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AMOS Source Code
|
1992-05-17
|
26KB
|
997 lines
'complex....please forgive the messy code!,never program like this again!
'check out the code to see how it was done but remember who did it
'storm 92....Its a crap game but how about moving blocks ...enemies ect..
Screen Open 0,320,256,32,Lowres : Curs Off : Cls 0
Dim X1(500),QED(10),FL$(4),DED(10)
Shared X1(),MED,ED,QED(),FL$(),SCORE,FGDED,LIV,SPD,BK,NRG,DED(),LM$
Global X1(),MED,ED,QED(),FL$(),SCORE,FGDED,LIV,SPD,BK,NRG,DED(),LM$
Global HI1,HI2,HI3,HI4,HI5
Global HI1$,HI2$,HI3$,HI4$,HI5$
Shared HI1,HI2,HI3,HI4,HI5
Shared HI1$,HI2$,HI3$,HI4$,HI5$
HI1$="EJBER..."
HI2$="EJBER..."
HI3$="EJBER..."
HI4$="EJBER..."
HI5$="EJBER..."
HI1=10
HI2=20
HI3=30
HI4=40
HI5=50
Hide On
RESCUE:
LIV=3 : SPD=6
TITLE
SCORE=0
NRG=0
Do
Restore DRUY
' LEVEL 1
LM$="EASY PEASY!"
MED=201
For U=1 To 437
Read X1(U)
Next U
For U=1 To 437
ER=X1(U)
If ER=25 Then Add QED,1
If ER=26 Then Add DED,1
Next U
BK=11
SAC
' l2
If FGDED=1 Then Goto RESCUE
For I=0 To 10
QED(I)=0
Next I
MED=169
LM$="FROST BYTE"
For U=1 To 437
Read X1(U)
Next U
For U=1 To 437
ER=X1(U)
If ER=25 Then Add QED,1
If ER=26 Then Add DED,1
Next U
BK=12
SAC
'l3
If FGDED=1 Then Goto RESCUE
For I=0 To 10
QED(I)=0
Next I
MED=137
LM$="BRICKWORK ORANGE"
For U=1 To 437
Read X1(U)
Next U
For U=1 To 437
ER=X1(U)
If ER=25 Then Add QED,1
If ER=26 Then Add DED,1
Next U
BK=11
SAC
' l4
If FGDED=1 Then Goto RESCUE
For I=0 To 10
QED(I)=0
Next I
MED=41
LM$="HEAVY METAL"
For U=1 To 437
Read X1(U)
Next U
For U=1 To 437
ER=X1(U)
If ER=25 Then Add QED,1
If ER=26 Then Add DED,1
Next U
BK=12
SAC
' l5
If FGDED=1 Then Goto RESCUE
For I=0 To 10
QED(I)=0
Next I
MED=25
LM$="FIRE AND BRIMSTONE"
For U=1 To 437
Read X1(U)
Next U
For U=1 To 437
ER=X1(U)
If ER=25 Then Add QED,1
If ER=26 Then Add DED,1
Next U
BK=11
SAC
' l6
If FGDED=1 Then Goto RESCUE
For I=0 To 10
QED(I)=0
Next I
MED=233
LM$="LEGO LANDER!"
For U=1 To 437
Read X1(U)
Next U
For U=1 To 437
ER=X1(U)
If ER=25 Then Add QED,1
If ER=26 Then Add DED,1
Next U
BK=12
SAC
' L7
If FGDED=1 Then Goto RESCUE
For I=0 To 10
QED(I)=0
Next I
MED=105
LM$="CLEAR TO SEE"
For U=1 To 437
Read X1(U)
Next U
For U=1 To 437
ER=X1(U)
If ER=25 Then Add QED,1
If ER=26 Then Add DED,1
Next U
BK=11
SAC
'lev8
If FGDED=1 Then Goto RESCUE
For I=0 To 10
QED(I)=0
Next I
MED=281
LM$="BRICKEY,VERY BRICKEY!"
