Heres the code, it's complete crap and i really need to sort it out into something i can use easily.....
Code: Select all
DEFINT A-Z
SCREEN 13
CLS
COLOR 4
FOR F = 1 TO 6000
RANDOMIZE TIMER
fx = INT(RND * 150) + 1
ffx = INT(RND * 200) + 1
fffx = INT(RND * 320) + 1
fy = INT(RND * 50) + 1
ffy = INT(RND * 100) + 1
fffy = INT(RND * 200) + 1
PSET (fx + 80, fy + 55), 4
PSET (ffx + 55, ffy + 30), 42
PSET (fffx, fffy), 14
LOCATE 9, 18
PRINT "WimF"
LOCATE 12, 12
PRINT "Where is my Face?"
NEXT F
SLEEP 2
CLS
COLOR 2
RESTORE world
CONST ACROSS = 11
CONST DOWN = 11
DIM blankimg(116)
DIM grassimg(116)
DIM treeimg(116)
DIM playerimg(116)
DIM Building(116)
DIM start(116)
DIM playerimgup(116)
DIM playerimgleft(116)
DIM playerimgright(116)
READ tacross, tdown
TYPE tiletype
x AS INTEGER
y AS INTEGER
style AS INTEGER
END TYPE
DIM tile(tacross, tdown) AS tiletype
TYPE playertype 'create a type called playertype
x AS INTEGER 'x tile where the player is
y AS INTEGER 'y tile where the player is
px AS INTEGER 'the players "permanant" x tile, the tile that he appears
'in out of the tiles on the screen
py AS INTEGER 'the players "permanant" y tile
END TYPE
DIM player AS playertype
READ player.x, player.y 'read player x and y coords from data block "world"
player.px = 6
player.py = 6
DEF FNSetlocs 'function to set pixel locs of tiles that appear on screen
FOR A = 1 TO ACROSS
FOR j = 1 TO DOWN
tile(A, j).x = 15 * A 'set pixel x location of tile
tile(A, j).y = 15 * j 'set pixel y location of tile
NEXT j '(all tiles are 15x15 pixels)
NEXT A
END DEF
DEF FNSetAtts 'function to read the styles of all tiles from data block
FOR d = 1 TO tdown
FOR A = 1 TO tacross
READ tile(A, d).style 'read the tile's style
NEXT A
NEXT d
END DEF
DEF FNDrawTile (tx, ty, cx, cy)
SELECT CASE tile(tx, ty).style 'check the tile's style
CASE 0 'if it's 0, draw an array of zero's (a black tile)
PUT (tile(cx, cy).x, tile(cx, cy).y), blankimg, PSET
CASE 1 'if it's 1, draw the grass tile
PUT (tile(cx, cy).x, tile(cx, cy).y), grassimg, PSET
CASE 2 'if it's 2, draw the tree tile
PUT (tile(cx, cy).x, tile(cx, cy).y), treeimg, PSET
CASE 3
PUT (tile(cx, cy).x, tile(cx, cy).y), Building, PSET
CASE -1
PUT (tile(cx, cy).x, tile(cx, cy).y), start, PSET
END SELECT
END DEF
'this draws all the visible tiles on the screen
'it will draw from 5 tiles to the left of the player to 5 tiles to his right
'and from 5 tiles up to 5 tiles down
DEF FNDrawScreen
FOR rela = -5 TO 5
FOR reld = -5 TO 5
dummy = FNDrawTile(player.x + rela, player.y + reld, player.px + rela, player.py + reld)
NEXT reld
NEXT rela
END DEF
'this function draws the player on the screen in his "permanant" location
DEF FNDrawPlayer
PUT (tile(player.px, player.py).x, tile(player.px, player.py).y), playerimg, PSET
END DEF
DEF FNDrawPlayerup
PUT (tile(player.px, player.py).x, tile(player.px, player.py).y), playerimgup, PSET
END DEF
DEF FNDrawPlayerleft
PUT (tile(player.px, player.py).x, tile(player.px, player.py).y), playerimgleft, PSET
END DEF
DEF FNDrawPlayerright
PUT (tile(player.px, player.py).x, tile(player.px, player.py).y), playerimgright, PSET
END DEF
DEF FNDisplayimg 'this function will read an images colors from a data block
'and display the image on the screen. Before calling this
'function, reset the data pointer to the beginning of the
'data block for the image.
