rem Generated 19/02/2020 3:15:30 PM by Visual bB Version 1.0.0.568 rem ********************************** rem * * rem * * rem * * rem * * rem * * rem ********************************** rem ***************************************************** BANK 1 ******************************************************** bank 1 temp1 = temp1 set tv ntsc set kernel DPC+ set smartbranching on set optimization inlinerand set kernel_options collision(playfield,player1) goto _title bank2 rem ***************************************************** BANK 2 ******************************************************** bank 2 temp1 = temp1 _title pfcolors: $0E $0E $0E $0E $0E $0E $0E $0E $0E $0E $0E $0E $0E $0E $0E $0E $0E $0E end player0x = 190 : player0y = 190 player1x = 190 : player1y = 190 player2x = 190 : player2y = 190 player3x = 190 : player3y = 190 player4x = 190 : player4y = 190 player5x = 190 : player4y = 190 player6x = 190 : player4y = 190 DF6FRACINC = 0 bkcolors: $00 end playfield: ....XXXXX.XXXXX.X....X.XXXXX.... ......X...X......X..X....X...... ......X...XXX.....XX.....X...... ......X...X......X..X....X...... ......X...XXXX..X....X...X...... ................................ .X..XX..X.X.XX.XXX.XXX.X.X.XX.XX X.X.X.X.X.X.X..X.X..X..X.X.X..X. XXX.X.X.X.X.XX.X.X..X..X.X.X..XX X.X.X.X.X.X.X..X.X..X..X.X.X..X. X.X.XX...X..XX.X.X..X..XXX.X..XX end DF0FRACINC = 16 DF1FRACINC = 16 DF2FRACINC = 16 DF3FRACINC = 16 drawscreen _begin if switchreset then goto _game goto _title _game goto _start bank3 rem ***************************************************** BANK 3 ******************************************************** bank 3 temp1 = temp1 _start pfclear set dpcspritemax 9 NUSIZ1{7} = 0 : NUSIZ2{7} = 0 : NUSIZ3{7} = 0 NUSIZ4{7} = 0 : NUSIZ5{7} = 0 : NUSIZ6{7} = 0 NUSIZ7{7} = 0 : NUSIZ8{7} = 0 : NUSIZ9{7} = 0 score = 100 p = 1 : rem room d = -1 : rem direction1 e = 0 : rem direction2 a = 150 : rem attack strength g = 0 o = 0 : rem current object h = 1 : rem axe room k = 38 : rem key room f = 175 : rem quickness l = 50 : rem agility ballx = 80 : bally = 50 ballheight = 6 : rem * Ball 4 pixels high. CTRLPF = $21 : rem * Ball 4 pixels wide. player0x = 190 : player0y = 190 player1x = 190 : player1y = 190 player2x = 190 : player2y = 190 player3x = 190 : player3y = 190 player4x = 190 : player4y = 190 player5x = 190 : player4y = 190 player6x = 190 : player4y = 190 scorecolors: $0E $0E $0E $0E $0E $0E $0E $0E end r = 12 q = 4 t = 0 v = 0 x = 0 : y = 0 m = 0 : rem hero n = 0 : rem seer missile0x = 190 missile0y = 190 missile0height = 8 missile1x = 190 missile1y = 190 missile1height = 8 COLUP0 = $1E COLUP1 = $1E NUSIZ0 = $80 NUSIZ1 = $80 missile1x = 190 missile1y = 190 missile0x = 190 missile0y = 190 press_reset if m = 1 then score = 250 rooms player0x = 190 : player0y = 190 : player1x = 190 : player1y = 190 player2x = 190 : player2y = 190 : player3x = 190 : player3y = 190 player4x = 190 : player4y = 190 : player5x = 190 : player4y = 190 player6x = 190 : player4y = 190 missile1x = 190 : missile1y = 190 : missile0x = 190 : missile0y = 190 if p = h && o <> 1 then player0x = 75 : player0y = 75 if p = k && o <> 2 then player1x = 85 : player1y = 85 if o = 1 then h = p if o = 2 then k = p if p <> 1 then goto skip_room_1 goto room1 bank4 skip_room_1 if p <> 2 then goto skip_room_2 goto room2 bank4 skip_room_2 if p <> 3 then goto skip_room_3 goto room3 bank4 skip_room_3 if p <> 4 then goto skip_room_4 goto room4 bank4 skip_room_4 if p <> 5 then goto skip_room_5 goto room5 bank4 skip_room_5 if p <> 11 then goto skip_room_11 goto room11 bank4 skip_room_11 if p <> 12 then goto skip_room_12 goto room12 bank4 skip_room_12 