- ’┌───────────┐
- ’│タ゛ンシ゛ョンタンケン│
- ’│ ver1.00 │
- ’└───────────┘
- CLS:CLEAR
- VISIBLE 1,1,0,0,1,1
- GPAGE 0:GCLS 0
- SPPAGE 0:SPCLR
- COLOR 0
- ’---
- DIM MAP(16,16)
- DIM NMAP(4,3)
- DIM LF(24)
- DIM GX(9),GY(9)
- DIM ESPR(2),EPLT(2)
- ECHR=0:EHP=0:ESTR=0
- PHP=100:PSTR=10:PEQUIP=0:PLEVEL=1
- LEVEL=0
- DIM PITEM(3)
- PITEM(0)=1
- PITEM(1)=0
- PITEM(2)=0
- ’タ゛ンシ゛ョンノセンノサ゛ヒョウヲヨミコム
- RESTORE @GRID
- FOR I=1 TO 8
- READ GX(I),GY(I)
- NEXT
- @LEVSTART
- ’マッフ゜ヨミコミ
- ON LEVEL GOTO @LEV1,@LEV2,@LEV3
- @LEV1
- RESTORE @MAP1:GOTO @LEVREAD
- @LEV2
- RESTORE @MAP2:GOTO @LEVREAD
- @LEV3
- RESTORE @MAP3:GOTO @LEVREAD
- @LEVREAD
- READ BGMDUN,BGMBTL
- READ ESPR(0),EPLT(0),ESPR(1),EPLT(1)
- READ PX,PY,PDIR
- FOR Y=0 TO 15
- FOR X=0 TO 15
- READ MAP(Y,X)
- NEXT X
- NEXT Y
- ’メインル-チン
- BGMPLAY BGMDUN
- @LOOP
- GOSUB @PSTATUS
- ’シ゛フ゛ンノマワリノミニマッフ゜ヲツクル
- FOR Y=0 TO 3
- FOR X=0 TO 2
- NMAP(Y,X)=1
- NEXT X
- NEXT Y
- ON PDIR GOSUB @PRIGHT,@PDOWN,@PLEFT,@PUP
- ’ミニマッフ゜カラト゛ノセンヲカクカキメル
- GOSUB @CALCMAP
- GOSUB @DRAWITEM
- ’タ゛ンシ゛ョンノセンヲカク
- GCLS 0
- FOR I=1 TO 23
- DPARTS=I-1
- IF LF(I)!=0 THEN GOSUB @DRAW
- NEXT
- ’テキシュツケ゛ンチェック
- IF RND(30)==0 THEN GOSUB @BATTLE
- ’カイタ゛ントタカラハ゛コ
- IF MIGNORE==1 THEN @KEYWAIT
- IF NMAP(1,1)>2 THEN GOSUB @TBOX:GOTO @LOOP
- IF NMAP(1,1)!=2 THEN @KEYWAIT
- OLDLVL=LEVEL
- GOSUB @STAIR
- IF LEVEL!=OLDLVL THEN GOTO @LEVSTART
- ’キ-ニュウリョクカ゛アレハ゛イト゛ウ
- @KEYWAIT
- BTRIG=NOT(OLDBTN)AND BUTTON()
- OLDBTN=BUTTON()
- IF BTRIG==0 THEN VSYNC 1:GOTO @KEYWAIT
- IF (BTRIG AND 1) THEN GOSUB @FORWARD
- IF (BTRIG AND 2) THEN GOSUB @BACK
- IF (BTRIG AND 4) THEN GOSUB @LEFT
- IF (BTRIG AND 8) THEN GOSUB @RIGHT
- GOTO @LOOP
- ’セ゛ンシン
- @FORWARD
- BEEP 9
- MIGNORE=0
- OLDX=PX:OLDY=PY
- IF PDIR==0 THEN PX=PX+1
- IF PDIR==1 THEN PY=PY+1
- IF PDIR==2 THEN PX=PX-1
