!General Information 
Author: Mike Stortz\\
Language: ACTION!\\
Compiler/Interpreter: ACTION!\\
Published: Analog #31 (06/ 85)
----
!!!R.O.T.O.
----
''At 25. Mike Stortz is the P.D. Librarian for GRASP, the Richmond! Virginia Atari users group. Seemingly
unable to find work in the programming field, he is working on about thirty projects at once, including
a graphic arcade/adventure game.''
----
1996: Kara Hyke leaves show business after losing out in a disputed Oscar award.\\
1997: Kara Hyke enrolls at M.I.T.\\
2010: Kara Hyke discovers semi-matter.\\
2016: Hyke-Grey effect discovered.\\
2021: Hyke-Grey drive invented.\\
2030: Hyke and Grey found Arcadia on Proxima III.\\
2065: Hamner scout ship attacks Arcadia and is driven off after extensive damage to the city. Work on the shield begins.\\
Today: Hamner fleet attacks Arcadia...


''Deep in caverns under Arcadia, fuel cannisters of semi-matter ore to power the city's defensive shield
have been cached away against the day when the aliens would return. Composed of mixed-charge matter,
hyke (as it is called) is easily persuaded to annihilate itself in the manner of matter-antimatter reactions,
but is more easily stored.

Now that the attack has begun, brave volunteer retrievers must don helipacks, fly down into the caves and bring up the ore, so that Arcadia may not fall.


__R.O.T.O.__ is a game of coodination, reflexes, timing and a hint of strategy that should keep you going for
a while before Arcadia can claim victory.

Plug in your Action! cartridge and type in Listing 1. Action! is forgiving about case, spacing and line divisions, so you need not slavishly follow the format of the listing (which is compressed somewhat for purposes of publication).

SAVE it before attempting to RUN it! If you try to run __R.O.T.O.__ from memory, the source code will be
overwritten and ruined, causing much gnashing of teeth. Because __R.O.T.O.__ is so large, it must be compiled
off of disk or cassette.

!For disk.
After typing __R.O.T.O.__ in, save it with the command CTRL-W and type in the filename "ROTO.ACT" then RETURN. SHIFT-CLEAR the editor, enter the monitor with the CTRL-M command, enter C "ROTO.ACT" and RETURN. This will compile __R.O.T.O.__ into machine language. Now, save the compiled version by typing W "ROTO.AML" and RETURN. AML stands for Action! machine language. To run __R.O.T.O.__ now, just type R and RETURN. In the future, simply type CTRL-M to enter the monitor, D and RETURN to go to DOS, and then binary loading the file ROTO.AML from DOS by using the L command in DOS 2 or DOS 3—or type LOAD ROTO.AML if you have DOS-XL.

!For cassette.
Type in __R.O.T.O.__ and save it with the CTRL-W command. Do not use the "Screen Off?" option; it will upset the tape timing. Rewind your tape, press PLAY and RECORD, give the filename 'C:' and RETURN.

Go have lunch while the source code's being saved (about fifteen minutes). Come back, clear memory with the SHIFT CLEAR, and enter the monitor with the CTRL-M command.

Rewind the tape containing the __R.O.T.O.__ source code, press PLAY, type in R "C:" and RETURN. Have some more lunch. The computer is rereading the source code, compiling il as it does. When it's finished compiling, the game will automatically start.

In the future, you may play __R.O.T.O.__ by inserting the tape containing the source code into the recorder and typing the R "C:" command.

!Playing R.O.T.O.
After beginning, you should see the __R.O.T.O.__ logo and your man flying about it, while an explanatory message scrolls beneath. You may begin by pressing the START button or the fire button on joystick 1. You will see a portion of a cavernous network and four green blocks with Hs on them. This is the fuel intake.

<pic>

Cannisters of hyke are scattered about the caves. They look like the fuel intake, except that they're glowing. Pick up these cannisters by touching them, then return to the intake and touch it. This advances your score and charges the shield in accordance with however many cannisters you've deposited.

Each cannister is worth fifty points. Returning ore also refuels your helipack. Picking up more than ten cannisters before depositing them will cause their magnetic fields to interact with explosive results.

