REM GAME1=AIR-RAID REM GAME2=BANDITS (WESTERN STYLED, DART BETWEEN AND HIDE BEHIND CACTUSES) REM GAME3=SPACE (SLOWER HAS BIGGER BULLETS) REM GAME4-SUBHUNT (A=THROW B=SUBMERGE FOR TIMED BLAST, FARTHER=LONGER TIMED BLAST REM REM SPRITE LIST REM REM BULLETS REM #0 = PLAYER REM #1-7 = ENEMIES REM REM PIECES REM REM #10 = PLAYER REM #11-17 = ENEMIES REM PAUSE OFF RANDOMIZE TIMER GAMEPAD 1 REM WAS8BIT DIM ES(7),EX(7),EH(7),ER(7),ERX(7) DIM DX(7),FY(7),BONUS(7),FX(4,3) DIM GWIN(4),GLOSE(4),GTOP(4) IGAME=1 TITLE: STOP PALETTE 0,6,,, PAL 0 WAIT 15 FOR I=1 TO 7 EX(I)=161 FY(I)=0 NEXT I PX=45 PD=11 BY=-1 BA=0 FOR I=0 TO 20 SPRITE I,161,, NEXT I FOR I=1 TO 4 GWIN(I)=PEEK($E000+I) NEXT I FOR I=1 TO 4 GLOSE(I)=PEEK($E000+4+I) NEXT I FOR I=1 TO 4 GTOP(I)=PEEKW($E000+8+I*2) NEXT I CLS PAL 3 FOR I=0 TO 8 CELL 5+I,1,48+I NEXT I PAL 1 TEXT 0,0,"A:PLAY B:PICK" TEXT 0,2," WIN/ TOP" TEXT 0,3," GAME LOSE SCORE" TEXT 0,4," ===================" TEXT 0,5," BLITZ ##/## #####" TEXT 0,7," ===================" TEXT 0,8," WEST ##/## #####" TEXT 0,10," ===================" TEXT 0,11," SPACE ##/## #####" TEXT 0,13," ===================" TEXT 0,14," HUNT ##/## #####" FOR I=1 TO 4 NUMBER 7,2+I*3,GWIN(I),2 NEXT I FOR I=1 TO 4 NUMBER 10,2+I*3,GLOSE(I),2 NEXT I FOR I=1 TO 4 NUMBER 14,2+I*3,GTOP(I),5 NEXT I PAL 0 IGAME=1 CELL 0,5,8 DO IF BUTTON TAP(0,1) THEN PLAY 0,40,0 SOUND 0 ADD IGAME,1,1 TO 4 FOR I=1 TO 4 IF I=IGAME THEN CELL 0,2+I*3,8 ELSE TEXT 0,2+I*3," " END IF NEXT I WAIT 15 STOP END IF IF BUTTON TAP(0,0) THEN GOTO PLAYGAMES WAIT VBL LOOP PLAYGAMES: WAIT 15 CLS IF IGAME=1 THEN PALETTE 0,11,,, PAL 0 BG FILL 0,14 TO 19,15 CHAR 25 PAL 2 BG FILL 5,0 TO 14,0 CHAR 32 RESTORE B1 FOR I=1 TO 7 READ BONUS(I) NEXT I B1: DATA 5,4,100,5,2,0,0 ES(1)=0.2 ES(2)=0.3 ES(3)=1 ES(4)=0.8 ES(5)=0.5 ES(6)=0.1 ES(7)=0.2 SPRITE 11,,1*8,6 SPRITE 11 SIZE 1 PAL 0 SPRITE 12,,3*8,6 SPRITE 12 SIZE 1 PAL 0 SPRITE 13,,5*8,17 SPRITE 13 SIZE 0 PAL 0 SPRITE 14,,6*8,2 SPRITE 14 SIZE 1 PAL 0 SPRITE 15,,8*8,1 SPRITE 15 SIZE 0 PAL 0 SPRITE 16,,9*8,4 SPRITE 16 SIZE 1 PAL 0 SPRITE 17,,11*8,14 SPRITE 17 SIZE 1 PAL 0 FX(1,0)=0 FX(1,1)=1 FX(1,2)=2 FX(1,3)=3 BFQ=20 BSPR=26 BSPEED=-1 ELSE IF IGAME=2 THEN PALETTE 0,16*3+8,,, PAL 0 BG FILL 0,14 TO 19,15 CHAR 