Qk p   @`! #@%`')+-/1 3@5`79;=?A C@E`GIKMQ S@U`WY[]_a c@ogikmoq s@u`wy{} @` @ ` @ o @ ` O ` ǀ @ ` ׀ ٠  @` @`!Aa   !Aa!!#A%a')+-/1!3A5a79;=?A!CAEaGIKMOQ!SAUaWY[]_a!cAeagikmoq!sAuawy{}!Aa!Aa!Oa!Aa!Aaǁɡ!Aa١!AaAa " B b  !"!b!!!!!"!""#%b"'")"+"-"/#1"#3B#5b#7#9#;#=#?$A"$CB$Eb$G$I$K$M$O%Q"%SB%Ub%W%Y%%]%_&a"&cB&eb&g&i&k&m&o'q"'sB'ub'w'y'{'}'("(B(b(((((")B)b)))))*"*B*b*****+"+B+b+++++,",B,  @`! #@%`')+-/1 3@5`79;=?A C@E`GIKMQ S@U`WY[]_a c@ogikmoq s@u`wy{} @` @ ` @ o @ ` O ` ǀ @ ` ׀ ٠  @` @`!Aa   !Aa!!#A%a')+-/1!3A5a79;=?A!CAEaGIKMOQ!SAUaWY[]_a!cAeagikmoq!sAuawy{}!Aa!Aa!Oa!Aa!Aaǁɡ!Aa١!AaAa " B b  !"!b!!!!!"!""#%b"'")"+"-"/#1"#3B#5b#7#9#;#=#?$A"$CB$Eb$G$I$K$M$O%Q"%SB%Ub%W%Y%%]%_&a"&cB&eb&g&i&k&m&o'q"'sB'ub'w'y'{'}'("(B(b(((((")B)b)))))*"*B*b*****+"+B+b+++++,",B,SUDOKUNIVRS a D .  a D..  a DBOBBY  a DSOURCE  a DNIVERSE TXT 80ST TOS 8[FALCON TOS 8".  a D..  a DSNDH  a DDAT  a DGFX  a De.  a D..  a DANNIERD SND 8dBLAKKEL SND 48*dINGAME SND 8OdWPROLAP6 SND 8edFANFARE SND 8dESTOSSNDHINL @8:.  a D..  a DLEVS DAT 6>8J NEW BAK 8LEVS LEV 8b.  a D..  a DMENU MBK  8BOBS4 MBK haBOSSBOBSMBK r8INTJOEY MBK ;8 GAMESTUFMBK 80BOBTITL MBK 8 MOUSE MBK 8;8INT2 MBK 8SAVED MBK  8INT1 MBK 8BOARD MBK 8APROLAPSEMBK  8FONT MBK h " 4.  a D..  a DFOSSIL ASC *8$ `L``RSNDHTITL-COMMSH3/RG CONVTracqTC60HDNSA-zC-r"EtBB*|fG@|AZ!4A!AB(( ( ( (( ( ((|@B((B(B(%FNu@|A|!4At!AB((( ((( ( ((B((B(B(%F!!! ! NuNspAnSjS(jL|?&z,J"Kp(R()m)@R(3@&z,E`$hCra6Ca. )g )l8Ca )g )lB8!J<M|Ca@"BZB|CZa@&B ZB|Ca@*BZBGA XC )g, )g" ) g ) g ) l XC. )g, )g" ) g ) g ) l XKBJg NuJfptNu$ij S`S)j Ri))Hg<g,<lJ)LS)IjiJIR)KozEL`z)LS)IjniJISl)KEL`VJ)KgPJ)Mg()LS)Ij>iJIR)Km|MEL`")LS)IjiJISn|MELjp#J:WEg ` $ijSS)j iR#Jf B` ) mN$iDj f S`$i@S)>j i?>R#JD&< )<!È! $i j f S`$iS)j iR#J A)gX o oT g g  g ~ gt  g6  g  g  g ptpNuAE422)" )mN )nDgi$3A"`48)$2)(BkDDi$n8DDD`6DCi$n8DA)))j DCrm DCAHHLDA3B(` Er22)" )m )n i$3A")))j DCrm DCA B.B.2BBNutE22)" )m )n i$3A")))j DErm DEA B.B.2J fBa WBNuAE422)" )mN )nDgi$3A"`48)$2)(BkDDi$n8DDD`6DCi$n8DA)))j DCrm DCAHHLDA3B(J)Wfa , f Bn8Nu BnB8Nu B !m f 8NuB8NuE6CE0 fhK`J)+g!B)+@@:||(8%g%8g 88)&CCdtJ)Wga lNuK J)+g!4B)+@@:||(8g8g)&CCdtJ)Wga NuAE422)" )mN )nDgi$3A"`48)$2)(BkDDi$n8DDD`6DCi$n8DA)))j DCrm DCAHHLDA3B(J)Wfa f f Bn8Nu BnB8Nu B !m f 8NuB8NuE 6CE0 fjK J)+g!B)+@|:||(8%g%8g 88)&CCdtJ)WgaNuK J)+g!4B)+@|:||(8g8g)&CCdtJ)WgaHNuAE 422)" )mN )nDgi$3A"`48)$2)(BkDDi$n8DDD`6DCi$n8DA)))j DCrm DCAHHLDA3B(J)Wfa f Bn8Nu BnB8Nu B !m f 8NuB8NuEV6CE0 fx)'FK J)+g!B)+@bB@:||(8%g%8g 88)&CCdtJ)WgaNu)'FK J)+g!4B)+@bB@:||(8g8g)&CCdtJ)WgabNuAE 422)" )mN )nDgi$3A"`48)$2)(BkDDi$n8DDD`6DCi$n8DA)))j DCrm DCAHHLDA3B(J)Wfa f Bn8Nu BnB8Nu B !m f 8NuB8NuE p6CE0 ftbBKJ)+g!B)+@@:bB@@(8%g%8g 88)&CCdtJ)WgaNubBK(J)+g!4B)+@@:bB@@(8g8g)&CCdtJ)WgaNutE :22)" )m )n i$3A")))j DErm DEA B.B.2JaUBNutE 2E A A62B.B.24aNuAE 422)" )mN )nDgi$3A"`48)$2)(BkDDi$n8DDD`6DCi$n8DA)))j DCrm DCAHHLDA3B(J)Wfa< f Bn8Nu BnB8Nu B !m f 8NuB8NuE 6CE0 f~J)+g4K!K*< )\?#L@#LD[B)B)B)S[xzLJgLEIEJMEK f|L`* fEL` f|L|M` EL|MDHDg z3EP+EE3ER<oz3ETDNG:LEDVEW#K@gj g g g g gf gh g g> g g g g`i`i`ii`i&`i'`v)@@`b)DH3@$`R)H3@$`D)@3@$`4)JgAK`AIAJ`B(`i- ~wpjd^YTOKGC?;852/,*'%#!AȾ~xqjd_YTOKGC?<852/-*(&$"     "$'),.1368;=@BDGILNQSVX[]_bdgilnqsvx{}ghijklmnopqrstuvvwxyz{|}~QRRRRRSSSSSTTTTTUUUUUVVVVVWWWWWXXXXXYYYYYZZZZZ[[[[[\\\\\]]]]]]^^^^^_____`````aaaaabbbbbcccccdddddeeeeefffffggggghhhhhhiiiiijjjjjkkkkklllllmmmmmnnnnnooooopppppqqqqqrrrrrsssssttttttuuuuuvvvvvwwwwwxxxxxyyyyyzzzzz{{{{{|||||}}}}}~~~~~ :jPP@0 p`P@0 p  ` -  $- $- 1--  + * ) -   &-3-7-  &-      <=?<=?<=?<-/,-/,-- .-  $- 7- 7- 7- 7- 7- 7- 7- 7- 7- 7- 7- 7- 7- 7- 7- 7- 7- 7- 7- 7@@P`p 0@P`p      @@P`p 0@P`p                             0@P`p 0                              %. 1* . 1 **0.  1,* . . *.* . 1 .. 1* . 1  *. 1.* . . * / . 1 #/ / 1) / 1 )// 1/) / / )%*  /11 .. 1* . 1 *.  J1* ./ . *. % .* 1 %, , 1)  , 1 ) , 1)  , , ) % ,1 % ,  1)  , 1 ) , 1)  ,,  )*   , 1  1. 11* . 1 * . 11* . . *.% . 1 %/, 1) , 1 )1, 1/) , , ).% ,,1  % , 1 ) , 1 ) , 1 ) , , ) % , 1 % , 1 ) , 1 ) , 1 ) , , ). * ,/ 1 1 . 1* . 1 *1. 11* .. *.% ./1 % , 1)  , 1 ), 1 ) , , )1 * ,/1 .. 1 * . 1 *,. 1* * .,1  *.% 1 1   %,, 1 ) , 1  ) , 1 ) , ,  )%% ,%1  %,, 1 ) ,,1  ) , 1 ) ,.,  ) % /, 1  %./ 1 ) ,/ 1  )*, 1 ) ),*1  ))* 1 1 *. 1 * . 1 * . 1 * . . * * . 1 1.*1.*.1 1 . * 1 . * . 3 3 / * 3 / *1 / * 1 . * 1 .% **% .," . 1 . * 1 . *, . * 1 . *% 1* . *, . . 1 . * 1/ . *1 . %, 1 / ) 1/ ) / %  1   /   )   1  /  ). // 1 1 . *1 11 . *. ./ % 1 , ) 1 , )1 ,/ . 1 . *,  1* .,  *. . %, 1 , ) 1 , )%0 ,% %,  1 ,,  )  1 ,.  )  ,/  %  1. /  ),  1* ,  ))  1  * 1 . * 1  .  * .  1 . * 1   .   * %  .   . 1* .1 *.  1 * . .  **  .1 . 1* .1 *.  1 * . .  * . %1 .  **0 1, .*...1 . *1. .*.#/ 1 /)/1/ /)1 /1.1 .*1 ./ *. .* %, 1 ,) 1 ,),% 1 ,) 1 ,),111 .* 11 .*..%/1 ,)11/ ,).,, % , 1 ) , 1 ) , 1 ) , , ) % , 1 % , 1 ) , 1 ) , 1 ) , , ). * ,/ 1 1 . 1* . 1 *1. 11* .. *.% ./1 % , 1)  , 1 ), 1 ) , , )1 * ,/% .1 .*, 1*  ., *. 1 %, 1 ,)  1 , )% ,% %,  1, ,)  1. , )/  ,  %. 1 /,)  1* , )) 1 *1.*1.*.1.*        %1               '3           %1   *         % *%  ," ".            ,   *     % *    ,   ".       #/   %1    ,  1   %1   11    1             ". #/  %1     %1 %1   ". #/             %1 #/ ".      ,  *  ,  ".    ,           %0 % ,*, . / .& ,*& )&*<. ."""                    0% 1 , ) 1 , ) , % 1 , ) 1 , ) , % 1 / ) 1 ,  )  1   1 . * 1 . * .  1 . * 1 . * .   1 . * 1 . * . 0%  1 , ) 1 , ) @, % 1 , ) 1 , ) , % 1 / ) 1 , ) 1   1 . * 1 . * .  1 . * 1 . * .   1 . * 1 . * . 0. 1 1 . . 1 1 .  %%%% `L``RSNDHTITL-COMMSH3/RG CONVTracqTC60HDNSA-zC-r"EtBB*|fG@|AZ!4A!AB(( ( ( (( ( ((|@B((B(B(%FNu@|A|!4At!AB((( ((( ( ((B((B(B(%F!!! ! NuNspAnSjS(jL|?&z,J"Kp(R()m)@R(3@&z,E`$hCra6Ca. )g )l8Ca )g )lB8!J<M|Ca@"BZB|CZa@&B ZB|Ca@*BZBGA XC )g, )g" ) g ) g ) l XC. )g, )g" ) g ) g ) l XKBJg NuJfptNu$ij S`S)j Ri))Hg<g,<lJ)LS)IjiJIR)KozEL`z)LS)IjniJISl)KEL`VJ)KgPJ)Mg()LS)Ij>iJIR)Km|MEL`")LS)IjiJISn|MELjp#J:WEg ` $ijSS)j iR#Jf B` ) mN$iDj f S`$i@S)>j i?>R#JD&< )<!È! $i j f S`$iS)j iR#J A)gX o oT g g  g ~ gt  g6  g  g  g ptpNuAE422)" )mN )nDgi$3A"`48)$2)(BkDDi$n8DDD`6DCi$n8DA)))j DCrm DCAHHLDA3B(` Er22)" )m )n i$3A")))j DCrm DCA B.B.2BBNutE22)" )m )n i$3A")))j DErm DEA B.B.2J fBa WBNuAE422)" )mN )nDgi$3A"`48)$2)(BkDDi$n8DDD`6DCi$n8DA)))j DCrm DCAHHLDA3B(J)Wfa , f Bn8Nu BnB8Nu B !m f 8NuB8NuE6CE0 fhK`J)+g!B)+@@:||(8%g%8g 88)&CCdtJ)Wga lNuK J)+g!4B)+@@:||(8g8g)&CCdtJ)Wga NuAE422)" )mN )nDgi$3A"`48)$2)(BkDDi$n8DDD`6DCi$n8DA)))j DCrm DCAHHLDA3B(J)Wfa f f Bn8Nu BnB8Nu B !m f 8NuB8NuE 6CE0 fjK J)+g!B)+@|:||(8%g%8g 88)&CCdtJ)WgaNuK J)+g!4B)+@|:||(8g8g)&CCdtJ)WgaHNuAE 422)" )mN )nDgi$3A"`48)$2)(BkDDi$n8DDD`6DCi$n8DA)))j DCrm DCAHHLDA3B(J)Wfa f Bn8Nu BnB8Nu B !m f 8NuB8NuEV6CE0 fx)'FK J)+g!B)+@bB@:||(8%g%8g 88)&CCdtJ)WgaNu)'FK J)+g!4B)+@bB@:||(8g8g)&CCdtJ)WgabNuAE 422)" )mN )nDgi$3A"`48)$2)(BkDDi$n8DDD`6DCi$n8DA)))j DCrm DCAHHLDA3B(J)Wfa f Bn8Nu BnB8Nu B !m f 8NuB8NuE p6CE0 ftbBKJ)+g!B)+@@:bB@@(8%g%8g 88)&CCdtJ)WgaNubBK(J)+g!4B)+@@:bB@@(8g8g)&CCdtJ)WgaNutE :22)" )m )n i$3A")))j DErm DEA B.B.2JaUBNutE 2E A A62B.B.24aNuAE 422)" )mN )nDgi$3A"`48)$2)(BkDDi$n8DDD`6DCi$n8DA)))j DCrm DCAHHLDA3B(J)Wfa< f Bn8Nu BnB8Nu B !m f 8NuB8NuE 6CE0 f~J)+g4K!K*< )\?#L@#LD[B)B)B)S[xzLJgLEIEJMEK f|L`* fEL` f|L|M` EL|MDHDg z3EP+EE3ER<oz3ETDNG:LEDVEW#K@gj g g g g gf gh g g> g g g g`i`i`ii`i&`i'`v)@@`b)DH3@$`R)H3@$`D)@3@$`4)JgAK`AIAJ`B(`i- ~wpjd^YTOKGC?;852/,*'%#!AȾ~xqjd_YTOKGC?<852/-*(&$"     "$'),.1368;=@BDGILNQSVX[]_bdgilnqsvx{}ghijklmnopqrstuvvwxyz{|}~QRRRRRSSSSSTTTTTUUUUUVVVVVWWWWWXXXXXYYYYYZZZZZ[[[[[\\\\\]]]]]]^^^^^_____`````aaaaabbbbbcccccdddddeeeeefffffggggghhhhhhiiiiijjjjjkkkkklllllmmmmmnnnnnooooopppppqqqqqrrrrrsssssttttttuuuuuvvvvvwwwwwxxxxxyyyyyzzzzz{{{{{|||||}}}}}~~~~~  :jPP@0 p`P@0 p  ` -  $-   $-  --  + * ) - >  &-@    -           -  &- Q41   &- .- 7- 7- 7- 7- 7- 7- 7- 7- 7- 7- 7- 7- 7- 7- 7- 7- 7- 7- 7- 7- 7@@P`p 0@P`p (     @@P`p 0@P`p                                    0@P`p 0         !"#$%%$#"! !                              0 "p       " p       0 "    "  _ _ 33  3  1 0 33p  3  363  66 p  6  6   80 8"8  8 :" 8  6 ' 3 3* ,0 ,6p  . 6,*  '8 p8 % 8' ' 0 8   8"    . 3 310 30 36p  6 631  88  p8 8 88 8 0 868865 65 38531"31  010. 3 3 0 6p   6   8 p   8   0  8    8 "     33  306 0 6p6   :6 8 8 p8   8 8 0 33   3" 3   ' 3    3 *   , , 6  .  6 ,  *  '  8 8  %   8 '  '     8    8    . 3    3 1   3 3 6  6  6 3  1  8  8 8  8   8 8  8    8688 65 65  385313 1 010. 3    3      6    6       8      8        8    8     33   30 3 6 6   6 6      : : 6 6 8 8 '8 8       8 8     33    33   . 3 3 0 6p   6   8 p   8   0 8   8"                                     ! " # $ % & ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; < = > ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~          v f< :8 "7 0 F7 8 "< :8 "7 "0 :7 "8 < F8 7 "0 :7 "8 `L``RSNDHTITL-COMMSH3/RG CONVTracqTC60HDNSA-zC-r"EtBB*|fG@|AZ!4A!AB(( ( ( (( ( ((|@B((B(B(%FNu@|A|!4At!AB((( ((( ( ((B((B(B(%F!!! ! NuNspAnSjS(jL|?&z,J"Kp(R()m)@R(3@&z,E`$hCra6Ca. )g )l8Ca )g )lB8!J<M|Ca@"BZB|CZa@&B ZB|Ca@*BZBGA XC )g, )g" ) g ) g ) l XC. )g, )g" ) g ) g ) l XKBJg NuJfptNu$ij S`S)j Ri))Hg<g,<lJ)LS)IjiJIR)KozEL`z)LS)IjniJISl)KEL`VJ)KgPJ)Mg()LS)Ij>iJIR)Km|MEL`")LS)IjiJISn|MELjp#J:WEg ` $ijSS)j iR#Jf B` ) mN$iDj f S`$i@S)>j i?>R#JD&< )<!