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- rem batari Basic Program
- rem started 12/22/2011 9:06:04 PM by Visual bB Version 1.0.0.565
- rem *****************************************************
- bank 1
- temp1 = temp1
- set tv ntsc
- set kernel DPC+
- set smartbranching on
- set optimization inlinerand
- const font=tiny
- goto MAIN bank2
- rem *****************************************************
- bank 2
- rem *****************************************************
- temp1 = temp1
- MAIN
- dim xp= a.b
- dim yp=c.d
- dim bar2y = i.j
- dim direc = k
- dim print_row = l
- dim current_col = m
- dim current_bit = n
- dim current_byte = o
- dim ds_index = p
- dim byte_ptr = q
- dim lo_pointer = r
- dim current_row = s
- dim duration = y
- u = 0
- f = 0
- dim grav=v.w
- player0y = 176 : player1y = 176
- dim flag=z
- dim C0_Duration = l
- dim C0_Counter = m
- dim C1_Duration = n
- dim C1_Counter = o
- dim BitOp_C0 = p
- dim BitOp_C1 = q
- dim BitOp0_C0_FireB = p
- dim BitOp0_C1_JoyU = q
- dim BitOp1_C1_JoyD = q
- dim BitOp2_C1_JoyL = q
- dim BitOp3_C1_JoyR = q
- dim BitOp4_C1_JoyU = q
- dim BitOp_Allpurpose_01 = y
- dim BitOp0_Debounce_Reset = t
- duration = 1
- x = 0: z = 0
- dim sc1 = score
- dim sc2 = score+1
- dim sc3 = score+2
- scorecolors:
- $08
- $96
- $98
- $96
- $98
- $96
- $98
- end
- rem *** a variable to switch frames of the picture
- dim bmp_48x2_1_index = e
- rem *** a variable to color each frame of the picture
- dim bmp_48x2_1_color = g
- rem *** a frame counter
- dim frame = f
- rem *** The selected game number. The game selection minikernel displays
- rem *** this variable
- dim gamenumber=h
- rem *** this debounce variable is used to slow down the game number selection
- dim swdebounce=t
- bkcolors:
- $00
- end
- goto MAIN4 bank4
- rem *****************************************************
- bank 3
- rem *****************************************************
- temp1 = temp1
- rem *****************************************************
- bank 4
- rem *****************************************************
- temp1 = temp1
- MAIN4
- rem * Volume off
- AUDV0=0 : AUDV1=0
- player2y = 186 : player4y = 186 : player5y = 186 : player6y = 186 : player7y = 186 : player8y = 186 : player9y = 186
- player3x = 16
- player3y = 26
- h=1: direc = 1
- grav=35.0
- bar2y = 56.0
- xp = 17: yp = 156
- pfcolors:
- $94
- $BA
- $BA
- $BA
- $BA
- $BA
- $BA
- $BA
- $BA
- $BA
- $BA
- $BA
- $BA
- $00
- $BE
- $96
- $92
- $92
- $24
- $24
- $24
- $24
- $24
- $24
- $24
- $24
- $24
- $24
- $24
- $00
- $24
- $BE
- $96
- $92
- $92
- $24
- $24
- $24
- $24
- $24
- $24
- $24
- $24
- $24
- $24
- $24
- $24
- $00
- $24
- $BE
- $96
- $92
- $92
- $24
- $24
- $24
- $24
- $24
- $24
- $24
- $24
- $24
- $24
- $24
- $00
- $24
- $BE
- $96
- $92
- $92
- $24
- $24
- $24
- $24
- $24
- $24
- $24
- $24
- $24
- $24
- $24
- $24
- $24
- $24
- $BE
- $96
- $92
- $92
- end
- WritePF4
- print_row = 0: current_col = 0
- for ds_index = 0 to 3
- for byte_ptr = 0 to 175
- current_bit = $80
- on ds_index goto DCASE40 DCASE41 DCASE42 DCASE43
- DCASE40 current_byte = L4_0[byte_ptr] : goto BIT_LOOP4
- DCASE41 current_byte = L4_1[byte_ptr] : goto BIT_LOOP4
- DCASE42 current_byte = L4_2[byte_ptr] : goto BIT_LOOP4
- DCASE43 current_byte = L4_3[byte_ptr]
- BIT_LOOP4
- if current_byte & current_bit then pfpixel current_col print_row on else pfpixel current_col print_row off
- current_col = current_col + 1: current_col = current_col & $1F
- current_bit = current_bit / 2
- if current_bit then goto BIT_LOOP4
- if byte_ptr & $03 = 3 then print_row = print_row + 1
- next
- next
- data L4_0
- %00000111,%11111111,%11111111,%00000000
