set romsize 32k set kernel_options playercolors player1colors pfcolors const noscore=1 opening AUDV0=0 : AUDV1=0 : NUSIZ0=$00 o{0}=1 : player0x=16 player1: %01101100 %01101100 %01101100 %01101100 %10010010 %10010010 %10010010 %10010010 %10010000 %10010000 %10010000 %10010000 %01111100 %01111100 %01111100 %01111100 %00010010 %00010010 %00010010 %00010010 %10010010 %10010010 %10010010 %10010010 %01101100 %01101100 %01101100 %01101100 end player1color: 128 128 128 128 130 130 130 130 132 132 132 132 134 134 134 134 136 136 136 136 138 138 138 138 140 140 140 140 end playfield: ............................... ............................... ............................... ............................... ............................... ............................... XX..XX...XX..XX..XX.XX..XXX..XX X.X.X.X.X...X...X...X.X..X..X.. XX..XX..XXX..X..XXX.X.X..X...X. X...X.X.X.....X.X...X.X..X....X X...X.X..XX.XX...XX.X.X..X..XX. end opening_3 pfcolors: 0 0 0 0 0 0 128 128 128 128 128 end player1x=64 : player1y=39 player0y=39 : NUSIZ1=$07 walktimer=walktimer+1 drawscreen player0x=player0x+1 goto t_anim opening_2 if player0x>140 then goto i_like_bacon goto opening_3 i_like_bacon o{0}=0 NUSIZ1=$00 statusbarlength=224 a=1 : b=0 : e=27 : scorecolor=30 : z=1 : COLUBK=0 player0: %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 end player0color: 46 46 46 46 68 68 68 68 68 68 68 68 68 68 68 68 68 68 68 68 end player1: %01110111 %01110111 %00110110 %00110110 %00110110 %00110110 %00110110 %00110110 %00110110 %00110110 %00110110 %00110110 %00110110 %00110110 %00110110 %00110110 %00110110 %00110110 %00110110 %00110110 %01111111 %01111111 %01111111 %01111111 %01111111 %01111111 %01111111 %01111111 %01111111 %01111111 %01110111 %01110111 %01110111 %01110111 %01110111 %01110111 %01100011 %01100011 %01111111 %01111111 %01111111 %01111111 %00011100 %00011100 %00111110 %00111110 %00111110 %00111110 %00000000 %00000000 %00111110 %00111110 %00111110 %00111110 %00101010 %00101010 %00111110 %00111110 %00111110 %00111110 %00011100 %00011100 %00111100 %00111100 end player1color: 4 4 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 64 64 64 64 64 64 64 64 64 64 64 64 64 64 64 64 64 64 64 64 64 64 46 46 46 46 46 46 46 46 46 46 46 46 46 46 46 46 46 46 46 46 240 240 end playfield: ........XX...XX..XX..XX..XX.... .......X..X.X...X...X...X...... .......XXXX..X...X..XXX..X..... .......X..X...X...X.X.....X.... .......X..X.XX..XX...XX.XX..... ............................XX. ........XX...XX...XX.X.XX..X... .......X..X.X....X...X.X.X.XXX. .......X..X.XX...XX..X.XX..X... ........XX..X....X...X.X.X..XX. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end t_s player1x=20 : player1y=81 : NUSIZ1=$05 player0x=18 : player0y=59 : NUSIZ0=$01 ballx=0 : bally=0 : s{7}=0 drawscreen j=0 rem if switchrightb then u{6}=1 : x{5}=0 else x{5}=1 : u{6}=0 pfcolors: 30 30 30 30 30 30 30 30 30 30 196 end if joy0fire then goto limbo t_s_music AUDV0=d : AUDC0=5 : AUDF0=c AUDV1=3 : AUDC1=12 : AUDF1=e dim ts_timer1=a dim ts_timer2=b ts_timer2=ts_timer2+1 if ts_timer1=1 && ts_timer2>0 then d=6 : c=16 : e=27 if ts_timer1=1 && ts_timer2>8 then d=0 if ts_timer1=1 && ts_timer2>10 then d=6 if ts_timer1=1 && ts_timer2>18 then d=0 if ts_timer1=1 && ts_timer2>20 then d=6 if ts_timer1=1 && ts_timer2>28 then d=0 if ts_timer1=1 && ts_timer2>30 then d=6 if ts_timer1=1 && ts_timer2>38 then d=0 if ts_timer1=1 && ts_timer2>40 then d=6 if ts_timer1=1 && ts_timer2>60 then c=18 if ts_timer1=1 && ts_timer2>70 then c=20 if ts_timer1=1 && ts_timer2>80 then c=24 : e=20 if ts_timer1=1 && ts_timer2>90 then c=20 if ts_timer1=2 && ts_timer2>38 then d=0 if ts_timer1=2 && ts_timer2>40 then d=6 if ts_timer1=2 && ts_timer2>50 then c=18 if ts_timer1=2 && ts_timer2>60 then c=16 : e=27 if ts_timer1=2 && ts_timer2>68 then d=0 if ts_timer1=2 && ts_timer2>70 then d=6 if ts_timer1=2 && ts_timer2>78 then d=0 if ts_timer1=2 && ts_timer2>80 then d=6 if ts_timer1=2 && ts_timer2>88 then d=0 if ts_timer1=2 && ts_timer2>90 then d=6 if ts_timer1=2 && ts_timer2>98 then d=0 if ts_timer1=3 && ts_timer2>0 then d=6 if ts_timer1=3 && ts_timer2>8 then d=0 if ts_timer1=3 && ts_timer2>10 then d=6 if ts_timer1=3 && ts_timer2>20 then c=18 if ts_timer1=3 && ts_timer2>30 then c=20 if ts_timer1=3 && ts_timer2>40 then c=24 : e=20 if ts_timer1=3 && ts_timer2>50 then c=20 if ts_timer1=3 && ts_timer2>98 then d=0 if ts_timer1=4 && ts_timer2>0 then d=6 if ts_timer1=4 && ts_timer2>8 then d=0 if ts_timer1=4 && ts_timer2>10 then d=6 if ts_timer1=4 && ts_timer2>20 then c=22 : e=24 if ts_timer1=4 && ts_timer2>30 then c=20 if ts_timer1=4 && ts_timer2>40 then c=18 if ts_timer1=4 && ts_timer2>50 then c=22 if ts_timer1=4 && ts_timer2>60 then c=20 : e=22 if ts_timer1=4 && ts_timer2>70 then c=18 if ts_timer1=4 && ts_timer2>80 then c=16 if ts_timer1=4 && ts_timer2>88 then d=0 if ts_timer1=4 && ts_timer2>90 then d=6 if ts_timer1=5 && ts_timer2>0 then c=15 : e=20 if ts_timer1=5 && ts_timer2>3 then d=0 if ts_timer1=5 && ts_timer2>5 then d=6 if ts_timer1=5 && ts_timer2>8 then d=0 if ts_timer1=5 && ts_timer2>10 then d=6 : c=16 if ts_timer1=5 && ts_timer2>20 then c=18 if ts_timer1=5 && ts_timer2>30 then c=20 if ts_timer1=5 && ts_timer2>40 then c=22 : e=24 if ts_timer1=5 && ts_timer2>50 then c=20 if ts_timer1=5 && ts_timer2>60 then c=18 if ts_timer1=5 && ts_timer2>80 then ts_timer1=1 : ts_timer2=0 if ts_timer2>99 then ts_timer2=0 : ts_timer1=ts_timer1+1 goto t_s limbo pfclear AUDV0=0 : AUDV1=0 : player0x=0 : player0y=0 : player1x=0 : player1y=0 drawscreen if !joy0fire then goto beginning goto limbo beginning f{4}=0 : f{0}=0 a=0 rem put a to 69 for ending (i think) o{0}=0 lives=64 lives: %00111000 %01111100 %00000000 %01111100 %01111100 %01010100 %01111100 %00111000 end drawscreen rem a=15 : rem CHANGE AT END if x{5} then goto the_end_level_setup bank8 x{5}=0 : x{6}=1 : x{7}=0 screen_pick walktimer=0 dim screen=a dim walktimer=b dim jumptimer=c dim downtimer=d player1x=0 : player1y=0 if a=0 then goto level_1 bank4 if a=15 then goto level_2 bank3 : rem CHANGE AT END if a=27 then goto level_3 bank5 if a=41 then goto level_4 bank6 goto on_a bank4 t_anim u{6}=0 if a>15 && a<28 then pfcolors: 246 246 246 246 246 246 246 64 30 64 246 end if a<15 then pfcolors: 204 204 204 204 204 204 204 204 204 204 204 end if a>27 && a<41 then pfcolors: 156 156 156 156 156 156 156 64 30 64 156 end if a>41 && a<49 then pfcolors: 14 14 14 14 14 14 14 14 14 14 14 end if a=49 then pfcolors: 14 14 14 64 30 64 14 14 14 14 14 end if a>49 && a<52 then pfcolors: 14 14 14 14 14 14 14 14 14 14 14 end if a=52 then pfcolors: 14 14 14 14 14 14 14 64 30 64 14 end if a>52 then pfcolors: 14 14 14 14 14 14 14 14 14 14 14 end if a=66 then pfcolors: 10 10 10 10 10 10 10 64 30 64 10 end if a>55 && a<66 then pfcolors: 10 10 10 10 10 10 10 10 10 10 10 end if a>66 then pfcolors: 10 10 10 10 10 10 10 70 70 70 10 end goto t_anim2 t_anim2 if walktimer>40 then walktimer=1 if f{0} || f{4} then goto t_jump if walktimer=0 then goto t_standing if walktimer<10 then goto t_walking_1 if walktimer<20 then goto t_walking_2 if walktimer<30 then goto t_walking_3 if walktimer<=40 then goto t_walking_2 t_jump player0: %00100010 %00101100 %00100110 %00100001 %00100111 %00111110 %00111110 %00110110 %01110110 %01100011 %10111101 %10111001 %10001101 %01100000 %11111000 %11010100 %11111000 %01110000 %01111000 end player0color: 4 4 16 16 16 16 64 64 64 64 64 46 46 46 46 46 46 46 244 end goto main t_standing player0: %11101110 %00101000 %00101000 %00101000 %00101000 %10000010 %10111010 %10111010 %10101010 %10101010 %11000110 %01111100 %01111100 %00111000 %01111100 %00000000 %01111100 %01010100 %01111100 %00111000 %00111100 end player0color: 4 16 16 16 16 46 64 64 64 64 64 64 64 46 46 46 46 46 46 46 244 end goto main t_walking_1 player0: %11000110 %10000111 %01000100 %01001000 %00101000 %10000010 %10111100 %10111100 %10111100 %01011100 %01011100 %01111100 %01111100 %00111000 %01111100 %00000000 %01111100 %01110100 %01111100 %00111000 %00111100 end player0color: 4 16 16 16 16 46 64 64 64 64 64 64 64 46 46 46 46 46 46 46 244 end goto main t_walking_2 player0: %00111000 %00110000 %00011100 %00111000 %00110000 %01011100 %01011100 %01011100 %01011100 %01111100 %01111100 %00111000 %01111100 %00000000 %01111100 %01110100 %01111100 %00111000 %00111100 end player0color: 4 16 16 16 46 64 64 64 64 64 64 46 46 46 46 46 46 46 244 end goto main t_walking_3 player0: %11000110 %10000111 %01000100 %01001000 %00101000 %00000001 %00111011 %00111010 %00110110 %00110110 %00110110 %00111110 %00111110 %00011100 %00111110 %00000000 %00111110 %00111010 %00111110 %00011100 %00011110 end player0color: 4 16 16 16 16 46 64 64 64 64 64 64 64 46 46 46 46 46 46 46 244 end goto main main if o{0} then goto opening_2 if !x{6} then goto the_end_level bank8 if switchleftb then j=1 else j=0 lifecolor=46 AUDC1=12 : AUDF1=w drawscreen rem if player0y<50 && collision(player0,playfield) && f{0} then f{0}=0 : jumptimer=0 : f{4}=1 if a>15 && a<28 then COLUBK=136 if a>27 && a<42 then COLUBK=132 if a>41 && a<56 then COLUBK=140 if a>55 then COLUBK=32 AUDC0=5 : AUDV0=v : AUDF0=x if !i{5} then AUDV1=0 : w=31 NUSIZ0=$00 : if s{2} then REFP0=8 else REFP0=0 rem if !collision(player0,playfield) && !f{0} then f{4}=1 if switchreset then z=1 : y=0 : s{7}=0 : i{7}=0 : f{4}=0 : goto i_like_bacon if i{7} then goto dead main_1a1 if !collision(player0,playfield) && !f{0} then f{4}=1 if !joy0fire && f{0} then f{0}=0 : i{5}=0 : f{4}=1 if joy0fire && !f{0} && !f{4} && collision(player0,playfield) then f{0}=1 : i{5}=1 if f{0} then jumptimer=jumptimer+1 : player0y=player0y-1 if f{0} && jumptimer>4 && jumptimer<30 then w=w-1 if jumptimer>30 then i{5}=0 if i{5} then AUDV1=6 : AUDC1=12 : AUDF1=w if joy0left then f{2}=1 : f{1}=0 : s{2}=1 if joy0right then f{1}=1 : f{2}=0 : s{2}=0 if s{2} then REFP0=8 else REFP0=0 if !joy0left then f{2}=0 if !joy0right then f{1}=0 if !f{0} then jumptimer=0 : i{5}=0 : w=31 if f{0} && collision(player0,playfield) && f{1} && jumptimer>6 then f{0}=0 : f{1}=0 : player0y=player0y+3 : f{4}=1 if f{0} && collision(player0,playfield) && f{2} && jumptimer>6 then f{0}=0 : f{2}=0 : player0y=player0y+3 : f{4}=1 if f{0} && collision(player0,playfield) && jumptimer>6 then f{0}=0 : player0y=player0y+3 : f{4}=1 if f{0} && jumptimer>45 then f{0}=0 : f{4}=1 if f{4} then player0y=player0y+1 if !f{0} && player0y<19 then f{4}=1 if f{4} && collision(player0,playfield) && player0y>18 && player0y<20 then f{4}=0 if f{4} && collision(player0,playfield) && player0y>50 && player0y<52 then f{4}=0 if f{4} && collision(player0,playfield) && player0y<78 && joy0left then f{5}=1 if f{4} && collision(player0,playfield) && player0y<78 && joy0right then f{6}=1 if f{5} && collision(player0,playfield) then f{4}=1 : player0x=player0x+1 if f{5} && !collision(player0,playfield) then f{5}=0 if f{6} && collision(player0,playfield) then f{4}=1 : player0x=player0x-1 if f{6} && !collision(player0,playfield) then f{6}=0 if player0y>83 then f{4}=1 rem old values 16, 18 if screen>46 && collision(player0,playfield) && player0y>18 && player0y<20 then f{4}=0 if f{4} && collision(player0,playfield) && player0y>77 && player0y<84 then f{4}=0 rem if f{4} && collision(player0,playfield) && player0y<79 then f{4}=0 if f{1} then player0x=player0x+1 : walktimer=walktimer+1 if f{2} then player0x=player0x-1 : walktimer=walktimer+1 if a>66 then t=t+1 : CTRLPF=$31 : ballheight=3 if a>66 && t=2 then t=0 : ballx=ballx-1 if ballx<40 then ballx=125 if a>66 && collision(ball,player0) then i{7}=1 if player0y<5 then f{0}=0 : f{4}=1 if !i{5} then AUDV1=0 if player0x<20 then player0x=20 if player0x<20 && screen>41 then player0y=22 if player0x>135 && a=15 then player0x=135 if player0x>135 && a=27 then player0x=135 if player0x>135 && a=41 then player0x=135 if player0x>135 && a=55 then player0x=135 if player0x>135 && a<15 then goto on_a bank4 if player0x>135 && a>15 && a<27 then goto on_a bank4 if player0x>135 && a>27 && a<42 then goto on_a bank4 if player0x>135 && a>41 && a<55 then goto on_a bank4 if player0x>135 && a>55 then goto on_a bank4 rem if player0y>85 && screen>41 then player0y=80 rem if player0y>85 && screen>41 && collision(player0,playfield) && u{1} then player0y=80 : u{7}=1 if player0y>90 then i{7}=1 dim deathtimer=n if !i{7} then goto main_2 bank2 dead if i{7} then AUDV0=6 : AUDC0=8 : AUDF0=2 : deathtimer=deathtimer+1 : i{5}=0 if deathtimer>90 && f{7} then player1x=130 : player1y=20 if deathtimer>90 && statusbarlength<32 then AUDV0=0 : goto dead_life_meter_down if deathtimer>90 then goto after_death REFP1=$08 if f{0} then REFP0=8 else REFP0=0 goto screen_enemy_info bank2 after_death if a>66 then ballx=135 deathtimer=0 : statusbarlength=statusbarlength-32 : player0x=20 i{7}=0 : f{1}=0 : f{3}=0 : f{0}=0 : f{2}=0 : f{4}=0 if screen=26 then player0y=48 player0y=16 goto screen_enemy_info bank2 dead_life_meter_down deathtimer=0 : s{4}=0 : i{7}=0 lives=lives-32 : statusbarlength=224 if lives<32 then goto game_over bank2 if a<16 then a=1 if a>15 && a<27 then a=16 if a>27 && a<42 then a=28 if a>41 && a<56 then a=42 if a>55 then a=56 player0x=20 : player0y=16 goto choose_level bank2 bank 2 main_2 if !i{0} && !i{6} && !f{7} then REFP1=8 else REFP1=0 if screen=1 then statusbarlength=224 if collision(player0,ball) then statusbarlength=224 : ballx=0 : bally=0 : s{7}=1 if collision(player0,player1) && a=15 then goto level_2 bank3 if collision(player0,player1) && a=27 then goto level_3 bank5 if collision(player0,player1) && a=41 then goto level_4 bank6 if collision(player0,player1) && a=55 then goto level_5 bank7 if collision(player0,player1) && !i{7} then i{7}=1 if collision(player0,player1) && a=9 && player0x<40 then i{7}=1 : player1x=130 if i{1} && player1y=o then i{1}=0 if !i{1} && player1y=p then i{1}=1 if i{0} && i{1} && !z{5} then player1y=player1y+1 if i{0} && !i{1} && !z{5} then player1y=player1y-1 if i{2} && !i{3} && !f{7} then player1x=player1x+q : REFP1=0 if i{2} && !i{3} && player1x=l then i{3}=1 if i{2} && i{3} && !f{7} then player1x=player1x-q : REFP1=8 if i{2} && i{3} && player1x=k then i{3}=0 if i{6} && !i{3} && !f{7} then REFP1=0 : r=r+1 if i{6} && r=2 && !i{3} then r=0 : player1x=player1x+q if i{6} && !i{3} && player1x=l then i{3}=1 if i{6} && i{3} && !f{7} then REFP1=8 : r=r+1 if i{6} && r=2 && i{3} then r=0 : player1x=player1x-q if i{6} && i{3} && player1x=k then i{3}=0 if s{3} && !f{7} then player1x=player1x-1 : REFP1=8 if s{3} && player1x<40 then player1x=135 if !f{7} then player1color: 86 86 86 86 86 86 86 86 end if f{7} then