Zelda Creative - LowRes Coder

1

Troyer_05 2025-06-18 13:14

Hi. I still work on my Zelda Creative Project on LowRes Coder.
My Problems are written on Line 1
Maybe someone who still have LowRes Coder could help me with that

WARNING: Somehow this website don't want to take ANY screenshot I provide so I have to upload the code here instead of a .nx file

sorry for that

===============================

REM WHAT MY PROBLEM IS: I WANT TO MAKE AN NPC, BREAD CRAFTING AND A SWORD (WITH SWORD PUNCH ANIMATION)





REM ORIGINAL CODE FROM UXOZII

REM THIS IS A COPY OF THE ORIGINAL

REM THIS CODE IS SHARED TO USE IT FOR THE NEW PROJECT: ZELDA ON LOWRES CODER

REM FOR MORE INFORMATION, READ STATUS UPDATE AT MY ACCOUNT: "LOWRES FOREST - ZELDA"

REM

REM ORIGINAL GAME: "LOWRES FOREST" BY UXOZII

REM NAME CHANGED TO "ZELDA CREATIVE" BY SNT&HPC

REM

REM IF YOU ARE WORKING WITH, ENTER YOUR NAME AND YOUR WORK HERE:

REM -> WAS8BIT

REM -> TOMLOM

REM (FOR THE CREDITS)

REM

REM PLEASE SHARE YOUR CODE, IF YOU FINISHED YOUR WORK AT THIS PROJECT

REM TO TALK, USE THE STATUS UPDATE (LOOK AT LINE 4)

REM

REM THANK YOU FOR HELPING!

REM

REM ZELDA IDEA FROM MARKUS (SNT&HPC)



REM NEW: DIALOG BOXES

REM NEED HELP: GO TO "MUSIC:". LOOK IN "BACK:" (MAIN LOOP) TEHRE IS REM GOSUB MUSIC

REM PROBLEM: IF THE "GOSUB MUIC" IS ACTIVE, THE SONG IS PLAYING BUT THE GAME

REM DOESNT ANYTHING. NEED ANYONE TO FIX THAT PLEASE!

REM

REM MUSIC PLAYING ISSUE FIXED: WAS8BIT

REM

REM DATA BLOCKS CONTROLLED BY RESTORE: WAS8BIT

REM



REM TRY ADDING AN NPC: MARKUS









REM LAYERS ==============



DISPLAY 4

LAYER OPEN 0,128,128,0

LAYER OPEN 1,128,128,1

LAYER OPEN 2,128,512,1

LAYER OPEN 3,128,128,1

LAYER OFF 3



REM 0 - MAP

REM 1 - PLAYER/ENEMY

REM 2 - TRANSPMAP+UI

REM 3 - 64+ TILE SUPPORT



REM =====================



REM SOME VARIABLES ====



VERSION$="V3.0"

HP=10

GLIT=FALSE

START_TEXT=TRUE

CRAFT_TEXT=TRUE

BUILD_TEXT=TRUE

MAP_TEXT=TRUE

HUNGER=10

GAMEPAD 1

HOUR=8

SCD=0

MINUTE=0

TIME_MAX=30

VALUE_COLOR1=24

VALUE_COLOR2=57

VALUE_COLOR3=4

RANDOMIZE TIMER

MAX_TEXT=46

FA=2

HOLD_ITEM=22

MAXTILES=39

FPS_M=FALSE

MAXCRAFT=4

MAXBAR=100

PX=952

PY=952

PICKAXE=TRUE

ANIM_TIME_MAX=3

BED_TIMER_MAX=25

HUNGER_TIMER_MAX=1000

DIM MAP(127,127)

DIM MAPHEALTH(127,127)

DIM INTERACTIVETILE(MAXTILES)

DIM MINABLETILE(MAXTILES)

DIM ANIMATEDTILE(MAXTILES)

DIM SOLIDTILE(MAXTILES)

DIM TRANSPARENTTILE(MAXTILES)

DIM DESTRUCTIBLE(MAXTILES)

DIM CRAFTNAME$(MAXCRAFT)

DIM CRAFTWOOD(MAXCRAFT)

DIM CRAFTSTONE(MAXCRAFT)

DIM CRAFTICON(MAXCRAFT)

DIM INVENTORY(14)

DIM CREDIT_TEXT$(MAX_TEXT)



REM ===================



REM SETUP PLAYER SPRITES

RESTORE PLAYER_SPRITES_DATA

FOR I=55 TO 62

FOR IY=0 TO 15

FOR IX=0 TO 15

READ C

COLOR C

PLOT IX,IY

NEXT

NEXT

GET BLOCK I,0,0 TO 15,15

CLS

NEXT



REM READ CREDITS ====

RESTORE CREDITS_TEXT_DATA

FOR I=1 TO MAX_TEXT

READ CREDIT_TEXT$(I)

NEXT



REM =================



LAYER 0



REM MAIN MENU ========



TILE_INDICATOR=FALSE

SHOW_HITBOX=FALSE

OPTION_ANIM=55

GAMEPAD 1

Z=2



REM ----------------------

DO

WAIT 0 TAP

PALETTE CLEAR

LAYER 1

CLS

LAYER 2

CLS



LAYER 3

FONT 3

COLOR 8

TEXT 4,1,"ZELDA",0,3

COLOR 9

TEXT 5,9,"CREA.",0,3





FOR IY=0 TO 30

FOR IX=0 TO 60

C=POINT(IX,IY)

LAYER 2

COLOR C

BAR IX*Z+16,IY*Z+5 TO IX*Z+Z+16,IY*Z+Z+5

IF C=9 AND INT(RND*5)=0 THEN

COLOR 10

PLOT IX*Z+16,IY*Z+5

END IF

LAYER 3

NEXT

NEXT





LAYER 2

ZX=ZX+7

IF ZX>110 THEN ZX=0

FOR IY=0 TO 30

IF POINT(ZX,IY)=8 THEN

COLOR 1

PLOT ZX,IY

END IF

IF POINT(ZX+1,IY)=8 THEN

COLOR 1

PLOT ZX+1,IY

END IF

IF POINT(ZX+2,IY)=8 THEN

COLOR 1

PLOT ZX+2,IY

END IF

NEXT



COLOR 6



FONT 3



A=0

B=0

C=0

D=0



IF DOWN(0) AND SEL<3 THEN SEL=SEL+1

IF UP(0) AND SEL>0 THEN SEL=SEL-1





IF SEL=0 THEN A=3

IF SEL=1 THEN B=3

IF SEL=2 THEN C=3

IF SEL=3 THEN D=3







FONT 1

COLOR 3

TEXT 64,40,VERSION$,1



FONT 3

COLOR 6

TEXT 64,60,"PLAY",1,A

TEXT 64,75,"OPTIONS",1,B

TEXT 64,90,"CREDITS",1,C

TEXT 64,105,"EXIT",1,D

IF LEFT(0) AND BUTTON(0,2) THEN

IF DEV_MODE = FALSE THEN

FONT 0

CLS 12

COLOR 1,12

PRINT "DEV MODE ACTIVATED"

WAIT 1

COLOR 6,0

DEV_MODE = TRUE

SHOW_HITBOX=TRUE

ELSE

FONT 0

CLS 12

COLOR 4,12

PRINT "DEV MODE DE-ACTIVATED"

WAIT 1

COLOR 6,0

DEV_MODE = FALSE

SHOW_HITBOX=FALSE

END IF

END IF

FONT 1



IF BUTTON TAP (0,1) THEN

IF SEL=0 THEN EXIT

IF SEL=1 THEN GOSUB OPTIONS

IF SEL=2 THEN GOSUB CREDITS

IF SEL=3 THEN

FOR I=0 TO 3

LAYER I

CLS

NEXT

GAMEPAD 0

END

END IF

END IF



LAYER 1

CLS 7

COLOR 5

BOX 0,0 TO 127,127



LOOP

REM ----------------------





FOR L=0 TO 3

LAYER L

COLOR 1

CLS

NEXT





REM ===================









LAYER 3









REM TEST MODE



IF DEV_MODE=TRUE THEN

WOOD=999

STONE=999

WOODB=999

STONEB=999

MINEBONUS=20

SHOVEL=TRUE

HOE=TRUE



START_TEXT=FALSE

CRAFT_TEXT=FALSE

BUILD_TEXT=FALSE

MAP_TEXT=FALSE



END IF









REM TILE SETUP ============

RESTORE TILE_BLOCKS_DATA

FOR I=0 TO MAXTILES

FOR Y=0 TO 15

FOR X=0 TO 15

READ C

COLOR C

PLOT X+(16*ROW),Y+(16*COLUMN)

NEXT

NEXT

READ INTERACTIVETILE(I)

READ MINABLETILE(I)

READ ANIMATEDTILE(I)

READ SOLIDTILE(I)

READ TRANSPARENTTILE(I)

READ DESTRUCTIBLE(I)

ROW=ROW+1

IF ROW>7 THEN

ROW=0

COLUMN=COLUMN+1

IF COLUMN=7 AND ROW=7 THEN

GET BLOCK TILEPAGE,0,0 TO 128,128

CLS

COLUMN=0

ROW=0

END IF

END IF

NEXT



REM =======================



REM CRAFT SETUP =======

RESTORE NAME_TEXT_DATA

FOR I=0 TO MAXCRAFT



READ CRAFTNAME$(I)

READ CRAFTWOOD(I)

READ CRAFTSTONE(I)

READ CRAFTICON(I)



NEXT









REM ===================









REM MAP GENERATION ========

IF DEV_MODE = FALSE THEN

LAYER 1

CLS 7

COLOR 6

FONT 3

TEXT 64,64,"LOADING...",1

FONT 1

COLOR 2

BOX 2,103 TO 126,128

COLOR 6

TEXT 64,105,"INFORMATION:",1

TEXT 64,115,"IF SPEECH BOXES SHOWS A",1

TEXT 64,122,"RED 'A' YOU CAN SKIP WITH A",1

WAIT 0

ELSE



LAYER 1

CLS 7

COLOR 6

FONT 3

TEXT 64,64,"LOADING...",1

END IF



LAYER OFF 0



REM GOTO NO

LAYER 0

COLOR 9

BAR 0,0 TO 127,127

MINDENSITY=20

VARDENSITY=10

DENSITY=MINDENSITY+INT(RND*VARDENSITY)

COLOR 12

FOR I=0 TO DENSITY

PLOT RND*128,RND*128

NEXT I







DIM XDIR(7),YDIR(7)

RESTORE XY_DIR_DATA

FOR I=0 TO 7

READ XDIR(I),YDIR(I)

NEXT I

XY_DIR_DATA:

DATA 0,-1,1,-1,1,0,1,1,0,1,-1,1,-1,0,-1,-1



COLOR 12

FOR I=0 TO 10

FOR Y=0 TO 127

FOR X=0 TO 127

IF POINT(X,Y)=12 THEN

R=INT(RND*4)*2

PLOT X+XDIR(R),Y+YDIR(R)

END IF

NEXT X

NEXT Y

NEXT I





COLOR 8



FOR Y=0 TO 127

FOR X=0 TO 127

IF POINT(X,Y)<>12 THEN

IPLOT=FALSE

FOR II=0 TO 7 STEP 2

CHECKCOLOR=POINT(X+XDIR(II),Y+YDIR(II))

IF CHECKCOLOR=12 THEN

IPLOT=TRUE

II=7

END IF

NEXT II

IF IPLOT=TRUE THEN PLOT X,Y

END IF

NEXT X

REM IF Y MOD 16 = 0 THEN WAIT 0.01

NEXT Y



COLOR 8

FOR Y=0 TO 127

FOR X=0 TO 127

IF (POINT(X,Y+1)=8 OR POINT(X+1,Y)=8) AND INT(RND*2)=0 THEN PLOT X,Y

NEXT X

NEXT Y



COLOR 3

BOX 0,0 TO 127,127

BOX 3,3 TO 124,124

BOX 2,2 TO 125,125

BOX 1,1 TO 126,126

COLOR 10

FOR Y=0 TO 127

FOR X=0 TO 127

COLOR (INT(RND*2)*8)+2

IF POINT(X,Y)=9 AND INT(RND*28)=0 THEN PLOT X,Y

NEXT X

NEXT Y





FOR Y=0 TO 127

FOR X=0 TO 127

IF POINT(X,Y)=9 THEN MAP(X,Y)=1

IF POINT(X,Y)=3 THEN MAP(X,Y)=0

IF POINT(X,Y)=12 THEN MAP(X,Y)=2

IF POINT(X,Y)=8 THEN MAP(X,Y)=3

IF POINT(X,Y)=2 THEN MAP(X,Y)=6

IF POINT(X,Y)=2 THEN MAPHEALTH(X,Y)=5

IF POINT(X,Y)=10 THEN

MAP(X,Y)=5

MAP(X,Y-1)=4

MAPHEALTH(X,Y)=5

END IF

NEXT

NEXT



FOR MY=0 TO 127

FOR MX=0 TO 127

COLOR 1

IF MAP(MX,MY)=0 THEN COLOR 3

IF MAP(MX,MY)=1 THEN COLOR 9

IF MAP(MX,MY)=5 THEN COLOR 5

IF MAP(MX,MY)=4 THEN COLOR 10

IF MAP(MX,MY)=6 THEN COLOR 2

IF MAP(MX,MY)=2 THEN COLOR 11

IF MAP(MX,MY)=3 THEN COLOR 8

PLOT MX,MY

NEXT

NEXT



GET BLOCK 54,0,0 TO 127,127





FOR I=0 TO 99

IF MAP(INT(PX/16)+4,(PY/16)+4)=2 THEN PY=PY+16 ELSE GOTO NO

NEXT



CLS







NO:

