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new_castle14new_3.bas

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Aug 27th, 2014
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  1. set kernel_options no_blank_lines player1colors
  2. set romsize 8k
  3. set smartbranching on
  4.  
  5.  
  6. title_screen
  7. player1x=58 : player1y=96
  8.  
  9. playfield:
  10. ..XX.XX.XX.X..X..XX.........XX...
  11. ..X...X.X..XX.X..XX.........X....
  12. ..X..XX.XX.X..X..XX......XX.XX...
  13. ..X..XX..X.X..X..X.......XX.X....
  14. ..XX.XX.XX.XX.XX.XXX.....XX.X....
  15. ...................X.............
  16. ...................X.............
  17. ..................XX.XX.XX.XXXXX.
  18. ..................XX.XX.XX.X.X.X.
  19. ..................XX.XX.XX.X.X.X.
  20. .................................
  21. end
  22.  
  23. player1:
  24. %0100010
  25. %0010100
  26. %0001000
  27. %0111110
  28. %1001001
  29. %0011100
  30. %0111110
  31. %0011100
  32. end
  33. player1color:
  34. $f2
  35. $94
  36. $94
  37. $C4
  38. $2c
  39. $2c
  40. $2c
  41. $22
  42. end
  43.  
  44. player0:
  45. %11111111
  46. %11111111
  47. %11111111
  48. %10100101
  49. %10100101
  50. %10100101
  51. %10100101
  52. %10100101
  53. %10100101
  54. %10100101
  55. %10100101
  56. %11111111
  57. %11111111
  58. %11111111
  59. %11111111
  60. %11111111
  61. %11111111
  62. %11111111
  63. %11011011
  64. %11011011
  65. %11011011
  66. %11011011
  67. %11011011
  68. %11011011
  69. %10000011
  70. %10000011
  71. %10000011
  72. %10000011
  73. %10000011
  74. %10000011
  75. end
  76.  
  77.  
  78. v=0
  79.  
  80. get_random_thunder
  81. w=rand/64 : t=0
  82.  
  83. title_main
  84. COLUBK=v : scorecolor=$C4
  85. COLUP0=$04 : COLUPF=$C8 : player0x=50 : player0y=90 : NUSIZ0=$01 : CTRLPF=$31
  86. ballx=59 : bally=87 : ballheight=13
  87. if player1y>82 && player1y<200 then e=e+1 else player1y=200
  88. if e>10 && player1y<>87 then e=0 : player1y=player1y-1
  89. if e>200 && player1y=87 then e=0 : player1y=player1y-1
  90.  
  91. if joy0fire && !b{0} then b{0}=1
  92. if !joy0fire && b{0} then b{0}=0 : goto new_game
  93.  
  94. dim scback=u
  95. u=$c4
  96.  
  97. drawscreen
  98. z=z+1
  99. if z>59 then z=0 : t=t+1
  100. if t=w && z=59 then v=8
  101. if t>w then goto thunder
  102.  
  103. AUDV0=0
  104.  
  105. goto title_main
  106.  
  107. thunder
  108. AUDV0=v : AUDF0=v*2 : AUDC0=2
  109. if z>7 then z=0 : v=v-1
  110. if v=0 then goto get_random_thunder
  111. goto title_main
  112.  
  113. new_game
  114.  
  115. scorecolor=14
  116.  
  117.  
  118. AUDV0=0
  119.  
  120.  
  121. player0:
  122. %00010100
  123. %00111100
  124. %01111110
  125. %01010010
  126. %11011011
  127. end
  128.  
  129. o=64
  130. player1x=23 : player1y=79
  131. dim level=r
  132.  
  133. level=17 : score=18
  134.  
  135.  
  136.  
  137. if joy0up then level=0 : score=1
  138.  
  139.  
  140. goto get_new_level
  141.  
  142.  
  143. main
  144.  
  145. COLUPF=$24
  146. COLUP0=$66
  147. u=0 : COLUBK=0
  148. ballheight=13 : CTRLPF=$31
  149.  
