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!DropRock2/!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.

Some of these files were originally commercial releases in the 1980s and 1990s, but they are now widely available online. I assume that copyright over them is no longer being asserted. If you own the copyright and would like files to be removed, please contact me.

Tape/disk: Home » Archimedes archive » Archimedes World » archimedes_world_volume_15_issue_13_scp.adf » !DropRock2_rock
Filename: !DropRock2/!RunImage
Read OK:
File size: 5750 bytes
Load address: 0000
Exec address: 0000
File contents
   10REM Drop Rock 2 by Vince M Hudd
   20REM (c) 1996 Soft Rock Software
   30
   40REM Demo Version - Bits Removed
   50REM Uh oh - main version lost. Demo version with bits *added* again!!!!!!
   60
   70REM   For RiscOS 3.1 Machines
   80
   90ON ERROR PROC_Report(ERL,ERR,REPORT$)
  100
  110MODE 15:OFF
  120DIM Sprites% 70000,Logos% 132000,Font% 12000,Screens% 10000,Temp% 200000, Temp2% 200000
  130DIM Name$(40),SName$(204)
  140DIM Sx%(4),Sy%(4),Sd%(4),Bx%(20),By%(20),Bm%(20)
  150DIM Hi$(8),Hi%(8),SoundWas%(4)
  160PROC_LoadHi
  170
  180Time%=TIME
  190PROC_TitleScreen
  200PROC_StartUp
  210
  220REPEAT UNTIL (TIME-Time%)>500 OR INKEY(-99)
  230REPEAT UNTIL NOT(INKEY(-99))
  240CLS:OFF
  250
  260
  270REPEAT
  280 Key%=FN_MainMenu
  290 CASE Key% OF
  300  WHEN 1:SoFar%=FN_PlayFrom(1)
  310  WHEN 2:SoFar%=FN_PlayFrom(SoFar%)
  320  WHEN 3:Sound%=FN_SoundSwitch(Sound%)
  330  WHEN 4:PROC_HighScores
  340 ENDCASE
  350UNTIL Key%=0
  360CLS
  370PROC_SaveHi
  380END
  390
  400DEF PROC_SaveHi
  410 HiFi%=OPENOUT("<Drock$Dir>.Data1")
  420 FOR a%=1 TO 8
  430  PRINT#HiFi%,Hi$(a%),Hi%(a%)
  440 NEXT
  450 CLOSE#HiFi%
  460ENDPROC
  470
  480DEF PROC_LoadHi
  490 HiFi%=OPENIN("<Drock$Dir>.Data1")
  500 FOR a%=1 TO 8
  510  INPUT#HiFi%,Hi$(a%),Hi%(a%)
  520 NEXT
  530 CLOSE#HiFi%
  540ENDPROC
  550
  560DEF PROC_Report(Erl,Err,Rep$)
  570 COLOUR 63 TINT 255
  580 PRINT TAB(2,2);"*** ERROR ";Err;" AT LINE ";Erl/10
  590 PRINT TAB(2,3);"*** ";Rep$
  600 END
  610ENDPROC
  620
  630DEF PROC_TitleScreen
  640 CLS:OFF
  650 PROC_SpriteLoad(Temp2%,190000,"TitleScn")
  660 SYS"OS_SpriteOp",290,Temp2%,"newtitle",0,0,0
  670 PROC_SpriteLoad(Logos%,132000,"Logos")
  680 SYS"OS_SpriteOp",290,Logos%,"rhlogo",960,0,0
  690ENDPROC
  700
  710DEF PROC_StartUp
  720 LOCAL a%
  730 Sound%=TRUE
  740 PROC_LoadSounds
  750 PROC_LoadFiles
  760 FOR a%=0 TO 204
  770  READ SName$(a%)
  780 NEXT
  790 FOR a%=1 TO 40
  800  READ Name$(a%)
  810 NEXT
  820 A%=OPENIN("<Drock$Dir>.data0"):INPUT#A%,SoFar%:CLOSE#A%
  830ENDPROC
  840
  850DEF PROC_LoadFiles
  860 PROC_SpriteLoad(Sprites%,70000,"Graphics")
  870 PROC_SpriteLoad(Font%,12000,"Font")
  880 PROC_SpriteLoad(Temp%,190000,"WinScn")
  890 PROC_FileLoad(Screens%,"Screens")
  900ENDPROC
  910
  920DEF PROC_SpriteLoad(Adr%,Size%,Name$)
  930 !Adr%=Size%
  940 SYS"OS_SpriteOp",265,Adr%
  950 SYS"OS_SpriteOp",266,Adr%,"<Drock$Dir>."+Name$
  960ENDPROC
  970
  980DEF PROC_FileLoad(Adr%,Name$)
  990 OSCLI("LOAD <Drock$Dir>."+Name$+" "+STR$~(Adr%))
 1000ENDPROC
 1010
 1020DEF FN_MainMenu
 1030 SYS"OS_SpriteOp",290,Logos%,"drlogo",110,664,0
 1040 SYS"OS_SpriteOp",290,Logos%,"byvmh",438,544,0
 1050 SYS"OS_SpriteOp",290,Logos%,"crite",219,0,0
 1060 PROC_Write("c","1: Play game from start",640,440)
 1070 PROC_Write("c","2: Play from screen "+RIGHT$("   "+STR$(SoFar%),3),640,360)
 1080 IF Sound% THEN Sound$="OFF" ELSE Sound$=" ON"
 1090 PROC_Write("c","3: Switch the sound "+Sound$,640,280)
 1100 PROC_Write("c","4: View the high scores",640,200)
 1110 PROC_Write("c","0: Return control to RISC OS",640,120)
 1120=GET-48
 1130
 1140DEF PROC_Write(Align$,Text$,x%,y%)
 1150 LOCAL a%,a$
 1160 Text$="<"+Text$+">"
 1170 CASE Align$ OF
 1180  WHEN"l": x%=x%-18
 1190  WHEN"c": x%=x%-(LEN(Text$)*9)-18
 1200  WHEN"r": x%=x%-(LEN(Text$)*9)-18
 1210 ENDCASE
 1220 FOR a%=1 TO LEN(Text$)
 1230  a$=MID$(Text$,a%,1)
 1240  CASE a$ OF
 1250   WHEN" ":a$="space"
 1260   WHEN",":a$="comma"
 1270   WHEN".":a$="stop"
 1280   WHEN":":a$="colon"
 1290   WHEN"'":a$="apost"
 1300   WHEN"<":a$="start"
 1310   WHEN">":a$="end"
 1320  ENDCASE
 1330  SYS"OS_SpriteOp",290,Font%,a$,x%+18*a%,y%,0
 1340 NEXT
 1350ENDPROC
 1360
 1370DEF PROC_Blank(Align$,Text$,x%,y%)
 1380 LOCAL a%
 1390 CASE Align$ OF
 1400  WHEN"l": x%=x%-18
 1410  WHEN"c": x%=x%-((LEN(Text$)+2)*9)-18
 1420  WHEN"r": x%=x%-((LEN(Text$)+2)*9)-18
 1430 ENDCASE
 1440 FOR a%=1 TO LEN(Text$)+2
 1450  SYS"OS_SpriteOp",290,Font%,"blank",x%+18*a%,y%,0
 1460 NEXT
 1470ENDPROC
 1480
 1490DEF FN_SoundSwitch(Sound%)
 1500 REPEAT UNTIL NOT INKEY(-18)
 1510 IF Sound% THEN =FALSE ELSE =TRUE
 1520 REM Has no real effect in demo version
 1530
 1540DEF FN_PlayFrom(Screen%)
 1550 LOCAL Return%
 1560 Return%=SoFar%
 1570 PROC_SetGameUp
 1580 Screen%-=1
 1590 PROC_PlaySound(1)
 1600 REPEAT
 1610  Screen%=FN_Screen(Screen%,1)
 1620  PROC_ReadyScreen(Screen%)
 1630  WinOrDie%=FALSE
 1640  PROC_PlaySound(2)
 1650  REPEAT
 1660   StTime%=TIME
 1670   PROC_Player
 1680   IF WinOrDie%=FALSE THEN PROC_Rocks
 1690   IF WinOrDie%=FALSE THEN PROC_Spirits
 1700   IF WinOrDie%=1 THEN PROC_Died
 1710   cycle%+=1
 1720   IF cycle%=6 THEN cycle%=0
 1730   IF exit%>0 THEN PROC_Plot(12+cycle%,Ex%,Ey%,FALSE)
 1740   IF candles%>0 THEN PROC_Plot(6+cycle%,Cx%,Cy%,FALSE)
 1750   REPEAT UNTIL (TIME-StTime%)>10
 1760  UNTIL WinOrDie%
 1770 UNTIL Screen%=40 OR Lives%=0
 1780 IF Lives%=0 THEN PROC_PlayerLost
 1790 IF Screen%=40 AND Lives%>0 THEN PROC_PlayerWins
 1800 IF Screen%>SoFar% AND Screen%<41 THEN Return%=Screen%
 1810 A%=OPENOUT("<Drock$Dir>.Data0"):PRINT#A%,Return%:CLOSE#A%
 1820 IF Score%>Hi%(8) THEN PROC_NuHi(Score%)
 1830=Return%
 1840
 1850DEF PROC_NuHi(Score%)
 1860 PROC_PlaySound(11)
 1870 CLS
 1880 OFF
 1890 SYS"OS_SpriteOp",290,Logos%,"drlogo",110,664,0
 1900 Pos%=0
 1910 FOR a%=8 TO 1 STEP -1
 1920  IF Score%>Hi%(a%) THEN Pos%=a%
 1930 NEXT
 1940 PROC_Write("c","YOU HAVE MADE POSITION "+STR$(Pos%),640,512)
 1950 PROC_Write("c","ON THE HIGH SCORE TABLE",640,352)
 1960 PROC_Write("c","PLEASE ENTER YOUR NAME...",640,192)
 1970 Nu$=""
 1980  REPEAT
 1990  PROC_Write("c",LEFT$(Nu$+STRING$(20,"."),20),640,0)
 2000  Key=GET
 2010  IF Key>96 AND Key<132 THEN Key=Key-32
 2020  IF (Key>64 AND Key<91) THEN Nu$=Nu$+CHR$(Key)
 2030  IF (Key>47 AND Key<58) THEN Nu$=Nu$+CHR$(Key)
 2040  IF Key=32 THEN Nu$=Nu$+CHR$(Key)
 2050  IF Key=39 THEN Nu$=Nu$+CHR$(Key)
 2060  IF Key=44 THEN Nu$=Nu$+CHR$(Key)
 2070  IF Key=46 THEN Nu$=Nu$+CHR$(Key)
 2080  IF Key=58 THEN Nu$=Nu$+CHR$(Key)