FONT 1



CLS

LAYER ON 0



REM ====================



REM MAIN LOOP =========



GOSUB MUSIC



BACK:

DO

WAIT 0

CLS





GOSUB TIME



GOSUB FPS

GOSUB DRAWPLAYER

GOSUB COLLECT_SEEDS

GOSUB DRAWMAP

GOSUB MOVEMENT

GOSUB INTERACTION

GOSUB MINING

GOSUB BUILDING

GOSUB EATING

GOSUB UI

GOSUB FALL_ASLEEP

GOSUB UPDATESONG

ON PAUSE GOTO MENU



IF START_TEXT=TRUE THEN

COLOR 3

BOX 0,95 TO 127,127

COLOR 2

BAR 1,96 TO 126, 126

COLOR 1

TEXT 64,98,"WELCOME TO ZELDA CREATIVE!",1

TEXT 64,104,"WE ARE PLAYING IN",1

TEXT 64,110,"THE NORMAL MODE.",1

TEXT 64,122,"HAVE FUN!",1

TEXT 120,89,"YOU:",1

COLOR 4

TEXT 123,121,"A",1

WAIT BUTTON

CLS

END IF

START_TEXT=FALSE





LOOP



REM ===================



DRAWMAP:



LAYER 0

PALETTE CLEAR



IF NIGHT=TRUE THEN



PALETTE 4,16

PALETTE 9,4

PALETTE 10,8

PALETTE 12,1

PALETTE 8,40

PALETTE 7,56

PALETTE 2,21

PALETTE 3,42



END IF



LAYER 0

IF PX<0 THEN PX=0

IF PY<0 THEN PY=0

IF PX>1919 THEN PX=1919

IF PY>1919 THEN PY=1919

FOR Y=0 TO 8

FOR X=0 TO 8

OPX=PX MOD 16

OPY=PY MOD 16

OMX=INT(PX/16)

OMY=INT(PY/16)

N=MAP(X+OMX,Y+OMY)

GOSUB TAKETILE

PUT BLOCK 63,X*16-OPX,Y*16-OPY

IF TRANSPARENTTILE(N)=1 THEN

LAYER 1

PUT BLOCK 0,X*16-OPX,Y*16-OPY

COLOR 0

BAR X*16-OPX,Y*16-OPY TO X*16-OPX+15,Y*16-OPY+15

LAYER 0

END IF

NEXT

NEXT

RETURN



REM ================



REM DRAW PLAYER =========



DRAWPLAYER:



LAYER 1

CLS



PALETTE 9,VALUE_COLOR1

PALETTE 7,VALUE_COLOR2

PALETTE 10,VALUE_COLOR3



IF UP(0) THEN FA=1

IF DOWN(0) THEN FA=2

IF LEFT(0) THEN FA=4

IF RIGHT(0) THEN FA=8





IF UP(0) OR DOWN(0) OR LEFT(0) OR RIGHT(0) THEN

ANIM_TIMER=ANIM_TIMER+1

ELSE

ANIM_TIMER=0

ANIM_CYCLE=0

END IF



REM SCD=SCD-1



IF BUTTON(0,2) THEN

GOSUB SWORD

END IF







IF ANIM_TIMER>=(ANIM_TIME_MAX+BUTTON(0,1)) THEN

ANIM_CYCLE=ANIM_CYCLE+1

ANIM_TIMER=0

END IF



IF ANIM_CYCLE>1 THEN ANIM_CYCLE=0



IF FA=1 THEN

IF ANIM_CYCLE=0 THEN PLAYER_ANIM=55

IF ANIM_CYCLE=1 THEN PLAYER_ANIM=56

END IF



IF FA=8 THEN

IF ANIM_CYCLE=0 THEN PLAYER_ANIM=57

IF ANIM_CYCLE=1 THEN PLAYER_ANIM=58

END IF



IF FA=4 THEN

IF ANIM_CYCLE=0 THEN PLAYER_ANIM=59

IF ANIM_CYCLE=1 THEN PLAYER_ANIM=60

END IF



IF FA=2 THEN

IF ANIM_CYCLE=0 THEN PLAYER_ANIM=61

IF ANIM_CYCLE=1 THEN PLAYER_ANIM=62

END IF



PUT BLOCK PLAYER_ANIM,56,56



RETURN



REM ===============





REM == SWORD ==

SWORD:



COLOR 3



IF FA=1 THEN

LINE 63,63 TO 63,52

LINE 64,63 TO 64,51

LINE 65,63 TO 65,52

END IF



IF FA=2 THEN

LINE 63,78 TO 63,63

LINE 64,79 TO 64,63

LINE 65,78 TO 65,63

END IF



IF FA=4 THEN

LINE 50,63 TO 59,63

LINE 50,65 TO 59,65

LINE 49,64 TO 59,64

END IF



IF FA=8 THEN

LINE 63,63 TO 78,63

LINE 63,64 TO 79,64

LINE 63,65 TO 78,65

END IF



RETURN



REM ====





TAKETILE:



LAYER 3

COLUMN=INT(N/8)

ROW=N MOD 8

GET BLOCK 63,ROW*16,COLUMN*16 TO ROW*16+15,COLUMN*16+15

LAYER 0



RETURN



REM ===============



REM PLAYER MOVEMENT ====



MOVEMENT:



PMX=OMX+4

PMY=OMY+4



IF CANT_MOVE=FALSE THEN

IF UP(0) OR LEFT(0) OR RIGHT(0) OR DOWN(0) THEN



FOR I=0 TO 1-BUTTON(0,1)



IF SOLIDTILE(MAP(INT((PX-8)/16)+5,INT((PY-8)/16)+4))=0 AND SOLIDTILE(MAP(INT((PX-8)/16)+5,INT((PY+7)/16)+4))=0 AND RIGHT(0) THEN PX=PX+1



IF SOLIDTILE(MAP(INT((PX+7)/16)+3,INT((PY+7)/16)+4))=0 AND SOLIDTILE(MAP(INT((PX+7)/16)+3,INT((PY-8)/16)+4))=0 AND LEFT(0) THEN PX=PX-1



IF SOLIDTILE(MAP(INT((PX-8)/16)+4,INT((PY-8)/16)+5))=0 AND SOLIDTILE(MAP(INT((PX+7)/16)+4,INT((PY-8)/16)+5))=0 AND DOWN(0) THEN PY=PY+1



IF SOLIDTILE(MAP(INT((PX+7)/16)+4,INT((PY+7)/16)+3))=0 AND SOLIDTILE(MAP(INT((PX-8)/16)+4,INT((PY+7)/16)+3))=0 AND UP(0) THEN PY=PY-1



NEXT

END IF

END IF



IF RIGHT(0) THEN FA=8

IF LEFT(0) THEN FA=4

IF UP(0) THEN FA=1

IF DOWN(0) THEN FA=2



COLOR 4



IF TILE_INDICATOR = TRUE THEN



IF FA=4 THEN BOX 56-OPX-8,56-OPY-7+15 TO 56-OPX+7,56-OPY+8+15



IF FA=8 THEN BOX 56-OPX+24,56-OPY-7+15 TO 56-OPX+39,56-OPY+8+15



IF FA=2 THEN BOX 56-OPX+23,56-OPY-8+32 TO 56-OPX+8,56-OPY+8+31



IF FA=1 THEN BOX 56-OPX+23,56-OPY-8 TO 56-OPX+8,56-OPY+7



END IF



IF SHOW_HITBOX = TRUE THEN

COLOR 14

BOX 56,56 TO 71,71

END IF



RETURN



REM ==============



REM MINING ==========



MINING:



LAYER 2

CLS



IF FA=1 THEN M=MAP(PMX,PMY-1)

IF FA=2 THEN M=MAP(PMX,PMY+1)

IF FA=4 THEN M=MAP(PMX-1,PMY)

IF FA=8 THEN M=MAP(PMX+1,PMY)



IF BUTTON(0,2) AND HOLD_ITEM=22 AND MINABLETILE(M)=1 THEN CHARGEBAR=CHARGEBAR+5+MINEBONUS



IF BUTTON(0,2) AND HOLD_ITEM=27 AND MINABLETILE(M)=2 THEN CHARGEBAR=CHARGEBAR+5+MINEBONUS



IF BUTTON(0,2) AND HOLD_ITEM=28 AND MINABLETILE(M)=2 THEN CHARGEBAR=CHARGEBAR+5+MINEBONUS





IF CHARGEBAR>=MAXBAR THEN



REM TAKING AWAY HEALTH FROM TILES



IF FA=1 THEN

MAPHEALTH(PMX,PMY-1)=MAPHEALTH(PMX,PMY-1)-1

IF MAPHEALTH(PMX,PMY-1)<=0 THEN GOSUB DELETION

END IF



IF FA=2 THEN

MAPHEALTH(PMX,PMY+1)=MAPHEALTH(PMX,PMY+1)-1

IF MAPHEALTH(PMX,PMY+1)<=0 THEN GOSUB DELETION

END IF



IF FA=4 THEN

MAPHEALTH(PMX-1,PMY)=MAPHEALTH(PMX-1,PMY)-1

IF MAPHEALTH(PMX-1,PMY)<=0 THEN GOSUB DELETION

END IF



IF FA=8 THEN

MAPHEALTH(PMX+1,PMY)=MAPHEALTH(PMX+1,PMY)-1

IF MAPHEALTH(PMX+1,PMY)<=0 THEN GOSUB DELETION

END IF



CHARGEBAR=0



REM MINI LOOT

IF M=5 THEN

WOOD=WOOD+1+INT(RND*10)

IF INT(RND*8)=0 THEN APPLE=APPLE+1+INT(RND*3)

IF INT(RND*5)=0 THEN SAPLING=SAPLING+1+INT(RND*2)

END IF

IF M=6 THEN STONE=STONE+1+INT(RND*10)

IF M=1 AND INT(RND*2)=0 THEN SEED=SEED+1+INT(RND*3)



END IF



IF NOT BUTTON(0,2) THEN CHARGEBAR=0

IF BUTTON(0,2) AND MINABLETILE(M)=0 THEN CHARGEBAR=0



REM INDICATOR

LAYER 1

COLOR 2

LINE 59,54 TO 69,54

COLOR 4

IF CHARGEBAR<>0 THEN LINE 59,54 TO 59+(CHARGEBAR/MAXBAR)*10,54



RETURN

REM ===========



REM DELETION =====



DELETION:



IF HOLD_ITEM=22 THEN



IF FA=1 THEN MAP(PMX,PMY-1)=1

IF FA=2 THEN MAP(PMX,PMY+1)=1

IF FA=4 THEN MAP(PMX-1,PMY)=1

IF FA=8 THEN MAP(PMX+1,PMY)=1

CHARGEBAR=0



REM TREE TOP DELETION

IF M=5 THEN

IF FA=1 THEN MAP(PMX,PMY-2)=1

IF FA=2 THEN MAP(PMX,PMY)=1

IF FA=4 THEN MAP(PMX-1,PMY-1)=1

IF FA=8 THEN MAP(PMX+1,PMY-1)=1



IF FA=1 AND MAP(PMX,PMY-3)=4 THEN MAP(PMX,PMY-2)=5

IF FA=2 AND MAP(PMX,PMY-1)=4 THEN MAP(PMX,PMY)=5

IF FA=4 AND MAP(PMX-1,PMY-2)=4 THEN MAP(PMX-1,PMY-1)=5

IF FA=8 AND MAP(PMX+1,PMY-2)=4 THEN MAP(PMX+1,PMY-1)=5

END IF



REM GET LOOT

REM TREE

IF M=5 THEN WOOD=WOOD+4+INT(RND*5)

REM ROCK

IF M=6 THEN STONE=STONE+4+INT(RND*5)



