1 REM ***************************** 10 IF 100 DIM 1000 REPEAT 10000 FOR 10005 FOR 10010 NEXT 10015 VARNAME 10020 RETURN 1005 GOSUB 10099 REM ~~~> Display and flip main screen 1010 UNTIL 10100 SCREEN COPY 10105 IF 10110 IF 10115 IF 10120 CHANGE MOUSE 10125 RETURN 1015 IF 1016 IF 10199 REM ~~~> Copy current track and back into screen 6 1020 IF 10200 SCREEN COPY 10205 SCREEN COPY 1021 IF 10210 RETURN 1022 IF 1023 IF 1025 IF 10300 VARNAME 10305 FOR 10310 VARNAME 10315 RETURN 10400 VARNAME 10401 HIDE 10405 INVERSE 10410 FOR 10415 VARNAME 10420 SCREEN COPY 10425 SCREEN COPY 10430 VARNAME 10435 NEXT 10440 NEXT 10445 IF 10450 SCREEN COPY 10455 RETURN 105 RESTORE 10500 REPEAT 10505 IF 10510 IF 10515 IF 10520 VARNAME 10525 IF 10530 VARNAME 10535 VARNAME 10599 REM ~~~> Erase track 10600 FILL 10605 FOR 10610 FOR 10615 POKE 10620 RETURN 1095 IF 1099 REM ~~~> Poke into bank 110 FOR 1100 IF 1110 POKE 1115 GOSUB 115 FOR 1199 REM ~~~> Poke a track 120 DIM 1200 VARNAME 1201 IF 1205 IF 1210 IF 1215 IF 1220 IF 1225 IF 1230 IF 1235 POKE 1240 GOSUB 1245 BELL 125 DIM 130 VARNAME 135 VARNAME 145 VARNAME 15 FADE 150 VARNAME 155 RESTORE 160 GOSUB 199 REM ~~~> Title page / edit screen 1999 REM ~~~> Left & right movements 2 REM * * 20 RESERVE 200 EXTENSION (Index #0) (Token 0x80) 2000 IF 2005 GOTO 2010 IF 2015 GOTO 2020 VARNAME 2025 GOTO 2030 VARNAME 2035 GOSUB 205 RESET ZONE 2099 REM ~~~> See map 210 READ 2100 CLS 2120 GOSUB 2125 IF 2130 LOCATE 2135 REPEAT 2140 IF 2145 GOTO 220 REPEAT 2999 REM ~~~> Up track 3 REM * BULLET TRAIN TRACK EDITOR * 3000 IF 3005 VARNAME 3010 IF 3015 FOR 3020 SCREEN COPY 3025 GOSUB 3030 RETURN 3099 REM ~~~> Down track 3100 IF 3105 VARNAME 3110 IF 3115 FOR 3120 SCREEN COPY 3125 GOSUB 3130 RETURN 3199 REM ~~~> Up back 3200 IF 3205 VARNAME 3210 IF 3215 FOR 3220 SCREEN COPY 3225 GOSUB 3230 RETURN 3299 REM ~~~> Down back 3300 IF 3305 VARNAME 3310 IF 3315 FOR 3320 SCREEN COPY 3325 GOSUB 3330 RETURN 3999 REM ~~~> Put wagons 4 REM * * 4000 CLS 4005 GOSUB 4010 IF 4015 VARNAME 4020 VARNAME 4025 VARNAME 4035 POKE 4040 SCREEN COPY 4045 SCREEN COPY 4050 IF 4055 WHILE 4997 REM ******************************************************************** 4998 REM Random creation 4999 REM ******************************************************************** 49997 REM ******************************************************************* 49998 REM Editor zones / Adress of routines 49999 REM ******************************************************************* 5 REM * By F. Lionet * 50 VARNAME 5000 SPRITE 50000 DATA 50005 DATA 50010 DATA 50015 DATA 50020 DATA 50025 DATA 50030 DATA 50035 DATA 50040 DATA 50045 DATA 5005 VARNAME 50050 DATA 50055 DATA 50060 DATA 50065 DATA 50070 DATA 5020 REPEAT 5025 LOGIC 5050 GOSUB 5055 IF 5060 IF 5065 IF 5070 IF 5075 IF 5080 HIDE 5099 REM ~~~> Erase and create origin station 5100 LOCATE 5101 VARNAME 5105 FOR 5110 FOR 5115 VARNAME 5199 REM Main track 5200 VARNAME 5205 FOR 5210 VARNAME 5215 VARNAME 5220 IF 5225 VARNAME 5230 INC 5235 NEXT 5240 FOR 5245 IF 5250 IF 5255 VARNAME 5260 