rem Hell Rider rem by Fort Apocalypse set smartbranching on set optimization inlinerand set optimization noinlinedata set kernel multisprite set romsize 4k const screenheight=80 pfheight = 1 const _Player0_Sprite_high = >_Hell_Cycle const _Player0_Sprite_low = <_Hell_Cycle const _Player0_Sprite_height = 13 const _Player1_Sprite_high = >_Hell_Cycle const _Player1_Sprite_low = <_Hell_Cycle const _Player1_Sprite_height = 14 const _Player2_Sprite_high = >_Hell_Cycle const _Player2_Sprite_low = <_Hell_Cycle const _Player2_Sprite_height = 14 const _Player3_Sprite_high = >_Hell_Cycle const _Player3_Sprite_low = <_Hell_Cycle const _Player3_Sprite_height = 14 const _Player4_Sprite_high = >_Hell_Cycle const _Player4_Sprite_low = <_Hell_Cycle const _Player4_Sprite_height = 14 const _Player5_Sprite_high = >_Hell_Cycle const _Player5_Sprite_low = <_Hell_Cycle const _Player5_Sprite_height = 14 dim fired = f init playfield: ..X.......XXXXX. ..........XX.XX. ..X.X......X.X.. .........X.....X ..XXX......X.X.. ..X........X.X.. ..XXX......XXX.. ..X........X.X.. ..X........X.X.. ................ ..XXX......XXX.. ..X.X......X.X.. ..XXX.......XX.. ..X.X......XXX.. ..X.X........... .............X.. ..XXX........X.. ....X......XXX.. ..XXX........... ..X..........X.. ..XXX........X.. ...........XXX.. ..XXX........... ..X.X........... ..XXX........... ............XX.. ..XXX......X.X.. ....X.......XX.. ..XXX......X.X.. ..X............. ..XXX........X.. ................ ..XXX........X.. ....X........X.. ..XXX........... ..X........X.... ..XXX......XXX.. ...........X.X.. ..X.X......XXX.. ................ ............XX.. ...........X.X.. ............XX.. ...........XXX.. ................ ...........XXX.. .............X.. end missile0x = 0 missile0y = 0 missile1x = 120 missile1y = 80 ballx = 80 bally = 69 player0x = 100 player0y = 52 player1x = 15 player1y = 76 player2x = 15 player2y = 60 player3x = 15 player3y = 44 player4x = 15 player4y = 28 player5x = 15 player5y = 12 player0pointerlo = _Player0_Sprite_low player0pointerhi = _Player0_Sprite_high player0height = _Player0_Sprite_height player1pointerlo = _Player1_Sprite_low player1pointerhi = _Player1_Sprite_high player1height = _Player1_Sprite_height player2pointerlo = _Player2_Sprite_low player2pointerhi = _Player2_Sprite_high player2height = _Player2_Sprite_height player3pointerlo = _Player3_Sprite_low player3pointerhi = _Player3_Sprite_high player3height = _Player3_Sprite_height player4pointerlo = _Player4_Sprite_low player4pointerhi = _Player4_Sprite_high player4height = _Player4_Sprite_height player5pointerlo = _Player5_Sprite_low player5pointerhi = _Player5_Sprite_high player5height = _Player5_Sprite_height y = 0 n = 190 m = 254 score = 0 main player0x = 77 player0y = y if n = 0 then m = m + 1 if m = 0 then y = y + 1 if y > 0 then y = y + 1 if y = 0 then n = n + 1 COLUP0 = $42 + m _COLUP1 = $42 + m COLUP2 = $42 + m COLUP3 = $42 + m COLUP4 = $42 + m COLUP5 = $42 + m COLUPF = 0 + m COLUBK = 0 + m scorecolor = 0 + m player1x = 15 + m player2x = 15 + m player3x = 15 + m player4x = 15 + m player5x = 15 + m n=n+5 drawscreen if m = 1 then goto wait goto main wait COLUBK = $42 scorecolor = $42 if switchreset then goto startgame drawscreen goto wait startgame COLUBK = 0 scorecolor = 0 player0x = m player0y = m player1x = m + 9 player1y = m + 9 player2x = m + 7 player2y = m + 7 player3x = m + 6 player3y = m + 6 player4x = m + 4 player4y = m + 4 player5x = m + 2 player5y = m + 2 m = m + 5 drawscreen if player0x < 250 then player2x = 34 : player2y = 43 : goto game goto startgame game COLUBK=$00 COLUPF=$32 playfield: XXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXX .XXX.XXX.XX..XX. .X...XX...X..X.. ......X...X..X.. .............X.. ................ ................ ................ ................ XXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXX ..X..XX..X.XX... .....X...X...... ................ ................ ................ ................ ................ ................ ................ ................ XXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXX X.XXX.XXXXX.XX.X ...XX.....X..... ....X.....X..... ................ ................ ................ ................ ................ ................ ................ XXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXX XX..XX..X..X.... ........X....... ................ ................ ................ ................ ................ ................ ................ XXXXXXXXXXX..... XXXXXXXXXXX..... end drawscreen player0x = player0x + 1 player0y = player0y + 1 if joy0right then player2x = player2x + 1 if joy0left then player2x = player2x - 1 if joy0up then player2y = player2y + 1 if joy0down then player2y = player2y - 1 player2y = player2y - 1 if joy0fire then if fired <> 1 then fired = 1 : player2y = player2y + 3 else fired = 0 if collision(player1, playfield) then player2y = player2y + 3 : drawscreen : if collision(player1, playfield) then player2y = player2y - 6 goto game data _Hell_Cycle %01101100 %01110100 %00011011 %01111110 %11101100 end