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Entry name:
Moon Lander 2
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Publisher/Developer:
BELLCOM - Public Domain Library (Software library) |
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Entry name:Moon Lander 2
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Category:Games
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Publisher/Developer:BELLCOM - Public Domain Library
Listing 1
1POKE559,0 5REMMOONLANDERII 6REMPAULSUROWIEC 10GOSUB2000 20GOSUB4000 30GOSUB5000 40GOSUB6000 50?"";"FEETFUEL":? 52N=INT(RND(0)*10) 55IFN>7THEN?"computerfailure" 60GOTO270 100IFN>7THENRETURN 110?"";(87-Y)*10;"";FU;"":RETURN 270REM**MACHLANGUAGECH** 271GOSUB1000 272IFL<35THENL=215 273IFL>215THENL=35 277IFY>86THENY=86 278IFY<10THENY=10 280TURN=FACING:J=STICK(0) 300IFJ=11THENFACING=FACING-1:IFFACING<1THENFACING=1 310IFJ=7THENFACING=FACING+1:IFFACING>5THENFACING=5 320D=USR(1536,PMBASE+512+Y,PO1NTER(FACING),L,PMBASE+644+Y,FLAME(FACING)) 325IFTURN=FACINGTHENSOUND1,0,0,0:GOTO270 330SOUND1,8,8,4:GOTO270 1000IFHS>2THENHS=2 1001IFHS<-2THENHS=-2 1002IFVS>2THENVS=2 1003IFVS<-2THENVS=-2 1005IFVS>0THENAVS=1:IFVS>1THENDVS=1 1006IFHS>-2THENIFHS<2THENAHS=HS 1007IFHS=-2THENAHS=-1:DHS=-1 1008IFHS=2THENAHS=1:DHS=1 1009IFVS=0THENAVS=0 1010L=L+AHS:Y=Y+AVS:GOSUB100 1012IFPEEK(53252)=2THENGOTO3000 1013IFPEEK(53252)=1THENIFY>50THENGOTO3000 1017POKE53278,0 1018D=USR(1536,PMBASE+512+Y,PO1NTER(FACING),L,PMBASE+644+Y,FLAME(FACING)) 1019Y=Y+DVS:L=L+DHS 1020IFHS=1THENVS=1 1025IFHS>1THENVS=0 1030IFHS=0THENVS=2 1032IFHS<-1THENVS=0 1034IFHS=-1THENVS=1 1037IFFU<1THENFU=0 1038DHS=0:DVS=0 1040IFSTRIG(0)=1THENSOUND0,0,0,0:POKE705,0:RETURN 1042IFFU<1THEN?"":?:FU=0:SOUND0,0,0,0:POKE705,0:RETURN 1045SOUND0,150,8,4:POKE705,52 1050IFFACING=3THENHV=0 1052IFFACING>3THENHV=1 1054IFFACING<3THENHV=-1 1056HS=HS+HV:VS=VS-1:FU=FU-UFU:RETURN 2000REMEARTH 2010GRAPHICS7 2011POKE53278,0:POKE53277,0:POKE704,0 2012?"PleaseWait!!!":FORD=1TO300:NEXTD 2013DMA=PEEK(559):POKE559,0 2015SETCOLOR0,14,4:BW=1 2020SETCOLOR1,5,10:GOLD=2 2025SETCOLOR2,9,6:BLUE=3 2032SETCOLOR3,0,0:BLACK=4 2050C=BLUE 2055COLORC 2060PLOT20,10:DRAWTO16,13:DRAWTO16,17:DRAWTO20,20:DRAWTO23,20:DRAWTO27,17:DRAWTO27,13:DRAWTO23,10:DRAWTO20,10 2065PLOT19,11:DRAWTO24,11 2070PLOT18,12:DRAWTO25,12 2075PLOT17,13:DRAWTO26,13 2080PLOT16,14:DRAWTO27,14 2085PLOT16,15:DRAWTO27,15 2090PLOT16,16:DRAWTO27,16 2095PLOT17,17:DRAWTO26,17 2100PLOT18,18:DRAWTO25,18 2105PLOT19,19:DRAWTO24,19 2106PLOT45,8:PLOT65,30:PLOT150,3 2107PLOT152,5:PLOT159,25:PLOT110,15 2110C=BW 2115COLORC 2117PLOT21,12:DRAWTO24,11 2120PLOT20,11:DRAWTO22,14 2125DRAWTO21,11:DRAWTO22,12:DRAWTO22,14 2130DRAWTO24,11 2135PLOT17,15 2140PLOT22,15 2145PLOT24,16:DRAWTO21,16:DRAWTO22,19:DRAWTO23,15 2150PLOT27,15:DRAWTO27,14 2154PLOT22,17 2155HS=2 2200COLORGOLD:PLOT0,50 2210FORZ=5TO35STEP5 2215DRAWTOZ,(INT(RND(0)*10)+40+Z) 