 2090  IF (Key=127 OR Key=8) AND LEN(Nu$)>0 THEN Nu$=LEFT$(Nu$,LEN(Nu$)-1)
 2100  IF LEN(Nu$)=21 THEN Nu$=LEFT$(Nu$,20)
 2110 UNTIL Key=13
 2120 IF Pos%<8 THEN
 2130  FOR Shift%=8 TO (Pos%+1) STEP -1
 2140   Hi$(Shift%)=Hi$(Shift%-1)
 2150   Hi%(Shift%)=Hi%(Shift%-1)
 2160 NEXT
 2170 ENDIF
 2180 *FX15,1
 2190 Hi%(Pos%)=Score%
 2200 Hi$(Pos%)=Nu$
 2210 PROC_SaveHi
 2220 CLS
 2230 OFF
 2240 PROC_HighScores
 2250ENDPROC
 2260
 2270DEF PROC_PlayerLost
 2280 PROC_PlaySound(6)
 2290 SYS"OS_SpriteOp",290,Logos%,"over",288,360,0
 2300 REPEAT UNTIL GET=32
 2310 REPEAT UNTIL NOT(INKEY(-99))
 2320 *FX15,1
 2330 CLS
 2340 OFF
 2350ENDPROC
 2360
 2370DEF PROC_PlayerWins
 2380 PROC_PlaySound(4)
 2390 CLS:OFF
 2400 SYS"OS_SpriteOp",290,Temp%,"winscn",0,92,0
 2410 SYS"OS_SpriteOp",290,Logos%,"rhlogo",960,0,0
 2420 PROC_Write("c","YOU COMPLETED THE GAME",800,1024)
 2430 PROC_Write("c","ERM.., WELL DONE.., I THINK.",800,128)
 2440 REPEAT UNTIL GET=32
 2450 REPEAT UNTIL NOT(INKEY(-99))
 2460 *FX15,1
 2470 CLS
 2480 OFF
 2490ENDPROC
 2500
 2510DEF PROC_Died
 2520 IF Lives%>0 THEN
 2530  PROC_Plot(18,Px%,Py%,FALSE)
 2540  ?(Screens%+Px%+18*Py%)=18
 2550  WinOrDie%=FALSE
 2560 ELSE
 2570  WinOrDie%=TRUE
 2580 ENDIF
 2590ENDPROC
 2600
 2610DEF PROC_Rocks
 2620 LOCAL rock%,Char%
 2630 FOR rock%=1 TO Bn%
 2640  IF Bx%(rock%)>-1 AND By%(rock%)>0 THEN
 2650   Char%=?(Screens%+Bx%(rock%)+18*By%(rock%)-18)
 2660     IF Char%<>18 THEN Bm%(rock%)=FALSE
 2670   CASE Char% OF
 2680    WHEN 0:
 2690     PROC_DropRock
 2700    WHEN 53:
 2710     PROC_AboveRock
 2720    WHEN 104,115,126,137,148:
 2730     Rolled%=FALSE
 2740     PROC_RollLt
 2750    WHEN 105,116,127,138,149:
 2760     Rolled%=FALSE
 2770     PROC_RollRt
 2780    OTHERWISE
 2790     IF Char%>=154 AND Char%<=196 THEN PROC_Collapse
 2800     IF Char%=18 AND Bm%(rock%)=TRUE THEN PROC_Crush
 2810   ENDCASE
 2820  ENDIF
 2830 NEXT
 2840ENDPROC
 2850
 2860DEF PROC_DropRock
 2870 Bm%(rock%)=TRUE
 2880 PROC_MoveRock(0,-1)
 2890ENDPROC
 2900
 2910DEF PROC_AboveRock
 2920 Rolled%=FALSE
 2930 PROC_RollRt
 2940 IF Rolled%=FALSE THEN PROC_RollLt
 2950ENDPROC
 2960
 2970DEF PROC_RollLt
 2980 LOCAL Char%
 2990 IF By%(rock%)>0 AND Bx%(rock%)>0 THEN
 3000  Char%=?(Screens%+Bx%(rock%)-1+18*By%(rock%)-18)
 3010  IF Char%=0 THEN
 3020   Char%=?(Screens%+Bx%(rock%)-1+18*By%(rock%))
 3030   IF Char%=0 THEN
 3040    Rolled%=TRUE
 3050    PROC_MoveRock(-1,0)
 3060   ENDIF
 3070  ENDIF
 3080 ENDIF
 3090ENDPROC
 3100
 3110DEF PROC_RollRt
 3120 LOCAL Char%
 3130 IF By%(rock%)>0 AND Bx%(rock%)<17 THEN
 3140  Char%=?(Screens%+Bx%(rock%)+1+18*By%(rock%)-18)
 3150  IF Char%=0 THEN
 3160   Char%=?(Screens%+Bx%(rock%)+1+18*By%(rock%))
 3170   IF Char%=0 THEN
 3180    Rolled%=TRUE
 3190    PROC_MoveRock(1,0)
 3200   ENDIF
 3210  ENDIF
 3220 ENDIF
 3230ENDPROC
 3240
 3250DEF PROC_Collapse
 3260 Char%+=1
 3270 IF Char%=197 THEN Char%=0
 3280 PROC_Plot(Char%,Bx%(rock%),By%(rock%)-1,FALSE)
 3290 ?(Screens%+Bx%(rock%)+18*By%(rock%)-18)=Char%
 3300ENDPROC
 3310
 3320DEF PROC_Crush
 3330 PROC_GiveUpLife
 3340 PROC_MoveRock(0,-1)
 3350 Bx%(rock%)=-1
 3360 By%(rock%)=-1
 3370 Bm%(rock%)=-1
 3380ENDPROC
 3390
 3400DEF PROC_MoveRock(Xi%,Yi%)
 3410 CASE Xi% OF
 3420  WHEN -1:
 3430   FOR Rx=Bx%(rock%) TO Bx%(rock%)-1 STEP -0.125
 3440    PROC_Plot(53,Rx,By%(rock%),FALSE)
 3450   NEXT
 3460  WHEN 1:
 3470   FOR Rx=Bx%(rock%) TO Bx%(rock%)+1 STEP 0.125
 3480    PROC_Plot(53,Rx,By%(rock%),FALSE)
 3490   NEXT
 3500  OTHERWISE
 3510   FOR Ry=By%(rock%) TO By%(rock%)-1 STEP -0.125
 3520    PROC_Plot(53,Bx%(rock%),Ry,FALSE)
 3530   NEXT
 3540 ENDCASE
 3550 PROC_Plot(0,Bx%(rock%),By%(rock%),FALSE)
 3560 ?(Screens%+Bx%(rock%)+18*By%(rock%))=0
 3570 Bx%(rock%)=Bx%(rock%)+Xi%
 3580 By%(rock%)=By%(rock%)+Yi%
 3590 PROC_Plot(53,Bx%(rock%),By%(rock%),FALSE)
 3600 ?(Screens%+Bx%(rock%)+18*By%(rock%))=53
 3610ENDPROC
 3620
 3630DEF PROC_GiveUpLife
 3640 PROC_PlaySound(5)
 3650 PROC_PlayerDies(83)
 3660 Lives%=FN_Lives(Lives%,1)
 3670 WinOrDie%=1
 3680ENDPROC
 3690
 3700DEF PROC_PlayerDies(Sp%)
 3710 FOR DSp%=Sp% TO Sp%+9
 3720  PROC_Plot(DSp%,Px%,Py%,TRUE)
 3730  PROC_Plot(DSp%,Px%,Py%,TRUE)
 3740 NEXT
 3750 PROC_Plot(0,Px%,Py%,FALSE)
 3760ENDPROC
 3770
 3780DEF PROC_Player
 3790 Dir%=0
 3800 IF INKEY(-98) THEN Dir%=4
 3810 IF INKEY(-67) THEN Dir%=2
 3820 IF INKEY(-105) THEN Dir%=3
 3830 IF INKEY(-80) THEN Dir%=1
 3840 IF INKEY(-30) THEN PROC_GiveUpLife
 3850 CASE Dir% OF
 3860  WHEN 1:PROC_MpUp
 3870  WHEN 2:PROC_MpRt
 3880  WHEN 3:PROC_MpDn
 3890  WHEN 4:PROC_MpLt
 3900 ENDCASE
 3910ENDPROC
 3920
 3930DEF PROC_Scroll(Xi%,Yi%)
 3940 PROC_PlaySound(9)
 3950 scrolls%-=1
 3960 Score%=FN_Score(Score%,5)
 3970 PROC_MovePlyr(Xi%,Yi%)
 3980ENDPROC
 3990
 4000DEF PROC_Candle(Xi%,Yi%)
 4010 candles%-=1
 4020 Score%=FN_Score(Score%,25)
 4030 PROC_MovePlyr(Xi%,Yi%)
 4040 PROC_PlaySound(7)
 4050ENDPROC
 4060
 4070DEF PROC_Key(Xi%,Yi%)
 4080 PROC_PlaySound(9)
 4090 keys%-=1
 4100 Score%=FN_Score(Score%,10)
 4110 PROC_MovePlyr(Xi%,Yi%)
 4120 IF keys%=0 THEN PROC_Safes2Scrolls
 4130ENDPROC
 4140
 4150DEF PROC_Safes2Scrolls
 4160 LOCAL x%,y%,Char%
 4170 PROC_PlaySound(8)
 4180 FOR x%=0 TO 17
 4190  FOR y%=0 TO 11
 4200   Char%=?(Screens%+x%+18*y%)
 4210   CASE Char% OF
 4220    WHEN 55:
 4230     PROC_Plot(4,x%,y%,FALSE)
 4240     ?(Screens%+x%+18*y%)=4
 4250    WHEN 56:
 4260     PROC_Plot(0,x%,y%,FALSE)
 4270     ?(Screens%+x%+18*y%)=0
 4280   ENDCASE
 4290  NEXT
 4300 NEXT
 4310ENDPROC
 4320
 4330DEF PROC_Exit(Xi%,Yi%)
 4340 IF scrolls%=0 AND candles%=0 THEN
 4350  exit%-=1
 4360  Score%=FN_Score(Score%,50)
 4370  PROC_MovePlyr(Xi%,Yi%)
 4380  WinOrDie%=TRUE
 4390  PROC_PlaySound(3)
 4400 ENDIF
 4410ENDPROC
 4420
 4430DEF PROC_MpRt
 4440 IF Px%<17 THEN
 4450  Char%=?(Screens%+Px%+1+Py%*18)
 4460  CASE Char% OF
 4470   WHEN 53:
 4480    PROC_PushRt
 4490   WHEN 0,1,2,3:
 4500    PROC_MovePlyr(1,0)
 4510   WHEN 47:
 4520    PROC_KillSprt(1,0)
 4530    WinOrDie%=1
 4540   WHEN 6:
 4550    PROC_Candle(1,0)
 4560   WHEN 4:
 4570    PROC_Scroll(1,0)
 4580   WHEN 5:
 4590    PROC_Key(1,0)
 4600   WHEN 12:
 4610    PROC_Exit(1,0)
 4620  ENDCASE
 4630 ENDIF
 4640ENDPROC
 4650
 4660DEF PROC_MpLt
 4670 IF Px%>0 THEN
 4680  Char%=?(Screens%+Px%-1+Py%*18)
 4690  CASE Char% OF
 4700   WHEN 53:
 4710    PROC_PushLt
 4720   WHEN 0,1,2,3:
 4730    PROC_MovePlyr(-1,0)
 4740   WHEN 47:
 4750    PROC_KillSprt(-1,0)
 4760    WinOrDie%=1
 4770   WHEN 6:
 4780    PROC_Candle(-1,0)
 4790   WHEN 4:
 4800    PROC_Scroll(-1,0)
 4810   WHEN 5:
 4820    PROC_Key(-1,0)
 4830   WHEN 12:
 4840    PROC_Exit(-1,0)
 4850  ENDCASE
 4860 ENDIF
 4870ENDPROC
 4880
 4890DEF PROC_MpUp
 4900 IF Py%<11 THEN
