set kernel DPC+ set smartbranching on set optimization inlinerand dim _Bit0_Reset_Restrainer = y dim _Bit7_Flip_Scroll = y dim p4_x = v dim room = q rem const noscore=0 goto __Bank_2 bank2 bank 2 temp1=temp1 m = 0 a = 11 __Bank_2 data room_shape 1,2,3 end data move_north 0,0,0 end data move_east 1,2,0 end data move_south 0,0,0 end data move_west 00,0,1 end data room_color $86,$86,$86 end room = 0 gosub draw_room player0x = 30 player0y = 3 player4x = 70 player4y = 65 player5x = 94 player5y = 108 player6x = 40 player6y = 153 rem player7x = 136 rem player7y = 76 player8x = 98 player8y = 139 player9x = 63 player9y = 10 rem const pfscore = 1 ;*************************************************************** ; Background colors. ; bkcolors: $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 end player3: %11111111 %11111111 %11111111 %11111111 end player3color: $18; $18; $18; $18; end player4: %01001100 %01111110 %01001100 %00001000 %00011100 %00010100 %01111111 %00101010 %01110110 %00111111 %01100010 %00100010 %01111111 %00011100 %00001000 end player4color: $42; $42; $42; $42; $42; $42; $42; $42; $42; $42; $42; $42; $42; $06; $06; end player5: %01111000 %00011000 %01000000 %01000000 %01000000 %11111111 %11100111 %10100101 %11100111 %00000000 %11100111 %10100101 %11100111 %10000001 %10000001 %10000001 end player5color: $0E; $1E; $22; $22; $22; $04; $26; $26; $26; $26; $26; $26; $26; $26; $26; $26; end player6: %01001100 %01111110 %01001100 %00001000 %00011100 %00010100 %01111111 %00101010 %01110110 %00111111 %01100010 %00100010 %01111111 %00011100 %00001000 end player6color: $42; $42; $42; $42; $42; $42; $42; $42; $42; $42; $42; $42; $42; $06; $06; end player7: %11111111 %01101101 %10110110 end player7color: $0E; $42; $42; end player8: %01111110 %01000010 %01000010 %01111110 %00100100 %11111111 %10001101 %11111111 end player8color: $06; $06; $06; $06; $06; $06; $06; $06; end ;************************************************************ _Bit0_Reset_Restrainer{0} = 1 ballx=133 bally=124 ballheight=4:CTRLPF=$31 rem missile0x=54 rem missile0y=112 rem missile0height=6:NUSIZ0=$10 rem missile1x=97 rem missile1y=76 rem missile1height=8 ; preset lives rem pfscore1 = %01010101 NUSIZ5=7 NUSIZ9=7 __Main_Loop NUSIZ9=7 rem pfscorecolor = $0E rem PF0=250 t=t+1 u=u+1 if !joy0left then NUSIZ2 = 0 if joy0right && !joy0fire then player0x = player0x + 1 : m = 1:REFP0 = 0:gosub __running bank3 if joy0left && !joy0fire then player0x = player0x - 1 : m = 1:REFP0 = 8:gosub __running bank3 if joy0right && !joy0fire then player2x = player2x + 1 : m = 1:NUSIZ2 = 0:gosub __running bank3 if joy0left && !joy0fire then player2x = player2x - 1 : m = 1:NUSIZ2 = 8:gosub __running bank3 if !joy0left && !joy0right && !joy0down then gosub _standing bank3 rem pushing down player0y=player0y+1 rem pushing left rem player0x=player0x-1 rem pushing right rem player0x=player0x+1 if collision(player0,playfield) then player0y=player0y-1: b=0 ; rem pushing up from playfield rem if collision(player0,playfield) then if player0x<=20 then b=0: gosub knock_backleft; rem pushing left from playfield rem if collision(player0,playfield) then if player0x>=135 then b=0: gosub knock_backright; rem pushing right from playfield if collision(player0,player3) then player0y=player0y-1: b=0 if collision(player0,ball) then player0y=player0y-1: b=0 if collision(player0,player3) && joy0up then player3y=player3y-1:player0y=player0y-1: b=0 if collision(player0,player3) && joy0down then player3y=player3y+1:player0y=player0y+1: b=0 if collision(player0,ball) && joy0up then bally=bally-1:player0y=player0y-1: b=0 if collision(player0,ball) && joy0down then