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S&2fD  6l͙1M 0F@? 0F@ HK0O&amigathon16.iff.infop5>Xh>Xz*m,^p5t>cP@3@3| <'>>c?\???????PPaint:PPView FILETYPE=ILBMIMGFORMAT=320256, 16 COLUUUU@5.ZU0O kcmunchkin.bbpz5.variables3 .w map(9,7)xoff.b=14+16yoff.b=24+16pillspeed.fpillspeedinc.fpilllastspeed.fgfx=1gamestate=4 highscore(8) .spritex.fy.fxs.fys.foldxoldyxdestydestspd.qsubpix.qframe.wstate.wdirection.wcol.q ;colour for pills, timers for enemies 3 .sprite player enemy.sprite(3) pill.sprite(12).displaysetup;COPPER1.l=$6 ;bitplanes;COPPER+$20 ;dual playfield;InitCopList 1,44,DispHeight,COPPER1,8,32,0;create 16 colour display for gam؀eCOPPER0.l=$4 ;bitplanes;COPPER0+$20 ;dual playfield;COPPER0+$400ǂ 0,44, ,COPPER0,8,32,0.ld_loadingscreen5 1,320,256,4,  1 1,"amigathon16.iff" 1,"amigathon16.iff"4ǃ 0DŽ 0,1dž 0,1.ld_background6 0,320,256,4 0,"background.iff" 0,"background.iff" 0,32,32,32,32 ; blank background square;1 sided squares 4,0,0,32,32 ; get first square (straight linge top) 4,8: 4,2: 4,1 1,0.25: 2,0.5: 8,0.75;2 sided squares 6,32,0,32,32:N' 6,9 9,0.25 12,64,0,32,32: 12,5: 12,10: 12,3 5,0.25: 10,0.75: 3,0.5;3 sided squares 14,96,0,32,32: 14,11: 14,13: 14,7 11,0.75: 13,0.25: 7,0.5;4 sided square 15,128,0,32,32 i=015: i,0,0: i 7,1,1: 5,1,0: 8,0,1: 1,1,0: 10,0,1 2,1,1: 3,1,1: 13,1,0: 11,0,1: 9,1,0.ld_sounds 0,"sound0.iff" ;running 1 1,"sound1.iff" ;idle 1 2,"sound2.iff" ;running 2 3,"sound3.iff" ;pill eaten 4,"sound4.iff" ;powerpill eax;ten 5,"sound5.iff" ;ghost eaten 6,"sound6.iff" ;level complete 7,"sound7.iff" ;idle chasing 8,"sound8.iff" ;dead.ld_sprites 1,320,256,4 m=0  1 m=0  0,"gfx7800.iff"  0,"gfx7800.iff"  0,"gfx7800.iff",16 gfx=0 "  0,"gfx7000.iff"  0,"gfx7000.iff"  0,"gfx7000.iff",16 gfx=81,  0;PlayerStill 16+gfx,7,2,16,16;PlayerUp 17+gfx,7,83,16,16 18+gfx,33,83,16,16 19+gfx,59,83,16,16 20+gfx,85,83,16,16;PlayerDown 21+gf`x,7,110,16,16 22+gfx,33,110,16,16 23+gfx,59,110,16,16 24+gfx,85,110,16,16;playerleft 25+gfx,7,29,16,16 26+gfx,33,29,16,16 27+gfx,59,29,16,16 28+gfx,85,29,16,16;playerright 29+gfx,7,56,16,16 30+gfx,33,56,16,16 31+gfx,59,56,16,16 32+gfx,85,56,16,16;enemy1up 33+gfx,214,29,16,16 34+gfx,240,29,16,16;enemy2up 39+gfx,214,57,16,16 40+gfx,240,57,16,16;enemy3up 37+gfx,214,84,16,16 38+gfx,240,84,16,16;enemy4up 35+gfx,214,110,16,16v: 36+gfx,240,110,16,16;enemy1down 41+gfx,266,29,16,16 42+gfx,292,29,16,16;enemy2down 47+gfx,266,57,16,16 48+gfx,292,57,16,16;enemy3down 45+gfx,266,84,16,16 46+gfx,292,84,16,16;enemy4down 43+gfx,266,110,16,16 44+gfx,292,110,16,16;enemy1left 49+gfx,110,29,16,16 50+gfx,136,29,16,16;enemy2left 55+gfx,110,57,16,16 56+gfx,136,57,16,16;enemy3left 53+gfx,110,84,16,16 54+gfx,136,84,16,16;enemy4left 51+gfx,110,110,16,16 52+gfx,136,110,16,1f6;enemy1right 57+gfx,162,29,16,16 58+gfx,188,29,16,16;enemy2right 63+gfx,162,57,16,16 64+gfx,188,57,16,16;enemy3right 61+gfx,162,84,16,16 62+gfx,188,84,16,16;enemy4right 59+gfx,162,110,16,16 60+gfx,188,110,16,16;ghost 65+gfx,33,191,16,16 66+gfx,59,191,16,16 67+gfx,85,191,16,16 68+gfx,111,191,16,16 69+gfx,137,191,16,16 70+gfx,163,191,16,16 71+gfx,189,191,16,16;pill 72+gfx,63,144,6,4 73+gfx,89,144,6,4;playerdead 74+gfx,7,164,/16,16 75+gfx,33,164,16,16 76+gfx,59,164,16,16 77+gfx,85,164,16,16 78+gfx,111,164,16,16 79+gfx,137,164,16,16 80+gfx,163,164,16,16 81+gfx,189,164,16,16;blankpill 82+gfx,0,0,6,4;midhandle every shape i=16+gfx  82+gfx: i: i;change shapes to sprites i = 16+gfx  71+gfx: i,i:+ i: i i = 74+gfx  81+gfx: i,i:+ i: i mgfx=0.ld_titlescreen,  1 1,"title.iff"dž 0,1 1,"title.iff" 0,"background.iff" ;change backgroun ʘd pallete back.mainloop (0)=0 gamestate=0 ;setup game  init_newgame  level  draw_level gamestate=1 gamestate=1 ;run game standard  playerupdate  counters  e=0  2 ;3 enemies to update  enemyupdate  e  pillupdate  pillcollide p+1:p=(p,0,12) ;select pill to update next time pillseaten=12 gamestate=3 ;goto level complete player\col=0 player\frame=74 i=0  7  6,%0101 7 gamestate=2 ; game over  playerdead  pillupdate p+1:p=(p,0,12) 7 gamestate=3 ; level complete  levelfinish 7 gamestate=4 ; title screen  titlescreen  gfxswitch .init_newgame4DŽ 0,0dž 0,0,  0 player\x=4 player\y=3 player\xs=0 player\ys=0 player\oldx=0 player\oldy=0 player\spd=1.2 player\subpix=0 player\direction=0 player\c F`ol=0 e=0  3 enemy(e)\x=4 enemy(e)\y=4 enemy(e)\xs=0 enemy(e)\ys=0 enemy(e)\oldx=0 enemy(e)\oldy=0 enemy(e)\spd=1.2 enemy(e)\subpix=0 enemy(e)\state=1 enemy(e)\direction=0 enemy(e)\col=0 e p=0  11 pill(p)\spd=pillspeed pill(p)\state=1 pill(p)\xs=0 pill(p)\ys=0 pill(p)\oldx=0 pill(p)\oldy=0 pill(p)\subpix=0 pill(p)\direction=0 pill(p)\col=0 pp=0c1=0:c2=0:c3=0:c4=0pillseaten=0spinner=0;position pillspil Wl(0)\x=1:pill(0)\y=0pill(1)\x=0:pill(1)\y=1pill(2)\x=7:pill(2)\y=0pill(3)\x=8:pill(3)\y=1pill(4)\x=0:pill(4)\y=5pill(5)\x=1:pill(5)\y=6pill(6)\x=7:pill(6)\y=6pill(7)\x=8:pill(7)\y=5pill(8)\x=0:pill(8)\y=0:pill(8)\state=2pill(9)\x=8:pill(9)\y=0:pill(9)\state=2pill(10)\x=0:pill(10)\y=6:pill(10)\state=2pill(11)\x=8:pill(11)\y=6:pill(11)\state=2.draw_level,  0;pick map lmap=0 ! map0 lmap=1 ! map1 lmap=2 ! map2 lmap=3 ! map3;blit the ma Op out row=0  6  column=0  8  map  map(column,row)=map  map(column,row),column*32+xoff-16,row*32+yoff-16  column row;draw outer edges 14,20,301,26,1 14,245,301,251,1 10,20,16,251,1 299,20,305,251,1 10,155,16,180,0 299,155,305,180,0;draw hud 0 10 2,1݁ "Score" 13,1݁ "Level" 23,1݁ "Highscore" 7 19,1݁ level hud.playerupdate;decide what to do every 32 frames player\subpix=0 player\xs=0:player\ys=G0 player\direction=4 ! player\y-1 player\direction=2 ! player\y+1 player\direction=8 ! player\x-1 player\direction=1 ! player\x+1 player\x=(player\x,0,9)  exit=map(player\x,player\y)  canigo player\direction=0 player\frame=16 (1)=0 B uok=1 ! player\direction=4 (1)=4 B dok=1 ! player\direction=2 (1)=6 B lok=1 ! player\direction=8 (1)=2 B rok=1 ! player\direction=1;move player in desired direction and set n#$graphic player\direction=4 ! player\ys-player\spd:player\frame=17 player\direction=2 ! player\ys+player\spd:player\frame=21 player\direction=8 ! player\xs-player\spd:player\frame=25 player\direction=1 ! player\xs+player\spd:player\frame=29;play appropriate sound and blackout level if required player\direction>0 player\subpix+player\spd c3=0 !  0,%1000 c3=5 !  2,%0010 flash=1 ! 0,5,0,0,0:dž 0,0" c3=0 B enemy(0)\state>1 !  7,%1010 c3=0 B enemy(0)\state<2 !  1,%1010 flash=1 ! 0,5,15,0,15:dž 0,0;we move 32 pixels before we make a new direction desicion player\subpix >=32 ! player\subpix=0;animation depending on how far thru the 32 pixels we are player\subpix>7 ! player\frame+1 player\subpix>15 ! player\frame+1 player\subpix>23 ! player\frame+1;display the player spriteDž 0,player\frame+gfx,player\x*32+player\xs+xoff,player\y*32+player\ys+yoff,0.playerdead;tuOdLrn off any maze flash flash=1 ! 