  150. NUSIZ0=$06
  151. if level=12 then NUSIZ0=$03
  152. if level=14 then NUSIZ0=$00
  153.  
  154. dim sc1=score
  155. dim sc2=score+1
  156.  
  157. sc1=$DA
  158. sc2=$BC
  159.  
  160. if !switchbw then goto skip_music
  161.  
  162. rem music data
  163. AUDC0=12 : AUDF0=bass_notes[n] : AUDV0=4
  164. l=l+1
  165. if l>39 then l=0 : n=n+1 : p=p+1
  166. if n>47 then n=0 : p=0
  167.  
  168.  
  169. skip_music
  170. if player1x<20 then player1x=132
  171. if player1x>132 then player1x=20
  172.  
  173. if switchreset then goto title_screen
  174.  
  175. drawscreen
  176.  
  177. if !a{1} && joy0up && collision(player1,ball) then level=level+1 : score=score+1 : goto get_new_level
  178. if collision(player1,player0) then o=32 : goto get_new_level
  179. if player1y>90 then goto get_new_level
  180.  
  181. if level=14 && m=3 then player0y=player0y+2
  182. if level=14 && m=4 then player0x=player0x-2
  183. if level=14 && m=1 then player0y=player0y-2
  184. if level=14 && m=2 then player0x=player0x+2
  185.  
  186. if level=14 && player0y>80 then m=4 : player0y=80 : player0x=player0x-2
  187. if level=14 && player0x<30 then m=1
  188. if level=14 && player0y<20 then m=2
  189. if level=14 && player0x>130 then m=3
  190.  
  191. if level=14 then goto main_2
  192.  
  193.  
  194. if level>10 && v>90 && m{0} then player0x=player0x-1
  195. if level>10 && v>90 && !m{0} then player0x=player0x+1
  196.  
  197. if level=10 && m{0} && t>5 then player0x=player0x-1
  198. if level=10 && !m{0} && t>5 then player0x=player0x+1
  199.  
  200. if level=10 && player0y<player1y && t>5 then player0y=player0y+1
  201. if level=10 && player0y>player1y && t>5 then player0y=player0y-1
  202.  
  203.  
  204. if t>5 then t=0
  205.  
  206. if t=5 && player0x>v then m{0}=1
  207. if t=5 && player0x<20 then m{0}=0
  208.  
  209. if v>90 then t=t+1 : goto main_2
  210.  
  211. if m{0} then player0y=player0y+1 else player0y=player0y-1
  212. if player0y=10 then m{0}=1
  213. if player0y=v then m{0}=0
  214.  
  215. main_2
  216.  
  217. AUDV1=0
  218.  
  219. if z>30 then a{0}=0 : a{1}=1 : goto __Test_P0_Down
  220. if a{0} && z<30 && o=64 then AUDC1=1 : AUDV1=4 : AUDF1=z
  221.  
  222. if o<64 then o=o+1 : AUDC1=3 : AUDF1=o/2 : AUDV1=4
  223. if o>63 then o=64
  224.  
  225.  
  226. if joy0fire && !a{0} then a{0}=1 : goto __Test_P0_Up
  227.  
  228.  
  229. if !joy0fire && a{0} then a{0}=0
  230.  
  231.  
  232. if a{0} then goto __Test_P0_Up
  233. if !a{0} then a{1}=1 : z=21
  234.  
  235.  
  236.  
  237. __Test_P0_Up
  238. z=z+1
  239. b=(player1x-17)/4
  240. e=(player1y/8)-1
  241. if pfread(b,e) then a{0}=0 : z=31 : a{0}=0 : a{1}=1 : goto __Cant_Move_Up
  242. d=b + 2
  243. if pfread(d,e) then a{0}=0 : z=31 : a{0}=0 : a{1}=1 : goto __Cant_Move_Up
  244. goto __P0_Move_Up
  245.  
  246. __Cant_Move_Up
  247. goto __Skip_Joy0_Up
  248.  
  249. __P0_Move_Up
  250. if a{0} then player1y=player1y-1
  251.  
  252.  
  253. __Skip_Joy0_Up
  254. if a{1} then goto __Test_P0_Down
  255. goto __Skip_Joy0_Down
  256.  
