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AMOS PD CD
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amospdcd.iso
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451-475
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apd471
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couples2.amos
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couples2.amosSourceCode
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AMOS Source Code
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1992-10-28
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18KB
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731 lines
' ****************************************
' *** ***
' *** COUPLES Vol 2 ***
' *** By ***
' *** Graham Lund ***
' *** ***
' ****************************************
'
'
Rem Open the two game screens
'
Screen Open 1,320,256,32,Lowres
Cls 0
Screen Open 0,320,256,32,Lowres
Curs Off : Flash Off
Get Sprite Palette
Paper 0
Cls
Limit Mouse 135,50 To 440,290
'
Rem Dimension the variables to hold pictures and numbers
Rem 1 to 20
'
Dim PICS$(9),SPR$(6),NUM1(20),NUM2(20)
Dim X(20),Y(20),XX(20),YY(20)
Dim GB1X(40),GB1Y(40),GB2X(40),GB2Y(40),GB3X(40),GB3Y(40)
Dim GB4X(40),GB4Y(40),GB5X(40),GB5Y(40),GB6X(40),GB6Y(40)
Dim GB7X(40),GB7Y(40),GB8X(40),GB8Y(40),GB9X(40),GB9Y(40)
Dim GB10X(40),GB10Y(40)
'
Rem Global variables listed here
'
Global SPR$(),PICS$(),NUM1(),NUM2(),X(),Y(),XX(),YY()
Global GB1X(),GB1Y(),GB2X(),GB2Y(),GB3X(),GB3Y(),GB4X(),GB4Y()
Global GB5X(),GB5Y(),GB6X(),GB6Y(),GB7X(),GB7Y(),GB8X(),GB8Y()
Global GB9X(),GB9Y(),GB10X(),GB10Y()
Global SCORE1,SCORE2,SCR1,SCR2,RNTHR,NEND,NUM,PNUM
Global NAME1$,NAME2$,N$,SCRL$,SPR2$
Global W,WW,P,TTAL,ARX,ARY,GME
Global S1X,S1Y,S2X,S2Y,N1X,N1Y,N2X,N2Y
Global P1X,P1Y,P2X,P2Y,P1DIST,P2DIST
'
Proc _SETUP
Proc _SETUP2
Proc _MIXUPSPRITES
Proc _MIXUPPICTURES
'
Dir$="couples-two:"
Load "pics/words.abk",6
'
Rem Place first picture on screen 1 and hide screen
'
Music 1
Unpack 6 To 1
Screen Hide 1
Screen 0
Double Buffer
Erase 6
'
Rem Open first screen
'
Proc _EXPAND
Repeat : Until Mouse Key
RNTHR=1
'
MAIN:
Do
If RNTHR=1 Then Proc _NAMES
If RNTHR=2 Then Proc _PICLOAD : Proc _SPRITELOAD
If RNTHR=3 Then Proc _GAMESETUP
If RNTHR=4 Then Proc _RESULTS
Loop
'
Rem Set up the game parameters
'
Procedure _GAMESETUP
Proc _MIXUP
Proc _PICLOAD
Wait 45
Unpack 8 To 1
Screen Hide 1
Screen 1
Ink 0,28
Text S1X,S1Y,Str$(SCORE1)
Text N1X,N1Y,NAME1$
Ink 2,28
Text S2X,S2Y,Str$(SCORE2)
Text N2X,N2Y,NAME2$
Screen 0
Proc _EXPAND
Erase 8
Reserve Zone 40
For F=1 To 20
Set Zone F,X(F),Y(F) To X(F)+27,Y(F)+30
Set Zone F+20,XX(F),YY(F) To XX(F)+27,YY(F)+30
Next F
A=Rnd(1)+1
If A=1
P=1 : Bob 1,ARX,ARY,Hrev(23)
Else If A=2
P=2 : Bob 1,ARX,ARY,23
End If
End If
Repeat
Proc _PLACEICONONE
Proc _PLACEICONTWO
Proc _RIGHTWRONG
Until RNTHR=4
End Proc
'
Rem Put the first icon in place
'
Procedure _PLACEICONONE
W=0
MSTKE1:
Q=0
Repeat
M=Mouse Key
If M<>0
W=Mouse Zone : Q=1