È! $i j f S`$iS)j iR#J A)gX o oT g g  g ~ gt  g6  g  g  g ptpNuAE422)" )mN )nDgi$3A"`48)$2)(BkDDi$n8DDD`6DCi$n8DA)))j DCrm DCAHHLDA3B(` Er22)" )m )n i$3A")))j DCrm DCA B.B.2BBNutE22)" )m )n i$3A")))j DErm DEA B.B.2J fBa WBNuAE422)" )mN )nDgi$3A"`48)$2)(BkDDi$n8DDD`6DCi$n8DA)))j DCrm DCAHHLDA3B(J)Wfa , f Bn8Nu BnB8Nu B !m f 8NuB8NuE6CE0 fhK`J)+g!B)+@@:||(8%g%8g 88)&CCdtJ)Wga lNuK J)+g!4B)+@@:||(8g8g)&CCdtJ)Wga NuAE422)" )mN )nDgi$3A"`48)$2)(BkDDi$n8DDD`6DCi$n8DA)))j DCrm DCAHHLDA3B(J)Wfa f f Bn8Nu BnB8Nu B !m f 8NuB8NuE 6CE0 fjK J)+g!B)+@|:||(8%g%8g 88)&CCdtJ)WgaNuK J)+g!4B)+@|:||(8g8g)&CCdtJ)WgaHNuAE 422)" )mN )nDgi$3A"`48)$2)(BkDDi$n8DDD`6DCi$n8DA)))j DCrm DCAHHLDA3B(J)Wfa f Bn8Nu BnB8Nu B !m f 8NuB8NuEV6CE0 fx)'FK J)+g!B)+@bB@:||(8%g%8g 88)&CCdtJ)WgaNu)'FK J)+g!4B)+@bB@:||(8g8g)&CCdtJ)WgabNuAE 422)" )mN )nDgi$3A"`48)$2)(BkDDi$n8DDD`6DCi$n8DA)))j DCrm DCAHHLDA3B(J)Wfa f Bn8Nu BnB8Nu B !m f 8NuB8NuE p6CE0 ftbBKJ)+g!B)+@@:bB@@(8%g%8g 88)&CCdtJ)WgaNubBK(J)+g!4B)+@@:bB@@(8g8g)&CCdtJ)WgaNutE :22)" )m )n i$3A")))j DErm DEA B.B.2JaUBNutE 2E A A62B.B.24aNuAE 422)" )mN )nDgi$3A"`48)$2)(BkDDi$n8DDD`6DCi$n8DA)))j DCrm DCAHHLDA3B(J)Wfa< f Bn8Nu BnB8Nu B !m f 8NuB8NuE 6CE0 f~J)+g4K!K*< )\?#L@#LD[B)B)B)S[xzLJgLEIEJMEK f|L`* fEL` f|L|M` EL|MDHDg z3EP+EE3ER<oz3ETDNG:LEDVEW#K@gj g g g g gf gh g g> g g g g`i`i`ii`i&`i'`v)@@`b)DH3@$`R)H3@$`D)@3@$`4)JgAK`AIAJ`B(`i- ~wpjd^YTOKGC?;852/,*'%#!AȾ~xqjd_YTOKGC?<852/-*(&$"     "$'),.1368;=@BDGILNQSVX[]_bdgilnqsvx{}ghijklmnopqrstuvvwxyz{|}~QRRRRRSSSSSTTTTTUUUUUVVVVVWWWWWXXXXXYYYYYZZZZZ[[[[[\\\\\]]]]]]^^^^^_____`````aaaaabbbbbcccccdddddeeeeefffffggggghhhhhhiiiiijjjjjkkkkklllllmmmmmnnnnnooooopppppqqqqqrrrrrsssssttttttuuuuuvvvvvwwwwwxxxxxyyyyyzzzzz{{{{{|||||}}}}}~~~~~ :jPP@0 p`P@0 p  ` - -. , ("$- -- , $-   &-  &-  &-  &-  &-  &-  &-  &- 7- 7- 7- 7- 7- 7- 7- 7- #- 7- 7- 7- 7- 7- 7- 7- 7- 7- 7- 7- 7@@P`p 0@P`p  @@P`p 0@P`p   /                             0@P`p 0                             놔?h    %'),1358=?ADIDA?=8531,)'% "$%).015:<=AFA=<:510.)%$" "%*,.168:=BDFDB=:861.,*%"  "$',.038:<?DFHFD?<:830.,'$"  !%(,-1489=@DED@=9841-,(%! "#'*./36:;?BFGFB?;:63/.*'#" %'),1358=?ADIDA?=8531,)'% "$%).015:<=AFA=<:510.)%$" %'),1358=?ADIDA?=8531,)'% "$%).015:<=AFA=<:510.)%$" "%*,.168:=BDFDB=:861.,*%"  "$',.038:<?DFHFD?<:830.,'$"  !%(,-1489=@DED@=9841-,(%! "#'*./36:;?BFGFB?;:63/.*'#" %'),1358=?ADIDA?=8531,)'% "$%).015:<=AFA=<:510.)%$"`L``RSNDHTITL---SABOTEUR 2---COMMSH3/RG CONVTracqTC60HDNSA-zC-r"EtBB*|fG@|AZ!4A!AB(( ( ( (( ( ((|@B((B(B(%FNu@|A|!4At!AB((( ((( ( ((B((B(B(%F!!! ! NuNspAnSjS(jL|?&z,J"Kp(R()m)@R(3@&z,E`$hCra6Ca. )g )l8Ca )g )lB8!J<M|Ca@"BZB|CZa@&B ZB|Ca@*BZBGA XC )g, )g" ) g ) g ) l XC. )g, )g" ) g ) g ) l XKBJg NuJfptNu$ij S`S)j Ri))Hg<g,<lJ)LS)IjiJIR)KozEL`z)LS)IjniJISl)KEL`VJ)KgPJ)Mg()LS)Ij>iJIR)Km|MEL`")LS)IjiJISn|MELjp#J:WEg ` $ijSS)j iR#Jf B` ) mN$iDj f S`$i@S)>j i?>R#JD&< )<!È! $i j f S`$iS)j iR#J A)gX o oT g g  g ~ gt  g6  g  g  g ptpNuAE422)" )mN )nDgi$3A"`48)$2)(BkDDi$n8DDD`6DCi$n8DA)))j DCrm DCAHHLDA3B(` Er22)" )m )n i$3A")))j DCrm DCA B.B.2BBNutE22)" )m )n i$3A")))j DErm DEA B.B.2J fBa WBNuAE422)" )mN )nDgi$3A"`48)$2)(BkDDi$n8DDD`6DCi$n8DA)))j DCrm DCAHHLDA3B(J)Wfa , f Bn8Nu BnB8Nu B !m f 8NuB8NuE6CE0 fhK`J)+g!B)+@@:||(8%g%8g 88)&CCdtJ)Wga lNuK J)+g!4B)+@@:||(8g8g)&CCdtJ)Wga NuAE422)" )mN )nDgi$3A"`48)$2)(BkDDi$n8DDD`6DCi$n8DA)))j DCrm DCAHHLDA3B(J)Wfa f f Bn8Nu BnB8Nu B !m f 8NuB8NuE 6CE0 fjK J)+g!B)+@|:||(8%g%8g 88)&CCdtJ)WgaNuK J)+g!4B)+@|:||(8g8g)&CCdtJ)WgaHNuAE 422)" )mN )nDgi$3A"`48)$2)(BkDDi$n8DDD`6DCi$n8DA)))j DCrm DCAHHLDA3B(J)Wfa f Bn8Nu BnB8Nu B !m f 8NuB8NuEV6CE0 fx)'FK J)+g!B)+@bB@:||(8%g%8g 88)&CCdtJ)WgaNu)'FK J)+g!4B)+@bB@:||(8g8g)&CCdtJ)WgabNuAE 422)" )mN )nDgi$3A"`48)$2)(BkDDi$n8DDD`6DCi$n8DA)))j DCrm DCAHHLDA3B(J)Wfa f Bn8Nu BnB8Nu B !m f 8NuB8NuE p6CE0 ftbBKJ)+g!B)+@@:bB@@(8%g%8g 88)&CCdtJ)WgaNubBK(J)+g!4B)+@@:bB@@(8g8g)&CCdtJ)WgaNutE :22)" )m )n i$3A")))j DErm DEA B.B.2JaUBNutE 2E A A62B.B.24aNuAE 422)" )mN )nDgi$3A"`48)$2)(BkDDi$n8DDD`6DCi$n8DA)))j DCrm DCAHHLDA3B(J)Wfa< f Bn8Nu BnB8Nu B !m f 8NuB8NuE 6CE0 f~J)+g4K!K*< )\?#L@#LD[B)B)B)S[xzLJgLEIEJMEK f|L`* fEL` f|L|M` EL|MDHDg z3EP+EE3ER<oz3ETDNG:LEDVEW#K@gj g g g g gf gh g g> g g g g`i`i`ii`i&`i'`v)@@`b)DH3@$`R)H3@$`D)@3@$`4)JgAK`AIAJ`B(`i- ~wpjd^YTOKGC?;852/,*'%#!AȾ~xqjd_YTOKGC?<852/-*(&$"     "$'),.1368;=@BDGILNQSVX[]_bdgilnqsvx{}ghijklmnopqrstuvvwxyz{|}~QRRRRRSSSSSTTTTTUUUUUVVVVVWWWWWXXXXXYYYYYZZZZZ[[[[[\\\\\]]]]]]^^^^^_____`````aaaaabbbbbcccccdddddeeeeefffffggggghhhhhhiiiiijjjjjkkkkklllllmmmmmnnnnnooooopppppqqqqqrrrrrsssssttttttuuuuuvvvvvwwwwwxxxxxyyyyyzzzzz{{{{{|||||}}}}}~~~~~  :jNMPP@0 p`P@0 p  ` -SH3-RG-  $MADE FOR FUN AND $TO TRY OUT DAMOS 1- TRA.C.Q ----  + * ) I NEED MY OWN   VERSIO - TRA.S.H- ) %&---,, 3FOR THE SPECTRUM  &PLUS TWO FOR EVR      <=?<=?<=?<-/,-/,--  .- A 1- 7- 7- 7- 7- 7- 7- 7- 7- 7- 7- 7- 7- 7- 7- Y- 7- 7- 7- 7- 7- 7@@P`p 0@P`p      @@P`p 0@P`p                               0@P`p 0             !"##"! !"##"!      !"##"!            >?  !"#$%&#$%&'()*+, =-./012345678;9:<<  8 7 0 7 8 < 8 7 0 7 8 < 8 7 0 7 8 < 8 7 0 7 8 < 8 7 0 7 8 < 8 7 0 7 8 < 8 7 0 7 8 < 8 7 0 7 8 < 8 7 0 7 8 < 8 7 0 7 8 < 8 7 0 7 8 < 8 7 0  7  8 $< 8 7 0 7 8 #< 8 7 0 7 8 < 8 7 "0 7 8 !< 8 7 0 7 8  < 8 7 0 7 8 < 8 7 0 7 8  < 8 7 0 7 8 < 8 7 0 7 8 < 8 7 0 7 8 < 8 7 0 7 8 < 8 7 0 7 8 < 8 7 0 7 8 > : 9 1 9 : > : 9 1 9 : > : 9 1 9 : > : 9 1 9 : > : 9 1 9 : > : 9 1 9 : 0> : 9 1 9 : > : 9 1 9 : > : 9 1 9 : > : 9 1 9 : > : 9 1 9 : > : 9 1  9 : 2>  : 9 1 9 : 1> : 9 -1 9 : > : 9 01 9 : /> : 9 +1 9 : .> : 9 1 9 : -> : 9 )1 9 : -> : 9 1 9 : > : 9 1 9 : > : 9 1 9 : > : 9 1 9 : > : 9 1 9 : > : 9 1 9 : J F E = E F J F E = E F J F E = &E F J &F E = E F J F E = E F J F E = E &F J F E = E F J &F E = E F J F E = E F J F E = E F J F E = &E F J &F E = E F J F E = E F J  F E = E F J  F E =  E F J & F E  = & E F 5  5 8. &424 5 2 5  &" &",. 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H| >Ps0?p?_P `]Ҁ`k0 DVa@Ip)0`QP\?+`0<0`8 р`0 jp0Hw`<`0 `0 `0 `0 ǀ? >G.\@q<?@|x$0s?0?܁@ z @@[p?`U\?+@ ` `{4O$bp02 #`0+ |`0  `0 `0 À;_` +jI@ @@DbIh(5UB@x<{?8 ݴUJ @3Pb B@1@4$0` U\+@ _w `8 4$p2k|.`6v;@mnl ۶wAݶnl6m |Fmm۶m~>|O8Lionpoubnk c!  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~fffllll>`<|fl0fF8l8pvp88pf<|8|8~|||@`0 xx8l `0|ppppppp88xpxppppp|~||0 p p` 44b~f><>f>p<>f><~><```<<pf>ffff>|f<``<:0|00~ff<<6f|ff|`0|000` <~> 8< 4X|fff4Xfvnf<>f><000| 6kÆ6n֟6ll6l66l4X<~>4Xc~Ɵ|~~c>UUUU3333  <ff~ffiC$OGRYCARGRXCAR OLDCC!CC!BAURMXCYMXCXMULYMULXENCRE 8/\ _ _ _ _ _ ,---/ \ _ / / / \/ \/ \/ \/ \,---/ / \ ,---/ \ / / , / , / , / , / , / / / , \/ / , / / / / / / / /___/ / / / / / / / / / / / / / ___/ _/\__ \/ _/ ___/ / / / / / ___/ / `--, /---// / /---/ `-( ( ( ( / / `-, / / / / / / / \ ` /\\ / / / / /___/\___/\_/ \_/\_/___/\_\ / \\ /___/ /\_/ '/\ / \\ /\ /\ r e l e a s e d a t :: / , / , \Y \/ , / ,  / /___/ / / / / /___/ / o u t l i n e 2 0 0 8 / / \ / / / /\__ \ / ,  / \_ _) ( / / // / / / a s c e n t i o n w e e k e n d \ /\ / / / / /  \_/ \ /\_/ \_/ / / / .\ / /Y g a m e :: bob fossil's sudokuniverse s y s t e m :: atari st+ k o d :: sh3-rg m z x :: sh3-rg g f x :: sh3-rg t e z t :: partycle t e z t :: neo-rg e m a i l :: sh3-rg@atari-uk.com //First things first There are two versions of the game here, one that is happy with various STs and one that prefers Falcons & TTs. Needs a clean desktop, ST compat mode on a Falcon, low res -basically nothing that might upset it. Min 1Mb memory required to run the game. Keep the disk write enabled! Sudokuniverse is my first attempt at a real game. I didn't finish Atariscne Card Battle EX Plus Alpha or polish it up because it was just there for the party as a bit of fun for the kids. This time I thought I'd at least try to make something anyone could have a look at. I like my DS Sudoku games and Sudoku didn't seem like it would be all that difficult to do. Some things really bothered me about the games I had on the DS & I tried to make my game avoid them (such as limited helpers/pencil marks) & also make things simpler without making being too easy (no hints or cheats, but a nice tile highlighter showing the only tiles you need to consider when working out the correct possibilities). There were other features I would have liked to add, but for different reasons they didn't make it. I'd like to thank partycle, neo & pink for their suggestions, most of which I weighed up but ignored ;) A tutorial mode was a good one and highlighting numbers in red when input incorrectly in earlier levels was another good one. Feel free to add them yourself with the included files :P One thing I would have loved to do was have a proper story with nice big animations. Problem here was I was already low on time and disk space when Outline came along. Before you read the doc (I'm sure you will ;) check out this oldskool run-down of some sudokuniverse facts: 50 pages of pure STOS kod frenzy ;) Over 400 frames of icons & sprites A handful of fullscreen pictures 5 chip tunes written in tracq (internal release only) : cracktro music - remake of saboteur II, made to test tracq intro/menu - remake of Frazer's ace blakkel blippblopper in-game music - final fantasy fans should recognise it ;) level complete fanfare - final fantasy fans will cringe ;) end music - my folktastic field walking from Outline 06 The characters featured are all to some degree Mighty Boosh guys After 10 days I pretty much had the game playable with features. Damo made a tile rendering machine code routine that was better than my bodgings, but didn't get used and I feel bad :P Utils used: STOS 2.07, Degas Elite 1.1, Tracq 1.0, Steem 3.2 This game nearly missed the deadline for OL08 due to me being hurt, lazy, tired, drunk, lame and ignorant of deadlines and busy making lots of gfx for earx & mr.pink! GGN is the most helpful person on atari outside our group Damo has the best ways of making you feel motivated to do shit mSg can drink