YOU LOST A LIFE!" else print at 45 color bg_cyan, "GAME OVER!" end if sprite 00, 28 + visible, 75, spr56 + spr_black sprite 01, 28 + visible, 75, spr57 + spr_white sprite 07, 22 + visible + zoomx2, 73 + zoomy4, spr55 + spr_darkgreen sprite 02, 13 + visible, 83 + zoomy2, spr58 + spr_orange sprite 03, 64 + visible, 80 + zoomy2, spr59 + spr_cyan sprite 04, 64 + visible, 72 + zoomy2, spr60 + spr_black sprite 05, 118 + visible, 80 + zoomy2 + mirror, spr63 + spr_grey sprite 06, 105 + visible + zoomx2, 49 + zoomy8 + mirror, spr62 + spr_orange gosub upgrade_end play off if lives > 0 then gosub new_level_stats gosub kill_quantity player_x = 77 player_y = 75 hit_cnt = 0 timeout_flag = 0 goto load_images end if goto tally_score beat_level: procedure gosub hide_sprites cls gosub transition_in DEFINE 0,16,beat_level_bitmaps_0 WAIT DEFINE 16,16,beat_level_bitmaps_1 WAIT DEFINE 32,16,beat_level_bitmaps_2 WAIT DEFINE 48,13,beat_level_bitmaps_3 define alternate 61,1,beat_level_sprites WAIT define 62,1,blood_2 define alternate 63,1,beat_level_harpoon wait play full play beat_level_music SCREEN beat_level_cards sprite 00, 80 + visible, 70 + zoomy2, spr61 + spr_black sprite 01, 96 + visible + zoomx2, 48 + zoomy8, spr63 + spr_orange sprite 02, 102 + visible + zoomx2, 75 + zoomy2 + flipy, spr62 + spr_red sprite 03, 134 + visible + zoomx2, 58 + zoomy8, spr63 + spr_orange sprite 04, 140 + visible + zoomx2, 85 + zoomy2 + flipy, spr62 + spr_red sprite 05, 128 + visible + zoomx2, 66 + zoomy8 + flipx , spr63 + spr_orange sprite 06, 120 + visible + zoomx2, 93 + zoomy2 + flipy, spr62 + spr_red REM sprite 07, x + visible + zoomx2, 69 + zoomy2 + flipy, spr62 + spr_red print at 102 color bg_cyan, "YOU BEAT" print at 122, "LEVEL ", <>level, "!" gosub upgrade_end play off if col2 and hit_sprite5 then player_x = 24 player_y = 75 end if if col2 and hit_sprite6 then player_x = 77 player_y = 75 end if if col2 and hit_sprite7 then player_x = 147 player_y = 74 end if end new_level_stats: procedure map = 0 daytime = 0 daytime_cnt = 0 direction = 1 storm_flag = 0 health = 4 if level = 5 then storm_qty = 8 : storm_cnt_total = 45 : storm_roll = 45 if wind_flute = 1 then storm_qty = 12 : storm_cnt_total = 30 : storm_roll = 25 row = 0 if town_check = 1 then level = level + 1 end blank_char: procedure if daytime = 0 then screen background_dawn,20,20,20,11 if daytime = 1 then screen background,20,20,20,11 if daytime = 2 then screen background_dusk,20,20,20,11 if daytime = 3 then screen background_storm,20,20,20,11 end lightning: procedure gosub hide_sprites define 60,3,lightning_images wait play simple play storm_sound if storm_cnt = 30 then sprite 04, 85 + visible + zoomx2, 25 + zoomy2, spr62 + spr_yellow gosub lightning_wait sprite 04, 85 + visible + zoomx2, 25 + zoomy4, spr62 + spr_yellow gosub lightning_wait sprite 04, 85 + visible + zoomx2, 25 + zoomy8, spr62 + spr_yellow 'sprite 05, 40 + visible + zoomx2, 35 + zoomy2 + flipx, spr61 + spr_yellow gosub lightning_wait sprite 04, 85 + visible + zoomx2, 25 + zoomy4, spr62 + spr_yellow 'sprite 05, 40 + visible + zoomx2, 35 + zoomy4 + flipx, spr61 + spr_yellow gosub lightning_wait sprite 04, 85 + visible + zoomx2, 25 + zoomy8, spr62 + spr_yellow sprite 05, 20 + visible + zoomx2, 35 + zoomy2 + flipx, spr61 + spr_yellow gosub lightning_wait sprite 04, 85 + visible + zoomx2, 25 + zoomy4, spr62 + spr_yellow sprite 05, 20 + visible + zoomx2, 35 + zoomy4 + flipx, spr61 + spr_yellow gosub lightning_wait sprite 04, 85 + visible + zoomx2, 25 + zoomy2, spr62 + spr_yellow sprite 05, 20 + visible + zoomx2, 35 + zoomy8 + flipx, spr61 + spr_yellow gosub lightning_wait sprite 05, 20 + visible + zoomx2, 25 + zoomy4, spr61 + spr_yellow gosub lightning_wait sprite 05, 20 + visible + zoomx2, 35 + zoomy8 + flipx, spr61 + spr_yellow gosub lightning_wait sprite 05, 20 + visible + zoomx2, 25 + zoomy4, spr61 + spr_yellow gosub lightning_wait sprite 05, 20 + visible + zoomx2, 35 + zoomy2 + flipx, spr61 + spr_yellow else sprite 04, 40 + visible + zoomx2, 45 + zoomy2, spr60 + spr_yellow gosub lightning_wait sprite 04, 40 + visible + zoomx2, 45 + zoomy4, spr60 + spr_yellow gosub lightning_wait sprite 04, 40 + visible + zoomx2, 45 + zoomy8, spr60 + spr_yellow sprite 05, 120 + visible + zoomx2, 20 + zoomy2, spr61 + spr_yellow gosub lightning_wait sprite 04, 40 + visible + zoomx2, 45 + zoomy4, spr60 + spr_yellow sprite 05, 120 + visible + zoomx2, 20 + zoomy4, spr61 + spr_yellow gosub lightning_wait sprite 04, 40 + visible + zoomx2, 45 + zoomy8, spr60 + spr_yellow sprite 05, 120 + visible + zoomx2, 20 + zoomy8, spr61 + spr_yellow gosub lightning_wait sprite 04, 40 + visible + zoomx2, 45 + zoomy4, spr60 + spr_yellow sprite 05, 120 + visible + zoomx2, 20 + zoomy4, spr61 + spr_yellow gosub lightning_wait sprite 04, 40 + visible + zoomx2, 45 + zoomy2, spr60 + spr_yellow sprite 05, 120 + visible + zoomx2, 20 + zoomy8, spr61 + spr_yellow wait sprite 05, 120 + visible + zoomx2, 20 + zoomy4, spr61 + spr_yellow gosub lightning_wait sprite 05, 120 + visible + zoomx2, 20 + zoomy2, spr61 + spr_yellow end if wait sprite 04, behind sprite 05, behind play off ' play simple ' play storm_roll end lightning_wait: procedure for x = 1 to 3 wait next x end REM =============================WIN SCREEN & TALLY SCORE================================ asm org $8040 draw_enemy_big: procedure if enemy = 0 then goto draw_whale_big if enemy = 1 then goto draw_serpant_big if enemy = 2 then goto draw_squid_big if enemy = 3 then goto draw_crab_big goto draw_enemy_big_end draw_whale_big: define 57,3,blood_1 wait define 60,2,big_whale if hit_cnt >= hit_total then define alternate 62,1,whale_face_dead else define alternate 62,1,whale_face wait if hit_cnt = 1 then if enemy = 0 then sprite 00, whalex + 18 + visible, whaley - 3, spr57 + spr_red if hit_cnt >= 2 then if enemy = 0 then sprite 00, whalex + 18 + visible, whaley - 3, spr58 + spr_red sprite 05, whalex + hit + visible, whaley - 1 + zoomy2, spr60 + spr_white sprite 06, whalex + 8 + hit + visible + zoomx2, whaley - 1 + zoomy2, spr61 + spr_white sprite 07, whalex + 24 + hit + visible, whaley - 1 + zoomy2 + flipx, spr61 + spr_white sprite 04, whalex + 25 + hit + visible, whaley + 3, spr62 + spr_black if hit_cnt = 1 then sprite 00, whalex + 18 + visible, whaley - 3, spr57 + spr_red if hit_cnt = 2 then sprite 00, whalex + 18 + visible, whaley - 3, spr58 + spr_red 'goto whale_move_map goto draw_enemy_big_end draw_serpant_big: define 57,1,serpant_horn define alternate 60,2,big_serpant wait if hit_cnt >= hit_total then sprite 04, behind : define 62,1,whale_face_dead else define 62,1,serpant_eye wait sprite 06, whalex + hit + visible + zoomx2, whaley - 1 + zoomy2, spr60 + spr_green sprite 07, whalex + 16 + hit + visible, whaley - 1 + zoomy2, spr61 + spr_green if hit_cnt >= hit_total then sprite 04, whalex + 18 + visible, whaley - 1 + flipy, spr62 + spr_black else sprite 04, whalex + 17 + hit + visible, whaley - 1 + zoomy2, spr62 + spr_black end if sprite 05, whalex + 16 + visible, whaley - 3 + zoomy2, spr57 + spr_white 'goto whale_move_map goto draw_enemy_big_end draw_squid_big: define 57,1,squid_tentacle define alternate 60,2,big_squid wait if hit_cnt >= hit_total then sprite 00, behind : define 62,1,squid_face_dead else define 62,1,squid_eye wait sprite 04, whalex + hit + visible, whaley - 1 + zoomy2 + flipx, spr57 + spr_purple sprite 05, whalex + 8 + hit + visible, whaley - 1 + zoomy2, spr61 + spr_purple sprite 07, whalex + 9 + hit + visible, whaley - 9 + zoomy2 + flipx, spr60 + spr_purple sprite 