- IF PDIR==3 THEN PY=PY-1
- IF (PX<0)OR(PX>=16)OR(PY<0)OR(PY>=16) THEN PX=OLDX:PY=OLDY
- IF MAP(PY,PX)!=0 THEN PX=OLDX:PY=OLDY
- RETURN
- ’ハ゛ックスル
- @BACK
- BEEP 9
- MIGNORE=0
- OLDX=PX:OLDY=PY
- IF PDIR==0 THEN PX=PX-1
- IF PDIR==1 THEN PY=PY-1
- IF PDIR==2 THEN PX=PX+1
- IF PDIR==3 THEN PY=PY+1
- IF (PX<0)OR(PX>=16)OR(PY<0)OR(PY>=16) THEN PX=OLDX:PY=OLDY
- IF MAP(PY,PX)!=0 THEN PX=OLDX:PY=OLDY
- RETURN
- ’ヒタ゛リヲムク
- @LEFT
- BEEP 9
- PDIR=PDIR-1
- IF PDIR<0 THEN PDIR=3
- RETURN
- ’ミキ゛ヲムク
- @RIGHT
- BEEP 9
- PDIR=PDIR+1
- IF PDIR>3 THEN PDIR=0
- RETURN
- ’ミキ゛ムキヨウミニマッフ゜サクセイ
- @PRIGHT
- FOR Y=0 TO 3
- FOR X=0 TO 2
- YY=PY+X-1:XX=PX+Y
- IF(XX<16)AND(YY>=0)AND(YY<16) THEN NMAP(Y,X)=MAP(YY,XX)
- NEXT X
- NEXT Y
- RETURN
- ’シタムキヨウミニマッフ゜サクセイ
- @PDOWN
- FOR Y=0 TO 3
- FOR X=0 TO 2
- YY=PY+Y:XX=PX-X+1
- IF (YY<16)AND(XX>=0)AND(XX<16) THEN NMAP(Y,X)=MAP(YY,XX)
- NEXT X
- NEXT Y
- RETURN
- ’ヒタ゛リムキヨウミニマッフ゜サクセイ
- @PLEFT
- FOR Y=0 TO 3
- FOR X=0 TO 2
- YY=PY-X+1:XX=PX-Y
- IF(XX>=0)AND(YY>=0)AND(YY<16) THEN NMAP(Y,X)=MAP(YY,XX)
- NEXT X
- NEXT Y
- RETURN
- ’ウエムキヨウミニマッフ゜サクセイ
- @PUP
- FOR Y=0 TO 3
- FOR X=0 TO 2
- YY=PY-Y:XX=PX+X-1
- IF(YY>=0)AND(XX>=0)AND(XX<16) THEN NMAP(Y,X)=MAP(YY,XX)
- NEXT X
- NEXT Y
- RETURN
- ’ミニマッフ゜カラト゛ノセンヲカクカキメル
- @CALCMAP
- FOR I=1 TO 23
- LF(I)=0
- NEXT
- IF NMAP(3,0)==1 THEN LF(7)=1:LF(20)=1
- IF NMAP(3,2)==1 THEN LF(14)=1:LF(23)=1
- IF NMAP(3,1)==1 THEN LF(17)=1:LF(20)=1:LF(23)=1
- IF NMAP(2,0)==1 THEN LF(3)=1:LF(5)=1:LF(6)=1:LF(19)=1:LF(20)=1:LF(7)=0
- IF NMAP(2,2)==1 THEN LF(10)=1:LF(12)=1:LF(13)=1:LF(22)=1:LF(23)=1:LF(14)=0
- IF NMAP(2,1)==1 THEN @CM21
- GOTO @CMN21
- @CM21
- LF(16)=1:LF(19)=1:LF(22)=1:LF(6)=0:LF(7)=0:LF(13)=0:LF(14)=0:LF(17)=0:LF(20)=0:LF(23)=0
- @CMN21
- IF NMAP(1,0)==1 THEN LF(2)=1:LF(4)=1:LF(18)=1:LF(19)=1:LF(3)=0:LF(5)=0