- %00000000,%10000000,%00001000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%10000000,%00001000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%10000000,%00001000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%10000000,%00001000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%10000000,%00001000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%10000000,%00001000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%10000000,%00001000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%10000000,%00001000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%10000000,%00001000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%10000000,%00001000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%10000000,%00001000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%10000000,%00001000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%10000000,%00001000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%10000000,%00001000,%00000000
- %00001001,%00000000,%00000100,%10000000
- %00000000,%00000000,%00000000,%00000000
- %00000010,%00000000,%00000010,%00000000
- %00001111,%11111111,%11111111,%10000000
- %00001010,%10101010,%10101010,%10000000
- %00001010,%10101010,%10101010,%10000000
- %00001010,%10101010,%10101010,%10000000
- %00001111,%11111111,%11111111,%10000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00001001,%00000000,%00000100,%10000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00001001,%00000000,%00000100,%10000000
- %00000000,%00000000,%00000000,%00000000
- end
- data L4_1
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00001001,%00000000,%00000100,%10000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00001001,%00000000,%00000100,%10000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00001001,%00000000,%00000100,%10000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00001001,%00000000,%00000100,%10000000
- %00000000,%00000000,%00000000,%00000000
- %00010000,%00000010,%00000000,%01000000
- %00000000,%00000000,%00000000,%00000000
- %00001001,%00000000,%00000100,%10000000
- %00000000,%00000000,%00000000,%00000000
- %00000010,%00000000,%00000010,%00000000
- %00000010,%00000000,%00000010,%00000000
- %00011111,%11111111,%11111111,%11000000
- %00001010,%10101010,%10101010,%10000000
- %00001010,%10101010,%10101010,%10000000
- %00001010,%10101010,%10101010,%10000000
- %00011111,%11111111,%11111111,%11000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00010000,%00000010,%00000000,%01000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00010000,%00000010,%00000000,%01000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00010000,%00000010,%00000000,%01000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00010000,%00000010,%00000000,%01000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- end
- data L4_2
- %00000000,%00000000,%00000000,%00000000
- %00010000,%00000010,%00000000,%01000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00010000,%00000010,%00000000,%01000000
- %00000000,%00000000,%00000000,%00000000
- %00100000,%01000000,%00010000,%00100000
- %00000000,%00000000,%00000000,%00000000
- %00010000,%00000010,%00000000,%01000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00000010,%00000000,%00000010,%00000000
- %00111111,%11111111,%11111111,%11100000
- %00101010,%10101010,%10101010,%10100000
- %00101010,%10101010,%10101010,%10100000
- %00101010,%10101010,%10101010,%10100000
- %00111111,%11111111,%11111111,%11100000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00100000,%01000000,%00010000,%00100000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00100000,%01000000,%00010000,%00100000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00100000,%01000000,%00010000,%00100000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00100000,%01000000,%00010000,%00100000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00100000,%01000000,%00010000,%00100000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00100000,%01000000,%00010000,%00100000