End If
Until Q=1
If W>20 Then Goto MSTKE1
If W=0 Then Goto MSTKE1
Paste Bob X(W),Y(W),NUM1(W)
End Proc
'
Rem Put the second icon in place
'
Procedure _PLACEICONTWO
WW=0
MSTKE2:
Q=0
Repeat
M=Mouse Key
If M<>0
WW=Mouse Zone : Q=1
End If
Until Q=1
If WW<21 Then Goto MSTKE2
If WW=0 Then Goto MSTKE2
Paste Bob XX(WW-20),YY(WW-20),NUM2(WW-20)
End Proc
'
Rem See if we are right and then increase relevant players score
Rem and colour in relevant players number. If wrong change players
'
Procedure _RIGHTWRONG
If NUM1(W)=NUM2(WW-20)
Proc _CORRECT
Else If NUM1(W)<>NUM2(WW-20)
Proc _CHANGEPLAYERS
End If
End If
End Proc
'
Procedure _CORRECT
Wait 50
Reset Zone W
Reset Zone WW
If P=1
Add SCORE1,10 : Add SCR1,10
Ink 10 : Paint P1X,P1Y,1
Add P1X,11
Ink 0,28
Text S1X,S1Y,Str$(SCORE1)
Else If P=2
Add SCORE2,10 : Add SCR2,10
Ink 3 : Paint P2X,P2Y,1
Add P2X,11
Ink 2,28
Text S2X,S2Y,Str$(SCORE2)
End If
End If
If P1X=P1DIST Then P1X=P1X-55 : Add P1Y,10
If P2X=P2DIST Then P2X=P2X-55 : Add P2Y,10
Inc TTAL
If TTAL=20
Bob Off 1
Ink 14,28
Paste Bob ARX-30,ARY-4,24
Wait 50
RNTHR=4
End If
End Proc
'
Procedure _CHANGEPLAYERS
Wait 50
Paste Bob X(W),Y(W),21
Paste Bob XX(WW-20),YY(WW-20),22
If P=1
P=2 : Bob 1,ARX,ARY,23
Else If P=2
P=1 : Bob 1,ARX,ARY,Hrev(23)
End If
End If
Wait 20
End Proc
'
Rem A procedure to show the results, add 100 points to the
Rem winners score and to allow new names etc to be created.
Rem Uses picture bank 9.
'
Procedure _RESULTS
GAMEEND=0
Erase 1
Load "sprites/game.abk"
Unpack 9 To 1
Screen Hide 1
Screen 1
Ink 0,28
Text 27,65,NAME1$
Text 27,91,Str$(SCR1)
Ink 2,28
Text 220,65,NAME2$
Text 236,91,Str$(SCR2)
If SCR1>SCR2
Ink 0,28
Text 27,132,NAME1$
Text 176,132,"100"
Add SCORE1,100
Else If SCR2>SCR1
Ink 2,28
Text 27,132,NAME2$
Text 176,132,"100"
Add SCORE2,100
Else If SCR1=SCR2
Ink 14,28
Text 27,132,"Each Player"
Text 176,132,"50"
Add SCORE1,50 : Add SCORE2,50
End If
End If
End If
Ink 0,28
Text 27,160,Str$(SCORE1)
Ink 2,28
Text 236,160,Str$(SCORE2)
Screen 0
Proc _EXPAND
Wait 20
If SCORE1>=1000 or SCORE2>=1000 Then GAMEEND=1 : Proc _GAMEFINISH
Reserve Zone 3
Set Zone 1,10,209 To 108,238
Set Zone 2,112,209 To 208,238
Set Zone 3,212,209 To 308,238
Q=0
NEWPIC=0
Repeat
M=Mouse Key
If M<>0 and Mouse Zone=1
Cls 28,17,185 To 315,200
Wait 10
Bob 1,60,192,Vrev(1)
NEWPIC=2
Proc _SETUP
RNTHR=1
Wait 50 : Q=1
Else If M<>0 and Mouse Zone=2 and GAMEEND=0
Bob 1,160,192,Vrev(1)
NEWPIC=1
Else If M<>0 and Mouse Zone=3 and GAMEEND=0
Bob 1,260,192,Vrev(1)
SCR1=0 : SCR2=0
TTAL=0
RNTHR=3
Wait 50 : Q=1
End If
End If
End If
Until Q=1
Bob Off 1
Ink 14,28
Text 120,195,"MOVING ON."
If NEWPIC=0
Erase 1 : Load SPR2$
Else If NEWPIC=1
Proc _SPRITELOAD
End If
End If
Wait 30
End Proc
'
Rem A procedure to display the winner
'
Procedure _GAMEFINISH
Ink 1,28
If SCORE1>SCORE2
Text 70,195,"THE WINNER IS "+NAME1$
Else If SCORE1<SCORE2
Text 70,195,"THE WINNER IS "+NAME2$
Else If SCORE1=SCORE2
Text 70,195,"THIS GAME IS A DRAW...."