FOR dp = 1 TO 15
FOR ap = 1 TO 15
READ att 'read the value at the point in the data block
PSET (ap + 10, dp + 10), att 'put the pixel on the screen with the
'color that was read from the data
'block
NEXT ap
NEXT dp
END DEF
'* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
' * * * * * * * * * * * * End of Function Defs* * * * * * * * * * * * * *
dummy = FNSetlocs 'set the locations for the on-screen tiles
dummy = FNSetAtts 'set the styles for all the tiles
GET (11, 11)-(25, 25), blankimg
RESTORE grassdata 'restore the data pointer to the beginning of the data
dummy = FNDisplayimg 'call routine to read and display the image
GET (11, 11)-(25, 25), grassimg 'get the image into array "grassimg"
PUT (11, 11), grassimg, XOR 'put image over existing one to clear it
RESTORE treedata 'restore data pointer to beginning of the tree tile's image
dummy = FNDisplayimg 'read and display the image
GET (11, 11)-(25, 25), treeimg 'get the image into array "treeimg"
PUT (11, 11), treeimg, XOR 'put image on top of the old one to clear it
RESTORE playerdata 'restore pointer to beginning of player tile's image
dummy = FNDisplayimg 'read and display the image
GET (11, 11)-(25, 25), playerimg 'get the image into array "playerimg"
PUT (11, 11), playerimg, XOR 'put image on top of the old one to clear it
RESTORE Building
dummy = FNDisplayimg
GET (11, 11)-(25, 25), Building
PUT (11, 11), Building, XOR
RESTORE start
dummy = FNDisplayimg
GET (11, 11)-(25, 25), start
PUT (11, 11), start, XOR
RESTORE playerdataup
dummy = FNDisplayimg
GET (11, 11)-(25, 25), playerimgup
PUT (11, 11), playerimgup, XOR
RESTORE playerdataleft
dummy = FNDisplayimg
GET (11, 11)-(25, 25), playerimgleft
PUT (11, 11), playerimgleft, XOR
RESTORE playerdataright
dummy = FNDisplayimg
GET (11, 11)-(25, 25), playerimgright
PUT (11, 11), playerimgright, XOR
dummy = FNDrawPlayer 'draw the player once
LOCATE 1, 1
PRINT "You have woken up in a strange jungle..."
LOCATE 3, 1
PRINT "All around you are plants and animals "
LOCATE 4, 1
PRINT "you have never seen before... "
LOCATE 6, 1
PRINT "But worse yet, you have no face! "
SLEEP 11
CLS
dummy = FNDrawScreen 'draw the screen once
dummy = FNDrawPlayer
DO
kbd$ = INKEY$ 'get a "transparent" input
IF kbd$ <> "" THEN 'if there actually was a user input, then...
kbd$ = RIGHT$(kbd$, 1) 'get the first byte of the input (this is needed
'if you want to look for input from the cursor
'keys)
SELECT CASE kbd$
CASE CHR$(27) 'user pressed escape key
END 'end the program
CASE CHR$(72) 'user pressed up arrow
IF tile(player.x, player.y - 1).style <> 2 THEN
IF player.y - 1 > 5 THEN 'make sure he doesn't go past
player.y = player.y - 1 'decrease player y tile by one
END IF
dummy = FNDrawScreen 'draw the screen
dummy = FNDrawPlayerup 'put the player on the screen
END IF
CASE CHR$(80) 'user pressed down arrow
IF tile(player.x, player.y + 1).style < 2 THEN
IF player.y + 1 < (tdown - 5) THEN 'keep player on screen
player.y = player.y + 1 'increase player y tile by one
END IF
dummy = FNDrawScreen 'draw the screen
dummy = FNDrawPlayer 'put the player on the screen
END IF
CASE CHR$(75) 'user pressed left arrow
IF tile(player.x - 1, player.y).style < 2 THEN
IF player.x - 1 > 5 THEN 'keep player on screen
player.x = player.x - 1 'decrease player x tile by one
END IF
dummy = FNDrawScreen 'draw the screen
dummy = FNDrawPlayerleft 'put the player on the screen
END IF
CASE CHR$(77) 'user pressed right arrow
IF tile(player.x + 1, player.y).style < 2 THEN
IF player.x < (tacross - 6) THEN 'keep player on screen
player.x = player.x + 1 'increase player x tile by one
END IF
dummy = FNDrawScreen 'draw the screen
dummy = FNDrawPlayerright 'put the player on the screen
END IF
END SELECT
END IF
IF player.x = 6 AND player.y = 6 THEN GOSUB hut66
IF player.x = 23 AND player.y = 23 THEN GOSUB hut2323
IF player.x = 15 AND player.y = 16 THEN GOSUB bed
LOOP
bed:
CLS
PRINT "YOU ARE IN BED"
PRINT
PRINT
PRINT "Would you like to [Q]uit?"