me under the table these days & then some One other thing. The game as you get it is designed for 1 player only. If you wish to start again or obtained this copy from someone else you need to get yourself a new save file. Best way is to make a whole new copy of the game. Otherwise, you can take the file sudokuni.vrse/bobby/dat/levs.lev, back it up if you need to, remove it & rename the file new.bak to levs.lev and you're away from level 1 again. Welcome to Sudokuniverse - where your dreams come true...niverse. //Background Bob Fossil is the King of Sudokuniverse. He discovered it while out hunting grey leg face man. You know, he's got legs and then another leg on his face. The Sudokuniverse is a vast blue desert of disordered logic problems, sparsely populated by various forms of life & life forms of various types. Some of these various forms of life & life forms of various types have taken away many important building blocks of the very fabric of the Sudokuniverse. They also like to drink tea while on the move. They were so impressed with Bob's first & so far only invention - the pocket cup - that they installed him as their King. One of the King's most important duties is now to bring order to the barren chaos of Sudokuniverse. Unfortunately, as it happens, Bob has difficulty with numbers. You might think "So what?" That's not an unreasonable thought until you consider that numbers are the very building blocks that the Sudokuniverse was created from. Without numbers, the place is just a blue hole and who wants to rule over a blue hole? Not Bob Fossil. What Bob doesn't yet realise is that pure logic & brain power are all that is needed to return the Sudokuniverse to the time of tranquility & order. This is where you come in. You must help King Bobby return those numbers to their correct places. Over and over again until all is well again in the Sudokuniverse. I agree, the story is somewhat contrived, but the challenge awaits - can you really deny Bob his seat upon the throne of the Sudokuniverse? I thought not. //Mission It is your mission to guide Bob Fossil, King of Sudokuniverse, safely through each of the 51 desert landscapes (known as 'the levels') so that he may sit upon his throne & rule over the land with his iron fist and drink tea from his pocket cup. When the mission is complete, you will receive a special token. You will also receive further instructions and a second much more diffucult task will lie before you. Completion of this task will result in you receiving your own personalised further adventures of Bob Fossil Game Pak. This special edition adventure is only available to the first 7 adventurers who complete the required steps & prove themselves worthy to become one of the Seven Saviors of Sudokuniverse. This is a special bonus to people who actually bother to RTFM & complete the game quickly! //Instructions "We'll have no mathematics here. This is a logic game for logic people" Sudoku doesn't require any special maths skills or calculations. It's simply a game of logic & concentration. "Nicey nicey Sudoku for him & her & me & you" Anyone can play. All you have to do is complete the game board putting the numbers 1 to 9 in each row, column & 3x3 sub-grid. They can only appear once in each of these. That's it! The numbers can appear in any order and diagonals are not part of the game. Each game board has a given set of numbers, these can't be changed. Using these givens, you will be able to complete the board. There is only one unique solution to each puzzle in Sudokuniverse. "...and that's why you should never bring a cricket bat to Greece!" Do this & help King Bobby: Fill the grid so that the numbers 1 to 9 appear once in each row Fill the grid so that the numbers 1 to 9 appear once in each column Fill the grid so that the numbers 1 to 9 appear once in each sub-grid A complete puzzle has the numbers 1 to 9 in each row, column & sub-grid "Your logic makes me feel like a dick!" //Register this game: "I've got a tiny wife to support" Please send a post card of your own 'niverse: Kevin 119 Aintree Road Little Lever BOLTON BL3 1ES ENGLAND UK If you play the game send the card. Play the game & don't send the card & I'll come at you like a bus full of nuns. I'll be all over you like a nun sandwich. Send a card, please, for the tiny wife's sake. //THANKS/GREETS "Technically you're not a peeping tom if it's one of your relatives" sarh - you are more atari kid than me these days, you r0x0r! damo - thanks for warez, superior kod(unused, sorry), support, belief! part - help, emmotional support, cvs, test, icles, obscure computer use. neo - test, icles, walls & floors, fireplace removal, help, advice, stuff. pink - some of my heroes wear eye patches - there's kirk douglas, me on a friday night...er, did i mention kirk douglas? girls are shit, atari r0x0r. mSg - i know you, i fought with you in 'nam - you sexually confuse me. you have some very shit colleagues & you should remember how to bitch slap. rip - malc showed me a film of you on the internet. cool! not pr0n though unlike the ones I caught him wanking over on ps3. earx - twisty things, spinny things, smooth things, other things etc. craz - videos, music, porn, videos of porn with music & other combinations coop - pairs & future anglo-french bondage gwem - 4k me, you get to work for next year :D ggn - allowing me to fiddle with your CuNT & SNDH magic dma - md is ace, with a bag full of gfx & some animation & you've got a proper arcade smash on atari. why does a coder take so long to tell us he is one ? It's your fucking job, man! Cool! :D havc - I sit in front of the mirror, hold my can & pretend I'm a sick dutch fuck! cycl - ace booty bizniz para - sExy warEz, always nice chats, i'll get chuck d's autograph for you krad - i was too drunk to talk much sense, let's take some steps to bring about your plans for a new world order. grzy - ha! I went to outline, nere-ne-neeer! :P cj - good luck with project, sounds interesting STuffs! chrs - tos :) great to meet you. you have 4 nice letters in your name ;) 505 - hand luggage, conrad's, st-shaped computers- remember those? d4rs - i had no complaints this year for once... well, mic broke! ;) norm - your brain hurts my brain - i try to understand but i forget tat - good luck with the big day & know we remember your aceNES. lotk - i love my hat, bobby got it for me! stgh - respect tink - misc/crap pigmaster z! skrb - making me feel welcome & effort in trying to make it happen! mkro - didn't get to say hi, sorry strd - thumbs up bgio - we want chips chrn - could you try to explain what norman is telling me some time? ;) zerk - nice hair, still going strong 5 years on cih - i saw you with your son in .nl, looked nice together felc - ah, tasty oranges! evil - always on hand with the warez knowledge, cheers deez - i remember you nats - keep smiling and working hard :o) glok - i met you the other day! yay! i think i was intoxicated, sorry. aegr - relive the dream? dklt - StosDEV rocks my world, can I have one please? carb - download wizzard! heav - ta for pest loan, i will give it back, one day, mwahahahaa etc. afrm - 90% yawn, 8% ummm & 2% ace! //STOS ROCKS MY WORLD! Fuck GFA, Fuck C, Fuck Devpac/TurboAss, Fuck GodLib - STOS FTW! OK, Pascal is propably better, ask crayon face if you dare //END "Note to self: I hate whites"l1 rem ok, this isn't the most well written proggy ever ;) 2 rem i'm including this source just for the hell of it 3 rem i love the way earx always does it, i think everyone 4 rem should think about doing it. all you need to make 5 rem this run/compile are the files the .tos comes with 6 rem and the extensions i used. you could even compile 7 rem your own version that works on all machines! 8 rem or even better, one without the cracktro! ;) 9 rem 10 rem bob fossils sudokuniverse 20 rem - 30 rem 49 rem (c) sh3-rg 2008 50 rem - 100 rem -\ 101 gosub 11100 : rem cracktro 102 gosub 500 : rem init 103 gosub 800 : rem intro 104 goto 9000 : rem menu 200 rem play intro music 201 erase 12 : reserve as data 12,40 : bload "bobby\sndh\blakkel.snd",start(12) 202 dreg(7)=60 204 areg(6)=start(12) 205 call start(11) 206 return 207 rem stop intro music 208 call start(11)+4 209 return 210 rem play level complete music 211 erase 13 : reserve as data 13,20 : bload "bobby\sndh\fanfare.snd",start(13) 212 dreg(7)=60 214 areg(6)=start(13) 215 call start(11) 216 return 217 rem stop intro music 218 call start(11)+4 219 return 220 rem play ingame music 221 erase 14 : reserve as data 14,24000 : bload "bobby\sndh\ingame.snd",start(14) 222 dreg(7)=60 224 areg(6)=start(14) 225 call start(11) 226 return 227 rem stop intro music 228 call start(11)+4 229 return 400 rem into the game 401 rem -\ 402 gosub 5860 : rem check for boss antics 408 gosub 217 : gosub 220 : rem stop menu music & start ingame music 409 gosub 1200 : rem set up play screen 410 gosub 5000 : rem set up zones 420 gosub 5100 : rem set up lookup table and helpers 430 gosub 7500 : rem read in save data 440 gosub 7000 : rem set up level timer etc. 450 gosub 5170 : rem show givens & store them in player data 460 goto 6000 : rem wait for mouse click 500 rem init stuff 501 rem -\ 502 gosub 900 : rem init shit 510 gosub 1000 : rem set up display etc 520 gosub 1300 : rem set up arrays for game etc 530 gosub 600 : rem set up arrays for tile borders stuff 599 return 600 rem make tile border arrays for highlights - this is mostly rubbish kod! 601 rem -\ 610 dim