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KazsKnickers.bas
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; *****************************************************
; *
; * Name: KAZ's Knickers - help Kaz in catching his trousers
; * Version: 2021-11-01 1.0
; *
; *****************************************************
; *
; * Programmer: Michał Kołodziejski
; * Language: batari Basic v1.5
; * System: Atari 2600 VCS
; *
; *****************************************************
; *
; * Press fire to jump over incoming obstacles
; *
; *****************************************************
;***************************************************************
;
; Kernel options.
;
set kernel_options playercolors player1colors pfcolors
set tv ntsc
;***************************************************************
;
; This program has 4 banks (16k/4k = 4 banks).
;
set romsize 16k
;***************************************************************
;
; Optimizations
;
set optimization inlinerand
set optimization speed
set optimization size
set smartbranching on
;***************************************************************
;
; Random numbers can slow down bankswitched games. This will
; speed things up.
;
/* set optimization noinlinedata */
;***************************************************************
;
; Debug. The rem below is removed when I want to check to see
; if I'm going over cycle count during tests.
;
/* set debug cyclescore */
;****************************************************************
;
; NTSC colors. Use these constants so you can quickly and
; easily swap them out for PAL-60 colors.
;
const _00 = $00
const _02 = $02
const _04 = $04
const _06 = $06
const _08 = $08
const _0A = $0A
const _0C = $0C
const _0E = $0E
const _10 = $10
const _12 = $12
const _14 = $14
const _16 = $16
const _18 = $18
const _1A = $1A
const _1C = $1C
const _1E = $1E
const _20 = $20
const _22 = $22
const _24 = $24
const _26 = $26
const _28 = $28
const _2A = $2A
const _2C = $2C
const _2E = $2E
const _30 = $30
const _32 = $32
const _34 = $34
const _36 = $36
const _38 = $38
const _3A = $3A
const _3C = $3C
const _3E = $3E
const _40 = $40
const _42 = $42
const _44 = $44
const _46 = $46
const _48 = $48
const _4A = $4A
const _4C = $4C
const _4E = $4E
const _50 = $50
const _52 = $52
const _54 = $54
const _56 = $56
const _58 = $58
const _5A = $5A
const _5C = $5C
const _5E = $5E
const _60 = $60
const _62 = $62
const _64 = $64
const _66 = $66
const _68 = $68
const _6A = $6A
const _6C = $6C
const _6E = $6E
const _70 = $70
const _72 = $72
const _74 = $74
const _76 = $76
const _78 = $78
const _7A = $7A
const _7C = $7C
const _7E = $7E
const _80 = $80
const _82 = $82
const _84 = $84
const _86 = $86
const _88 = $88
const _8A = $8A
const _8C = $8C
const _8E = $8E
const _90 = $90
const _92 = $92
const _94 = $94
const _96 = $96
const _98 = $98
const _9A = $9A
const _9C = $9C
const _9E = $9E
const _A0 = $A0
const _A2 = $A2
const _A4 = $A4
const _A6 = $A6
const _A8 = $A8
const _AA = $AA
const _AC = $AC
const _AE = $AE
const _B0 = $B0
const _B2 = $B2
const _B4 = $B4
const _B6 = $B6
const _B8 = $B8
const _BA = $BA
const _BC = $BC
const _BE = $BE
const _C0 = $C0
const _C2 = $C2
const _C4 = $C4
const _C6 = $C6
const _C8 = $C8
const _CA = $CA
const _CC = $CC
const _CE = $CE
const _D0 = $D0
const _D2 = $D2
const _D4 = $D4
const _D6 = $D6
const _D8 = $D8
const _DA = $DA
const _DC = $DC
const _DE = $DE
const _E0 = $E0
const _E2 = $E2
const _E4 = $E4
const _E6 = $E6
const _E8 = $E8
const _EA = $EA
const _EC = $EC
const _EE = $EE
const _F0 = $F0
const _F2 = $F2
const _F4 = $F4
const _F6 = $F6
const _F8 = $F8
const _FA = $FA
const _FC = $FC
const _FE = $FE
;****************************************************************
;
; PAL colors. Use this when you want to automatically convert
; your NTSC colors to PAL-60 (if you were already using the
; NTSC constants).
