rem sets the cart name or whats on top of the emu or what shows up in a dumper option title,"game name or your name here"; rem pallettes is the color data tile frist is the name the last number is the video mode pallettes st,0,0,10 rem set up for image in load tile name is the tile the next number is the number of tiles rem the one after that is the tile number 0 counts so if it is 8 put 9 loadtiles boss1z4,4,2474 rem addsprite just gives the word that you use to call the sprite boss1x4=addsprite(2,2) propsprite boss1x4,2474,0 rem X Y movesprite boss1x4,200,200 rem image tiles rem color pallettes, st: DATAINT $0EEE,$00EE,$0E0E,$000E,$0EE0,$00E0,$0E00,$0888 ' Pallette: 0 DATAINT $0CCC,$0088,$0808,$0008,$0880,$0080,$0800,$0000 DATAINT $0EEE,$00EE,$0E0E,$000E,$0EE0,$00E0,$0E00,$0888 ' Pallette: 1 DATAINT $0CCC,$0088,$0808,$0008,$0880,$0080,$0800,$0000 DATAINT $0EEE,$00EE,$0E0E,$000E,$0EE0,$00E0,$0E00,$0888 ' Pallette: 2 DATAINT $0CCC,$0088,$0808,$0008,$0880,$0080,$0800,$0000 DATAINT $0EEE,$00EE,$0E0E,$000E,$0EE0,$00E0,$0E00,$0888 ' Pallette: 3 DATAINT $0CCC,$0088,$0808,$0008,$0880,$0080,$0800,$0000 rem picture boss1z4: DATALONG $00000000 ' Tile: 0 DATALONG $00000000 DATALONG $00000000 DATALONG $00000000 DATALONG $00000040 DATALONG $00000040 DATALONG $00000040 DATALONG $00044444 DATALONG $00000040 ' Tile: 1 DATALONG $00000040 DATALONG $00000040 DATALONG $00000000 DATALONG $00000000 DATALONG $00000000 DATALONG $00000000 DATALONG $00000000 DATALONG $00000000 ' Tile: 2 DATALONG $00000000 DATALONG $00000000 DATALONG $00000000 DATALONG $00000000 DATALONG $00000000 DATALONG $00000000 DATALONG $44000000 DATALONG $00000000 ' Tile: 3 DATALONG $00000000 DATALONG $00000000 DATALONG $00000000 DATALONG $00000000 DATALONG $00000000 DATALONG $00000000 DATALONG $00000000 rem the while loop you still need a while statment in the loop and statments are done like this [and] like if x.6 [and] a.5 do while game=0 while gamex=0 rem how you print to screen ink 2 locate 5,0 rem it will print any inter or string if you put it after the "" and after ; like this "X";spriteposx(boss1x4) it will print the X and after that the string or inter print "X:";spriteposx(boss1x4) print "Y:";spriteposy(boss1x4) rem set word to joypad for bit x=joypad(0) rem controlles rem the word is the joypad .0 or .1 or .2 ....... are the bit 0 is up 1 is down ......................... if x.0 then movesprite boss1x4,spriteposx(boss1x4),spriteposy(boss1x4)-1 sleep 1 endif if x.1 then movesprite boss1x4,spriteposx(boss1x4),spriteposy(boss1x4)+1 sleep 1 endif if x.2 then movesprite boss1x4,spriteposx(boss1x4)+1,spriteposy(boss1x4) sleep 1 endif if x.3 then movesprite boss1x4,spriteposx(boss1x4)-1,spriteposy(boss1x4) sleep 1 endif rem wend ends the while statment loop ends the do while loop wend loop