PRINT
PRINT "Would you like to go to [S]leep?"
PRINT
PRINT "Would you like to get [O]ut of bed?"
DO
SELECT CASE INKEY$
CASE "q"
END
CASE "s"
CLS
PRINT "ZZZZZ ZZZZ ZZZ ZZ Z Z Z Z"
SLEEP 5
CLS
player.y = player.y - 1
dummy = FNDrawScreen
dummy = FNDrawPlayerup
RETURN
CASE "o"
CLS
player.y = player.y - 1
dummy = FNDrawScreen
dummy = FNDrawPlayerup
RETURN
END SELECT
LOOP
hut66:
CLS
PRINT
PRINT " Hello, welcome to my hut."
PRINT " My name is Jeb."
player.y = player.y + 1
LINE (100, 60)-(180, 160), 6, BF
LINE (95, 90)-(185, 100), 6, BF
LINE (100, 55)-(180, 70), 14, BF
LINE (120, 50)-(160, 55), 14, BF
LINE (110, 100)-(125, 115), 15, BF
LINE (170, 100)-(155, 115), 15, BF
LINE (120, 115)-(115, 105), 0, BF
LINE (160, 115)-(165, 105), 0, BF
LINE (105, 90)-(130, 95), 14, BF
LINE (175, 90)-(150, 95), 14, BF
LINE (115, 135)-(165, 145), 15, BF
LINE (115, 140)-(165, 140), 0, BF
LINE (135, 112)-(130, 130), 0
LINE (145, 112)-(150, 130), 0
CIRCLE (133, 130), 3, 0
CIRCLE (147, 130), 3, 0
PAINT (133, 130), 0
PAINT (147, 130), 0
SLEEP 5
CLS
dummy = FNDrawScreen
dummy = FNDrawPlayer
RETURN
hut2323:
CLS
PRINT
PRINT " How dare you disturb me!"
player.y = player.y + 1
LINE (100, 60)-(180, 160), 6, BF
LINE (95, 90)-(185, 100), 6, BF
LINE (100, 55)-(180, 70), 161, BF
LINE (120, 50)-(160, 55), 161, BF
LINE (110, 100)-(125, 115), 15, BF
LINE (170, 100)-(155, 115), 15, BF
LINE (120, 115)-(115, 105), 4, BF
LINE (160, 115)-(165, 105), 4, BF
LINE (105, 90)-(130, 95), 161, BF
LINE (175, 90)-(150, 95), 161, BF
LINE (130, 140)-(150, 140), 0, BF
LINE (135, 112)-(130, 130), 0
LINE (145, 112)-(150, 130), 0
CIRCLE (133, 130), 3, 0
CIRCLE (147, 130), 3, 0
PAINT (133, 130), 0
PAINT (147, 130), 0
SLEEP 3
CLS
dummy = FNDrawScreen
dummy = FNDrawPlayer
RETURN
world:
DATA 30,30
DATA 15,15
DATA 1,2,1,1,1,2,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,2,1,2,1,1,1,1
DATA 1,1,1,2,1,1,1,1,1,1,1,1,2,1,1,1,2,1,1,1,1,2,1,1,1,1,1,2,1,1
DATA 1,1,1,1,1,1,1,1,2,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,2,1,1,1,1,2
DATA 1,2,1,1,1,1,2,1,1,1,1,2,1,1,1,1,1,1,2,1,1,1,1,1,1,1,2,1,1,1
DATA 1,1,1,1,2,2,2,2,2,2,2,2,2,2,1,1,2,2,2,2,2,2,2,2,1,1,1,2,1,1
DATA 1,1,2,1,2,3,1,1,1,2,1,1,1,1,2,1,2,1,1,1,1,1,1,2,1,1,1,1,1,1
DATA 2,1,1,1,2,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,2,1,1,1,1,2,1
DATA 1,2,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,2,1,1,1,1
DATA 1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,2,1,1,1,1,1
DATA 1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,2,1,1,1
DATA 1,2,1,1,1,2,1,1,1,2,1,1,1,1,1,2,1,1,1,1,1,2,1,1,2,1,1,1,2,1
DATA 1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,2,1,1
DATA 1,1,1,2,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1