For U=1 To 437
Read X1(U)
Next U
For U=1 To 437
ER=X1(U)
If ER=25 Then Add QED,1
If ER=26 Then Add DED,1
Next U
BK=12
SAC
'lev9
If FGDED=1 Then Goto RESCUE
For I=0 To 10
QED(I)=0
Next I
MED=201
LM$="WOOD YA BELIEVE IT!"
For U=1 To 437
Read X1(U)
Next U
For U=1 To 437
ER=X1(U)
If ER=25 Then Add QED,1
If ER=26 Then Add DED,1
Next U
BK=11
SAC
If FGDED=1 Then Goto RESCUE
Run "PIX:END"
Loop
'
Procedure TITLE
STORM
R1
Screen Open 0,640,256,16,MEDRES
Cls 0
Unpack 15 To 0
Curs Off : Flash Off : Paper 0 : Pen 2
FGDED=0
Clear Key : Music 1 : Volume 63
HQ1$=At(32,10)+"1 "+HI1$
HQ2$=At(32,11)+"2 "+HI2$
HQ3$=At(32,12)+"3 "+HI3$
HQ4$=At(32,13)+"4 "+HI4$
HQ5$=At(32,14)+"5 "+HI5$
Locate 0,9 : Centre "TOP FIVE FLYERS"
Print HQ1$;HI1
Print HQ2$;HI2
Print HQ3$;HI3
Print HQ4$;HI4
Print HQ5$;HI5
JEP:
SPD=1
Screen Open 1,320,256,8,Lowres
Curs Off : Flash Off : Paper 0 : Pen 2 : Cls 0
Screen Display 1,140,166,320,150
Screen 1
Def Scroll 1,0,0 To 370,256,0,-1
Gosub RIM
Gosub DIAM : Gosub TRIM
'
'
'
RIM:
EXTRA=0 : P=0
TA$=TA$+" STORM "
TA$=TA$+" "
TA$=TA$+" PRESENTS "
TA$=TA$+" "
TA$=TA$+" COMPLEX! "
TA$=TA$+" "
TA$=TA$+" CONTROLS - "
TA$=TA$+" USE JOYSTICK IN PORT ONE... "
TA$=TA$+" LEFT - STEER LEFT "
TA$=TA$+" RIGHT- STEER RIGHT "
TA$=TA$+" FIRE - THRUSTER ON "
TA$=TA$+" P - PAUSE(FIRE TO CONTINUE) "
TA$=TA$+" ESC - TO QUIT CURRENT GAME "
TA$=TA$+" "
TA$=TA$+" INSTRUCTIONS.... "
TA$=TA$+" TAKE CONTROL OF AN EVER "
TA$=TA$+" DECENDING CRAFT AND DO "
TA$=TA$+" BATTLE WITH GRAVITY AND "
TA$=TA$+" THE COMPLEX TRYING ALL THE "
TA$=TA$+" TIME TO MAKE YOUR WAY TO "
TA$=TA$+" THE NEXT FLOOR WITHOUT "
TA$=TA$+" LOOSING A LIFE..... "
TA$=TA$+" WITH EVERY THRUST YOUR "
TA$=TA$+" FUEL DETERIARATES AND JUST "
TA$=TA$+" LITTLE KNOCK ON A WALL "
TA$=TA$+" WILL INCREASE YOUR DAMAGE! "
TA$=TA$+" HOWEVER SCATTERED AROUND "
TA$=TA$+" THE COMPLEX ARE FUEL PODS "
TA$=TA$+" (f) AND REPAIR PODS (p) "
TA$=TA$+" TO AID YOU IN YOUR QUEST "
TA$=TA$+" TO GET THE SUPPLIES FROM "
