10 MODE 100 SPRITE 1000 AUTO BACK 10000 VARNAME 10010 VARNAME 1002 FOR 10020 REM GAMESCR MUST BE CLEARED HERE, or 10000-10070 could be in the main prg and not in the cset initialisation. 1003 VARNAME 1005 VARNAME 1006 IF 10060 VARNAME 1007 IF 10070 VARNAME 10075 GOSUB 1008 IF 10080 BACK 10081 FLASH 10082 EXTENSION (Index #0) (Token 0x80) 10085 SCREEN COPY 10086 FOR 10087 SET ZONE 10088 NEXT 10090 FOR 1010 LOCATE 10100 RESTORE 10110 FOR 10120 READ 10125 READ 1015 RESTORE 1016 DATA 1017 DATA 1018 DATA 1020 FLASH 10290 NEXT 10300 WAIT VBL 10310 FOR 10320 FOR 10330 FOR 10340 NEXT 10400 VARNAME 105 RESERVE 10900 AUTO BACK 10910 REM next line here 1095 BACK 110 RESTORE 11000 REPEAT 11001 VARNAME 11002 IF 11003 IF 11004 X MOUSE 11010 VARNAME 11011 IF 11015 IF 11016 IF 11020 SPRITE 11030 VARNAME 1110 FOR 1111 REM do not print RABE 11111 IF 1115 VARNAME 1120 IF 1122 IF 1130 IF 1132 IF 1134 IF 1135 IF 1140 IF 1142 IF 1144 IF 1145 IF 1150 IF 1152 IF 1154 IF 1155 IF 1160 IF 1170 IF 1180 NEXT 11990 WAIT 11999 REM animate bakground 120 DATA 12000 INC 12005 INC 12010 BACK 12050 WAIT VBL 12060 REM next line here 1290 LOCATE 12900 UNTIL 1291 SPRITE 1292 IF 1293 IF 1294 IF 1295 SCREEN COPY 1299 UPDATE 12990 RETURN 12999 REM <<<< mouseclick in costructionset >>>> 130 DATA 1300 REPEAT 13000 IF 13004 IF 13005 VARNAME 13006 IF 13007 IF 13008 REM with trampoline, more could yet to come of oldies 13010 IF 13020 IF 13025 REM all takn2s could become conr(takc2,yonk-5/frame) 13030 IF 13040 IF 13050 IF 13060 IF 13070 IF 13080 IF 13090 IF 13100 IF 13110 IF 13120 IF 13130 IF 13140 IF 13150 REM *** if YM<=15 and zone(0)=6 then gosub 17000 : rem random 13160 REM *** if YM<=15 and zone(0)=7 then gosub 17000 : rem lock/unlock 13170 IF 13199 REM * check total no. of pills * 13200 IF 13201 VARNAME 13210 IF 13220 IF 13290 GOTO 13300 IF 13310 IF 13350 IF 13355 IF 13358 IF 13360 IF 13365 IF 13368 IF 13370 IF 13375 IF 13378 IF 13390 RETURN 13400 REM next line here 1350 VARNAME 1360 VARNAME 1361 IF 1362 IF 1363 IF 1378 IF 1379 IF 1380 IF 1381 IF 1382 IF 1383 IF 1384 IF 1385 IF 1386 IF 1387 IF 1390 IF 1391 IF 1392 IF 1393 IF 1394 IF 1395 IF 1396 IF 1397 IF 1398 IF 1399 IF 13990 RETURN 13999 REM check for piece next to it 140 DATA 1400 IF 14000 IF 14001 IF 14002 VARNAME 14004 VARNAME 14005 IF 14010 IF 14020 IF 14030 IF 14040 IF 14080 IF 14082 IF 14084 IF 14087 GOSUB 14090 VARNAME 14099 RETURN 14100 IF 14110 IF 14120 IF 14130 IF 14140 IF 14180 IF 14182 IF 14184 IF 14187 GOSUB 14190 VARNAME 14199 RETURN 14200 IF 14210 IF 14220 IF 14230 IF 14240 IF 14280 IF 14282 IF 14284 IF 14287 GOSUB 14290 VARNAME 14299 RETURN 14300 IF 14310 IF 14320 IF 14330 IF 14340 IF 14380 IF 14382 IF 14384 IF 14387 GOSUB 14390 VARNAME 14399 RETURN 14400 REM N.L.H. 1450 IF 14500 REM N.L.H. 1451 IF 1460 IF 1461 IF 1470 IF 1471 IF 14990 RETURN 14999 REM put sprite for bits next to them 15 VARNAME 150 DATA 1500 IF 15000 IF 1501 IF 15010 IF 1502 IF 1503 IF 1510 VARNAME 1511 IF 1512 IF 1513 IF 1520 IF 1521 IF 1522 IF 1523 IF 1524 IF 1525 IF 1526 IF 1527 IF 1528 IF 1529 IF 1530 IF 1531 IF 1535 IF 15490 RETURN 1599 REM *~< get thingies >~* 15999 REM load, don't ask me why I added 32 on disk, prehaps it's the way it treats ASCII 1600 IF 16000 BACK 16010 VARNAME 16020 VARNAME 16030 IF 16040 OPEN IN 1605 IF 16050 FOR 16060 INPUT 16070 VARNAME 1608 GOTO 16080 INPUT 1609 REM * walk on subroutine * 