'BOMBER GAME FOR LOWRES NX ' GLOBAL DATA RETRYLEVEL = 0 GAMEOVER = 0 NENEMY = 0 NLIVES = 0 NLEVEL = 0 NTIME = 0 NBLOCK = 0 NPOWER = 0 PLAYER1 = 0 PLAYER1X = 0 PLAYER1Y = 0 PLAYER1T = 0 PLAYER1DIR = 0 DIM ENEMY(8) DIM ENEMYX(8) DIM ENEMYY(8) DIM ENEMYT(8) DIM ENEMYDIR(8) DIM RESPAWN(8) DIM RESPAWNX(8) DIM RESPAWNY(8) DIM RESPAWNT(8) BOMB = 0 BOMBX = 0 BOMBY = 0 BOMBT = 0 DIM FIRE(8) DIM FIREX(8) DIM FIREY(8) DIM FIRET(8) POWERUP = 0 POWERUPX = 0 POWERUPY = 0 POWERUPT = 0 DOOR = 0 DOORX = 0 DOORY = 0 ' INIT GAMEPAD 1 NENEMY = 6 NLIVES = 3 NTIME = 200 GOSUB INIT_GAME ' MAIN LOOP DO SPRITE OFF GOSUB UPDATE_RESPAWN GOSUB UPDATE_PLAYER1 GOSUB UPDATE_ENEMIES GOSUB UPDATE_BOMB GOSUB UPDATE_FIRE GOSUB UPDATE_DOOR GOSUB UPDATE_POWERUP GOSUB UPDATE_DISPLAY GOSUB UPDATE_STATUS WAIT 2 LOOP ' SUBROUTINES INIT_GAME: RANDOMIZE TIMER SPRITE OFF GOSUB STAGE_SELECT ' REMOVE EXPLOSIONS BOMB = 0 FOR I=0 TO 7 FIRE(I) = 0 NEXT I ' REMOVE ENEMIES PLAYER1 = 0 FOR I=0 TO 7 ENEMY(I) = 0 NEXT I ' REMOVE POWERUPS POWERUP = 0 ' REMOVE DOOR DOOR = 0 ' LOAD LEVEL NBLOCK = 0 BG COPY 0, 0, 32, 16 TO 0, 0 FOR I=4 TO 14 FOR J=1 TO 29 IF CELL.C(J, I) = 0 AND RND(3) = 0 THEN CELL J, I, 32 NBLOCK = NBLOCK + 1 END IF NEXT J NEXT I CELL 1, 4, 0 CELL 2, 4, 0 CELL 1, 5, 0 NBLOCK = NBLOCK - 3 PLAYER1 = 1 PLAYER1X = 8 PLAYER1Y = 32 PLAYER1DIR = 0 FOR I=1 TO 6 FOR TRY=1 TO 100 RESPAWNX(I) = RND(28) RESPAWNY(I) = RND(10) DIST = RESPAWNX(I) + RESPAWNY(I) ODD = RESPAWNX(I) MOD 2 AND RESPAWNY(I) MOD 2 IF (ODD = 0) AND (DIST > 2) THEN EXIT NEXT TRY CELL RESPAWNX(I) + 1, RESPAWNY(I) + 4, 0 NBLOCK = NBLOCK - 1 RESPAWN(I) = 2 RESPAWNX(I) = RESPAWNX(I) * 8 + 8 RESPAWNY(I) = RESPAWNY(I) * 8 + 32 NEXT I RETURN STAGE_SELECT: SCROLL 0, 0, 0 BG FILL 0, 0 TO 19, 15 CHAR 15 TEXT 6, 8, "STAGE " + STR$(NLEVEL + 1) FOR I=1 TO 60 WAIT 2 NEXT I RETURN UPDATE_STATUS: NTIME = NTIME - 0.03 IF NTIME < 1 THEN NTIME = 0 NLIVES = 0 IF PLAYER1 THEN PLAYER1 = 0 PLAY 3, 25 SOUND 5 END IF END IF IF (PLAYER1 = 0) AND (NLIVES > 0) THEN IF RETRYLEVEL