Your man moves up, down, left, right and diagonally in all directions, although he moves downwards faster than up. Moving against the screen's border will scroll more caverns into view, although you'll automatically stop at the far ends of the caves.

Don't run into a wall, or you'll lose a helipack. Watch your fuel. too. Running out will produce the expected effect.

Your retriever is also equipped with a molecular debonding device to facilitate going through rock. Press the fire button to let off a shot. The debonder will vaporize any chunk of rock you fire on. but you will lose a point for even' piece of the caves you eliminate (because you're reducing their structural integrity).

Unfortunately, the debonder will also affect a fuel cannister. Rupturing the magnetic bottle containing the hyke will produce a large explosion and prevent anyone else from retrieving fuel.

Also, attacks from the alien fleet will shake the caves periodically, causing rocks to break loose from the ceiling. Shooting rocks is worth one point each (for cleaning up). Don't run into them, and be careful that the tremors don't send you into a wall.

Pressing any key while a game is in progress will pause it. Press another key to resume play. If you want to begin again, press START.

If you play well and retrieve enough cannisters to top 1000 points, the shield will have stayed up long enough for reinforcements to arrive—and the city will be saved.

On the other hand, if you wreck while hauling cannisters, you could deplete the ore supply so that victory is impossible.

Remember which portions of the caverns you've mined out, and definitely recall the way back to the fuel intake. The cave network is generated randomly each game, so expect variety.

__R.O.T.O.__ may end in five ways:

# Most frequently, you run out of helipacks (while there are many volunteers, there are only three of the sophisticated flying apparatuses).
# The shield is battered down. This happens when you don't retrieve enough ore.
# A fuel cannister is shot.
# You carry more than ten cannisters at once.
# The least common ... Arcadia holds out, and the aliens are defeated — this time!

!That's it!
Action! deserves a word of praise here. __R.O.T.O.__ was designed half in advance and half as I thought of another feature to put in. The excellent editor made even major reshuffling and splitting of routines easy.

I shudder to think what I would have gone through using a conventional assembler. Even when the source code became too large to co-reside with the object code, I could compile off of my Axlon RAMDisk with little loss of development time.

The author would appreciate any letters of business offers, extravagant praise, or, failing that, constructive commept. Have fun and save Arcadia!
----
{{{
; R.O.T.O. by Mike Stortz
SET $000E=$4000
SET $0491=$4000

DEFINE bytes="64",lines="80",
    rock="194",pmb_page="128",
    cb_page="128",cb_adr="32768",
    dl_page="136",dl_adr="34816",
    misc_page="137",misc_adr="35072",
    sc_page="140",sc_adr="35840"

BYTE
   rtclok=$14,atract=$4D,lmargin=$52,
   rowcrs=$54,dindex=$57,sdmctl=$22F,
   gprior=$26F,crsinh=$2F0,
   ch=$2FC,gractl=$D01D,
   hitclr=$D01E,consol=$D01F,
   audctl=$D208,skstat=$D20F,
   pmbase=$D407,wsync=$D40A,
   vcount=$D40B,nmien=$D40E,
   chbas=$2F4,chbase=$D409,
   hscrol=$D404,vscrol=$D405,
   pcolr0=$2C0,pcolr1=$2C1,
   pcolr2=$2C2,pcolr3=$2C3,
   colpm0=$D012,colpm1=$D013,
   colpm2=$D014,colpm3=$D015,
   colr0=$2C4,colr1=$2C5,
   colr2=$2C6,colr3=$2C7,
   colr4=$2C8,
   colpf0=$D016,colpf1=$D017,
   colpf2=$D018,colpf3=$D019,
   colpf4=$D01A

BYTE ARRAY hposp=$D000,mxpf=$D000,
           hposm=$D004,pxpf=$D004

CARD colcrs=$55,savmsc=$58,
     vdslst=$200,sdslst=$230,
     txtmsc=$294

BYTE i,j,k,l,cx,cy,x,y,xs,xsm,ys,joy,
     phase,mc,face,flag,bak,fore,
     fuel,packs,enable,whine,
     carried,end,cans,fallc,shake,
     shakec

