rem Trashmania by Animan rem boy, this game in 4k. just barely. rem hall of variables a=0 b=50 c=80 d=1 e=0 f=0 g=0 h=0 i=0 j=0 k=0 l=0 m=0 n=0 o=0 p=80 q=0 r=0 s=78 t=0 u=0 v=0 w=9 x=0 y=0 z=0 rem alright, let's get this train rolling main rem score tampering if x=0 then score=9 if h=0 then if b=36 then if j=1 then w=w-1 if h=0 then if b=36 then if j=1 then score=score-1 if h=0 then if b=36 then if j=1 then x=1 if h=11 then if joy0left then b=b+1 if h=11 then if joy0right then b=b-1 if s=0 then h=11 if h=11 then s=0 rem timer if u=1 then t=t+1 if u=2 then u=1 if t=230 then AUDV0=8 if t=230 then AUDC0=5 if t=230 then AUDF0=30 if t=240 then AUDV0=8 if t=240 then AUDC0=5 if t=240 then AUDF0=20 if t=240 then s=s-1 if t=240 then t=0 if h=10 then t=0 if h=10 then score=score+s if h=10 then s=0 rem beginning a game if u=0 then if joy0left then b=b+1 if u=0 then if joy0right then b=b-1 if joy0fire then u=u+1 rem missile registers missile0y=r missile0x=p missile0height=7 missile1y=83 missile1x=10 missile1height=s rem the evil man moves if h=1 then if q=1 then p=p-1 if h=2 then if q=1 then p=p-1 if h=3 then if q=1 then p=p-1 if h=4 then if q=1 then p=p-1 if h=5 then if q=1 then p=p-1 if h=6 then if q=1 then p=p-1 if h=7 then if q=1 then p=p-1 if h=8 then if q=1 then p=p-1 if h=9 then if q=1 then p=p-1 if p=10 then p=140 if h=0 then r=0 if h=1 then r=79 if h=2 then r=79 if h=3 then r=79 if h=4 then r=79 if h=5 then r=79 if h=6 then r=79 if h=7 then r=79 if h=8 then r=79 if h=9 then r=79 q=q+1 if q=2 then q=0 NUSIZ0 = $20 rem playfield colors if h=0 then i=196 if h=1 then i=244 if h=2 then i=4 if h=3 then i=124 if h=4 then i=214 if h=5 then i=20 if h=6 then i=14 if h=7 then i=154 if h=8 then i=64 if h=9 then i=42 if k=1 then l=l+1 else l=0 if m=1 then n=n+1 else n=0 rem the playfields if h=0 then playfield: ................................ ................................ ................................ ................................ ........XXXXXX.XXXXXX.XXXXXX.... ....X...X....X.X....X.X....X.... ...X....X.XX.X.X.XX.X.X.XX.X.... XXX.....X.XX.X.X.XX.X.X.XX.X.... XXXX.XXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXX........................... XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end if h=1 then playfield: ................................ ................................ XXXXXXXXXXX.XXXXXXXXXXXXXXX..... X.........X.X.............X..... X.XXX.XXX.X.X.X.X.X.X.X.X.X..... X.XXX.X.X.X.X.............X..... X.XXX.XXX.X.XXXXXXXXXXXXXXX..... X.XXX.....X....X.......X........ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end if h=2 then playfield: ..........X..........X.......... ....X....XXX.X....X.XXX....X.... ...XXX...XXX...XX...XXX...XXX... ..XXXXX...X..XX..XX..X...XXXXX.. ..XXXXX....XX......XX....XXXXX.. ...XXX...XX..........XX...XXX... .......XX..............XX....... .....XX..................XX..... XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end end if h=3 || h=6 then playfield: ................................ .XXXXX..XXXXX.XXXXX.XXXXX.XXXXX. .X.X.X..X.X.X.X.X.X.X.X.X.X.X.X. .XXXXX..XXXXX.XXXXX.XXXXX.XXXXX. .X.X.X..X.X.X.X.X.X.X.X.X.X.X.X. .XXXXX..XXXXX.XXXXX.XXXXX.XXXXX. .X.X.X..X.X.X.X.X.X.X.X.X.X.X.X. .XXXXX..XXXXX.XXXXX.XXXXX.XXXXX. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end if h=4 then playfield: ................................ ................................ XXXXXXXXXXXXXXXXXXXX....XXXXXXXX ..................X.X..X.X...... .X.X.XXX.X.X.XXX..X..XX..X...... ..X..X.X..X..X.X..X..XX..X...... ..X..XXX..X..XXX..X.X..X.X...... ..................XX....XX...... XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end end if h=5 then playfield: .......................X........ ......................XX........ .....................X.X...XXXXX ....................X..XX..X.XXX XXXXXXXXXXXXXXXXXXXX...X.X.X.X.. ...................X..X...XX.X.. ...................X.X.....X.X.. ...................XX.......XX.. XXXXXXXXXXXXXXXXXXXX.........XXX ................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end end if h=7 || h=8 then playfield: ................................ .XXXXX..XXXXX.XXXXX.XXXXX.XXXXX. .X.X.X..X.X.X.X.X.X.X.X.X.X.X.X. .XXXXX..XXXXX.XXXXX.XXXXX.XXXXX. .X.X.X..X.X.X.X.X.X.X.X.X.X.X.X. .XXXXX..XXXXX.XXXXX.XXXXX.XXXXX. .X.X.X..X.X.X.X.X.X.X.X.X.X.X.X. .XXXXX..XXXXX.XXXXX.XXXXX.XXXXX. