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runnerZ.bas
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' =========================================================================
' IntyBASIC SDK Project: RunnerZ V.1
' -------------------------------------------------------------------------
' Programmer: Josue N Rivera
' Created: 12/14/2017
' Updated: 12/14/2017
'
' -------------------------------------------------------------------------
' History:
' 12/14/2017 - runnerZ project created.
' 12/15/2017 - power ups added and the ability to jump.
' 12/16/2017 - animation for level ups and power ups.
' 12/17/2017 - small improvement to animation, power ups and the pause option.
' 12/20/2017 - improvement to animation.
' 12/20/2017 - Version 1 released.
' 1/11/2018 - Patch to the pause option: display animation instead of changing scene
' =========================================================================
INCLUDE "constants.bas"
CONST CARD_WIDTH = 8 ' Width of a background card, in pixels
CONST CARD_HEIGHT = 8 ' Height of a background card, in pixels
dim objectX(3), objectY(3), object(3) 'objectX keeps track of which lanes the object is using the card location, objectY keeps track of the y position for animation, object keeps track of the object in each lane
dim #objectColor(4)
' 0 = nothing
' 1 = rock
' 2 = coin
' 3 = apple (extra live)
' 4 - 6 = power up
#objectColor(0) = SPR_GREEN '^^^^ colors for object ^^^^
#objectColor(1) = SPR_GREY
#objectColor(2) = SPR_YELLOW
#objectColor(3) = SPR_RED
#objectColor(4) = SPR_BLUE
#objectColor(5) = SPR_BLACK
#objectColor(6) = SPR_GREEN
objectX(0) = 4 'range 0 - 19
objectX(1) = 7
objectX(2) = 9
for a = 0 to 2
objectY(a) = random(3)
object(a) = 2
next a
playerX = random(3)
#playerColor = SPR_RED 'color of character
playerDX = 1 'rate of frame change
playerY = 10 'player y position
playerF = 2 'player first frame
invisible = 0 'activation of power ups
bonus_exp = 0
bonus_lives = 0
chance = 0 'used to determinate which object to show
'Level ajustament
dificulty = 1 'level's dificulty
#maximunScore = 100 'level's score to pass it
dim percentage(4) 'keep track of the likelihood of an object appearing
const highestDifficulty = 7 'highest dificulty possible
scene = 0
jump = 0
#score = 0
heartrate = 0 'animation for heart
lives = 3
level = 1
univclock=0
street_lineY = 0 'road lines tracking
'MODE SCREEN_COLOR_STACK, STACK_GREEN, STACK_BLACK, STACK_GREEN, STACK_BLACK
wait
DEFINE 0,16,screen_bitmaps_0
wait
DEFINE 16,16,screen_bitmaps_1
wait
DEFINE 32,16,screen_bitmaps_2
wait
DEFINE 48,4,screen_bitmaps_3
wait
define 52,5, player
wait
define 57,2, tiles
wait
define 59,3, street
wait
define 62,1, nothing
wait
define 63,1, rock
wait
define 64,1, coin
wait
define 65,1, apple
wait
DEF FN SpritePosX(aColumn, anOffset) = ((aColumn + 1) * CARD_WIDTH ) + anOffset 'allows for the sprite to be used in a similar way to print at
DEF FN SpritePosY(aRow, anOffset) = ((aRow + 1) * CARD_HEIGHT) + anOffset
cls
main:
IF scene = 0 THEN GOSUB scene1 'intro
IF scene = 1 THEN GOSUB scene2 'game
IF scene = 2 THEN GOSUB scene3 'end
univclock = (univclock + 1) % 128 'used for animation and control over how offen something show up
goto main
scene1: procedure 'Introduction
wait
print at SCREENPOS(1, 0) color CS_WHITE,"- RunnerZ"
print at SCREENPOS(1, 1) color CS_WHITE,"- v1.1"
print at SCREENPOS(1, 2) color CS_WHITE,"- Made by: Josue"
print at SCREENPOS(1, 3) color CS_WHITE,"- Github: JosueCom"
