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AMOS Source Code  |  1992-05-17  |  26KB  |  997 lines

  1. 'complex....please forgive the messy code!,never program like this again!  
  2. 'check out the code to see how it was done but remember who did it 
  3. 'storm 92....Its a crap game but how about moving blocks ...enemies ect..
  4. Screen Open 0,320,256,32,Lowres : Curs Off : Cls 0
  5. Dim X1(500),QED(10),FL$(4),DED(10)
  6. Shared X1(),MED,ED,QED(),FL$(),SCORE,FGDED,LIV,SPD,BK,NRG,DED(),LM$
  7. Global X1(),MED,ED,QED(),FL$(),SCORE,FGDED,LIV,SPD,BK,NRG,DED(),LM$
  8. Global HI1,HI2,HI3,HI4,HI5
  9. Global HI1$,HI2$,HI3$,HI4$,HI5$
  10. Shared HI1,HI2,HI3,HI4,HI5
  11. Shared HI1$,HI2$,HI3$,HI4$,HI5$
  12. HI1$="EJBER..."
  13. HI2$="EJBER..."
  14. HI3$="EJBER..."
  15. HI4$="EJBER..."
  16. HI5$="EJBER..."
  17. HI1=10
  18. HI2=20
  19. HI3=30
  20. HI4=40
  21. HI5=50
  22. Hide On 
  23. RESCUE:
  24. LIV=3 : SPD=6
  25. TITLE
  26. SCORE=0
  27. NRG=0
  28. Do 
  29. Restore DRUY
  30. ' LEVEL 1
  31. LM$="EASY PEASY!"
  32. MED=201
  33. For U=1 To 437
  34. Read X1(U)
  35. Next U
  36. For U=1 To 437
  37. ER=X1(U)
  38. If ER=25 Then Add QED,1
  39. If ER=26 Then Add DED,1
  40. Next U
  41. BK=11
  42. SAC
  43. ' l2 
  44. If FGDED=1 Then Goto RESCUE
  45. For I=0 To 10
  46. QED(I)=0
  47. Next I
  48. MED=169
  49. LM$="FROST BYTE"
  50. For U=1 To 437
  51. Read X1(U)
  52. Next U
  53. For U=1 To 437
  54. ER=X1(U)
  55. If ER=25 Then Add QED,1
  56. If ER=26 Then Add DED,1
  57. Next U
  58. BK=12
  59. SAC
  60. 'l3
  61. If FGDED=1 Then Goto RESCUE
  62. For I=0 To 10
  63. QED(I)=0
  64. Next I
  65. MED=137
  66. LM$="BRICKWORK ORANGE"
  67. For U=1 To 437
  68. Read X1(U)
  69. Next U
  70. For U=1 To 437
  71. ER=X1(U)
  72. If ER=25 Then Add QED,1
  73. If ER=26 Then Add DED,1
  74. Next U
  75. BK=11
  76. SAC
  77. ' l4 
  78. If FGDED=1 Then Goto RESCUE
  79. For I=0 To 10
  80. QED(I)=0
  81. Next I
  82. MED=41
  83. LM$="HEAVY METAL"
  84. For U=1 To 437
  85. Read X1(U)
  86. Next U
  87. For U=1 To 437
  88. ER=X1(U)
  89. If ER=25 Then Add QED,1
  90. If ER=26 Then Add DED,1
  91. Next U
  92. BK=12
  93. SAC
  94. ' l5 
  95. If FGDED=1 Then Goto RESCUE
  96. For I=0 To 10
  97. QED(I)=0
  98. Next I
  99. MED=25
  100. LM$="FIRE AND BRIMSTONE"
  101. For U=1 To 437
  102. Read X1(U)
  103. Next U
  104. For U=1 To 437
  105. ER=X1(U)
  106. If ER=25 Then Add QED,1
  107. If ER=26 Then Add DED,1
  108. Next U
  109. BK=11
  110. SAC
  111. ' l6 
  112. If FGDED=1 Then Goto RESCUE
  113. For I=0 To 10
  114. QED(I)=0
  115. Next I
  116. MED=233
  117. LM$="LEGO LANDER!"
  118. For U=1 To 437
  119. Read X1(U)
  120. Next U
  121. For U=1 To 437
  122. ER=X1(U)
  123. If ER=25 Then Add QED,1
  124. If ER=26 Then Add DED,1
  125. Next U
  126. BK=12
  127. SAC
  128. ' L7 
  129. If FGDED=1 Then Goto RESCUE
  130. For I=0 To 10
  131. QED(I)=0
  132. Next I
  133. MED=105
  134. LM$="CLEAR TO SEE"
  135. For U=1 To 437
  136. Read X1(U)
  137. Next U
  138. For U=1 To 437
  139. ER=X1(U)
  140. If ER=25 Then Add QED,1
  141. If ER=26 Then Add DED,1
  142. Next U
  143. BK=11
  144. SAC
  145. 'lev8
  146. If FGDED=1 Then Goto RESCUE
  147. For I=0 To 10
  148. QED(I)=0
  149. Next I
  150. MED=281
  151. LM$="BRICKEY,VERY BRICKEY!"
  152. For U=1 To 437
  153. Read X1(U)
  154. Next U
  155. For U=1 To 437
