set tv ntsc
set romsize 4k
playfield:
................................
................................
.....X...X............XXXX......
.....X...X.XXXXXXX.XX.X..XX.....
.....XX.XX.XX...XX.XX.X....X....
......X.X...X...X..XX.X...XX....
.......X....XXXXX..XX.XXXXX.....
................................
................................
................................
................................
end
title
COLUBK = $2F
COLUPF = $50
drawscreen
if joy0fire || joy1fire then goto skiptitle
goto title
skiptitle
start
COLUP1 = $40
playfield:
X...............................
XX..............................
XXX.............................
XXXX............................
.X..............................
.X..............................
XX..............................
XX..............................
XX..............................
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
end
playfield2:
................................
................................
................................
..................X.............
.................XXX............
................XXXXX......XX...
...............XXXXXXX.....XX...
.................XXX........X...
.................XXX........X...
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
end
startposx
player1x = rand
if player1x > 150 then goto startposx
startposy
player1y = rand
if player1y > 100 then goto startposy
player0x = 50 : player0y = 50
COLUBK = $0F
missile0height = 4 : missile0y = 255
NUSIZ0 = $00
score = 10000 : scorecolor = $08
m = 0
main
COLUP1 = $80
COLUP0 = $40
COLUPF = $00
f=f+1
if f=10 then player0:
%01101100
%00101000
%00011000
%01111100
%00011000
%00011100
%00011100
%00011110
end
if f=10 then f=0
if g=00 then g=0
checkfire
if missile0y>240 then goto skip
missile0y = missile0y - 2 : goto draw
skip
if joy0fire then missile0y=player0y-2:missile0x=player0x+4
draw
drawscreen
if collision(missile0,player1) then score=score+1:player1x=rand/2:player1y=0:missile0y=255
if collision(player0,player1) then score=score-1
if m = 1 && collision(player0,playfield) then player0y = player0y + 1 : goto skipmove
if m = 2 && collision(player0,playfield) then player0x = player0x + 1 : goto skipmove
if m = 3 && collision(player0,playfield) then player0y = player0y - 1 : goto skipmove
if m = 4 && collision(player0,playfield) then player0x = player0x - 1: goto skipmove
if joy0up && !collision(player0,playfield) then player0y = player0y - 1 : m = 1 : goto skipmove
if joy0left && !collision(player0,playfield) then player0x = player0x - 1 : REFP0 = 8 : m = 2 : goto skipmove
if joy0down && !collision(player0,playfield) then player0y = player0y + 1 : m = 3 : goto skipmove
if joy0right && !collision(player0,playfield) then player0x = player0x + 1 : m = 4 : REFP0 = 0 : goto skipmove
skipmove
if player0x < player1x then REFP1 = 8
if player0x > player1x then REFP1 = 0
goto main
its pretty bare bones. I want to make the player run to the end of playfield 1 and go the beginning of playfield 2