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You were right that this was still everywhere. The two `.bas` files carried their workarounds as present-tense statements about the interpreter -- "a name first created inside a GOSUB costs a value slot that is never handed back", "writing PAST the terminator of a short row draws nothing at all", "SSHAPE and GSHAPE ignore the subscript on a string array", "a FOR inside a BEGIN block does not survive the RETURN" -- and every one of those is now false. A comment that lies is worse than no comment, and these were the first thing anybody opening the files would read. **The characters game takes the geometry fix.** `CW# = 16` becomes `CW# = RGR(3)`, and the grid comes from `RWINDOW`, so the game fits whatever window and font the host gives it. That was the one thing in the listing that would break on a different font, and `RGR(3)` and `RWINDOW` were added to the interpreter because of it -- leaving the constant in place while Chapter 17 teaches the function was the inconsistency worth closing. `RGR(1)` still comes first so a build with no graphics device refuses by naming the device that is missing. Everything else in both listings keeps its shape and says why. Declaring every name up front, guarding loops with `GOTO`, six scalars for six brick stamps: none is forced any more and none costs anything, so they stay, with the comments marking which rules stand and which are history. The sprites header's five traps are marked FIXED where they are fixed. The chapters follow: Chapter 17 Step 2 no longer says "the listing still has `CW# = 16`", and Chapter 18's trap section is "five things that did not do what they looked like" with the two that still stand named up front rather than left to be counted. Verified: Chapter 17 Step 2's block is once again verbatim from the listing, so every quoted fragment in both chapters matches its source with no exceptions; both games run 40 seconds on the SDL frontend with no error line; both suites green in both configurations; `docs_examples` and `docs_screenshots --check` pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
859 lines
20 KiB
QBasic
859 lines
20 KiB
QBasic
REM ####################################################################
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REM BREAKOUT
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REM
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REM One hundred percent BASIC, for the AKGL BASIC interpreter.
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REM ../akbasic/build-akgl/basic breakout.bas
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REM
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REM The ball and the paddle are sprites, defined from DATA in this listing.
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REM The bricks, the HUD and the messages are characters in the text grid.
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REM Nothing here loads an asset and nothing here uses DRAW, BOX or CIRCLE:
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REM the drawing verbs do not survive a frame in this interpreter, while the
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REM text grid and the sprites are both redrawn from persistent state every
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REM frame. See README.md for the whole list of things that shaped this.
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REM
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REM Three rules this listing never breaks, each one earned the hard way:
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REM * A row of text is written whole, from column 0. CHAR terminates the
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REM row where it stops, so writing at column N erases N+1 onwards.
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REM * Mixed + and - are parenthesised. This parser reads a - b + c as
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REM a - (b + c), and matches only ONE unparenthesised AND or OR.
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REM * The main loop is a GOTO loop. Every loop and every GOSUB takes one
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REM of 32 scopes, and a state change jumping out of a DO would leak one
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REM every time; thirty-two lives later the program stops.
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REM
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REM Two more rules were true when this was written and are not any more.
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REM They are recorded because the shape of the listing is still theirs:
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REM * Every name is created once, in the pool block below. A name first
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REM created inside a GOSUB or a FOR used to cost a value slot that was
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REM never handed back, out of 4096 for the whole run, and this game died
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REM after twenty-five seconds because of it. A scalar is free now; only
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REM the DIMs below still have to be up here. TODO.md section 6 item 30.
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REM * Writing PAST the terminator of a short row used to draw nothing at
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REM all. The gap is padded with spaces now. TODO.md section 6 item 32.
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REM
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REM Written by Claude Opus (1M)
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REM ####################################################################
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LABEL SETUP
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SCNCLR
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REM --- geometry -------------------------------------------------------
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REM Nothing here is assumed. RGR(1) and RGR(2) are the window in pixels,
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REM RGR(3) and RGR(4) are one character cell, and RWINDOW gives the text
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REM grid in columns and rows -- so the game fits whatever window the host
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REM opened and whatever font it loaded. Everything below is derived from
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REM these six, including the ball's speed relative to the wall.
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REM
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REM The first version of this file had CW# = 16 and CH# = 16 written out,
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REM measured by hand against the bundled C64_Pro_Mono at 16 points, because
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REM there was no way to ask -- and that was the one thing in the listing
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REM that would break on a different font. RGR(3) and RWINDOW were added to
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REM the interpreter because of it.