DATA 1,1,1,1,1,2,1,1,1,1,1,2,1,1,1,1,1,1,2,1,1,1,1,2,1,2,1,1,1,1
DATA 1,2,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,2,1,1,1
DATA 2,1,1,1,2,1,1,1,1,1,1,1,1,1,-1,1,1,1,1,1,2,1,1,1,2,1,1,1,1,1
DATA 1,1,1,1,2,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,2
DATA 1,1,2,1,2,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,2,2,1,1,1,1,2,1
DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,2,1,1,1,1,2,1,1,1
DATA 1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,2,2,1,1,1,1,1,1
DATA 1,1,2,1,2,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,2,1,1,2,1,1
DATA 2,1,1,1,2,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1
DATA 1,2,1,1,1,2,2,1,1,1,1,1,1,1,1,2,2,2,2,1,1,1,3,1,2,1,1,1,1,1
DATA 1,1,1,2,1,1,2,1,1,1,1,1,1,1,1,2,1,1,1,2,1,1,1,1,2,1,1,2,1,1
DATA 1,1,1,1,1,1,1,2,2,2,2,2,2,2,2,2,1,1,1,1,2,2,2,2,2,2,1,1,1,1
DATA 1,2,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,2,1,1,1,1,1,2,1,1,1,1,1,2
DATA 1,1,1,1,1,1,2,1,1,1,1,1,1,2,1,1,1,1,1,1,2,1,1,1,1,1,1,1,2,1
DATA 2,1,1,1,1,1,1,1,1,1,1,2,1,1,1,2,1,1,1,1,1,1,1,1,1,2,1,1,1,1
DATA 1,1,1,1,2,1,1,1,1,2,1,1,1,1,1,1,1,1,2,1,1,1,1,2,1,1,1,1,1,1
DATA 1,1,2,1,1,1,1,1,2,1,1,1,1,1,2,1,1,1,1,1,1,1,2,1,1,1,1,2,1,1
grassdata:
DATA 192,192,192,192,192,192,192,192,148,192,192,145,192,192,192
DATA 192,2,192,192,192,192,192,192,192,192,192,192,192,192,141
DATA 192,192,192,192,142,192,192,2,192,192,192,192,192,192,192
DATA 192,192,192,192,192,192,192,192,192,192,192,192,2,192,192
DATA 192,2,192,2,192,145,192,192,192,142,192,192,192,192,192
DATA 192,192,192,192,192,192,192,192,2,192,192,192,192,192,2
DATA 192,192,192,142,192,192,192,192,192,192,192,2,192,192,192
DATA 192,2,192,192,192,142,192,192,192,192,192,192,192,192,192
DATA 192,192,192,192,192,192,192,192,192,2,192,192,147,192,192
DATA 192,142,192,192,192,192,192,192,192,192,192,192,192,192,192
DATA 192,192,192,2,192,192,142,192,192,2,192,192,192,2,192
DATA 192,192,192,192,192,192,192,192,192,192,192,192,192,192,192
DATA 2,192,192,192,192,145,192,2,192,192,192,192,2,192,192
DATA 192,192,192,2,192,192,192,192,192,192,192,192,192,192,142
DATA 145,192,192,192,147,192,192,192,2,192,192,2,192,192,192
treedata:
DATA 192,2,192,192,192,2,2,2,192,192,192,192,192,2,192
DATA 192,192,192,2,2,2,2,2,2,2,192,192,192,192,192
DATA 147,192,2,2,2,2,2,2,2,2,2,147,192,192,192
DATA 192,2,2,2,2,2,2,2,2,2,2,2,192,192,192
DATA 192,2,2,2,2,2,2,2,2,2,2,2,192,192,192
DATA 192,2,2,2,2,2,2,2,2,2,2,2,192,192,192
DATA 192,2,2,2,2,2,2,2,2,2,2,2,147,192,192
DATA 192,192,2,2,2,2,2,2,2,2,2,192,192,192,192
DATA 192,192,192,2,2,2,2,2,2,2,192,192,145,192,192
DATA 192,192,192,192,192,6,6,6,192,192,192,192,192,2,192
DATA 192,192,192,192,192,6,6,6,192,192,192,192,192,192,192