;
/* const _00 = $00
const _02 = $02
const _04 = $04
const _06 = $06
const _08 = $08
const _0A = $0A
const _0C = $0C
const _0E = $0E
const _10 = $20
const _12 = $22
const _14 = $24
const _16 = $26
const _18 = $28
const _1A = $2A
const _1C = $2C
const _1E = $2E
const _20 = $20
const _22 = $22
const _24 = $24
const _26 = $26
const _28 = $28
const _2A = $2A
const _2C = $2C
const _2E = $2E
const _30 = $40
const _32 = $42
const _34 = $44
const _36 = $46
const _38 = $48
const _3A = $4A
const _3C = $4C
const _3E = $4E
const _40 = $60
const _42 = $62
const _44 = $64
const _46 = $66
const _48 = $68
const _4A = $6A
const _4C = $6C
const _4E = $6E
const _50 = $80
const _52 = $82
const _54 = $84
const _56 = $86
const _58 = $88
const _5A = $8A
const _5C = $8C
const _5E = $8E
const _60 = $A0
const _62 = $A2
const _64 = $A4
const _66 = $A6
const _68 = $A8
const _6A = $AA
const _6C = $AC
const _6E = $AE
const _70 = $C0
const _72 = $C2
const _74 = $C4
const _76 = $C6
const _78 = $C8
const _7A = $CA
const _7C = $CC
const _7E = $CE
const _80 = $D0
const _82 = $D2
const _84 = $D4
const _86 = $D6
const _88 = $D8
const _8A = $DA
const _8C = $DC
const _8E = $DE
const _90 = $B0
const _92 = $B2
const _94 = $B4
const _96 = $B6
const _98 = $B8
const _9A = $BA
const _9C = $BC
const _9E = $BE
const _A0 = $90
const _A2 = $92
const _A4 = $94
const _A6 = $96
const _A8 = $98
const _AA = $9A
const _AC = $9C
const _AE = $9E
const _B0 = $70
const _B2 = $72
const _B4 = $74
const _B6 = $76
const _B8 = $78
const _BA = $7A
const _BC = $7C
const _BE = $7E
const _C0 = $50
const _C2 = $52
const _C4 = $54
const _C6 = $56
const _C8 = $58
const _CA = $5A
const _CC = $5C
const _CE = $5E
const _D0 = $30
const _D2 = $32
const _D4 = $34
const _D6 = $36
const _D8 = $38
const _DA = $3A
const _DC = $3C
const _DE = $3E
const _E0 = $20
const _E2 = $22
const _E4 = $24
const _E6 = $26
const _E8 = $28
const _EA = $2A
const _EC = $2C
const _EE = $2E
const _F0 = $20
const _F2 = $22
const _F4 = $24
const _F6 = $26
const _F8 = $28
const _FA = $2A
const _FC = $2C
const _FE = $2E */
;```````````````````````````````````````````````````````````````
; Makes better random numbers.
;
/* dim rand16 = z */
; The playfield uses 4 bytes for each row, so setting the height to 10 would free up 8 bytes that could then be used as variables. These variables are available as var0-var7.
/* const pfres=11 */
dim musicPointer=s
dim musicTimer=y
dim bmp_48x1_3_color = _F8
const colubkFIXED = _6E
const pfwidth=4
const scorefade=0
dim gravity=l
dim antigravity=n
/* dim player0state=m */
dim jumping=m
;```````````````````````````````````````````````````````````````
; Animation counters.