0,5,15,0,15:dž 0,0;use the col var as a timer to control death animationplayer\col+1:player\col=(player\col,0,4) player\col=0 player\frame+1;clear the enemies from the screen on death (we dont need to do it every frame) player\frame=75  e=0  2:Dž 0,16,340,0,e*2+2: e;display the player dying and remove from screen when finished player\frame<82 Dž 0,player\frame+gfx,player\x*32+player\xs+xoff,player\y*32+player\Iys+yoff,0" Dž 0,16,340,0,0 ;remove from screen;keep using frame as a timer then eventually reset the game player\frame=140 gamestate=4 level=0 score=0.pillcollide; check if pills collide, its too slow to check everyone so check them over 3 frames c2=0 ! ia=0:ib=3 c2=1 ! ia=4:ib=7 c2=2 ! ia=8:ib=11 i = ia  ib (pill(i)\x*32+pill(i)\xs,pill(i)\y*32+pill(i)\ys,8,8,player\x*32+player\xs,player\y*32+player\ys,16,16) ;check for normal pillU pill(i)\state=1 ;checks if the pill is normal score+1: hud pillseaten+1 pillspeed+pillspeedinc ;speed up the remaining pills pill(i)\state=0 ;disable pill  3,%0101 ;blankout pill pill(i)\oldx,pill(i)\oldy,pill(i)\oldx+8,pill(i)\oldy+4,0 ;check for powerpill pill(i)\state=2; checks if the pill is powerpill score+3: hud pillseaten+1 pillspeed+pillspeedinc ;speed up the remaining pills pill(i)\state=0 ;disable pill(  4,%0101 ;put enemies into runaway state  j=0  2 enemy(j)\state=1 enemy(j)\state=2  enemy(j)\state=2  enemy(j)\col=8  pilllast=8  kills=0  j ;blankout pill, qblit leaves to big a black box pill(i)\oldx,pill(i)\oldy,pill(i)\oldx+8,pill(i)\oldy+4,0  i.enemyupdate enemy(e)\subpix=0 B enemy(e)\state<4 e=0 ! c1+1 enemy(e)\xs=0:enemy(e)\ys=0 enemy(e)\direction=4 ! enemyJ|(e)\y-1 enemy(e)\direction=2 ! enemy(e)\y+1 enemy(e)\direction=8 ! enemy(e)\x-1 enemy(e)\direction=1 ! enemy(e)\x+1 enemy(e)\x=(enemy(e)\x,0,9)  exit=map(enemy(e)\x,enemy(e)\y) ;workout where enemy should head depending on its state enemy(e)\state=1 ! enemy(e)\xdest=player\x:enemy(e)\ydest=player\y enemy(e)\state=2 ! enemy(e)\xdest=player\x+4:enemy(e)\ydest=player\y+3:enemy(e)\col-1 enemy(e)\state=3 ! enemy(e)\xdest=4:enemy(e)\ydest=4 e\nemy(e)\xdest=(enemy(e)\xdest,0,9) enemy(e)\ydest=(enemy(e)\ydest,0,7) ;setup variables for choosing direction (should learn functions?)  olddirection=enemy(e)\direction  ydest=enemy(e)\ydest: ypos=enemy(e)\y  xdest=enemy(e)\xdest: xpos=enemy(e)\x  choosedirection  enemy(e)\direction=direction;move enemy depending on direction enemy(e)\direction=4 ! enemy(e)\ys-enemy(e)\spd:enemy(e)\frame=33+(e*2) enemy(e)\direction=2 ! enemy(e)\ys+enemy(eRl)\spd:enemy(e)\frame=41+(e*2) enemy(e)\direction=8 ! enemy(e)\xs-enemy(e)\spd:enemy(e)\frame=49+(e*2) enemy(e)\direction=1 ! enemy(e)\xs+enemy(e)\spd:enemy(e)\frame=57+(e*2)enemy(e)\subpix+enemy(e)\spd;after 32 pixels decide a direction again enemy(e)\subpix >=32 ! enemy(e)\subpix=0 enemy(e)\state=1 ; chasing player e=c2 ; only check enemy collision once every 3 frames (enemy(e)\x*32+enemy(e)\xs,enemy(e)\y*32+enemy(e)\ys,10,10,player\x*32+player\xs,pla 4yer\y*32+player\ys,16,16) gamestate=2 ; change gamestate to gameover player\col=0 ; reset this to use as a timer player\frame=74 ;start frame ready for gameover  8,%0101 enemy(e)\state=2 ; being chased enemy(e)\direction=4 ! enemy(e)\frame=39 enemy(e)\direction=2 ! enemy(e)\frame=47 enemy(e)\direction=8 ! enemy(e)\frame=55 enemy(e)\direction=1 ! enemy(e)\frame=63 enemy(e)\col=0 ! enemy(e)\state=1 e=c2 ; oWnly check enemy collision once every 3 frames (enemy(e)\x*32+enemy(e)\xs,enemy(e)\y*32+enemy(e)\ys,10,10,player\x*32+player\xs,player\y*32+player\ys,16,16) enemy(e)\state=3 ;change enemy to ghosted enemy(e)\col=0 kills+1 score+5*kills kills=3 ! score+5  hud  5,%0101 enemy(e)\state>=3 ; ghosted running to centre or in centre enemy(e)\frame=65 ;all these ifs are naff! enemy(e)\subpix>4 ! enemy(e)\frįɼame+1 enemy(e)\subpix>9 ! enemy(e)\frame+1 enemy(e)\subpix>14 ! enemy(e)\frame+1 enemy(e)\subpix>19 ! enemy(e)\frame+1 enemy(e)\subpix>24 ! enemy(e)\frame+1 enemy(e)\subpix>29 ! enemy(e)\frame+1 enemy(e)\state=3 ; ghosted running to centre enemy(e)\x=4 B enemy(e)\y=4 ;are we at centre? enemy(e)\state=4 ; change state to centre enemy(e)\col=0 enemy(e)\xs=0 enemy(e)\ys=0 enemy(e)\state=4 ;ghosted in centre enemy(eOA)\direction=0 enemy(e)\subpix=0 ! enemy(e)\col+1 enemy(e)\col=15 pilllast=0 enemy(e)\state=1 ;back to normal " enemy(e)\state=2 ;running away enemy(e)\col=pilllast enemy(e)\state<3 ; normal animation for states<3 enemy(e)\subpix>7 ! enemy(e)\frame+1 enemy(e)\subpix>15 ! enemy(e)\frame-1 enemy(e)\subpix>23 ! enemy(e)\frame+1Dž 0,enemy(e)\frame+gfx,enemy(e)\x*32+enemy(e)\xs+xoff,enemy(e)\y*32+enemy(e)\ys+yoff,9e*2+2.pillupdate pill(p)\state=0 p+1:p=(p,0,12) pillseaten=12 !   pillupdatepill(p)\spd=pillspeed pill(p)\subpix=0 pill(p)\xs=0:pill(p)\ys=0 pill(p)\direction=4 ! pill(p)\y-1 pill(p)\direction=2 ! pill(p)\y+1 pill(p)\direction=8 ! pill(p)\x-1 pill(p)\direction=1 ! pill(p)\x+1 pill(p)\x=(pill(p)\x,0,9)  exit=map(pill(p)\x,pill(p)\y) pill(p)\xdest=player\x+4:pill(p)\ydest=player\y+3 pill(p)\xdest=(pill(p)\xdest,0,9)p pill(p)\ydest=(pill(p)\ydest,0,7)  olddirection=pill(p)\direction  ydest=pill(p)\ydest: x=pill(p)\x  xdest=pill(p)\xdest: y=pill(p)\y  choosedirection  pill(p)\direction=direction pill(p)\direction=4 ! pill(p)\ys-pillspeed pill(p)\direction=2 ! pill(p)\ys+pillspeed pill(p)\direction=8 ! pill(p)\xs-pillspeed pill(p)\direction=1 ! pill(p)\xs+pillspeed pill(p)\direction>0 ! pill(p)\subpix+pillspeed pill(p)\subpix >=32 ! pill(p)\su@gqbpix=0pill(p)\frame=72 p>7 pill(p)\col>0 !  pill(p)\frame=73 pill(p)\col+1:pill(p)\col=(pill(p)\col,0,3) pill(p)\x*32+pill(p)\xs+xoff > 6 B pill(p)\x*32+pill(p)\xs+xoff<314 pill(p)\oldx,pill(p)\oldy,pill(p)\oldx+8,pill(p)\oldy+4,0  pill(p)\frame+gfx,pill(p)\x*32+pill(p)\xs+xoff,pill(p)\y*32+pill(p)\ys+yoff pill(p)\oldx=pill(p)\x*32+pill(p)\xs+xoff-3:pill(p)\oldy=pill(p)\y*32+pill(p)\ys+yoff-3 .canigo;player look up map reference andɵs allow u,d,l or r exit=0 ! uok=1:dok=1:lok=1:uok=1 exit=8 ! uok=1:dok=1:lok=0:rok=1 exit=4 ! uok=0:dok=1:lok=1:rok=1 exit=2 ! uok=1:dok=0:lok=1:rok=1 exit=1 ! uok=1:dok=1:lok=1:rok=0 exit=0 ! uok=1:dok=1:lok=1:rok=1 exit=9 ! uok=1:dok=1:lok=0:rok=0 exit=6 ! uok=0:dok=0:lok=1:rok=1 exit=12 ! uok=0:dok=1:lok=0:rok=1 exit=5 ! uok=0:dok=1:lok=1:rok=0 exit=10 ! uok=1:dok=0:lok=0:rok=1 exit=3 ! uok=1:dok=0:lok=1:rok=0 exit=14 ! uok=0:dok= 2 0:lok=0:rok=1 exit=11 ! uok=1:dok=0:lok=0:rok=0 exit=13 ! uok=0:dok=1:lok=0:rok=0 exit=7 ! uok=0:dok=0:lok=1:rok=0 exit=15 ! uok=0:dok=0:lok=0:rok=0.choosedirection;AI for ghosts and pills, not very elegant!;The 15 cases are for 15 different tile types exit  0 :c0 r=((2)) r=0 ypos <= ydest ! direction=2 ypos > ydest ! direction=4 " xpos <= xdest ! direction=1 xpos > xdest ! direction=8 !