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!AWDec93/Goodies/Lander/!Lander/!RunImage

This website contains an archive of files for the Acorn Electron, BBC Micro, Acorn Archimedes, Commodore 16 and Commodore 64 computers, which Dominic Ford has rescued from his private collection of floppy disks and cassettes.

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Filename: !AWDec93/Goodies/Lander/!Lander/!RunImage
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File size: 5A83 bytes
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Exec address: 0000
File contents
   10 REM >!RunImage
   20 REM Micalsoft Lander
   30 REM LEN Mike Puddephat 24-Jan-93
   40
   50 ON ERROR PROCexit_lander
   60
   70 PROCset_up_game
   80 PROCload_modules
   90 PROCdeclare_variables
  100 PROCload_sprites
  110 PROCload_high_scores
  120 PROCassembler
  130
  140 REPEAT
  150   PROCset_game_vars
  160   PROCstart_screen
  170   REPEAT
  180     IF !room_check=0 THEN
  190        ship_x%=entrance_x%
  200        ship_y%=entrance_y%
  210        fall=0
  220        side=0
  230        dead%=FALSE
  240        PROCdisplay_room
  250        PROCdisplay_lives
  260        PROCflash_ship
  270       ELSE
  280        !room_check=0
  290     ENDIF
  300     REPEAT
  310       !xpos=ship_x%:!ypos=ship_y%:CALL check_death
  320       PROCcheck_death
  330       WAIT
  340       CALL display_ship
  350       !R%=RND(2)
  360       ship_y%+=fall:fall-=gravity
  370       ship_x%+=side
  380       IF INKEY-74 AND !fuel%>0 THEN
  390          fall+=0.5
  400          !thrust%=0
  410         ELSE
  420          !thrust%=1
  430          !R%=0
  440       ENDIF
  450       !xpos=ship_x%:!ypos=ship_y%
  460       CALL display_ship
  470       IF INKEY-67 side+=1
  480       IF INKEY-98 side-=1
  490       IF INKEY-17 dead%=TRUE:lives%=1
  500       side=side*0.9
  510     UNTIL dead% OR !room_check<>0 OR game_over%
  520     IF dead% THEN
  530        PROCexplode
  540        lives%-=1
  550        !fuel%=922
  560     ENDIF
  570     IF !room_check<>0 THEN PROCchange_room
  580   UNTIL lives%=0 OR game_over%
  590   *FX 15
  600   *CHANNELVOICE 2 GameOver
  610   SOUND 2,-15,6000,1
  620   IF game_over% PROCdisplay_end_message
  630   time2=TIME:REPEAT UNTIL TIME-time2>150
  640   IF Score%>Score%(10) PROCenter_high_score
  650 UNTIL FALSE
  660 :
  670 DEF PROCchange_room
  680   !R%=0
  690   !thrust%=1
  700   CASE !room_check OF
  710     WHEN 1:ship_x%=1140
  720            room%-=1
  730            PROCdisplay_room
  740            !xpos=ship_x%:!ypos=ship_y%
  750            CALL display_ship
  760     WHEN 2:ship_x%=60
  770            room%+=1
  780            PROCdisplay_room
  790            !xpos=ship_x%:!ypos=ship_y%
  800            CALL display_ship
  810     WHEN 3:ship_y%=740
  820            room%+=10
  830            PROCdisplay_room
  840            !xpos=ship_x%:!ypos=ship_y%
  850            CALL display_ship
  860     WHEN 4:ship_y%=60
  870            room%-=10
  880            PROCdisplay_room
  890            !xpos=ship_x%:!ypos=ship_y%
  900            CALL display_ship
  910   ENDCASE
  920 ENDPROC
  930 :
  940 DEF PROCdeclare_variables
  950   VOICES 4
  960   *SpriteSize 32K
  970   DIM sp_block% &5400
  980   DIM block% 256
  990   DIM work% 32
 1000   DIM text_print% 256
 1010   particles%=7
 1020   max_objects%=83
 1030   key_num%=0
 1040   DIM part_x%(particles%),part_y%(particles%)
 1050   DIM part_xv%(particles%),part_yv%(particles%)
 1060   DIM part_c%(particles%)
 1070   gravity=0.25
 1080   fy_pos%=1024:f_size%=12
 1090   RoomSize%=&400
 1100   DIM Object%(100),Key%(6),Fuel(100)
 1110   DIM Name$(10),Score%(10)
 1120   DIM colour%(6)
 1130   colour%(1)=2:colour%(2)=12:colour%(3)=31
 1140   colour%(4)=51:colour%(5)=58:colour%(6)=45
 1150   instructions%=FALSE
 1160   just_loaded%=TRUE
 1170   DIM object$(4),title$(4)
 1180   object$(0)="platform":title$(0)="Re-fuelling Platform"
 1190   object$(1)="ship0":title$(1)="Lander Craft"
 1200   object$(2)="object":title$(2)="Radioactive Debris"
 1210   object$(3)="key1":title$(3)="Security Key"
 1220   object$(4)="door1":title$(4)="Security Door"
 1230   DIM room_data% &3C00
 1240   OSCLI("LOAD <Lander$Dir>.Rooms "+STR$~room_data%)
 1250   DIM room_index_data% &100
 1260   OSCLI("LOAD <Lander$Dir>.RoomsIndex "+STR$~room_index_data%)
 1270 ENDPROC
 1280 :
 1290 DEF PROCload_sprites
 1300   sp_block%!0=&5000
 1310   sp_block%!8=16
 1320   $work%="<Lander$Dir>.SprFile"
 1330   block%!0=work%
 1340   SYS "OS_SpriteOp",9,sp_block%
 1350   SYS "OS_SpriteOp",10,sp_block%,block%!0
 1360 ENDPROC
 1370 :
 1380 DEF PROCdisplay_sprite(name$, x_pos%, y_pos%)
 1390   x_pos%=(x_pos%/4)*4:y_pos%=(y_pos%/4)*4
 1400   $work%=name$:block%!0=work%
 1410   SYS "OS_SpriteOp",34,sp_block%,block%!0,x_pos%,y_pos%,&03
 1420 ENDPROC
 1430 :
 1440 DEF PROCdisplay_fuel
 1450   GCOL 0,2 TINT 0
 1460   RECTANGLE FILL 350,fy_pos%-20,!fuel%,f_size%
 1470   VDU 5:MOVE 346,996:PRINT;"Fuel";:VDU4:OFF
 1480   GCOL 0,40 TINT 0
 1490   RECTANGLE 346,fy_pos%-24,930,f_size%+8
 1500 ENDPROC
 1510 :
 1520 DEF PROCdisplay_room
 1530   key_block%=FALSE
 1540   entrance_x%=ship_x%
 1550   entrance_y%=ship_y%
 1560   VDU 28,0,31,39,3,12,26
 1570   !fuel%-=4
 1580   PROCdisplay_fuel
 1590   !fuel%+=4
 1600   done%=FALSE
 1610   lb%=?(room_index_data%+(room%*2))
 1620   hb%=?(room_index_data%+(room%*2)+1)
 1630   room_ptr%=room_data%+(lb%+(hb%*256))
 1640   REPEAT
 1650     shape%=?room_ptr%
 1660     IF shape%<>255 THEN
 1670        col%=room_ptr%?1
 1680        room_ptr%+=2
 1690        C%=col% DIV 4
 1700        T%=col% MOD 4
 1710        GCOL 0,C% TINT (T%*64)
 1720        CASE shape% OF
 1730          WHEN 1:PROCdraw_triangle
 1740          WHEN 2:PROCdraw_rectangle
 1750          WHEN 3:PROCdraw_object
 1760          WHEN 4:PROCdraw_platform
 1770          WHEN 5,6,7,8,9,10:PROCdraw_key_block
 1780          WHEN 11,12,13,14,15,16:PROCdraw_key
 1790        ENDCASE
 1800     ENDIF
 1810   UNTIL shape%=255
 1820   room_ptr%+=1
 1830   IF NOT done% CALL fix_screen
 1840   title$=$room_ptr%
 1850   COLOUR 20
 1860   GCOL 21 TINT 4
 1870   LINE 0,890,1280,890
 1880   LINE 0,934,1280,934
 1890   PRINT TAB(FNcentre(title$),3);title$
 1900 ENDPROC
 1910 :
 1920 DEF FNcentre(string$)
 1930   l%=LEN(string$)
 1940   l%=40-l%
 1950 =l%/2
 1960 :
 1970 DEF PROCexplode
 1980   !xpos=ship_x%:!ypos=ship_y%
 1990   CALL display_ship
 2000   *CHANNELVOICE 3 Explode
 2010   SOUND 3,-15,1900,1
 2020   FOR loop%=1 TO particles%
 2030     part_x%(loop%)=ship_x%
 2040     part_y%(loop%)=ship_y%
 2050     part_xv%(loop%)=(RND(8)-4)+(side*RND(4))
 2060     part_yv%(loop%)=10+(RND(5)*3)+fall
 2070     part_c%(loop%)=RND(8)-1
 2080     spr$="bit"+STR$(part_c%(loop%))
 2090     PROCdisplay_sprite(spr$,ship_x%,ship_y%)
 2100   NEXT loop%
 2110   FOR count%=0 TO 55
 2120     FOR loop%=1 TO particles%
 2130       spr$="bit"+STR$(part_c%(loop%))
 2140       PROCdisplay_sprite(spr$,part_x%(loop%),part_y%(loop%))
 2150       part_x%(loop%)+=part_xv%(loop%)
 2160       part_y%(loop%)+=part_yv%(loop%)
 2170       part_yv%(loop%)-=1
 2180       part_c%(loop%)+=1
 2190       part_c%(loop%)=part_c%(loop%) MOD 8
 2200       spr$="bit"+STR$(part_c%(loop%))
 2210       PROCdisplay_sprite(spr$,part_x%(loop%),part_y%(loop%))
 2220     NEXT loop%
 2230   NEXT count%
 2240   FOR loop%=1 TO particles%
 2250     spr$="bit"+STR$(part_c%(loop%))
 2260     PROCdisplay_sprite(spr$,part_x%(loop%),part_y%(loop%))
 2270   NEXT loop%
 2280 ENDPROC
 2290 :
 2300 DEF PROCdisplay_lives
 2310   temp%=!R%
 2320   !R%=0
 2330   GCOL 0 TINT 0
 2340   RECTANGLE FILL 0,944,300,100
 2350   IF lives%=1 ENDPROC
 2360   FOR loop%=0 TO lives%-2
 2370     !xpos=loop%*90:!ypos=940
 2380     CALL display_ship
 2390   NEXT loop%
 2400   !R%=temp%
 2410 ENDPROC
 2420 :
 2430 DEF PROCdraw_triangle
 2440   px1%=!room_ptr% MOD &10000
 2450   py1%=!room_ptr% DIV &10000
 2460   px2%=room_ptr%!4 MOD &10000
 2470   py2%=room_ptr%!4 DIV &10000
 2480   px3%=room_ptr%!8 MOD &10000
 2490   py3%=room_ptr%!8 DIV &10000
 2500   room_ptr%+=12
 2510   MOVE px1%,py1%
 2520   MOVE px2%,py2%
 2530   PLOT 85,px3%,py3%
 2540 ENDPROC
 2550 :
 2560 DEF PROCdraw_rectangle
 2570   px1%=!room_ptr% MOD &10000
 2580   py1%=!room_ptr% DIV &10000
 2590   px2%=room_ptr%!4 MOD &10000
 2600   py2%=room_ptr%!4  DIV &10000
 2610   room_ptr%+=8
 2620   IF py2%>=0 AND py1%+py2%>876 THEN py2%=876-py1%
 2630   IF py2%<0 AND py1%>876 THEN py1%=876
 2640   RECTANGLE FILL px1%,py1%,px2%,py2%
 2650 ENDPROC
 2660 :
 2670 DEF PROCdraw_object
 2680   CALL fix_screen
 2690   done%=TRUE
 2700   obx%=!room_ptr% MOD &10000
 2710   oby%=!room_ptr% DIV &10000
 2720   room_ptr%+=4
 2730   IF NOT(Object%(room%)) PROCdisplay_sprite("object",obx%,oby%)
 2740 ENDPROC
 2750 :
 2760 DEF PROCassembler
 2770   xwidth=32
 2780   ywidth=31
 2790   lander_x_len=19
 2800   lander_y_len=19
 2810   DIM code% &5000
 2820   code%!0=149
 2830   code%!4=-1
 2840   SYS "OS_ReadVduVariables",code%,code%
 2850   srn%=code%!0+&14000
 2860   FOR pass%=0 TO 2 STEP 2
 2870     P%=code%
 2880     [OPT pass%
 2890 .fade_screen
 2900     LDR   R0,fade_position
 2910     MOV   R3,#0
 2920 .fade_loop
 2930     MOV   R1,#0
 2940 .fade_line_loop
 2950     LDR   R2,[R0,R1]
 2960     MOV   R2,R2,LSL#1
 2970     STR   R2,[R0,R1]
 2980     ADD   R1,R1,#4
 2990     CMP   R1,#&C4
 3000     BNE   fade_line_loop
 3010     ADD   R3,R3,#1
 3020     CMP   R3,#136
 3030     BEQ   exit_fade
 3040     ADD   R0,R0,#&140
 3050     B     fade_loop
 3060 .exit_fade
 3070     MOV   PC,R14
 3080
 3090 .fade_position
 3100     EQUD  (srn%-&E5C0)
 3110
 3120 .display_ship
 3130     LDR   R0,xpos
 3140     MOV   R0,R0,LSR#2
 3150     MOV   R0,R0,LSL#2
 3160     STR   R0,xpos
 3170     LDR   R0,ypos
 3180     MOV   R0,R0,LSR#2
 3190     MOV   R0,R0,LSL#2
 3200     STR   R0,ypos
 3210     LDR   R0,thrust%
 3220     CMP   R0,#0
 3230     BEQ   thrusting
 3240     MOV   R0,#0
 3250     STR   R0,R%
 3260 .thrusting
 3270     LDR   R0,R%
 3280     ADD   R0,R0,#48
 3290     ADR   R2,title
 3300     STR   R0,[R2,#4]
 3310     MOV   R0,#34
 3320     LDR   R1,sp_block_pos
 3330     ADR   R2,title
 3340     LDR   R3,xpos
 3350     LDR   R4,ypos
 3360     MOV   R5,#3
 3370     SWI   "OS_SpriteOp"
 3380     MOV   PC,R14
 3390
 3400 .sp_block_pos
 3410     EQUD  (sp_block%)
 3420 .title
 3430     EQUS  ("ship* ")
 3440     ALIGN
 3450 .R%
 3460     EQUD(0)
 3470 .thrust%
 3480     EQUD(0)
 3490
 3500 .check_death
 3510     LDR   R0,xpos
 3520     CMP   R0,#20
 3530     MOVLS R1,#1
 3540     STRLS R1,room_check
 3550     CMP   R0,#1152
 3560     MOVHI R1,#2
 3570     STRHI R1,room_check
 3580     LDR   R0,ypos
 3590     CMP   R0,#20
 3600     MOVLS R1,#3
 3610     STRLS R1,room_check
 3620     CMP   R0,#768
 3630     MOVHI R1,#4
 3640     STRHI R1,room_check
 3650     MOV   R10,#0
 3660     LDR   R0,xpos
 3670     MOV   R0,R0,LSR#2
 3680     MOV   R0,R0,LSL#2
 3690     STR   R0,xpos
 3700     LDR   R0,ypos
 3710     MOV   R0,R0,LSR#2
 3720     MOV   R0,R0,LSL#2
 3730     STR   R0,ypos
 3740     LDR   R0,xpos
 3750     MOV   R0,R0,LSR#2
 3760     LDR   R1,ypos
 3770     ADD   R1,R1,#80
 3780     TST   R1,#%11
 3790     BNE   no_extra
 3800     ADD   R1,R1,#4
 3810 .no_extra
 3820     MOV   R2,#1024
 3830     SUB   R3,R2,R1
 3840     MOV   R3,R3,LSR#2
 3850     MOV   R4,#&140
 3860     MUL   R6,R3,R4
 3870     ADD   R6,R6,R0
 3880     LDR   R5,top_screen_pos
 3890     ADD   R5,R5,R6
 3900     LDR   R9,craft_type
 3910     CMP   R9,#0
 3920     LDREQ R4,lander_pos1
 3930     CMP   R9,#1
 3940     LDREQ R4,lander_pos2
 3950     CMP   R9,#2
 3960     LDREQ R4,lander_pos3
 3970     MOV   R6,#0
 3980     MOV   R7,#&140
 3990 .y_check_loop
 4000     MOV   R0,#0
 4010 .x_check_loop
 4020     MOV   R8,#255
 4030     LDRB  R3,[R5,R0]
 4040     LDRB  R2,[R4,R0]
 4050     CMP   R2,#0
 4060     BEQ   no_check
 4070     CMP   R2,R3
 4080     BNE   hit_something
 4090 .no_check
 4100     ADD   R0,R0,#1
 4110     CMP   R0,#lander_x_len
 4120     BNE   x_check_loop
 4130     ADD   R6,R6,#1
 4140     ADD   R5,R5,R7
 4150     ADD   R4,R4,#lander_x_len
 4160     CMP   R6,#lander_y_len
 4170     BNE   y_check_loop
 4180     MOV   R0,#0
 4190     STR   R0,results
 4200     STR   R10,counts
 4210     B     adjust_fuel
 4220 .hit_something
 4230     EOR   R8,R3,R2
 4240     CMP   R8,#18
 4250     BEQ   no_check
 4260     CMP   R8,#84
 4270     BEQ   no_check
 4280     CMP   R8,#208
 4290     BNE   not_re_fuel
 4300     ADD   R10,R10,#1
 4310     BEQ   no_check
 4320 .not_re_fuel
 4330     STR   R8,results
 4340     STR   R10,counts
 4350     B     adjust_fuel
 4360
 4370 .top_screen_pos
 4380     EQUD  (srn%-&14000)
 4390 .counts
 4400     EQUD  (0)
 4410 .xpos
 4420     EQUD  (0)
 4430 .ypos
 4440     EQUD  (0)
 4450 .craft_type
 4460     EQUD  (0)
 4470 .results
 4480     EQUD  (0)
 4490 .room_check
 4500     EQUD  (0)
 4510 .fuel%
 4520     EQUD  (0)
 4530 .fuel_pos
 4540     EQUD  (srn%-&14000+&197)
 4550 .ret_key
 4560     EQUD  (-74)
 4570 .lander_pos1
 4580     EQUD  (sprite_data+(8*xwidth*ywidth))
 4590 .lander_pos2
 4600     EQUD  (sprite_data+(9*xwidth*ywidth))
 4610 .lander_pos3
 4620     EQUD  (sprite_data+(10*xwidth*ywidth))
 4630
 4640 .adjust_fuel
 4650     MOV   R0,#129
 4660     LDR   R1,ret_key
 4670     MOV   R2,#255
 4680     SWI   "OS_Byte"
 4690     CMP   R1,#255
 4700     BEQ   fuel_used
 4710     MOV   PC,R14
 4720 .fuel_used
 4730     LDR   R0,fuel%
 4740     CMP   R0,#0
 4750     BEQ   fuel_used_up
 4760     LDR   R1,fuel%
 4770     MOV   R1,R1,LSR#2
 4780     LDR   R2,fuel_pos
 4790     ADD   R2,R2,R1
 4800     MOV   R3,#0
 4810     STRB  R3,[R2]
 4820     MOV   R4,#&140
 4830     ADD   R2,R2,R4
 4840     STRB  R3,[R2]
 4850     ADD   R2,R2,R4
 4860     STRB  R3,[R2]
 4870     ADD   R2,R2,R4
 4880     STRB  R3,[R2]
 4890     SUB   R0,R0,#1
 4900     STR   R0,fuel%
 4910 .fuel_used_up
 4920     MOV   PC,R14
 4930
 4940 .fix_screen
 4950     MOV   R5,#0
 4960     MOV   R6,#0
 4970     MOV   R7,#xwidth
 4980     LDR   R4,sprite_length
 4990     MOV   R10,#ywidth
 5000     LDR   R0,sprite_position