  156. ER=X1(U)
  157. If ER=25 Then Add QED,1
  158. If ER=26 Then Add DED,1
  159. Next U
  160. BK=12
  161. SAC
  162. 'lev9
  163. If FGDED=1 Then Goto RESCUE
  164. For I=0 To 10
  165. QED(I)=0
  166. Next I
  167. MED=201
  168. LM$="WOOD YA BELIEVE IT!"
  169. For U=1 To 437
  170. Read X1(U)
  171. Next U
  172. For U=1 To 437
  173. ER=X1(U)
  174. If ER=25 Then Add QED,1
  175. If ER=26 Then Add DED,1
  176. Next U
  177. BK=11
  178. SAC
  179. If FGDED=1 Then Goto RESCUE
  180. Run "PIX:END"
  181. Loop 
  182. '
  183. Procedure TITLE
  184. STORM
  185. R1
  186. Screen Open 0,640,256,16,MEDRES
  187. Cls 0
  188. Unpack 15 To 0
  189. Curs Off : Flash Off : Paper 0 : Pen 2
  190. FGDED=0
  191. Clear Key : Music 1 : Volume 63
  192. HQ1$=At(32,10)+"1 "+HI1$
  193. HQ2$=At(32,11)+"2 "+HI2$
  194. HQ3$=At(32,12)+"3 "+HI3$
  195. HQ4$=At(32,13)+"4 "+HI4$
  196. HQ5$=At(32,14)+"5 "+HI5$
  197. Locate 0,9 : Centre "TOP FIVE FLYERS"
  198. Print HQ1$;HI1
  199. Print HQ2$;HI2
  200. Print HQ3$;HI3
  201. Print HQ4$;HI4
  202. Print HQ5$;HI5
  203. JEP:
  204. SPD=1
  205. Screen Open 1,320,256,8,Lowres
  206. Curs Off : Flash Off : Paper 0 : Pen 2 : Cls 0
  207. Screen Display 1,140,166,320,150
  208. Screen 1
  209. Def Scroll 1,0,0 To 370,256,0,-1
  210. Gosub RIM
  211. Gosub DIAM : Gosub TRIM
  212. '
  213. '
  214. '
  215. RIM:
  216. EXTRA=0 : P=0
  217. TA$=TA$+"             STORM           "
  218. TA$=TA$+"                             "
  219. TA$=TA$+"           PRESENTS          "
  220. TA$=TA$+"                             "
  221. TA$=TA$+"           COMPLEX!          "
  222. TA$=TA$+"                             "
  223. TA$=TA$+" CONTROLS -                  "
  224. TA$=TA$+" USE JOYSTICK IN PORT ONE... "
  225. TA$=TA$+" LEFT - STEER LEFT           "
  226. TA$=TA$+" RIGHT- STEER RIGHT          "
  227. TA$=TA$+" FIRE - THRUSTER ON          "
  228. TA$=TA$+" P - PAUSE(FIRE TO CONTINUE) "
  229. TA$=TA$+" ESC - TO QUIT CURRENT GAME  "
  230. TA$=TA$+"                             "
  231. TA$=TA$+" INSTRUCTIONS....            "
  232. TA$=TA$+"  TAKE CONTROL OF AN EVER    "
  233. TA$=TA$+"  DECENDING CRAFT AND DO     "
  234. TA$=TA$+"  BATTLE WITH GRAVITY AND    "
  235. TA$=TA$+"  THE COMPLEX TRYING ALL THE "
  236. TA$=TA$+"  TIME TO MAKE YOUR WAY TO   "
  237. TA$=TA$+"  THE NEXT FLOOR WITHOUT     "
  238. TA$=TA$+"  LOOSING A LIFE.....        "
  239. TA$=TA$+"  WITH EVERY THRUST YOUR     "
  240. TA$=TA$+"  FUEL DETERIARATES AND JUST "
  241. TA$=TA$+"  LITTLE KNOCK ON A WALL     "
  242. TA$=TA$+"  WILL INCREASE YOUR DAMAGE! "
  243. TA$=TA$+"  HOWEVER SCATTERED AROUND   "
  244. TA$=TA$+"  THE COMPLEX ARE FUEL PODS  "
  245. TA$=TA$+"  (f) AND REPAIR PODS (p)    "
  246. TA$=TA$+"  TO AID YOU IN YOUR QUEST   "
  247. TA$=TA$+"  TO GET THE SUPPLIES FROM   "
  248. TA$=TA$+"  YOUR SHIP TO THE STARVING  "
  249. TA$=TA$+"  1000s BELOW ON EARTH BUT   "
  250. TA$=TA$+"  YOU MUST GET  THROUGH THE  "
  251. TA$=TA$+"  COMPLEX FIRST!...........  "
  252. TA$=TA$+"                             "
  253. TA$=TA$+"                             "
  254. TA$=TA$+"                             "
  255. TA$=TA$+"                             "
  256. TA$=TA$+"                             "
  257. TA$=TA$+" COMPLEX WAS PRODUCED USING  "
  258. TA$=TA$+" THE FOLLOWING TOOLS....     "
  259. TA$=TA$+" FED-DISKMASTER 2-3          "