print at SCREENPOS(0, 10) color CS_WHITE, "'Right' to continue"
if univclock%8 = 0 then heartrate = (heartrate + 1) % 2 : playerF = playerF + playerDX : if playerF >= 4 OR playerF <= 0 then playerDX = playerDX * -1 'frame to show during animation
SPRITE 0, SpritePosX(9, 0) + VISIBLE + ZOOMX2, SpritePosY(5, 0) + VISIBLE + ZOOMY2, SPR52 + (8)*playerF + SPR_RED 'player animation
if heartrate then print at SCREENPOS(19, 11) color CS_WHITE,">" else print at SCREENPOS(19, 11) color CS_WHITE," " ' right arrow animation
IF cont1.right THEN scene = 1: mode 1 : gosub levelupAnimation 'go to game once pressed
return
end
scene2: procedure
SCREEN screen_cards 'draw background
gosub determinelevel 'determinate properties of the current level
gosub background 'draw extra things in the background such as score and lives
gosub drawObjects 'draw object and determinate their properties and behavior
gosub drawPlayer 'draw player and determinate his behavior
'IF FRAME AND 1 THEN GOSUB move_player
'IF FRAME AND 1 THEN GOSUB enemy
if lives <= 0 then gosub clearAll : gosub clearPower : scene = 2 'if their is not more lives go to the end
if lives > 99 then lives = 10 : invisible = 100 'if lives if greater than what the screen can show give it 10 lives and the power up invisible for a long period
if #score >= #maximunScore then level = level + 1 : gosub clearPower : #score = 0 : gosub levelupAnimation 'if score obtained, move to the next level
wait
return
end
scene3: procedure 'End scene
MODE SCREEN_COLOR_STACK, STACK_BLACK, STACK_BLACK, STACK_GREEN, STACK_BLACK
wait
print at SCREENPOS(2, 2) color CS_BLUE,"Made by: Josue"
print at SCREENPOS(2, 3) color CS_WHITE,"Press 'Right' To:"
print at SCREENPOS(2, 4) color CS_WHITE,"> Play Again"
print at SCREENPOS(2, 5) color CS_WHITE,"Press 'Left' To:"
print at SCREENPOS(2, 6) color CS_WHITE,"> Quit"
if univclock%15 = 0 then heartrate = (heartrate + 1) % 2 : playerF = playerF + playerDX : if playerF >= 4 OR playerF <= 0 then playerDX = playerDX * -1
SPRITE 0, SpritePosX(9, 0) + VISIBLE + ZOOMX2, SpritePosY(7, 0) + VISIBLE + ZOOMY2, SPR52 + (8)*playerF + SPR_RED 'player animation
'play again or end the game
if heartrate then print at SCREENPOS(19, 11) color CS_WHITE,">" else print at SCREENPOS(19, 11) color CS_WHITE," "
if heartrate then print at SCREENPOS(0, 11) color CS_WHITE,"<" else print at SCREENPOS(0, 11) color CS_WHITE," "
wait 'allow for time for the player to not miss press the button
wait
wait
wait
wait
wait
'reset everything with the right and game to the left
if cont1.right then gosub clearAll : #score = 0 : lives = 3 : scene = 0 : level = 1 : wait : wait : wait : wait : wait : wait : wait : wait : wait : wait
if cont1.left then gosub clearAll :goto end
end
background: procedure 'draw and writes extra details to background such as score and lives
if (univclock % 4) = 0 then street_lineY = (street_lineY + 1) % 7
SPRITE 5, SpritePosX(4 - street_lineY/2, 0) + VISIBLE, SpritePosY(5 + street_lineY, 0) + ZOOMY2, SPR59 + SPR_GREY 'draw lines in lanes
SPRITE 6, SpritePosX(7, 0) + VISIBLE, SpritePosY(5 + street_lineY, 0) + ZOOMY2, SPR60 + SPR_GREY
SPRITE 7, SpritePosX(9 + street_lineY/2, 0) + VISIBLE, SpritePosY(5 + street_lineY, 0) + ZOOMY2, SPR61 + SPR_GREY
gosub writescore 'write score
gosub drawheart 'draw heart and nothing of lives
gosub writelevel 'write the current level
return
end
drawObjects: procedure
for a = 0 to 2
if (univclock % (highestDifficulty-dificulty)) = 0 then 'objects move at different rate depending on the dificulty