 5010     LDR   R1,screen_position
 5020     MOV   R12,#0
 5030 .loop
 5040     LDRB  R2,[R1]
 5050     CMP   R2,#0
 5060     BEQ   quick_loop
 5070     MUL   R3,R2,R4
 5080     ADD   R3,R3,R5
 5090     MUL   R8,R6,R7
 5100     ADD   R3,R3,R8
 5110     ADD   R3,R3,R0
 5120     LDRB  R9,[R3]
 5130     STRB  R9,[R1]
 5140 .quick_loop
 5150     ADD   R5,R5,#1
 5160     CMPS  R5,R7
 5170     MOVEQ R5,#0
 5180     ADD   R1,R1,#1
 5190     ADD   R12,R12,#1
 5200     LDR   R11,line_length
 5210     CMP   R12,R11
 5220     MOVEQ R12,#0
 5230     MOVEQ R5,#0
 5240     ADDEQ R6,R6,#1
 5250     CMPS  R6,R10
 5260     MOVEQ R6,#0
 5270     LDR   R11,screen_length
 5280     CMPS  R1,R11
 5290     BNE   loop
 5300     MOV PC,R14
 5310 .screen_position
 5320     EQUD  (srn%-&11300)
 5330 .sprite_position
 5340     EQUD  (sprite_data)
 5350 .screen_length
 5360     EQUD  (srn%)
 5370 .line_length
 5380     EQUD  (&140)
 5390 .sprite_length
 5400     EQUD  (xwidth*ywidth)
 5410 .sprite_data
 5420     ]
 5430   NEXT pass%
 5440   OSCLI("LOAD <Lander$Dir>.SprData "+STR$~(sprite_data))
 5450 ENDPROC
 5460 :
 5470 DEF PROCload_modules
 5480   *RMEnsure GameOver 0 RMLoad <Lander$Dir>.Sounds.GameOver
 5490   *RMEnsure Explode 0 RMLoad <Lander$Dir>.Sounds.Explode
 5500   *RMEnsure KeyGet 0 RMLoad <Lander$Dir>.Sounds.KeyGet
 5510   *RMEnsure ObjGet 0 RMLoad <Lander$Dir>.Sounds.ObjGet
 5520   *RMEnsure ReFuel 0 RMLoad <Lander$Dir>.Sounds.ReFuel
 5530   *RMEnsure MemAlloc 0 RMLoad <Lander$Dir>.MemAlloc
 5540   *CHANNELVOICE 4 ObjGet
 5550 ENDPROC
 5560 :
 5570 DEF PROCcheck_death
 5580   IF !counts>=4 AND ABS(fall)<10 THEN
 5590      PROCre_fuel
 5600      ENDPROC
 5610     ELSE
 5620      IF TIME-time>30 AND !counts>0 THEN
 5630         dead%=TRUE
 5640         ENDPROC
 5650      ENDIF
 5660   ENDIF
 5670   option%=!results
 5680   CASE option% OF
 5690     WHEN 0:dead%=FALSE
 5700     WHEN 118,100:PROCget_object
 5710     WHEN 20,64,87,148,128,224:PROCget_key
 5720    OTHERWISE
 5730     IF TIME-time>40 dead%=TRUE
 5740   ENDCASE
 5750 ENDPROC
 5760 :
 5770 DEF PROCget_object
 5780   PROCdisplay_sprite("object",obx%,oby%)
 5790   SOUND 4,-10,4000,1
 5800   Object%(room%)=TRUE
 5810   PROCscore_up(150)
 5820   PROCobjects_up(1)
 5830 ENDPROC
 5840 :
 5850 DEF PROCre_fuel
 5860   IF TIME-time<50 ENDPROC
 5870   *CHANNELVOICE 2 ReFuel
 5880   *CHANNELVOICE 3 ReFuel
 5890   !xpos=ship_x%:!ypos=ship_y%:CALL display_ship
 5900   !thrust%=1
 5910   PROCmove_up
 5920   !xpos=ship_x%:!ypos=ship_y%:CALL display_ship
 5930   GCOL 0,2 TINT 0
 5940   !fuel%=INT(!fuel%/4)*4
 5950   b%=9:a%=0
 5960   WHILE Fuel(room%)>0 AND NOT(INKEY-74) AND !fuel%<=918 AND NOT(INKEY-17)
 5970     WAIT
 5980     GCOL 0,2 TINT 0
 5990     LINE !fuel%+350,fy_pos%-f_size%-8,!fuel%+350,fy_pos%-8
 6000     GCOL 0,0 TINT 0
 6010     LINEplx%+148,ply%+8+Fuel(room%),plx%+148+44,ply%+8+Fuel(room%)
 6020     !fuel%+=4
 6030     Fuel(room%)-=0.5
 6040     IF (b% MOD 10)=9 SOUND (a% MOD 2)+2,-15,4000+(!fuel%)*2,3:a%+=1
 6050     b%+=1
 6060   ENDWHILE
 6070   REPEAT UNTIL INKEY-74 OR INKEY-17
 6080   IF INKEY-17 dead%=TRUE:lives%=1
 6090   !thrust%=1
 6100   fall=4:side=0
 6110   !xpos=ship_x%:!ypos=ship_y%:CALL display_ship
 6120   ship_y%+=count%
 6130   !xpos=ship_x%:!ypos=ship_y%:CALL display_ship
 6140   time=TIME
 6150 ENDPROC
 6160 :
 6170 DEF PROCmove_up
 6180   count%=0
 6190   WHILE POINT(ship_x%,ship_y%+12)<>0 OR POINT(ship_x%+80,ship_y%+12)<>0
 6200     ship_y%+=2
 6210     count%+=2
 6220   ENDWHILE
 6230 ENDPROC
 6240 :
 6250 DEF PROCdraw_platform
 6260   IF NOT(done%) CALL fix_screen:done%=TRUE
 6270   plx%=!room_ptr% MOD &10000
 6280   ply%=!room_ptr% DIV &10000
 6290   room_ptr%+=4
 6300   PROCdisplay_sprite("platform",plx%,ply%)
 6310   IF Fuel(room%)<=0 ENDPROC
 6320   GCOL 0,6 TINT 0
 6330   RECTANGLE FILL plx%+148,ply%+8,44,Fuel(room%)
 6340 ENDPROC
 6350 :
 6360 DEF PROCdraw_key_block
 6370   IF NOT(done%) CALL fix_screen:done%=TRUE
 6380   kbx%=!room_ptr% MOD &10000
 6390   kby%=!room_ptr% DIV &10000
 6400   kblx%=room_ptr%!4 MOD &10000
 6410   kbly%=room_ptr%!4 DIV &10000
 6420   room_ptr%+=8
 6430   key_num%=shape%-4
 6440   IF Key%(key_num%) ENDPROC
 6450   GCOL 0,colour%(shape%-4) TINT 0
 6460   RECTANGLE FILL kbx%,kby%,kblx%,kbly%
 6470   key_block%=TRUE
 6480 ENDPROC
 6490 :
 6500 DEF PROCdraw_key
 6510   IF NOT(done%) CALL fix_screen:done%=TRUE
 6520   kx%=!room_ptr% MOD &10000
 6530   ky%=!room_ptr% DIV &10000
 6540   room_ptr%+=4
 6550   key%=shape%-10:key$="key"+STR$(key%)
 6560   IF Key%(key%) ENDPROC
 6570   PROCdisplay_sprite(key$,kx%,ky%)
 6580 ENDPROC
 6590 :
 6600 DEF PROCget_key
 6610   PROCdisplay_sprite(key$,kx%,ky%)
 6620   *CHANNELVOICE 3 KeyGet
 6630   SOUND 3,-15,1250,1
 6640   PROCscore_up(250)
 6650   Key%(key%)=TRUE
 6660   IF key_block% AND key_num%=key% THEN
 6670      GCOL 0,0 TINT 0
 6680      RECTANGLE FILL kbx%,kby%,kblx%,kbly%
 6690   ENDIF
 6700 ENDPROC
 6710 :
 6720 DEF PROCdisplay_score_and_objects
 6730   COLOUR 40
 6740   PRINTTAB(29,1);"Score 00000";
 6750   COLOUR 11:PRINTTAB(16,1);"Complete:";
 6760   COLOUR 23
 6770   PRINTTAB(25,1);"00% ";
 6780 ENDPROC
 6790 :
 6800 DEF PROCdisplay_titles
 6810   COLOUR 20
 6820   T$="Micalsoft Presents"
 6830   PRINTTAB(FNcentre(T$),12);T$;
 6840   COLOUR 2
 6850   T$="LANDER"
 6860   PRINTTAB(FNcentre(T$),16);T$;
 6870   COLOUR 20
 6880   T$="Press I For Instructions"
 6890   PRINTTAB(FNcentre(T$),21);T$;
 6900   T$="Press SPACE To Play"
 6910   PRINTTAB(FNcentre(T$),22);T$;
 6920 ENDPROC
 6930 :
 6940 DEF PROCstart_screen
 6950   room%=100
 6960   PROCdisplay_room
 6970   exit%=FALSE
 6980   instructions%=FALSE
 6990   IF just_loaded% THEN
 7000      PROCdisplay_score_and_objects
 7010      PROCdisplay_lives
 7020      just_loaded%=FALSE
 7030   ENDIF
 7040   REPEAT
 7050     PROCdisplay_titles
 7060     PROCtime_out
 7070     IF instructions% PROCfade_screen:PROCdisplay_instructions
 7080     IF NOT(exit%) AND NOT(instructions%) PROCfade_screen
 7090     IF NOT(exit%) PROCdisplay_high_scores
 7100     IF NOT(exit%) PROCtime_out
 7110     IF instructions% PROCfade_screen:PROCdisplay_instructions
 7120     IF NOT(exit%) AND NOT(instructions%) PROCfade_screen
 7130   UNTIL exit%
 7140   room%=23
 7150   PROCdisplay_score_and_objects
 7160 ENDPROC
 7170 :
 7180 DEF PROCtime_out
 7190   instructions%=FALSE
 7200   time=TIME
 7210   REPEAT UNTIL INKEY-99 OR INKEY-38 OR TIME-time>600
 7220   IF INKEY-99 exit%=TRUE
 7230   IF INKEY-38 instructions%=TRUE
 7240 ENDPROC
 7250 :
 7260 DEF PROCdisplay_instructions
 7270   COLOUR 20
 7280   T$="INSTRUCTIONS"
 7290   PRINT TAB(FNcentre(T$),10);T$;
 7300   COLOUR 45
 7310   t$="Hit SPACE to continue...":PRINT TAB(FNcentre(t$),25);t$
 7320   COLOUR 23
 7330   VDU 28,5,24,35,12,30
 7340   PRINT"Year : 2021 AD"'
 7350   $text_print%="Your mission is to make safe an experimental fusion reactor on planet Mars."+CHR$13+CHR$0
 7360   SYS "OS_PrettyPrint",text_print%
 7370   $text_print%=CHR$13+"The reactor suffered a partial melt-down and showered radioactive material throughout the research centre."+CHR$0
 7380   SYS "OS_PrettyPrint",text_print%
 7390   PROCfade_instructions
 7400   $text_print%="Your task is to collect the radioactive debris scattered throughout 100 rooms using the following keys to control your lander craft:"+CHR$13+CHR$0
 7410   SYS "OS_PrettyPrint",text_print%
 7420   $text_print%=CHR$13+" Z"+STRING$(6,CHR$31)+"- Left"+CHR$13+" X"+STRING$(6,CHR$31)+"- Right"+CHR$13+" Return - Thrust"+CHR$13+" Q"+STRING$(6,CHR$31)+"- Self Destruct"+CHR$13+CHR$0
 7430   SYS "OS_PrettyPrint",text_print%
 7440   PROCfade_instructions
 7450   $text_print%="You only have a limited amount of fuel, but you can re-fuel your craft by landing on the grey platforms at various locations inside the centre."+CHR$13+CHR$13+CHR$0
 7460   SYS "OS_PrettyPrint",text_print%
 7470   $text_print%="Some rooms may be blocked by coloured security doors.  If this is the case then keys of the same colour must be collected for access."+CHR$13+CHR$0
 7480   SYS "OS_PrettyPrint",text_print%
 7490   PROCfade_instructions
 7500   VDU 5:GCOL 0,43 TINT 0
 7510   space_pressed%=FALSE
 7520   REPEAT
 7530     num%=0
 7540     WHILE num%<>5 AND NOT(space_pressed%)
 7550       IF num%=0 THEN x%=220 ELSE x%=300
 7560       PROCdisplay_sprite(object$(num%),x%,240)
 7570       MOVE 480,272:PRINT;title$(num%);
 7580       PROCroll
 7590       num%+=1
 7600     ENDWHILE
 7610   UNTIL space_pressed%
 7620   VDU4:OFF:CLS:VDU26:PROCfade_screen
 7630 ENDPROC
 7640 :
 7650 DEF PROCroll
 7660   VDU 4:OFF
 7670   FOR N%=1 TO 5
 7680     IF INKEY-99 space_pressed%=TRUE
 7690     WAIT:WAIT:WAIT:PRINT
 7700   NEXT N%
 7710   time2=TIME
 7720   REPEAT UNTIL TIME-time2>50 OR INKEY-99
 7730   IF INKEY-99 space_pressed%=TRUE
 7740   VDU 5
 7750 ENDPROC
 7760 :
 7770 DEF PROCfade_instructions
 7780   REPEAT UNTIL INKEY-99
 7790   FOR N%=1 TO 20
 7800     WAIT:PRINT
 7810   NEXT N%
 7820 ENDPROC
 7830 :
 7840 DEF PROCdisplay_high_scores
 7850   COLOUR 3
 7860   T$="High Score Table"
 7870   PRINT TAB(FNcentre(T$),10);T$;
 7880   T$="Press SPACE To Play"
 7890   PRINT TAB(FNcentre(T$),25);T$;
 7900   FOR n%=1 TO 10
 7910     COLOUR 50+n%
 7920     scr$=STRING$(5-LEN(STR$(Score%(n%))),"0")+STR$(Score%(n%))
 7930     PRINT TAB(8,n%+12);Name$(n%);TAB(27,n%+12);scr$
 7940   NEXT n%
 7950 ENDPROC
 7960 :
 7970 DEF PROCfade_screen
 7980   N%=0
 7990   WHILE N%<50
 8000     WAIT:CALL fade_screen
 8010     N%+=1
 8020   ENDWHILE
 8030 ENDPROC
 8040 :
 8050 DEF PROCscore_up(add%)
 8060   Score%+=add%
 8070   COLOUR 40
 8080   PRINTTAB(40-LEN(STR$(Score%)),1);Score%
 8090 ENDPROC
 8100 :
 8110 DEF PROCobjects_up(add%)
 8120   Objects%+=add%
 8130   IF Objects%=max_objects% THEN game_over%=TRUE
 8140   COLOUR 23
 8150   per%=(Objects%/max_objects%)*100
 8160   PRINTTAB(27-LEN(STR$(per%)),1);per%;"%";
 8170 ENDPROC
 8180 :
 8190 DEF PROCload_high_scores
 8200   X2=OPENIN("<Lander$Dir>.HiScores")
 8210   FOR N%=1 TO 10
 8220     INPUT#X2,Name$(N%),Score%(N%)
 8230   NEXT N%
 8240   CLOSE#X2
 8250 ENDPROC
 8260 :
 8270 DEF PROCsave_high_scores
 8280   X2=OPENOUT("<Lander$Dir>.HiScores")
 8290   FOR N%=1 TO 10
 8300     PRINT#X2,Name$(N%),Score%(N%)
 8310   NEXT N%
 8320   CLOSE#X2
 8330 ENDPROC
 8340 :
 8350 DEF PROCenter_high_score
 8360   *FX 15 1
 8370   COLOUR 3
 8380   GCOL 0,0 TINT 0
 8390   RECTANGLE FILL 180,200,900,500
 8400   GCOL 0,63 TINT 0
 8410   RECTANGLE 180,200,900,500
 8420   T$="New High Score!"
 8430   PRINT TAB(FNcentre(T$),13);T$;
 8440   T$="Enter your name..."
 8450   PRINT TAB(FNcentre(T$),17);T$;
 8460   COLOUR 15
 8470   PROCenter_name(11,23)
 8480   PROCadjust_scores
 8490   PROCsave_high_scores
 8500 ENDPROC
 8510 :
 8520 DEF PROCenter_name(x_c%,y_c%)
 8530   GCOL 0,44 TINT 0
 8540   x_g%=x_c%*32
 8550   y_g%=1024-(y_c%*32)
 8560   MOVE x_g%-50,y_g%+13
 8570   MOVE x_g%-10,y_g%-12
 8580   PLOT 85,x_g%-50,y_g%-37
 8590   entered%=FALSE
 8600   count%=0
 8610   enter$=""
 8620   len%=18
 8630   PROCdisplay_caret
 8640   offset%=0
 8650   REPEAT
 8660     REPEAT
 8670       A$=GET$
 8680     UNTIL (ASC(A$)>31 AND ASC(A$)<128) OR A$=CHR$13
 8690     IF A$=CHR$13 THEN
 8700        entered%=TRUE
 8710       ELSE
 8720        CASE ASC(A$) OF
 8730          WHEN 127:IF count%>0 THEN PROCdelete_character
 8740         OTHERWISE
 8750          IF LEN(enter$)>=len% THEN
 8760             VDU 7
 8770            ELSE
 8780             PROCadd_character
 8790          ENDIF
 8800        ENDCASE
 8810     ENDIF
 8820   UNTIL entered%
 8830 ENDPROC
 8840 :
 8850 DEF PROCdelete_character
 8860   count%-=1
 8870   deleted_char$=RIGHT$(enter$,1)
 8880   enter$=LEFT$(enter$,LEN(enter$)-1)
 8890   GCOL 0,0 TINT 0
 8900   RECTANGLE FILL x_g%,y_g%-52,60,80
 8910   x_c%-=1
 8920   x_g%=x_c%*32
 8930   RECTANGLE FILL x_g%,y_g%-52,32,120
 8940   PROCdisplay_caret
 8950 ENDPROC
 8960 :
 8970 DEF PROCadd_character
 8980   enter$=enter$+A$
 8990   count%+=1
 9000   GCOL 0,0 TINT 0
 9010   RECTANGLE FILL x_g%,y_g%-52,60,80
 9020   PRINT TAB(x_c%,y_c%);A$;
 9030   x_c%+=1
 9040   x_g%=x_c%*32
 9050   PROCdisplay_caret
 9060 ENDPROC
 9070 :
 9080 DEF PROCdisplay_caret
 9090   GCOL 0,44 TINT 0
 9100   MOVE x_g%+32,y_g%+13
 9110   MOVE x_g%,y_g%-12
 9120   PLOT 85,x_g%+32,y_g%-37
 9130 ENDPROC
 9140 :
 9150 DEF PROCadjust_scores
 9160   N%=0
 9170   REPEAT
 9180     N%+=1
 9190   UNTIL Score%>Score%(N%)
 9200   FOR loop%=9 TO N% STEP -1
 9210     Name$(loop%+1)=Name$(loop%)
 9220     Score%(loop%+1)=Score%(loop%)
 9230   NEXT loop%
 9240   Name$(N%)=enter$
 9250   Score%(N%)=Score%
 9260 ENDPROC
 9270 :
 9280 DEF PROCset_game_vars
 9290   !room_check=0
 9300   time=0
 9310   start%=TRUE
 9320   lives%=4
 9330   Score%=0
 9340   Objects%=0
 9350   !fuel%=922
 9360   ship_x%=461
 9370   ship_y%=88
 9380   !thrust%=FALSE
 9390   room%=4
 9400   FOR l%=0 TO 100
 9410     Object%(l%)=0
 9420     Fuel(l%)=80
 9430   NEXT l%
 9440   FOR l%=1 TO 6
 9450     Key%(l%)=0
 9460   NEXT l%
 9470   game_over%=FALSE
 9480 ENDPROC
 9490 :
 9500 DEF PROCflash_ship
 9510   !R%=0
 9520   !xpos=ship_x%:!ypos=ship_y%
 9530   CALL display_ship
 9540   FOR N%=1 TO 10
 9550     time2=TIME
 9560     REPEAT UNTIL TIME-time2>10
 9570     CALL display_ship
 9580   NEXT N%
 9590 ENDPROC
 9600 :
 9610 DEF PROCset_up_game
 9620   MODE 13
 9630   OFF
 9640 ENDPROC
 9650 :
 9660 DEF PROCexit_lander
 9670   PRINT
 9680   IF ERR<>17 THEN
 9690      REPORT
 9700      PRINT" at line ";ERL
 9710     ELSE
 9720      COLOUR 63
 9730      CLS:PRINT"Returning To Desktop..."
 9740   ENDIF
 9750   *FX 15
 9760 END
 9770 :
 9780 DEF PROCdisplay_end_message
 9790   GCOL 0,0 TINT 0
 9800   RECTANGLE FILL 180,200,900,500
 9810   GCOL 0,63 TINT 0
 9820   RECTANGLE 180,200,900,500
 9830   COLOUR 15
 9840   T$="Congratulations!"
 9850   PRINT TAB(FNcentre(T$),13);T$;
 9860   COLOUR 23
 9870   T$="Your Mission Is Complete"
 9880   PRINT TAB(FNcentre(T$),17);T$;
 9890   T$="The Research Centre"
 9900   PRINT TAB(FNcentre(T$),21);T$;
 9910   T$="Is Saved."
 9920   PRINT TAB(FNcentre(T$),22);T$;
 9930   time2=TIME
 9940   REPEAT UNTIL TIME-time2>500
 9950 ENDPROC

