set romsize 32kSC set tv ntsc set kernel_options pfcolors no_blank_lines set smartbranching on ;dont forget to reset p values for final version ;dont forget t is only used for testing and making a clear bonus field. ;VARIABLES ;A = movement ;B = movement ;C =movement ;D = movement ;E = ;F = 0 player0 fire check 1 and 2 directional check ;G = ;H = ;I = ;J = animation ;K = ;L = ;M = ;N = statusbar color ;O = obstacle bits ;P = level counter ;Q = bonus counter ;R = in bonus round the randomizer ;S = ;T = ;U = ;V = ;W = world timer ;X = ;Y = ;Z = rand numbers ;r000 mow counter ;r001 statusbar counter ;r002 bonus round counter dim _sc1 = score dim _sc2 = score+1 dim _sc3 = score+2 dim _P0X= player0x.a dim _P0Y = player0y.b dim _P1X= player1x.c dim _P1Y = player1y.d const c_TOP=28 const c_BOTTOM=80 const c_LEFT=20 const c_RIGHT=137 const pfres=32 ;const scorefade = 1 const font = .21stcentury dim statusbarcolor = n ;music ; dim duration=e ; dim datareader1=f ; just a reminder ; dim datareader2=g ; just a reminder rem * Volume off AUDV0=0 AUDV1=0 STARTSCREEN pfcolors: $00 $00 $0C $0C $0C $0C $0C $00 $00 $0C $0C $0C $0C $0C $00 $00 $00 $0C $0C $0C $0C $00 $00 $00 $00 $0C $0C $0C $0C $0C $0C $00 end playfield: ................................ ................................ .XXX.X.XXX.XXX.XX..XX..XXX.X.X.. .X.X.X...X...X.X.X.X.X.X.X.X.X.. .XX..X..X...X..XXX.XXX.X.X..X... .X...X.X...X...X.X.X.X.X.X..X... .X...X.XXX.XXX.X.X.XXX.XXX..X... ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ end COLUPF=$00 COLUBK = $00 COLUP0=$42 player0x=52:player0y=52 PF0=%00000000 player0: %00100010 %01010101 %00101010 %00101100 %11011100 %00000110 %00001010 %00000110 end drawscreen statusbarcolor=$f8 lives=223 statusbarlength=224 lifecolor=$f8 if !joy0fire then goto STARTSCREEN playfield: X............................... ..........................XXXXX. XXXXXXX......X...........X.X.X.X X.X.XXX......XXXXXXX.....XXXXXXX X.X.X.X......X.X.X.X.....X.X.X.X XXXXX.X......X.XXXXX.....XXXXX.X ................................ ................................ ................................ .XXXXXX......XXXXXXX......X.XXXX XXX.X.X......X.X.X.X......XX.X.X XXXXXXX.....XXXXXXXXX....XXXXXXX X.X.X.X.....X.X...X.X....X.X.X.X X.XXXXX.....XXX...X.X....XXX.XXX ................................ ................................ ...............XXXXX......XXXXX. X..X..X......X.X.X.X......X.X.X. XXXXXXX.....XXXXXXXX.....XXXXXXX X.X.X.X.....X.X..X.X.....X.X...X XXX.XXX.....XXXXXX.X.....X.XXXXX ................................ ................................ ................................ ................................ XXXXX........................... X...X.XXXXXXX................... X...X.X..X..XXXXX............... XXXXX.XXXXXXXXXXX....XXXXXXXXXXX ..X...X..X..X...X............... ..X...XXXXXXX...X............... X............................... end LAWNMOWER player0x=52:player0y=52 scorecolor = $00 ;main loop main LIVES lives: %00000000 %00111100 %01000010 %01011010 %01100010 %01001010 %00111100 %00000000 end player0: %00100010 %01010101 %00101010 %00101100 %11011100 %00000110 %00001010 %00000110 end w=w+1 PF0=%00000000 COLUPF=$00 COLUBK = $00 COLUP1=$00 COLUP0=$42 statusbarcolor=$D2 lifecolor=$40 if joy0up then _P0Y = _P0Y -0.50:f{2}=1 if joy0down then _P0Y = _P0Y +0.50:f{2}=0 if joy0left then _P0X=_P0X-0.50: f{1}=1 if joy0right then _P0X=_P0X+0.50: REFP0=8:f{1}=0 if joy0fire then f{0}=1 else f{0}=0 if joy0left || joy0right then j = j + 2: goto ANIMATIONS if joy0up || joy0down then j = j + 2 : goto ANIMATIONS ANIMATIONS if j = 20 then j = 0 ;mowanimation if j < 10 then player0: %00100010 %01010101 %00101010 %00101100 %11011100 %00000110 %00001010 %00000110 end if j > 10 && j < 20 then player0: %01010101 %00100010 %01011101 %00101100 %11011100 %00000110 %00001010 %00000110 end ; player movement ;minimum life ceck if lives<32 then lives=32 drawscreen goto main bank 2 bank 3 bank 4 bank 5 bank 6 bank 7 bank 8 rem ***************************************************** inline 6lives_statusbar.asm