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