set romsize 32k set kernel_options playercolors player1colors pfcolors const noscore=1 opening AUDV0=0 : AUDV1=0 : NUSIZ0=$00 o{0}=1 : player0x=16 player1: %01101100 %01101100 %01101100 %01101100 %10010010 %10010010 %10010010 %10010010 %10010000 %10010000 %10010000 %10010000 %01111100 %01111100 %01111100 %01111100 %00010010 %00010010 %00010010 %00010010 %10010010 %10010010 %10010010 %10010010 %01101100 %01101100 %01101100 %01101100 end player1color: 128 128 128 128 130 130 130 130 132 132 132 132 134 134 134 134 136 136 136 136 138 138 138 138 140 140 140 140 end playfield: ............................... ............................... ............................... ............................... ............................... ............................... XX..XX...XX..XX..XX.XX..XXX..XX X.X.X.X.X...X...X...X.X..X..X.. XX..XX..XXX..X..XXX.X.X..X...X. X...X.X.X.....X.X...X.X..X....X X...X.X..XX.XX...XX.X.X..X..XX. end opening_3 pfcolors: 0 0 0 0 0 0 128 128 128 128 128 end player1x=64 : player1y=39 player0y=39 : NUSIZ1=$07 walktimer=walktimer+1 drawscreen player0x=player0x+1 goto t_anim opening_2 if player0x>140 then goto i_like_bacon goto opening_3 i_like_bacon o{0}=0 NUSIZ1=$00 statusbarlength=224 a=1 : b=0 : e=27 : scorecolor=30 : z=1 : COLUBK=0 player0: %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 %00111000 end player0color: 46 46 46 46 68 68 68 68 68 68 68 68 68 68 68 68 68 68 68 68 end player1: %01110111 %01110111 %00110110 %00110110 %00110110 %00110110 %00110110 %00110110 %00110110 %00110110 %00110110 %00110110 %00110110 %00110110 %00110110 %00110110 %00110110 %00110110 %00110110 %00110110 %01111111 %01111111 %01111111 %01111111 %01111111 %01111111 %01110111 %01110111 %01110111 %01110111 %01110111 %01110111 %01100111 %01100111 %01110111 %01110111 %01111011 %01111011 %01111111 %01111111 %01111111 %01111111 %00011100 %00011100 %00111110 %00111110 %00111110 %00111110 %00000000 %00000000 %00111110 %00111110 %00111110 %00111110 %00101010 %00101010 %00111110 %00111110 %00111110 %00111110 %00011100 %00011100 %00111100 %00111100 end player1color: 4 4 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 64 64 64 64 64 64 64 64 64 64 64 64 64 64 64 64 64 64 64 64 64 64 46 46 46 46 46 46 46 46 46 46 46 46 46 46 46 46 46 46 46 46 240 240 end playfield: ........XX...XX..XX..XX..XX.... .......X..X.X...X...X...X...... .......XXXX..X...X..XXX..X..... .......X..X...X...X.X.....X.... .......X..X.XX..XX...XX.XX..... ............................XX. ........XX...XX...XX.X.XX..X... .......X..X.X....X...X.X.X.XXX. .......X..X.XX...XX..X.XX..X... ........XX..X....X...X.X.X..XX. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end t_s player1x=20 : player1y=80 : NUSIZ1=$05 player0x=18 : player0y=58 : NUSIZ0=$01 ballx=0 : bally=0 drawscreen if switchleftb then j=1 else j=0 if switchrightb then u{7}=1 else u{7}=0 pfcolors: 30 30 30 30 30 30 30 30 30 30 196 end rem if joy0up && joy0fire then o=1 : goto limbo if joy0fire then goto limbo t_s_music AUDV0=d : AUDC0=5 : AUDF0=c AUDV1=3 : AUDC1=12 : AUDF1=e dim ts_timer1=a dim ts_timer2=b ts_timer2=ts_timer2+1 if ts_timer1=1 && ts_timer2>0 then d=6 : c=16 : e=27 if ts_timer1=1 && ts_timer2>8 then d=0 if ts_timer1=1 && ts_timer2>10 then d=6 if ts_timer1=1 && ts_timer2>18 then d=0 if ts_timer1=1 && ts_timer2>20 then d=6 if ts_timer1=1 && ts_timer2>28 then d=0 if ts_timer1=1 && ts_timer2>30 then d=6 if ts_timer1=1 && ts_timer2>38 then d=0 if ts_timer1=1 && ts_timer2>40 then d=6 if ts_timer1=1 && ts_timer2>60 then c=18 if ts_timer1=1 && ts_timer2>70 then c=20 if ts_timer1=1 && ts_timer2>80 then c=24 : e=20 if ts_timer1=1 && ts_timer2>90 then c=20 if ts_timer1=2 && ts_timer2>38 then d=0 if ts_timer1=2 && ts_timer2>40 then d=6 if ts_timer1=2 && ts_timer2>50 then c=18 if ts_timer1=2 && ts_timer2>60 then c=16 : e=27 if ts_timer1=2 && ts_timer2>68 then d=0 if ts_timer1=2 && ts_timer2>70 then d=6 if ts_timer1=2 && ts_timer2>78 then d=0 if ts_timer1=2 && ts_timer2>80 then d=6 if ts_timer1=2 && ts_timer2>88 then d=0 if ts_timer1=2 && ts_timer2>90 then d=6 if ts_timer1=2 && ts_timer2>98 then d=0 if ts_timer1=3 && ts_timer2>0 then d=6 if ts_timer1=3 && ts_timer2>8 then d=0 if ts_timer1=3 && ts_timer2>10 then d=6 if ts_timer1=3 && ts_timer2>20 then c=18 if ts_timer1=3 && ts_timer2>30 then c=20 if ts_timer1=3 && ts_timer2>40 then c=24 : e=20 if ts_timer1=3 && ts_timer2>50 then c=20 if ts_timer1=3 && ts_timer2>98 then d=0 if ts_timer1=4 && ts_timer2>0 then d=6 if ts_timer1=4 && ts_timer2>8 then d=0 if ts_timer1=4 && ts_timer2>10 then d=6 if ts_timer1=4 && ts_timer2>20 then c=22 : e=24 if ts_timer1=4 && ts_timer2>30 then c=20 if ts_timer1=4 && ts_timer2>40 then c=18 if ts_timer1=4 && ts_timer2>50 then c=22 if ts_timer1=4 && ts_timer2>60 then c=20 : e=22 if ts_timer1=4 && ts_timer2>70 then c=18 if ts_timer1=4 && ts_timer2>80 then c=16 if ts_timer1=4 && ts_timer2>88 then d=0 if ts_timer1=4 && ts_timer2>90 then d=6 if ts_timer1=5 && ts_timer2>0 then c=15 : e=20 if ts_timer1=5 && ts_timer2>3 then d=0 if ts_timer1=5 && ts_timer2>5 then d=6 if ts_timer1=5 && ts_timer2>8 then d=0 if ts_timer1=5 && ts_timer2>10 then d=6 : c=16 if ts_timer1=5 && ts_timer2>20 then c=18 if ts_timer1=5 && ts_timer2>30 then c=20 if ts_timer1=5 && ts_timer2>40 then c=22 : e=24 if ts_timer1=5 && ts_timer2>50 then c=20 if ts_timer1=5 && ts_timer2>60 then c=18 if ts_timer1=5 && ts_timer2>80 then ts_timer1=1 : ts_timer2=0 if ts_timer2>99 then ts_timer2=0 : ts_timer1=ts_timer1+1 goto t_s limbo pfclear AUDV0=0 : AUDV1=0 : player0x=0 : player0y=0 : player1x=0 : player1y=0 drawscreen if !joy0fire then goto beginning goto limbo beginning if u{7} then a=15 else a=27 o=31 lives=96 lives: %00111000 %01111100 %00000000 %01111100 %01111100 %01010100 %01111100 %00111000 end drawscreen rem a=15 : rem CHANGE AT END screen_pick walktimer=0 dim screen=a dim walktimer=b dim jumptimer=c dim downtimer=d player1x=0 : player1y=0 if a=1 then goto level_1 bank4 if a=15 then goto level_2 bank3 : rem CHANGE AT END if a=27 then goto level_3 bank5 goto on_a bank4 t_anim if a>15 && a<28 then pfcolors: 246 246 246 246 246 246 246 64 14 64 246 end if a<15 then pfcolors: 246 246 246 246 246 246 246 246 246 246 246 end if a>27 && a<45 then pfcolors: 156 156 156 156 156 156 156 156 156 156 156 end goto t_anim2 t_anim2 if walktimer>40 then walktimer=1 if f{0} || f{4} then goto t_jump if walktimer=0 then goto t_standing if walktimer<10 then goto t_walking_1 if walktimer<20 then goto t_walking_2 if walktimer<30 then goto t_walking_3 if walktimer<=40 then goto t_walking_2 t_fart player0: %11101110 %00100010 %00100010 %00010010 %00010001 %00010001 %00001001 %00111111 %00111111 %00110111 %00110110 %01100010 %10111110 %10111001 %00001101 %00000001 %11111000 %10101000 %11111000 %01110000 %11110000 end player0color: 4 16 16 16 16 16 16 64 64 64 64 64 64 46 46 46 46 46 46 46 244 end goto main t_jump player0: %00100010 %00101100 %00100110 %00100001 %00100111 %00111110 %00111110 %00110110 %01110110 %01100011 %10111101 %10111001 %10001101 %01100000 %11111000 %11010100 %11111000 %01110000 %01111000 end player0color: 4 4 16 16 16 16 64 64 64 64 64 46 46 46 46 46 46 46 244 end goto main t_standing player0: %11101110 %00101000 %00101000 %00101000 %00101000 %10000010 %10111010 %10111010 %10101010 %10101010 %11000110 %01111100 %01111100 %00111000 %01111100 %00000000 %01111100 %01010100 %01111100 %00111000 %00111100 end player0color: 4 16 16 16 16 46 64 64 64 64 64 64 64 46 46 46 46 46 46 46 244 end goto main t_walking_1 player0: %11000110 %10000111 %01000100 %01001000 %00101000 %10000010 %10111100 %10111100 %10111100 %01011100 %01011100 %01111100 %01111100 %00111000 %01111100 %00000000 %01111100 %01110100 %01111100 %00111000 %00111100 end player0color: 4 16 16 16 16 46 64 64 64 64 64 64 64 46 46 46 46 46 46 46 244 end goto main t_walking_2 player0: %00111000 %00110000 %00011100 %00111000 %00110000 %01011100 %01011100 %01011100 %01011100 %01111100 %01111100 %00111000 %01111100 %00000000 %01111100 %01110100 %01111100 %00111000 %00111100 end player0color: 4 16 16 16 46 64 64 64 64 64 64 46 46 46 46 46 46 46 244 end goto main t_walking_3 player0: %11000110 %10000111 %01000100 %01001000 %00101000 %00000001 %00111011 %00111010 %00110110 %00110110 %00110110 %00111110 %00111110 %00011100 %00111110 %00000000 %00111110 %00111010 %00111110 %00011100 %00011110 end player0color: 4 16 16 16 16 46 64 64 64 64 64 64 64 46 46 46 46 46 46 46 244 end goto main main if a>27 then u{1}=1 if o{0} then goto opening_2 if switchleftb then j=1 else j=0 lifecolor=46 AUDC1=12 : AUDF1=w drawscreen if a>15 && a<28 then COLUBK=136 if a>27 then COLUBK=14 AUDC0=5 : AUDV0=v : AUDF0=x if !i{5} then AUDV1=0 : w=31 NUSIZ0=$00 : if s{2} then REFP0=8 else REFP0=0 if !collision(player0,playfield) && !f{0} && screen<>20 then f{4}=1 if !collision(player0,playfield) && !f{0} && screen=20 && r=0 && player0y=50 then f{4}=0 if !collision(player0,playfield) && !f{0} && screen=20 && r>0 && player0y=50 then f{4}=1 if !collision(player0,playfield) && !f{0} && screen=20 && r=0 && player0y<>50 then f{4}=1 if switchreset then z=1 : y=0 : s{7}=0 : i{7}=0 : f{4}=0 : goto i_like_bacon if i{7} then goto dead if j=0 then v=0 if player0y<30 && s{4} then f{0}=0 : jumptimer=0 : f{4}=1 if joy0fire && !f{0} && !f{4} then f{0}=1 if joy0fire && f{4} then f{4}=1 if a<28 then goto non_slide if a>27 then goto slide non_slide if joy0left then f{1}=1 else f{1}=0 if joy0right then f{2}=1 else f{2}=0 goto main_1a slide if a>27 && joy0left then f{1}=1 if a>27 && joy0right then f{2}=1 if !joy0right && u{1} && f{2} then f{2}=0 : u{2}=1 if !joy0left && u{1} && f{1} then f{1}=0 : u{3}=1 if u{2} then r=r+1 : player0x=player0x+1 if u{2} && r=10 then r=0 : u{2}=0 if u{3} then r=r+1 : player0x=player0x-1 if u{3} && r=10 then r=0 : u{3}=0 main_1a if f{0} then jumptimer=jumptimer+1 : player0y=player0y-1 if f{0} && jumptimer<30 then i{5}=1 else i{5}=0 if f{0} && jumptimer>4 && collision(player0,playfield) then jumptimer=0 : f{0}=0 : f{4}=1 if f{0} && jumptimer>40 then jumptimer=0 : f{0}=0 : f{4}=1 if f{1} && !f{0} then player0x=player0x-1 : s{2}=1 if f{2} && !f{0} then player0x=player0x+1 : s{2}=0 if f{1} && !f{0} && !f{4} then walktimer=walktimer+1 if f{2} && !f{0} && !f{4} then walktimer=walktimer+1 if f{1} && f{0} then player0x=player0x-1 : s{2}=1 if f{2} && f{0} then player0x=player0x+1 : s{2}=0 if f{1} && collision(player0,playfield) && f{0} && jumptimer>4 then jumptimer=0 : f{4}=1 if f{2} && collision(player0,playfield) && f{0} && jumptimer>4 then jumptimer=0 : f{4}=1 if f{5} && joy0left then player0x=player0x+1 if f{6} && joy0right then player0x=player0x-1 if f{4} then player0y=player0y+1 : jumptimer=0 if f{4} && collision(player0,playfield) && f{1} then f{1}=0 : f{5}=1 if f{4} && collision(player0,playfield) && f{2} then f{2}=0 : f{6}=1 if f{4} && collision(player0,playfield) && player0y=50 then f{4}=0 : f{5}=0 : f{6}=0 if f{4} && collision(player0,playfield) && player0y=82 then f{4}=0 : f{5}=0 : f{6}=0 if i{5} then w=w-1 : AUDV1=6 if i{5} && w=0 then AUDV1=0 : i{5}=0 if !i{5} then AUDV1=0 if player0x<20 && a=1 then player0x=20 if player0x<20 && a=16 then player0x=20 if player0x<20 && a=28 then player0x=20 if player0x<20 && a>1 && a<16 then player0x=135 : a=a-1 : goto on_a_minus bank2 if player0x<20 && a>16 then player0x=135 : a=a-1 : goto on_a_minus bank2 if player0x>135 then goto on_a bank4 if player0x>135 && a=15 then player0x=135 if player0y>85 then i{7}=1 dim deathtimer=n if !i{7} then goto main_2 dead if i{7} then AUDV0=6 : AUDC0=8 : AUDF0=2 : deathtimer=deathtimer+1 : i{5}=0 if deathtimer>90 && f{7} then player1x=130 : player1y=20 if deathtimer>90 && statusbarlength<32 then AUDV0=0 : goto dead_life_meter_down if deathtimer>90 then goto after_death if f{0} then REFP0=8 else REFP0=0 goto screen_enemy_info bank2 after_death deathtimer=0 : statusbarlength=statusbarlength-32 : player0x=20 i{7}=0 : f{1}=0 : f{3}=0 : f{0}=0 : f{2}=0 : f{4}=0 if screen=26 then player0y=48 else player0y=78 goto screen_enemy_info bank2 dead_life_meter_down deathtimer=0 : s{4}=0 lives=lives-32 : statusbarlength=224 if lives<32 then goto game_over bank2 if a<16 then a=1 if a<30 then a=16 goto choose_level bank2 main_2 if collision(player0,ball) then statusbarlength=224 : ballx=0 : bally=0 : s{7}=1 if collision(player0,player1) && a=15 then goto level_2 bank3 if collision(player0,player1) && a=27 