End If
End If
End If
Wait 200
Cls 28,17,185 To 315,200
Wait 20
Text 19,195,"CLICK ON - NEW GAME - TO PLAY AGAIN."
End Proc
'
Rem Procedure to load a sprite bank using the SPR$ variable
Rem and a variable to choose the next bank (NUM)
'
Procedure _SPRITELOAD
Erase 1
Load SPR$(NUM)
SPR2$=SPR$(NUM)
Inc NUM
If NUM=7 Then NUM=0 : Proc _MIXUPSPRITES
RNTHR=3
End Proc
'
Rem Procedure to load a Gameboard using the PICS$ varaible
Rem and a variable to choose the next bank (PNUM)
Rem Called from the GAMESETUP routine.
Rem Followed by the reading of variable values into X,Y,XX and YY
'
Procedure _PICLOAD
Shared GB1X(),GB1Y(),GB2X(),GB2Y(),GB3X(),GB3Y(),GB4X(),GB4Y()
Shared GB5X(),GB5Y(),GB6X(),GB6Y(),GB7X(),GB7Y(),GB8X(),GB8Y()
Shared GB9X(),GB9Y(),GB10X(),GB10Y()
Erase 8
Load PICS$(PNUM),8
If PICS$(PNUM)="pics/gb1.abk"
For F=1 To 20
X(F)=GB1X(F)
Y(F)=GB1Y(F)
XX(F)=GB1X(F+20)
YY(F)=GB1Y(F+20)
Next F
P1X=83 : P1Y=179 : P1DIST=P1X+55
P2X=183 : P2Y=179 : P2DIST=P2X+55
S1X=9 : S1Y=202 : N1X=15 : N1Y=239
S2X=246 : S2Y=202 : N2X=236 : N2Y=239
ARX=160 : ARY=237
Else If PICS$(PNUM)="pics/gb2.abk"
For F=1 To 20
X(F)=GB2X(F)
Y(F)=GB2Y(F)
XX(F)=GB2X(F+20)
YY(F)=GB2Y(F+20)
Next F
P1X=126 : P1Y=67 : P1DIST=P1X+55
P2X=139 : P2Y=197 : P2DIST=P2X+55
S1X=127 : S1Y=41 : N1X=109 : N1Y=59
S2X=127 : S2Y=169 : N2X=150 : N2Y=187
ARX=160 : ARY=132
Else If PICS$(PNUM)="pics/gb3.abk"
For F=1 To 20
X(F)=GB3X(F)
Y(F)=GB3Y(F)
XX(F)=GB3X(F+20)
YY(F)=GB3Y(F+20)
Next F
P1X=112 : P1Y=26 : P1DIST=P1X+55
P2X=139 : P2Y=70 : P2DIST=P2X+55
S1X=127 : S1Y=187 : N1X=14 : N1Y=250
S2X=127 : S2Y=205 : N2X=245 : N2Y=250
ARX=160 : ARY=233
Else If PICS$(PNUM)="pics/gb4.abk"
For F=1 To 20
X(F)=GB4X(F)
Y(F)=GB4Y(F)
XX(F)=GB4X(F+20)
YY(F)=GB4Y(F+20)
Next F
P1X=62 : P1Y=53 : P1DIST=P1X+55
P2X=205 : P2Y=177 : P2DIST=P2X+55
S1X=34 : S1Y=45 : N1X=101 : N1Y=105
S2X=166 : S2Y=169 : N2X=217 : N2Y=229
ARX=160 : ARY=133
Else If PICS$(PNUM)="pics/gb5.abk"
For F=1 To 20
X(F)=GB5X(F)
Y(F)=GB5Y(F)
XX(F)=GB5X(F+20)
YY(F)=GB5Y(F+20)
Next F
P1X=125 : P1Y=69 : P1DIST=P1X+55
P2X=142 : P2Y=165 : P2DIST=P2X+55
S1X=126 : S1Y=40 : N1X=136 : N1Y=60
S2X=126 : S2Y=219 : N2X=134 : N2Y=241
ARX=160 : ARY=132
Else If PICS$(PNUM)="pics/gb6.abk"
For F=1 To 20
X(F)=GB6X(F)
Y(F)=GB6Y(F)
XX(F)=GB6X(F+20)
YY(F)=GB6Y(F+20)
Next F
P1X=90 : P1Y=116 : P1DIST=P1X+55
P2X=177 : P2Y=116 : P2DIST=P2X+55
S1X=5 : S1Y=125 : N1X=15 : N1Y=148
S2X=250 : S2Y=125 : N2X=245 : N2Y=148
ARX=160 : ARY=132
Else If PICS$(PNUM)="pics/gb7.abk"
For F=1 To 20
X(F)=GB7X(F)
Y(F)=GB7Y(F)
XX(F)=GB7X(F+20)