25 PAL 2 BG FILL 5,0 TO 14,0 CHAR 32 RESTORE B2 FOR I=1 TO 7 READ BONUS(I) NEXT I B2: DATA 55,45,10,5,3,0,0 ES(1)=0.1 ES(2)=0.075 ES(3)=0.2 ES(4)=0.3 ES(5)=0.4 ES(6)=0.075 ES(7)=0.1 SPRITE 11,,1*8,47 SPRITE 11 SIZE 0 PAL 4 SPRITE 12,,3*8,47 SPRITE 12 SIZE 0 PAL 4 SPRITE 13,,5*8,46 SPRITE 13 SIZE 0 PAL 4 SPRITE 14,,6*8,45 SPRITE 14 SIZE 0 PAL 4 SPRITE 15,,8*8,44 SPRITE 15 SIZE 0 PAL 4 SPRITE 16,,9*8,59 SPRITE 16 SIZE 0 PAL 4 SPRITE 17,,11*8,58 SPRITE 17 SIZE 0 PAL 4 FX(2,0)=1 FX(2,1)=4 FX(2,2)=1 FX(2,3)=4 BFQ=80 BSPR=28 BSPEED=-3 ELSE IF IGAME=3 THEN PALETTE 0,0,,, PAL 0 BG FILL 0,14 TO 19,15 CHAR 25 PAL 2 BG FILL 5,0 TO 14,0 CHAR 32 RESTORE B3 FOR I=1 TO 7 READ BONUS(I) NEXT I B3: DATA 50,20,10,5,30,30,0 ES(1)=0.5 ES(2)=0.6 ES(3)=0.7 ES(4)=0.8 ES(5)=0.9 ES(6)=1 ES(7)=0.1 SPRITE 11,,1*8,64 SPRITE 11 SIZE 1 PAL 5 SPRITE 12,,3*8,66 SPRITE 12 SIZE 1 PAL 5 SPRITE 13,,5*8,84 SPRITE 13 SIZE 0 PAL 5 SPRITE 14,,6*8,84 SPRITE 14 SIZE 0 PAL 5 SPRITE 15,,7*8,85 SPRITE 15 SIZE 0 PAL 5 SPRITE 16,,8*8,85 SPRITE 16 SIZE 0 PAL 5 SPRITE 17,,9*8,70 SPRITE 17 SIZE 1 PAL 5 FX(3,0)=5 FX(3,1)=6 FX(3,2)=1 FX(3,3)=6 BFQ=50 BSPR=41 BSPEED=-1 ELSE IF IGAME=4 THEN PALETTE 0,19,,, PAL 0 BG FILL 0,14 TO 19,15 CHAR 25 PAL 2 BG FILL 5,0 TO 14,0 CHAR 32 RESTORE B4 FOR I=1 TO 7 READ BONUS(I) NEXT I B4: DATA 50,20,10,5,30,0,0 ES(1)=0.5 ES(2)=0.6 ES(3)=0.7 ES(4)=0.8 ES(5)=0.9 ES(6)=0.2 ES(7)=1 SPRITE 11,,1*8,76 SPRITE 11 SIZE 3 PAL 0 SPRITE 12,,2.5*8,73 SPRITE 12 SIZE 2 PAL 0 SPRITE 13,,3.5*8,104 SPRITE 13 SIZE 1 PAL 0 SPRITE 14,,5*8,122 SPRITE 14 SIZE 0 PAL 0 SPRITE 15,,6*8,123 SPRITE 15 SIZE 0 PAL 0 SPRITE 16,,7*8,96 SPRITE 16 SIZE 1 PAL 0 SPRITE 17,,9*8,100 SPRITE 17 SIZE 1 PAL 0 FX(3,0)=5 FX(3,1)=6 FX(3,2)=1 FX(3,3)=6 BFQ=30 BSPR=72 BSPEED=-1 END IF PSCORE=0 CSCORE=0 GSPEED=200 ITIME=TIMER+GSPEED XCHAR=14 ICHAR=0 GAMEOVER=0 PLAYERHIT=0 PLAYERWAIT=0 CWIN=200 SPRITE 10,45,13*8,PD BMODE=0 BDEPTH=0 DO 'GAME-OVER TIMER IF TIMER>ITIME THEN ITIME=TIMER+GSPEED INC ICHAR PAL 2 CELL XCHAR,0,32+ICHAR IF ICHAR=8 THEN DEC XCHAR ICHAR=0 IF XCHAR=4 THEN GAMEOVER=1 PLAYERHIT=1 PALETTE 0,2,,, IF PSCORE>CSCORE THEN INC GWIN(IGAME) IF PSCORE>GTOP(IGAME) THEN GTOP(IGAME)=PSCORE ELSE INC GLOSE(IGAME) END IF POKE ($E000+IGAME),GWIN(IGAME) POKE ($E000+4+IGAME),GLOSE(IGAME) POKEW($E000+8+IGAME*2),GTOP(IGAME) END IF END IF END IF IF IGAME=1 THEN GOSUB GAME1 ELSE IF IGAME=2 THEN GOSUB GAME2 ELSE IF IGAME=3 THEN GOSUB GAME3 ELSE IF IGAME=4 THEN GOSUB GAME4 'MOVE PLAYER IF GAMEOVER=0 AND PLAYERHIT=0 THEN LR=LEFT(0) OR RIGHT(0) IF UP TAP(0) AND PD>9 AND NOT LR THEN ADD PD,-1,9 TO 13 IF DOWN TAP(0) AND PD<13 AND NOT LR THEN ADD PD,1,9 TO 13 IF LEFT(0) AND PX>8 THEN DEC PX IF RIGHT(0) AND PX<142 THEN INC PX IF BUTTON TAP(0,0) AND BY<0 THEN BY=100 BX=PX SPRITE 0,BX,BY,BSPR BA=(PD-11)/2 PLAY 0,BFQ,0 SOUND FX(IGAME,0) END IF ELSE IF BUTTON (0,1) THEN GOTO TITLE END IF 'MOVE PLAYER BULLET IF BMODE=0 THEN IF BY>=0 THEN INC BDEPTH IF BUTTON TAP(0,1) AND IGAME=4 THEN BMODE=1 IBOOM=BDEPTH END IF BX=BX+BA BY=BY+BSPEED IF BY<0 THEN STOP 0 BMODE=0 END IF SPRITE 0,BX,BY,BSPR END IF ELSE IF BMODE=1 THEN DEC BDEPTH PLAY 0,60,1 SOUND 7 IF BDEPTH<=0 THEN SPRITE 0,,,88 BMODE=2 BBX=BX BBY=BY PLAY 0,90,10 SOUND 7 END IF ELSE IF BMODE=2 THEN SPRITE 0,BBX+RND(8)-RND(4),BBY+RND(16)-RND(8),88 DEC IBOOM IF IBOOM<=0 THEN BMODE=3 ELSE IF BMODE=3 THEN BY=-1 BMODE=0 SPRITE 0,0,0,0 END IF 'PLAYER WAS HIT IF PLAYERWAIT>0 THEN DEC PLAYERWAIT IF PLAYERWAIT=0 THEN PLAYERHIT=0 PX=45 END IF END IF SPRITE 10,PX,,PD PAL 1 NUMBER 0,0,PSCORE,5 NUMBER 15,0,CSCORE,5 IF PAUSE THEN GOTO TITLE WAIT VBL LOOP GAME1: 'ADD AN ENEMY ONTO THE SCREEN IF RND(10)=0 THEN IE=RND(7) IF EX(IE)>160 THEN II=IE+10 DX(IE)=RND(1)*2-1 IF DX(IE)=1 THEN SPRITE II FLIP 0,0 ELSE SPRITE II FLIP 1,0 IF DX(IE)<0 THEN EX(IE)=160 ELSE EX(IE)=-20 END IF END IF 'PROCESS ALL 7 ENEMIES OR BULLETS FOR I=1 TO 7 II=I+10 'PROCESS ENEMY BULLET IF FY(I)>0 THEN 'MOVE BULLET FY(I)=FY(I)+1 SPRITE I,,FY(I), IF FY(I)>128 THEN FY(I)=0 REM 'HIT PLAYER? IF SPRITE HIT(10,I) AND GAMEOVER=0 THEN CSCORE=CSCORE+CWIN CWIN=CWIN+200 PLAYERHIT=1 PX=160 SPRITE 0,PX,, PLAY 3,70,1 SOUND FX(IGAME,3) PLAYERWAIT=60*5 END IF END IF 'PROCESS ENEMY IF EX(I)<=160 THEN 'ENEMY, FIRE BULLET? IF FY(I)=0 AND RND(100)=0 AND EX(I)>0 AND I<5 AND GAMEOVER=0 THEN FY(I)=SPRITE.Y(II)+8 SPRITE I,EX(I)+4,FY(I),27 PLAY 2,40,1 SOUND FX(IGAME,2) END IF 'MOVE ENEMY EX(I)=EX(I)+DX(I)*ES(I) SPRITE II,EX(I),, IF EX(I)<-20 THEN EX(I)=161 IF SPRITE