'GORGON (C)1981 SIRIUS SOFTWARE BY NASIR 'GORGON LEGACY 2021 LOSTCADESOFT BY BGELAIS GAMEPAD 1 RANDOMIZE TIMER GLOBAL SCORE,HIGH,LIVES,FUEL,LANDX GLOBAL PLAYER_X,PLAYER_Y,PLAYER_XD,PLAYER_YD,PLAYER_SHOT SPRITE 0 SIZE 1 FLIP 0,0 DIM GLOBAL HUMAN_TYPE(4) DIM GLOBAL HUMAN_X(4) DIM GLOBAL HUMAN_Y(4) DIM GLOBAL SHOT_TYPE(4) DIM GLOBAL SHOT_X(4) DIM GLOBAL SHOT_Y(4) DIM GLOBAL SHOT_XD(4) DIM GLOBAL GORG_TYPE(6) DIM GLOBAL GORG_X(6) DIM GLOBAL GORG_Y(6) DIM GLOBAL GORG_XD(6) DIM GLOBAL GORG_YD(6) DIM GLOBAL GORG_TICK(6) DIM GLOBAL GORG_POINTS(6) DIM GLOBAL GORG_FRAME(6) DIM GLOBAL SAT_TYPE(4) DIM GLOBAL SAT_X(4) DIM GLOBAL SAT_Y(4) DIM GLOBAL SAT_XD(4) DIM GLOBAL SAT_YD(4) ATTRACT: CLS SPRITE OFF BG 1 BG SOURCE ROM (3) BG COPY 0,0,32,16 TO 0,0 FUEL=3000 F=0 T=0 REPEAT INC T LANDX=T ON RASTER CALL LAND F=T/16 BG 0 CLS 0 BG 0 CALL HUD PAL 0 FONT 0 TEXT 6,3,CHR$(32+7+2*INT(F MOD 2))+CHR$(32+8+2*INT(F MOD 2)) TEXT 6,5,CHR$(32+51+F MOD 3) PAL 2 TEXT 6,7,CHR$(32+35+F MOD 3) TEXT 6,9,CHR$(32+38+F MOD 3) TEXT 6,11,CHR$(32+5) TEXT 6,13,CHR$(32+6) FONT 192 PAL 1+T/8 MOD 3 TEXT 9,3,"80" TEXT 9,5,"60" TEXT 9,7,"20" TEXT 9,9,"40" TEXT 8,11,"PROTECT" TEXT 8,13,"OR -50" IF BUTTON (0,0) THEN GOTO TITLE WAIT VBL UNTIL T>=240 CLS 0 CALL HUD T=0 FONT 64 PAL 7 TEXT 3,5,CHR$(49) TEXT 2,6,CHR$(33)+" "+CHR$(34) TEXT 3,7,CHR$(50) TEXT 10,6,CHR$(65) LOCATE 2,9 PRINT CHR$(66); FONT 192 PRINT" GO TO SPACE AND" TEXT 3,12,"AVOID" LOCATE 5,14 PRINT"THEN REFUEL TO MOTHERSHIP."; FONT 0 PAL 0 TEXT 3,6,CHR$(35)+CHR$(36) TEXT 12,6,CHR$(35)+CHR$(36)+CHR$(45)+CHR$(46) FONT 128 PAL 2 TEXT 13,11," !" TEXT 13,12,"01" TEXT 10,11,"@A" TEXT 10,12,"PQ" REPEAT FONT 192 PAL T/8 MOD 4 TEXT 5,3,"-CONTROLS-" LANDX=T ON RASTER CALL LAND INC T WAIT VBL UNTIL T>=300 OR BUTTON (0,0) TITLE: IF SCORE>HIGH THEN HIGH=SCORE SCORE=0 LIVES=3 FUEL=1000 CLS BG 1 BG SOURCE ROM(3) BG COPY 0,0,32,16 TO 0,0 FOR R=1 TO 4 SX=RND(160) SY=RND(100) GORG_TYPE(R)=1+INT(RND(3)) GORG_X(R)=SX-4 IF GORG_TYPE(R)=1 THEN GORG_X(R)=SX-8 GORG_Y(R)=SY GORG_XD(R)=-1+RND(2) GORG_YD(R)=0 GORG_TICK(R)=0 