 � >!RunImage
 � Micalsoft Lander
! � � Mike Puddephat 24-Jan-93
(
2 � � �exit_lander
<
F �set_up_game
P �load_modules
Z �declare_variables
d �load_sprites
n �load_high_scores
x �assembler
�
� �
�   �set_game_vars
�   �start_screen
�   �
�     � !room_check=0 �
�        ship_x%=entrance_x%
�        ship_y%=entrance_y%
�        fall=0
�        side=0
�        dead%=�
�        �display_room
�        �display_lives
        �flash_ship
       �
        !room_check=0
"
     �
,
     �
64       !xpos=ship_x%:!ypos=ship_y%:� check_death
@       �check_death
J
       Ȗ
T       � display_ship
^       !R%=�(2)
h&       ship_y%+=fall:fall-=gravity
r       ship_x%+=side
|       � �-74 � !fuel%>0 �
�          fall+=0.5
�          !thrust%=0
�         �
�          !thrust%=1
�          !R%=0
�       �
�&       !xpos=ship_x%:!ypos=ship_y%
�       � display_ship
�       � �-67 side+=1
�       � �-98 side-=1
�"       � �-17 dead%=�:lives%=1
�       side=side*0.9
�.     � dead% � !room_check<>0 � game_over%
     � dead% �
        �explode
        lives%-=1
&        !fuel%=922
0
     �
:(     � !room_check<>0 � �change_room
D   � lives%=0 � game_over%
N
   *FX 15
X   *CHANNELVOICE 2 GameOver
b   � 2,-15,6000,1
l(   � game_over% �display_end_message
v   time2=�:� � �-time2>150
�,   � Score%>Score%(10) �enter_high_score
� � �
� :
� � �change_room
�   !R%=0
�   !thrust%=1
�   Ȏ !room_check �
�     � 1:ship_x%=1140
�            room%-=1
�            �display_room
�+            !xpos=ship_x%:!ypos=ship_y%
�            � display_ship
�     � 2:ship_x%=60
            room%+=1
            �display_room
+            !xpos=ship_x%:!ypos=ship_y%
             � display_ship
*     � 3:ship_y%=740
4            room%+=10
>            �display_room
H+            !xpos=ship_x%:!ypos=ship_y%
R            � display_ship
\     � 4:ship_y%=60
f            room%-=10
p            �display_room
z+            !xpos=ship_x%:!ypos=ship_y%
�            � display_ship
�   �
� �
� :
� � �declare_variables
�   Ƞ 4
�   *SpriteSize 32K
�   � sp_block% &5400
�   � block% 256
�   � work% 32
�   � text_print% 256
�   particles%=7
�   max_objects%=83
   key_num%=0
0   � part_x%(particles%),part_y%(particles%)
2   � part_xv%(particles%),part_yv%(particles%)
$   � part_c%(particles%)
.   gravity=0.25
8   fy_pos%=1024:f_size%=12
B   RoomSize%=&400
L'   � Object%(100),Key%(6),Fuel(100)
V   � Name$(10),Score%(10)
`   � colour%(6)
j/   colour%(1)=2:colour%(2)=12:colour%(3)=31
t0   colour%(4)=51:colour%(5)=58:colour%(6)=45
~   instructions%=�
�   just_loaded%=�
�   � object$(4),title$(4)
�=   object$(0)="platform":title$(0)="Re-fuelling Platform"
�2   object$(1)="ship0":title$(1)="Lander Craft"
�9   object$(2)="object":title$(2)="Radioactive Debris"
�1   object$(3)="key1":title$(3)="Security Key"
�3   object$(4)="door1":title$(4)="Security Door"
�   � room_data% &3C00
�1   �("LOAD <Lander$Dir>.Rooms "+�~room_data%)
�   � room_index_data% &100
�<   �("LOAD <Lander$Dir>.RoomsIndex "+�~room_index_data%)
� �
 :

 � �load_sprites
   sp_block%!0=&5000
   sp_block%!8=16
($   $work%="<Lander$Dir>.SprFile"
2   block%!0=work%
<#   ș "OS_SpriteOp",9,sp_block%
F-   ș "OS_SpriteOp",10,sp_block%,block%!0
P �
Z :
d- � �display_sprite(name$, x_pos%, y_pos%)
n.   x_pos%=(x_pos%/4)*4:y_pos%=(y_pos%/4)*4
x"   $work%=name$:block%!0=work%
�?   ș "OS_SpriteOp",34,sp_block%,block%!0,x_pos%,y_pos%,&03
� �
� :
� � �display_fuel
�   � 0,2 Ȝ 0
�*   ȓ Ȑ 350,fy_pos%-20,!fuel%,f_size%
�#   � 5:� 346,996:�;"Fuel";:�4:�
�   � 0,40 Ȝ 0
�&   ȓ 346,fy_pos%-24,930,f_size%+8
� �
� :
� � �display_room
�   key_block%=�
   entrance_x%=ship_x%
   entrance_y%=ship_y%
   � 28,0,31,39,3,12,26
"   !fuel%-=4
,   �display_fuel
6   !fuel%+=4
@   done%=�
J(   lb%=?(room_index_data%+(room%*2))
T*   hb%=?(room_index_data%+(room%*2)+1)
^+   room_ptr%=room_data%+(lb%+(hb%*256))
h   �
r     shape%=?room_ptr%
|     � shape%<>255 �
�        col%=room_ptr%?1
�        room_ptr%+=2
�        C%=col% � 4
�        T%=col% � 4
�        � 0,C% Ȝ (T%*64)
�        Ȏ shape% �
�           � 1:�draw_triangle
�!          � 2:�draw_rectangle
�          � 3:�draw_object
�           � 4:�draw_platform
�,          � 5,6,7,8,9,10:�draw_key_block
�+          � 11,12,13,14,15,16:�draw_key
�
        �

     �
   � shape%=255
   room_ptr%+=1
&   � � done% � fix_screen
0   title$=$room_ptr%
:   � 20
D   � 21 Ȝ 4
N   � 0,890,1280,890
X   � 0,934,1280,934
b#   � ��centre(title$),3);title$
l �
v :
� � �centre(string$)
�   l%=�(string$)
�   l%=40-l%
�
 =l%/2
� :
� � �explode
�"   !xpos=ship_x%:!ypos=ship_y%
�   � display_ship
�   *CHANNELVOICE 3 Explode
�   � 3,-15,1900,1
�   � loop%=1 � particles%
�     part_x%(loop%)=ship_x%
�     part_y%(loop%)=ship_y%
-     part_xv%(loop%)=(�(8)-4)+(side*�(4))
)     part_yv%(loop%)=10+(�(5)*3)+fall
     part_c%(loop%)=�(8)-1
 %     spr$="bit"+�(part_c%(loop%))
*.     �display_sprite(spr$,ship_x%,ship_y%)
4   � loop%
>   � count%=0 � 55
H     � loop%=1 � particles%
R'       spr$="bit"+�(part_c%(loop%))
\>       �display_sprite(spr$,part_x%(loop%),part_y%(loop%))
f*       part_x%(loop%)+=part_xv%(loop%)
p*       part_y%(loop%)+=part_yv%(loop%)
z       part_yv%(loop%)-=1
�       part_c%(loop%)+=1
�,       part_c%(loop%)=part_c%(loop%) � 8
�'       spr$="bit"+�(part_c%(loop%))
�>       �display_sprite(spr$,part_x%(loop%),part_y%(loop%))
�     � loop%
�   � count%
�   � loop%=1 � particles%
�%     spr$="bit"+�(part_c%(loop%))
�<     �display_sprite(spr$,part_x%(loop%),part_y%(loop%))
�   � loop%
� �
� :
� � �display_lives
	   temp%=!R%
	   !R%=0
	   � 0 Ȝ 0
	$   ȓ Ȑ 0,944,300,100
	.   � lives%=1 �
	8   � loop%=0 � lives%-2
	B!     !xpos=loop%*90:!ypos=940
	L     � display_ship
	V   � loop%
	`   !R%=temp%
	j �
	t :
	~ � �draw_triangle
	�   px1%=!room_ptr% � &10000
	�   py1%=!room_ptr% � &10000
	�    px2%=room_ptr%!4 � &10000
	�    py2%=room_ptr%!4 � &10000
	�    px3%=room_ptr%!8 � &10000
	�    py3%=room_ptr%!8 � &10000
	�   room_ptr%+=12
	�   � px1%,py1%
	�   � px2%,py2%
	�   � 85,px3%,py3%
	� �
	� :
 � �draw_rectangle

   px1%=!room_ptr% � &10000
   py1%=!room_ptr% � &10000
    px2%=room_ptr%!4 � &10000
(!   py2%=room_ptr%!4  � &10000
2   room_ptr%+=8
<0   � py2%>=0 � py1%+py2%>876 � py2%=876-py1%
F%   � py2%<0 � py1%>876 � py1%=876
P    ȓ Ȑ px1%,py1%,px2%,py2%
Z �
d :
n � �draw_object
x   � fix_screen
�   done%=�
�   obx%=!room_ptr% � &10000
�   oby%=!room_ptr% � &10000
�   room_ptr%+=4
�>   � �(Object%(room%)) �display_sprite("object",obx%,oby%)
� �
� :
� � �assembler
�   xwidth=32
�   ywidth=31
�   lander_x_len=19
�   lander_y_len=19
�   � code% &5000
   code%!0=149
   code%!4=-1
+   ș "OS_ReadVduVariables",code%,code%
"   srn%=code%!0+&14000
,   � pass%=0 � 2 � 2
6     P%=code%
@     [OPT pass%
J .fade_screen
T     LDR   R0,fade_position
^     MOV   R3,#0
h .fade_loop
r     MOV   R1,#0
| .fade_line_loop
�     LDR   R2,[R0,R1]
�     MOV   R2,R2,LSL#1
�     STR   R2,[R0,R1]
�     ADD   R1,R1,#4
�     CMP   R1,#&C4
�     BNE   fade_line_loop
�     ADD   R3,R3,#1
�     CMP   R3,#136
�     BEQ   exit_fade
�     ADD   R0,R0,#&140
�     B     fade_loop
� .exit_fade
�     MOV   PC,R14

 .fade_position
     EQUD  (srn%-&E5C0)
&
0 .display_ship
:     LDR   R0,xpos
D     MOV   R0,R0,LSR#2
N     MOV   R0,R0,LSL#2
X     STR   R0,xpos
b     LDR   R0,ypos
l     MOV   R0,R0,LSR#2
v     MOV   R0,R0,LSL#2
�     STR   R0,ypos
�     LDR   R0,thrust%
�     CMP   R0,#0
�     BEQ   thrusting
�     MOV   R0,#0
�     STR   R0,R%
� .thrusting
�     LDR   R0,R%
�     ADD   R0,R0,#48
�     ADR   R2,title
�     STR   R0,[R2,#4]
�     MOV   R0,#34
�     LDR   R1,sp_block_pos

     ADR   R2,title

     LDR   R3,xpos

     LDR   R4,ypos

      MOV   R5,#3

*     SWI   "OS_SpriteOp"

4     MOV   PC,R14

>

H .sp_block_pos

R     EQUD  (sp_block%)

\ .title

f     EQUS  ("ship* ")

p     ALIGN

z .R%

�     EQUD(0)

�
 .thrust%

�     EQUD(0)

�

� .check_death

�     LDR   R0,xpos

�     CMP   R0,#20

�     MOVLS R1,#1

�     STRLS R1,room_check

�     CMP   R0,#1152

�     MOVHI R1,#2

�     STRHI R1,room_check

�     LDR   R0,ypos
     CMP   R0,#20
     MOVLS R1,#3
     STRLS R1,room_check
$     CMP   R0,#768
.     MOVHI R1,#4
8     STRHI R1,room_check
B     MOV   R10,#0
L     LDR   R0,xpos
V     MOV   R0,R0,LSR#2
`     MOV   R0,R0,LSL#2
j     STR   R0,xpos
t     LDR   R0,ypos
~     MOV   R0,R0,LSR#2
�     MOV   R0,R0,LSL#2
�     STR   R0,ypos
�     LDR   R0,xpos
�     MOV   R0,R0,LSR#2
�     LDR   R1,ypos
�     ADD   R1,R1,#80
�     TST   R1,#%11
�     BNE   no_extra
�     ADD   R1,R1,#4
� .no_extra
�     MOV   R2,#1024
�     SUB   R3,R2,R1
     MOV   R3,R3,LSR#2

     MOV   R4,#&140
     MUL   R6,R3,R4
     ADD   R6,R6,R0
(      LDR   R5,top_screen_pos
2     ADD   R5,R5,R6
<     LDR   R9,craft_type
F     CMP   R9,#0
P     LDREQ R4,lander_pos1
Z     CMP   R9,#1
d     LDREQ R4,lander_pos2
n     CMP   R9,#2
x     LDREQ R4,lander_pos3
�     MOV   R6,#0
�     MOV   R7,#&140
� .y_check_loop
�     MOV   R0,#0
� .x_check_loop
�     MOV   R8,#255
�     LDRB  R3,[R5,R0]
�     LDRB  R2,[R4,R0]
�     CMP   R2,#0
�     BEQ   no_check
�     CMP   R2,R3
�     BNE   hit_something
� .no_check
     ADD   R0,R0,#1
     CMP   R0,#lander_x_len
     BNE   x_check_loop
"     ADD   R6,R6,#1
,     ADD   R5,R5,R7
6"     ADD   R4,R4,#lander_x_len
@     CMP   R6,#lander_y_len
J     BNE   y_check_loop
T     MOV   R0,#0
^     STR   R0,results
h     STR   R10,counts
r     B     adjust_fuel
| .hit_something
�     �   R8,R3,R2
�     CMP   R8,#18
�     BEQ   no_check
�     CMP   R8,#84
�     BEQ   no_check
�     CMP   R8,#208
�     BNE   not_re_fuel
�     ADD   R10,R10,#1
�     BEQ   no_check
� .not_re_fuel
�     STR   R8,results
�     STR   R10,counts
�     B     adjust_fuel

 .top_screen_pos
     EQUD  (srn%-&14000)
& .counts
0     EQUD  (0)
:
 .xpos
D     EQUD  (0)
N
 .ypos
X     EQUD  (0)
b .craft_type
l     EQUD  (0)
v
 .results
�     EQUD  (0)
� .room_check
�     EQUD  (0)
� .fuel%
�     EQUD  (0)
� .fuel_pos
�!     EQUD  (srn%-&14000+&197)
�
 .ret_key
�     EQUD  (-74)
� .lander_pos1
�.     EQUD  (sprite_data+(8*xwidth*ywidth))
� .lander_pos2
�.     EQUD  (sprite_data+(9*xwidth*ywidth))
 .lander_pos3
/     EQUD  (sprite_data+(10*xwidth*ywidth))

  .adjust_fuel
*     MOV   R0,#129
4     LDR   R1,ret_key
>     MOV   R2,#255
H     SWI   "OS_Byte"
R     CMP   R1,#255
\     BEQ   fuel_used
f     MOV   PC,R14
p .fuel_used
z     LDR   R0,fuel%
�     CMP   R0,#0
�     BEQ   fuel_used_up
�     LDR   R1,fuel%
�     MOV   R1,R1,LSR#2
�     LDR   R2,fuel_pos
�     ADD   R2,R2,R1
�     MOV   R3,#0
�     STRB  R3,[R2]
�     MOV   R4,#&140
�     ADD   R2,R2,R4
�     STRB  R3,[R2]
�     ADD   R2,R2,R4
�     STRB  R3,[R2]
     ADD   R2,R2,R4
     STRB  R3,[R2]
     SUB   R0,R0,#1
$     STR   R0,fuel%
. .fuel_used_up
8     MOV   PC,R14
B
L .fix_screen
V     MOV   R5,#0
`     MOV   R6,#0
j     MOV   R7,#xwidth
t     LDR   R4,sprite_length
~     MOV   R10,#ywidth
�!     LDR   R0,sprite_position
�!     LDR   R1,screen_position
�     MOV   R12,#0
�
 .loop
�     LDRB  R2,[R1]
�     CMP   R2,#0
�     BEQ   quick_loop
�     MUL   R3,R2,R4
�     ADD   R3,R3,R5
�     MUL   R8,R6,R7
�     ADD   R3,R3,R8
�     ADD   R3,R3,R0
     LDRB  R9,[R3]

     STRB  R9,[R1]
 .quick_loop
     ADD   R5,R5,#1
(     CMPS  R5,R7
2     �Q R5,#0
<     ADD   R1,R1,#1
F     ADD   R12,R12,#1
P     LDR   R11,line_length
Z     CMP   R12,R11
d     �Q R12,#0
n     �Q R5,#0
x     ADDEQ R6,R6,#1
�     CMPS  R6,R10
�     �Q R6,#0
�      LDR   R11,screen_length
�     CMPS  R1,R11
�     BNE   loop
�     MOV PC,R14
� .screen_position
�     EQUD  (srn%-&11300)
� .sprite_position
�     EQUD  (sprite_data)
� .screen_length
�     EQUD  (srn%)
� .line_length
     EQUD  (&140)
 .sprite_length
     EQUD  (xwidth*ywidth)
" .sprite_data
,
     ]
6   � pass%
@6   �("LOAD <Lander$Dir>.SprData "+�~(sprite_data))
J �
T :
^ � �load_modules
h?   *RMEnsure GameOver 0 RMLoad <Lander$Dir>.Sounds.GameOver
r=   *RMEnsure Explode 0 RMLoad <Lander$Dir>.Sounds.Explode
|;   *RMEnsure KeyGet 0 RMLoad <Lander$Dir>.Sounds.KeyGet
�;   *RMEnsure ObjGet 0 RMLoad <Lander$Dir>.Sounds.ObjGet
�;   *RMEnsure ReFuel 0 RMLoad <Lander$Dir>.Sounds.ReFuel
�8   *RMEnsure MemAlloc 0 RMLoad <Lander$Dir>.MemAlloc
�   *CHANNELVOICE 4 ObjGet
� �
� :
� � �check_death
�"   � !counts>=4 � �(fall)<10 �
�      �re_fuel
�      �
�
     �
�#      � �-time>30 � !counts>0 �
�         dead%=�
         �
      �
   �
&   option%=!results
0   Ȏ option% �
:     � 0:dead%=�
D     � 118,100:�get_object
N(     � 20,64,87,148,128,224:�get_key
X	    
b     � �-time>40 dead%=�
l   �
v �
� :
� � �get_object
�*   �display_sprite("object",obx%,oby%)
�   � 4,-10,4000,1
�   Object%(room%)=�
�   �score_up(150)
�   �objects_up(1)
� �
� :
� � �re_fuel
�   � �-time<50 �
�   *CHANNELVOICE 2 ReFuel
�   *CHANNELVOICE 3 ReFuel
1   !xpos=ship_x%:!ypos=ship_y%:� display_ship
   !thrust%=1
   �move_up
 1   !xpos=ship_x%:!ypos=ship_y%:� display_ship
*   � 0,2 Ȝ 0
4   !fuel%=�(!fuel%/4)*4
>   b%=9:a%=0
H9   ȕ Fuel(room%)>0 � �(�-74) � !fuel%<=918 � �(�-17)
R     Ȗ
\     � 0,2 Ȝ 0
f<     � !fuel%+350,fy_pos%-f_size%-8,!fuel%+350,fy_pos%-8
p     � 0,0 Ȝ 0
zD     �plx%+148,ply%+8+Fuel(room%),plx%+148+44,ply%+8+Fuel(room%)
�     !fuel%+=4
�     Fuel(room%)-=0.5
�?     � (b% � 10)=9 � (a% � 2)+2,-15,4000+(!fuel%)*2,3:a%+=1
�     b%+=1
�   �
�   � � �-74 � �-17
�   � �-17 dead%=�:lives%=1
�   !thrust%=1
�   fall=4:side=0
�1   !xpos=ship_x%:!ypos=ship_y%:� display_ship
�   ship_y%+=count%
�1   !xpos=ship_x%:!ypos=ship_y%:� display_ship
�
   time=�
 �
 :
 � �move_up
$   count%=0
.>   ȕ �ship_x%,ship_y%+12)<>0 � �ship_x%+80,ship_y%+12)<>0
8     ship_y%+=2
B     count%+=2
L   �
V �
` :
j � �draw_platform
t&   � �(done%) � fix_screen:done%=�
~   plx%=!room_ptr% � &10000
�   ply%=!room_ptr% � &10000
�   room_ptr%+=4
�,   �display_sprite("platform",plx%,ply%)
�   � Fuel(room%)<=0 �
�   � 0,6 Ȝ 0
�+   ȓ Ȑ plx%+148,ply%+8,44,Fuel(room%)
� �
� :
� � �draw_key_block
�&   � �(done%) � fix_screen:done%=�
�   kbx%=!room_ptr% � &10000
�   kby%=!room_ptr% � &10000
!   kblx%=room_ptr%!4 � &10000