16090 VARNAME 16091 NEXT 16093 INPUT 16094 INPUT 16095 INPUT 16096 INPUT 16097 INPUT 16098 INPUT 1610 IF 16100 CLOSE 1620 FOR 1625 VARNAME 1626 LOCATE 16290 BACK 16299 RETURN 1630 RETURN 1640 IF 1660 GOSUB 1699 REM die if fall 16999 REM save 1700 IF 17000 BACK 17010 VARNAME 17020 VARNAME 17030 IF 17040 OPEN OUT 1705 IF 17050 FOR 17060 VARNAME 17070 VARNAME 17080 NEXT 17091 VARNAME 17092 VARNAME 17093 VARNAME 17095 VARNAME 17096 VARNAME 17097 VARNAME 1710 IF 17100 CLOSE 1720 IF 17290 BACK 17299 RETURN 1799 REM *** pill_detect *** 1800 IF 1801 IF 1810 IF 1811 VARNAME 1812 IF 1820 IF 1821 VARNAME 1822 IF 1830 IF 1831 VARNAME 1832 IF 1840 IF 1841 VARNAME 1842 IF 1845 IF 1846 IF 1850 FOR 1855 IF 1856 IF 1857 IF 1858 IF 1859 IF 1860 IF 1865 NEXT 1868 IF 1869 IF 1870 IF 1875 IF 1880 IF 1890 IF 1900 VARNAME 1920 FOR 1930 VARNAME 1942 VARNAME 1943 IF 1944 IF 1945 REM next line here 1950 VARNAME 1953 VARNAME 1954 IF 1960 VARNAME 1961 IF 1962 IF 1970 NEXT 19899 REM data for constr. set screen 19900 DATA 19910 DATA 19999 REM procedure gbel, prehaps better to use direct method 200 GOSUB 2000 IF 20000 IF 20005 IF 20010 RETURN 20099 REM procedure ladder detect 2010 IF 20100 IF 20110 IF 20115 IF 20120 RETURN 20199 REM teleport 2020 IF 20200 NOISE 20205 VARNAME 20210 VARNAME 20215 INC 20220 IF 20230 UNTIL 20240 NOISE 2025 REM line 1520 -> hit ground 20250 VARNAME 20260 RETURN 20299 REM bombs 2030 IF 20300 IF 20302 IF 20303 IF 20307 RETURN 20309 REM bomb for all 20310 FOR 20320 IF 20340 IF 20350 NEXT 20390 RETURN 20399 REM erase bit 2040 IF 20400 VARNAME 20410 FOR 20420 RETURN 2050 IF 2060 IF 2070 IF 2080 IF 2085 IF 2090 IF 20999 REM ask for constants 2100 IF 21000 BACK 21010 HIDE 21020 WINDOPEN 21030 CENTRE 21040 PRINT 21050 WINDEL 2110 IF 2120 IF 2130 IF 2199 REM teleport. 2200 IF 2999 REM timelim 29999 REM play 30 DIM 3000 DEC 30000 VARNAME 30010 VARNAME 30020 IF 30021 VARNAME 30023 INC 30030 IF 30040 VARNAME 30050 VARNAME 30060 INC 30070 IF 30080 REPEAT 3010 IF 30100 GOSUB 30120 REM ** find cause of exit 30140 UNTIL 30150 IF 30170 VARNAME 3020 IF 30200 RETURN 3025 IF 3030 IF 31 DIM 32 DIM 3499 REM pause 35 VARNAME 3500 IF 3510 IF 36 VARNAME 37 VARNAME 38 VARNAME 40 REM load sprites into strings 45999 REM delete 46000 FOR 46010 DEFAULT 50 CLS 5999 REM when things are flying after bomb explosion 6 REM is bjjump really nescescary, yes in normal fall jjump=0:nobdrv=1 60 FOR 6000 IF 6010 IF 6020 REM when a b or e dies other than explode, xexknf(t)=xpo:sccx(t)=25 6050 IF 6060 IF 6070 IF 6071 IF 6072 IF 6080 IF 6100 IF 6110 IF 6120 IF 6121 IF 6122 IF 6130 IF 6150 IF 6160 IF 6170 IF 6171 IF 6172 IF 6180 IF 65 IF 6997 REM screenupdates 6998 INC 6999 INC 7 REM *** array for Rmove,(framno,type) type: 1=forward 2=reverse,3=ladder. change 3 no.s when pill and move in any dir, diferent changes for chaque dir., restore half to norm when runing out.,find all occurances of ROSP 70 CLS 7002 INC 7003 IF 7004 IF 7005 IF 7006 IF 7007 IF 7008 IF 7010 INC 7020 BACK 7021 IF 7022 IF 7023 IF 7024 IF 7025 IF 7026 IF 7030 SCREEN COPY 7040 REM next line here 80 SPRITE 8000 UNTIL 8010 UPDATE 8020 OFF 8100 IF 8110 IF 8115 IF 8120 VARNAME 90 VARNAME 91 CLS 92 SPRITE 94 VARNAME 95 NEXT 96 VARNAME 97 VARNAME 98 COLOUR 999 REM <<< *** the game\test *** >>> 9990 RETURN 9997 REM ******************** 9998 REM * CONSTRUCTION SET * (cset) 9999 REM ********************