  260. TA$=TA$+"SPRITEX-SOUNDTRACKER CONV2.1 "
  261. TA$=TA$+"DPAINT 4 - [screened v1]     "
  262. TA$=TA$+"[rainbowed v1]               "
  263. TA$=TA$+"                             "
  264. TA$=TA$+"                             "
  265. TA$=TA$+"                             "
  266. TA$=TA$+" WATCH OUT FOR A MEGA DEMO   "
  267. TA$=TA$+" TO END ALL MEGA DEMOS FROM  "
  268. TA$=TA$+" STORM..IT WILL HAVE :-      "
  269. TA$=TA$+"                             "
  270. TA$=TA$+" LOTS OF GRAPHICS            "
  271. TA$=TA$+" OODLES OF SOUND             "
  272. TA$=TA$+" 3D EXTRAVAGANZA!            "
  273. TA$=TA$+" A MASSIVE SCROLLER WITH     "
  274. TA$=TA$+" EACH PIXEL ANIMATED!        "
  275. TA$=TA$+" BOBS (OFCOURSE)             "
  276. TA$=TA$+" ALL THIS AND MUCH MORE FROM "
  277. TA$=TA$+" ONE PERSON....STORM........ "
  278. TA$=TA$+" (QUICK MOAN...)             "
  279. TA$=TA$+" THE LACK OF PRESENTATION ON "
  280. TA$=TA$+" SOME COMPILED AMOS PROGRAMS "
  281. TA$=TA$+" ARE AMAZING,USUALLY MAKING  "
  282. TA$=TA$+" A GOOD GAME-DEMO-UTILITIES  "
  283. TA$=TA$+" LOOK CRAP...SOME CANT EVEN  "
  284. TA$=TA$+" BE BOTHERED TO TURN THE     "
  285. TA$=TA$+" CURSOR OFF!....             "
  286. TA$=TA$+"                             "
  287. TA$=TA$+" GOOD LUCK YOULL NEED IT!... "
  288. TA$=TA$+"                             "
  289. TA$=TA$+"                             "
  290. TA$=TA$+"                             "
  291. Return 
  292. '
  293. '
  294. '
  295. TRIM:
  296. Do 
  297. If EXTRA=8 Then Gosub DIAM
  298. Add EXTRA,1
  299. Scroll 1
  300. Wait Vbl : Wait Vbl 
  301. Wait Vbl 
  302. If Fire(1)=True Then Rainbow Del : Screen Close 0 : Screen Close 1 : Pop Proc
  303. VUM
  304. View 
  305. Loop 
  306. Return 
  307. '
  308. '
  309. '
  310. DIAM:
  311. ED=Len(TA$)
  312. Screen 1
  313. ER$=Mid$(TA$,P,29)
  314. Locate 0,25 : Centre ER$
  315. Add P,29 : Add TY,1 : If P=>2175 Then P=0
  316. Wait Vbl 
  317. EXTRA=0
  318. Return 
  319. '
  320. UPS2:
  321. If SPD=>6 Then Return 
  322. Add SPD,1
  323. Return 
  324. '
  325. DWN2:
  326. If SPD=<1 Then Return 
  327. Add SPD,-1
  328. Return 
  329. End Proc
  330. Procedure SAC
  331. DAR:
  332. Screen Open 2,320,256,32,Lowres
  333. Curs Off : Flash Off 
  334. Music 1 : Volume 63
  335. Unpack 14 To 2
  336. Flash 31,"(101,8)(404,8)(808,8)(d0d,8)(808,8)(404,8)(101,8)"
  337. Paper 0 : Pen 31
  338. Locate 0,0
  339. Centre "LEVEL:"+LM$
  340. Screen Open 1,320,80,32,Lowres
  341. Curs Off : Paper 0 : Pen 2
  342. Cls 0
  343. 'Centre "GET READY!" 
  344. Screen Display 1,140,227,320,80
  345. HGT=1500 : GV=0 : IMG=0 : EQ=0
  346. Screen Hide 1
  347. Screen Open 0,320,256,32,Lowres
  348. Unpack BK To 0
  349. Screen Display 0,140,40,320,256 : Curs Off : Pen 1 : Paper 0
  350. Flash Off 
  351. Get Sprite Palette 
  352. Colour 23,$0
  353. Screen Hide 0
  354. Screen To Front 1
  355. Reserve Zone 500
  356.       EF=0 : ZDS=0 : ADA=1 : ADA2=1
  357.    For U=1 To 184 Step 8
  358.    Add EF,8
  359.    For JKL=1 To 304 Step 16
  360.    Add ZDS,1
  361.    IMR=X1(ZDS)
  362.    Gosub PSR
  363.    Next JKL
  364. Next U
  365. WISE=109
  366. Double Buffer 
  367. Screen Show 0
  368. Screen 1 : Cls 0
  369. LIVS$=At(0,1)+"LIVES:"
  370. DFL$=At(15,1)+"FUEL:"
  371. SCES$=At(0,2)+"SCORE:"
  372. DAS$=At(0,0)+"DAMAGE: %"
  373. LW$=At(15,2)+"LEV:"