- %00000000,%00000000,%00000000,%00000000
- %01000000,%00000010,%00000000,%00010000
- %00000000,%00000000,%00000000,%00000000
- end
- data L4_3
- %00100000,%01000000,%00010000,%00100000
- %00000000,%00000000,%00000000,%00000000
- %00000010,%00000000,%00000010,%00000000
- %00000010,%00000000,%00000010,%00000000
- %01111111,%11111111,%11111111,%11110000
- %00101010,%10101010,%10101010,%10100000
- %00101010,%10101010,%10101010,%10100000
- %00101010,%10101010,%10101010,%10100000
- %01111111,%11111111,%11111111,%11110000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %01000000,%00000010,%00000000,%00010000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %01000000,%00000010,%00000000,%00010000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %01000000,%00000010,%00000000,%00010000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %01000000,%00000010,%00000000,%00010000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %01000000,%00000010,%00000000,%00010000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %01000000,%00000010,%00000000,%00010000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %01000000,%00000010,%00000000,%00010000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %00000000,%00000000,%00000000,%00000000
- %11111111,%11111111,%11111111,%11111000
- %10101010,%10101010,%10101010,%10101000
- %10101010,%10101010,%10101010,%10101000
- %10101010,%10101010,%10101010,%10101000
- %11111111,%11111111,%11111111,%11111000
- %00000000,%00000000,%00000000,%00000000
- end
- rem Clear all
- C0_Duration=0: C0_Counter=0: C1_Duration=0: C1_Counter=0: BitOp_C0=0: BitOp_C1=0: BitOp_Allpurpose_01=0
- BitOp0_Debounce_Reset{0} = 1
- Main_loop4
- if joy0fire then pfvline 6 30 35 flip
- ; REM Hammers and/or Breadsticks
- ; REM set missile 1 color with COLUM1
- COLUM1 = $2A
- NUSIZ3 = $00 ; missile 1 pixel wide $0x
- missile1height = 10: ballheight = 10
- if h{0} then missile1x = 24 : missile1y = 74: ballx= 71: bally=39
- if h{1} then missile1x = 71: missile1y = 39: ballx= 24: bally=74
- Main_loop4_In
- player3color:
- $26
- $28
- $2C
- $2A
- $2C
- $2A
- $28
- $2A
- $28
- $26
- $26
- end
- FireL4_14
- player3:
- %01001100
- %10011110
- %00011110
- %10110100
- %11110100
- %11111110
- %11111110
- %11111110
- %01111110
- %01111100
- %00111000
- end
- if h{3} then player3:
- %00101100
- %01011110
- %00011110
- %01110100
- %01110100
- %01111110
- %01111111
- %01111111
- %00111111
- %00111110
- %00011100
- end
- player0x = xp: player0y = yp
- rem ****************************************************************
- rem *
- rem * Puts temp4 in the three score digits on the left side.
- rem *
- rem ````````````````````````````````````````````````````````````````
- rem ` Replace "player0x" with whatever you need to check.
- rem `
- temp4 = player0x
- sc1 = 0 : sc2 = sc2 & 15
- if temp4 >= 100 then sc1 = sc1 + 16 : temp4 = temp4 - 100
- if temp4 >= 100 then sc1 = sc1 + 16 : temp4 = temp4 - 100
- if temp4 >= 50 then sc1 = sc1 + 5 : temp4 = temp4 - 50
- if temp4 >= 30 then sc1 = sc1 + 3 : temp4 = temp4 - 30
- if temp4 >= 20 then sc1 = sc1 + 2 : temp4 = temp4 - 20
- if temp4 >= 10 then sc1 = sc1 + 1 : temp4 = temp4 - 10
- sc2 = (temp4 * 4 * 4) | sc2
- rem ****************************************************************
- rem *
- rem * Puts temp4 in the three score digits on the right side.
- rem *
- rem ````````````````````````````````````````````````````````````````
- rem ` Replace "player0y" with whatever you need to check.
