set kernel_options player1colors include 6lives_statusbar.asm pfhline 0 10 31 on begin_game x{4}=0 v=0 c=20 : d=48 e=136 : f=48 g=80 : h=42 i=80 : j=81 a{3}=0 : a{4}=0 : a{5}=0 : a{6}=0 : a{7}=1 ballx=i : bally=j-7 : missile0x=i : missile0y=j-15 statusbarlength=160 test b=b+1 if !a{0} then a{0}=1 : goto test_a else a{0}=0 : goto test_b test_a rem a{0}=1 player1color: 0 12 26 26 242 242 14 26 26 26 26 26 26 26 end if a{2} then REFP1=8 else REFP1=0 if !a{3} && !a{4} then player1: %00100100 %00100100 %00100100 %00100100 %01111110 %01111110 %01111110 %11111111 %01111110 %01100110 %01011010 %01111110 %01011010 %01111110 end if !a{3} && a{6} then player1: %11001100 %01000100 %00101000 %00010000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %11111000 %00111000 %00111000 end if a{3} && a{6} then player1: %11000110 %01000100 %00101000 %00010000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %11111000 %00111000 %00111000 end if a{3} && k<3 && !a{6} then player1: %00110000 %00010000 %00010000 %00010000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %11111000 %00111000 %00111000 end if a{3} && k>2 && !a{6} then player1: %11011000 %01001000 %01001000 %00101000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %11111000 %00111000 %00111000 end if b<15 then player0: %10101000 %10101000 %01010100 %01010100 %00111000 %01011100 %01110100 %00111000 end if b>14 then player0: %00101010 %00101010 %01010100 %01010100 %00111000 %01011100 %01110100 %00111000 end if collision(missile0,player0) then d=20 : score=score+1 : c=(rand/2)+20 goto main test_b player1color: 104 104 104 104 104 104 104 104 end if b<15 then player0: %10101000 %10101000 %01010100 %01010100 %00111000 %01011100 %01110100 %00111000 end if b>14 then player0: %00101010 %00101010 %01010100 %01010100 %00111000 %01011100 %01110100 %00111000 end if b<15 then player1: %10101000 %10101000 %01010100 %01010100 %00111000 %01011100 %01110100 %00111000 end if b>14 then player1: %00101010 %00101010 %01010100 %01010100 %00111000 %01011100 %01110100 %00111000 end player1color: 104 104 104 104 104 104 104 104 end if collision(missile0,player0) then h=20 : score=score+1 : g=(rand/2)+20 goto main main rem a{1} = left rem a{2} = right rem a{3}, k = walking animation rem a{7} = game over ballheight=10 missile0height=2 : COLUP0=104 if statusbarlength=0 then x{0}=1 if a{7} && joy0fire then score=0 : a{7}=0 : x{4}=1 if !joy0fire && x{4} then x{4}=0 b=b+1 : COLUBK=144 : COLUPF=198 : scorecolor=14 : NUSIZ0=$20 AUDC0=6 : AUDF0=28 : AUDV0=v if b>30 then b=0 if a{0} then player0x=g : player0y=h : player1x=i : player1y=j if !a{0} then player0x=c : player0y=d : player1x=e : player1y=f drawscreen if switchreset then goto begin_game if x{2} then goto fire if x{0} then goto x_0_on if a{7} then COLUP0=104 : goto test w=w+1 if w>180 then w=0 : statusbarlength=statusbarlength-8 if joy0fire && !a{4} && !a{5} && !x{4} then a{4}=1 : a{6}=1 if a{4} then l=l+1 : j=j-1 if a{4} && l>30 then l=0 : a{4}=0 : a{5}=1 if a{4} && !joy0fire then l=0 : a{4}=0 : a{5}=1 if a{5} then j=j+1 if a{5} && j=81 then a{5}=0 : a{6}=0 if a{6} then bally=j-7 : missile0y=j-15 if a{2} && !joy0right && !a{3} && !a{6} then ballx=i+9 : bally=j-7 : missile0x=i+6 : missile0y=j-15 if !a{1} && !a{2} && !a{3} && !a{6} then ballx=i : bally=j-7 : missile0x=i : missile0y=j-15 if a{6} && joy0left then ballx=i+3 : missile0x=i if a{6} && !a{1} && !a{2} then ballx=i+4 : missile0x=i+4 if a{6} && a{2} then ballx=i+5 : missile0x=i+2 if a{2} && joy0right && i<136 then ballx=i+6 : missile0x=i+3 if a{1} && i>19 then ballx=i+3 : missile0x=i+3 if !joy0right then a{1}=0 : a{3}=0 if joy0left && i>20 then a{1}=1 : a{2}=0 : i=i-1 : a{3}=1 : k=k+1 if joy0right && i<136 then a{1}=0 : a{2}=1 : i=i+1 : a{3}=1 : k=k+1 if k>4 then k=0 if collision(ball,player1) && !a{0} then f=20 : score=score+1 : e=(rand/2)+20 if o>3 then goto o_equals_0 goto jellyfish_move jellyfish_move o=o+1 if n=1 then c=c+1 if n=2 then c=c-1 if n=3 then d=d+1 if n=4 then d=d-1 if n=5 then c=c+1 : d=d-1 if n=6 then c=c+1 : d=d+1 if n=7 then c=c-1 : d=d-1 if n=8 then c=c-1 : d=d+1 if d<40 then n=3 if d>70 then n=4 if c<20 then n=1 if c>136 then n=2 if p=1 then e=e+1 if p=2 then e=e-1 if p=3 then f=f+1 if p=4 then f=f-1 if p=5 then e=e+1 : f=f-1 if p=6 then e=e+1 : f=f+1 if p=7 then e=e-1 : f=f-1 if p=8 then e=e-1 : f=f+1 if f<40 then p=3 if f>70 then p=4 if e<20 then p=1 if e>136 then p=2 if q=1 then g=g+1 if q=2 then g=g-1 if q=3 then h=h+1 if q=4 then h=h-1 if q=5 then g=g+1 : h=h-1 if q=6 then g=g+1 : h=h+1 if q=7 then g=g-1 : h=h-1 if q=8 then g=g-1 : h=h+1 if h<40 then q=3 if h>70 then q=4 if g<20 then q=1 if g>136 then q=2 goto test o_equals_0 n=(rand/32)+1 : p=(rand/32)+1 : q=(rand/32)+1 o=0 : v=6 if i>g then t=i-g else t=g-i if i>e then u=i-e else u=e-i if i>c then s=i-c else s=c-i if t<15 then v=v+2 else v=v-2 if u<15 then v=v+2 else v=v-2 if s<15 then v=v+2 else v=v-2 goto jellyfish_move x_0_on w=w+1 if w>60 then x{0}=0 : w=0 : AUDV1=0 : goto fire AUDV1=6 : AUDC1=5 : AUDF1=y if x{1} && x{0} then x{1}=0 : y=5 : goto test if !x{1} && x{0} then x{1}=1 : y=4 goto test fire x{2}=1 if !joy0fire then x{2}=0 : x{0}=0 : goto begin_game goto test