 4910  Char%=?(Screens%+Px%+18+Py%*18)
 4920  CASE Char% OF
 4930   WHEN 0,1,2,3:
 4940    PROC_MovePlyr(0,1)
 4950   WHEN 47:
 4960    PROC_KillSprt(0,1)
 4970    WinOrDie%=1
 4980   WHEN 6:
 4990    PROC_Candle(0,1)
 5000   WHEN 4:
 5010    PROC_Scroll(0,1)
 5020   WHEN 5:
 5030    PROC_Key(0,1)
 5040   WHEN 12:
 5050    PROC_Exit(0,1)
 5060  ENDCASE
 5070 ENDIF
 5080ENDPROC
 5090
 5100DEF PROC_MpDn
 5110 IF Py%>0 THEN
 5120  Char%=?(Screens%+Px%-18+Py%*18)
 5130  CASE Char% OF
 5140   WHEN 0,1,2,3:
 5150    PROC_MovePlyr(0,-1)
 5160   WHEN 47:
 5170    PROC_KillSprt(0,-1)
 5180    WinOrDie%=1
 5190   WHEN 6:
 5200    PROC_Candle(0,-1)
 5210   WHEN 4:
 5220    PROC_Scroll(0,-1)
 5230   WHEN 5:
 5240    PROC_Key(0,-1)
 5250   WHEN 12:
 5260    PROC_Exit(0,-1)
 5270  ENDCASE
 5280 ENDIF
 5290ENDPROC
 5300
 5310DEF PROC_KillSprt(Xi%,Yi%)
 5320 LOCAL spr%
 5330 PROC_MovePlyr(Xi%,Yi%)
 5340 FOR spr%=1 TO 4
 5350  IF Sx%(spr%)=Px% AND Sy%(spr%)=Py% THEN
 5360   Sx%(spr%)=-1
 5370   Sy%(spr%)=-1
 5380   Sd%(spr%)=-1
 5390  ENDIF
 5400 NEXT
 5410 PROC_PlayerDies(73)
 5420 Lives%=FN_Lives(Lives%,1)
 5430 WinOrDie%=1
 5440ENDPROC
 5450
 5460DEF PROC_MovePlyr(Xi%,Yi%)
 5470 CASE Xi% OF
 5480  WHEN -1:
 5490   FOR xx=0 TO 15
 5500    PROC_Plot(39+INT(xx/4),Px%-(xx/16),Py%,FALSE)
 5510   NEXT
 5520   PROC_Plot(39,Px%-1,Py%,FALSE)
 5530  WHEN  1:
 5540   FOR xx=0 TO 15
 5550    PROC_Plot(28+INT(xx/4),Px%+(xx/16),Py%,FALSE)
 5560   NEXT
 5570   PROC_Plot(28,Px%+1,Py%,FALSE)
 5580 ENDCASE
 5590 CASE Yi% OF
 5600  WHEN -1:
 5610   FOR yy=0 TO 15
 5620    PROC_Plot(19+INT(yy/4),Px%,Py%-(yy/16),FALSE)
 5630   NEXT
 5640  WHEN  1:
 5650   FOR yy=0 TO 15
 5660    PROC_Plot(19+INT(yy/4),Px%,Py%+(yy/16),FALSE)
 5670   NEXT
 5680 ENDCASE
 5690 ?(Screens%+Px%+18*Py%)=0
 5700 PROC_Plot(0,Px%,Py%,FALSE)
 5710 Px%=Px%+Xi%
 5720 Py%=Py%+Yi%
 5730 ?(Screens%+Px%+18*Py%)=18
 5740 REM PROC_Plot(18,Px%,Py%,FALSE)
 5750ENDPROC
 5760
 5770DEF PROC_Turn(From%,To%)
 5780 LOCAL Char%
 5790 FOR Char%=From% TO To%
 5800  PROC_Plot(Char%,Px%,Py%,FALSE)
 5810 NEXT
 5820ENDPROC
 5830
 5840DEF PROC_PushRt
 5850 LOCAL Char%,Rock%,rock%
 5860 IF Px%<16 THEN
 5870  Char%=?(Screens%+Px%+2+18*Py%)
 5880  IF Char%=0 THEN
 5890   FOR Rock%=1 TO Bn%
 5900    IF Bx%(Rock%)=Px%+1 AND By%(Rock%)=Py% THEN rock%=Rock%
 5910   NEXT
 5920   PROC_MoveRock(1,0)
 5930   PROC_MovePlyr(1,0)
 5940  ENDIF
 5950 ENDIF
 5960ENDPROC
 5970
 5980DEF PROC_PushLt
 5990 LOCAL Char%
 6000 IF Px%>1 THEN
 6010  Char%=?(Screens%+Px%-2+18*Py%)
 6020  IF Char%=0 THEN
 6030   FOR Rock%=1 TO Bn%
 6040    IF Bx%(Rock%)=Px%-1 AND By%(Rock%)=Py% THEN rock%=Rock%
 6050   NEXT
 6060   PROC_MoveRock(-1,0)
 6070   PROC_MovePlyr(-1,0)
 6080  ENDIF
 6090 ENDIF
 6100ENDPROC
 6110
 6120DEF PROC_Spirits
 6130 LOCAL Sp%
 6140 FOR Sp%=1 TO 4
 6150  IF Sy%(Sp%)>-1 THEN
 6160   PROC_Plot(47+cycle%,Sx%(Sp%),Sy%(Sp%),FALSE)
 6170   Smd%=FALSE
 6180   CASE Sd%(Sp%) OF
 6190    WHEN 1: PROC_SpiritUp
 6200    WHEN 2: PROC_SpiritRt
 6210    WHEN 3: PROC_SpiritDn
 6220    WHEN 4: PROC_SpiritLt
 6230   ENDCASE
 6240  ENDIF
 6250 NEXT
 6260ENDPROC
 6270
 6280DEF PROC_SpiritUp
 6290 LOCAL Char%
 6300 IF Sx%(Sp%)>0 THEN
 6310  Char%=?(Screens%+Sx%(Sp%)-1+Sy%(Sp%)*18)
 6320  CASE Char% OF
 6330   WHEN 0:
 6340    PROC_MoveSpirit(-1,0)
 6350    Sd%(Sp%)=4
 6360   WHEN 18:
 6370    PROC_KillPlayer(-1,0)
 6380    Sd%(Sp%)=4
 6390   WHEN 54:
 6400    PROC_CagedSpirit(-1,0)
 6410    Sd%(Sp%)=4
 6420  ENDCASE
 6430 ENDIF
 6440 IF NOT Smd% THEN
 6450  IF Sy%(Sp%)<11 THEN
 6460   Char%=?(Screens%+Sx%(Sp%)+18+Sy%(Sp%)*18)
 6470   CASE Char% OF
 6480    WHEN 0:PROC_MoveSpirit(0,1)
 6490    WHEN 18:PROC_KillPlayer(0,1)
 6500    WHEN 54:PROC_CagedSpirit(0,1)
 6510    OTHERWISE Sd%(Sp%)=2
 6520   ENDCASE
 6530  ELSE
 6540   Sd%(Sp%)=2
 6550  ENDIF
 6560 ENDIF
 6570ENDPROC
 6580
 6590DEF PROC_SpiritRt
 6600 LOCAL Char%
 6610 IF Sy%(Sp%)<11 THEN
 6620  Char%=?(Screens%+Sx%(Sp%)+18+Sy%(Sp%)*18)
 6630  CASE Char% OF
 6640   WHEN 0:
 6650    PROC_MoveSpirit(0,1)
 6660    Sd%(Sp%)=1
 6670   WHEN 18:
 6680    PROC_KillPlayer(0,1)
 6690    Sd%(Sp%)=1
 6700   WHEN 54:
 6710    PROC_CagedSpirit(0,1)
 6720    Sd%(Sp%)=1
 6730  ENDCASE
 6740 ENDIF
 6750 IF NOT Smd% THEN
 6760  IF Sx%(Sp%)<17 THEN
 6770   Char%=?(Screens%+Sx%(Sp%)+1+Sy%(Sp%)*18)
 6780   CASE Char% OF
 6790    WHEN 0:PROC_MoveSpirit(1,0)
 6800    WHEN 18:PROC_KillPlayer(1,0)
 6810    WHEN 54:PROC_CagedSpirit(1,0)
 6820    OTHERWISE Sd%(Sp%)=3
 6830   ENDCASE
 6840  ELSE
 6850   Sd%(Sp%)=3
 6860  ENDIF
 6870 ENDIF
 6880ENDPROC
 6890
 6900DEF PROC_SpiritDn
 6910 LOCAL Char%
 6920 IF Sx%(Sp%)<17 THEN
 6930  Char%=?(Screens%+Sx%(Sp%)+1+Sy%(Sp%)*18)
 6940  CASE Char% OF
 6950   WHEN 0:
 6960    PROC_MoveSpirit(1,0)
 6970    Sd%(Sp%)=2
 6980   WHEN 18:
 6990    PROC_KillPlayer(1,0)
 7000   WHEN 54:
 7010    PROC_CagedSpirit(1,0)
 7020  ENDCASE
 7030 ENDIF
 7040 IF NOT Smd% THEN
 7050  IF Sy%(Sp%)>0 THEN
 7060   Char%=?(Screens%+Sx%(Sp%)-18+Sy%(Sp%)*18)
 7070   CASE Char% OF
 7080    WHEN 0:PROC_MoveSpirit(0,-1)
 7090    WHEN 18:PROC_KillPlayer(0,-1)
 7100    WHEN 54:PROC_CagedSpirit(0,-1)
 7110    OTHERWISE Sd%(Sp%)=4
 7120   ENDCASE
 7130  ELSE
 7140   Sd%(Sp%)=4
 7150  ENDIF
 7160 ENDIF
 7170ENDPROC
 7180
 7190DEF PROC_SpiritLt
 7200 LOCAL Char%
 7210 IF Sy%(Sp%)>0 THEN
 7220  Char%=?(Screens%+Sx%(Sp%)-18+Sy%(Sp%)*18)
 7230  CASE Char% OF
 7240   WHEN 0:
 7250    PROC_MoveSpirit(0,-1)
 7260    Sd%(Sp%)=3
 7270   WHEN 18:
 7280    PROC_KillPlayer(0,-1)
 7290    Sd%(Sp%)=3
 7300   WHEN 54:
 7310    PROC_CagedSpirit(0,-1)
 7320    Sd%(Sp%)=3
 7330  ENDCASE
 7340 ENDIF
 7350 IF NOT Smd% THEN
 7360  IF Sx%(Sp%)>0 THEN
 7370   Char%=?(Screens%+Sx%(Sp%)-1+Sy%(Sp%)*18)
 7380   CASE Char% OF
 7390    WHEN 0:PROC_MoveSpirit(-1,0)
 7400    WHEN 18:PROC_KillPlayer(-1,0)
 7410    WHEN 54:PROC_CagedSpirit(-1,0)
 7420    OTHERWISE Sd%(Sp%)=1
 7430   ENDCASE
 7440  ELSE
 7450   Sd%(Sp%)=1
 7460  ENDIF
 7470 ENDIF
 7480ENDPROC
 7490
 7500DEF PROC_MoveSpirit(Xi%,Yi%)
 7510 CASE Xi% OF
 7520  WHEN -1:
 7530   FOR xx=Sx%(Sp%) TO Sx%(Sp%)-1 STEP -0.125
 7540    PROC_Plot(47+cycle%,xx,Sy%(Sp%),FALSE)
 7550   NEXT
 7560   PROC_Plot(47+cycle%,Sx%(Sp%)-1,Sy%(Sp%),FALSE)
 7570   ?(Screens%+Sx%(Sp%)+18*Sy%(Sp%))=0
 7580   Sx%(Sp%)-=1
 7590   ?(Screens%+Sx%(Sp%)+18*Sy%(Sp%))=47
 7600   PROC_Plot(0,Sx%(Sp%)+1,Sy%(Sp%),FALSE)
 7610  WHEN 1
 7620   FOR xx=Sx%(Sp%) TO Sx%(Sp%)+1 STEP 0.125
 7630    PROC_Plot(47+cycle%,xx,Sy%(Sp%),FALSE)
 7640   NEXT
 7650   PROC_Plot(47+cycle%,Sx%(Sp%)+1,Sy%(Sp%),FALSE)
 7660   ?(Screens%+Sx%(Sp%)+18*Sy%(Sp%))=0
 7670   Sx%(Sp%)+=1
 7680   ?(Screens%+Sx%(Sp%)+18*Sy%(Sp%))=47