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SCW# = RGR(1)
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SCH# = RGR(2)
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CW# = RGR(3)
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CH# = RGR(4)
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COLS# = RWINDOW(1)
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ROWS# = RWINDOW(0)
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REM --- the brick wall, in cells ---------------------------------------
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BRW# = 4
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BCOLS# = 10
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BROWS# = 6
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BTOP# = 4
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BLEFT# = (COLS# - (BRW# * BCOLS#)) / 2
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REM --- the play area, in pixels ---------------------------------------
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TOPY# = 2 * CH#
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MAXX# = SCW# - 8
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PW# = 144
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PY# = 528
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LOSEY# = PY# + 32
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MSGROW# = 35
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TITROW# = 20
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PSPD# = 10
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REM --- pools ----------------------------------------------------------
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REM Every name in the program is created HERE.
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REM
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REM One reason still stands. A GOSUB gets its own scope: assignment walks up
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REM the chain and finds an outer variable, but a name first seen inside a
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REM subroutine is created in the subroutine and dies at RETURN -- so HIT#
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REM and BI# would mean nothing to the caller if they were not already out
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REM here, and HITTEST would answer into two variables nobody can read.
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REM
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REM The other has been fixed. A scalar used to cost a value slot for good --
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REM the pool is a bump allocator with no free, and recycling a variable took
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REM fresh slots, so 4096 creations ended the run whenever they happened. A
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REM scalar now lives in the variable itself and costs the pool nothing; only
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REM the DIMs still spend, which is why they are the part that has to be up
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REM here. The rest of this block is habit, and harmless.
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DIM BR#(60)
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DIM SB#(63)
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DIM SP#(63)
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DIM LAY$(6)
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DIM BSG$(6)
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SCORE# = 0
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HIGH# = 0
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LIVES# = 3
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LEVEL# = 1
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LEFTN# = 0
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BSPD# = 4
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STATE# = 0
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DEMO# = 0
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PAUSED# = 0
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HELD# = 0
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PDIR# = 0
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PDEC# = 0
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PX# = 0
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BX# = 0
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BY# = 0
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BVX# = 0
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BVY# = 0
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OX# = 0
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OY# = 0
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K# = 0
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HIT# = 0
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PVX# = 0
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DOFF# = 0
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STALL# = 0
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NUDGE# = 0
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BI# = 0
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BR2# = 0
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RB# = 0
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CB# = 0
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RC# = 0
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CC2# = 0
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TX# = 0
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TY# = 0
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PTS# = 0
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V# = 0
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L# = 0
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C2# = 0
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D# = 0
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M# = 0
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X2# = 0
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X3# = 0
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Z# = 0
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BB# = 0
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RX# = 0
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N# = 0
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MROW# = 0
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RMAX# = 2
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RND# = 0
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SND# = 0
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P$ = ""
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H$ = ""
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S$ = ""
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T$ = ""
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MSG$ = ""
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BSEG$ = ""
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FRAME$ = ""
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I# = 0
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R# = 0
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R2# = 0
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C# = 0
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CC# = 0
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KI# = 0
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T# = 0
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REM Brick faces, one per wall row. CHAR ignores its colour argument --
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REM the sink draws in one colour -- so the rows are told apart by shape.
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BSG$(0) = "[##]"
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BSG$(1) = "[##]"
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BSG$(2) = "[==]"
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BSG$(3) = "[==]"
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BSG$(4) = "[--]"
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BSG$(5) = "[--]"
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REM --- the seed -------------------------------------------------------
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REM There is no RND in this dialect. TI# is jiffies off the host's clock
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REM and is host uptime rather than zero-based, which makes it a fine seed.
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SEED# = TI#
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REM The ceiling, drawn once. TOPY# is the bottom edge of this row, so the
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REM ball turns against something the player can see rather than against an
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REM invisible line two rows down from the top of the window.