objectY(a) = (objectY(a) + 1) % 8
if objectY(a) = 0 then gosub chooseObject : object(a) = chance
end if
next a
objectX(0) = 4 - objectY(0)/2
objectX(2) = 9 + objectY(2)/2
for a = 1 to 3
if object(a - 1) >= 4 then 'if statement to see if power up has appear; draw different color for power ups
SPRITE a, SpritePosX(objectX(a - 1), 0) + VISIBLE, SpritePosY(4 + objectY(a - 1), 0) + ZOOMY2, SPR62 + (object(a - 1) - 3)* 8 + #objectColor(object(a - 1))
'if object(a - 1) = 4 then print to SCREENPOS(12 + object(a - 4), 9) color #objectColor(object(a - 1)), "\319"
'if object(a - 1) = 5 then print to SCREENPOS(12 + object(a - 4), 9) color #objectColor(object(a - 1)), "\320"
'if object(a - 1) = 6 then print to SCREENPOS(12 + object(a - 4), 9) color #objectColor(object(a - 1)), "\321"
else 'if there is not power ups
SPRITE a, SpritePosX(objectX(a - 1), 0) + VISIBLE, SpritePosY(4 + objectY(a - 1), 0) + ZOOMY2, SPR62 + object(a - 1) * 8 + #objectColor(object(a - 1))
end if
next a
return
end
drawPlayer: procedure 'collision with the player and player's behavior
if cont1.left AND univclock%5 = 0 then playerX = playerX - 1 'various commands: move right, move left, jump, pause
if cont1.right AND univclock%5 = 0 then playerX = playerX + 1
if cont1.up AND univclock%5 = 0 AND playerY = 10 then jump = 5
if cont1.B0 AND univclock%5 = 0 then gosub pauseScene
playerX = (playerX + 3) % 3 'keep player within the three lanes: 0 = lane 1, 1 = lane 2, 2 = lane 3
if univclock%(highestDifficulty-dificulty) = 0 AND jump > 0 then playerY = 10 - jump + 2: jump = jump - 1 : playerF = 3 'check to see if condition for power ups and jump have been met
if univclock%(highestDifficulty-dificulty) = 0 AND invisible > 0 then playerY = 8: invisible = invisible - 1 : playerF = 3
if univclock%(highestDifficulty-dificulty) = 0 AND bonus_lives > 0 then gosub add_lives : bonus_lives = bonus_lives - 1
if univclock%(highestDifficulty-dificulty) = 0 AND bonus_exp > 0 then gosub add_points : bonus_exp = bonus_exp - 1
if univclock%(highestDifficulty-dificulty) = 0 AND jump = 0 AND invisible = 0 then playerY = 10: playerF = playerF + playerDX : if playerF >= 4 OR playerF <= 0 then playerDX = playerDX * -1
if invisible > 0 then 'different color based on the power up
#playerColor = SPR_BLUE
elseif bonus_lives > 0 then
#playerColor = SPR_GREEN
elseif bonus_exp > 0 then
#playerColor = SPR_BLACK
else
#playerColor = SPR_RED
end if
SPRITE 0, SpritePosX(2 + 4 * playerX, 0) + VISIBLE + ZOOMX2, SpritePosY(playerY, 0) + VISIBLE + ZOOMY2, SPR52 + (8)*playerF + #playerColor 'draw player
for a = 0 to 2 'check all three lanes for collision
if (univclock%(highestDifficulty-dificulty) = 0 AND 4 + objectY(a) = playerY AND objectX(playerX) = objectX(a) AND jump = 0)then 'detects collision with objects
if object(a) = 1 AND invisible = 0 then lives = lives - 1 : gosub lose_points 'different behavior for various objects
if object(a) = 2 then gosub add_points : gosub writescore
if object(a) = 3 then gosub add_points : #score = #score + 1 : lives = lives + 1 : gosub writescore : gosub drawheart
if object(a) = 4 then invisible = 35 : power = 4 : gosub powerupAnimation
if object(a) = 5 then bonus_exp = 5 : power = 5 : gosub powerupAnimation
if object(a) = 6 then gosub add_points : bonus_lives = 5 : power = 6 : gosub powerupAnimation
end if
next a
return
end
levelupAnimation: procedure 'animation when there is increase in level
wait
gosub clearAll
for a = 0 to 75