YY(F)=GB7Y(F+20)
Next F
P1X=35 : P1Y=50 : P1DIST=P1X+55
P2X=259 : P2Y=123 : P2DIST=P2X+55
S1X=94 : S1Y=123 : N1X=104 : N1Y=141
S2X=250 : S2Y=105 : N2X=244 : N2Y=87
ARX=145 : ARY=165
Else If PICS$(PNUM)="pics/gb8.abk"
For F=1 To 20
X(F)=GB8X(F)
Y(F)=GB8Y(F)
XX(F)=GB8X(F+20)
YY(F)=GB8Y(F+20)
Next F
P1X=120 : P1Y=17 : P1DIST=P1X+55
P2X=146 : P2Y=60 : P2DIST=P2X+55
S1X=92 : S1Y=194 : N1X=15 : N1Y=250
S2X=163 : S2Y=194 : N2X=245 : N2Y=250
ARX=160 : ARY=121
Else If PICS$(PNUM)="pics/gb9.abk"
For F=1 To 20
X(F)=GB9X(F)
Y(F)=GB9Y(F)
XX(F)=GB9X(F+20)
YY(F)=GB9Y(F+20)
Next F
P1X=2 : P1Y=38 : P1DIST=P1X+55
P2X=263 : P2Y=38 : P2DIST=P2X+55
S1X=47 : S1Y=162 : N1X=15 : N1Y=250
S2X=207 : S2Y=162 : N2X=245 : N2Y=250
ARX=160 : ARY=95
Else If PICS$(PNUM)="pics/gb10.abk"
For F=1 To 20
X(F)=GB10X(F)
Y(F)=GB10Y(F)
XX(F)=GB10X(F+20)
YY(F)=GB10Y(F+20)
Next F
P1X=60 : P1Y=145 : P1DIST=P1X+55
P2X=205 : P2Y=145 : P2DIST=P2X+55
S1X=61 : S1Y=200 : N1X=14 : N1Y=58
S2X=193 : S2Y=200 : N2X=244 : N2Y=58
ARX=160 : ARY=159
End If
End If
End If
End If
End If
End If
End If
End If
End If
End If
Inc PNUM
If PNUM=10 Then PNUM=0 : Proc _MIXUPPICTURES
End Proc
'
Rem Procedure to mix up the sprite positions in variables
Rem NUM1 and NUM2 - called from _GAMESETUP
'
Procedure _MIXUP
Randomize Timer
For F=0 To 200
A=Rnd(19)+1
B=Rnd(19)+1
Swap NUM1(A),NUM1(B)
Next F
For F=0 To 200
A=Rnd(19)+1
B=Rnd(19)+1
Swap NUM2(A),NUM2(B)
Next F
End Proc
'
Rem Procedure to mix up the gameboards
'
Procedure _MIXUPPICTURES
For F=0 To 100
A=Rnd(9)
B=Rnd(9)
Swap PICS$(A),PICS$(B)
Next F
End Proc
'
Rem Procedure to mix up the sprite banks using the SWAP routine
Rem in the SPR$() variable. Use in set up phase and again when
Rem all banks used up. Then call from _PICLOAD proc.
'
Procedure _MIXUPSPRITES
Randomize Timer
For F=0 To 100
A=Rnd(6)
B=Rnd(6)
Swap SPR$(A),SPR$(B)
Next F
End Proc
'
Rem Procedure to choose the players names
'
Procedure _NAMES
Unpack 7 To 1
Screen Hide 1
Screen 0
Proc _EXPAND
Show
Reserve Zone 32
N=10 : M=72
For F=1 To 30
Set Zone F,N,M To N+18,M+18
Add N,20
If F=15 Then N=10 : M=92
Next F
WRT:
NM=20 : NY=18 : NEND=0
NAME1$="" : NAME2$=""
Pen 0 : Paper 29
Bob 1,195,175,1
Repeat
Proc _PICKLETTER
Locate NM,NY : Print N$
NAME1$=NAME1$+N$
If W>0 Then Inc NM
Wait 20
If NEND=1 Then NM=28
Until NM=28
'
NM=20 : NY=25 : NEND=0
Bob 1,195,175,Vrev(1)
Pen 2
Repeat
Proc _PICKLETTER
Locate NM,NY : Print N$
NAME2$=NAME2$+N$
If W>0 Then Inc NM
Wait 20
If NEND=1 Then NM=28
Until NM=28
Bob Off 1
Ink 14,28
Text 70,245,"ALL CORRECT (Y)-(N)?"