!   kbly%=room_ptr%!4 � &10000
   room_ptr%+=8
   key_num%=shape%-4
(   � Key%(key_num%) �
2!   � 0,colour%(shape%-4) Ȝ 0
<"   ȓ Ȑ kbx%,kby%,kblx%,kbly%
F   key_block%=�
P �
Z :
d � �draw_key
n&   � �(done%) � fix_screen:done%=�
x   kx%=!room_ptr% � &10000
�   ky%=!room_ptr% � &10000
�   room_ptr%+=4
�(   key%=shape%-10:key$="key"+�(key%)
�   � Key%(key%) �
�$   �display_sprite(key$,kx%,ky%)
� �
� :
� � �get_key
�$   �display_sprite(key$,kx%,ky%)
�   *CHANNELVOICE 3 KeyGet
�   � 3,-15,1250,1
�   �score_up(250)
�   Key%(key%)=�
%   � key_block% � key_num%=key% �
      � 0,0 Ȝ 0
%      ȓ Ȑ kbx%,kby%,kblx%,kbly%
"   �
, �
6 :
@! � �display_score_and_objects
J   � 40
T   �29,1);"Score 00000";
^    � 11:�16,1);"Complete:";
h   � 23
r   �25,1);"00% ";
| �
� :
� � �display_titles
�   � 20
�   T$="Micalsoft Presents"
�   �centre(T$),12);T$;
�
   � 2
�   T$="LANDER"
�   �centre(T$),16);T$;
�   � 20
�$   T$="Press I For Instructions"
�   �centre(T$),21);T$;
�   T$="Press SPACE To Play"
�   �centre(T$),22);T$;
 �
 :
 � �start_screen
&   room%=100
0   �display_room
:   exit%=�
D   instructions%=�
N   � just_loaded% �
X$      �display_score_and_objects
b      �display_lives
l      just_loaded%=�
v   �
�   �
�     �display_titles
�     �time_out
�;     � instructions% �fade_screen:�display_instructions
�3     � �(exit%) � �(instructions%) �fade_screen
�(     � �(exit%) �display_high_scores
�     � �(exit%) �time_out
�;     � instructions% �fade_screen:�display_instructions
�3     � �(exit%) � �(instructions%) �fade_screen
�   � exit%
�   room%=23
�!   �display_score_and_objects
� �
 :
 � �time_out
   instructions%=�
 
   time=�
*#   � � �-99 � �-38 � �-time>600
4   � �-99 exit%=�
>   � �-38 instructions%=�
H �
R :
\ � �display_instructions
f   � 20
p   T$="INSTRUCTIONS"
z   � ��centre(T$),10);T$;
�   � 45
�:   t$="Hit SPACE to continue...":� ��centre(t$),25);t$
�   � 23
�   � 28,5,24,35,12,30
�   �"Year : 2021 AD"'
�h   $text_print%="Your mission is to make safe an experimental fusion reactor on planet Mars."+�13+�0
�&   ș "OS_PrettyPrint",text_print%
ʇ   $text_print%=�13+"The reactor suffered a partial melt-down and showered radioactive material throughout the research centre."+�0
�&   ș "OS_PrettyPrint",text_print%
�   �fade_instructions
�   $text_print%="Your task is to collect the radioactive debris scattered throughout 100 rooms using the following keys to control your lander craft:"+�13+�0
�&   ș "OS_PrettyPrint",text_print%
��   $text_print%=�13+" Z"+�6,�31)+"- Left"+�13+" X"+�6,�31)+"- Right"+�13+" Return - Thrust"+�13+" Q"+�6,�31)+"- Self Destruct"+�13+�0
&   ș "OS_PrettyPrint",text_print%
   �fade_instructions
�   $text_print%="You only have a limited amount of fuel, but you can re-fuel your craft by landing on the grey platforms at various locations inside the centre."+�13+�13+�0
$&   ș "OS_PrettyPrint",text_print%
.�   $text_print%="Some rooms may be blocked by coloured security doors.  If this is the case then keys of the same colour must be collected for access."+�13+�0
8&   ș "OS_PrettyPrint",text_print%
B   �fade_instructions
L   � 5:� 0,43 Ȝ 0
V   space_pressed%=�
`   �
j     num%=0
t'     ȕ num%<>5 � �(space_pressed%)
~%       � num%=0 � x%=220 � x%=300
�0       �display_sprite(object$(num%),x%,240)
�$       � 480,272:�;title$(num%);
�       �roll
�       num%+=1
�
     �
�   � space_pressed%
�   �4:�:�:�26:�fade_screen
� �
� :
� � �roll
�   � 4:�
�   � N%=1 � 5
      � �-99 space_pressed%=�

     Ȗ:Ȗ:Ȗ:�
   � N%
   time2=�
(   � � �-time2>50 � �-99
2   � �-99 space_pressed%=�
<
   � 5
F �
P :
Z � �fade_instructions
d   � � �-99
n   � N%=1 � 20
x
     Ȗ:�
�   � N%
� �
� :
� � �display_high_scores
�
   � 3
�   T$="High Score Table"
�   � ��centre(T$),10);T$;
�   T$="Press SPACE To Play"
�   � ��centre(T$),25);T$;
�   � n%=1 � 10
�     � 50+n%
�4     scr$=�5-�(�(Score%(n%))),"0")+�(Score%(n%))
�.     � �8,n%+12);Name$(n%);�27,n%+12);scr$
   � n%
 �
 :
" � �fade_screen
,   N%=0
6   ȕ N%<50
@     Ȗ:� fade_screen
J     N%+=1
T   �
^ �
h :
r � �score_up(add%)
|   Score%+=add%
�   � 40
�"   �40-�(�(Score%)),1);Score%
� �
� :
� � �objects_up(add%)
�   Objects%+=add%
�-   � Objects%=max_objects% � game_over%=�
�   � 23
�'   per%=(Objects%/max_objects%)*100
�#   �27-�(�(per%)),1);per%;"%";
� �
� :
� � �load_high_scores
 $   X2=�("<Lander$Dir>.HiScores")
    � N%=1 � 10
 "     �#X2,Name$(N%),Score%(N%)
 &   � N%
 0   �#X2
 : �
 D :
 N � �save_high_scores
 X$   X2=�("<Lander$Dir>.HiScores")
 b   � N%=1 � 10
 l"     �#X2,Name$(N%),Score%(N%)
 v   � N%
 �   �#X2
 � �
 � :
 � � �enter_high_score
 �   *FX 15 1
 �
   � 3
 �   � 0,0 Ȝ 0
 �   ȓ Ȑ 180,200,900,500
 �   � 0,63 Ȝ 0
 �   ȓ 180,200,900,500
 �   T$="New High Score!"
 �   � ��centre(T$),13);T$;
 �   T$="Enter your name..."
!   � ��centre(T$),17);T$;
!   � 15
!   �enter_name(11,23)
!    �adjust_scores
!*   �save_high_scores
!4 �
!> :
!H � �enter_name(x_c%,y_c%)
!R   � 0,44 Ȝ 0
!\   x_g%=x_c%*32
!f   y_g%=1024-(y_c%*32)
!p   � x_g%-50,y_g%+13
!z   � x_g%-10,y_g%-12
!�   � 85,x_g%-50,y_g%-37
!�   entered%=�
!�   count%=0
!�   enter$=""
!�   len%=18
!�   �display_caret
!�   offset%=0
!�   �
!�
     �
!�       A$=�
!�*     � (�(A$)>31 � �(A$)<128) � A$=�13
!�     � A$=�13 �
!�        entered%=�
"       �
"        Ȏ �(A$) �
"2          � 127:� count%>0 � �delete_character
"$         
".!          � �(enter$)>=len% �
"8             � 7
"B            �
"L             �add_character
"V          �
"`
        �
"j
     �
"t   � entered%
"~ �
"� :
"� � �delete_character
"�   count%-=1
"�   deleted_char$=�enter$,1)
"�"   enter$=�enter$,�(enter$)-1)
"�   � 0,0 Ȝ 0
"�   ȓ Ȑ x_g%,y_g%-52,60,80
"�   x_c%-=1
"�   x_g%=x_c%*32
"�    ȓ Ȑ x_g%,y_g%-52,32,120
"�   �display_caret
"� �
# :
#
 � �add_character
#   enter$=enter$+A$
#   count%+=1
#(   � 0,0 Ȝ 0
#2   ȓ Ȑ x_g%,y_g%-52,60,80
#<   � �x_c%,y_c%);A$;
#F   x_c%+=1
#P   x_g%=x_c%*32
#Z   �display_caret
#d �
#n :
#x � �display_caret
#�   � 0,44 Ȝ 0
#�   � x_g%+32,y_g%+13
#�   � x_g%,y_g%-12
#�   � 85,x_g%+32,y_g%-37
#� �
#� :
#� � �adjust_scores
#�   N%=0
#�   �
#�     N%+=1
#�   � Score%>Score%(N%)
#�   � loop%=9 � N% � -1
#�$     Name$(loop%+1)=Name$(loop%)
$&     Score%(loop%+1)=Score%(loop%)
$   � loop%
$   Name$(N%)=enter$
$"   Score%(N%)=Score%
$, �
$6 :
$@ � �set_game_vars
$J   !room_check=0
$T
   time=0
$^   start%=�
$h   lives%=4
$r   Score%=0
$|   Objects%=0
$�   !fuel%=922
$�   ship_x%=461
$�   ship_y%=88
$�   !thrust%=�
$�   room%=4
$�   � l%=0 � 100
$�     Object%(l%)=0
$�     Fuel(l%)=80
$�   � l%
$�   � l%=1 � 6
$�     Key%(l%)=0
$�   � l%
$�   game_over%=�
% �
% :
% � �flash_ship
%&   !R%=0
%0"   !xpos=ship_x%:!ypos=ship_y%
%:   � display_ship
%D   � N%=1 � 10
%N     time2=�
%X     � � �-time2>10
%b     � display_ship
%l   � N%
%v �
%� :
%� � �set_up_game
%�   � 13
%�   �
%� �
%� :
%� � �exit_lander
%�   �
%�   � �<>17 �
%�      �
%�      �" at line ";�
%�
     �
%�      � 63
&&      �:�"Returning To Desktop..."
&   �
&
   *FX 15
&  �
&* :
&4 � �display_end_message
&>   � 0,0 Ȝ 0
&H   ȓ Ȑ 180,200,900,500
&R   � 0,63 Ȝ 0
&\   ȓ 180,200,900,500
&f   � 15
&p   T$="Congratulations!"
&z   � ��centre(T$),13);T$;
&�   � 23
&�$   T$="Your Mission Is Complete"
&�   � ��centre(T$),17);T$;
&�   T$="The Research Centre"
&�   � ��centre(T$),21);T$;
&�   T$="Is Saved."
&�   � ��centre(T$),22);T$;
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00001b10  73 70 72 69 74 65 28 22  6f 62 6a 65 63 74 22 2c  |sprite("object",|
00001b20  6f 62 78 25 2c 6f 62 79  25 29 0d 0a b4 06 20 e1  |obx%,oby%).... .|
00001b30  0d 0a be 06 20 3a 0d 0a  c8 11 20 dd 20 f2 61 73  |.... :.... . .as|
00001b40  73 65 6d 62 6c 65 72 0d  0a d2 10 20 20 20 78 77  |sembler....   xw|
00001b50  69 64 74 68 3d 33 32 0d  0a dc 10 20 20 20 79 77  |idth=32....   yw|
00001b60  69 64 74 68 3d 33 31 0d  0a e6 16 20 20 20 6c 61  |idth=31....   la|
00001b70  6e 64 65 72 5f 78 5f 6c  65 6e 3d 31 39 0d 0a f0  |nder_x_len=19...|
00001b80  16 20 20 20 6c 61 6e 64  65 72 5f 79 5f 6c 65 6e  |.   lander_y_len|
00001b90  3d 31 39 0d 0a fa 14 20  20 20 de 20 63 6f 64 65  |=19....   . code|
00001ba0  25 20 26 35 30 30 30 0d  0b 04 12 20 20 20 63 6f  |% &5000....   co|
00001bb0  64 65 25 21 30 3d 31 34  39 0d 0b 0e 11 20 20 20  |de%!0=149....   |
00001bc0  63 6f 64 65 25 21 34 3d  2d 31 0d 0b 18 2b 20 20  |code%!4=-1...+  |
00001bd0  20 c8 99 20 22 4f 53 5f  52 65 61 64 56 64 75 56  | .. "OS_ReadVduV|
00001be0  61 72 69 61 62 6c 65 73  22 2c 63 6f 64 65 25 2c  |ariables",code%,|
00001bf0  63 6f 64 65 25 0d 0b 22  1a 20 20 20 73 72 6e 25  |code%..".   srn%|
00001c00  3d 63 6f 64 65 25 21 30  2b 26 31 34 30 30 30 0d  |=code%!0+&14000.|
00001c10  0b 2c 18 20 20 20 e3 20  70 61 73 73 25 3d 30 20  |.,.   . pass%=0 |
00001c20  b8 20 32 20 88 20 32 0d  0b 36 11 20 20 20 20 20  |. 2 . 2..6.     |
00001c30  50 25 3d 63 6f 64 65 25  0d 0b 40 13 20 20 20 20  |P%=code%..@.    |
00001c40  20 5b 4f 50 54 20 70 61  73 73 25 0d 0b 4a 11 20  | [OPT pass%..J. |
00001c50  2e 66 61 64 65 5f 73 63  72 65 65 6e 0d 0b 54 1f  |.fade_screen..T.|
00001c60  20 20 20 20 20 4c 44 52  20 20 20 52 30 2c 66 61  |     LDR   R0,fa|
00001c70  64 65 5f 70 6f 73 69 74  69 6f 6e 0d 0b 5e 14 20  |de_position..^. |
00001c80  20 20 20 20 4d 4f 56 20  20 20 52 33 2c 23 30 0d  |    MOV   R3,#0.|
00001c90  0b 68 0f 20 2e 66 61 64  65 5f 6c 6f 6f 70 0d 0b  |.h. .fade_loop..|
00001ca0  72 14 20 20 20 20 20 4d  4f 56 20 20 20 52 31 2c  |r.     MOV   R1,|
00001cb0  23 30 0d 0b 7c 14 20 2e  66 61 64 65 5f 6c 69 6e  |#0..|. .fade_lin|
00001cc0  65 5f 6c 6f 6f 70 0d 0b  86 19 20 20 20 20 20 4c  |e_loop....     L|
00001cd0  44 52 20 20 20 52 32 2c  5b 52 30 2c 52 31 5d 0d  |DR   R2,[R0,R1].|
00001ce0  0b 90 1a 20 20 20 20 20  4d 4f 56 20 20 20 52 32  |...     MOV   R2|
00001cf0  2c 52 32 2c 4c 53 4c 23  31 0d 0b 9a 19 20 20 20  |,R2,LSL#1....   |
00001d00  20 20 53 54 52 20 20 20  52 32 2c 5b 52 30 2c 52  |  STR   R2,[R0,R|
00001d10  31 5d 0d 0b a4 17 20 20  20 20 20 41 44 44 20 20  |1]....     ADD  |
00001d20  20 52 31 2c 52 31 2c 23  34 0d 0b ae 16 20 20 20  | R1,R1,#4....   |
00001d30  20 20 43 4d 50 20 20 20  52 31 2c 23 26 43 34 0d  |  CMP   R1,#&C4.|
00001d40  0b b8 1d 20 20 20 20 20  42 4e 45 20 20 20 66 61  |...     BNE   fa|
00001d50  64 65 5f 6c 69 6e 65 5f  6c 6f 6f 70 0d 0b c2 17  |de_line_loop....|
00001d60  20 20 20 20 20 41 44 44  20 20 20 52 33 2c 52 33  |     ADD   R3,R3|
00001d70  2c 23 31 0d 0b cc 16 20  20 20 20 20 43 4d 50 20  |,#1....     CMP |
00001d80  20 20 52 33 2c 23 31 33  36 0d 0b d6 18 20 20 20  |  R3,#136....   |
00001d90  20 20 42 45 51 20 20 20  65 78 69 74 5f 66 61 64  |  BEQ   exit_fad|
00001da0  65 0d 0b e0 1a 20 20 20  20 20 41 44 44 20 20 20  |e....     ADD   |
00001db0  52 30 2c 52 30 2c 23 26  31 34 30 0d 0b ea 18 20  |R0,R0,#&140.... |
00001dc0  20 20 20 20 42 20 20 20  20 20 66 61 64 65 5f 6c  |    B     fade_l|
00001dd0  6f 6f 70 0d 0b f4 0f 20  2e 65 78 69 74 5f 66 61  |oop.... .exit_fa|
00001de0  64 65 0d 0b fe 15 20 20  20 20 20 4d 4f 56 20 20  |de....     MOV  |
00001df0  20 50 43 2c 52 31 34 0d  0c 08 04 0d 0c 12 13 20  | PC,R14........ |
00001e00  2e 66 61 64 65 5f 70 6f  73 69 74 69 6f 6e 0d 0c  |.fade_position..|
00001e10  1c 1b 20 20 20 20 20 45  51 55 44 20 20 28 73 72  |..     EQUD  (sr|
00001e20  6e 25 2d 26 45 35 43 30  29 0d 0c 26 04 0d 0c 30  |n%-&E5C0)..&...0|
00001e30  12 20 2e 64 69 73 70 6c  61 79 5f 73 68 69 70 0d  |. .display_ship.|
00001e40  0c 3a 16 20 20 20 20 20  4c 44 52 20 20 20 52 30  |.:.     LDR   R0|
00001e50  2c 78 70 6f 73 0d 0c 44  1a 20 20 20 20 20 4d 4f  |,xpos..D.     MO|
00001e60  56 20 20 20 52 30 2c 52  30 2c 4c 53 52 23 32 0d  |V   R0,R0,LSR#2.|
00001e70  0c 4e 1a 20 20 20 20 20  4d 4f 56 20 20 20 52 30  |.N.     MOV   R0|
00001e80  2c 52 30 2c 4c 53 4c 23  32 0d 0c 58 16 20 20 20  |,R0,LSL#2..X.   |
00001e90  20 20 53 54 52 20 20 20  52 30 2c 78 70 6f 73 0d  |  STR   R0,xpos.|
00001ea0  0c 62 16 20 20 20 20 20  4c 44 52 20 20 20 52 30  |.b.     LDR   R0|
00001eb0  2c 79 70 6f 73 0d 0c 6c  1a 20 20 20 20 20 4d 4f  |,ypos..l.     MO|
00001ec0  56 20 20 20 52 30 2c 52  30 2c 4c 53 52 23 32 0d  |V   R0,R0,LSR#2.|
00001ed0  0c 76 1a 20 20 20 20 20  4d 4f 56 20 20 20 52 30  |.v.     MOV   R0|
00001ee0  2c 52 30 2c 4c 53 4c 23  32 0d 0c 80 16 20 20 20  |,R0,LSL#2....   |
00001ef0  20 20 53 54 52 20 20 20  52 30 2c 79 70 6f 73 0d  |  STR   R0,ypos.|
00001f00  0c 8a 19 20 20 20 20 20  4c 44 52 20 20 20 52 30  |...     LDR   R0|
00001f10  2c 74 68 72 75 73 74 25  0d 0c 94 14 20 20 20 20  |,thrust%....    |
00001f20  20 43 4d 50 20 20 20 52  30 2c 23 30 0d 0c 9e 18  | CMP   R0,#0....|
00001f30  20 20 20 20 20 42 45 51  20 20 20 74 68 72 75 73  |     BEQ   thrus|
00001f40  74 69 6e 67 0d 0c a8 14  20 20 20 20 20 4d 4f 56  |ting....     MOV|
00001f50  20 20 20 52 30 2c 23 30  0d 0c b2 14 20 20 20 20  |   R0,#0....    |
00001f60  20 53 54 52 20 20 20 52  30 2c 52 25 0d 0c bc 0f  | STR   R0,R%....|
00001f70  20 2e 74 68 72 75 73 74  69 6e 67 0d 0c c6 14 20  | .thrusting.... |
00001f80  20 20 20 20 4c 44 52 20  20 20 52 30 2c 52 25 0d  |    LDR   R0,R%.|
00001f90  0c d0 18 20 20 20 20 20  41 44 44 20 20 20 52 30  |...     ADD   R0|
00001fa0  2c 52 30 2c 23 34 38 0d  0c da 17 20 20 20 20 20  |,R0,#48....     |
00001fb0  41 44 52 20 20 20 52 32  2c 74 69 74 6c 65 0d 0c  |ADR   R2,title..|
00001fc0  e4 19 20 20 20 20 20 53  54 52 20 20 20 52 30 2c  |..     STR   R0,|
00001fd0  5b 52 32 2c 23 34 5d 0d  0c ee 15 20 20 20 20 20  |[R2,#4]....     |
00001fe0  4d 4f 56 20 20 20 52 30  2c 23 33 34 0d 0c f8 1e  |MOV   R0,#34....|
00001ff0  20 20 20 20 20 4c 44 52  20 20 20 52 31 2c 73 70  |     LDR   R1,sp|
00002000  5f 62 6c 6f 63 6b 5f 70  6f 73 0d 0d 02 17 20 20  |_block_pos....  |
00002010  20 20 20 41 44 52 20 20  20 52 32 2c 74 69 74 6c  |   ADR   R2,titl|
00002020  65 0d 0d 0c 16 20 20 20  20 20 4c 44 52 20 20 20  |e....     LDR   |
00002030  52 33 2c 78 70 6f 73 0d  0d 16 16 20 20 20 20 20  |R3,xpos....     |
00002040  4c 44 52 20 20 20 52 34  2c 79 70 6f 73 0d 0d 20  |LDR   R4,ypos.. |
00002050  14 20 20 20 20 20 4d 4f  56 20 20 20 52 35 2c 23  |.     MOV   R5,#|
00002060  33 0d 0d 2a 1c 20 20 20  20 20 53 57 49 20 20 20  |3..*.     SWI   |
00002070  22 4f 53 5f 53 70 72 69  74 65 4f 70 22 0d 0d 34  |"OS_SpriteOp"..4|
00002080  15 20 20 20 20 20 4d 4f  56 20 20 20 50 43 2c 52  |.     MOV   PC,R|
00002090  31 34 0d 0d 3e 04 0d 0d  48 12 20 2e 73 70 5f 62  |14..>...H. .sp_b|
000020a0  6c 6f 63 6b 5f 70 6f 73  0d 0d 52 1a 20 20 20 20  |lock_pos..R.    |
000020b0  20 45 51 55 44 20 20 28  73 70 5f 62 6c 6f 63 6b  | EQUD  (sp_block|
000020c0  25 29 0d 0d 5c 0b 20 2e  74 69 74 6c 65 0d 0d 66  |%)..\. .title..f|
000020d0  19 20 20 20 20 20 45 51  55 53 20 20 28 22 73 68  |.     EQUS  ("sh|
000020e0  69 70 2a 20 22 29 0d 0d  70 0e 20 20 20 20 20 41  |ip* ")..p.     A|
000020f0  4c 49 47 4e 0d 0d 7a 08  20 2e 52 25 0d 0d 84 10  |LIGN..z. .R%....|
00002100  20 20 20 20 20 45 51 55  44 28 30 29 0d 0d 8e 0d  |     EQUD(0)....|
00002110  20 2e 74 68 72 75 73 74  25 0d 0d 98 10 20 20 20  | .thrust%....   |
00002120  20 20 45 51 55 44 28 30  29 0d 0d a2 04 0d 0d ac  |  EQUD(0).......|
00002130  11 20 2e 63 68 65 63 6b  5f 64 65 61 74 68 0d 0d  |. .check_death..|
00002140  b6 16 20 20 20 20 20 4c  44 52 20 20 20 52 30 2c  |..     LDR   R0,|
00002150  78 70 6f 73 0d 0d c0 15  20 20 20 20 20 43 4d 50  |xpos....     CMP|
00002160  20 20 20 52 30 2c 23 32  30 0d 0d ca 14 20 20 20  |   R0,#20....   |
00002170  20 20 4d 4f 56 4c 53 20  52 31 2c 23 31 0d 0d d4  |  MOVLS R1,#1...|
00002180  1c 20 20 20 20 20 53 54  52 4c 53 20 52 31 2c 72  |.     STRLS R1,r|
00002190  6f 6f 6d 5f 63 68 65 63  6b 0d 0d de 17 20 20 20  |oom_check....   |
000021a0  20 20 43 4d 50 20 20 20  52 30 2c 23 31 31 35 32  |  CMP   R0,#1152|
000021b0  0d 0d e8 14 20 20 20 20  20 4d 4f 56 48 49 20 52  |....     MOVHI R|
000021c0  31 2c 23 32 0d 0d f2 1c  20 20 20 20 20 53 54 52  |1,#2....     STR|
000021d0  48 49 20 52 31 2c 72 6f  6f 6d 5f 63 68 65 63 6b  |HI R1,room_check|
000021e0  0d 0d fc 16 20 20 20 20  20 4c 44 52 20 20 20 52  |....     LDR   R|