BYTE ARRAY logo=
[85  85  88  88  88  88  85  85
128  96  88  88  88  88  96 128
  0   5  21  88  88  88  88  88
  0 128  96  88  88  88  88  88
  0 149 149   2   2   2   2   2
  0  85  85  80  80  80  80  80
  2   9  37  37  37  37  37  37
 80  84  37  37  37  37  37  37
 85  89  88  88  88  88   0   0
128  96  88  88  88  88  88   1
 88  88  88  88  88  88  21   5
 88  88  88  88  88  88  96 128
  2   2   2   2   2   2   2  66
 80  80  80  80  80  80  80  80
 37  37  37  37  37   9   2  64
 37  37  37  37  37  84  88   0],



cset=
[ 0 124 198 198 198 198 254 124
  0  56 120 120  56  56 124 254
  0 124 206  28  56 112 254 254
  0 254  28  56  28 206 254 124
  0  28  60 124 220 254  28  28
  0 254 192 252  14 206 254 124
  0 124 192 252 206 206 254 124
  0 254  14  28  56 112 112 112
  0 124 198 124 198 198 254 124
  0 124 206 126  14  30 124 120
  0  56 124 206 206 222 206 206
  0 252  14 252 206 206 254 252
  0 124 254 198 192 198 254 124
  0 248 220 206 206 222 220 216
  0 126 252   0 240 192 252 126
  0 126 252   0 252 248 224 224
  0 126 224 224 238 230 254 126
  0 230 230 238 230 230 230 230
  0 254  56  56  56  56 254 254
  0  14  14  14  14 206 254 124
  0 238 238 252 240 252 238 238
  0 224 224 224 224 224 252 254
  0 198 238 254 214 238 238 238
  0 198 238 246 254 238 230 230
  0 124 198 198 198 198 254 124
  0 252   6 254 252 224 224 224
  0 124 198 198 198 204 254 118
  0 252   6 254 252 238 238 238
  0 126   0 248 126  14 254 252
  0 254   0  56  56  56  56  56
  0 230 230 230 230 230 254 254
  0 230 230 230 230 254 124  56
  0 198 198 214 254 238 198 198
  0 198 238 124  56 124 238 198
  0 230 230 124  56  56  56  56
  0 254  28  56 112 224 254 254
  0   0   0   0   0   0   0   0
255 255 187 255 223 255 251 255
 60 126 223 253 255 247 126  60
255 255 255 255 255 123  49   0
255 255 255 255 222 158  12   8
 63 127 127 127  63  31  63 127
127  63  63  31  63 127  63  31
  0  49 123 255 255 255 255 255
  8  12 158 222 255 255 255 255
254 252 248 248 252 254 252 248
248 252 254 254 252 248 248 252
  0   0  32  80 255 126  68  34
  4  12  30  56  16  16  32  64
  0   0   4  10 255 126  34  68
 32  48 120  28   8   8   4   2],

man0=
[ 0 254  16  16  28  24  28  20
 24  36  42  46  52   8   8   8
  8  16  16   0   0
  0 127   8   8  56  24  56  40
 24  36  84 116  44   0   0  16
 16   8   8   8   0],

man1=
[ 0 254  16  16  16  26  26  28
 16  48  49  48  48   8  24  16
 16  32  32  32  32
  0 127   8   8   8  40  40  40
  8  12 140  12  12  16  24   8
  8   4   4   4   4],

rotor= [254 124  56  16  56 124
        127  62  28   8  28  62],

can= [24 60 126 90 195 195 219 255],

dldata=
    [112 112 112 68   0 misc_page
       4   6  11  6 139 48],

dldata2=
    [112 70 160 misc_page 136
      65  0 dl_page],

manadr=[0 21],rotoradr=[0 6],
missile,mdata=[  3  12  48 192],
mx(4),my(4),id(20),ary,screen,dlist

CARD pmb,cb,a,temp,b,high

CARD ARRAY table(bytes),fall (20)

INT xd,yd,oxd,oyd,ii,score,shield
INT ARRAY mxd(4)


PROC SetVbv=$E45C(BYTE aa,bb,cc)


PROC Vblank()

  [$48] ; PHA
  vscrol=ys  hscrol=xs*xsm
  [$68] ; PLA
  [$4C $62 $E4] ; JMP XITVBV
RETURN