Box 166,237 To 189,247
Box 198,237 To 221,247
Set Zone 31,166,237 To 189,247
Set Zone 32,198,237 To 221,247
Q=0 : RGHT=0
Repeat
M=Mouse Key
If M<>0 and Mouse Zone=31
Cls 28,69,237 To 250,250
RGHT=1 : Q=1
Else If M<>0 and Mouse Zone=32
Reset Zone 31
Reset Zone 32
Cls 28,69,237 To 250,250
Cls 29,146,142 To 247,155
Cls 29,146,197 To 247,210
Q=1
End If : End If
Until Q=1
If RGHT=0 Then Goto WRT
RNTHR=2
End Proc
'
Procedure _PICKLETTER
Q=0 : W=0
Repeat
M=Mouse Key
If M<>0
W=Mouse Zone : Q=1
End If
Until Q=1
If W=30 Then NEND=1 : N$=""
If W<30
N$=Mid$(SCRL$,W,1)
End If
If W=0 Then N$=""
End Proc
'
Rem Procedure to copy screen 1 to screen 0
'
Procedure _EXPAND
SPEED=1
For F=0 To 160 Step SPEED
STX=160-F-SPEED : SBX=160+F+SPEED
BTX=160-F-SPEED
Screen Copy 1,STX,0,SBX,256 To 0,BTX,0
Screen Swap : Wait Vbl
Next F
End Proc
'
Rem Set up all the starting values/variables
'
Procedure _SETUP
SCORE1=0 : SCORE2=0
SCR1=0 : SCR2=0
TTAL=0
End Proc
'
Procedure _SETUP2
SCRL$="ABCDEFGHIJKLMNOPQRSTUVWXYZ -."
NUM=0 : PNUM=0
For F=1 To 20
NUM1(F)=F : NUM2(F)=F
Next F
'
For F=0 To 6
Read SPR$(F)
Next F
'
For F=0 To 9
Read PICS$(F)
Next F
'
For F=1 To 40
Read GB1X(F),GB1Y(F)
Next F
'
For F=1 To 40
Read GB2X(F),GB2Y(F)
Next F
'
For F=1 To 40
Read GB3X(F),GB3Y(F)
Next F
'
For F=1 To 40
Read GB4X(F),GB4Y(F)
Next F
'
For F=1 To 40
Read GB5X(F),GB5Y(F)
Next F
'
For F=1 To 40
Read GB6X(F),GB6Y(F)
Next F
'
For F=1 To 40
Read GB7X(F),GB7Y(F)
Next F
'
For F=1 To 40
Read GB8X(F),GB8Y(F)
Next F
'
For F=1 To 40
Read GB9X(F),GB9Y(F)
Next F
'
For F=1 To 40
Read GB10X(F),GB10Y(F)
Next F
'
Data "sprites/cartoons.abk","sprites/cars.abk","sprites/misc.abk","sprites/flags.abk"
Data "sprites/space.abk","sprites/alphabet.abk","sprites/numbers.abk"
'
Data "pics/gb1.abk","pics/gb2.abk","pics/gb3.abk","pics/gb4.abk","pics/gb5.abk"
Data "pics/gb6.abk","pics/gb7.abk","pics/gb8.abk","pics/gb9.abk","pics/gb10.abk"
'
Rem Enter X and Y readings into GB1X and GB1Y for first gameboard.
