'TANK GAME FOR LOWRES NX ' GAME BY PABLO ' REMIX TWEAKS BY WAS8BIT ' GLOBAL DATA NEXTLEVEL = 0 GAMEOVER = 0 NENEMY = 0 NLIVES = 0 NLEVEL = 0 PLAYER1 = 0 PLAYER1X = 0 PLAYER1Y = 0 PLAYER1T = 0 PLAYER1DIR = 0 BULLET1 = 0 BULLET1X = 0 BULLET1Y = 0 BULLET1SPX = 0 BULLET1SPY = 0 DIM ENEMY(8) DIM ENEMYX(8) DIM ENEMYY(8) DIM ENEMYT(8) DIM ENEMYDIR(8) DIM BULLET(8) DIM BULLETX(8) DIM BULLETY(8) DIM BULLETSPX(8) DIM BULLETSPY(8) DIM RESPAWN(4) DIM RESPAWNX(4) DIM RESPAWNY(4) DIM RESPAWNT(4) POWERUP = 0 POWERUPX = 0 POWERUPY = 0 POWERUPT = 0 ' INIT GAMEPAD 1 NENEMY = 15 NLIVES = 3 GOSUB INIT_GAME ' MAIN LOOP DO SPRITE OFF GOSUB UPDATE_RESPAWN GOSUB UPDATE_PLAYER1 GOSUB UPDATE_ENEMIES GOSUB UPDATE_BULLET1 GOSUB UPDATE_BULLETS GOSUB UPDATE_POWERUP GOSUB UPDATE_DISPLAY GOSUB UPDATE_STATUS WAIT 2 LOOP ' SUBROUTINES INIT_GAME: RANDOMIZE TIMER RESPAWN(0) = 1 RESPAWNX(0) = 56 RESPAWNY(0) = 112 RESPAWN(1) = 2 RESPAWNX(1) = 8 RESPAWNY(1) = 8 RESPAWN(2) = 2 RESPAWNX(2) = 72 RESPAWNY(2) = 8 RESPAWN(3) = 2 RESPAWNX(3) = 136 RESPAWNY(3) = 8 ' REMOVE BULLETS BULLET1 = 0 FOR I=0 TO 7 BULLET(I) = 0 NEXT I ' REMOVE TANKS PLAYER1 = 0 FOR I=0 TO 7 ENEMY(I) = 0 NEXT I ' REMOVE POWERUPS POWERUP = 0 ' LOAD LEVEL BG SOURCE ROM(3 + NLEVEL) BG COPY 0, 0, 20, 16 TO 0, 0 GOSUB REMIX_BLOCKS RETURN REMIX_BLOCKS: PAL 1 FOR Y=0 TO 15 FOR X=0 TO 19 IF CELL.C(X,Y)=32 THEN CELL X,Y,34 WAIT VBL END IF NEXT X NEXT Y RETURN UPDATE_STATUS: IF (NENEMY = 0) AND (NLIVES > 0) THEN IF NEXTLEVEL AND (BUTTON(0) = 0) THEN NENEMY = 15 NLEVEL = (NLEVEL + 1) MOD 4 GOSUB INIT_GAME NEXTLEVEL = 0 END IF IF (NEXTLEVEL = 0) AND BUTTON(0) THEN NEXTLEVEL = 1 END IF END IF IF (NLIVES = 0) THEN IF GAMEOVER AND (BUTTON(0) = 0) THEN NENEMY = 15 NLIVES = 3 NLEVEL = 0 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 3 IF RESPAWN(I) THEN RESPAWNT(I) = RESPAWNT(I) + 1 IF (RESPAWNT(I) > 32) THEN RESPAWNT(I) = 0 IF RESPAWN(I) = 1 AND NLIVES THEN PLAYER1 = 1 PLAYER1X = RESPAWNX(I) PLAYER1Y = RESPAWNY(I) PLAYER1DIR = 0 ELSE IF RESPAWN(I) = 2 THEN ENEMY(I-1) = 1 - (RND(6) = 0) 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 18 + I, RESPAWNX(I), 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 ENEMIES FOR I=0 TO 7 IF ENEMY(I) THEN IF PLAYER1X > (ENEMYX(I) - 8) AND PLAYER1X < (ENEMYX(I) + 8) THEN IF PLAYER1Y > (ENEMYY(I) - 8) AND PLAYER1Y < (ENEMYY(I) + 8) THEN FREEPOS = 1 IF LASTX > (ENEMYX(I) - 8) AND LASTX < (ENEMYX(I) + 8) THEN IF LASTY > (ENEMYY(I) - 8) AND LASTY < (ENEMYY(I) + 8) THEN FREEPOS = 0 END IF END IF ' IF LAST POSITION IS FREE IF FREEPOS THEN PLAYER1X = LASTX PLAYER1Y = LASTY END