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set kernel_options no_blank_lines player1colors set romsize 8k set smartbranching on title_screen player1x=58 : player1y=96 playfield: ..XX.XX.XX.X..X..XX.........XX... ..X...X.X..XX.X..XX.........X.... ..X..XX.XX.X..X..XX......XX.XX... ..X..XX..X.X..X..X.......XX.X.... ..XX.XX.XX.XX.XX.XXX.....XX.X.... ...................X............. ...................X............. ..................XX.XX.XX.XXXXX. ..................XX.XX.XX.X.X.X. ..................XX.XX.XX.X.X.X. ................................. end player1: %0100010 %0010100 %0001000 %0111110 %1001001 %0011100 %0111110 %0011100 end player1color: $f2 $94 $94 $C4 $2c $2c $2c $22 end player0: %11111111 %11111111 %11111111 %10100101 %10100101 %10100101 %10100101 %10100101 %10100101 %10100101 %10100101 %11111111 %11111111 %11111111 %11111111 %11111111 %11111111 %11111111 %11011011 %11011011 %11011011 %11011011 %11011011 %11011011 %10000011 %10000011 %10000011 %10000011 %10000011 %10000011 end v=0 get_random_thunder w=rand/64 : t=0 title_main COLUBK=v : scorecolor=$C4 COLUP0=$04 : COLUPF=$C8 : player0x=50 : player0y=90 : NUSIZ0=$01 : CTRLPF=$31 ballx=59 : bally=87 : ballheight=13 if player1y>82 && player1y<200 then e=e+1 else player1y=200 if e>10 && player1y<>87 then e=0 : player1y=player1y-1 if e>200 && player1y=87 then e=0 : player1y=player1y-1 if joy0fire && !b{0} then b{0}=1 if !joy0fire && b{0} then b{0}=0 : goto new_game dim scback=u u=$c4 drawscreen z=z+1 if z>59 then z=0 : t=t+1 if t=w && z=59 then v=8 if t>w then goto thunder AUDV0=0 goto title_main thunder AUDV0=v : AUDF0=v*2 : AUDC0=2 if z>7 then z=0 : v=v-1 if v=0 then goto get_random_thunder goto title_main new_game scorecolor=14 AUDV0=0 player0: %00010100 %00111100 %01111110 %01010010 %11011011 end o=64 player1x=23 : player1y=79 dim level=r level=17 : score=18 if joy0up then level=0 : score=1 goto get_new_level main COLUPF=$24 COLUP0=$66 u=0 : COLUBK=0 ballheight=13 : CTRLPF=$31 NUSIZ0=$06 if level=12 then NUSIZ0=$03 if level=14 then NUSIZ0=$00 dim sc1=score dim sc2=score+1 sc1=$DA sc2=$BC if !switchbw then goto skip_music rem music data AUDC0=12 : AUDF0=bass_notes[n] : AUDV0=4 l=l+1 if l>39 then l=0 : n=n+1 : p=p+1 if n>47 then n=0 : p=0 skip_music if player1x<20 then player1x=132 if player1x>132 then player1x=20 if switchreset then goto title_screen drawscreen if !a{1} && joy0up && collision(player1,ball) then level=level+1 : score=score+1 : goto get_new_level if collision(player1,player0) then o=32 : goto get_new_level if player1y>90 then goto get_new_level if level=14 && m=3 then player0y=player0y+2 if level=14 && m=4 then player0x=player0x-2 if level=14 && m=1 then player0y=player0y-2 if level=14 && m=2 then player0x=player0x+2 if level=14 && player0y>80 then m=4 : player0y=80 : player0x=player0x-2 if level=14 && player0x<30 then m=1 if level=14 && player0y<20 then m=2 if level=14 && player0x>130 then m=3 if level=14 then goto main_2 if level>10 && v>90 && m{0} then player0x=player0x-1 if level>10 && v>90 && !m{0} then player0x=player0x+1 if level=10 && m{0} && t>5 then player0x=player0x-1 if level=10 && !m{0} && t>5 then player0x=player0x+1 if level=10 && player0y<player1y && t>5 then player0y=player0y+1 if level=10 && player0y>player1y && t>5 then player0y=player0y-1 if t>5 then t=0 if t=5 && player0x>v then m{0}=1 if t=5 && player0x<20 then m{0}=0 if v>90 then t=t+1 : goto main_2 if m{0} then player0y=player0y+1 else player0y=player0y-1 if player0y=10 then m{0}=1 if player0y=v then m{0}=0 main_2 AUDV1=0 if z>30 then a{0}=0 : a{1}=1 : goto __Test_P0_Down if a{0} && z<30 && o=64 then AUDC1=1 : AUDV1=4 : AUDF1=z if o<64 then o=o+1 : AUDC1=3 : AUDF1=o/2 : AUDV1=4 