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  An interesing thought
Posted by: doppler - 07-22-2024, 07:19 PM - Forum: General Discussion - Replies (13)

Would it be possible to create a DLL out of qb64 code to use in other Window languages ?  I have seen huge DLL's so size should not matter or will it.

I have nothing in mind at this time.  It's just a passing thought.

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  Unused routines still result in huge .EXE
Posted by: dano - 07-22-2024, 02:46 AM - Forum: General Discussion - Replies (23)

I was looking this weekend on how to better manage my libraries.  One thought was to include most of my common routines in a single large file and simply load that.  What I found was that this caused the .EXE file size to grow considerably.  I created a .BAS file that did nothing but a print statement and included this large library, of which zero routines were actually used.  The file size was huge compared to using a very small library, of which zero routines were used.

Is there a switch or setting that I can use that will cause unused SUBs and Functions to be excluded at compile time if they are not used?

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  Minecraft Clone with OpenGL
Posted by: aadityap0901 - 07-19-2024, 07:21 AM - Forum: Works in Progress - Replies (34)

Minecraft Clone Version 2 - Infinite Chunks  Smile

.zip   QB_Blocks_2_v0.1.0.zip (Size: 11.88 KB / Downloads: 173)
My old Minecraft Clone Posts: Minecraft Clone QB64 Forums
Check the latest post(s) for updates

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  Whatcha gonna do brother? When Windows 12 descends on you!
Posted by: Pete - 07-18-2024, 06:35 PM - Forum: General Discussion - Replies (38)

Back in the days, before Bud got too light, we had a decent thing going with Windows 10. You could simply delete or not use 'One-Drive' and everything else about that OS was fairly decent. Now let's venture a bit into the future to take a gander at Windows 12. In this future release, MS will probably maintain local file storage, but there  seems to still be some internal push to have that replaced by Cloud storage and to switch to a service backed OS. Windows 10 users are already seeing messages pop up warning us about the end of days (end of Win10 support in 2025.) What that pop up doesn't tell us is we can download something called OPatch, for free non-commercial use, to get continued security updates if we want them. Oh, you could also just pay MS for an additional 3-years of full support, and all for the bargain basement price of just $427. No thanks.

So Win12 (The End of Days version) has been rumored to be coming in late 2024, but that wasn't written in stone. In contrast, the Mayan calendar also got the end of days wrong, and it actually was written in stone! To me, it seems a bit more likely that the release will coincide with the end of support of Win10. 

In Win12 can expect AI 'features' but a lot of watchers also expect to see desktop pop up advertising. "We interrupt your college term paper for this important message from some gender queer freak encouraging you to get wasted on fewer calories." 

So let's just hypothetically state that Windows 12, or beyond, does go 100% service based and adopts this uninstallable advertising component. What will Pete do? Simple, retire. I don't intend to spend my end of days living their end of days; but then again, I'm a pretty grouchy old bastard who doesn't have scores of years ahead of me to spend them using this new-age type of computer system. (Steve will argue by saying... "Pete, in what multiverse do you consider yourself 'pretty'?") Oh well...

But what will the rest of you do?

Pete

- Hulk Hogan to speak at the RNC, tonight.

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  Coming Together...
Posted by: Pete - 07-17-2024, 03:33 PM - Forum: General Discussion - Replies (13)

Well, I finally got back to writing some code after another 2-months off. Maybe over the break I was ahead of my time, because politicians are now talking about bringing the country together. Well, that's what I was up to, in a smaller role, over the past two months. I authored the famous project to merge the Journal of American Medical Association (JAMA) together with the International Chiropractors Association (ICA) Perhaps you've already heard of it, JAMAICA!

And now back to coding...

Pete

- No man is an island entire of itself, but my island is punnier than your island.

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  Double slit experiment
Posted by: vince - 07-17-2024, 11:26 AM - Forum: Programs - Replies (7)

not one of Steve's titles, rather a mod

Code: (Select All)
randomize timer

screen _newimage(640, 480, 32)

n = 100000

dim  x(n)
dim  y(n)
dim vx(n)
dim vy(n)

dim nn(n)

for i=0 to n
    x(i) = rnd*100
    y(i) = rnd*480

    vx(i) = rnd*4 - 2

    if rnd>0.5 then
        vy(i) = 0.2 
    else
        vy(i) = -0.2
    end if

    nn(i) = 0
next


y01 = 215 + 35
y02 = 220 + 35 + 30
y11 = 260 - 35 - 30
y12 = 265 - 35

x0 = 600
do
    cls


    line (0,0)-(100,480),_rgb(255,255,255),b
    line (100,y01)-(100,y02),_rgb(0,0,0)
    line (100,y11)-(100,y12),_rgb(0,0,0)


    'line (x0 - 10, 0)-(x0 + 10, 480),_rgba(0,0,0,255),bf

    for i=0 to n
        circle (x(i), y(i)), 1, _rgba(255,0,0,10)

        if x(i) < 0 then vx(i) = -vx(i)
        if (x(i) > 100) then
            if (y(i)>y01) and (y(i)<y02) or (y(i)>y11) and (y(i)<y12) then
                nn(i) = 1
            else
                if nn(i) = 0 then
                    vx(i) = -vx(i)
                end if
            end if
        end if

        if nn(i) = 1 and x(i) > x0 then
            vx(i) = 0
            vy(i) = 0
        end if


        if ((y(i) < 0) or (y(i) > 480)) and nn(i)=0 then vy(i) = -vy(i)

        x(i) = x(i) + vx(i)
        y(i) = y(i) + vy(i)
    next


    _display
    _limit 100
loop until _keyhit = 27

[Image: 8iACaoa.png]

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Question REDIM takes more resources than DIM?
Posted by: bplus - 07-17-2024, 12:21 AM - Forum: General Discussion - Replies (34)

Quote:REDIM arrays dynmicaly is not problem in small programs
but they eat lot of memory and they are time consuming in big programs

I was under impression by something Luke said, in previous forum I think or this one, that REDIM can replace all DIM statements without penalty in time or memory space.

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  Atariman
Posted by: kn0ne - 07-15-2024, 04:47 PM - Forum: Games - Replies (1)

[Image: Atariman-screenshot.png]

(I'm not sure if this should be considered a "program" , or a "game"   so I'm going to post under both threads.) 

This is what I call "Atariman", it is my own lite version of 1985's "Little computer people"  by David Crane. Atariman is a character I created for an Atari 2600 game I created in  the batari language.

I have included an executable file and a screen saver file (.scr) so you can run it directly or set it as a screen saver. it does not save your progress, you do not have to feed him and what not like in the original.
Atariman will keep himself busy by watching his fish tank, making music, watching T.V. typing up his book, and more.

Here is a list of keyboard commands:

ESC Exit program
u Unmute
m mute
w Wake up
Arrow up Volume up
Arrow down Volume down
Arrow left Previous track / tv channel
Arrow right Next track / tv channel

To install the screen saver unzip the Atariman folder and right click on the .scr file and choose "Install". The screen saver starts up having the volume muted.

- kn0ne

Code: (Select All)
Option _Explicit


Const CYAN = _RGB32(0, 255, 255)
Const LIGHTCYAN = _RGB32(0, 123, 252)
Const PURPLE = _RGB32(56, 0, 177)
Const BRIGHTPURPLE = _RGB32(205, 0, 238)
Const YELLOW = _RGB32(255, 255, 0)
Const LIGHTYELLOW = _RGB32(255, 255, 139)
Const DARKYELLOW = _RGB32(216, 216, 83)
Const BRIGHTRED = _RGB32(255, 0, 0)
Const RED = _RGB32(177, 0, 0)
Const DARKRED = _RGB32(144, 0, 0)
Const ORANGE = _RGB32(255, 72, 67)
Const BRIGHTGREEN = _RGB32(0, 255, 0)
Const DARKGREEN = _RGB32(0, 61, 0)
Const GREEN = _RGB32(0, 122, 0)
Const BLUE = _RGB32(0, 0, 255)
Const LIGHTBLUE = _RGB32(0, 83, 255)
Const WHITE = _RGB32(255, 255, 255)
Const GRAY = _RGB32(127, 127, 127)
Const LIGHTGRAY = _RGB32(0, 200, 0)
Const DARKGRAY = _RGB32(0, 100, 0)
Const BLACK = _RGB32(0, 0, 0)

Dim Shared fntComputerSm&
Dim Shared fntComputerXtSm&
Dim Shared fntComputer&
Dim Shared fntComputerLg&


fntComputer& = _LoadFont("fonts\Computerfont.ttf", 16)
fntComputerSm& = _LoadFont("fonts\Computerfont.ttf", 8)
fntComputerXtSm& = _LoadFont("fonts\Computerfont.ttf", 4)
fntComputerLg& = _LoadFont("fonts\Computerfont.ttf", 32)