000021f0  30 2c 79 70 6f 73 0d 0e  06 15 20 20 20 20 20 43  |0,ypos....     C|
00002200  4d 50 20 20 20 52 30 2c  23 32 30 0d 0e 10 14 20  |MP   R0,#20.... |
00002210  20 20 20 20 4d 4f 56 4c  53 20 52 31 2c 23 33 0d  |    MOVLS R1,#3.|
00002220  0e 1a 1c 20 20 20 20 20  53 54 52 4c 53 20 52 31  |...     STRLS R1|
00002230  2c 72 6f 6f 6d 5f 63 68  65 63 6b 0d 0e 24 16 20  |,room_check..$. |
00002240  20 20 20 20 43 4d 50 20  20 20 52 30 2c 23 37 36  |    CMP   R0,#76|
00002250  38 0d 0e 2e 14 20 20 20  20 20 4d 4f 56 48 49 20  |8....     MOVHI |
00002260  52 31 2c 23 34 0d 0e 38  1c 20 20 20 20 20 53 54  |R1,#4..8.     ST|
00002270  52 48 49 20 52 31 2c 72  6f 6f 6d 5f 63 68 65 63  |RHI R1,room_chec|
00002280  6b 0d 0e 42 15 20 20 20  20 20 4d 4f 56 20 20 20  |k..B.     MOV   |
00002290  52 31 30 2c 23 30 0d 0e  4c 16 20 20 20 20 20 4c  |R10,#0..L.     L|
000022a0  44 52 20 20 20 52 30 2c  78 70 6f 73 0d 0e 56 1a  |DR   R0,xpos..V.|
000022b0  20 20 20 20 20 4d 4f 56  20 20 20 52 30 2c 52 30  |     MOV   R0,R0|
000022c0  2c 4c 53 52 23 32 0d 0e  60 1a 20 20 20 20 20 4d  |,LSR#2..`.     M|
000022d0  4f 56 20 20 20 52 30 2c  52 30 2c 4c 53 4c 23 32  |OV   R0,R0,LSL#2|
000022e0  0d 0e 6a 16 20 20 20 20  20 53 54 52 20 20 20 52  |..j.     STR   R|
000022f0  30 2c 78 70 6f 73 0d 0e  74 16 20 20 20 20 20 4c  |0,xpos..t.     L|
00002300  44 52 20 20 20 52 30 2c  79 70 6f 73 0d 0e 7e 1a  |DR   R0,ypos..~.|
00002310  20 20 20 20 20 4d 4f 56  20 20 20 52 30 2c 52 30  |     MOV   R0,R0|
00002320  2c 4c 53 52 23 32 0d 0e  88 1a 20 20 20 20 20 4d  |,LSR#2....     M|
00002330  4f 56 20 20 20 52 30 2c  52 30 2c 4c 53 4c 23 32  |OV   R0,R0,LSL#2|
00002340  0d 0e 92 16 20 20 20 20  20 53 54 52 20 20 20 52  |....     STR   R|
00002350  30 2c 79 70 6f 73 0d 0e  9c 16 20 20 20 20 20 4c  |0,ypos....     L|
00002360  44 52 20 20 20 52 30 2c  78 70 6f 73 0d 0e a6 1a  |DR   R0,xpos....|
00002370  20 20 20 20 20 4d 4f 56  20 20 20 52 30 2c 52 30  |     MOV   R0,R0|
00002380  2c 4c 53 52 23 32 0d 0e  b0 16 20 20 20 20 20 4c  |,LSR#2....     L|
00002390  44 52 20 20 20 52 31 2c  79 70 6f 73 0d 0e ba 18  |DR   R1,ypos....|
000023a0  20 20 20 20 20 41 44 44  20 20 20 52 31 2c 52 31  |     ADD   R1,R1|
000023b0  2c 23 38 30 0d 0e c4 16  20 20 20 20 20 54 53 54  |,#80....     TST|
000023c0  20 20 20 52 31 2c 23 25  31 31 0d 0e ce 17 20 20  |   R1,#%11....  |
000023d0  20 20 20 42 4e 45 20 20  20 6e 6f 5f 65 78 74 72  |   BNE   no_extr|
000023e0  61 0d 0e d8 17 20 20 20  20 20 41 44 44 20 20 20  |a....     ADD   |
000023f0  52 31 2c 52 31 2c 23 34  0d 0e e2 0e 20 2e 6e 6f  |R1,R1,#4.... .no|
00002400  5f 65 78 74 72 61 0d 0e  ec 17 20 20 20 20 20 4d  |_extra....     M|
00002410  4f 56 20 20 20 52 32 2c  23 31 30 32 34 0d 0e f6  |OV   R2,#1024...|
00002420  17 20 20 20 20 20 53 55  42 20 20 20 52 33 2c 52  |.     SUB   R3,R|
00002430  32 2c 52 31 0d 0f 00 1a  20 20 20 20 20 4d 4f 56  |2,R1....     MOV|
00002440  20 20 20 52 33 2c 52 33  2c 4c 53 52 23 32 0d 0f  |   R3,R3,LSR#2..|
00002450  0a 17 20 20 20 20 20 4d  4f 56 20 20 20 52 34 2c  |..     MOV   R4,|
00002460  23 26 31 34 30 0d 0f 14  17 20 20 20 20 20 4d 55  |#&140....     MU|
00002470  4c 20 20 20 52 36 2c 52  33 2c 52 34 0d 0f 1e 17  |L   R6,R3,R4....|
00002480  20 20 20 20 20 41 44 44  20 20 20 52 36 2c 52 36  |     ADD   R6,R6|
00002490  2c 52 30 0d 0f 28 20 20  20 20 20 20 4c 44 52 20  |,R0..(      LDR |
000024a0  20 20 52 35 2c 74 6f 70  5f 73 63 72 65 65 6e 5f  |  R5,top_screen_|
000024b0  70 6f 73 0d 0f 32 17 20  20 20 20 20 41 44 44 20  |pos..2.     ADD |
000024c0  20 20 52 35 2c 52 35 2c  52 36 0d 0f 3c 1c 20 20  |  R5,R5,R6..<.  |
000024d0  20 20 20 4c 44 52 20 20  20 52 39 2c 63 72 61 66  |   LDR   R9,craf|
000024e0  74 5f 74 79 70 65 0d 0f  46 14 20 20 20 20 20 43  |t_type..F.     C|
000024f0  4d 50 20 20 20 52 39 2c  23 30 0d 0f 50 1d 20 20  |MP   R9,#0..P.  |
00002500  20 20 20 4c 44 52 45 51  20 52 34 2c 6c 61 6e 64  |   LDREQ R4,land|
00002510  65 72 5f 70 6f 73 31 0d  0f 5a 14 20 20 20 20 20  |er_pos1..Z.     |
00002520  43 4d 50 20 20 20 52 39  2c 23 31 0d 0f 64 1d 20  |CMP   R9,#1..d. |
00002530  20 20 20 20 4c 44 52 45  51 20 52 34 2c 6c 61 6e  |    LDREQ R4,lan|
00002540  64 65 72 5f 70 6f 73 32  0d 0f 6e 14 20 20 20 20  |der_pos2..n.    |
00002550  20 43 4d 50 20 20 20 52  39 2c 23 32 0d 0f 78 1d  | CMP   R9,#2..x.|
00002560  20 20 20 20 20 4c 44 52  45 51 20 52 34 2c 6c 61  |     LDREQ R4,la|
00002570  6e 64 65 72 5f 70 6f 73  33 0d 0f 82 14 20 20 20  |nder_pos3....   |
00002580  20 20 4d 4f 56 20 20 20  52 36 2c 23 30 0d 0f 8c  |  MOV   R6,#0...|
00002590  17 20 20 20 20 20 4d 4f  56 20 20 20 52 37 2c 23  |.     MOV   R7,#|
000025a0  26 31 34 30 0d 0f 96 12  20 2e 79 5f 63 68 65 63  |&140.... .y_chec|
000025b0  6b 5f 6c 6f 6f 70 0d 0f  a0 14 20 20 20 20 20 4d  |k_loop....     M|
000025c0  4f 56 20 20 20 52 30 2c  23 30 0d 0f aa 12 20 2e  |OV   R0,#0.... .|
000025d0  78 5f 63 68 65 63 6b 5f  6c 6f 6f 70 0d 0f b4 16  |x_check_loop....|
000025e0  20 20 20 20 20 4d 4f 56  20 20 20 52 38 2c 23 32  |     MOV   R8,#2|
000025f0  35 35 0d 0f be 19 20 20  20 20 20 4c 44 52 42 20  |55....     LDRB |
00002600  20 52 33 2c 5b 52 35 2c  52 30 5d 0d 0f c8 19 20  | R3,[R5,R0].... |
00002610  20 20 20 20 4c 44 52 42  20 20 52 32 2c 5b 52 34  |    LDRB  R2,[R4|
00002620  2c 52 30 5d 0d 0f d2 14  20 20 20 20 20 43 4d 50  |,R0]....     CMP|
00002630  20 20 20 52 32 2c 23 30  0d 0f dc 17 20 20 20 20  |   R2,#0....    |
00002640  20 42 45 51 20 20 20 6e  6f 5f 63 68 65 63 6b 0d  | BEQ   no_check.|
00002650  0f e6 14 20 20 20 20 20  43 4d 50 20 20 20 52 32  |...     CMP   R2|
00002660  2c 52 33 0d 0f f0 1c 20  20 20 20 20 42 4e 45 20  |,R3....     BNE |
00002670  20 20 68 69 74 5f 73 6f  6d 65 74 68 69 6e 67 0d  |  hit_something.|
00002680  0f fa 0e 20 2e 6e 6f 5f  63 68 65 63 6b 0d 10 04  |... .no_check...|
00002690  17 20 20 20 20 20 41 44  44 20 20 20 52 30 2c 52  |.     ADD   R0,R|
000026a0  30 2c 23 31 0d 10 0e 1f  20 20 20 20 20 43 4d 50  |0,#1....     CMP|
000026b0  20 20 20 52 30 2c 23 6c  61 6e 64 65 72 5f 78 5f  |   R0,#lander_x_|
000026c0  6c 65 6e 0d 10 18 1b 20  20 20 20 20 42 4e 45 20  |len....     BNE |
000026d0  20 20 78 5f 63 68 65 63  6b 5f 6c 6f 6f 70 0d 10  |  x_check_loop..|
000026e0  22 17 20 20 20 20 20 41  44 44 20 20 20 52 36 2c  |".     ADD   R6,|
000026f0  52 36 2c 23 31 0d 10 2c  17 20 20 20 20 20 41 44  |R6,#1..,.     AD|
00002700  44 20 20 20 52 35 2c 52  35 2c 52 37 0d 10 36 22  |D   R5,R5,R7..6"|
00002710  20 20 20 20 20 41 44 44  20 20 20 52 34 2c 52 34  |     ADD   R4,R4|
00002720  2c 23 6c 61 6e 64 65 72  5f 78 5f 6c 65 6e 0d 10  |,#lander_x_len..|
00002730  40 1f 20 20 20 20 20 43  4d 50 20 20 20 52 36 2c  |@.     CMP   R6,|
00002740  23 6c 61 6e 64 65 72 5f  79 5f 6c 65 6e 0d 10 4a  |#lander_y_len..J|
00002750  1b 20 20 20 20 20 42 4e  45 20 20 20 79 5f 63 68  |.     BNE   y_ch|
00002760  65 63 6b 5f 6c 6f 6f 70  0d 10 54 14 20 20 20 20  |eck_loop..T.    |
00002770  20 4d 4f 56 20 20 20 52  30 2c 23 30 0d 10 5e 19  | MOV   R0,#0..^.|
00002780  20 20 20 20 20 53 54 52  20 20 20 52 30 2c 72 65  |     STR   R0,re|
00002790  73 75 6c 74 73 0d 10 68  19 20 20 20 20 20 53 54  |sults..h.     ST|
000027a0  52 20 20 20 52 31 30 2c  63 6f 75 6e 74 73 0d 10  |R   R10,counts..|
000027b0  72 1a 20 20 20 20 20 42  20 20 20 20 20 61 64 6a  |r.     B     adj|
000027c0  75 73 74 5f 66 75 65 6c  0d 10 7c 13 20 2e 68 69  |ust_fuel..|. .hi|
000027d0  74 5f 73 6f 6d 65 74 68  69 6e 67 0d 10 86 15 20  |t_something.... |
000027e0  20 20 20 20 82 20 20 20  52 38 2c 52 33 2c 52 32  |    .   R8,R3,R2|
000027f0  0d 10 90 15 20 20 20 20  20 43 4d 50 20 20 20 52  |....     CMP   R|
00002800  38 2c 23 31 38 0d 10 9a  17 20 20 20 20 20 42 45  |8,#18....     BE|
00002810  51 20 20 20 6e 6f 5f 63  68 65 63 6b 0d 10 a4 15  |Q   no_check....|
00002820  20 20 20 20 20 43 4d 50  20 20 20 52 38 2c 23 38  |     CMP   R8,#8|
00002830  34 0d 10 ae 17 20 20 20  20 20 42 45 51 20 20 20  |4....     BEQ   |
00002840  6e 6f 5f 63 68 65 63 6b  0d 10 b8 16 20 20 20 20  |no_check....    |
00002850  20 43 4d 50 20 20 20 52  38 2c 23 32 30 38 0d 10  | CMP   R8,#208..|
00002860  c2 1a 20 20 20 20 20 42  4e 45 20 20 20 6e 6f 74  |..     BNE   not|
00002870  5f 72 65 5f 66 75 65 6c  0d 10 cc 19 20 20 20 20  |_re_fuel....    |
00002880  20 41 44 44 20 20 20 52  31 30 2c 52 31 30 2c 23  | ADD   R10,R10,#|
00002890  31 0d 10 d6 17 20 20 20  20 20 42 45 51 20 20 20  |1....     BEQ   |
000028a0  6e 6f 5f 63 68 65 63 6b  0d 10 e0 11 20 2e 6e 6f  |no_check.... .no|
000028b0  74 5f 72 65 5f 66 75 65  6c 0d 10 ea 19 20 20 20  |t_re_fuel....   |
000028c0  20 20 53 54 52 20 20 20  52 38 2c 72 65 73 75 6c  |  STR   R8,resul|
000028d0  74 73 0d 10 f4 19 20 20  20 20 20 53 54 52 20 20  |ts....     STR  |
000028e0  20 52 31 30 2c 63 6f 75  6e 74 73 0d 10 fe 1a 20  | R10,counts.... |
000028f0  20 20 20 20 42 20 20 20  20 20 61 64 6a 75 73 74  |    B     adjust|
00002900  5f 66 75 65 6c 0d 11 08  04 0d 11 12 14 20 2e 74  |_fuel........ .t|
00002910  6f 70 5f 73 63 72 65 65  6e 5f 70 6f 73 0d 11 1c  |op_screen_pos...|
00002920  1c 20 20 20 20 20 45 51  55 44 20 20 28 73 72 6e  |.     EQUD  (srn|
00002930  25 2d 26 31 34 30 30 30  29 0d 11 26 0c 20 2e 63  |%-&14000)..&. .c|
00002940  6f 75 6e 74 73 0d 11 30  12 20 20 20 20 20 45 51  |ounts..0.     EQ|
00002950  55 44 20 20 28 30 29 0d  11 3a 0a 20 2e 78 70 6f  |UD  (0)..:. .xpo|
00002960  73 0d 11 44 12 20 20 20  20 20 45 51 55 44 20 20  |s..D.     EQUD  |
00002970  28 30 29 0d 11 4e 0a 20  2e 79 70 6f 73 0d 11 58  |(0)..N. .ypos..X|
00002980  12 20 20 20 20 20 45 51  55 44 20 20 28 30 29 0d  |.     EQUD  (0).|
00002990  11 62 10 20 2e 63 72 61  66 74 5f 74 79 70 65 0d  |.b. .craft_type.|
000029a0  11 6c 12 20 20 20 20 20  45 51 55 44 20 20 28 30  |.l.     EQUD  (0|
000029b0  29 0d 11 76 0d 20 2e 72  65 73 75 6c 74 73 0d 11  |)..v. .results..|
000029c0  80 12 20 20 20 20 20 45  51 55 44 20 20 28 30 29  |..     EQUD  (0)|
000029d0  0d 11 8a 10 20 2e 72 6f  6f 6d 5f 63 68 65 63 6b  |.... .room_check|
000029e0  0d 11 94 12 20 20 20 20  20 45 51 55 44 20 20 28  |....     EQUD  (|
000029f0  30 29 0d 11 9e 0b 20 2e  66 75 65 6c 25 0d 11 a8  |0).... .fuel%...|
00002a00  12 20 20 20 20 20 45 51  55 44 20 20 28 30 29 0d  |.     EQUD  (0).|
00002a10  11 b2 0e 20 2e 66 75 65  6c 5f 70 6f 73 0d 11 bc  |... .fuel_pos...|
00002a20  21 20 20 20 20 20 45 51  55 44 20 20 28 73 72 6e  |!     EQUD  (srn|
00002a30  25 2d 26 31 34 30 30 30  2b 26 31 39 37 29 0d 11  |%-&14000+&197)..|
00002a40  c6 0d 20 2e 72 65 74 5f  6b 65 79 0d 11 d0 14 20  |.. .ret_key.... |
00002a50  20 20 20 20 45 51 55 44  20 20 28 2d 37 34 29 0d  |    EQUD  (-74).|
00002a60  11 da 11 20 2e 6c 61 6e  64 65 72 5f 70 6f 73 31  |... .lander_pos1|
00002a70  0d 11 e4 2e 20 20 20 20  20 45 51 55 44 20 20 28  |....     EQUD  (|
00002a80  73 70 72 69 74 65 5f 64  61 74 61 2b 28 38 2a 78  |sprite_data+(8*x|
00002a90  77 69 64 74 68 2a 79 77  69 64 74 68 29 29 0d 11  |width*ywidth))..|
00002aa0  ee 11 20 2e 6c 61 6e 64  65 72 5f 70 6f 73 32 0d  |.. .lander_pos2.|
00002ab0  11 f8 2e 20 20 20 20 20  45 51 55 44 20 20 28 73  |...     EQUD  (s|
00002ac0  70 72 69 74 65 5f 64 61  74 61 2b 28 39 2a 78 77  |prite_data+(9*xw|
00002ad0  69 64 74 68 2a 79 77 69  64 74 68 29 29 0d 12 02  |idth*ywidth))...|
00002ae0  11 20 2e 6c 61 6e 64 65  72 5f 70 6f 73 33 0d 12  |. .lander_pos3..|
00002af0  0c 2f 20 20 20 20 20 45  51 55 44 20 20 28 73 70  |./     EQUD  (sp|
00002b00  72 69 74 65 5f 64 61 74  61 2b 28 31 30 2a 78 77  |rite_data+(10*xw|
00002b10  69 64 74 68 2a 79 77 69  64 74 68 29 29 0d 12 16  |idth*ywidth))...|
00002b20  04 0d 12 20 11 20 2e 61  64 6a 75 73 74 5f 66 75  |... . .adjust_fu|
00002b30  65 6c 0d 12 2a 16 20 20  20 20 20 4d 4f 56 20 20  |el..*.     MOV  |
00002b40  20 52 30 2c 23 31 32 39  0d 12 34 19 20 20 20 20  | R0,#129..4.    |
00002b50  20 4c 44 52 20 20 20 52  31 2c 72 65 74 5f 6b 65  | LDR   R1,ret_ke|
00002b60  79 0d 12 3e 16 20 20 20  20 20 4d 4f 56 20 20 20  |y..>.     MOV   |
00002b70  52 32 2c 23 32 35 35 0d  12 48 18 20 20 20 20 20  |R2,#255..H.     |
00002b80  53 57 49 20 20 20 22 4f  53 5f 42 79 74 65 22 0d  |SWI   "OS_Byte".|
00002b90  12 52 16 20 20 20 20 20  43 4d 50 20 20 20 52 31  |.R.     CMP   R1|
00002ba0  2c 23 32 35 35 0d 12 5c  18 20 20 20 20 20 42 45  |,#255..\.     BE|
00002bb0  51 20 20 20 66 75 65 6c  5f 75 73 65 64 0d 12 66  |Q   fuel_used..f|
00002bc0  15 20 20 20 20 20 4d 4f  56 20 20 20 50 43 2c 52  |.     MOV   PC,R|
00002bd0  31 34 0d 12 70 0f 20 2e  66 75 65 6c 5f 75 73 65  |14..p. .fuel_use|