+5; direction+olddirection=6 !  c0 direction+olddirection=9 !  c0  1 :c1 r=((2)) r=0 ypos <= ydest ! direction=2 ypos > ydest ! direction=4 " direction=8 direction+olddirection=6 !  c1 direction+olddirection=9 !  c1  2 :c2 r=((2)) r=0 xpos < xdest ! direction=1 xpos > xdest ! direction=8 xpos = xdest r=((2)) r=0 "n)! direction=1 r=1 ! direction=8 " direction=4 direction+olddirection=6 !  c2 direction+olddirection=9 !  c2  3 direction=8 olddirection=1 ! direction=4 olddirection=2 ! direction=8  4 :c4 r=((2)) r=0 xpos <= xdest ! direction=1 xpos > xdest ! direction=8 " direction=2 direction+olddirection=6 !  c4 direction+olddirection=9 #^h!  c4  5 direction=8 olddirection=4 ! direction=8 olddirection=1 ! direction=2  6 ;If olddirection=0 Then olddirection=8 ;this is if we are coming out of a spinner from top or bottom olddirection=4 olddirection=2 olddirection=0 r=((2)) r=0 ! direction=1 r=1 ! direction=8 " direction=olddirection  7 direction=8  8 :c8 r=((2)) r=0 ypos <= ydest ! dire$=ction=2 ypos > ydest ! direction=4 " direction=1 direction+olddirection=6 !  c8 direction+olddirection=9 !  c8  9 olddirection=1 olddirection=8 olddirection=0 r=((2)) r=0 ! direction=4 r=1 ! direction=2 " direction=olddirection  10 direction=1 olddirection=2 ! direction=1 olddirection=8 ! direction=4  11 direction=4  12 direction=1 %83 olddirection=8 ! direction=2 olddirection=4 ! direction=1  13 direction=2  14 direction=1 .levelfinish;display the level end animation and flash the mazei+1player\col+1:player\col=(player\col,0,8) player\col=0 player\frame+1 dž 0,0 player\frame = 74 0,5,15,0,15: 0,1,15,0,15 player\frame = 75 0,5,15,15,0: 0,1,15,15,0player\frame=(player\frame,74,76) e=0  2:Dž 0,16,340,0,e*2+2: eDž 0,player\frame+gf&Lqx,player\x*32+player\xs+xoff,player\y*32+player\ys+yoff,0 i=150 ! i=0:level+1:gamestate=0: 0,5,15,0,15:dž 0,0.level;level finish, increment gamespeedspeed=level*0.2 e=0  2enemy(e)\spd+(speed) enemy(e)\spd>3.6 ! enemy(e)\spd=3.6 eplayer\spd+(speed) player\spd>3.6 ! player\spd=3.6pillspeedinc=player\spd/11pillspeed=pillspeedinc*3.spinner;spin the spinner, the map walls are kinda binary made upspinner+1:spinner=(spinner,0,4) spinner  1 'K map(4,4)=13;middle map(4,5)-4 ;open bottom map(5,4)+8 ;close right  2 map(4,4)=7;middle map(4,5)+4;close bottom map(3,4)-1;open left  3 map(4,4)=11 map(3,4)+1 ;close left map(4,3)-2 ;open top  0 map(4,4)=14 map(4,3)+2 ;close top map(5,4)-8 ;open right ,  0;blit the spinner and surrounding tiles map(4,3),4*32+xoff-16,3*32+yoff-16 map(5,4),5*32+xoff-16,4*32+yoff-16 map(4,5),4*32+xoff-16,5*32+yoff-16 map(3,4(XU),3*32+xoff-16,4*32+yoff-16 map(4,4),4*32+xoff-16,4*32+yoff-16.countersc1=(c1,0,2)c2+1:c2=(c2,0,3) ;enemy collision 1 in 3 and pillcollidec3+1:c3=(c3,0,10) ;player sound timing;subtract the timer for enemy being chased enemy(0)\subpix=0 B pilllast > 0 ! pilllast-1;spin the spinner and allign it to enemy movement enemy(0)\subpix=0 c4+1:c4=(c4,0,2) c4=1  spinner ;flash the ghosts when being chased pilllast>3 pilllast=2 0)ӈ`,29,15,9,15 0,20,15,3,15 dž 0,0 pilllast=3 pilllast=1 0,29,0,15,15 0,20,0,10,10 dž 0,0.hud;update scores 0 score > highscore(tmap) ! highscore(tmap)=score 7 8,1݁ score 33,1݁ highscore(tmap).gfxswitch;check if space pressed and change graphics set butcount=0 (64)=-1 butcount=5 gfx=0 gfx=81 " gfx=0 "butcount-1;check if escape is pressed and return to title screen *ԉy(69)=-1 ! gamestate=4.titlescreen e=0  6:Dž 0,16,340,0,e: e,  1DŽ 0,1dž 0,1 messages 1 0,7 1݁"Released exclusively for Amigathon 2018" (1)=0 mss+1 mss=(mss,0,100) mss=1  mes$ mes$=" " ! messages  0,30  1 ݁ mes$  1,10  2 ݁"Joystick <> selects map - fire starts"  15,11 ݁"Map #"  21,11  6 ݁ tmap+1  14,17  4 ݁"Highscores"  i=0  7  5  18,19+i ݁ += i+1  14,19+i ݁ "Map"  7  20,19+i ݁ highscore(i)  i ;check for changing the map dbounce>0 ! dbounce-1 dbounce=0 (1)=6 ! tmap-1 (1)=2 ! tmap+1 dbounce=5 tmap=(tmap,0,8) 7lmap=(tmap,0,4) tmap < 4 flash=0 " flash=1gamestate=0.messages$ "Released exclusively for Amigathon 2018"$ " A port of the Philips videopac game "$ " Written by Gary James 2018 "$ " ,nGraphics by PacManRed "$ " Playtested by Becky, Tara and Alfie "$ " Don't forget, donate at amigathon.com "$ " ".mapdata.map0 12,06,04,05,12,06,04,06,05 08,04,01,08,02,06,00,04,01 09,09,10,00,05,12,03,09,09 10,01,12,00,02,00,05,08,03 06,00,01,09,00,01,08,00,06 12,03,08,00,06,00,03,10,05 10,06,03,10,07,10,06,06,03.map1 12,07,12,05,12,07,12,06,05 08,06,01,10,01,12,02,04,03 10,05,08,06,00,03,12,02,05 14,00,03,12,02,04,03,12,03-8aJ 06,00,06,01,00,00,06,00,06 13,08,05,10,06,03,12,02,05 10,03,10,06,06,06,03,14,03.map2 12,05,14,05,12,06,05,12,05 09,08,04,01,08,05,08,03,09 08,01,09,08,03,09,08,05,09 11,08,01,08,06,00,03,08,03 06,01,08,01,00,00,05,08,06 12,01,09,09,12,03,08,02,05 11,10,03,10,02,07,10,06,03.map3 13,14,06,06,05,12,06,04,07 08,04,06,04,03,08,05,08,05 09,10,05,08,05,11,08,01,09 10,04,02,03,11,12,03,10,03 06,03,12,05,00,03,12,04,06 12,06,01,09,12,06,01,10,0. ^:5 10,06,02,03,10,06,02,06,03 direction=4 " direction=1 direction+olddirection=6 !  c8 direction+olddirection=9 !  c8  9 olddirection=1 olddirection=8 olddirection=0 r=((2)) r=0 ! direction=4 r=1 ! direction=2 " direction=olddirection  10 direction=1 olddirection=2 ! direction=1 olddirection=8 ! direction=4  11 direction=4  12 direction=1 50O kcmunchkin.bb.xtrapڗI<$ (=ukcmunchkin:kcmunchkiny^ t L u |Rpz`CH  >5essages  0,30  1 ݁ mes$  1,10  2 ݁"Joystick <> selects map - fire starts"  15,11 ݁"Map #"  21,11  6 ݁ tmap+1  14,17  4 ݁"Highscores"  i=0  7  5  18,19+i ݁ H`~$#"!      d9\ speech3.iffp%ޜFORM\8SVXVHDRV"NAMEANNO"libsndfile by Erik de Castro LopoBODY  !!       #).1221.,):>'!        #4BMTY\\YWRI=0# о#+.-+*+,---,)%  ƾ !#$#!  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JKKT L!M@5mlkjihgfedcba`_^]\[ZYXWVUTSRQPONM='0OvVterrahawks.bb.bakpLN]u5.variables3 .wplayery=256-18 ;player y positionplayerframe=0 ;player animation frameplayerspeed=4 ;players ship speedbulletspeed=10 ;players bullet speedhighscore=0 ;highscore reseteneymax=100 ;min downswoop of enemy enemyx(8) ;enemy x position 8of enemyy(8) ;enemy y position 8of enemyxd(8) ;enemy x old position 8of enemyyd(8) ;enemy y old position 8of enemyac(8) ;enemy condition 8of enemyexplode(8) ;enemy explode condition firLOex(8) ;enemy fire x position 8of firey(8) ;enemy fire y position 8of firexo(8) ;enemy fire x old position 8of fireyo(8) ;enemy fire y old position 8of firexd(8) firext(8) firefra(8) ;enemy fire frame 8of firetype(8) ;enemy fire type 8of i=0  7: firexd(i)=1: firefra(i)=28: i 0.displaysetup;create 32 colour display for loading and titleCOPPER1.l=$6 ;bitplanes;COPPER+$20 ;dual playfieldǂ 1,44, ,COPPER1,8,32,0;create 16 colour displLPay for gameCOPPER0.l=$4 ;bitplanes;COPPER0+$20 ;dual playfieldǂ 0,44, ,COPPER0,8,16,0.loadingscreen 1,360, ,6,  1 1,"loading.iff" 1,"loading.iff"4ǃ 1dž 1,1DŽ 1,1.loadsounds6 0,"head.iff" 1,"spinner.iff" 2,"dead.iff" 3,"fire.iff" 4,"fire1.iff" 5,"enedead.iff" 10,"level0.iff" 11,"level1.iff" 12,"level2.iff" 13,"level3.iff" 14,"speech1.iff" 15,"speech6.iff"maxsmaple=2mem.l=(2) mem>52488 16,"speech2.iff" 1LQMDO7,"speech3.iff" 18,"speech4.iff" 19,"speech5.iff" 20,"speech7.iff"maxsample=7.loadsprites 0,360, ,4 0,"spritegrid.iff" 0,"spritegrid.iff",  0.getshapes;ship 0,1,1,33,16 ;ship shape hollow 1,35,1,33,16 ;ship shape charged 2,69,1,33,16 ;ship shape charged 3,8,18,2,16 ;bullet i=0  3 : i:  i 18,103,1,33,16 ;ship fired 18;enemy 19,18,30,16,4 ;enemy 19;headfr=1 i=4  8  i,fr,35,16,16 ;head i fr+17 iLR=o;spinner 9,18,52,16,16 ;small spinner 12,35,52,16,16 ;medium spinner 15,53,52,32,32 ;large spinne;rotate small spinner 9 9,10 ;rotate small spinner 45 10,0.083 10 10,11 11,0.083 11;rotate medium spinner 12 12,13 ;rotate medium spinner 45 13,0.083 13 13,14 14,0.083 14;rotate large spinner 15 15,16 ;rotate large spinner 45 16,0.083 16 16,17 17,0.083 17;explosion 20,8,93,2,2 21,23,91,6,6 22,39,90,8,8LSyq 23,54,88,12,12 i=20  23: i: i;large explosion 20,34 21,35 22,36 23,37 i=34  37: i,3,1: i: i;enebullet 1 24,35,18,16,16 ; enebullet 1 25,52,18,16,16 24: 25;enebullet 2 26,69,26,8,8 ; enebullet 2 27,86,26,8,8 ; enebullet 2 26: 27;enebullet 4 28,103,24,10,10 ; enebullet 4 29,120,24,10,10 ; enebullet 4 28: 29;enebullet 3 30,137,26,8,8 ;enebullet 3 31,154,26,8,8 32,171,26,8,8 33,188,22,12,12 i=30  33:LTU i: i;headblast lines 38,1,103,16,16 ;headblast 39,18,103,16,16 40,35,103,16,16 41,52,103,16,16 42,1,120,16,16 i = 38  42: i: i.queues i=0  19 i,1 i.loadtitlepic,  1 1,"title.iff" 1,"title.iff"4.mainloop;newgame (0)=0 ;gamestate 0 - new game gamestate = 0 dž 1,1 DŽ 1,1 playerx=50 ;set ship position playerfired=0 ;reset fired to 0 enespawned=0 ;reset enemies currently spawned to 0 deLUJۈ\ath=0 ;make player alive level=1 ;set starting level score=0 ;set score ss=0 ;sampled speech counter :titleloop ǃ 1  1  0,20  8 mes+1 ;set message number  message ;go get message ݁ message$  0,24  10 ݁ " Press FIRE to start" 7 (1)=0 !  titleloop ;pressed fire, setup screen ready for game ,  0 ǃ 0 DŽ 0,0  0  ;print theL Vt 1 playerframe = 0 playerfired = 1 playerframe = 18 playerfired = 0 playerframe = (playerframe,0,3)  0  0,playerframe,playerx,playery death > 0  i=07 firetype(i)=0 enemyac(i)=0  i death+1 playerframe=(playerframe,34,38) playerx= (playerx,18,295)  0L Y  0,playerframe,playerx,playery playerframe+1 death=100 ! gamestate=4.countersc1+1:c2+1:cs+1:c3+1:c4+1:c5+1:c6+1:playerfiredtimer-1c1 = (c1,0,1)c2 = (c2,0,3)c3 = (c3,0,2) ;explosion animationc4 = (c4,0,8)c5 = (c5,0,c5max) ;sound counterc6 = (c6,0,12); colour counter speedcs = (cs,0,enespsd)cc = (cc,0,5) ;colour counter c4 = 0 eneymax > 100 ! eneymax-1 playerfiredtimer<0 ! playerfiredtimer=0cc+1;colour cycle cc=0 0,1L Zd~3,10,4,4: 0,15,15,0,15 cc=1 0,13,4,10,4: 0,15,0,15,15 cc=2 0,13,4,4,10: 0,15,15,15,0 cc=3 0,13,10,10,4: 0,15,0,0,15 cc=4 0,13,4,10,10: 0,15,0,15,0 cc=5 0,13,10,4,10: 0,15,15,0,0dž 0,0.bullet playerfired > 0 playerfired +1  1  1,3,bulletx,bullety bullety-bulletspeed bullety < 18 playerfired = 0  1  1,3,330,16 .displayhead 2 2,headdata+4,150,80 headdata7 headdata = 5 L[ؾ gamestate = 1  1,%0101 gamestate = 2 .displayhalo gamestate=1 c6 = 0  38,150,60  41,125,80  41,175,80  38,150,100  39,175,60;  40,125,60;  40,175,100;  39,125,100;  42,150,30  42,105,80  42,195,80  42,150,130  42,105,40  42,195,40  42,105,120  42,195,120 c6 = 6  38,150,30  41,105,80  41,195,80  38,150,130  40,105,40; L\S  39,195,40;  39,105,120;  40,195,120;  42,150,60  42,125,80  42,175,80  42,150,100  42,175,60  42,125,60  42,175,100  42,125,100 gamestate=2  42,150,60  42,125,80  42,175,80  42,150,100  42,175,60  42,125,60  42,175,100  42,125,100  42,150,30  42,105,80  42,195,80  42,150,130  42,105,40  42,195,40  42,105,120  42,195,120.displayspin c L]c7= 0  5  i = 0  2  2  2,i+9,150,80  counters 7  counters 7  i c c = 0  5  i = 3  5  2  2,i+9,150,80  counters 7  counters 7  i c c = 0  24 cs=0  enemyspawn  counters  i = 6  8  2  2,i+9,150,80  enemy 7  i c 2gamestate = 3.enemyspawn enespawned < 8  eneid = enespawned enemyx(eneid)=150 enemyy(eneid)=80 enL^Ltemyxd(eneid)=0 enemyyd(eneid)=0 enemyac(eneid)=1  eneid+3  eneid+3,19,enemyx(eneid),enemyy(eneid) enespawned + 1.enemy splitup = 0 r=(1000) " r=9999splitup=0 eneid=0  7 ;add random direction change r=9999 B eneid=deadenemy ! r=(9) r=0 ! enemyxd(eneid)+1 r=1 ! enemyxd(eneid)-1 r=2 ! enemyyd(eneid)+1 r=3 ! enemyyd(eneid)-1 r=4 ! enemyxd(eneid)+1:enemyyd(eneid)+1 r=5 ! enemyxd(eneid)-1:enemyyd(eneiL_V;jd)-1 r=6 ! enemyxd(eneid)+1:enemyyd(eneid)-1 r=7 ! enemyxd(eneid)-1:enemyyd(eneid)+1 r=8 ! eneymax=(120)+100 enemyxd(eneid)=(enemyxd(eneid),0,2) enemyyd(eneid)=(enemyyd(eneid),0,2) enemyac(eneid)=1 enemyxd(eneid)=0 enemyx(eneid)-enespd enemyx(eneid) < 20 enemyx(eneid) = 20 enemyxd(eneid)=1 enemyxd(eneid)=1 enemyx(eneid)+enespd enemyx(eneid) > 300 enemyx(eneid) = 300 eL`Csnemyxd(eneid)=0 enemyyd(eneid)=0 enemyy(eneid)-enespd enemyy(eneid) < 20 enemyy(eneid) = 20 enemyyd(eneid)=1 enemyyd(eneid)=1 enemyy(eneid)+enespd enemyy(eneid) > eneymax enemyy(eneid) = eneymax enemyyd(eneid)=0  eneid+3  eneid+3,19,enemyx(eneid),enemyy(eneid) playerfired > 0  (3,bulletx,bullety,19,enemyx(eneid),enemyy(eneid))=-1  eLaOenemyac(eneid)=2:enemyexplode(eneid)=20: 5,%0101:enespawned-1  playerfired = 0: 1:score+5: hudupdate:splitup=1:deadenemy=eneid enespawned=0 ! level+1: levelinc:gamestate=1 enemyac(eneid)=2  eneid+3  eneid+3,enemyexplode(eneid),enemyx(eneid),enemyy(eneid) enemyexplode(eneid)=23 ! enemyac(eneid)=3 enemyac(eneid)=2 enemyexplode(eneid)+1 enemyac(eneid)>2 LbNx?B enemyac(eneid)<20 c3=0 fra=23 " fra=22  eneid+3  eneid+3,fra,enemyx(eneid),enemyy(eneid) enemyac(eneid)+1 enemyac(eneid)=20  eneid+3  eneid+3,enemyexplode(eneid),enemyx(eneid),enemyy(eneid) enemyexplode(eneid)-1 enemyexplode(eneid) < 20 enemyac(eneid) = 0  eneid+3  eneid+3,20,330,50 gamestate = 3 enemyac(eneid) = 1 firetLc_32^ype(eneid) = 0 f=(enefirerate) f = 0  firex(eneid)=enemyx(eneid): firey(eneid)=enemyy(eneid) level = 1  firetype(eneid)=1 level = 2  firetype(eneid)=(2)+1 level = 3  firetype(eneid)=(3)+1 level > 3  firetype(eneid)=(4)+1  4,%0101Ld>@  firexo(eneid)=firex(eneid): fireyo(eneid)=firey(eneid)  eneid.enemyfire eneid=0  7;checking For bullet collisions firetype(eneid)>0 B firetype(eneid)<5 ;check if player has shot down ene bullet playerfired > 0  (3,bulletx,bullety,19,firex(eneid),firey(eneid))=-1 firetype(eneid)=1 ! score+2 firetype(eneid)=2 ! score+4 firetype(eneid)=3 ! score+8 firetype(eLeJU+neid)=4 ! score+16  hudupdate  