  257.  
  258. __Test_P0_Down
  259. if !a{1} then goto __Skip_Joy0_Down
  260.  
  261. b = (player1x-17)/4
  262. e = ((player1y-7)/8) + 1
  263. if pfread(b,e) then goto __Cant_Move_Down
  264. d = b + 2
  265. if pfread(d,e) then goto __Cant_Move_Down
  266. goto __P0_Move_Down
  267.  
  268.  
  269. __Cant_Move_Down
  270. a=0 : z=0
  271. goto __Skip_Joy0_Down
  272.  
  273.  
  274. __P0_Move_Down
  275. if a{1} then player1y=player1y+1
  276. if joy0left then goto left
  277. if joy0right then goto right
  278. goto main
  279.  
  280. __Skip_Joy0_Down
  281.  
  282. left
  283. f = ((player1x-14)/4)-1
  284. g = (player1y)/8
  285. if pfread(f,g) then goto __Cant_Move_Left
  286. goto __P0_Move_Left
  287.  
  288. __Cant_Move_Left
  289. goto __Skip_Joy0_Left
  290.  
  291. __P0_Move_Left
  292. if joy0left then player1x=player1x-1 : goto main
  293.  
  294. __Skip_Joy0_Left
  295. if joy0right then goto __Test_P0_Right
  296. goto main
  297.  
  298. right
  299. __Test_P0_Right
  300. f = ((player1x-12)/4)+1
  301. g = ((player1y)/8)
  302. if pfread(f,g) then goto __Cant_Move_Right
  303.  
  304.  
  305. goto __P0_Move_Right
  306.  
  307. __Cant_Move_Right
  308. goto __Skip_Joy0_Right
  309.  
  310. __P0_Move_Right
  311. if joy0right then player1x=player1x+1
  312.  
  313. __Skip_Joy0_Right
  314. goto main
  315.  
  316.  
  317. level_info
  318.  
  319. player0x = P0x_dat[r] : player0y = P0y_dat[r]
  320. ballx = ballx_dat[r] : bally = bally_dat[r]
  321. if v_dat[r] then v = v_dat[r]
  322.  
  323. gosub on_r
  324. goto main
  325.  
  326.  
  327. on_r
  328. temp1 = lo_table[r] : temp2 = hi_table[r]
  329.  
  330. asm
  331. jmp (temp1)
  332. end
  333.  
  334. data lo_table
  335. <.aa, <.ab, <.ac, <.ad, <.ae, <.af, <.ag, <.ah, <.ai, <.aj
  336. <.ak, <.al, <.am, <.an, <.ao, <.ap, <.aq, <.ar, <.aa
  337. end
  338.  
  339. data hi_table
  340. >.aa, >.ab, >.ac, >.ad, >.ae, >.af, >.ag, >.ah, >.ai, >.aj
  341. >.ak, >.al, >.am, >.an, >.ao, >.ap, >.aq, >.ar, >.aa
  342. end
  343.  
  344.  
  345. data P0x_dat
  346. 130, 37, 57, 52, 70, 132, 130, 130, 57
  347. 57, 57, 130, 60, 69, 131, 50, 30, 50
  348. end
  349.  
  350. data P0y_dat
  351. 20, 20, 30, 30, 30, 56, 60, 48, 48
  352. 47, 47, 72, 66, 12, 10, 40, 40, 49
  353. end
  354.  
  355. data ballx_dat
  356. 56, 130, 120, 73, 40, 130, 70, 130, 133
  357. 23, 45, 108, 74, 25, 112, 33, 33, 48
  358. end
  359.  
  360. data bally_dat
  361. 78, 78, 78, 30, 54, 54, 78, 22, 30
  362. 22, 30, 62, 78, 54, 78, 54, 54, 22
  363. end
  364.  
  365. data v_dat
  366. 80, 70, 00, 80, 90, 00, 80, 00, 80
  367. 90, 130, 135, 90, 90, 135, 90, 90, 90
  368. end
  369.  