2220NEXTZ 2225DRAWTO35,79:COLORBW:DRAWTO55,79:COLORGOLD 2230FORZ=60TO90STEP5 2235DRAWTOZ,(INT(RND(0)*15)+80-(INT(Z/4))) 2240NEXTZ 2245DRAWTO91,65:COLORBW:DRAWTO104,65:COLORGOLD 2250FORZ=109TO159STEP5 2255DRAWTOZ,(INT(RND(0)*20)+50-(INT(Z/8))) 2260NEXTZ 2270FU=2500 2280UFU=INT(RND(0)*100) 2290POKE77,0 2300RETURN 3000REMTOUCHDOWN 3005SOUND0,0,0,0:POKE705,0 3010IFVS>1THENFACING=6 3020IFFACING<>3THENFACING=6 3030IFY=87THENY=85 3040IFY=73THENY=71 3050IFL<82THENFACING=6 3055IFL>144THENFACING=6 3060IFL>95THENIFL<138THENFACING=6 3100D=USR(1536,PMBASE+512+Y,PO1NTER(FACING),L,PMBASE+644+Y,FLAME(FACING)) 3200POKE53278,0 3205IFFACING=3THENFORZ=1TO400:NEXTZ:GOTO3220 3210FORZ=240TO0STEP-1 3211SOUND0,Z,6,6 3212POKE704,Z 3214NEXTZ 3215SOUND0,0,0,0:SOUND1,0,0,0:POKE705,0 3220POKE82,0 3221?""; 3230SCR=FU-(INT((PEEK(18)*65536+PEEK(19)*256+PEEK(20))/60)*20) 3232IFL>137THENSCR=SCR*2 3233IFN>7THENSCR=SCR*2 3235IFFACING=6THENSCR=0 3290POKE82,2 3300?"SCORE";SCR 3312IFFACING=6THEN?"crash!crash!" 3314IFFACING=3THEN?"ASAFELANDING" 3320POKE77,124 3330IFSTRIG(0)=1THENGOTO3330 3340RUN 4000REMSET-UP 4100I=0 4105RESTORE4130 4110FORA=1536TO1591:READI:POKEA,I:NEXTA 4130DATA104,104,133,204,104,133,203,104,133,207,104,133,206,160,0,177,206,145,203,200,192,12,208,247 4131DATA104,104,141,0,208,141,1,208,104,133,204,104,133,203,104,133,207,104,133,206,160,0,177,206,145 4132DATA203,200,192,8,208,247,96 4148RESTORE4160 4150FORA=260TO331:READI:POKEA,I:NEXTA:REMPOKEDATAINTOPROTECTEDRAM 4155REM**PLAYERDATA** 4160DATA0,0,0,2,52,88,124,124,88,52,2,0,0,0,0,56,104,248,191,252,24,16,16,0 4170DATA0,0,0,0,60,90,126,60,90,129,0,0,0,0,0,28,22,31,253,63,24,8,8,0 4175DATA0,0,0,64,44,26,62,62,26,44,64,0,0,0,0,0,0,30,173,191,126,0,0,0 4180RESTORE4183 4181FORA=332TO379:READI:POKEA,I:NEXTA 4183DATA0,4,7,7,4,0,0,0,0,0,0,6,6,1,0,0,0,0,0,0,0,60,24,8,0,0,0,96,96,128,0,0,0,32,224,224,32,0,0,0,0,0,0,0,0,0,0,0 4188REM**POINTERSTODATA** 4189RESTORE4190 4190DIMPO1NTER(12):FORA=1TO6:READI:PO1NTER(A)=I:NEXTA:DATA260,272,284,296,308,320 4199RESTORE4200 4200DIMFLAME(8):FORA=1TO6:READI:FLAME(A)=I:NEXTA:DATA332,340,348,356,364,372 4210POKE752,1 4220A=PEEK(106)-20:POKE54279,A:POKE53277,3:PMBASE=256*A:POKE53256,0:X=124:Y=10 4230FORA=PMBASE+512TOPMBASE+768:POKEA,0:NEXTA 4240POKE53248,124:POKE704,24:FACING=1 4245POKE53275,1 4250C=0:FORA=PMBASE+512+YTOPMBASE+523+Y:POKEA,PEEK(PO1NTER(FACING)+C):C=C+1:NEXTA 4260POKE18,0:POKE19,0:POKE20,0:POKE53278,0 4265L=48 4300RETURN 5000REMDISP.LIST 5010DLI=PEEK(560)+PEEK(561)*256:N=0 5020POKEDLI+84,PEEK(DLI+70)+128 5025RESTORE5040 5030FORA=1592TO1602:READI:POKEA,I:NEXTA 5040DATA72,169,198,141,10,212,141,22,208,104,64 5050POKE512,56:POKE513,6:POKE54286,192 5060RETURN 6000REMDLMODE 6001DLI=PEEK(560)+PEEK(561)*256:N=0 6010POKEDLI+85,70 6020POKEDLI+88,6 6030POKEDLI+89,6 6040POKEDLI+90,6 6050POKE559,46 6090RETURN
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