IF M=7 OR M=8 THEN WOODB=WOODB+1



IF M=9 OR M=10 THEN STONEB=STONEB+1



END IF



IF HOLD_ITEM=27 THEN



IF FA=1 THEN MAP(PMX,PMY-1)=11

IF FA=2 THEN MAP(PMX,PMY+1)=11

IF FA=4 THEN MAP(PMX-1,PMY)=11

IF FA=8 THEN MAP(PMX+1,PMY)=11

CHARGEBAR=0



END IF



IF HOLD_ITEM=28 THEN



IF FA=1 AND MAP(PMX,PMY-1)<21 AND MAP(PMX,PMY-1)>16 THEN MAP(PMX,PMY-1)=MAP(PMX,PMY-1)+1

IF FA=1 AND MAP(PMX,PMY-1)=1 THEN MAP(PMX,PMY-1)=17



IF FA=2 AND MAP(PMX,PMY+1)<21 AND MAP(PMX,PMY+1)>16 THEN MAP(PMX,PMY+1)=MAP(PMX,PMY+1)+1

IF FA=2 AND MAP(PMX,PMY+1)=1 THEN MAP(PMX,PMY+1)=17



IF FA=4 AND MAP(PMX-1,PMY)<21 AND MAP(PMX-1,PMY)>16 THEN MAP(PMX-1,PMY)=MAP(PMX-1,PMY)+1

IF FA=4 AND MAP(PMX-1,PMY)=1 THEN MAP(PMX-1,PMY)=17



IF FA=8 AND MAP(PMX+1,PMY)<21 AND MAP(PMX+1,PMY)>16 THEN MAP(PMX+1,PMY)=MAP(PMX+1,PMY)+1

IF FA=8 AND MAP(PMX+1,PMY)=1 THEN MAP(PMX+1,PMY)=17

CHARGEBAR=0



END IF



RETURN



REM =======



REM UI ==========



UI:

LAYER 2

CLS

COLOR 15

IF N=7 THEN TEXT 64,64,WOODB,1







COLOR 5

BAR 2,92 TO 36,125

PUT BLOCK 54,12-OMX+4,102-OMY+4

COLOR 15

BOX 1,91 TO 37,126

COLOR 4

PLOT 20,110



COLOR 0

BAR 0,0 TO 128,90

BAR 38,0 TO 128,128

BOX 0,0 TO 127,127



LAYER 1



COLOR 5

BAR 56,0 TO 71,15

LAYER 2

COLOR 2

REM BAR 0,0 TO 128,15

COLOR 3

REM BOX 0,0 TO 127,15

N=HOLD_ITEM

GOSUB TAKETILE

LAYER 2

PUT BLOCK 63,56,0



LAYER 2



N=34

GOSUB TAKETILE

LAYER 2

FOR I=0 TO INT(HP)/2-1

PUT BLOCK 63,73+I*8,1,1

NEXT

N=35

GOSUB TAKETILE

IF HP MOD 2 <> 0 THEN PUT BLOCK 63,73+I*8,1,1







N=36

GOSUB TAKETILE

LAYER 2

FOR I=0 TO INT(HUNGER)/2-1

PUT BLOCK 63,73+I*8,8,1

NEXT

N=37

GOSUB TAKETILE

IF HUNGER MOD 2 <> 0 THEN PUT BLOCK 63,73+I*8,8,1



IF NIGHT=TRUE THEN N=39 ELSE N=38

GOSUB TAKETILE

LAYER 2

PUT BLOCK 63,112,0,1



LAYER 1



COLOR 15

FONT 2

IF MINUTE=0 THEN MINUTE_ZERO$="0" ELSE MINUTE_ZERO$=""

IF HOUR<10 THEN HOUR_ZERO$="0" ELSE HOUR_ZERO$=""

TEXT 19,83,HOUR_ZERO$+HOUR+":"+MINUTE+MINUTE_ZERO$,1

FONT 1



IF FPS_M=TRUE THEN TEXT 0,0,"FPS:"+FPS



LAYER 2



IF ASK_SLEEP=TRUE THEN



COLOR 2

BAR 0,90 TO 128,128

COLOR 3

BOX 0,90 TO 127,127

FONT 2

TEXT 2,92,"WANNA GO TO SLEEP?"



IF UP(0) THEN SEL_SLEEP=0

IF DOWN(0) THEN SEL_SLEEP=1



COLOR 8

BAR 1,104+SEL_SLEEP*9 TO 127,111+SEL_SLEEP*9



COLOR 3



FONT 1

TEXT 2,105,"YES"

TEXT 2,114,"NO"



IF BUTTON(0,1) THEN

IF SEL_SLEEP=0 THEN GOSUB SLEEP



CANT_MOVE=FALSE

SEL_SLEEP=0

BED_TIMER=0

ASK_SLEEP=FALSE

END IF



END IF





REM SHOW VARIABLES







RETURN



MENU:

CRAFTSELECT=0

SELECT=0

LAYER 2

LAYER OFF 0

LAYER OFF 1

LAYER OFF 3



DO

WAIT 0.1 TAP

CLS



REM TEST FOR ITEMS



PICKAXE_ICON=TRUE

IF WOOD>0 THEN WOOD_ICON=TRUE

IF STONE>0 THEN STONE_ICON=TRUE

IF WOODB>0 THEN WOODB_ICON=TRUE

IF STONEB>0 THEN STONEB_ICON=TRUE

IF HOE=TRUE THEN HOE_ICON=TRUE

IF SHOVEL=TRUE THEN SHOVEL_ICON=TRUE

IF BED>0 THEN BED_ICON=TRUE

IF SEED>0 THEN SEED_ICON=TRUE

IF WHEAT>0 THEN WHEAT_ICON=TRUE

IF APPLE>0 THEN APPLE_ICON=TRUE

IF SAPLING>0 THEN SAPLING_ICON=TRUE



REM DISPLAY



COLOR 3

BOX 0,0 TO 127,127

COLOR 2

PAINT 1,1



IF UP(0) AND SELECT>0 AND CRAFT_MENU=FALSE AND SELECT_ITEM=FALSE THEN SELECT=SELECT-1

IF DOWN(0) AND SELECT<2 AND CRAFT_MENU=FALSE AND SELECT_ITEM=FALSE THEN SELECT=SELECT+1

REM IF RIGHT(0) AND BUTTON(0,2) AND DEV_MODE=FALSE THEN

REM GLIT=TRUE

REM GOTO CREDITS

REM END IF



IF DOWN(0) AND BUTTON(0,2) AND DEV_MODE=TRUE THEN GOTO CHEAT



COLOR 8

BAR 2,37+SELECT*6+SELECT TO 126,44+SELECT*6+SELECT







COLOR 3

LINE 0,36 TO 128,36

TEXT 3,38,"CRAFT"

TEXT 3,45,"CHOOSE ITEM"

TEXT 3,52,"SHOW/REFRESH MINIMAP"



IF BUTTON(0,1) AND SELECT=0 AND SELECT_ITEM=FALSE AND CRAFT_MENU=FALSE THEN

CRAFT_MENU=TRUE

WAIT 0.1

END IF

IF BUTTON(0,1) AND SELECT=1 AND CRAFT_MENU=FALSE THEN

SELECT_ITEM=TRUE

IF COOLDOWN=FALSE THEN

WAIT 0.2

COOLDOWN=TRUE

END IF

END IF

IF BUTTON(0,1) AND SELECT=2 AND CRAFT_MENU=FALSE AND SELECT_ITEM=FALSE THEN GOSUB MINIMAP



SLOT=0

FOR IY=0 TO 1

FOR I=5 TO 110 STEP 17

COLOR 5



REM ITEM DISPLAY



IF PICKAXE_ICON=TRUE THEN

N=22

GOSUB TAKETILE

LAYER 2

PUT BLOCK 63,I,(IY*17)+2

PICKAXE_ICON=FALSE

GOTO OK

END IF



IF HOE_ICON=TRUE THEN

N=27

GOSUB TAKETILE

LAYER 2

PUT BLOCK 63,I,(IY*17)+2

HOE_ICON=FALSE

GOTO OK

END IF



IF SHOVEL_ICON=TRUE THEN

N=28

GOSUB TAKETILE

LAYER 2

PUT BLOCK 63,I,(IY*17)+2

SHOVEL_ICON=FALSE

GOTO OK

END IF



IF WOOD_ICON=TRUE THEN

N=23

GOSUB TAKETILE

LAYER 2

PUT BLOCK 63,I,(IY*17)+2

COLOR 1

TEXT I+8,(IY*17)+12,WOOD,1,1

WOOD_ICON=FALSE

GOTO OK

END IF



IF STONE_ICON=TRUE THEN

N=24

GOSUB TAKETILE

LAYER 2

PUT BLOCK 63,I,(IY*17)+2

COLOR 1

TEXT I+8,(IY*17)+12,STONE,1,1

STONE_ICON=FALSE

GOTO OK

END IF



IF WOODB_ICON=TRUE THEN

N=25

GOSUB TAKETILE

LAYER 2

PUT BLOCK 63,I,(IY*17)+2

COLOR 1

TEXT I+8,(IY*17)+12,WOODB,1,1

WOODB_ICON=FALSE

GOTO OK

END IF



IF STONEB_ICON=TRUE THEN

N=26

GOSUB TAKETILE

LAYER 2

PUT BLOCK 63,I,(IY*17)+2

COLOR 1

TEXT I+8,(IY*17)+12,STONEB,1,1

STONEB_ICON=FALSE

GOTO OK

END IF



IF BED_ICON=TRUE THEN

N=29

GOSUB TAKETILE

LAYER 2

PUT BLOCK 63,I,(IY*17)+2

BED_ICON=FALSE

GOTO OK

END IF



IF SEED_ICON=TRUE THEN

N=30

GOSUB TAKETILE

LAYER 2

PUT BLOCK 63,I,(IY*17)+2

COLOR 1

TEXT I+8,(IY*17)+12,SEED,1,1

SEED_ICON=FALSE

GOTO OK

END IF



IF WHEAT_ICON=TRUE THEN

N=31

GOSUB TAKETILE

LAYER 2

PUT BLOCK 63,I,(IY*17)+2

COLOR 1

TEXT I+8,(IY*17)+12,WHEAT,1,1

WHEAT_ICON=FALSE

GOTO OK

END IF



IF APPLE_ICON=TRUE THEN

N=32

GOSUB TAKETILE

LAYER 2

PUT BLOCK 63,I,(IY*17)+2

COLOR 1

TEXT I+8,(IY*17)+12,APPLE,1,1

APPLE_ICON=FALSE

GOTO OK

END IF



IF SAPLING_ICON=TRUE THEN

N=33

GOSUB TAKETILE

LAYER 2

PUT BLOCK 63,I,(IY*17)+2

COLOR 1

TEXT I+8,(IY*17)+12,SAPLING,1,1

SAPLING_ICON=FALSE

GOTO OK

END IF





BOX I,(IY*17)+2 TO I+15,(IY*17)+17

COLOR 6

PAINT I+2,IY*17+4

N=0

OK:

INVENTORY(SLOT)=N

SLOT=SLOT+1

NEXT

NEXT



IF INVSELECT>6 THEN INVSELECTY=17 ELSE INVSELECTY=0

INVSELECTX=INVSELECT



IF INVSELECT>6 THEN INVSELECTX=INVSELECT-7



COLOR 12

IF SELECT_ITEM=FALSE THEN BOX INVSELECTX*17+5,2+INVSELECTY TO INVSELECTX*17+20,17+INVSELECTY



IF CRAFT_MENU=TRUE THEN

CRAFT:



IF CRAFT_TEXT=TRUE THEN

COLOR 3

BOX 0,95 TO 127,127

COLOR 2

BAR 1,96 TO 126, 126

COLOR 1

TEXT 64,98,"THIS IS THE CRAFT MENU.",1

TEXT 64,104,"HERE YOU CAN CRAFT ",1

TEXT 64,110,"ITEMS TO USE.",1

TEXT 64,122,"LEFT, RIGHT TO CHOOSE",1

TEXT 120,89,"YOU:",1

WAIT 3

COLOR 4

TEXT 123,121,"A",1

WAIT BUTTON

CLS

END IF

CRAFT_TEXT=FALSE





IF LEFT(0) AND CRAFTSELECT>0 THEN CRAFTSELECT=CRAFTSELECT-1

IF RIGHT(0) AND CRAFTSELECT<MAXCRAFT THEN CRAFTSELECT=CRAFTSELECT+1



N=CRAFTICON(CRAFTSELECT)

GOSUB TAKETILE

LAYER 2



PUT BLOCK 63,56,80

COLOR 3

TEXT 64,71,CRAFTNAME$(CRAFTSELECT),1

TEXT 52,85,"<"

TEXT 73,85,">"



TEXT 64,98,"NEED:",1

TEXT 64,108,"WOOD:",1

TEXT 64,115,"STONE:",1



IF CRAFTWOOD(CRAFTSELECT)<=WOOD THEN COLOR 9 ELSE COLOR 4

TEXT 64,108," "+CRAFTWOOD(CRAFTSELECT)

COLOR 3



IF CRAFTSTONE(CRAFTSELECT)<=STONE THEN COLOR 9 ELSE COLOR 4

TEXT 64,115," "+CRAFTSTONE(CRAFTSELECT)

COLOR 3



IF BUTTON(0,1) AND CRAFTWOOD(CRAFTSELECT)<=WOOD AND CRAFTSTONE(CRAFTSELECT)<=STONE THEN



IF CRAFTICON(CRAFTSELECT)=22 AND PICKAXE=TRUE OR CRAFTICON(CRAFTSELECT)=27 AND HOE=TRUE OR CRAFTICON(CRAFTSELECT)=28 AND SHOVEL=TRUE OR CRAFTICON(CRAFTSELECT)=29 AND BED>0 THEN GOTO ALREADY_HAVE



