set romsize 8k set kernel_options no_blank_lines aa_splash player0: %10010010 %10010010 %10010010 %10010010 %01010100 %01010100 %01010100 %01010100 %00101000 %00101000 %00101000 %00101000 %00101000 %00101000 %00101000 %00101000 %00101000 %00101000 %00101000 %00101000 %00010000 %00010000 %00010000 %00010000 %00010000 %00010000 %00010000 %00010000 end playfield: ..X..XXX..X..XX..X..X...XX.XXX. .X.X..X..X.X.X.X.X.X.X.X...X... .XXX..X..XXX.XX..X.XXX.X.X.XXX. .X.X..X..X.X.X.X.X.X.X.X.X.X... .X.X..X..X.X.X.X.X.X.X..XX.XXX. ............................... ............................... ............................... ............................... ............................... ............................... end rem aasplashtimer=a a=a+1 : AUDC0=12 : b=b+1 COLUP0=b : COLUPF=b : player0x=68 : player0y=80 : NUSIZ0=$07 drawscreen if a>0 then AUDV0=6 : AUDF0=17 if a>8 then AUDV0=0 if a>10 then AUDV0=6 if a>18 then AUDV0=0 if a>20 then AUDV0=6 if a>28 then AUDV0=0 if a>30 then AUDV0=6 if a>38 then AUDV0=0 if a>40 then AUDV0=6 : AUDF0=14 if a>50 then AUDF0=15 if a>60 then AUDF0=17 if a>70 then AUDF0=19 if a>99 then AUDV0=0 : b=0 : a=0 : goto t_s goto aa_splash t_s playfield: .............................. .............................. .............................. ...XXX.........XX..X.XX...X... ....X..........X.X.X.X.X.XX... ....X..........XX..X.X.X...... ....X..........X.X.X.X.X...... ....X..........XX..X.X.X...... .............................. .............................. .............................. end player0: %010 %010 %010 %010 %010 %010 %010 %010 %101 %101 %101 %101 %101 %101 %101 %101 %101 %101 %101 %101 %101 %101 %101 %101 %101 %101 %101 %101 %101 %101 %101 %101 %010 %010 %010 %010 %010 %010 %010 %010 end player1: %010 %010 %010 %010 %010 %010 %010 %010 %101 %101 %101 %101 %101 %101 %101 %101 %101 %101 %101 %101 %101 %101 %101 %101 %101 %101 %101 %101 %101 %101 %101 %101 %010 %010 %010 %010 %010 %010 %010 %010 end COLUBK=132 : COLUPF=40 c{0}=0 : c{6}=0 : c{5}=0 c{1}=0 : c{2}=0 : c{3}=0 : c{4}=0 b=0 : d=0 player0x=24 : player0y=64 : player1x=40 : player1y=64 missile1x=0 : missile1y=0 ts_main COLUP0=196 : NUSIZ0=$07 COLUP1=64 : NUSIZ1=$07 drawscreen a=a+1 if c{5} then d=rand : c{5}=0 if d<64 then c{1}=1 : c{2}=0 : c{3}=0 : c{4}=1 if d>=64 && d<128 then c{1}=0 : c{2}=1 : c{3}=1 : c{4}=0 if d>=128 && d<196 then c{1}=1 : c{2}=0 : c{3}=1 : c{4}=0 if d>=196 then c{1}=0 : c{2}=1 : c{3}=0 : c{4}=1 if c{0} then goto moving else goto still moving if c{1} then player0x=player0x+1 else player0x=player0x-1 if c{2} then player0y=player0y+1 else player0y=player0y-1 if c{3} then player1x=player1x+1 else player1x=player1x-1 if c{4} then player1y=player1y+1 else player1y=player1y-1 still AUDV0=6 : AUDC1=5 if b<2 && a>0 then AUDF0=19 : AUDV1=0 if b<2 && a>10 then AUDF0=16 if b<2 && a>20 then AUDF0=14 if b<2 && a>30 then AUDF0=13 if b<2 && a>70 then AUDF0=14 if b<>2 && a>80 then a=0 : b=b+1 if b=2 && a>0 then AUDF0=19 if b=2 && a>10 then AUDF0=16 if b=2 && a>20 then AUDF0=14 if b=2 && a>30 then a=0 : b=b+1 if b=3 && a>0 then AUDF0=13 if b=3 && a>10 then AUDF0=14 if b=3 && a>20 then AUDF0=16 if b=3 && a>30 then AUDF0=19 if b=3 && a>40 then AUDF0=13 if b=3 && a>50 then AUDF0=14 if b=3 && a>60 then AUDF0=16 if b=3 && a>70 then AUDF0=19 if b=4 && a>8 then AUDV0=0 if b=4 && a>10 then AUDV0=6 if b=4 && a>18 then AUDV0=0 if b=4 && a>20 then AUDV0=6 if b=4 && a>28 then AUDV0=0 if b=4 && a>30 then AUDV0=6 if b=4 && a>38 then AUDV0=0 if b=4 && a>40 then AUDV0=6 if b=4 && a>48 then AUDV0=0 if b=4 && a>50 then AUDV0=6 if b=4 && a>58 then AUDV0=0 if b=4 && a>60 then AUDV0=6 if b=4 && a>68 then AUDV0=0 if b=4 && a>70 then AUDV0=6 if b=4 && a>78 then AUDV0=0 if b=5 && a>0 then AUDV0=6 : AUDV1=6 : AUDF1=14 if b>5 then b=0 if joy0fire then goto main_setup goto ts_main main_setup pfclear player1x=0 : player1y=0 AUDV0=0 : AUDV1=0 score=0 player0: %01100110 %00100100 %00100100 %00100100 %00000000 %00000000 %00111100 %00111100 %00111100 %00111100 %00111100 %01111110 %10011001 %10111101 %10111101 %00111100 end player1: %00000100 %00000010 %11111111 %00000010 %00000100 end a=0 : b=60 : c{3}=0 : c{1}=0 : c{2}=0 : d=1 lives=64 lives: %0011100 %0100010 %0100010 %0100010 %0100010 %0100010 %0100010 %0011100 end player0x=74 : player0y=17 missile1x=75 : missile1y=13 get_rock1x w=0 z{0}=0 j=10 g=rand if g<1 then goto get_rock1x if g>24 then goto get_rock1x if g<11 then goto g_0 if g>10 then goto g_1 if g>20 then goto g_2 g_0 if g=1 then l=20 if g=2 then l=24 if g=3 then l=28 if g=4 then l=32 if g=5 then l=36 if g=6 then l=40 if g=7 then l=44 if g=8 then l=48 if g=9 then l=52 if g=10 then l=56 goto get_rock2x g_1 if g=11 then l=60 if g=12 then l=64 if g=13 then l=68 if g=14 then l=72 if g=15 then l=76 if g=16 then l=80 if g=17 then l=84 if g=18 then l=88 if g=19 then l=92 if g=20 then l=96 goto get_rock2x g_2 if g=21 then l=100 if g=22 then l=104 if g=23 then l=108 if g=24 then l=112 get_rock2x k=10 h=g+5 pfclear m=l+20 goto main main if k=10 then n=76 if k=9 then n=68 if k=8 then n=60 if k=7 then n=52 if k=6 then n=44 if k=5 then n=36 if k=4 then n=28 if k=3 then n=20 if k=2 then n=12 o=n+6 if b=60 then c=20 if player0x>l && player0xn && player0y40 then player0y=40 : missile1y=36 if player0y<16 then player0y=16 : missile1y=13 if player0x<17 then player0x=17 : missile1x=18 if player0x>137 then player0x=137 : missile1x=138 if a>b then a=0 : pfpixel g j off : pfpixel h k off : j=j-1 : k=k-1 goto main lose_life w=w+1 if w<60 then AUDV0=6 : AUDF0=10 : AUDC0=10 if w>60 then player0x=74 : player0y=17 : missile1x=75 : missile1y=13 : AUDV0=0 if w>60 && !z{2} then lives=lives-32 : z{1}=0 : goto get_rock1x if z{2} && w>60 then z{2}=0 : a=0 : b=2 : AUDC0=12 : w=0 : z{1}=0 : goto t_s if lives<32 then z{2}=1 goto main get_player1y c{1}=1 t=rand if t>128 then c{2}=1 : player1x=20 if t<=128 then c{2}=0 : player1x=130 player1y=rand if player1y<10 then goto get_player1y if player1y>50 then goto get_player1y goto main bank 2 inline 6lives.asm