General Information
Author: Sam Teague
Language: ACTION!
MODULE; BACKTRAK.ACT
; by Sam Teague
BYTE Stick0=$278, Trig0=$D010,
ChBas=$2F4, Time=$14,
MemTop=$6A, Color0=$2C4,
Color1=$2C5, Color2=$2C6,
Color3=$2C7, Color4=$2C8,
GraCtl=$D01D, GPrior=$26F,
SDmaCtl=$22F, PMBase=$D407,
Nmien=$D40E, WSync=$D40A,
Con=$D01F, Atract=$4D,
HPos0=$D000, HPos1=$D001,
HPos2=$D002, HPos3=$D003,
PMColor0=$2C0, PMColor1=$2C1,
PMColor2=$2C2, PMColor3=$2C3,
P0PF=$D004, P2PF=$D006,
P3PF=$D007, P0PL=$D00C,
HPosM0=$D004, HPosM1=$D005,
HPosM2=$D006, HPosM3=$D007,
HitClr=$D01E, CrSinh=$2F0,
StickFlag, SpaceFlag,
Dots, OldMemTop, Screen, Speed,
X, Y, X0, Y0, X1, Y1, X2, Y2,
X3, Y3, OldX0, OldY0, OldX2,
OldY2, OldX3, OldY3,
RobotCount1, RobotCount2,
BirdCount, Image0, Image1,
DotSound, BonusSound, DoorSound,
Lives, StartSpeed
INT RobotSpeed1, RobotSpeed2,
BirdDist, RobotDist1,
RobotDist2, Score, HighScore
CARD VDsLst=$200, SDLst=$230,
ScRam=$58
BYTE POINTER PMRam, Player0, Player1,
Player2, Player3,
MissleBase
BYTE ARRAY String(10)
; GOOD GUY PLAYER
BYTE ARRAY
Player0Data0= ;DOWN
[0 0 0 24 36 36 36 24 60 24 0 0 0 0],
Player0Data1= ;UP
[0 0 0 24 60 60 60 24 60 24 0 0 0 0],
Player0Data2= ;LEFT
[0 0 0 24 44 44 44 24 56 24 0 0 0 0],
Player0Data3= ;RIGHT
[0 0 0 24 52 52 52 24 28 24 0 0 0 0]
; BIRD PLAYER
BYTE ARRAY
Player1Data0=
[0 0 0 24 36 60 24 219
126 60 36 0 0 0],
Player1Data1=
[0 0 0 24 36 60 24 24
126 255 36 0 0 0],
Player1Data2=
[0 0 0 24 36 60 24 24
255 60 36 0 0 0]
; ROBOT PLAYER
BYTE ARRAY
Player2Data0=
[0 0 0 255 152 60 102
219 189 36 66 0 0 0],
Player2Data1=
[0 0 0 60 56 60 102 219
189 36 24 0 0 0],
Player2Data2=
[0 0 0 255 29 60 102 219
189 36 24 0 0 0],
Player2Data3=
[0 0 0 60 28 60 102 219
189 36 36 0 0 0]
;FACE, HANDS & FEET PLAYER
BYTE ARRAY
Player3Data0=
[0 0 0 0 36 36 36 0 189 0 153 0 0 0],
Player3Data1=
[0 0 0 0 36 36 36 0 189 0 153 0 0 0],
Player3Data2=
[0 0 0 0 36 36 36 0 1 0 44 0 0 0],
Player3Data3=
[0 0 0 0 36 36 36 0 128 0 52 0 0 0]
CARD ARRAY PMData0(4), PMData1(4),
PMData2(4), PMData3(4),
MissleData(4)
PROC Move_Set()
BYTE i, chnum, bit
BYTE POINTER base, dest
BYTE ARRAY chars=
[ 255 255 255 255 255 255 255 255
127 127 127 127 127 127 127 0
0 254 254 254 254 254 254 254
254 254 254 254 254 254 254 0
0 127 127 127 127 127 127 127
0 255 255 255 255 255 255 255
127 127 127 127 127 127 127 127
254 254 254 254 254 254 254 254
0 90 60 66 66 60 90 0
0 255 231 129 129 231 255 0
0 254 254 254 254 254 254 0