TA$=TA$+" YOUR SHIP TO THE STARVING "
TA$=TA$+" 1000s BELOW ON EARTH BUT "
TA$=TA$+" YOU MUST GET THROUGH THE "
TA$=TA$+" COMPLEX FIRST!........... "
TA$=TA$+" "
TA$=TA$+" "
TA$=TA$+" "
TA$=TA$+" "
TA$=TA$+" "
TA$=TA$+" COMPLEX WAS PRODUCED USING "
TA$=TA$+" THE FOLLOWING TOOLS.... "
TA$=TA$+" FED-DISKMASTER 2-3 "
TA$=TA$+"SPRITEX-SOUNDTRACKER CONV2.1 "
TA$=TA$+"DPAINT 4 - [screened v1] "
TA$=TA$+"[rainbowed v1] "
TA$=TA$+" "
TA$=TA$+" "
TA$=TA$+" "
TA$=TA$+" WATCH OUT FOR A MEGA DEMO "
TA$=TA$+" TO END ALL MEGA DEMOS FROM "
TA$=TA$+" STORM..IT WILL HAVE :- "
TA$=TA$+" "
TA$=TA$+" LOTS OF GRAPHICS "
TA$=TA$+" OODLES OF SOUND "
TA$=TA$+" 3D EXTRAVAGANZA! "
TA$=TA$+" A MASSIVE SCROLLER WITH "
TA$=TA$+" EACH PIXEL ANIMATED! "
TA$=TA$+" BOBS (OFCOURSE) "
TA$=TA$+" ALL THIS AND MUCH MORE FROM "
TA$=TA$+" ONE PERSON....STORM........ "
TA$=TA$+" (QUICK MOAN...) "
TA$=TA$+" THE LACK OF PRESENTATION ON "
TA$=TA$+" SOME COMPILED AMOS PROGRAMS "
TA$=TA$+" ARE AMAZING,USUALLY MAKING "
TA$=TA$+" A GOOD GAME-DEMO-UTILITIES "
TA$=TA$+" LOOK CRAP...SOME CANT EVEN "
TA$=TA$+" BE BOTHERED TO TURN THE "
TA$=TA$+" CURSOR OFF!.... "
TA$=TA$+" "
TA$=TA$+" GOOD LUCK YOULL NEED IT!... "
TA$=TA$+" "
TA$=TA$+" "
TA$=TA$+" "
Return
'
'
'
TRIM:
Do
If EXTRA=8 Then Gosub DIAM
Add EXTRA,1
Scroll 1
Wait Vbl : Wait Vbl
Wait Vbl
If Fire(1)=True Then Rainbow Del : Screen Close 0 : Screen Close 1 : Pop Proc
VUM
View
Loop
Return
'
'
'
DIAM:
ED=Len(TA$)
Screen 1
ER$=Mid$(TA$,P,29)
Locate 0,25 : Centre ER$
Add P,29 : Add TY,1 : If P=>2175 Then P=0
Wait Vbl
EXTRA=0
Return
'
UPS2:
If SPD=>6 Then Return
Add SPD,1
Return
'
DWN2:
If SPD=<1 Then Return
Add SPD,-1
Return
End Proc
Procedure SAC
DAR:
Screen Open 2,320,256,32,Lowres
Curs Off : Flash Off
Music 1 : Volume 63
Unpack 14 To 2
Flash 31,"(101,8)(404,8)(808,8)(d0d,8)(808,8)(404,8)(101,8)"
Paper 0 : Pen 31
Locate 0,0
Centre "LEVEL:"+LM$
Screen Open 1,320,80,32,Lowres
Curs Off : Paper 0 : Pen 2
Cls 0
'Centre "GET READY!"