IF EXIT END IF END IF END IF NEXT I ' 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 NLIVES = NLIVES + 1 END IF END IF END IF ' PLAYER MOVE SOUND IF (PLAYER1X = LASTX) AND (PLAYER1Y = LASTY) THEN PLAY 0, 15 SOUND 0 ELSE IF (PLAYER1X + PLAYER1Y) MOD 2 THEN PLAY 0, 39 SOUND 1 END IF ' PLAYER SHOT IF (BULLET1 = 0) THEN IF BUTTON(0) AND (PLAYER1T = 0) THEN BULLET1 = 1 BULLET1SPX = 0 BULLET1SPY = 0 IF PLAYER1DIR = 3 THEN BULLET1SPX = -2 ELSE IF PLAYER1DIR = 1 THEN BULLET1SPX = 2 ELSE IF PLAYER1DIR = 0 THEN BULLET1SPY = -2 ELSE IF PLAYER1DIR = 2 THEN BULLET1SPY = 2 END IF BULLET1X = PLAYER1X + BULLET1SPX BULLET1Y = PLAYER1Y + BULLET1SPY PLAYER1T = 4 END IF END IF ' DRAW PLAYER SPRITE 0 PAL 2 IF (PLAYER1DIR = 0) THEN SPRITE 0, PLAYER1X, PLAYER1Y, 1 + PLAYER1Y\2 MOD 2 SPRITE 0 FLIP 0, 0 ELSE IF (PLAYER1DIR = 2) THEN SPRITE 0, PLAYER1X, PLAYER1Y, 1 + PLAYER1Y\2 MOD 2 SPRITE 0 FLIP 0, 1 ELSE IF (PLAYER1DIR = 1) THEN SPRITE 0, PLAYER1X, PLAYER1Y, 3 + PLAYER1X\2 MOD 2 SPRITE 0 FLIP 0, 0 ELSE IF (PLAYER1DIR = 3) THEN SPRITE 0, PLAYER1X, PLAYER1Y, 3 + PLAYER1X\2 MOD 2 SPRITE 0 FLIP 1, 0 END IF END IF IF NLIVES = 0 THEN ' DRAW DEAD PLAYER SPRITE 26, PLAYER1X, 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 ENEMYDIR(I) = 0 AND RND(1) THEN ENEMYDIR(I) = 2 END IF IF ENEMYDIR(I) = 3 THEN ENEMYY(I) = (ENEMYY(I) + 4) \ 8 * 8 ENEMYX(I) = ENEMYX(I) - 1 ELSE IF ENEMYDIR(I) = 1 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 ' 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 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 FREEPOS = 1 IF LASTX > (PLAYER1X - 8) AND LASTX < (PLAYER1X + 8) THEN IF LASTY > (PLAYER1Y - 8) AND LASTY < (PLAYER1Y + 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 ENEMIES FOR J=0 TO 7 IF ENEMY(J) AND (J <> I) THEN IF ENEMYX(I) > (ENEMYX(J) - 8) AND ENEMYX(I) < (ENEMYX(J) + 8) THEN IF ENEMYY(I) > (ENEMYY(J) - 8) AND ENEMYY(I) < (ENEMYY(J) + 8) THEN FREEPOS = 1 IF LASTX > (ENEMYX(J) - 8) AND LASTX < (ENEMYX(J) + 8) THEN IF LASTY > (ENEMYY(J) - 8) AND LASTY < (ENEMYY(J) + 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 EXIT END IF END IF END IF NEXT J ' ENEMY SHOT IF (BULLET(I) = 0) AND (ENEMYT(I) > 24) THEN BULLET(I) = 1 BULLETSPX(I) = 0 BULLETSPY(I) = 0 IF ENEMYDIR(I) = 3 THEN BULLETSPX(I) = -2 ELSE IF ENEMYDIR(I) = 1 THEN BULLETSPX(I) = 2 ELSE IF ENEMYDIR(I) = 0 THEN BULLETSPY(I) = -2 ELSE IF ENEMYDIR(I) = 2 THEN BULLETSPY(I) = 2 END IF BULLETX(I) = ENEMYX(I) + BULLETSPX(I) BULLETY(I) = ENEMYY(I) + BULLETSPY(I) END IF ' DRAW ENEMY SPRITE 2 + I PAL 3 IF ENEMY(I) = 2 AND (TIMER\10 MOD 2) THEN