  374. '
  375. '
  376. '
  377. Screen 2
  378. Flash Off 
  379. Screen Close 2
  380. ED=MED
  381. Screen Show 1
  382. Print LW$;LM$
  383. '
  384. Do 
  385. SAWQ:
  386. DDF=0
  387. Screen 1
  388. Print LIVS$;LIV
  389. Print DFL$;HGT;"  ";
  390. Print SCES$;SCORE;" ";
  391. EWS=NRG/2
  392. Print DAS$;EWS;"  ";
  393. Screen 0
  394. Add GV,1 : Add SCORE,10
  395. If Fire(1)=True and Jdown(1)=True Then Gosub NUPS
  396. If Key State(76)=True or Fire(1)=True Then DDF=1 : Gosub UPS
  397. If Key State(77)=True or Jdown(1)=True Then DDF=2 : Gosub DWN
  398. If Key State(78)=True or Jright(1)=True Then DDF=3 : Gosub LFT
  399. If Key State(79)=True or Jleft(1)=True Then DDF=4 : Gosub RGT
  400. If Key State(89)=True Then Gosub PAUSE
  401. If Key State(69)=True Then LIV=0 : Gosub DEATH2 : Reset Zone 
  402. If GV=>185 Then Reset Zone : Pop Proc
  403. If HGT=<0 Then Gosub DEATH2 : Pop Proc
  404. Bob 1,ED,GV,10
  405. Bob 2,ED,GV-7,11
  406. Bob 3,ED+7,GV,12
  407. Bob 4,ED-7,GV,13
  408. Wait SPD
  409. For TAS=2 To ADA
  410. If Zone(X Bob(1),Y Bob(1))=QED(TAS) Then Gosub FES
  411. Next TAS
  412. For TAS=2 To ADA2
  413. If Zone(X Bob(1),Y Bob(1))=DED(TAS) Then Gosub FES2
  414. Next TAS
  415. If Zone(X Bob(1),Y Bob(1))=>1 Then Gosub DRE
  416. If Zone(X Bob(2),Y Bob(2))=>1 Then Gosub WE
  417. If Zone(X Bob(3),Y Bob(3))=>1 Then Gosub WE
  418. If Zone(X Bob(4),Y Bob(4))=>1 Then Gosub WE
  419. Loop 
  420. '
  421. PAUSE:
  422. Clear Key 
  423. Repeat 
  424. Until Fire(1)=True
  425. Return 
  426. '
  427. FES:
  428. If HGT=>4000 Then Return 
  429. Add HGT,2000
  430. Add SCORE,200
  431. If HGT=>4000 Then HGT=4000
  432. Reset Zone QED(TAS)
  433. Sam Play 1,1,12000
  434. Return 
  435. '
  436. '
  437. FES2:
  438. Add SCORE,200
  439. If NRG=<99 Then NRG=0 : Return 
  440. Add NRG,-100
  441. DDF=NRG/2
  442. Screen 0
  443. Reset Zone DED(TAS)
  444. Sam Play 1,1,6000 : Wait 3
  445. Sam Play 2,1,7000
  446. Return 
  447. '
  448. RETS:
  449. Add ADA,1
  450. QED(ADA)=ZDS
  451. Return 
  452. '
  453. RET2:
  454. Add ADA2,1
  455. DED(ADA2)=ZDS
  456. Return 
  457. '
  458. PSR:
  459. If IMR=0 Then Paste Bob JKL,U,9 : Return 
  460. If IMR=25 Then Gosub RETS
  461. If IMR=26 Then Gosub RET2
  462. Paste Bob JKL,U,IMR
  463. Set Zone ZDS,JKL,U To JKL+16,U+8
  464. Return 
  465. REB:
  466. Gosub EDT
  467. Return 
  468. '
  469. CLE:
  470. Paste Bob JKL*32-32,EF,9
  471. Return 
  472. '
  473. EDT:
  474. Sam Play 2,1,5000
  475. NRG=NRG+1
  476. 'Add NRG,1 
  477. If NRG=>200 Then Sam Play 2,2,5000 : Gosub DEATH2 : Reset Zone : NRG=0 : Gosub SCS : Pop Proc
  478. Return 
  479. '
  480. DRE:
  481. Sam Play 2,1,5000
  482. NRG=NRG+1
  483. 'Add NRG,1 
  484. If NRG=>200 Then Gosub DEATH2 : Reset Zone : NRG=0 : Gosub SCS : Pop Proc
  485. Repeat 
  486. Add EQ,1
  487. If EQ=50 Then Gosub DEATH1
  488. Wait Vbl 
  489. 'If DDF=1 and Jdown(1)=True Then EQ=0 : Return 
  490. 'If DDF=2 and Fire(1)=True Then EQ=0 : Return  
  491. Until Key State(76)=True or Fire(1)=True
  492. EQ=0
  493. Return 
  494. '
  495. DREM:
  496. Sam Play 2,1,5000
  497. NRG=NRG+180
  498. 'Add NRG,180 
  499. If NRG=>200 Then Gosub DEATH2 : Reset Zone : NRG=0 : Gosub SCS : Pop Proc
  500. Repeat 
  501. Add EQ,1
  502. If EQ=20 Then Gosub DEATH1
  503. Wait Vbl 
  504. 'If DDF=1 and Jdown(1)=True Then EQ=0 : Return 
