rem batari Basic Program rem created 12/22/2011 9:06:04 PM by Visual bB Version 1.0.0.565 rem ***************************************************** bank 1 temp1 = temp1 set tv ntsc set kernel DPC+ set smartbranching on set optimization inlinerand set kernel_options collision(playfield,player1) const font=alarmclock dim xp= a.b xp=30.0 dim yp=c.d yp=147.0 scorecolors: $98 $96 $98 $96 $98 $96 $98 $96 end score = 123456 goto MAIN bank2 rem ***************************************************** bank 2 rem ***************************************************** temp1 = temp1 MAIN dim duration = y dim ele = u.f dim grav=v.w grav=0.13 dim bar2y = i.j dim direc = k bar2y = 14.0 player0y = 176 : player1y = 176 dim flag=z dim print_row = l dim current_col = m dim current_bit = n dim current_byte = o dim ds_index = p dim byte_ptr = q dim lo_pointer = r dim current_row = s dim C0_Duration = l dim C0_Counter = m dim C1_Duration = n dim C1_Counter = o dim BitOp_C0 = p dim BitOp_C1 = q dim BitOp0_C0_FireB = p dim BitOp0_C1_JoyU = q dim BitOp1_C1_JoyD = q dim BitOp2_C1_JoyL = q dim BitOp3_C1_JoyR = q dim BitOp_Allpurpose_01 = y dim BitOp0_Debounce_Reset = t h=1 : direc = 1 : duration = 1 x = 0: z = 0 dim sc1 = score dim sc2 = score+1 dim sc3 = score+2 rem *** a variable to switch frames of the picture dim bmp_48x2_1_index = e rem *** a variable to color each frame of the picture dim bmp_48x2_1_color = g rem *** a frame counter dim frame = f rem *** The selected game number. The game selection minikernel displays rem *** this variable dim gamenumber=h rem *** this debounce variable is used to slow down the game number selection dim swdebounce=t bkcolors: $00 end goto MAIN4 bank4 rem ***************************************************** bank 3 rem ***************************************************** temp1 = temp1 rem ***************************************************** bank 4 rem ***************************************************** temp1 = temp1 MAIN4 rem * Volume off AUDV0=0 : AUDV1=0 player2y = 186 : player4y = 186 : player5y = 186 : player6y = 186 : player7y = 186 : player8y = 186 : player9y = 186 player3x = 16 player3y = 26 h=1: direc = 1 grav=17.0 bar2y = 61.0 xp = 17: yp = 156 pfcolors: $94 $BA $BA $BA $BA $BA $BA $BA $BA $BA $BA $BA $BA $BA $BE $96 $92 $92 $24 $24 $24 $24 $24 $24 $24 $24 $24 $24 $24 $24 $24 $BE $96 $92 $92 $24 $24 $24 $24 $24 $24 $24 $24 $24 $24 $24 $24 $24 $24 $BE $96 $92 $92 $24 $24 $24 $24 $24 $24 $24 $24 $24 $24 $24 $24 $24 $BE $96 $92 $92 $24 $24 $24 $24 $24 $24 $24 $24 $24 $24 $24 $24 $24 $24 $BE $96 $92 $92 end WritePF4 print_row = 0: current_col = 0 for ds_index = 0 to 3 for byte_ptr = 0 to 175 current_bit = $80 on ds_index goto DCASE40 DCASE41 DCASE42 DCASE43 DCASE40 current_byte = L4_0[byte_ptr] : goto BIT_LOOP4 DCASE41 current_byte = L4_1[byte_ptr] : goto BIT_LOOP4 DCASE42 current_byte = L4_2[byte_ptr] : goto BIT_LOOP4 DCASE43 current_byte = L4_3[byte_ptr] BIT_LOOP4 if current_byte & current_bit then pfpixel current_col print_row on else pfpixel current_col print_row off current_col = current_col + 1: current_col = current_col & $1F current_bit = current_bit / 2 if current_bit then goto BIT_LOOP4 if byte_ptr & $03 = 3 then print_row = print_row + 1 next next data L4_0 %00000111,%11111111,%11111111,%00000000 %00000000,%10000000,%00001000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%10000000,%00001000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%10000000,%00001000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%10000000,%00001000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%10000000,%00001000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%10000000,%00001000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%10000000,%00001000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%10000000,%00001000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%10000000,%00001000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%10000000,%00001000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%10000000,%00001000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%10000000,%00001000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%10000000,%00001000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%10000000,%00001000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000010,%00000000,%00000010,%00000000 %00001111,%11111111,%11111111,%10000000 %00001010,%10101010,%10101010,%10000000 %00001010,%10101010,%10101010,%10000000 %00001010,%10101010,%10101010,%10000000 %00001111,%11111111,%11111111,%10000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00001001,%00000000,%00000100,%10000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00001001,%00000000,%00000100,%10000000 %00000000,%00000000,%00000000,%00000000 end data L4_1 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00001001,%00000000,%00000100,%10000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00001001,%00000000,%00000100,%10000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00001001,%00000000,%00000100,%10000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00001001,%00000000,%00000100,%10000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00001001,%00000000,%00000100,%10000000 %00000000,%00000000,%00000000,%00000000 %00000010,%00000000,%00000010,%00000000 %00000010,%00000000,%00000010,%00000000 %00011111,%11111111,%11111111,%11000000 %00001010,%10101010,%10101010,%10000000 %00001010,%10101010,%10101010,%10000000 %00001010,%10101010,%10101010,%10000000 %00011111,%11111111,%11111111,%11000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00010000,%00000010,%00000000,%01000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00010000,%00000010,%00000000,%01000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00010000,%00000010,%00000000,%01000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00010000,%00000010,%00000000,%01000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 end data L4_2 %00000000,%00000000,%00000000,%00000000 %00010000,%00000010,%00000000,%01000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00010000,%00000010,%00000000,%01000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00010000,%00000010,%00000000,%01000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000010,%00000000,%00000010,%00000000 %00111111,%11111111,%11111111,%11100000 %00101010,%10101010,%10101010,%10100000 %00101010,%10101010,%10101010,%10100000 %00101010,%10101010,%10101010,%10100000 %00111111,%11111111,%11111111,%11100000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00100000,%01000000,%00010000,%00100000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00100000,%01000000,%00010000,%00100000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00100000,%01000000,%00010000,%00100000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00100000,%01000000,%00010000,%00100000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00100000,%01000000,%00010000,%00100000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00100000,%01000000,%00010000,%00100000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 end data L4_3 %00100000,%01000000,%00010000,%00100000 %00000000,%00000000,%00000000,%00000000 %00000010,%00000000,%00000010,%00000000 %00000010,%00000000,%00000010,%00000000 %01111111,%11111111,%11111111,%11110000 %00101010,%10101010,%10101010,%10100000 %00101010,%10101010,%10101010,%10100000 %00101010,%10101010,%10101010,%10100000 %01111111,%11111111,%11111111,%11110000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %01000000,%00000010,%00000000,%00010000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %01000000,%00000010,%00000000,%00010000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %01000000,%00000010,%00000000,%00010000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %01000000,%00000010,%00000000,%00010000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %01000000,%00000010,%00000000,%00010000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %01000000,%00000010,%00000000,%00010000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %01000000,%00000010,%00000000,%00010000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %00000000,%00000000,%00000000,%00000000 %11111111,%11111111,%11111111,%11111000 %10101010,%10101010,%10101010,%10101000 %10101010,%10101010,%10101010,%10101000 %10101010,%10101010,%10101010,%10101000 %11111111,%11111111,%11111111,%11111000 %00000000,%00000000,%00000000,%00000000 end rem Clear all C0_Duration=0: C0_Counter=0: C1_Duration=0: C1_Counter=0: BitOp_C0=0: BitOp_C1=0: BitOp_Allpurpose_01=0 BitOp0_Debounce_Reset{0} = 1 Main_loop4 if joy0fire then pfvline 6 30 35 flip ; REM Hammers and/or Breadsticks ; REM set missile 1 color with COLUM1 COLUM1 = $2A NUSIZ3 = $00 ; missile 1 pixel wide $0x missile1height = 10: ballheight = 10 if h{0} then missile1x = 24 : missile1y = 74: ballx= 71: bally=39 if h{1} then missile1x = 71: missile1y = 39: ballx= 24: bally=74 Main_loop4_In player3color: $26 $28 $2C $2A $2C $2A $28 $2A $28 $26 $26 end FireL4_14 player3: %01001100 %00011110 %10011110 %00110100 %11110100 %01111110 %11111110 %11111110 %01111110 %01111100 %00111000 end if h{3} then player3: %00001100 %01011110 %00011110 %10110100 %01110100 %11111110 %01111111 %11111111 %01111111 %00111110 %00011100 end player0x = xp: player0y = yp rem **************************************************************** rem * rem * Puts temp4 in the three score digits on the left side. rem * rem ```````````````````````````````````````````````````````````````` rem ` Replace "player0x" with whatever you need to check. rem ` temp4 = player0x sc1 = 0 : sc2 = sc2 & 15 if temp4 >= 100 then sc1 = sc1 + 16 : temp4 = temp4 - 100 if temp4 >= 100 then sc1 = sc1 + 16 : temp4 = temp4 - 100 if temp4 >= 50 then sc1 = sc1 + 5 : temp4 = temp4 - 50 if temp4 >= 30 then sc1 = sc1 + 3 : temp4 = temp4 - 30 if temp4 >= 20 then sc1 = sc1 + 2 : temp4 = temp4 - 20 if temp4 >= 10 then sc1 = sc1 + 1 : temp4 = temp4 - 10 sc2 = (temp4 * 4 * 4) | sc2 rem **************************************************************** rem * rem * Puts temp4 in the three score digits on the right side. rem * rem ```````````````````````````````````````````````````````````````` rem ` Replace "player0y" with whatever you need to check. rem ` temp4 = player0y sc2 = sc2 & 240 : sc3 = 0 if temp4 >= 100 then sc2 = sc2 + 1 : temp4 = temp4 - 100 if temp4 >= 100 then sc2 = sc2 + 1 : temp4 = temp4 - 100 if temp4 >= 50 then sc3 = sc3 + 80 : temp4 = temp4 - 50 if temp4 >= 30 then sc3 = sc3 + 48 : temp4 = temp4 - 30 if temp4 >= 20 then sc3 = sc3 + 32 : temp4 = temp4 - 20 if temp4 >= 10 then sc3 = sc3 + 16 : temp4 = temp4 - 10 sc3 = sc3 | temp4 NUSIZ3 = $00: NUSIZ6 = $00 player7x = 0: player7y = 44 ; Princess offscreen rem if yp<22 then player7x = 40: player7y = 0 rem NUSIZ8 = $05: NUSIZ9 = $05 rem if joy0right then xp=xp+0.5 : REFP0 = 0 rem if joy0left then xp=xp-0.5 : REFP0 = 8 rem if xp < 30 && yp > 130 then xp = 30 rem if xp > 100 && yp > 130 then xp = 100 rem if joy0left then gosub Mario034 rem if joy0right then gosub Mario034 rem rem bar2y = bar2y + grav grav = grav - 0.5 grav = grav + direc player3x = grav player3y = bar2y if player3x > 122 then direc = 255: bar2y = bar2y + 15.0 if player3x < 16 then direc = 1: bar2y = bar2y + 15.0 