Dim Shared offHook%

Dim Shared num As Single
Dim Shared tvchanel As Single

Dim Shared tvtrig%

Dim Shared ampm$
Dim Shared paper&
Dim Shared papertrig As Integer

Dim Shared typew&
typew& = _SndOpen("sounds\typewriter\typewriter.mp3", "stream")
Dim Shared tvsnd1&
tvsnd1& = _SndOpen("sounds\tv\tv_1.mp3", "stream")
Dim Shared tvsnd2&
tvsnd2& = _SndOpen("sounds\tv\tv_2.mp3", "stream")
Dim Shared tvsnd3&
tvsnd3& = _SndOpen("sounds\tv\tv_3.mp3", "stream")
Dim Shared tvsnd4&
tvsnd4& = _SndOpen("sounds\tv\tv_4.mp3", "stream")
Dim Shared tvsnd5&
tvsnd5& = _SndOpen("sounds\tv\tv_5.mp3", "stream")
Dim Shared tvsnd6&
tvsnd6& = _SndOpen("sounds\tv\tv_6.mp3", "stream")
Dim Shared tvsnd7&
tvsnd7& = _SndOpen("sounds\tv\tv_7.mp3", "stream")
Dim Shared tvsnd8&
tvsnd8& = _SndOpen("sounds\tv\tv_8.mp3", "stream")
Dim Shared tvsnd9&
tvsnd9& = _SndOpen("sounds\tv\tv_9.mp3", "stream")
Dim Shared tvsnd10&
tvsnd10& = _SndOpen("sounds\tv\tv_10.mp3", "stream")
Dim Shared tvsnd11&
tvsnd11& = _SndOpen("sounds\tv\tv_11.mp3", "stream")
Dim Shared tvsnd12&
tvsnd12& = _SndOpen("sounds\tv\tv_12.mp3", "stream")
Dim Shared tvsnd13&
tvsnd13& = _SndOpen("sounds\tv\tv_13.mp3", "stream")
Dim Shared tvsnd14&
tvsnd14& = _SndOpen("sounds\tv\tv_14.mp3", "stream")
Dim Shared tvsnd15&
tvsnd15& = _SndOpen("sounds\tv\tv_15.mp3", "stream")
Dim Shared tvsnd16&
tvsnd16& = _SndOpen("sounds\tv\tv_16.mp3", "stream")
Dim Shared tvsnd17&
tvsnd17& = _SndOpen("sounds\tv\tv_17.mp3", "stream")
Dim Shared tvsnd18&
tvsnd18& = _SndOpen("sounds\tv\tv_18.mp3", "stream")
Dim Shared tvsnd19&
tvsnd19& = _SndOpen("sounds\tv\tv_19.mp3", "stream")
Dim Shared tvsnd20&
tvsnd20& = _SndOpen("sounds\tv\tv_20.mp3", "stream")
Dim Shared tvsnd21&
tvsnd21& = _SndOpen("sounds\tv\tv_21.mp3", "stream")
Dim Shared tvsnd22&
tvsnd22& = _SndOpen("sounds\tv\tv_22.mp3", "stream")
Dim Shared tvsnd23&
tvsnd23& = _SndOpen("sounds\tv\tv_23.mp3", "stream")
Dim Shared tvsnd24&
tvsnd24& = _SndOpen("sounds\tv\tv_24.mp3", "stream")
Dim Shared tvsnd25&
tvsnd25& = _SndOpen("sounds\tv\tv_25.mp3", "stream")
Dim Shared tvsnd26&
tvsnd26& = _SndOpen("sounds\tv\tv_26.mp3", "stream")

Dim Shared mutecity&
mutecity& = _SndOpen("sounds\synth\videoGames\mutecity.mp3", "stream")
Dim Shared mutecity$
mutecity$ = "mute city.mp3"
Dim Shared redsoil&
redsoil& = _SndOpen("sounds\synth\videoGames\redsoil.mp3", "stream")
Dim Shared redsoil$
redsoil$ = "red soil.mp3"
Dim Shared hostsngoblins&
hostsngoblins& = _SndOpen("sounds\synth\videoGames\hostsngoblins.mp3", "stream")
Dim Shared hostsngoblins$
hostsngoblins$ = "hosts n goblins.mp3"
Dim Shared drMario&
drMario& = _SndOpen("sounds\synth\videoGames\DrMario.mp3", "stream")
Dim Shared drMario$
drMario$ = "Dr Mario.mp3"
Dim Shared Halo&
Halo& = _SndOpen("sounds\synth\videoGames\Gangsters In Arms Halo.mp3", "stream")
Dim Shared Halo$
Halo$ = "Gangsters In Arms Halo.mp3"
Dim Shared mrsaturn&
mrsaturn& = _SndOpen("sounds\synth\videoGames\mrsaturn.mp3", "stream")
Dim Shared mrsaturn$
mrsaturn$ = "mr saturn.mp3"
Dim Shared SuperMarioBros3&
SuperMarioBros3& = _SndOpen("sounds\synth\videoGames\SuperMarioBros3.mp3", "stream")
Dim Shared SuperMarioBros3$
SuperMarioBros3$ = "Super Mario Bros. 3.mp3"
Dim Shared decisivebattle&
decisivebattle& = _SndOpen("sounds\synth\videoGames\decisivebattle.mp3", "stream")
Dim Shared decisivebattl$
decisivebattl$ = "decisive battle.mp3"
Dim Shared Earthbound&
Earthbound& = _SndOpen("sounds\synth\videoGames\Adventure in Twoson Earthbound.mp3", "stream")
Dim Shared Earthbound$
Earthbound$ = "Adventure in Twoson (Earthbound).mp3"
Dim Shared streetsofdesolation&
streetsofdesolation& = _SndOpen("sounds\synth\videoGames\streetsofdesolation.mp3", "stream")
Dim Shared streetsofdesolation$
streetsofdesolation$ = "streets of desolation.mp3"
Dim Shared Woooooaaaaagh&
Woooooaaaaagh& = _SndOpen("sounds\synth\videoGames\Woooooaaaaagh!!.mp3", "stream")
Dim Shared Woooooaaaaagh$
Woooooaaaaagh$ = "Woooooaaaaagh!!.mp3"
Dim Shared SuperMarioLand&
SuperMarioLand& = _SndOpen("sounds\synth\videoGames\Super Mario Land.mp3", "stream")
Dim Shared SuperMarioLand$
SuperMarioLand$ = "Super Mario Land Stage 4.mp3"
Dim Shared marblemadnass&
marblemadnass& = _SndOpen("sounds\synth\videoGames\marblemadnass.mp3", "stream")
Dim Shared marblemadnass$
marblemadnass$ = "marble madnass.mp3"
Dim Shared SuperMarioLandlevel1&
SuperMarioLandlevel1& = _SndOpen("sounds\synth\videoGames\Super Mario Land level 1.mp3", "stream")
Dim Shared SuperMarioLandlevel1$
SuperMarioLandlevel1$ = "Super Mario Land Stage 1.mp3"
Dim Shared thetrial&
thetrial& = _SndOpen("sounds\synth\videoGames\thetrial.mp3", "stream")
Dim Shared thetrial$
thetrial$ = "the trial.mp3"
Dim Shared themoon&
themoon& = _SndOpen("sounds\synth\videoGames\themoon.mp3", "stream")
Dim Shared themoon$
themoon$ = "the moon.mp3"
Dim Shared SuperMarioBros3bitgen&
SuperMarioBros3bitgen& = _SndOpen("sounds\synth\videoGames\Super Mario Bros. 3 bitgen.mp3", "stream")
Dim Shared SuperMarioBros3bitgen$
SuperMarioBros3bitgen$ = "Super Mario Bros. 3 bitgen.mp3"
Dim Shared ChronoTrigger&
ChronoTrigger& = _SndOpen("sounds\synth\videoGames\Chrono Trigger.mp3", "stream")
Dim Shared ChronoTrigger$
ChronoTrigger$ = "Chrono Trigger.mp3"
Dim Shared Buskerdroid_Blast&
Buskerdroid_Blast& = _SndOpen("sounds\synth\videoGames\Buskerdroid_-_01_-_Blast.mp3", "stream")
Dim Shared Buskerdroid_Blast$
Buskerdroid_Blast$ = "Buskerdroid_-_01_-_Blast.mp3"
Dim Shared Buskerdroid_Gameboy_Love&
Buskerdroid_Gameboy_Love& = _SndOpen("sounds\synth\videoGames\Buskerdroid_-_02_-_Gameboy_Love.mp3", "stream")
Dim Shared Buskerdroid_Gameboy_Love$
Buskerdroid_Gameboy_Love$ = "Buskerdroid_-_02_-_Gameboy_Love.mp3"
Dim Shared Buskerdroid_God_Bless_His_Mess&
Buskerdroid_God_Bless_His_Mess& = _SndOpen("sounds\synth\videoGames\Buskerdroid_-_03_-_God_Bless_His_Mess.mp3", "stream")
Dim Shared Buskerdroid_God_Bless_His_Mess$
Buskerdroid_God_Bless_His_Mess$ = "Buskerdroid_-_03_-_God_Bless_His_Mess.mp3"
Dim Shared Buskerdroid_3Distortion&
Buskerdroid_3Distortion& = _SndOpen("sounds\synth\videoGames\Buskerdroid_-_04_-_3Distortion.mp3", "stream")
Dim Shared Buskerdroid_3Distortion$
Buskerdroid_3Distortion$ = "Buskerdroid_-_04_-_3Distortion.mp3"
Dim Shared Buskerdroid_I_Want_You&
Buskerdroid_I_Want_You& = _SndOpen("sounds\synth\videoGames\Buskerdroid_-_05_-_I_Want_You.mp3", "stream")
Dim Shared Buskerdroid_I_Want_You$
Buskerdroid_I_Want_You$ = "Buskerdroid_-_05_-_I_Want_You.mp3"

Dim Shared sndWalk&
sndWalk& = _SndOpen("sounds\walking\walk3.mp3", "stream")
Dim Shared sleeeep&
sleeeep& = _SndOpen("sounds\sleep\sleep1.mp3", "stream")
Dim Shared sndCook&
sndCook& = _SndOpen("sounds\kitchen\cooking.mp3", "stream")
Dim Shared sndEat&
sndEat& = _SndOpen("sounds\kitchen\eat.mp3", "stream")
Dim Shared sndBurp&
sndBurp& = _SndOpen("sounds\kitchen\burp.mp3", "stream")
Dim Shared sndDishWash&
sndDishWash& = _SndOpen("sounds\kitchen\dishWash.mp3", "stream")

Dim Shared sndBathDoorClose&
sndBathDoorClose& = _SndOpen("sounds\bathroom\bathroomDoorClose.mp3", "stream")

Dim Shared sndBathDoorOpen
sndBathDoorOpen = _SndOpen("sounds\bathroom\bathroomDoorOpen.mp3", "stream")

Dim Shared sndFlush&
sndFlush& = _SndOpen("sounds\bathroom\flush.mp3", "stream")

Dim Shared sndPoop&
sndPoop& = _SndOpen("sounds\bathroom\poop.mp3", "stream")

Dim Shared sndWashHands&
sndWashHands& = _SndOpen("sounds\bathroom\washHands.mp3", "stream")

Dim Shared sndBrushTeeth&

sndBrushTeeth& = _SndOpen("sounds\bathroom\brushTeeth.mp3", "stream")