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FRAME$ = "=" * COLS#
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CHAR 1, 0, 1, FRAME$
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GOSUB MKSPR
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GOSUB SNDPROBE
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GOTO TITLE
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REM ####################################################################
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REM SPRITES
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REM ####################################################################
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LABEL MKSPR
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FOR I# = 0 TO 62
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READ SB#(I#)
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NEXT I#
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FOR I# = 0 TO 62
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READ SP#(I#)
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NEXT I#
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SPRSAV SB#, 1
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SPRITE 1, 1, 2
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SPRSAV SP#, 2
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SPRSAV SP#, 3
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SPRSAV SP#, 4
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SPRITE 2, 1, 15, 0, 1, 0
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SPRITE 3, 1, 15, 0, 1, 0
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SPRITE 4, 1, 15, 0, 1, 0
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RETURN
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REM ####################################################################
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REM SOUND
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REM
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REM SOUND refuses on a machine with no audio device, and an untrapped
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REM refusal would end the game. Ask once, remember the answer, and never
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REM ask again -- the game is silent where there is nothing to play on.
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REM ####################################################################
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LABEL SNDPROBE
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SND# = 1
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TRAP NOAUDIO
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SOUND 1, 2000, 1
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TRAP
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RETURN
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LABEL NOAUDIO
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SND# = 0
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RESUME NEXT
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LABEL BEEPB
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IF SND# = 1 THEN SOUND 1, 12000, 2
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RETURN
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LABEL BEEPP
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IF SND# = 1 THEN SOUND 2, 6000, 3
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RETURN
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LABEL BEEPW
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IF SND# = 1 THEN SOUND 3, 9000, 1
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RETURN
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LABEL BEEPL
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IF SND# = 1 THEN SOUND 1, 1500, 20
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RETURN
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REM ####################################################################
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REM TITLE AND ATTRACT MODE
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REM
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REM The title screen plays itself. It is also how this game gets tested
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REM without a human at the keyboard.
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REM ####################################################################
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LABEL TITLE
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DEMO# = 1
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SCORE# = 0
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LIVES# = 3
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LEVEL# = 1
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BSPD# = 4
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PAUSED# = 0
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GOSUB LOADLAY
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GOSUB BUILDW
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GOSUB DRAWW
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GOSUB DRAWHUD
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GOSUB TITTEXT
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GOSUB SERVE
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STATE# = 0
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GOTO TICK
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LABEL TITTEXT
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MROW# = TITROW#
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MSG$ = "B R E A K O U T"
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GOSUB SHOWAT
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MROW# = TITROW# + 2
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MSG$ = "PRESS SPACE TO PLAY"
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GOSUB SHOWAT
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MROW# = TITROW# + 4
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MSG$ = "LEFT AND RIGHT MOVE P PAUSES Q QUITS"
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GOSUB SHOWAT
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MROW# = TITROW# + 6
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MSG$ = "ATTRACT MODE"
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GOSUB SHOWAT
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RETURN
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LABEL CLRTIT
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MROW# = TITROW#
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GOSUB CLRAT
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MROW# = TITROW# + 2
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GOSUB CLRAT
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MROW# = TITROW# + 4
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GOSUB CLRAT
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MROW# = TITROW# + 6
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GOSUB CLRAT
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RETURN
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REM ####################################################################
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REM GAME AND LEVEL SETUP
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REM ####################################################################
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LABEL NEWGAME
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DEMO# = 0
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SCORE# = 0
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LIVES# = 3
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LEVEL# = 1
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BSPD# = 4
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PAUSED# = 0
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GOSUB CLRTIT
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GOSUB NEWLEV
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STATE# = 0
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GOTO TICK
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LABEL NEWLEV
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GOSUB LOADLAY
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GOSUB BUILDW
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GOSUB DRAWW
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GOSUB DRAWHUD
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GOSUB SERVE
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MSG$ = "PRESS SPACE TO LAUNCH"
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GOSUB SHOWMSG
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RETURN
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REM Three layouts, then round again with a faster ball. RESTORE takes a
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REM label -- it wants a line and a label evaluates to one -- so a layout is
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REM simply a named place in the DATA stream.