             
PROC Dli()
BYTE d

[  $48
   $8A $48 $98 $48 $A5 $AC $48
   $A5 $AE $48 $A5 $AF $48 ]

 ; PHA
 ; TXA PHA TYA PHA LDA $AC PHA
 ; LDA $AE PHA LDA $AF PHA

  wsync=0
  IF vcount<64 THEN
    chbase=chbas+2
    colpf0=fore
    colpf4=bak
    IF enable=1  THEN
      colpf1=202
      colpf2=(rtclok RSH 1)&$3A
      colpf3=6
    ELSE
      colpf1=0
      colpf2=0
      colpf3=0
    FI
  ELSE
    chbase=chbas
    colpf1=202
    colpf4=64
  FI

[  $68 $85 $AF $68 $85 $AE
   $68 $85 $AC $68 $A8 $68 $AA
   $68]

 ; PLA STA $AF PLA STA $AE
 ; PLA STA $AC PLA TAY PLA TAX
 ; PLA

  [$40] ; RTI
RETURN


PROC Wait(BYTE w)
BYTE w1

  W1=rtclok
  DO until rtclok=w1+w OD
RETURN


PROC PmSet()

  sdmctl=62  gractl=3   hitclr=0
  pcolr0=152 pcolr1=118 gprior=33
  pmbase=pmb_page chbas=cb_page
RETURN


PROC ZeroOut()

  Zero(missile,1280)
  FOR i=0 TO 3 DO
    hposp(i)=0 hposm(i)=0
  OD
  SndRst()
RETURN


PROC DoPhase()

  Phase==+1
  IF phase=6 THEN phase=0 FI
RETURN


PROC DoScore()

  IF score>1000 THEN end=5 FI
  dindex=2
  rowcrs=4 colcrs=14 PrintBD(6,packs)
  rowcrs=6 colcrs=14 PrintD(6,"     ")
  rowcrs=6 colcrs=14 PrintID(6,score)

  dindex=6
  Plot(fuel,5) Plot(shield,7)
RETURN


PROC ChargeShield()

  IF carried<>0 THEN

    shield==+carried LSH  2
    score==+carried*50 DoScore()
    SndRst()
    FOR i=1 TO 250 step 10 DO
      Sound(3,250-i,10,6)
      Wait(1)
    OD
    Sound(3,0,0,0)
    carried=0  fuel=50 whine=0
    color=1
    Plot(0,5) DrawTo(fuel,5)
    Plot(0,7) DrawTo(shield,7)
    color=0
  FI
  hitclr=0
RETURN


PROC CheckShake()

  IF Rand (0)=255 AND
    Rand (5)=0 and
    shake=0 THEN

    shake=Rand(10)+10
    shield==-Rand(20)
    IF Shield<0 THEN shield=0 FI
    IF Shield=0 THEN end=2 FI
    Plot(159,7) DrawTo(shield,7)
  FI
  IF shakec<>0 THEN
    shakec==-l
  ELSE
    shakec=60
    IF shake<>0 THEN
      shake==-1
      j=Rand(10)
      IF fall(j)=0 THEN
        a=table(cy)+cx+Rand(20)
        IF screen(a)=0 THEN 
          fall(j)=a id(j)=rock
          screen(a)=rock
        FI
        Sound(2,255-shake,2,6)
        xsm=Rand(5)
      ELSE
        xsm=0
        Sound(2,0,0,0)
      FI
    FI
  FI
RETURN

PROC CheckFuel()

  IF (rtclok=0 or rtclok=128) AND
     fuel<>0 THEN
     DoScore() fuel==-1
  FI
RETURN


PROC EndGame()

  Zero(Misc_adr+80,80) ZeroOut()

  dindex=2 rowcrs=4 colcrs=0

  IF end=1 THEN
    PrintDE(6,"    NO PACKS LEFT")
  ELSEIF end=2 THEN
    PrintDE(6,"    SHIELD DEPLETED")
  ELSEIF end=3 THEN
    PrintDE(6," CANNISTER RUPTURED")
  ELSEIF end=4 THEN
    PrintD(6," TOO MANY CANNISTERS")
  ELSEIF end=5 THEN
    PrintDE(6," ARCADIA THANKS YOU")
  FI
  PutDE(6) PrintDE(6,"      game over")

