1 GOSUB 2000:GOTO 200›2 SAVE "D:MOVE1.SAV":STOP :REM DISK 30›4 REM ADJUST HORIZONTAL & VERTICAL COORDINATES›5 X0=X0+SP:Y0=Y0+SP:RETURN ›6 Y0=Y0-SP:X0=X0+SP:RETURN ›7 X0=X0+SP:RETURN ›9 X0=X0-SP:Y0=Y0+SP:RETURN ›10 X0=X0-SP:Y0=Y0-SP:RETURN ›11 X0=X0-SP:RETURN ›13 Y0=Y0+SP:RETURN ›14 Y0=Y0-SP:RETURN ›15 RETURN ›199 REM MAIN LOOP›200 GOSUB PEEK(JOYSTICK):POKE HPOSP0,X0:PLAYER0$(Y0)=IMAGE1$:GOTO 200›260 REM ›270 REM ›280 REM ›290 REM ›1999 REM SETUP ROUTINES FOLLOW:›2000 GOSUB 10000:REM MISC. INITILIZTION›2005 GRAPHICS 5:REM SET GR. MODE BEFORE PMG SETUP!›2010 GOSUB 11000:REM PMG SETUP›2015 GOSUB 12000:REM DRAW PLAYFIELD›2020 GOSUB 13000:REM PLAYER COLOR AND SCREEN POSITION›2130 RETURN ›10000 REM MISC. INITIALIZATION›10050 JOYSTICK=632:HPOSP0=53248:SP=1:RETURN ›10999 REM PMG SETUP ROUTINE›11000 DIM FILLER1$(1),FILLER2$((INT(ADR(FILLER1$)/1024)+1)*1024-ADR(FILLER1$)-1)›11010 DIM BUFFER$(384),MISSILES$(128),PLAYER0$(128),PLAYER1$(128),PLAYER2$(128),PLAYER3$(128)›11020 BUFFER$=CHR$(0)›11030 BUFFER$(384)=CHR$(0)›11040 BUFFER$(2)=BUFFER$›11045 MISSILES$=BUFFER$:PLAYER0$=BUFFER$:PLAYER1$=BUFFER$:PLAYER2$=BUFFER$:PLAYER3$=BUFFER$›11050 DIM IMAGE1$(15)›11060 FOR I=1 TO 15:READ A:IMAGE1$(I,I)=CHR$(A):NEXT I›11080 POKE 54279,ADR(BUFFER$)/256:REM DTELL ANTIC WHERE START OF PM MEMORY IS›11085 POKE 559,46:REM DOUBLE LINE RES.›11090 POKE 53277,3:REM TURN ON PMG›11095 RETURN ›11300 DATA 0,0,28,28,8,28,58,89,24,40,76,68,68,0,0›11999 REM DRAW PLAYFIELD›12000 SETCOLOR 4,16,2:COLOR 1›12010 PLOT 0,20:DRAWTO 40,20›12020 COLOR 3:DRAWTO 60,35:COLOR 2:DRAWTO 79,35›12030 RETURN ›12999 REM SET PLAYER COLOR AND POSITION›13000 X0=52›13010 Y0=12›13020 POKE 704,88›13030 POKE 53248,X0:REM POKE HORIZONTAL VALUE INTO HORIZONT0NL POSITION REGISTER.›13040 PLAYER0$(Y0)=IMAGE1$:REM PUT IMAGE INTO PROPER BYTE OF PLAYER0. Y0 DETERMINES VERTICAL POSITION›13050 RETURN ›