DATA 192,147,192,192,192,6,6,6,192,192,192,192,192,192,192
DATA 2,192,192,192,192,6,6,6,192,192,192,192,192,192,192
DATA 192,192,192,192,6,6,6,6,6,192,192,192,192,192,147
DATA 147,192,145,192,192,192,192,147,192,192,192,192,2,192,192
playerdata:
DATA 192,192,192,192,192,192,14,14,14,192,192,192,192,192,192
DATA 192,2,192,192,192,192,65,65,65,192,192,192,192,192,192
DATA 192,192,147,192,192,192,65,65,65,192,192,2,192,192,192
DATA 192,192,192,192,192,192,65,65,65,192,192,147,192,192,192
DATA 192,192,2,192,192,192,192,65,192,192,192,192,192,192,192
DATA 192,192,192,192,145,192,8,8,8,192,192,192,192,192,192
DATA 192,192,192,192,192,8,8,8,8,8,192,192,2,192,192
DATA 192,192,192,192,8,8,2,8,192,8,8,192,192,192,147
DATA 192,192,147,192,65,192,192,8,192,192,65,192,192,192,192
DATA 192,192,192,192,192,192,192,8,192,192,192,192,192,192,192
DATA 145,192,2,192,192,192,1,1,1,2,192,192,192,192,192
DATA 192,192,192,192,192,192,1,192,1,192,192,192,192,192,192
DATA 192,192,192,192,147,192,1,192,1,192,192,192,192,192,147
DATA 192,192,192,192,192,192,1,192,1,192,192,192,192,2,192
DATA 192,192,192,2,192,192,1,192,1,192,192,192,192,192,192
Building:
DATA 192,192,192,192,192,192,192,6,192,192,192,192,192,192,192
DATA 192,192,192,192,192,192,6,14,6,192,192,192,192,192,192
DATA 192,192,192,192,192,6,14,14,14,6,192,192,192,192,192
DATA 192,192,192,192,6,6,6,6,6,6,6,192,192,192,192
DATA 192,192,192,6,6,6,6,6,6,6,6,6,192,192,192
DATA 192,192,6,6,6,6,6,0,6,6,6,6,6,192,192
DATA 192,6,6,6,6,6,0,0,0,6,6,6,6,6,192
DATA 192,6,14,14,6,0,0,0,0,0,6,14,14,6,192
DATA 192,6,6,6,6,0,0,0,0,0,6,6,6,6,192
DATA 192,6,6,6,6,0,0,0,0,0,6,6,6,6,192
DATA 192,6,6,14,6,0,0,0,0,0,6,14,6,6,192
DATA 192,6,6,14,6,0,0,0,0,0,6,14,6,6,192
DATA 192,6,6,14,6,0,0,0,0,0,6,14,6,6,192
DATA 192,6,6,6,6,0,0,0,0,0,6,6,6,6,192
DATA 192,192,192,192,192,192,192,192,192,192,192,192,192,192,192
start:
DATA 192,6,6,6,6,6,6,6,6,6,6,6,6,6,192
DATA 192,6,12,12,12,12,12,12,12,12,12,12,12,6,192
DATA 192,6,12,12,12,12,12,12,12,12,12,12,12,6,192
DATA 192,6,12,12,12,12,12,12,12,12,12,12,12,6,192
DATA 192,6,12,12,12,12,12,12,12,12,12,12,12,6,192
DATA 192,6,12,12,12,12,12,12,12,12,12,12,12,6,192
DATA 192,6,12,12,12,12,12,12,12,12,12,12,12,6,192
DATA 192,6,15,15,15,15,15,6,15,15,15,15,15,6,192
DATA 192,6,15,15,15,6,6,6,6,6,15,15,15,6,192
DATA 192,6,6,6,6,6,6,6,6,6,6,6,6,6,192
DATA 192,6,6,6,6,6,6,6,6,6,6,6,6,6,192
DATA 192,6,6,6,6,6,6,6,6,6,6,6,6,6,192
DATA 192,6,192,192,192,192,192,192,192,192,192,192,192,6,192
DATA 192,6,192,192,192,192,192,192,192,192,192,192,192,6,192
DATA 192,192,192,192,192,192,192,192,192,192,192,192,192,192,192
playerdataup:
DATA 192,192,192,192,192,192,14,14,14,192,192,192,192,192,192