SPRITE 2 + I PAL 4 IF (ENEMYDIR(I) = 0) THEN SPRITE 2 + I, ENEMYX(I), ENEMYY(I), 5 + ENEMYY(I)\2 MOD 2 SPRITE 2 + I FLIP 0, 0 ELSE IF (ENEMYDIR(I) = 2) THEN SPRITE 2 + I, ENEMYX(I), ENEMYY(I), 5 + ENEMYY(I)\2 MOD 2 SPRITE 2 + I FLIP 0, 1 ELSE IF (ENEMYDIR(I) = 1) THEN SPRITE 2 + I, ENEMYX(I), ENEMYY(I), 7 + ENEMYX(I)\2 MOD 2 SPRITE 2 + I FLIP 0, 0 ELSE IF (ENEMYDIR(I) = 3) THEN SPRITE 2 + I, ENEMYX(I), ENEMYY(I), 7 + ENEMYX(I)\2 MOD 2 SPRITE 2 + I FLIP 1, 0 END IF END IF NEXT I RETURN ' UPDATE PLAYER1 BULLET UPDATE_BULLET1: IF BULLET1 THEN BULLET1X = BULLET1X + BULLET1SPX BULLET1Y = BULLET1Y + BULLET1SPY SPRITE 1, BULLET1X, BULLET1Y, 9 IF SPRITE HIT(1) THEN IF HIT > 1 AND HIT < 10 THEN NENEMY = NENEMY - 1 IF NENEMY >= 3 THEN RESPAWN(HIT-1) = 2 RESPAWNX(HIT-1) = 8 + RND(2) * 64 RESPAWNY(HIT-1) = 8 END IF ' SPAWN POWERUP IF (ENEMY(HIT-2) = 2) THEN POWERUP = 1 POWERUPT = 0 FOR TRY=1 TO 200 POWERUPX = 8 + RND(16) * 8 POWERUPY = 8 + RND(13) * 8 IF CELL.C(POWERUPX\8, POWERUPY\8) = 0 THEN IF PLAYER1X < (POWERUPX - 16) THEN EXIT IF PLAYER1X > (POWERUPX + 16) THEN EXIT IF PLAYER1Y < (POWERUPY - 16) THEN EXIT IF PLAYER1Y > (POWERUPY + 16) THEN EXIT END IF NEXT TRY END IF ENEMY(HIT-2) = 0 SPRITE OFF HIT BULLET1 = 0 PLAY 1, 25 SOUND 5 END IF END IF IF CELL.C((BULLET1X+4)\8, (BULLET1Y+4)\8) THEN PLAY 1, 85 SOUND 3 CALL REMIX_HITWALL((BULLET1X+4)\8, (BULLET1Y+4)\8) IF CELL.C((BULLET1X+4)\8, (BULLET1Y+4)\8) = 12 THEN CELL (BULLET1X+4)\8, (BULLET1Y+4)\8, 0 NLIVES = 0 PLAYER1 = 0 PLAY 1, 25 SOUND 5 END IF BULLET1 = 0 END IF IF CELL.C((BULLET1X+3)\8, (BULLET1Y+3)\8) THEN PLAY 1, 85 SOUND 3 CALL REMIX_HITWALL((BULLET1X+3)\8, (BULLET1Y+3)\8) IF CELL.C((BULLET1X+3)\8, (BULLET1Y+3)\8) = 12 THEN CELL (BULLET1X+3)\8, (BULLET1Y+3)\8, 0 NLIVES = 0 PLAYER1 = 0 PLAY 1, 25 SOUND 5 END IF BULLET1 = 0 END IF END IF RETURN ' UPDATE ENEMY BULLETS UPDATE_BULLETS: FOR I=0 TO 7 IF BULLET(I) THEN BULLETX(I) = BULLETX(I) + BULLETSPX(I) BULLETY(I) = BULLETY(I) + BULLETSPY(I) SPRITE 10 + I, BULLETX(I), BULLETY(I), 9 IF SPRITE HIT(10 + I) THEN IF HIT = 0 THEN NLIVES = NLIVES - 1 IF NLIVES THEN RESPAWN(0) = 1 RESPAWNX(0) = 56 RESPAWNY(0) = 112 END IF PLAYER1 = 0 SPRITE OFF HIT BULLET(I) = 0 PLAY 3, 25 SOUND 5 END IF END IF IF CELL.C((BULLETX(I)+4)\8, (BULLETY(I)+4)\8) THEN CALL REMIX_HITWALL((BULLETX(I)+4)\8, (BULLETY(I)+4)\8) IF CELL.C((BULLETX(I)+4)\8, (BULLETY(I)+4)\8) = 12 THEN CELL (BULLETX(I)+4)\8, (BULLETY(I)+4)\8, 0 NLIVES = 0 PLAYER1 = 0 PLAY 3, 25 SOUND 5 END IF BULLET(I) = 0 END IF IF CELL.C((BULLETX(I)+3)\8, 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