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globals.inc
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globals.inc
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Width !byte 0
Height !byte 0
Maze_x !byte 0
Maze_y !byte 0
Size !byte 0
Start_x !byte 0
Start_y !byte 0
Trail_color !byte 0
MAZE_PTR = TMP_PTR7
; Use the ASCII to VERA conversion table
!ct "asc2vera.ct" {
; Large colored X
Xl0 !byte $5F,$A0,$A0,$DF,$20,$20,$20,$E9,$A0,$A0,$69,0
Xl1 !byte $20,$5F,$A0,$A0,$DF,$20,$E9,$A0,$A0,$69,$20,0
Xl2 !byte $20,$20,$5F,$A0,$A0,$20,$A0,$A0,$69,$20,$20,0
Xl3 !byte $20,$20,$E9,$A0,$A0,$20,$A0,$A0,$DF,$20,$20,0
Xl4 !byte $20,$E9,$A0,$A0,$69,$20,$5F,$A0,$A0,$DF,$20,0
Xl5 !byte $E9,$A0,$A0,$69,$20,$20,$20,$5F,$A0,$A0,$DF,0
V2 !text "V2",0
Cx16 !text "COMMANDER "
!byte $A0,$20,$A0 ; These are the middle if the large colored X
!text " 16",0
Jimmy !text "BY JIMMY DANSBO",0
Start !text "PRESS ENTER/RETURN",0
Caption !text "X16 MAZE",0
Level !text "LEVEL: 000",0
Time !text "00:00.00",0
Help0 !text "CURSOR KEYS = MOVE, Q = QUIT",0
Help1 !text "SPACE = GO TO NEXT LEVEL, R = RESTART",0
; MAZE written in large letters
Maze !byte $66,$20,$20,$20,$66,$20,$20,$20,$20,$66,$20,$20,$20,$20,$66,$66,$66,$66,$66,$20,$20,$66,$66,$66,$66,$66,0
!byte $66,$66,$20,$66,$66,$20,$20,$20,$66,$20,$66,$20,$20,$20,$20,$20,$20,$66,$20,$20,$20,$66,$20,$20,$20,$20,0
!byte $66,$20,$66,$20,$66,$20,$20,$66,$66,$66,$66,$66,$20,$20,$20,$20,$66,$20,$20,$20,$20,$66,$66,$66,$20,$20,0
!byte $66,$20,$20,$20,$66,$20,$20,$66,$20,$20,$20,$66,$20,$20,$20,$66,$20,$20,$20,$20,$20,$66,$20,$20,$20,$20,0
!byte $66,$20,$20,$20,$66,$20,$20,$66,$20,$20,$20,$66,$20,$20,$66,$66,$66,$66,$66,$20,$20,$66,$66,$66,$66,$66,0
}
; Use normal CBM text conversion
Err_Ld !text "ERROR LOADING FILE: ",0
Mazes !text "MAZES.BIN"
Mazes_end !byte 0