0 0 0 24 36 24 0 0
0 126 126 126 126 126 126 126
126 126 126 126 126 126 126 0
0 127 127 127 127 127 127 0
0 255 255 255 255 255 255 0
126 126 126 126 126 126 126 126
255 255 255 255 255 255 255 0
0 24 24 126 24 60 102 0]
MemTop==-8
Graphics(17)
SDmaCtl=0
base=(MemTop)*$100
MoveBlock(base,$E000,$400)
bit=0
chnum=1
DO
dest=base+8*chnum
FOR i=0 TO 7
DO
dest^=chars(bit)
dest==+1 bit==+1
OD
IF chnum=1 THEN chnum=3
ELSEIF chnum<12 THEN chnum==+1
ELSEIF chnum=12 THEN chnum=14
ELSEIF chnum=14 THEN chnum=15
ELSEIF chnum=15 THEN chnum=26
ELSEIF chnum=26 THEN chnum=27
ELSEIF chnum=27 THEN chnum=29
ELSEIF chnum=29 THEN chnum=30
ELSEIF chnum=30 THEN chnum=32
ELSEIF chnum=32 THEN chnum=56
ELSEIF chnum=56 THEN chnum=57
FI
UNTIL chnum>56
OD
RETURN
PROC Dli=*()
BYTE color1=$D017, color2=$D018
[$48 ; PHA
$8D WSync] ; STA WSync
color1=14 ; Luminance
color2=4 ; Gray background
[$68 ; PLA
$40] ; RTI
PROC SetDLI()
VDsLst=Dli
Nmien=$C0
RETURN
PROC Delay(BYTE jiffies)
jiffies==+Time
DO UNTIL jiffies=Time OD
RETURN
BYTE FUNC CheckLocate(BYTE x0,y0)
BYTE errflag
errflag=0
IF x0>53 AND x0<200 AND y0>26
AND y0<200 THEN
errflag=1
FI
RETURN(errflag)
PROC Song()
BYTE ctr
FOR ctr=1 TO 2
DO
Sound(0,108,10,8) Delay(18)
Sound(0,96,10,8) Delay(9)
Sound(0,91,10,8) Delay(9)
Sound(0,81,10,8) Delay(18)
Sound(0,91,10,8) Delay(9)
Sound(0,96,10,8) Delay(9)
OD
Sound(0,121,10,8) Delay(18)
Sound(0,108,10,8) Delay(9)
Sound(0,96,10,8) Delay(9)
Sound(0,91,10,8) Delay(18)
Sound(0,96,10,8) Delay(9)
Sound(0,108,10,8) Delay(9)
Sound(0,121,10,8) Delay(54)
Sound(0,0,0,0) Delay(10)
RETURN
PROC Color(BYTE C0, BYTE C1, BYTE C2,
BYTE C3, BYTE C4)
Color0=C0
Color1=C1
Color2=C2
Color3=C3
Color4=C4
RETURN
PROC Sype(BYTE ARRAY temp_str
BYTE POINTER address)
BYTE i
BYTE ARRAY ataint=[$40 $00 $20 $60]
FOR i=1 TO temp_str(0)
DO
IF temp_str(i)#155 THEN
address^=ataint((temp_str(i)
RSH 5)&3)%(temp_str(i)&$9F)
address==+1
FI
OD
RETURN
PROC High_Score()
StrI(HighScore,String)
Sype(String,ScRam+493)
Sype(" ",ScRam+468)
RETURN
PROC BGNoise()
BYTE N=[40], S=[50], bgcount=[0]
bgcount==+1
IF bgcount=5 THEN
Sound(0,N,10,2)
N==+2
IF N>=S THEN
N==-4
S=N
IF S=40 THEN
S=50
FI
FI
bgcount=0
FI
RETURN
PROC Inst()
Graphics(0)
CrSinh=1
Color(0,8,0,8,0)
SDmaCtl=$00
Position(0,1) Print(" ")
Sype("BACKTRACK",ScRam+14)
Sype("Your Mission is to get all of the",ScRam+81)
Sype("pulsating globules in the maze with",ScRam+121)
Sype("as little backtracking as possible.",ScRam+161)