then goto level_3 bank5 if collision(player0,player1) then i{7}=1 if collision(player0,player1) && a=9 && player0x<40 then i{7}=1 : player1x=130 if i{0} && i{1} then player1y=player1y+1 if i{1} && player1y=o then i{1}=0 if i{0} && !i{1} then player1y=player1y-1 if !i{1} && player1y=p then i{1}=1 if i{2} && !i{3} && !f{7} then player1x=player1x+q : REFP1=0 if i{2} && !i{3} && player1x=l then i{3}=1 if i{2} && i{3} && !f{7} then player1x=player1x-q : REFP1=8 if i{2} && i{3} && player1x=k then i{3}=0 if i{6} && !i{3} && !f{7} then REFP1=0 : r=r+1 if i{6} && r=2 && !i{3} then r=0 : player1x=player1x+q if i{6} && !i{3} && player1x=l then i{3}=1 if i{6} && i{3} && !f{7} then REFP1=8 : r=r+1 if i{6} && r=2 && i{3} then r=0 : player1x=player1x-q if i{6} && i{3} && player1x=k then i{3}=0 goto main_4 bank2 bank 2 main_4 if s{3} && !f{7} then player1x=player1x-1 : REFP1=8 if s{3} && player1x<20 then player1x=135 rem if !i{0} && !i{6} && !f{7} then REFP1=8 else REFP1=0 if screen=1 then statusbarlength=224 if !f{7} then player1color: 86 86 86 86 86 86 86 86 end if f{7} then player1color: 64 64 64 64 64 64 64 64 end if a=15 then player1color: 244 244 244 244 244 244 244 end if a=27 then player1color: 244 244 244 244 244 244 244 end if f{7} then goto smart_pig if screen=17 then goto scrn_17_info if screen=20 then goto scrn_20_info goto screen_enemy_info scrn_17_info if screen=17 then r=r+1 if screen=17 && s{5} && r=45 then s{5}=0 : r=0 if screen=17 && !s{5} && r=99 then s{5}=1 : r=0 if s{5} && screen=17 then pfhline 11 6 19 on if !s{5} && screen=17 then pfhline 11 6 19 off goto screen_enemy_info scrn_20_info if screen=20 then pfhline d 6 g on if screen=20 then r=r+1 if screen=20 && r>10 && s{5} then pfhline d 6 g off : d=d+1 : g=g+1 : r=0 if screen=20 && r=0 && s{5} && player0y=50 && !f{0} && !f{4} then player0x=player0x+4 : f{4}=0 if screen=20 && r=0 && s{5} && player0y=50 && f{0} then f{4}=0 if screen=20 && r=0 && s{5} && player0y=50 && f{4} then f{4}=0 if screen=20 && r>10 && !s{5} then pfhline d 6 g off : d=d-1 : g=g-1 : r=0 if screen=20 && r=0 && !s{5} && player0y=50 && f{0} then f{4}=0 if screen=20 && r=0 && s{5} && player0y=50 && f{4} then f{4}=0 if screen=20 && r=0 && !s{5} && player0y=50 && !f{0} && !f{4} then player0x=player0x-4 : f{4}=0 if screen=20 && g>28 && s{5} then s{5}=0 if screen=20 && d<3 && !s{5} then s{5}=1 goto screen_enemy_info smart_pig d=d+1 : s{3}=0 if player1x>=player0x then REFP1=8 else REFP1=0 if d=3 then d=0 : goto smart_pig_2 goto screen_enemy_info smart_pig_2 if player1y>player0y then player1y=player1y-1 if player1yplayer0x then player1x=player1x-1 if player1x99 then o=0 : goto i_like_bacon bank1 goto game_over l1musicstart s{7}=0 resetl1music z=1 : y=0 level_1_music y=y+1 if y>99 then y=0 : z=z+1 if z=4 && y>20 && s{7} then z=5 : y=0 if z>4 then goto level_1_music_p2 if z=1 && y>0 then x=13 : v=6 if z=1 && y>10 then x=14 if z=1 && y>20 then x=13 if z=1 && y>40 then x=16 if z=1 && y>50 then x=17 if z=1 && y>60 then x=16 if z=1 && y>80 then x=20 if z=1 && y>90 then x=22 if z=2 && y>0 then x=20 if z=2 && y>10 then x=27 if z=2 && y>58 then v=0 if z=2 && y>60 then v=6 if z=2 && y>80 then x=24 if z=3 && y>0 then x=22 if z=3 && y>10 then x=27 if z=3 && y>40 then x=20 if z=4 && y>20 && !s{7} then s{7}=1 : goto resetl1music goto t_anim bank1 level_1_music_p2 if z=5 && y>0 then x=22 if z=5 && y>20 then x=20 if z=5 && y>40 then x=18 if z=5 && y>80 then x=20 if z=6 && y>0 then x=18 if z=6 && y>20 then x=16 if z=6 && y>60 then x=18 if z=6 && y>80 then x=16 if z=7 && y>0 then x=14 if z=7 && y>40 then x=13 if z=8 && y>18 then v=0 if z=8 && y>20 then z=1 : y=0 : s{7}=0 goto t_anim bank1 level_2_music y=y+1 if y>99 then y=0 : z=z+1 if z=1 && y>0 then v=6 : x=29 if z=1 && y>10 then x=26 if z=1 && y>20 then x=24 if z=1 && y>40 then x=26 if z=1 && y>60 then x=29 if z=1 && y>78 then v=0 if z=1 && y>80 then v=6 if z=1 && y>90 then x=26 if z=2 && y>0 then x=24 if z=2 && y>10 then x=19 if z=2 && y>20 then x=26 if z=2 && y>30 then x=24 if z=2 && y>40 then x=29 if z=2 && y>60 then x=24 if z=2 && y>70 then x=22 if z=2 && y>80 then x=19 