if p = 12 then if n = 0 then player4x = 120 : player4y = 100 if p <> 10 then goto skip_room_10 goto room10 bank4 skip_room_10 if p = 10 then missile0x = 40 : missile0y = 50 : missile1x = 90: missile1y = 100 if p <> 19 then goto skip_room_19 goto room19 bank4 skip_room_19 if p = 19 then if m = 0 then player4x = 60 : player4y = 55 if p <> 20 then goto skip_room_20 goto room20 bank4 skip_room_20 if p <> 28 then goto skip_room_28 goto room28 bank4 skip_room_28 if p <> 29 then goto skip_room_29 goto room29 bank4 skip_room_29 if p <> 30 then goto skip_room_30 goto room30 bank4 skip_room_30 if p <> 38 then goto skip_room_38 goto room38 bank4 skip_room_38 if p = 38 then missile0x = 40 : missile0y = 60 : missile1x = 80 : missile1y = 95 if p <> 14 then goto skip_room_14 goto room14 bank4 skip_room_14 DF4FRACINC = 50 sprites player0: %01000000 %10100000 %11100000 %10100000 %10100000 %01000100 %00101000 %00010000 %00101000 %01000111 %00000100 %00000111 %00000100 %00000111 end player0color: $1E $1E $1E $1E $1E $1E $1E $1E $1E $1E $1E $1E $1E $1E end player1: %10100000 %11000000 %11000000 %10100000 %00111000 %00100000 %00110000 %00100000 %00111000 %00010010 %00001100 %00001000 %00010000 end player1color: $1E $1E $1E $1E $1E $1E $1E $1E $1E $1E $1E $1E $1E $1E end if p <> 10 then goto skip_monster player2: %01100111 %10010101 %10010110 %01100101 %00000000 %00111100 %00100000 %00100000 %00111100 end player2color: $0E $0E $0E $0E $0E $0E $0E $0E $0E end player3: %01100111 %10010101 %10010110 %01100101 %00000000 %00111100 %00100000 %00100000 %00111100 end player3color: $0E $0E $0E $0E $0E $0E $0E $0E $0E end missile0height = 6 missile1height = 6 f = 150 a = 150 l = 150 skip_monster if p <> 38 then goto skip_skull player2: %01101001 %10001010 %01001100 %00101010 %11001001 %00000000 %10101010 %10101010 %10101010 %10101010 %11101010 end player2color: $0E $0E $0E $0E $0E $0E $0E $0E $0E $0E $0E end player3: %01101001 %10001010 %01001100 %00101010 %11001001 %00000000 %10101010 %10101010 %10101010 %10101010 %11101010 end player3color: $0E $0E $0E $0E $0E $0E $0E $0E $0E $0E $0E end missile0height = 6 missile1height = 6 f = 220 a = 220 l = 100 skip_skull if p <> 19 then goto skip_hero player4: %10010111 %10010100 %11110111 %10010100 %10010111 %00000000 %11000110 %10101001 %11001001 %10101001 %10010110 end player4color: $FE $FE $FE $FE $FE $FE $FE $FE $FE $FE $FE end skip_hero if p <> 12 then goto skip_seer player4: %01101110 %10001000 %01001110 %00101000 %11001110 %00000000 %11101100 %10001010 %11101100 %10001010 %11101001 end player4color: $FE $FE $FE $FE $FE $FE $FE $FE $FE $FE $FE end skip_seer DF0FRACINC = 44 DF1FRACINC = 44 DF2FRACINC = 44 DF3FRACINC = 44 if m = 1 then a = (a - 100) draw_loop drawscreen rem move monsters if rand > f then goto skipmove1 j = rand : player2x = (missile0x - 4) : player2y = (missile0y - 12) if rand > l then goto skip_rand1 if j < 200 then goto skipchase1 skip_rand1 if missile0y > 180 then goto skipmove1 if missile0x < ballx then missile0x = missile0x + 1 if missile0x > ballx then missile0x = missile0x - 1 if missile0y < bally then missile0y = missile0y + 1 if missile0y > bally then missile0y = missile0y - 1 skipchase1 if missile0y > 180 then goto skipmove1 if j < 50 then missile0x = missile0x +1 if j < 100 && j > 50 then missile0x = missile0x -1 if j < 150 && j > 100 then missile0y = missile0y +1 if j < 200 && j > 150 then missile0y = missile0y -1 skipmove1 if rand > f || collision(missile0,missile1) then goto skipmove2 j = rand : player3x = (missile1x - 4) : player3y = (missile1y - 12) if rand > l then goto skip_rand2 if j < 200 then goto skipchase2 