 7690   PROC_Plot(0,Sx%(Sp%)-1,Sy%(Sp%),FALSE)
 7700 ENDCASE
 7710 CASE Yi% OF
 7720  WHEN -1:
 7730   FOR xx=Sy%(Sp%) TO Sy%(Sp%)-1 STEP -0.125
 7740    PROC_Plot(47+cycle%,Sx%(Sp%),xx,FALSE)
 7750   NEXT
 7760   PROC_Plot(47+cycle%,Sx%(Sp%),Sy%(Sp%)-1,FALSE)
 7770   ?(Screens%+Sx%(Sp%)+18*Sy%(Sp%))=0
 7780   Sy%(Sp%)-=1
 7790   ?(Screens%+Sx%(Sp%)+18*Sy%(Sp%))=47
 7800   PROC_Plot(0,Sx%(Sp%),Sy%(Sp%)+1,FALSE)
 7810  WHEN 1
 7820   FOR xx=Sy%(Sp%) TO Sy%(Sp%)+1 STEP 0.125
 7830    PROC_Plot(47+cycle%,Sx%(Sp%),xx,FALSE)
 7840   NEXT
 7850   PROC_Plot(47+cycle%,Sx%(Sp%),Sy%(Sp%)+1,FALSE)
 7860   ?(Screens%+Sx%(Sp%)+18*Sy%(Sp%))=0
 7870   Sy%(Sp%)+=1
 7880   ?(Screens%+Sx%(Sp%)+18*Sy%(Sp%))=47
 7890   PROC_Plot(0,Sx%(Sp%),Sy%(Sp%)-1,FALSE)
 7900 ENDCASE
 7910 Smd%=TRUE
 7920ENDPROC
 7930
 7940DEF PROC_CagedSpirit(Xi%,Yi%)
 7950 LOCAL m%
 7960 PROC_MoveSpirit(Xi%,Yi%)
 7970 FOR m%=65 TO 72
 7980  PROC_Plot(m%,Sx%(Sp%),Sy%(Sp%),TRUE)
 7990 NEXT
 8000 PROC_PlaySound(8)
 8010 PROC_Plot(4,Sx%(Sp%),Sy%(Sp%),TRUE)
 8020 ?(Screens%+Sx%(Sp%)+18*Sy%(Sp%))=4
 8030 Sd%(Sp%)=-1
 8040 Sx%(Sp%)=-1
 8050 Sy%(Sp%)=-1
 8060ENDPROC
 8070
 8080DEF PROC_KillPlayer(Xi%,Yi%)
 8090 PROC_MoveSpirit(Xi%,Yi%)
 8100 PROC_PlayerDies(73)
 8110 Sx%(Sp%)=-1
 8120 Sy%(Sp%)=-1
 8130 Sd%(Sp%)=-1
 8140 REM scrolls%-=1
 8150 Lives%=FN_Lives(Lives%,1)
 8160 WinOrDie%=1
 8170ENDPROC
 8180
 8190DEF PROC_Plot(sprite%,x,y,Vs%)
 8200 x=(x+1)*48
 8210 y=(y+1)*64+64
 8220 SYS"OS_SpriteOp",290,Sprites%,SName$(sprite%),x,y,0
 8230 IF Vs% THEN SYS"OS_Byte",19
 8240ENDPROC
 8250
 8260DEF PROC_ReadyScreen(Screen%)
 8270 scrolls%=0
 8280 keys%=0
 8290 candles%=0
 8300 exit%=0
 8310 cycle%=0
 8320 FOR byte%=0 TO 215
 8330  char%=?(Screens%+byte%+(Screen%*216))
 8340  ?(Screens%+byte%)=char%
 8350  CASE char% OF
 8360   WHEN 4:scrolls%+=1
 8370   WHEN 5:keys%+=1
 8380   WHEN 12:exit%+=1
 8390   WHEN 54:scrolls%+=1
 8400   WHEN 55:scrolls%+=1
 8410   WHEN 6:candles%+=1
 8420  ENDCASE
 8430 NEXT
 8440 REM set up all the x & y vars here -----------------------------------
 8450 Px%=0:Py%=0:Cx%=0:Cy%=0
 8460 FOR a%=1 TO 20
 8470  Bx%(a%)=-1
 8480  By%(a%)=-1
 8490  Bm%(a%)=FALSE
 8500  IF a%<5 THEN
 8510   Sx%(a%)=-1
 8520   Sy%(a%)=-1
 8530   Sd%(a%)=-1
 8540  ENDIF
 8550 NEXT
 8560 PROC_Display
 8570 PROC_StartDelay
 8580ENDPROC
 8590
 8600DEF PROC_Display
 8610 LOCAL Char%, x%, y%
 8620 Bn%=0
 8630 Sn%=0
 8640 FOR x%=0 TO 17
 8650  FOR y%=0 TO 11
 8660   Char%=?(Screens%+x%+18*y%)
 8670   PROC_Plot(Char%,x%,y%,FALSE)
 8680   CASE Char% OF
 8690    WHEN 53:
 8700     Bn%+=1
 8710     Bx%(Bn%)=x%
 8720     By%(Bn%)=y%
 8730    WHEN 47:
 8740     Sn%+=1
 8750     Sx%(Sn%)=x%
 8760     Sy%(Sn%)=y%
 8770     Sd%(Sn%)=1
 8780    WHEN 6:
 8790     Cx%=x%
 8800     Cy%=y%
 8810     PROC_Plot(93,x%,y%,FALSE)
 8820    WHEN 12:
 8830     Ex%=x%
 8840     Ey%=y%
 8850    WHEN 18:
 8860     Px%=x%
 8870     Py%=y%
 8880   ENDCASE
 8890  NEXT
 8900 NEXT
 8910ENDPROC
 8920
 8930DEF PROC_SetGameUp
 8940 CLS:OFF
 8950 SYS"OS_SpriteOp",290,Logos%,"rhlogo",960,0,0
 8960 Score%=0
 8970 Lives%=3
 8980 FOR x%=0 TO 17
 8990  PROC_Plot(203,x%,-1,FALSE)
 9000  PROC_Plot(197,x%,12,FALSE)
 9010  IF x%<12 THEN
 9020   PROC_Plot(198,-1,x%,FALSE)
 9030   PROC_Plot(204,18,x%,FALSE)
 9040  ENDIF
 9050 NEXT
 9060 PROC_Plot(199,-1,12,FALSE)
 9070 PROC_Plot(200,18,12,FALSE)
 9080 PROC_Plot(201,-1,-1,FALSE)
 9090 PROC_Plot(202,18,-1,FALSE)
 9100 Score%=FN_Score(Score%,0)
 9110 Lives%=FN_Lives(Lives%,0)
 9120 Screen%=FN_Screen(Screen%,0)
 9130ENDPROC
 9140
 9150DEF FN_Score(Score%,Inc%)
 9160 Score%=Score%+Inc%
 9170 PROC_Write("l","Score: "+RIGHT$("000000"+STR$(Score%),6),48,0)
 9180=Score%
 9190
 9200DEF FN_Lives(Lives%,Dec%)
 9210 Lives%=Lives%-Dec%
 9220 PROC_Write("r","Lives: "+STR$(Lives%),820,0)
 9230=Lives%
 9240
 9250DEF FN_Screen(Screen%,Inc%)
 9260 PROC_Blank("c",Name$(Screen%),480,960)
 9270 Screen%=Screen%+Inc%
 9280 PROC_Write("c","Screen: "+RIGHT$("0"+STR$(Screen%),2),520,0)
 9290 PROC_Write("c",Name$(Screen%),480,960)
 9300=Screen%
 9310
 9320DEF PROC_StartDelay
 9330 LOCAL Time
 9340 *FX15,1
 9350 Time=TIME
 9360 REPEAT
 9370  PROC_Write("r",STR$(5-INT((TIME-Time)/100)),880,960)
 9380 UNTIL (TIME-Time)>=500 OR INKEY$(0)<>""
 9390 PROC_Blank("r"," ",880,960)
 9400ENDPROC
 9410
 9420DEF PROC_HighScores
 9430 CLS:OFF
 9440 SYS"OS_SpriteOp",290,Logos%,"drlogo",110,664,0
 9450 PROC_Write("c","High Scores",640,600)
 9460 FOR Scr%=1 TO 8
 9470  Text$=STR$(Scr%)+": "+LEFT$(Hi$(Scr%)+"....................",20)+" :"+RIGHT$("00000"+STR$(Hi%(Scr%)),5)
 9480  yp%=600-64*Scr%
 9490  PROC_Write("c",Text$,640,yp%)
 9500 NEXT
 9510 PROC_Write("c","Press the space bar",640,0)
 9520 REPEAT UNTIL GET=32
 9530 *FX15,1
 9540 CLS:OFF
 9550ENDPROC
 9560
 9570DEF PROC_LoadSounds
 9580 *RMLoad <Drock$Dir>.Sounds.01-GmStart
 9590 *RMLoad <Drock$Dir>.Sounds.02-ScStart
 9600 *RMLoad <Drock$Dir>.Sounds.03-ScDone
 9610 *RMLoad <Drock$Dir>.Sounds.04-GmDone
 9620 *RMLoad <Drock$Dir>.Sounds.05-LsLife
 9630 *RMLoad <Drock$Dir>.Sounds.06-LsGame
 9640 *RMLoad <Drock$Dir>.Sounds.07-GtCandl
 9650 *RMLoad <Drock$Dir>.Sounds.08-CnSprt
 9660 VOICES 4
 9670 FOR SndLp=1 TO 4
 9680  SYS"Sound_AttachVoice",SndLp,1 TO ,SoundWas%(SndLp)
 9690 NEXT
 9700 SYS"Sound_Configure",0,0,56,0,0 TO Sr0,Sr1,Sr2,Sr3,Sr4
 9710ENDPROC
 9720
 9730DEF PROC_PlaySound(Sfx%)
 9740 REM <snippety snip - not in the demo>
 9750 IF Sound% THEN
 9760  CASE Sfx% OF
 9770   WHEN 1:PROC_Sfx(1,"01-GmStart",0,&2550):REM When Game starts
 9780   WHEN 2:PROC_Sfx(2,"02-ScStart",0,&2550):REM When Screen starts
 9790   WHEN 3:PROC_Sfx(3,"03-ScDone",0,&2550):REM When Screen completed
 9800   WHEN 4:PROC_Sfx(1,"04-GmDone",0,&2550):REM When game completed
 9810   WHEN 5:PROC_Sfx(3,"05-LsLife",0,&3550):REM When Life Lost
 9820   WHEN 6:PROC_Sfx(1,"06-LsGame",0,&2550):REM When Game Lost
 9830   WHEN 7:PROC_Sfx(1,"07-GtCandl",0,&3550):REM When Candle collected
 9840   WHEN 8:PROC_Sfx(1,"08-CnSprt",0,&2550):REM When "Converted" spirit
 9850   WHEN 9:PROC_Sfx(4,"05-LsLife",0,&4550):REM When Scroll/key collected
 9860   WHEN 10:PROC_Sfx(2,"07-GtCandl",0,&4550):REM When safes converted
 9870   WHEN 11:PROC_Sfx(1,"04-GmDone",0,&2000):REM When on high score table
 9880   WHEN 12:PROC_Sfx(1,"05-LsLife",0,&3000):REM When not on high score table
 9890  ENDCASE
 9900 ENDIF
 9910ENDPROC
 9920
 9930DEF PROC_Sfx(Chan,Vox$,Delay,Pi%)
 9940 REM <snippety snip - not in the demo>
 9950 VOICE Chan,Vox$
 9960 SOUND Chan,&17F,Pi%,1
 9970 IF Delay>0 THEN
 9980  DelayFrom=TIME
 9990  REPEAT UNTIL (TIME-Delay)>=DelayFrom
10000 ENDIF
10010ENDPROC
10020
10030
10040DATA blnk,erth,moss,snow,scrl,keys,cnd1,cnd2,cnd3,cnd4,cnd5,cnd6,xit1,xit2,xit3,xit4