if o>63 then o=64 if joy0fire && !a{0} then a{0}=1 : goto __Test_P0_Up if !joy0fire && a{0} then a{0}=0 if a{0} then goto __Test_P0_Up if !a{0} then a{1}=1 : z=21 __Test_P0_Up z=z+1 b=(player1x-17)/4 e=(player1y/8)-1 if pfread(b,e) then a{0}=0 : z=31 : a{0}=0 : a{1}=1 : goto __Cant_Move_Up d=b + 2 if pfread(d,e) then a{0}=0 : z=31 : a{0}=0 : a{1}=1 : goto __Cant_Move_Up goto __P0_Move_Up __Cant_Move_Up goto __Skip_Joy0_Up __P0_Move_Up if a{0} then player1y=player1y-1 __Skip_Joy0_Up if a{1} then goto __Test_P0_Down goto __Skip_Joy0_Down __Test_P0_Down if !a{1} then goto __Skip_Joy0_Down b = (player1x-17)/4 e = ((player1y-7)/8) + 1 if pfread(b,e) then goto __Cant_Move_Down d = b + 2 if pfread(d,e) then goto __Cant_Move_Down goto __P0_Move_Down __Cant_Move_Down a=0 : z=0 goto __Skip_Joy0_Down __P0_Move_Down if a{1} then player1y=player1y+1 if joy0left then goto left if joy0right then goto right goto main __Skip_Joy0_Down left f = ((player1x-14)/4)-1 g = (player1y)/8 if pfread(f,g) then goto __Cant_Move_Left goto __P0_Move_Left __Cant_Move_Left goto __Skip_Joy0_Left __P0_Move_Left if joy0left then player1x=player1x-1 : goto main __Skip_Joy0_Left if joy0right then goto __Test_P0_Right goto main right __Test_P0_Right f = ((player1x-12)/4)+1 g = ((player1y)/8) if pfread(f,g) then goto __Cant_Move_Right goto __P0_Move_Right __Cant_Move_Right goto __Skip_Joy0_Right __P0_Move_Right if joy0right then player1x=player1x+1 __Skip_Joy0_Right goto main level_info player0x = P0x_dat[r] : player0y = P0y_dat[r] ballx = ballx_dat[r] : bally = bally_dat[r] if v_dat[r] then v = v_dat[r] gosub on_r goto main on_r temp1 = lo_table[r] : temp2 = hi_table[r] asm jmp (temp1) end data lo_table <.aa, <.ab, <.ac, <.ad, <.ae, <.af, <.ag, <.ah, <.ai, <.aj <.ak, <.al, <.am, <.an, <.ao, <.ap, <.aq, <.ar, <.aa end data hi_table >.aa, >.ab, >.ac, >.ad, >.ae, >.af, >.ag, >.ah, >.ai, >.aj >.ak, >.al, >.am, >.an, >.ao, >.ap, >.aq, >.ar, >.aa end data P0x_dat 130, 37, 57, 52, 70, 132, 130, 130, 57 57, 57, 130, 60, 69, 131, 50, 30, 50 end data P0y_dat 20, 20, 30, 30, 30, 56, 60, 48, 48 47, 47, 72, 66, 12, 10, 40, 40, 49 end data ballx_dat 56, 130, 120, 73, 40, 130, 70, 130, 133 23, 45, 108, 74, 25, 112, 33, 33, 48 end data bally_dat 78, 78, 78, 30, 54, 54, 78, 22, 30 22, 30, 62, 78, 54, 78, 54, 54, 22 end data v_dat 80, 70, 00, 80, 90, 00, 80, 00, 80 90, 130, 135, 90, 90, 135, 90, 90, 90 end aa ab ac ad ae return af player1x=44 : player1y=79 ag ah ai aj ak return al player1x=52 am an ao ap return aq player1x=21 : return ar player1x=40 : return data treble_notes 14, 17, 15, 18, 17, 20, 23, 18 14, 11, 15, 18, 17, 20, 18, 15 end data bass_notes 23, 20, 19, 23, 20, 19, 23, 20, 19, 23, 20, 19 24, 23, 20, 24, 23, 20, 24, 23, 20, 24, 23, 20 27, 24, 23, 27, 24, 23, 27, 24, 23, 27, 24, 23 29, 27, 24, 29, 27, 24, 29, 27, 24, 29, 27, 24 end get_new_level player1x=23 : player1y=79 temp1 = lo_ctable[r] : temp2 = hi_ctable[r] goto load_new_level bank2 data lo_ctable <.ca, <.cb, <.cc, <.cd, <.ce, <.cf, <.cg, <.ch, <.ci, <.cj <.ck, <.cl, <.cm, <.cn, <.co, <.cp, <.cq, <.cr, <.cs end data hi_ctable >.ca, >.cb, >.cc, >.cd, >.ce, >.cf, >.cg, >.ch, >.ci, >.cj >.ck, >.cl, >.cm, >.cn, >.co, >.cp, >.cq, >.cr, >.cs end bank 2 load_new_level asm jmp (temp1) end ca playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X..............................X X..............................X X.......XXXXXXXXXXXXXXXXXXX....X X.........X............XX......X XXXXX.....X............XX......X X.........X..............XX....X X.......XXX.....XX.......XX....X X.......X.......XX.............X X.......X.......XX.............X XXXXXXXXXXXXXXXXXX......XXXXXXXX ................................ end goto level_info_bank1_jump cb playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X..............................X X..............................X X.....XXXXXXXXXXXXXXXXXXXXX....X XXX...X........................X X.....X........................X X.....X.......XXXXXXXXXXXXXXXXXX X...XXX..XX...XXXX....XXXXX....X X.....X........................X X.....X........................X XXXXXXX.......XXXX....XXXXXXXXXX end goto level_info_bank1_jump cc playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X..............................X X..............................X X.......................XXX....X X.......................X.X....X X.......................X.X....X X.........XX.....XX.....X.X....X X....XX.................XXX....X X....XX.................X......X X....XX.................X......X XXXXXXX.................XXXXXXXX end goto level_info_bank1_jump cd playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X...........X..................X X...........X..................X X...........X.........XXX......X X.....XX....XXXXXXXXXXX.....XXXX X.....XX....XX........X........X X.....XX....XX........X........X X...XXXX....XX...XX...XXXXX....X X.....XX.........XX............X X.....XX.........XX............X XXXXXXXX....XX...XX....XXXXXXXXX end goto level_info_bank1_jump ce playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXX...........................X X..............................X X..............................X X...XXXXXX.....XX....XX..XX....X X........X.....XX....XX........X X........X.....XX............XXX XXXXXXXXXX.....................X X........................XX....X X....................XX..XX....X XXXXXXXXXX.....XX....XX..XX....X end goto level_info_bank1_jump cf playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X..............................X X..............................X X..............................X X..........XX.....XX.....XX....X X...XX.....XX.....XX.....XX....X X...XX.....XX.....XX.....XX....X X...XX.....XX............XXXXXXX X...XX...XXXX..................X X...XX.....XX..................X X...XXXXXXXXXXXXXXXXXXXXXXXXXXXX end goto level_info_bank1_jump cg playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X..............................X X..............................X X.....XX...XX......XXXX...XX...X X...XXXXXXXXXXXXXXXXXXX...XX...X X.....XX..................XX...X X.....XX..................XX...X XXX........XXXXXXXXXXXXXXXXX...X X..........X...................X X..........X...................X XXXXXXX....XXXX...XXX...XXXX...X end goto level_info_bank1_jump ch playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X....................X.........X X....................X.........X X...XX...XX...XXXX...X....XXXXXX X.............X..X...X.........X XXX...........X..X...XXX.......X ..X...........X..X...X.X.......X XXXXXXXXXX....X..X...XXXXXXX...X X.............X..X.............X X.............X..X.............X XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX end goto level_info_bank1_jump ci playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X...........X..........X.......X X...........X..........X.......X X......XX...X.....XX...X.......X X....XXXX...X...XXXX...X...XXXXX X......XX...X.....XX...X.......X X......XX...X.....XX...X.......X XXXX...XX...XXX...XX...XXX.....X X......XX.........XX...........X X......XX.........XX...........X XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end goto level_info_bank1_jump cj playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXX.... X........X.................X.... X........X.................X.... XXXXXX...X......XXXXXX.....XXXXX .........XXX....XX.......XX..... .........X......XX.....XX....... XXXXXXXXXX......XX.....XX.....XX X........XXX....XX.....XX.....XX