06, whalex + 17 + hit + visible, whaley - 1 + zoomy2, spr57 + spr_purple if hit_cnt >= hit_total then sprite 00, whalex + 8 + visible, whaley + 3, spr62 + spr_black else sprite 00, whalex + 8 + visible, whaley - 2 + zoomy2, spr62 + spr_black end if 'goto whale_move_map goto draw_enemy_big_end draw_crab_big: if hit_cnt >= hit_total then define 57,2,crab_border define alternate 57,1, crab_face_dead wait else define 57,2,crab_border 'and crab_face end if define alternate 60,3,big_crab wait sprite 04, whalex + hit + visible, whaley - 8 + zoomy2, spr62 + spr_white sprite 06, whalex + 8 + hit + visible, whaley - 1 + zoomy2, spr61 + spr_white sprite 07, whalex + hit + visible, whaley - 1 + zoomy2, spr60 + spr_white sprite 05, whalex + 9 + visible, whaley + 1 + zoomy2, spr58 + spr_red sprite 00, whalex + 8 + visible, whaley + zoomy2, spr57 + spr_black draw_enemy_big_end: end win_screen: gosub hide_sprites cls gosub transition_in DEFINE 0,16,game_win_bitmaps_0 WAIT DEFINE 16,16,game_win_bitmaps_1 WAIT DEFINE 32,16,game_win_bitmaps_2 WAIT DEFINE 48,1,game_win_bitmaps_3 wait define 50,3,tally_sprites define alternate 53,4,game_win_sprites wait play simple play win_song screen game_win_cards sprite 00, 101 + visible + zoomx2, 53 + zoomy2, spr50 + spr_yellow sprite 01, 99 + visible, 76, spr51 + spr_black sprite 02, 109 + visible, 76 + flipx, spr51 + spr_black sprite 03, 104 + visible, 59 + flipx, spr52 + spr_orange sprite 04, 56 + visible, 52 + zoomy2, spr53 + spr_darkgreen sprite 05, 96 + visible + zoomx2, 53 + zoomy2, spr54 + spr_darkgreen sprite 06, 91 + visible, 84, spr55 + spr_cyan sprite 07, 150 + visible, 83 + zoomy2, spr56 + spr_orange PRINT AT 220 COLOR BG_BLUE, " EMERSON 2015 " FOR Y = 1 TO 50 WAIT NEXT Y PRINT COLOR BG_CYAN FOR #new_score = 1000 TO 40 STEP - 20 X = #new_score - 900 IF x = 20 OR x = 40 OR x = 60 THEN PRINT AT X, " ALAS! YOU HAVE" X = #new_score - 880 IF x = 20 OR x = 40 OR x = 60 THEN PRINT AT X, " SUCCESSFULLY " X = #new_score - 860 IF x = 20 OR x = 40 OR x = 60 THEN PRINT AT X, " HARVESTED AND " X = #new_score - 840 IF x = 20 OR x = 40 OR x = 60 THEN PRINT AT X, " REFINED ENOUGH" X = #new_score - 820 IF x = 20 OR x = 40 OR x = 60 THEN PRINT AT X, " WHALES TO " X = #new_score - 800 IF x = 20 OR x = 40 OR x = 60 THEN PRINT AT X, " SUSTAIN THE " X = #new_score - 780 IF x = 20 OR x = 40 OR x = 60 THEN PRINT AT X, " DEVELOPMENT " X = #new_score - 760 IF x = 20 OR x = 40 OR x = 60 THEN PRINT AT X, " OF MODERN " X = #new_score - 740 IF x = 20 OR x = 40 OR x = 60 THEN PRINT AT X, " INDUSTRY IN " X = #new_score - 720 IF x = 20 OR x = 40 OR x = 60 THEN PRINT AT X, " THE NEW WORLD!" IF #new_score = 760 THEN PRINT at 60, " " IF #new_score = 740 THEN PRINT at 40, " " IF #new_score = 720 THEN PRINT at 20, " " X = #new_score - 640 IF x = 20 OR x = 40 OR x = 60 THEN PRINT AT X, " THE NOW " X = #new_score - 620 IF x = 20 OR x = 40 OR x = 60 THEN PRINT AT X, " INDUSTRIOUS " X = #new_score - 600 IF x = 20 OR x = 40 OR x = 60 THEN PRINT AT X, " COASTLINE IS " X = #new_score - 580 IF x = 20 OR x = 40 OR x = 60 THEN PRINT AT X, " EQUIPPED WITH " X = #new_score - 560 IF x = 20 OR x = 40 OR x = 60 THEN PRINT AT X, " THE LATEST IN " X = #new_score - 540 IF x = 20 OR x = 40 OR x = 60 THEN PRINT AT X, " MANUFACTURING " X = #new_score - 520 IF x = 20 OR x = 40 OR x = 60 THEN PRINT AT X, " TECHNOLOGIES, " X = #new_score - 500 IF x = 20 OR x = 40 OR x = 60 THEN PRINT AT X, " POWERED BY THE" X = #new_score - 480 IF x = 20 OR x = 40 OR x = 60 THEN PRINT AT X, " FUEL OF YOUR " X = #new_score - 460 IF x = 20 OR x = 40 OR x = 60 THEN PRINT AT X, "VALIENT EFFORT!" IF #new_score = 500 THEN PRINT at 60, " " IF #new_score = 480 THEN PRINT at 40, " " IF #new_score = 460 THEN PRINT at 20, " " X = #new_score - 380 IF x = 20 OR x = 40 OR x = 60 THEN PRINT AT X, " YOUR COURAGE " X = #new_score - 360 IF x = 20 OR x = 40 OR x = 60 THEN PRINT AT X, " AND BRAVERY " X = #new_score - 340 IF x = 20 OR x = 40 OR x = 60 THEN PRINT AT X, " HAS LEFT ITS " X = #new_score - 320 IF x = 20 OR x = 40 OR x = 60 THEN PRINT AT X, " IMPACT IN THE " X = #new_score - 300 IF x = 20 OR x = 40 OR x = 60 THEN PRINT AT X, " HEART OF THE " X = #new_score - 280 IF x = 20 OR x = 40 OR x = 60 THEN PRINT AT X, " DEVELOPING " X = #new_score - 260 IF x = 20 OR x = 40 OR x = 60 THEN PRINT AT X, " WORLD, AND " X = #new_score - 240 IF x = 20 OR x = 40 OR x = 60 THEN PRINT AT X, " THE NAME WYATT" X = #new_score - 220 IF x = 20 OR x = 40 OR x = 60 THEN PRINT AT X, "KILLGALLIN WILL" X = #new_score - 200 IF x = 20 OR x = 40 OR x = 60 THEN PRINT AT X, " BE KNOWN IN " X = #new_score - 180 IF x = 20 OR x = 40 OR x = 60 THEN PRINT AT X, " EVERY PORT AND" X = #new_score - 160 IF x = 20 OR x = 40 OR x = 60 THEN PRINT AT X, " TAVERN... " IF #new_score = 200 THEN PRINT at 60, " " IF #new_score = 180 THEN PRINT at 40, " " IF #new_score = 160 THEN PRINT at 20, " " X = #new_score - 80 IF x = 20 OR x = 40 OR x = 60 THEN PRINT AT X, " FOR YOU ARE " X = #new_score - 60 IF x = 20 OR x = 40 OR x = 60 THEN PRINT AT X, " A TRUE " X = #new_score - 40 IF x = 20 OR x = 40 OR x = 60 THEN PRINT AT X, " WHALE HUNTER! " IF #new_score = 80 THEN PRINT at 60, " " IF #new_score = 60 THEN PRINT at 40, " " IF #new_score = 40 THEN PRINT at 20, " " IF x = 60 THEN cnt = 250 else cnt = 50 FOR X = 1 TO cnt WAIT NEXT X NEXT #NEW_SCORE for cnt = 0 to 25 wait next cnt print at 45, "THE END" gosub upgrade_end gosub hide_sprites cls gosub transition_in goto reset game_win_sprites: 'whale ropes bitmap "........" bitmap "........" bitmap "...#####" bitmap "###....." bitmap "........" bitmap "........" bitmap "########" bitmap "........" 'hand ropes bitmap "........" bitmap "##......" bitmap "..##...." bitmap "....##.." bitmap "......#." bitmap ".......#" bitmap "###....." bitmap "........" 'front boat sky bitmap "........" bitmap "........" bitmap "........" bitmap "........" bitmap ".....#.." bitmap ".....#.." bitmap ".....##." bitmap ".....###" 'back boat bitmap "######.." bitmap "######.." bitmap "#####..." bitmap "#####..." bitmap "####...." bitmap "........" bitmap "........" bitmap "........" ' 49 bitmaps game_win_bitmaps_0: DATA $7F80,$BF3F,$BFBF,$A0A0 DATA $FE01,$E5E4,$E5E5,$0505 DATA $BFBF,$60A7,$6060,$BFA7 DATA $FDFD,$06E5,$0606,$FDE5 DATA $0000,$0000,$0000,$0703 DATA $0000,$0000,$FF00,$FFFF DATA $0000,$0000,$E000,$FFFE DATA $0000,$0000,$3F00,$00C0 DATA $0000,$0000,$F00F,$0000 DATA $0000,$0000,$00FF,$0000 DATA $0000,$0000,$FF00,$0000 DATA $A0B0,$A7A7,$30A0,$807F DATA $050D,$E5E5,$0C05,$01FE DATA $0000,$0000,$0100,$0303 DATA $1F0F,$7F3F,$FFFF,$FFFF DATA $0000,$0000,$0E01,$4030 game_win_bitmaps_1: DATA $0000,$0300,$00FC,$0000 DATA $0000,$F807,$0000,$0000 DATA $E0C0,$F800,$FCFC,$FEFE DATA $FF00,$0000,$0000,$0000 DATA $00FF,$0000,$0000,$0000 DATA $0FF0,$0000,$0000,$0000 DATA $F800,$0007,$0000,$0000 DATA $0000,$0000,$0C08,$0E0C DATA $0000,$7C00,$7C7C,$7C7C DATA $0000,$0000,$E040,$6060 DATA $0703,$0707,$0F0F,$0F0F DATA $FEFE,$FFFF,$FFFF,$FFFF DATA $0000,$0000,$0000,$0707 DATA $0000,$0000,$0100,$8303 DATA $0000,$0000,$0000,$8080 DATA $0307,$0001,$0000,$0000 game_win_bitmaps_2: DATA $FF3C,$FFFF,$FFFF,$FFFF DATA $C0E0,$0080,$0000,$0000 DATA $0F0F,$0F0F,$0F0F,$070F DATA $0103,$0001,$0000,$8000 DATA $E7C3,$F7E7,$FFFF,$FFFF DATA $8080,$C0C0,$C0C0,$80C0 DATA $0000,$0100,$0001,$0000 DATA $FFFF,$E7E7,$C3C3,$00C3 DATA $0000,$8000,$0080,$0000 DATA $0707,$0303,$0001,$0000 DATA $FFFF,$FFFF,$FFFF,$1F7F DATA $C181,$E7C3,$FFEF,$FFFF DATA $FFFF,$FFFF,$FEFF,$F8FC DATA $8080,$0080,$0000,$0000 DATA $0301,$0001,$0000,$0000 DATA $FFFF,$00FF,$0000,$0000 game_win_bitmaps_3: DATA $FCF8,$00F8,$0000,$0000 REM 20x12 cards game_win_cards: DATA $1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200 DATA $1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200 DATA $1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200 DATA $1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$0804,$080C,$1200,$1200,$1200 DATA $1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$0814,$081C,$1200,$1200,$1200 DATA $1200,$1200,$1A27,$1A2F,$1A2F,$1A37,$1200,$1A3C,$1A44,$1A4C,$1A54,$1200,$1200,$1200,$1200,$085C,$0864,$1200,$1200,$1200 DATA $1200,$1A6F,$1A77,$2E7C,$2E84,$2E8C,$1A97,$1A9C,$1AA4,$1AAC,$1AB4,$1ABA,$1AC6,$1ACA,$0804,$080C,$0804,$080C,$1200,$1200 DATA $1200,$1AD7,$2600,$2600,$2600,$2600,$1ADF,$1AE7,$1AEF,$1AF7,$1200,$1AFA,$1B02,$1B0A,$0814,$081C,$0814,$081C,$1200,$1200 DATA $1200,$1B17,$2600,$2600,$2600,$2600,$2600,$1B1F,$1B27,$1B2F,$1200,$1B37,$1B3F,$1B47,$085C,$0864,$085C,$0864,$1200,$1200 DATA $1200,$1B4F,$1B57,$2600,$2600,$2600,$2600,$1B5F,$1B67,$1B6F,$1B70,$1D78,$1D78,$1D78,$1D78,$1D78,$1D78,$1D78,$1B80,$1200 DATA $0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200 DATA $0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200 enemy_attack: procedure define 53,3,wave_sprites wait ' enemy_atk = rand / 63 ' for x = 1 to enemy_atk for cnt = 1 to 7 if #score < #new_score then #score = #score + 1 : gosub score if #score >= #next_score then #next_score = #next_score + 100 : if health < 4 then health = health + 1 whaley = whaley - 1 gosub draw_enemy_big if enemy > 0 then wait next cnt for cnt = 1 to 7 if #score < #new_score then #score = #score + 1 : gosub score if #score >= #next_score then #next_score = #next_score + 100 : if health < 4 then health = health + 1 whaley = whaley + 1 gosub draw_enemy_big if enemy > 0 then wait next cnt ' play simple ' play enemy_splash ' for cnt = 1 to 5 ' wait ' next cnt ' play off ' next x wave_y = whaley + 4 for wave_x = whalex to 100 if wave_x < 65 then sprite 02, wave_x + 13 + visible + zoomx2, wave_y, spr53 + spr_blue sprite 03, wave_x + 15 + visible + zoomx2, wave_y - 4, spr54 + spr_blue sprite 01, wave_x + 15 + visible + zoomx2, wave_y - 2, spr55 + spr_white end if if wave_x >= 70 then sprite 02, wave_x + 13 + visible + zoomx2, wave_y - 3 + zoomy2, spr53 + spr_blue sprite 03, wave_x + 15 + visible + zoomx2, wave_y - 11 + zoomy2, spr54 + spr_blue sprite 01, wave_x + 15 + visible + zoomx2, wave_y - 7 + zoomy2, spr55 + spr_white end if wait play simple play enemy_splash next wave_x play off if enemy_atk = 4 then play simple play enemy_hit health = health - 1 goto enemy_attack_end end if if enemy_atk = 3 then enemy_atk = rand / 127 if enemy_atk > 0 then play simple play enemy_hit health = health - 1 goto enemy_attack_end end if end if enemy_atk = rand / 85 if enemy_atk = 1 then play simple play enemy_hit health = health - 1 goto enemy_attack_end end if play simple play enemy_miss enemy_attack_end: gosub score end wave_sprites: bitmap ".#####.." bitmap ".#####.." bitmap "#######." bitmap "#######." bitmap "########" bitmap "########" bitmap "........" bitmap "........" bitmap "........" bitmap "........" bitmap "........" bitmap "..#####." bitmap ".#######" bitmap ".#######" bitmap "#####..." bitmap "#####..." bitmap "........" bitmap "...##.##" bitmap "..#.###." bitmap "..#....." bitmap ".#......" bitmap ".#......" bitmap "........" bitmap "........" 'health_crate: procedure 'crate_loop: ' if map = 1 then print at 160 + crate_map color bg_blue, " " ' wait ' crate_map = rand / 14 ' if crate_map = 0 then goto crate_loop ' if crate_map = 19 then goto crate_loop ' crate_x = 4 + (crate_map * 8) ' if crate_x > player_x - 10 then if crate_x < player_x + 10 then goto crate_loop ' if map = 1 then print at 160 + crate_map color bg_blue, "\010" ' end 'crate_sprites: ' bitmap "........" ' bitmap "........" ' bitmap "........" ' bitmap "........" ' bitmap "########" ' bitmap "########" ' bitmap "########" ' bitmap "########" ' ' bitmap "........" ' bitmap "........" ' bitmap "........" ' bitmap ".#....#." ' bitmap "########" ' bitmap ".#....#." ' bitmap "########" ' bitmap ".#....#." asm org $2000 tally_score: gosub hide_sprites cls gosub transition_in DEFINE 0,16,tally_bitmaps_0 WAIT DEFINE 16,16,tally_bitmaps_1 WAIT DEFINE 32,10,tally_bitmaps_2 WAIT define 43,7,tally_sprites define alternate 49,1,shadow_3 wait y = 0 #new_score = 0 SCREEN tally_cards REM draw player sprite 00, 26 + visible + zoomx2, 73 + zoomy2, spr43 + spr_yellow 'hands sprite 01, 23 + visible, 84, spr44 + spr_black sprite 02, 33 + visible, 84 + flipx, spr44 + spr_black 'boots sprite 03, 28 + visible, 67, spr45 + spr_orange 'hair play simple play score_sound for #new_score = 0 to #score gosub tally_draw for x = 1 to 150 if #new_score < #score then #new_score = #new_score + 1 print at 62 color fg_blue, <5>#new_score if y >= 33 then print at 21 color fg_white, "WHALER!" : goto tally_loop if y >= 22 then print at 21 color fg_white, "CAPTAIN" : goto tally_loop if y >= 11 then print at 21 color fg_white, "MARINER" else print at 21 color fg_white, "SKIPPER" tally_loop: next x 'tally_end: if y < 36 then y = y + 1 if #new_score >= #score then goto tally_loop_end next #new_score tally_loop_end: play off gosub upgrade_end if level = 10 then if storm_flag = 0 then if timeout_flag = 0 then goto win_screen gosub hide_sprites cls gosub transition_in goto reset tally_draw: procedure if #score > 4982 then sprite 04, 96 + visible + zoomx2, y + 11 + flipy, spr49 + spr_black sprite 07, 106 + visible + zoomx2, y + zoomy8, spr46 + spr_white 'big whale tail sprite 05, 108 + visible + zoomx2, y + 16 + zoomy8, spr47 + spr_white 'big whale body sprite 06, 108 + visible + zoomx2, y + 24 + zoomy8, spr48 + spr_white 'big whale head goto tally_draw_end end if if #score > 3321 then sprite 04, 96 + visible + zoomx2, y + 11 + flipy, spr49 + spr_black sprite 07, 106 + visible + zoomx2, y + 6 + zoomy4, spr46 + spr_white 'big whale tail sprite 05, 108 + visible + zoomx2, y + 15 + zoomy4, spr47 + spr_white 'big whale body sprite 06, 108 + visible + zoomx2, y + 26 + zoomy4, spr48 + spr_white 'big whale head goto tally_draw_end end if if #score > 1660 then sprite 04, 96 + visible + zoomx2, y + 11 + flipy, spr49 + spr_black sprite 07, 108 + visible, y + 9 + zoomy2, spr46 + spr_white 'med whale tail sprite 05, 110 + visible, y + 17 + zoomy2, spr47 + spr_white 'med whale body sprite 06, 110 + visible, y + 25 + zoomy2, spr48 + spr_white 'med whale head else sprite 04, 96 + visible + zoomx2, y + 11 + flipy, spr49 + spr_black sprite 07, 108 + visible, y + 10, spr46 + spr_white 'small whale tail sprite 05, 110 + visible, y + 14, spr47 + spr_white 'small whale body sprite 06, 110 + visible, y + 18, spr48 + spr_white 'small whale head end if tally_draw_end: end tally_sprites: 'hands bitmap "........" bitmap "........" bitmap "........" bitmap "........" bitmap "........" bitmap "........" bitmap "#....#.." bitmap "#....#.." 'boots bitmap "........" bitmap "....###." bitmap "....###." bitmap "....###." bitmap "...####." bitmap "..#####." bitmap ".######." bitmap ".###.##." 'hair bitmap "........" bitmap "..#...#." bitmap "..##.##." bitmap "..#####." bitmap "...###.." bitmap "...##..." bitmap "..##...." bitmap ".##....." 'whale tail bitmap "#...#..." bitmap "##.##..." bitmap ".###...." bitmap "..##...." bitmap "..##...." bitmap "..###..." bitmap "..###..." bitmap "..####.." 