Sype("Each globule is worth one point. Each",ScRam+201)
Sype("empty space will cost you one point.",ScRam+241)
Sype("You have 3 lives. If you touch one of",ScRam+281)
Sype("the robots you lose a life. An extra ",ScRam+321)
Sype("life is awarded at 3,000 points. If",ScRam+361)
Sype("you touch the bird it will cost you 50",ScRam+401)
Sype("points. If you open one of the doors",ScRam+441)
Sype("in the walls you will recieve 100 extra",ScRam+481)
Sype("points. If you touch a multi-color ",ScRam+521)
Sype("bonus globule your score is increased",ScRam+561)
Sype("by the number of globules you've ",ScRam+601)
Sype("already gotten on that maze. You must ",ScRam+641)
Sype("return to home base after getting all ",ScRam+681)
Sype("the globules. There are 3 screens. ",ScRam+721)
Sype("When you finish screen 3 you are ",ScRam+761)
Sype("returned to screen 1 and the action ",ScRam+801)
Sype("speeds up. Press the fire button to ",ScRam+841)
Sype("pause. Move the stick to resume play.",ScRam+881)
Sype(" PRESS START FOR GAME.",ScRam+921)
SDmaCtl=62
DO
UNTIL Con=6
OD
DO
UNTIL Con#6
OD
RETURN
PROC Title()
Graphics(17)
Color(118,50,22,8,0)
Sype("BACK TRACK",ScRam+65)
Sype("by",ScRam+149)
Sype("sam teague",ScRam+165)
Sype("press option",ScRam+304)
Sype("FOR LEVEL",ScRam+325)
Sype("press select",ScRam+364)
Sype("FOR INSTRUCTIONS",ScRam+382)
Sype("press start",ScRam+424)
Sype("TO PLAY",ScRam+446)
Speed=3
DO
UNTIL Con#6
OD
DO
Delay(10)
IF Con=3 THEN
Sype(" ",ScRam+244)
Speed==-1
IF Speed=0 THEN
Speed=3
FI
FI
IF Speed=3 THEN
Sype("BEGINNER",ScRam+246)
ELSEIF Speed=2 THEN
Sype("INTERMEDIATE",ScRam+244)
ELSEIF Speed=1 THEN
Sype("ADVANCED",ScRam+246)
FI
IF Con=5 THEN Inst() EXIT FI
UNTIL Con=6 OR Trig0=0
OD
StartSpeed=Speed
DO
UNTIL Con#6 AND Trig0#0
OD
RETURN
PROC Reset()
Zero(PMRam+$300,$500)
X0=64 Y0=197 X1=47 Y1=29 X2=88
Y2=101 X3=160 Y3=101
RobotSpeed1=4 RobotSpeed2=4
RobotDist1=0 RobotDist2=0
RobotCount1=7 RobotCount2=7
OldX0=X0 OldY0=Y0 OldX2=X2 OldY2=Y2
OldX3=X3 OldY3=Y3 BirdCount=0
BirdDist=0 StickFlag=7
Image0=0 Image1=0
DotSound=0 BonusSound=0 DoorSound=0
RETURN
PROC Hit_Bad_Guy()
SndRst()
DoorSound=0 BonusSound=0
Sound(0,81,10,8) Delay(5)
Sound(0,91,10,8) Delay(5)
Sound(0,96,10,8) Delay(5)
Sound(0,108,10,8) Delay(5)
Sound(0,121,10,8) Delay(10)
SndRst()
RETURN
PROC Modify_Display_List()
CARD dlistaddr=$230
BYTE POINTER dlistpntr
dlistpntr=dlistaddr+26
dlistpntr^==+128 ; Set DLI
