1 GOSUB 32600
2 GOSUB 31100
3 GOSUB 31000
11111 END
31000 REM 31000 - OUTRO
31001 GRAPHICS 0:? "It's all, Folks!":? " See you at the next Prima Aprilis Compo!"
31099 RETURN
31100 REM 31100 - LOADING SCREEN, INTRODUCTION
31101 REM SOME INFO BEFORE DEMO MODE AND LOADING SCREEN BY MAW
31102 E=24:L=E-1:W=25:ED=52:DIM BE$(E):BE$="BOOT ERROR ":DIM PA25$(E):PA25$="PRIMA APRILIS COMPO 2025"
31103 POKE 82,2:FOR I=0 TO W:? CHR$(125):? BE$:? "be patient..."
31104 SOUND 0,8,ED,10:ED=ED+(ED=52)*8-(ED=60)*8:NEXT I:POKE 752,1:? CHR$(125)
31105 SOUND 0,12,ED,10:ED=ED+8:IF ED=68 THEN ED=52:REM BCA #ORYGINAL MOGL ZABIC PIA/KOREKTA MAW
31106 ? CHR$(93* NOT (INT(RND(0)*5))+32):IF E=0 THEN W=W-1:IF W=0 THEN POKE 54018,60:GRAPHICS 0:GOTO 31110:REM MAGNET STOP BY BCA
31107 POSITION RND(0)*12,PEEK(84):? BE$:LL=L*RND(0)+1:IF PA25$(LL,LL)="*" THEN 31105
31108 BE$(LL,LL)=CHR$(128+ASC(PA25$(LL,LL))):PA25$(LL,LL)="*":E=E-1:GOTO 31105
31110 POKE 82,2:POSITION 2,1:? "READY":POKE 694,128:? "AI GOT YOUR ATARI!!!";CHR$(253):POKE 622,1:POKE 752,1
31111 POKE 82,0:POKE 694,0:POSITION 0,23:FOR N=40 TO 43:? 312;N;" ? ";CHR$(34);:FOR I=0 TO 38
31112 Z0=124*RND(0):IF (Z0>26 AND Z0<35) THEN 31112
31113 Z0=Z0+INT(RND(0)*2)*128:SOUND 0,Z0,10,10:? CHR$(Z0);:NEXT I
31114 ? CHR$(34);";:RET.":? :NEXT N:SOUND 0,0,0,0:? :? "POKE 842,12:CONT":POKE 622,0:POSITION 2,0:POKE 842,13:STOP
31115 GRAPHICS 12:POKE 559,0:DL=PEEK(560)+PEEK(561)*256:POKE DL+3,66:POKE DL+4,0:POKE DL+5,128:POKE 710,0:TRAP 31120
31116 DL2L=PEEK(DL+26):DL2H=PEEK(DL+27):FOR I=DL+6 TO DL+24:POKE I,2:NEXT I:POKE DL+26,128:POKE DL+27,130
31117 POKE 88,0:POKE 89,128:COLOR 32:FOR I=0 TO 23:PLOT 0,I:DRAWTO 39,I:NEXT I:RESTORE 32000:FNT=DL2L+DL2H*256+40
31118 READ A,B,C,D,E,F,G,H:POKE FNT+0,A:POKE FNT+1,B:POKE FNT+2,C:POKE FNT+3,D
31119 POKE FNT+4,E:POKE FNT+5,F:POKE FNT+6,G:POKE FNT+7,H:FNT=FNT+8:GOTO 31118
31120 X=0:Y=19:XD=0.9:YD=-0.33:C=108:N=31140:POKE 559,34:POKE 752,0:POKE 756,INT(DL2H/4)*4
31121 POKE 656,0:POKE 657,0:GOSUB N+100
31130 POKE 200,C:PLOT 0,Y:DRAWTO X,19:C=C+1:IF C>112 THEN C=108
31131 X=X+XD:IF X>38 THEN X=39
31132 GOTO N
31140 POSITION X,18:? #6;"qr";:POSITION X,19:? #6;"st";:GOTO 31145
31141 POSITION X,18:? #6;"uv";:POSITION X,19:? #6;"wx";:GOTO 31145
31142 POSITION X,18:? #6;"yz";:POSITION X,19:? #6;"{|";:GOTO 31145
31143 POSITION X,18:? #6;"uv";:POSITION X,19:? #6;"gh";
31145 N=N+1:IF N>31143 THEN N=31140
31150 Y=Y+YD:IF Y>0 THEN 31121
31160 X=0:Y=18:C=108:N=31240
31170 POKE 656,0:POKE 657,0:GOSUB N:N=N+1:IF N>31243 THEN N=31240