WOOD=WOOD-CRAFTWOOD(CRAFTSELECT)

STONE=STONE-CRAFTSTONE(CRAFTSELECT)



IF CRAFTICON(CRAFTSELECT)=25 THEN WOODB=WOODB+1



IF CRAFTICON(CRAFTSELECT)=26 THEN STONEB=STONEB+1



IF CRAFTICON(CRAFTSELECT)=22 THEN MINEBONUS=MINEBONUS+2



IF CRAFTICON(CRAFTSELECT)=27 THEN HOE=TRUE



IF CRAFTICON(CRAFTSELECT)=28 THEN SHOVEL=TRUE



IF CRAFTICON(CRAFTSELECT)=29 THEN BED=BED+1



ALREADY_HAVE:

END IF



END IF



IF SELECT_ITEM=TRUE THEN



COLOR 11

IF LEFT(0) AND INVSELECT>0 THEN INVSELECT=INVSELECT-1

IF RIGHT(0) AND INVSELECT<13 THEN INVSELECT=INVSELECT+1

IF DOWN(0) AND (INVSELECT+7)<14 THEN INVSELECT=INVSELECT+7

IF UP(0) AND (INVSELECT-7)>-1 THEN INVSELECT=INVSELECT-7



IF INVSELECT>6 THEN INVSELECTY=17 ELSE INVSELECTY=0

INVSELECTX=INVSELECT



IF INVSELECT>6 THEN INVSELECTX=INVSELECT-7



BOX INVSELECTX*17+5,2+INVSELECTY TO INVSELECTX*17+20,17+INVSELECTY



IF BUTTON(0,1) THEN



IF INVENTORY(INVSELECT)<>0 AND CRAFT_MENU=FALSE THEN

SELECT_ITEM=FALSE

HOLD_ITEM=INVENTORY(INVSELECT)

WAIT 0.2

COOLDOWN=FALSE

END IF





END IF



END IF













IF BUTTON(0,2) AND SELECT_ITEM=TRUE THEN

WAIT 0.1

SELECT_ITEM=FALSE

END IF



IF BUTTON(0,2) AND CRAFT_MENU=TRUE THEN

WAIT 0.1

CRAFT_MENU=FALSE

END IF

IF BUTTON(0,2) AND CRAFT_MENU=FALSE OR BUTTON(0,2) AND SELECT_ITEM=FALSE THEN

LAYER ON 0

LAYER ON 1

EXIT

END IF

LOOP

GOTO BACK



REM MINIMAP ===========



MINIMAP:



IF MAP_TEXT=TRUE THEN

COLOR 3

BOX 0,95 TO 127,127

COLOR 2

BAR 1,96 TO 126, 126

COLOR 1

TEXT 64,98,"THIS IS THE MINI MAP.",1

TEXT 64,104,"THE RED POINT MARKERS",1

TEXT 64,110,"YOUR POSITION.",1

TEXT 64,122,"B TO EXIT MAP",1

TEXT 120,89,"YOU:",1

WAIT 3

COLOR 4

TEXT 123,121,"A",1

WAIT BUTTON

CLS

END IF

MAP_TEXT=FALSE



COLOR 3

TEXT 64,90,"LOADING AND REFRESHING",1

TEXT 64,96,"MINIMAP...",1

WAIT 0



FOR MY=0 TO 127

FOR MX=0 TO 127

COLOR 1

IF MAP(MX,MY)=0 THEN COLOR 3

IF MAP(MX,MY)=1 THEN COLOR 9

IF MAP(MX,MY)=5 THEN COLOR 5

IF MAP(MX,MY)=4 THEN COLOR 10

IF MAP(MX,MY)=6 THEN COLOR 2

IF MAP(MX,MY)=2 THEN COLOR 11

IF MAP(MX,MY)=3 THEN COLOR 8

PLOT MX,MY

NEXT

NEXT



GET BLOCK 54,0,0 TO 127,127



COLOR 4

PLOT OMX+4,OMY+4

CIRCLE OMX+4,OMY+4,2



DO

WAIT 0



IF BUTTON(0,2) THEN RETURN



LOOP







REM BUILDING =====



BUILDING:



PMX=OMX+4

PMY=OMY+4



IF BUTTON(0,2) THEN



IF BUILD_TEXT=TRUE THEN

COLOR 3

BOX 0,95 TO 127,127

COLOR 2

BAR 1,96 TO 126, 126

COLOR 1

TEXT 64,98,"HERE YOU CAN BUILD OR",1

TEXT 64,104,"MINING. WITH THE B",1

TEXT 64,110,"BUTTON.",1

TEXT 64,122,"LETS DO THIS",1

TEXT 120,89,"YOU:",1

WAIT 3

COLOR 4

TEXT 123,121,"A",1

WAIT BUTTON

CLS

END IF

BUILD_TEXT=FALSE



IF HOLD_ITEM=25 OR HOLD_ITEM=26 OR HOLD_ITEM=30 OR HOLD_ITEM=29 OR HOLD_ITEM=33 THEN

IF HOLD_ITEM=25 AND WOODB=0 THEN GOTO NO_MATERIAL

IF HOLD_ITEM=26 AND STONEB=0 THEN GOTO NO_MATERIAL

IF HOLD_ITEM=29 AND BED=0 THEN GOTO NO_MATERIAL

IF HOLD_ITEM=30 AND SEED=0 THEN GOTO NO_MATERIAL

IF HOLD_ITEM=33 AND SAPLING=0 THEN GOTO NO_MATERIAL

IF HOLD_ITEM=25 THEN BLOCKK=7

IF HOLD_ITEM=26 THEN BLOCKK=9

IF HOLD_ITEM=29 THEN BLOCKK=29

IF HOLD_ITEM=30 THEN BLOCKK=30

IF HOLD_ITEM=33 THEN BLOCKK=33



IF HOLD_ITEM=30 THEN PLACE_SEEDS=TRUE ELSE PLACE_SEEDS=FALSE



IF HOLD_ITEM=33 THEN PLACE_SAPLING=TRUE ELSE PLACE_SAPLING=FALSE



IF PLACE_SEEDS=FALSE AND PLACE_SAPLING=FALSE THEN





IF FA=1 THEN

IF MAP(PMX,PMY-1)=1 OR MAP(PMX,PMY-1)=3 THEN

SUCCESS_BUILD=TRUE

MAP(PMX,PMY-1)=BLOCKK

IF MAP(PMX,PMY-2)=BLOCKK THEN

MAP(PMX,PMY-1)=BLOCKK

MAP(PMX,PMY-2)=BLOCKK+1

END IF

END IF

END IF



IF FA=2 THEN

IF MAP(PMX,PMY+1)=1 OR MAP(PMX,PMY+1)=3 THEN

SUCCESS_BUILD=TRUE

MAP(PMX,PMY+1)=BLOCKK

IF MAP(PMX,PMY+2)=BLOCKK OR MAP(PMX,PMY+2)=BLOCKK+1 THEN MAP(PMX,PMY+1)=BLOCKK+1

END IF

END IF



IF FA=4 THEN

IF MAP(PMX-1,PMY)=1 OR MAP(PMX-1,PMY)=3 THEN

SUCCESS_BUILD=TRUE

MAP(PMX-1,PMY)=BLOCKK

IF MAP(PMX-1,PMY+1)=BLOCKK OR MAP(PMX-1,PMY+1)=BLOCKK+1 THEN MAP(PMX-1,PMY)=BLOCKK+1



IF MAP(PMX-1,PMY-1)=BLOCKK OR MAP(PMX-1,PMY-1)=BLOCKK+1 THEN

MAP(PMX-1,PMY)=BLOCKK

MAP(PMX-1,PMY-1)=BLOCKK+1

END IF



END IF

END IF



IF FA=8 THEN

IF MAP(PMX+1,PMY)=1 OR MAP(PMX+1,PMY)=3 THEN

SUCCESS_BUILD=TRUE

MAP(PMX+1,PMY)=BLOCKK

IF MAP(PMX+1,PMY+1)=BLOCKK OR MAP(PMX+1,PMY+1)=BLOCKK+1 THEN MAP(PMX+1,PMY)=BLOCKK+1



IF MAP(PMX+1,PMY-1)=BLOCKK OR MAP(PMX+1,PMY-1)=BLOCKK+1 THEN

MAP(PMX+1,PMY)=BLOCKK

MAP(PMX+1,PMY-1)=BLOCKK+1

END IF

END IF

END IF



END IF



IF PLACE_SEEDS=TRUE THEN





IF FA=1 THEN

IF MAP(PMX,PMY-1)=11 THEN

MAP(PMX,PMY-1)=12

SUCCESS_BUILD=TRUE

END IF

END IF



IF FA=2 THEN

IF MAP(PMX,PMY+1)=11 THEN

MAP(PMX,PMY+1)=12

SUCCESS_BUILD=TRUE

END IF

END IF



IF FA=4 THEN

IF MAP(PMX-1,PMY)=11 THEN

MAP(PMX-1,PMY)=12

SUCCESS_BUILD=TRUE

END IF

END IF



IF FA=8 THEN

IF MAP(PMX+1,PMY)=11 THEN

MAP(PMX+1,PMY)=12

SUCCESS_BUILD=TRUE

END IF

END IF



END IF









IF PLACE_SAPLING=TRUE THEN



IF FA=1 THEN

IF MAP(PMX,PMY-1)=1 THEN

SUCCESS_BUILD=TRUE

MAP(PMX,PMY-1)=BLOCKK

END IF

END IF



IF FA=2 THEN

IF MAP(PMX,PMY+1)=1 THEN

SUCCESS_BUILD=TRUE

MAP(PMX,PMY+1)=BLOCKK

END IF

END IF



IF FA=4 THEN

IF MAP(PMX-1,PMY)=1 THEN

SUCCESS_BUILD=TRUE

MAP(PMX-1,PMY)=BLOCKK

END IF

END IF



IF FA=8 THEN

IF MAP(PMX+1,PMY)=1 THEN

SUCCESS_BUILD=TRUE

MAP(PMX+1,PMY)=BLOCKK

END IF

END IF



END IF





IF SUCCESS_BUILD=TRUE THEN



IF HOLD_ITEM=25 THEN WOODB=WOODB-1

IF HOLD_ITEM=26 THEN STONEB=STONEB-1

IF HOLD_ITEM=29 THEN BED=BED-1

IF HOLD_ITEM=30 THEN SEED=SEED-1

IF HOLD_ITEM=33 THEN SAPLING=SAPLING-1



END IF



END IF

END IF

NO_MATERIAL:



SUCCESS_BUILD=FALSE





RETURN





REM ==============



REM OPTIONS ======



OPTIONS:

SEL=0

DO

WAIT 0.1 TAP

LAYER 1

CLS

LAYER 2

CLS 7

COLOR 6

BOX 0,0 TO 127,127



FONT 1



IF UP(0) AND SEL>0 THEN SEL=SEL-1

IF DOWN(0) AND SEL<5 THEN SEL=SEL+1



A=0

B=0

C=0

D=0

E=0

F=0



IF SEL=0 THEN A=3

IF SEL=1 THEN B=3

IF SEL=2 THEN C=3

IF SEL=3 THEN D=3

IF SEL=4 THEN E=3

IF SEL=5 THEN F=3



IF BUTTON TAP (0,1) THEN



IF SEL=0 THEN TILE_INDICATOR=TILE_INDICATOR-1



IF SEL=1 THEN SHOW_HITBOX=SHOW_HITBOX-1



IF SEL=2 THEN FPS_M=FPS_M-1



END IF



IF TILE_INDICATOR<-1 THEN TILE_INDICATOR=0



IF SHOW_HITBOX<-1 THEN SHOW_HITBOX=0



IF FPS_M<-1 THEN FPS_M=0



IF TILE_INDICATOR=TRUE THEN YESORNO$="YES" ELSE YESORNO$="NO"

TEXT 64,20,"TILE INDICATOR:"+YESORNO$,1,A



IF SHOW_HITBOX=TRUE THEN YESORNO$="YES" ELSE YESORNO$="NO"

TEXT 64,28,"SHOW PLAYER HITBOX:"+YESORNO$,1,B



IF FPS_M=TRUE THEN YESORNO$="YES" ELSE YESORNO$="NO"