;
dim _Master_Counter = o
dim _Frame_Counter = p
dim player0frame = q
/* dim player1frame = r */
dim player1xOLD = r
dim player0state=z
/* dim falling=z */
/* dim player0dead = s */
/* dim game_stage = y ; 2 - GAME START COUNTER, 3 - GAME */
dim bmp_48x1_2_index=t
dim frame=u
rem *** a variable to color cycle the "press fire" text
dim bmp_48x1_2_color = w
dim bmp_48x1_3_index = v
dim barrel_speed = x
; =====================================================================
; TIATracker batari Basic and 7800basic Variables
; These variables need to be included at the top of your game
; If these clash with existing variables change their var reference
; =====================================================================
dim tt_timer = a ; current music timer value
dim tt_cur_pat_index_c0 = b ; current pattern index into tt_SequenceTable
dim tt_cur_pat_index_c1 = c
dim tt_cur_note_index_c0 = d ; note index into current pattern
dim tt_cur_note_index_c1 = e
dim tt_envelope_index_c0 = f ; index into ADSR envelope
dim tt_envelope_index_c1 = g
dim tt_cur_ins_c0 = h ; current instrument
dim tt_cur_ins_c1 = i
dim tt_ptr = j.k
const BROWN = _12
const YELLOW = _1E
const ORANGE = _3E
const RED = _44
const GREEN = _D6
const BLUE = _94
const YELLOW_GREEN = _C8
const PINK = _4E
const BLACK = _00
const GREY = _06
const WHITE = _0E
const DARK_GREY = GREY - $04
const DARK_BLUE = BLUE - $02
const DARK_GREEN = GREEN - $04
const DARK_RED = RED - $06
const BARREL_DARK = _1A ;$CA ;$1A
const BARREL_NORMAL = _1C ;$CC ;$1C
const BODY = PINK
const HAIR = BROWN
const TSHIRT = RED
;***************************************************************
;
; Clears 24 of the normal 26 variables (fastest way).
; The variable y holds a bit that should not be cleared. The
; variable z is used for random numbers in this program and
; clearing it would mess up those random numbers.
;
a = 0 : b = 0 : c = 0 : d = 0 : e = 0 : f = 0 : g = 0 : h = 0 : i = 0
j = 0 : k = 0 : l = 0 : m = 0 : n = 0 : o = 0 : p = 0 : q = 0 : r = 0
s = 0 : t = 0 : u = 0 : v = 0 : w = 0 : x = 0
var0 = 0 : var1 = 0 : var2 = 0 : var3 = 0 : var4 = 0 : var5 = 0 : var6 = 0 : var7 = 0
;***************************************************************
;
; Mutes volume of both sound channels.
;
AUDV0 = 0 : AUDV1 = 0
;***************************************************************
;
; Initialise tiatracker
gosub tiatrackerinit
;***************************************************************
;
; PROGRAM START/RESTART
;
;
__INIT
frame=0
bmp_48x1_2_index=0
bmp_48x1_3_color=_FE
bmp_48x1_2_color=_B2
__Game_Stage_INIT
gosub __Prepare_Game_Stage
__Game_Stage_Title_Screen
gosub titledrawscreen bank2
frame=frame+1
temp1=frame&%00000111
if temp1=0 && bmp_48x1_2_index<191 then bmp_48x1_2_index=bmp_48x1_2_index+1
if joy0fire || switchreset then goto __After_Title_Screen
rem *** make the "press fire to start" color-cycle
bmp_48x1_3_color = bmp_48x1_3_color + 1
temp6 = frame // 128
if temp6 = 0 then bmp_48x1_3_index = 11 else bmp_48x1_3_index = 0
if temp1 = 0 && bmp_48x1_2_index = 191 then bmp_48x1_2_index=0
;***************************************************************
;
; Play music track
;
if switchleftb then gosub tiatrackerplay; else AUDV0 = 0 : AUDV1 = 0
goto __Game_Stage_Title_Screen
__After_Title_Screen
gosub __PLAYFIELD
;***************************************************************
;***************************************************************
;
; MAIN LOOP (MAKES THE PROGRAM GO)
;
;
z{2} = 1
frame = 0
z{0} = 1
__Main_Loop
;***************************************************************
;
; Controls animation speed.