  370. aa
  371. ab
  372. ac
  373. ad
  374. ae return
  375. af player1x=44 : player1y=79
  376. ag
  377. ah
  378. ai
  379. aj
  380. ak return
  381. al player1x=52
  382. am
  383. an
  384. ao
  385. ap return
  386. aq player1x=21 : return
  387. ar player1x=40 : return
  388.  
  389.  
  390. data treble_notes
  391. 14, 17, 15, 18, 17, 20, 23, 18
  392. 14, 11, 15, 18, 17, 20, 18, 15
  393. end
  394.  
  395. data bass_notes
  396. 23, 20, 19, 23, 20, 19, 23, 20, 19, 23, 20, 19
  397. 24, 23, 20, 24, 23, 20, 24, 23, 20, 24, 23, 20
  398. 27, 24, 23, 27, 24, 23, 27, 24, 23, 27, 24, 23
  399. 29, 27, 24, 29, 27, 24, 29, 27, 24, 29, 27, 24
  400. end
  401.  
  402.  
  403. get_new_level
  404.  
  405. player1x=23 : player1y=79
  406. temp1 = lo_ctable[r] : temp2 = hi_ctable[r]
  407. goto load_new_level bank2
  408.  
  409.  
  410. data lo_ctable
  411. <.ca, <.cb, <.cc, <.cd, <.ce, <.cf, <.cg, <.ch, <.ci, <.cj
  412. <.ck, <.cl, <.cm, <.cn, <.co, <.cp, <.cq, <.cr, <.cs
  413. end
  414.  
  415. data hi_ctable
  416. >.ca, >.cb, >.cc, >.cd, >.ce, >.cf, >.cg, >.ch, >.ci, >.cj
  417. >.ck, >.cl, >.cm, >.cn, >.co, >.cp, >.cq, >.cr, >.cs
  418. end
  419.  
  420.  
  421.  
  422.  
  423. bank 2
  424.  
  425. load_new_level
  426.  
  427. asm
  428. jmp (temp1)
  429. end
  430.  
  431.  
  432.  
  433. ca
  434. playfield:
  435. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  436. X..............................X
  437. X..............................X
  438. X.......XXXXXXXXXXXXXXXXXXX....X
  439. X.........X............XX......X
  440. XXXXX.....X............XX......X
  441. X.........X..............XX....X
  442. X.......XXX.....XX.......XX....X
  443. X.......X.......XX.............X
  444. X.......X.......XX.............X
  445. XXXXXXXXXXXXXXXXXX......XXXXXXXX
  446. ................................
  447. end
  448. goto level_info_bank1_jump
  449.  
  450. cb
  451. playfield:
  452. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  453. X..............................X
  454. X..............................X
  455. X.....XXXXXXXXXXXXXXXXXXXXX....X
  456. XXX...X........................X
  457. X.....X........................X
  458. X.....X.......XXXXXXXXXXXXXXXXXX
  459. X...XXX..XX...XXXX....XXXXX....X
  460. X.....X........................X
  461. X.....X........................X
  462. XXXXXXX.......XXXX....XXXXXXXXXX
  463. end
  464. goto level_info_bank1_jump
  465.  
  466. cc
  467. playfield:
  468. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  469. X..............................X
  470. X..............................X
  471. X.......................XXX....X
  472. X.......................X.X....X
  473. X.......................X.X....X
  474. X.........XX.....XX.....X.X....X
  475. X....XX.................XXX....X
  476. X....XX.................X......X
  477. X....XX.................X......X
  478. XXXXXXX.................XXXXXXXX
  479. end
  480. goto level_info_bank1_jump
  481.  
  482. cd
  483. playfield:
  484. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  485. X...........X..................X
  486. X...........X..................X
  487. X...........X.........XXX......X
  488. X.....XX....XXXXXXXXXXX.....XXXX
  489. X.....XX....XX........X........X
  490. X.....XX....XX........X........X
  491. X...XXXX....XX...XX...XXXXX....X
  492. X.....XX.........XX............X
  493. X.....XX.........XX............X
  494. XXXXXXXX....XX...XX....XXXXXXXXX
  495. end
  496. goto level_info_bank1_jump
  497.  