NEXT R BG 0 T=0 REPEAT INC T LANDX=T ON RASTER CALL LAND CALL GORGONS BG 0 BG SOURCE ROM(5) BG COPY 0,0,19,16 TO 0,-2 CALL HUD FONT 192 PAL (T/8 MOD 4) PAL 6 TEXT 0,13,"@1981 NASIR GEBELLI" TEXT 0,14," 2021 LOSTCADESOFT" TEXT 0,15," BY BGELAIS" PAL 7 IF T MOD 60 < 30 THEN LOCATE 5,11 FONT 64 PRINT CHR$(32+16+16+1); FONT 192 PRINT " TO START" END IF SPRITE OFF 0 WAIT VBL IF BUTTON(0,0) THEN CLS SPRITE OFF CALL HUD FONT 192 PAL 3 FOR I=30 TO 60 STEP 2 PLAY 0,I,5 SOUND 0 TEXT 5,8,"GET READY!" WAIT 1 NEXT I WAIT 120 GOTO GAME END IF UNTIL T>=300 GOTO ATTRACT GAME: BG 1 BG SOURCE ROM(3) BG COPY 0,0,32,16 TO 0,0 BG 0 FOR I=0 TO 6 GORG_TYPE(I)=0 NEXT I FOR I=0 TO 4 SHOT_TYPE(I)=0 NEXT I FOR I=0 TO 4 HUMAN_TYPE(I)=1 HUMAN_X(I)=RND(32*8) HUMAN_Y(I)=120 NEXT I PLAYER_X=74 PLAYER_Y=64 PLAYER_XD=0 PLAYER_YD=0 PLAYER_SHOOT=0 LANDX=0 SPRITE OFF DO CALL PLAYER CALL SHOOT CALL GORGONS CALL HUMANS ON RASTER CALL LAND DEC FUEL IF FUEL <=0 THEN CALL DEAD LIVES=0 END IF IF LIVES<=0 THEN SPRITE OFF CALL HUD FONT 192 PAL 1 TEXT 5,8,"GAME OVER" WAIT 180 GOTO TITLE END IF CLS 0 CALL HUD IF RND(80)<1 THEN CALL SPAWN WAIT VBL LOOP SPACE: SPRITE OFF FOR I=0 TO 4 SAT_TYPE(I)=0 NEXT I FOR I=0 TO 80 STEP 2 SPRITE 0 FLIP 0,0 SPRITE 0,PLAYER_X+I,PLAYER_Y-I,3 PLAY 1,I/2 SOUND 3 WAIT VBL NEXT I SPRITE OFF CLS 0 CLS 1 BG 1 BG SOURCE ROM(3) BG COPY 0,0,20,10 TO 0,0 'SATELLITES SCENE CALL MOVE_PLAYER(0,128,80,64) PLAYER_X=80 PLAYER_Y=64 T=0 S=0 REPEAT INC T IF UP(0) THEN DEC PLAYER_Y IF DOWN(0) THEN INC PLAYER_Y IF LEFT(0) THEN DEC PLAYER_X IF RIGHT(0) THEN INC PLAYER_X PLAYER_Y=MAX(32,PLAYER_Y) PLAYER_Y=MIN(96,PLAYER_Y) SPRITE 0,PLAYER_X,PLAYER_Y,3 IF SPRITE HIT(0,1 TO 6) THEN CALL DEAD GOTO GAME END IF ' SPAWN SATELLITE IF T MOD 60=0 AND T<1000 THEN INC S IF S>4 THEN S=0 SAT_TYPE(S)=1+S MOD 2 SAT_Y(S)=64 SAT_X(S)=160 SAT_YD(S)=-1+2*INT(RND(1)) SAT_XD(S)=-1 END IF CALL SATELLITES(T) PLAY 0,20+T MOD 4,2 SOUND 1 WAIT 2 UNTIL T>=1150 'MOTHER SHIP SCENE CALL MOVE_PLAYER(PLAYER_X,PLAYER_Y,0,69) BG 0 BG SOURCE ROM(4) BG COPY 0,0,20,15 TO 0,0 WAIT 120 