HIT(II,0) AND GAMEOVER=0 THEN EX(I)=161 SPRITE II,161,, IL=12-(SPRITE.Y(II)\8) PSCORE=PSCORE+(BONUS(I)+IL)*5 BY=0 SPRITE 0,,0, PLAY 1,50,1 SOUND FX(IGAME,1) END IF END IF NEXT I 'END OF GAME1 ENEMY CODE RETURN GAME2: 'ADD AN ENEMY ONTO THE SCREEN IF RND(10)=0 THEN IE=RND(7) IF EX(IE)>160 THEN II=IE+10 DX(IE)=RND(1)*2-1 EH(IE)=0 IF DX(IE)=1 THEN SPRITE II FLIP 0,0 ELSE SPRITE II FLIP 1,0 IF DX(IE)<0 THEN EX(IE)=160 ELSE EX(IE)=-20 END IF END IF 'PROCESS ALL 7 ENEMIES OR BULLETS FOR I=1 TO 7 II=I+10 'PROCESS ENEMY BULLET IF FY(I)>0 THEN 'MOVE BULLET FY(I)=FY(I)+1 SPRITE I,,FY(I), IF FY(I)>128 THEN FY(I)=0 REM 'HIT PLAYER? IF SPRITE HIT(10,I) AND GAMEOVER=0 THEN CSCORE=CSCORE+CWIN CWIN=CWIN+200 PLAYERHIT=1 PX=160 SPRITE 0,PX,, PLAY 3,25,10SOUND FX(IGAME,3) PLAYERWAIT=60*5 END IF END IF 'PROCESS ENEMY IF EX(I)<=160 THEN 'ENEMY, FIRE BULLET? IF FY(I)=0 AND RND(100)=0 AND EX(I)>0 AND I<5 AND GAMEOVER=0 THEN FY(I)=SPRITE.Y(II)+8 SPRITE I,EX(I)+4,FY(I),29 PLAY 2,30+10*I,1 SOUND FX(IGAME,2) END IF 'HIDE ENEMY IF EX(I)>0 AND EX(I)<150 AND RND(250)=0 AND I<6 THEN EH(I)=1 IF I=1 OR I=2 THEN SPR=63 ELSE SPR=65-I SPRITE II,,,SPR END IF 'UNHIDE AND RUN IF EH(I)=1 AND RND(250)=0 THEN EH(I)=0 IF I=1 OR I=2 THEN SPR=47 ELSE SPR=49-I SPRITE II,,,SPR DX(I)=RND(1)*2-1 IF DX(I)=1 THEN SPRITE II FLIP 0,0 ELSE SPRITE II FLIP 1,0 END IF 'MOVE ENEMY IF EH(I)=0 THEN EX(I)=EX(I)+DX(I)*ES(I) SPRITE II,EX(I),, IF EX(I)<-20 THEN EX(I)=161 END IF IF SPRITE HIT(II,0) AND GAMEOVER=0 THEN IF EH(I)=0 THEN IF I<=5 THEN EX(I)=161 SPRITE II,161,, IL=12-(SPRITE.Y(II)\8) PSCORE=PSCORE+(BONUS(I)+IL)*5 BY=0 SPRITE 0,,0, PLAY 1,40,10 SOUND FX(IGAME,1) ELSE BY=0 END IF ELSE BY=0 END IF END IF END IF NEXT I 'END OF GAME2 ENEMY CODE RETURN GAME3: 'ADD AN ENEMY ONTO THE SCREEN IF RND(10)=0 THEN IE=RND(7) IF EX(IE)>160 THEN II=IE+10 DX(IE)=RND(1)*2-1 IF DX(IE)=1 THEN SPRITE II FLIP 0,0 ELSE SPRITE II FLIP 1,0 IF DX(IE)<0 THEN EX(IE)=160 ELSE EX(IE)=-20 END IF END IF 'PROCESS ALL 7 ENEMIES OR BULLETS FOR I=1 TO 7 II=I+10 'PROCESS ENEMY BULLET IF FY(I)>0 THEN 'MOVE BULLET FY(I)=FY(I)+1 ER(I)=ER(I)+0.3 RX=RND*ER(I) RY=RND*ER(I) SPRITE I,ERX(I)+RX,FY(I)+RY, IF FY(I)>128 THEN FY(I)=0 REM 'HIT PLAYER? IF SPRITE HIT(10,I) AND GAMEOVER=0 