- IF NMAP(1,2)==1 THEN LF(9)=1:LF(11)=1:LF(21)=1:LF(22)=1:LF(10)=0:LF(12)=0
- IF NMAP(1,1)==1 THEN @CM11
- GOTO @CMN11
- @CM11
- LF(15)=1:LF(18)=1:LF(21)=1
- LF(4)=0:LF(5)=0:LF(6)=0:LF(7)=0:LF(11)=0:LF(12)=0:LF(13)=0:LF(14)=0:LF(16)=0:LF(17)=0:LF(19)=0
- LF(20)=0:LF(22)=0:LF(23)=0
- @CMN11
- IF NMAP(0,0)==1 THEN LF(1)=1:LF(18)=1:LF(2)=0:LF(3)=0
- IF NMAP(0,2)==1 THEN LF(8)=1:LF(21)=1:LF(9)=0:LF(10)=0
- RETURN
- ’タ゛ンシ゛ョンノセンヲカク
- @DRAW
- GCOLOR 15
- IF DPARTS<12 THEN ON DPARTS GOTO @D1,@D2,@D3,@D4,@D5,@D6,@D7,@D8,@D9,@D10,@D11,@D12
- DPARTS=DPARTS-12
- ON DPARTS GOTO @D13,@D14,@D15,@D16,@D17,@D18,@D19,@D20,@D21,@D22,@D23
- RETURN
- @D1
- LSX=0:LSY=0:LEX=1:LEY=1
- GOTO @LINE2
- @D2
- LSX=0:LSY=1:LEX=1:LEY=1
- GOTO @LINE2
- @D3
- LSX=0:LSY=2:LEX=1:LEY=2
- GOTO @LINE2
- @D4
- LSX=1:LSY=1:LEX=2:LEY=2
- GOTO @LINE2
- @D5
- LSX=1:LSY=2:LEX=2:LEY=2
- GOTO @LINE2
- @D6
- LSX=2:LSY=2:LEX=3:LEY=3
- GOTO @LINE2
- @D7
- LSX=2:LSY=3:LEX=3:LEY=3
- GOTO @LINE2
- @D8
- LSX=7:LSY=0:LEX=6:LEY=1
- GOTO @LINE2
- @D9
- LSX=7:LSY=1:LEX=6:LEY=1
- GOTO @LINE2
- @D10
- LSX=7:LSY=2:LEX=6:LEY=2
- GOTO @LINE2
- @D11
- LSX=6:LSY=1:LEX=5:LEY=2
- GOTO @LINE2
- @D12
- LSX=6:LSY=2:LEX=5:LEY=2
- GOTO @LINE2
- @D13
- LSX=5:LSY=2:LEX=4:LEY=3
- GOTO @LINE2
- @D14
- LSX=5:LSY=3:LEX=4:LEY=3
- GOTO @LINE2
- @D15
- LSX=1:LSY=1:LEX=6:LEY=1
- GOTO @LINE2
- @D16
- LSX=2:LSY=2:LEX=5:LEY=2
- GOTO @LINE2
- @D17
- LSX=3:LSY=3:LEX=4:LEY=3
- GOTO @LINE2
- @D18
- LSX=1:LSY=1:LEX=1:LEY=6
- GOTO @LINE1
- @D19
- LSX=2:LSY=2:LEX=2:LEY=5
- GOTO @LINE1
- @D20
- LSX=3:LSY=3:LEX=3:LEY=4
- GOTO @LINE1
- @D21
- LSX=6:LSY=1:LEX=6:LEY=6
- GOTO @LINE1
- @D22
- LSX=5:LSY=2:LEX=5:LEY=5
- GOTO @LINE1
- @D23
- LSX=4:LSY=3:LEX=4:LEY=4
- GOTO @LINE1
- @LINE1
- GLINE GX(LSX+1),GY(LSY+1),GX(LEX+1),GY(LEY+1)
- RETURN