if a%3 = 0 then heartrate = (heartrate + 1) % 2 : playerF = playerF + playerDX : if playerF >= 4 OR playerF <= 0 then playerDX = playerDX * -1 'chance player frame
SPRITE 0, SpritePosX(9, 0) + VISIBLE + ZOOMX2, SpritePosY(3, 0) + VISIBLE + ZOOMY2, SPR52 + (8)*playerF + SPR_RED 'paint player red
print at (SCREENPOS(7, 5)) color CS_RED, (level%10+16)*8+6 'print which level we are going to
print at (SCREENPOS(12, 5)) color CS_RED, (level%10+16)*8+6
wait
wait
wait
next a
gosub clearAll
end
powerupAnimation: procedure 'animation when there is a power up
wait
gosub clearAll
MODE SCREEN_COLOR_STACK, STACK_BLACK, STACK_BLACK, STACK_GREEN, STACK_BLACK 'need in order to use print at
wait
for a = 0 to 75
if a%3 = 0 then heartrate = (heartrate + 1) % 2 : playerF = playerF + playerDX : if playerF >= 4 OR playerF <= 0 then playerDX = playerDX * -1 'chance player frame
SPRITE 0, SpritePosX(9, 0) + VISIBLE + ZOOMX2, SpritePosY(3, 0) + VISIBLE + ZOOMY2, SPR52 + (8)*playerF + SPR_BLUE 'paint player blue
if power = 4 then print at (SCREENPOS(7, 5)) color CS_BLUE, "\319" : print at (SCREENPOS(12, 5)) color CS_BLUE, "\319" 'print which power we obtained
if power = 5 then print at (SCREENPOS(7, 5)) color CS_WHITE, "\320" : print at (SCREENPOS(12, 5)) color CS_WHITE, "\320"
if power = 6 then print at (SCREENPOS(7, 5)) color CS_GREEN, "\321" : print at (SCREENPOS(12, 5)) color CS_GREEN, "\321"
wait
wait
wait
next a
gosub clearAll
mode 1 'need for SCREEN command
wait
end
'Pause scene
pauseScene: procedure 'animation for when the game is paused
wait
gosub clearAll
MODE SCREEN_COLOR_STACK, STACK_BLACK, STACK_BLACK, STACK_GREEN, STACK_BLACK 'need in order to use print at
wait
wait
wait
wait
paused = 0
a = 0
while paused = 0
print at SCREENPOS(4, 2) color CS_RED,"PAUSED"
print at SCREENPOS(2, 3) color CS_WHITE,"Press 'Right' To:"
print at SCREENPOS(2, 4) color CS_WHITE,"> Continue"
print at SCREENPOS(2, 5) color CS_WHITE,"Press 'Left' To:"
print at SCREENPOS(2, 6) color CS_WHITE,"> Quit"
if a%40 = 0 then heartrate = (heartrate + 1) % 2 : playerF = playerF + playerDX : if playerF >= 4 OR playerF <= 0 then playerDX = playerDX * -1 'chance player frame
SPRITE 0, SpritePosX(9, 0) + VISIBLE + ZOOMX2, SpritePosY(7, 0) + VISIBLE + ZOOMY2, SPR52 + (8)*playerF + SPR_RED 'player animation
'arrows animation
if heartrate then print at SCREENPOS(19, 11) color CS_WHITE,">" else print at SCREENPOS(19, 11) color CS_WHITE," "
if heartrate then print at SCREENPOS(0, 11) color CS_WHITE,"<" else print at SCREENPOS(0, 11) color CS_WHITE," "
if cont1.left then scene = 1 : paused = 1 : wait : wait : wait : wait : wait : wait : wait : wait : wait : wait
if cont1.right OR cont1.B0 then paused = 1
a = a + 1
wend
gosub clearAll
mode 1 'need for SCREEN command
wait
end
writescore: procedure 'print the current score
if #score < 0 then #score = 0
print at (SCREENPOS(16, 2)) color CS_RED, (#score/100%10+16)*8+6 'first digit
print at (SCREENPOS(17, 2)) color CS_RED,(#score/10%10+16)*8+6 'second digit
print at (SCREENPOS(18, 2)) color CS_RED,(#score%10+16)*8+6 'third digit
return
end
chooseObject: procedure 'pick object to put on the list that will appear in the game
chance = RANDOM(256) 'percentage is based of 256, not 100
if chance < percentage(0) then 'nothing chances
chance = 0
elseif chance < percentage(1) then 'rock chances
chance = 1
elseif chance < percentage(2) then 'coin chances
chance = 2
elseif chance < percentage(3) then 'apple chances
chance = 3
else
chance = RANDOM(3) + 4 'Powerup
end if