31171 POKE 200,C:PLOT X,0:DRAWTO 39,Y:C=C+1:IF C>112 THEN C=108
31180 X=X+XD:IF X>38 THEN X=39
31190 Y=Y+YD:IF Y>0 THEN 31170
31200 POKE 200,107:FOR I=0 TO 255
31201 FOR N=31240 TO 31243:POKE 656,0:POKE 657,0:GOSUB N
31205 RR=32020+RND(0)*56:RESTORE RR:READ X,Y,D
31206 IF D>0 THEN PLOT X,Y:DRAWTO X+D,Y
31207 IF D<0 THEN PLOT X,Y:DRAWTO X,Y-D
31218 NEXT N:NEXT I
31219 REM LINIE DYNAMICZNE
31299 RETURN
31999 RETURN
POKE DL+4,0:POKE DL+5,128
32000 DATA 0,0,0,4,28,14,15,0
32001 DATA 0,0,0,0,16,56,144,166
32002 DATA 0,7,55,6,14,52,4,0
32003 DATA 63,253,248,126,5,4,2,0
32004 DATA 0,0,0,0,0,30,3,0
32005 DATA 0,0,0,0,64,224,0,220
32006 DATA 4,31,15,57,80,32,32,0
32007 DATA 254,246,240,248,38,50,16,0
32008 DATA 0,0,0,0,12,6,3,0
32009 DATA 0,0,0,0,16,56,150,63
32010 DATA 11,23,35,35,1,0,0,0
32011 DATA 253,248,248,40,176,96,0,0
32012 DATA "END"
32020 DATA 11,0,3
32021 DATA 24,0,3
32022 DATA 11,1,-3
32023 DATA 27,1,-3
32024 DATA 12,1,14
32025 DATA 12,2,-2
32026 DATA 26,2,-2
32027 DATA 13,2,-2
32028 DATA 25,2,-2
32029 DATA 2,6,7
32030 DATA 28,6,7
32031 DATA 14,2,-2
32032 DATA 24,2,-2
32033 DATA 15,2,8
32034 DATA 15,3,8
32035 DATA 15,4,8
32036 DATA 10,6,17
32037 DATA 10,7,-4
32038 DATA 27,7,-4
32039 DATA 11,8,5
32040 DATA 21,8,5
32041 DATA 11,9,1
32042 DATA 15,9,1
32043 DATA 17,9,3
32044 DATA 21,9,1
32045 DATA 25,9,1
32046 DATA 17,10,3
32047 DATA 11,10,-2
32048 DATA 26,10,-2
32049 DATA 12,11,-2
32050 DATA 25,11,-2
32051 DATA 16,11,5
32052 DATA 13,12,4
32053 DATA 20,12,4
32054 DATA 13,13,3
32055 DATA 21,13,3
32056 DATA 11,15,-1
32057 DATA 26,15,-1
32058 DATA 18,14,1
32059 DATA 15,15,7
32060 DATA 15,16,7
32061 DATA 15,17,7
32062 DATA 15,18,7
32063 DATA 12,16,-2
32064 DATA 25,16,-2
32065 DATA 13,16,-3
32066 DATA 24,16,-3
32067 DATA 14,16,-4
32068 DATA 23,16,-4
32069 DATA 15,19,-2
32070 DATA 22,19,-2
32071 DATA 16,19,5
32072 DATA 16,20,5
32073 DATA 16,21,5
32074 DATA 16,22,2
32075 DATA 19,22,2
32076 DATA 18,23,2
32599 RETURN
32600 REM 32600 - BLOKI INICJACYJNE
32601 GRAPHICS 8:POKE 106,128:GRAPHICS 8:GRAPHICS 0:POKE 82,0
32699 RETURN
32700 REM ****************************
32701 REM * PRIMA APRILIS COMPO 2025 *
32702 REM ****************************
32703 REM BY MONO,PABLOZ,MAW,BCA
32704 REM ATARI JEST LEPSZE OD ZX TRUMNY
32705 REM JEDZIEMY OD KONCA BASICA PANOWIE(I PANIE)
32706 REM 32600 - REZERWACJA PAMIECI (WSPOLNA DLA WSZYSTKICH) - OBNIZ RAMTOP, ZAKLNIJ DUCHY
32707 REM 32000 - REZERWACJA BLOKU LINII DLA DATA
32708 REM 31100 - LOADING SCREEN, INTRODUCTION
32709 REM 31000 - ...
32766 RETURN :REM NIE ZAPOMNIEC O POKE 82,0!!!
RUN