if z=2 && y>88 then v=0 if z=2 && y>90 then v=6 if z=2 && y>98 then v=0 if z=3 && y>0 then v=6 if z=3 && y>10 then x=18 if z=3 && y>20 then x=19 if z=3 && y>40 then x=29 if z=3 && y>50 then x=26 if z=3 && y>60 then x=24 if z=3 && y>80 then x=26 if z=4 && y>0 then x=29 if z=4 && y>18 then v=0 if z=4 && y>20 then y=0 : z=1 goto t_anim bank1 on_a_minus f{0}=0 : f{1}=0 : f{2}=0 : f{3}=0 : f{4}=0 : s{0}=0 : m=31 jumptimer=0 choose_level if lives<32 then goto game_over bank1 if a<10 then goto cl_1 if a>=10 && a<=20 then goto cl_2 if a>20 then goto cl_3 cl_1 if a=1 then goto scrn_001 bank4 if a=2 then goto scrn_002 bank4 if a=3 then goto scrn_003 bank4 if a=4 then goto scrn_004 bank4 if a=5 then goto scrn_005 bank4 if a=6 then goto scrn_006 bank4 if a=7 then goto scrn_007 bank4 if a=8 then goto scrn_008 bank4 if a=9 then goto scrn_009 bank4 if a=10 then goto scrn_010 bank4 cl_2 if a=11 then goto scrn_011 bank4 if a=12 then goto scrn_012 bank4 if a=13 then goto scrn_013 bank4 if a=14 then goto scrn_014 bank4 if a=15 then goto scrn_015 bank3 if a=16 then goto scrn_016 bank3 if a=17 then goto scrn_017 bank3 if a=18 then goto scrn_018 bank3 if a=19 then goto scrn_019 bank3 if a=20 then goto scrn_020 bank3 cl_3 if a=21 then goto scrn_021 bank3 if a=22 then goto scrn_022 bank3 if a=23 then goto scrn_023 bank3 if a=24 then goto scrn_024 bank3 if a=25 then goto scrn_025 bank3 if a=26 then goto scrn_026 bank3 if a=27 then goto scrn_027 bank3 if a=28 then goto scrn_028 bank5 if a=29 then goto i_like_bacon bank1 bank 3 level_3_music y=y+1 : AUDV0=v : AUDC0=5 : AUDF0=x if y>99 then y=0 : z=z+1 if z=1 && y>0 then x=19 if z=1 && y>8 then v=0 if z=1 && y>10 then v=6 if z=1 && y>18 then v=0 if z=1 && y>20 then v=6 if z=1 && y>28 then v=0 if z=1 && y>30 then v=6 if z=1 && y>78 then v=0 if z=1 && y>80 then v=6 if z=1 && y>88 then v=0 if z=1 && y>90 then v=6 if z=2 && y>0 then x=23 if z=2 && y>20 then x=19 if z=2 && y>58 then v=0 if z=2 && y>60 then v=6 if z=2 && y>68 then v=0 if z=2 && y>70 then v=6 if z=2 && y>78 then v=0 if z=2 && y>80 then v=6 if z=3 && y>28 then v=0 if z=3 && y>30 then v=6 if z=3 && y>38 then v=0 if z=3 && y>40 then v=6 if z=3 && y>50 then x=22 if z=3 && y>70 then x=19 if z=4 && y>8 then v=0 if z=4 && y>10 then v=6 if z=4 && y>20 then x=15 if z=4 && y>28 then v=0 if z=4 && y>30 then v=6 if z=4 && y>38 then v=0 if z=4 && y>40 then v=6 if z=4 && y>48 then v=0 if z=4 && y>50 then v=6 : x=17 if z=4 && y>88 then v=0 if z=4 && y>90 then v=6 if z=4 && y>98 then v=0 if z=5 && y>0 then v=6 : x=19 if z=5 && y>8 then v=0 if z=5 && y>10 then v=6 if z=5 && y>18 then v=0 if z=5 && y>20 then v=6 if z=5 && y>28 then v=0 if z=5 && y>30 then v=6 : x=22 if z=5 && y>70 then x=23 if z=5 && y>78 then v=0 if z=5 && y>80 then v=6 if z=5 && y>88 then v=0 if z=5 && y>90 then v=6 if z=5 && y>98 then v=0 if z=6 && y>0 then v=6 if z=6 && y>10 then x=26 if z=6 && y>18 then v=0 if z=6 && y>20 then v=6 if z=6 && y>28 then v=0 if z=6 && y>30 then v=6 if z=6 && y>38 then v=0 if z=6 && y>40 then v=6 if z=6 && y>50 then x=29 if z=7 && y>10 then z=1 : y=10 goto t_anim bank1 scrn_015 playfield: ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... XXXXXX...................XXXXXX end player1: %00010000 %00010000 %00010000 %01111100 %01000100 %01000100 %01111100 end player1color: 244 244 244 244 244 244 244 end i{0}=0 player1x=120 : player1y=81 goto t_anim bank1 level_2 playfield: ......X....XX.X.X..XX.X........ ......X...X...X.X.X...X........ ......X...XX..X.X.XX..X........ ......X...X...X.X.X...X........ ......XXX..XX..X...XX.XXX...... ............................... .........XXX.X...X..X.......... ..........X..X...X.X.X......... ..........X..X.X.X.X.X......... ..........X..X.X.X.X.X......... ..........X...X.X...X.......... end pfcolors: 64 64 64 64 64 64 128 128 128 128 128 end rem level=u dim screen_timer=g drawscreen i{0}=0 : i{1}=0 : i{2}=0 : i{3}=0 : i{6}=0 z=1 : y=0 : s{7}=0 : i{7}=0 : f{1}=0 : f{4}=0 : AUDV0=0 : AUDV1=0 jumptimer=0 : r=0 : f{7}=0 rem a=26 player0x=0 : player0y=0 : player1x=0 : player1y=0 screen_timer=screen_timer+1 if screen_timer>90 then screen_timer=0 : player0y=80 : player0x=30 : goto on_a bank4 statusbarlength=224 goto level_2 scrn_016 playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ................................ ................................ ................................ ................................ ................................ ......XXXXXXXXXXXXXXXXXXXXX..... ................................ ................................ ................................ XXXXXX.....................XXXXX end COLUPF=244 f{7}=0 i{0}=1 : i{1}=1 : player1x=50 : o=80 : p=30 : s{4}=1 goto t_anim bank1 scrn_017 playfield: ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ XXXXX.................XXXXXXXXXX end player1x=60 : player1y=70 : o=80 : p=35 : s{5}=1 goto t_anim bank1 scrn_018 playfield: ................................ ................................ ................................ ................................ ................................ ................................ ..........XXXXXXXX....XX...XXXXX ................................ ................................ ................................ XXXXXX.......................... end player1x=50 : player1y=40 : o=50 : p=10 : s{4}=0 : s{5}=0 goto t_anim bank1 scrn_019 playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ................................ ................................ ................................ ................................ ................................ ............XXXX....XX.......... ................................ ................................ ................................ XXXXXXXX....................XXXX end player1x=50 : player1y=60 : o=80 : p=30 s{4}=1 goto t_anim bank1 scrn_020 playfield: ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ XXXXXXXX..XXXXXX..XXXXXX..XXXXXX end player1x=50 : player1y=50 : f{7}=0 i{0}=1 : s{4}=0 o=70 : p=30 : s{5}=1 : g=24 : d=20 goto t_anim bank1 scrn_021 playfield: ................................. ................................. ................................. ................................. ................................. ................................. .........XXXXXXXXXXXXXX.......... ................................. ................................. ................................. XXXXX......................XXXXXX end player1x=130 : player1y=20 : d=0 : i{0}=0 : i{6}=0 : i{2}=0 : s{4}=0 f{7}=1 goto t_anim bank1 scrn_022 playfield: ................................. ................................. ................................. ................................. ................................. ................................. .......XX.......XX......XX....... ................................. ................................. ................................. XXXXXXX...................XXXXXXX end player1x=82 : player1y=70 : o=70 : p=40 : k=66 : l=96 i{0}=1 : i{1}=0 : i{2}=1 : i{3}=1 : q=1 : f{7}=0 ballx=0 : bally=0 goto t_anim bank1 scrn_023 playfield: ................................. ................................. ................................. ................................. ................................. ................................. .........................XXXXXXXX ................................. ................................. ................................. XXXXXXXXXX...XXX........XXXXXXXXX end i{2}=0 : player1x=60 : player1y=50 : o=80 : p=40 f{7}=0 : i{0}=1 if !s{7} then ballx=120 : bally=72 : ballheight=10 : CTRLPF=$21 goto t_anim bank1 scrn_024 playfield: ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... XXXX..XXXX..XXXX..XXXX..XXXXXXX end player1x=130 : player1y=20 : d=0 : s{5}=0 : i{0}=0 : i{2}=0 ballx=0 : bally=0 f{7}=1 goto t_anim bank1 scrn_025 playfield: ............................... ............................... ............................... ............................... ............................... ............................... .........XXX.................XX ............................... ............................... ............................... XXXXX............XXXXXX........ end i{0}=1 : player1x=40 : player1y=50 : o=70 : p=30 f{7}=0 goto t_anim bank1 scrn_026 playfield: ............................... ............................... ............................... ............................... ............................... ............................... XXXXXX.......XXXX.............. ............................... ............................... ............................... ......XXXXXX....XXX......XXXXXX end player1x=43 : player1y=30 : o=40 : p=20 goto t_anim bank1 scrn_027 playfield: ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... XXX..............X..........XXX end player1: %00010000 %00010000 %00010000 %01111100 %01000100 %01000100 %01111100 end player1x=129 : player1y=80 : i{0}=0 goto t_anim bank1 bank 4 level_1 playfield: ......X....XX.X.X..XX.X........ ......X...X...X.X.X...X........ ......X...XX..X.X.XX..X........ ......X...X...X.X.X...X........ ......XXX..XX..X...XX.XXX...... ............................... ...........X..XX...XX.......... ..........X.X.X.X.X............ ..........X.X.X.X.XX........... ..........X.X.X.X.X............ ...........X..X.X..XX.......... end pfcolors: 64 64 64 64 64 64 128 128 128 128 128 end dim level=u dim screen_timer=g drawscreen : level=1 player0x=0 : player0y=0 : player1x=0 : player1y=0 screen_timer=screen_timer+1 if screen_timer>90 then screen_timer=0 : goto scrn_001a statusbarlength=224 goto level_1 scrn_001a player0y=82 : player0x=20 : m=31 : a=1 : COLUBK=160 : s{4}=0 scrn_001 playfield: ............................... ............................... ............................... ............................... ............................... ............................... ...........XXXXXXXXXXX......... ............................... ............................... ............................... XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end goto t_anim bank1 scrn_002 playfield: ............................... ............................... ............................... ............................... ............................... ............................... .......XXXXXX.................. ............................... ............................... ............................... XXXXX.......................XXX end goto t_anim bank1 scrn_003 playfield: ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... XXXXX...........XX..........XXX end o=80 : p=40 i{0}=1 : player1x=64 : player1y=60 : i{1}=0 : i{2}=0 goto t_anim bank1 scrn_004 playfield: ............................... ............................... ............................... ............................... ............................... ............................... ....XXXXXXXXXXXXXXXXXXXXXXXXXXX ............................... ............................... ............................... XXXX........................... end i{2}=1 : player1x=80 : player1y=48 : i{3}=0 : i{0}=0 : i{1}=0 k=34 : l=130 goto t_anim bank1 scrn_005 playfield: ............................... ............................... ............................... ............................... ............................... ............................... XXXXXXXXX...................... ............................... ............................... ............................... XXXXXXXXX................XXXXXX end i{0}=1 : player1x=64 : player1y=60 : i{1}=0 : i{2}=0 : i{6}=0 o=80 : p=20 goto t_anim bank1 scrn_006 playfield: ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end player1x=34 : player1y=81 : i{6}=1 : i{0}=0 : i{1}=0 : i{2}=0 : i{3}=1 k=34 : l=70 goto t_anim bank1 scrn_007 playfield: ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... XXXXX...XX......XX......XXXXXXX end i{0}=1 : i{6}=0 : i{1}=1 : i{2}=0 : i{3}=0 : i{4}=0 s{4}=0 player1x=50 : player1y=70 o=80 : p=30 goto t_anim bank1 scrn_008 playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ............................... ............................... ............................... ............................... ............................... .......XXXX.................... ............................... ............................... ............................... XXXXXXX.................XXXXXXX