SPRITE 0 FLIP 1,0 CALL MOVE_PLAYER(PLAYER_X,PLAYER_Y,65,69) FOR I=1 TO 8 PAL RND(3) FONT 192 PLAY 0,70,2 SOUND 0 TEXT 5,14,"REFUELING..." WAIT 30 NEXT I FUEL=6000 CALL MOVE_PLAYER(PLAYER_X,PLAYER_Y,0,69) SPRITE 0 FLIP 0,0 WAIT 60 CLS 0 CALL MOVE_PLAYER(PLAYER_X,PLAYER_Y,80,128) GOTO GAME SUB PLAYER IF LEFT(0) THEN PLAYER_XD=0 DEC PLAYER_XD SPRITE 0 FLIP 1,0 ELSE IF RIGHT(0) THEN PLAYER_XD=0 INC PLAYER_XD SPRITE 0 FLIP 0,0 END IF IF UP(0) THEN DEC PLAYER_Y IF DOWN(0) THEN INC PLAYER_Y IF BUTTON TAP (0,0) THEN INC PLAYER_SHOT PLAY 0,40,3 SOUND 5 IF PLAYER_SHOT>3 THEN PLAYER_SHOT=0 SPRITE 31+PLAYER_SHOT SIZE 1 PAL 0 SHOT_TYPE(PLAYER_SHOT)=1 SHOT_X(PLAYER_SHOT)=PLAYER_X+4 IF PLAYER_XD<0 THEN SHOT_XD(PLAYER_SHOT)=-4 ELSE SHOT_XD(PLAYER_SHOT)=4 SHOT_Y(PLAYER_SHOT)=PLAYER_Y END IF IF BUTTON TAP (0,1) THEN GOTO SPACE IF SPRITE HIT(0,1 TO 6) THEN CALL DEAD GOTO GAME END IF PLAYER_XD=MAX(-1.5,PLAYER_XD) PLAYER_XD=MIN(1.5,PLAYER_XD) ADD PLAYER_XD,-PLAYER_XD/8 ADD PLAYER_X,PLAYER_XD ADD LANDX,PLAYER_XD*2 PLAYER_X=MIN(120,PLAYER_X) PLAYER_X=MAX(24,PLAYER_X) PLAYER_Y=MIN(120,PLAYER_Y) PLAYER_Y=MAX(16,PLAYER_Y) SPRITE 0 PAL 0 SPRITE 0,PLAYER_X,PLAYER_Y,3 END SUB SUB HUMANS FOR H=0 TO 3 IF HUMAN_TYPE(H)=1 THEN ADD HUMAN_X(H),-PLAYER_XD*2 SPRITE 48+H SIZE 0 PAL 2 SPRITE 48+H,HUMAN_X(H),HUMAN_Y(H),5 IF SPRITE HIT(48+H,1 TO 6) OR SPRITE HIT(48+H,31 TO 35) THEN SPRITE 48+H,HUMAN_X(H),HUMAN_Y(H),6 FOR T=1 TO 20 PAL RND(3) FONT 192 TEXT 3,8,"HUMAN LOST -50 " PLAY 1,50-T SOUND 2 WAIT VBL NEXT T SPRITE OFF 48+H HUMAN_TYPE(H)=0 ADD SCORE,-50 WAIT 10 EXIT END IF END IF NEXT H END SUB SUB SHOOT ' PLAYER'S SHOTS USES SPRITES 32(FRONT), 33 TO 35(TRAILS) FOR I=0 TO 3 IF SHOT_TYPE(I)=1 THEN ADD SHOT_X(I),SHOT_XD(I) SPRITE 32+I,SHOT_X(I),SHOT_Y(I),13 IF SHOT_X(I)<0 OR SHOT_X(I)>160 THEN SHOT_TYPE(I)=0 SPRITE OFF 32+I END IF END IF NEXT I END SUB SUB LAND IF RASTER<64 THEN SCROLL 1,LANDX/8,0 END IF IF RASTER>64 AND RASTER<80 THEN SCROLL 1,LANDX/6,0 END IF IF RASTER>100 THEN SCROLL 1,LANDX,0 END IF END SUB SUB HUD BG 0 FONT 192 LOCATE 0,0 FONT 192 