bally=bally+1:player0y=player0y+1: b=0 rem if player0y=170 then player0x=30:player0y=3 if collision(player0,player4) && joy0right then player0x=30:player0y=3 if collision(player0,player6) && joy0right then player0x=30:player0y=3 if collision(player0,player4) && joy0left then player0x=30:player0y=3 if collision(player0,player6) && joy0left then player0x=30:player0y=3 ;*************************************************************** ; ; 44 rows that are 4 scanlines high. ; DF6FRACINC = 128 ; Background colors. DF4FRACINC = 128 ; Playfield colors. DF0FRACINC = 64 ; Column 0. DF1FRACINC = 64 ; Column 1. DF2FRACINC = 64 ; Column 2. DF3FRACINC = 64 ; Column 3. if joy0fire && joy0down && !joy0left && !joy0right then gosub _searching bank3 if joy0fire && joy0right && !joy0left then gosub _flip bank3:player0x=player0x+2:REFP0 = 8:NUSIZ2 = 8 if joy0fire && joy0left && !joy0right then gosub _flip bank3:player0x=player0x-2:REFP0 = 0:NUSIZ2 = 0 if player0y = 0 then gosub go_north if player0x = 138 then gosub go_east if player0y = 150 then gosub go_south if player0x = 15 then gosub go_west drawscreen rem if collision(player0,playfield) then gosub knock_player_back if t = 20 then gosub change_direction bank4 if t = 21 then t = 0 gosub move_robot bank4 if u = 10 then gosub change_direction bank4 if u = 11 then u = 0 gosub move_2robot bank4 if joy0fire && !joy0down then b=b+2:gosub _flip bank3 if b>12 then a=0 if b>48 then b=0 if a>=1 then player0y=player0y-3 if !joy0fire then a=0 if joy0fire && joy0right then a=1 if joy0fire && joy0left then a=1 if joy0fire && joy0down then a=0 if player3y = 125 then player3y = 124 if player3y = 35 then player3y = 36 if bally = 169 then bally = 168 if bally = 35 then bally = 36 if collision(player3,player0) && player3y = 124 && player0y=101 then player0y=player0y-1 if collision(ball,player0) && bally = 168 && player0y=145 then player0y=player0y-1 if collision(ball,player0) && bally = 36 && player0y=13 then player0y=player0y-1 if player4x = 26 then player4x = 27 if player4x = 124 then player4x = 123 if player6x = 26 then player6x = 27 if player6x = 65 then player6x = 64 if !switchreset then _Bit0_Reset_Restrainer{0} = 0 : goto __Main_Loop if _Bit0_Reset_Restrainer{0} then goto __Main_Loop rem knock_player_back rem player0x = player0x - p0_x rem player0y = player0y - p0_y rem return knock_backright player0x = player0x-1 return knock_backleft player0x = player0x+1 return go_north player0y = 146 room = move_north[room] goto draw_room go_east player0x = 18 room = move_east[room] goto draw_room go_south player0y = 1 room = move_south[room] goto draw_room go_west player0x = 135 room = move_west[room] draw_room rem COLUPF = room_color[room] if room_shape[room] = 1 then goto draw_room_shape_1 bank5 if room_shape[room] = 2 then goto draw_room_shape_2 bank5 if room_shape[room] = 3 then goto draw_room_shape_3 bank5 bank 3 temp1=temp1 _standing player0: %00000000 %00000000 %00000000 %00001000 %00011000 %00011000 %00000000 %00000000 %00011000 %00011000 %00011000 %00011000 %00011000 %00011000 %00010000 %00000000 %00010000 %00011000 %00011000 %00011000 %00011000 %00011000 %00011000 %00011000 %00010100 end player0color: $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $04; $04; $04; $04; $04; $04; $04; $04; end return __running g=g+1 if g=10 then player0: %00000000 %00000000 %00000000 %00000000 %00001000 %00011000 %00011000 %00000000 %00000000 %00011000 %00011000 %00011000 %00011000 %00010000 %00000000 %00010000 %00011000 %00011100 %00011100 %00110110 %00110110 %00000010 %00000010 %00000010 %00000011 end if g=10 then player0color: $0E; $0E; $0E; $0E; $0E; $0E; $0E; $04; $0E; $0E; $0E; $0E; $0E; $0E; $04; $0E; $04; $04; $04; $04; $04; $04; $04; $04; $04; end