;
_Master_Counter = _Master_Counter + 1
if _Master_Counter < 6 then goto __Skip_Frame_Counter
_Frame_Counter = _Frame_Counter + 1 : _Master_Counter = 0
if _Frame_Counter = 5 then _Frame_Counter = 0
__Skip_Frame_Counter
if switchreset then reboot
if !z{1} then pfscroll left
if z{2} then gosub __Prepare_Game_Counter_Stage : goto __Draw_Frame
if !z{1} then score=score+1
if !z{1} then gosub __Game_Stage
if z{1} then gosub __Game_Over_Stage
if jumping>0 && jumping<20 then jumping=jumping+1 : player0y=player0y-antigravity : if antigravity>1 then antigravity=antigravity-1
if jumping>19 then jumping=21 : gravity=gravity+1 : player0y=player0y+gravity
if player0y>56 then player0y=56 : z{0}=0 : gravity=255 : jumping=0
if !joy0fire && gravity=255 then gravity=0 : jumping=0
;***************************************************************
;
; Third sprite trick
;
if !x{0} && !z{1} then x{0}=1 : goto _Player_SpriteB
player1y=62 : player1x=player1xOLD : x{0}=0 : goto __Draw_Frame
_Player_SpriteB
temp1 = rand&1
temp2 = rand&1
player1xOLD=player1x
player1x=120 : player1y=24
player1x=player1x+temp1 : player1y=player1y+temp2
player1x=player1x-temp2 : player1y=player1y-temp1
player1:
%00000000
%00000110
%11100111
%01101110
%11110111
%01110110
%11101111
%01110110
%11110111
%01110110
%11110111
%01110110
%11110111
%00111110
%01111111
%00111110
%01111111
%00111110
%01111111
%01111000
%00000000
end
player1color:
BLUE
BLUE
BLUE
BLUE
BLUE
BLUE
BLUE
BLUE
BLUE
BLUE
BLUE
BLUE
BLUE
BLUE
BLUE
BLUE
BLUE
BLUE
DARK_BLUE
DARK_BLUE
DARK_BLUE
end
__Draw_Frame
/* NUSIZ1=$02 */
drawscreen
;***************************************************************
;
; Check for collisions
;
if collision(player0,player1) then z{1}=1
;***************************************************************
;
; Play music track
;
if switchleftb && !z{1} then gosub tiatrackerplay; else AUDV0 = 0 : AUDV1 = 0
if !z{1} && joy0fire && jumping=0 && gravity=0 then antigravity=7 : jumping=1
if !z{1} && jumping>0 && !joy0fire then jumping=21
;***************************************************************
;
; Block joystick directional controls
;
if joy0right then player0x = player0x
if joy0left then player0x = player0x
if joy0up then player0y = player0y
if joy0down then player0y = player0y
;***************************************************************
;
; Animate player0
;
if !z{2} then gosub player0anim
;***************************************************************
;
; Animate player1
;
if !z{2} then gosub player1anim
goto __Main_Loop
player0anim_death
frame=frame+1
temp1 = rand&2
temp2 = rand&2
if player0y>1 then player0y = player0y-1 : player0x = player0x+temp1 : player0x = player0x-temp2
if player0y<0 then
if frame=25 then reboot
return thisbank
__Prepare_Game_Counter_Stage
frame=frame+1
player0x=50
player0y=50
if frame > 2 && frame < 64 then gosub __P0_LETTER3
if frame > 63 && frame < 128 then gosub __P0_LETTER2
if frame > 127 && frame < 192 then gosub __P0_LETTER1
if frame > 192 then gosub __Prepare_Game_Stage : z{2}=0
NUSIZ0=$07
player0color:
_9A
_9A
_9C
_9A
_9C
_9C
_9E
_9C
_9E
_2E
_9C
_2A
_9C
_2A
_26
_28
_28
_22
_26
_22
_22
end
return thisbank
__Prepare_Game_Stage
player0x = 32
player0y = 16
player1x = 5
player1y = 62
z{1} = 0 : z{2} = 0 : z{3} = 0 : gravity = 255 : jumping=21 : antigravity = 0
scorecolor = _B8 ;$8E
/* $1E & $FE - gold */
/* $88 - blue */