X...............XXXX........XXXX X....XX...........XXXX........XX XXXXXXXXXXXXXX........XXXXXXXXXX end goto level_info_bank1_jump ck playfield: X..............................X X....XXXXXXXXXXXXXXXXXXXXX.....X X....X...................X.....X X....X...................X.....X X....XXXXXXXXXXXXXXXX....XXX...X X........................X.....X X........................X.....X XXXXXXXXXXXXXXXXXXXXXXXXXX...XXX X..............................X X..............................X XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end goto level_info_bank1_jump cl playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ......XX........................ ......XX........................ XXX...XX....XXXXXXXXXXXXXXXXXXXX X.....XX.............X.........X X...XXXX.............X.........X X.....XX...XX...XX...X.........X XXX........XX...XX...X...XX....X X..........XX...XX...XXXXXX....X X..........XX...XX.............X XXX.....XXXXX...XXXXXXXXXXXXXXXX end goto level_info_bank1_jump cm playfield: ....XXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXX...........XX............X X................XX............X X...........XX...XX.....XXXX...X X...XXXXXXXXXX...XXXX...XX.....X X...........XX..........XX.....X X...........XX..........XX...XXX XXXXXXXXX...XXXXXXXXXXXXXX...X.. X...........X................X.. X...........X................X.. XXXXXXXXX...XXXXXXXXXXXXXXXXXX.. end goto level_info_bank1_jump cn playfield: X..............................X X..............................X X...XXXXXXXXXXXXXX...XX........X X...X...........XX...........XXX X...X...........XX.............X X...X.....XX....XX.............X X...X.....X.....XX...XX........X XXXXX...XXX...XX.............XXX X.........X....................X X.........X....................X XXXXXXXXXXXXXXXX.....XX......XXX end goto level_info_bank1_jump co playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X.............X.....XX.........X X.............X................X X.....XXXXX...X..........XXX...X XXX...X.......X...XXXXXXXX.....X X.....X.......X.........X....XXX X.....X...XXXXX.........X......X X...XXX......XXXXXX...XXXXXX...X X.....X...............X........X X.....X...............X........X XXXXXXX.....XX...XX...XXXXXX...X end goto level_info_bank1_jump cp playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X..............................X X..............................X X...XXXXXXXXX...XXXXX...XX.....X X...XXX.....X...X...X...XX...XXX X.....X.....XXXXX...XXXXXX.....X X.....X........................X XXXXXXX......................XXX X.........XX.........XX........X X.........XX....XX...XX........X XXXXXXX...XX....XX...XXXXXXXXXXX end goto level_info_bank1_jump cq playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ......X......................... ......X......................... XX....X...XXXXXXX.............XX XX....X..........XXXXXXXXXXXXXXX XX....X........................X XX....XXXX.....................X XXXXXXXXXXXXXXXXXXXXXXXXXXXX...X X..............................X X..............................X XXXX...XXX...XXX...XXX...XXX...X end goto level_info_bank1_jump cr playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ......X......................... ......X......................... XX....XXX.....XX.....XXXXXXXXXXX XX......X............XX........X XXXX....X............XX........X XX......X............XX........X .....XXXX.......XX...XX...XX...X .....X..........XX........XX.... .....X..........XX........XX.... XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end goto level_info_bank1_jump cs level=0 : score=1 level_info_bank1_jump goto level_info bank1 asm minikernel lda scback sta COLUBK rts end
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