TEXT 64,36,"SHOW FPS:"+YESORNO$,1,C



IF RIGHT(0) THEN



IF SEL=3 AND VALUE_COLOR1<63 THEN VALUE_COLOR1=VALUE_COLOR1+1



IF SEL=4 AND VALUE_COLOR2<63 THEN VALUE_COLOR2=VALUE_COLOR2+1



IF SEL=5 AND VALUE_COLOR3<63 THEN VALUE_COLOR3=VALUE_COLOR3+1



END IF



IF LEFT(0) THEN



IF SEL=3 AND VALUE_COLOR1>0 THEN VALUE_COLOR1=VALUE_COLOR1-1



IF SEL=4 AND VALUE_COLOR2>0 THEN VALUE_COLOR2=VALUE_COLOR2-1



IF SEL=5 AND VALUE_COLOR3>0 THEN VALUE_COLOR3=VALUE_COLOR3-1



END IF





TEXT 64,42,"---------------",1



TEXT 64,48,"PLAYER CUSTOMIZATION",1

TEXT 64,60,"<COLOR 1 : "+VALUE_COLOR1+">",1,D

TEXT 64,68,"<COLOR 2 : "+VALUE_COLOR2+">",1,E

TEXT 64,76,"<COLOR 3 : "+VALUE_COLOR3+">",1,F



COLOR 0

BAR 56,90 TO 71,105



LAYER 1

PALETTE 9,VALUE_COLOR1

PALETTE 7,VALUE_COLOR2

PALETTE 10,VALUE_COLOR3





OPTION_ANIM=OPTION_ANIM+0.1

IF INT(OPTION_ANIM)=63 THEN OPTION_ANIM=55



PUT BLOCK INT(OPTION_ANIM),56,90









LAYER 2



COLOR 1



IF BUTTON TAP (0,2) THEN EXIT



LOOP







SEL=0

RETURN



REM ==============





REM CREDITS ======



CREDITS:

I=0



LAYER 2

CLS



IF GLIT=TRUE THEN



FONT 1

COLOR 13

CLS 6

TEXT 64,110,"EVITAERC ADLEZ",1



FONT 1

COLOR 9



DO

WAIT 0



IF BUTTON(0,2) THEN GOTO BACK



CREDIT_TIMER=CREDIT_TIMER+1-BUTTON(0,1)



IF CREDIT_TIMER>6 THEN

CREDIT_TIMER=0

IF I<=MAX_TEXT THEN TEXT 64,150,CREDIT_TEXT$(I),1

IF I<=MAX_TEXT THEN I=I+1

END IF



SCROLL 0,0 TO 128,512,0,-1+BUTTON(0,1) CLEAR





LOOP



ELSE



FONT 3

TEXT 64,110,"ZELDA CREATIVE",1



FONT 1

COLOR 1



DO

WAIT 0



IF BUTTON(0,2) THEN EXIT



CREDIT_TIMER=CREDIT_TIMER+1-BUTTON(0,1)



IF CREDIT_TIMER>6 THEN

CREDIT_TIMER=0

IF I<=MAX_TEXT THEN TEXT 64,150,CREDIT_TEXT$(I),1

IF I<=MAX_TEXT THEN I=I+1

END IF



SCROLL 0,0 TO 128,512,0,-1+BUTTON(0,1) CLEAR





LOOP

RETURN

END IF

REM RETURN



REM =============



REM TIME =====



TIME:



TIME_TIMER=TIME_TIMER+1



IF TIME_TIMER>TIME_MAX THEN

MINUTE=MINUTE+10

TIME_TIMER=0

END IF



IF MINUTE>=60 THEN

MINUTE=0

HOUR=HOUR+1

END IF



IF HOUR>23 THEN HOUR=0



IF HOUR>21 OR HOUR<6 THEN NIGHT=TRUE ELSE NIGHT=FALSE



HUNGER_TIMER=HUNGER_TIMER+1

IF HUNGER_TIMER>HUNGER_TIMER_MAX THEN

HUNGER_TIMER=0

HUNGER=HUNGER-1



IF HUNGER<0 THEN

HUNGER=0

HP=HP-1

END IF



END IF







RETURN



REM ===========



REM FPS =======



FPS:

CLS

OD=D

F=F+1

D=VAL(MID$(TIME$,7,2))

IF OD<>D THEN

FPS=F

F=0

END IF



RETURN



REM ============



REM INTERACTION======



INTERACTION:



REM BED -



IF MAP(PMX,PMY)=29 AND NOT LEFT(0) AND NOT RIGHT(0) AND NOT UP(0) AND NOT DOWN(0) THEN BED_TIMER=BED_TIMER+1 ELSE BED_TIMER=0



IF BED_TIMER>BED_TIMER_MAX THEN

ASK_SLEEP=TRUE

CANT_MOVE=TRUE

END IF







REM -----





RETURN



REM ================



REM SLEEP =======



SLEEP:



LAYER OFF 0

LAYER OFF 1



LAYER 2

CLS

WAIT 0

FONT 3

COLOR 1

TEXT 64,64,"ZZZ.",1

WAIT 0.5

CLS

TEXT 64,64,"ZZZ..",1

WAIT 0.5

CLS

TEXT 64,64,"ZZZ...",1

WAIT 0.5

COLOR 2

CLS

TEXT 64,64,"ZZZ...",1

WAIT 0.5

CLS

WAIT 1

FONT 1



REM GROW SEEDS





FOR Y=0 TO 127

FOR X=0 TO 127



IF MAP(X,Y)>11 AND MAP(X,Y)<16 THEN MAP(X,Y)=MAP(X,Y)+1

IF MAP(X,Y)=33 THEN

MAP(X,Y)=5

MAP(X,Y-1)=4

MAPHEALTH(X,Y)=5

END IF





NEXT

NEXT



REM --





HOUR=6

MINUTE=0

LAYER ON 1

LAYER ON 0



RETURN



FALL_ASLEEP:



IF HOUR>2 AND HOUR<6 THEN

HP=HP-3

GOSUB SLEEP

END IF



RETURN



REM ============





REM COLLECT SEEDS ===

COLLECT_SEEDS:



IF MAP(PMX,PMY)=16 THEN

MAP(PMX,PMY)=11

WHEAT=WHEAT+1

SEED=SEED+INT(RND*3)+1

END IF





RETURN

REM =================





REM EATING ======



EATING:



IF BUTTON(0,2) THEN

IF HOLD_ITEM=32 THEN

IF HOLD_ITEM=32 AND APPLE>0 THEN

APPLE=APPLE-1

HUNGER=HUNGER+2

WAIT 1

ELSE

GOTO NO_FOOD





END IF







IF HUNGER>10 THEN HUNGER=10



END IF

END IF





NO_FOOD:



RETURN



REM =============



PLAYER_SPRITES_DATA:

REM ANIM1_FA1

DATA 0,0,0,0,0,0,10,10,10,0,0,0,0,0,0,0

DATA 0,0,0,0,0,10,10,10,10,10,0,0,0,0,0,0

DATA 0,0,0,0,0,10,7,7,7,7,10,0,0,0,0,0

DATA 0,0,0,10,10,7,10,10,10,10,7,10,10,0,0,0

DATA 0,0,10,7,10,10,9,7,7,9,10,10,7,10,0,0

DATA 0,0,10,7,10,9,9,7,7,9,9,10,7,10,0,0

DATA 0,0,10,7,10,9,10,9,7,9,9,10,7,10,0,0

DATA 0,0,10,9,10,10,9,9,7,9,9,10,9,10,0,0

DATA 0,0,0,10,10,10,9,9,9,9,10,10,10,0,0,0

DATA 0,0,0,10,9,10,9,9,9,10,9,10,9,10,0,0

DATA 0,0,10,7,9,10,9,9,10,9,9,10,9,10,0,0

DATA 0,0,10,7,10,9,10,10,9,9,7,9,10,10,0,0

DATA 0,0,0,10,9,7,7,7,7,7,9,9,10,0,0,0

DATA 0,0,0,10,10,9,9,9,9,9,10,10,10,0,0,0

DATA 0,0,0,10,10,10,10,10,10,10,7,7,10,10,0,0

DATA 0,0,0,0,10,10,10,10,10,10,10,10,10,0,0,0



REM ANIM2_FA1

DATA 0,0,0,0,0,0,0,10,10,10,0,0,0,0,0,0

DATA 0,0,0,0,0,0,10,10,10,10,10,0,0,0,0,0

DATA 0,0,0,0,0,10,7,7,7,7,10,0,0,0,0,0

DATA 0,0,0,10,10,7,10,10,10,10,7,10,10,0,0,0

DATA 0,0,10,7,10,10,9,7,7,9,10,10,7,10,0,0

DATA 0,0,10,7,10,9,9,7,7,9,9,10,7,10,0,0

DATA 0,0,10,7,10,9,9,7,9,10,9,10,7,10,0,0

DATA 0,0,10,9,10,9,9,7,9,9,10,10,9,10,0,0

DATA 0,0,0,10,10,10,9,9,9,9,10,10,10,0,0,0

DATA 0,0,10,9,10,9,10,9,9,9,10,9,10,0,0,0

DATA 0,0,10,9,10,9,9,10,9,9,10,9,7,10,0,0

DATA 0,0,10,10,9,7,9,9,10,10,9,10,7,10,0,0

DATA 0,0,0,10,9,9,7,7,7,7,7,9,10,0,0,0

DATA 0,0,0,10,10,10,9,9,9,9,9,10,10,0,0,0

DATA 0,0,10,10,7,7,10,10,10,10,10,10,10,0,0,0

DATA 0,0,0,10,10,10,10,10,10,10,10,10,0,0,0,0



REM ANIM1_FA8

DATA 0,0,0,0,0,10,10,10,10,10,0,0,0,0,0,0

DATA 0,0,0,0,10,9,9,9,9,9,10,10,0,0,0,0

DATA 0,0,0,10,9,9,9,9,9,10,7,7,10,0,0,0

DATA 0,0,10,9,9,10,9,9,10,7,7,9,10,10,10,0

DATA 0,10,9,9,10,7,10,10,7,7,9,10,10,10,0,0

DATA 0,10,9,9,10,7,9,10,9,10,10,10,0,0,0,0

DATA 0,0,10,9,10,7,7,10,10,7,10,7,10,10,0,0

DATA 0,0,0,10,10,7,7,10,7,7,10,7,7,10,0,0

DATA 0,0,0,0,10,9,7,10,7,7,7,9,10,0,0,0

DATA 0,0,0,0,10,10,9,10,9,9,9,10,0,0,0,0

DATA 0,0,0,0,10,9,10,10,10,10,10,10,0,0,0,0

DATA 0,0,0,10,9,9,10,7,7,10,9,10,0,0,0,0

DATA 0,0,0,10,9,9,10,7,7,10,7,10,0,0,0,0

DATA 0,0,0,10,10,10,10,10,10,10,9,10,0,0,0,0

DATA 0,0,0,0,10,7,7,7,7,10,10,10,0,0,0,0

DATA 0,0,0,10,10,10,10,10,10,10,10,10,10,0,0,0



REM ANIM2_F8

DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

DATA 0,0,0,0,10,10,10,10,10,10,0,0,0,0,0,0

DATA 0,0,10,10,9,9,9,9,9,9,10,10,0,10,0,0

DATA 0,10,9,9,9,9,9,9,9,10,7,7,10,10,0,0

DATA 0,10,9,9,9,10,9,9,10,7,7,9,10,10,0,0

DATA 0,10,9,9,10,7,10,10,7,7,9,10,10,0,0,0

DATA 0,0,10,9,10,7,9,10,9,10,10,10,0,0,0,0

DATA 0,0,10,9,10,7,7,10,10,7,10,7,10,10,0,0

DATA 0,0,0,10,10,7,7,10,7,7,10,7,7,10,0,0

DATA 0,0,0,0,10,9,7,10,7,7,7,9,10,0,0,0

DATA 0,0,0,0,10,10,10,10,10,10,10,10,0,0,0,0

DATA 0,0,0,10,10,9,9,10,7,7,10,0,0,0,0,0

DATA 0,0,10,7,10,9,9,10,7,7,10,0,0,0,0,0

DATA 0,0,10,7,10,10,9,9,10,10,10,10,0,0,0,0

DATA 0,0,10,7,7,10,10,10,7,7,7,7,10,0,0,0

DATA 0,0,10,10,10,10,10,10,10,10,10,10,10,0,0,0



REM ANIM1_FA4

DATA 0,0,0,0,0,0,10,10,10,10,10,0,0,0,0,0

DATA 0,0,0,0,10,10,9,9,9,9,9,10,0,0,0,0

DATA 0,0,0,10,7,7,10,9,9,9,9,9,10,0,0,0

DATA 0,10,10,10,9,7,7,10,9,9,10,9,9,10,0,0

DATA 0,0,10,10,10,9,7,7,10,10,7,10,9,9,10,0

DATA 0,0,0,0,10,10,10,9,10,9,7,10,9,9,10,0

DATA 0,0,10,10,7,10,7,10,10,7,7,10,9,10,0,0

DATA 0,0,10,7,7,10,7,7,10,7,7,10,10,0,0,0

DATA 0,0,0,10,9,7,7,7,10,7,9,10,0,0,0,0

DATA 0,0,0,0,10,9,9,9,10,9,10,10,0,0,0,0

DATA 0,0,0,0,10,10,10,10,10,10,9,10,0,0,0,0

DATA 0,0,0,0,10,9,10,7,7,10,9,9,10,0,0,0

DATA 0,0,0,0,10,7,10,7,7,10,9,9,10,0,0,0

DATA 0,0,0,0,10,9,10,10,10,10,10,10,10,0,0,0

DATA 0,0,0,0,10,10,10,7,7,7,7,10,0,0,0,0

DATA 0,0,0,10,10,10,10,10,10,10,10,10,10,0,0,0



REM ANIM2_FA4

DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

DATA 0,0,0,0,0,10,10,10,10,10,10,0,0,0,0,0

DATA 0,10,0,10,10,9,9,9,9,9,9,10,10,0,0,0

DATA 0,10,10,7,7,10,9,9,9,9,9,9,9,10,0,0

DATA 0,10,10,9,7,7,10,9,9,10,9,9,9,10,0,0

DATA 0,0,10,10,9,7,7,10,10,7,10,9,9,10,0,0

DATA 0,0,0,10,10,10,9,10,9,7,10,9,10,0,0,0

DATA 0,10,10,7,10,7,10,10,7,7,10,9,10,0,0,0

DATA 0,10,7,7,10,7,7,10,7,7,10,10,0,0,0,0

DATA 0,0,10,9,7,7,7,10,7,9,10,0,0,0,0,0

DATA 0,0,0,10,10,10,10,10,10,10,10,0,0,0,0,0

DATA 0,0,0,0,10,7,7,10,9,9,10,10,0,0,0,0

DATA 0,0,0,0,10,7,7,10,9,9,10,7,10,0,0,0

DATA 0,0,0,10,10,10,10,9,9,10,10,7,10,0,0,0

DATA 0,0,10,7,7,7,7,10,10,10,7,7,10,0,0,0

DATA 0,0,10,10,10,10,10,10,10,10,10,10,10,0,0,0



REM ANIM1_FA2

DATA 0,0,0,0,0,10,10,10,10,10,0,0,0,0,0,0

DATA 0,0,0,0,10,9,7,7,9,9,10,0,0,0,0,0

DATA 0,0,0,10,10,9,10,10,9,9,9,10,10,0,0,0

DATA 0,0,10,7,10,10,7,7,7,7,9,10,7,10,0,0

DATA 0,0,10,7,10,7,10,10,10,10,7,10,7,10,0,0

DATA 0,0,10,7,10,10,10,10,10,10,10,10,7,10,0,0

DATA 0,0,10,9,9,10,10,10,10,10,10,9,9,10,0,0

DATA 0,0,0,10,7,7,10,7,7,10,7,7,10,0,0,0

DATA 0,0,0,10,9,7,10,7,7,10,7,9,10,0,0,0

DATA 0,0,10,9,10,9,7,7,7,7,9,10,9,10,0,0

DATA 0,10,7,9,10,10,10,10,10,10,10,10,9,10,0,0

DATA 0,10,7,10,10,9,9,9,9,10,7,7,9,10,0,0

DATA 0,0,10,10,9,7,7,7,7,10,7,7,10,0,0,0

DATA 0,0,0,10,10,10,10,9,9,9,10,10,0,0,0,0

DATA 0,0,10,10,9,7,7,10,10,10,10,10,10,0,0,0

DATA 0,0,0,10,10,10,10,10,10,10,10,10,0,0,0,0



REM ANIM2_FA2

DATA 0,0,0,0,0,0,10,10,10,10,10,0,0,0,0,0

DATA 0,0,0,0,0,10,9,9,7,7,9,10,0,0,0,0

DATA 0,0,0,10,10,9,9,9,10,10,9,10,10,0,0,0

DATA 0,0,10,7,10,9,7,7,7,7,10,10,7,10,0,0

DATA 0,0,10,7,10,7,10,10,10,10,7,10,7,10,0,0

DATA 0,0,10,7,10,10,10,10,10,10,10,10,7,10,0,0

DATA 0,0,10,9,9,10,10,10,10,10,10,9,9,10,0,0

DATA 0,0,0,10,7,7,10,7,7,10,7,7,10,0,0,0

DATA 0,0,0,10,9,7,10,7,7,10,7,9,10,0,0,0

DATA 0,0,10,9,10,9,7,7,7,7,9,10,9,10,0,0

DATA 0,0,10,9,10,10,10,10,10,10,10,10,9,7,10,0

DATA 0,0,10,9,7,7,10,9,9,9,9,10,10,7,10,0

DATA 0,0,0,10,7,7,10,7,7,7,7,9,10,10,0,0

DATA 0,0,0,0,10,10,9,9,9,10,10,10,10,0,0,0

DATA 0,0,0,10,10,10,10,10,10,7,7,9,10,10,0,0

DATA 0,0,0,0,10,10,10,10,10,10,10,10,10,0,0,0





CREDITS_TEXT_DATA:

DATA "CREDITS TO :"

DATA " "

DATA "UXO ZII:"

DATA "MADE THE FIRST"

DATA "VERSIONS OF L.F."

DATA " "

DATA " "

DATA "WAS8BIT:"

DATA "IMPROVED MAP GENERATOR"

DATA "(2X FASTER LOADING)"

DATA "FIXED MUSIC"

DATA "PALETTE COMMANDS"

DATA " "

DATA " "

DATA "TIMO KLOSS:"

DATA "LOWRES CODER"

DATA " "

DATA " "

DATA "TOMLOM:"

DATA "HELPED A LOT"

DATA "SUPPORTED ANY TIME"

DATA " "

DATA " "

DATA "SNT&HPC:"

DATA "MODIFICATIONS IDEAS"

DATA "MANAGED"

DATA " "

DATA " "

DATA "SNT&HOCS MUM:"

DATA "PLAY THE GAME AT FIRST"

DATA " "

DATA " "

DATA "GOOGLE:"

DATA "TRANSLATION"

DATA "G->E; E->G; D->E; E->D"

DATA " "

DATA " "

DATA ""

DATA ""

DATA ""

DATA ""

DATA ""

DATA ""

DATA ""

DATA ""

DATA "DEV MODE: LEFT + B"













TILE_BLOCKS_DATA:



REM HARDROCK 0

DATA 3,2,0,0,0,3,3,3,3,3,3,3,3,3,3,3

DATA 3,3,3,3,3,2,2,2,0,0,0,0,2,2,3,3

DATA 0,0,0,0,3,3,3,3,3,3,0,3,3,2,2,3

DATA 3,3,3,3,2,2,3,2,2,3,2,2,3,3,0,0

DATA 2,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0

DATA 3,3,3,0,0,0,0,0,0,3,3,3,3,3,3,3

DATA 0,0,0,3,3,3,0,0,0,3,3,3,3,3,3,3

DATA 3,0,0,2,2,3,2,2,3,3,3,0,0,0,2,2

DATA 3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3

DATA 3,3,3,3,0,0,0,0,3,2,3,3,2,2,3,3

DATA 3,0,0,0,0,0,3,3,3,2,3,3,3,3,3,3

DATA 3,3,0,3,3,3,3,3,3,2,3,3,0,0,3,3

DATA 2,3,0,0,3,2,2,2,3,0,0,0,0,3,3,3

DATA 3,3,0,3,0,0,3,3,3,3,3,3,3,3,3,3

DATA 3,0,0,2,2,3,3,3,3,3,0,2,0,3,2,3

DATA 3,3,3,3,3,3,3,3,2,3,2,3,0,3,3,3

DATA 0,0,0,1,0,0



REM GRASS 1

DATA 9,9,9,9,9,9,9,10,9,10,9,9,9,9,9,10,10,9,9,9,9,9,9,9,9,9,9,9,9,9,10,9,9,9,9,10,9,9,9,9,9,9,9,9,9,9,9,9,9,9,10,9,10,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,10,9,9,9,9,9,9,9,9,9,9,9,9,9,9,10,9,10,9,9,9,9,9,9,9,9,9,10,9,9,9,9,9,9,9,9,9,9,10,9,9,9,10,9,10,9,9,9,9,9,9,9,9,10,9,10,9,9,9,9,9,9,9,9,9,9,10,9,9,9,9,9,9,9,9,9,9,9,9,9,9,10,9,10,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,10,9,9,9,9,9,9,9,9,9,9,9,9,9,9,10,9,10,9,9,9,9,9,9,10,9,9,9,9,9,9,9,9,9,9,9,9,9,9,10,9,10,9,9,9,10,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,10,9,9,9,9,9,9,10,9,9,9,9,9,9,10