  505. 'If DDF=2 and Fire(1)=True Then EQ=0 : Return  
  506. Until Key State(76)=True or Fire(1)=True
  507. EQ=0
  508. Return 
  509. '
  510. DEATH1:
  511. Sam Play 1,2,5000
  512. Bob Off 2 : Bob Off 3 : Bob Off 4
  513. Bob 1,,,16
  514. Wait 4
  515. Bob 1,,,17
  516. Wait 4
  517. Bob 1,,,18
  518. Wait 4
  519. Bob 1,,,19
  520. Wait 4
  521. Bob 1,,,20
  522. Wait 4
  523. Gosub SCS
  524. Pop Proc
  525. Return 
  526. '
  527. DEATH2:
  528. Sam Play 1,2,5000
  529. Bob Off 2 : Bob Off 3 : Bob Off 4
  530. Bob 1,,,28
  531. Wait 4
  532. Bob 1,,,29
  533. Wait 4
  534. Bob 1,,,30
  535. Wait 4
  536. Bob 1,,,31
  537. Wait 4
  538. Bob 1,,,22
  539. Wait 4
  540. Bob 1,,,21
  541. Wait 4
  542. Bob 1,,,9
  543. Wait 4
  544. NRG=0
  545. Gosub SCS
  546. Pop Proc
  547. Return 
  548. '
  549. SCS:
  550. Add LIV,-1
  551. If LIV=<0 Then FGDED=1 : Gosub TRS : Return 
  552. Goto DAR
  553. FGDED=1
  554. Return 
  555. '
  556. '
  557. TRS:
  558. Screen Close 1
  559. Screen Open 0,320,256,32,Lowres
  560. Cls 0
  561. Unpack 13 To 0
  562. Paper 0 : Pen 2 : Flash Off 
  563. For Y=63 To 0 Step -1
  564. Volume Y
  565. Wait 2
  566. Next Y
  567. Music Off 
  568. Bank Swap 7,3
  569. Music 1
  570. Volume 63
  571. Clear Key 
  572. If SCORE<HI5 Then Goto NUBS
  573. Dim WA$(40),DE$(8)
  574. For I=0 To 25
  575. WA$(I)=Chr$(64+I)
  576. Next I
  577. For I=0 To 13
  578. WA$(I+26)=Chr$(45+I)
  579. Next I
  580. XE=0 : SLAG=0
  581. SWA=0
  582. Locate 0,0 : Centre "WELL DONE A HI SCORE!"
  583. Locate 0,1 : Centre "ENTER NAME USING JOYSTICK"
  584. Locate 15,2 : Print "........";
  585. '
  586. Do 
  587. If SLAG=1 Then Pop Proc
  588. Locate 15+SWA,2 : Print WA$(XE);
  589. If Jleft(1)=True Then Gosub WSD
  590. If Jright(1)=True Then Gosub WSE
  591. If Fire(1)=True Then Gosub DEFS
  592. Wait 2
  593. Loop 
  594. '
  595. DEFS:
  596. DE$(SWA)=WA$(XE)
  597. Add SWA,1
  598. If SWA=8 Then SLAG=1 : Goto DWSAX
  599. Wait 4
  600. Return 
  601. '
  602. 'AQ$=DE$(0)+DE$(1)+DE$(2)+DE$(3)+DE$(4)+DE$(5)+DE$(6)+DE$(7)+DE$(8)
  603. 'Print 
  604. 'Print AQ$ 
  605. 'Return  
  606. '
  607. WSD:
  608. If XE=<0 Then Return 
  609. Add XE,-1
  610. Return 
  611. '
  612. WSE:
  613. If XE=>40 Then Return 
  614. Add XE,1
  615. Return 
  616. '
  617. DWSAX:
  618. AQ$=DE$(0)+DE$(1)+DE$(2)+DE$(3)+DE$(4)+DE$(5)+DE$(6)+DE$(7)+DE$(8)
  619. If SCORE=>HI5 and SCORE<HI4 Then HI5=SCORE : HI5$=AQ$
  620. If SCORE=>HI4 and SCORE<HI3 Then HI5=HI4 : HI5$=HI4$ : HI4=SCORE : HI4$=AQ$
  621. If SCORE=>HI3 and SCORE<HI2 Then HI5=HI4 : HI5$=HI4$ : HI4=HI3 : HI4$=HI3$ : HI3=SCORE : HI3$=AQ$
  622. If SCORE=>HI2 and SCORE<HI1 Then HI5=HI4 : HI5$=HI4$ : HI4=HI3 : HI4$=HI3$ : HI3=HI2 : HI3$=HI2$ : HI2=SCORE : HI2$=AQ$
  623. If SCORE=>HI1 Then HI5=HI4 : HI5$=HI4$ : HI4=HI3 : HI4$=HI3$ : HI3=HI2 : HI3$=HI2$ : HI2=HI1 : HI2$=HI1$ : HI1=SCORE : HI1$=AQ$
  624. NUBS:
  625. Clear Key 
  626. For Y=63 To 0 Step -1
  627. Volume Y
  628. Wait Vbl 
  629. Next Y
  630. Music Off 
  631. Bank Swap 7,3
  632. If SLAG=1 Then Pop Proc
  633. Return 
  634. '
  635. WE:
  636. Gosub REB
  637. Return 
  638. '
  639. '
  640. '
  641. UPS:
  642. If GV=<0 Then Return 
  643. 'HGT=HGT-10
  644. 'GV=GV-2 
  645. Add HGT,-10
  646. Add GV,-2
  647. Bob 1,ED,GV,14
  648. '
  649. Sam Play 1,3,15000
  650. Wait 1
  651. Return 
  652. '
  653. '
  654. '
  655. DWN:
  656. 'GV=GV+3 