- rem `
- temp4 = player0y
- sc2 = sc2 & 240 : sc3 = 0
- if temp4 >= 100 then sc2 = sc2 + 1 : temp4 = temp4 - 100
- if temp4 >= 100 then sc2 = sc2 + 1 : temp4 = temp4 - 100
- if temp4 >= 50 then sc3 = sc3 + 80 : temp4 = temp4 - 50
- if temp4 >= 30 then sc3 = sc3 + 48 : temp4 = temp4 - 30
- if temp4 >= 20 then sc3 = sc3 + 32 : temp4 = temp4 - 20
- if temp4 >= 10 then sc3 = sc3 + 16 : temp4 = temp4 - 10
- sc3 = sc3 | temp4
- NUSIZ3 = $00: NUSIZ6 = $00
- player7x = 0: player7y = 44 ; Princess offscreen
- rem if yp<22 then player7x = 40: player7y = 0
- rem
- NUSIZ8 = $05: NUSIZ9 = $05
- rem if joy0right then xp=xp+0.5 : REFP0 = 0
- rem if joy0left then xp=xp-0.5 : REFP0 = 8
- rem if xp < 30 && yp > 130 then xp = 30
- rem if xp > 100 && yp > 130 then xp = 100
- rem if joy0left then gosub Mario034
- rem if joy0right then gosub Mario034
- rem
- rem bar2y = bar2y + grav
- grav = grav - 0.75
- grav = grav + direc
- player3x = grav
- player3y = bar2y
- if player3x > 122 then direc = 255: bar2y = bar2y + 35.0
- if player3x < 34 then direc = 1: bar2y = bar2y + 35.0
- if player3y > 154 then bar2y = 56
- h=h+1
- NUSIZ8{3}=1
- if h{6} then goto mad4 else continue4
- mad4
- player8x = player8x + 14
- NUSIZ8{3} = 0
- player9x = player9x - 18
- NUSIZ9{3} = 1
- continue4
- rem if collision(playfield,player0) then yp=yp-0.1
- rem if collision(player1,playfield) then bar2y = bar2y - 1
- rem
- rem if !collision(playfield,player3) then b3y=b3y-0.12
- rem if collision(playfield,player1) then b3y=b3y-0.12
- rem
- player8-9color:
- $24
- $22
- $22
- $22
- $24
- $22
- $22
- $22
- $24
- $22
- $22
- $22
- $22
- $22
- $22
- $22
- $22
- $22
- $22
- $22
- $22
- $22
- $24
- $22
- $22
- $24
- $22
- $24
- $22
- $24
- end
- KongMadBLU4
- player9:
- %10000100
- %11001110
- %11000111
- %00101011
- %10000011
- %01010111
- %11110111
- %10101110
- %01011100
- %11111110
- %01011110
- %00111110
- %11111100
- %11111100
- %00011000
- %11101000
- %11101000
- %10101000
- %11101000
- %00011000
- %10111100
- %01111100
- %10111100
- %11111100
- %01111000
- %01011000
- %00111100
- %00000000
- %00111100
- %00011110
- end
- KongMad24
- player8:
- %11000000
- %11100000
- %11100000
- %10010000
- %01000000
- %10101000
- %01111000
- %11010000
- %10101100
- %11111110
- %10101110
- %00011011
- %11110111
- %11100111
- %10001111
- %01111111
- %01101111
- %01001110
- %01110000
- %10001100
- %11011110
- %10111111
- %01011111
- %11111111
- %00101110
- %00011100
- %00011110
- %00001111
- %00000000
- %00000000
- end
- if joy0right then flag{0} = 1
- if joy0left then flag{0} = 0
- if flag{0} then REFP0 = 0
- if !flag{0} then REFP0 = 8
- if joy0right then xp=xp+0.25
- if joy0left then xp=xp-0.25
- rem ________________________
- rem bottom L/R boundary