'whale body bitmap "####...." bitmap "#####..." bitmap "#####..." bitmap "######.." bitmap "######.." bitmap "#######." bitmap "#######." bitmap "#######." 'whale head bitmap "#######." bitmap "#######." bitmap "#######." bitmap "#######." bitmap "######.." bitmap "######.." bitmap "#####..." bitmap "###....." ' 42 bitmaps tally_bitmaps_0: DATA $FFFF,$FCFF,$FCFE,$FCFE DATA $FFFF,$00FF,$0000,$0000 DATA $FFFF,$3FFF,$3F7F,$3F7F DATA $C0C0,$C0C0,$C0C0,$C0C0 DATA $C381,$FFE7,$FFFF,$FFFF DATA $FCFE,$FCFE,$FCFE,$FCFE DATA $3F7F,$3F7F,$3F7F,$3F7F DATA $FFFF,$FFFF,$C0C0,$C0C0 DATA $FFFF,$FFFF,$0000,$0000 DATA $FFFF,$7EFF,$183C,$0000 DATA $FFFF,$FFFF,$FFFF,$3C7E DATA $0018,$0000,$0000,$0000 DATA $FCFE,$FCFE,$FFFE,$FFFF DATA $0000,$0000,$FF00,$FFFF DATA $3F7F,$3F7F,$FF7F,$FFFF DATA $8100,$E7C3,$FFFF,$FFFF tally_bitmaps_1: DATA $0303,$0303,$0F0F,$0F0F DATA $F8F8,$F8F8,$FFFF,$FFFF DATA $0000,$0000,$FFFF,$FFFF DATA $0707,$0707,$FFFF,$FFFF DATA $F0F0,$F0F0,$FCFC,$FCFC DATA $FFFF,$3C7E,$0018,$0000 DATA $0F0F,$0F0F,$0F0F,$0F0F DATA $F8F8,$F8F8,$F8F8,$F8F8 DATA $0000,$0700,$0707,$0707 DATA $0000,$C000,$C0C0,$C0C0 DATA $0707,$0707,$0707,$0707 DATA $FCFC,$FCFC,$FCFC,$FCFC DATA $0000,$0300,$0303,$0303 DATA $0000,$E000,$E0E0,$E0E0 DATA $0F03,$7F3F,$CFEF,$EFCF DATA $F0C0,$FEFC,$F3F7,$F7F3 tally_bitmaps_2: DATA $C0C0,$FFC0,$FFFF,$FFFF DATA $0F03,$7F3F,$CFEF,$4FEF DATA $F0C0,$FEFC,$F3F7,$F2F7 DATA $0000,$FF00,$FFFF,$FFFF DATA $0000,$0F00,$0F0F,$0F0F DATA $0000,$F000,$F0F0,$F0F0 DATA $F0F0,$E1F1,$F3E3,$FFF3 DATA $0F0F,$878F,$CFC7,$FFCF DATA $0000,$0000,$C300,$C3C3 DATA $C3C3,$FFC3,$FFFF,$FFFF REM 20x12 cards tally_cards: DATA $0802,$080A,$080A,$080A,$080A,$080A,$080A,$080A,$0812,$1A1A,$1200,$1A25,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200 DATA $082A,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0832,$1A3A,$1A42,$2C4D,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200 DATA $082A,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0832,$1A1A,$1200,$1C56,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200 DATA $082A,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0832,$1A3A,$1A42,$1C5E,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200 DATA $0862,$086A,$086A,$086A,$086A,$086A,$086A,$086A,$0872,$1A1A,$1200,$1C7A,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200 DATA $1A84,$1A8C,$1A94,$1A94,$1A94,$1A94,$1A94,$1A9C,$1AA4,$1200,$1200,$1AAA,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200 DATA $1AB4,$18BC,$1000,$1000,$18C6,$18CE,$1000,$18D4,$1ADC,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200 DATA $1AB4,$18BC,$18E6,$18EE,$18F2,$18FA,$1000,$18D4,$1ADC,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200 DATA $1AB4,$1D04,$1D0A,$1D12,$1D1C,$1D24,$1D2C,$1D1C,$1ADC,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200 DATA $1AB4,$2000,$2F34,$2F3C,$2000,$2000,$2000,$2000,$1ADC,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200 DATA $1C69,$1D41,$1C69,$1D41,$1C69,$1D41,$1C69,$1D41,$1C69,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200 DATA $0200,$1D49,$0200,$1D49,$0200,$1D49,$0200,$1D49,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200 REM ====================================UPGRADE SCREEN CODE========================================== 'asm org $c040 transition_in: procedure xmin = 0 xmax = 19 inc = 19 trans_in_loop: for y = 0 to 11 for x = xmin to xmax step inc if y < 10 then print at screenpos(x,y) color bg_cyan, "\000" else print at screenpos(x,y) color bg_blue, "\000" next x wait next y xmin = xmin + 1 xmax = xmax - 1 inc = inc - 2 for y = 11 to 0 step -1 for x = xmin to xmax step inc if y < 10 then print at screenpos(x,y) color bg_cyan, "\000" else print at screenpos(x,y) color bg_blue, "\000" next x wait next y if xmin = 9 then goto trans_in_end else xmin = xmin + 1 : xmax = xmax - 1 : inc = inc - 2 goto trans_in_loop trans_in_end: end transition_out: procedure xmin = 9 xmax = 10 inc = 1 gosub hide_sprites cls if map = 0 then goto trans_out_loop DEFINE 0,16,map_bitmaps_0 WAIT DEFINE 16,4,map_bitmaps_1 define alternate 20,9,buildings wait define 36,11,map_sprites wait trans_out_loop: for y = 11 to 0 step -1 for x = xmin to xmax step inc if map = 0 then PRINT AT y * 20 + x, background_dawn(y * 20 + x) else PRINT AT y * 20 + x, map_cards(y * 20 + x) next x wait next y xmin = xmin - 1 xmax = xmax + 1 inc = inc + 2 for y = 0 to 11 for x = xmin to xmax step inc if map = 0 then PRINT AT y * 20 + x, background_dawn(y * 20 + x) else PRINT AT y * 20 + x, map_cards(y * 20 + x) next x wait next y if xmin = 0 then goto trans_out_end else xmin = xmin - 1 : xmax = xmax + 1 : inc = inc + 2 goto trans_out_loop trans_out_end: if map = 1 then sprite 05, 24 + hit + visible, 80 + zoomy2, spr41 + spr_orange 'left dock sprite 06, 77 + hit + visible, 80 + zoomy2, spr41 + spr_orange 'middle dock sprite 07, 147 + hit + visible, 79 + zoomy2, spr41 + spr_orange 'right dock end if end harpoon_upgrade: procedure gosub hide_sprites cls gosub transition_in DEFINE 0,16,harp_up_bitmaps_0 WAIT DEFINE 16,16,harp_up_bitmaps_1 WAIT DEFINE 32,16,harp_up_bitmaps_2 WAIT DEFINE 48,3,harp_up_bitmaps_3 define alternate 62,2, title_harpoon WAIT play simple play upgrade_song screen harp_up_cards sprite 01, 132 + visible, 6 + zoomy2, spr63 + spr_grey SPRITE 02, 137 + VISIBLE + zoomx2, 12 + zoomy8, SPR62 + spr_orange wait print at screenpos(2,4) color bg_cyan, "YOU GOT" if harpoon = 2 then print at screenpos(1,5), "HARPOON 2!" if harpoon = 3 then print at screenpos(1,5), "HARPOON 3!" gosub upgrade_end play off kill_qty = kill_qty + 2 wait end pad_upgrade: procedure gosub hide_sprites cls gosub transition_in DEFINE 0,16,pad_up_bitmaps_0 WAIT DEFINE 16,16,pad_up_bitmaps_1 WAIT DEFINE 32,16,pad_up_bitmaps_2 WAIT DEFINE 48,16,pad_up_bitmaps_3 WAIT play simple play upgrade_song screen pad_up_cards print at screenpos(1,4) color bg_cyan, "YOU GOT" print at screenpos(1,5), "FASTER" print at screenpos(1,6), "PADDLES!" gosub upgrade_end play off kill_qty = kill_qty + 2 wait end flute_upgrade: procedure gosub hide_sprites cls gosub transition_in DEFINE 0,16,flute_up_bitmaps_0 WAIT DEFINE 16,16,flute_up_bitmaps_1 WAIT DEFINE 32,13,flute_up_bitmaps_2 wait define 45,5,flute_sprites wait play simple play upgrade_song screen flute_up_cards wait sprite 00, 100 + visible + zoomx2, 24, spr49 + spr_black 'flute holes sprite 01, 104 + visible, 29, spr47 + spr_black 'hand line sprite 02, 112 + visible, 26, spr46 + spr_black 'shoulder line sprite 03, 104 + visible, 24 + zoomy2, spr45 + spr_red 'shoulder sprite 04, 72 + visible, 23 + zoomy2, spr48 + spr_grey 'flute sprite 05, 88 + visible , 23 + zoomy2, spr48 + spr_grey sprite 06, 92 + visible + zoomx2, 23 + zoomy2, spr48 + spr_grey sprite 07, 104 + visible + zoomx2, 23 + zoomy2, spr48 + spr_grey print at screenpos(1,4) color bg_cyan, "YOU GOT" print at screenpos(2,5), "WIND" print at screenpos(1,6), "FLUTE!" gosub upgrade_end play off kill_qty = kill_qty + 2 wait end upgrade_end: procedure gosub cont1wait gosub cont1pause end REM =======================================SPRITE DATA================================== asm org $7800 small_whale: DATA $0000,$0000,$0000,$1800 DATA $0000,$0000,$0000,$FF7E med_whale: DATA $0000,$0000,$6020,$3CF0 DATA $0000,$0000,$1F07,$7F3F big_whale: ' DATA $0000,$0000,$1808,$7f3c ' DATA $0f07,$3F1F,$7f7F,$fFFF bitmap "........" bitmap "........" bitmap "....#..." bitmap "...##..." bitmap "..###..." bitmap ".#####.." bitmap "########" bitmap "....####" bitmap "........" bitmap ".....###" bitmap "...#####" bitmap "..######" bitmap ".