firetype(eneid)=5:firefra(eneid)=20: 5,%0101  playerfired = 0: 1 ;check if player has been hit by ene bullet  (0,playerx,playery,19,firex(eneid),firey(eneid))=-1  death=1:playerframe=21: 2,%1111 ;all the different enemy bullet types firetype(eneid) = 1 firey(eneid)+firespd c2=1  firefra(eneid) = 25 "  firefra(eneid) = 24  11+eneid  11+eneid,firefraLf(eneid),firex(eneid),firey(eneid) firey(eneid)>238-firespd firey(eneid)=239-firespd  11+eneid firetype(eneid)=0 firetype(eneid) = 4 firey(eneid)+firespd f=(100) f=1 B firey(eneid)<200 firex(eneid)>playerx ! firexd(eneid)=-(4*firespd) firex(eneid)0 firext(eneid)-1 firex(eneid)+firexd(eneid) c2=0 firefra(eneid)+1 fireLgifra(eneid)= (firefra(eneid),28,30) firex(eneid)= (firex(eneid),10,270)  11+eneid  11+eneid,firefra(eneid),firex(eneid),firey(eneid) firey(eneid)>239-firespd firey(eneid)=240-firespd  11+eneid firetype(eneid)=0 firetype(eneid) = 2 firey(eneid)+firespd c2=1 firex(eneid)>playerx ! firex(eneid)-firespd firex(eneid)239-firespd firey(eneid)=240-firespd  11+eneid firetype(eneid)=0 firetype(eneid) = 3 firey(eneid)+firespd c4=1 firefra(eneid)+1 firefra(eneid)=(firefra(eneid),30,34)  11+eneid  11+eneid,firefra(eneid),firex(eneid),firey(eneid) firey(eneid)>239-firespd  firey(eneid)=240-firespd firex(eneid)firexo(eneid)+50 firetype(eneid) = 0  11+eneid ;change enemy fire into an explosion firetype(eneid)=>5  eneid+11  eneid+11,firefra(eneid),firex(eneid),firey(eneid) firefra(eneid)+1:firetype(eneid)+1 firefra(eneid)=(firefra(eneid),22,24) firetype(eneid)=>20 !  eneid+11:firetype(eneLjfid)=0 eneid.levelinc i=0  19 i i i=0  7firetype(i)=0 iplayerx=50 0,%0100,64 14+ss,%1011,64,64,64ss+1 ss=maxsample! ss = 0;level vars level = 0lvlsound = 10c5max=32enespd=2 ;enemy speedenespsd=2 ;enemy spawn speedenefirerate=100firespd=2 level = 1lvlsound = 10c5max=32enespd=2 ;enemy speedenespsd=2 ;enemy spawn speedenefirerate=100firespd=2 level = 2lvlsound = 11c5max=27enefirerate=100 level = 3lvlLkysound = 12c5max=24 level = 4lvlsound = 13c5max=20 level = 5enespd=2enespsd=2firespd=3enefirerate=85 level = 6enefirerate=75 level = 7enefirerate=100enespd=2enespsd=2firespd=4 level=8enefirerate=85enespd=2enespsd=2firespd=4 level=9enefirerate=75enespd=2enespsd=2firespd=4 level=10enefirerate=100enespd=2enespsd=2firespd=5 level=11enefirerate=85enespd=2enespsd=2firespd=5 level=12enefirerate=75enespd=2eneLlw}spsd=2firespd=5 level=13enefirerate=100enespd=2enespsd=2firespd=6 level=14enefirerate=85enespd=2enespsd=2firespd=6 level=15enefirerate=75enespd=2enespsd=2firespd=6 level=16enefirerate=100enespd=2enespsd=2firespd=7 level=17enefirerate=85enespd=2enespsd=2firespd=7 level=18enefirerate=75enespd=2enespsd=2firespd=7 level=19enefirerate=100enespd=3enespsd=1firespd=7.backsound c5=0 lvlsound,%1010.hudL mIupdate score > highscore ! highscore = score 6 10,0݁ highscore 35,0݁ score.headanidata 0,0,0,1,1,1,1,1,2,2,2,2,2,3,3,3,3,3,4,3,3,3,3,3,4,3,3,3,3,4,4,4,3,3,3,3,3,3,3,3,3,3,4,4,4,3,3,3,3,3,3,3,4,4,4,4,4,4,4,3,3 4,4,4,3,3,3,3,4,3,3,3,3,4,3,3,3,3,3,2,2,2,2,2,1,1,1,1,1,0,0,0,0,0,5.message mes=1 ! message$=" A Philips videopac game " mes=100 ! message$=" Amiga version Gary James 2017 " mes=200 ! message$=" Play testing - Alfie aL!'o!nd Tara James" mes=300 ! mes=0e = score 6 10,0݁ highscore 35,0݁ score.headanidata 0,0,0,1,1,1,1,1,2,2,2,2,2,3,3,3,3,3,4,3,3,3,3,3,4,3,3,3,3,4,4,4,3,3,3,3,3,3,3,3,3,3,4,4,4,3,3,3,3,3,3,3,4,4,4,4,4,4,4,3,3 4,4,4,3,3,3,3,4,3,3,3,3,4,3,3,3,3,3,2,2,2,2,2,1,1,1,1,1,0,0,0,0,0,5.message mes=1 ! message$=" A Philips videopac game " mes=100 ! message$=" Amiga version Gary James 2017 " mes=200 ! message$=" Play testing - Alfie ano,Oqpo0Oterrahawks.bb.xtra@pnp1OP (nq+Terrahawks:Terrahawksnz^ tL u |Rdpz`rs%yxwvuts r0O2 Disk.infoprtZ ^..2426^23` d2.ZA..8|?8|xru'@݀?..x>/ ?>?>>>~~??rv)Jxt>?h>?P /` o@ @ o@`@A`B ?q??Q??T??P??P?? ?j?>?T?FORMfICONFACE,,2IMAGr2;!'@9?*?KO$08T~!Lb /Ӂ(A1p'a9p#f)pB '8NO҂1?NR8rwrG,p P8!LBBR}_!Jb/p!)> /Ӂ/b~ '8NCd1 p?08 `/p!)> /?gJOp!)>_Ӂ INqv(*JOsAPT9Ĥ '8T * 0@PT~'8p )PR0@AP*?J JOseAQPPR}^* GABsINq| APTE %'a92((Nq)> /APR䠡9Ĥ '8T * r0@PTz'8p )QPPR}_h* РZĤ +` 0JOs9Ĥ?* $rxLՃ{$Bf𪪪Rfjjj)))™ªh6IIIIMAGV2@@@`A{E!h0!?O` ("%%O` !$( 0B?>1?D O@U2OCCdBҁ_ e@3\!0D2!(!c/Y~ PC"O‘_ e@3\!PD2!)L_X? VC A b f_ ~r Ȅ0̵G? (b? !!/X? fCC`dB ~r  B8 (b Hk1r Ȅ7!IRrryI! r  $D*JC\!0D2! HR*JD!PC"%OBH5C"4%IRR"(b? !oB %ISP! r Ȅ7 eISP! r  $ *J? "(b  C~T*Jk1Ȅ7 eISP! r Ȅ7!IRT(ACQ C~T*Jrk1?D!)*JBk1Ȅ7!IRT(ICC`dcR*} F1PC#އk1?D!"(b?!h+1?r4CP _}<@@@~ߺERfƪ$Bfjjj)))IIIhr ǧ6r  $D*JC\!0D2! HR*JD!PC"%OBH5C"4%IRR"(b? !oB %ISP! r Ȅ7 eISP! r  $ *J? "(b  C~T*Jk1Ȅ7 eISP! r Ȅ7!IRT(ACQ C~T*Jrk1?D!)*JBk1Ȅ7!IRT(ICC`dcR*} F1PC#އk1?D!"(b?!h+1?r4CP _}<@@@~ߺERfƪ$Bfjjj)))IIIhz&{I~}|{F8 gpl-2.0.txtpz|+ GNU GENERAL PUBLIC LICENSE Version 2, June 1991 Copyright (C) 1989, 1991 Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed. Preamble The licenses for most software are designed to take away your freedom to share and change it. By contrast, the GNU z}\General Public License is intended to guarantee your freedom to share and change free software--to make sure the software is free for all its users. This General Public License applies to most of the Free Software Foundation's software and to any other program whose authors commit to using it. (Some other Free Software Foundation software is covered by the GNU Lesser General Public License instead.) You can apply it to your programs, too. When we speak of free software, we are z~46referring to freedom, not price. Our General Public Licenses are designed to make sure that you have the freedom to distribute copies of free software (and charge for this service if you wish), that you receive source code or can get it if you want it, that you can change the software or use pieces of it in new free programs; and that you know you can do these things. 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If the software is modified by someone else and passed on, we want its recipients to know that what they have is not the original, so that any problems introduced by others will not reflect on the original authozF൅rs' reputations. Finally, any free program is threatened constantly by software patents. We wish to avoid the danger that redistributors of a free program will individually obtain patent licenses, in effect making the program proprietary. To prevent this, we have made it clear that any patent must be licensed for everyone's free use or not licensed at all. The precise terms and conditions for copying, distribution and modification follow. GNU GENERAL PUBLz\QIC LICENSE TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION 0. This License applies to any program or other work which contains a notice placed by the copyright holder saying it may be distributed under the terms of this General Public License. The "Program", below, refers to any such program or work, and a "work based on the Program" means either the Program or any derivative work under copyright law: that is to say, a work containing the Program or a portion ozA>?rf it, either verbatim or with modifications and/or translated into another language. (Hereinafter, translation is included without limitation in the term "modification".) Each licensee is addressed as "you". Activities other than copying, distribution and modification are not covered by this License; they are outside its scope. The act of running the Program is not restricted, and the output from the Program is covered only if its contents constitute a work based on the Program (z independent of having been made by running the Program). Whether that is true depends on what the Program does. 1. 