10050DATA xit5,xit6,plyr,plu1,plyr,plu2,plyr,none,none,none,none,none,prt1,prt2,prt3,prt2
10060DATA none,none,none,none,none,none,none,plt1,plt2,plt3,plt2,none,none,none,none,spr1
10070DATA spr2,spr3,spr4,spr3,spr2,rock,cage,safe,safe,s2s1,s2s2,s2s3,s2s4,s2s5,s2s6,s2s7
10080DATA s2s8,c2s1,c2s2,c2s3,c2s4,c2s5,c2s6,c2s7,c2s8,pds0,pds1,pds2,pds3,pds4,pds5,pds6
10090DATA pds7,pds8,pds9,pdr0,pdr1,pdr2,pdr3,pdr4,pdr5,pdr6,pdr7,pdr8,pdr9,cand,pdq3,pdq4
10100DATA pdq5,pdq6,pdq7,g000,g001,g002,g003,g004,g005,g006,g007,g008,g009,g010,g100,g101
10110DATA g102,g103,g104,g105,g106,g107,g108,g109,g110,g200,g201,g202,g203,g204,g205,g206
10120DATA g207,g208,g209,g210,g300,g301,g302,g303,g304,g305,g306,g307,g308,g309,g310,g400
10130DATA g401,g402,g403,g404,g405,g406,g407,g408,g409,g410,g4c1,g4c1,g4c1,g4c1,g4c1,g4c1
10140DATA g4c1,g4c1,g4c1,g4c1,g4c1,g4c1,g4c2,g4c2,g4c2,g4c2,g4c2,g4c2,g4c2,g4c2,g4c2,g4c2
10150DATA g4c3,g4c3,g4c3,g4c3,g4c3,g4c3,g4c3,g4c3,g4c4,g4c4,g4c4,g4c4,g4c4,g4c4,g4c5,g4c5
10160DATA g4c5,g4c5,g4c6,g4c6,g4c7,boto,bole,botl,botr,bobl,bobr,bobo,bori
10170
10180DATA "It's just routine","It's far too easy","Keep a low profile","Take things slow"
10190DATA "So quiet and dark","When the link comes undone","One step behind","Welcome to my house"
10200DATA "This is confusing","Quite by chance...","We're the crazies","That's no place to be"
10210DATA "It's all falling down","Something's moving"
10220DATA "So Surprising just how quickly things can end","No relaxing"
10230DATA "Room for one more","Get out as fast as you can","Outland","Nothing's ever quite what it seems"
10240DATA "Could be the wrong move","One of these days...","No corners to hide","Only if you can"
10250DATA "Out of sight, out of mind","Waiting for something to break","Stick Around","I'm so sorry, but..."
10260DATA "We've been here before","Nothing is new","Nothing ever changes","Break this wall"
10270DATA "Nothing left to steal","Let the fun begin...","Party time","It's like giving up hope"
10280DATA "You won't like this","Smile, and pretend its fun","New vengeance","We are the end of the line"

!� Drop Rock 2 by Vince M Hudd
!� (c) 1996 Soft Rock Software

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#x �_Plot(201,-1,-1,�)
#� �_Plot(202,18,-1,�)
#� Score%=�_Score(Score%,0)
#� Lives%=�_Lives(Lives%,0)
#�  Screen%=�_Screen(Screen%,0)
#��
#�
#�� �_Score(Score%,Inc%)
#� Score%=Score%+Inc%
#�7 �_Write("l","Score: "+�"000000"+�(Score%),6),48,0)
#�=Score%
#�
#�� �_Lives(Lives%,Dec%)
#� Lives%=Lives%-Dec%
$+ �_Write("r","Lives: "+�(Lives%),820,0)
$=Lives%
$
$"� �_Screen(Screen%,Inc%)
$,( �_Blank("c",Name$(Screen%),480,960)
$6 Screen%=Screen%+Inc%
$@5 �_Write("c","Screen: "+�"0"+�(Screen%),2),520,0)
$J( �_Write("c",Name$(Screen%),480,960)
$T=Screen%
$^
$h� �_StartDelay
$r � Time
$| *FX15,1
$� Time=�
$� �
$�/  �_Write("r",�(5-�((�-Time)/100)),880,960)
$� � (�-Time)>=500 � �(0)<>""
$� �_Blank("r"," ",880,960)
$��
$�
$�� �_HighScores
$� �:�
$�2 ș"OS_SpriteOp",290,Logos%,"drlogo",110,664,0
$�' �_Write("c","High Scores",640,600)
$� � Scr%=1 � 8
$�\  Text$=�(Scr%)+": "+�Hi$(Scr%)+"....................",20)+" :"+�"00000"+�(Hi%(Scr%)),5)
%  yp%=600-64*Scr%
%   �_Write("c",Text$,640,yp%)
% �
%&- �_Write("c","Press the space bar",640,0)
%0
 � � �=32
%: *FX15,1
%D �:�
%N�
%X
%b� �_LoadSounds
%l* *RMLoad <Drock$Dir>.Sounds.01-GmStart
%v* *RMLoad <Drock$Dir>.Sounds.02-ScStart
%�) *RMLoad <Drock$Dir>.Sounds.03-ScDone
%�) *RMLoad <Drock$Dir>.Sounds.04-GmDone
%�) *RMLoad <Drock$Dir>.Sounds.05-LsLife
%�) *RMLoad <Drock$Dir>.Sounds.06-LsGame
%�* *RMLoad <Drock$Dir>.Sounds.07-GtCandl
%�) *RMLoad <Drock$Dir>.Sounds.08-CnSprt
%�	 Ƞ 4
%� � SndLp=1 � 4
%�7  ș"Sound_AttachVoice",SndLp,1 � ,SoundWas%(SndLp)
%� �
%�9 ș"Sound_Configure",0,0,56,0,0 � Sr0,Sr1,Sr2,Sr3,Sr4
%��
%�
&� �_PlaySound(Sfx%)
&( � <snippety snip - not in the demo>
& � Sound% �
&   Ȏ Sfx% �
&*;   � 1:�_Sfx(1,"01-GmStart",0,&2550):� When Game starts
&4=   � 2:�_Sfx(2,"02-ScStart",0,&2550):� When Screen starts
&>?   � 3:�_Sfx(3,"03-ScDone",0,&2550):� When Screen completed
&H=   � 4:�_Sfx(1,"04-GmDone",0,&2550):� When game completed
&R8   � 5:�_Sfx(3,"05-LsLife",0,&3550):� When Life Lost
&\8   � 6:�_Sfx(1,"06-LsGame",0,&2550):� When Game Lost
&f@   � 7:�_Sfx(1,"07-GtCandl",0,&3550):� When Candle collected
&pA   � 8:�_Sfx(1,"08-CnSprt",0,&2550):� When "Converted" spirit
&zC   � 9:�_Sfx(4,"05-LsLife",0,&4550):� When Scroll/key collected
&�@   � 10:�_Sfx(2,"07-GtCandl",0,&4550):� When safes converted
&�C   � 11:�_Sfx(1,"04-GmDone",0,&2000):� When on high score table
&�G   � 12:�_Sfx(1,"05-LsLife",0,&3000):� When not on high score table
&�  �
&� �
&��
&�
&� � �_Sfx(Chan,Vox$,Delay,Pi%)
&�( � <snippety snip - not in the demo>
&� ȡ Chan,Vox$
&� � Chan,&17F,Pi%,1
&� � Delay>0 �
&�  DelayFrom=�
'  � � (�-Delay)>=DelayFrom
' �
'�
'$
'.
'8U� blnk,erth,moss,snow,scrl,keys,cnd1,cnd2,cnd3,cnd4,cnd5,cnd6,xit1,xit2,xit3,xit4
'BU� xit5,xit6,plyr,plu1,plyr,plu2,plyr,none,none,none,none,none,prt1,prt2,prt3,prt2
'LU� none,none,none,none,none,none,none,plt1,plt2,plt3,plt2,none,none,none,none,spr1
'VU� spr2,spr3,spr4,spr3,spr2,rock,cage,safe,safe,s2s1,s2s2,s2s3,s2s4,s2s5,s2s6,s2s7
'`U� s2s8,c2s1,c2s2,c2s3,c2s4,c2s5,c2s6,c2s7,c2s8,pds0,pds1,pds2,pds3,pds4,pds5,pds6
'jU� pds7,pds8,pds9,pdr0,pdr1,pdr2,pdr3,pdr4,pdr5,pdr6,pdr7,pdr8,pdr9,cand,pdq3,pdq4
'tU� pdq5,pdq6,pdq7,g000,g001,g002,g003,g004,g005,g006,g007,g008,g009,g010,g100,g101
'~U� g102,g103,g104,g105,g106,g107,g108,g109,g110,g200,g201,g202,g203,g204,g205,g206
'�U� g207,g208,g209,g210,g300,g301,g302,g303,g304,g305,g306,g307,g308,g309,g310,g400
'�U� g401,g402,g403,g404,g405,g406,g407,g408,g409,g410,g4c1,g4c1,g4c1,g4c1,g4c1,g4c1
'�U� g4c1,g4c1,g4c1,g4c1,g4c1,g4c1,g4c2,g4c2,g4c2,g4c2,g4c2,g4c2,g4c2,g4c2,g4c2,g4c2
'�U� g4c3,g4c3,g4c3,g4c3,g4c3,g4c3,g4c3,g4c3,g4c4,g4c4,g4c4,g4c4,g4c4,g4c4,g4c5,g4c5
'�F� g4c5,g4c5,g4c6,g4c6,g4c7,boto,bole,botl,botr,bobl,bobr,bobo,bori
'�
'�U� "It's just routine","It's far too easy","Keep a low profile","Take things slow"
'�^� "So quiet and dark","When the link comes undone","One step behind","Welcome to my house"
'�Z� "This is confusing","Quite by chance...","We're the crazies","That's no place to be"
'�2� "It's all falling down","Something's moving"
'�C� "So Surprising just how quickly things can end","No relaxing"
'�e� "Room for one more","Get out as fast as you can","Outland","Nothing's ever quite what it seems"
(]� "Could be the wrong move","One of these days...","No corners to hide","Only if you can"
(
h� "Out of sight, out of mind","Waiting for something to break","Stick Around","I'm so sorry, but..."
