( VARIABLES ) DECIMAL                                           V= Vpf ( PLAYER FAST VELOCITY ) V= Vps ( PLAYER SLOW VELOCITY ) BV= DIRFLAG ( PLAYER DIRECTION FLAG )                           BV= O-M ( OBJECT-MOVING - PLAYER MOVING DOWN CHAMBER )          BV= SPEEDE ( NON ACCELERATING SPEED VALUE )                     BV= SMARTS V= SMTMR ( MONSTER SMARTNESS FACTOR AND TIMER )      BV= P-S ( PLAYER STATE VARIABLE )                               CODE P.S P-S H LXI, H PUSH, NEXT                                0 SC= PLEM NC= PLIC NC= PLMV NC= PLDOA NC= PLESC DROP           V= SMTMRV ( SMARTS TIMER RESETER )                              V= T-P ( TOTAL-PATHS )                                          BV= MACT ( MAGIC COLOR COUNTER ) BV= BKC ( BACKGROUND COLOR )   -->                                                                                                                                                                                                                                                             ( CLEARED EACH NEW GAME STUFF )                                 RAMMARK                                                         2 BA= f#a : F#A NERDUP f#a ;                                    ( RANDOM #'S ALREADY USED )                                     XC? IFTRUE                                                      20 BA= ?m : ?M NERDUP IF 10 ?m ELSE 0 ?m THEN ;                 IFEND                                                           RAMLEN C= ngL VARHERE C= ngS                                    -->                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             ( CLEARED EACH GAME FRAME STUFF ) RAMMARK                       BV= DIGSCR                                                      BV= EOF ( END OF FRAME FLAG )                                   BV= Hctr                                                        BV= ARS ( ARROW STATUS )                                        ( BV= ARON ARROWS ENABLED FLAG )                                BV= F-F ( FREEZE FLAG )                                         BV= DORS ( DOOR STATE )                                         BV= MAFLG ( MAGIC IN USE FLAG )                                 BV= MASCL ( MAGIC INTERRUPT PRESCALER )                         BV= JAWSF ( JAWS ON SCREEN FLAG )                               BV= Chw ( HOSTAGE WAIT COUNTER )                                BV= DSM4 ( DOOR SEMIFORE )                                      BV= ASSH ( MEANNESS COUNTER )                                   BV= SOB ( FLAG SET WHEN GAME GETS MEAN )                        RAMLEN C= CGFL VARHERE C= CGFS -->                              ( MORE VARIABLES )                                              SCON IFTRUE                                                     9 BA= AP1S 9 BA= AP2S IFEND                                     0 SC= KYSHOW NC= KYOPEN DROP                                    V= FOUNDIT BV= THATSALL                                         BV= GO-C ( GAME OVER FLASH COUNTER )                            ( VARIABLES FOR MATRIX GENERATOR )                              V= GMNRP V= GMRC V= GMD V= GMNRC                                V= RCX V= RCY V= NRCX V= NRCY                                   V= RPX V= RPDX V= RPY V= RPDY BV= RPD BV= RPMD                  BV= RPDIR ( DIRECTION CHOSEN )                                  V= RPCOL ( REPAINT COLOR ) V= WALCO ( WALL COLOR )              DECIMAL -->                                                                                                                                                                                                                                                     ( MESH MATRIX GOODIES )                                         0 SC= NODX NC= NODXH                                            NC= NODY NC= NODYH NC= NBX 1+ NC= NBY 1+                        NC= MPL0 3 +                                                    NC= NDX0 3 +                                                    NC= NDY0 3 +                                                    NC= RVMD 3 +                                                    NC= NODMSK                                                      0 C= NMDRW ( NODE DRAWN ) 7 C= NMEXS ( NODE EXISTS )            1 C= NMDRM ( DRAWN MASK )                                       HEX 80 DECIMAL C= NMEXM ( EXISTS MASK )                                                                                         -->                                                                                                                                                                                                                                                             NC= >TREASURE 1+                                                1+ C= NODSIZ                                                    NODSIZ NNODES * C= NM-S                                         NM-S BA= NODEMAT                                                ( ARROW ARRAY )                                                 ( 4 24 * 4 + C= ARWL ARWL BA= ARWP )                            ( V= Ths )   BV= h-f   ( BV= MAKCON )                           -->                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             ( MEMORIZOR OF STUFF )                                          XC? IFTRUE 9 C= NMZS                                            NMZS NNODES * C= NMS NMS BA= NMZ IFEND                          6 C= vNS 5 C= v# vNS v# * C= vAL                                vAL BA= VM1 XC? IFTRUE vAL BA= VM2                              : XVSA NERDUP IF VM2 ELSE VM1 THEN ;                            OTHERWISE : XVSA VM1 ; IFEND                                    2 BA= frh : FREDH NERDUP frh ; ( FREED HOS CTR )                2 A= mzp ( ACTIVE MAZE PTR )                                    : MZP NERDUP mzp ;                                              ." RAM END **** "                                               VPTR @ H. -->                                                                                                                                                                                                                                                                                                                   