PAL 0 PRINT"SCORE HIGH FUEL" PAL 7 SCORE=MAX(SCORE,0) SCORE$=RIGHT$("00000"+STR$(SCORE),5) HIGH$=RIGHT$("00000"+STR$(HIGH),5) FUEL$=RIGHT$("0000"+STR$(FUEL),4) PRINT SCORE$+" "+HIGH$+" "+FUEL$+" "+STR$(LIVES) IF FUEL < 1000 AND FUEL MOD 30<15 THEN PAL 3 FONT 192 LOCATE 0,2 PRINT "LOW FUEL "; FONT 64 PRINT CHR$(66); FONT 192 PRINT" TO SPACE"; PLAY 1,30,1 SOUND 1 END IF FONT 0 PAL 0 TEXT 17,0,CHR$(35)+CHR$(36) FONT 64 END SUB SUB DEAD FOR I=1 TO 5 SPRITE 0,PLAYER_X,PLAYER_Y,3 SPRITE 0 PAL RND(4) PLAY 0,60,1 SOUND 4 WAIT 6 NEXT I SPRITE 0 PAL 1 SPRITE 0,PLAYER_X,PLAYER_Y,11 DIM X(24) DIM Y(24) DIM XD(24) DIM YD(24) DIM TICK(24) FOR I=1 TO 24 SPRITE I SIZE 0 X(I)=PLAYER_X+4 Y(I)=PLAYER_Y+2 XD(I)=-4+RND(8) YD(I)=-4+RND(8) TICK(I)=RND(60) NEXT I FOR T=1 TO 200 IF T=150 THEN SPRITE OFF 0 PLAY 0,30-T/10,1 SOUND 4 FOR I=1 TO 24 DEC TICK(I) IF TICK(I)<=0 THEN X(I)=PLAYER_X+4 Y(I)=PLAYER_Y+2 XD(I)=-4+RND(8) YD(I)=-4+RND(8) TICK(I)=RND(120) END IF ADD X(I),XD(I)/3 ADD Y(I),YD(I)/3 ADD XD(I),-XD(I)/160 ADD YD(I),-YD(I)/128 SPRITE I,X(I),Y(I),2 NEXT I WAIT VBL NEXT T SPRITE OFF DEC LIVES END SUB SUB SPAWN 'WARP-IN FX PARTICLES USES SPRITES 16 TO 26 'INIT WARP-IN PARTICLES DIM X(10) DIM Y(10) SX=INT(RND(160)) SY=16+INT(RND(90)) FOR I=1 TO 10 SPRITE 16+I SIZE 0 X(I)=SX-64+RND(128) Y(I)=SY-64+RND(128) NEXT I R=0 FOR I=0 TO 6 IF GORG_TYPE(I)=0 THEN R=I NEXT I IF GORG_TYPE(R)=0 THEN 'WARP-IN FOR T=0 TO 40 FOR I=1 TO 10 ADD X(I),0.1*(SX-X(I)) ADD Y(I),0.1*(SY-Y(I)) IF X(I)-SX<1 AND Y(I)-SY<1 THEN SPRITE OFF I SPRITE 16+I,X(I),Y(I),32+RND(2) NEXT I CALL PLAYER CALL GORGONS CALL SHOOT CALL HUMANS PLAY 1,40-T,1 SOUND 4 WAIT VBL NEXT T SPRITE OFF 16 TO 26 'SPAWN A RANDOM GORGON GORG_TYPE(R)=1+INT(RND(3)) GORG_X(R)=SX-4 IF GORG_TYPE(R)=1 THEN GORG_X(R)=SX-8 GORG_Y(R)=SY GORG_XD(R)=-1+RND(2) GORG_YD(R)=0 GORG_TICK(R)=0 END IF END SUB SUB EGG(X,Y) FOR I=0 TO 6 IF GORG_TYPE(I)=0 THEN GORG_TYPE(I)=5 GORG_X(I)=X GORG_Y(I)=Y GORG_TICK(I)=300 GORG_XD(I)=-(PLAYER_XGORG_X(I)) EXIT END IF NEXT I END SUB SUB GORGONS FOR O=1 TO 6 'EAGLE IF