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(Exception: if the Program itself is interactive but does not normally print such an announcement, your work based on the Pz )rogram is not required to print an announcement.) These requirements apply to the modified work as a whole. If identifiable sections of that work are not derived from the Program, and can be reasonably considered independent and separate works in themselves, then this License, and its terms, do not apply to those sections when you distribute them as separate works. But when you distribute the same sections as part of a whole which is a work based on the Program, the distribution oz7df the whole must be on the terms of this License, whose permissions for other licensees extend to the entire whole, and thus to each and every part regardless of who wrote it. 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It is safest to attach them to the start of each source filez!O to most effectively convey the exclusion of warranty; and each file should have at least the "copyright" line and a pointer to where the full notice is found. Copyright (C) This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the Licz" , 1 April 1989 Ty Coon, President of Vice This General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Lesser General Publz&$M ic License instead of this License. e program `Gnomovision' (which makes passes at compilers) written by James Hacker. , 1 April 1989 Ty Coon, President of Vice This General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Lesser General Publ![=(0O] terrahawks.bbp\ˀ5.variables3 .wplayery=256-18 ;player y positionplayerframe=0 ;player animation frameplayerspeed=4 ;players ship speedbulletspeed=10 ;players bullet speedhighscore=0 ;highscore reseteneymax=100 ;min downswoop of enemy enemyx(8) ;enemy x position 8of enemyy(8) ;enemy y position 8of enemyxd(8) ;enemy x old position 8of enemyyd(8) ;enemy y old position 8of enemyac(8) ;enemy condition 8of enemyexplode(8) ;enemy explode condition firiex(8) ;enemy fire x position 8of firey(8) ;enemy fire y position 8of firexo(8) ;enemy fire x old position 8of fireyo(8) ;enemy fire y old position 8of firexd(8) firext(8) firefra(8) ;enemy fire frame 8of firetype(8) ;enemy fire type 8of i=0  7: firexd(i)=1: firefra(i)=28: i 0.displaysetup;create 32 colour display for loading and titleCOPPER1.l=$6 ;bitplanes;COPPER+$20 ;dual playfieldǂ 1,44, ,COPPER1,8,32,0;create 16 colour displqay for gameCOPPER0.l=$4 ;bitplanes;COPPER0+$20 ;dual playfieldǂ 0,44, ,COPPER0,8,16,0.loadingscreen 1,360, ,6,  1 1,"loading.iff" 1,"loading.iff"4ǃ 1dž 1,1DŽ 1,1.loadsounds6 0,"head.iff" 1,"spinner.iff" 2,"dead.iff" 3,"fire.iff" 4,"fire1.iff" 5,"enedead.iff" 10,"level0.iff" 11,"level1.iff" 12,"level2.iff" 13,"level3.iff" 14,"speech1.iff" 15,"speech6.iff"maxsample=2mem.l=(2) mem>524288 16,"speech2.iff" M317,"speech3.iff" 18,"speech4.iff" 19,"speech5.iff" 20,"speech7.iff"maxsample=7.loadsprites 0,360, ,4 0,"spritegrid.iff" 0,"spritegrid.iff",  0.getshapes;ship 0,1,1,33,16 ;ship shape hollow 1,35,1,33,16 ;ship shape charged 2,69,1,33,16 ;ship shape charged 3,8,18,2,16 ;bullet i=0  3 : i:  i 18,103,1,33,16 ;ship fired 18;enemy 19,18,30,16,4 ;enemy 19;headfr=1 i=4  8  i,fr,35,16,16 ;head i fr+17 A)i;spinner 9,18,52,16,16 ;small spinner 12,35,52,16,16 ;medium spinner 15,53,52,32,32 ;large spinne;rotate small spinner 9 9,10 ;rotate small spinner 45 10,0.083 10 10,11 11,0.083 11;rotate medium spinner 12 12,13 ;rotate medium spinner 45 13,0.083 13 13,14 14,0.083 14;rotate large spinner 15 15,16 ;rotate large spinner 45 16,0.083 16 16,17 17,0.083 17;explosion 20,8,93,2,2 21,23,91,6,6 22,39,90,8,8Syϼ 23,54,88,12,12 i=20  23: i: i;large explosion 20,34 21,35 22,36 23,37 i=34  37: i,3,1: i: i;enebullet 1 24,35,18,16,16 ; enebullet 1 25,52,18,16,16 24: 25;enebullet 2 26,69,26,8,8 ; enebullet 2 27,86,26,8,8 ; enebullet 2 26: 27;enebullet 4 28,103,24,10,10 ; enebullet 4 29,120,24,10,10 ; enebullet 4 28: 29;enebullet 3 30,137,26,8,8 ;enebullet 3 31,154,26,8,8 32,171,26,8,8 33,188,22,12,12 i=30  33U: i: i;headblast lines 38,1,103,16,16 ;headblast 39,18,103,16,16 40,35,103,16,16 41,52,103,16,16 42,1,120,16,16 i = 38  42: i: i.queues i=0  19 i,1 i.loadtitlepic,  1 1,"title.iff" 1,"title.iff"4.mainloop;newgame (0)=0 ;gamestate 0 - new game gamestate = 0 dž 1,1 DŽ 1,1 playerx=50 ;set ship position playerfired=0 ;reset fired to 0 enespawned=0 ;reset enemies currently spawned to 0 dJleath=0 ;make player alive level=1 ;set starting level score=0 ;set score ss=0 ;sampled speech counter :titleloop ǃ 1  1  0,20  8 mes+1 ;set message number  message ;go get message ݁ message$  0,24  10 ݁ " Press FIRE to start" 7 (1)=0 !  titleloop ;pressed fire, setup screen ready for game ,  0 ǃ 0 DŽ 0,0  0  ;print th t5e hud  0,0  14 ݁"HighScore "  29,0 ݁"Score "  hudupdate  levelinc ;print the line at bottom of screen 0, -8,312, -10,14 gamestate = 1 ; change the gamestate to start of level ;gamestate 1 - display the enemy head gamestate = 1  displayhead  displayhalo  counters ;gamestate 2 - display mothership and launch enemy ships gamestate = 2  displayspin ;gamestate 3 - main game loop  " gamestate = 3  player  counters  bullet  enemy  enemyfire  backsound  hudupdate 7 ;gamestate 4 - game over gamestate = 4  14,12 ݁"Game Over"  15,%1111  a=0  90: displayhead: a gamestate=0 .player death=0 playerx +(1) * playerspeed playerx = (playerx,16,294) playerfired = 0 B playerfiredtimer = 0 (1)=1  3,%1010 playerfired = 1 playerfiredti !mer=15 bulletx=playerx+0 bullety=playery-16 c1=0 playerframe + 1 playerframe = 19 ! playerframe = 0 playerfired > 1 playerframe = 0 playerfired = 1 playerframe = 18 playerfired = 0 playerframe = (playerframe,0,3)  0  0,playerframe,playerx,playery death > 0  i=07 firetype(i)=0 enemyac(i)=0  i death+1 playerframe=(playerframe,34,38) playerx= (playerx,18,295)   .0  0,playerframe,playerx,playery playerframe+1 death=100 ! gamestate=4.countersc1+1:c2+1:cs+1:c3+1:c4+1:c5+1:c6+1:playerfiredtimer-1c1 = (c1,0,1)c2 = (c2,0,3)c3 = (c3,0,2) ;explosion animationc4 = (c4,0,8)c5 = (c5,0,c5max) ;sound counterc6 = (c6,0,12); colour counter speedcs = (cs,0,enespsd)cc = (cc,0,5) ;colour counter c4 = 0 eneymax > 100 ! eneymax-1 playerfiredtimer<0 ! playerfiredtimer=0cc+1;colour cycle cc=0 0, d13,10,4,4: 0,15,15,0,15 cc=1 0,13,4,10,4: 0,15,0,15,15 cc=2 0,13,4,4,10: 0,15,15,15,0 cc=3 0,13,10,10,4: 0,15,0,0,15 cc=4 0,13,4,10,10: 0,15,0,15,0 cc=5 0,13,10,4,10: 0,15,15,0,0dž 0,0.bullet playerfired > 0 playerfired +1  1  1,3,bulletx,bullety bullety-bulletspeed bullety < 18 playerfired = 0  1  1,3,330,16 .displayhead 2 2,headdata+4,150,80 headdata7 headdata = 5 1ю gamestate = 1  1,%0101 gamestate = 2 .displayhalo gamestate=1 c6 = 0  38,150,60  41,125,80  41,175,80  38,150,100  39,175,60;  40,125,60;  40,175,100;  39,125,100;  42,150,30  42,105,80  42,195,80  42,150,130  42,105,40  42,195,40  42,105,120  42,195,120 c6 = 6  38,150,30  41,105,80  41,195,80  38,150,130  40,105,40; t  39,195,40;  39,105,120;  40,195,120;  42,150,60  42,125,80  42,175,80  42,150,100  42,175,60  42,125,60  42,175,100  42,125,100 gamestate=2  42,150,60  42,125,80  42,175,80  42,150,100  42,175,60  42,125,60  42,175,100  42,125,100  42,150,30  42,105,80  42,195,80  42,150,130  42,105,40  42,195,40  42,105,120  42,195,120.displayspin c6 = 0  5  i = 0  2  2  2,i+9,150,80  counters 7  counters 7  i c c = 0  5  i = 3  5  2  2,i+9,150,80  counters 7  counters 7  i c c = 0  24 cs=0  enemyspawn  counters  i = 6  8  2  2,i+9,150,80  enemy 7  i c 2gamestate = 3.enemyspawn enespawned < 8  eneid = enespawned enemyx(eneid)=150 enemyy(eneid)=80 e$nemyxd(eneid)=0 enemyyd(eneid)=0 enemyac(eneid)=1  eneid+3  eneid+3,19,enemyx(eneid),enemyy(eneid) enespawned + 1.enemy splitup = 0 r=(1000) " r=9999splitup=0 eneid=0  7 ;add random direction change r=9999 B eneid=deadenemy ! r=(9) r=0 ! enemyxd(eneid)+1 r=1 ! enemyxd(eneid)-1 r=2 ! enemyyd(eneid)+1 r=3 ! enemyyd(eneid)-1 r=4 ! enemyxd(eneid)+1:enemyyd(eneid)+1 r=5 ! enemyxd(eneid)-1:enemyyd(eneV4id)-1 r=6 ! enemyxd(eneid)+1:enemyyd(eneid)-1 r=7 ! enemyxd(eneid)-1:enemyyd(eneid)+1 r=8 ! eneymax=(120)+100 enemyxd(eneid)=(enemyxd(eneid),0,2) enemyyd(eneid)=(enemyyd(eneid),0,2) enemyac(eneid)=1 enemyxd(eneid)=0 enemyx(eneid)-enespd enemyx(eneid) < 20 enemyx(eneid) = 20 enemyxd(eneid)=1 enemyxd(eneid)=1 enemyx(eneid)+enespd enemyx(eneid) > 300 enemyx(eneid) = 300  eneymax enemyy(eneid) = eneymax enemyyd(eneid)=0  eneid+3  eneid+3,19,enemyx(eneid),enemyy(eneid) playerfired > 0  (3,bulletx,bullety,19,enemyx(eneid),enemyy(eneid))=-1  !O7enemyac(eneid)=2:enemyexplode(eneid)=20: 5,%0101:enespawned-1  playerfired = 0: 1:score+5: hudupdate:splitup=1:deadenemy=eneid enespawned=0 ! level+1: levelinc:gamestate=1 enemyac(eneid)=2  eneid+3  eneid+3,enemyexplode(eneid),enemyx(eneid),enemyy(eneid) enemyexplode(eneid)=23 ! enemyac(eneid)=3 enemyac(eneid)=2 enemyexplode(eneid)+1 enemyac(eneid)>2#GF B enemyac(eneid)<20 c3=0 fra=23 " fra=22  eneid+3  eneid+3,fra,enemyx(eneid),enemyy(eneid) enemyac(eneid)+1 enemyac(eneid)=20  eneid+3  eneid+3,enemyexplode(eneid),enemyx(eneid),enemyy(eneid) enemyexplode(eneid)-1 enemyexplode(eneid) < 20 enemyac(eneid) = 0  eneid+3  eneid+3,20,330,50 gamestate = 3 enemyac(eneid) = 1 fire_+type(eneid) = 0 f=(enefirerate) f = 0  firex(eneid)=enemyx(eneid): firey(eneid)=enemyy(eneid) level = 1  firetype(eneid)=1 level = 2  firetype(eneid)=(2)+1 level = 3  firetype(eneid)=(3)+1 level > 3  firetype(eneid)=(4)+1  4,%010>9e1  firexo(eneid)=firex(eneid): fireyo(eneid)=firey(eneid)  eneid.enemyfire eneid=0  7;checking For bullet collisions firetype(eneid)>0 B firetype(eneid)<5 ;check if player has shot down ene bullet playerfired > 0  (3,bulletx,bullety,19,firex(eneid),firey(eneid))=-1 firetype(eneid)=1 ! score+2 firetype(eneid)=2 ! score+4 firetype(eneid)=3 ! score+8 firetype(JNteneid)=4 ! score+16  hudupdate  firetype(eneid)=5:firefra(eneid)=20: 5,%0101  playerfired = 0: 1 ;check if player has been hit by ene bullet  (0,playerx,playery,19,firex(eneid),firey(eneid))=-1  death=1:playerframe=21: 2,%1111 ;all the different enemy bullet types firetype(eneid) = 1 firey(eneid)+firespd c2=1  firefra(eneid) = 25 "  firefra(eneid) = 24  11+eneid  11+eneid,firefr)na(eneid),firex(eneid),firey(eneid) firey(eneid)>238-firespd firey(eneid)=239-firespd  11+eneid firetype(eneid)=0 firetype(eneid) = 4 firey(eneid)+firespd f=(100) f=1 B firey(eneid)<200 firex(eneid)>playerx ! firexd(eneid)=-(4*firespd) firex(eneid)0 firext(eneid)-1 firex(eneid)+firexd(eneid) c2=0 firefra(eneid)+1 fir-befra(eneid)= (firefra(eneid),28,30) firex(eneid)= (firex(eneid),10,270)  11+eneid  11+eneid,firefra(eneid),firex(eneid),firey(eneid) firey(eneid)>239-firespd firey(eneid)=240-firespd  11+eneid firetype(eneid)=0 firetype(eneid) = 2 firey(eneid)+firespd c2=1 firex(eneid)>playerx ! firex(eneid)-firespd firex(eneid)239-firespd firey(eneid)=240-firespd  11+eneid firetype(eneid)=0 firetype(eneid) = 3 firey(eneid)+firespd c4=1 firefra(eneid)+1 firefra(eneid)=(firefra(eneid),30,34)  11+eneid  11+eneid,firefra(eneid),firex(eneid),firey(eneid) firey(eneid)>239-firespd  firey(eneid)=240-firespd firex(eneid)firexo(eneid)+50 firetype(eneid) = 0  11+eneid ;change enemy fire into an explosion firetype(eneid)=>5  eneid+11  eneid+11,firefra(eneid),firex(eneid),firey(eneid) firefra(eneid)+1:firetype(eneid)+1 firefra(eneid)=(firefra(eneid),22,24) firetype(eneid)=>20 !  eneid+11:firetype(en_Eeid)=0 eneid.levelinc i=0  19 i i i=0  7firetype(i)=0 iplayerx=50 0,%0100,64 14+ss,%1011,64,64,64ss+1 ss=maxsample! ss = 0;level vars level = 0lvlsound = 10c5max=32enespd=2 ;enemy speedenespsd=2 ;enemy spawn speedenefirerate=100firespd=2 level = 1lvlsound = 10c5max=32enespd=2 ;enemy speedenespsd=2 ;enemy spawn speedenefirerate=100firespd=2 level = 2lvlsound = 11c5max=27enefirerate=100 level = 3lv6:lsound = 12c5max=24 level = 4lvlsound = 13c5max=20 level = 5enespd=2enespsd=2firespd=3enefirerate=85 level = 6enefirerate=75 level = 7enefirerate=100enespd=2enespsd=2firespd=4 level=8enefirerate=85enespd=2enespsd=2firespd=4 level=9enefirerate=75enespd=2enespsd=2firespd=4 level=10enefirerate=100enespd=2enespsd=2firespd=5 level=11enefirerate=85enespd=2enespsd=2firespd=5 level=12enefirerate=75enespd=2enwvespsd=2firespd=5 level=13enefirerate=100enespd=2enespsd=2firespd=6 level=14enefirerate=85enespd=2enespsd=2firespd=6 level=15enefirerate=75enespd=2enespsd=2firespd=6 level=16enefirerate=100enespd=2enespsd=2firespd=7 level=17enefirerate=85enespd=2enespsd=2firespd=7 level=18enefirerate=75enespd=2enespsd=2firespd=7 level=19enefirerate=100enespd=3enespsd=1firespd=7.backsound c5=0 lvlsound,%1010.hu qI͂dupdate score > highscore ! highscore = score 6 10,0݁ highscore 35,0݁ score.headanidata 0,0,0,1,1,1,1,1,2,2,2,2,2,3,3,3,3,3,4,3,3,3,3,3,4,3,3,3,3,4,4,4,3,3,3,3,3,3,3,3,3,3,4,4,4,3,3,3,3,3,3,3,4,4,4,4,4,4,4,3,3 4,4,4,3,3,3,3,4,3,3,3,3,4,3,3,3,3,3,2,2,2,2,2,1,1,1,1,1,0,0,0,0,0,5.message mes=1 ! message$=" A Philips videopac game " mes=100 ! message$=" Amiga version Gary James 2017 " mes=200 ! message$=" Play testing - Alfie !