if invisible > 0 AND a = 1 then chance = 2 'if invisible is activated, make the middle lane all gold
return
end
drawheart: procedure 'writes the number lives left and the heart animation
if univclock%7 = 0 then heartrate = (heartrate + 1) % 2
if heartrate then SPRITE 4, SpritePosX(16, 0) + VISIBLE, SpritePosY(5, 0) + ZOOMY2, SPR57 + #playerColor else SPRITE 4, SpritePosX(16, 0) + VISIBLE, SpritePosY(5, 0) + ZOOMY2, SPR58 + #playerColor
print at (SCREENPOS(17, 5)) color CS_RED,(lives/10%10+16)*8+6
print at (SCREENPOS(18, 5)) color CS_RED,(lives%10+16)*8+6
return
end
writelevel: procedure 'writes the level at the bottom of the screen
print at (SCREENPOS(17, 8)) color CS_RED, (level%10+16)*8+6
return
end
determinelevel: procedure 'percentage is out of 256; likelihood of an object appearing go to line 25-28 to see what each percentage if for from the index
if(level = 1) then
dificulty=1 'rate of object showing up
#maximunScore = 100 'score needed to pass level
percentage(0) = 51
percentage(1) = percentage(0) + 51
percentage(2) = percentage(1) + 122
percentage(3) = percentage(2) + 25
elseif(level = 2) then
dificulty=1
#maximunScore = 110
percentage(0) = 64
percentage(1) = percentage(0) + 64
percentage(2) = percentage(1) + 97
percentage(3) = percentage(2) + 25
elseif(level = 3) then
dificulty=2
#maximunScore = 130
percentage(0) = 97
percentage(1) = percentage(0) + 58
percentage(2) = percentage(1) + 58
percentage(3) = percentage(2) + 25
elseif(level = 4) then
dificulty=2
#maximunScore = 150
percentage(0) = 120
percentage(1) = percentage(0) + 58
percentage(2) = percentage(1) + 58
percentage(3) = percentage(2) + 17
elseif(level = 5) then
dificulty=3
#maximunScore = 250
percentage(0) = 120
percentage(1) = percentage(0) + 66
percentage(2) = percentage(1) + 51
percentage(3) = percentage(2) + 17
elseif(level = 6) then
dificulty=3
#maximunScore = 500
percentage(0) = 128
percentage(1) = percentage(0) + 76
percentage(2) = percentage(1) + 51
percentage(3) = percentage(2) + 17
elseif(level = 7) then
dificulty=4
#maximunScore = 650
percentage(0) = 117
percentage(1) = percentage(0) + 58
percentage(2) = percentage(1) + 58
percentage(3) = percentage(2) + 12
elseif(level = 8) then
dificulty=5
#maximunScore = 750
percentage(0) = 79
percentage(1) = percentage(0) + 79
percentage(2) = percentage(1) + 79
percentage(3) = percentage(2) + 8
elseif(level = 9) then
dificulty=6
#maximunScore = 1000
percentage(0) = 81
percentage(1) = percentage(0) + 84
percentage(2) = percentage(1) + 50
percentage(3) = percentage(2) + 4
else
level = 1
lives = 10
gosub determinelevel
end if
end
clearAll:procedure 'clear everything on the screen
cls
ResetSprite(0)
ResetSprite(1)
ResetSprite(2)
ResetSprite(3)
ResetSprite(4)
ResetSprite(5)
ResetSprite(6)
ResetSprite(7)
end
clearPower:procedure 'reset powers and object shown
invisible = 0
jump = 0
bonus_exp = 0
bonus_lives = 0
object(0) = 0
object(1) = 0
object(2) = 0
end
add_points: PROCEDURE 'score gained sound effect
#score = #score + 5
SOUND 1,400,14
wait
SOUND 1,300,14
wait
SOUND 1,500,14
wait
SOUND 1,,0 ' Turn volume to zero
end
lose_points: PROCEDURE 'score loss sound effect
#score = #score - 15
SOUND 1,100,14
wait
SOUND 1,500,14
wait
SOUND 1,300,14
wait
SOUND 1,,0 ' Turn volume to zero
end
add_lives: PROCEDURE 'life gained sound effect
lives = lives + 1
SOUND 1,200,14
wait
SOUND 1,300,14
wait
SOUND 1,400,14
wait
SOUND 1,500,14
wait
SOUND 1,,0 ' Turn volume to zero
end
end:
wait
print at SCREENPOS(6, 5) color CS_RED, "Good Bye!"
goto end
'graphics
player:
'frame 0
BITMAP "..####.."