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LABEL LOADLAY
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N# = MOD((LEVEL# - 1), 3)
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IF N# = 0 THEN RESTORE LAY1
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IF N# = 1 THEN RESTORE LAY2
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IF N# = 2 THEN RESTORE LAY3
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FOR R# = 0 TO 5
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READ LAY$(R#)
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NEXT R#
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RETURN
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LABEL BUILDW
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LEFTN# = 0
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FOR R# = 0 TO 5
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S$ = LAY$(R#)
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GOSUB BUILDR
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NEXT R#
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RETURN
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LABEL BUILDR
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FOR C# = 0 TO 9
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T$ = MID(S$, C#, 1)
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I# = (R# * BCOLS#) + C#
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BR#(I#) = 0
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IF T$ = "1" THEN BR#(I#) = 1
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IF T$ = "1" THEN LEFTN# = LEFTN# + 1
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NEXT C#
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RETURN
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LABEL DRAWW
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FOR R# = 0 TO 5
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BR2# = R#
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GOSUB DRAWBR
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NEXT R#
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RETURN
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REM One brick row, rebuilt whole and written in a single CHAR. Anything
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REM else would truncate the row at the first character it wrote.
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LABEL DRAWBR
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S$ = ""
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IF BLEFT# > 0 THEN S$ = " " * BLEFT#
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BSEG$ = BSG$(BR2#)
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FOR CC# = 0 TO 9
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I# = (BR2# * BCOLS#) + CC#
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IF BR#(I#) = 1 THEN S$ = S$ + BSEG$
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IF BR#(I#) = 0 THEN S$ = S$ + " "
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NEXT CC#
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R2# = BTOP# + BR2#
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CHAR 1, 0, R2#, S$
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RETURN
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REM Put the ball back on the paddle, pointing up, left or right at random.
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LABEL SERVE
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PX# = (SCW# - PW#) / 2
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HELD# = 1
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IF DEMO# = 1 THEN HELD# = 0
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BX# = PX# + ((PW# / 2) - 4)
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BY# = PY# - 10
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RMAX# = 2
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GOSUB RANDOM
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BVX# = BSPD#
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IF RND# = 0 THEN BVX# = 0 - BSPD#
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BVY# = 0 - BSPD#
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PDEC# = 0
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GOSUB SHOWSPR
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RETURN
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REM A linear congruential generator, because this dialect has no RND.
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REM The multiply stays inside int64 for any seed under 2^31.
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LABEL RANDOM
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SEED# = MOD(((SEED# * 1103515245) + 12345), 2147483648)
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RND# = MOD((SEED# / 65536), RMAX#)
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RETURN
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REM ####################################################################
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REM THE MAIN LOOP
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REM
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REM A GOTO loop rather than DO/LOOP on purpose: every loop and every
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REM GOSUB pushes one of 32 scopes, and a state change that jumped out of
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REM a DO would leak one every time. This loop pushes nothing.
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REM ####################################################################
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LABEL TICK
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GOSUB READKEY
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IF STATE# <> 0 THEN GOTO DISPATCH
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IF PAUSED# = 1 THEN GOTO TICKEND
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GOSUB MOVEPAD
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IF HELD# = 1 THEN GOSUB HOLDBAL
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IF HELD# = 0 THEN GOSUB MOVEBAL
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GOSUB SHOWSPR
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LABEL TICKEND
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SLEEP 0.02
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GOTO TICK
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LABEL DISPATCH
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IF STATE# = 1 THEN GOTO LOSTLIF
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IF STATE# = 2 THEN GOTO LEVELUP
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IF STATE# = 3 THEN GOTO BYE
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IF STATE# = 5 THEN GOTO NEWGAME
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STATE# = 0
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GOTO TICK
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REM ####################################################################
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REM INPUT
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REM
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REM GET is the only non-blocking read there is, and there is no key-up
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REM event and no held-key state. What there IS is the host's own key
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REM repeat, which arrives as ordinary key-down events about once per tick.
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REM So a keystroke refills a countdown and the paddle coasts to a stop
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REM when the repeats stop: held reads as held, tapped reads as a nudge.