if player3y > 166 then bar2y = 61 h=h+1 NUSIZ8{3}=1 if h{6} then goto mad4 else continue4 mad4 player8x = player8x + 14 NUSIZ8{3} = 0 player9x = player9x - 18 NUSIZ9{3} = 1 continue4 rem if collision(playfield,player0) then yp=yp-0.1 rem if collision(player1,playfield) then bar2y = bar2y - 1 rem rem if !collision(playfield,player3) then b3y=b3y-0.12 rem if collision(playfield,player1) then b3y=b3y-0.12 rem player9color: $24 $22 $22 $22 $24 $22 $22 $22 $24 $22 $22 $22 $22 $22 $22 $22 $22 $22 $22 $22 $22 $22 $24 $22 $22 $24 $22 $24 $22 $24 end KongMadBLU4 player9: %10000100 %11001110 %11000111 %00101011 %10000011 %01010111 %11110111 %10101110 %01011100 %11111110 %01011110 %00111110 %11111100 %11111100 %00011000 %11101000 %11101000 %10101000 %11101000 %00011000 %10111100 %01111100 %10111100 %11111100 %01111000 %01011000 %00111100 %00000000 %00111100 %00011110 end player8color: $24 $22 $22 $22 $24 $22 $22 $22 $24 $22 $22 $22 $22 $22 $22 $22 $22 $22 $22 $22 $22 $22 $24 $22 $22 $24 $22 $24 $22 $24 end KongMad24 player8: %11000000 %11100000 %11100000 %10010000 %01000000 %10101000 %01111000 %11010000 %10101100 %11111110 %10101110 %00011011 %11110111 %11100111 %10001111 %01111111 %01101111 %01001110 %01110000 %10001100 %11011110 %10111111 %01011111 %11111111 %00101110 %00011100 %00011110 %00001111 %00000000 %00000000 end if joy0right then flag{0} = 1 if joy0left then flag{0} = 0 if flag{0} then REFP0 = 0 if !flag{0} then REFP0 = 8 if joy0right then xp=xp+0.25 if joy0left then xp=xp-0.25 rem ________________________ rem bottom L/R boundary if xp < 11 && yp > 121 then xp = 11 if xp > 129 && yp > 121 then xp = 129 if yp > 156 then yp = 156 if joy0up || joy0down then gosub checkladder if joy0right then gosub Mario034 if joy0left then gosub Mario034 if joy0fire then player0color: $42 $42 $4A $4A $4A $4A $4A $86 $86 $86 $42 $42 $42 end if joy0fire then player0: %00111100 %01111111 %00001010 %01011111 %01011011 %00110000 %00011110 %11101010 %11111101 %00011101 %01111111 %11110111 %11000000 end DF0FRACINC = 255 : DF1FRACINC = 255 : DF2FRACINC = 255 : DF3FRACINC = 255 : DF4FRACINC = 255 DF6FRACINC=0 if BitOp_C1 then goto Skip_Walk4 if joy0right then BitOp_C1 = 0 : C1_Duration = 1 : C1_Counter = 0 : BitOp3_C1_JoyR{3} = 1 : goto Skip_Walk4 if joy0left then BitOp_C1 = 0 : C1_Duration = 1 : C1_Counter = 0 : BitOp2_C1_JoyL{2} = 1 : goto Skip_Walk4 Skip_Walk4 if BitOp_C0 then goto Skip_Ditty4 if h > 0 then BitOp_C0 = 0 : C0_Duration = 1 : C0_Counter = 0 : BitOp0_C0_FireB{0} =1 : goto Skip_Ditty4 Skip_Ditty4 drawscreen player0color: $42 $42 $4A $4A $4A $4A $4A $86 $86 $86 $42 $42 $42 $86 $86 end player0: %01111000 %11111110 %00010100 %10111110 %10110110 %01100000 %00111100 %01111000 %01010100 %01111100 %10111100 %11111100 %11011000 %11011100 %11111100 end if joy0left then xp=xp+0.0 : REFP0 = 8 rem player7x = 40: player7y = 176 player8x = 58 player9x = 74 player8y = 2: player9y = 2 NUSIZ8{3}=1 if !BitOp_C1 then goto SoundReturn4Ch1 C1_Duration = C1_Duration - 1 if C1_Duration > 0 then goto SoundReturn4Ch1 if BitOp3_C1_JoyR{3} then goto GetWalk4 if BitOp2_C1_JoyL{2} then goto GetWalk4 SoundReturn4Ch1 if !BitOp_C0 then goto SoundReturn4Ch0 C0_Duration = C0_Duration - 1 if C0_Duration > 0 then goto SoundReturn4Ch0 if BitOp0_C0_FireB{0} then goto GetDitty4 SoundReturn4Ch0 if !switchreset then BitOp0_Debounce_Reset{0} = 0: goto Skip_Main_Reset4 if BitOp0_Debounce_Reset{0} then goto Skip_Main_Reset4 reboot Skip_Main_Reset4 rem if collision(playfield,player0) then gosub Climb4 rem goto Main_loop4 checkladder if !collision(playfield,player0) then return thisbank ; Not touching ladder, fuggetaboutit if xp < 21 && xp > 15 && yp > 121 then xp = 18: gosub Climb4 if xp < 73 && xp > 67 && yp > 121 then xp = 70: gosub Climb4 