BITMAP "#.####.."
BITMAP "#.######"
BITMAP "######.#"
BITMAP "..####.#"
BITMAP "..####.#"
BITMAP "..#....."
BITMAP "..#....."
'frame 1
BITMAP "..####.."
BITMAP "..####.."
BITMAP "#.####.."
BITMAP "########"
BITMAP "..####.#"
BITMAP "..####.."
BITMAP "..#..#.."
BITMAP "..#....."
'frame 2
BITMAP "..####.."
BITMAP "..####.."
BITMAP "..####.."
BITMAP "########"
BITMAP "..####.."
BITMAP "..####.."
BITMAP "..#..#.."
BITMAP "..#..#.."
'frame 3
BITMAP "..####.."
BITMAP "..####.."
BITMAP "..####.#"
BITMAP "########"
BITMAP "#.####.."
BITMAP "..####.."
BITMAP "..#..#.."
BITMAP ".....#.."
'frame 4
BITMAP "..####.."
BITMAP "..####.#"
BITMAP "######.#"
BITMAP "#.######"
BITMAP "#.####.."
BITMAP "#.####.."
BITMAP ".....#.."
BITMAP ".....#.."
tiles: 'heart icon
BITMAP "........"
BITMAP ".##.##.."
BITMAP "#.##.##."
BITMAP "#######."
BITMAP ".#####.."
BITMAP "..###..."
BITMAP "...#...."
BITMAP "........"
'empty heart icon
BITMAP "........"
BITMAP ".##.##.."
BITMAP "##.##.#."
BITMAP "#.....#."
BITMAP ".#...#.."
BITMAP "..#.#..."
BITMAP "...#...."
BITMAP "........"
street:
'left
BITMAP "....##.."
BITMAP "....##.."
BITMAP "....##.."
BITMAP "...###.."
BITMAP "...##..."
BITMAP "...##..."
BITMAP "...##..."
BITMAP "...##..."
'center
BITMAP "##......"
BITMAP "##......"
BITMAP "##......"
BITMAP "##......"
BITMAP "##......"
BITMAP "##......"
BITMAP "##......"
BITMAP "##......"
'left
BITMAP "..##...."
BITMAP "..##...."
BITMAP "..##...."
BITMAP "..##...."
BITMAP "..###..."
BITMAP "...##..."
BITMAP "...##..."
BITMAP "...##..."
apple:
BITMAP ".....#.."
BITMAP "....#..."
BITMAP "..##.##."
BITMAP ".#######"
BITMAP ".#######"
BITMAP ".#######"
BITMAP "..#####."
BITMAP "..##.##."
nothing:
BITMAP "........"
BITMAP "........"
BITMAP "........"
BITMAP "........"
BITMAP "........"
BITMAP "........"
BITMAP "........"
BITMAP "........"
rock:
BITMAP "..#####."
BITMAP ".#.#####"
BITMAP "####..##"
BITMAP "####.###"
BITMAP "########"
BITMAP "########"
BITMAP ".###.##."
BITMAP "..####.."
coin:
BITMAP "..####.."
BITMAP ".######."
BITMAP "########"
BITMAP "###..###"
BITMAP "###..###"
BITMAP "########"
BITMAP ".######."
BITMAP "..####.."