hipntr(81,3), rowz(9,9),clumnz(9,9),bxez(9,9) 611 for i = 1 to 81 612 rem - sort row number 613 if i<10 then hipntr(i,1)=1 614 if i<10 then goto 630 615 if i<19 then hipntr(i,1)=2 616 if i<19 then goto 630 617 if i<28 then hipntr(i,1)=3 618 if i<28 then goto 630 619 if i<37 then hipntr(Ki,1)=4 620 if i<37 then goto 630 621 if i<46 then hipntr(i,1)=5 622 if i<46 then goto 630 623 if i<55 then hipntr(i,1)=6 624 if i<55 then goto 630 625 if i<64 then hipntr(i,1)=7 626 if i<64 then goto 630 627 if i<73 then hipntr(i,1)=8 else hipntr(i,1)=9 629 rem - sort column number 630 if i=1 or i=10 or i=19 or i=28 or i=37 or i=46 or i=55 or i=64 or i=73 then hipntr(i,2)=1 631 if i=2 or i=11 or i=20 or i=29 or i=38 or i=47 or i=56 or i=65 or i=74 then hipntr(i,2)=2 632 if i=3 or i=12 or i=21 or i=30 or i=39 or i=48 or i=57 or i=66 or i=75 then hipntr(i,2)=3 633 if i=4 or i=13 or i=22 or i=31 or i=40 or i=49 or i=58 or i=67 or i=76 then hipntr(i,2)=4 634 if i=5 or i=14 or i=23 or i=32 or i=41 or i=50 or i=59 or i=68 or i=77 then hipntr(i,2)=5 635 if i=6 or i=15 or i=24 or i=33 or i=42 or i=51 or i=60 or i=69 or i=78 then hipntr(i,2)=6 636 if i=7 or i=16 or i=25 or i=34 or i=43 or i=52 or i=61 or i=70 or i=79 then hipntr(i,2)=7 637 if i=8 or i=17 or i=26 or i=35 or i=44 or i=53 or i=62 or i=71 or i=80 then hipntr(i,2)=8 638 if i=9 or i=18 or i=27 or i=36 or i=45 or i=54 or i=63 or i=72 or i=81 then hipntr(i,2)=9 639 rem - sort subsquare number 640 if i=1 or i=2 or i=3 or i=10 or i=11 or i=12 or i=19 or i=20 or i=21 then hipntr(i,3)=1 641 if i=4 or i=5 or i=6 or i=13 or i=14 or i=15 or i=22 or i=23 or i=24 then hipntr(i,3)=2 642 if i=7 or i=8 or i=9 or i=16 or i=17 or i=18 or i=25 or i=26 or i=27 then hipntr(i,3)=3 643 if i=28 or i=29 or i=30 or i=37 or i=38 or i=39 or i=46 or i=47 or i=48 then hipntr(i,3)=4 644 if i=31 or i=32 or i=33 or i=40 or i=41 or i=42 or i=49 or i=50 or i=51 then hipntr(i,3)=5 645 if i=34 or i=35 or i=36 or i=43 or i=44 or i=45 or i=52 or i=53 or i=54 then hipntr(i,3)=6 646 if i=55 or i=56 or i=57 or i=64 or i=65 or i=66 or i=73 or i=74 or i=75 then hipntr(i,3)=7 647 if i=58 or i=59 or i=60 or i=67 or i=68 or i=69 or i=76 or i=77 or i=78 then hipntr(i,3)=8 648 if i=61 or i=62 or i=63 or i=70 or i=71 or i=72 or i=79 or i=80 or i=81 then hipntr(i,3)=9 649 next i 650 rem - calculate column & row tiles 1 to 9 651 for i=1to9 652 for j=1to9 660 rowz(j,i)=(j*9)-(9-i) : clumnz(j,i)=(i*9)-(9-j) 661 next j 662 next i 663 rem - calculate sub box tiles 1 to 9 665 for i=1to3 667 bxez(1,i) = i : bxez(1,i+3) = i+9 : bxez(1,i+6) = i+18 668 bxez(2,i) = i+3 : bxez(2,i+3) = i+12 : bxez(2,i+6) = i+21 669 bxez(3,i) = i+6 : bxez(3,i+3) = i+15 : bxez(3,i+6) = i+24 670 bxez(4,i) = i+27 : bxez(4,i+3) = i+36 : bxez(4,i+6) = i+45 671 bxez(5,i) = i+30 : bxez(5,i+3) = i+39 : bxez(5,i+6) = i+48 672 bxez(6,i) = i+33 : bxez(6,i+3) = i+42 : bxez(6,i+6) = i+51 673 bxez(7,i) = i+54 : bxez(7,i+3) = i+63 : bxez(7,i+6) = i+72 674 bxez(8,i) = i+57 : bxez(8,i+3) = i+66 : bxez(8,i+6) = i+75 675 bxez(9,i) = i+60 : bxez(9,i+3) = i+69 : bxez(9,i+6) = i+78 676 next i 677 return 680 rem load gfxs & unpack 681 load "bobby\gfx\int1.mbk",10 : unpack 10,start(8) : load "bobby\gfx\int2.mbk",10 : unpack 10,start(9) 682 return 798 rem bouncy logo with 13 joeys 799 rem -\ 800 mode 0 : flash off 801 xm=x mouse : ym= y mouse : autoback off : count = 0 : pen 15 : wait 20 802 gosub 680 803 gosub 200 804 blit start(8),0,0,320,200,logic,0,0 : screen swap : wait vbl 805 fade 1,$777,$130,$250,$460,$240,$572,$740,$620,$667,$557,$446,$335,$224,$113,$020,$000 : wait 150 806 for i=1to10 807 blit start(9),0,0,320,200,logic,0,0 : screen swap : wait vbl 808 blit start(8),0,0,320,200,logic,0,0 : screen swap : wait vbl 809 next i 810 blit start(9),0,0,320,200,logic,0,0 : screen swap : wait 150 822 fade 3,$446,$446,$446,$446,$446,$446,$446,$446,$446,$446,$446,$446,$446,$446,$446,$446 : wait 50 825 blit start(3),0,0,320,200,back,0,0 : wait vbl : blit start(3),0,0,320,200,logic,0,0 : wait vbl : screen swap : wait vbl 837 wait 50 : fade 7,,$002: wait 50: fade 1,,$446 : wait 50 : fade 1,,$002 : wait 75 : fade 3,$446,$002,$644,$113,$420,$224,$500,$335,$445,$753,$765,$557,$446,$667,$456 842 repeat 843 for i = 1 to 20 844 blit back,64,138,272,183,logic,64,138 : read arse : joey logic,start(6),0,64,150+arse,15,0 : rem S 845 read arse : joey logic,start(6),1,80,150+arse,15,0 ): rem u 846 read arse : joey logic,start(6),2,96,150+arse,15,0 ): rem d 847 read arse : joey logic,start(6),3,112,150+arse,15,0 O !: rem o 848 read arse : joey logic,start(6),4,128,150+arse,15,0 (: rem k 849 read arse : joey logic,start(6),1,144,150+arse,15,0 (: rem u 850 read arse : joey logic,start(6),5,160,150+arse,15,0 (: rem n 851 read arse : joey logic,start(6),6,176,150+arse,15,0 (: rem i 852 read arse : joey logic,start(6),7,192,150+arse,15,0 (: rem v 853 read arse : joey logic,start(6),8,208,150+arse,15,0 (: rem e 854 read arse : joey logic,start(6),9,224,150+arse,15,0 (: rem r 855 read arse : joey logic,start(6),0,240,150+arse,15,0 (: rem s 856 read arse : joey logic,start(6),8,256,150+arse,15,0 (: rem e 857 screen swap : wait vbl : inc count : if count=75 then fade 10,$777 858 next i 859 restore 8000 860 until count=300 870 fade 1,$446 : wait 50 880 fade 1,$446,$446,$446,$446,$446,$446,$446,$446,$446,$446,$446,$446,$446,$446,$446 : wait 50 881 erase 3 : erase 6 882 erase 10 : reserve as screen 10 : load "bobby\gfx\gamestuf.mbk",10 : unpack 10,start(8) 899 return 900 rem set colours to black & load font 901 rem -\ 902 rem load font 903 rem reserve as set 10,2336 904 rem load "bobby\gfx\font.mbk",10 905 dgdgdg=0 : rem thing to say game ended, complete! 911 mode 0 : flash off : hide on 915 fade 7,$000,$000,$000,$000,$000,$000,$000,$000,$000,$000,$000,$000,$000,$000,$000,$000 920 ofst=-1 : levofst=1 940 return 1000 rem sort screen etc 1005 rem -\ 1010 mode 0 : flash off 1020 reserve as screen 4 : reserve as screen 3 : reserve as screen 7 : reserve as screen 8 : reserve as screen 9 1025 reserve as data 2,8266 : rem reserve space for 51 levels data file 1029 load "bobby\gfx\bossbobs.mbk",15 : rem load baddies 1030 load "bobby\gfx\board.mbk",10 : unpack 10,start(4) : rem game background pic 1031 load "bobby\gfx\bobtitl.mbk",10 : unpack 10,start(3) : rem intro head pic 1032 load "bobby\gfx\menu.mbk",10 : unpack 10,start(7) : rem menu gfx 1034 load "bobby\gfx\mouse.mbk",1 : rem mouse sprite 1035 load "bobby\gfx\bobs4.mbk",5 : rem game element bobs 1037 load "bobby\gfx\intjoey.mbk",6 : rem intro joeys 1038 bload "bobby\dat\levs.dat",2 : rem levels data 1040 return 1200 rem set up game screen 1201 rem -\ 1210 screen copy 4 to back : wait vbl : screen copy 4 to physic : wait vbl 1220 fade 3 to 4 1225 show on : change mouse 4 1230 return 1300 rem set up arrays for tile zones & helpers & level dat 1330 rem -\ 1340 dim CARDX(81),CARDY(81),PDATA(81) 1350 dim HELPER1(82),HELPER2(82),HELPER3(82),HELPER4(82),HELPER5(82),HELPER6(82),HELPER7(82),HELPER8(82),HELPER9(82) 1360 dim levprt$(52),tim3$(52) 1399 return 5000 rem set up zones 5001 rem -\ 5002 reset zone 5005 rem these first ones are the tiles 5010 K=1 5020 for I=1 to 9 : for J=1 to 9 5030 set zone K,(J*22)-22,(I*22)-22 to (J*22)-1,(I*22)-1 : inc K 5040 next J : next I 5045 rem 5050 rem these are the buttons to the right: 5060 set zone 82,232,32 to 247,47 : set zone 83,248,32 to 263,47 : set zone 84,264,32 to 279,47 5070 set zone 85,232,48 to 247,63 : set zone 86,248,48 to 263,63 : set zone 87,264,48 to 279,63 5080 set zone 88,232,64 to 247,79 : set zone 89,248,64 to 263,79 : set zone 90,264,64 to 279,79 5081 set zone 91,232,80 to 279,95 : rem erase 5082 set zone 92,232,104 to 279,119 : rem check 5083 set zone 93,232,152 to 279,167 : rem retry 5084 set zone 94,232,176 to 279,191 : rem quit 5090 return 5100 rem set up look-up table for 22x22 tiles, helpers & oldcard 5101 rem -\ 5115 CARDX(0)=0 : CARDY(0)=0 : PDATA(0)=0 5116 for I=1 to 81 5117 PDATA(I)=0 5118 NEXT I 5120 K=1 : for I=1 to 9 : for J=1 to 9 5130 CARDX(K)=(J*22)-22 : CARDY(K)=(I*22)-22 : inc K 5140 next J : next I 5150 rem - zero helpers 5153 for I=0 to 81 : HELPER1(I)=0 : HELPER2(I)=0 : HELPER3(I)=0 : HELPER4(I)=0 : HELPER5(I)=0 : HELPER6(I)=0 : HELPER7(I)=0 : HELPER8(I)=0 : HELPER9(I)=0 : next I 5158 rem - set up oldcard rememberer 5159 OLDCARD=0 5160 return 5170 rem show givens on screen & store givens in player data 5181 rem -\ 5182 for i = 1 to 81 5183 Q=I+OFST+(LEVOFST*162)-81 : rem q finds the required givens data 5184 PX=CARDX(i)+7 : PY=CARDY(i)+7 : rem offsets to number part of tile 5186 P=peek (start(2)+Q) : R=peek (start(2)+(Q-81)) : rem p stores the givens data, R stores the game data 5187 PZ=R+26 .: rem offset to gfx in bobs file 5188 if p=1 then bob physic,start(5),PZ,PX,PY,0 5190 if p=1 then bob back, start(5),PZ,PX,PY,0 5191 if p=1 then pdata(i)=R : rem store given in player data 5194 next i 5199 return 5200 rem if tile click, locate click on part of tile 5201 rem -\ 5202 if PRESS>81 then return 5210 XCLIK=x mouse : YCLIK=y mouse 5220 XOFSET=XCLIK-CARDX(PRESS) : YOFSET=YCLIK-CARDY(PRESS) 5230 return 5300 rem deal with click 5301 rem -\ 5302 rem check if it's not on the game board... 5305 if PRESS>81 then goto 5350 5306 rem is it a legal tile to select? 5307 Q=(LEVOFST*162)-82+PRESS : rem q finds the correct givens data 5308 P=peek (start(2)+Q) : rem p stores the givens data 5309 if p=1 then return : rem no givens shall be selected, oh no 5310 rem 5311 rem it is on board, it's not a given, so let's check where click was on tile... 5312 rem 5313 rem check right click 5314 if m=1 then goto 5345 5315 if m=3 then goto 5345 5316 rem m=2! 