  FOR a=1 TO 400 DO
    Sound(0,a rsh 1,8,6)
    DO UNTIL vcount=128 OD
    FOR i=0 TO 60 DO
      colpf0=vcount+rtclok
      wsync=0
    OD
  OD 
RETURN


PROC GetDir()

  joy=15!stick(0) xd=0 yd=0
  IF (joy&8)<>0 THEN xd= 1 FI
  IF (joy&4)<>0 THEN xd=-1 FI
  IF (joy&2)<>0 THEN yd= 2 FI
  IF (joy&1)<>0 THEN yd=-1 FI
  IF xd<>0 or yd<>0 THEN
    oxd=xd oyd=yd
  FI
RETURN


PROC  Scroll()

  IF (joy&4)<>0 THEN  xs==+1 x==+1
    IF xs=8 THEN
      IF cx=0 THEN xs==-1
      ELSE cx==-1 xs=0
      FI
    FI
  ELSEIF (joy&8)<>0 THEN xs==-1 X==-1
    IF xs=255 THEN
      IF cx=44 THEN xs==+1
      ELSE cx==+1 xs=7
      FI
    FI
  FI
  IF (joy&2)<>0 THEN ys==+1 y==-2
    IF  ys=8 THEN
      IF  cy=68 THEN ys==-1
      ELSE cy==+1 ys=0
      FI
    FI
  ELSEIF (joy&1)<>0 THEN ys==-1 y==+1
    IF ys=255 THEN
      IF cy=0 THEN ys==+1
      ELSE cy==-1 ys=7
      FI
    FI
  FI
  DO UNTIL vcount=128 OD

  ary=@a a=screen*table(cy)+cx j=12
  FOR i=0 TO 17 DO
    dlist(j+1)=ary(0)
    dlist(j+2)=ary(1)
    j==+3
    a==+bytes
  OD
RETURN


PROC MoveMan()

  Zero(pmb+y,26) Zero(pmb+256+y,26)
  x==+xd y==+yd
  hposp(0)=x hposp(1)=x
  IF xd>0 THEN face=0
  ELSEIF xd<0 THEN face=1 FI

  a=pmb+y+(phase RSH 2)
  temp=manadr(face)
  MoveBlock(a,man0+temp,21)
  MoveBlock(a+256,man1+temp,21)

  a=pmb+y+1
  a==+phase RSH 2
  i=rotor(rotoradr(face)+phase)
  Poke(a,i) Poke(a+256,i)

  Sound(0,phase LSH 2-(yd LSH 3),8,2)
RETURN


PROC GoBoom()

  SndRSt()
  Zero(missile,256) mx(0)=0  mx(1)=0
  Wait(30)

  ary=pmb+y
  FOR i=0 TO 170 DO
    FOR j=1 TO 20 DO
      colpm0=64+Rand(8) LSH 1
      colpm1=64+Rand(8) LSH 1
      wsync=0
    OD
    k=Rand(24) ary(k)==&Rand(0)
    k=Rand(24) ary(k+256)==&Rand(0)
    Sound(1,i,4,6)
    Wait(1)
  OD
  Zero(pmb,512)
  SndRst() pcolr0=152 pcolr1=118
  Wait(20) enable=0
  FOR i=0 TO 14 step 2 DO
    fore=46-i
    Wait(5)
  OD
  fore=0 Wait(60) hitclr=0
  carried=0 whine=0 shake=0 face=0
  packs==-1
  IF packs=0 THEN end=1 FI

  FOR i=0 TO 19 DO
    screen(fall(i))=0
    fall(i)=0
  OD
  fuel=50 color=1
  Plot(0,5) DrawTo(fuel,5)
  color=0

  x=84 y=110 cx=0 cy=0 xs=7 ys=0
  DoScore() Scroll() MoveMan()
  fore=36 enable=1
RETURN


PROC GetCan()

  i=x-35 j=y-50
  i==RSH 3 j==RSH 3
  a=table(j+cy)+i+cx
  IF screen(a)=159 THEN
    screen(a)=0
    carried==+1
    IF carried=11 THEN end=4 FI
    whine=200 hitclr=0
  FI
RETURN