Dim Shared mute%

'                                _KEYDOWN Keyboard Values
'
' Esc  F1    F2    F3    F4    F5    F6    F7    F8    F9    F10   F11   F12   Sys  ScL Pause
'  27 15104 15360 15616 15872 16128 16384 16640 16896 17152 17408 34048 34304 +316 +302 +019
' `~  1!  2@  3#  4$  5%  6^  7&  8*  9(  0) -_ =+ BkSp   Ins   Hme   PUp   NumL   /     *    -
' 126 33  64  35  36  37  94  38  42  40  41 95 43   8   20992 18176 18688 +300   47    42   45
'  96 49  50  51  52  53  54  55  56  57  48 45 61
' Tab Q   W   E   R   T   Y   U   I   O   P  [{  ]}  \|   Del   End   PDn   7Hme  8/?   9PU   +
'  9  81  87  69  82  84  89  85  73  79  80 123 125 124 21248 20224 20736 18176 18432 18688 43
'    113 119 101 114 116 121 117 105 111 112  91  93  92                    55    56    57
' CapL   A   S   D   F   G   H   J   K   L   ;:  '" Enter                   4/?-   5    6/-?
' +301  65  83  68  70  71  72  74  75  76  58  34  13                     19200 19456 19712  E
'       97 115 100 102 103 104 106 107 108  59  39                          52    53    54    n
' Shift   Z   X   C   V   B   N   M   ,<  .>  /?    Shift       ?           1End  2/?   3PD   t
' +304   90  88  67  86  66  78  77  60  62  63    +303       18432        20224 20480 20736  e
'       122 120  99 118  98 110 109  44  46  47                             49    50    51    r
' Ctrl   Win  Alt     Spacebar      Alt  Win  Menu  Ctrl   ?-   ?   -?      0Ins        .Del
' +306  +311 +308       32         +307 +312 +319  +305 19200 20480 19712  20992       21248 13
'                                                                           48          46
'
'          Lower value = LCase/NumLock On __________________ + = add 100000

Const dKey = 100
Const DkeyCap = 68

Const mKey = 109 'mute      (m)
Const qKey = 113 'quite     (q)
Const uKey = 117 'unMute    (u)

Const WKeyCap = 87 'mute      (W)
Const wKey = 119 'mute      (w)

Const upKey = 18432 'up key press
Const dwKey = 20480 'down key press
Const ltKey = 19200 'left key
Const rtKey = 19712 'right key

Const pgUpKey = 18688 'page up key
Const pgDwKey = 20736 'page down key

Dim Shared btimer%

Dim Shared volSet As Single

num = 26

Dim Shared tvc As Single
Randomize Timer
tvc = Int(myRandom(num))
Dim Shared srt% ' start trigger
srt% = 1
Dim Shared tvcv As Single ' tv chan veiw
tvcv = tvc

Dim Shared syntrc%
num = 5
syntrc% = Int(myRandom(num))

Dim Shared background_morning&
background_morning& = _LoadImage("background\LCP_morning_bk.png", 32)

Dim Shared background_day&
background_day& = _LoadImage("background\LCP_noon_bk.png", 32)

Dim Shared background_eve&
background_eve& = _LoadImage("background\LCP_eve_bk.png", 32)

Dim Shared background_night&
background_night& = _LoadImage("background\LCP_night_bk.png", 32)

Dim Shared background420&
background420& = _LoadImage("background\LCP_420_bk.png", 32)

Dim Shared sybthboard&
sybthboard& = _LoadImage("background\am_synthboaedsm.png ", 32)

Dim Shared atarilogo&
atarilogo& = _LoadImage("background\atari_logo_2.png ", 32)

Dim Shared telephone&
telephone& = _LoadImage("background\telephone.png ", 32)

Dim Shared telephoneOffHook&
telephoneOffHook& = _LoadImage("background\telephone_offHook.png ", 32)

Dim Shared rocket&
rocket& = _LoadImage("background\rocket.png ", 32)

Dim Shared monster&
monster& = _LoadImage("background\monster.png ", 32)

Dim Shared actionFigure&
actionFigure& = _LoadImage("background\actionFigure.png ", 32)

Dim Shared openBathDoor&
openBathDoor& = _LoadImage("background\bathroomDoorOpen1.png", 32)

Dim Shared dish&
dish& = _LoadImage("sprite\dish.png", 32)

Dim Shared dishDone&
dishDone& = _LoadImage("sprite\dishDone.png", 32)

Dim Shared blimpRt&
blimpRt& = _LoadImage("background\blimp_1.png", 32)

Dim Shared blimpLt&
blimpLt& = _LoadImage("background\blimp_2.png", 32)

Dim Shared blimpSmRt&
blimpSmRt& = _LoadImage("background\blimpSm_1.png", 32)

Dim Shared blimpSmLt&
blimpSmLt& = _LoadImage("background\blimpSm_2.png", 32)


Dim Shared blimpXtSmRt&
blimpXtSmRt& = _LoadImage("background\blimpXtSmRt.png", 32)

Dim Shared blimpXtSmLt&
blimpXtSmLt& = _LoadImage("background\blimpXtSmLt.png", 32)

Dim Shared hillRt&
hillRt& = _LoadImage("background\hills_2a.png ", 32)

Dim Shared hillLt&
hillLt& = _LoadImage("background\hills_2b.png ", 32)

Dim Shared aquarium&
aquarium& = _LoadImage("background\aquarium.png", 32)

Dim Shared bathDoorOccupied&
bathDoorOccupied& = _LoadImage("background\bathDoorOcupied.png", 32)

Dim Shared fish1&
fish1& = _LoadImage("background\fish1.png", 32)

Dim Shared fish2&
fish2& = _LoadImage("background\fish2.png", 32)

Dim Shared fish3&
fish3& = _LoadImage("background\fish3.png", 32)

Dim Shared fish4&
fish4& = _LoadImage("background\fish2.png", 32)

Dim Shared fish5&
fish5& = _LoadImage("background\fish2.png", 32)

Dim Shared fish6&
fish6& = _LoadImage("background\fish2.png", 32)

Dim Shared fish7&
fish7& = _LoadImage("background\fish2.png", 32)

Dim Shared fish8&
fish8& = _LoadImage("background\fish4.png", 32)

Dim Shared cloud1&
cloud1& = _LoadImage("background\cloud_1.png ", 32)

Dim Shared cloud2&
cloud2& = _LoadImage("background\cloud_2.png ", 32)

Dim Shared cloud3&
cloud3& = _LoadImage("background\cloud_3.png ", 32)

Dim Shared cloud4&
cloud4& = _LoadImage("background\cloud_4.png ", 32)

Dim Shared cloud5&
cloud5& = _LoadImage("background\cloud_5.png ", 32)

Dim Shared cloud6&
cloud6& = _LoadImage("background\cloud_6.png ", 32)

Dim Shared cloud7&
cloud7& = _LoadImage("background\cloud_7.png ", 32)

Dim Shared c1x As Single
Dim Shared c1y As Single
Dim Shared c2x As Single
Dim Shared c2y As Single
Dim Shared c3x As Single
Dim Shared c3y As Single
Dim Shared c4x As Single
Dim Shared c4y As Single
Dim Shared c5x As Single
Dim Shared c5y As Single
Dim Shared c6x As Single
Dim Shared c6y As Single
Dim Shared c7x As Single
Dim Shared c7y As Single

Randomize Timer

c1x = (Rnd * 1200) + 100
c1y = (Rnd * 50) + 10
c2x = (Rnd * 1600) + 200
c2y = (Rnd * 50) + 5
c3x = (Rnd * 1740) + 400
c3y = (Rnd * 50) + 5
c4x = (Rnd * 1680) + 125
c4y = (Rnd * 50) + 5
c5x = (Rnd * 1200) + 100
c5y = (Rnd * 50) + 5
c6x = (Rnd * 1850) + 35
c6y = (Rnd * 50) + 5
c7x = (Rnd * 1800) + 25
c7y = (Rnd * 50) + 5

Dim Shared cloudDirection%
reRoll:
Randomize Timer
cloudDirection% = (Rnd * 15) + 1
If cloudDirection% > 6 And cloudDirection% < 14 Then GoTo reRoll
If cloudDirection% > 15 Then cloudDirection% = 14

Dim Shared sun&
sun& = _LoadImage("background\sun.png ", 32)
Dim Shared moon&

moon& = _LoadImage("background\moon.png ", 32)

Dim Shared standin&
standin& = _LoadImage("sprite\am_1.png ", 32)

Dim Shared atariMan&

Dim Shared synth_scope&
synth_scope& = _LoadImage("sprite\am_synth_scope_1_sm.png", 32)
Dim Shared synth_action&
synth_action& = _LoadImage("sprite\am_synth_action_1.png", 32)

Dim Shared kn0ne&
kn0ne& = _LoadImage("background\kn0ne_1c.png", 32)
_ClearColor (_RGB(0, 0, 0)), kn0ne&

Dim Shared stdIn&
stdIn& = _LoadImage("sprite\am_1.png", 32)

Dim Shared trxlk%
trxlk% = 1
Dim Shared syn%
Dim Shared syntrx%
syntrx% = 2

Dim Shared tv&

Dim Shared tm$
Dim Shared s%
Dim Shared m%
Dim Shared h%

Dim Shared current_date$
current_date$ = Date$

Dim Shared frame&
Dim Shared frame2&
Dim Shared framesit3&
Dim Shared framesittv&
Dim Shared frame4&
Dim Shared frame5&
Dim Shared framesitkit&
Dim Shared tvframe&
Dim Shared synFrame%
Dim Shared synscframe&
Dim Shared synscframe2&
Dim Shared cookFrame&
Dim Shared washFrame&
Dim Shared starFrame%

Dim Shared sx As Single
Dim Shared sy As Single

Dim Shared floorNum%

Dim Shared xmove$

Randomize Timer
xmove$ = "left"

Dim Shared ymove$
ymove$ = "yoff"

Dim Shared change$
change$ = "coff"

Dim Shared cv As Integer 'change value
Dim Shared cv$ 'change value string

Dim Shared rmtimer As Integer
Dim Shared wash%
Dim Shared cookTimer%
Dim Shared cookTrig As Integer
Dim Shared rmtriglk As Integer
Dim Shared rmtriglk1a As Integer
Dim Shared rmtriglk1b As Integer
Dim Shared rmtriglk2a As Integer
Dim Shared rmtriglk2b As Integer
Dim Shared rmtriglk2c As Integer
Dim Shared rmtriglk2d As Integer
Dim Shared rmtriglk2e As Integer
Dim Shared rmtriglk3a As Integer
Dim Shared rmtriglk3b As Integer
Dim Shared rmTrigOff As Integer