player1color: 64 64 64 64 64 64 64 64 end if a=15 then player1color: 244 244 244 244 244 244 244 end if a=27 then player1color: 244 244 244 244 244 244 244 end if a=41 then player1color: 244 244 244 244 244 244 244 end if a=55 then player1color: 244 244 244 244 244 244 244 end if a=69 then player1color: 86 86 86 86 86 86 86 86 86 86 86 86 86 86 86 86 86 86 86 86 86 86 86 86 86 86 86 86 86 86 86 86 end REFP1=$08 if f{7} then goto smart_pig if screen=17 then goto scrn_17_info goto screen_enemy_info scrn_17_info r=r+1 if s{5} && r=45 then s{5}=0 : r=0 if !s{5} && r=99 then s{5}=1 : r=0 if s{5} then pfhline 11 6 19 on if !s{5} then pfhline 11 6 19 off goto screen_enemy_info smart_pig r=r+1 : s{3}=0 : t=t+1 if t>0 then player1: %10100100 %10101010 %11111100 %01111111 %01111101 %11111010 %00111111 %00000101 end if t>15 then player1: %01010010 %10101010 %11111100 %01111111 %01111101 %01111010 %10111111 %00000101 end if t>30 then t=0 if player1x>=player0x then REFP1=8 else REFP1=0 if r>2 then r=0 : goto smart_pig_2 goto screen_enemy_info smart_pig_2 if player1y>player0y then player1y=player1y-1 if player1yplayer0x then player1x=player1x-1 if player1x9 && screen<20 then goto screen_enemy_info_1 if screen>19 && screen<30 then goto screen_enemy_info_2 if screen>29 && screen<40 then goto screen_enemy_info_3 if screen>39 && screen<50 then goto screen_enemy_info_4 if screen>49 then goto screen_enemy_info_5 if screen<3 then player1x=0 : player1y=0 : q=2 if screen=3 then NUSIZ1=$02 if screen=5 then NUSIZ1=$06 if screen=6 then NUSIZ1=$06 : q=1 if screen=7 then NUSIZ1=$06 if screen=8 then NUSIZ1=$06 if screen=9 then NUSIZ1=$01 goto the_end_of_main screen_enemy_info_1 if screen=10 then NUSIZ1=$06 if screen=11 then NUSIZ1=$06 if screen=12 then NUSIZ1=$02 if screen=13 then NUSIZ1=$03 if screen=14 then NUSIZ1=$02 if screen=16 then NUSIZ1=$06 if screen=18 then NUSIZ1=$06 if screen=19 then NUSIZ1=$06 goto the_end_of_main screen_enemy_info_2 if screen=20 then NUSIZ1=$06 if screen=23 then NUSIZ1=$02 if screen=25 then NUSIZ1=$06 if screen=26 then NUSIZ1=$04 goto the_end_of_main screen_enemy_info_3 if screen=30 then NUSIZ1=$02 if screen=31 then NUSIZ1=$06 if screen=33 then NUSIZ1=$06 if screen=34 then NUSIZ1=$02 if screen=35 then NUSIZ1=$06 if screen=37 then NUSIZ1=$06 if screen=38 then NUSIZ1=$06 if screen=39 then NUSIZ1=$06 goto the_end_of_main screen_enemy_info_4 if screen=40 then NUSIZ1=$02 if screen=42 then NUSIZ1=$06 if screen=43 then NUSIZ1=$02 if screen=44 then NUSIZ1=$06 if screen=45 then NUSIZ1=$06 if screen=46 then NUSIZ1=$02 if screen=48 then NUSIZ1=$02 if screen=49 then NUSIZ1=$06 goto the_end_of_main screen_enemy_info_5 if screen=50 then NUSIZ1=$01 if screen=51 then NUSIZ1=$06 if screen=52 then NUSIZ1=$06 if screen=53 then NUSIZ1=$00 if screen=54 then NUSIZ1=$06 if screen=56 then NUSIZ1=$06 if screen=57 then NUSIZ1=$06 if screen=58 then NUSIZ1=$06 if screen=59 then NUSIZ1=$06 if screen=60 then NUSIZ1=$06 if screen=61 then NUSIZ1=$06 if screen=62 then NUSIZ1=$01 if screen=63 then NUSIZ1=$06 if screen=64 then NUSIZ1=$06 if screen=65 then NUSIZ1=$01 if screen=66 then NUSIZ1=$03 if screen=67 then NUSIZ1=$02 if screen=68 then NUSIZ1=$00 if screen=69 then NUSIZ1=$07 the_end_of_main if i{7} then goto t_anim bank1 goto t_anim bank1 game_over playfield: ..XXXX...XXX....XXX....XXXX.. .X......X...X..X.X.X..X...... .X..XX..XXXXX..X.X.X..XXXXX.. .X...X..X...X..X.X.X..X...... ..XXX...X...X..X.X.X...XXXX.. ............................. ..XXX...X...X...XXXX..XXXX... .X...X..X...X..X......X...X.. .X...X..X...X..XXXXX..XXXX... .X...X...X.X...X......X...X.. ..XXX.....X.....XXXX..X...X.. end pfcolors: 128 128 128 128 128 128 64 64 64 64 64 end dim gameovertimer=j gameovertimer=gameovertimer+1 player0x=0 : player0y=0 : player1x=0 : player1y=0 z=1 : y=0 : s{7}=0 : i{7}=0 : f{4}=0 : a=1 i{0}=0 : i{1}=0 : i{2}=0 : i{3}=0 : i{6}=0 : s{3}=0 AUDV0=0 : AUDV1=0 : COLUBK=0 drawscreen if gameovertimer>99 then o=0 : goto i_like_bacon bank1 goto game_over l1musicstart s{7}=0 resetl1music goto t_anim bank1 level_1_music_p2 goto t_anim bank1 level_2_music goto t_anim bank1 on_a_minus f{0}=0 : f{1}=0 : f{2}=0 : f{3}=0 : f{4}=0 : s{0}=0 : m=31 jumptimer=0 choose_level if lives<32 then goto game_over bank1 if a<=10 then goto cl_1 if a>10 && a<=20 then goto cl_2 if a>20 && a<=30 then goto cl_3 if a>30 && a<=40 then goto cl_4 if a>40 && a<=50 then goto cl_5 if a>50 then goto cl_6 cl_1 if a=1 then goto scrn_001a bank4 if a=2 then goto scrn_002 bank4 if a=3 then goto scrn_003 bank4 if a=4 then goto scrn_004 bank4 if a=5 then goto scrn_005 bank4 if a=6 then goto scrn_006 bank4 if a=7 then goto scrn_007 bank4 if a=8 then goto scrn_008 bank4 if a=9 then goto scrn_009 bank4 if a=10 then goto scrn_010 bank4 cl_2 if a=11 then goto scrn_011 bank4 if a=12 then goto scrn_012 bank4 if a=13 then goto scrn_013 bank4 if a=14 then goto scrn_014 bank4 if a=15 then goto scrn_015 bank3 if a=16 then goto scrn_016 bank3 if a=17 then goto scrn_017 bank3 if a=18 then goto scrn_018 bank3 if a=19 then goto scrn_019 bank3 if a=20 then goto scrn_020 bank3 cl_3 if a=21 then goto scrn_021 bank3 if a=22 then goto scrn_022 bank3 if a=23 then goto scrn_023 bank3 if a=24 then goto scrn_024 bank3 if a=25 then goto scrn_025 bank3 if a=26 then goto scrn_026 bank3 if a=27 then goto scrn_027 bank3 if a=28 then goto scrn_028 bank5 if a=29 then goto scrn_029 bank5 if a=30 then goto scrn_030 bank5 cl_4 if a=31 then goto scrn_031 bank5 if a=32 then goto scrn_032 bank5 if a=33 then goto scrn_033 bank5 if a=34 then goto scrn_034 bank5 if a=35 then goto scrn_035 bank5 if a=36 then goto scrn_036 bank5 if a=37 then goto scrn_037 bank5 if a=38 then goto scrn_038 bank5 if a=39 then goto scrn_039 bank5 if a=40 then goto scrn_040 bank5 cl_5 if a=41 then goto scrn_041 bank5 if a=42 then goto scrn_042 bank6 if a=43 then goto scrn_043 bank6 if a=44 then goto scrn_044 bank6 if a=45 then goto scrn_045 bank6 if a=46 then goto scrn_046 bank6 if a=47 then goto scrn_047 bank6 if a=48 then goto scrn_048 bank6 if a=49 then goto scrn_049 bank6 if a=50 then goto scrn_050 bank6 cl_6 if a=51 then goto scrn_051 bank6 if a=52 then goto scrn_052 bank6 if a=53 then goto scrn_053 bank6 if a=54 then goto scrn_054 bank6 if a=55 then goto scrn_055 bank6 if a=56 then goto scrn_056 bank7 if a=57 then goto scrn_057 bank7 if a=58 then goto scrn_058 bank7 if a=59 then goto scrn_059 bank7 if a=60 then goto scrn_060 bank7 if a=61 then goto scrn_061 bank7 if a=62 then goto scrn_062 bank7 if a=63 then goto scrn_063 bank7 if a=64 then goto scrn_064 bank7 if a=65 then goto scrn_065 bank7 if a=66 then goto scrn_066 bank7 if a=67 then goto scrn_067 bank7 if a=68 then goto scrn_068 bank7 if a=69 then goto scrn_069 bank7 if a=70 then goto the_end_level_setup bank8 rem if a=70 then goto i_like_bacon bank1 bank 3 level_3_music goto t_anim bank1 scrn_015 playfield: ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... XXXXXX...................XXXXXX end player1: %00010000 %00010000 %00010000 %01111100 %01000100 %01000100 %01111100 end player1color: 244 244 244 244 244 244 244 end i{0}=0 player1x=120 : player1y=81 goto t_anim bank1 level_2 playfield: ......X....XX.X.X..XX.X........ ......X...X...X.X.X...X........ ......X...XX..X.X.XX..X........ ......X...X...X.X.X...X........ ......XXX..XX..X...XX.XXX...... ............................... .........XXX.X...X..X.......... ..........X..X...X.X.X......... ..........X..X.X.X.X.X......... ..........X..X.X.X.X.X......... ..........X...X.X...X.......... end pfcolors: 64 64 64 64 64 64 128 128 128 128 128 end COLUBK=0 rem level=u dim screen_timer=g if switchleftb then j=1 else j=0 drawscreen i{0}=0 : i{1}=0 : i{2}=0 : i{3}=0 : i{6}=0 z=1 : y=0 : s{7}=0 : i{7}=0 : f{1}=0 : f{4}=0 : AUDV0=0 : AUDV1=0 jumptimer=0 : r=0 : f{7}=0 rem a=26 player0x=0 : player0y=0 : player1x=0 : player1y=0 screen_timer=screen_timer+1 if screen_timer>90 then screen_timer=0 : player0y=80 : player0x=30 : goto on_a bank4 statusbarlength=224 goto level_2 scrn_016 playfield: ...XXXXXXXXXXXXXXXXXXXXXXXXXXXXX ................................ ................................ ................................ ................................ ................................ ......XXXXXXXXXXXXXXXXXXXXX..... ................................ ................................ ................................ XXXXXX.....................XXXXX end COLUPF=244 player1: %10101010 %10101010 %11111100 %01111111 %01111101 %01111010 %10111111 %00000101 end player0y=82 : player0x=20 : f{7}=0 i{0}=1 : i{1}=1 : player1x=50 : o=80 : p=30 : s{4}=1 goto t_anim bank1 scrn_017 playfield: ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ XXXXX.................XXXXXXXXXX end player1x=60 : player1y=70 : o=80 : p=35 : s{5}=1 goto t_anim bank1 scrn_018 playfield: ................................ ................................ ................................ ................................ ................................ ................................ ..........XXXXXXXX....XX...XXXXX ................................ ................................ ................................ XXXXXX.......................... end player1x=50 : player1y=40 : o=50 : p=10 : s{4}=0 : s{5}=0 goto t_anim bank1 scrn_019 playfield: ...XXXXXXXXXXXXXXXXXXXXXXXXXXXXX ................................ ................................ ................................ ................................ ................................ ............XXXX....XX.......... ................................ ................................ ................................ XXXXXXXX....................XXXX end player1x=50 : player1y=60 : o=80 : p=30 s{4}=1 goto t_anim bank1 scrn_020 playfield: ........X....................... ........X....................... ........X....................... ........X....................... ........XXXXXXXXXXXXXXXXXXXXXXXX ................................ ................................ ................................ ................................ ................................ XXXXXXXX..XXXXXX..XXXXXX..XXXXXX end player1x=50 : player1y=50 : f{7}=0 : x{0}=1 s{4}=0 o=70 : p=30 : s{5}=1 goto t_anim bank1 scrn_021 playfield: ................................. ................................. ................................. ................................. ................................. ................................. .........XXXXXXXXXXXXXX.......... ................................. ................................. ................................. XXXXX......................XXXXXX end player1x=130 : player1y=20 : d=0 : i{0}=0 : i{6}=0 : i{2}=0 : s{4}=0 x{0}=0 f{7}=1 goto t_anim bank1 scrn_022 playfield: ................................. ................................. ................................. ................................. ................................. ................................. .......XX.......XX......XX....... ................................. ................................. ................................. XXXXXXX...................XXXXXXX end player1x=82 : player1y=70 : o=70 : p=40 : k=66 : l=96 i{0}=1 : i{1}=0 : i{2}=1 : i{3}=1 : q=1 : f{7}=0 ballx=0 : bally=0 goto t_anim bank1 scrn_023 playfield: ................................. ................................. ................................. ................................. ................................. ................................. .........................XXXXXXXX ................................. ................................. ................................. XXXXXXXXXX...XXX........XXXXXXXXX end i{2}=0 : player1x=60 : player1y=50 : o=80 : p=40 f{7}=0 : i{0}=1 if !s{7} then ballx=120 : bally=72 : ballheight=10 : CTRLPF=$21 goto t_anim bank1 scrn_024 playfield: ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... XXXX..XXXX..XXXX..XXXX..XXXXXXX end player1x=130 : player1y=20 : d=0 : s{5}=0 : i{0}=0 : i{2}=0 ballx=0 : bally=0 f{7}=1 goto t_anim bank1 scrn_025 playfield: ............................... ............................... ............................... ............................... ............................... ............................... .........XXX.................XX ............................... ............................... ............................... XXXXX............XXXXXX........ end i{0}=1 : player1x=40 : player1y=50 : o=70 : p=30 f{7}=0 goto t_anim bank1 scrn_026 playfield: ............................... ............................... ............................... ............................... ............................... ............................... XXXXXX.......XXXX.............. ............................... ............................... ............................... ......XXXXXX....XXX......XXXXXX end player1x=43 : player1y=30 : o=40 : p=20 goto t_anim bank1 scrn_027 playfield: ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... XXX..............X..........XXX end player1: %00010000 %00010000 %00010000 %01111100 %01000100 %01000100 %01111100 end player1x=129 : player1y=80 : i{0}=0 goto t_anim bank1 bank 4 level_1 playfield: ......X....XX.X.X..XX.X........ ......X...X...X.X.X...X........ ......X...XX..X.X.XX..X........ ......X...X...X.X.X...X........ ......XXX..XX..X...XX.XXX...... ............................... ...........X..XX...XX.......... ..........X.X.X.X.X............ ..........X.X.X.X.XX........... ..........X.X.X.X.X............ ...........X..X.X..XX.......... end pfcolors: 64 64 64 64 64 64 128 128 128 128 128 end dim level=u dim screen_timer=g if switchleftb then j=1 else j=0 drawscreen : level=1 player0x=0 : player0y=0 : player1x=0 : player1y=0 screen_timer=screen_timer+1 if screen_timer>90 then screen_timer=0 : goto scrn_001a statusbarlength=224 goto level_1 scrn_001a player0y=82 : player0x=20 : m=31 : a=1 : COLUBK=160 : s{4}=0 scrn_001 playfield: ............................... ............................... ............................... ............................... ............................... ............................... ...........XXXXXXXXXXX......... ............................... ............................... ............................... XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end player1: %10101010 %10101010 %11111100 %01111111 %01111101 %01111010 %10111111 %00000101 end goto t_anim bank1 scrn_002 playfield: ............................... ............................... ............................... ............................... ............................... ............................... .......XXXXXX.................. ............................... ............................... ............................... XXXXX.......................XXX end goto t_anim bank1 scrn_003 playfield: ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... XXXXX...........XX..........XXX end o=80 : p=40 i{0}=1 : player1x=64 : player1y=60 : i{1}=0 : i{2}=0 goto t_anim bank1 scrn_004 playfield: ............................... ............................... ............................... ............................... ............................... ............................... ....XXXXXXXXXXXXXXXXXXXXXXXXXXX ............................... ............................... ............................... XXXX........................... end i{2}=1 : player1x=80 : player1y=48 : i{3}=0 : i{0}=0 : i{1}=0 k=34 : l=130 goto t_anim bank1 scrn_005 playfield: ............................... ............................... ............................... ............................... ............................... ............................... XXXXXXXXX...................... ............................... ............................... ............................... XXXXXXXXX................XXXXXX end i{0}=1 : player1x=64 : player1y=60 : i{1}=0 : i{2}=0 : i{6}=0 o=80 : p=20 goto t_anim bank1 scrn_006 playfield: ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end player1x=54 : player1y=81 : i{6}=1 : i{0}=0 : i{1}=0 : i{2}=0 : i{3}=1 k=44 : l=70 goto t_anim bank1 scrn_007 playfield: ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... XXXXX...XX......XX......XXXXXXX end i{0}=1 : i{6}=0 : i{1}=1 : i{2}=0 : i{3}=0 : i{4}=0 s{4}=0 player1x=50 : player1y=70 o=80 : p=30 goto t_anim bank1 scrn_008 playfield: ...XXXXXXXXXXXXXXXXXXXXXXXXXXXX ............................... ............................... ............................... ............................... ............................... .......XXXX.................... ............................... ............................... ............................... XXXXXXX.................XXXXXXX end i{0}=1 : player1x=70 : player1y=50 : i{1}=0 : i{2}=0 : i{3}=0 s{3}=0 : s{4}=1 o=80 : p=20 : s{4}=1 goto t_anim bank1 scrn_009 playfield: ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... XXXXXX..............XXXXXXXXXXX end s{3}=1 : player1x=120 : player1y=60 : i{0}=0 : s{4}=0 i{1}=0 : i{2}=0 : i{3}=0 goto t_anim bank1 scrn_010 playfield: ...XXXXXXXXXXXXXXXXXXXXXXXXXXXX ............................... ............................... ............................... ............................... ............................... ......XX....................... ............................... ............................... ............................... XXXXXX...........XX..........XX end s{3}=0 : i{0}=1 : s{4}=1 : i{1}=0 i{2}=0 : i{3}=0 : i{4}=0 : o=80 : p=20 player1x=55 : player1y=40 goto t_anim bank1 scrn_011 playfield: ...XXXXXXXXXXXXXXXXXXXXXXXXXXXX ........................X...... ........................X...... ............................... ............................... ............................... .....XXXXXX..XXXXX..XXXXXXXXXXX ............................... ............................... ............................... XXXXX......XX......XXXXXXXXXXXX end player1x=49 : player1y=80 : i{0}=1 : i{1}=0 : i{2}=0 : i{3}=0 goto t_anim bank1 scrn_012 playfield: ............................... ............................... ............................... ............................... ............................... ............................... XXXXXXXXXXX...XXXXX...XXXXXXXXX ............................... ............................... ............................... XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end player1x=63 : player1y=50 : o=70 : p=30 i{0}=1 : i{1}=0 : i{2}=0 : i{3}=0 : s{4}=0 goto t_anim bank1 scrn_013 playfield: ............................... ............................... ............................... ............................... ............................... ............................... XXXX....XXXXXXXXXXXXXXX........ ............................... ............................... ............................... XXXXXX.................XXXXXXXX end player1x=50 : player1y=60 : o=70 : p=30 i{0}=1 : i{1}=0 : i{2}=0 : i{3}=0 : s{4}=0 goto t_anim bank1 scrn_014 playfield: ..............X................ ..............X................ ..............XXX.............. ............................... ............................... ............................... ..............X................ ............................... ............................... ............................... XXXX...................XXXXXXXX end player1x=56 : player1y=60 : o=80 : p=20 i{0}=1 : i{1}=0 : i{2}=0 : i{3}=0 : s{4}=0 goto t_anim bank1 on_a player1: %10101010 %10101010 %11111100 %01111111 %01111101 %01111010 %10111111 %00000101 end player0x=15 : a=a+1 goto on_a_minus bank2 bank 5 level_3 playfield: ......X....XX.X.X..XX.X........ ......X...X...X.X.X...X........ ......X...XX..X.X.XX..X........ ......X...X...X.X.X...X........ ......XXX..XX..X...XX.XXX...... ............................... ......XXX.X.X..X...XX..XX...... .......X..X.X.X.X.X...X........ .......X..XXX.XX..XXX.XXX...... .......X..X.X.X.X.X...X........ .......X..X.X.X.X..XX..XX...... end pfcolors: 64 64 64 64 64 64 128 128 128 128 128 end dim screen_timer=g if switchleftb then j=1 else j=0 drawscreen player0x=0 : player0y=0 : player1x=0 : player1y=0 : u{1}=1 : o{0}=0 : COLUBK=0 screen_timer=screen_timer+1 : z=1 : y=10 : AUDV1=0 : AUDV0=0 : s{7}=0 a=27 if screen_timer>90 then screen_timer=0 : player0y=80 : player0x=30 : goto on_a bank4 statusbarlength=224 goto level_3 scrn_028 playfield: ............................... ............................... ............................... ............................... ............................... ............................... .........XXXXXXXXXXXXXX........ ............................... ............................... ............................... XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end player1: %10101010 %10101010 %11111100 %01111111 %01111101 %01111010 %10111111 %00000101 end player0y=82 : player0x=20 : player1x=0 : player1y=0 goto t_anim bank1 scrn_029 playfield: ............................... ............................... ............................... ............................... ............................... ............................... ...........XXXXXXXX............ ............................... ............................... ............................... XXXXXXXX..............XXXXXXXXX end player1x=100 : player1y=36 : i{0}=1 : p=14 : o=44 goto t_anim bank1 scrn_030 playfield: ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... XXXXXXXXX.............XXXXXXXXX end player1x=60 : player1y=47 : p=24 : o=74 goto t_anim bank1 scrn_031 playfield: ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... XXXXXXXXXX.......XXXX....XXXXXX end player1x=74 : player1y=50 : p=34 : o=74 goto t_anim bank1 scrn_032 playfield: ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... XXXXXX............XXXXXXXXXXXXX end player1x=74 : player1y=50 : p=34 : o=74 goto t_anim bank1 scrn_033 playfield: ............................... ............................... ............................... ............................... ............................... ............................... ........XX......XX......XX..... ............................... ............................... ............................... XXXXXXX.....XX......XX.....XXXX end player1x=50 : player1y=42 : p=40 : o=80 goto t_anim bank1 scrn_034 playfield: ............................... ............................... ............................... ............................... ............................... ............................... .........XXXXX...XXX........... ............................... ............................... ............................... XXXXXXXXX.....XXXXXXXXXXXXXXXXX end player1x=60 : player1y=60 : p=50 : o=80 goto t_anim bank1 scrn_035 playfield: .............................X. .............................X. .............................X. .............................X. .............................X. .............................XX ............................... ............................... ............................... ............................... XXXXXXXXX....XXXX....XXXX....XX end s{3}=0 : i{0}=1 : player1x=60 : player1y=60 : p=30 : o=80 : x{0}=1 x{0}=1 goto t_anim bank1 scrn_036 playfield: ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... XXXXXXXXXXXXXXXXXXXX.....XXXXXX end player1x=101 if !s{7} then ballx=103 : bally=72 : ballheight=10 : CTRLPF=$21 : x{0}=0 goto t_anim bank1 scrn_037 playfield: .............X.......X.......X. .............X.......X.......X. .............X.......X.......X. .............................X. .............................X. .............................X. .....XXXX....XXXX....XXX.....X. ............................... ............................... ............................... XXXXXXXXX....................XX end player1x=60 : player1y=50 : p=30 : o=80 : x{0}=1 ballx=0 : bally=0 goto t_anim bank1 scrn_038 playfield: ............................... ............................... ............................... ............................... ............................... ............................... ..............XX............... ............................... ............................... ............................... XXXXXX..................XXXXXXX end player1x=42 : player1y=60 : p=26 : o=80 goto t_anim bank1 scrn_039 playfield: ............................... ............................... ............................... ............................... ............................... ............................... ..............XXXX............. ............................... ............................... ............................... XXXXXXXXXXXXX......XXXXXXXXXXXX end p=40 : x{0}=0 goto t_anim bank1 scrn_040 playfield: .....................X......... .....................X......... .....................X......... .....................X......... ............................... ............................... .........XX....XX.............. ............................... ............................... ............................... XXXXXXXXX...........XX....XXXXX end x{0}=1 : player1x=70 : player1y=45 : o=60 : p=30 goto t_anim bank1 scrn_041 playfield: ..............X..X............. ..............X..X............. ..............XXXXXXXXXXXXXXXXX ............................... ............................... ............................... ..............XXXX.........XXXX ............................... ............................... ............................... XXXXXXXXXXXXXX.......XXX....... end player1x=130 : player1y=50 : x{0}=1 : i{0}=0 player1: %00010000 %00010000 %00010000 %01111100 %01000100 %01000100 %01111100 end player1color: 244 244 244 244 244 244 244 end goto t_anim bank1 bank 6 level_4 playfield: ......X....XX.X.X..XX.X........ ......X...X...X.X.X...X........ ......X...XXX.X.X.XXX.X........ ......X...X...X.X.X...X........ ......XXX..XX..X...XX.XXX...... ............................... ........XXX..X..X.X.XX......... ........X...X.X.X.X.X.X........ ........XXX.X.X.X.X.XX......... ........X...X.X.X.X.X.X........ ........X....X..XXX.X.X........ end pfcolors: 64 64 64 64 64 64 128 128 128 128 128 end dim screen_timer=g drawscreen player0x=0 : player0y=0 : player1x=0 : player1y=0 : u{1}=1 : o{0}=0 : COLUBK=0 screen_timer=screen_timer+1 : z=1 : y=10 : AUDV1=0 : AUDV0=0 : s{7}=0 a=41 if screen_timer>90 then screen_timer=0 : player0y=82 : goto on_a bank4 statusbarlength=224 goto level_4 scrn_042 playfield: ........XXXXXXXXXXXXXXXXXXXXXXXX ............................XXXX ............................XXXX ............................XXXX ............................XXXX ............................XXXX ...........XXX.................. ................................ ................................ ................................ XXXXX.......................XXXX end player1: %10101010 %10101010 %11111100 %01111111 %01111101 %01111010 %10111111 %00000101 end f{7}=0 i{0}=1 : x{0}=1 : player1x=50 : player1y=50 : o=80 : p=20 goto t_anim bank1 scrn_043 playfield: ................................ ................................ ................................ ................................ ................................ ................................ ............XX...XXXXX.......... ................................ ................................ ................................ XXXX...X...................XXXXX end i{0}=1 : player1x=74 : player1y=20 : o=40 : p=10 goto t_anim bank1 scrn_044 playfield: ................................ ................................ ...X............................ ...X............................ ...XXXXXXXXXXXXXXXXXXXXXXXXXXXXX ................................ ................................ ................................ ................................ ................................ XXX........XXXXXXXXXXXXXXXXXXXXX end i{0}=1 : player1x=70 : player1y=75 : o=80 : p=50 : s{5}=1 goto t_anim bank1 scrn_045 playfield: ...........X......X.....X....... ...........X......X.....XXXXXXXX ................................ ................................ ................................ ................................ ...........X....XXXX....X....... ..................X.....X....... ..................X.....X....... ..................X.....X....... XXXXXXXXXXXX................XXXX end i{0}=1 : player1x=70 : player1y=30 : o=80 : p=10 : o{0}=0 goto t_anim bank1 scrn_046 playfield: ......X......................... ......X......................... .......XXXXXXXXXXXXXXXXXXXXXXXXX ................................ ................................ ................................ .......XX......XX......XX....... ................................ ................................ ................................ XXXXXXX..XXXXXX...XXXXX...XXXXXX end i{0}=1 : player1x=48 : player1y=56 : o=80 : p=38 goto t_anim bank1 scrn_047 playfield: ....X........................XXX ....X........................... ....XXXXXXXXX.......XXXXXX...... ............X............X...XXX ............X............X...XXX ................................ .............XXXXXXX............ .........................X...... .........................X...... .........................X...... XXXXXXXXXXXXXXXXXXXXXXX......XXX end i{0}=0 : f{7}=1 : player1x=130 : player1y=40 goto t_anim bank1 scrn_048 playfield: ................................ ................................ ...............XXXXXXXXXXXXXXXXX .........X..................XXXX .........X.....................X .........X.....................X .........XXXXXXXXXXXX.......XXXX ............................XXXX ............................XXXX ................................ XXXXXXXXXXXXXXXXXXXXXXXXX....... end f{7}=0 : i{0}=1 : player1x=60 : player1y=75 p=30 : o=80 goto t_anim bank1 scrn_049 playfield: ................................ ................................ XXXXXXX......................... ................................ ................................ ................................ .....XXX........................ ................................ ................................ ................................ ...................XXXXXXXXXXXXX end i{0}=1 : player1x=60 : player1y=70 : p=10 : o=80 if !s{7} then ballx=42 : bally=41 : ballheight=11 : CTRLPF=$21 : x{0}=0 goto t_anim bank1 scrn_050 playfield: .....................X.......... ................................ ..............XXX............... .....................X.......... .............X.......X.......... .............X.......X.......... ........XX...................... .............X.................. .............X.................. ................................ XXXXXXXX........XXXXX.....XXXXXX end player1x=92 : player1y=40 ballx=0 : bally=0 goto t_anim bank1 scrn_051 playfield: .......................XXX..... ............................... ..............XXXXXX........... ..................XX...X....... ..................XX...X....... ..................XX........... ........XX.................XXXX ..................XX........... ..................XX........... ............................... XXXXXXXX...............XXX..... end i{0}=1 : player1x=68 : player1y=40 : p=10 : o=80 goto t_anim bank1 scrn_052 playfield: ...............X..............X. ................................ ........X.................X..... ........X......X..........X...X. ........X......X..........X...X. ................................ XXXXX................XX......... ................................ ................................ ................................ XXXXXX..........XX...........XXX end player1x=58 goto t_anim bank1 scrn_053 playfield: ................................ ................................ ........................X....... ........................X....... ........................X....... ................................ .........X.........X....X....... .........X.........X....X....... .........X.........X....X....... ................................ XXXXX....X....X....X....XXXXXXXX end f{7}=1 : i{0}=0 : player1x=130 : player1y=80 : ballx=0 : bally=0 goto t_anim bank1 scrn_054 playfield: ...X.................X.......... ...X.................X.......... ...X........X........X......XXXX ...X........X................... ...X........X................... ................................ .....X...................XXX.... ............X................... ............X................... ................................ XXXXXXXX.............XX......... end f{7}=0 : i{0}=1 : player1x=54 : player1y=40 : o=80 : p=10 goto t_anim bank1 scrn_055 playfield: ................................ ................................ XXXX...................X........ .......................X........ .......................X........ .......................X........ .........X.............X........ ................................ .........X.............X........ ................................ .........X.............XXXXXXXXX end player1: %00010000 %00010000 %00010000 %01111100 %01000100 %01000100 %01111100 end player1x=129 : player1y=81 : i{0}=0 goto t_anim bank1 bank 7 level_5 playfield: ......X....XX.X.X..XX.X........ ......X...X...X.X.X...X........ ......X...XX..X.X.XX..X........ ......X...X...X.X.X...X........ ......XXX..XX..X...XX.XXX...... ............................... ........XXX.XXX.X.X..XX........ ........X....X..X.X.X.......... ........XXX..X..X.X.XXX........ ........X....X..X.X.X.......... ........X...XXX..X...XX........ end pfcolors: 64 64 64 64 64 64 128 128 128 128 128 end dim screen_timer=g if switchleftb then j=1 else j=0 drawscreen player0x=0 : player0y=0 : player1x=0 : player1y=0 : u{1}=1 : o{0}=0 : COLUBK=0 screen_timer=screen_timer+1 : z=1 : y=10 : AUDV1=0 : AUDV0=0 : s{7}=0 a=55 if screen_timer>90 then screen_timer=0 : player0y=80 : player0x=30 : goto on_a bank4 statusbarlength=224 goto level_3 scrn_056 playfield: ................................ ................................ ................................ ................................ ................................ ................................ ..........X.....X............XXX ..........X..................... ..........X..................... ..........X..................... XXXXXX.................XXX...... end player1: %10101010 %10101010 %11111100 %01111111 %01111101 %01111010 %10111111 %00000101 end i{0}=1 : player1x=68 : player1y=40 : o=50 : p=10 : z{5}=0 goto t_anim bank1 scrn_057 playfield: ................................ ................................ .......XXXXXX......X............ ............X......X............ ................................ ................................ XXXXXX.......................... ................................ ................................ ................................ ..........XX...XX...XX.......XXX end player1x=58 o=80 goto t_anim bank1 scrn_058 playfield: ...............XX............... ...............XX............... ...............XX............... ................................ ................................ ................................ .......XXX...................... ................................ ................................ ................................ XXXXXXX........XX........XXXXXXX end player1x=46 goto t_anim bank1 scrn_059 playfield: ................................ ................................ ................XXX...X......... ................................ ................................ ................................ .........XXX..........X....XXXXX ......................X......... ......................X......... ................................ XXXXXXXXX....................... end player1x=50 goto t_anim bank1 scrn_060 playfield: ................................ ................................ ................................ ................................ ................................ ................................ XXX.........XX.................. ................................ ................................ ................................ ...XXXXX...................XXXXX end goto t_anim bank1 scrn_061 playfield: ................................ ................................ ..........XXXXXX................ ................................ ................................ ................................ .........XXXXXX................. ................................ ................................ ................................ XXXXXX.....................XXXXX end player1x=56 player1y=40 : o=80 : p=10 : i{0}=1 goto t_anim bank1 scrn_062 playfield: ....X...................X....... ................................ ...............X....X........... ....X..........X........X....... ....X..........X........X....... ................................ ....X....XXX.............XXXXXXX ................................ ................................ ................................ XXXXXXXXXXXX.............XXXXXXX end player1x=86 : player1y=10 goto t_anim bank1 scrn_063 playfield: ....X........................... ................................ .............XX..........XXXXXXX ....X....................X...... ................................ ....X....................X...... .............XXXXX.............. .............XX................. .............XX................. ................................ XXXXXXXXXXXX.................... end i{0}=1 : player1x=48 : player1y=40 goto t_anim bank1 scrn_064 playfield: ................................ ................................ ...........XX................... ................................ ................................ ................................ .......XX..........XX........... ................................ ................................ ................................ XXXXXXX....................XXXXX end player1x=62 : player1y=40 : i{0}=1 : o=80 : p=10 goto t_anim bank1 scrn_065 playfield: ....X.................X......... ......................X......... ....XXXXXXXXX................... ......................X......... ......................X......... ......................X......... ...........XXXXXX.......XXXXXXXX ................................ ................................ ................................ XXXXXXXXXXX.......XXXXXXXXXXXXXX end goto t_anim bank1 scrn_066 playfield: ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ XXXXXXX..............XXXXXXXXXXX end player1x=99 : p=25 player1y=40 : o=80 : i{0}=1 player1: %10101010 %10101010 %11111100 %01111111 %01111101 %01111010 %10111111 %00000101 end if !s{7} then ballx=110 : bally=73 : ballheight=11 : CTRLPF=$21 : x{0}=0 goto t_anim bank1 scrn_067 playfield: ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ XXXXXXXX......XXX......XXXXXXXXX end ballx=135 : bally=65 : t=0 player1x=60 : player1y=40 : p=10 i{0}=1 : o=80 goto t_anim bank1 scrn_068 playfield: ................................ ................................ ................................ ................................ ................................ ................................ .....................XXXXXXXXXXX ................................ ................................ ................................ XXXXXXXXXX...................... end player1x=92 goto t_anim bank1 scrn_069 playfield: ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ XXXXXXXXX..XXXX..XXXXXXXXXXXXXXX end player1: %10101010 %10101010 %10101010 %10101010 %10101010 %10101010 %10101010 %10101010 %11111100 %11111100 %11111100 %11111100 %01111111 %01111111 %01111111 %01111111 %01111101 %01111101 %01111101 %01111101 %01111010 %01111010 %01111010 %01111010 %10111111 %10111111 %10111111 %10111111 %00000101 %00000101 %00000101 %00000101 end goto t_anim bank1 bank 8 the_end_level_setup playfield: ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end ballx=0 : bally=0 AUDV0=0 : AUDV1=0 player1: %11101110 %00101000 %00101000 %00101000 %00101000 %10000010 %10111010 %10111010 %11011010 %11000110 %11010110 %01000100 %01111100 %00111000 %01111100 %00000000 %01111100 %01010100 %01111100 %00111000 %00111100 end player1color: 4 16 16 16 16 46 134 134 134 134 134 134 134 46 46 46 46 46 46 46 30 end w=26 : z=0 x{7}=1 : x{6}=0 the_end_level player1x=130 : player1y=81 NUSIZ0=$00 player0x=w drawscreen if !x{6} then w=w+1 : player0y=81 : walktimer=walktimer+1 if collision(player0,player1) then x{6}=1 : z=z+1 if z>60 then x{6}=0 : z=0 : goto the_ending if !x{6} then goto t_anim2 bank1 goto the_end_level the_ending player0: %00011111 %00011111 %00011111 %00011011 %00011011 %00011011 %00011011 %00011011 %00011011 %00011011 %00011011 %00011011 %00011011 %01111011 %11111011 %11110001 %11110001 %11110001 %11011111 %11011111 %11011111 %11011111 %11011111 %11011111 %11001100 %11001100 %11001100 %11011110 %11011110 %11011110 %00111111 %00111111 %00111111 %00000000 %00000000 %00000000 %00111111 %00111111 %00111111 %00110101 %00110101 %00110101 %00011110 %00011110 %00011110 %00001111 %00001111 %00001111 end player0color: 64 64 64 64 64 64 64 64 64 64 64 64 64 64 64 64 64 64 64 64 64 64 64 64 46 46 46 46 46 46 46 46 46 46 46 46 46 46 46 46 46 46 46 46 46 244 244 244 end player1: %11111000 %11111000 %11111000 %10111000 %10111000 %10111000 %10111000 %10111000 %10111000 %10001000 %10001000 %10001000 %10101000 %10101110 %10101111 %10001111 %10001111 %10001111 %11111011 %11111011 %11111011 %11111011 %11111011 %11111011 %00110011 %00110011 %00110011 %01111011 %01111011 %01111011 %11111100 %11111100 %11111100 %00000000 %00000000 %00000000 %11111100 %11111100 %11111100 %10101100 %10101100 %10101100 %01111000 %01111000 %01111000 %11110000 %11110000 end player1color: 128 128 128 128 128 128 128 128 128 128 128 128 128 128 128 128 128 128 128 128 128 128 128 128 46 46 46 46 46 46 46 46 46 46 46 46 46 46 46 46 46 46 46 46 46 30 30 end player0x=46 : player0y=49 player1x=81 : player1y=49 playfield: ................................ ................................ ................................ ................................ ................................ ................................ ..XXX.X.X.XXX....XXX.XX..XX..X.. ...X..X.X.X......X...X.X.X.X.X.. ...X..XXX.XXX....XXX.X.X.X.X.X.. ...X..X.X.X......X...X.X.X.X.... ...X..X.X.XXX....XXX.X.X.XX..X.. end pfcolors: 200 200 200 200 200 200 200 200 200 200 200 end a=0 : b=0 : c=0 : d=6 : i{0}=0 : j=14 data the_end_notes 23, 19, 19, 29, 26, 23, 22, 19, 17, 26 23, 20, 20, 19, 17, 15, 15, 17, 15, 17, 19 26, 23, 22, 23, 26, 23, 22, 19, 22, 23 20, 19, 17, 19, 22, 23, 26 26, 23, 22, 23, 26, 23, 22, 19, 22, 23 23, 26, 19, 19, 20, 23, 20, 19 23, 19, 19, 29, 22, 17, 17, 26 19, 18, 18, 17, 22, 23, 26, 29, 26, 23 19, 14, 14, 17, 22, 23, 26, 19, 31, 29 end data the_end_length 40, 30, 10, 60, 20, 20, 20, 20, 20, 80 40, 30, 10, 60, 20, 20, 20, 20, 10, 10, 60 10, 10, 30, 10, 20, 10, 10, 30, 10, 20 10, 10, 20, 20, 20, 20, 60 10, 10, 30, 10, 20, 10, 10, 30, 10, 20 20, 20, 20, 10, 10, 10, 10, 80 40, 30, 10, 80, 40, 30, 10, 80 40, 30, 10, 20, 20, 20, 20, 40, 40, 80 40, 30, 10, 20, 20, 20, 20, 40, 40, 80 end the_ending_music if b>83 && !i{0} then d=0 : i{0}=1 if i{0} && a>20 then a=0 : j=j-2 if i{0} && j=0 then lifecolor=0 : goto i_like_bacon bank1 COLUBK=j : lifecolor=j NUSIZ0=$07 : NUSIZ1=$07 a=a+1 : e=e+1 AUDV0=d : AUDC0=5 : AUDF0=the_end_notes[c] if a>the_end_length[b] then a=0 : b=b+1 : c=c+1 : d=6 drawscreen if c=1 && a>28 then d=0 if c=11 && a>28 then d=0 if c=15 && a>18 then d=0 if c=37 && a>58 then d=0 if c=47 && a>18 then d=0 if c=50 && a>18 then d=0 if c=57 && a>28 then d=0 if c=61 && a>28 then d=0 if c=65 && a>28 then d=0 if c=75 && a>28 then d=0 goto the_ending_music inline 6lives_statusbar.asm