PROC Falling(CARD bb)

  j=screen(bb-64)
  IF j=159 OR j=rock THEN
    FOR k=10 TO 19 DO
      IF fall(k)=0 THEN
        fall(k)=bb-64 id(k)=j EXIT
      FI
    OD
    Falling(bb-64)
  FI
RETURN


PROC ZapIt(BYTE zz)

  atract=0
  l=mxd(zz)+2
  j=mx(ZZ)-31-1 RSH 2-xs
  k=my(ZZ)-72*ys
  j==RSH 3 k==RSH 3

  missile(my(zz))==&255-mdata(zz)
  mx(zz)=0
  a=table(cy+k)+cx+j
  IF screen(a)=159 THEN end=3 FI
  IF screen(a)=rock THEN score==+2 FI
  bak=70 fore=12
  FOR j=0 TO 10 DO
    screen(a)=65
    FOR k=1 TO 100 DO OD
    screen(a)=0
    FOR k=l TO 100 DO OD
    Sound(1,200,2,15-j)
  OD
  bak=0 fore=36 screen(a)=0
  Sound(l,0,0,0)
  hitclr=0 score==-1 DoScore()
  Falling(a)
RETURN


PROC Bump()

  i=pxpf(0) j=pxpf(1)
  IF (i&1)<>0 OR (j&l)<>0 OR
     (i&8)<>0 OR (j&8)<>0 THEN

    GoBoom()
    
  ELSEIF (i&2)<>0 OR (j&2)<>0 THEN

    ChargeShield()

  ELSEIF (i&4)<>0 OR (j&4)<>0 THEN

    GetCan()

  FI
  IF mxpf(0)<>0 THEN ZapIt(0) FI
  IF mxpf(l)<>0 THEN ZapIt(l) FI
RETURN


PROC StartMiss()

  IF strig(0)=0 and flag=0 THEN
    flag=1 mc==!1
    IF mx(mc)=0 THEN
      Missile(my(mc))==&(255!mdata(mc))
      my(mc)=y+10
      Missile(my(mc))==%mdata(mc)
      mx(mc)=(x+4+face RSH 3)&254
      mxd(mc)=face LSH 2-2
    FI
  FI
  flag=Strig(0)!1
RETURN


PROC MoveMiss()

  j=2
  FOR i=0 TO 1 DO
    temp=mx(i)
    IF temp<>0 THEN
      temp==-mxd(i) hposm(i)=temp
      IF x>temp THEN
        k=x-temp
      ELSE
        k=temp-x
      FI
      Sound(1,k,12,8)
    ELSE
      j==-1
    FI
    mx(i)=temp
    IF j=0 THEN Sound(1,0,0,0) FI
  OD
RETURN


PROC MoveRocks()

  FOR i=0 TO 19 DO
    temp=fall(i)
    IF temp<>0 THEN
      IF screen(temp)=0 THEN
        temp=0
      ELSE
        a=temp+64
        IF screen(a)<>0 THEN
          temp=0
          IF id(i)=159 THEN end=3 FI
        ELSE
          screen(temp)=0
          screen(a)=id(i)
          temp==+64
        FI
      FI
    FI
    fall(i)=temp
  OD
RETURN


PROC CheckRocks()

  fallc==-l
  IF fallc=0 THEN
    fallc=20 MoveRocks()
  FI
RETURN


PROC DrawWall(CARD st BYTE cc,in,len)
BYTE ii,jj
CARD tt

  screen(st)=1
  tt=st+in
  FOR ii=1 TO len-2 DO
    jj=Rand(2)
    screen(tt)=cc+jj
    tt==+in
  OD
  screen(tt)=1
RETURN


PROC DrawCaves()

  sdmctl=0 sdslst=dlist
  Zero(sc_adr,5120)
  Zero(misc_adr,512)

  FOR i=0 TO 11 DO
    dlist(i)=dldata(i)
  OD

  a=screen j=12
  FOR i=0 TO 17 DO
    dlist(j)=64+32+16+6
    dlist(j+1)=a&$FF
    dlist(j+2)=a RSH 8
    j==+3
    a==+bytes
  OD
  dlist(j-3)=128+64+16+6