INC 5265 NEXT 5299 REM ~~~> Arrival station 5300 RESTORE 5305 FOR 5310 FOR 5340 LOCATE 5399 REM ~~~> Complexify 5400 VARNAME 5405 VARNAME 5410 VARNAME 5415 DEC 5420 VARNAME 5425 VARNAME 5430 IF 5435 IF 5440 INC 5445 VARNAME 5450 GOSUB 5455 DEC 5460 VARNAME 5465 VARNAME 5470 VARNAME 5475 INC 5480 DEC 5485 VARNAME 5490 DEC 5495 IF 54997 REM ******************************************************************* 54998 REM COORDINATES OF PUZZLE PIECES IN PICTURE #13 54999 REM ******************************************************************* 5500 INC 55000 DATA 55005 DATA 55010 DATA 55015 DATA 55020 DATA 55025 DATA 5505 INC 55097 REM ******************************************************************* 55098 REM DEFINITION OF BACKGROUND OBJETS 55099 REM ******************************************************************* 5510 IF 55100 DATA 55105 DATA 55110 DATA 55115 DATA 55120 DATA 55125 DATA 55130 DATA 55135 DATA 55140 DATA 5515 DEC 5520 VARNAME 5525 DEC 5530 VARNAME 5535 INC 5540 IF 5545 DEC 5550 GOSUB 5555 GOSUB 5560 INC 5565 INC 5570 IF 5575 INC 5580 GOSUB 5585 GOSUB 5590 DEC 5595 INC 5600 IF 5605 IF 5610 VARNAME 5615 GOTO 5620 IF 5625 LOCATE 5630 REM Pose des wagons 5635 HOME 5640 GOSUB 5645 IF 5650 IF 5655 IF 5660 GOTO 5665 VARNAME 5670 FOR 5675 NEXT 5699 REM ~~~> Put background 5700 LOCATE 5701 VARNAME 5705 FOR 5710 VARNAME 5715 REPEAT 5720 VARNAME 5725 REPEAT 5730 UNTIL 5735 VARNAME 5740 FOR 5745 FOR 5750 VARNAME 5755 VARNAME 5760 IF 5765 NEXT 5770 VARNAME 5775 NEXT 5780 FOR 5785 VARNAME 5790 IF 5800 DEC 5805 INC 5810 VARNAME 5815 LOCATE 5900 POKE 5905 VARNAME 5910 VARNAME 5999 REM ~~~> Save 59997 REM ******************************************************************* 59998 REM DEFINITION OF RANDOM STATIONS 59999 REM ******************************************************************* 6 REM * * 6000 HIDE 60000 DATA 60010 DATA 60011 DATA 60012 DATA 60013 DATA 60014 DATA 60015 DATA 60016 DATA 60017 DATA 60018 DATA 60020 DATA 60021 DATA 60022 DATA 60023 DATA 60024 DATA 60025 DATA 60026 DATA 60027 DATA 60028 DATA 6005 SHOW 6010 IF 6015 IF 6020 IF 6025 POKE 6030 ON ERROR 6035 BSAVE 6040 ON ERROR 6050 WHILE 6080 BOOM 6099 REM ~~~> Load a track 6100 HIDE 61000 DATA 61010 DATA 61011 DATA 61012 DATA 61013 DATA 61014 DATA 61015 DATA 61016 DATA 61020 DATA 61021 DATA 61022 DATA 61023 DATA 61024 DATA 61025 DATA 61026 DATA 6105 SHOW 6110 IF 6115 IF 6120 IF 6125 GOSUB 6130 ON ERROR 6135 BLOAD 6136 VARNAME 6140 ON ERROR 6150 WHILE 6180 BOOM 6199 REM ~~~> Quit 6200 LOGIC 6205 LOCATE 6210 WHILE 6215 IF 6220 HIDE 7 REM * (c) Jawx / Mandarin 1988 * 8 REM * * 9 REM ***********14/8/88*********** 900 VARNAME 905 LOGIC 997 REM ******************************************************************* 998 REM Main loop 999 REM ******************************************************************* 9990 REM ******************************************************************* 9991 REM Sub-routines 9992 REM ******************************************************************* 9995 END 9999 REM ~~~> Draw all track in screen 6