(X� "We've been here before","Nothing is new","Nothing ever changes","Break this wall"
(\� "Nothing left to steal","Let the fun begin...","Party time","It's like giving up hope"
((e� "You won't like this","Smile, and pretend its fun","New vengeance","We are the end of the line"
�
00000000  0d 00 0a 21 f4 20 44 72  6f 70 20 52 6f 63 6b 20  |...!. Drop Rock |
00000010  32 20 62 79 20 56 69 6e  63 65 20 4d 20 48 75 64  |2 by Vince M Hud|
00000020  64 0d 00 14 21 f4 20 28  63 29 20 31 39 39 36 20  |d...!. (c) 1996 |
00000030  53 6f 66 74 20 52 6f 63  6b 20 53 6f 66 74 77 61  |Soft Rock Softwa|
00000040  72 65 0d 00 1e 04 0d 00  28 21 f4 20 44 65 6d 6f  |re......(!. Demo|
00000050  20 56 65 72 73 69 6f 6e  20 2d 20 42 69 74 73 20  | Version - Bits |
00000060  52 65 6d 6f 76 65 64 0d  00 32 4b f4 20 55 68 20  |Removed..2K. Uh |
00000070  6f 68 20 2d 20 6d 61 69  6e 20 76 65 72 73 69 6f  |oh - main versio|
00000080  6e 20 6c 6f 73 74 2e 20  44 65 6d 6f 20 76 65 72  |n lost. Demo ver|
00000090  73 69 6f 6e 20 77 69 74  68 20 62 69 74 73 20 2a  |sion with bits *|
000000a0  61 64 64 65 64 2a 20 61  67 61 69 6e 21 21 21 21  |added* again!!!!|
000000b0  21 21 0d 00 3c 04 0d 00  46 1f f4 20 20 20 46 6f  |!!..<...F..   Fo|
000000c0  72 20 52 69 73 63 4f 53  20 33 2e 31 20 4d 61 63  |r RiscOS 3.1 Mac|
000000d0  68 69 6e 65 73 0d 00 50  04 0d 00 5a 18 ee 20 85  |hines..P...Z.. .|
000000e0  20 f2 5f 52 65 70 6f 72  74 28 9e 2c 9f 2c f6 24  | ._Report(.,.,.$|
000000f0  29 0d 00 64 04 0d 00 6e  0a eb 20 31 35 3a 87 0d  |)..d...n.. 15:..|
00000100  00 78 59 de 20 53 70 72  69 74 65 73 25 20 37 30  |.xY. Sprites% 70|
00000110  30 30 30 2c 4c 6f 67 6f  73 25 20 31 33 32 30 30  |000,Logos% 13200|
00000120  30 2c 46 6f 6e 74 25 20  31 32 30 30 30 2c 53 63  |0,Font% 12000,Sc|
00000130  72 65 65 6e 73 25 20 31  30 30 30 30 2c 54 65 6d  |reens% 10000,Tem|
00000140  70 25 20 32 30 30 30 30  30 2c 20 54 65 6d 70 32  |p% 200000, Temp2|
00000150  25 20 32 30 30 30 30 30  0d 00 82 1b de 20 4e 61  |% 200000..... Na|
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00000430  32 2c 32 29 3b 22 2a 2a  2a 20 45 52 52 4f 52 20  |2,2);"*** ERROR |
00000440  22 3b 45 72 72 3b 22 20  41 54 20 4c 49 4e 45 20  |";Err;" AT LINE |
00000450  22 3b 45 72 6c 2f 31 30  0d 02 4e 18 20 f1 20 8a  |";Erl/10..N. . .|
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000004b0  32 25 2c 31 39 30 30 30  30 2c 22 54 69 74 6c 65  |2%,190000,"Title|
000004c0  53 63 6e 22 29 0d 02 94  30 20 c8 99 22 4f 53 5f  |Scn")...0 .."OS_|
000004d0  53 70 72 69 74 65 4f 70  22 2c 32 39 30 2c 54 65  |SpriteOp",290,Te|
000004e0  6d 70 32 25 2c 22 6e 65  77 74 69 74 6c 65 22 2c  |mp2%,"newtitle",|
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00000590  20 f2 5f 4c 6f 61 64 46  69 6c 65 73 0d 02 f8 11  | ._LoadFiles....|
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000007b0  0d 03 e8 05 e1 0d 03 f2  04 0d 03 fc 10 dd 20 a4  |.............. .|
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00000910  3a 20 53 77 69 74 63 68  20 74 68 65 20 73 6f 75  |: Switch the sou|
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000049c0  64 20 3c 44 72 6f 63 6b  24 44 69 72 3e 2e 53 6f  |d <Drock$Dir>.So|
000049d0  75 6e 64 73 2e 30 34 2d  47 6d 44 6f 6e 65 0d 25  |unds.04-GmDone.%|
000049e0  94 29 20 2a 52 4d 4c 6f  61 64 20 3c 44 72 6f 63  |.) *RMLoad <Droc|
000049f0  6b 24 44 69 72 3e 2e 53  6f 75 6e 64 73 2e 30 35  |k$Dir>.Sounds.05|
00004a00  2d 4c 73 4c 69 66 65 0d  25 9e 29 20 2a 52 4d 4c  |-LsLife.%.) *RML|
00004a10  6f 61 64 20 3c 44 72 6f  63 6b 24 44 69 72 3e 2e  |oad <Drock$Dir>.|
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00004a30  0d 25 a8 2a 20 2a 52 4d  4c 6f 61 64 20 3c 44 72  |.%.* *RMLoad <Dr|
00004a40  6f 63 6b 24 44 69 72 3e  2e 53 6f 75 6e 64 73 2e  |ock$Dir>.Sounds.|
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00004a60  52 4d 4c 6f 61 64 20 3c  44 72 6f 63 6b 24 44 69  |RMLoad <Drock$Di|
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00004a80  70 72 74 0d 25 bc 09 20  c8 a0 20 34 0d 25 c6 12  |prt.%.. .. 4.%..|
00004a90  20 e3 20 53 6e 64 4c 70  3d 31 20 b8 20 34 0d 25  | . SndLp=1 . 4.%|
00004aa0  d0 37 20 20 c8 99 22 53  6f 75 6e 64 5f 41 74 74  |.7  .."Sound_Att|
00004ab0  61 63 68 56 6f 69 63 65  22 2c 53 6e 64 4c 70 2c  |achVoice",SndLp,|
00004ac0  31 20 b8 20 2c 53 6f 75  6e 64 57 61 73 25 28 53  |1 . ,SoundWas%(S|
00004ad0  6e 64 4c 70 29 0d 25 da  06 20 ed 0d 25 e4 39 20  |ndLp).%.. ..%.9 |
00004ae0  c8 99 22 53 6f 75 6e 64  5f 43 6f 6e 66 69 67 75  |.."Sound_Configu|
00004af0  72 65 22 2c 30 2c 30 2c  35 36 2c 30 2c 30 20 b8  |re",0,0,56,0,0 .|
00004b00  20 53 72 30 2c 53 72 31  2c 53 72 32 2c 53 72 33  | Sr0,Sr1,Sr2,Sr3|
00004b10  2c 53 72 34 0d 25 ee 05  e1 0d 25 f8 04 0d 26 02  |,Sr4.%....%...&.|
00004b20  17 dd 20 f2 5f 50 6c 61  79 53 6f 75 6e 64 28 53  |.. ._PlaySound(S|
00004b30  66 78 25 29 0d 26 0c 28  20 f4 20 3c 73 6e 69 70  |fx%).&.( . <snip|
00004b40  70 65 74 79 20 73 6e 69  70 20 2d 20 6e 6f 74 20  |pety snip - not |
00004b50  69 6e 20 74 68 65 20 64  65 6d 6f 3e 0d 26 16 0f  |in the demo>.&..|
00004b60  20 e7 20 53 6f 75 6e 64  25 20 8c 0d 26 20 0f 20  | . Sound% ..& . |
00004b70  20 c8 8e 20 53 66 78 25  20 ca 0d 26 2a 3b 20 20  | .. Sfx% ..&*;  |
00004b80  20 c9 20 31 3a f2 5f 53  66 78 28 31 2c 22 30 31  | . 1:._Sfx(1,"01|
00004b90  2d 47 6d 53 74 61 72 74  22 2c 30 2c 26 32 35 35  |-GmStart",0,&255|
00004ba0  30 29 3a f4 20 57 68 65  6e 20 47 61 6d 65 20 73  |0):. When Game s|
00004bb0  74 61 72 74 73 0d 26 34  3d 20 20 20 c9 20 32 3a  |tarts.&4=   . 2:|
00004bc0  f2 5f 53 66 78 28 32 2c  22 30 32 2d 53 63 53 74  |._Sfx(2,"02-ScSt|
00004bd0  61 72 74 22 2c 30 2c 26  32 35 35 30 29 3a f4 20  |art",0,&2550):. |
00004be0  57 68 65 6e 20 53 63 72  65 65 6e 20 73 74 61 72  |When Screen star|
00004bf0  74 73 0d 26 3e 3f 20 20  20 c9 20 33 3a f2 5f 53  |ts.&>?   . 3:._S|
00004c00  66 78 28 33 2c 22 30 33  2d 53 63 44 6f 6e 65 22  |fx(3,"03-ScDone"|
00004c10  2c 30 2c 26 32 35 35 30  29 3a f4 20 57 68 65 6e  |,0,&2550):. When|
00004c20  20 53 63 72 65 65 6e 20  63 6f 6d 70 6c 65 74 65  | Screen complete|
00004c30  64 0d 26 48 3d 20 20 20  c9 20 34 3a f2 5f 53 66  |d.&H=   . 4:._Sf|
00004c40  78 28 31 2c 22 30 34 2d  47 6d 44 6f 6e 65 22 2c  |x(1,"04-GmDone",|
00004c50  30 2c 26 32 35 35 30 29  3a f4 20 57 68 65 6e 20  |0,&2550):. When |
00004c60  67 61 6d 65 20 63 6f 6d  70 6c 65 74 65 64 0d 26  |game completed.&|
00004c70  52 38 20 20 20 c9 20 35  3a f2 5f 53 66 78 28 33  |R8   . 5:._Sfx(3|
00004c80  2c 22 30 35 2d 4c 73 4c  69 66 65 22 2c 30 2c 26  |,"05-LsLife",0,&|
00004c90  33 35 35 30 29 3a f4 20  57 68 65 6e 20 4c 69 66  |3550):. When Lif|
00004ca0  65 20 4c 6f 73 74 0d 26  5c 38 20 20 20 c9 20 36  |e Lost.&\8   . 6|