Screen Display 1,140,227,320,80
HGT=1500 : GV=0 : IMG=0 : EQ=0
Screen Hide 1
Screen Open 0,320,256,32,Lowres
Unpack BK To 0
Screen Display 0,140,40,320,256 : Curs Off : Pen 1 : Paper 0
Flash Off
Get Sprite Palette
Colour 23,$0
Screen Hide 0
Screen To Front 1
Reserve Zone 500
EF=0 : ZDS=0 : ADA=1 : ADA2=1
For U=1 To 184 Step 8
Add EF,8
For JKL=1 To 304 Step 16
Add ZDS,1
IMR=X1(ZDS)
Gosub PSR
Next JKL
Next U
WISE=109
Double Buffer
Screen Show 0
Screen 1 : Cls 0
LIVS$=At(0,1)+"LIVES:"
DFL$=At(15,1)+"FUEL:"
SCES$=At(0,2)+"SCORE:"
DAS$=At(0,0)+"DAMAGE: %"
LW$=At(15,2)+"LEV:"
'
'
'
Screen 2
Flash Off
Screen Close 2
ED=MED
Screen Show 1
Print LW$;LM$
'
Do
SAWQ:
DDF=0
Screen 1
Print LIVS$;LIV
Print DFL$;HGT;" ";
Print SCES$;SCORE;" ";
EWS=NRG/2
Print DAS$;EWS;" ";
Screen 0
Add GV,1 : Add SCORE,10
If Fire(1)=True and Jdown(1)=True Then Gosub NUPS
If Key State(76)=True or Fire(1)=True Then DDF=1 : Gosub UPS
If Key State(77)=True or Jdown(1)=True Then DDF=2 : Gosub DWN
If Key State(78)=True or Jright(1)=True Then DDF=3 : Gosub LFT
If Key State(79)=True or Jleft(1)=True Then DDF=4 : Gosub RGT
If Key State(89)=True Then Gosub PAUSE
If Key State(69)=True Then LIV=0 : Gosub DEATH2 : Reset Zone
If GV=>185 Then Reset Zone : Pop Proc
If HGT=<0 Then Gosub DEATH2 : Pop Proc
Bob 1,ED,GV,10
Bob 2,ED,GV-7,11
Bob 3,ED+7,GV,12
Bob 4,ED-7,GV,13
Wait SPD
For TAS=2 To ADA
If Zone(X Bob(1),Y Bob(1))=QED(TAS) Then Gosub FES
Next TAS
For TAS=2 To ADA2
If Zone(X Bob(1),Y Bob(1))=DED(TAS) Then Gosub FES2
Next TAS
If Zone(X Bob(1),Y Bob(1))=>1 Then Gosub DRE
If Zone(X Bob(2),Y Bob(2))=>1 Then Gosub WE
If Zone(X Bob(3),Y Bob(3))=>1 Then Gosub WE
If Zone(X Bob(4),Y Bob(4))=>1 Then Gosub WE
Loop
'
PAUSE:
Clear Key
Repeat
Until Fire(1)=True
Return
'
FES:
If HGT=>4000 Then Return
Add HGT,2000
Add SCORE,200
If HGT=>4000 Then HGT=4000
Reset Zone QED(TAS)
Sam Play 1,1,12000
Return
'
'
FES2:
Add SCORE,200
If NRG=<99 Then NRG=0 : Return
Add NRG,-100
DDF=NRG/2
Screen 0
Reset Zone DED(TAS)
Sam Play 1,1,6000 : Wait 3