- @LINE2
- GLINE GX(LSX+1),GY(LSY+1),GX(LEX+1),GY(LEY+1)
- GLINE GX(LSX+1),GY(7-LSY+1),GX(LEX+1),GY(7-LEY+1)
- RETURN
- ’マッフ゜ナイノアイテムヲヒョウシ゛
- @DRAWITEM
- SPCLR 1:SPCLR 2
- IF NMAP(2,1)<=1 OR NMAP(1,1)==1 THEN @DICHK2
- IF NMAP(2,1)==2 THEN @DIUP
- SPSET 1,57,0,0,0,0
- SPOFS 1,182,85
- GOTO @DICHK2
- @DIUP
- SPSET 1,207,0,0,0,0
- SPOFS 1,182,43
- @DICHK2
- IF NMAP(1,1)<=1 THEN @DICHK3
- IF NMAP(1,1)==2 THEN @DIUP2
- SPSET 2,57,0,0,0,0
- SPOFS 2,174,82
- SPSCALE 2,200
- GOTO @DICHK3
- @DIUP2
- SPSET 2,207,0,0,0,0
- SPOFS 2,174,29
- SPSCALE 2,200
- @DICHK3
- RETURN
- @PSTATUS
- LOCATE 0,0:PRINT”┌─────────┐”;
- FOR Y=1 TO 5
- LOCATE 0,Y:PRINT”│”;
- LOCATE 10,Y:PRINT”│”;
- NEXT
- LOCATE 0,6:PRINT”└─────────┘”;
- LOCATE 1,1:PRINT”HP ”;PHP;” ”;
- IF PEQUIP==0 THEN EQ$=”ケ゛ンコツ”
- IF PEQUIP==1 THEN EQ$=”コンホ゛ウ”
- IF PEQUIP==2 THEN EQ$=”フツウノケン”
- IF PEQUIP==3 THEN EQ$=”テ゛ンセツノケン”
- LOCATE 1,2:PRINT EQ$;
- FOR Y=0 TO 2
- IF PITEM(Y)==1 THEN LOCATE 1,Y+3:PRINT”ヤクソウ”;
- NEXT
- RETURN
- ’セントウ
- @BATTLE
- ECHR=RND(2)
- BGMPLAY BGMBTL
- EHP=(ECHR*10+10)*(LEVEL+1)
- SPSET 0,ESPR(ECHR),EPLT(ECHR),0,0,0
- SPOFS 0,174,85
- SPSCALE 0,200
- SPANIM 0,2,10,0
- BCMD=0
- BEEP
- @BTURN
- CLS
- GOSUB @PSTATUS
- LOCATE 0,17:PRINT”モンスタ-カ゛アラワレタ!”
- BOLDBTN=0
- LOCATE 1,18:PRINT” タタカウ”
- LOCATE 1,19:PRINT” マホウ”
- LOCATE 1,20:PRINT” アイテム”
- LOCATE 1,21:PRINT” ニケ゛ル”
- MCMD=BCMD:MMAXCMD=4:LOCATE 0,18:GOSUB @MENUSEL
- BCMD=MCMD
- @DOCMD
- RUNAWAY=0
- ON BCMD GOSUB @ATTACK,@SPELL,@ITEM,@RUNAWAY
- IF RUNAWAY==1 THEN RETURN
- IF EHP<=0 THEN GOTO @EDEAD
- GOSUB @EATTACK
- IF PHP<=0 THEN GOTO @PDEAD
- GOTO @BTURN
- @EDEAD
- BGMPLAY 5
- SPSCALE 0,0,60
- SPOFS 0,190,101,60
- @EDWAIT
- IF BGMCHK()==TRUE THEN VSYNC 1:GOTO @EDWAIT
- SPCLR 0
- CLS
- GOSUB @PSTATUS
- LOCATE 0,17:PRINT”モンスタ-ヲタオシタ!”