Dim Shared sleepTrig%

Dim Shared rmtrlk$
Dim Shared rmtrlk1a$
Dim Shared rmtrlk1b$
rmtrlk$ = Str$(Int(rmtriglk))
rmtrlk1a$ = Str$(Int(rmtriglk1a))
rmtrlk1b$ = Str$(Int(rmtriglk1b))

Dim Shared rmtimer$
rmtimer$ = Str$(rmtimer)

Dim Shared xmvcpy$

Dim Shared ghost_sprite&

Dim Shared gx As Single
Dim Shared gy As Single
Dim Shared gx$
Dim Shared gy$

gx = Int(Rnd * 350) + 115
gy = Int(Rnd * 230) + 80

gx$ = "right"
gy$ = "up"

Dim Shared sleepTimer%
Dim Shared fish&

Type fish_type
    x As Integer
    y As Integer
    move_right As Integer
    move_up As Integer
    sprite As Long
End Type
Dim Shared fish2(12) As fish_type 'creates the fish"array" with the size set to "num_fish"

Dim Shared f1x As Single
Dim Shared f2x As Single
Dim Shared f3x As Single
Dim Shared f4x As Single
Dim Shared f5x As Single
Dim Shared f6x As Single
Dim Shared f7x As Single
Dim Shared f8x As Single

Dim Shared f1y As Single
Dim Shared f2y As Single
Dim Shared f3y As Single
Dim Shared f4y As Single
Dim Shared f5y As Single
Dim Shared f6y As Single
Dim Shared f7y As Single
Dim Shared f8y As Single

Dim Shared f1xmove$
Dim Shared f2xmove$
Dim Shared f3xmove$
Dim Shared f4xmove$
Dim Shared f5xmove$
Dim Shared f6xmove$
Dim Shared f7xmove$
Dim Shared f8xmove$

Dim Shared f1ymove$
Dim Shared f2ymove$
Dim Shared f3ymove$
Dim Shared f4ymove$
Dim Shared f5ymove$
Dim Shared f6ymove$
Dim Shared f7ymove$
Dim Shared f8ymove$

f1x = 430
f1y = 349

f2x = 460
f2y = 348

f3x = 460
f3y = 350

f4x = 435
f4y = 349

f5x = 452
f5y = 348

f6x = 459
f6y = 349

f7x = 454
f7y = 350

f8x = 460
f8y = 350

f1xmove$ = "right"
f2xmove$ = "left"
f3xmove$ = "right"
f4xmove$ = "right"
f5xmove$ = "left"
f6xmove$ = "right"
f7xmove$ = "right"
f8xmove$ = "right"

f1ymove$ = "up"
f2ymove$ = "down"
f3ymove$ = "up"
f4ymove$ = "up"
f5ymove$ = "down"
f6ymove$ = "up"
f7ymove$ = "up"
f8ymove$ = "off"

Dim Shared bathTimer%
bathTimer% = 0
Dim Shared sndBathRm$

Dim Shared bowel%

Dim Shared handWash%

Dim Shared b&
b& = _SndOpen("sounds\aquarium\tank1.mp3")

Dim Shared lb&
lb& = _SndOpen("sounds\aquarium\bigBubble.mp3")

Dim Shared t~&

Dim Shared starTimer%

Dim Shared starFieldAX%
Dim Shared starFieldAy%

Dim Shared starFieldBX%
Dim Shared starFieldBy%

Dim Shared starFieldCX%
Dim Shared starFieldCy%

Dim Shared starFieldDX%
Dim Shared starFieldDy%

Dim Shared starFieldEX%
Dim Shared starFieldEy%

Dim Shared starFieldFX%
Dim Shared starFieldFy%

Dim Shared starFieldGX%
Dim Shared starFieldGy%

Dim Shared starFieldHX%
Dim Shared starFieldHy%

Dim Shared starFieldIX%
Dim Shared starFieldIy%

Dim Shared starFieldJX%
Dim Shared starFieldJy%

Dim Shared starFieldKX%
Dim Shared starFieldKy%

Dim Shared starFieldLX%
Dim Shared starFieldLy%

Dim Shared starFieldMX%
Dim Shared starFieldMy%

Dim Shared starFieldNX%
Dim Shared starFieldNy%

Dim Shared starFieldOX%
Dim Shared starFieldOy%

Dim Shared starFieldPX%
Dim Shared starFieldPy%

Dim Shared starFieldQX%
Dim Shared starFieldQy%

Dim Shared starFieldRX%
Dim Shared starFieldRy%

starFieldAX% = Rnd * 640
starFieldAy% = Rnd * 75

starFieldBX% = Rnd * 100
starFieldBy% = Rnd * 230

starFieldCX% = (Rnd * 640) + 530
starFieldCy% = Rnd * 230

starFieldDX% = Rnd * 640
starFieldDy% = Rnd * 75

starFieldEX% = Rnd * 100
starFieldEy% = Rnd * 230

starFieldFX% = (Rnd * 640) + 530
starFieldFy% = Rnd * 230

starFieldGX% = Rnd * 640
starFieldGy% = Rnd * 75

starFieldHX% = Rnd * 100
starFieldHy% = Rnd * 230

starFieldIX% = (Rnd * 640) + 530
starFieldIy% = Rnd * 230

starFieldJX% = Rnd * 640
starFieldJy% = Rnd * 75

starFieldKX% = Rnd * 100
starFieldKy% = Rnd * 230

starFieldLX% = (Rnd * 640) + 530
starFieldLy% = Rnd * 230

starFieldMX% = Rnd * 640
starFieldMy% = Rnd * 75

starFieldNX% = Rnd * 100
starFieldNy% = Rnd * 230

starFieldOX% = (Rnd * 640) + 530
starFieldOy% = Rnd * 230

starFieldPX% = Rnd * 640
starFieldPy% = Rnd * 75

starFieldQX% = Rnd * 100
starFieldQy% = Rnd * 230

starFieldRX% = (Rnd * 640) + 530
starFieldRy% = Rnd * 230

Dim Shared blimpX As Single
Dim Shared blimpY As Single

Dim Shared blimpRight As Integer
Dim Shared blimpUp As Integer

Dim Shared blimpSize%
blimp:
Randomize Timer
blimpSize% = (Rnd * 3) + 1
If blimpSize% > 3 Then GoTo blimp:


blimpRight = 1
blimpX = 25
Randomize Timer
blimpY = (Rnd * 30) + 1
sx = 180
sy = 230
floorNum% = 2

rmtimer = 500
Dim Shared wakeUp%
'sleepTrig% = 20
rmtriglk2a = 0
change$ = "coff"

'bowel% = 3

xmove$ = "left"
'rmtriglk = 1
'cookTrig = 20
'rmtriglk1a = 1
'rmtriglk1b = 1
'rmtriglk2a = 1
'rmtriglk2b = 1
'rmtriglk2c = 1
'rmtriglk2d = 1
'rmtriglk3a = 1
'rmtriglk3b = 1
'rmTrigOff = 1

mute% = 1
volSet = .05
_Title "Little Atari Person"
Screen _NewImage(640, 480, 32)
_FullScreen
_MouseHide
Dim Shared clockcount%

main_loop:
Do: _Limit 60
    Cls
    tm$ = Time$
    s% = Val(Right$(tm$, 2))
    m% = Val(Mid$(tm$, 4, 2))
    h% = Val(Left$(tm$, 2))
    background
    gottaGo
    foodRtTime
    ghost_timer
    convert_to_12hr
    atariMan_sprite
    weekday
    room_triggers
    a1_debugtxt
    volControl
    If bowel% = 3 Or bowel% = 6 Then rmtriglk2d = 1
    trigers
    clockcount% = clockcount% + 1
    _Display
Loop Until _KeyDown(27)
_MouseShow
System

'' Sub Routiens ''