DATA 0,2,0,0,0,0



REM WATER 2

DATA 13,13,12,12,12,12,12,12,12,12,12,12,12,12,12,12

DATA 12,12,12,12,12,12,12,12,12,12,13,13,12,12,12,12

DATA 12,13,13,13,12,12,12,12,12,13,13,13,13,12,12,12

DATA 13,13,12,13,13,12,12,12,12,12,12,12,13,13,13,13

DATA 12,12,12,12,13,13,13,13,12,12,12,12,12,12,12,12

DATA 12,12,12,12,12,12,13,12,12,12,12,12,12,12,12,12

DATA 12,12,12,12,12,12,12,12,12,12,12,13,13,13,13,12

DATA 13,13,13,13,12,12,12,12,13,13,13,12,12,12,13,12

DATA 13,12,12,13,13,13,12,12,12,12,12,12,12,12,12,13

DATA 12,12,12,12,12,13,12,12,12,12,12,12,12,12,12,12

DATA 12,12,12,12,12,12,12,12,12,12,13,13,13,13,12,12

DATA 12,12,12,12,12,12,12,12,12,13,13,12,12,13,13,12

DATA 12,13,13,13,13,12,12,12,12,12,12,12,12,12,12,12

DATA 13,13,12,12,13,13,12,12,12,12,12,12,12,12,12,12

DATA 12,12,12,12,12,12,13,12,12,12,12,13,13,13,13,12

DATA 12,12,12,12,12,12,12,12,12,12,12,12,12,12,13,13

DATA 0,0,0,1,0,0



REM SAND 3

DATA 8,8,8,8,8,8,8,8,8,8,8,8,8,8,7,7

DATA 8,8,8,8,8,7,7,7,8,8,8,8,8,8,8,8

DATA 7,7,8,8,8,8,8,8,8,8,8,7,8,8,7,8

DATA 8,8,7,7,8,8,8,7,8,8,8,8,8,8,8,8

DATA 8,8,8,8,8,8,8,7,7,8,8,8,8,8,8,8

DATA 8,8,8,8,8,7,8,8,8,8,8,8,7,8,8,8

DATA 8,8,8,8,7,8,8,7,7,8,8,7,7,8,7,8

DATA 8,8,8,8,8,8,8,8,8,8,8,8,8,8,7,8

DATA 8,8,8,7,8,8,8,8,8,8,7,8,8,8,7,8

DATA 8,8,8,7,8,8,7,7,8,8,7,7,8,8,8,8

DATA 8,8,7,8,8,8,8,7,8,8,8,8,8,8,8,8

DATA 8,8,8,8,8,8,8,8,8,8,8,7,8,8,8,8

DATA 8,8,7,7,8,8,8,8,8,8,8,7,8,7,8,8

DATA 8,8,7,8,8,7,7,8,8,8,8,7,8,8,7,8

DATA 8,7,8,8,8,8,7,8,8,8,8,8,8,8,7,7

DATA 7,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8

DATA 0,0,0,0,0,0



REM TREE TOP 4

DATA 9,9,9,9,9,9,9,10,9,10,9,9,9,9,9,10

DATA 10,9,0,0,0,0,0,0,0,0,0,0,0,0,10,9

DATA 9,0,0,9,9,9,9,9,9,9,9,9,9,0,0,9

DATA 9,0,9,9,9,9,9,9,9,9,9,9,9,10,0,9

DATA 9,0,9,9,9,9,9,9,4,9,9,9,9,10,0,9

DATA 9,0,9,4,9,9,9,9,9,9,9,9,9,10,0,9

DATA 9,0,9,9,9,9,9,9,9,9,9,9,9,10,0,9

DATA 9,0,9,9,9,4,9,9,9,9,9,9,9,10,0,9

DATA 10,0,9,9,9,9,9,9,9,9,9,4,9,10,0,9

DATA 9,0,9,9,9,9,9,9,9,9,9,9,9,10,0,9

DATA 9,0,9,9,9,9,9,9,9,9,9,9,9,10,0,9

DATA 9,0,9,4,9,9,9,9,9,4,9,9,9,10,0,9

DATA 9,0,9,9,9,9,9,9,9,9,9,9,9,10,0,9

DATA 9,0,9,9,9,9,9,9,9,9,9,9,9,10,0,9

DATA 10,0,9,9,9,9,9,4,9,9,9,9,9,10,0,9

DATA 9,0,9,9,9,9,9,9,9,9,9,4,9,10,0,10

DATA 0,0,0,0,1,0





REM TREE BOT 5

DATA 9,0,9,9,4,9,9,9,9,9,9,9,9,10,0,10

DATA 10,0,9,9,9,9,9,9,9,9,9,9,9,10,0,9

DATA 9,0,0,10,10,10,10,10,10,10,10,10,10,0,0,9

DATA 9,9,0,0,0,0,0,0,0,0,0,0,0,0,9,9

DATA 9,9,9,9,9,0,6,6,6,5,0,10,9,9,9,9

DATA 9,9,9,9,9,0,6,6,6,5,0,9,10,9,9,9

DATA 9,9,9,9,9,0,6,6,6,5,0,9,9,9,9,9

DATA 9,10,9,9,9,0,6,6,6,5,0,9,9,9,9,9

DATA 10,9,10,9,9,0,6,6,6,5,0,9,9,10,9,9

DATA 9,9,9,9,9,0,6,6,6,5,0,9,10,9,10,9

DATA 9,9,9,9,9,0,6,6,6,5,0,9,9,9,9,9

DATA 9,9,9,10,9,0,6,6,6,5,0,9,9,9,9,9

DATA 9,9,10,9,10,0,6,6,6,5,0,10,9,9,9,9

DATA 9,9,9,9,0,6,6,6,0,6,5,0,10,9,9,9

DATA 10,9,9,0,6,0,6,0,6,6,0,0,0,9,9,9

DATA 9,10,9,9,9,9,9,9,10,9,9,9,9,9,9,10

DATA 0,1,0,1,0,1



REM ROCK 6

DATA 9,9,9,9,0,0,0,9,9,9,9,9,9,9,9,10

DATA 10,9,9,0,0,2,0,0,0,9,9,9,9,9,10,9

DATA 9,9,0,0,2,2,2,2,0,0,9,9,9,9,9,9

DATA 9,9,0,2,2,2,2,2,2,0,0,9,9,9,9,9

DATA 9,0,0,2,2,2,2,2,2,2,0,0,9,9,9,9

DATA 9,0,3,2,2,2,2,2,2,2,2,0,0,0,9,9

DATA 9,0,3,2,2,2,2,2,2,2,2,1,1,0,0,9

DATA 9,0,3,2,2,2,2,2,2,2,2,2,2,1,0,9

DATA 9,0,3,2,2,2,2,2,2,2,2,2,2,2,0,9

DATA 9,0,3,2,2,2,2,2,2,2,2,2,2,2,0,9

DATA 9,0,3,3,2,2,2,2,2,2,2,2,2,2,0,9

DATA 9,0,0,3,2,2,2,2,2,2,2,2,2,2,0,9

DATA 9,9,0,3,3,3,2,2,2,2,2,2,2,2,0,9

DATA 9,9,0,0,0,3,3,3,3,3,3,3,3,0,0,9

DATA 10,9,9,9,0,0,0,0,0,0,0,0,0,9,9,9

DATA 9,10,9,9,9,9,9,9,9,9,9,9,9,9,9,10

DATA 0,1,0,1,0,1





REM WOODB FRONT 7

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 6,5,6,6,6,6,6,6,6,5,6,6,6,6,6,6

DATA 6,5,6,6,6,6,6,6,6,5,6,6,6,6,6,6

DATA 6,5,6,6,6,6,6,6,6,5,6,6,6,6,6,6

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 6,6,6,6,6,5,6,6,6,6,6,6,6,6,5,6

DATA 6,6,6,6,6,5,6,6,6,6,6,6,6,6,5,6

DATA 6,6,6,6,6,5,6,6,6,6,6,6,6,6,5,6

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 6,6,6,5,6,6,6,6,6,6,6,6,5,6,6,6

DATA 6,6,6,5,6,6,6,6,6,6,6,6,5,6,6,6

DATA 6,6,6,5,6,6,6,6,6,6,6,6,5,6,6,6

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 0,1,0,1,0,1





REM WOODB UP 8

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 0,1,0,1,0,1



REM STONEB FRONT 9

DATA 3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3

DATA 3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3

DATA 3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3

DATA 3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3

DATA 2,3,2,2,2,2,2,2,2,3,2,2,2,2,2,2

DATA 2,3,2,2,2,2,2,2,2,3,2,2,2,2,2,2

DATA 2,3,2,2,2,2,2,2,2,3,2,2,2,2,2,2

DATA 3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3

DATA 2,2,2,2,2,3,2,2,2,2,2,2,2,2,3,2

DATA 2,2,2,2,2,3,2,2,2,2,2,2,2,2,3,2

DATA 2,2,2,2,2,3,2,2,2,2,2,2,2,2,3,2

DATA 3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3

DATA 2,2,2,3,2,2,2,2,2,2,2,2,3,2,2,2

DATA 2,2,2,3,2,2,2,2,2,2,2,2,3,2,2,2

DATA 2,2,2,3,2,2,2,2,2,2,2,2,3,2,2,2

DATA 3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3

DATA 0,1,0,1,0,1



REM STONEB UP 10

DATA 3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3

DATA 3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3

DATA 3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3

DATA 3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3

DATA 3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3

DATA 3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3

DATA 3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3

DATA 3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3

DATA 3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3

DATA 3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3

DATA 3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3

DATA 3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3

DATA 3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3

DATA 3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3

DATA 3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3

DATA 3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3

DATA 0,1,0,1,0,1



REM FERTILIZED DIRT 11

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,5,5,5,5,5,5,6,6,5,5,5,5,5,5,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,5,5,5,5,5,5,6,6,5,5,5,5,5,5,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,5,5,5,5,5,5,6,6,5,5,5,5,5,5,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,5,5,5,5,5,5,6,6,5,5,5,5,5,5,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 0,0,0,0,0,0



REM SEEDED_0 12

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,9,5,5,9,5,9,6,6,9,5,9,5,5,9,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,9,5,5,9,5,9,6,6,5,9,5,5,9,9,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,5,5,9,5,9,9,6,6,5,9,5,9,5,9,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,9,5,9,5,9,5,6,6,9,9,5,9,5,9,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 0,0,0,0,0,0



REM SEEDED_1 13

DATA 6,9,6,6,9,6,9,6,6,9,6,9,6,6,9,6

DATA 6,9,5,5,9,5,9,6,6,9,5,9,5,5,9,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,9,6,6,9,6,9,6,6,6,9,6,6,9,9,6

DATA 6,9,5,5,9,5,9,6,6,5,9,5,5,9,9,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,6,6,9,6,9,9,6,6,6,9,6,9,6,9,6

DATA 6,5,5,9,5,9,9,6,6,5,9,5,9,5,9,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,9,6,9,6,9,6,6,6,9,9,6,9,6,9,6

DATA 6,9,5,9,5,9,5,6,6,9,9,5,9,5,9,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 0,0,0,0,0,0



REM SEEDED_2 14

DATA 6,9,6,6,9,6,9,6,6,9,6,9,6,6,9,6

DATA 6,8,5,5,8,5,8,6,6,8,8,8,8,5,8,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,9,6,6,9,6,9,6,6,6,9,6,6,9,9,6

DATA 6,8,5,5,8,5,8,6,6,5,8,5,5,8,8,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,6,6,9,6,9,9,9,6,6,9,6,9,6,9,6

DATA 6,5,5,8,5,8,8,8,6,5,8,5,8,5,8,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,9,6,9,6,9,6,6,6,9,9,6,9,6,9,6

DATA 6,8,5,8,5,8,5,6,6,8,8,5,8,5,8,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 0,0,0,0,0,0



REM SEEDED_3 15

DATA 6,8,6,6,8,6,8,6,6,8,6,8,6,6,8,6

DATA 6,8,5,5,8,5,8,6,6,8,8,8,8,5,8,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,8,6,6,8,6,8,8,6,6,8,6,6,8,8,6

DATA 6,8,5,5,8,5,8,6,6,5,8,5,5,8,8,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,6,6,8,8,8,8,8,6,6,8,6,8,6,8,6

DATA 6,5,5,8,5,8,8,8,6,5,8,5,8,5,8,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,8,6,8,6,8,6,6,6,8,8,6,8,6,8,6

DATA 6,8,5,8,5,8,5,6,6,8,8,8,8,8,8,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 0,0,0,0,0,0



REM SEEDED_GROWN 16

DATA 6,7,7,7,8,7,8,6,6,8,7,8,7,7,8,6

DATA 6,8,8,8,8,8,8,6,6,8,8,8,8,8,8,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,7,6,6,7,6,7,7,6,6,7,6,6,7,7,6

DATA 6,8,7,7,8,7,8,8,6,7,8,7,7,8,8,6

DATA 6,8,8,8,8,8,8,6,6,8,8,8,8,8,8,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,6,7,7,7,7,7,7,6,7,7,7,7,7,7,6

DATA 6,7,7,8,8,8,8,8,6,7,8,7,8,7,8,6

DATA 6,8,8,8,8,8,8,8,6,8,8,8,8,8,8,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,7,6,7,6,7,6,6,6,7,7,6,6,6,6,6

DATA 6,8,7,8,7,8,7,6,6,8,8,7,8,7,7,6

DATA 6,8,8,8,8,8,8,6,6,8,8,8,8,8,8,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