dlistpntr=dlistaddr+28
dlistpntr^=2 ; Graphics 0 line
RETURN
PROC Init()
Screen=1 Lives=3 Score=0 Dots=0
PMData0(0)=Player0Data0
PMData0(1)=Player0Data1
PMData0(2)=Player0Data2
PMData0(3)=Player0Data3
PMData1(0)=Player1Data0
PMData1(1)=Player1Data2
PMData1(2)=Player1Data1
PMData1(3)=Player1Data2
PMData2(0)=Player2Data0
PMData2(1)=Player2Data1
PMData2(2)=Player2Data2
PMData2(3)=Player2Data3
PMData3(0)=Player2Data0
PMData3(1)=Player2Data1
PMData3(2)=Player2Data2
PMData3(3)=Player2Data3
MissleData(0)=Player3Data0
MissleData(1)=Player3Data1
MissleData(2)=Player3Data2
MissleData(3)=Player3Data3
PMRam=(MemTop)*$100
MissleBase=PMRam+$300
Player0=PMRam+$400
Player1=PMRam+$500
Player2=PMRam+$600
Player3=PMRam+$700
Zero(PMRam+$300,$500)
ChBas=MemTop PMBase=MemTop
Modify_Display_List()
GPrior=17 GraCtl=3
PMColor0=66 PMColor1=34
PMColor2=6 PMColor3=162
Reset()
High_Score()
RETURN
PROC Maze1()
SDmaCtl=$00
Sype("!@@@@@@@@@@@@@@@@@@!",ScRam)
Sype(")
(",ScRam+20)
Sype(")&'$&'$(",ScRam+40)
Sype(")#!!!%&$#!!!%(",ScRam+60)
Sype(")(!)(!!)(!)(",ScRam+80)
Sype("!$#@%&!!!!$#@%&!",ScRam+100)
Sype("!)(!!!!)(!",ScRam+120)
Sype("!!$&!!!!!!$&!!",ScRam+140)
Sype("@@@,;@@@@@@@@,;@@@",ScRam+160)
Sype(" ",ScRam+180)
Sype("$*;==========,*&",ScRam+200)
Sype(")(",ScRam+220)
Sype(")&',;'$(",ScRam+240)
Sype(")(!@%&$#@!)(",ScRam+260)
Sype(")()&!!!!$()(",ScRam+280)
Sype(")()&'!!!!!!'$()(",ScRam+300)
Sype(")()(!!!!!!!!)()(",ScRam+320)
Sype(")#%#@@@@@@@@%#%(",ScRam+340)
Sype(")(",ScRam+360)
Sype("!==='==,;==!",ScRam+380)
Sype(") #(!!!!",ScRam+400)
Sype(") (!!!!",ScRam+420)
Sype("!!!!!!",ScRam+440)
SDmaCtl=62
RETURN
PROC Maze2() SDmaCtl=$00 Sype("!@@@@@@@@@@@@@@@@@@!",ScRam) Sype(")(",ScRam+20) Sype(")&'$&=====$(",ScRam+40) Sype(")#@%#@%(!)(",ScRam+60) Sype(")&$(!)(",ScRam+80) Sype("!'===$#@@%#@)(",ScRam+100) Sype("!%(!%:(",ScRam+120) Sype(")&$()&'=,*(",ScRam+140) Sype("%;@%#%;@@@%/#",ScRam+160) Sype(" &') ",ScRam+180) Sype("'$&====@@)&",ScRam+200) Sype("!)#!!!@@%>(",ScRam+220) Sype("!)(!%&===,>(",ScRam+240) Sype("!!$#%&)>(",ScRam+260) Sype("!!)&!!!)&',*>(",ScRam+280) Sype("!@@===@@@@%()>(",ScRam+300) Sype(")()&)(",ScRam+320) Sype(");=======,()()(",ScRam+340) Sype(")()()(",ScRam+360) Sype("!=='$(%#)(",ScRam+380) Sype(") #@@@@@@%::(",ScRam+400) Sype(") /(",ScRam+420) Sype("!!'!",ScRam+440) SDmaCtl=62 RETURN