'
Data 37,16,66,16,95,16,124,16,37,48,66,48,95,48,124,48,37,80,66,80
Data 95,80,124,80,37,112,66,112,95,112,124,112,37,144,66,144,95,144,124,144
Data 170,16,199,16,228,16,257,16,170,48,199,48,228,48,257,48,170,80,199,80
Data 228,80,257,80,170,112,199,112,228,112,257,112,170,144,199,144,228,144,257,144
'
Rem Enter X and Y readings into GB2X and GB2Y for second gameboard
'
Data 9,33,9,65,9,97,9,129,9,161,9,193,38,48,38,112,38,176,67,16
Data 67,48,67,80,67,112,67,144,67,176,67,208,96,16,96,80,96,144,96,208
Data 283,33,283,65,283,97,283,129,283,161,283,193,254,48,254,112,254,176,225,16
Data 225,48,225,80,225,112,225,144,225,176,225,208,196,16,196,80,196,144,196,208
'
Rem Enter X and Y readings into GB3X and GB3Y for third gameboard
'
Data 68,16,53,48,82,48,38,80,67,80,96,80,24,112,53,112,82,112,111,112
Data 9,144,38,144,67,144,96,144,125,144,38,176,67,176,96,176,53,208,82,208
Data 226,16,211,48,240,48,196,80,225,80,254,80,182,112,211,112,240,112,269,112
Data 167,144,196,144,225,144,254,144,283,144,196,176,225,176,254,176,211,208,240,208
'
Rem Enter X and Y readings into GB4X and GB4Y for fourth gameboard
'
Data 3,31,32,63,3,95,61,95,32,127,61,127,90,127,3,159,32,159,61,159
Data 119,159,32,191,61,191,90,191,148,191,3,223,61,223,90,223,119,223,177,223
Data 117,16,175,16,204,16,233,16,291,16,146,48,204,48,233,48,262,48,175,80
Data 233,80,262,80,291,80,204,112,233,112,262,112,233,144,291,144,262,176,291,208
'
Rem Enter X and Y readings into GB5X and GB5Y for fifth gameboard
'
Data 37,16,66,16,8,48,37,48,66,48,95,48,8,80,37,80,66,80,95,80
Data 37,112,66,112,8,144,95,144,37,176,66,176,8,208,37,208,66,208,95,208
Data 199,16,228,16,257,16,286,16,228,48,257,48,199,80,286,80,228,112,257,112
Data 199,144,228,144,257,144,286,144,199,176,228,176,257,176,286,176,228,208,257,208
'
Rem Enter X and Y readings into GB6X and GB6Y for sixth gameboard
'
Data 16,17,103,17,132,17,161,17,190,17,277,17,16,49,45,49,74,49,103,49
Data 190,49,219,49,248,49,277,49,16,81,103,81,132,81,161,81,190,81,277,81
Data 17,160,104,160,133,160,162,160,191,160,278,160,17,192,46,192,75,192,104,192
Data 191,192,220,192,249,192,278,192,17,224,104,224,133,224,162,224,191,224,278,224
'
Rem Enter X and Y readings into GB7X and GB7Y for seventh gameboard
'
Data 5,16,34,16,63,16,92,16,5,48,92,48,5,80,92,80,5,112,63,112
Data 5,144,34,144,63,144,5,176,63,176,92,176,5,208,34,208,63,208,92,208
Data 171,16,200,16,171,48,200,48,171,80,200,80,200,112,229,112,200,144,229,144
Data 171,176,200,176,229,176,258,176,287,176,171,208,200,208,229,208,258,208,287,208
'
Rem Enter X and Y readings into GB8X and GB8Y for eighth gameboard
'
Data 61,16,32,48,61,48,90,48,32,80,61,80,90,80,32,112,90,112,3,144
Data 32,144,61,144,90,144,119,144,61,176,3,208,32,208,61,208,90,208,119,208
Data 232,16,203,48,232,48,261,48,203,80,232,80,261,80,203,112,261,112,174,144
Data 203,144,232,144,261,144,290,144,232,176,174,208,203,208,232,208,261,208,290,208
'
Rem Enter X and Y readings into GB9X and GB9Y for ninth gameboard
'
Data 117,16,146,16,175,16,59,48,88,48,117,48,175,48,204,48,233,48,30,80
Data 59,80,88,80,204,80,233,80,262,80,30,112,59,112,233,112,262,112,146,112
Data 15,144,117,144,146,144,175,144,277,144,59,176,88,176,117,176,175,176,204,176
Data 233,176,30,208,59,208,88,208,117,224,146,224,175,224,204,208,233,208,262,208
'
Rem Enter X and Y readings into Gb10X and GB10Y for tenth gameboard
'
Data 30,16,59,16,88,16,117,16,146,16,175,16,204,16,233,16,262,16,88,48
Data 117,48,146,48,175,48,204,48,88,80,117,80,146,80,175,80,204,80,146,112
Data 30,112,59,112,88,112,204,112,233,112,262,112,30,144,262,144,30,176,146,176
Data 262,176,30,208,59,208,88,208,117,208,146,208,175,208,204,208,233,208,262,208
End Proc