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REM ####################################################################
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LABEL READKEY
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FOR KI# = 1 TO 8
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GET K#
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IF K# <> 0 THEN GOSUB HANDKEY
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NEXT KI#
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RETURN
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LABEL HANDKEY
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IF K# = 1073741904 THEN PDIR# = 0 - 1
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IF K# = 1073741904 THEN PDEC# = 12
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IF K# = 1073741903 THEN PDIR# = 1
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IF K# = 1073741903 THEN PDEC# = 12
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IF K# = 32 THEN GOSUB KEYSPC
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IF K# = 112 THEN GOSUB KEYPAU
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IF K# = 113 THEN STATE# = 3
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IF K# = 27 THEN STATE# = 3
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RETURN
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LABEL KEYSPC
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IF DEMO# = 1 THEN STATE# = 5
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IF DEMO# = 1 THEN RETURN
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IF HELD# = 0 THEN RETURN
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HELD# = 0
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GOSUB CLRMSG
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RETURN
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LABEL KEYPAU
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IF DEMO# = 1 THEN RETURN
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PAUSED# = 1 - PAUSED#
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IF PAUSED# = 1 THEN MSG$ = "PAUSED"
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IF PAUSED# = 1 THEN GOSUB SHOWMSG
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IF PAUSED# = 0 THEN GOSUB CLRMSG
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RETURN
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REM ####################################################################
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REM THE PADDLE
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REM ####################################################################
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LABEL MOVEPAD
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IF DEMO# = 1 THEN GOSUB DEMOPAD
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IF DEMO# = 1 THEN GOTO PADCLMP
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IF PDEC# < 1 THEN GOTO PADCLMP
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PDEC# = PDEC# - 1
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PX# = PX# + (PDIR# * PSPD#)
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LABEL PADCLMP
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IF PX# < 0 THEN PX# = 0
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M# = SCW# - PW#
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IF PX# > M# THEN PX# = M#
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RETURN
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LABEL DEMOPAD
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TX# = (BX# + 4) - (PW# / 2)
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TX# = TX# + DOFF#
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D# = TX# - PX#
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IF D# > PSPD# THEN D# = PSPD#
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M# = 0 - PSPD#
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IF D# < M# THEN D# = M#
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PX# = PX# + D#
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RETURN
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LABEL HOLDBAL
|
|
BX# = PX# + ((PW# / 2) - 4)
|
|
BY# = PY# - 10
|
|
RETURN
|
|
|
|
REM ####################################################################
|
|
REM THE BALL
|
|
REM
|
|
REM X first and then Y, each move tested on its own, so a ball arriving
|
|
REM at the corner of a brick reverses one axis rather than both.
|
|
REM ####################################################################
|
|
|
|
LABEL MOVEBAL
|
|
OX# = BX#
|
|
BX# = BX# + BVX#
|
|
IF BX# < 0 THEN GOSUB WALLL
|
|
IF BX# > MAXX# THEN GOSUB WALLR
|
|
GOSUB XBRICK
|
|
OY# = BY#
|
|
BY# = BY# + BVY#
|
|
IF BY# < TOPY# THEN GOSUB WALLT
|
|
GOSUB YBRICK
|
|
GOSUB PADHIT
|
|
IF BY# > LOSEY# THEN STATE# = 1
|
|
STALL# = STALL# + 1
|
|
IF STALL# > 500 THEN NUDGE# = 1
|
|
RETURN
|
|
|
|
LABEL WALLL
|
|
BX# = 0
|
|
BVX# = 0 - BVX#
|
|
GOSUB BEEPW
|
|
RETURN
|
|
|
|
LABEL WALLR
|
|
BX# = MAXX#
|
|
BVX# = 0 - BVX#
|
|
GOSUB BEEPW
|
|
RETURN
|
|
|
|
LABEL WALLT
|
|
BY# = TOPY#
|
|
BVY# = 0 - BVY#
|
|
GOSUB BEEPW
|
|
RETURN
|
|
|
|
REM The leading edge, not the centre: a ball tested by its centre sinks
|
|
REM four pixels into a brick before it turns, which looks like the brick
|
|
REM was hit late and the one beside it was not hit at all.
|
|
LABEL XBRICK
|
|
TX# = BX#
|
|
IF BVX# > 0 THEN TX# = BX# + 7
|
|
TY# = BY# + 4
|
|
GOSUB HITTEST
|
|
IF HIT# = 0 THEN RETURN
|
|
BX# = OX#
|
|
BVX# = 0 - BVX#
|
|
GOSUB KILLBR
|
|
RETURN
|
|
|
|
LABEL YBRICK
|
|
TX# = BX# + 4
|
|
TY# = BY#
|
|
IF BVY# > 0 THEN TY# = BY# + 7
|
|
GOSUB HITTEST
|
|
IF HIT# = 0 THEN RETURN
|
|
BY# = OY#
|
|
BVY# = 0 - BVY#
|
|
GOSUB KILLBR
|
|
RETURN
|
|
|
|
REM Which brick, if any, holds the pixel (TX#, TY#). This is the only
|
|
REM place in the game that converts pixels into cells.