5317 PX=CARDX(PRESS)+2 : PY=CARDY(PRESS)+1 : bob physic,start(5),45,PX,PY,0 : bob back,start(5),45,PX,PY,0 : HELPER1(PRESS)=0 5318 PX=CARDX(PRESS)+5 : PY=CARDY(PRESS)+1 : bob physic,start(5),46,PX,PY,0 : bob back,start(5),46,PX,PY,0 : HELPER2(PRESS)=0 5319 PX=CARDX(PRESS)+9 : PY=CARDY(PRESS)+1 : bob physic,start(5),47,PX,PY,0 : bob back,start(5),47,PX,PY,0 : HELPER3(PRESS)=0 5320 PX=CARDX(PRESS)+13 : PY=CARDY(PRESS)+1 : bob physic,start(5),48,PX,PY,0 : bob back,start(5),48,PX,PY,0 : HELPER4(PRESS)=0 5321 PX=CARDX(PRESS)+17 : PY=CARDY(PRESS)+1 : bob physic,start(5),49,PX,PY,0 : bob back,start(5),49,PX,PY,0 : HELPER5(PRESS)=0 5322 PX=CARDX(PRESS)+2 : PY=CARDY(PRESS)+15 : bob physic,start(5),50,PX,PY,0 : bob back,start(5),50,PX,PY,0 : HELPER6(PRESS)=0 5323 PX=CARDX(PRESS)+6 : PY=CARDY(PRESS)+15 : bob physic,start(5),51,PX,PY,0 : bob back,start(5),51,PX,PY,0 : HELPER7(PRESS)=0 5324 PX=CARDX(PRESS)+11 : PY=CARDY(PRESS)+15 : bob physic,start(5),52,PX,PY,0 : bob back,start(5),52,PX,PY,0 : HELPER8(PRESS)=0 5325 PX=CARDX(PRESS)+16 : PY=CARDY(PRESS)+15 : bob physic,start(5),53,PX,PY,0 : bob back,start(5),53,PX,PY,0 : HELPER9(PRESS)=0 5330 return 5340 rem 5345 rem is it on the edges of the tile? 5346 if YOFSET=1 or YOFSET=22 then return : rem edges don't mean shit 5347 rem 5348 rem is it a helper number? if so deal with it, else it's in the middle area 5349 if YOFSET<7 or YOFSET>15 then goto 5500 else goto 5400 5350 rem deal with non-board button presses 5351 rem -\ 5352 rem the mouse click was not on the game board, so it's a button press to deal with... 5353 rem 5354 if PRESS>90 then goto 5370 : rem checks for extra button menu presses 5355 rem 5356 rem it's not an extra menu button, it's a number input button... check if there is a selected tile: 5357 if OLDCARD=0 then return 5358 rem ok, put the correct number gfx on screen... 64 is the offset to the selected gfx 5359 PX=CARDX(OLDCARD)+7 : PY=CARDY(OLDCARD)+7 : PZ=PRESS-64 : bob physic,start(5),PZ,PX,PY,0 : bob back,start(5),PZ,PX,PY,0 5360 rem ...and save the input number into the player's data area... 5361 PDATA(OLDCARD)=PRESS-81 5362 COUNT = 0 : Q=0 : for i=1 to 81 5363 Q=I+OFST+(LEVOFST*162)-162 : rem q finds the required puzzle data 5364 PX=PDATA(i) ": rem PX stzores player data 5365 R=peek (start(2)+Q) : rem R stores the game data 5366 if PX=R then inc COUNT : rem compare player data & solution 5367 next i 5368 if COUNT=81 then print "CORRECT!" 5369 return 5370 rem extra menu buttons 5371 rem -\ 5372 if PRESS=91 then goto 5373 else goto 5385 : rem check for erase button 5373 if oldcard=0 then return : rem this checks if there is a previous data to delete (ie 1st click on game) 5374 PX=CARDX(OLDCARD)+7 : PY=CARDY(OLDCARD)+7 : bob physic,start(5),55,PX,PY,0 : bob back,start(5),55,PX,PY,0 :bob physic,start(5),55,PX+2,PY,0 : bob back,start(5),55,PX+2,PY,0 :bob physic,start(5),55,PX,PY+2,0 : bob back,start(5),55,PX,PY+2,0 :bob physic,start(5),55,PX+2,PY+2,0 : bob back,start(5),55,PX+2,PY+2,0 : rem botch! 5375 PDATA(OLDCARD)=0 : return 5376 rem I removed the check button removed - checks to be done each input instead 5385 if PRESS=93 then gosub 207 : if PRESS=93 then goto 400 : rem stop music & start game 5387 if PRESS=94 then gosub 227 : if PRESS=94 then gosub 200 : if PRESS=94 then goto 9000 5399 return 5400 rem select tile if not already selected 5401 rem -\ 5410 if PRESS=0 then return 5420 if OLDCARD=PRESS then return 5425 rem - clear old gfx 5430 if OLDCARD=0 then goto 5440 5431 PX=CARDX(OLDCARD)+2 : PY=CARDY(OLDCARD)+8 : PXX=PX+13 : bob physic,start(5),55,PX,PY,0 : bob physic,start(5),55,PXX,PY,0 5432 bob back,start(5),55,PX,PY,0 : bob back,start(5),55,PXX,PY,0 : rem OLDCARD=PRESS 5433 gosub 5480 : rem erase old highlighters 5435 rem - draw selector on selected tile 5440 PX=CARDX(PRESS)+2 : PY=CARDY(PRESS)+8 : PXX=PX+13 : bob physic,start(5),54,PX,PY,0 : bob physic,start(5),54,PXX,PY,0 5441 bob back,start(5),54,PX,PY,0 : bob back,start(5),54,PXX,PY,0 5445 rem save current tile number into previous rememberer 5447 OLDCARD=PRESS 5450 gosub 5462 : rem paint new highlighters 5460 return 5461 rem highlights 5462 rem -\ 5463 hir=hipntr(oldcard,1) : hic=hipntr(oldcard,2) : hib=hipntr(oldcard,3) 5464 for i=1to9 5465 rem row: 5466 hx=rowz(hir,i) 5467 PX=CARDX(hx): PY=CARDY(hx) : bob logic,start(5),64,PX,PY,0 : bob back,start(5),64,PX,PY,0 5468 rem col: 5469 hx=clumnz(hic,i) 5470 PX=CARDX(hx): PY=CARDY(hx) : bob logic,start(5),64,PX,PY,0 : bob back,start(5),64,PX,PY,0 5471 rem box: 5472 hx=bxez(hib,i) 5473 PX=CARDX(hx): PY=CARDY(hx) : bob logic,start(5),64,PX,PY,0 : bob back,start(5),64,PX,PY,0 5474 screen swap 5475 next i 5476 return 5480 rem highlights 5481 rem -\ 5482 hir=hipntr(oldcard,1) : hic=hipntr(oldcard,2) : hib=hipntr(oldcard,3) 5483 for i=1to9 5484 rem row: 5485 hx=rowz(hir,i) 5486 PX=CARDX(hx): PY=CARDY(hx) : bob logic,start(5),65,PX,PY,0 : bob back,start(5),65,PX,PY,0 5487 rem col: 5488 hx=clumnz(hic,i) 5489 PX=CARDX(hx): PY=CARDY(hx) : bob logic,start(5),65,PX,PY,0 : bob back,start(5),65,PX,PY,0 5490 rem box: 5491 hx=bxez(hib,i) 5492 PX=CARDX(hx): PY=CARDY(hx) : bob logic,start(5),65,PX,PY,0 : bob back,start(5),65,PX,PY,0 5493 screen swap 5494 next i 5495 return 5500 rem sort which helper gfx to flip 5501 rem -\ 5510 if XOFSET <2 or XOFSET>20 then return 5520 if YOFSET <7 then goto 5530 else goto 5580 5525 rem - - - - - - - - - - - - - - - - - - - - 5530 if XOFSET <5 then FLIP=1 : goto 5610 5535 if XOFSET <9 then FLIP=2 : goto 5620 5540 if XOFSET <13 then FLIP=3 : goto 5630 5545 if XOFSET <17 then FLIP=4 : goto 5640 5550 FLIP=5 : goto 5650 5560 rem - - - - - - - - - - - - - - - - - - - - 5580 if XOFSET<6 then FLIP=6 : goto 5660 5585 if XOFSET<10 then FLIP=7 : goto 5670 5590 if XOFSET<16 then FLIP=8 : goto 5680 5595 FLIP=9 : goto 5690 5600 rem flip gfx - this stuff has no input on game data, it's just a visual aid for player 5601 rem -\ 5602 rem 5603 rem this is incredibly bloated, sort it out 5604 rem 5610 if HELPER1(PRESS)=0 then goto 5611 else goto 5615 5611 PX=CARDX(PRESS)+2 : PY=CARDY(PRESS)+1 : bob physic,start(5),36,PX,PY,0 : bob back,start(5),36,PX,PY,0 :goto 5616 5615 PX=CARDX(PRESS)+2 : PY=CARDY(PRESS)+1 : bob physic,start(5),45,PX,PY,0 : bob back,start(5),45,PX,PY,0 5616 if HELPER1(PRESS)=0 then HELPER1(PRESS)=1 else HELPER1(PRESS)=0 5619 return 5620 if HELPER2(PRESS)=0 then goto 5621 else goto 5625 5621 PX=CARDX(PRESS)+5 : PY=CARDY(PRESS)+1 : bob physic,start(5),37,PX,PY,0 : bob back,start(5),37,PX,PY,0 :goto 5626 5625 PX=CARDX(PRESS)+5 : PY=CARDY(PRESS)+1 : bob physic,start(5),46,PX,PY,0 : bob back,start(5),46,PX,PY,0 5626 if HELPER2(PRESS)=0 then HELPER2(PRESS)=1 else HELPER2(PRESS)=0 5629 return 5630 if HELPER3(PRESS)=0 then goto 5631 else goto 5635 5631 PX=CARDX(PRESS)+9 : PY=CARDY(PRESS)+1 : bob physic,start(5),38,PX,PY,0 : bob back,start(5),38,PX,PY,0 :goto 5636 5635 PX=CARDX(PRESS)+9 : PY=CARDY(PRESS)+1 : bob physic,start(5),47,PX,PY,0 : bob back,start(5),47,PX,PY,0 5636 if HELPER3(PRESS)=0 then HELPER3(PRESS)=1 else HELPER3(PRESS)=0 5639 return 5640 if HELPER4(PRESS)=0 then goto 5641 else goto 5645 5641 PX=CARDX(PRESS)+13 : PY=CARDY(PRESS)+1 : bob physic,start(5),39,PX,PY,0 : bob back,start(5),39,PX,PY,0 :goto 5646 5645 PX=CARDX(PRESS)+13 : PY=CARDY(PRESS)+1 : bob physic,start(5),48,PX,PY,0 : bob back,start(5),48,PX,PY,0 5646 if HELPER4(PRESS)=0 then HELPER4(PRESS)=1 else HELPER4(PRESS)=0 5649 return 5650 if HELPER5(PRESS)=0 then goto 5651 else goto 5655 5651 PX=CARDX(PRESS)+17 : PY=CARDY(PRESS)+1 : bob physic,start(5),40,PX,PY,0 : bob back,start(5),40,PX,PY,0 :goto 5656 5655 PX=CARDX(PRESS)+17 : PY=CARDY(PRESS)+1 : bob physic,start(5),49,PX,PY,0 : bob back,start(5),49,PX,PY,0 5656 if HELPER5(PRESS)=0 then HELPER5(PRESS)=1 else HELPER5(PRESS)=0 5659 return 5660 if HELPER6(PRESS)=0 then goto 5661 else goto 5665 5661 PX=CARDX(PRESS)+2 : PY=CARDY(PRESS)+15 : bob physic,start(5),41,PX,PY,0 : bob back,start(5),41,PX,PY,0 :goto 5666 5665 PX=CARDX(PRESS)+2 : PY=CARDY(PRESS)+15 : bob physic,start(5),50,PX,PY,0 : bob back,start(5),50,PX,PY,0 5666 if HELPER6(PRESS)=0 then HELPER6(PRESS)=1 else HELPER6(PRESS)=0 5669 return 5670 if HELPER7(PRESS)=0 then goto 5671 else goto 5675 5671 PX=CARDX(PRESS)+6 : PY=CARDY(PRESS)+15 : bob physic,start(5),42,PX,PY,0 : bob back,start(5),42,PX,PY,0 :goto 5676 5675 PX=CARDX(PRESS)+6 : PY=CARDY(PRESS)+15 : bob physic,start(5),51,PX,PY,0 : bob back,start(5),51,PX,PY,0 5676 if HELPER7(PRESS)=0 then HELPER7(PRESS)=1 else HELPER7(PRESS)=0 5679 return 5680 if HELPER8(PRESS)=0 then goto 5681 else goto 5685 5681 PX=CARDX(PRESS)+11 : PY=CARDY(PRESS)+15 : bob physic,start(5),43,PX,PY,0 : bob back,start(5),43,PX,PY,0 :goto 5686 5685 PX=CARDX(PRESS)+11 : PY=CARDY(PRESS)+15 : bob physic,start(5),52,PX,PY,0 : bob back,start(5),52,PX,PY,0 5686 if HELPER8(PRESS)=0 then HELPER8(PRESS)=1 else HELPER8(PRESS)=0 5689 return 5690 if HELPER9(PRESS)=0 then goto 5691 else goto 5695 5691 PX=CARDX(PRESS)+16 : PY=CARDY(PRESS)+15 : bob physic,start(5),44,PX,PY,0 : bob back,start(5),44,PX,PY,0 :goto 5696 5695 PX=CARDX(PRESS)+16 : PY=CARDY(PRESS)+15 : bob physic,start(5),53,PX,PY,0 : bob back,start(5),53,PX,PY,0 5696 if HELPER9(PRESS)=0 then HELPER9(PRESS)=1 else HELPER9(PRESS)=0 5699 return 5700 rem check solution 5701 rem -\ 5705 COUNT = 0 : Q=0 5710 for i=1 to 81 5715 Q=I+OFST+(LEVOFST*162)-162 : rem q offset to