DATA 192,2,192,192,192,192,14,14,14,192,192,192,192,192,192
DATA 192,192,147,192,192,192,14,14,14,192,192,2,192,192,192
DATA 192,192,192,192,192,192,65,14,65,192,192,147,192,192,192
DATA 192,192,2,192,192,192,192,65,192,192,192,192,192,192,192
DATA 192,192,192,192,145,192,8,8,8,192,192,192,192,192,192
DATA 192,192,192,192,192,8,8,8,8,8,192,192,2,192,192
DATA 192,192,192,192,8,8,2,8,192,8,8,192,192,192,147
DATA 192,192,147,192,65,192,192,8,192,192,65,192,192,192,192
DATA 192,192,192,192,192,192,192,8,192,192,192,192,192,192,192
DATA 145,192,2,192,192,192,1,1,1,2,192,192,192,192,192
DATA 192,192,192,192,192,192,1,192,1,192,192,192,192,192,192
DATA 192,192,192,192,147,192,1,192,1,192,192,192,192,192,147
DATA 192,192,192,192,192,192,1,192,1,192,192,192,192,2,192
DATA 192,192,192,2,192,192,1,192,1,192,192,192,192,192,192
playerdataleft:
DATA 192,192,192,192,192,192,14,14,14,192,192,192,192,192,192
DATA 192,2,192,192,192,192,65,14,14,192,192,192,192,192,192
DATA 192,192,147,192,192,192,65,14,14,192,192,2,192,192,192
DATA 192,192,192,192,192,192,65,65,14,192,192,147,192,192,192
DATA 192,192,2,192,192,192,192,65,192,192,192,192,192,192,192
DATA 192,192,192,192,145,192,8,8,192,192,192,192,192,192,192
DATA 192,192,192,192,192,192,8,8,192,192,192,192,2,192,192
DATA 192,192,192,192,192,192,8,8,192,192,192,192,192,192,147
DATA 192,192,147,192,192,192,8,8,192,192,192,192,192,192,192
DATA 192,192,192,192,192,192,65,8,192,192,192,192,192,192,192
DATA 145,192,2,192,192,192,1,1,192,2,192,192,192,192,192
DATA 192,192,192,192,192,192,1,1,192,192,192,192,192,192,192
DATA 192,192,192,192,147,192,1,1,192,192,192,192,192,192,147
DATA 192,192,192,192,192,192,1,1,192,192,192,192,192,2,192
DATA 192,192,192,2,192,192,1,1,192,192,192,192,192,192,192
playerdataright:
DATA 192,192,192,192,192,192,14,14,14,192,192,192,192,192,192
DATA 192,2,192,192,192,192,14,14,65,192,192,192,192,192,192
DATA 192,192,147,192,192,192,14,14,65,192,192,2,192,192,192
DATA 192,192,192,192,192,192,14,65,65,192,192,147,192,192,192
DATA 192,192,2,192,192,192,192,65,192,192,192,192,192,192,192
DATA 192,192,192,192,145,192,192,8,8,192,192,192,192,192,192
DATA 192,192,192,192,192,192,192,8,8,192,192,192,2,192,192
DATA 192,192,192,192,192,192,192,8,8,192,192,192,192,192,147
DATA 192,192,147,192,192,192,192,8,8,192,192,192,192,192,192
DATA 192,192,192,192,192,192,192,8,65,192,192,192,192,192,192
DATA 145,192,2,192,192,192,192,1,1,2,192,192,192,192,192
DATA 192,192,192,192,192,192,192,1,1,192,192,192,192,192,192
DATA 192,192,192,192,147,192,192,1,1,192,192,192,192,192,147
DATA 192,192,192,192,192,192,192,1,1,192,192,192,192,2,192
DATA 192,192,192,2,192,192,192,1,1,192,192,192,192,192,192