- LOCATE 4,19
- GOSUB @BWAIT
- CLS
- GOSUB @PSTATUS
- BGMPLAY BGMDUN
- RETURN
- @PDEAD
- BGMSTOP
- CLS:SPCLR:GCLS 0
- LOCATE 11,10:PRINT”アナタハ シニマシタ”
- LOCATE 11,12:PRINT” GAMEOVER ”
- LOCATE 15,14
- GOSUB @BWAIT
- CLS
- END
- @EATTACK
- CLS
- MYDMG=(RND(4)+(ECHR*3+1))*(LEVEL+1)
- BEEP 4
- LOCATE 0,17:PRINT”モンスタ-ノコウケ゛キ!”
- LOCATE 0,18:PRINT”アナタニ、”;MYDMG;”ノタ゛メ-シ゛!”
- PHP=PHP-MYDMG
- GOSUB @PSTATUS
- LOCATE 5,20
- GOSUB @BWAIT
- RETURN
- @ATTACK
- CLS
- GOSUB @PSTATUS
- BDMG=(RND(4)+4)*(PEQUIP+1)
- BEEP 11
- LOCATE 0,17:PRINT”アナタノコウケ゛キ!”
- LOCATE 0,18:PRINT”モンスタ-ニ、”;BDMG;”ノタ゛メ-シ゛!”
- EHP=EHP-BDMG
- LOCATE 5,20
- GOSUB @BWAIT
- RETURN
- @SPELL
- CLS
- GOSUB @PSTATUS
- BDMG=RND(10)+5
- MYDMG=3
- BEEP 13
- LOCATE 0,17:PRINT”アナタハマホウヲトナエタ!”
- LOCATE 0,18:PRINT”モンスタ-ニ、”;BDMG;”ノタ゛メ-シ゛!”
- EHP=EHP-BDMG
- PHP=PHP-MYDMG
- GOSUB @PSTATUS
- LOCATE 5,20
- GOSUB @BWAIT
- RETURN
- ’ニケ゛ル
- @RUNAWAY
- BEEP 1
- CLS:GOSUB @PSTATUS
- IF RND(100)<50 THEN @RWSUCC
- ’シッハ゜イ
- LOCATE 0,17:PRINT”ニケ゛ラレナカッタ!”;
- LOCATE 5,19:GOSUB @BWAIT
- RETURN
- @RWSUCC
- SPCLR 0
- BGMSTOP
- LOCATE 0,17:PRINT”ナントカニケ゛ラレタ・・・”;
- LOCATE 5,19:GOSUB @BWAIT
- CLS:GOSUB @PSTATUS
- RUNAWAY=1
- BGMPLAY BGMDUN
- RETURN
- ’アイテム
- @ITEM
- CLS:GOSUB @PSTATUS
- FOR I=2 TO 0 STEP -1
- IF PITEM(I)!=0 THEN SELITEM=PITEM(I):PITEM(I)=0:GOTO @USEITEM
- NEXT
- LOCATE 0,17:PRINT”アイテムヲモッテイナイ!”;
- LOCATE 5,19:GOSUB @BWAIT
- CLS:GOSUB @PSTATUS
- RETURN
- @USEITEM
- BEEP 5
- LOCATE 0,17:PRINT”アナタハヤクソウヲツカッタ!”