|
|
LABEL HITTEST
|
|
HIT# = 0
|
|
RC# = TY# / CH#
|
|
IF RC# < BTOP# THEN RETURN
|
|
RB# = RC# - BTOP#
|
|
IF RB# > (BROWS# - 1) THEN RETURN
|
|
CC2# = TX# / CW#
|
|
IF CC2# < BLEFT# THEN RETURN
|
|
CB# = (CC2# - BLEFT#) / BRW#
|
|
IF CB# > (BCOLS# - 1) THEN RETURN
|
|
BI# = (RB# * BCOLS#) + CB#
|
|
BR2# = RB#
|
|
IF BR#(BI#) = 1 THEN HIT# = 1
|
|
RETURN
|
|
|
|
LABEL KILLBR
|
|
BR#(BI#) = 0
|
|
LEFTN# = LEFTN# - 1
|
|
STALL# = 0
|
|
PTS# = (BROWS# - BR2#) * 10
|
|
SCORE# = SCORE# + PTS#
|
|
IF DEMO# = 0 THEN GOSUB HISCORE
|
|
GOSUB DRAWBR
|
|
GOSUB DRAWHUD
|
|
GOSUB BEEPB
|
|
IF LEFTN# < 1 THEN STATE# = 2
|
|
RETURN
|
|
|
|
REM Paddle bounce. Five zones across the face, so where you catch it
|
|
REM decides where it goes -- the whole game, really.
|
|
LABEL PADHIT
|
|
IF BVY# < 1 THEN RETURN
|
|
BB# = BY# + 8
|
|
IF BB# < PY# THEN RETURN
|
|
IF BY# > (PY# + 10) THEN RETURN
|
|
RX# = PX# + PW#
|
|
IF (BX# + 8) < PX# THEN RETURN
|
|
IF BX# > RX# THEN RETURN
|
|
BY# = PY# - 8
|
|
BVY# = 0 - BSPD#
|
|
Z# = ((BX# + 4) - PX#) / (PW# / 5)
|
|
IF Z# < 0 THEN Z# = 0
|
|
IF Z# > 4 THEN Z# = 4
|
|
PVX# = BVX#
|
|
BVX# = (Z# - 2) * 3
|
|
IF BVX# <> 0 THEN GOTO PADAIM
|
|
REM Dead centre. Keep the direction it came in on and give it a shallow
|
|
REM angle: a ball with no sideways speed at all rises and falls down one
|
|
REM column for ever, which is how attract mode used to hang itself.
|
|
BVX# = 2
|
|
IF PVX# < 0 THEN BVX# = 0 - 2
|
|
LABEL PADAIM
|
|
IF NUDGE# = 1 THEN GOSUB UNSTICK
|
|
IF DEMO# = 1 THEN GOSUB DEMOAIM
|
|
GOSUB BEEPP
|
|
RETURN
|
|
|
|
REM Ten seconds without touching a brick means the ball has found an orbit
|
|
REM that misses the wall -- straight up and straight back down the same
|
|
REM empty column, usually. Give it a different angle, but do it HERE, on a
|
|
REM bounce the player is already watching, rather than in mid-flight where
|
|
REM it would look like the ball hit something that was not there.
|
|
LABEL UNSTICK
|
|
NUDGE# = 0
|
|
STALL# = 0
|
|
RMAX# = 4
|
|
GOSUB RANDOM
|
|
BVX# = (RND# * 3) - 6
|
|
IF BVX# = 0 THEN BVX# = 3
|
|
RETURN
|
|
|
|
REM Attract mode aims off-centre by a random amount, so the machine plays
|
|
REM like something with a hand on the paddle rather than a mirror.
|
|
LABEL DEMOAIM
|
|
RMAX# = 81
|
|
GOSUB RANDOM
|
|
DOFF# = RND# - 40
|
|
RETURN
|
|
|
|
REM ####################################################################
|
|
REM DRAWING
|
|
REM ####################################################################
|
|
|
|
REM The sprite position is its top-left corner in device pixels, and the
|
|
REM paddle is three 48-wide segments laid end to end. Each coordinate is
|
|
REM worked out into a variable first: MOVSPR reads a leading sign as
|
|
REM "move by this much" rather than "move to here".