required puzzle data 5720 PX=PDATA(i) ": rem PX player data 5725 R=peek (start(2)+Q) : rem R game data 5730 if PX=R then inc COUNT : rem compare player data & solution 5735 next i 5740 if COUNT=81 then win=1 else win=0 5750 return 5800 rem deal with complete level 5801 rem -\ 5802 rem save time for completion 5803 tim3$(levofst)=time$ 5810 wipe logic : wipe back : change mouse 4 : show on : change mouse 4 5811 inc levofst : if levofst=51 then gosub 5900 5814 wipe physic : wipe back : wipe logic 5815 gosub 227 : rem stop ingame music 5816 gosub 5860 : rem check for boss 5818 blit start(8),64,0,224,16,back,96,64 : wait vbl : blit start(8),64,0,224,16,logic,96,64 : wait vbl : screen swap 5819 gosub 210 : wait 120 : gosub 5900 5820 reset zone 5821 set zone 1,96,110 to 176,126 : set zone 2,208,110 to 272,126 5830 blit start(8),64,16,144,32,back,96,110 : blit start(8),64,16,144,32,logic,96,110 : wait vbl : screen swap 5831 blit start(8),160,16,208,32,back,208,110 : blit start(8),160,16,208,32,logic,208,110 : wait vbl : screen swap 5832 rem gosub 217 5840 repeat 5841 M=mouse key : rem check for click 5842 until M<>0 5843 PLESS=zone(0) : rem options: cont/quit 5845 if PLESS=0 then goto 5840 5850 if PLESS=1 then gosub 217 : if PLESS=1 then fade 1,$446,$446,$446,$446,$446,$446,$446,$446,$446,$446,$446,$446,$446,$446,$446,$446 : if PLESS =1 then goto 400 5855 if PLESS=2 then gosub 217 : if PLESS=2 then gosub 200 : if PLESS=2 then goto 9000 5860 rem boss check 5861 if levofst=10 then gosub 10 : rem 1st boss 5862 if levofst=20 then gosub 10100 : rem 2nd boss 5863 if levofst=30 then gosub 10200 : rem 3rd boss 5864 if levofst=40 then gosub 10300 : rem 4th boss 5865 if levofst=50 then gosub 10400 : rem 5th boss 5866 if levofst=51 then goto 10500 : rem endy :) 5867 if levofst=1 then gosub 10600 : rem initial boss 5868 return 5900 rem save game data 5901 rem -\ 5910 outdat$="" 5920 for i = 1 to 51 5930 outdat$=outdat$+tim3$(i) : rem add next time to string 5940 next i 5950 open out #1,"bobby\dat\levs.lev" 5960 print #1,outdat$ 5970 levofst$=str$(levofst) 5971 if levofst>9 then goto 5976 5972 levvy$=mid$(levofst$,2,1) 5973 levofst$="0"+levvy$ 5976 levofst$=levofst$-" " 5980 print #1,levofst$ 5990 close #1 5998 if dgdgdg=1 then end 5999 return 6000 rem check mouse click 6001 rem -\ 6002 repeat 6010 M=mouse key : rem check for click 6020 until M<>0 6030 PRESS=zone(0) 6040 gosub 5200 : rem locate click on tile 6041 gosub 5300 : rem deal with click 6050 gosub 5700 : rem check for complete puzzle 6051 rem hide on: show on 6055 if win=1 then goto 5800 6056 cheat$=inkey$ 6057 if asc(cheat$)<>0 then goto 6060 6058 if scancode=$3F then goto 5800 6060 wait 20 : goto 6002 6100 rem -\ 7000 rem set up level 7010 rem -\ 7020 rem - begin timer 7030 time$="00:00:00" 7099 return 7500 rem READ save game & sort times & current level 7510 rem -\ 7515 levdat$="" : level$="" 7520 open in #1,"bobby\dat\levs.lev" 7530 input #1,levdat$ 7540 input #1,level$ 7550 close #1 7600 rem - shuffle data into game data areas 7605 ofshet=8 7610 for i=1 to 51 7630 tim3$(i)=mid$(levdat$,(i*ofshet)-7,8) : rem times 7635 next i 7640 levofst=val(level$) 7699 return 8000 data 0,0,0,1,2,3,5,7,9,10,11,11,11 8001 data 0,0,1,2,3,5,7,9,10,11,11,11,10 8002 data 0,1,2,3,5,7,9,10,11,11,11,10,9 8003 data 1,2,3,5,7,9,10,11,11,11,10,9,7 8004 data 2,3,5,7,9,10,11,11,11,10,9,7,5 8005 data 3,5,7,9,10,11,11,11,10,9,7,5,3 8006 data 5,7,9,10,11,11,11,10,9,7,5,3,2 8007 data 7,9,10,11,11,11,10,9,7,5,3,2,1 8008 data 9,10,11,11,11,10,9,7,5,3,2,1,0 8009 data 10,11,11,11,10,9,7,5,3,2,1,0,0 8010 data 11,11,11,10,9,7,5,3,2,1,0,0,0 8011 data 11,11,10,9,7,5,3,2,1,0,0,0,1 8012 data 11,10,9,7,5,3,2,1,0,0,0,1,2 8013 data 10,9,7,5,3,2,1,0,0,0,1,2,3 8014 data 9,7,5,3,2,1,0,0,0,1,2,3,5 8015 data 7,5,3,2,1,0,0,0,1,2,3,5,7 8016 data 5,3,2,1,0,0,0,1,2,3,5,7,9 8017 data 3,2,1,0,0,0,1,2,3,5,7,9,10 8018 data 2,1,0,0,0,1,2,3,5,7,9,10,11 8019 data 1,0,0,0,1,2,3,5,7,9,10,11,11 9000 rem menu 9001 rem -\ 9002 erase 3 : wipe physic: wipe logic : wipe back : fade 1,$446,$446,$446,$446,$446,$446,$446,$446,$446,$446,$446,$446,$446,$446,$446,$446 9003 change mouse 4 9004 gosub 7500 : rem load game data incase user lists times without playing! 9010 blit start(7),0,0,320,200,back,0,0 : blit start(7),0,0,320,200,logic,0,0 : screen swap 9020 fade 3 to 7 : wait 28 : change mouse 4 : show on : change mouse 4 9025 reset zone 9030 set zone 1,24,88 to 228,109 : rem start game 9040 set zone 2,24,114 to 120,130 : rem view times 9050 set zone 3,24,138 to 64,154 : rem help 9060 set zone 4,24,162 to 160,178 : rem quit 9525 repeat 9530 M=mouse key : rem check for click 9535 until M<>0 9540 PUSH=zone(0) 9542 if PUSH=1 then fade 1,$446,$446,$446,$446,$446,$446,$446,$446,$446,$446,$446,$446,$446,$446,$446,$446 : if PUSH=1 then goto 400 : rem start game 9545 if PUSH=2 then goto 9600 : rem view times 9546 if PUSH=3 then goto 9700 : rem help 9547 if PUSH=4 then goto 9560 9550 wait 20 : goto 9525 9560 rem back to desktop 9565 call start(11)+4 9570 end 9600 rem view times 9601 rem -\ 9602 hide on : change mouse 4 9603 wipe physic : wipe back 9604 curs off 9606 get palette (8) 9608 blit start(8),0,16,64,32,back,0,0 : wait vbl : blit start(8),0,16,64,32,logic,0,0 : wait vbl : screen swap : wait vbl 9610 wait 20 9612 locate 0,3 9614 for i=1to20 9616 zebulon =i : gosub 9685 9618 next i 9620 gosub 9670 9628 blit start(8),0,16,64,32,back,0,0 : wait vbl : blit start(8),0,16,64,32,logic,0,0 : wait vbl : screen swap : wait vbl 9630 wait 20 : cls physic,0,0,16 to 320,200 : cls back,0,0,16 to 320,200 : : change mouse 4 : get palette (8) 9632 locate 0,3 9634 for i=21to40 9636 zebulon = i-20 : gosub 9685 9638 next i 9640 gosub 9670 9648 blit start(8),0,16,55,32,back,0,0 : wait vbl : blit start(8),0,16,55,32,logic,0,0 : wait vbl : screen swap : wait vbl 9650 wait 20 : cls physic,0,0,16 to 320,200 : cls back,0,0,16 to 320,200 : get palette (8) 9652 locate 0,7 9654 for i=41to51 9656 zebulon = i-40 : gosub 9685 9658 next i 9660 gosub 9670 9666 show on : change mouse 4 : goto 9000 9670 rem reflect loop 9671 repeat 9672 M=mouse key : rem check for click 9673 reflect logic,0,16,logic,17 9674 screen swap : wait vbl 9675 until M<>0 9676 wait 20 9677 return 9685 for bub =1 to 2 9686 locate 6,zebulon+2 : pen 1 : if tim3$(i)="00:00:00" then print "Level";i 9688 locate 6,zebulon+2 : pen 15 : if tim3$(i)="00:00:00" then print "Level";i : wait vbl 9689 locate 22,zebulon+2 : pen 1 : if tim3$(i)="00:00:00" then print "not played" : wait vbl 9690 locate 22,zebulon+2 : pen 15 : if tim3$(i)="00:00:00" then print "not played" : wait vbl 9691 locate 6,zebulon+2 : pen 1 : if tim3$(i)<>"00:00:00" then print "Level";i : wait vbl 9692 locate 6,zebulon+2 : pen 15 : if tim3$(i)<>"00:00:00" then print "Level";i : wait vbl 9693 locate 22,zebulon+2 : pen 1 : if tim3$(i)<>"00:00:00" then print " "; tim3$(i) : wait vbl 9694 locate 22,zebulon+2 : pen 15 : if tim3$(i)<>"00:00:00" then print " "; tim3$(i) : wait vbl 9695 next bub 9696 return 9700 rem view help 9701 rem -\ 9702 rem copy bit of gfx to top of screen 9703 wipe physic : wipe back 9704 curs off 9705 get palette (8) : change mouse 4 : show on : change mouse 4 9706 blit start(8),0,0,64,16,back,0,0 : wait vbl : blit start(8),0,0,64,16,logic,0,0 : wait vbl : screen swap 9707 locate 0,6 : print "To help Bobby save the Sudokuniverse you" : print "will need to know how to play the game. " : print "Sudoku doesn't require any special maths" : print "skills or calculations - it's simply a" : print "game of logic & concentration." 9708 wait 20 9709 gosub 9900 9713 cls physic,0,0,16 to 320,200 : cls back,0,0,16 to 320,200 : blit start(8),0,0,64,16,back,0,0 : wait vbl : blit start(8),0,0,64,16,logic,0,0 : wait vbl : screen swap 9714 locate 0,4 : print "Anyone can play. All" : print "you have to do is" : print "complete the game" : print "board by putting the" : print "numbers 1 to 9 in" : print "each row, column &" : print "3x3 sub-grid.":print 9715 print "Each number can only" : print "appear once in each" : print "of these. That's it!" : print : Print "The numbers can go" : print "in any order and" : print "diagonals are not" :print "part of the game." 9716 blit start(8),0,32,96,128,back,192,64 : wait vbl : blit start(8),0,32,96,128,logic,192,64 : wait vbl : screen swap 9718 wait 20 9719 gosub 9900 9723 cls physic,0,0,16 to 320,200 : cls back,0,0,16 to 320,200 : blit start(8),0,0,64,16,back,0,0 : wait vbl : blit start(8),0,0,64,16,logic,0,0 : wait vbl : screen swap 9724 locate 0,7 : print "Each gameboard has a" : print "set of given numbers" : print "that can not be" : print "changed. Using these" : print "givens, you will be" : print "able to complete" : print "the board." 9725 print : print "There is only one" : print "unique solution to" : print "each puzzle." 9726 blit start(8),0,32,96,128,back,192,64 : wait vbl : blit start(8),0,32,96,128,logic,192,64 : wait vbl : screen swap 9728 wait 20 9729 gosub 9900 9733 cls physic,0,0,16 to 320,200 : cls back,0,0,16 to 320,200 : blit start(8),0,0,64,16,back,0,0 : wait vbl : blit start(8),0,0,64,16,logic,0,0 : wait vbl : screen swap 9734 locate 0,7 : print "Fill the grid so the" : print "numbers 1to9 appear" : print "once in each row." 9735 blit start(8),0,32,96,128,back,192,64 : wait vbl : blit start(8),0,32,96,128,logic,192,64 : wait vbl : screen swap 9736 blit start(8),0,144,96,160,back,192,64 : wait vbl : blit start(8),0,144,96,160,logic,192,64 : wait vbl : screen swap 9737 gosub 9900 9743 blit start(8),0,0,64,16,logic,0,0 : wait vbl : screen swap 9744 print : print "Fill the grid so the" : print "numbers 1to9 appear" : print "once in each column." 