- LOCATE 5,19:GOSUB @BWAIT
- PHP=PHP+60
- IF PHP>100 THEN PHP=100
- CLS:GOSUB @PSTATUS
- RETURN
- @BWAIT
- BWCNT=0
- BWX=CSRX:BWY=CSRY
- @BWLOOP
- IF (BUTTON() AND 16) !=0 THEN VSYNC 1:GOSUB @BWPRMPT:GOTO @BWLOOP
- BWOLD=0
- @BWLOOP2
- BWBTN=BWOLD AND NOT(BUTTON())
- BWOLD=BUTTON()
- IF (BWBTN AND 16)!=0 THEN RETURN
- VSYNC 1:GOSUB @BWPRMPT:GOTO @BWLOOP2
- @BWPRMPT
- BWCNT=BWCNT+1
- IF BWCNT>40 THEN BWCNT=0
- IF BWCNT<20 THEN LOCATE BWX,BWY:PRINT”А”;
- IF BWCNT>=20 THEN LOCATE BWX,BWY:PRINT” ”;
- RETURN
- ’タカラハ゛コ
- @TBOX
- CLS
- GOSUB @PSTATUS
- LOCATE 0,17:PRINT”タカラハ゛コカ゛アル・・・”
- LOCATE 1,18:PRINT” コシ゛アケル”;
- LOCATE 1,19:PRINT” シ゛ュモンヲツカウ”;
- LOCATE 1,20:PRINT” ムシスル”;
- MCMD=0:MMAXCMD=3:LOCATE 0,18:GOSUB @MENUSEL
- ON MCMD GOSUB @TOPENF,@TOPENS,@TIGNORE
- RETURN
- ’ムシ
- @TIGNORE
- CLS:GOSUB @PSTATUS
- MIGNORE=1
- RETURN
- ’シ゛ュモンテ゛アケル
- @TOPENS
- PHP=PHP-3
- IF PHP<0 THEN GOSUB @PDEAD
- GOTO @TOSUCC
- ’コシ゛アケル
- @TOPENF
- IF RND(10)<7 THEN @TOSUCC
- ’シッハ゜イ
- BEEP 10
- CLS:GOSUB @PSTATUS
- LOCATE 0,17:PRINT”ワナタ゛!”
- MYDMG=(RND(10)+5)*LEVEL
- LOCATE 0,18:PRINT MYDMG;”ノタ゛メ-シ゛ヲウケタ!”
- PHP=PHP-MYDMG
- IF PHP<0 THEN GOSUB @PDEAD
- GOSUB @PSTATUS
- GOTO @TOERASE
- ’セイコウ
- @TOSUCC
- BEEP 12
- CLS:GOSUB @PSTATUS
- LOCATE 0,17:PRINT”タカラハ゛コヲアケタ!”
- TITEM=NMAP(1,1)-3
- ON TITEM GOTO @POTION,@SWORDL,@SWORDM,@SWORDH
- @POTION
- LOCATE 0,18:PRINT”ヤクソウヲミツケタ!”
- FOR I=0 TO 2
- IF PITEM(I)==0 THEN PITEM(I)=1:GOTO @TOERASE
- NEXT
- GOTO @TOERASE
- @SWORDL
- LOCATE 0,18:PRINT”コンホ゛ウヲミツケタ!”
- PEQUIP=1
- GOTO @TOERASE
- @SWORDM
- LOCATE 0,18:PRINT”フツウノケンヲミツケタ!”
- PEQUIP=2
- GOTO @TOERASE
- @SWORDH
- LOCATE 0,18:PRINT”テ゛ンセツノケンヲミツケタ!”
- PEQUIP=3
- GOTO @TOERASE
- @TOERASE
- IF PDIR==0 THEN MAP(PY,PX+1)=0
- IF PDIR==1 THEN MAP(PY+1,PX)=0
- IF PDIR==2 THEN MAP(PY,PX-1)=0
- IF PDIR==3 THEN MAP(PY-1,PX)=0
- LOCATE 5,20:GOSUB @BWAIT
- CLS:GOSUB @PSTATUS
- RETURN
- ’カイタ゛ン
- @STAIR
- LOCATE 0,17:PRINT”ウエエノホ゛ルカイタ゛ンヲミツケタ・・・”
- LOCATE 0,18:PRINT”ノホ゛リマスカ?”