DATA 0,0,0,0,0,0



REM HOLE_0 17

DATA 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9

DATA 9,9,10,9,9,9,9,9,9,9,9,9,9,9,9,9

DATA 9,10,9,10,9,9,9,9,10,9,9,9,9,9,9,9

DATA 9,9,9,9,9,9,9,10,9,10,9,9,9,9,9,9

DATA 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9

DATA 9,9,9,9,9,9,9,5,5,9,9,9,9,9,9,9

DATA 9,9,9,9,9,9,5,6,6,5,9,9,9,10,9,9

DATA 9,9,9,9,9,9,5,6,6,6,5,9,10,9,10,9

DATA 9,9,9,10,9,5,6,6,6,6,5,9,9,9,9,9

DATA 9,9,10,9,10,5,6,6,6,5,5,9,9,9,9,9

DATA 9,9,9,9,9,5,6,6,5,9,9,9,9,9,9,9

DATA 9,9,9,9,9,9,5,5,5,9,9,9,9,9,9,9

DATA 9,9,10,9,9,9,9,9,9,9,9,9,9,9,9,9

DATA 9,10,10,10,9,9,9,9,9,9,9,9,9,9,9,9

DATA 9,9,9,9,9,9,9,9,9,9,9,9,9,10,9,9

DATA 9,9,9,9,9,9,9,9,9,9,9,9,10,9,10,9

DATA 0,2,0,1,0,0



REM HOLE_1 18

DATA 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9

DATA 9,9,10,9,9,9,9,9,9,9,9,9,9,9,9,9

DATA 9,10,9,10,9,9,9,9,10,9,9,9,9,9,9,9

DATA 9,9,9,9,9,5,5,5,5,10,9,9,9,9,9,9

DATA 9,9,9,9,5,6,6,6,6,5,9,9,9,9,9,9

DATA 9,9,9,9,5,6,6,6,6,6,5,5,9,9,9,9

DATA 9,9,9,9,5,6,6,6,6,6,6,6,5,10,9,9

DATA 9,9,9,5,6,6,6,2,6,6,6,6,5,9,10,9

DATA 9,9,9,5,6,6,2,2,2,6,6,6,5,9,9,9

DATA 9,9,10,5,6,6,6,6,2,6,6,6,5,9,9,9

DATA 9,9,9,5,6,6,6,6,6,6,6,5,9,9,9,9

DATA 9,9,9,5,6,6,6,6,6,6,5,9,9,9,9,9

DATA 9,9,10,9,5,6,6,6,6,5,9,9,9,9,9,9

DATA 9,10,10,10,9,5,5,5,5,5,9,9,9,9,9,9

DATA 9,9,9,9,9,9,9,9,9,9,9,9,9,10,9,9

DATA 9,9,9,9,9,9,9,9,9,9,9,9,10,9,10,9

DATA 0,2,0,1,0,0



REM HOLE_2 19

DATA 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9

DATA 9,9,10,9,5,5,5,5,5,9,9,9,9,9,9,9

DATA 9,10,9,5,6,6,6,6,6,5,9,9,9,9,9,9

DATA 9,9,9,5,6,6,6,6,6,6,5,9,9,9,9,9

DATA 9,9,9,5,6,6,6,2,6,6,6,5,9,9,9,9

DATA 9,9,5,6,6,6,2,2,2,6,6,5,5,9,9,9

DATA 9,9,5,6,6,2,2,2,2,2,6,6,5,10,9,9

DATA 9,9,5,6,2,2,3,3,2,2,6,6,6,5,10,9

DATA 9,5,6,6,2,2,2,3,3,2,2,6,6,5,9,9

DATA 9,5,6,6,6,2,2,2,2,2,6,6,6,5,9,9

DATA 9,5,6,6,6,6,2,2,2,6,6,6,6,5,9,9

DATA 9,5,5,5,6,6,6,6,6,6,6,6,5,9,9,9

DATA 9,9,10,9,5,6,6,6,6,6,6,5,9,9,9,9

DATA 9,10,10,10,9,5,6,6,6,6,5,9,9,9,9,9

DATA 9,9,9,9,9,9,5,5,5,5,9,9,9,10,9,9

DATA 9,9,9,9,9,9,9,9,9,9,9,9,10,9,10,9

DATA 0,2,0,1,0,0



REM HOLE_3 20

DATA 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9

DATA 9,9,10,9,5,5,5,5,5,9,9,9,9,9,9,9

DATA 9,10,9,5,6,6,6,6,6,5,9,9,9,9,9,9

DATA 9,9,9,5,6,6,6,6,6,6,5,5,5,9,9,9

DATA 9,9,9,5,6,6,2,2,2,6,6,6,6,5,9,9

DATA 9,9,5,6,6,2,2,2,2,2,6,6,6,5,9,9

DATA 9,9,5,6,2,2,3,3,2,2,2,6,6,5,9,9

DATA 9,9,5,6,2,3,3,3,3,2,2,6,6,5,10,9

DATA 9,5,6,6,2,3,3,3,3,3,2,2,6,5,9,9

DATA 9,5,6,2,2,2,3,3,2,2,2,6,6,5,9,9

DATA 9,5,6,6,6,2,2,2,2,2,6,6,6,5,9,9

DATA 9,5,5,5,6,6,2,2,2,6,6,6,5,9,9,9

DATA 9,9,10,5,6,6,6,6,6,6,6,5,5,9,9,9

DATA 9,10,10,5,5,5,6,6,6,6,5,5,9,9,9,9

DATA 9,9,9,9,9,9,5,5,5,5,9,9,9,10,9,9

DATA 9,9,9,9,9,9,9,9,9,9,9,9,10,9,10,9

DATA 0,2,0,1,0,0



REM HOLE_DONE 21

DATA 9,9,9,9,5,5,5,5,5,9,9,9,9,9,9,9

DATA 9,9,10,5,6,6,6,6,6,5,9,9,9,9,9,9

DATA 9,10,5,6,6,2,2,6,6,5,5,5,5,9,9,9

DATA 9,9,5,6,2,2,3,2,2,2,6,6,6,5,9,9

DATA 9,9,5,6,2,3,3,3,3,2,2,6,6,5,9,9

DATA 9,5,5,6,2,3,3,3,3,3,2,2,6,6,5,9

DATA 9,5,6,6,2,3,3,3,3,3,3,2,2,6,5,9

DATA 9,5,6,2,2,3,3,11,9,3,3,3,2,6,5,9

DATA 5,5,6,2,2,3,3,3,12,3,3,3,2,6,5,9

DATA 5,6,6,2,2,2,3,3,3,3,3,2,2,6,5,9

DATA 5,6,6,6,6,2,2,3,3,3,2,2,6,6,5,9

DATA 5,6,6,6,6,2,2,3,3,2,2,6,6,5,9,9

DATA 9,5,5,5,6,2,2,2,2,6,6,6,5,9,9,9

DATA 9,10,10,5,6,2,2,2,6,6,5,5,9,9,9,9

DATA 9,9,9,5,6,6,6,6,6,5,9,9,9,10,9,9

DATA 9,9,9,9,5,5,5,5,5,9,9,9,10,9,10,9

DATA 0,1,0,1,0,0



REM ICON_PICKAXE 22

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,6,6,6,6,6,6,6,6,6,6,6,6,6,6,5

DATA 5,6,6,6,6,6,0,0,0,0,0,0,6,6,6,5

DATA 5,6,6,6,6,0,2,2,1,1,1,1,0,6,6,5

DATA 5,6,6,6,6,6,0,0,0,0,0,1,1,0,6,5

DATA 5,6,6,6,6,6,6,6,6,0,7,0,1,0,6,5

DATA 5,6,6,6,6,6,6,6,0,7,0,0,1,0,6,5

DATA 5,6,6,6,6,6,6,0,7,0,6,0,1,0,6,5

DATA 5,6,6,6,6,6,0,7,0,6,6,0,2,0,6,5

DATA 5,6,6,6,6,0,7,0,6,6,6,0,2,0,6,5

DATA 5,6,6,6,0,7,0,6,6,6,6,6,0,6,6,5

DATA 5,6,6,0,7,0,6,6,6,6,6,6,6,6,6,5

DATA 5,6,0,7,0,6,6,6,6,6,6,6,6,6,6,5

DATA 5,6,0,0,6,6,6,6,6,6,6,6,6,6,6,5

DATA 5,6,6,6,6,6,6,6,6,6,6,6,6,6,6,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 0,0,0,0,0,0



REM ICON_WOOD 23

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,6,6,6,6,6,6,6,6,6,6,6,6,6,6,5

DATA 5,6,6,6,6,6,6,6,6,0,0,6,6,6,6,5

DATA 5,6,6,6,6,6,6,6,0,0,6,0,6,6,6,5

DATA 5,6,6,6,6,6,6,0,7,7,0,0,0,6,6,5

DATA 5,6,6,6,6,6,0,7,7,7,0,6,6,0,6,5

DATA 5,6,6,6,6,0,7,7,7,0,7,0,0,6,6,5

DATA 5,6,6,6,0,7,7,7,0,7,7,7,0,6,6,5

DATA 5,6,6,0,7,7,7,0,7,7,7,0,6,6,6,5

DATA 5,6,6,6,0,7,0,7,7,7,0,6,6,6,6,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 0,0,0,0,0,0



REM ICON_STONE 24

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,6,6,6,6,6,6,6,6,6,6,6,6,6,6,5

DATA 5,6,6,6,6,6,6,0,0,0,6,6,6,6,6,5

DATA 5,6,6,6,6,6,0,1,2,2,0,6,6,6,6,5

DATA 5,6,6,6,6,6,0,2,2,0,0,0,6,6,6,5

DATA 5,6,6,6,6,0,0,0,0,1,2,2,0,6,6,5

DATA 5,6,6,6,6,0,1,2,0,2,2,2,0,6,6,5

DATA 5,6,6,6,0,2,2,2,3,0,2,2,3,0,6,5

DATA 5,6,6,6,6,0,3,3,3,0,3,3,3,0,6,5

DATA 5,6,6,6,6,6,0,0,0,6,0,0,0,6,6,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 0,0,0,0,0,0



REM WOODBLOCK_ICON 25

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,6,6,6,6,6,6,6,6,6,6,6,6,6,6,5

DATA 5,6,6,6,0,0,0,0,0,0,0,0,6,6,6,5

DATA 5,6,6,6,0,6,5,6,6,5,6,0,6,6,6,5

DATA 5,6,6,6,0,6,5,6,6,5,6,0,6,6,6,5

DATA 5,6,6,6,0,5,5,5,5,5,5,0,6,6,6,5

DATA 5,6,6,6,0,6,6,5,6,6,5,0,6,6,6,5

DATA 5,6,6,6,0,6,6,5,6,6,5,0,6,6,6,5

DATA 5,6,6,6,0,5,5,5,5,5,5,0,6,6,6,5

DATA 5,6,6,6,0,0,0,0,0,0,0,0,6,6,6,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 0,0,0,0,0,0



REM STONEBLOCK_ICON 26

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,6,6,6,6,6,6,6,6,6,6,6,6,6,6,5

DATA 5,6,6,6,0,0,0,0,0,0,0,0,6,6,6,5

DATA 5,6,6,6,0,2,3,2,2,3,2,0,6,6,6,5

DATA 5,6,6,6,0,2,3,2,2,3,2,0,6,6,6,5

DATA 5,6,6,6,0,3,3,3,3,3,3,0,6,6,6,5

DATA 5,6,6,6,0,2,2,3,2,2,3,0,6,6,6,5

DATA 5,6,6,6,0,2,2,3,2,2,3,0,6,6,6,5

DATA 5,6,6,6,0,3,3,3,3,3,3,0,6,6,6,5

DATA 5,6,6,6,0,0,0,0,0,0,0,0,6,6,6,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 0,0,0,0,0,0



REM HOE_ICON 27

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,6,6,6,6,6,5,5,5,6,6,6,6,6,6,5

DATA 5,6,6,6,6,5,1,1,1,5,6,6,6,6,6,5

DATA 5,6,6,6,6,6,5,5,1,1,5,6,6,6,6,5

DATA 5,6,6,6,6,6,6,6,5,1,1,5,6,6,6,5

DATA 5,6,6,6,6,6,6,6,6,5,2,2,5,6,6,5

DATA 5,6,6,6,6,6,6,6,5,7,5,5,6,6,6,5

DATA 5,6,6,6,6,6,6,5,7,5,6,6,6,6,6,5

DATA 5,6,6,6,6,6,5,7,5,6,6,6,6,6,6,5

DATA 5,6,6,6,6,5,7,5,6,6,6,6,6,6,6,5

DATA 5,6,6,6,5,7,5,6,6,6,6,6,6,6,6,5

DATA 5,6,6,5,7,5,6,6,6,6,6,6,6,6,6,5

DATA 5,6,5,7,5,6,6,6,6,6,6,6,6,6,6,5

DATA 5,6,5,5,6,6,6,6,6,6,6,6,6,6,6,5

DATA 5,6,6,6,6,6,6,6,6,6,6,6,6,6,6,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 0,0,0,0,0,0



REM SHOVEL_ICON 28

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,6,6,6,6,6,6,6,6,6,6,6,6,6,6,5

DATA 5,6,6,6,6,6,6,6,6,6,5,5,5,6,6,5

DATA 5,6,6,6,6,6,6,6,6,5,1,1,1,5,6,5

DATA 5,6,6,6,6,6,6,6,5,1,1,1,1,5,6,5

DATA 5,6,6,6,6,6,6,5,1,1,1,1,2,5,6,5

DATA 5,6,6,6,6,6,6,6,5,1,1,2,5,6,6,5

DATA 5,6,6,6,6,6,6,5,7,5,2,5,6,6,6,5

DATA 5,6,6,6,6,6,5,7,5,6,5,6,6,6,6,5

DATA 5,6,6,6,6,5,7,5,6,6,6,6,6,6,6,5

DATA 5,6,6,6,5,7,5,6,6,6,6,6,6,6,6,5

DATA 5,6,6,5,7,5,6,6,6,6,6,6,6,6,6,5

DATA 5,6,5,7,5,6,6,6,6,6,6,6,6,6,6,5

DATA 5,6,5,5,6,6,6,6,6,6,6,6,6,6,6,5

DATA 5,6,6,6,6,6,6,6,6,6,6,6,6,6,6,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 0,0,0,0,0,0



REM BED 29

DATA 5,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5

DATA 6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,6

DATA 6,1,1,1,2,2,2,2,2,2,2,2,1,1,1,6

DATA 6,1,1,1,2,2,2,2,2,2,2,2,1,1,1,6

DATA 6,1,1,1,2,2,2,2,2,2,2,2,1,1,1,6

DATA 6,1,1,1,2,2,2,2,2,2,2,2,1,1,1,6

DATA 6,4,4,4,4,4,4,4,4,4,4,4,4,4,4,6

DATA 6,4,4,4,4,4,4,4,4,4,4,4,4,4,4,6

DATA 6,4,4,4,4,4,4,4,4,4,4,4,4,4,4,6

DATA 6,4,4,4,4,4,4,4,4,4,4,4,4,4,4,6

DATA 6,4,4,4,4,4,4,4,4,4,4,4,4,4,4,6

DATA 6,4,4,4,4,4,4,4,4,4,4,4,4,4,4,6

DATA 6,4,4,4,4,4,4,4,4,4,4,4,4,4,4,6

DATA 6,4,4,4,4,4,4,4,4,4,4,4,4,4,4,6

DATA 6,4,4,4,4,4,4,4,4,4,4,4,4,4,4,6

DATA 5,4,4,4,4,4,4,4,4,4,4,4,4,4,4,5

DATA 0,1,0,0,0,0



REM SEEDS 30

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,7,7,7,7,7,7,7,7,7,7,7,7,7,7,5

DATA 5,7,7,7,7,9,7,7,7,7,7,7,7,7,7,5

DATA 5,7,7,7,7,10,7,7,7,7,7,7,9,7,7,5

DATA 5,7,9,7,7,7,7,7,9,7,7,7,10,7,7,5

DATA 5,7,10,7,7,7,7,7,10,7,7,7,7,7,7,5

DATA 5,7,7,7,7,7,9,7,7,7,9,7,7,7,7,5

DATA 5,7,7,7,7,7,10,7,7,7,10,7,7,7,7,5

DATA 5,7,7,7,7,7,7,7,7,7,7,7,7,7,7,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 0,0,0,0,0,0



REM WHEAT_ICON 31

DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,7,7,7,7,7,7,7,7,7,7,7,7,7,7,5

DATA 5,7,7,7,7,7,7,6,7,6,6,7,7,7,7,5

DATA 5,7,7,7,7,7,6,8,6,8,8,6,7,7,7,5

DATA 5,7,7,7,7,7,6,6,8,8,8,8,6,7,7,5

DATA 5,7,7,7,7,7,6,8,6,8,


SP4CEBAR 2025-06-24 19:25

You could draw a picture in NX and use that as the screenshot, or if you have a picture encoded in lowrescoder data you could send it here and ask someone to convert it to an nx program with that picture


was8bit 2025-06-26 05:16

Are you referencing ...

Lowres Zelda Creative posted May 23, 2021 ?

Or is the posted code here more current ?

.... unfortunately the community is now just an archive, which is nice as there is a LOT of good stuff there ...


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