00004cb0  3a f2 5f 53 66 78 28 31  2c 22 30 36 2d 4c 73 47  |:._Sfx(1,"06-LsG|
00004cc0  61 6d 65 22 2c 30 2c 26  32 35 35 30 29 3a f4 20  |ame",0,&2550):. |
00004cd0  57 68 65 6e 20 47 61 6d  65 20 4c 6f 73 74 0d 26  |When Game Lost.&|
00004ce0  66 40 20 20 20 c9 20 37  3a f2 5f 53 66 78 28 31  |f@   . 7:._Sfx(1|
00004cf0  2c 22 30 37 2d 47 74 43  61 6e 64 6c 22 2c 30 2c  |,"07-GtCandl",0,|
00004d00  26 33 35 35 30 29 3a f4  20 57 68 65 6e 20 43 61  |&3550):. When Ca|
00004d10  6e 64 6c 65 20 63 6f 6c  6c 65 63 74 65 64 0d 26  |ndle collected.&|
00004d20  70 41 20 20 20 c9 20 38  3a f2 5f 53 66 78 28 31  |pA   . 8:._Sfx(1|
00004d30  2c 22 30 38 2d 43 6e 53  70 72 74 22 2c 30 2c 26  |,"08-CnSprt",0,&|
00004d40  32 35 35 30 29 3a f4 20  57 68 65 6e 20 22 43 6f  |2550):. When "Co|
00004d50  6e 76 65 72 74 65 64 22  20 73 70 69 72 69 74 0d  |nverted" spirit.|
00004d60  26 7a 43 20 20 20 c9 20  39 3a f2 5f 53 66 78 28  |&zC   . 9:._Sfx(|
00004d70  34 2c 22 30 35 2d 4c 73  4c 69 66 65 22 2c 30 2c  |4,"05-LsLife",0,|
00004d80  26 34 35 35 30 29 3a f4  20 57 68 65 6e 20 53 63  |&4550):. When Sc|
00004d90  72 6f 6c 6c 2f 6b 65 79  20 63 6f 6c 6c 65 63 74  |roll/key collect|
00004da0  65 64 0d 26 84 40 20 20  20 c9 20 31 30 3a f2 5f  |ed.&.@   . 10:._|
00004db0  53 66 78 28 32 2c 22 30  37 2d 47 74 43 61 6e 64  |Sfx(2,"07-GtCand|
00004dc0  6c 22 2c 30 2c 26 34 35  35 30 29 3a f4 20 57 68  |l",0,&4550):. Wh|
00004dd0  65 6e 20 73 61 66 65 73  20 63 6f 6e 76 65 72 74  |en safes convert|
00004de0  65 64 0d 26 8e 43 20 20  20 c9 20 31 31 3a f2 5f  |ed.&.C   . 11:._|
00004df0  53 66 78 28 31 2c 22 30  34 2d 47 6d 44 6f 6e 65  |Sfx(1,"04-GmDone|
00004e00  22 2c 30 2c 26 32 30 30  30 29 3a f4 20 57 68 65  |",0,&2000):. Whe|
00004e10  6e 20 6f 6e 20 68 69 67  68 20 73 63 6f 72 65 20  |n on high score |
00004e20  74 61 62 6c 65 0d 26 98  47 20 20 20 c9 20 31 32  |table.&.G   . 12|
00004e30  3a f2 5f 53 66 78 28 31  2c 22 30 35 2d 4c 73 4c  |:._Sfx(1,"05-LsL|
00004e40  69 66 65 22 2c 30 2c 26  33 30 30 30 29 3a f4 20  |ife",0,&3000):. |
00004e50  57 68 65 6e 20 6e 6f 74  20 6f 6e 20 68 69 67 68  |When not on high|
00004e60  20 73 63 6f 72 65 20 74  61 62 6c 65 0d 26 a2 07  | score table.&..|
00004e70  20 20 cb 0d 26 ac 06 20  cd 0d 26 b6 05 e1 0d 26  |  ..&.. ..&....&|
00004e80  c0 04 0d 26 ca 20 dd 20  f2 5f 53 66 78 28 43 68  |...&. . ._Sfx(Ch|
00004e90  61 6e 2c 56 6f 78 24 2c  44 65 6c 61 79 2c 50 69  |an,Vox$,Delay,Pi|
00004ea0  25 29 0d 26 d4 28 20 f4  20 3c 73 6e 69 70 70 65  |%).&.( . <snippe|
00004eb0  74 79 20 73 6e 69 70 20  2d 20 6e 6f 74 20 69 6e  |ty snip - not in|
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00004ed0  a1 20 43 68 61 6e 2c 56  6f 78 24 0d 26 e8 16 20  |. Chan,Vox$.&.. |
00004ee0  d4 20 43 68 61 6e 2c 26  31 37 46 2c 50 69 25 2c  |. Chan,&17F,Pi%,|
00004ef0  31 0d 26 f2 10 20 e7 20  44 65 6c 61 79 3e 30 20  |1.&.. . Delay>0 |
00004f00  8c 0d 26 fc 11 20 20 44  65 6c 61 79 46 72 6f 6d  |..&..  DelayFrom|
00004f10  3d 91 0d 27 06 1e 20 20  f5 20 fd 20 28 91 2d 44  |=..'..  . . (.-D|
00004f20  65 6c 61 79 29 3e 3d 44  65 6c 61 79 46 72 6f 6d  |elay)>=DelayFrom|
00004f30  0d 27 10 06 20 cd 0d 27  1a 05 e1 0d 27 24 04 0d  |.'.. ..'....'$..|
00004f40  27 2e 04 0d 27 38 55 dc  20 62 6c 6e 6b 2c 65 72  |'...'8U. blnk,er|
00004f50  74 68 2c 6d 6f 73 73 2c  73 6e 6f 77 2c 73 63 72  |th,moss,snow,scr|
00004f60  6c 2c 6b 65 79 73 2c 63  6e 64 31 2c 63 6e 64 32  |l,keys,cnd1,cnd2|
00004f70  2c 63 6e 64 33 2c 63 6e  64 34 2c 63 6e 64 35 2c  |,cnd3,cnd4,cnd5,|
00004f80  63 6e 64 36 2c 78 69 74  31 2c 78 69 74 32 2c 78  |cnd6,xit1,xit2,x|
00004f90  69 74 33 2c 78 69 74 34  0d 27 42 55 dc 20 78 69  |it3,xit4.'BU. xi|
00004fa0  74 35 2c 78 69 74 36 2c  70 6c 79 72 2c 70 6c 75  |t5,xit6,plyr,plu|
00004fb0  31 2c 70 6c 79 72 2c 70  6c 75 32 2c 70 6c 79 72  |1,plyr,plu2,plyr|
00004fc0  2c 6e 6f 6e 65 2c 6e 6f  6e 65 2c 6e 6f 6e 65 2c  |,none,none,none,|
00004fd0  6e 6f 6e 65 2c 6e 6f 6e  65 2c 70 72 74 31 2c 70  |none,none,prt1,p|
00004fe0  72 74 32 2c 70 72 74 33  2c 70 72 74 32 0d 27 4c  |rt2,prt3,prt2.'L|
00004ff0  55 dc 20 6e 6f 6e 65 2c  6e 6f 6e 65 2c 6e 6f 6e  |U. none,none,non|
00005000  65 2c 6e 6f 6e 65 2c 6e  6f 6e 65 2c 6e 6f 6e 65  |e,none,none,none|
00005010  2c 6e 6f 6e 65 2c 70 6c  74 31 2c 70 6c 74 32 2c  |,none,plt1,plt2,|
00005020  70 6c 74 33 2c 70 6c 74  32 2c 6e 6f 6e 65 2c 6e  |plt3,plt2,none,n|
00005030  6f 6e 65 2c 6e 6f 6e 65  2c 6e 6f 6e 65 2c 73 70  |one,none,none,sp|
00005040  72 31 0d 27 56 55 dc 20  73 70 72 32 2c 73 70 72  |r1.'VU. spr2,spr|
00005050  33 2c 73 70 72 34 2c 73  70 72 33 2c 73 70 72 32  |3,spr4,spr3,spr2|
00005060  2c 72 6f 63 6b 2c 63 61  67 65 2c 73 61 66 65 2c  |,rock,cage,safe,|
00005070  73 61 66 65 2c 73 32 73  31 2c 73 32 73 32 2c 73  |safe,s2s1,s2s2,s|
00005080  32 73 33 2c 73 32 73 34  2c 73 32 73 35 2c 73 32  |2s3,s2s4,s2s5,s2|
00005090  73 36 2c 73 32 73 37 0d  27 60 55 dc 20 73 32 73  |s6,s2s7.'`U. s2s|
000050a0  38 2c 63 32 73 31 2c 63  32 73 32 2c 63 32 73 33  |8,c2s1,c2s2,c2s3|
000050b0  2c 63 32 73 34 2c 63 32  73 35 2c 63 32 73 36 2c  |,c2s4,c2s5,c2s6,|
000050c0  63 32 73 37 2c 63 32 73  38 2c 70 64 73 30 2c 70  |c2s7,c2s8,pds0,p|
000050d0  64 73 31 2c 70 64 73 32  2c 70 64 73 33 2c 70 64  |ds1,pds2,pds3,pd|
000050e0  73 34 2c 70 64 73 35 2c  70 64 73 36 0d 27 6a 55  |s4,pds5,pds6.'jU|
000050f0  dc 20 70 64 73 37 2c 70  64 73 38 2c 70 64 73 39  |. pds7,pds8,pds9|
00005100  2c 70 64 72 30 2c 70 64  72 31 2c 70 64 72 32 2c  |,pdr0,pdr1,pdr2,|
00005110  70 64 72 33 2c 70 64 72  34 2c 70 64 72 35 2c 70  |pdr3,pdr4,pdr5,p|
00005120  64 72 36 2c 70 64 72 37  2c 70 64 72 38 2c 70 64  |dr6,pdr7,pdr8,pd|
00005130  72 39 2c 63 61 6e 64 2c  70 64 71 33 2c 70 64 71  |r9,cand,pdq3,pdq|
00005140  34 0d 27 74 55 dc 20 70  64 71 35 2c 70 64 71 36  |4.'tU. pdq5,pdq6|
00005150  2c 70 64 71 37 2c 67 30  30 30 2c 67 30 30 31 2c  |,pdq7,g000,g001,|
00005160  67 30 30 32 2c 67 30 30  33 2c 67 30 30 34 2c 67  |g002,g003,g004,g|
00005170  30 30 35 2c 67 30 30 36  2c 67 30 30 37 2c 67 30  |005,g006,g007,g0|
00005180  30 38 2c 67 30 30 39 2c  67 30 31 30 2c 67 31 30  |08,g009,g010,g10|
00005190  30 2c 67 31 30 31 0d 27  7e 55 dc 20 67 31 30 32  |0,g101.'~U. g102|
000051a0  2c 67 31 30 33 2c 67 31  30 34 2c 67 31 30 35 2c  |,g103,g104,g105,|
000051b0  67 31 30 36 2c 67 31 30  37 2c 67 31 30 38 2c 67  |g106,g107,g108,g|
000051c0  31 30 39 2c 67 31 31 30  2c 67 32 30 30 2c 67 32  |109,g110,g200,g2|
000051d0  30 31 2c 67 32 30 32 2c  67 32 30 33 2c 67 32 30  |01,g202,g203,g20|
000051e0  34 2c 67 32 30 35 2c 67  32 30 36 0d 27 88 55 dc  |4,g205,g206.'.U.|
000051f0  20 67 32 30 37 2c 67 32  30 38 2c 67 32 30 39 2c  | g207,g208,g209,|