  657. Add GV,3
  658. Bob 1,ED,GV,10
  659. Bob 2,ED,GV-7,11
  660. Bob 3,ED+7,GV,12
  661. Bob 4,ED-7,GV,13
  662. 'Bob 5,ED,GV-3,15
  663. Return 
  664. '
  665. NUPS:
  666. 'GV=GV+1 
  667. 'Add GV,1
  668. 'Bob 1,ED,GV,10
  669. 'Bob 2,ED,GV-7,11
  670. 'Bob 3,ED+7,GV,12
  671. 'Bob 4,ED-7,GV,13
  672. If Zone(X Bob(1),Y Bob(1))=>1 Then Gosub DREM
  673. If Zone(X Bob(2),Y Bob(2))=>1 Then Gosub DREM
  674. If Zone(X Bob(3),Y Bob(3))=>1 Then Gosub DREM
  675. If Zone(X Bob(4),Y Bob(4))=>1 Then Gosub DREM
  676. Return 
  677. '
  678. LFT:
  679. If ED=>304 Then Return 
  680. 'ED=ED+1 
  681. Add ED,1
  682. Bob 1,ED,GV,10
  683. Bob 2,ED,GV-7,11
  684. Bob 3,ED+7,GV,12
  685. Bob 4,ED-7,GV,13
  686. 'Bob 5,ED,GV-3,15
  687. Return 
  688. '
  689. '
  690. RGT:
  691. If ED=<0 Then Return 
  692. 'ED=ED-1 
  693. Add ED,-1
  694. Bob 1,ED,GV,10
  695. Bob 2,ED,GV-7,11
  696. Bob 3,ED+7,GV,12
  697. Bob 4,ED-7,GV,13
  698. Return 
  699. End Proc
  700. Procedure R1
  701. Set Rainbow 1,0,135,"","",""
  702. Rainbow 1,0,0,135
  703. For I=0 To 134
  704. Rain(1,I)=$0
  705. Next I : View 
  706. 'lev1
  707. End Proc
  708. Procedure R2
  709. Set Rainbow 1,0,16,"","",""
  710. Rainbow 1,0,0,1
  711. 'For I=0 To 1
  712. Rain(1,0)=0
  713. 'Next I :  
  714. View 
  715. Set Rainbow 2,0,16,"","",""
  716. Rainbow 1,0,0,1
  717. Rain(1,0)=0
  718. View 
  719. End Proc
  720. Procedure STORM
  721. Rem *******************************************
  722. Rem ** produced with storm rainbow editor v1 **
  723. Rem **               storm rainbow!          **
  724. Rem **               copyright 1992          **
  725. Rem *******************************************
  726. Restore MAGICCOLOURS
  727. Set Rainbow 2,2,280,"","",""
  728. Rainbow 2,145,165,280
  729. 'For I=0 To 174
  730. 'Rain(2,I)=0 
  731. 'Next I
  732. For I=145 To 279
  733. Read A : Rain(2,I)=A
  734. Next I : View 
  735. MAGICCOLOURS:
  736. Data $101
  737. Data $202,$303,$404,$505,$606,$707,$808,$909
  738. Data $A0A,$B0B,$C0C,$D0D,$E0E,$F0F,$F0F,$F1F
  739. Data $F1F,$F2F,$F3F,$F4F,$F5F,$F6F,$F7F,$F8F
  740. Data $F9F,$FAF,$FBF,$FCF,$FDF,$FEF,$FFF,$FFF
  741. Data $FFF,$FFF,$FFF,$FFF,$FFF,$FFF,$FFF,$FFF
  742. Data $FFF,$FFF,$FFF,$FFF,$FFF,$FFF,$FFF,$FFF
  743. Data $FFF,$FFF,$FFF,$FFF,$FFF,$FFF,$FFF,$FFF
  744. Data $FFF,$FFF,$FFF,$FFF,$FFF,$FFF,$FFF,$FFF
  745. Data $FFF,$FFF,$FFF,$FFF,$FFF,$FFF,$FFF,$FFF
  746. Data $FFF,$FFF,$FFF,$FFF,$FFF,$FFF,$FFF,$FFF
  747. Data $FFF,$FFF,$FFF,$FFF,$FEF,$FDF,$FCF,$FBF
  748. Data $FAF,$F9F,$F8F,$F7F,$F6F,$F5F,$F4F,$F3F
  749. Data $F2F,$F1F,$F0F,$F0F,$F0F,$F0F,$F0F,$F0F
  750. Data $F0F,$F0F,$F0F,$F0F,$F0F,$F0F,$F0F,$F0F
  751. Data $F0F,$F0F,$F0F,$F0F,$E0E,$D0D,$C0C,$B0B
  752. Data $A0A,$909,$808,$707,$606,$505,$404,$303
  753. Data $202,$101,$0,$0,$0,$0,$0,$0
  754. Data $0,$0,$0,$0,$0,$0,$0,$0
  755. Data $0,$0,$0,$0,$0,$0,$0,$0
  756. Rem ** storm 92 ** 
  757. End Proc
  758. Procedure VUM
  759. If Vumeter(1)=>1 Then Gosub GEO1 Else Rain(1,80)=0 : Rain(1,81)=0
  760. If Vumeter(0)=>1 Then Gosub GEO2 Else Rain(1,84)=0 : Rain(1,85)=0
  761. If Vumeter(2)=>1 Then Gosub GEO3 Else Rain(1,88)=0 : Rain(1,89)=0
  762. If Vumeter(3)=>1 Then Gosub GEO4 Else Rain(1,92)=0 : Rain(1,93)=0
  763. Pop Proc
  764. GEO1:
  765. Rain(1,80)=$160
  766. Rain(1,81)=$160
  767. Return 
  768. GEO2:
  769. Rain(1,84)=$160
  770. Rain(1,85)=$160