- if xp < 11 && yp > 121 then xp = 11
- if xp > 129 && yp > 121 then xp = 129
- if yp > 156 then yp = 156
- if yp = 122 && joy0left then yp = 121
- if yp = 122 && joy0right then yp = 121
- if yp = 87 && joy0left then yp = 86
- if yp = 87 && joy0right then yp = 86
- if yp = 52 && joy0left then yp = 51
- if yp = 52 && joy0right then yp = 51
- if joy0up || joy0down then gosub checkladder
- if joy0right then gosub Mario034
- if joy0left then gosub Mario034
- if joy0fire then player0color:
- $42
- $42
- $4A
- $4A
- $4A
- $4A
- $4A
- $86
- $86
- $86
- $42
- $42
- $42
- end
- if joy0fire then player0:
- %00111100
- %01111111
- %00001010
- %01011111
- %01011011
- %00110000
- %00011110
- %11101010
- %11111101
- %00011101
- %01111111
- %11110111
- %11000000
- end
- DF0FRACINC = 255 : DF1FRACINC = 255 : DF2FRACINC = 255 : DF3FRACINC = 255 : DF4FRACINC = 255
- DF6FRACINC=0
- if BitOp_C1 then goto Skip_Walk4
- if joy0right then BitOp_C1 = 0 : C1_Duration = 1 : C1_Counter = 0 : BitOp3_C1_JoyR{3} = 1 : goto Skip_Walk4
- if joy0left then BitOp_C1 = 0 : C1_Duration = 1 : C1_Counter = 0 : BitOp2_C1_JoyL{2} = 1 : goto Skip_Walk4
- if joy0up then BitOp_C1 = 0 : C1_Duration = 1 : C1_Counter = 0 : BitOp4_C1_JoyU{4} = 1 : goto Skip_Walk4
- Skip_Walk4
- if BitOp_C0 then goto Skip_Ditty4
- if h > 0 then BitOp_C0 = 0 : C0_Duration = 1 : C0_Counter = 0 : BitOp0_C0_FireB{0} =1 : goto Skip_Ditty4
- Skip_Ditty4
- drawscreen
- player0color:
- $42
- $42
- $4A
- $4A
- $4A
- $4A
- $4A
- $86
- $86
- $86
- $42
- $42
- $42
- $86
- $86
- end
- player0:
- %01111000
- %11111110
- %00010100
- %10111110
- %10110110
- %01100000
- %00111100
- %01111000
- %01010100
- %01111100
- %10111100
- %11111100
- %11011000
- %11011100
- %11111100
- end
- if joy0left then REFP0 = 8
- rem player7x = 40: player7y = 176
- player8x = 58
- player9x = 74
- player8y = 2: player9y = 2
- NUSIZ8{3}=1
- if !BitOp_C1 then goto SoundReturn4Ch1
- C1_Duration = C1_Duration - 1
- if C1_Duration > 0 then goto SoundReturn4Ch1
- if BitOp3_C1_JoyR{3} then goto GetWalk4
- if BitOp2_C1_JoyL{2} then goto GetWalk4
- if BitOp4_C1_JoyU{4} then goto GetWalk4
- SoundReturn4Ch1
- if !BitOp_C0 then goto SoundReturn4Ch0
- C0_Duration = C0_Duration - 1
- if C0_Duration > 0 then goto SoundReturn4Ch0
- if BitOp0_C0_FireB{0} then goto GetDitty4
- SoundReturn4Ch0
- if !switchreset then BitOp0_Debounce_Reset{0} = 0: goto Skip_Main_Reset4
- if BitOp0_Debounce_Reset{0} then goto Skip_Main_Reset4
- reboot
- Skip_Main_Reset4
- rem if collision(playfield,player0) then gosub Climb4
- rem
- goto Main_loop4
- checkladder
- if !collision(playfield,player0) then return thisbank ; Not touching ladder, fuggetaboutit
- rem Climbing and X adjusting code. Thanks to bogax!