skip_rand2 if missile1y > 180 then goto skipmove2 if player3x < ballx then missile1x = missile1x + 1 if player3x > ballx then missile1x = missile1x - 1 if missile1y < bally then missile1y = missile1y + 1 if missile1y > bally then missile1y = missile1y - 1 skipchase2 if missile1y > 180 then goto skipmove2 if j < 50 then missile1x = missile1x +1 if j < 100 && j > 50 then missile1x = missile1x -1 if j < 150 && j > 100 then missile1y = missile1y +1 if j < 200 && j > 150 then missile1y = missile1y -1 skipmove2 rem bounce off wall bounce if g < 1 then goto skip_bounce bally = bally - d : ballx = ballx - e if !collision(ball,playfield) then g = g - 1 goto __Skip_Joy0_Right skip_bounce rem move hero if !joy0up then goto __Skip_Joy0_Up bally = bally - 1 : d = -1 : e = 0 if collision(ball,playfield) then g = 3 : goto __Skip_Joy0_Right __Skip_Joy0_Up if !joy0down then goto __Skip_Joy0_Down bally = bally + 1 : d = 1 : e = 0 if collision(ball,playfield) then g = 3 : goto __Skip_Joy0_Right __Skip_Joy0_Down if !joy0left then goto __Skip_Joy0_Left ballx = ballx - 1 : d = 0 : e = -1 if collision(ball,playfield) then g = 3 : goto __Skip_Joy0_Right __Skip_Joy0_Left if !joy0right then goto __Skip_Joy0_Right ballx = ballx + 1 : d = 0 : e = 1 if collision(ball,playfield) then g = 3 : goto __Skip_Joy0_Right __Skip_Joy0_Right rem draw object if o = 0 then goto skip_carry if o <> 1 then goto skip_axe if d = -1 then player0y = (bally - 10) : player0x = ballx if d = 1 then player0y = (bally + 7) : player0x = ballx if e = -1 then player0x = (ballx - 8) : player0y = bally if e = 1 then player0x = (ballx + 5) : player0y = bally skip_axe if o <> 2 then goto skip_key if d = -1 then player1y = (bally - 10) : player1x = ballx if d = 1 then player1y = (bally + 7) : player1x = ballx if e = -1 then player1x = (ballx - 8) : player1y = bally if e = 1 then player1x = (ballx + 5) : player1y = bally skip_key skip_carry if collision(player0,ball) then o = 1 if !collision(player1,ball) then goto skip_key2 if ballx > (player1x - 8) && ballx < (player1x + 8) && bally > (player1y - 8) && bally < (player1y + 8)then if p = k then o = 2 skip_key2 rem drop object if !joy0fire then goto skip_fire if o = 1 then h = p if o = 2 then k = p o = 0 skip_fire rem get companions var1 = 0 if p <> 19 then goto no_hero if !collision(ball,player1) then goto no_hero if ballx > (player4x - 8) && ballx < (player4x + 8) && bally > (player4y - 8) && bally < (player4y + 8) then var1 = 1 if var1 = 1 then m = 1 : score = 250 : player4x=190 : player4y = 190 no_hero if p <> 12 then goto no_seer if !collision(ball,player1) then goto no_seer if ballx > (player4x - 8) && ballx < (player4x + 8) && bally > (player4y - 8) && bally < (player4y + 8) then var1 = 1 if var1 = 1 then n = 1 : player4x=190 : player4y=190 no_seer rem fighting if o <> 1 then goto skip_fight if collision(missile0,player0) && rand > a then missile0x = 190 : missile0y = 190 if collision(missile1,player0) && rand > a then missile1x = 190 : missile1y = 190 skip_fight var2 = 0 if collision(missile0,ball) then score = score - 1 : if score > $90 then score = 0 : var2 = 1 if collision(missile1,ball) then score = score - 1 : if score > $90 then score = 0 : var2 = 1 if score > $90 then score = 0 lose if var2 <> 1 then goto skip_lose if switchreset then p = 1 : score = 100 : ballx = 80 : bally = 50 : goto press_reset if switchselect then goto _title bank2 drawscreen goto lose skip_lose if switchreset then p = 1 : score = 100 : ballx = 80 : bally = 50 : goto press_reset if switchselect then goto _title bank2 rem move to new room if bally > 170 then p = p + 9 : bally = 40 : missile0y = 190 : missile1y = 190 : goto rooms if ballx > 145 then p = p + 1 : ballx = 15 : missile0y = 190 : missile1y = 190 : goto rooms if ballx < 15 then p = p - 1 : ballx = 145 : missile0y = 190 : missile1y = 190 : goto rooms if bally < 40 then p = p - 9 : bally = 170 : missile0y = 190 : missile1y = 190 : goto rooms jump goto sprites rem ***************************************************** BANK 4 ******************************************************** bank 4 temp1 = temp1 room1 playfield: .XXXX.XXXX.XXXX.XXXX.XXXX.XXXXX. .X....X..X.X..X.X....X......X... .XXX..X..X.XXX..XXX..XXXX...X... .X....X..X.X..X.X.......X...X... .X....XXXX.X..X.XXXX.XXXX...X... ................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXX....................XXX...XXX XX....XXX.....................XX X....XXXXX.....................X XX....XXX..........XXXX........X XX................XXXXXX......XX X....XX............XXXX.......XX X...XXXX.......................X X....XX......................... X............................... XX.............................. XXX............................. XX....XXX....................... X....XXXXX.....................X X.....XXX..........XXXX.......XX XX................XXXXXX.....XXX X....XX............XXXX.......XX X...XXXX.......................X X....XX........................X X......................XXX.....X XX...................XXXXXXX...X XXX....................XXX.....X XXXX.....XX.........XX........XX XXXXXXXXXXXXXX....XXXXXXXXXXXXXX end pfcolors: $0E $0E $0E $C0 $C0 $C0 $C0 $C0 $C0 $C0 $C0 $C0 $C0 $C0 $C0 $C0 $C0 end DF6FRACINC = 0 bkcolors: $C2 end goto skip_room_1 bank3 room2 playfield: ...XXXXX..XX..X.......X.X...X... .....X...X..X.X.......X.XX..X... .....X...X..X.X...X...X.X.X.X... .....X...X..X..X.X.X.X..X..XX... .....X....XX....X...X...X...X... ................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X..................X...........X X...XXXXXXXXX......X...........X X...X.......X......X...........X X...X.......X......X...........X X...X.......X......XXXXX...XXXXX X...XXXXXXXXX..................X X.............................XX ................................ ................................ ................................ ..............................XX ...............................X X...XXXXXXX.........XXXXXXXXX..X X...X.....X.........X.......X..X X...X.....X.........X.......X..X X...X.....X.................X..X X...XXXXXXX.................X..X X...................X.......x..X XXXXXXXXXX..........X.......X..X X........X..........XXXXXXXXX..X X........X.....................X X........X.....................X XXXXXXXXXXXXX.....XXXXXXXXXXXXXX end pfcolors: $0E $0E $0E $20 $20 $20 $20 $20 $20 $20 $20 $20 $20 $20 $20 $20 $20 end DF6FRACINC = 0 bkcolors: $22 end goto skip_room_2 bank3 room3 playfield: ..XXX..XXX..XX..XXX.XXX..XXXXX.. ..X..X.X...X....X...X..X...X.... ..X..X.XXX..XX..XXX.XXX....X.... ..X..X.X......X.X...X..X...X.... ..XXX..XXX.XXX..XXX.X..X...X.... ................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXX...XX......XXX....XXXX....XXX XX........................X...XX X...XX...................XXX...X XX........................X....X XX............................XX X.............................XX X..............................X ...............................X ...............................X ................................ XXX............................. XX.............................. X..............................X X.............................XX XX...........................XXX XX............................XX X..............................X X.....X........................X X....XXX......................XX XX....X..................XX...XX XXX............................X XXXX.....XX.........XXX......XXX XXXXXXXXXXXXXX....XXXXXXXXXXXXXX end pfcolors: $0E $0E $0E $F2 $F2 $F2 $F2 $F2 $F2 $F2 $F2 $F2 $F2 $F2 $F2 $F2 $F2 end DF6FRACINC = 0 bkcolors: $FA end goto skip_room_3 bank3 room4 playfield: ..XXX..XXX..XX..XXX.XXX..XXXXX.. ..X..X.X...X....X...X..X...X.... ..X..X.XXX..XX..XXX.XXX....X.... ..X..X.X......X.X...X..X...X.... ..XXX..XXX.XXX..XXX.X..X...X.... ................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXX...XX......XXX....XXXX....XXX XX........................X....X X...XX...................XXX.XXX XX........................X..XX. XX...........................XX. X............................XX. XX...........................XX. XX........................XXXXXX X.........................XXXXXX ................................ ................................ ................................ X.........................XXXXXX X.........................XXXXXX XX...........................XX. XX...........................XX. X............................XX. X.....X......................XX. X....XXX................XX...XXX XX....X..................XX....X XXX...........................XX XXXX.....XX.........XXX......XXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end pfcolors: $0E $0E $0E $F2 $F2 $F2 $F2 $F2 $F2 $F2 $F2 $F2 $F2 $F2 $F2 $F2 $F2 end DF6FRACINC = 0 bkcolors: $FA end goto skip_room_4 bank3 room5 playfield: ...XX...XX....XXX.XXXXX.X...XXX. ..X..X.X..X..X......X...X...X... .X.....XXXX...XX....X...X...XXX. ..X..X.X..X.....X...X...X...X... ...XX..X..X..XXX....X...XXX.XXX. ................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XX............................XX XX............................XX XX............................XX XX............................XX XX............................XX XX............................XX XXXX..........................XX XXXX..........................XX ..............................XX ..............................XX ..............................XX XXXX..........................XX XXXX..........................XX XX............................XX XX............................XX XX............................XX XX............................XX XX............................XX XX............................XX XX............................XX XXXXXXXXXXXXXX....XXXXXXXXXXXXXX XXXXXXXXXXXXXX....XXXXXXXXXXXXXX end pfcolors: $0E $0E $0E $52 $52 $52 $52 $52 $52 $52 $52 $52 $52 $52 $52 $52 $52 end DF6FRACINC = 0 bkcolors: $54 end goto skip_room_5 bank3 room10 playfield: .XXXX.XXXX.XXXX.XXXX.XXXX.XXXXX. .X....X..X.X..X.X....X......X... .XXX..X..X.XXX..XXX..XXXX...X... .X....X..X.X..X.X.......X...X... .X....XXXX.X..X.XXXX.XXXX...X... ................................ XXXXXXXXXXXXXX....XXXXXXXXXXXXXX XXX...XX.............XXXX....XXX XX........................X...XX X........................XXX...X XX........................X....X XX............................XX X...XX........................XX X..XXXX........................X X...XX.........................X X..............................X XX............................XX XXX...........................XX XX.............................X X..............................X X.............................XX XX...........................XXX XX............................XX X..............................X X.....X........................X X....XXX......................XX XX....X.......................XX XXX............................X XXXX.....XX.........XXX......XXX XXXXXXXXXXXXXX....XXXXXXXXXXXXXX end pfcolors: $0E $0E $0E $C0 $C0 $C0 $C0 $C0 $C0 $C0 $C0 $C0 $C0 $C0 $C0 $C0 $C0 end DF6FRACINC = 0 bkcolors: $C2 end goto skip_room_10 bank3 room11 playfield: ...XXXXX..XX..X.......X.X...X... .....X...X..X.X.......X.XX..X... .....X...X..X.X...X...X.X.X.X... .....X...X..X..X.X.X.X..X..XX... .....X....XX....X...X...X...X... ................................ XXXXXXXXXXXXX.....XXXXXXXXXXXXXX X.......X......................X X.................XXXXXXXX.....X X.......X.........X......X.....X XXXXXXXXX.........XXXXXXXX.....X X..............................X X....XXXXXX....................X X....X....X...........XXXX..XXXX X....XXXXXX...........X........X X.....................X........X X..XXXXXXXX...........X........X X..X......X...........XXXXXXXXXX X..X......X....................X X..X................XXXXXXXXX..X X..X......X.........X.......X..X X..XXXXXXXX.........XXXXXXXXX..X X..............................X X..............................X X......XXXXXXX....XXXXXXX......X X......XXXXXXX....XXXXXXX......X X......XXXXXXX....XXXXXXX......X XXXXXXXXXXXXXX....XXXXXXXXXXXXXX XXXXXXXXXXXXXX....XXXXXXXXXXXXXX XXXXXXXXXXXXXX....XXXXXXXXXXXXXX end pfcolors: $0E $0E $0E $20 $20 $20 $20 $20 $20 $20 $20 $20 $20 $20 $20 $20 $20 end DF6FRACINC = 0 bkcolors: $22 end goto skip_room_11 bank3 room12 playfield: ..XXX..XXX..XX..XXX.XXX..XXXXX.. ..X..X.X...X....X...X..X...X.... ..X..X.XXX..XX..XXX.XXX....X.... ..X..X.X......X.X...X..X...X.... ..XXX..XXX.XXX..XXX.X..X...X.... ................................ XXXXXXXXXXXXXX....XXXXXXXXXXXXXX XXX...XX.............XXXX....XXX XX............................XX X...XX....................XX...X XX.............................X XX............................XX X.............................XX X..............................X X..............................X X..............................X XX............................XX XXX...........................XX XX.............................X X..............................X X.............................XX XX...........................XXX XX............................XX X..............................X X..............................X X....XXX......................XX XX.......................XX...XX XXX............................X XXXX.....XX.........XXX......XXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end pfcolors: $0E $0E $0E $F2 $F2 $F2 $F2 $F2 $F2 $F2 $F2 $F2 $F2 $F2 $F2 $F2 $F2 end DF6FRACINC = 0 bkcolors: $FA end goto skip_room_12 bank3 room14 playfield: ..XX..X.X.XXX..XX.XXX..X..XXX... ..X.X.X.X.X.X.X...X...X.X.X.X... ..X.X.X.X.X.X.X...XXX.X.X.X.X... ..X.X.X.X.X.X.X.X.X...X.X.X.X... ..XX..XXX.X.X..XX.XXX..X..X.X... ................................ XXXXXXXXXXXXXX....XXXXXXXXXXXXXX X.....X......X....X............X X.....X......X....X............X X.....XXXX..XX....X..XXXXXXX...X X....................X..X..X...X X.......................X..XXXXX X.....X......X..........X..X...X X.....X......XXXXXXXXXXXX..X...X XXXXXXX..X...X.............X...X X........X...X.................X X........XXXXXXXXXXXXX.........X X...X......X.........X....XXXXXX X...X......X..............X....X X...X...X..X..............X....X X...X...X..X.........X....X....X X...X...X..X.........X....X....X X...X...XXXXXXXXXXXXXX....X....X X...X...X...X........X.........X X...X................X.........X XXXXX...........X....XXXXXX....X X...X..XXXXXXXXXX..............X X...............X..............X X...............X...XXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end pfcolors: $0E $0E $0E $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 end DF6FRACINC = 0 bkcolors: $02 end goto skip_room_14 bank3 room19 playfield: ......XXXX.XXXX.X..,X.XXXX...... ......X....X..X.X..,X.X......... ......X....XXXX.X..,X.XXX....... ......X....X..X..X.X..X......... ......XXXX.X..X...X...XXXX...... ................................ XXXXXXXXXXXXXX....XXXXXXXXXXXXXX XX..XXXXX.XX.......X.XXXXXXXXXXX X....XXX...............XXXXX..XX X.....X.................XXX....X X........................X.....X XX............................XX XX............................XX XX............................XX XX...........................XXX XX..........................XXXX XX...........................XXX XXX...........................XX XXXX..........................XX XXX...........................XX XX............................XX XX............................XX XX............................XX XXX..........................XXX XXX...........................XX XX.......X.....................X X.......XXX...................XX XX......XXX........X.........XXX XXX....XXXXX..XX..XXX...X..XXXXX XXXX...XXXXXXXXXXXXXXXXXXXXXXXXX end pfcolors: $0E $0E $0E $62 $62 $62 $62 $62 $62 $62 $62 $62 $62 $62 $62 $62 $62 end DF6FRACINC = 0 bkcolors: $64 end goto skip_room_19 bank3 room20 playfield: ..XXXXX.XXX.X...X.XX..X...XXX... ....X...X...XX.XX.X.X.X...X..... ....X...XXX.X.X.X.XX..X...XXX... ....X...X...X...X.X...X...X..... ....X...XXX.X...X.X...XXX.XXX... ................................ XXXXXXXXXXXXXX....XXXXXXXXXXXXXX X...........XX....XX...........X X...........XX....XX...........X X...........XX....XX...........X XXXX....XXXXXX....XXXXXXX....XXX XXXX....XX.............XX....XXX XXXX....XX.............XX....XXX XXXX....XX.............XX....XXX XXXX.........................XXX XXXX.........................XXX XXXX.........................XXX XXXX.........................XXX XXXX.........................XXX XXXX.........................XXX XXXX.........................XXX XXXX.........................XXX XXXX.........................XXX XXXX.........................XXX XXXX.........XXXXXX..........XXX XXXX...XX....XXXXXX....XX....XXX XXXX...XX..............XX....XXX XXXX...XX..............XX....XXX XXXX...XX..............XX....XXX XXXXXXXXXXXXXX....XXXXXXXXXXXXXX end pfcolors: $0E $0E $0E $F2 $F2 $F2 $F2 $F2 $F2 $F2 $F2 $F2 $F2 $F2 $F2 $F2 $F2 end DF6FRACINC = 0 bkcolors: $F4 end goto skip_room_20 bank3 room28 playfield: ......XX..XX..X...X.XX..XXXXX... .....X..X.X.X..X.X..X.X...X..... .....X....XX....X...XX....X..... .....X..X.X.X...X...X.....X..... ......XX..X..X..X...X.....X..... ................................ XXXX...XXXXXXXXXXXXXXXXXXXXXXXXX X............................... X............................... XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X...X.....................X..... X...X.....................X..... X........XXXXXXXXXXXXX.........X X........XX.........XX.........X X...XXXXXXX.........XXXXXXXXXXXX X..............XX............... X..............XX............... XXXXXXXXXXXX...XXXXXXXXXXXXXXXXX X..............XX............... X..............XX............... X...XXXXXXXXXXXXX...XXXXXXXXXXXX X..............XX...X........... X..............XX...X........... XXXXXXXXXXXX...XX...XXXXXXXXXXXX X..............XX............... X..............XX............... X...XXXXXXXXXXXXXXXXXXXXXXXXXXXX X............................... X............................... XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end pfcolors: $0E $0E $0E $80 $80 $80 $80 $80 $80 $80 $80 $80 $80 $80 $80 $80 $80 end DF6FRACINC = 0 bkcolors: $82 end goto skip_room_28 bank3 room29 playfield: ......XX..XX..X...X.XX..XXXXX... .....X..X.X.X..X.X..X.X...X..... .....X....XX....X...XX....X..... .....X..X.X.X...X...X.....X..... ......XX..X..X..X...X.....X..... ................................ XXXXXXXXXXXXXX....XXXXXXXXXXXXXX ................................ ................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ....X.....................X..... ....X.....................X..... X........XXXXXXXXXXXXX.........X X........XX.........XX.........X XXXXXXXXXXX.........XXXXXXXXXXXX ...............XX..............X ...............XX..............X XXXXXXXXXXXXXXXXXXXXXXXXXXXX...X ...............XX..............X ...............XX..............X XXXXXXXXXXX....XX...XXXXXXXXXXXX ...............XX..............X ...............XX..............X XXXXXXXXXXXX...XXXXXXXXXXXXX...X ...........X.................... ...........X.................... XXXXXXXX...XXXXXXXXXXXXXXXXXXXXX .......X..........X............. .......X..........X............. XXXXXXXXXXXXXX....XXXXXXXXXXXXXX end pfcolors: $0E $0E $0E $80 $80 $80 $80 $80 $80 $80 $80 $80 $80 $80 $80 $80 $80 end DF6FRACINC = 0 bkcolors: $82 end goto skip_room_29 bank3 room30 playfield: ......XX..XX..X...X.XX..XXXXX... .....X..X.X.X..X.X..X.X...X..... .....X....XX....X...XX....X..... .....X..X.X.X...X...X.....X..... ......XX..X..X..X...X.....X..... ................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ...............................X ...............................X XXXXXXXXXXXXXXXXXXXXXXXXXXX....X ....X.....................X....X ....X.....................X....X X........XXXXXXXXXXXXX.........X X........XX.........XX.........X XXXXXXXXXXX.........XXXXXXXXXXXX ................................ ................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ...............XX............... ...............XX............... XXXXXXXXXXX....XX...XXXXXXXXXXXX ...............XX............... ...............XX............... XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ...............................X ...............................X XXXXXXXXXXXXXXXXXXXXXXXXXXXX...X ...............................X ...............................X XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end pfcolors: $0E $0E $0E $80 $80 $80 $80 $80 $80 $80 $80 $80 $80 $80 $80 $80 $80 end DF6FRACINC = 0 bkcolors: $82 end goto skip_room_30 bank3 room38 playfield: ......XX..XX..X...X.XX..XXXXX... .....X..X.X.X..X.X..X.X...X..... .....X....XX....X...XX....X..... .....X..X.X.X...X...X.....X..... ......XX..X..X..X...X.....X..... ................................ XXXXXXXXXXXXXX....XXXXXXXXXXXXXX X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X XXXX........................XXXX ...X........................X... ...X........................X... ...X........................X... ...X........................X... ...X........................X... XXXX........................XXXX X..............................X X..............................X X..............................X X..............................X X..............................X X..........XXXXXXXXX...........X X..........XXXXXXXXX...........X X..........XXXXXXXXX...........X X..............................X XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end pfcolors: $0E $0E $0E $80 $80 $80 $80 $80 $80 $80 $80 $80 $80 $80 $80 $80 $80 end DF6FRACINC = 0 bkcolors: $82 end goto skip_room_38 bank3 rem ***************************************************** BANK 5 ******************************************************** bank 5 temp1 = temp1 rem ***************************************************** BANK 6 ******************************************************** bank 6 temp1 = temp1 rem ***************************************************** BANK 7 ******************************************************** bank 7 temp1 = temp1