if xp < 125 && xp > 119 && yp > 121 then xp = 122: gosub Climb4 rem if yp = 120 then yp = 121 rem if xp < 25 && xp > 19 && yp > 85 && yp < 122 then xp = 22: gosub Climb4 if xp < 53 && xp > 47 && yp > 85 && yp < 122 then xp = 50: gosub Climb4 if xp < 93 && xp > 87 && yp > 85 && yp < 122 then xp = 90: gosub Climb4 if xp < 121 && xp > 115 && yp > 85 && yp < 122 then xp = 118: gosub Climb4 rem if yp = 83 then yp = 84 rem if xp < 29 && xp > 23 && yp > 51 && yp < 87 then xp = 26: gosub Climb4 if xp < 73 && xp > 67 && yp > 51 && yp < 87 then xp = 70: gosub Climb4 if xp < 116 && xp > 110 && yp > 51 && yp < 87 then xp = 114: gosub Climb4 if xp < 33 && xp > 27 && yp > 16 && yp < 53 then xp = 30: gosub Climb4 rem ladder 2 rem ladder 3 if xp < 112 && xp > 106 && yp > 16 && yp < 53 then xp = 110: gosub Climb4 return thisbank Mario034 if h{2} then player0: %01111000 %11111110 %00010100 %10111110 %10110110 %01100000 %00111100 %01111011 %11010111 %11111100 %00111100 %11111100 %11101000 %10011000 %00011100 end Mario024 if h{1} then player0: %01111000 %11111110 %00010100 %10111110 %10110110 %01100000 %00111100 %11111000 %11010111 %01111111 %00111100 %01111101 %11111111 %11000011 %10000000 end if h{3} then player0: %01111000 %11111110 %00010100 %10111110 %10110110 %01100000 %00111100 %01111000 %01010100 %01111100 %10111100 %11111100 %11011000 %11011100 %11111100 end return Climb4 rem if xp = 20 || 90 || 120 then ClimbOK rem return rem rem ClimbOK if joy0up then yp=yp-0.25 if joy0down then yp=yp+0.25 player0color: $42 $42 $4A $4A $4A $4A $4A $86 $86 $86 $42 $42 $42 $86 $86 end player0: %01111100 %11111110 %01111110 %10000010 %10000010 %01000101 %00111111 %01111111 %11011010 %11111110 %01111111 %11111111 %11111110 %01111100 %00110000 end if h{3} then REFP0 = 8 if !h{3} then REFP0 = 0 return thisbank rem bL2R4 rem rem player3x = 16+h: player3y = bar2y+grav rem h=h+1 rem grav = grav + 0.12 rem return rem rem bR2L4 rem rem player3x=90-h: player3y = bar2y+grav rem h=h+1 rem grav = grav + 0.12 rem return rem rem Fall4 rem player3y = player3y + 15 rem return rem ; ***************************************************** ; * Walk Sound ; ***************************************************** GetWalk4 if walkData4[C1_Counter] = 255 then goto C1_Sound_Done_2554 AUDV1 = walkData4[C1_Counter] : C1_Counter = C1_Counter + 1 AUDC1 = walkData4[C1_Counter] : C1_Counter = C1_Counter + 1 AUDF1 = walkData4[C1_Counter] : C1_Counter = C1_Counter + 1 C1_Duration = walkData4[C1_Counter] : C1_Counter = C1_Counter + 1 goto SoundReturn4Ch1 GetDitty4 if Ditty_Data4[C0_Counter] = 255 then goto C0_Sound_Done_2554 AUDV0 = Ditty_Data4[C0_Counter] : C0_Counter = C0_Counter + 1 rem AUDC0 = Ditty_Data4[C0_Counter] : C0_Counter = C0_Counter + 1 AUDC0 = 6 AUDF0 = Ditty_Data4[C0_Counter] : C0_Counter = C0_Counter + 1 C0_Duration = Ditty_Data4[C0_Counter] : C0_Counter = C0_Counter + 1 goto SoundReturn4Ch0 rem * Music Data Block rem ***************************************************** rem * Explanation: rem * v - volume (0 to 15) rem * c - control [a.k.a. tone, voice, and distortion] (0 to 15) rem * f - frequency (0 to 31) rem * d - duration data walkData4 3,14,1 1 2,14,0 1 1,14,1 1 6,6,1 1 2,1,0 1 1,12,0 1 0,0,0 7 255 end C1_Sound_Done_2554 C1_Duration = 1 : C1_Counter = 0 : BitOp_C1 = 0 : AUDV1=0 : goto SoundReturn4Ch1 data Ditty_Data4 4,11 5 0,0 9 4,14 5 0,0 2 4,14 5 0,0 2 255 end C0_Sound_Done_2554 C0_Duration = 1 : C0_Counter = 0 : BitOp_C0 = 0 : AUDV0=0 : goto SoundReturn4Ch0 rem ***************************************************** bank 5 rem ***************************************************** temp1 = temp1 rem ***************************************************** bank 6 rem ***************************************************** temp1 = temp1