#######" bitmap "########" bitmap "########" bitmap "########" whale_face: ' data $0000,$00c0,$7060,$0000 bitmap "........" bitmap "........" bitmap "........" bitmap "##......" bitmap ".###...." bitmap ".##....." bitmap "........" bitmap "........" whale_face_dead: bitmap "........" bitmap "........" bitmap "........" bitmap ".#.#...." bitmap "..#....." bitmap ".#.#...." bitmap "........" bitmap "........" big_serpant: DATA $0000,$0000,$3C00,$E77E DATA $3F1C,$183F,$3818,$E070 serpant_eye: DATA $1000,$0000,$0000,$0000 serpant_horn: DATA $4800,$0060,$0000,$0000 med_serpant: 'body bitmap "........" bitmap "........" bitmap "........" bitmap "........" bitmap "........" bitmap "...##..." bitmap ".######." bitmap "###..###" 'head bitmap "........" bitmap "........" bitmap "........" bitmap "..###..." bitmap "..####.." bitmap "..##...." bitmap ".###...." bitmap "###....." 'horns bitmap "........" bitmap ".#.#...." bitmap ".#......" bitmap ".##....." bitmap "........" bitmap "........" bitmap "........" bitmap "........" small_serpant: 'body and head bitmap "........" bitmap "........" bitmap "........" bitmap "........" bitmap ".....#.." bitmap ".....##." bitmap ".###.#.." bitmap "##.###.." big_squid: DATA $0800,$3E1C,$7F7F,$1C5D DATA $3E1C,$3E3E,$7F3E,$7F7F squid_tentacle: DATA $0700,$180C,$6633,$98CC squid_eye: DATA $0000,$0000,$0000,$000A squid_face_dead: bitmap "........" bitmap "........" bitmap "........" bitmap ".#.#.#.#" bitmap "..#...#." bitmap ".#.#.#.#" bitmap "........" bitmap "........" med_squid: bitmap "...##..." bitmap "..####.." bitmap ".#.##.#." bitmap "...##..." bitmap "...##..." bitmap "..####.." bitmap "..####.." bitmap "..####.." bitmap "........" bitmap "........" bitmap "........" bitmap "........" bitmap "...##..." bitmap "....##.." bitmap "...#.##." bitmap "....#.##" big_crab: DATA $7F7F,$3F3F,$0F1F,$0307 DATA $C2FC,$0081,$0000,$8000 DATA $0000,$8000,$F0C0,$FFFC crab_border: DATA $423C,$9281,$8080,$005C 'crab_face: DATA $FC78,$FEDA,$44FE,$AAAA crab_face_dead: bitmap "..####.." bitmap ".#....#." bitmap "#.#..#.#" bitmap "#..#..#." bitmap "#.#..#.." bitmap "#......." bitmap ".#.###.." bitmap "........" med_crab: bitmap "........" bitmap ".#......" bitmap ".###...." bitmap ".#######" bitmap "..######" bitmap "...#####" bitmap ".....###" bitmap ".......#" bitmap "........" bitmap "........" bitmap "........" bitmap "######.." bitmap "###...#." bitmap "##......" bitmap "##......" bitmap "........" bitmap "........" bitmap "........" bitmap "........" bitmap ".#####.." bitmap "#######." bitmap "#######." bitmap ".#...#.." bitmap "........" small_crab: 'shell bitmap "........" bitmap "#......." bitmap "##......" bitmap "####...." bitmap "#######." bitmap ".####..#" bitmap "..##...." bitmap "...#...." 'face bitmap "........" bitmap "........" bitmap "........" bitmap "....###." bitmap "...#####" bitmap "...#####" bitmap "....#.#." bitmap "........" REM =====besides harpoon 1, all harpoons are loaded handle first ===== title_harpoon: REM =====in air bitmap "#......." bitmap "........" bitmap "........" bitmap "..#....." bitmap "...#...." bitmap "....#..." bitmap ".....#.." bitmap "......#." harpoon_1: ' =====spear point: sprite 1 of title harpoon \ sprite 0 of harpoon 1 bitmap "..#....." bitmap "..##...." bitmap "..###..." bitmap "..####.." bitmap "..#####." bitmap "..#####." bitmap "...#####" bitmap "...#####" beat_level_harpoon: bitmap "#......." bitmap ".#......" bitmap "..#....." bitmap "...#...." bitmap "....#..." bitmap ".....#.." bitmap "......#." bitmap ".......#" harpoon_2: bitmap "........" bitmap "........" bitmap "##......" bitmap "####...." bitmap "..####.." bitmap "....####" bitmap "......##" bitmap "........" shadow_4: bitmap ".####..." bitmap "..######" bitmap "...#####" bitmap ".....###" bitmap ".......#" bitmap "........" bitmap "........" bitmap "........" harpoon_3: bitmap "........" bitmap "......##" bitmap "....###." bitmap "..###..." bitmap "###....." bitmap "........" bitmap "........" bitmap "........" shadow_3: bitmap "........" bitmap "........" bitmap "........" bitmap "........" bitmap "......##" bitmap "....####" bitmap "..#####." bitmap "........" harpoon_4: bitmap "......#." bitmap "......#." bitmap ".....#.." bitmap ".....#.." bitmap "....#..." bitmap "....#..." bitmap "...#...." bitmap "...#...." shadow_2: bitmap "..##...." bitmap "..##...." bitmap ".##....." bitmap ".#......" bitmap ".#......" bitmap "........" bitmap "........" bitmap "........" harpoon_5: bitmap "....#..." bitmap "....#..." bitmap "....#..." bitmap "....#..." bitmap "...#...." bitmap "...#...." bitmap "...#...." bitmap "...#...." shadow_1: bitmap "..##...." bitmap "..##...." bitmap "..##...." bitmap "..#....." bitmap "..#....." bitmap "..#....." bitmap "........" bitmap "........" blood_1: DATA $0000,$6308,$0814,$0008 blood_2: ' DATA $1400,$6B08,$0814,$0808 bitmap "...#.#.." bitmap "....#..." bitmap ".##.#.##" bitmap "...#.#.." bitmap "....#..." bitmap "....#..." bitmap "....#..." bitmap "........" 'blood_3: DATA $0000,$0000,$C300,$9924 paddle_sprites: ' DATA $0000,$0300,$0F07,$0F0F bitmap "........" bitmap "........" bitmap "........" bitmap "......##" bitmap ".....###" bitmap "....####" bitmap "....####" bitmap "....####" ' DATA $0F00,$FFFF,$FFFF,$FFFF bitmap "........" bitmap "....####" bitmap "########" bitmap "########" bitmap "########" bitmap "########" bitmap "########" bitmap "########" ' DATA $FFFF,$FFFF,$FFFF,$FEFF bitmap "########" bitmap "########" bitmap "########" bitmap "########" bitmap "########" bitmap "########" bitmap "########" bitmap "#######." ' DATA $FFFF,$FEFF,$E0F8,$0080 bitmap "########" bitmap "########" bitmap "########" bitmap "#######." bitmap "#####..." bitmap "###....." bitmap "#......." bitmap "........" map_sprites: data $0000,$0000,$0e00,$ff5f data $0000,$150a,$0004,$0000 data $0000,$0000,$2020,$0000 data $0000,$0604,$0007,$0000 data $0800,$0808,$0808,$3e7f data $0000,$e000,$e0e0,$e0e0 'serpant_map: bitmap "........" bitmap "........" bitmap "........" bitmap ".....##." bitmap ".....###" bitmap ".....#.." bitmap ".##..#.." bitmap "#..##..." 'horns bitmap "........" bitmap "........" bitmap "....#..#" bitmap "........" bitmap "........" bitmap "........" bitmap "........" bitmap "........" squid_map: bitmap "...#...." bitmap "..###..." bitmap ".#.#.#.." bitmap "...#...." bitmap "..###..." bitmap "#.###.#." bitmap "#.###.#." bitmap ".#####.." 'crab_map: 'shell bitmap "........" bitmap "..#....." bitmap "..##...." bitmap "..####.." bitmap "..#####." bitmap "...##..#" bitmap "....#..." bitmap "........" 'face bitmap "........" bitmap "........" bitmap "........" bitmap "........" bitmap "........" bitmap ".....##." bitmap ".....###" bitmap ".....#.#" beat_level_sprites: 'boot toe bitmap "...###.." bitmap "..######" bitmap "..######" bitmap "...#####" bitmap "...#####" bitmap "...#####" bitmap "....####" bitmap "......##" lose_life_sprites: 'whale fin border bitmap "........" bitmap "........" bitmap "...#####" bitmap "..#....." bitmap ".#......" bitmap "#......." bitmap "#......." bitmap ".#######" 'whale fin bitmap "........" bitmap "........" bitmap "...#####" bitmap "..######" bitmap ".#######" bitmap "########" bitmap "########" bitmap ".#######" 'back boat bitmap "########" bitmap "########" bitmap "########" bitmap ".#######" bitmap "..######" bitmap "........" bitmap "........" bitmap "........" 'front boat sky bitmap "........" bitmap "........" bitmap "........" bitmap "........" bitmap "........" bitmap ".......#" bitmap "......##" bitmap "....