AND (BUTTON(0) = 0) THEN NENEMY = 6 NTIME = 200 GOSUB INIT_GAME RETRYLEVEL = 0 END IF IF (RETRYLEVEL = 0) AND BUTTON(0) THEN RETRYLEVEL = 1 END IF END IF IF (NLIVES = 0) THEN IF GAMEOVER AND (BUTTON(0) = 0) THEN NENEMY = 6 NLIVES = 3 NLEVEL = 0 NTIME = 200 GOSUB INIT_GAME GAMEOVER = 0 END IF IF (GAMEOVER = 0) AND BUTTON(0) THEN GAMEOVER = 1 END IF END IF RETURN UPDATE_RESPAWN: FOR I=0 TO 7 IF RESPAWN(I) THEN RESPAWNT(I) = RESPAWNT(I) + 1 IF (RESPAWNT(I) > 8) THEN RESPAWNT(I) = 0 IF RESPAWN(I) = 2 THEN ENEMY(I-1) = 1 - (I <= NLEVEL) ENEMYX(I-1) = RESPAWNX(I) ENEMYY(I-1) = RESPAWNY(I) ENEMYDIR(I-1) = RND(3) END IF RESPAWN(I) = 0 END IF ' DRAW RESPAWN SPRITE 19 + I, RESPAWNX(I)-SCROLL.X(0), RESPAWNY(I), 16 + (RESPAWNT(I)\5 MOD 4) END IF NEXT I RETURN UPDATE_PLAYER1: IF PLAYER1 THEN ' PLAYER MOVE LASTX = PLAYER1X LASTY = PLAYER1Y PLAYER1T = PLAYER1T - 1 IF (PLAYER1T < 0) THEN PLAYER1T = 0 END IF IF LEFT(0) THEN PLAYER1Y = (PLAYER1Y + 4) \ 8 * 8 PLAYER1X = PLAYER1X - 1 PLAYER1DIR = 3 ELSE IF RIGHT(0) THEN PLAYER1Y = (PLAYER1Y + 4) \ 8 * 8 PLAYER1X = PLAYER1X + 1 PLAYER1DIR = 1 ELSE IF UP(0) THEN PLAYER1X = (PLAYER1X + 4) \ 8 * 8 PLAYER1Y = PLAYER1Y - 1 PLAYER1DIR = 0 ELSE IF DOWN(0) THEN PLAYER1X = (PLAYER1X + 4) \ 8 * 8 PLAYER1Y = PLAYER1Y + 1 PLAYER1DIR = 2 END IF ' COLLIDE WITH TILES IF CELL.C(PLAYER1X\8, PLAYER1Y\8) THEN PLAYER1X = LASTX PLAYER1Y = LASTY ELSE IF CELL.C((PLAYER1X+7)\8, PLAYER1Y\8) THEN PLAYER1X = LASTX PLAYER1Y = LASTY ELSE IF CELL.C(PLAYER1X\8, (PLAYER1Y+7)\8) THEN PLAYER1X = LASTX PLAYER1Y = LASTY ELSE IF CELL.C((PLAYER1X+7)\8, (PLAYER1Y+7)\8) THEN PLAYER1X = LASTX PLAYER1Y = LASTY END IF ' COLLIDE WITH BOMBS IF BOMB THEN IF PLAYER1X > (BOMBX - 8) AND PLAYER1X < (BOMBX + 8) THEN IF PLAYER1Y > (BOMBY - 8) AND PLAYER1Y < (BOMBY + 8) THEN FREEPOS = 1 IF LASTX > (BOMBX - 8) AND LASTX < (BOMBX + 8) THEN IF LASTY > (BOMBY - 8) AND LASTY < (BOMBY + 8) THEN FREEPOS = 0 END IF END IF ' IF LAST POSITION IS FREE IF FREEPOS THEN PLAYER1X = LASTX PLAYER1Y = LASTY