Sam Play 2,1,7000
Return
'
RETS:
Add ADA,1
QED(ADA)=ZDS
Return
'
RET2:
Add ADA2,1
DED(ADA2)=ZDS
Return
'
PSR:
If IMR=0 Then Paste Bob JKL,U,9 : Return
If IMR=25 Then Gosub RETS
If IMR=26 Then Gosub RET2
Paste Bob JKL,U,IMR
Set Zone ZDS,JKL,U To JKL+16,U+8
Return
REB:
Gosub EDT
Return
'
CLE:
Paste Bob JKL*32-32,EF,9
Return
'
EDT:
Sam Play 2,1,5000
NRG=NRG+1
'Add NRG,1
If NRG=>200 Then Sam Play 2,2,5000 : Gosub DEATH2 : Reset Zone : NRG=0 : Gosub SCS : Pop Proc
Return
'
DRE:
Sam Play 2,1,5000
NRG=NRG+1
'Add NRG,1
If NRG=>200 Then Gosub DEATH2 : Reset Zone : NRG=0 : Gosub SCS : Pop Proc
Repeat
Add EQ,1
If EQ=50 Then Gosub DEATH1
Wait Vbl
'If DDF=1 and Jdown(1)=True Then EQ=0 : Return
'If DDF=2 and Fire(1)=True Then EQ=0 : Return
Until Key State(76)=True or Fire(1)=True
EQ=0
Return
'
DREM:
Sam Play 2,1,5000
NRG=NRG+180
'Add NRG,180
If NRG=>200 Then Gosub DEATH2 : Reset Zone : NRG=0 : Gosub SCS : Pop Proc
Repeat
Add EQ,1
If EQ=20 Then Gosub DEATH1
Wait Vbl
'If DDF=1 and Jdown(1)=True Then EQ=0 : Return
'If DDF=2 and Fire(1)=True Then EQ=0 : Return
Until Key State(76)=True or Fire(1)=True
EQ=0
Return
'
DEATH1:
Sam Play 1,2,5000
Bob Off 2 : Bob Off 3 : Bob Off 4
Bob 1,,,16
Wait 4
Bob 1,,,17
Wait 4
Bob 1,,,18
Wait 4
Bob 1,,,19
Wait 4
Bob 1,,,20
Wait 4
Gosub SCS
Pop Proc
Return
'
DEATH2:
Sam Play 1,2,5000
Bob Off 2 : Bob Off 3 : Bob Off 4
Bob 1,,,28
Wait 4
Bob 1,,,29
Wait 4
Bob 1,,,30
Wait 4
Bob 1,,,31
Wait 4
Bob 1,,,22
Wait 4
Bob 1,,,21
Wait 4
Bob 1,,,9
Wait 4
NRG=0
Gosub SCS
Pop Proc
Return
'
SCS:
Add LIV,-1
If LIV=<0 Then FGDED=1 : Gosub TRS : Return
Goto DAR
FGDED=1
Return
'
'
TRS:
Screen Close 1
Screen Open 0,320,256,32,Lowres
Cls 0
Unpack 13 To 0
Paper 0 : Pen 2 : Flash Off
For Y=63 To 0 Step -1
Volume Y
Wait 2
Next Y
Music Off
Bank Swap 7,3
Music 1
Volume 63
Clear Key
If SCORE<HI5 Then Goto NUBS
Dim WA$(40),DE$(8)
For I=0 To 25
WA$(I)=Chr$(64+I)
Next I
For I=0 To 13
WA$(I+26)=Chr$(45+I)
Next I
XE=0 : SLAG=0
SWA=0
Locate 0,0 : Centre "WELL DONE A HI SCORE!"
