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Wal-Rush?

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  1.  rem Generated 1/25/2016 12:11:20 AM by Visual bB Version 1.0.0.548
  2.  rem *************************************
  3.  rem *Wal-Rush!                          *
  4.  rem *A game of walrii, fish, and flight.*
  5.  rem *Josiah Winslow                     *
  6.  rem *josiah12301@yahoo.com              *
  7.  rem *CC BY-NC-SA                        *
  8.  rem *************************************
  9.  
  10.  rem Initial settings.
  11.  set tv ntsc
  12.  set kernel_option player1colors
  13.  
  14.  rem Variable aliases.
  15.  dim P0_X=player0x.a
  16.  dim P1_X=player1x.b
  17.  dim _Walrii_Y_Vel=c
  18.  dim _Bit0_Fire_Restrainer=d
  19.  dim _Bit1_Walrii_Flying=d
  20.  dim _Structure_Timer=e
  21.  dim _Structure_Identifier=f
  22.  dim _Frame_Delay=g
  23.  dim _Fish_Animation=h
  24.  dim _Fish_Animation_Delay=i
  25.  
  26.  rem Graphics data.
  27.  playfield:
  28.  ................................
  29.  ................................
  30.  ................................
  31.  ................................
  32.  ..X...X...X...X...X...X...X...X.
  33.  .X.X.X.X.X.X.X.X.X.X.X.X.X.X.X.X
  34.  X...X...X...X...X...X...X...X...
  35.  .X.X.X.X.X.X.X.X.X.X.X.X.X.X.X.X
  36.  ..X...X...X...X...X...X...X...X.
  37.  .X.X.X.X.X.X.X.X.X.X.X.X.X.X.X.X
  38.  X...X...X...X...X...X...X...X...
  39. end
  40.  
  41.  player1color:
  42.  $04
  43.  $04
  44.  $04
  45.  $04
  46.  $04
  47.  $04
  48.  $04
  49.  $04
  50.  $04
  51.  $04
  52.  $04
  53.  $04
  54.  $80
  55.  $80
  56.  $80
  57.  $80
  58.  $04
  59.  $04
  60. end
  61.  
  62.  player1:
  63.  %10110110
  64.  %10110110
  65.  %11111111
  66.  %11111111
  67.  %10101111
  68.  %10101111
  69.  %10101111
  70.  %10101111
  71.  %10101111
  72.  %10101111
  73.  %11111111
  74.  %11111111
  75.  %11011010
  76.  %11011010
  77.  %10010010
  78.  %10010010
  79.  %01101100
  80.  %01101100
  81. end
  82.  
  83.  rem Initialize variables for game.
  84. _Game_Start
  85.  COLUPF=$08
  86.  COLUBK=$0E
  87.  COLUP0=$00
  88.  player0x=255:player0y=255
  89.  player1x=128:player1y=56
  90.  _Walrii_Y_Vel=0
  91.  _Bit0_Fire_Restrainer{0}=1
  92.  _Bit1_Walrii_Flying{1}=0
  93.  _Structure_Timer=240
  94.  _Structure_Identifier=0
  95.  _Frame_Delay=3
  96.  _Fish_Animation=0
  97.  _Fish_Animation_Delay=0
  98.  
  99.  rem Main game loop.
  100. _Main_Game_Loop
  101.  
  102.  rem Draw the screen.
  103.  drawscreen
  104.  
  105.  rem Make Walrii twice as wide.
  106.  NUSIZ1=$05
  107.  
  108.  rem Random structure generator.
  109.  if _Structure_Timer=240 then _Structure_Timer=0:player0x=0:player0y=(rand&63)+21:gosub _Generate_Structure
  110.  if _Structure_Identifier=0 then NUSIZ0=$05:goto _Mine
  111.  if _Structure_Identifier=1 then goto _Fish
  112.  if _Structure_Timer>0 then goto _Skip_Structures
  113.  
  114.  rem Mine (spikey ball).
  115. _Mine
  116.  