THEN CSCORE=CSCORE+CWIN CWIN=CWIN+200 PLAYERHIT=1 PX=160 SPRITE 0,PX,, PLAY 3,70,1 SOUND FX(IGAME,3) PLAYERWAIT=60*5 END IF END IF 'PROCESS ENEMY IF EX(I)<=160 THEN 'ENEMY, FIRE BULLET? IF FY(I)=0 AND RND(100)=0 AND I<7 AND EX(I)>0 AND I<5 AND GAMEOVER=0 THEN FY(I)=SPRITE.Y(II)+8 ERX(I)=EX(I)+4 SPRITE I,ERX(I),FY(I),42 PLAY 2,40,1 SOUND FX(IGAME,2) ER(I)=0 END IF 'MOVE ENEMY EX(I)=EX(I)+DX(I)*ES(I) SPRITE II,EX(I),, IF EX(I)<-20 THEN EX(I)=161 IF SPRITE HIT(II,0) AND GAMEOVER=0 THEN IF I<7 THEN EX(I)=161 SPRITE II,161,, IL=12-(SPRITE.Y(II)\8) PSCORE=PSCORE+(BONUS(I)+IL)*5 BY=0 SPRITE 0,,0, PLAY 1,50,1 SOUND FX(IGAME,1) ELSE BY=0 END IF END IF END IF NEXT I 'END OF GAME3 ENEMY CODE RETURN GAME4: 'PROCESS ALL 7 ENEMIES IF RND(200)=0 THEN C16=SPRITE.C(16) ADD C16,2,96 TO 98 SPRITE 16,,,C16 END IF IF RND(50)=0 THEN C17=SPRITE.C(17) ADD C17,2,100 TO 102 SPRITE 17,,,C17 END IF FOR I=1 TO 7 II=I+10 'ADD AN ENEMY ONTO THE SCREEN IF EX(I)>160 THEN IF RND(25)=0 OR I>=6 THEN DX(I)=RND(1)*2-1 IF DX(I)=1 THEN SPRITE II FLIP 0,0 ELSE SPRITE II FLIP 1,0 IF DX(I)<0 THEN EX(I)=160 ELSE EX(I)=-20 END IF END IF 'PROCESS ENEMY IF EX(I)<=160 THEN 'MOVE ENEMY EX(I)=EX(I)+DX(I)*ES(I) SPRITE II,EX(I),, IF EX(I)<-20 THEN EX(I)=161 IF SPRITE HIT(II,0) AND GAMEOVER=0 THEN IF I<6 THEN IF BMODE=2 THEN BMODE=3 EX(I)=161 SPRITE II,161,, IL=12-(SPRITE.Y(II)\8) PSCORE=PSCORE+(BONUS(I)+IL)*5 BY=0 SPRITE 0,,0, PLAY 1,50,1 SOUND FX(IGAME,1) END IF ELSE CSCORE=CSCORE+CWIN CWIN=CWIN+200 PLAYERHIT=1 PX=160 SPRITE 0,PX,,88 WAIT VBL PLAY 3,70,1 SOUND FX(IGAME,3) PLAYERWAIT=60*5 BY=0 BMODE=3 END IF END IF END IF NEXT I 'END OF GAME4 ENEMY CODE RETURN #1:MAIN PALETTES 073F1700003F3F0100303C0C00000F2A 003F0810003F302A003F2A15003F2A15 #2:MAIN CHARACTERS 00000000000000000000000000000000 003E08BEFA1E0000003E08BEFA1E0000 000000000000407F000000000000407F 0000000000007CFE0000000000007CFE 000000000000000003070F0F1F1F1F0F 0000000000000000C0E0F0F0F8F8F8F0 000000000000417F000000000000417F 0000000000E0C0F00000000000E0C0F0 000406FF060400000000000000000000 0080402010387C7C000000000000387C 0020201010387C7C000000000000387C 0010101010387C7C000000000000387C 00040408081C3E3E0000000000001C3E 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