Sub a1_debugtxt
    'Dim blimpSize$
    'blimpSize$ = Str$(blimpSize%)
    'If fntComputerLg& > 0 Then _Font fntComputerLg&
    'Color WHITE, BLACK
    '_PrintString (25, 25), blimpSize$
    'Dim bathTimer$
    'bathTimer$ = Str$(bathTimer%)
    '_PrintString (350, 180), "bathTimer" + bathTimer$
    'Dim handWash$
    'handWash$ = Str$(handWash%)
    '_PrintString (250, 180), "handt" + handWash$
    'Dim sx$
    'Dim sy$
    'sx$ = Str$(Int(sx))
    'sy$ = Str$(Int(sy))
    '_PrintString (150, 5), "sx:" + sx$
    '_PrintString (150, 25), "xmove:" + xmove$
    '_PrintString (350, 5), "sy:" + sy$
    '_PrintString (350, 25), "ymove:" + ymove$
    'rmtimer$ = Str$(rmtimer)
    '_PrintString (255, 80), "rmtimer:" + rmtimer$
    '_PrintString (255, 100), "change:" + change$
    'Dim rm1a$
    'rm1a$ = Str$(rmtriglk1a)
    '_PrintString (5, 25), "rm1a:" + rm1a$
    'Dim rm1b$
    'rm1b$ = Str$(rmtriglk1b)
    '_PrintString (5, 45), "rm1b:" + rm1b$
    'Dim rmtriglk2a$
    'rmtriglk2a$ = Str$(rmtriglk2a)
    '_PrintString (5, 65), "rm2a:" + rmtriglk2a$
    'Dim rm2b$
    'rm2b$ = Str$(rmtriglk2b)
    '_PrintString (5, 85), "rm2b:" + rm2b$
    'Dim rm2c$
    'rm2c$ = Str$(rmtriglk2c)
    '_PrintString (5, 105), "rm2c:" + rm2c$
    'Dim rm2d$
    'rm2d$ = Str$(rmtriglk2d)
    '_PrintString (5, 125), "rm2d" + rm2d$
    'Dim rm2e$
    'rm2e$ = Str$(rmtriglk2e)
    '_PrintString (5, 145), "rm2e" + rm2e$
    'Dim rm3a$
    'rm3a$ = Str$(rmtriglk3a)
    '_PrintString (5, 165), "rm3a:" + rm3a$
    'Dim rmlk3b$
    'rmlk3b$ = Str$(rmtriglk3b)
    '_PrintString (5, 185), "rm3b:" + rmlk3b$
    'Dim rmTrigOff$
    'rmTrigOff$ = Str$(rmTrigOff)
    '_PrintString (5, 205), "rmTrigOff:" + rmTrigOff$
    'Dim cookTrig$
    'cookTrig$ = Str$(cookTrig%)
    '_PrintString (5, 225), "cookTrig:" + cookTrig$
    'Dim bowel$
    'bowel$ = Str$(bowel%)
    '_PrintString (5, 245), "bowel:" + bowel$
    'Dim rmlk1b$
    'rmlk1b$ = Str$(rmtriglk1b)
    '_PrintString (320, 25), "rm1b" + rmlk1b$
    'Dim bowel$
    'bowel$ = Str$(bowel%)
    '_PrintString (420, 25), "bowel" + bowel$
    'Dim rm1a$
    'rm1a$ = Str$(rmtriglk1a)
    '_PrintString (320, 25), "rm1a" + rm1a$
    'Dim bthrm$
    'bthrm$ = Str$(bathTimer%)
    '_PrintString (320, 200), bthrm$
    'Dim bathGo$
    'bathGo$ = Str$(bathGo%)
    '_PrintString (360, 25), "bathGo" + bathGo$
    'Dim Washtimer$
    'Dim rm2e$
    'Washtimer$ = Str$(handWash%)
    '_PrintString (25, 25), "wahHand" + Washtimer$
    'rm2e$ = Str$(rmtriglk2e)
    '_PrintString (200, 25), "rm2e" + rm2e$
    'Dim wash$
    'wash$ = Str$(wash%)
    '_PrintString (25, 200), "wash:" + wash$
    'Dim cookTrig$
    'cookTrig$ = Str$(cookTrig%)
    '_PrintString (25, 220), "cookTrig:" + cookTrig$
    'Dim sleepTrig$
    'sleepTrig$ = Str$(sleepTrig%)
    '_PrintString (25, 220), "sleepTrig:" + sleepTrig$
    'Dim h$
    'h$ = Str$(h%)
    '_PrintString (25, 150), "h%:" + h$
    '_PrintString (25, 165), "ampm:" + ampm$
    'Dim wakeup$
    'wakeup$ = Str$(wakeUp%)
    '_PrintString (25, 280), "wakeUp:" + wakeup$
    'Dim sleepTimer$
    'sleepTimer$ = Str$(sleepTimer%)
    '_PrintString (25, 220), "sleeptimer:" + sleepTimer$
    'Dim cloudDirection$
    'cloudDirection$ = Str$(cloudDirection%)
    '_PrintString (25, 220), "cloudDir:" + cloudDirection$
    'Dim syntrx$
    'syntrx$ = Str$(syntrx%)
    '_PrintString (10, 420), "trackNum:" + syntrx$
    'Dim noTraxRepeat$
    'noTraxRepeat$ = Str$(noTraxRepeat%)
    '_PrintString (10, 440), "trackRep:" + noTraxRepeat$
    'Dim tvc$
    'tvc$ = Str$(tvc)
    '_PrintString (5, 300), "tvchan:" + tvc$
    'Dim cv$
    'cv$ = Str$(cv)
    '_PrintString (200, 25), "cv:" + cv$
    'Dim tvtrig$
    'tvtrig$ = Str$(tvtrig%)
    '_PrintString (320, 25), "tvTrig:" + tvtrig$
    'Dim srt$
    'srt$ = Str$(srt%)
    '_PrintString (400, 25), "srt$:" + srt$
    'standin& = _LoadImage("sprite\am_sit_2.png", 32)
    '_ClearColor _RGB(0, 0, 0), standin&
    '_PutImage (230, 120), standin&
    'Dim floor_num$
    'Dim sx$
    'Dim sy$
    'floor_num$ = Str$(floorNum%)
    'sx$ = Str$(Int(sx))
    'sy$ = Str$(Int(sy))
    'Dim tvframe$
    'tvframe$ = Str$(tvframe&)
    '_PrintString (sx - 50, sy - 115), "xmovecpy:" + xmvcpy$
    '_PrintString (sx - 50, sy - 95), "xmove:" + xmove$
    '_PrintString (sx + 50, sy - 95), "ymove:" + ymove$
    '_PrintString (sx - 50, sy - 80), "xpos:" + sx$
    '_PrintString (sx + 50, sy - 80), "ypos:" + sy$
    '_PrintString (sx - 25, sy - 65), "fl:" + floor_num$
    '_PrintString (sx + 75, sy - 65), change$
    'cv$ = "cv:" + Str$(cv)
    '_PrintString (sx + 20, sy - 65), cv$
    'rmtimer$ = Str$(rmtimer)
    '_PrintString (500, 25), "rmtimer:" + rmtimer$
    '_PrintString (sx, sy - 35), "rmlk1b:" + rmlk1b$
    '_PrintString (320, 25), "f0rtv:" + tvframe$
    'Dim tvframe$
    'tvframe$ = Str$(tvframe&)
    '_PrintString (sx - 50, sy - 115), "tvframe:" + tvframe$
    'Dim frame$
    'frame$ = Str$(frame3&)
    '_PrintString (sx + 150, sy - 65), "fr:" + frame$
    'rmtimer$ = Str$(rmtimer)
    'Dim rmlk3a$
    'rmlk3a$ = Str$(rmtriglk3a)
    '_PrintString (320, 25), "rmtimer:" + rmtimer$
    '_ClearColor _RGB(0, 0, 0), standin&
    '_PutImage (385, 100), standin&
    'Dim framesitkit$
    'framesitkit$ = Str$(framesitkit&)
    '_PrintString (sx, sy - 35), "frkitkit:" + framesitkit$
    'Dim answ$
    'answ$ = Str$(tvchanel)
    '_PrintString (320, 50), answ$
    'Dim btimer$
    'btimer$ = Str$(btimer%)
    '_PrintString (5, 320), "bttnTmr:" + btimer$
    'Dim starTimer$
    'starTimer$ = Str$(starTimer%)
    '_PrintString (5, 25), starTimer$
End Sub

Sub myClock

    'Dim clock(60) 'A dimensioned array to hold 60 radian points
    'clockcount% = 15 'A counter to keep track of the radians

    'For radian = 2 * PI To 0 Step -(2 * PI) / 60
    '    clock(clockcount%) = radian
    '    clockcount% = clockcount% + 1
    '    If clockcount% = 61 Then clockcount% = 1
    'Next radian

    'Dim clockcount$
    'clockcount$ = Str$(clockcount%)
    '_PrintString (10, 25), clockcount$

    'Circle (400, 320), 20, _RGB(0, 0, 0) 'circle with radius of 110 and dark gray
    'Circle (400, 320), 12, _RGB(0, 0, 0) 'circle with radius of 102 and dark gray
    'Paint (265, 230), 8, _RGB(0, 0, 0) 'fill between the two dark gray circles with gray
    'Circle (400, 320), 20, _RGB(0, 0, 0) 'circle with radius of 110 and light gray

    'tm$ = Time$
    's% = Val(Right$(tm$, 2))
    'm% = Val(Mid$(tm$, 4, 2))
    'h% = Val(Left$(tm$, 2))

    '*
    '* Get the current time from the QuickBASIC built in variable TIME$
    '* Since TIME$ is a string, we need to extract the hours, minutes and
    '* seconds from it using LEFT$, RIGHT$ and MID$. Then, each of these
    '* extractions need to be converted to a numeric value using VAL and
    '* stored in their respective variables.
    '*

    'Dim previoussecond%

    'Dim previousminute%
    'Dim prseviousminute%
    'Dim previoushour%

    'If s% = 0 Then s% = 60 'array counts 1 to 60 not 0 to 59
    'previoussecond% = s% 'hold current second for later use
    'm% = Int(Val(Mid$(Time$, 4, 2))) 'extract minutes from TIME$
    'If m% = 0 Then m% = 60 'array counts 1 to 60 not 0 to 59
    'previousminute% = m% 'hold current minute for later use
    'h% = Int(Val(Left$(Time$, 2))) 'extract hour from TIME$
    'If h% >= 12 Then h% = h% - 12 'convert from military time
    'If h% = 0 Then h% = 12 'count from 1 to 12 not 0 to 11
    'previoushour% = h% 'hold current hour for later use
    '*
    '* Start of main program loop


    'If s% <> previoussecond% Then 'has a second elapsed?
    'Locate 22, 17 'print the time on the screen at
    'Print Time$; 'position 22, 17
    '* Since a second has elapsed we need to erase the old second hand
    '* position and draw the new position

    'Circle (400, 320), 100, _RGB(0, 0, 0), -clock(previoussecond%), clock(previoussecond%)
    'Circle (400, 320), 100, _RGB(0, 0, 0), -clock(s%), clock(s%)
    'previoussecond% = s% 'hold current second for later use
    'If m% <> previousminute% Then 'has a minute elapsed?
    '* Since a minute has elapsed we need to erase the old hour hand position
    'Circle (400, 320), 90, _RGB(0, 0, 0), -clock(previousminute%), clock(previousminute%)
    'prseviousminute% = m% 'hold current minute for later use
    'End If
    '*
    '* Draw the current minute hand position
    '*
    'Circle (400, 320), 90, _RGB(0, 255, 255), -clock(m%), clock(m%)
    'If h% <> previoushour% Then 'has an hour elapsed?
    '* Since an hour has elapsed we need to erase the old hour hand position
    'Circle (400, 320), 75, _RGB(255, 255, 0), -clock(previoushour% * 5), clock(previoushour% * 5)
    'previoushour% = h% 'hold current hour for later use
    'End If
    '*
    '* Draw the current hour hand position
    '*
    '    Circle (400, 320), 75, _RGB(0, 0, 0), -clock(h% * 5), clock(h% * 5)
    'End If
    's% = Val(Right$(Time$, 2)) 'extract time again and do all over
    'If s% = 0 Then s% = 60
    'm% = Val(Mid$(Time$, 4, 2))
    'If m% = 0 Then m% = 60
    'h% = Val(Left$(Time$, 2))
    'If h% >= 12 Then h% = h% - 12
    'If h% = 0 Then h% = 12

End Sub
Sub starGenerator

    Circle (starFieldAX%, starFieldAy%), 0.4, _RGB(255, 255, 255)
    Circle (starFieldBX%, starFieldBy%), 0.2, _RGB(255, 255, 255)
    Circle (starFieldCX%, starFieldCy%), 0.2, _RGB(255, 255, 255)