if g=20 then player0: %00000000 %00000000 %00000000 %00000000 %00001000 %00011000 %00011000 %00000000 %00000000 %00011000 %00011000 %00011000 %00011000 %00010000 %00000000 %00000100 %00011000 %00111000 %00111000 %00011000 %00011000 %00010000 %00010000 %00010000 %00011000 end if g=20 then player0color: $0E; $0E; $0E; $0E; $0E; $0E; $0E; $04; $0E; $0E; $0E; $0E; $0E; $0E; $04; $0E; $04; $04; $04; $04; $04; $04; $04; $04; $04; end if g=30 then player0: %00000000 %00000000 %00000000 %00000100 %00001100 %00001100 %00000000 %00000000 %00001010 %00011000 %00111110 %00111100 %01011000 %01011000 %00000000 %01000000 %00011000 %00100100 %00100100 %01000100 %01000100 %10000010 %10000000 %10000000 %11000000 end if g=30 then player0color: $0E; $0E; $0E; $0E; $0E; $0E; $0E; $04; $0E; $0E; $0E; $0E; $0E; $0E; $04; $0E; $04; $04; $04; $04; $04; $04; $04; $04; $04; end if g=40 then player0: %00000000 %00000000 %00000000 %00000100 %00001100 %00001100 %00000000 %00000000 %00001100 %00001100 %00001100 %00001100 %00001100 %00001000 %00000000 %00001000 %00011000 %01110100 %01110100 %00010100 %00010100 %00000010 %00000010 %00000010 %00000011 end if g=40 then player0color: $0E; $0E; $0E; $0E; $0E; $0E; $0E; $04; $0E; $0E; $0E; $0E; $0E; $0E; $04; $0E; $04; $04; $04; $04; $04; $04; $04; $04; $04; end if g=50 then player0: %00000000 %00000000 %00000000 %00000000 %00001000 %00011000 %00011000 %00000000 %00000000 %00011000 %00011000 %00011000 %00011000 %00010000 %00000000 %00000100 %00011000 %00111000 %00111000 %00011000 %00011000 %00010000 %00010000 %00010000 %00011000 end if g=50 then player0color: $0E; $0E; $0E; $0E; $0E; $0E; $0E; $04; $0E; $0E; $0E; $0E; $0E; $0E; $04; $0E; $04; $04; $04; $04; $04; $04; $04; $04; $04; end if g=60 then player0: %00000000 %00000000 %00000000 %00000100 %00001100 %00001100 %00000000 %00000000 %00001010 %00011000 %00111110 %00111100 %01011000 %01011000 %00000000 %01000000 %00011000 %00100100 %00100100 %01000100 %01000100 %10000010 %10000000 %10000000 %11000000 end if g=60 then player0color: $0E; $0E; $0E; $0E; $0E; $0E; $0E; $04; $0E; $0E; $0E; $0E; $0E; $0E; $04; $0E; $04; $04; $04; $04; $04; $04; $04; $04; $04; end if g=60 then g=0 return _searching d=d+1 if d = 10 then player0: %00000000 %00000000 %00011000 %00011000 %00011000 %00011000 %00000000 %00000000 %00111100 %01111110 %01011010 %01011010 %01011010 %00011000 %10011001 %00000000 %00011000 %00111100 %00111100 %00100100 %00100100 %01000010 %01000010 %01000010 %01000010 end if d = 10 then player0color: $0E; $04; $04; $04; $04; $04; $04; $04; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $04; $04; $04; $04; $04; $04; $04; $04; $04; end if d = 20 then player0: %10000000 %00000000 %00011000 %00011000 %00011000 %00011000 %00000000 %00000000 %00111100 %01111110 %01011010 %01011010 %01011010 %00011000 %10011001 %00000000 %00011000 %00111100 %00111100 %00100100 %00100100 %01000010 %01000010 %01000010 %01000010 end if d = 20 then player0color: $0E; $04; $04; $04; $04; $04; $04; $04; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $04; $04; $04; $04; $04; $04; $04; $04; $04; end if d = 30 then player0: %11000000 %00000000 %00011000 %00011000 %00011000 %00011000 %00000000 %00000000 %00111100 %01111110 %01011010 %01011010 %01011010 %00011000 %10011001 %00000000 %00011000 %00111100 %00111100 %00100100 %00100100 %01000010 %01000010 %01000010 %01000010 end if d = 30 then player0color: $0E; $04; $04; $04; $04; $04; $04; $04; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $04; $04; $04; $04; $04; $04; $04; $04; $04; end if d = 40 then player0: %11100000 %00000000 %00011000 %00011000 %00011000 %00011000 %00000000 %00000000 %00111100 %01111110 %01011010 %01011010 %01011010 %00011000 %10011001 %00000000 %00011000 %00111100 %00111100 %00100100 %00100100 %01000010 %01000010 %01000010 %01000010 end if d = 40 then player0color: $0E; $04; $04; $04; $04; $04; $04; $04; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $04; $04; $04; $04; $04; $04; $04; $04; $04; end if d = 50 then player0: %11110000 %00000000 %00011000 %00011000 %00011000 %00011000 %00000000 %00000000 %00111100 %01111110 %01011010 %01011010 %01011010 %00011000 %10011001 %00000000 %00011000 %00111100 %00111100 %00100100 %00100100 %01000010 %01000010 %01000010 %01000010 end if d = 50 then player0color: $0E; $04; $04; $04; $04; $04; $04; $04; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $04; $04; $04; $04; $04; $04; $04; $04; $04; end if d = 60 then player0: %11111000 %00000000 %00011000 %00011000 %00011000 %00011000 %00000000 %00000000 %00111100 %01111110 %01011010 %01011010 %01011010 %00011000 %10011001 %00000000 %00011000 %00111100 %00111100 %00100100 %00100100 %01000010 %01000010 %01000010 %01000010 end if d = 60 then player0color: $0E; $04; $04; $04; $04; $04; $04; $04; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $04; $04; $04; $04; $04; $04; $04; $04; $04; end if d = 70 then player0: %11111100 %00000000 %00011000 %00011000 %00011000 %00011000 %00000000 %00000000 %00111100 %01111110 %01011010 %01011010 %01011010 %00011000 %10011001 %00000000 %00011000 %00111100 %00111100 %00100100 %00100100 %01000010 %01000010 %01000010 %01000010 end if d = 70 then player0color: $0E; $04; $04; $04; $04; $04; $04; $04; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $04; $04; $04; $04; $04; $04; $04; $04; $04; end if d = 80 then player0: %11111110 %00000000 %00011000 %00011000 %00011000 %00011000 %00000000 %00000000 %00111100 %01111110 %01011010 %01011010 %01011010 %00011000 %10011001 %00000000 %00011000 %00111100 %00111100 %00100100 %00100100 %01000010 %01000010 %01000010 %01000010 end if d = 80 then player0color: $0E; $04; $04; $04; $04; $04; $04; $04; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $04; $04; $04; $04; $04; $04; $04; $04; $04; end if d = 90 then player0: %11111111 %00000000 %00011000 %00011000 %00011000 %00011000 %00000000 %00000000 %00111100 %01111110 %01011010 %01011010 %01011010 %00011000 %10011001 %00000000 %00011000 %00111100 %00111100 %00100100 %00100100 %01000010 %01000010 %01000010 %01000010 end if d = 90 then player0color: $0E; $04; $04; $04; $04; $04; $04; $04; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $04; $04; $04; $04; $04; $04; $04; $04; $04; end if d=90 then d=0 return _flip if collision(player0,playfield) then player0y=player0y-2 h=h+1 if h=10 then player0: %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00011100 %00011110 %00101111 %01101011 %01101001 %00000000 %00001001 %00000001 %00000001 %00000001 %00000001 %00000010 %00000010 %00000010 %00000000 %00000000 %00000000 %00000000 end if h = 10 then player0color: $04; $04; $04; $04; $04; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $04; $04; $04; $04; $04; $04; $04; $04; $04; end if h = 25 then player0: %00110000 %01111000 %01101000 %01101110 %00010001 %00101110 %01100000 %01100000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 end if h = 25 then player0color: $04; $04; $04; $04; $04; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; end if h = 40 then player0: %00001000 %00001000 %00000100 %00111000 %01110100 %01100000 %01100000 %00110000 %00010000 %00001100 %00001100 %00000100 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 end if h = 40 then player0color: $04; $04; $04; $04; $04; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $04; $04; $04; $04; $04; $04; $04; $04; $04; $04; end if h = 55 then player0: %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000100 %00000110 %00010110 %00000001 %00001001 %00000111 %00000010 %00011110 %00111100 %00100000 %01000000 %01000000 %00000000 %00000000 %00000000 %00000000 end if h = 55 then player0color: $04; $04; $04; $04; $04; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $0E; $04; $04; $04; $04; $04; $04; $04; $04; $04; end if h=40 then h=0 return bank 4 temp1=temp1 change_direction c = (rand&7) + 4 end return if m = 0 && joy0fire && joy0down && !joy0left && !joy0right then goto _searching bank3 move_robot p4_x = 0 if c = 8 then p4_x = 1 : NUSIZ4 = 8 if c = 9 then p4_x = 255 : NUSIZ4 = 0 player4x = player4x + p4_x rem player5x = player5x + p4_x end return move_2robot p4_x = 0 if c = 10 then p4_x = 1 : NUSIZ6 = 8 if c = 11 then p4_x = 255 : NUSIZ6 = 0 player6x = player6x + p4_x rem player7x = player7x + p4_x end return bank 5 temp1=temp1 draw_room_shape_1 player3x = 20 player3y = 80 player4y = 65 player5x = 94 player5y = 108 player6x = 40 player6y = 153 player8x = 98 player8y = 139 player9x = 80 player9y = 10 playfield: X..............................X X..............................X X............................... X............................... X............................... X............................... X............................... X............................... X............................... X..XXXXXXXXXXXXXXXXXXXXXXXXXX..X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..XXXXXXXXXXXXXXXXXXXXXXXXXX..X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..XXXXXXXXXXXXXXXXXXXXXXXXXX..X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..XXXXXXXXXXXX..XXXXXXXXXXXX..X end pfcolors: $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 end return draw_room_shape_2 player3x = 76 player3y = 36 player4y=200 player5y=200 player6y=200 player8y=200 player9y=200 playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ................................ ................................ ................................ ................................ ................................ ................................ ................................ XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXX end pfcolors: $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 end return draw_room_shape_3 player3x = 20 player3y = 80 player4y = 65 player6x = 40 player6y = 153 player9x = 80 player9y = 10 player9: %11111111 %11111111 %11111111 %11011011 %11011011 %01101101 %01101101 %11111111 %11000011 %10000001 %10000001 %11000011 %11000011 %01000010 %01000010 %11000011 %11000011 %10000001 %10000001 %11000011 %11000011 %01011010 %01011010 %11000011 %11111111 %11100111 end player9color: $0E; $0E; $04; $42; $42; $08; $08; $42; $42; $08; $08; $42; $42; $08; $08; $42; $42; $08; $08; $42; $42; $08; $08; $04; $42; $42; end playfield: X..............................X X..............................X ...............................X ...............................X ...............................X ...............................X ...............................X ...............................X ...............................X X..XXXXXXXXXXXXXXXXXXXXXXXXXX..X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..XXXXXXXXXXXXXXXXXXXXXXXXXX..X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..XXXXXXXXXXXXXXXXXXXXXXXXXX..X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..XXXXXXXXXXXXXXXXXXXXXXXXXX..X end pfcolors: $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 $18 end return bank 6 temp1=temp1