PROC Maze3() SDmaCtl=$00 Sype("!@@@@@@@@@@@@@@@@@@!",ScRam) Sype(")(",ScRam+20) Sype(")(",ScRam+40) Sype(")(",ScRam+60) Sype(")(",ScRam+80) Sype("%#",ScRam+100) Sype(" ** ",ScRam+120) Sype("$&",ScRam+140) Sype(")(",ScRam+160) Sype(")(",ScRam+180) Sype(")(",ScRam+200) Sype(")(",ScRam+220) Sype("!',;'!",ScRam+240) Sype(" #!@%&$#@!% ",ScRam+260) Sype(" )&!!!!$( ",ScRam+280) Sype(" )&'!!!!!!'$( ",ScRam+300) Sype(" )(!!!!!!!!)( ",ScRam+320) Sype(" )#@@@@@@@@%( ",ScRam+340) Sype(" &)($ ",ScRam+360) Sype("!@@@'==,;=='!!!!",ScRam+380) Sype(") :(!!!!",ScRam+400) Sype(") (!!!!",ScRam+420) Sype("!!!!!!",ScRam+440) SDmaCtl=62 RETURN
PROC Life_Display() BYTE ctr Sype(" ",ScRam+477) FOR ctr=1 TO Lives DO Sype("X",ScRam+476+ctr) OD RETURN
PROC Over() Sype("**************",ScRam+103) Sype("* game over *",ScRam+123) Sype("*press start*",ScRam+143) Sype("**************",ScRam+163) DO UNTIL Con=6 OR Trig0=0 OD IF Score>HighScore THEN HighScore=Score FI Score=0 Dots=0 Lives=3 High_Score() Screen=1 Speed=StartSpeed Color(194,10,240,246,0) Maze1() Life_Display() DO UNTIL Trig0#0 AND Con#6 OD RETURN
PROC NextMaze() Reset() SndRst() Song() Dots=0 Screen==+1 IF Screen=2 THEN Color(114,8,240,246,0) Maze2() ELSEIF Screen=3 THEN Color(20,10,240,246,0) Maze3() ELSEIF Screen=4 THEN Speed==-1 IF Speed<1 THEN Speed=1 FI Color(194,10,240,246,0) Screen=1 Maze1() FI RETURN
PROC PosPlayer() HitClr=0 HPosM0=X0 HPosM1=X0+2 HPosM2=X0+4 HPosM3=X0+6 HPos0=X0 MoveBlock(Player0+Y0,PMData0(Image1) ,14) HPos1=X1 MoveBlock(Player1+Y1,PMData1(Image0) ,14) HPos2=X2 MoveBlock(Player2+Y2,PMData2(Image0) ,14) HPos3=X3 MoveBlock(Player3+Y3,PMData3(Image0) ,14) MoveBlock(MissleBase+Y0, MissleData(Image1),14) RETURN
PROC Score_Display() StrI(Score,String) Sype(" ",ScRam+468) Sype(String,ScRam+468) RETURN
PROC Flash() BYTE blink blink==+1 IF blink>7 THEN IF Color1>10 THEN Color1=10 ELSE Color1=54 FI Color2=Rand(255) blink=0 FI RETURN
PROC Sounds() IF DoorSound THEN DoorSound==-1 IF DoorSound<15 THEN Sound(2,72,10,8) Sound(3,60,10,8) ELSE Sound(2,60,10,8) Sound(3,47,10,8) FI ELSEIF BonusSound THEN BonusSound==-1 IF BonusSound<15 THEN Sound(2,29,10,8) Sound(3,35,10,8) ELSE Sound(2,35,10,8) Sound(3,45,10,8) FI ELSE Sound(2,0,0,0) Sound(3,0,0,0) FI IF DotSound THEN DotSound==-1 Sound(1,125,10,8) ELSE Sound(1,0,0,0) FI RETURN
PROC Pause() SndRst() DO UNTIL Stick(0)<>15 OD RETURN PROC Animate() BYTE count count==+1 IF count>4 THEN count=0 Image0==+1 IF Image0=4 THEN Image0=0 FI FI RETURN