end i{0}=1 : player1x=70 : player1y=50 : i{1}=0 : i{2}=0 : i{3}=0 s{3}=0 : s{4}=1 o=80 : p=20 : s{4}=1 goto t_anim bank1 scrn_009 playfield: ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... XXXXXX..............XXXXXXXXXXX end s{3}=1 : player1x=120 : player1y=60 : i{0}=0 : s{4}=0 i{1}=0 : i{2}=0 : i{3}=0 goto t_anim bank1 scrn_010 playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ............................... ............................... ............................... ............................... ............................... ......XX....................... ............................... ............................... ............................... XXXXXX...........XX..........XX end s{3}=0 : i{0}=1 : s{4}=1 : i{1}=0 i{2}=0 : i{3}=0 : i{4}=0 : o=80 : p=20 player1x=55 : player1y=40 goto t_anim bank1 scrn_011 playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ........................X...... ........................X...... ............................... ............................... ............................... .....XXXXXX..XXXXX..XXXXXXXXXXX ............................... ............................... ............................... XXXXX......XX......XXXXXXXXXXXX end player1x=49 : player1y=80 : i{0}=1 : i{1}=0 : i{2}=0 : i{3}=0 goto t_anim bank1 scrn_012 playfield: ............................... ............................... ............................... ............................... ............................... ............................... XXXXXXXXXXX...XXXXX...XXXXXXXXX ............................... ............................... ............................... XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end player1x=63 : player1y=50 : o=70 : p=30 i{0}=1 : i{1}=0 : i{2}=0 : i{3}=0 : s{4}=0 goto t_anim bank1 scrn_013 playfield: ............................... ............................... ............................... ............................... ............................... ............................... XXXX....XXXXXXXXXXXXXXX........ ............................... ............................... ............................... XXXXXX.................XXXXXXXX end player1x=50 : player1y=60 : o=70 : p=30 i{0}=1 : i{1}=0 : i{2}=0 : i{3}=0 : s{4}=0 goto t_anim bank1 scrn_014 playfield: ..............X................ ..............X................ ..............XXX.............. ............................... ............................... ............................... ..............X................ ............................... ............................... ............................... XXXX...................XXXXXXXX end player1x=56 : player1y=60 : o=80 : p=20 i{0}=1 : i{1}=0 : i{2}=0 : i{3}=0 : s{4}=0 goto t_anim bank1 on_a player1: %10101010 %10101010 %11111100 %01111111 %01111101 %01111010 %10111111 %00000101 end player0x=20 : a=a+1 goto on_a_minus bank2 bank 5 level_3 playfield: ......X....XX.X.X..XX.X........ ......X...X...X.X.X...X........ ......X...XX..X.X.XX..X........ ......X...X...X.X.X...X........ ......XXX..XX..X...XX.XXX...... ............................... ......XXX.X.X..X...XX..XX...... .......X..X.X.X.X.X...X........ .......X..XXX.XX..XXX.XXX...... .......X..X.X.X.X.X...X........ .......X..X.X.X.X..XX..XX...... end pfcolors: 64 64 64 64 64 64 128 128 128 128 128 end dim screen_timer=g drawscreen player0x=0 : player0y=0 : player1x=0 : player1y=0 : u{1}=1 : o{0}=0 : COLUBK=0 screen_timer=screen_timer+1 : z=1 : y=10 : AUDV1=0 : AUDV0=0 a=27 if screen_timer>90 then screen_timer=0 : player0y=80 : player0x=30 : goto on_a bank4 statusbarlength=224 goto level_3 scrn_028 playfield: ............................... ............................... ............................... ............................... ............................... ............................... .........XXXXXXXXXXXXXX........ ............................... ............................... ............................... XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end goto t_anim bank1 bank 6 bank 7 bank 8 inline 6lives_statusbar.asm