  FOR i=0 to 7 DO
    dlist(j+i)=dldata2(i)
  OD

  txtmsc=misc_adr
  FOR i=0 TO 7 DO
    Poke(misc_adr+17+i,79+i)
    Poke(misc_adr+57+i,87+i)
  OD
  rowcrs=2 colcrs=0
  PrintE("fuel    packs:")
  colcrs=0
  PrintE("shield score:")
  PrintE("   by mike stortz")

  dindex=6 color=1
  Plot(0,5) DrawTo(fuel,5)
  Plot(0,7) DrawTo(shield,7)

  a=0
  FOR i=0 TO 7 DO
    FOR j=0 TO 15 DO
      
      k=Rand(32)
      IF (k&16)<>0 THEN k==%4 FI
      
      IF (k&l)<>0 THEN
        DrawWall(a,3,l,4) FI
      IF (k&2)<>0 THEN
        DrawWall(a*3,5,bytes,10) FI
      IF (k&4)<>0 THEN
        DrawWall(a+576,7,1,4)
        IF Rand(5)=0 THEN
          screen(a+514)=rock
        FI
      FI
      IF (k&8)<>0 THEN
        DrawWall(a,9,bytes,10) FI
      IF (k&16)<>0 AND
         j>0 AND j<15 THEN
        screen(a+513)=159 FI
      a==+4
    OD
    a==+576
  OD

  FOR a=8 TO 68 STEP 10 DO
    i=(Rand(14)+1) LSH 2
    FOR j=i+1 TO i+2 DO
      screen(table(a)+j)=0
      screen(table(a+1)+j)=0
      screen(table(a+2)+j)=0
    OD
  OD

  screen(69)=95 screen(70)=95
  screen(133)=95 screen(134)=95
  PmSet()
RETURN


PROC Title()
BYTE t

  Graphics(21)
  PmSet() ZeroOut()
  Zero(Missile,1280)
  Zero(misc_adr,3000)
  screen=savmsc dlist=sdslst
  colr0=150 colr1=146
  colr2=40  colr3=68  colr4=64
  k=0

  FOR i=6 TO 13 DO
    FOR j=8 TO 15 DO
      screen(j*20+i)=logo(k)
      k==+1
    OD
  OD
  FOR i=6 TO 13 DO
    FOR j=16 TO 23 DO
      screen(j*20+i) = logo (k)
      k==+1
    OD
  OD
  dlist(31)=32
  dlist(32)=64+32+6
  dlist(33)=0
  dlist(34)=misc_page
  b=misc_adr

  FOR i=35 TO 43 DO
    dlist(i)=32+6
  OD
  dlist(44)=6
  FOR i=45 TO 52 DO
    dlist(i)=0
  OD

  dindex=0 lmargin=1
  dlist(10)=6
  savmsc==+100
  PrintD(6," last ") PrintID(6,score)
  colcrs=10
  PrintD(6,"high ") PrintCD(6,high)

  savmsc=misc_adr+300
  rowcrs=0 colcrs=l

  PrintDE(6,"    reserve ore   ")
  PrintDE(6,"transport operation")
  PrintDE(6,"    THE CITY OF   ")
  PrintDE(6,"ARCADIA IS UNDER  ")
  PrintDE(6,"ATTACK.  YOUR JOB ")
  PrintDE(6,"IS TO RECOVER FUEL")
  PrintDE(6,"CANNISTERS OF HYKE")
  PrintDE(6,"AND RETURN THEM TO")
  PrintDE(6,"THE UPPER LEFT END")
  PrintDE(6,"OF THE CAVERNS. IF")

  savmsc==+400 rowcrs=0 colcrs=1
  PrintDE(6,"YOUR SCORE EXCEEDS")
  PrintDE(6,"1000. ARCADIA HAS ")
  PrintDE(6,"HELD OUT LONG     ")
  PrintDE(6,"ENOUGH FOR HELP TO")
  PrintDE(6,"ARRIVE. DON'T     ")
  PrintDE(6,"SHOOT A CANNISTER ")
  PrintDE(6,"OR CARRY MORE THAN")
  PrintDE(6,"10 AT A TIME. AND ")
  PrintDE(6,"DON'T RUN INTO A  ")
  PrintDE(6,"WALL. GOOD LUCK!  ")