- for u = 0 to 3
- temp3 = yp - ydat[u]
- if joy0down then temp3 = temp3 + 1
- if temp3 >= 35 then nxty
- temp1 = u * 4 : temp2 = temp1 + 3
- for f = temp1 to temp2
- if !xdat[f] then nxty
- temp3 = xp - xdat[f]
- mk1
- if temp3 < 5 then Climb4Plus
- next
- nxty
- next
- return thisbank
- Climb4Plus
- a = newx[f] : b = 0
- Climb4
- rem if xp = 20 || 90 || 120 then ClimbOK
- rem return
- rem
- rem ClimbOK
- if joy0up then yp=yp-0.25
- if joy0down then yp=yp+0.25
- player0color:
- $42
- $42
- $42
- $00
- $4A
- $4A
- $4A
- $86
- $86
- $86
- $42
- $42
- $42
- $86
- $86
- end
- player0:
- %01111100
- %11111110
- %11111110
- %00111100
- %10000010
- %01111101
- %00111111
- %01111111
- %11011010
- %11111110
- %01111111
- %11111111
- %11111110
- %01111100
- %00110000
- end
- if h{3} then REFP0 = 8
- if !h{3} then REFP0 = 0
- return thisbank
- data ydat
- 122, 87, 52, 17
- end
- data xdat
- 16, 68, 120, 0
- 20, 48, 88, 116
- 24, 68, 112, 0
- 28, 40, 96, 108
- end
- data newx
- 18, 70, 122, 0
- 22, 50, 90, 118
- 26, 70, 114, 0
- 30, 42, 98, 110
- end
- Mario034
- if h{2} then player0:
- %01111000
- %11111110
- %00010100
- %10111110
- %10110110
- %01100000
- %00111100
- %01111011
- %11010111
- %11111100
- %00111100
- %11111100
- %11101000
- %10011000
- %00011100
- end
- Mario024
- if h{1} then player0:
- %01111000
- %11111110
- %00010100
- %10111110
- %10110110
- %01100000
- %00111100
- %11111000
- %11010111
- %01111111
- %00111100
- %01111101
- %11111111
- %11000011
- %10000000
- end
- if h{3} then player0:
- %01111000
- %11111110
- %00010100
- %10111110
- %10110110
- %01100000
- %00111100
- %01111000
- %01010100
- %01111100
- %10111100
- %11111100
- %11011000
- %11011100
- %11111100
- end
- return
- rem bL2R4
- rem
- rem player3x = 16+h: player3y = bar2y+grav
- rem h=h+1
- rem grav = grav + 0.12
- rem return
- rem
- rem bR2L4
- rem
- rem player3x=90-h: player3y = bar2y+grav
- rem h=h+1
- rem grav = grav + 0.12
- rem return
- rem
- rem Fall4
- rem player3y = player3y + 15
- rem return
- rem
- ; *****************************************************
- ; * Walk Sound
- ; *****************************************************
- GetWalk4
- if walkData4[C1_Counter] = 255 then goto C1_Sound_Done_2554
- AUDV1 = walkData4[C1_Counter] : C1_Counter = C1_Counter + 1
- AUDC1 = walkData4[C1_Counter] : C1_Counter = C1_Counter + 1
- AUDF1 = walkData4[C1_Counter] : C1_Counter = C1_Counter + 1
- C1_Duration = walkData4[C1_Counter] : C1_Counter = C1_Counter + 1
- goto SoundReturn4Ch1
- GetDitty4
- if Ditty_Data4[C0_Counter] = 255 then goto C0_Sound_Done_2554
- AUDV0 = Ditty_Data4[C0_Counter] : C0_Counter = C0_Counter + 1
- rem AUDC0 = Ditty_Data4[C0_Counter] : C0_Counter = C0_Counter + 1
- AUDC0 = 6
- AUDF0 = Ditty_Data4[C0_Counter] : C0_Counter = C0_Counter + 1
- C0_Duration = Ditty_Data4[C0_Counter] : C0_Counter = C0_Counter + 1
- goto SoundReturn4Ch0
- rem * Music Data Block
- rem *****************************************************
- rem * Explanation:
- rem * v - volume (0 to 15)
- rem * c - control [a.k.a. tone, voice, and distortion] (0 to 15)
- rem * f - frequency (0 to 31)
- rem * d - duration
- data walkData4
- 3,14,1
- 1
- 2,14,0
- 1
- 1,14,1
- 1
- 6,6,1
- 1
- 2,1,0
- 1
- 1,12,0
- 1
- 0,0,0
- 7
- 255
- end
- C1_Sound_Done_2554
- C1_Duration = 1 : C1_Counter = 0 : BitOp_C1 = 0 : AUDV1=0 : goto SoundReturn4Ch1
- data Ditty_Data4
- 4,11
- 5
- 0,0
- 9
- 4,14
- 5
- 0,0
- 2
- 4,14
- 5
- 0,0
- 2
- 255
- end
- C0_Sound_Done_2554
- C0_Duration = 1 : C0_Counter = 0 : BitOp_C0 = 0 : AUDV0=0 : goto SoundReturn4Ch0
- rem *****************************************************
- bank 5
- rem *****************************************************
- temp1 = temp1
- rem *****************************************************
- bank 6
- rem *****************************************************
- temp1 = temp1
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