Locate 0,1 : Centre "ENTER NAME USING JOYSTICK"
Locate 15,2 : Print "........";
'
Do
If SLAG=1 Then Pop Proc
Locate 15+SWA,2 : Print WA$(XE);
If Jleft(1)=True Then Gosub WSD
If Jright(1)=True Then Gosub WSE
If Fire(1)=True Then Gosub DEFS
Wait 2
Loop
'
DEFS:
DE$(SWA)=WA$(XE)
Add SWA,1
If SWA=8 Then SLAG=1 : Goto DWSAX
Wait 4
Return
'
'AQ$=DE$(0)+DE$(1)+DE$(2)+DE$(3)+DE$(4)+DE$(5)+DE$(6)+DE$(7)+DE$(8)
'Print
'Print AQ$
'Return
'
WSD:
If XE=<0 Then Return
Add XE,-1
Return
'
WSE:
If XE=>40 Then Return
Add XE,1
Return
'
DWSAX:
AQ$=DE$(0)+DE$(1)+DE$(2)+DE$(3)+DE$(4)+DE$(5)+DE$(6)+DE$(7)+DE$(8)
If SCORE=>HI5 and SCORE<HI4 Then HI5=SCORE : HI5$=AQ$
If SCORE=>HI4 and SCORE<HI3 Then HI5=HI4 : HI5$=HI4$ : HI4=SCORE : HI4$=AQ$
If SCORE=>HI3 and SCORE<HI2 Then HI5=HI4 : HI5$=HI4$ : HI4=HI3 : HI4$=HI3$ : HI3=SCORE : HI3$=AQ$
If SCORE=>HI2 and SCORE<HI1 Then HI5=HI4 : HI5$=HI4$ : HI4=HI3 : HI4$=HI3$ : HI3=HI2 : HI3$=HI2$ : HI2=SCORE : HI2$=AQ$
If SCORE=>HI1 Then HI5=HI4 : HI5$=HI4$ : HI4=HI3 : HI4$=HI3$ : HI3=HI2 : HI3$=HI2$ : HI2=HI1 : HI2$=HI1$ : HI1=SCORE : HI1$=AQ$
NUBS:
Clear Key
For Y=63 To 0 Step -1
Volume Y
Wait Vbl
Next Y
Music Off
Bank Swap 7,3
If SLAG=1 Then Pop Proc
Return
'
WE:
Gosub REB
Return
'
'
'
UPS:
If GV=<0 Then Return
'HGT=HGT-10
'GV=GV-2
Add HGT,-10
Add GV,-2
Bob 1,ED,GV,14
'
Sam Play 1,3,15000
Wait 1
Return
'
'
'
DWN:
'GV=GV+3
Add GV,3
Bob 1,ED,GV,10
Bob 2,ED,GV-7,11
Bob 3,ED+7,GV,12
Bob 4,ED-7,GV,13
'Bob 5,ED,GV-3,15
Return
'
NUPS:
'GV=GV+1
'Add GV,1
'Bob 1,ED,GV,10
'Bob 2,ED,GV-7,11
'Bob 3,ED+7,GV,12
'Bob 4,ED-7,GV,13
If Zone(X Bob(1),Y Bob(1))=>1 Then Gosub DREM
If Zone(X Bob(2),Y Bob(2))=>1 Then Gosub DREM
If Zone(X Bob(3),Y Bob(3))=>1 Then Gosub DREM
If Zone(X Bob(4),Y Bob(4))=>1 Then Gosub DREM
Return
'
LFT:
If ED=>304 Then Return
'ED=ED+1
Add ED,1
Bob 1,ED,GV,10
Bob 2,ED,GV-7,11
Bob 3,ED+7,GV,12
Bob 4,ED-7,GV,13
'Bob 5,ED,GV-3,15
Return
'
'
RGT:
If ED=<0 Then Return
'ED=ED-1
Add ED,-1
Bob 1,ED,GV,10
Bob 2,ED,GV-7,11
Bob 3,ED+7,GV,12
Bob 4,ED-7,GV,13
Return
End Proc
Procedure R1
Set Rainbow 1,0,135,"","",""
Rainbow 1,0,0,135
For I=0 To 134
Rain(1,I)=$0
Next I : View
'lev1
End Proc
Procedure R2
Set Rainbow 1,0,16,"","",""
Rainbow 1,0,0,1
'For I=0 To 1
Rain(1,0)=0
'Next I :
View
Set Rainbow 2,0,16,"","",""
Rainbow 1,0,0,1
Rain(1,0)=0
View
End Proc
Procedure STORM
Rem *******************************************
