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 ...