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end if h=9 then playfield: ....X......X......X.....X....... .......X......X......X.......... ..X...XXX.X..XXX.X..XXX..X...... .XXX.....XXX....XXX.....XXX....X XXXXX...XXXXX..XXXXX...XXXXX..XX .XXX.....XXX....XXX.....XXX....X ................................ ................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end if h=10 then playfield: X...X.XXXX.X.X.X...X.X.XXXX.X.X. .X.X..X..X.X.X.X.X.X...X..X.X.X. ..X...X..X.X.X.XX.XX.X.X..X..... ..X...XXXX.XXX.X...X.X.X..X.X.X. ................................ ................................ ................................ ................................ ................................ ................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end rem here for no reasons. good for dividing, though. REFP0=g rem sprites player1: %01111100 %10101010 %10101010 %10101010 %10101010 %10101010 %10101010 %11111110 %11000110 %10000010 %11000110 %01111100 end if a=0 then player0: %01000100 %01000100 %00101000 %00010000 %00010000 %01010100 %01010100 %00111000 %00010000 %00111000 %01111100 %01111100 %01110100 %00111000 end if a=4 then player0: %00000100 %11100100 %00011000 %00010000 %00010000 %00010000 %10010000 %01111100 %00010010 %00111000 %01111100 %01111100 %01110100 %00111000 end if a=8 then player0: %01001000 %00101000 %00101000 %00010000 %00010000 %00010000 %01010100 %01111000 %00010000 %00111000 %01111100 %01111100 %01110100 %00111000 end if a=12 then player0: %00100000 %00010000 %00010000 %00010000 %00010100 %00011000 %00011000 %00010000 %00010000 %00111000 %01111100 %01111100 %01110100 %00111000 end rem trash collect sound. if only this sounds played in real life when you pick up trash if l=1 then AUDV1=6 if l=1 then AUDC1=15 if l=1 then AUDF1=9 if l=5 then AUDF1=20 if l=10 then AUDF1=6 if l=15 then AUDF1=25 if l=20 then k=0 if l=20 then AUDV1=0 rem trash put away sound if n=1 then AUDV1=6 if n=1 then AUDC1=6 if n=1 then AUDF1=9 if n=7 then AUDF1=19 if n=16 then AUDF1=30 if n=20 then AUDF1=4 if n=30 then AUDF1=23 if n=35 then m=0 if n=35 then AUDV1=0 player0x=b player0y=c scorecolor=i rem putting the trash where it belongs if h=1 then if j=0 then if o=0 then player1x=80 if h=1 then if j=0 then if o=0 then player1y=80 if h=2 then if j=0 then if o=1 then player1x=80 if h=2 then if j=0 then if o=1 then player1y=80 if h=3 then if j=0 then if o=2 then player1x=80 if h=3 then if j=0 then if o=2 then player1y=80 if h=4 then if j=0 then if o=3 then player1x=80 if h=4 then if j=0 then if o=3 then player1y=80 if h=5 then if j=0 then if o=4 then player1x=80 if h=5 then if j=0 then if o=4 then player1y=80 if h=6 then if j=0 then if o=5 then player1x=80 if h=6 then if j=0 then if o=5 then player1y=80 if h=7 then if j=0 then if o=6 then player1x=80 if h=7 then if j=0 then if o=6 then player1y=80 if h=8 then if j=0 then if o=7 then player1x=80 if h=8 then if j=0 then if o=7 then player1y=80 if h=9 then if j=0 then if o=8 then player1x=80 if h=9 then if j=0 then if o=8 then player1y=80 rem let's pull out the crayons... COLUP0=68 COLUP1=8 COLUPF=i COLUBK=0 drawscreen rem the hall of "ifs" if collision(player1,player0) then o=o+1 if collision(player1,player0) then j=1 if collision(player1,player0) then k=1 if collision(missile0,player0) then AUDV0=8 if collision(missile0,player0) then AUDC0=3 if collision(missile0,player0) then AUDF0=15 if collision(missile0,player0) then y=1 if y=1 then z=z+1 if z=60 then y=0 if z=60 then z=0 if y=1 then if joy0left then b=b+1 if y=1 then if joy0right then b=b-1 if h=0 then if b=36 then if j=1 then player1x=0 if h=0 then if b=36 then if j=1 then player1y=0 if h=0 then if b=36 then if j=1 then w=w if h=0 then if b=36 then if j=1 then m=1 if h=0 then if b=36 then if j=1 then j=0 if j=1 then player1x=15 if j=1 then player1y=13 if joy0left then b=b-1 if joy0left then g=8 else g=0 if joy0right then b=b+1 if joy0left || joy0right then f=1 else f=0 if f=0 then a=0 if f=1 then a=a+1 if a=13 then a=1 if joy0fire then e=1 if e=1 then c=c-d if c=65 then d=d-2 if c=80 then d=1 if c=80 then e=0 if b=140 then h=h+1 if b=140 then b=20 if b=10 then h=h-1 if b=10 then b=137 if p=9 then p=137 if h=0 then if joy0left then if b=35 then b=b+1 if h=9 then if joy0right then if b=139 then b=b-1 if joy0fire then AUDV0=8 if !collision(missile0,player0) then if c=80 then AUDV0=0 if w=2 || w=1 then p=p-1 if c=78 then AUDF0=6 if c=76 then AUDF0=5 if c=74 then AUDF0=4 if c=72 then AUDF0=3 if c=70 then AUDF0=2 if joy0fire then AUDC0=14 if w=0 then h=10 goto main rem done already? oh well. goodbye. have fun. have some cheese with your game.