  771. Return 
  772. GEO3:
  773. Rain(1,88)=$160
  774. Rain(1,89)=$160
  775. Return 
  776. GEO4:
  777. Rain(1,92)=$160
  778. Rain(1,93)=$160
  779. Return 
  780. End Proc
  781. 'screen data produced with SED v1 : level 1
  782. DRUY:
  783. Data 71,71,71,71,71,71,71,71,71,71,0,0,0,71,71,71,71,71,71
  784. Data 78,79,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,78,79
  785. Data 80,81,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,80,81
  786. Data 82,83,26,0,0,0,0,0,0,0,0,0,0,0,0,0,0,82,83
  787. Data 71,71,71,0,0,71,71,71,71,71,71,71,71,71,71,71,71,78,79
  788. Data 72,73,71,0,0,71,0,0,0,0,0,0,0,0,0,0,0,80,83
  789. Data 74,75,71,0,0,71,0,0,0,0,0,0,0,0,0,0,0,82,83
  790. Data 76,77,71,0,0,71,0,0,0,0,71,71,71,0,0,25,0,78,79
  791. Data 72,73,71,0,0,71,0,71,71,71,71,73,71,71,71,71,0,80,81
  792. Data 74,75,71,0,0,0,0,71,74,75,74,74,74,75,74,71,0,82,83
  793. Data 76,77,71,0,0,0,0,71,76,77,77,76,77,76,77,71,0,83,71
  794. Data 72,73,71,71,71,71,71,71,73,72,71,71,71,71,71,71,0,83,71
  795. Data 74,75,74,75,74,75,74,75,74,75,71,42,42,42,0,0,0,83,71
  796. Data 76,77,76,71,71,71,71,71,71,71,71,42,42,0,0,0,0,83,71
  797. Data 71,71,71,71,71,71,71,71,71,71,71,42,0,0,0,71,71,71,71
  798. Data 71,0,0,0,0,0,0,0,0,0,0,0,0,0,42,71,78,79,71
  799. Data 71,0,0,0,0,0,0,0,0,0,0,0,0,42,42,71,80,81,71
  800. Data 71,0,0,0,0,0,0,0,0,0,0,0,42,42,42,71,82,83,71
  801. Data 71,0,71,71,71,71,71,71,71,71,71,71,71,71,71,0,78,79,71
  802. Data 71,0,0,0,0,0,0,0,0,0,0,0,0,0,71,0,80,81,71
  803. Data 71,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,82,83,71
  804. Data 71,0,0,25,0,0,0,0,0,0,0,0,25,0,0,0,78,79,71
  805. Data 67,67,67,67,67,67,67,67,67,67,67,67,67,67,0,0,82,83,71
  806. 'lev2
  807. Data 84,85,84,85,84,85,84,85,84,91,0,99,99,99,99,99,99,99,99
  808. Data 87,87,86,87,86,87,86,87,86,91,0,99,0,25,0,99,53,53,99
  809. Data 99,99,99,99,99,99,99,99,99,91,0,99,0,99,0,99,0,111,112
  810. Data 84,85,84,85,84,85,84,85,84,91,0,99,0,99,0,99,0,113,114
  811. Data 86,87,86,87,86,87,86,87,86,91,0,99,0,99,0,99,0,111,112
  812. Data 88,89,88,89,88,89,88,89,88,89,0,99,0,99,0,99,0,113,114
  813. Data 90,91,90,91,90,91,90,91,90,91,0,99,0,99,0,99,0,111,112
  814. Data 88,89,88,89,88,89,88,89,88,89,0,99,0,99,0,99,0,113,114
  815. Data 90,91,90,91,90,91,90,91,90,91,0,99,0,99,0,99,0,111,112
  816. Data 88,89,88,89,88,89,88,89,88,89,0,99,0,99,0,99,0,113,114
  817. Data 90,91,90,91,90,91,90,91,90,91,0,99,0,99,0,0,0,0,99
  818. Data 101,101,101,101,101,101,101,101,101,99,0,99,0,99,0,0,0,0,99
  819. Data 99,53,53,53,53,53,53,53,53,99,0,0,0,99,0,0,0,0,99
  820. Data 99,0,0,0,0,0,0,0,0,99,99,99,99,99,99,99,99,0,99
  821. Data 99,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,99
  822. Data 99,0,0,0,0,0,0,25,0,0,0,0,0,0,0,0,0,0,99
  823. Data 99,0,0,0,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99
  824. Data 99,0,0,0,99,115,116,99,0,0,0,0,0,0,0,0,0,0,99
  825. Data 99,0,0,0,99,117,99,0,0,0,0,0,0,0,0,0,0,0,99
  826. Data 99,0,0,0,99,99,0,0,0,0,0,0,0,0,0,25,0,0,99
  827. Data 99,0,0,0,0,0,0,0,0,93,92,93,92,93,92,99,0,0,99
  828. Data 99,0,0,0,0,0,0,0,0,95,94,95,94,95,94,99,0,0,99
  829. Data 99,99,99,99,99,99,99,99,99,96,96,96,96,96,96,99,0,0,99
  830. 'lev3
  831. Data 79,78,79,78,79,78,79,71,0,71,70,68,68,68,68,68,68,68,69
  832. Data 83,82,83,82,83,82,83,71,0,71,70,68,68,68,68,68,68,68,69
  833. Data 78,78,71,71,71,71,71,71,0,71,71,71,71,71,71,71,71,68,69