00005200  67 32 31 30 2c 67 33 30  30 2c 67 33 30 31 2c 67  |g210,g300,g301,g|
00005210  33 30 32 2c 67 33 30 33  2c 67 33 30 34 2c 67 33  |302,g303,g304,g3|
00005220  30 35 2c 67 33 30 36 2c  67 33 30 37 2c 67 33 30  |05,g306,g307,g30|
00005230  38 2c 67 33 30 39 2c 67  33 31 30 2c 67 34 30 30  |8,g309,g310,g400|
00005240  0d 27 92 55 dc 20 67 34  30 31 2c 67 34 30 32 2c  |.'.U. g401,g402,|
00005250  67 34 30 33 2c 67 34 30  34 2c 67 34 30 35 2c 67  |g403,g404,g405,g|
00005260  34 30 36 2c 67 34 30 37  2c 67 34 30 38 2c 67 34  |406,g407,g408,g4|
00005270  30 39 2c 67 34 31 30 2c  67 34 63 31 2c 67 34 63  |09,g410,g4c1,g4c|
00005280  31 2c 67 34 63 31 2c 67  34 63 31 2c 67 34 63 31  |1,g4c1,g4c1,g4c1|
00005290  2c 67 34 63 31 0d 27 9c  55 dc 20 67 34 63 31 2c  |,g4c1.'.U. g4c1,|
000052a0  67 34 63 31 2c 67 34 63  31 2c 67 34 63 31 2c 67  |g4c1,g4c1,g4c1,g|
000052b0  34 63 31 2c 67 34 63 31  2c 67 34 63 32 2c 67 34  |4c1,g4c1,g4c2,g4|
000052c0  63 32 2c 67 34 63 32 2c  67 34 63 32 2c 67 34 63  |c2,g4c2,g4c2,g4c|
000052d0  32 2c 67 34 63 32 2c 67  34 63 32 2c 67 34 63 32  |2,g4c2,g4c2,g4c2|
000052e0  2c 67 34 63 32 2c 67 34  63 32 0d 27 a6 55 dc 20  |,g4c2,g4c2.'.U. |
000052f0  67 34 63 33 2c 67 34 63  33 2c 67 34 63 33 2c 67  |g4c3,g4c3,g4c3,g|
00005300  34 63 33 2c 67 34 63 33  2c 67 34 63 33 2c 67 34  |4c3,g4c3,g4c3,g4|
00005310  63 33 2c 67 34 63 33 2c  67 34 63 34 2c 67 34 63  |c3,g4c3,g4c4,g4c|
00005320  34 2c 67 34 63 34 2c 67  34 63 34 2c 67 34 63 34  |4,g4c4,g4c4,g4c4|
00005330  2c 67 34 63 34 2c 67 34  63 35 2c 67 34 63 35 0d  |,g4c4,g4c5,g4c5.|
00005340  27 b0 46 dc 20 67 34 63  35 2c 67 34 63 35 2c 67  |'.F. g4c5,g4c5,g|
00005350  34 63 36 2c 67 34 63 36  2c 67 34 63 37 2c 62 6f  |4c6,g4c6,g4c7,bo|
00005360  74 6f 2c 62 6f 6c 65 2c  62 6f 74 6c 2c 62 6f 74  |to,bole,botl,bot|
00005370  72 2c 62 6f 62 6c 2c 62  6f 62 72 2c 62 6f 62 6f  |r,bobl,bobr,bobo|
00005380  2c 62 6f 72 69 0d 27 ba  04 0d 27 c4 55 dc 20 22  |,bori.'...'.U. "|
00005390  49 74 27 73 20 6a 75 73  74 20 72 6f 75 74 69 6e  |It's just routin|
000053a0  65 22 2c 22 49 74 27 73  20 66 61 72 20 74 6f 6f  |e","It's far too|
000053b0  20 65 61 73 79 22 2c 22  4b 65 65 70 20 61 20 6c  | easy","Keep a l|
000053c0  6f 77 20 70 72 6f 66 69  6c 65 22 2c 22 54 61 6b  |ow profile","Tak|
000053d0  65 20 74 68 69 6e 67 73  20 73 6c 6f 77 22 0d 27  |e things slow".'|
000053e0  ce 5e dc 20 22 53 6f 20  71 75 69 65 74 20 61 6e  |.^. "So quiet an|
000053f0  64 20 64 61 72 6b 22 2c  22 57 68 65 6e 20 74 68  |d dark","When th|
00005400  65 20 6c 69 6e 6b 20 63  6f 6d 65 73 20 75 6e 64  |e link comes und|
00005410  6f 6e 65 22 2c 22 4f 6e  65 20 73 74 65 70 20 62  |one","One step b|
00005420  65 68 69 6e 64 22 2c 22  57 65 6c 63 6f 6d 65 20  |ehind","Welcome |
00005430  74 6f 20 6d 79 20 68 6f  75 73 65 22 0d 27 d8 5a  |to my house".'.Z|
00005440  dc 20 22 54 68 69 73 20  69 73 20 63 6f 6e 66 75  |. "This is confu|
00005450  73 69 6e 67 22 2c 22 51  75 69 74 65 20 62 79 20  |sing","Quite by |
00005460  63 68 61 6e 63 65 2e 2e  2e 22 2c 22 57 65 27 72  |chance...","We'r|
00005470  65 20 74 68 65 20 63 72  61 7a 69 65 73 22 2c 22  |e the crazies","|
00005480  54 68 61 74 27 73 20 6e  6f 20 70 6c 61 63 65 20  |That's no place |
00005490  74 6f 20 62 65 22 0d 27  e2 32 dc 20 22 49 74 27  |to be".'.2. "It'|
000054a0  73 20 61 6c 6c 20 66 61  6c 6c 69 6e 67 20 64 6f  |s all falling do|
000054b0  77 6e 22 2c 22 53 6f 6d  65 74 68 69 6e 67 27 73  |wn","Something's|
000054c0  20 6d 6f 76 69 6e 67 22  0d 27 ec 43 dc 20 22 53  | moving".'.C. "S|
000054d0  6f 20 53 75 72 70 72 69  73 69 6e 67 20 6a 75 73  |o Surprising jus|
000054e0  74 20 68 6f 77 20 71 75  69 63 6b 6c 79 20 74 68  |t how quickly th|
000054f0  69 6e 67 73 20 63 61 6e  20 65 6e 64 22 2c 22 4e  |ings can end","N|
00005500  6f 20 72 65 6c 61 78 69  6e 67 22 0d 27 f6 65 dc  |o relaxing".'.e.|
00005510  20 22 52 6f 6f 6d 20 66  6f 72 20 6f 6e 65 20 6d  | "Room for one m|
00005520  6f 72 65 22 2c 22 47 65  74 20 6f 75 74 20 61 73  |ore","Get out as|
00005530  20 66 61 73 74 20 61 73  20 79 6f 75 20 63 61 6e  | fast as you can|
00005540  22 2c 22 4f 75 74 6c 61  6e 64 22 2c 22 4e 6f 74  |","Outland","Not|
00005550  68 69 6e 67 27 73 20 65  76 65 72 20 71 75 69 74  |hing's ever quit|
00005560  65 20 77 68 61 74 20 69  74 20 73 65 65 6d 73 22  |e what it seems"|
00005570  0d 28 00 5d dc 20 22 43  6f 75 6c 64 20 62 65 20  |.(.]. "Could be |
00005580  74 68 65 20 77 72 6f 6e  67 20 6d 6f 76 65 22 2c  |the wrong move",|
00005590  22 4f 6e 65 20 6f 66 20  74 68 65 73 65 20 64 61  |"One of these da|
000055a0  79 73 2e 2e 2e 22 2c 22  4e 6f 20 63 6f 72 6e 65  |ys...","No corne|
000055b0  72 73 20 74 6f 20 68 69  64 65 22 2c 22 4f 6e 6c  |rs to hide","Onl|
000055c0  79 20 69 66 20 79 6f 75  20 63 61 6e 22 0d 28 0a  |y if you can".(.|
000055d0  68 dc 20 22 4f 75 74 20  6f 66 20 73 69 67 68 74  |h. "Out of sight|
000055e0  2c 20 6f 75 74 20 6f 66  20 6d 69 6e 64 22 2c 22  |, out of mind","|
000055f0  57 61 69 74 69 6e 67 20  66 6f 72 20 73 6f 6d 65  |Waiting for some|
00005600  74 68 69 6e 67 20 74 6f  20 62 72 65 61 6b 22 2c  |thing to break",|
00005610  22 53 74 69 63 6b 20 41  72 6f 75 6e 64 22 2c 22  |"Stick Around","|
00005620  49 27 6d 20 73 6f 20 73  6f 72 72 79 2c 20 62 75  |I'm so sorry, bu|
00005630  74 2e 2e 2e 22 0d 28 14  58 dc 20 22 57 65 27 76  |t...".(.X. "We'v|
00005640  65 20 62 65 65 6e 20 68  65 72 65 20 62 65 66 6f  |e been here befo|
00005650  72 65 22 2c 22 4e 6f 74  68 69 6e 67 20 69 73 20  |re","Nothing is |
00005660  6e 65 77 22 2c 22 4e 6f  74 68 69 6e 67 20 65 76  |new","Nothing ev|
00005670  65 72 20 63 68 61 6e 67  65 73 22 2c 22 42 72 65  |er changes","Bre|
00005680  61 6b 20 74 68 69 73 20  77 61 6c 6c 22 0d 28 1e  |ak this wall".(.|
00005690  5c dc 20 22 4e 6f 74 68  69 6e 67 20 6c 65 66 74  |\. "Nothing left|
000056a0  20 74 6f 20 73 74 65 61  6c 22 2c 22 4c 65 74 20  | to steal","Let |
000056b0  74 68 65 20 66 75 6e 20  62 65 67 69 6e 2e 2e 2e  |the fun begin...|
000056c0  22 2c 22 50 61 72 74 79  20 74 69 6d 65 22 2c 22  |","Party time","|
000056d0  49 74 27 73 20 6c 69 6b  65 20 67 69 76 69 6e 67  |It's like giving|
000056e0  20 75 70 20 68 6f 70 65  22 0d 28 28 65 dc 20 22  | up hope".((e. "|
000056f0  59 6f 75 20 77 6f 6e 27  74 20 6c 69 6b 65 20 74  |You won't like t|
00005700  68 69 73 22 2c 22 53 6d  69 6c 65 2c 20 61 6e 64  |his","Smile, and|
00005710  20 70 72 65 74 65 6e 64  20 69 74 73 20 66 75 6e  | pretend its fun|
00005720  22 2c 22 4e 65 77 20 76  65 6e 67 65 61 6e 63 65  |","New vengeance|
00005730  22 2c 22 57 65 20 61 72  65 20 74 68 65 20 65 6e  |","We are the en|
00005740  64 20 6f 66 20 74 68 65  20 6c 69 6e 65 22 0d ff  |d of the line"..|
00005750