9745 blit start(8),0,32,96,128,back,192,64 : wait vbl : blit start(8),0,32,96,128,logic,192,64 : wait vbl : screen swap 9746 blit start(8),96,32,128,128,back,192,64 : wait vbl : blit start(8),96,32,128,128,logic,192,64 : wait vbl : screen swap 9747 gosub 9900 9753 blit start(8),0,0,64,16,logic,0,0 : wait vbl : screen swap 9754 print : print "Fill the grid so the" : print "numbers 1to9 appear" : print "once in each sub-box" 9755 blit start(8),0,32,96,128,back,192,64 : wait vbl : blit start(8),0,32,96,128,logic,192,64 : wait vbl : screen swap 9756 blit start(8),256,32,288,64,back,192,64 : wait vbl : blit start(8),256,32,288,64,logic,192,64 : wait vbl : screen swap 9757 gosub 9900 9763 cls physic,0,0,16 to 320,200 : cls back,0,0,16 to 320,200 : blit start(8),0,0,64,16,back,0,0 : wait vbl : blit start(8),0,0,64,16,logic,0,0 : wait vbl : screen swap 9764 locate 0,10 : print "A completed puzzle" : print "has the numbers 1 to" : print "9 in each row," : print "column & sub-box" 9765 blit start(8),0,32,96,128,back,192,64 : wait vbl : blit start(8),0,32,96,128,logic,192,64 : wait vbl : screen swap 9766 blit start(8),144,32,240,128,back,192,64 : wait vbl : blit start(8),144,32,240,128,logic,192,64 : wait vbl : screen swap 9767 gosub 9900 9776 cls physic,0,0,16 to 320,200 : cls back,0,0,16 to 320,200 : blit start(8),0,0,64,16,back,0,0 : wait vbl : blit start(8),0,0,64,16,logic,0,0 : wait vbl : screen swap 9777 locate 0,6 : print "There are a number of extra features in" : locate 0,7 : print "this game to help you and King Bob" 9778 locate 0,8 : print "complete each puzzle." 9779 locate 0,11 : print "The active tile is indicated with two" : locate 0,12 : print "small icons to either side of the number" : locate 0,13 : print "part of the tile." 9780 blit start(8),298,0,320,32,back,144,16 : wait vbl : blit start(8),298,0,320,32,logic,144,16 : wait vbl : screen swap 9781 gosub 9900 9782 cls physic,0,0,16 to 320,200 : cls back,0,0,16 to 320,200 : blit start(8),0,0,64,16,back,0,0 : wait vbl : blit start(8),0,0,64,16,logic,0,0 : wait vbl : screen swap 9783 locate 0,6 : print "When you select a tile on the main game" : locate 0,7 : print "board the icons will appear & you can" 9784 locate 0,8 : print "now enter a number or erase the number" : locate 0,9 : print "completely from the board. This only" : locate 0,10 : print "works with your numbers, not the given" : locate 0,11 : print "ones!" 9785 locate 0,13 : print "The active tile, all those in the same" : locate 0,14 : print "row, all those in the same column and" : locate 0,15 : print "all those in the same sub-box are all" : locate 0,16 : print "displayed with a highlighted border." : locate 0,17 : print "This helps greatly when considering.": locate 0,18 : print "possibilities for the active tile." 9786 blit start(8),256,0,298,32,back,144,16 : wait vbl : blit start(8),256,0,298,32,logic,144,16 : wait vbl : screen swap 9787 gosub 9900 9792 cls physic,0,0,16 to 320,200 : cls back,0,0,16 to 320,200 : blit start(8),0,0,64,16,back,0,0 : wait vbl : blit start(8),0,0,64,16,logic,0,0 : wait vbl : screen swap 9793 locate 0,6 : print "Each number tile on the board has an" : locate 0,7 : print "additional 9 tiny numbers that can be" 9794 locate 0,8 : print "switched on & off. These can be used to" : locate 0,9 : print "help you work out possibilities for each" : locate 0,10 : print "tile, but will become much more useful" : locate 0,11 : print "as you progress into the later levels." 9795 locate 0,13 : print "They have no effect on the game - they" : locate 0,14 : print "are there just to help out. You can" : locate 0,15 : print "manually remove each highlighted number" : locate 0,16 : print "by simply clicking it again or right-" : locate 0,17 : print "click the mouse to delete all": locate 0,18 : print "highlighted  helpers on the tile under" : locate 0,19 : print "the pointer (not the selected tile!)" 9796 blit start(8),224,0,256,32,back,144,16 : wait vbl : blit start(8),224,0,256,32,logic,144,16 : wait vbl : screen swap 9797 gosub 9900 9800 goto 9000 9899 rem mouse click loop 9900 repeat 9901 M=mouse key : rem check for click 9902 until M<>0 9903 wait 20 9904 return 10 rem masked gimp boss 10001 fade 3 to 4 10005 wipe physic : wipe back : hide : xxx=47 : robo=1 10010 bob back,start(15),48,0,166,0 : bob physic,start(15),48,0,166,0 10015 locate 5,17 : pen 15 10020 print "Enemy : The Gimp": curs off 10025 locate 5,18 : pen 15 10030 print "Special move : Mnnnmnnn! M!": curs off 10035 zoom physic,0,166,32,199 to 96,0,230,128 10040 pen 1 : curs off 10042 locate 8,21 : print " WMMmnnmnmnnnMNMnNmn! " : gosub 10060 10044 locate 8,21 : print " wmmnmnwnmnwwnwnmmn? " : gosub 10060 10046 locate 8,21 : print " pnngpgnmmngmnngn-mnnfst! " 10048 locate 8,22 : print " MMMNmnmn! " : gosub 10060 10050 locate 8,21 : print "Mnu mnlll nmt pmmm wmnnmnt" 10052 locate 8,22 : print "fmmnt smnkvnm mn pnummmln!" 10060 repeat 10065 M=mouse key : rem check for click 10070 wash back,0,168,32,200 : wash physic,0,168,32,200 10071 robo=rnd(9)+1 : yyy=xxx+robo 10072 bob back,start(15),yyy,0,166,0 : bob physic,start(15),yyy,0,166,0 : wait 10 10073 until M<>0 10075 return 10100 rem hitcher boss 10101 fade 3 to 4 10105 wipe physic : wipe back : hide 10110 bob back,start(15),46,0,166,0 : bob physic,start(15),46,0,166,0 10115 locate 5,17 : pen 15 10120 print "Enemy : The Hitcher": curs off 10125 locate 5,18 : pen 15 10130 print "Special move : Eels!": curs off 10135 zoom physic,0,166,32,199 to 96,0,230,128 10140 pen 1 : curs off 10142 locate 8,21 : print " What's that boy? " : gosub 10160 10144 locate 8,21 : print " I'm an evil cockney " 10146 locate 8,22 : print " I got SOLO POLO vision " : gosub 10160 10148 locate 8,21 : print "I'm a pepermint nightmare " 10150 locate 8,22 : print " you slag! " : gosub 10160 10152 locate 8,21 : print " solve my puzzles! " : print " " 10154 robo=1 10160 repeat 10165 M=mouse key : rem check for click 10170 wash back,0,168,32,200 : wash physic,0,168,32,200 10175 if robo=1 then bob back,start(15),46,0,166,0 : if robo=1 then bob physic,start(15),46,0,166,0 : wait 5 10180 if robo=2 then bob back,start(15),47,0,166,0 : if robo=2 then bob physic,start(15),47,0,166,0 : wait 5 10185 robo=robo+1 : if robo=3 then robo=1 10190 until M<>0 10195 return 10200 rem milky joe 10201 fade 3 to 4 10205 wipe physic : wipe back : hide 10210 bob back,start(15),58,0,166,0 : bob physic,start(15),58,0,166,0 10215 locate 5,17 : pen 15 10220 print "Enemy : Milky Joe": curs off 10225 locate 5,18 : pen 15 10230 print "Special move : J-P Satre": curs off 10235 zoom physic,0,166,32,199 to 96,0,230,128 10240 pen 1 : curs off 10242 locate 8,21 : print "* MILKY JOE STARES AT YOU *" : wait 100 : zoom physic,0,166,32,199 to 88,0,238,128 : gosub 10260 10244 locate 8,21 : print "* MILKY JOE STARES HARDER *" : zoom physic,0,166,32,199 to 72,0,254,128 : gosub 10260 10246 locate 8,21 : print " * HIS VISION IS FIXED * " : zoom physic,0,166,32,199 to 56,0,270,128 : gosub 10260 10248 locate 8,21 : print " * YOU FEEL THE PRESSURE * " : zoom physic,0,166,32,199 to 40,0,296,128 : gosub 10260 10250 locate 8,21 : print " If you want to pass " 10252 locate 8,22 : print "you must solve his puzzles!" : zoom physic,0,166,32,199 to 24,0,312,128 : gosub 10260 10260 repeat 10265 M=mouse key : rem check for click 10290 until M<>0 10295 return 10300 rem naboo 10301 fade 3 to 4 10305 wipe physic : wipe back : hide 10310 bob back,start(15),0,0,166,0 : bob physic,start(15),0,0,166,0 10315 locate 5,17 : pen 15 10320 print "Enemy : Naboo The Enigma": curs off 10325 locate 5,18 : pen 15 10330 print "Special move : Bong-blast": curs off 10335 zoom physic,0,166,32,199 to 96,0,230,128 10340 pen 1 : curs off 10342 locate 8,21 : print " Alright Bob? You're the " 10344 locate 8,22 : print " King, fair enough. " : gosub 10360 10346 locate 8,21 : print " But I know BLACK MAGIC! " 10348 locate 8,22 : print "Don't mess with the ": pen 15 : locate 28,19 : print "OCCULT " : pen 1 : gosub 10380 10350 locate 8,21 : print " It's good for Digestion? " 10352 locate 8,22 : print " That's ": pen 15 : locate 17,19 : print "YAKULT " : pen 1 : locate 24,19 : print "you tit! " : gosuKb 10360 10353 locate 8,21 : print " If you want to pass then " 10354 locate 8,22 : print "help Bolo with his puzzles" : gosub 10393 10355 return 10360 m=1 10361 repeat 10362 wash back,0,168,32,200 : wash physic,0,168,32,200 10363 for robo =1to10 10364 bob back,start(15),robo,0,166,0 : bob physic,start(15),robo,0,166,0 : wait vbl 10365 next robo 10366 for robo =11to20 10367 bob back,start(15),robo,0,166,0 : bob physic,start(15),robo,0,166,0 : wait vbl 10368 next robo 10369 for robo =21to30 10370 bob back,start(15),robo,0,166,0 : bob physic,start(15),robo,0,166,0 : wait vbl 10371 next robo 10372 for robo =31to40 10373 bob back,start(15),robo,0,166,0 : bob physic,start(15),robo,0,166,0 : wait vbl 10374 next robo 10375 m=m+1 10378 until M=10 10379 return 10380 M=1 10381 repeat 10382 wash back,0,168,32,200 : wash physic,0,168,32,200 10383 for robo =42to45 10384 bob back,start(15),robo,0,166,0 : bob physic,start(15),robo,0,166,0 : wait 5 : if robo=45 then wait 4 10385 next robo 10386 M=M+1 10390 until M=20 10391 return 10393 repeat 10394 m=mouse key 10395 until m<>0 10396 bob back,start(15),45,0,166,0 : bob physic,start(15),45,0,166,0 10397 zoom physic,0,166,32,199 to 96,0,230,128 : wait 100 10398 return 10400 rem rob fossil! 