' 49 bitmaps
screen_bitmaps_0:
DATA $FFFF,$E0FF,$E0E0,$E0E0
DATA $FFFF,$00FF,$0000,$0000
DATA $FFFF,$07FF,$0707,$0707
DATA $0100,$0D07,$1F1F,$FF7F
DATA $76E0,$BA6F,$F7CD,$FFFF
DATA $E0E0,$E0E0,$E0E0,$E0E0
DATA $6000,$C390,$1424,$6394
DATA $0000,$3B00,$45C5,$3BC5
DATA $0000,$D900,$3C24,$9D20
DATA $0707,$0707,$0707,$0707
DATA $E000,$4542,$4242,$FF4A
DATA $0000,$A600,$AFA9,$47C8
DATA $0000,$3C00,$3040,$7408
DATA $FFFF,$FEFE,$FCFC,$F8F8
DATA $0F00,$1F1F,$3F3F,$7F7F
DATA $FF00,$FFFF,$FFFF,$FFFF
screen_bitmaps_1:
DATA $FE00,$FEFE,$FEFE,$FEFE
DATA $7F00,$7F7F,$7F7F,$BF7F
DATA $F000,$F8F8,$FCFC,$FEFE
DATA $0101,$0000,$0000,$0000
DATA $FFFF,$7FFF,$3F7F,$1F1F
DATA $F0F0,$C0E0,$80C0,$0080
DATA $0000,$0101,$0303,$0707
DATA $FDFD,$FDFD,$FDFD,$FBFD
DATA $BFBF,$BFBF,$BFBF,$DFDF
DATA $0000,$8080,$C0C0,$E0E0
DATA $070F,$0307,$0101,$0000
DATA $FFFF,$FFFF,$FFFF,$7FFF
DATA $FEFF,$FCFE,$F8FC,$F0F8
DATA $0F0F,$1F1F,$3F3F,$7F7F
DATA $FBFB,$FBFB,$FBFB,$F7F7
DATA $DFDF,$DFDF,$EFDF,$EFEF
screen_bitmaps_2:
DATA $F0F0,$F8F8,$FCFC,$FEFE
DATA $3F7F,$1F1F,$070F,$0307
DATA $E000,$4340,$4744,$FB4C
DATA $0000,$3400,$9595,$8819
DATA $0C00,$C604,$E424,$EE04
DATA $E0E0,$C0C0,$8080,$0000
DATA $F7F7,$F7F7,$EFF7,$EFEF
DATA $EFEF,$EFEF,$F7F7,$F7F7
DATA $EFEF,$EFEF,$DFDF,$DFDF
DATA $F7F7,$FBF7,$FBFB,$FBFB
DATA $DFDF,$BFDF,$BFBF,$BFBF
DATA $FBFB,$FDFD,$FDFD,$FDFD
DATA $BFBF,$7F7F,$7F7F,$7F7F
DATA $FEFD,$FEFE,$FEFE,$FEFE
DATA $E0E0,$E0E0,$FFE0,$FFFF
DATA $0000,$0000,$FF00,$FFFF
screen_bitmaps_3:
DATA $0707,$0707,$FF07,$FFFF
REM 20x12 cards
screen_cards:
DATA $1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1E00,$1E08,$1E08,$1E08,$1E10
DATA $1200,$1A1F,$1A27,$1200,$1200,$1200,$1200,$1200,$1200,$1A1F,$1A27,$1200,$1200,$1200,$1200,$1E28,$1E37,$1E3F,$1E47,$1E48
DATA $1200,$1200,$1200,$1200,$1A1F,$1A27,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1E28,$1600,$1600,$1600,$1E48
DATA $1200,$1200,$1200,$1200,$1200,$1200,$1200,$1A1F,$1A27,$1200,$1200,$1200,$1200,$1200,$1200,$1E28,$1600,$1600,$1600,$1E48
DATA $1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1200,$1E28,$1E57,$1E5F,$1E67,$1E48
DATA $2400,$186E,$1000,$1874,$187C,$1884,$187C,$187C,$188C,$187C,$1894,$189E,$18A6,$2400,$2400,$1E28,$1600,$1600,$1600,$1E48
DATA $2400,$18AE,$18B4,$2000,$2000,$18BC,$2000,$2000,$18C4,$2000,$2000,$18CC,$18D6,$18DE,$2400,$1E28,$1600,$1600,$1600,$1E48
DATA $18E6,$1000,$18EC,$2000,$2000,$18F4,$2000,$2000,$18FC,$2000,$2000,$1904,$1000,$190E,$2400,$1E28,$1F17,$1F1F,$1F27,$1E48
DATA $192E,$18B4,$2000,$2000,$2000,$1934,$2000,$2000,$193C,$2000,$2000,$2000,$18CC,$189E,$18A6,$1E28,$1600,$1600,$1600,$1E48
DATA $1000,$18EC,$2000,$2000,$2000,$1944,$2000,$2000,$194C,$2000,$2000,$2000,$1904,$1000,$18D6,$1E28,$1600,$1600,$1600,$1E48
DATA $18B4,$2000,$2000,$2000,$2000,$1954,$2000,$2000,$195C,$2000,$2000,$2000,$2000,$18CC,$1000,$1E28,$1600,$1600,$1600,$1E48
DATA $18EC,$2000,$2000,$2000,$2000,$1964,$2000,$2000,$196C,$2000,$2000,$2000,$2000,$1904,$1000,$1F70,$1F78,$1F78,$1F78,$1F80