ENEMYT(I) = ENEMYT(I) + 16 END IF END IF END IF END IF ' COLLIDE WITH POWERUPS IF POWERUP THEN IF PLAYER1X > (POWERUPX - 8) AND PLAYER1X < (POWERUPX + 8) THEN IF PLAYER1Y > (POWERUPY - 8) AND PLAYER1Y < (POWERUPY + 8) THEN POWERUP = 0 IF NPOWER < 1 THEN NPOWER = NPOWER + 1 END IF END IF END IF ' COLLIDE WITH DOOR IF DOOR AND (NENEMY = 0) THEN IF PLAYER1X > (DOORX - 4) AND PLAYER1X < (DOORX + 4) THEN IF PLAYER1Y > (DOORY - 4) AND PLAYER1Y < (DOORY + 4) THEN NENEMY = 6 NLEVEL = (NLEVEL + 1) MOD 10 NLIVES = NLIVES + 1 NTIME = 200 GOSUB INIT_GAME END IF END IF END IF ' PLAYER MOVE SOUND IF (PLAYER1X = LASTX) AND (PLAYER1Y = LASTY) THEN ELSE IF (PLAYER1X + PLAYER1Y) MOD 4 = 0 THEN PLAY 0, 39 SOUND 1 IF (PLAYER1X-10*8) > 0 AND (PLAYER1X-16*8) < 5*8 THEN SCROLL 0, PLAYER1X-10*8, 0 END IF END IF ' PLAYER SHOT IF (BOMB = 0) THEN IF BUTTON(0) AND (PLAYER1T = 0) THEN BOMB = 1 BOMBX = (PLAYER1X + 4) \ 8 * 8 BOMBY = (PLAYER1Y + 4) \ 8 * 8 BOMBT = 0 PLAYER1T = 4 END IF END IF ' DRAW PLAYER SPRITE 0 PAL 2 IF (PLAYER1DIR = 0) THEN SPRITE 0, PLAYER1X-SCROLL.X(0), PLAYER1Y, 1 + PLAYER1Y\4 MOD 2 SPRITE 0 FLIP 0, 0 ELSE IF (PLAYER1DIR = 2) THEN SPRITE 0, PLAYER1X-SCROLL.X(0), PLAYER1Y, 1 + PLAYER1Y\4 MOD 2 SPRITE 0 FLIP 1, 0 ELSE IF (PLAYER1DIR = 1) THEN SPRITE 0, PLAYER1X-SCROLL.X(0), PLAYER1Y, 3 + PLAYER1X\4 MOD 2 SPRITE 0 FLIP 0, 0 ELSE IF (PLAYER1DIR = 3) THEN SPRITE 0, PLAYER1X-SCROLL.X(0), PLAYER1Y, 3 + PLAYER1X\4 MOD 2 SPRITE 0 FLIP 1, 0 END IF ELSE ' DRAW DEAD PLAYER SPRITE 27, PLAYER1X-SCROLL.X(0), PLAYER1Y, 11 END IF RETURN UPDATE_ENEMIES: FOR I=0 TO 7 IF ENEMY(I) THEN ' ENEMY MOVE LASTX = ENEMYX(I) LASTY = ENEMYY(I) ENEMYT(I) = ENEMYT(I) + 1 IF (ENEMYT(I) > 32) THEN ENEMYT(I) = 0 ENEMYDIR(I) = RND(3) IF (ENEMY(I) = 2) AND (RND(2) <> 0) THEN DX = PLAYER1X - ENEMYX(I) DY = PLAYER1Y - ENEMYY(I) IF ABS(DX) < 32 AND ABS(DY) < 32 THEN IF ABS(DX) > ABS(DY) THEN ENEMYDIR(I) = SGN(DX) + 2 ELSE ENEMYDIR(I) = SGN(DY) + 1 END IF END IF END IF END IF IF ENEMYDIR(I) = 1 THEN ENEMYY(I) = (ENEMYY(I) + 