  834. Data 78,71,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,71,69
  835. Data 71,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,71
  836. Data 71,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,71
  837. Data 71,71,71,71,71,71,71,71,71,71,71,71,71,0,0,0,104,103,104
  838. Data 0,0,0,0,0,0,0,0,0,0,0,0,71,0,0,0,106,105,106
  839. Data 0,0,0,0,0,0,0,0,0,0,0,0,71,0,0,0,110,107,108
  840. Data 0,71,71,0,0,0,0,0,0,0,0,0,71,0,0,0,110,109,110
  841. Data 0,71,71,0,0,0,0,0,0,0,0,0,71,0,0,0,71,71,96
  842. Data 0,71,71,0,0,0,0,0,0,0,0,0,0,0,71,71,71,71,96
  843. Data 0,71,71,0,0,0,0,0,0,0,0,0,0,0,71,53,53,71,96
  844. Data 0,71,71,71,71,71,71,71,71,71,71,53,53,53,53,0,0,71,96
  845. Data 0,0,0,0,0,0,0,0,0,0,71,0,0,0,0,0,0,71,96
  846. Data 25,0,0,0,0,0,0,0,0,0,71,0,0,0,0,0,0,71,96
  847. Data 71,0,0,0,0,0,0,0,0,0,71,71,71,96,96,96,96,71,96
  848. Data 71,0,0,0,0,0,0,0,0,0,0,0,71,1,1,1,96,71,96
  849. Data 71,0,0,0,0,0,0,0,0,0,0,0,71,1,96,1,1,71,96
  850. Data 71,71,71,71,71,71,71,71,71,71,0,0,71,96,96,96,96,71,96
  851. Data 52,52,52,52,52,52,52,52,52,71,0,0,71,0,0,0,0,71,96
  852. Data 51,51,51,51,51,51,51,51,51,71,0,0,71,0,0,0,0,71,96
  853. Data 52,52,51,51,51,51,51,52,52,71,0,0,71,67,67,67,67,71,96
  854. 'lev4
  855. Data 111,112,0,78,79,79,79,79,79,79,79,79,79,79,79,79,79,78,79
  856. Data 113,114,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,80,81
  857. Data 111,112,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,78,79
  858. Data 113,114,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,80,81
  859. Data 111,112,78,79,79,79,79,79,79,79,79,79,79,79,79,79,0,78,79
  860. Data 113,114,0,0,0,0,0,0,0,97,0,0,0,0,0,0,0,80,81
  861. Data 111,112,0,0,0,0,0,0,0,97,0,0,0,0,0,0,0,78,79
  862. Data 113,114,0,0,0,0,0,0,0,97,0,25,0,0,0,0,0,80,81
  863. Data 111,112,0,79,79,79,79,79,0,97,0,79,79,79,79,79,79,78,79
  864. Data 113,114,0,79,0,0,0,79,0,97,0,79,0,0,0,0,0,80,81
  865. Data 111,112,0,79,0,0,0,79,0,97,0,79,0,0,0,0,0,78,79
  866. Data 113,114,0,79,0,25,0,79,0,97,0,79,0,0,0,0,0,80,81
  867. Data 111,112,0,79,0,97,0,79,0,0,0,79,0,0,97,0,0,78,79
  868. Data 113,114,0,79,0,97,0,79,0,0,0,79,0,0,97,0,0,80,81
  869. Data 111,112,0,79,0,97,0,79,79,79,79,79,0,0,97,0,0,78,79
  870. Data 113,114,0,79,0,97,0,0,0,0,0,0,0,0,97,0,0,80,81
  871. Data 111,112,0,79,0,97,0,0,0,0,0,0,0,0,97,0,0,78,79
  872. Data 113,114,0,0,0,97,0,0,0,0,0,0,0,0,97,0,0,0,97
  873. Data 111,112,0,0,0,97,0,0,0,0,0,0,0,0,97,0,25,0,97
  874. Data 113,114,79,79,79,79,79,79,79,79,79,79,79,79,79,79,79,0,97
  875. Data 111,112,101,101,101,101,101,101,101,101,101,101,101,101,101,101,79,0,97
  876. Data 113,114,101,102,102,102,102,102,102,102,102,102,79,79,79,79,79,0,97
  877. Data 111,112,101,102,102,102,102,102,102,102,102,102,79,0,0,0,0,0,97
  878. 'lev5
  879. Data 54,0,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41
  880. Data 41,0,0,0,0,0,0,0,0,54,0,0,24,24,24,24,24,24,41
  881. Data 41,0,0,0,0,0,0,0,54,42,54,0,23,23,23,23,23,23,41
  882. Data 41,54,54,54,54,0,54,0,42,42,42,0,42,42,42,42,42,42,41
  883. Data 41,41,41,41,41,0,41,0,42,0,42,0,0,0,0,0,0,0,41
  884. Data 53,53,53,53,41,0,41,0,42,0,42,0,0,0,0,0,0,0,41
  885. Data 0,0,0,0,41,0,41,0,42,0,42,0,0,0,0,0,0,0,41
  886. Data 54,54,54,54,41,0,41,0,42,0,42,0,0,0,0,0,0,0,41
  887. Data 41,41,41,41,41,0,41,0,42,0,42,0,25,54,54,26,0,0,41
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