(fSand Tara James" mes=300 ! mes=0rate=100enespd=2enespsd=2firespd=6 level=14enefirerate=85enespd=2enespsd=2firespd=6 level=15enefirerate=75enespd=2enespsd=2firespd=6 level=16enefirerate=100enespd=2enespsd=2firespd=7 level=17enefirerate=85enespd=2enespsd=2firespd=7 level=18enefirerate=75enespd=2enespsd=2firespd=7 level=19enefirerate=100enespd=3enespsd=1firespd=7.backsound c5=0 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LHNupNu  ! @Vp4translator 33.2 (24 Jun 1986) translator.libraryH?>$[/ < r/QBg/ // BB*O+|prvxz|~EIB )#g& * fZal?a6kg E`&2` ra| L|0HNu,mg,Va`a$gk`,m,VMnaFa JGk`zabf"/ / afaf a$_XNu&_$_ \g `g`r8L84@f <[fRAI&vNu|~&J6`RF [fFHF<HF6`RF ]ggNuHFSFk6`8 84@ f "gNuDNu~afDNu$oHF6`RF =g8 84@ fgNu~afDNu>SGRG6p \g `fFfNu GBl>?`Q>/p)@04g `f Nup)H04 fp!H04 gC  D".NuGB0< WD@@.9 HG&sNNuJGk"`x 84@NuaNuag afDNuagNuaga Ig EgDNuDNua Ef,agX SgB Dg< Rg& Lf:ar Yg&`.af Nf$a\ GfaRg Sf aBgDNuDNua,Nua"NuaNuaNuafDNuaNuafDNuafDNuDNuE0 prvJodf+|  l< f< am zn ]f< RC Cdn8 g*Sg. #f #f f#vNuS| SCSSCNurNu␅  Nu-gbH  @mL mp@04f8n mEPHr&J[g Qn`R$Ibf4RL +INu"    #*.$%&@^+:?_ IHEHAAAEIYAOAHEROHEYAYOYAWOWUWpM8EA - HEZg9~7R5 [A. ]=EH3Y. \ [A] =AH`[A] =AH\ [ARE] =AAR` [AND] =AEND` [AS] =AEZ` [AT] =AET` [AN] =AEN` [AM] =AEM` [AREN'T] =AA1RINT\ [ABOVE]=AHBAH3V\ [AROUND]=AHRAW3ND\[A]DAP=AX\ [AVE.] =AE2VINUW\ [AR]O=AXR\[AR]#=EHR\ ^[AS]#=EYS\[A]WA=AX\[AW]=AO\ :[ANY]=EH3NIY\[A]TION=EY3\[A]SION=EY3\[A]^+#=EY\#:[ALLY]=ULIY\ [AL]#=UL\[AGAIN]=AXGEH3N` [AGO] =AHGOW2\ [ANOTHER]=AHNAH3DHER\[ABOUT]=AXBAW1T`[APPLE]=AE3PUL` P=[AMIGA]=AHMIY3GAH\[ATARI]=AHTAA3RIY\[ATOMIC]=AHTAA3MIHK\[A]TOM=AE2\#:[AG]E=IHJ\[A]^%=EY\[AL]F =AE2\[A]^+:#=AE\ :[A]^+ =EY3\ [ARR]=AXRR\[ARR]=AER\ :[AR] =AA3R\[AR] =ER\[AR]=AAR\[AIR]=EH4R\[AI]=EY3\[AY]=EY3\[AU]=AO3\#:[AL] =UL\#:[ALS] =ULZ\[ALK]=AO3K\[AL]^=AOL\ :[ABLE]=EY3BUL\[ABLE]=AXBUL\[A]VO=EY3\[ANG]+=EY3NJ\[A]TTI=AE\ [A]T=AX\[A]A=\[A]=AE\ :[B]: = BIY4 \ [BE] =BIY`[BECAUSE]=BIHKAH1Z\ [BE]^#=BIX\[BEING]=BIY2IHNX\ [BOTH] =BOW3TH` [BY] =BAY` [BUT] =BAHT` [BEEN] =BIHN` [BUS]#=BIH3Z\[BR! ;EAK]=BREY3K\[BEFORE]=BIXFOH2R\[BUIL]=BIH3L\[BELOW]=BILOW2\[BETWEEN]=BIXTWIY2N\B[B]=\[B]=B\ :[C]: = SIY3 \ [CAN] =KAEN` [CAN'T] =KAENT` [COULD] =KUHD`[COMPUT]+=KUMPYUW3T\[CONSIST]=KUNSIH3ST\[COMMODORE]=KAA3MAXDOHR\[CERTAIN]=SER3TIN\[CONTOUR]=KAA3NTUH1R\[CO]NSOL=KAA4\[COLLE]C=KULEH\ [COS] =KOW3SAY1N` [CH]^=K\^E[CH]=K\[CHA]R#=KEH3\[CH]=CH\ S[CI]#=SAY3\[CI]A=SH\[CI]O=SH\[CI]EN=SH\[CITY]=SIHTIY\[C]+=S\[CK]=K\[COM]^=KUM\[COM]%=KAHM\[CUIT]=KIHT\[CREA]^+=KRIYEY3\[CC]+=KS\[CC]=K\[C]=K\ [DR.] "ˠޒ=DAA3KTER\ :[D]: = DIY3 \#:[DED] =DIHD\.E[D] =D\#:^E[D] =T\ [DE]^#=DIH\ [DO] =DUW` [DOES]=DAHZ\ [DID]=DIHD`[DONE] =DAH5N`[DOING]=DUW3IHNX`[DOW]=DAW2\#[DU]A=JUW\[DUC]+=DUWS\#[DU]^#=JAX\D[D]=\[DOLLAR]=DAA3LER\[DIA]GR=DAY3AH\[DIA]M=DAYAE3\[DISTANC]#=DIH3STINS\[DISKETTE]=DIHSKEH4T\ [DIS]^:#=DIHS \[D]=D\ [E] = IY4 \#:[E] =\':^[E] =\ :[E] =IY\#[ED] =D\#:[E]D =\[EV]ER=EH3V\#:[ERED] =ERD\#:[ERING]=ERIHNX\#:[EN] =EHN\#:[ENED] =IHND\#:[ENESS] =NIHS\[EXA]M=IHGZAE3\[EXA]C=IHGZAE3\[EDGE]=EHJ\[ENG #ACL]LISH=IY3NXG\ [ETC] =EHTSEH3TRAH\[E]^%=IY3\[ERI]#=IY3RIY\[ERI]=EH3RIH\#:[ER]#=ER\[ERROR]=EH3ROHR\[ERAS]#=IHREY3S\[ER]#=EH1R\#:[ER] =ER\#:[ERS] =ERZ\[ER]=ER\[EVEN] =IY3VIN\ [EVEN]=IYVEH3N\#:[E]W=\@[EW]=UW\[EW]=YUW\[E]O=IY\SH[ES] =IHZ\CH[ES] =IHZ\#:&[ES] =IHZ\#:[E]S =\#:[ELY] =LIY\#:[EMENT]=MINT\[EFUL]=FUHL\[EE]=IY\[EARN]=ER3N\ [EAR]^=ER3\[EAD]=EHD\#:[EA] =IYAH\[EA]SU=EH3\[EA]=IY\[EIGH]=EY3\[EI]=IY\ [EYE]=AY3\[EY]=IY\[EU]=YUW\[E]TION=IY3\[E]SION=IY3\[EQUAL]=IY3KWUL\[E]=EH\ :[F]: = EH3F $n ) \ [FOR] =FOHR` [FROM] =FRAHM` [FT.] =FIY3T\[FUL]=FUHL\[FRIEND]=FREH3ND\[FE]MALE=FIY3\[FORGET]=FOHRGEH3T\[FUNC]^=FAH4NXK\[FATHER]=FAA3DHER\[F]F=\[F]=F\ :[G]: = JIY3 \[GIV]=GIH3V\ [G]I^=G\ [GET] =GEHT`[GE]T=GEH\SU[GGES]=GJEH3S\[GION]=JUN\[GG]=G\ B#[G]=G\[G]+=J\[GREAT]=GREY3T\ [GO] =GOW`[GON]E=GAA3N\#[GH]=\ [GN]=N\[G]=G\ :[H]: = EY4CH \ [HAVE] =/HAEV` [HAV]=/HAEV\ [HAS] =/HAEZ` [HAD] =/HAED` [HE] =/HIY` [HIS] =/HIHZ` [HER] =/HER` [HE'LL] =/HIYL` [HE'D] =/HIYD` [HERE]=/HIYR\ [HOUR]=AW3E %2R\[HOW]=/HAW`[H]#=/H\[H]=\ [IN] =IHN` [IBM]=AY3 BIY EH3M\[INPUT]=IH4NPUH1T\ [IN]=IXN\#:[I]NG=IH\ [IS] =IHZ` [IF] =IHF` [INTO] =IH2NTUW\ [I] = AY ` [IT] =IHT` [ITS] =IHTS` [IT'S] =IHTS` [IT'D] =IHTIXD` [I'M] =AYM` [I'D] =AYD` [I'VE] =AYV` [I'LL] =AYL`[I]TION=IH3\[I]SION=IH3\[I] =AY\[IN]D=AYN\SEM[I]=IY\ ANT[I]=AY\[IER]=IYER\#:R[IED] =IYD\[IED] =AYD\[IEN]=IYEHN\[IE]T=AYEH\[I']=AY\ :[I]^%=AY\ :[I]%=AY\[I]%=IY\[IE]=IY3\ [IDEA]=AYDIY3AH\[ISLAND]=AY3LIND\[I]^+:#=IH\#:[I]^AL=IH\[IR]#=AY1R\[I &ȡZ]%=AY1Z\[IS]%=AY3Z\[I]D%=AY3\#:[ITY] =IHTIY\I^[I]^#=IH\+^[I]^+=AY3\#:^[I]^%=AY3\#:^[I]^+=IH\[I]^+=AY\[IR]=ER\[IGH]=AY3\[ILD]=AY3LD\ [IGN]=IXGN\[IGN] =AY3N\[IGN]^=AY3N\[IGN]%=AY3N\#:[IC] =IHK\[ICRO]=AY3KROW\[IQUE]=IY3K\[I]=IH\ :[J]: = JEY3 \ [JUST]=JAHST`[JOSE]PH=JOWSIH\J[J]=\[J]=J\ :[K]: = KEY3 \[KNOW]L=NAA3\ [K]N=\K[K]=\[K]=K\ :[L]: = EH4L \ [LIKE]=LAYK`[LIV]ELY=LAY3V\ [LIV]%=LIH3V\ [LIV]ING=LIH3V\[LEVEL]=LEH3VUL\ [LOS]%=LUW3Z\[LISTEN]=LIH3SIN\ [LB.] =PAW3NDZ\ [LN] =LAO2G`[LO]C#=LO 'a{yW\L[L]=\#:^[L]%=UL\[LEAD]=LIYD\ [LAUGH]=LAEF\[L]=L\ [ME] =MIY` [MAY] =MEY` [MY] =MAY` [MIGHT] =MAYT` [MUST]=MAHST` [MINE] =MAY4N\[MINE] =MIHN\[MACINTO]SH=MAE5KINTAA1\[MACINTAL]K=MAE5KINTAO1\[MOUS]#=MAW3S\[MAJ]OR =MEY3J\ [MR.] =MIH2STER` [MS.]=MIH2Z\ [MRS.] =MIH2SIXZ\ [MI.] =MAY4LZ\ :[M]: = EH3M \[MOV]=MUW3V\[MACHIN]=MAHSHIY3N\M[M]=\[M]=M\ :[N]: = EH4N \E[NG]+=NJ\[NG]R=NXG\[NG]#=NXG\[NGL]%=NXGUL\[NG]=NX\[NK]=NXK\ [NOW] =NAW`N[N]=\[NOTIC]+=NOW4TIHS\ [NO] =NOW` [NOT] =NAAT`[NON]E=NAHN\[(J&NEU]=NUW\[N]=N\ [O] = OW3 \[OF] =AHV` [OFF] =AOF` [ON] =AAN` [OH] =OW5\[OROUGH]=ER3OW\ [OZ.] =AW2NSIHZ\ [OR] =OHR`[OR] =ER\#:[ORS] =ERZ\[OR]=OHR\ [ONE]=WAH3N\#[ONE] =WAH1N\[OW]=OW\ [OVER]=OWVER\R[O]L=OH2\PR[O]V%=UW3\PR[O]VING=UW3\PR[O]V=OH\[OV]=AHV\[OL]K=OW\[OL]T=OHL\[OL]D=OHL\[O]TION=OW3\[O]SION=OW3\[O]^%=OW\[O]^EN=OW\[O]^I#=OW\[OUGHT]=AO3T\[OUGH]=AH3F\ [OU]=AW\H[OU]S#=AW3\[OUS]=AXS\[OUR]=OHR\[OULD]=UHD\^[OU]^L=AH\[OUP]=UWP\T[OU]CH=AH3\[OU]=AW\[OY]=OY\[OING]=OW3IHNX\[OI]=OY4\[OOR]=U)i HR\[OOK]=UH4K\F[OOD]=UW4D\L[OOD]=AH4D\M[OOD]=UW4D\[OOD]=UH4D\F[OOT]=UH4T\[OO]=UW4\[O']=OH`[O]E=OW\[O] =OW\[OA]=OW\ [ONLY]=OW3NLIY\ [ONCE]=WAH1NS`[ON'T]=OW4NT\ C[O]N=AX\C[O]N=AA\[O]NG=AO\ N[O]NE=AH4\ N[O]N=AA\ :^[O]N=AH\I[ON]=UN\#:[ON] =UN\#^[ON]=UN\FR[O]ST=AO4\L[O]ST=AO4\C[O]ST=AO4\[O]ST%=OW4\[O]ST =OW4\[OF]^=AOF\B[OTH]ER=AA3DH\[OTHER]=AH2DHER\R[O]B=AA\PR[O]:#=OW4\[OSS] 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