####" 'front boat border bitmap "........" bitmap "........" bitmap "........" bitmap "........" bitmap "........" bitmap "####...." bitmap "######.." bitmap "#######." lightning_images: bitmap ".....#.." bitmap "....#..." bitmap "...###.." bitmap "..#.#.#." bitmap ".#..#..." bitmap "...#.#.." bitmap "..#..#.." bitmap ".#.#..#." bitmap "...#...." bitmap "..#....." bitmap "..##...." bitmap "..#.#..." bitmap ".#...#.." bitmap ".#..#.#." bitmap "#.#....#" bitmap "...#...." bitmap ".....#.." bitmap ".....#.." bitmap "....#..." bitmap "...#.#.." bitmap "..#...#." bitmap ".#.#.#.#" bitmap "#..#...." bitmap "....#..." flute_sprites: 'shoulder in front of hand bitmap "........" bitmap "........" bitmap "........" bitmap "........" bitmap "........" bitmap "........" bitmap ".......#" bitmap ".....###" 'shoulder line bitmap "........" bitmap "........" bitmap "........" bitmap "........" bitmap "........" bitmap "........" bitmap ".#####.." bitmap "#......." 'hand line bitmap "........" bitmap "........" bitmap ".......#" bitmap "......#." bitmap ".....#.." bitmap "....#..." bitmap "..##...." bitmap "........" 'flute bitmap "........" bitmap "........" bitmap "........" bitmap "########" bitmap "..######" bitmap "........" bitmap "........" bitmap "........" 'flute holes bitmap "........" bitmap "........" bitmap "........" bitmap "#.#.#.#." bitmap "........" bitmap "........" bitmap "........" bitmap "........" sundial_sprites: bitmap "........" bitmap ".....###" bitmap "...#####" bitmap "..######" bitmap ".#######" bitmap ".#######" bitmap "########" bitmap "########" ' 20 bitmaps map_bitmaps_0: DATA $70BC,$C8E7,$A493,$292A DATA $183C,$24C3,$2499,$00C3 DATA $0E3D,$13E7,$25C9,$9454 DATA $222A,$C894,$94C8,$2A22 DATA $FFFF,$FFFF,$9BFF,$B3AB DATA $4454,$1329,$2913,$5444 DATA $EFFF,$D7AB,$D739,$EFAB DATA $FFFF,$FFFF,$FFFF,$00F8 DATA $FFFF,$FFFF,$80FF,$0000 DATA $FFFF,$FFFF,$00FF,$0000 DATA $FFFF,$FFFF,$FFFF,$000F DATA $FFFF,$FFFF,$FFFF,$E0FF DATA $FFFF,$FFFF,$FFFF,$00FF DATA $07FF,$0000,$0000,$0000 DATA $FFFF,$003F,$0000,$0000 DATA $FFFF,$00FF,$0000,$0000 map_bitmaps_1: DATA $F0FF,$0000,$0000,$0000 DATA $2A29,$93A4,$E7C8,$BC70 DATA $C300,$9924,$C324,$3C18 DATA $5494,$C925,$E713,$3D0E buildings: DATA $1EFF,$FF82,$FB11,$8A8A DATA $54FF,$F455,$9C17,$11F0 DATA $C99F,$FF09,$2465,$9FB4 DATA $10FF,$3F10,$BEA2,$E1A3 DATA $EBFF,$F888,$584F,$7051 DATA $9FFF,$9093,$73DF,$7FC1 DATA $F4F4,$FEF4,$87C2,$85FD DATA $909C,$92B3,$88FE,$1F08 DATA $FC24,$9097,$909C,$88FF map_cards: DATA $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 DATA $1C05,$1C0D,$1C0D,$1C0D,$1C0D,$1C0D,$1C0D,$1C0D,$1C0D,$1C0D,$1C0D,$1C0D,$1C0D,$1C0D,$1C0D,$1C0D,$1C0D,$1C0D,$1C0D,$1C15 DATA $1C1D,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0C21,$0200,$1C2D DATA $1C1D,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0831,$0200,$1C2D DATA $1C1D,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$1C2D DATA $1C1D,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$1C2D DATA $1C1D,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$1C2D DATA $1C1D,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$1C2D DATA $1C1D,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$1C2D DATA $1C1D,$0200,$0200,$2A39,$2A41,$2A49,$2A49,$2A51,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$2A59,$2A61,$2A61,$2A61,$1C2D DATA $1C1D,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2200,$2A69,$2A71,$2A79,$2A81,$2200,$2200,$2200,$2200,$1C2D DATA $1C8D,$1C95,$1C95,$1C95,$1C95,$1C95,$1C95,$1C95,$1C95,$1C95,$1C95,$1C95,$1C95,$1C95,$1C95,$1C95,$1C95,$1C95,$1C95,$1C9D background: DATA $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 DATA $1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200 DATA $1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200 DATA $1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200 DATA $1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200 DATA $1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200 DATA $1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200 DATA $1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200 DATA $1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200 DATA $1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200 DATA $0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200 DATA $0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200 background_dawn: DATA $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 DATA $3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200 DATA $3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200 DATA $3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200 DATA $3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200 DATA $3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200 DATA $3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200 DATA $3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200 DATA $3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200 DATA $3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200,$3200 DATA $0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200 DATA $0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200 background_dusk: DATA $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 DATA $3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000 DATA $3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000 DATA $3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000 DATA $3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000 DATA $3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000 DATA $3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000 DATA $3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000 DATA $3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000 DATA $3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000,$3000 DATA $0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200 DATA $0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200 REM 20x12 cards background_storm: DATA $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 DATA $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 DATA $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 DATA $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 DATA $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 DATA $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 DATA $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 DATA $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 DATA $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 DATA $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 DATA $0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200 DATA $0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200 REM ========================TITLE SCREEN============================== asm org $f800 ' 62 bitmaps title_screen_bitmaps_0: DATA $7FFF,$0F3F,$8000,$FCE0 DATA $FEFF,$F8FC,$0000,$0301 DATA $FEFC,$FFFF,$FFFF,$3F7F DATA $0000,$0000,$0000,$F8F0 DATA $0000,$C000,$F8F0,$FFFC DATA $0000,$0000,$0000,$0701 DATA $0000,$0000,$3F00,$FFFF DATA $0000,$0000,$8000,$F8C0 DATA $8703,$CFC7,$CFCF,$8FCF DATA $3F3F,$0F1F,$0307,$FC01 DATA $FCF8,$FFFE,$FFFF,$7FFF DATA $0000,$0000,$C080,$F0E0 DATA $0301,$0307,$0000,$0000 DATA $FFFF,$FFFF,$0F3F,$0003 DATA $8F8F,$8787,$A787,$EFAB DATA $9F3F,$FFEF,$FFFF,$FFFF title_screen_bitmaps_1: DATA $FCF8,$FFFE,$FFFF,$FEFE DATA $0000,$0000,$0000,$7F1E DATA $FFFF,$C0FF,$0000,$0000 DATA $F0FC,$0000,$0000,$0000 DATA $0000,$0301,$0F07,$3F1F DATA $7F07,$FFFF,$FFFF,$FFFF DATA $C000,$F0E0,$FCF8,$FFFE DATA $0100,$0703,$1F0F,$7F3F