|
|
LABEL SHOWSPR
|
|
MOVSPR 1, BX#, BY#
|
|
MOVSPR 2, PX#, PY#
|
|
X2# = PX# + 48
|
|
MOVSPR 3, X2#, PY#
|
|
X3# = PX# + 96
|
|
MOVSPR 4, X3#, PY#
|
|
RETURN
|
|
|
|
LABEL DRAWHUD
|
|
V# = SCORE#
|
|
GOSUB PAD6
|
|
H$ = " SCORE " + P$
|
|
H$ = (H$ + " LIVES ") + LIVES#
|
|
H$ = (H$ + " LEVEL ") + LEVEL#
|
|
V# = HIGH#
|
|
GOSUB PAD6
|
|
H$ = (H$ + " HIGH ") + P$
|
|
CHAR 1, 0, 0, H$
|
|
RETURN
|
|
|
|
LABEL PAD6
|
|
P$ = "" + V#
|
|
DO WHILE LEN(P$) < 6
|
|
P$ = "0" + P$
|
|
LOOP
|
|
RETURN
|
|
|
|
LABEL SHOWMSG
|
|
MROW# = MSGROW#
|
|
GOSUB SHOWAT
|
|
RETURN
|
|
|
|
LABEL CLRMSG
|
|
MROW# = MSGROW#
|
|
GOSUB CLRAT
|
|
RETURN
|
|
|
|
REM Centre MSG$ on row MROW#. No padding on the right is needed: CHAR
|
|
REM terminates the row where the message ends, which erases the rest.
|
|
LABEL SHOWAT
|
|
L# = LEN(MSG$)
|
|
C2# = (COLS# - L#) / 2
|
|
S$ = MSG$
|
|
IF C2# > 0 THEN S$ = (" " * C2#) + MSG$
|
|
CHAR 1, 0, MROW#, S$
|
|
RETURN
|
|
|
|
LABEL CLRAT
|
|
CHAR 1, 0, MROW#, " "
|
|
RETURN
|
|
|
|
REM ####################################################################
|
|
REM WHAT HAPPENS WHEN THE BALL GETS PAST YOU
|
|
REM ####################################################################
|
|
|
|
LABEL LOSTLIF
|
|
GOSUB BEEPL
|
|
IF DEMO# = 1 THEN GOTO DEMOSRV
|
|
LIVES# = LIVES# - 1
|
|
GOSUB DRAWHUD
|
|
IF LIVES# < 1 THEN GOTO GAMEOVR
|
|
GOSUB SERVE
|
|
MSG$ = "BALL LOST -- PRESS SPACE"
|
|
GOSUB SHOWMSG
|
|
STATE# = 0
|
|
GOTO TICK
|
|
|
|
LABEL DEMOSRV
|
|
GOSUB SERVE
|
|
HELD# = 0
|
|
STATE# = 0
|
|
GOTO TICK
|
|
|
|
LABEL LEVELUP
|
|
MSG$ = "LEVEL CLEARED"
|
|
GOSUB SHOWMSG
|
|
SLEEP 1.5
|
|
LEVEL# = LEVEL# + 1
|
|
IF BSPD# < 7 THEN BSPD# = BSPD# + 1
|
|
GOSUB NEWLEV
|
|
IF DEMO# = 1 THEN GOSUB CLRMSG
|
|
STATE# = 0
|
|
GOTO TICK
|
|
|
|
LABEL GAMEOVR
|
|
MSG$ = "GAME OVER -- SPACE PLAYS AGAIN, Q QUITS"
|
|
GOSUB SHOWMSG
|
|
LABEL GOWAIT
|
|
GET K#
|
|
IF K# = 32 THEN GOTO NEWGAME
|
|
IF K# = 113 THEN GOTO BYE
|
|
IF K# = 27 THEN GOTO BYE
|
|
SLEEP 0.05
|
|
GOTO GOWAIT
|
|
|
|
LABEL BYE
|
|
SPRITE 1, 0
|
|
SPRITE 2, 0
|
|
SPRITE 3, 0
|
|
SPRITE 4, 0
|
|
SCNCLR
|
|
PRINT "BREAKOUT"
|
|
PRINT "FINAL SCORE " + SCORE#
|
|
PRINT "HIGH SCORE " + HIGH#
|
|
SLEEP 2
|
|
QUIT
|
|
|
|
REM The machine does not get on the scoreboard: attract mode keeps score
|
|
REM so the wall behaves, but only a player's score is ever the high one.