  117.  player0:
  118.  %10010001
  119.  %10010001
  120.  %01001010
  121.  %01001010
  122.  %00111100
  123.  %00111100
  124.  %01111101
  125.  %01111101
  126.  %10111110
  127.  %10111110
  128.  %00111100
  129.  %00111100
  130.  %01010010
  131.  %01010010
  132.  %10001001
  133.  %10001001
  134. end
  135.  
  136.  goto _Skip_Structures
  137.  
  138.  rem Fish (collectible item).
  139. _Fish
  140.  
  141.  rem Choose animation frame.
  142.  if _Fish_Animation=0 then goto _Fish_0
  143.  if _Fish_Animation=1 then goto _Fish_1
  144.  if _Fish_Animation=2 then goto _Fish_2
  145.  if _Fish_Animation=3 then goto _Fish_1
  146.  
  147. _Fish_0
  148.  player0:
  149.  %11011000
  150.  %10101000
  151.  %10000110
  152.  %01000010
  153.  %01000001
  154.  %01000101
  155.  %00110001
  156.  %00001110
  157. end
  158.  goto _Skip_Fish_Frames
  159.  
  160. _Fish_1
  161.  player0:
  162.  %00000000
  163.  %11011110
  164.  %10100001
  165.  %01000001
  166.  %10100101
  167.  %11010010
  168.  %00001100
  169.  %00000000
  170. end
  171.  goto _Skip_Fish_Frames
  172.  
  173. _Fish_2
  174.  player0:
  175.  %00001110
  176.  %00110001
  177.  %01000101
  178.  %01000001
  179.  %01000010
  180.  %10000110
  181.  %10101000
  182.  %11011000
  183. end
  184.  
  185. _Skip_Fish_Frames
  186.  
  187.  rem Change animation frame.
  188.  if _Fish_Animation_Delay=0 then _Fish_Animation_Delay=8:_Fish_Animation=_Fish_Animation+1
  189.  _Fish_Animation_Delay=_Fish_Animation_Delay-1
  190.  if _Fish_Animation=4 then _Fish_Animation=0
  191.  
  192. _Skip_Structures
  193.  
  194.  rem Move structure based on timer.
  195.  _Structure_Timer=_Structure_Timer+1:P0_X=P0_X+0.6
  196.  
  197.  rem Frame delay for Walrii.
  198.  _Frame_Delay=_Frame_Delay-1
  199.  if _Frame_Delay>0 then goto _Skip_Walrii_Move
  200.  if _Frame_Delay=0 then _Frame_Delay=3
  201.  
  202.  rem "Repetition Restrainer".
  203.  if !joy0fire then _Bit0_Fire_Restrainer{0}=0:goto _Skip_RR
  204.  if _Bit0_Fire_Restrainer{0} then goto _Skip_RR
  205.  _Bit0_Fire_Restrainer{0}=1:_Bit1_Walrii_Flying{1}=1
  206.  
  207. _Skip_RR
  208.  
  209.  rem Check if Walrii should be flying.
  210.  if !_Bit1_Walrii_Flying{1} then _Walrii_Y_Vel=_Walrii_Y_Vel+1:goto _Skip_Fly
  211.  
  212.  rem Change Walrii Y velocity.
  213.  _Walrii_Y_Vel=-6:_Bit1_Walrii_Flying{1}=0
  214.  
  215. _Skip_Fly
  216.  
  217.  rem Add Y velocity to position.
  218.  player1y=player1y+_Walrii_Y_Vel
  219.  
  220.  rem Change X position based on keypress.
  221.  if joy0left then P1_X=P1_X-2.5
  222.  if joy0right then P1_X=P1_X+2.5
  223.  
  224. _Skip_Walrii_Move
  225.  
  226.  rem Adjust Y position so you don't wrap around the screen.
  227.  if player1y<18 then player1y=18
  228.  if player1y>105 then player1y=105:_Walrii_Y_Vel=0
  229.  
  230.  rem Adjust X position so you don't wrap around the screen.
  231.  if player1x<16 then player1x=16
  232.  if player1x>128 then player1x=128
  233.  
  234.  rem Jump back to main game loop.
  235.  goto _Main_Game_Loop
  236.  
  237.  rem Structure generator subroutine.
  238. _Generate_Structure
  239.  if rand>140 then _Structure_Identifier=0 else _Structure_Identifier=1
  240.  return
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