4) \ 8 * 8 ENEMYX(I) = ENEMYX(I) - 1 ELSE IF ENEMYDIR(I) = 3 THEN ENEMYY(I) = (ENEMYY(I) + 4) \ 8 * 8 ENEMYX(I) = ENEMYX(I) + 1 ELSE IF ENEMYDIR(I) = 0 THEN ENEMYX(I) = (ENEMYX(I) + 4) \ 8 * 8 ENEMYY(I) = ENEMYY(I) - 1 ELSE IF ENEMYDIR(I) = 2 THEN ENEMYX(I) = (ENEMYX(I) + 4) \ 8 * 8 ENEMYY(I) = ENEMYY(I) + 1 END IF ' SLOWDOWN IF (ENEMY(I) = 1) AND (ENEMYT(I) MOD 4) = 0 THEN ENEMYX(I) = LASTX ENEMYY(I) = LASTY END IF ' COLLIDE WITH TILES IF CELL.C(ENEMYX(I)\8, ENEMYY(I)\8) THEN ENEMYX(I) = LASTX ENEMYY(I) = LASTY ENEMYT(I) = ENEMYT(I) + 16 ELSE IF CELL.C((ENEMYX(I)+7)\8, ENEMYY(I)\8) THEN ENEMYX(I) = LASTX ENEMYY(I) = LASTY ENEMYT(I) = ENEMYT(I) + 16 ELSE IF CELL.C(ENEMYX(I)\8, (ENEMYY(I)+7)\8) THEN ENEMYX(I) = LASTX ENEMYY(I) = LASTY ENEMYT(I) = ENEMYT(I) + 16 ELSE IF CELL.C((ENEMYX(I)+7)\8, (ENEMYY(I)+7)\8) THEN ENEMYX(I) = LASTX ENEMYY(I) = LASTY ENEMYT(I) = ENEMYT(I) + 16 END IF ' COLLIDE WITH BOMBS IF BOMB THEN IF ENEMYX(I) > (BOMBX - 8) AND ENEMYX(I) < (BOMBX + 8) THEN IF ENEMYY(I) > (BOMBY - 8) AND ENEMYY(I) < (BOMBY + 8) THEN FREEPOS = 1 IF LASTX > (BOMBX - 8) AND LASTX < (BOMBX + 8) THEN IF LASTY > (BOMBY - 8) AND LASTY < (BOMBY + 8) THEN FREEPOS = 0 END IF END IF ' IF LAST POSITION IS FREE IF FREEPOS THEN ENEMYX(I) = LASTX ENEMYY(I) = LASTY ENEMYT(I) = ENEMYT(I) + 16 END IF END IF END IF END IF ' COLLIDE WITH PLAYER1 IF PLAYER1 THEN IF ENEMYX(I) > (PLAYER1X - 8) AND ENEMYX(I) < (PLAYER1X + 8) THEN IF ENEMYY(I) > (PLAYER1Y - 8) AND ENEMYY(I) < (PLAYER1Y + 8) THEN NLIVES = NLIVES - 1 PLAYER1 = 0 PLAY 3, 25 SOUND 5 END IF END IF END IF ' DRAW ENEMY SPRITE 2 + I PAL 4 IF ENEMY(I) = 2 THEN SPRITE 2 + I PAL 3 IF (ENEMYDIR(I) = 0) THEN SPRITE 2 + I, ENEMYX(I)-SCROLL.X(0), ENEMYY(I), 5 + ENEMYY(I)\4 MOD 2 SPRITE 2 + I FLIP 0, 0 ELSE IF (ENEMYDIR(I) = 2) THEN SPRITE 2 + I, ENEMYX(I)-SCROLL.X(0), ENEMYY(I), 5 + ENEMYY(I)\4 MOD 2 SPRITE 2 + I FLIP 0, 0 ELSE IF (ENEMYDIR(I) = 1) THEN SPRITE 2 + I, ENEMYX(I)-SCROLL.X(0), ENEMYY(I), 7 + ENEMYX(I)\4 MOD 2 SPRITE 2 + I FLIP 