  498.  
  499. ce
  500. playfield:
  501. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  502. XXXX...........................X
  503. X..............................X
  504. X..............................X
  505. X...XXXXXX.....XX....XX..XX....X
  506. X........X.....XX....XX........X
  507. X........X.....XX............XXX
  508. XXXXXXXXXX.....................X
  509. X........................XX....X
  510. X....................XX..XX....X
  511. XXXXXXXXXX.....XX....XX..XX....X
  512. end
  513. goto level_info_bank1_jump
  514.  
  515. cf
  516. playfield:
  517. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  518. X..............................X
  519. X..............................X
  520. X..............................X
  521. X..........XX.....XX.....XX....X
  522. X...XX.....XX.....XX.....XX....X
  523. X...XX.....XX.....XX.....XX....X
  524. X...XX.....XX............XXXXXXX
  525. X...XX...XXXX..................X
  526. X...XX.....XX..................X
  527. X...XXXXXXXXXXXXXXXXXXXXXXXXXXXX
  528. end
  529. goto level_info_bank1_jump
  530.  
  531. cg
  532. playfield:
  533. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  534. X..............................X
  535. X..............................X
  536. X.....XX...XX......XXXX...XX...X
  537. X...XXXXXXXXXXXXXXXXXXX...XX...X
  538. X.....XX..................XX...X
  539. X.....XX..................XX...X
  540. XXX........XXXXXXXXXXXXXXXXX...X
  541. X..........X...................X
  542. X..........X...................X
  543. XXXXXXX....XXXX...XXX...XXXX...X
  544. end
  545. goto level_info_bank1_jump
  546.  
  547. ch
  548. playfield:
  549. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  550. X....................X.........X
  551. X....................X.........X
  552. X...XX...XX...XXXX...X....XXXXXX
  553. X.............X..X...X.........X
  554. XXX...........X..X...XXX.......X
  555. ..X...........X..X...X.X.......X
  556. XXXXXXXXXX....X..X...XXXXXXX...X
  557. X.............X..X.............X
  558. X.............X..X.............X
  559. XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX
  560. end
  561. goto level_info_bank1_jump
  562.  
  563. ci
  564. playfield:
  565. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  566. X...........X..........X.......X
  567. X...........X..........X.......X
  568. X......XX...X.....XX...X.......X
  569. X....XXXX...X...XXXX...X...XXXXX
  570. X......XX...X.....XX...X.......X
  571. X......XX...X.....XX...X.......X
  572. XXXX...XX...XXX...XX...XXX.....X
  573. X......XX.........XX...........X
  574. X......XX.........XX...........X
  575. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  576. end
  577.  
  578. goto level_info_bank1_jump
  579.  
  580. cj
  581. playfield:
  582. XXXXXXXXXXXXXXXXXXXXXXXXXXXX....
  583. X........X.................X....
  584. X........X.................X....
  585. XXXXXX...X......XXXXXX.....XXXXX
  586. .........XXX....XX.......XX.....
  587. .........X......XX.....XX.......
  588. XXXXXXXXXX......XX.....XX.....XX
  589. X........XXX....XX.....XX.....XX
  590. X...............XXXX........XXXX
  591. X....XX...........XXXX........XX
  592. XXXXXXXXXXXXXX........XXXXXXXXXX
  593. end
  594. goto level_info_bank1_jump
  595.  
  596. ck
  597. playfield:
  598. X..............................X
  599. X....XXXXXXXXXXXXXXXXXXXXX.....X
  600. X....X...................X.....X
  601. X....X...................X.....X
  602. X....XXXXXXXXXXXXXXXX....XXX...X
  603. X........................X.....X
  604. X........................X.....X
  605. XXXXXXXXXXXXXXXXXXXXXXXXXX...XXX
  606. X..............................X
  607. X..............................X
  608. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  609. end
  610. goto level_info_bank1_jump
  611.  
  612. cl
  613. playfield:
  614. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  615. ......XX........................
  616. ......XX........................