|
|
LABEL HISCORE
|
|
IF SCORE# > HIGH# THEN HIGH# = SCORE#
|
|
RETURN
|
|
|
|
REM ####################################################################
|
|
REM SPRITE PATTERNS
|
|
REM
|
|
REM 63 bytes each: three per row, twenty-one rows, most significant bit
|
|
REM leftmost. A clear bit is transparent, which is what lets an 8x8 ball
|
|
REM live in the corner of a 24x21 pattern with nothing drawn around it.
|
|
REM
|
|
REM byte 0 byte 1 byte 2
|
|
REM 7 6 5 4 3 2 1 0 7 6 5 4 3 2 1 0 7 6 5 4 3 2 1 0
|
|
REM ^ column 0 ^ column 23
|
|
REM ####################################################################
|
|
|
|
REM Ball: an 8x8 disc in the top-left corner, so its pixel rectangle is
|
|
REM the sprite position and eight pixels each way. No offset arithmetic.
|
|
REM . . # # # # . . 60
|
|
REM . # # # # # # . 126
|
|
REM # # # # # # # # 255
|
|
DATA 60, 0, 0
|
|
DATA 126, 0, 0
|
|
DATA 255, 0, 0
|
|
DATA 255, 0, 0
|
|
DATA 255, 0, 0
|
|
DATA 255, 0, 0
|
|
DATA 126, 0, 0
|
|
DATA 60, 0, 0
|
|
DATA 0, 0, 0
|
|
DATA 0, 0, 0
|
|
DATA 0, 0, 0
|
|
DATA 0, 0, 0
|
|
DATA 0, 0, 0
|
|
DATA 0, 0, 0
|
|
DATA 0, 0, 0
|
|
DATA 0, 0, 0
|
|
DATA 0, 0, 0
|
|
DATA 0, 0, 0
|
|
DATA 0, 0, 0
|
|
DATA 0, 0, 0
|
|
DATA 0, 0, 0
|
|
|
|
REM Paddle segment: the full 24 wide and 6 deep, expanded to 48 wide by
|
|
REM SPRITE's xexpand bit. Three of them make one 144 pixel paddle.
|
|
DATA 255, 255, 255
|
|
DATA 255, 255, 255
|
|
DATA 255, 255, 255
|
|
DATA 255, 255, 255
|
|
DATA 255, 255, 255
|
|
DATA 255, 255, 255
|
|
DATA 0, 0, 0
|
|
DATA 0, 0, 0
|
|
DATA 0, 0, 0
|
|
DATA 0, 0, 0
|
|
DATA 0, 0, 0
|
|
DATA 0, 0, 0
|
|
DATA 0, 0, 0
|
|
DATA 0, 0, 0
|
|
DATA 0, 0, 0
|
|
DATA 0, 0, 0
|
|
DATA 0, 0, 0
|
|
DATA 0, 0, 0
|
|
DATA 0, 0, 0
|
|
DATA 0, 0, 0
|
|
DATA 0, 0, 0
|
|
|
|
REM ####################################################################
|
|
REM LEVEL LAYOUTS
|
|
REM
|
|
REM Six rows of ten bricks. 1 is a brick, 0 is a hole. RESTORE picks the
|
|
REM layout by line number, so adding a fourth is a block and one IF.
|
|
REM ####################################################################
|
|
|
|
LABEL LAY1
|
|
REM Level 1: the whole wall.
|
|
DATA "1111111111"
|
|
DATA "1111111111"
|
|
DATA "1111111111"
|
|
DATA "1111111111"
|
|
DATA "1111111111"
|
|
DATA "1111111111"
|
|
|
|
LABEL LAY2
|
|
REM Level 2: a barrel, open at the corners.
|
|
DATA "0011111100"
|
|
DATA "0111111110"
|
|
DATA "1111111111"
|
|
DATA "1111111111"
|
|
DATA "0111111110"
|
|
DATA "0011111100"
|
|
|
|
LABEL LAY3
|
|
REM Level 3: gaps to shoot through.
|
|
DATA "1010101010"
|
|
DATA "0101010101"
|
|
DATA "1111001111"
|
|
DATA "1100110011"
|
|
DATA "1011111101"
|
|
DATA "0110110110"
|