0, 0 ELSE IF (ENEMYDIR(I) = 3) THEN SPRITE 2 + I, ENEMYX(I)-SCROLL.X(0), ENEMYY(I), 7 + ENEMYX(I)\4 MOD 2 SPRITE 2 + I FLIP 1, 0 END IF END IF NEXT I RETURN UPDATE_BOMB: IF BOMB THEN SPRITE 1 PAL 2 SPRITE 1, BOMBX-SCROLL.X(0), BOMBY, 9 + TIMER\5 MOD 2 BOMBT = BOMBT + 1 IF (BOMBT > 64) THEN BOMBT = 0 BOMB = 0 ' CREATE EXPLOSIONS N = 0 FIRE(N) = 1 FIREX(N) = BOMBX FIREY(N) = BOMBY FIRET(N) = 0 IF CELL.C(FIREX(N)\8, FIREY(N)\8) = 33 THEN FIRE(N) = 0 N = N + 1 L = 1 R = 1 U = 1 D = 1 FOR I=1 TO (NPOWER + 1) IF L THEN FIRE(N) = 1 FIREX(N) = BOMBX - I * 8 FIREY(N) = BOMBY FIRET(N) = 0 IF CELL.C(FIREX(N)\8, FIREY(N)\8) = 33 THEN FIRE(N) = 0 IF CELL.C(FIREX(N)\8, FIREY(N)\8) <> 0 THEN L = 0 N = N + 1 END IF IF R THEN FIRE(N) = 1 FIREX(N) = BOMBX + I * 8 FIREY(N) = BOMBY FIRET(N) = 0 IF CELL.C(FIREX(N)\8, FIREY(N)\8) = 33 THEN FIRE(N) = 0 IF CELL.C(FIREX(N)\8, FIREY(N)\8) <> 0 THEN R = 0 N = N + 1 END IF IF U THEN FIRE(N) = 1 FIREX(N) = BOMBX FIREY(N) = BOMBY - I * 8 FIRET(N) = 0 IF CELL.C(FIREX(N)\8, FIREY(N)\8) = 33 THEN FIRE(N) = 0 IF CELL.C(FIREX(N)\8, FIREY(N)\8) <> 0 THEN U = 0 N = N + 1 END IF IF D THEN FIRE(N) = 1 FIREX(N) = BOMBX FIREY(N) = BOMBY + I * 8 FIRET(N) = 0 IF CELL.C(FIREX(N)\8, FIREY(N)\8) = 33 THEN FIRE(N) = 0 IF CELL.C(FIREX(N)\8, FIREY(N)\8) <> 0 THEN D = 0 N = N + 1 END IF NEXT I END IF END IF RETURN UPDATE_FIRE: FOR I=0 TO 8 IF FIRE(I) THEN SPRITE 10 + I PAL 2 SPRITE 10 + I, FIREX(I)-SCROLL.X(0), FIREY(I), 16 + FIRET(I)\2 MOD 4 FIRET(I) = FIRET(I) + 1 IF (FIRET(I) > 10) THEN FIRET(I) = 0 FIRE(I) = 0 END IF IF SPRITE HIT(10 + I) THEN IF HIT > 1 AND HIT < 10 THEN IF ENEMY(HIT-2) THEN NENEMY = NENEMY - 1 ENEMY(HIT-2) = 0 PLAY 1, 25 SOUND 5 END IF END IF END IF IF SPRITE HIT(10 + I) THEN IF HIT = 0 AND PLAYER1 THEN NLIVES = NLIVES - 1 PLAYER1 = 0 PLAY 3, 25 SOUND 5 END IF END IF IF CELL.C((FIREX(I)+4)\8, (FIREY(I)+4)\8) THEN IF CELL.C((FIREX(I)+4)\8, (FIREY(I)+4)\8) = 32 THEN CELL (FIREX(I)+4)\8, (FIREY(I)+4)\8, 0 NBLOCK = NBLOCK - 1 IF DOOR = 0 AND (RND(NBLOCK) = 0 OR NBLOCK = 0) THEN DOOR = 1 DOORX = FIREX(I) DOORY = FIREY(I) ELSE IF POWERUP = 0 AND RND(NBLOCK) = 0 THEN POWERUP = 1 POWERUPT = 0 POWERUPX = FIREX(I) POWERUPY = FIREY(I) END IF PLAY 2, 25 SOUND 4 END IF IF CELL.C((FIREX(I)+4)\8, (FIREY(I)+4)\8) = 11 THEN CELL (FIREX(I)+4)\8, (FIREY(I)+4)\8, 0 NLIVES = 0 PLAYER1 = 0 PLAY 3, 25 SOUND 5 END IF ELSE IF CELL.C((FIREX(I)+3)\8, (FIREY(I)+3)\8) THEN IF CELL.C((FIREX(I)+3)\8, (FIREY(I)+3)\8) = 32 THEN CELL (FIREX(I)+3)\8, (FIREY(I)+3)\8, 0 NBLOCK = NBLOCK - 1 IF DOOR = 0 AND (RND(NBLOCK) = 0 OR NBLOCK = 0) THEN DOOR = 1 DOORX = FIREX(I) DOORY = FIREY(I) ELSE IF POWERUP = 0 AND RND(NBLOCK) = 0 THEN POWERUP = 1 POWERUPT = 0 POWERUPX = FIREX(I) POWERUPY = FIREY(I) END IF PLAY 2, 25 SOUND 4 END IF IF CELL.C((FIREX(I)+3)\8, (FIREY(I)+3)\8) = 11 THEN CELL (FIREX(I)+3)\8, (FIREY(I)+3)\8, 0 NLIVES = 0 PLAYER1 = 0 PLAY 3, 25 SOUND 5 END IF END IF END IF NEXT I RETURN UPDATE_POWERUP: IF POWERUP THEN POWERUPT = POWERUPT + 1 IF (POWERUPT > 320) THEN POWERUPT = 0 POWERUP = 0 END IF ' DRAW POWERUP SPRITE 28, POWERUPX-SCROLL.X(0), POWERUPY, 20 + (POWERUPT\5 MOD 2) END IF RETURN UPDATE_DOOR: IF DOOR THEN DOORT = DOORT + 1 IF (DOORT > 320) THEN DOORT = 0 END IF ' DRAW DOOR SPRITE 29 PAL 2 SPRITE 29, DOORX-SCROLL.X(0), DOORY, 34 + (DOORT\5 MOD 2) END IF RETURN UPDATE_DISPLAY: BG 1 BG FILL 0, 0 TO 19, 2 CHAR 15 TEXT 1, 1, "TIME" NUMBER 6, 1, NTIME, 3 TEXT 13, 1, "LEFT" NUMBER 18, 1, NLIVES, 1 BG 0 RETURN #1:PALETTES 003F1B060029140000382411002F1A04 003A2510002E1904002B1601003E2914 #2:CHARACTERS 00000000000000000000000000000000 181874587C663A1458245C643C7C3E34 181874583E665C2858245C643C3E7C2C 181874583E665C0858245C643C3E7C0C 181874587C663A1058245C643C7C3E30 3C5A3C663C6618003C66427E425A2418 00181824FFE7BD420018245A81FFC37E 00181824FFE7BD420018245A81FFC37E 3C5A3C663C6618003C66427E425A2418 00183C7E7E3C18000024420000422400 0024420000422400003C7E7E7E7E3C00 00001028142A54200000303C1C3E7660 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