10401 fade 3 to 4 10405 wipe physic : wipe back : hide 10410 bob back,start(15),61,0,166,0 : bob physic,start(15),61,0,166,0 10415 locate 5,17 : pen 15 10420 print "Enemy : Rob Fossil": curs off 10425 locate 5,18 : pen 15 10430 print "Special move : DataLore": curs off 10435 zoom physic,0,166,32,199 to 96,0,230,128 10440 pen 1 : curs off 10441 locate 8,21 : print "You thought you had fixed " 10442 locate 8,22 : print " all the blue holes? " : curs off : gosub 10460 10443 locate 8,21 : print " What about the one on my " 10444 locate 8,22 : print "head?! Fix it now brother " : curs off : gosub 10460 10445 locate 8,21 : print " You must face me in one " 10446 locate 8,22 : print " final challenge. " : curs off : gosub 10460 10447 locate 8,21 : print " I agree, this challenge " 10448 locate 8,22 : print " was not tough enough... " : curs off : gosub 10460 10450 locate 8,21 : print "Wait for the next episode. " 10451 locate 8,22 : print " NOW SOLVE MY PUZZLE! " : wait 300 10452 return 10460 m=0: repeat 10465 M=m+1 10470 wash back,0,168,32,200 : wash physic,0,168,32,200 : yyy=60 10471 for xxx=1to8 10475 yyy=yyy+1 : bob back,start(15),yyy,0,166,0 : bob physic,start(15),yyy,0,166,0 : wait 4 10480 next xxx 10490 until M=10 10491 bob back,start(15),61,0,166,0 : bob physic,start(15),61,0,166,0 10495 return 10500 rem game complete! -O 10501 wipe physic : wipe back : hide : fade 3 to 4 10502 call start(11)+4 10504 wait 10 10505 erase 12 : reserve as data 12,38000 : bload "bobby\sndh\annierd.snd",start(12) 10506 dreg(7)=60 : areg(6)=start(12) :call start(11) 10507 erase 4 10508 reserve as screen 4 : load "bobby\gfx\saved.mbk",4 : unpack 4,back : screen copy back to physic 10590 repeat 10591 m=mouse key 10592 untilm<>0 10593 dgdgdg=1 : call start(11)+4 10594 gosub 5900 10600 rem initial boss tony harrison 10601 fade 3 to 4 10605 wipe physic : wipe back : hide 10610 bob back,start(15),60,0,166,0 : bob physic,start(15),59,0,166,0 10615 locate 5,17 : pen 15 10620 print "Enemy : Tony Harrison": curs off 10625 locate 5,18 : pen 15 10630 print "Special move : Outrage" 10635 zoom physic,0,166,32,199 to 96,0,230,128 10640 pen 1 : curs off 10642 locate 8,21 : print " What's all this ruckus?! " : gosub 10660 10644 locate 8,21 : print " This is an outrage! " : gosub 10660 10646 locate 8,21 : print " I hope you've got your " 10648 locate 8,22 : print "thinking cap on little man" : gosub 10660 10650 locate 8,21 : print "You shall not pass without" 10652 locate 8,22 : print "first solving my puzzles! " 10654 robo=1 10660 repeat 10665 M=mouse key : rem check for click 10670 wash back,0,168,32,200 : wash physic,0,168,32,200 10675 if robo=1 then bob back,start(15),59,0,166,0 : if robo=1 then bob physic,start(15),59,0,166,0 : wait 5 10680 if robo=2 then bob back,start(15),60,0,166,0 : if robo=2 then bob physic,start(15),60,0,166,0 : wait 5 10685 robo=robo+1 : if robo=3 then robo=1 10690 until M<>0 10695 return 11100 rem cracktro -b 11101 erase 5 : erase 10 : erase 11 11102 wipe logic : wipe back : mode 0 : flash off : hide on : curs off : click off: rem etc eventually! 11103 palette $000,$000,$000,$000,$000,$000,$000,$000,$000,$000,$000,$000,$000,$000,$000,$000 10 reserve as data 10,70 !: rem the tune 15 reserve as data 11,314 #: rem the replay routine 11120 bload "bobby\sndh\prolap6.snd",start(10) : rem load the tune 11125 bload "bobby\sndh\stossndh.inl",start(11) : rem load the replay rout 11130 dreg(7)=60 /: rem frequency 11140 areg(6)=start(10) (: rem address of the tune 11150 reserve as screen 5 : reserve as screen 3 11155 load "bobby\gfx\prolapse.mbk",3 : unpack 3,start(5) : erase 3 11160 call start(11) +: rem start the tune 11165 wait 300 11166 blit start(5),0,0,320,200,logic,0,0 : blit logic,0,0,320,200,back,0,0 11170 fade 10 to 5 -: rem fade all colours to bank 5 at speed 10 11173 wait 280 11174 k=1 : q=0 : eggs=4 : whay=4 11180 set stars 150,2,0,80,320,159,1,7 11181 repeat 11183 fade 8,$000,$111,$222,$333,$444,$555,$666,$000,$077,$066,$055,$044,$033,$022,$011,$577 : rem fade up to cols 11185 for i=1to100 11190 wash logic,0,71,320,200 ": rem clear part of screen where stars are 11200 go stars eggs,whay,logic !: rem next stars plot 11210 wait vbl : screen swap 11211 if i=80 then fade 10,$000,$000,$000,$000,$000,$000,$000,$000,$077,$066,$055,$044,$033,$022,$011,$577 : rem fade down to cols 11220 k$=inkey$ : if k$<>"" then goto 11460 : rem check for exit 11222 next i 11224 wash logic,0,71,320,200 ": rem clear away stars 11225 wait 50 11226 blit start(5),0,71,320,200,logic,0,71 : blit logic,0,71,320,200,back,0,71 : rem redraw bottom half of gfx 11227 rem text to screen part 11228 locate 0,10 : pen 7 : palette ,$000 : if k$<>"" then goto 11460 11229 if k=1 then print " PROLAPSE are back! "  11230 if k=2 then print " with a hot new crack! " : if k=2 then print " this time : SUDOKUNIVERSE " 11231 if k=3 then print " at OUTLINE 2008 in nEdErLaNdSh mOn! " 11232 if k=4 then print " bezt grtz fly out to: " : if k=4 then print " reservoir clogs " : if k=4 then print " funboy 2/crack art " : if k=4 then print " basta/denim " 11233 if k=5 then print " big fuxXxingz aimed at: " : if k=5 then print " b-dug - lamerz! " : if k=5 then print " petite - big lamerz! " : if k=5 then print " gaytari leg-ends - gamerlamers! " 11234 if k=6 then print " creditz for thiz thing: " : if k=6 then print " kod: weinig erwt/prolapse " : if k=6 then print " mzx: wenig erbse/prolapse " : if k=6 then print " gfx0r: peu de pois/prolapse " 11235 if k=7 then print " the protection on this one was hard " : if k=7 then print " (" : if k=7 then print " but not as hard as me " 11236 if k=8 then print " don't expect any more super fx... " : if k=8 then print " go & play thiz nice game instead! " 11237 if k=9 then print " still here.? " : if k=9 then print " music made in tracq tracker " : if k=9 then print " the bezt chip tracqer on atari! " 11238 if k=10 then print "big thanks to pietyopteryx " : if k=10 then print "for being a good sport with the cracktro" : if k=10 then print " idea stolen from the lovely meikever" 11239 if k=11 then print "all 'round the fields... " : if k=11 then print " ...of Anifield Road" 11240 if k=12 then print " grtz to carbon, skrebbel & KLM " : if k=12 then print " for helping this prod reach OL08! " 11244 if k=13 then print " wrap diz crap... " 11245 gosub 11500 : wait 40 @: rem flashers 11246 gosub 11450 J: rem show text 11247 gosub 11470 J: rem remove text 11248 gosub 11500 : wait 50  (: rem flashers 11249 wash logic,0,70,320,190 : wash back,0,70,320,190 %: rem clear again 11250 k=k+1 : if k=14 then k=1 11251 gosub 11300 11252 until k$<>"" 11260 goto 11460 : rem exit! 11300 rem star picker 11305 q=q+1 11310 if q=1 then set stars 150,0,0,80,320,159,1,7 11320 if q=2 then set stars 150,1,0,80,320,159,1,7 11330 if q=3 then set stars 150,2,0,80,320,159,1,7 11340 if q=3 then q=0 11344 eggs=8-rnd(15) 11345 whay=8-rnd(15) 11350 return 11450 rem fades up 11452 fade 10,$033 11453 wait 260 11455 return 11460 rem exit 11461 call start(11)+4 : rem stop the tune 11462 wash logic,0,0,320,200 : rem clear screen 11463 erase 5 : erase 10 : fade 10 : wait 100 11464 return 11470 rem fades down 11472 fade 10,$000,$000,$000,$000,$000,$000,$000,$000 11473 wait 80 11474 return 11500 rem flashers 11510 palette $000,$000,$000,$000,$000,$000,$000 : wait 2 11511 palette $000,$012,$000,$000,$000,$000,$000 : wait 2 11512 palette $000,$212,$012,$000,$000,$000,$000 : wait 2 11513 palette $000,$412,$212,$012,$000,$000,$000 : wait 2 11514 palette $000,$612,$412,$212,$012,$000,$000 : wait 2 11515 palette $000,$732,$612,$412,$212,$012,$000 : wait 2 11516 palette $000,$762,$732,$612,$412,$212,$012 : wait 2 11517 palette $000,$732,$762,$732,$612,$412,$212 : wait 2 11518 palette $000,$612,$732,$762,$732,$612,$412 : wait 2 11519 palette $000,$412,$612,$732,$762,$732,$612 : wait 2 11520 palette $000,$212,$412,$612,$732,$762,$732 : wait 2 11521 palette $000,$012,$212,$412,$612,$732,$762 : wait 2 11522 palette $000,$000,$012,$212,$412,$612,$732 : wait 2 11523 palette $000,$000,$000,$012,$212,$412,$612 : wait 2 11524 palette $000,$000,$000,$000,$012,$212,$412 : wait 2 11525 palette $000,$000,$000,$000,$000,$012,$212 : wait 2 11526 palette $000,$000,$000,$000,$000,$000,$012 : wait 2 11527 palette $000,$000,$000,$000,$000,$000,$000 : wait 2 11528 return `< `Pack-IceI *Lα,Lr(a*oMGLA "grѓg f``GP$]t***Ԋ**EL ;H ;C&NN&&Sj&n".扑&&SjN%a*d"ra$dCv !a"H@@Vҩ%QnNuf%Nurf%AQNuCtaTxr1 Hka1 Ag"CvtaTr1 HaBq jD`rptadpt?aBC@!!Q`R   ICE!)r(`XV`qIk`StoQic mpiler V 1.0 by Francois Lionet00cx#(֚se:hJ!\*_iNK2p'| Byi6o4Vx .M{K\ Uoܠ ]yd*ZJgl`BYj` n& &Jf (+ Hz} >@a f By NA\K}0Lt ;A;@C2M"-+z$Ӭ.B# LrXg rp$;@A[d:yIeNNT;@ġ 58\{(*d.ʛZu , MIK H k]ƕ oĂ2|#Ehק`+00.MGd+K.+S2' U6+k:B4wԁ:8 ( B(LAA;~@p"Q痎ɬ 9.Ž(@/+o $H@o`Y# b@?`A/Cp"؄?, .$NhB*-BG&$(.YgP᧙fj~`~fj`ݒ&Rd~Gg^ȵkfB`&`&&`JG5+N/ f@ ֨&y/,7N,_ܬրG f($RB@N" u|J@5L%˅hENQ D+H=%S/ӈ(OyIfBk09B`0o'gp `upR`p. dT`0l"9:"B jԁNb UjPj[j R OfwӀg  3Pd َZX"J )ЩFH9$I$ Jg` ggՒ`6`L=#q1 pNG~NCpNEG # Aب!.p `0eBBP1mмs"- hNB#OFGW p,p 0Q ]?5 լ^?/,Lm`HzD?<NN\J|f.m 0BgNA F /Ig/:QNu jZsBNs|4bHJ*U J*HSkEDN@uO*W0&d+*"TTkrU(L>*R( csqh)*`vRzIΫP$X~L[NMuPE_:CKfWA b nk2fsavec.basLrun`"= dir$ + "\previousoffl(23i 40mo0 1K(new:accload"*"defauloenv key list`Hd %c(CJP21 CA1B2V3 4Y!5+6d7819f20:0D=Y@8fcrK<Y3Ny)F3=&ࡨT [@et;'7#Y<S oN 9 x:xx[B+93*]p9nٚGCB 7Lxx8l:Z і=<7dG;f|hFptQ3 x-E׊+JE0˘x3,x6? 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