  617. XXX...XX....XXXXXXXXXXXXXXXXXXXX
  618. X.....XX.............X.........X
  619. X...XXXX.............X.........X
  620. X.....XX...XX...XX...X.........X
  621. XXX........XX...XX...X...XX....X
  622. X..........XX...XX...XXXXXX....X
  623. X..........XX...XX.............X
  624. XXX.....XXXXX...XXXXXXXXXXXXXXXX
  625. end
  626. goto level_info_bank1_jump
  627.  
  628. cm
  629. playfield:
  630. ....XXXXXXXXXXXXXXXXXXXXXXXXXXXX
  631. XXXXXX...........XX............X
  632. X................XX............X
  633. X...........XX...XX.....XXXX...X
  634. X...XXXXXXXXXX...XXXX...XX.....X
  635. X...........XX..........XX.....X
  636. X...........XX..........XX...XXX
  637. XXXXXXXXX...XXXXXXXXXXXXXX...X..
  638. X...........X................X..
  639. X...........X................X..
  640. XXXXXXXXX...XXXXXXXXXXXXXXXXXX..
  641. end
  642. goto level_info_bank1_jump
  643.  
  644. cn
  645. playfield:
  646. X..............................X
  647. X..............................X
  648. X...XXXXXXXXXXXXXX...XX........X
  649. X...X...........XX...........XXX
  650. X...X...........XX.............X
  651. X...X.....XX....XX.............X
  652. X...X.....X.....XX...XX........X
  653. XXXXX...XXX...XX.............XXX
  654. X.........X....................X
  655. X.........X....................X
  656. XXXXXXXXXXXXXXXX.....XX......XXX
  657. end
  658. goto level_info_bank1_jump
  659.  
  660. co
  661. playfield:
  662. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  663. X.............X.....XX.........X
  664. X.............X................X
  665. X.....XXXXX...X..........XXX...X
  666. XXX...X.......X...XXXXXXXX.....X
  667. X.....X.......X.........X....XXX
  668. X.....X...XXXXX.........X......X
  669. X...XXX......XXXXXX...XXXXXX...X
  670. X.....X...............X........X
  671. X.....X...............X........X
  672. XXXXXXX.....XX...XX...XXXXXX...X
  673. end
  674. goto level_info_bank1_jump
  675.  
  676. cp
  677. playfield:
  678. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  679. X..............................X
  680. X..............................X
  681. X...XXXXXXXXX...XXXXX...XX.....X
  682. X...XXX.....X...X...X...XX...XXX
  683. X.....X.....XXXXX...XXXXXX.....X
  684. X.....X........................X
  685. XXXXXXX......................XXX
  686. X.........XX.........XX........X
  687. X.........XX....XX...XX........X
  688. XXXXXXX...XX....XX...XXXXXXXXXXX
  689. end
  690. goto level_info_bank1_jump
  691.  
  692. cq
  693. playfield:
  694. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  695. ......X.........................
  696. ......X.........................
  697. XX....X...XXXXXXX.............XX
  698. XX....X..........XXXXXXXXXXXXXXX
  699. XX....X........................X
  700. XX....XXXX.....................X
  701. XXXXXXXXXXXXXXXXXXXXXXXXXXXX...X
  702. X..............................X
  703. X..............................X
  704. XXXX...XXX...XXX...XXX...XXX...X
  705. end
  706. goto level_info_bank1_jump
  707.  
  708. cr
  709. playfield:
  710. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  711. ......X.........................
  712. ......X.........................
  713. XX....XXX.....XX.....XXXXXXXXXXX
  714. XX......X............XX........X
  715. XXXX....X............XX........X
  716. XX......X............XX........X
  717. .....XXXX.......XX...XX...XX...X
  718. .....X..........XX........XX....
  719. .....X..........XX........XX....
  720. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  721. end
  722.  
  723. goto level_info_bank1_jump
  724.  
  725. cs
  726. level=0 : score=1
  727.  
  728. level_info_bank1_jump
  729. goto level_info bank1
  730.  
  731.  
  732. asm
  733. minikernel
  734. lda scback
  735. sta COLUBK
  736. rts
  737. end
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