DATA $FEFF,$FEFE,$FEFE,$FCFC DATA $7F3F,$7F7F,$FF7F,$FFFF DATA $C080,$C1C1,$E3E3,$F7E7 DATA $FFFF,$EFFF,$CBAF,$F7E7 DATA $7F7F,$7F7F,$1F3F,$030F DATA $F8FC,$F8F8,$F0F8,$E0F0 DATA $FFFF,$8FFF,$C0C3,$E7C3 DATA $FFFF,$FFFF,$E3FF,$C0C0 title_screen_bitmaps_2: DATA $F0F0,$F0F0,$E0F0,$0040 DATA $7FFF,$000F,$0000,$0000 DATA $C1E3,$8080,$0000,$0000 DATA $FFFF,$7FFF,$3F7F,$070F DATA $0FFF,$0000,$0000,$0000 DATA $FFFF,$07FF,$0000,$0000 DATA $C0E0,$80C0,$0000,$0000 DATA $7020,$7070,$F979,$7FFB DATA $3800,$F078,$E0E0,$C1C0 DATA $FFFF,$FFFF,$E3F8,$BF8F DATA $FFFF,$FFFF,$FF00,$F0FE DATA $E0C0,$E0E0,$FC30,$0007 DATA $FFFF,$FFFF,$FFFF,$FBFF DATA $FEFF,$FEFE,$FCFC,$F8F8 DATA $73FD,$020F,$FFC7,$FFFF DATA $7F7F,$3F7F,$1F3F,$070F title_screen_bitmaps_3: DATA $E3E1,$FFF3,$FFFF,$FFFF DATA $80C0,$0080,$0000,$C380 DATA $FFFF,$FFFF,$BFFF,$030F DATA $F9C3,$FFFF,$FFFF,$FFFF DATA $F0F8,$F8E0,$FFFF,$FFFF DATA $0000,$0000,$F000,$FFFF DATA $0000,$0000,$0000,$F000 DATA $07FF,$0000,$0000,$0000 DATA $FFFF,$077F,$0000,$0000 DATA $FFFF,$FFFF,$013F,$0000 DATA $FFFF,$FFFF,$FFFF,$0003 DATA $FFFF,$FFFF,$FFFF,$03FF DATA $00FF,$0000,$0000,$0000 DATA $8080,$C080,$E0C0,$F8F0 REM 20x12 cards title_screen_cards: DATA $1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200 DATA $1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1C06,$1C0E,$1A16,$1A1A,$1200,$1200 DATA $1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1A16,$1A22,$1200,$1A2A,$1A32,$2C3A,$1C46,$1A4A,$1A52,$1A5A,$1200 DATA $1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1A62,$1A6A,$0400,$0400,$0400,$0400,$1C72,$0400,$1A7A,$1A82,$1200 DATA $1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1A8F,$0400,$0400,$0400,$0400,$1A92,$1A9A,$1200 DATA $1200,$1200,$1200,$1200,$1200,$1AA7,$1AAF,$2600,$2600,$1AB7,$1200,$1ABF,$2600,$0400,$0400,$0400,$1AC2,$1200,$1200,$1200 DATA $1200,$1200,$1200,$1200,$1200,$1ACF,$2600,$2600,$2600,$2600,$1AD7,$2600,$18DF,$2EE2,$0400,$0400,$1AEA,$1200,$1200,$1200 DATA $1200,$1200,$1200,$1200,$1200,$2600,$08F7,$2600,$2600,$08FF,$0907,$090F,$1B17,$1B1F,$2F22,$2F2A,$1B32,$1200,$1200,$1200 DATA $1200,$1200,$1200,$1B3F,$1B47,$2600,$2600,$094F,$0957,$095F,$1B60,$1B68,$1200,$1200,$1977,$2600,$1200,$1200,$1200,$1200 DATA $1200,$1200,$1200,$1B7F,$1B87,$2600,$2600,$2600,$098F,$1D90,$1B98,$1BA0,$1BA8,$1BB0,$2600,$2600,$1200,$1200,$1200,$1200 DATA $0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$1400,$1DB8,$1DC0,$1DC8,$1DD0,$1DD8,$0000,$09E1,$09E1,$09E1,$09E1 DATA $0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$1DE9,$1400,$1400,$1400,$1400,$1400,$1400,$1400,$1400,$1400,$1400 ' 61 bitmaps beat_level_bitmaps_0: DATA $0000,$0000,$0000,$0F00 DATA $0000,$0000,$0F00,$F0FF DATA $0000,$0F00,$F0FF,$0000 DATA $FEFC,$FFFF,$FFFF,$3F7F DATA $0000,$0000,$C080,$F0E0 DATA $0000,$0000,$1F00,$FFFF DATA $0000,$0000,$FF1F,$E0F8 DATA $0F00,$F0FF,$0000,$0000 DATA $F0FF,$0000,$0000,$0000 DATA $7FFF,$0F3F,$8000,$FCE0 DATA $FEFF,$F8FC,$0000,$0301 DATA $FCF8,$FFFE,$FFFF,$FFFF DATA $0000,$0300,$0F07,$0F0F DATA $0F00,$FFFF,$FFFF,$FFFF DATA $FFFF,$FFFF,$FFFF,$FEFF DATA $FFFF,$FEFF,$E0F8,$0080 beat_level_bitmaps_1: DATA $80C0,$0000,$0000,$0000 DATA $FFFF,$7F7F,$3F3F,$0F1F DATA $E0C0,$F8F0,$FEFC,$FFFF DATA $0000,$0000,$0000,$FF01 DATA $0000,$0000,$3F00,$FFFF DATA $0000,$0000,$8000,$F8C0 DATA $8703,$CFC7,$CFCF,$8FCF DATA $3F7F,$0F1F,$0307,$FF07 DATA $FCF8,$FEFE,$FFFF,$FFFF DATA $0F0F,$0107,$0000,$0000 DATA $FFFF,$FEFF,$0000,$0000 DATA $E0F8,$0080,$0000,$0000 DATA $0307,$0001,$0000,$0000 DATA $FFFF,$FFFF,$3F7F,$031F DATA $8F8F,$8787,$A787,$EFAB DATA $FFFF,$FEFF,$F8FE,$C0F0 beat_level_bitmaps_2: DATA $0000,$0000,$0000,$7F1E DATA $0100,$0703,$1F0F,$7F3F DATA $FEFF,$FEFE,$FEFE,$FCFC DATA $0000,$0101,$0303,$0707 DATA $FFFF,$EFFF,$CBAF,$F7E7 DATA $7F7F,$7F7F,$1F3F,$030F DATA $F8FC,$F8F8,$F0F8,$E0F0 DATA $0F0F,$0F0F,$1F0F,$FF3F DATA $7FFF,$000F,$0000,$0000 DATA $C1E3,$8080,$0000,$0000 DATA $FFFF,$7FFF,$3F7F,$070F DATA $0FFF,$0000,$0000,$0000 DATA $FFFF,$07FF,$0000,$0000 DATA $C0E0,$80C0,$0000,$0000 DATA $0000,$0000,$0000,$3F0F DATA $0000,$0000,$0000,$C400 beat_level_bitmaps_3: DATA $0100,$0101,$0303,$0707 DATA $FFF8,$FFFF,$FFFF,$FFFF DATA $FF00,$FFFF,$FFFF,$FFFF DATA $0FFF,$FFF0,$FFFF,$FFFF DATA $0000,$C000,$FCF0,$FFFF DATA $0000,$0000,$0000,$F080 DATA $FEFC,$FFFF,$FFFF,$FFFF DATA $0F07,$FFFF,$FFFF,$FFFF DATA $FFFE,$FFFF,$FFFF,$FFFF DATA $8000,$F8E0,$FFFE,$FFFF DATA $0000,$0000,$8000,$FCE0 DATA $FEFF,$FCFC,$F8F8,$F0F0 DATA $E0F0,$E0E0,$C0C0,$C0C0 REM 20x12 cards beat_level_cards: DATA $1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1A04,$1A0C,$1A14,$1A1E,$1A22,$1200,$1200,$1200 DATA $1200,$1200,$1200,$1200,$1200,$1200,$1200,$1A04,$1A2C,$1A34,$1A1E,$1A3C,$1A44,$1200,$1C4E,$1C56,$1A5A,$1A22,$1200,$1200 DATA $1200,$1200,$1200,$1200,$1200,$1A64,$1A6C,$1A74,$1A7C,$1A84,$1A8A,$1A92,$1A9A,$1AA2,$2CAA,$1CB6,$1ABA,$1AC2,$1200,$1200 DATA $1200,$1200,$1200,$1200,$1200,$1ACC,$1AD4,$1ADC,$1200,$1200,$1AE2,$1AEA,$0400,$0400,$0400,$1CF2,$0400,$1AFA,$1200,$1200 DATA $1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1B07,$0400,$0400,$0400,$0400,$1200,$1200,$1200 DATA $1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1B0F,$2600,$0400,$0400,$0400,$1B12,$1200,$1200,$1200 DATA $1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1B1F,$2600,$1927,$2F2A,$0400,$0400,$1B32,$1200,$1200,$1200 DATA $1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1B38,$0947,$1B4F,$1B57,$2F5A,$2F62,$1B6A,$1200,$1200,$1200 DATA $1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1B77,$097F,$0987,$2600,$098F,$0997,$099F,$1BA7,$1BAF,$1200,$1200 DATA $1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1B0F,$2600,$09B7,$09BF,$2600,$2600,$2600,$2600,$2600,$1BC7,$1BCF,$1BD7 DATA $0200,$0200,$0200,$0200,$0200,$0200,$0200,$2FD9,$2600,$2600,$2600,$2600,$2600,$2600,$2600,$2600,$2600,$2600,$2600,$2600 DATA $0200,$0200,$0200,$0200,$0200,$0200,$0200,$2FE1,$2600,$2600,$2600,$2600,$2600,$2600,$2600,$2600,$2600,$2600,$2600,$2600 ' 54 bitmaps lose_life_bitmaps_0: DATA $0000,$0000,$0000,$1F07 DATA $0000,$0000,$7F00,$FFFF DATA $0000,$0000,$FF00,$FFFF DATA $0000,$0000,$F000,$FEFC DATA $0000,$0100,$0303,$0707 DATA $7F3F,$FFFF,$FFFF,$FFFF DATA $8000,$E0C0,$F8F0,$FCFC DATA $0000,$0000,$0800,$0C0C DATA $0000,$0000,$0000,$1000 DATA $0707,$0F0F,$0F0F,$0F0F DATA $FEFC,$FEFE,$FFFF,$FFFF DATA $7FFF,$0F3F,$8000,$FCE0 DATA $FEFF,$F8FC,$0000,$0301 DATA $FEFC,$FFFF,$FFFF,$3F7F DATA $0000,$0000,$0000,$F8F0 DATA $0E0C,$0E0E,$0F0F,$0F0F lose_life_bitmaps_1: DATA $3010,$7030,$F870,$FCFC DATA $0F0F,$0F0F,$0F0F,$1F0F DATA $FCF8,$FCFC,$FFFE,$FFFF DATA $3FFF,$3F0F,$FF7F,$FFFF DATA $FFFF,$FFFF,$FFFF,$FEFF DATA $0000,$C000,$F8F0,$FFFC DATA $0000,$0000,$0000,$0701 DATA $0000,$0000,$3F00,$FFFF DATA $0000,$0000,$8000,$F8C0 DATA $8703,$CFC7,$CFCF,$8FCF DATA $3F3F,$0F1F,$0307,$FC01 DATA $FCF8,$FFFE,$FFFF,$7FFF DATA $0000,$0000,$C080,$F0E0 DATA $0F0F,$0F0F,$070F,$0103 DATA $3F1F,$7F3F,$FF7F,$FFFF DATA $FFFF,$F8FE,$FFFB,$FFFF lose_life_bitmaps_2: DATA $80FF,$FF3F,$FFFF,$FFFF DATA $03FF,$FFFF,$FCFF,$E0F0 DATA $FEFE,$FCFC,$10F8,$0000 DATA $0301,$0307,$0000,$0000 DATA $FFFF,$FFFF,$0F3F,$0003 DATA $8F8F,$8787,$A787,$EFAB DATA $9F3F,$FFEF,$FFFF,$FFFF DATA $FCF8,$FFFE,$FFFF,$FEFE DATA $3F1F,$001F,$0000,$0000 DATA $FFFF,$00FF,$0000,$0000 DATA $FEFF,$00FC,$0000,$0000 DATA $1FFF,$000F,$4140,$8F43 DATA $C080,$0080,$0000,$0000 DATA $FFFF,$C0FF,$0000,$0000 DATA $F0FC,$0000,$0000,$0000 DATA $C7E7,$8787,$0707,$0707 lose_life_bitmaps_3: DATA $0100,$0101,$0101,$0303 DATA $FF8F,$FFFF,$FFFF,$FFFF DATA $9309,$DBB9,$FFFF,$FFFF DATA $8810,$DBC9,$FFFF,$FFFF DATA $8949,$BBDC,$FFFF,$FFFF DATA $8B43,$BFDF,$FFFF,$FFFF REM 20x12 cards lose_life_cards: DATA $1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200 DATA $1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200 DATA $1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200 DATA $1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200 DATA $1200,$1200,$1200,$1A07,$1A0F,$1A17,$1A1F,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200 DATA $1200,$1200,$1A27,$1A2F,$2600,$2600,$2600,$1A37,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200 DATA $1A3F,$1A47,$1A4F,$2600,$2600,$2600,$2600,$1A57,$1200,$1200,$1200,$1200,$1200,$1200,$1C5E,$1C66,$1A6E,$1A72,$1200,$1200 DATA $1A7F,$1A87,$1A8F,$0897,$089F,$2600,$2600,$1AA7,$1200,$1A6E,$1AAA,$1200,$1AB2,$1ABA,$2CC2,$1CCE,$1AD2,$1ADA,$1AE2,$1200 DATA $1AEF,$1A57,$1AF7,$2600,$08FF,$0907,$090F,$1B17,$1200,$1B1A,$1B22,$0400,$0400,$0400,$0400,$1D2A,$0400,$1B32,$1B3A,$1200 DATA $1B40,$1D48,$1D48,$1D48,$1D48,$1D48,$1D50,$1D58,$1B60,$1200,$1200,$1200,$1200,$0400,$0400,$0400,$0400,$1B6A,$1B72,$1200 DATA $0200,$0200,$2979,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0400,$0400,$0400,$0D81,$0200,$0200,$0200 DATA $0200,$0200,$2989,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0200,$0D91,$0D99,$0DA1,$0DA9,$0200,$0200,$0200 REM ===============================BACKGROUND DATA========================================== asm org $c040 dim_check: procedure if player_x < 16 then player_x = 16 if player_x > 150 then player_x = 150 if player_y < 25 then player_y = 25 if player_y > 80 then player_y = 80 if whalex_map < 16 then whalex_map = 16 if whalex_map > 150 then whalex_map = 150 if whaley_map < 25 then whaley_map = 25 if whaley_map > 70 then whaley_map = 70 end ' 53 bitmaps row_throw_bitmaps_0: DATA $FEFC,$FFFF,$FFFF,$3F7F DATA $0000,$0000,$C000,$F0E0 DATA $0000,$0100,$0301,$0703 DATA $1F1F,$0F1F,$0307,$0001 DATA $FCF8,$FFFE,$FFFF,$FFFF DATA $0000,$0000,$C080,$F0E0 DATA $0000,$0000,$0000,$0F00 DATA $0000,$0000,$0F00,$F0FF DATA $0000,$0F00,$F0FF,$0000 DATA $0E06,$1C0C,$3818,$7030 DATA $7FFF,$0F3F,$8000,$FCE0 DATA $FEFF,$F8FC,$0000,$0301 DATA $0000,$0000,$C080,$E0C0 DATA $0000,$0000,$1F00,$FFFF DATA $0000,$0000,$FF1F,$E0F8 DATA $0F00,$F0FF,$0000,$0000 row_throw_bitmaps_1: DATA $F0FF,$0000,$0000,$0000 DATA $E060,$C0C0,$8080,$0000 DATA $0000,$C000,$F8F0,$FFFC DATA $0000,$0000,$0000,$0701 DATA $0000,$0000,$3F00,$FFFF DATA $0000,$0000,$8000,$F8C0 DATA $8703,$CFC7,$CFCF,$8FCF DATA $0000,$0000,$0700,$1F0F DATA $E081,$FEF8,$FFFF,$FFFF DATA $FFFF,$0F3F,$E381,$EFEB DATA $F0E0,$F8F0,$FCF8,$FCFC DATA $0000,$0300,$0F07,$0F0F DATA $0F00,$FFFF,$FFFF,$FFFF DATA $FFFF,$FFFF,$FFFF,$FEFF DATA $FFFF,$FEFF,$E0F8,$0080 DATA $80C0,$0000,$0000,$0000 row_throw_bitmaps_2: DATA $FFFF,$7F7F,$3F3F,$0F1F DATA $E0C0,$F8F0,$FEFC,$FFFF DATA $0000,$0000,$0000,$FF01 DATA $3F7F,$0F1F,$0307,$FF07 DATA $FCF8,$FEFE,$FFFF,$FFFF DATA $FCFE,$FCF8,$FFFF,$FFFF DATA $0000,$0000,$F0C0,$FFFC DATA $8F8F,$8787,$A787,$EFAB DATA $60C0,$0010,$0000,$0000 DATA $0307,$0001,$0000,$0101 DATA $E0E0,$F0E0,$1830,$0408 DATA $0103,$0101,$0101,$0000 DATA $F0F0,$FEF8,$FFFF,$FFFF DATA $0000,$0100,$FFFF,$FFFF DATA $1F07,$FF7F,$FFFF,$FFFF DATA $0000,$0000,$C080,$FCE0 row_throw_bitmaps_3: DATA $0000,$0100,$0701,$3F0F DATA $0000,$3F00,$FFFF,$FFFF DATA $0F03,$FFFF,$FFFF,$FFFF DATA $C0C0,$E0C0,$F8F0,$FEFC DATA $FEFD,$FEFE,$FEFE,$FBFD REM 320x12 cards row_throw_cards: DATA 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beat_level_music: data 8 music c4w,c3y,c5w,m1 music d4#,-,d5#,- music d4#,-,d5#,- music d4#,-,d5#,- music d4,-,d5,- music c4#,-,c5#,- music c4,-,c5,- music c4,-,c5,- music b3,-,b4,- music c4,-,c5,- music s,-,s,- music s,-,s,- music c4,c3,c5,m1 music d4#,-,d5#,- music d4#,c3,d5#,m1 music d4#,s,d5#,- music d4,s,d5,- music d4#,s,d5#,- music e4,s,e5,- music e4,s,e5,- music d4,-,d5,- music d4#,-,d5#,- music s,-,s,- music s,c3,s,m1 music c4,c3,c5,m1 music d4#,-,d5#,- music d4#,-,d5#,- music d4#,-,d5#,- music d4,-,d5,- music c4#,-,c5#,- music d4,-,d5,- music c4#,-,c5#,- music c4,-,c5,- music c4#,-,c5#,- music c4,-,c5,- music b3,-,b4,- music a3,-,a4,- music b3,-,b4,- music c4,-,c5,- music d4#,-,d5#,- music d4,-,d5,- music c4,-,c5,- music a3#,-,a4#,- music a3#,-,a4#,- music a3#,-,a4#,- music c4,-,c5,- music s,-,s,- music s,-,s,- music repeat spear_miss: data 1 music c6z,-,-,- music b5,-,-,- music a5#,-,-,- music a5,-,-,- music g5#,-,-,- music g5,-,-,- music f5#,-,-,- music f5,-,-,- music e5,-,-,- music d5#,-,-,- music d5,-,-,- music c5#,-,-,- music c5,-,-,- music b4,-,-,- music a4#,-,-,- music a4,-,-,- music stop spear_hit: data 1 music c4y,c4w,-,- music s,s,-,- music d4,s,-,- music s,s,-,- music s,f4,-,- music s,s,-,- music s,s,-,- music g4#,s,-,- music s,s,-,- music s,e4#,-,- music s,s,-,- music d4,s,-,- music s,s,-,- music s,c4#,-,- music s,s,-,- music b3,s,-,- music s,s,-,- music s,s,-,- music s,s,-,- music s,s,-,- music s,s,-,- music s,s,-,- music stop enemy_splash: data 1 music -,-,-,m3 music repeat enemy_hit: data 1 music c5y,c5w,-,- music s,s,-,- music d5,s,-,- music s,s,-,- music s,f5,-,- music s,s,-,- music s,s,-,- music g5#,s,-,- music s,s,-,- music s,e5#,-,- music s,s,-,- music d5,s,-,- music s,s,-,- music s,c5#,-,- music s,s,-,- music b4,s,-,- music s,s,-,- music s,s,-,- music s,s,-,- music s,s,-,- music s,s,-,- music s,s,-,- music stop enemy_miss: data 1 music c6y,-,-,- music b5,-,-,- music a5#,-,-,- music a5,-,-,- music g5#,-,-,- music g5,-,-,- music f5#,-,-,- music f5,-,-,- music e5,-,-,- music d5#,-,-,- music d5,-,-,- music c5#,-,-,- music c5,-,-,- music b4,-,-,- music a4#,-,-,- music a4,-,-,- music stop score_sound: data 4 music -,-,-,m2 music repeat upgrade_song: data 4 music b4,-,-,- music s,-,-,- music s,-,-,- music s,-,-,- music -,-,-,- music -,-,-,- music -,-,-,- music -,-,-,- music a4,-,-,- music s,-,-,- music s,-,-,- music s,-,-,- music -,-,-,- music -,-,-,- music g4,-,-,- music s,-,-,- music -,-,-,- music -,-,-,- music g4,-,-,- music -,-,-,- music a4,-,-,- music s,-,-,- music -,-,-,- music -,-,-,- music g4,-,-,- music s,-,-,- music -,-,-,- music -,-,-,- music g4,-,-,- music s,-,-,- music -,-,-,- music -,-,-,- music e4,-,-,- music s,-,-,- music s,-,-,- music s,-,-,- music -,-,-,- music -,-,-,- music e4,-,-,- music s,-,-,- music -,-,-,- music -,-,-,- music e4,-,-,- music -,-,-,- music g4,-,-,- music s,-,-,- music -,-,-,- music -,-,-,- music d4,-,-,- music s,-,-,- music s,-,-,- music -,-,-,- music e4,-,-,- music s,-,-,- music s,-,-,- music -,-,-,- music b3,-,-,- music s,-,-,- music s,-,-,- music -,-,-,- music -,-,-,- music -,-,-,- music -,-,-,- music -,-,-,- music -,-,-,- music repeat storm_sound: data 6 music -,-,-,m3 music b2z,c3y,-,m3 music s,s,-,m1 music s,-,-,m1 music s,-,-,- music stop flute_song: data 3 music f4y,-,-,- music s,-,-,- music s,-,-,- music g4,-,-,- music s,-,-,- music s,-,-,- music a4,-,-,- music s,-,-,- music s,-,-,- music b4#,-,-,- music s,-,-,- music s,-,-,- music a4#,-,-,- music s,-,-,- music s,-,-,- music b4#,-,-,- music s,-,-,- music stop game_over_song: data 3 music d3y,d3x,-,- music -,-,-,- music d3,d3,-,- music -,-,-,- music d3,d3,-,- music s,s,-,- music s,s,-,- music s,s,-,- music -,-,-,- music e3,e3,-,- music s,s,-,- music s,s,-,- music -,-,-,- music e3,e3,-,- music s,s,-,- music s,s,-,- music s,s,-,- music -,-,-,- music f3,f3,-,- music -,-,-,- music f3,f3,-,- music -,-,-,- music f3,f3,-,- music s,s,-,- music s,s,-,- music s,s,-,- music -,-,-,- music e3,e3,-,- music 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