    Circle (starFieldDX%, starFieldDy%), 0.2, _RGB(255, 255, 255)
    Circle (starFieldEX%, starFieldEy%), 0.4, _RGB(255, 255, 255)
    Circle (starFieldFX%, starFieldFy%), 0.5, _RGB(255, 255, 255)

    Circle (starFieldGX%, starFieldGy%), 0.4, _RGB(255, 255, 255)
    Circle (starFieldHX%, starFieldHy%), 0.2, _RGB(255, 255, 255)
    Circle (starFieldIX%, starFieldIy%), 0.4, _RGB(255, 255, 255)

    Circle (starFieldJX%, starFieldJy%), 0.5, _RGB(255, 255, 255)
    Circle (starFieldKX%, starFieldKy%), 0.2, _RGB(255, 255, 255)
    Circle (starFieldLX%, starFieldLy%), 0.2, _RGB(255, 255, 255)

    Circle (starFieldMX%, starFieldMy%), 0.2, _RGB(255, 255, 255)
    Circle (starFieldNX%, starFieldNy%), 0.4, _RGB(255, 255, 255)
    Circle (starFieldOX%, starFieldOy%), 0.3, _RGB(255, 255, 255)

    Circle (starFieldPX%, starFieldPy%), 0.3, _RGB(255, 255, 255)
    Circle (starFieldQX%, starFieldQy%), 0.3, _RGB(255, 255, 255)
    Circle (starFieldRX%, starFieldRy%), 0.4, _RGB(255, 255, 255)


    If starTimer% > 5 And starTimer% < 10 Then
        Randomize Timer: Circle (Rnd * 640, Rnd * 75), 0.1, _RGB(255, 255, 255)
        Randomize Timer: Circle (Rnd * 100, Rnd * 230), 0.1, _RGB(255, 255, 255)
        Randomize Timer: Circle ((Rnd * 640) + 530, Rnd * 230), 0.1, _RGB(255, 255, 255)
    End If

    If starTimer% > 20 And starTimer% < 25 Then
        Randomize Timer: Circle (Rnd * 640, Rnd * 75), 0.1, _RGB(255, 255, 255)
        Randomize Timer: Circle (Rnd * 100, Rnd * 230), 0.1, _RGB(255, 255, 255)
        Randomize Timer: Circle ((Rnd * 640) + 530, Rnd * 230), 0.1, _RGB(255, 255, 255)
    End If

    If starTimer% > 40 And starTimer% < 45 Then
        Randomize Timer: Circle (Rnd * 640, Rnd * 75), 0.1, _RGB(255, 255, 255)
        Randomize Timer: Circle (Rnd * 100, Rnd * 230), 0.1, _RGB(255, 255, 255)
        Randomize Timer: Circle ((Rnd * 640) + 530, Rnd * 230), 0.1, _RGB(255, 255, 255)
    End If
End Sub

Sub clock_color_day

    Dim cx As Integer
    Dim cy As Integer
    cx = 320
    cy = 240
    Shared h%, tm$
    Circle (cx%, cy%), 150, BLUE
    Paint (cx%, cy%), YELLOW, BLUE
    Circle (cx%, cy%), 145, BLUE
    Circle (cx%, cy%), 140, YELLOW
    Paint (cx%, cy%), LIGHTBLUE, BLUE
    Color LIGHTYELLOW, LIGHTBLUE
    'If fntComputerSm& > 0 Then _Font fntComputerSm&
    _PrintString (cx% - 118, cy%), Right$("0" + LTrim$(Str$(h%)), 2) + Right$(tm$, 6)
    Color _RGB32(255, 150, 0), LIGHTBLUE
    'If fntComputer& > 0 Then _Font fntComputer&
    _PrintString (cx% - 100, cy% - 50), "kn0ne"
    Circle (cx%, cy%), BLUE
    Color LIGHTYELLOW, LIGHTBLUE
    'If fdt& > 0 Then _Font fdt&

    _PrintString (cx% - 112, cy% + 30), current_date$
    '_PrintString (x% - 23, y% - 75), Str$(Int((Rnd * 2)) + 1)
    Circle (cx%, cy%), 125, BLUE
    Circle (cx%, cy%), 160, YELLOW
    Circle (cx%, cy%), 170, BLUE
    Circle (cx%, cy%), 123, BLUE
    Circle (cx%, cy%), 158, YELLOW
    Circle (cx%, cy%), 168, BLUE
End Sub

Sub trigers
    If rmtriglk1a = 1 Then
        rmtriglk1b = 0
        rmtriglk2a = 0
        rmtriglk2b = 0
        rmtriglk2c = 0
        rmtriglk2d = 0
        rmtriglk2e = 0
        rmtriglk3a = 0
        rmtriglk3b = 0
        rmTrigOff = 0
    End If
    If rmtriglk1b = 1 Then
        rmtriglk1a = 0
        rmtriglk2a = 0
        rmtriglk2b = 0
        rmtriglk2c = 0
        rmtriglk2d = 0
        rmtriglk2e = 0
        rmtriglk3a = 0
        rmtriglk3b = 0
        rmTrigOff = 0
    End If
    If rmtriglk2a = 1 Then
        rmtriglk1a = 0
        rmtriglk1b = 0
        rmtriglk2b = 0
        rmtriglk2c = 0
        rmtriglk2d = 0
        rmtriglk2e = 0
        rmtriglk3a = 0
        rmtriglk3b = 0
        rmTrigOff = 0
    End If
    If rmtriglk2b = 1 Then
        rmtriglk1a = 0
        rmtriglk1b = 0
        rmtriglk2a = 0
        rmtriglk2c = 0
        rmtriglk2d = 0
        rmtriglk2e = 0
        rmtriglk3a = 0
        rmtriglk3b = 0
        rmTrigOff = 0
    End If
    If rmtriglk2c = 1 Then
        rmtriglk1a = 0
        rmtriglk1b = 0
        rmtriglk2a = 0
        rmtriglk2b = 0
        rmtriglk2d = 0
        rmtriglk2e = 0
        rmtriglk3a = 0
        rmtriglk3b = 0
        rmTrigOff = 0
    End If
    If rmtriglk2d = 1 Then
        rmtriglk1a = 0
        rmtriglk1b = 0
        rmtriglk2a = 0
        rmtriglk2b = 0
        rmtriglk2c = 0
        rmtriglk2e = 0
        rmtriglk3a = 0
        rmtriglk3b = 0
        rmTrigOff = 0
    End If
    If rmtriglk2e = 1 Then
        rmtriglk1a = 0
        rmtriglk1b = 0
        rmtriglk2a = 0
        rmtriglk2b = 0
        rmtriglk2c = 0
        rmtriglk2d = 0
        rmtriglk3a = 0
        rmtriglk3b = 0
        rmTrigOff = 0
    End If
    If rmtriglk3a = 1 Then
        rmtriglk1a = 0
        rmtriglk1b = 0
        rmtriglk2a = 0
        rmtriglk2b = 0
        rmtriglk2c = 0
        rmtriglk2d = 0
        rmtriglk2e = 0
        'rmtriglk3b = 0
        rmTrigOff = 0
    End If
    If rmtriglk3b = 1 Then
        rmtriglk1a = 0
        rmtriglk1b = 0
        rmtriglk2a = 0
        rmtriglk2b = 0
        rmtriglk2c = 0
        rmtriglk2d = 0
        rmtriglk2e = 0
        'rmtriglk3a = 0
        rmTrigOff = 0
    End If
    If rmTrigOff = 1 Then
        rmtriglk1a = 0
        rmtriglk1b = 0
        rmtriglk2a = 0
        rmtriglk2b = 0
        rmtriglk2c = 0
        rmtriglk2d = 0
        rmtriglk2e = 0
        rmtriglk3a = 0
        rmtriglk3b = 0
    End If
End Sub

Sub gottaGo
    If bowel% = 6 Then
        If floorNum% = 1 Then change$ = "cup"
        If floorNum% = 2 Then change$ = "coff"
        If floorNum% = 3 Then change$ = "cdown"
    End If

End Sub
Sub sound_large_bubbles
    t~& = t~& + 1
    If t~& = 3000 Then
        t~& = 1
    End If

    Select Case t~&
        Case 1 To 35
            _SndVol lb&, 0.20
            _SndLoop lb&
        Case 1420 To 1460
            _SndVol lb&, 0.20
            _SndLoop lb&
        Case 2400 To 2440
            _SndVol lb&, 0.20
            _SndLoop lb&
        Case Else
            _SndVol lb&, 0
    End Select
End Sub

Sub changeChanAndTrax
    btimer% = btimer% + 1
    If btimer% > 10 Then btimer% = 0

    If _KeyDown(rtKey) And btimer% = 1 Then
        tvplaying
        tvchanview
        tvc = tvc + 1
        _PutImage (220, 220), kn0ne&
        If tvc > 26 Then tvc = 1
    End If

    If _KeyDown(ltKey) And btimer% = 1 Then
        tvplaying
        tvchanview
        tvc = tvc - 1
        _PutImage (220, 220), kn0ne&
        If tvc < 1 Then tvc = 26
    End If

    If _KeyDown(rtKey) And btimer% = 1 Then
        stoptrx
        syntrx% = syntrx% + 1
        _PutImage (220, 220), kn0ne&
        If syntrx% > 23 Then syntrx% = 1
    End If

    If _KeyDown(ltKey) And btimer% = 1 Then
        stoptrx
        syntrx% = syntrx% - 1
        _PutImage (220, 220), kn0ne&
        If syntrx% < 1 Then syntrx% = 23
    End If
End Sub

Sub volControl
    btimer% = btimer% + 1
    If btimer% > 10 Then btimer% = 0

    If _KeyDown(mKey) Or _KeyDown(77) Then
        mute% = 1
        _PutImage (220, 220), kn0ne&
    End If
    If _KeyDown(uKey) Or _KeyDown(85) Then
        mute% = 0
        _PutImage (220, 220), kn0ne&
    End If

    If _KeyDown(upKey) And btimer% = 1 Then
        If volSet < 10.1 Then volSet = volSet + 0.05
        _PutImage (220, 220), kn0ne&
    End If

