set doublewide on dim frame=a dim counter=b dim x0=var0 dim y0=var1 dim x1=var2 dim y1=var3 dim x2=var4 dim y2=var5 dim x3=var6 dim y3=var7 dim x4=var8 dim y4=var9 dim x5=var10 dim y5=var11 dim x6=var12 dim y6=var13 dim x7=var14 dim y7=var15 dim x8=var16 dim y8=var17 dim Ten=10 dim Twenty=20 dim Thirty=30 dim Forty=40 dim Fifty=50 dim bTen=10 dim bTwenty=20 dim bThirty=30 dim bForty=40 dim bFifty=50 bTen=converttobcd(Ten) bTen=converttobcd(Twenty) bTen=converttobcd(Thirty) bTen=converttobcd(Forty) bTen=converttobcd(Fifty) rem dim playerx=$2200 rem dim playery=$2220 rem dim playerdx=$2240 rem dim playerdy=$2260 incgraphic \data\78b\samples\multisprite\gfx\tileset_blanks.png 160A 3 0 1 2 incgraphic \data\78b\samples\multisprite\gfx\tileset_rocks_mod.png incgraphic \data\78b\samples\multisprite\gfx\herodown1.png incgraphic \data\78b\samples\multisprite\gfx\heroup.png incgraphic \data\78b\samples\multisprite\gfx\alphabet_8_wide.png 160A 0 2 1 3 incgraphic \data\78b\samples\multisprite\gfx\scoredigits_8_wide.png characterset tileset_blanks BACKGRND=$00 P0C1=$d2 P0C2=$0F P0C3=$d4 P1C1=$a2 P1C2=$a8 P1C3=$3d P2C1=$12 P2C2=$18 P2C3=$3d P3C1=$42 P3C2=$48 P3C3=$3d P4C1=$92 P4C2=$98 P4C3=$3d P5C1=$92 P5C2=$98 P5C3=$3d clearscreen plotmap screen1map 0 0 0 20 12 drawscreen savescreen score0=0000 init x0=80 y0=160 x1=10 y1=10 x2=30 y2=10 x3=50 y3=10 x4=70 y4=10 x5=90 y5=10 x6=120 y6=10 x7=30 y7=20 x8=80 y8=20 main counter=counter+1 if counter>4 then counter=0 if counter<1 then goto skipmove y1=y1+1 y6=y6+1 if counter<2 then goto skipmove y8=y8+1 y2=y2+1 if counter<3 then goto skipmove y5=y5+1 y4=y4+1 if counter<4 then goto skipmove y7=y7+1 y3=y3+1 skipmove if switchreset then reboot rem erases any sprites on the screen since the last savescreen rem restorescreen if joy0left then x0=x0-1 if joy0right then x0=x0+1 if joy0up then y0=y0-1 if joy0down then y0=y0+1 rem plotsprite [PNGfile] [Palette#] [X] [Y] [optFrame] rem plotsprite heroup 5 x0 y0 plotsprite herodown1 1 x1 y1 plotsprite herodown1 3 x2 y2 plotsprite herodown1 1 x3 y3 plotsprite herodown1 4 x4 y4 plotsprite herodown1 2 x5 y5 plotsprite herodown1 4 x6 y6 plotsprite herodown1 3 x7 y7 plotsprite herodown1 1 x8 y8 rem plotvalue [png file] [Palette] [BCDvariable] [#digits] [X] [Y] [optExtrawide] rem plotvalue scoredigits_8_wide 2 score0 6 56 11 rem plotvalue scoredigits_8_wide 2 score1 6 56 10 if boxcollision(x0,y0, 16,16, x1,y1, 16,16) then BACKGRND=$0F:goto resetgame if boxcollision(x0,y0, 16,16, x2,y2, 16,16) then BACKGRND=$0F:goto resetgame if boxcollision(x0,y0, 16,16, x3,y3, 16,16) then BACKGRND=$0F:goto resetgame if boxcollision(x0,y0, 16,16, x4,y4, 16,16) then BACKGRND=$0F:goto resetgame if boxcollision(x0,y0, 16,16, x5,y5, 16,16) then BACKGRND=$0F:goto resetgame if boxcollision(x0,y0, 16,16, x6,y6, 16,16) then BACKGRND=$0F:goto resetgame if boxcollision(x0,y0, 16,16, x7,y7, 16,16) then BACKGRND=$0F:goto resetgame if boxcollision(x0,y0, 16,16, x8,y8, 16,16) then BACKGRND=$0F:goto resetgame if y0<10 then y0=160:x0=80: score0=score0+7: goto init drawscreen goto main resetgame drawscreen if joy0fire then reboot score0=000000 x0=80 y0=160 x1=10 y1=10 x2=30 y2=10 x3=50 y3=10 x4=70 y4=10 x5=90 y5=10 x6=120 y6=10 x7=30 y7=20 x8=80 y8=20 goto resetgame alphachars ' abcdefghijklmnopqrstuvwxyz' alphadata screen1map tileset_blanks 'hihihihihihiihhihihi' 'ffffffffffffffffffff' 'ffffffffffffffffffff' 'ffffffffffffffffffff' 'ffffffffffffffffffff' 'ffffffffffffffffffff' 'ffffffffffffffffffff' 'ffffffffffffffffffff' 'ffffffffffffffffffff' 'ffffffffffffffffffff' 'ffffffffffffffffffff' 'hihihihihihiihhihihi' end