00002be0  64 0d 12 7a 17 20 20 20  20 20 4c 44 52 20 20 20  |d..z.     LDR   |
00002bf0  52 30 2c 66 75 65 6c 25  0d 12 84 14 20 20 20 20  |R0,fuel%....    |
00002c00  20 43 4d 50 20 20 20 52  30 2c 23 30 0d 12 8e 1b  | CMP   R0,#0....|
00002c10  20 20 20 20 20 42 45 51  20 20 20 66 75 65 6c 5f  |     BEQ   fuel_|
00002c20  75 73 65 64 5f 75 70 0d  12 98 17 20 20 20 20 20  |used_up....     |
00002c30  4c 44 52 20 20 20 52 31  2c 66 75 65 6c 25 0d 12  |LDR   R1,fuel%..|
00002c40  a2 1a 20 20 20 20 20 4d  4f 56 20 20 20 52 31 2c  |..     MOV   R1,|
00002c50  52 31 2c 4c 53 52 23 32  0d 12 ac 1a 20 20 20 20  |R1,LSR#2....    |
00002c60  20 4c 44 52 20 20 20 52  32 2c 66 75 65 6c 5f 70  | LDR   R2,fuel_p|
00002c70  6f 73 0d 12 b6 17 20 20  20 20 20 41 44 44 20 20  |os....     ADD  |
00002c80  20 52 32 2c 52 32 2c 52  31 0d 12 c0 14 20 20 20  | R2,R2,R1....   |
00002c90  20 20 4d 4f 56 20 20 20  52 33 2c 23 30 0d 12 ca  |  MOV   R3,#0...|
00002ca0  16 20 20 20 20 20 53 54  52 42 20 20 52 33 2c 5b  |.     STRB  R3,[|
00002cb0  52 32 5d 0d 12 d4 17 20  20 20 20 20 4d 4f 56 20  |R2]....     MOV |
00002cc0  20 20 52 34 2c 23 26 31  34 30 0d 12 de 17 20 20  |  R4,#&140....  |
00002cd0  20 20 20 41 44 44 20 20  20 52 32 2c 52 32 2c 52  |   ADD   R2,R2,R|
00002ce0  34 0d 12 e8 16 20 20 20  20 20 53 54 52 42 20 20  |4....     STRB  |
00002cf0  52 33 2c 5b 52 32 5d 0d  12 f2 17 20 20 20 20 20  |R3,[R2]....     |
00002d00  41 44 44 20 20 20 52 32  2c 52 32 2c 52 34 0d 12  |ADD   R2,R2,R4..|
00002d10  fc 16 20 20 20 20 20 53  54 52 42 20 20 52 33 2c  |..     STRB  R3,|
00002d20  5b 52 32 5d 0d 13 06 17  20 20 20 20 20 41 44 44  |[R2]....     ADD|
00002d30  20 20 20 52 32 2c 52 32  2c 52 34 0d 13 10 16 20  |   R2,R2,R4.... |
00002d40  20 20 20 20 53 54 52 42  20 20 52 33 2c 5b 52 32  |    STRB  R3,[R2|
00002d50  5d 0d 13 1a 17 20 20 20  20 20 53 55 42 20 20 20  |]....     SUB   |
00002d60  52 30 2c 52 30 2c 23 31  0d 13 24 17 20 20 20 20  |R0,R0,#1..$.    |
00002d70  20 53 54 52 20 20 20 52  30 2c 66 75 65 6c 25 0d  | STR   R0,fuel%.|
00002d80  13 2e 12 20 2e 66 75 65  6c 5f 75 73 65 64 5f 75  |... .fuel_used_u|
00002d90  70 0d 13 38 15 20 20 20  20 20 4d 4f 56 20 20 20  |p..8.     MOV   |
00002da0  50 43 2c 52 31 34 0d 13  42 04 0d 13 4c 10 20 2e  |PC,R14..B...L. .|
00002db0  66 69 78 5f 73 63 72 65  65 6e 0d 13 56 14 20 20  |fix_screen..V.  |
00002dc0  20 20 20 4d 4f 56 20 20  20 52 35 2c 23 30 0d 13  |   MOV   R5,#0..|
00002dd0  60 14 20 20 20 20 20 4d  4f 56 20 20 20 52 36 2c  |`.     MOV   R6,|
00002de0  23 30 0d 13 6a 19 20 20  20 20 20 4d 4f 56 20 20  |#0..j.     MOV  |
00002df0  20 52 37 2c 23 78 77 69  64 74 68 0d 13 74 1f 20  | R7,#xwidth..t. |
00002e00  20 20 20 20 4c 44 52 20  20 20 52 34 2c 73 70 72  |    LDR   R4,spr|
00002e10  69 74 65 5f 6c 65 6e 67  74 68 0d 13 7e 1a 20 20  |ite_length..~.  |
00002e20  20 20 20 4d 4f 56 20 20  20 52 31 30 2c 23 79 77  |   MOV   R10,#yw|
00002e30  69 64 74 68 0d 13 88 21  20 20 20 20 20 4c 44 52  |idth...!     LDR|
00002e40  20 20 20 52 30 2c 73 70  72 69 74 65 5f 70 6f 73  |   R0,sprite_pos|
00002e50  69 74 69 6f 6e 0d 13 92  21 20 20 20 20 20 4c 44  |ition...!     LD|
00002e60  52 20 20 20 52 31 2c 73  63 72 65 65 6e 5f 70 6f  |R   R1,screen_po|
00002e70  73 69 74 69 6f 6e 0d 13  9c 15 20 20 20 20 20 4d  |sition....     M|
00002e80  4f 56 20 20 20 52 31 32  2c 23 30 0d 13 a6 0a 20  |OV   R12,#0.... |
00002e90  2e 6c 6f 6f 70 0d 13 b0  16 20 20 20 20 20 4c 44  |.loop....     LD|
00002ea0  52 42 20 20 52 32 2c 5b  52 31 5d 0d 13 ba 14 20  |RB  R2,[R1].... |
00002eb0  20 20 20 20 43 4d 50 20  20 20 52 32 2c 23 30 0d  |    CMP   R2,#0.|
00002ec0  13 c4 19 20 20 20 20 20  42 45 51 20 20 20 71 75  |...     BEQ   qu|
00002ed0  69 63 6b 5f 6c 6f 6f 70  0d 13 ce 17 20 20 20 20  |ick_loop....    |
00002ee0  20 4d 55 4c 20 20 20 52  33 2c 52 32 2c 52 34 0d  | MUL   R3,R2,R4.|
00002ef0  13 d8 17 20 20 20 20 20  41 44 44 20 20 20 52 33  |...     ADD   R3|
00002f00  2c 52 33 2c 52 35 0d 13  e2 17 20 20 20 20 20 4d  |,R3,R5....     M|
00002f10  55 4c 20 20 20 52 38 2c  52 36 2c 52 37 0d 13 ec  |UL   R8,R6,R7...|
00002f20  17 20 20 20 20 20 41 44  44 20 20 20 52 33 2c 52  |.     ADD   R3,R|
00002f30  33 2c 52 38 0d 13 f6 17  20 20 20 20 20 41 44 44  |3,R8....     ADD|
00002f40  20 20 20 52 33 2c 52 33  2c 52 30 0d 14 00 16 20  |   R3,R3,R0.... |
00002f50  20 20 20 20 4c 44 52 42  20 20 52 39 2c 5b 52 33  |    LDRB  R9,[R3|
00002f60  5d 0d 14 0a 16 20 20 20  20 20 53 54 52 42 20 20  |]....     STRB  |
00002f70  52 39 2c 5b 52 31 5d 0d  14 14 10 20 2e 71 75 69  |R9,[R1].... .qui|
00002f80  63 6b 5f 6c 6f 6f 70 0d  14 1e 17 20 20 20 20 20  |ck_loop....     |
00002f90  41 44 44 20 20 20 52 35  2c 52 35 2c 23 31 0d 14  |ADD   R5,R5,#1..|
00002fa0  28 14 20 20 20 20 20 43  4d 50 53 20 20 52 35 2c  |(.     CMPS  R5,|
00002fb0  52 37 0d 14 32 11 20 20  20 20 20 ec 51 20 52 35  |R7..2.     .Q R5|
00002fc0  2c 23 30 0d 14 3c 17 20  20 20 20 20 41 44 44 20  |,#0..<.     ADD |
00002fd0  20 20 52 31 2c 52 31 2c  23 31 0d 14 46 19 20 20  |  R1,R1,#1..F.  |
00002fe0  20 20 20 41 44 44 20 20  20 52 31 32 2c 52 31 32  |   ADD   R12,R12|
00002ff0  2c 23 31 0d 14 50 1e 20  20 20 20 20 4c 44 52 20  |,#1..P.     LDR |
00003000  20 20 52 31 31 2c 6c 69  6e 65 5f 6c 65 6e 67 74  |  R11,line_lengt|
00003010  68 0d 14 5a 16 20 20 20  20 20 43 4d 50 20 20 20  |h..Z.     CMP   |
00003020  52 31 32 2c 52 31 31 0d  14 64 12 20 20 20 20 20  |R12,R11..d.     |
00003030  ec 51 20 52 31 32 2c 23  30 0d 14 6e 11 20 20 20  |.Q R12,#0..n.   |
00003040  20 20 ec 51 20 52 35 2c  23 30 0d 14 78 17 20 20  |  .Q R5,#0..x.  |
00003050  20 20 20 41 44 44 45 51  20 52 36 2c 52 36 2c 23  |   ADDEQ R6,R6,#|
00003060  31 0d 14 82 15 20 20 20  20 20 43 4d 50 53 20 20  |1....     CMPS  |
00003070  52 36 2c 52 31 30 0d 14  8c 11 20 20 20 20 20 ec  |R6,R10....     .|
00003080  51 20 52 36 2c 23 30 0d  14 96 20 20 20 20 20 20  |Q R6,#0...      |
00003090  4c 44 52 20 20 20 52 31  31 2c 73 63 72 65 65 6e  |LDR   R11,screen|
000030a0  5f 6c 65 6e 67 74 68 0d  14 a0 15 20 20 20 20 20  |_length....     |
000030b0  43 4d 50 53 20 20 52 31  2c 52 31 31 0d 14 aa 13  |CMPS  R1,R11....|
000030c0  20 20 20 20 20 42 4e 45  20 20 20 6c 6f 6f 70 0d  |     BNE   loop.|
000030d0  14 b4 13 20 20 20 20 20  4d 4f 56 20 50 43 2c 52  |...     MOV PC,R|
000030e0  31 34 0d 14 be 15 20 2e  73 63 72 65 65 6e 5f 70  |14.... .screen_p|
000030f0  6f 73 69 74 69 6f 6e 0d  14 c8 1c 20 20 20 20 20  |osition....     |
00003100  45 51 55 44 20 20 28 73  72 6e 25 2d 26 31 31 33  |EQUD  (srn%-&113|
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00003120  70 6f 73 69 74 69 6f 6e  0d 14 dc 1c 20 20 20 20  |position....    |
00003130  20 45 51 55 44 20 20 28  73 70 72 69 74 65 5f 64  | EQUD  (sprite_d|
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00003150  5f 6c 65 6e 67 74 68 0d  14 f0 15 20 20 20 20 20  |_length....     |
00003160  45 51 55 44 20 20 28 73  72 6e 25 29 0d 14 fa 11  |EQUD  (srn%)....|
00003170  20 2e 6c 69 6e 65 5f 6c  65 6e 67 74 68 0d 15 04  | .line_length...|
00003180  15 20 20 20 20 20 45 51  55 44 20 20 28 26 31 34  |.     EQUD  (&14|
00003190  30 29 0d 15 0e 13 20 2e  73 70 72 69 74 65 5f 6c  |0).... .sprite_l|
000031a0  65 6e 67 74 68 0d 15 18  1e 20 20 20 20 20 45 51  |ength....     EQ|
000031b0  55 44 20 20 28 78 77 69  64 74 68 2a 79 77 69 64  |UD  (xwidth*ywid|
000031c0  74 68 29 0d 15 22 11 20  2e 73 70 72 69 74 65 5f  |th)..". .sprite_|
000031d0  64 61 74 61 0d 15 2c 0a  20 20 20 20 20 5d 0d 15  |data..,.     ]..|
000031e0  36 0e 20 20 20 ed 20 70  61 73 73 25 0d 15 40 36  |6.   . pass%..@6|
000031f0  20 20 20 ff 28 22 4c 4f  41 44 20 3c 4c 61 6e 64  |   .("LOAD <Land|
00003200  65 72 24 44 69 72 3e 2e  53 70 72 44 61 74 61 20  |er$Dir>.SprData |
00003210  22 2b c3 7e 28 73 70 72  69 74 65 5f 64 61 74 61  |"+.~(sprite_data|
00003220  29 29 0d 15 4a 06 20 e1  0d 15 54 06 20 3a 0d 15  |))..J. ...T. :..|
00003230  5e 14 20 dd 20 f2 6c 6f  61 64 5f 6d 6f 64 75 6c  |^. . .load_modul|
00003240  65 73 0d 15 68 3f 20 20  20 2a 52 4d 45 6e 73 75  |es..h?   *RMEnsu|
00003250  72 65 20 47 61 6d 65 4f  76 65 72 20 30 20 52 4d  |re GameOver 0 RM|
00003260  4c 6f 61 64 20 3c 4c 61  6e 64 65 72 24 44 69 72  |Load <Lander$Dir|
00003270  3e 2e 53 6f 75 6e 64 73  2e 47 61 6d 65 4f 76 65  |>.Sounds.GameOve|
00003280  72 0d 15 72 3d 20 20 20  2a 52 4d 45 6e 73 75 72  |r..r=   *RMEnsur|
00003290  65 20 45 78 70 6c 6f 64  65 20 30 20 52 4d 4c 6f  |e Explode 0 RMLo|
000032a0  61 64 20 3c 4c 61 6e 64  65 72 24 44 69 72 3e 2e  |ad <Lander$Dir>.|
000032b0  53 6f 75 6e 64 73 2e 45  78 70 6c 6f 64 65 0d 15  |Sounds.Explode..|
000032c0  7c 3b 20 20 20 2a 52 4d  45 6e 73 75 72 65 20 4b  ||;   *RMEnsure K|
000032d0  65 79 47 65 74 20 30 20  52 4d 4c 6f 61 64 20 3c  |eyGet 0 RMLoad <|
000032e0  4c 61 6e 64 65 72 24 44  69 72 3e 2e 53 6f 75 6e  |Lander$Dir>.Soun|
000032f0  64 73 2e 4b 65 79 47 65  74 0d 15 86 3b 20 20 20  |ds.KeyGet...;   |
00003300  2a 52 4d 45 6e 73 75 72  65 20 4f 62 6a 47 65 74  |*RMEnsure ObjGet|
00003310  20 30 20 52 4d 4c 6f 61  64 20 3c 4c 61 6e 64 65  | 0 RMLoad <Lande|
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00003340  73 75 72 65 20 52 65 46  75 65 6c 20 30 20 52 4d  |sure ReFuel 0 RM|
00003350  4c 6f 61 64 20 3c 4c 61  6e 64 65 72 24 44 69 72  |Load <Lander$Dir|
00003360  3e 2e 53 6f 75 6e 64 73  2e 52 65 46 75 65 6c 0d  |>.Sounds.ReFuel.|
00003370  15 9a 38 20 20 20 2a 52  4d 45 6e 73 75 72 65 20  |..8   *RMEnsure |
00003380  4d 65 6d 41 6c 6c 6f 63  20 30 20 52 4d 4c 6f 61  |MemAlloc 0 RMLoa|
00003390  64 20 3c 4c 61 6e 64 65  72 24 44 69 72 3e 2e 4d  |d <Lander$Dir>.M|
000033a0  65 6d 41 6c 6c 6f 63 0d  15 a4 1d 20 20 20 2a 43  |emAlloc....   *C|
000033b0  48 41 4e 4e 45 4c 56 4f  49 43 45 20 34 20 4f 62  |HANNELVOICE 4 Ob|
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000033d0  0d 15 c2 13 20 dd 20 f2  63 68 65 63 6b 5f 64 65  |.... . .check_de|
000033e0  61 74 68 0d 15 cc 22 20  20 20 e7 20 21 63 6f 75  |ath..."   . !cou|
000033f0  6e 74 73 3e 3d 34 20 80  20 94 28 66 61 6c 6c 29  |nts>=4 . .(fall)|
00003400  3c 31 30 20 8c 0d 15 d6  12 20 20 20 20 20 20 f2  |<10 .....      .|
00003410  72 65 5f 66 75 65 6c 0d  15 e0 0b 20 20 20 20 20  |re_fuel....     |
00003420  20 e1 0d 15 ea 0a 20 20  20 20 20 cc 0d 15 f4 23  | .....     ....#|
00003430  20 20 20 20 20 20 e7 20  91 2d 74 69 6d 65 3e 33  |      . .-time>3|
00003440  30 20 80 20 21 63 6f 75  6e 74 73 3e 30 20 8c 0d  |0 . !counts>0 ..|
00003450  15 fe 14 20 20 20 20 20  20 20 20 20 64 65 61 64  |...         dead|
00003460  25 3d b9 0d 16 08 0e 20  20 20 20 20 20 20 20 20  |%=.....         |
00003470  e1 0d 16 12 0b 20 20 20  20 20 20 cd 0d 16 1c 08  |.....      .....|
00003480  20 20 20 cd 0d 16 26 17  20 20 20 6f 70 74 69 6f  |   ...&.   optio|
00003490  6e 25 3d 21 72 65 73 75  6c 74 73 0d 16 30 13 20  |n%=!results..0. |
000034a0  20 20 c8 8e 20 6f 70 74  69 6f 6e 25 20 ca 0d 16  |  .. option% ...|
000034b0  3a 14 20 20 20 20 20 c9  20 30 3a 64 65 61 64 25  |:.     . 0:dead%|
000034c0  3d a3 0d 16 44 1e 20 20  20 20 20 c9 20 31 31 38  |=...D.     . 118|
000034d0  2c 31 30 30 3a f2 67 65  74 5f 6f 62 6a 65 63 74  |,100:.get_object|
000034e0  0d 16 4e 28 20 20 20 20  20 c9 20 32 30 2c 36 34  |..N(     . 20,64|
000034f0  2c 38 37 2c 31 34 38 2c  31 32 38 2c 32 32 34 3a  |,87,148,128,224:|
00003500  f2 67 65 74 5f 6b 65 79  0d 16 58 09 20 20 20 20  |.get_key..X.    |
00003510  7f 0d 16 62 1c 20 20 20  20 20 e7 20 91 2d 74 69  |...b.     . .-ti|
00003520  6d 65 3e 34 30 20 64 65  61 64 25 3d b9 0d 16 6c  |me>40 dead%=...l|
00003530  08 20 20 20 cb 0d 16 76  06 20 e1 0d 16 80 06 20  |.   ...v. ..... |
00003540  3a 0d 16 8a 12 20 dd 20  f2 67 65 74 5f 6f 62 6a  |:.... . .get_obj|
00003550  65 63 74 0d 16 94 2a 20  20 20 f2 64 69 73 70 6c  |ect...*   .displ|
00003560  61 79 5f 73 70 72 69 74  65 28 22 6f 62 6a 65 63  |ay_sprite("objec|
00003570  74 22 2c 6f 62 78 25 2c  6f 62 79 25 29 0d 16 9e  |t",obx%,oby%)...|
00003580  15 20 20 20 d4 20 34 2c  2d 31 30 2c 34 30 30 30  |.   . 4,-10,4000|
00003590  2c 31 0d 16 a8 17 20 20  20 4f 62 6a 65 63 74 25  |,1....   Object%|
000035a0  28 72 6f 6f 6d 25 29 3d  b9 0d 16 b2 15 20 20 20  |(room%)=.....   |
000035b0  f2 73 63 6f 72 65 5f 75  70 28 31 35 30 29 0d 16  |.score_up(150)..|
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000035d0  28 31 29 0d 16 c6 06 20  e1 0d 16 d0 06 20 3a 0d  |(1).... ..... :.|
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00005a80  e1 0d ff                                          |...|
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