    If _KeyDown(dwKey) And btimer% = 1 Then
        If volSet > 0.01 Then volSet = volSet - 0.05
        _PutImage (220, 220), kn0ne&
    End If

    If tvtrig% = 1 Then
        Select Case tvc
            Case 1
                _SndLoop tvsnd1&
                If mute% = 0 Then _SndVol tvsnd1&, volSet Else _SndVol tvsnd1&, 0.0
            Case 2
                _SndLoop tvsnd2&
                If mute% = 0 Then _SndVol tvsnd2&, volSet Else _SndVol tvsnd2&, 0.0
            Case 3
                _SndLoop tvsnd3&
                If mute% = 0 Then _SndVol tvsnd3&, volSet Else _SndVol tvsnd3&, 0.0
            Case 4
                _SndLoop tvsnd4&
                If mute% = 0 Then _SndVol tvsnd4&, volSet Else _SndVol tvsnd4&, 0.0
            Case 5
                _SndLoop tvsnd5&
                If mute% = 0 Then _SndVol tvsnd5&, volSet Else _SndVol tvsnd5&, 0.0
            Case 6
                _SndLoop tvsnd6&
                If mute% = 0 Then _SndVol tvsnd6&, volSet Else _SndVol tvsnd6&, 0.0
            Case 7
                _SndLoop tvsnd7&
                If mute% = 0 Then _SndVol tvsnd7&, volSet Else _SndVol tvsnd7&, 0.0
            Case 8
                _SndLoop tvsnd8&
                If mute% = 0 Then _SndVol tvsnd8&, volSet Else _SndVol tvsnd8&, 0.0
            Case 9
                _SndLoop tvsnd9&
                If mute% = 0 Then _SndVol tvsnd9&, volSet Else _SndVol tvsnd9&, 0.0
            Case 10
                _SndLoop tvsnd10&
                If mute% = 0 Then _SndVol tvsnd10&, volSet Else _SndVol tvsnd10&, 0.0
            Case 11
                _SndLoop tvsnd11&
                If mute% = 0 Then _SndVol tvsnd11&, volSet Else _SndVol tvsnd11&, 0.0
            Case 12
                _SndLoop tvsnd12&
                If mute% = 0 Then _SndVol tvsnd12&, volSet Else _SndVol tvsnd12&, 0.0
            Case 13
                _SndLoop tvsnd13&
                If mute% = 0 Then _SndVol tvsnd13&, volSet Else _SndVol tvsnd13&, 0.0
            Case 14
                _SndLoop tvsnd14&
                If mute% = 0 Then _SndVol tvsnd14&, volSet Else _SndVol tvsnd14&, 0.0
            Case 15
                _SndLoop tvsnd15&
                If mute% = 0 Then _SndVol tvsnd15&, volSet Else _SndVol tvsnd15&, 0.0
            Case 16
                _SndLoop tvsnd16&
                If mute% = 0 Then _SndVol tvsnd16&, volSet Else _SndVol tvsnd16&, 0.0
            Case 17
                _SndLoop tvsnd17&
                If mute% = 0 Then _SndVol tvsnd17&, volSet Else _SndVol tvsnd17&, 0.0
            Case 18
                _SndLoop tvsnd18&
                If mute% = 0 Then _SndVol tvsnd18&, volSet Else _SndVol tvsnd18&, 0.0
            Case 19
                _SndLoop tvsnd19&
                If mute% = 0 Then _SndVol tvsnd19&, volSet Else _SndVol tvsnd19&, 0.0
            Case 20
                _SndLoop tvsnd20&
                If mute% = 0 Then _SndVol tvsnd20&, volSet Else _SndVol tvsnd20&, 0.0
            Case 21
                _SndLoop tvsnd21&
                If mute% = 0 Then _SndVol tvsnd21&, volSet Else _SndVol tvsnd21&, 0.0
            Case 22
                _SndLoop tvsnd22&
                If mute% = 0 Then _SndVol tvsnd22&, volSet Else _SndVol tvsnd22&, 0.0
            Case 23
                _SndLoop tvsnd23&
                If mute% = 0 Then _SndVol tvsnd23&, volSet Else _SndVol tvsnd23&, 0.0
            Case 24
                _SndLoop tvsnd24&
                If mute% = 0 Then _SndVol tvsnd24&, volSet Else _SndVol tvsnd24&, 0.0
            Case 25
                _SndLoop tvsnd25&
                If mute% = 0 Then _SndVol tvsnd25&, volSet Else _SndVol tvsnd25&, 0.0
            Case 26
                _SndLoop tvsnd26&
                If mute% = 0 Then _SndVol tvsnd26&, volSet Else _SndVol tvsnd26&, 0.0
        End Select
    End If

    Select Case xmove$
        Case "left"
            _SndLoop sndWalk&
            If mute% = 0 Then _SndVol sndWalk&, volSet Else _SndVol sndWalk&, 0.0
        Case "foodLt"
            _SndLoop sndWalk&
            If mute% = 0 Then _SndVol sndWalk&, volSet Else _SndVol sndWalk&, 0.0
            _SndLoop sndBurp&
            If mute% = 0 Then _SndVol sndBurp&, volSet Else _SndVol sndBurp&, 0.0
        Case "right"
            _SndLoop sndWalk&
            If mute% = 0 Then _SndVol sndWalk&, volSet Else _SndVol sndWalk&, 0.0
        Case "foodRt"
            _SndLoop sndWalk&
            If mute% = 0 Then _SndVol sndWalk&, volSet Else _SndVol sndWalk&, 0.0
        Case "xoff"
            _SndStop sndWalk&
        Case "stairup"
            _SndLoop sndWalk&
            If mute% = 0 Then _SndVol sndWalk&, volSet Else _SndVol sndWalk&, 0.0
        Case "stairdw"
            _SndLoop sndWalk&
            If mute% = 0 Then _SndVol sndWalk&, volSet Else _SndVol sndWalk&, 0.0
        Case "tvsit"
            _SndStop sndWalk&
        Case "sit_type_a"
            _SndStop sndWalk&
        Case "sit_type_b"
            _SndStop sndWalk&
        Case "fishTank"
            _SndStop sndWalk&
        Case "brushTeeth"
            _SndStop sndWalk&
            _SndLoop sndBrushTeeth&
            If mute% = 0 Then _SndVol sndBrushTeeth&, volSet Else _SndVol sndBrushTeeth&, 0.0
        Case "cook"
            _SndStop sndWalk&
            _SndLoop sndCook&
            If mute% = 0 Then _SndVol sndCook&, volSet Else _SndVol sndCook&, 0.0
        Case "eat"
            _SndStop sndWalk&
            _SndLoop sndEat&
            If mute% = 0 Then _SndVol sndEat&, volSet Else _SndVol sndEat&, 0.0
        Case "washHand"
            _SndStop sndWalk&
            _SndLoop sndWashHands&
            If mute% = 0 Then _SndVol sndWashHands&, volSet Else _SndVol sndWashHands&, 0.0
        Case "wash"
            _SndStop sndWalk&
            _SndLoop sndDishWash&
            If mute% = 0 Then _SndVol sndDishWash&, volSet Else _SndVol sndDishWash&, 0.0
        Case "washHand"
            _SndStop sndWashHands&
            _SndLoop sndWashHands&
            If mute% = 0 Then _SndVol sndWashHands&, volSet Else _SndVol sndWashHands&, 0.0
        Case "synth"
            _SndStop sndWalk&
        Case "sleep"
            _SndStop sndWalk&
            _SndLoop sleeeep&
            If mute% = 0 Then _SndVol sleeeep&, volSet Else _SndVol sleeeep&, 0.0
        Case "move_not"
            _SndStop sndWalk&
    End Select

    Select Case sndBathRm$
        Case "doorClose"
            _SndStop sndWalk&
            _SndLoop sndBathDoorClose&
            If mute% = 0 Then _SndVol sndBathDoorClose&, volSet Else _SndVol sndBathDoorClose&, 0.0
        Case "poop"
            _SndLoop sndPoop&
            If mute% = 0 Then _SndVol sndPoop&, volSet Else _SndVol sndPoop&, 0.0
        Case "washHand"
            _SndLoop sndWashHands&
            If mute% = 0 Then _SndVol sndWashHands&, volSet Else _SndVol sndWashHands&, 0.0
        Case "flush"
            _SndLoop sndFlush&
            If mute% = 0 Then _SndVol sndFlush&, volSet Else _SndVol sndFlush&, 0.0
    End Select

    If floorNum% = 1 And mute% = 0 And sx > 350 Then
        _SndLoop b&
        _SndVol b&, volSet
        sound_large_bubbles
    Else
        _SndVol b&, 0.00
    End If
End Sub

Sub background
    If h% > 0 And h% <= 5 Then _PutImage , background_night&
    If h% > 5 And h% <= 11 Then _PutImage , background_morning&
    If h% > 11 And h% <= 16 Then _PutImage , background_day&
    If h% > 15 And h% <= 19 Then _PutImage , background_eve&
    If h% > 18 And h% < 25 Then _PutImage , background_night&
    If h% = 0 Then _PutImage , background_night&

    '''stars'''
    If h% >= 0 And h% <= 5 Or h% > 18 And h% <= 23 Then
        starGenerator
    End If
    ' sun
    _ClearColor (_RGB(0, 0, 0)), sun&
    If h% > 5 And h% <= 6 Then _PutImage (-50, 190), sun& '  -6am
    If h% > 6 And h% <= 7 Then _PutImage (-10, 150), sun& ' -7am
    If h% > 7 And h% <= 8 Then _PutImage (10, 100), sun& ' -8am
    If h% > 8 And h% <= 9 Then _PutImage (30, 60), sun& ' -9am
    If h% > 9 And h% <= 10 Then _PutImage (110, 10), sun& ' -10am
    If h% > 10 And h% <= 11 Then _PutImage (175, -15), sun& ' -11am
    If h% > 11 And h% <= 12 Then _PutImage (240, -40), sun& 'noon
    If h% > 12 And h% <= 13 Then _PutImage (400, -15), sun& '1pm
    If h% > 13 And h% <= 14 Then _PutImage (440, 10), sun& '2pm
    If h% > 14 And h% <= 15 Then _PutImage (500, 70), sun& '3pm
    If h% > 15 And h% <= 16 Then _PutImage (520, 110), sun& '4pm
    If h% > 16 And h% <= 17 Then _PutImage (560, 150), sun& '5pm
    If h% > 17 And h% <= 18 Then _PutImage (550, 210), sun& '-6pm