PROC Move_Stick() BYTE stickdir StickFlag==+1 IF StickFlag>7 THEN ; Go through tunnel IF X0<48 THEN X0=200 ELSEIF X0>200 THEN X0=48 FI OldX0=X0 OldY0=Y0 stickdir=Stick0 StickFlag=0 IF SpaceFlag=1 THEN X=(X0-46)/8 Y=(Y0-24)/8 IF X0<80 AND Y0>184 THEN Score==+1 FI IF CheckLocate(X0,Y0)=1 THEN IF Locate(X,Y)=' THEN Score==-1 FI FI FI IF stickdir=15 OR stickdir=10 OR stickdir=6 OR stickdir=9 OR stickdir=5 THEN SpaceFlag=0 ELSE SpaceFlag=1 Atract=0 FI FI IF stickdir=14 THEN Y0==-1 Image1=1 ELSEIF stickdir=7 THEN X0==+1 Image1=3 ELSEIF stickdir=13 THEN Y0==+1 Image1=0 ELSEIF stickdir=11 THEN X0==-1 Image1=2 FI RETURN
PROC Move_Bird() BYTE dir, time, count=[0] count==+1 IF BirdCount THEN BirdCount==-1 FI IF count=Speed THEN IF BirdDist<1 THEN dir=Rand(9) BirdDist=Rand(40) FI IF BirdCount=0 THEN IF dir=1 THEN Y1==-1 ELSEIF dir=2 THEN X1==+1 Y1==-1 ELSEIF dir=3 THEN X1==+1 ELSEIF dir=4 THEN X1==+1 Y1==+1 ELSEIF dir=5 THEN Y1==+1 ELSEIF dir=6 THEN X1==-1 Y1==+1 ELSEIF dir=7 THEN X1==-1 ELSEIF dir=8 THEN X1==-1 Y1==-1 FI FI BirdDist==-1 count=0 FI RETURN
INT FUNC ABS(INT i) IF i<0 THEN i=-i FI RETURN(i)
PROC Move_Robot1() BYTE robotdir INT disx, disy RobotSpeed1==+1 IF RobotSpeed1>Speed-1 THEN RobotSpeed1=0 RobotCount1==+1 IF RobotCount1>7 THEN RobotCount1=0 IF X2<48 THEN X2=200 ELSEIF X2>200 THEN X2=48 FI OldX2=X2 OldY2=Y2 RobotDist1==-1 IF RobotDist1<1 THEN RobotDist1=Rand(8) IF Rand(3)#2 THEN disx=ABS(X0-X2) disy=ABS(Y0-Y2) IF disx>disy THEN IF X2>X0 THEN robotdir=4 ELSE robotdir=2 FI ELSE IF Y2>Y0 THEN robotdir=1 ELSE robotdir=3 FI FI ELSE robotdir=Rand(5) FI FI FI ;Adjust coordinates for robot IF robotdir=1 THEN Y2==-1 ELSEIF robotdir=2 THEN X2==+1 ELSEIF robotdir=3 THEN Y2==+1 ELSEIF robotdir=4 THEN X2==-1 FI FI RETURN
PROC Move_Robot2() BYTE robotdir INT disx, disy RobotSpeed2==+1 IF RobotSpeed2>Speed-1 THEN RobotSpeed2=0 RobotCount2==+1 IF RobotCount2>7 THEN RobotCount2=0 IF X3<48 THEN X3=200 ELSEIF X3>200 THEN X3=48 FI OldX3=X3 OldY3=Y3 RobotDist2==-1 IF RobotDist2<1 THEN RobotDist2=Rand(8) IF Rand(3)#2 THEN disx=ABS(X0-X3) disy=ABS(Y0-Y3) IF disx>disy THEN IF X3>X0 THEN robotdir=4 ELSE robotdir=2 FI ELSE IF Y3>Y0 THEN robotdir=1 ELSE robotdir=3 FI FI ELSE robotdir=Rand(5) FI FI FI ;Adjust coordinates for robot IF robotdir=1 THEN Y3==-1 ELSEIF robotdir=2 THEN X3==+1 ELSEIF robotdir=3 THEN Y3==+1 ELSEIF robotdir=4 THEN X3==-1 FI FI RETURN
BYTE FUNC Hit_Man(BYTE playfield) RETURN(P0PF&playfield)