Rem ** produced with storm rainbow editor v1 **
Rem ** storm rainbow! **
Rem ** copyright 1992 **
Rem *******************************************
Restore MAGICCOLOURS
Set Rainbow 2,2,280,"","",""
Rainbow 2,145,165,280
'For I=0 To 174
'Rain(2,I)=0
'Next I
For I=145 To 279
Read A : Rain(2,I)=A
Next I : View
MAGICCOLOURS:
Data $101
Data $202,$303,$404,$505,$606,$707,$808,$909
Data $A0A,$B0B,$C0C,$D0D,$E0E,$F0F,$F0F,$F1F
Data $F1F,$F2F,$F3F,$F4F,$F5F,$F6F,$F7F,$F8F
Data $F9F,$FAF,$FBF,$FCF,$FDF,$FEF,$FFF,$FFF
Data $FFF,$FFF,$FFF,$FFF,$FFF,$FFF,$FFF,$FFF
Data $FFF,$FFF,$FFF,$FFF,$FFF,$FFF,$FFF,$FFF
Data $FFF,$FFF,$FFF,$FFF,$FFF,$FFF,$FFF,$FFF
Data $FFF,$FFF,$FFF,$FFF,$FFF,$FFF,$FFF,$FFF
Data $FFF,$FFF,$FFF,$FFF,$FFF,$FFF,$FFF,$FFF
Data $FFF,$FFF,$FFF,$FFF,$FFF,$FFF,$FFF,$FFF
Data $FFF,$FFF,$FFF,$FFF,$FEF,$FDF,$FCF,$FBF
Data $FAF,$F9F,$F8F,$F7F,$F6F,$F5F,$F4F,$F3F
Data $F2F,$F1F,$F0F,$F0F,$F0F,$F0F,$F0F,$F0F
Data $F0F,$F0F,$F0F,$F0F,$F0F,$F0F,$F0F,$F0F
Data $F0F,$F0F,$F0F,$F0F,$E0E,$D0D,$C0C,$B0B
Data $A0A,$909,$808,$707,$606,$505,$404,$303
Data $202,$101,$0,$0,$0,$0,$0,$0
Data $0,$0,$0,$0,$0,$0,$0,$0
Data $0,$0,$0,$0,$0,$0,$0,$0
Rem ** storm 92 **
End Proc
Procedure VUM
If Vumeter(1)=>1 Then Gosub GEO1 Else Rain(1,80)=0 : Rain(1,81)=0
If Vumeter(0)=>1 Then Gosub GEO2 Else Rain(1,84)=0 : Rain(1,85)=0
If Vumeter(2)=>1 Then Gosub GEO3 Else Rain(1,88)=0 : Rain(1,89)=0
If Vumeter(3)=>1 Then Gosub GEO4 Else Rain(1,92)=0 : Rain(1,93)=0
Pop Proc
GEO1:
Rain(1,80)=$160
Rain(1,81)=$160
Return
GEO2:
Rain(1,84)=$160
Rain(1,85)=$160
Return
GEO3:
Rain(1,88)=$160
Rain(1,89)=$160
Return
GEO4:
Rain(1,92)=$160
Rain(1,93)=$160
Return
End Proc
'screen data produced with SED v1 : level 1
DRUY:
Data 71,71,71,71,71,71,71,71,71,71,0,0,0,71,71,71,71,71,71
Data 78,79,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,78,79
Data 80,81,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,80,81
Data 82,83,26,0,0,0,0,0,0,0,0,0,0,0,0,0,0,82,83
Data 71,71,71,0,0,71,71,71,71,71,71,71,71,71,71,71,71,78,79
Data 72,73,71,0,0,71,0,0,0,0,0,0,0,0,0,0,0,80,83
Data 74,75,71,0,0,71,0,0,0,0,0,0,0,0,0,0,0,82,83
Data 76,77,71,0,0,71,0,0,0,0,71,71,71,0,0,25,0,78,79
Data 72,73,71,0,0,71,0,71,71,71,71,73,71,71,71,71,0,80,81
Data 74,75,71,0,0,0,0,71,74,75,74,74,74,75,74,71,0,82,83
Data 76,77,71,0,0,0,0,71,76,77,77,76,77,76,77,71,0,83,71
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