  savmsc==+400 rowcrs=0 colcrs=1
  PutDE(6)
  PrintDE(6,"    press START")
  PrintDE(6,"      to play")

  x=86 y=58 yd=-1 xd=0 ys=0 xs=0
  phase=0 l=0

  DO
    IF yd=-l THEN
      yd=0 xd=2 gprior=36
    ELSEIF yd=1 THEN
      yd=0 xd=-2 gprior=33
    ELSEIF xd=-2 THEN
      xd=0 yd=-1
    ELSE 
      xd=0 yd=1
    FI
    FOR t=0 TO 39 DO
      IF xd=-2 and x=150 THEN
        gprior=36
      FI
      IF xd=-2 and x=116 THEN
        gprior=33
      FI
      MoveMan()
      DoPhase()
      l==+1
      IF l=2 THEN
        l=0 ys==+1
      FI
      IF ys=8 THEN
        ys=0
        b==+20
        IF b=misc_adr+1320 THEN
          b=misc_adr
        FI
        DO UNTIL vcount=128 OD
        dlist(33)=Peek(@b) 
        dlist(34)=Peek(@b+1)
      FI
      Wait(2) 
      IF consol=6 OR Strig(0)=0 THEN
        EXIT 
      FI 
    OD 
  UNTIL consol=6 OR Strig(0)=0 OD 
  ch=255 SndRst()
RETURN


PROC Init()

  skstat=3 audctl=0 high=0 score=0

  MoveBlock(cb_adr,57344,1024)
  MoveBlock(cb_adr+128,cset,80)
  MoveBlock(cb_adr+264,cset+80,208)
  MoveBlock(cb_adr+512,cset+288,128)
  MoveBlock(cb_adr+632,logo,128)
  MoveBlock(cb_adr+760,can,8)

  pmb=pmb_page*256+1024
  missile=pmb-256

  a=0
  FOR i=0 TO 79 DO
    table(i)=a
    a==+bytes
  OD

  SetVbv(7,Vblank RSH 8,Vblank&$FF)
  vdslst=Dli nmien=192
RETURN


PROC LoopInit()

  colr0=68 colr1=40 colr4=64
  screen=sc_adr dlist=dl_adr
  savmsc=misc_adr
  PmSet() ZeroOut()
  phase=0 face=0 mc=1 flag=0
  cx=0 cy=0 xs=7 ys=0 x=84 y=110
  bak=0 fore=36 enable=1 fallc=1
  packs=3 score=0 fuel=50 shield=50
  whine=0 carried=0 end=0
  shake=0 shakec=0 xsm=0
  FOR i=0 TO 19 DO
    id(i)=0 fall(i)=0
  OD
  mx(0)=0 mx(1)=0
RETURN


PROC GameLoop()

  vdslst=Dli nmien=192
  GetDir()
  IF fuel=0 THEN
    yd=2 joy==%2
  ELSE
    DoPhase()
  FI
  MoveMan()

  IF x<70 OR x>176 OR
     y<90 OR y>172 THEN
    Scroll()
  ELSE
    Wait(1)
  FI

  CheckFuel()
  CheckShake()
  CheckRocks()
  StartMiss() MoveMiss()
  Bump()

  IF whine<>0 THEN
    whine==-1
    Sound(3,whine,10,4)
    IF whine=0 THEN
      Sound(3,0,0,0)
    FI
  FI
  IF ch<255 THEN
    ch=255 SndRst()
    DO UNTIL ch<255 OR
    consol<>7 OR
    Strig(0)=0 OD
    ch=255
  FI 
RETURN


PROC Game()

  Init()
  DO
    Title()
    Graphics(0) crsinh=1
    LoopInit()
    DrawCaves()
    DoScore()
    color=0
    
    DO
      GameLoop()
    UNTIL consol<>7 OR end<>0 OD

    IF end<>0 THEN EndGame() FI
    IF score>0 AND score>high THEN
      high=score
    FI
  OD
  SetVbv(7,$E4,$62)
  ZeroOut() Graphics(0)
RETURN
}}}