/* $48 - red */
return thisbank
player0anim
player0frame = _Frame_Counter
if !z{1} && jumping = 0 then on player0frame gosub __P0_RUN1 __P0_RUN2 __P0_RUN3 __P0_RUN4 __P0_RUN5
if !z{1} && jumping > 0 then on player0frame gosub __P0_RUN5 __P0_RUN5 __P0_RUN5 __P0_RUN5 __P0_RUN5
if z{1} && _Frame_Counter > 1 then gosub player0anim_death
if z{1} then on player0frame gosub __P0_DEATH1 __P0_DEATH2 __P0_DEATH1 __P0_DEATH2 __P0_DEATH1
if z{0} then gosub __P0_IDLE1
return thisbank
player1anim
if x{0} then goto _SKIP
if !z{1} then player1x = player1x-barrel_speed-2
temp1 = rand&25
if player1x < 16 then player1x = 128+temp1 : barrel_speed=rand&4
player1xOLD = player1x
_SKIP
if !z{1} then on player0frame gosub __P1_ROLL1 __P1_ROLL2 __P1_ROLL1 __P1_ROLL2 __P1_ROLL1
if z{1} then COLUP1 = rand
return thisbank
__Game_Stage
COLUP0 = $EE
COLUP1 = $EE
player0color:
BODY
BODY
BODY
BODY
BODY
BODY
BODY
BODY
BODY
BODY
TSHIRT
TSHIRT
TSHIRT
TSHIRT
TSHIRT
TSHIRT
TSHIRT
BODY
BODY
BODY
HAIR
end
player1color:
BARREL_NORMAL
BARREL_NORMAL
BARREL_NORMAL
BARREL_NORMAL
BARREL_NORMAL
BARREL_NORMAL
BARREL_NORMAL
BARREL_DARK
BARREL_DARK
BARREL_DARK
BARREL_DARK
BARREL_DARK
BARREL_DARK
BARREL_DARK
BARREL_DARK
end
return thisbank
__Game_Over_Stage
gosub __PLAY_SOUND
jumping = 0
antigravity = 0
gravity = 0
COLUBK = _0C
COLUPF = _0C
scorecolor = _0C
player0color:
WHITE
WHITE
WHITE
WHITE
WHITE
WHITE
WHITE
WHITE
WHITE
WHITE
WHITE
WHITE
WHITE
WHITE
WHITE
WHITE
WHITE
WHITE
YELLOW
YELLOW
YELLOW
end
pfcolors:
_0C
_08
_06
_04
_02
_00
_0C
_0C
_0A
_08
_06
_04
end
player1color:
GREY
GREY
GREY
GREY
GREY
GREY
GREY
DARK_GREY
DARK_GREY
DARK_GREY
DARK_GREY
DARK_GREY
DARK_GREY
DARK_GREY
DARK_GREY
end
return thisbank
;***************************************************************
;
; Sprites
;
__P0_RUN5
player0:
%00000000
%00000000
%00000000
%00000000
%00000000
%00110011
%01110010
%11011010
%00011110
%00011100
%00011000
%01011000
%01011000
%01111100
%00111110
%00011010
%00011000
%00010000
%00011000
%00011000
%00011000
%00000000
end
return thisbank
__P0_RUN4
player0:
%00000000
%10000000
%10000000
%11000011
%01100010
%01100010
%00110110
%00111110
%00011100
%00011000
%00011000
%00111100
%00111110
%00111010
%00111000
%00011000
%00011000
%00010000
%00011000
%00011000
%00011000
%00000000
end
return thisbank
__P0_RUN3
player0:
%00010000
%00100000
%00100010
%00100100
%00110100
%00110010
%00010110
%00011110
%00011100
%00011000
%00011000
%00011100
%00011100
%00011000
%00011000
%00011000
%00011000
%00010000
%00011000
%00011000
%00011000
%00000000
end
return thisbank
__P0_RUN2
player0:
%00001100
%00001000
%00101000
%00101000
%00111110
%00001010
%00001110
%00011100
%00011000
%00011000
%00011100
%00011100
%00011000
%00011000
%00011000
%00011000
%00011000
%00010000
%00011000
%00011000
%00011000
%00000000
end
return thisbank
__P0_RUN1
player0:
%00000000
%00000010
%01000011
%01000100
%01110100
%00010100
%00011100
%00011100
%00011000
%00011000
%00011000
%00111100
%00111110
%00111010
%00111000
%00011000
%00011000
%00010000
%00011000
%00011000
%00011000
%00000000
end
return thisbank
; IDLE
__P0_IDLE1
player0:
%00011000
%00010000
%00011100
%00011000
%00011000
%00011000
%00011000
%00011000
%00011000
%00011000
%00011000
%00011000
%00011100
%00011110
%00011010
%00011000
%00011000
%00010000
%00011000
%00011000
%00011000
%00000000
end
return thisbank
; JUMP
__P0_JUMP1
player0:
%00000000