GORG_TYPE(O)=1 THEN IF GORG_TICK(O)<=0 THEN GORG_YD(O)=-1+2*INT(RND(1))/2 GORG_XD(O)=-1+2*INT(RND(1))/2 GORG_TICK(O)=80 IF RND(30)<1 THEN CALL EGG(GORG_X(O),GORG_Y(O)) END IF GORG_POINTS(O)=80 SPRITE O PAL 0 SIZE 1 SPRITE O,GORG_X(O),GORG_Y(O),7+2*INT(GORG_FRAME(O) MOD 2) END IF 'GRIM IF GORG_TYPE(O)=2 THEN IF GORG_TICK(O)<=0 THEN GORG_YD(O)=-1+2*INT(RND(1))/2 GORG_XD(O)=-1+2*INT(RND(1))/2 GORG_TICK(O)=60 IF RND(30)<1 THEN CALL EGG(GORG_X(O),GORG_Y(O)) END IF GORG_POINTS(O)=60 SPRITE O PAL 0 SIZE 0 SPRITE O,GORG_X(O),GORG_Y(O),51+INT(GORG_FRAME(O)) MOD 3 END IF 'GOUL IF GORG_TYPE(O)=3 THEN GORG_YD(O)=0 IF GORG_Y(O)<116 THEN GORG_YD(O)=1 ELSE GORG_YD(O)=0 IF GORG_Y(O)>=116 THEN GORG_XD(O)=-1+2*INT(RND(1))/2 GORG_POINTS(O)=40 SPRITE O PAL 2 SIZE 0 SPRITE O,GORG_X(O),GORG_Y(O),35+INT(GORG_FRAME(O)) MOD 3 END IF 'ORNI IF GORG_TYPE(O)=4 THEN IF GORG_TICK(O)<=0 THEN GORG_YD(O)=-1+2*INT(RND(1))/2 GORG_XD(O)=-1+2*INT(RND(1))/2 GORG_TICK(O)=20 IF RND(30)<1 THEN CALL EGG(GORG_X(O),GORG_Y(O)) END IF GORG_POINTS(O)=20 SPRITE O PAL 2 SIZE 0 SPRITE O,GORG_X(O),GORG_Y(O),38+INT(GORG_FRAME(O)) MOD 3 END IF 'EGG IF GORG_TYPE(O)=5 THEN IF GORG_TICK(O)<=0 THEN SPRITE OFF O GORG_TYPE(O)=0 END IF SPRITE O PAL 0 SIZE 0 SPRITE O,GORG_X(O),GORG_Y(O),54 END IF DEC GORG_TICK(O) ADD GORG_FRAME(O),0.05 ADD GORG_X(O),GORG_XD(O)/2 ADD GORG_X(O),-PLAYER_XD*2 ADD GORG_Y(O),GORG_YD(O)/2 IF GORG_Y(O)<16 THEN GORG_YD(O)=1 GORG_Y(O)=MIN(120,GORG_Y(O)) 'GORGON DIES IF SPRITE HIT(O,32 TO 36) AND GORG_TYPE(O)<=4 THEN SPRITE O SIZE 1 SPRITE OFF 32 TO 36 PAL 7 FOR E=1 TO 10 SPRITE O,GORG_X(O),GORG_Y(O)-E,41+2*INT(E/4 MOD 3) PLAY 0,30-E,2 SOUND 4 WAIT VBL NEXT E SPRITE OFF O ADD SCORE,GORG_POINTS(O) GORG_TYPE(O)=0 END IF NEXT O END SUB SUB MOVE_PLAYER(X,Y,XTO,YTO) REPEAT X=X+(X>XTO)-(XYTO)-(Y96 THEN SAT_YD(O)=-SAT_YD(O) SPRITE 1+O SIZE 1 PAL 2 SPRITE 1+O,SAT_X(O),SAT_Y(O),128+2*INT(TICK/8 MOD 2) IF SAT_X(O)<-16 THEN SAT_TYPE(O)=0 SPRITE OFF 1+O END IF END IF IF SAT_TYPE(O)=2 THEN ADD SAT_X(O),SAT_XD(O) ADD 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