BYTE FUNC Hit_Robot1(BYTE playfield) RETURN(P2PF&playfield) BYTE FUNC Hit_Robot2(BYTE playfield) RETURN(P3PF&playfield) PROC Collisions() CARD offset X=(X0-46)/8 Y=(Y0-24)/8 offset=(Y*20)+X ;Man hits super globule IF CheckLocate(X0,Y0)=1 THEN IF Hit_Man(4) THEN IF Locate(X,Y)='* THEN Sype(" ",ScRam+offset) Score==+Dots BonusSound=30 FI ;Man hits door ELSEIF Hit_Man(8) THEN IF Locate(X,Y)=' THEN Score==+101 Sype(" ",ScRam+offset) DoorSound=30 FI ;Man hits dot ELSEIF Hit_Man(2) THEN IF Locate(X,Y)=' THEN Sype(" ",ScRam+offset) Score==+2 Dots==+1 DotSound=2 FI FI FI ;Man hits wall IF Hit_Man(1) THEN X0=OldX0 Y0=OldY0 StickFlag=7 Score==+1 IF X0<80 AND Y0>184 THEN Score==-1 FI FI ;Robot1 hits wall IF Hit_Robot1(1) THEN X2=OldX2 Y2=OldY2 RobotCount1=7 RobotDist1=1 FI ;Robot1 hits door IF Hit_Robot1(8) THEN X=(X2-46)/8 Y=(Y2-24)/8 IF Locate(X,Y)=' THEN offset=(Y*20)+X Sype(" ",ScRam+offset) FI FI ;Robot2 hits wall IF Hit_Robot2(1) THEN X3=OldX3 Y3=OldY3 RobotCount2=7 RobotDist2=1 FI ;Robot2 hits door IF Hit_Robot2(8) THEN X=(X3-46)/8 Y=(Y3-24)/8 IF Locate(X,Y)=' THEN offset=(Y*20)+X Sype(" ",ScRam+offset) FI FI ;Man hits bird IF P0PL=2 THEN Zero(PMRam+$500,$100) Score==-50 X1=47 Y1=29 BirdCount=100 Hit_Bad_Guy() FI ;Man hits a robot IF P0PL=4 OR P0PL=8 THEN Lives==-1 Life_Display() Hit_Bad_Guy() Reset() FI ;Bird hits boundry IF X1>192 THEN X1==-2 BirdDist=0 FI IF X1<47 THEN X1==+2 BirdDist=0 FI IF Y1>200 THEN Y1==-2 BirdDist=0 FI IF Y1<29 THEN Y1==+2 BirdDist=0 FI RETURN
PROC Checks() BYTE extra_life IF Score=0 THEN extra_life=0 FI IF Trig0=0 THEN Pause() FI IF Dots>172 AND X0<74 AND Y0>192 AND Screen=1 THEN NextMaze() ELSEIF Dots>177 AND X0<74 AND Y0>192 AND Screen=2 THEN NextMaze() ELSEIF Dots>252 AND X0<74 AND Y0>192 AND Screen=3 THEN NextMaze() FI IF extra_life=0 AND Score>2999 THEN Lives==+1 Life_Display() extra_life=1 FI IF Lives<1 THEN Life_Display() Over() FI RETURN
PROC Game() Reset() DO Flash() BGNoise() Collisions() Move_Stick() Move_Bird() Move_Robot1() Move_Robot2() Animate() Sounds() PosPlayer() Score_Display() Checks() Delay(1) IF Con=6 THEN EXIT FI OD RETURN
PROC Main() HighScore=0 DO OldMemTop=MemTop Title() SDmaCtl=0 Move_Set() Init() SetDLI() Color(194,8,240,246,0) Maze1() Sype("SCORE",ScRam+462) Sype("HIGH SCORE",ScRam+482) Life_Display() PosPlayer() SndRst() Game() IF Score>HighScore THEN HighScore=Score FI HPos0=0 HPos1=0 HPos2=0 HPos3=0 HPosM0=0 HPosM1=0 HPosM2=0 HPosM3=0 SndRst() MemTop=OldMemTop OD RETURN
}}}