- LOCATE 1,19:PRINT” ハイ”
- LOCATE 1,20:PRINT” イイエ”
- MCMD=0:MMAXCMD=2:LOCATE 0,19:GOSUB @MENUSEL
- IF MCMD==0 THEN @UPSTAIR
- CLS:GOSUB @PSTATUS
- MIGNORE=1
- RETURN
- @UPSTAIR
- LEVEL=LEVEL+1
- IF LEVEL==3 THEN @GAMECLR
- BGMPLAY 4
- @UPSWAIT
- IF BGMCHK()==TRUE THEN VSYNC 1:GOTO @UPSWAIT
- CLS:GOSUB @PSTATUS
- RETURN
- ’ケ゛-ムクリア
- @GAMECLR
- BGMPLAY 6
- @CLWAIT
- IF BGMCHK()==TRUE THEN VSYNC 1:GOTO @CLWAIT
- CLS:GCLS 0:SPCLR
- LOCATE 10,5:PRINT”GAME CLEAR!!”
- VSYNC 120
- BGMPLAY 7
- LOCATE 0,8: PRINT” МSTAFF”;
- LOCATE 0,10:PRINT” DIRECTOR オレ”
- LOCATE 0,11:PRINT” PROGRAMMER ワシ”
- LOCATE 0,12:PRINT” TESTPLAY ホ゛ク”
- LOCATE 0,13:PRINT” DESIGNER コ゛ト-”
- LOCATE 0,14:PRINT” ALL SOUND COMPOSED BY JOEDOWN”
- LOCATE 0,17:PRINT” ソシテ、コノケ゛-ムヲモットオモシロクスルノハ”
- LOCATE 0,18:PRINT” アナタテ゛ス。”
- LOCATE 16,20:GOSUB @BWAIT
- CLS
- BGMSTOP
- END
- ’メニュ-センタクサフ゛ル-チン
- @MENUSEL
- OLDMBTN=BUTTON()
- MTOPY=CSRY
- @MENULOOP
- LOCATE 0,MTOPY+MCMD:PRINT”Й”;
- MBTN=NOT(OLDMBTN)AND BUTTON()
- OLDMBTN=BUTTON()
- OLDMCMD=MCMD
- IF (MBTN AND 1)!=0 THEN MCMD=MCMD-1
- IF (MBTN AND 2)!=0 THEN MCMD=MCMD+1
- IF (MBTN AND 16)!=0 THEN RETURN
- IF MCMD<0 THEN MCMD=MMAXCMD-1
- IF MCMD>=MMAXCMD THEN MCMD=0
- IF OLDMCMD!=MCMD THEN LOCATE 0,MTOPY+OLDMCMD:PRINT” ”;
- VSYNC 1:GOTO @MENULOOP
- @GRID
- DATA 141,16
- DATA 152,27
- DATA 163,38
- DATA 174,49
- DATA 207,93
- DATA 218,104
- DATA 229,115
- DATA 240,126
- @MAP1
- ’BGM
- DATA 1,2
- ’テキキャラクタ-
- DATA 130,2,194,2
- ’フ゜レイヤ-ノショキイチトムキ
- DATA 14,1,1
- ’マッフ゜テ゛-タ
- ’0:トオレル 1:カヘ゛ 2:ハシコ゛ 3-9:タカラハ゛コ
- DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
- DATA 1,3,0,0,1,0,4,1,0,3,1,3,0,1,0,1
- DATA 1,1,1,0,1,0,0,1,0,0,1,1,0,1,0,1
- DATA 1,0,0,0,1,0,0,1,0,0,1,0,0,1,0,1
- DATA 1,0,1,1,1,1,0,1,0,0,1,0,1,1,0,1
- DATA 1,0,1,0,0,1,0,1,0,1,1,0,1,1,0,1
- DATA 1,0,1,0,0,1,0,0,0,0,0,0,0,0,0,1
- DATA 1,0,1,0,1,1,0,1,0,1,1,1,1,1,0,1
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- @MAP2
- DATA 9,3
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- DATA 11,10,3
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- @MAP3
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- DATA 4,12,0
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