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r_pixel.bas

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Jun 1st, 2013
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  1. rem Generated 2013-05-31 20:37:14 by Visual bB Version 1.0.0.554
  2. rem **********************************
  3. rem * *
  4. rem * *
  5. rem * *
  6. rem * *
  7. rem * *
  8. rem **********************************
  9. set kernel_options player1colors playercolors pfcolors
  10.  
  11. set smartbranching on
  12.  
  13. dim rand16 = z
  14.  
  15. dim Master_Counter = a
  16.  
  17. scorecolor = $20
  18.  
  19. player0x = 50
  20. player0y = 50
  21. p = 0
  22.  
  23. player0color:
  24. $F4;
  25. $F4;
  26. $0E;
  27. $0E;
  28. $0E;
  29. $0E;
  30. $2E;
  31. $2E;
  32. $2E;
  33. $2E;
  34. $2E;
  35. $06;
  36. $06;
  37. $06;
  38. $0E;
  39. $0E;
  40. end
  41.  
  42. main
  43. f=f+1 : if f = 20 then f = 0
  44. if f = 0 then gosub f0
  45. if f = 10 then gosub f1
  46.  
  47. rem POSSIBLY INEFFICIENT CODE, SEPARATE COLOR INFO FOR EACH FRAME...
  48.  
  49. if joy0right then r = 0
  50. if joy0left then r = 8
  51.  
  52. REFP0 = r
  53.  
  54. pfcolors:
  55. $CE
  56. $CC
  57. $CC
  58. $CA
  59. $CA
  60. $C8
  61. $C8
  62. $C6
  63. $C6
  64. $C4
  65. $C4
  66. $C4
  67. end
  68.  
  69. drawscreen
  70.  
  71. if p then if collision(player0, playfield) then p = 0
  72.  
  73. if joy0right then player0x = player0x + 1
  74. if joy0left then player0x = player0x - 1
  75. if joy0up then player0y = player0y - 1
  76. if joy0down then player0y = player0y + 1
  77.  
  78. if p then Skip_Pixel
  79. pfpixel s t off
  80. s = (rand&31) : t = rand/2 : t = ((t/2 + t)/4 + t)/16
  81. pfpixel s t on
  82. if joy0fire then p = 1
  83.  
  84. Skip_Pixel
  85.  
  86. goto main
  87.  
  88.  
  89. f0
  90. player0:
  91. %00100110
  92. %00000110
  93. %00110010
  94. %00110010
  95. %01100100
  96. %00000100
  97. %00111000
  98. %01001000
  99. %00100000
  100. %01110000
  101. %01010000
  102. %01110000
  103. %11000000
  104. %11000000
  105. %00000000
  106. %00000000
  107. end
  108. return
  109.  
  110. f1
  111. player0:
  112. %10010111
  113. %01000001
  114. %00110001
  115. %00110001
  116. %01100010
  117. %00000010
  118. %00011100
  119. %00100100
  120. %00010000
  121. %00111000
  122. %00101000
  123. %00111000
  124. %01100000
  125. %01100000
  126. %00000000
  127. %00000000
  128. end
  129. return
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