    'moon
    _ClearColor (_RGB(0, 0, 0)), moon&
    If h% > 18 And h% <= 19 Then _PutImage (-10, 210), moon& '  -7pm
    If h% > 19 And h% <= 20 Then _PutImage (5, 100), moon& ' -8pm
    If h% > 20 And h% <= 21 Then _PutImage (30, 60), moon& ' -9pm
    If h% > 21 And h% <= 22 Then _PutImage (110, 10), moon& ' -10pm
    If h% > 22 And h% <= 23 Then _PutImage (175, -15), moon& ' -11pm
    If h% = 0 Then _PutImage (240, -40), moon& ' -midnight
    If h% > 0 And h% <= 1 Then _PutImage (400, -15), moon& '1am
    If h% > 1 And h% <= 2 Then _PutImage (440, -15), moon& '2am
    If h% > 2 And h% <= 3 Then _PutImage (500, 70), moon& '3am
    If h% > 3 And h% <= 4 Then _PutImage (520, 110), moon& '4am
    If h% > 4 And h% <= 5 Then _PutImage (560, 170), moon& '5am

    'blimp
    If blimpSize% = 3 Then
        If blimpRight = 1 Then
            _ClearColor (_RGB(0, 0, 0)), blimpXtSmRt&
            _PutImage (blimpX, blimpY), blimpXtSmRt&
            blimpX = blimpX + 0.12
            Color GREEN, _RGB(255, 255, 255)
            If fntComputerXtSm& > 0 Then _Font fntComputerXtSm&
            _PrintString (blimpX + 4, blimpY + 4), "kn0ne"
        End If
        If blimpRight = 0 Then
            _ClearColor (_RGB(0, 0, 0)), blimpXtSmLt&
            _PutImage (blimpX, blimpY), blimpXtSmLt&
            blimpX = blimpX - 0.12
            Color GREEN, _RGB(255, 255, 255)
            If fntComputerXtSm& > 0 Then _Font fntComputerXtSm&
            _PrintString (blimpX + 5, blimpY + 4), "kn0ne"
        End If
    End If

    If blimpSize% = 2 Then
        If blimpRight = 1 Then
            _ClearColor (_RGB(0, 0, 0)), blimpSmRt&
            _PutImage (blimpX, blimpY), blimpSmRt&
            blimpX = blimpX + 0.15
            Color GREEN, _RGB(255, 255, 255)
            If fntComputerSm& > 0 Then _Font fntComputerSm&
            _PrintString (blimpX + 8, blimpY + 8), "kn0ne"
        End If
        If blimpRight = 0 Then
            _ClearColor (_RGB(0, 0, 0)), blimpSmLt&
            _PutImage (blimpX, blimpY), blimpSmLt&
            blimpX = blimpX - 0.15
            Color GREEN, _RGB(255, 255, 255)
            If fntComputerSm& > 0 Then _Font fntComputerSm&
            _PrintString (blimpX + 9, blimpY + 8), "kn0ne"
        End If
    End If

    If blimpSize% = 1 Then
        If blimpRight = 1 Then
            _ClearColor (_RGB(0, 0, 0)), blimpRt&
            _PutImage (blimpX, blimpY), blimpRt&
            blimpX = blimpX + 0.20
            Color GREEN, _RGB(255, 255, 255)
            If fntComputer& > 0 Then _Font fntComputer&
            _PrintString (blimpX + 15, blimpY + 15), "kn0ne"
        End If
        If blimpRight = 0 Then
            _ClearColor (_RGB(0, 0, 0)), blimpLt&
            _PutImage (blimpX, blimpY), blimpLt&
            blimpX = blimpX - 0.20
            Color GREEN, _RGB(255, 255, 255)
            If fntComputer& > 0 Then _Font fntComputer&
            _PrintString (blimpX + 17, blimpY + 15), "kn0ne"
        End If
    End If

    If blimpX > 800 Then
        blimpRight = 0
        blimpRT:
        Randomize Timer
        blimpSize% = (Rnd * 3) + 1
        If blimpSize% > 3 Then GoTo blimpRT:
    End If

    If blimpX < -800 Then
        blimpRight = 1
        blimpLt:
        Randomize Timer
        blimpSize% = (Rnd * 3) + 1
        If blimpSize% > 3 Then GoTo blimpLt:
    End If

    'aquarium
    _ClearColor (_RGB(0, 0, 0)), aquarium&
    _PutImage (430, 335), aquarium&

    _ClearColor (_RGB(0, 0, 0)), fish1&
    _PutImage (f1x, f1y), fish1&

    _ClearColor (_RGB(0, 0, 0)), fish2&
    _PutImage (f2x, f2y), fish2&

    _ClearColor (_RGB(0, 0, 0)), fish3&
    _PutImage (f3x, f3y), fish3&

    _ClearColor (_RGB(0, 0, 0)), fish4&
    _PutImage (f4x, f4y), fish4&

    _ClearColor (_RGB(0, 0, 0)), fish5&
    _PutImage (f5x, f5y), fish5&

    _ClearColor (_RGB(0, 0, 0)), fish6&
    _PutImage (f6x, f6y), fish6&

    _ClearColor (_RGB(0, 0, 0)), fish7&
    _PutImage (f7x, f7y), fish7&

    _ClearColor (_RGB(0, 0, 0)), fish8&
    _PutImage (f8x, f8y), fish8&

    If f1xmove$ = "left" Then f1x = f1x - 0.2
    If f2xmove$ = "left" Then f2x = f2x - 0.3
    If f3xmove$ = "left" Then f3x = f3x - 0.02
    If f4xmove$ = "left" Then f4x = f4x - 0.2
    If f5xmove$ = "left" Then f5x = f5x - 0.3
    If f6xmove$ = "left" Then f6x = f6x - 0.1
    If f7xmove$ = "left" Then f7x = f7x - 0.1
    If f8xmove$ = "left" Then f8x = f8x - 0.02

    If f1xmove$ = "right" Then f1x = f1x + 0.2
    If f2xmove$ = "right" Then f2x = f2x + 0.2
    If f3xmove$ = "right" Then f3x = f3x + 0.03
    If f4xmove$ = "right" Then f4x = f4x + 0.2
    If f5xmove$ = "right" Then f5x = f5x + 0.2
    If f6xmove$ = "right" Then f6x = f6x + 0.1
    If f7xmove$ = "right" Then f7x = f7x + 0.1
    If f8xmove$ = "right" Then f8x = f8x + 0.01

    If f1ymove$ = "up" Then f1y = f1y - 0.06
    If f2ymove$ = "up" Then f2y = f2y - 0.08
    If f3ymove$ = "up" Then f3y = f3y - 0.03
    If f4ymove$ = "up" Then f4y = f4y - 0.06
    If f5ymove$ = "up" Then f5y = f5y - 0.08
    If f6ymove$ = "up" Then f6y = f6y - 0.1
    If f7ymove$ = "up" Then f7y = f7y - 0.1

    If f1ymove$ = "down" Then f1y = f1y + 0.08
    If f2ymove$ = "down" Then f2y = f2y + 0.05
    If f3ymove$ = "down" Then f3y = f3y + 0.06
    If f4ymove$ = "down" Then f4y = f4y + 0.08
    If f5ymove$ = "down" Then f5y = f5y + 0.05
    If f6ymove$ = "down" Then f6y = f6y + 0.06
    If f7ymove$ = "down" Then f7y = f7y + 0.06

    If f1y > 350 Then f1ymove$ = "up"
    If f1y < 345 Then f1ymove$ = "down"

    If f1x < 433 Then f1xmove$ = "right"
    If f1x > 475 Then f1xmove$ = "left"

    If f2y > 350 Then f2ymove$ = "up"
    If f2y < 345 Then f2ymove$ = "down"

    If f2x < 433 Then f2xmove$ = "right"
    If f2x > 485 Then f2xmove$ = "left"

    If f3y > 350 Then f3ymove$ = "up"
    If f3y < 345 Then f3ymove$ = "down"

    If f3x < 433 Then f3xmove$ = "right"
    If f3x > 475 Then f3xmove$ = "left"

    If f4y > 350 Then f4ymove$ = "up"
    If f4y < 345 Then f4ymove$ = "down"

    If f4x < 433 Then f4xmove$ = "right"
    If f4x > 475 Then f4xmove$ = "left"

    If f5y > 350 Then f5ymove$ = "up"
    If f5y < 345 Then f5ymove$ = "down"

    If f5x < 433 Then f5xmove$ = "right"
    If f5x > 485 Then f5xmove$ = "left"

    If f6y > 350 Then f6ymove$ = "up"
    If f6y < 345 Then f6ymove$ = "down"

    If f6x < 433 Then f6xmove$ = "right"
    If f6x > 475 Then f6xmove$ = "left"

    If f7y > 350 Then f7ymove$ = "up"
    If f7y < 345 Then f7ymove$ = "down"

    If f7x < 433 Then f7xmove$ = "right"
    If f7x > 475 Then f7xmove$ = "left"

    If f8y > 350 Then f8ymove$ = "up"
    If f8y < 345 Then f8ymove$ = "down"

    If f8x < 435 Then f8xmove$ = "right"
    If f8x > 475 Then f8xmove$ = "left"

    ''synthoboard
    _ClearColor (_RGB(0, 0, 0)), sybthboard&
    _PutImage (454, 232), sybthboard&

    ''atari sign
    _ClearColor (_RGB(0, 0, 0)), atarilogo&
    _PutImage (400, 110), atarilogo&

    'telephone
    _ClearColor (_RGB(0, 0, 0)), telephone&: _ClearColor (_RGB(0, 0, 0)), telephoneOffHook&
    If offHook% = 0 Then _PutImage (418, 136), telephone& Else _PutImage (418, 136), telephoneOffHook&

    'rocket
    _ClearColor (_RGB(0, 0, 0)), rocket&
    _PutImage (365, 352), rocket&

    'monster
    _ClearColor (_RGB(0, 0, 0)), monster&
    _PutImage (200, 110), monster&

    'actionFigure
    _ClearColor (_RGB(0, 0, 0)), actionFigure&
    _PutImage (380, 130), actionFigure&


    'stand in
    '_ClearColor (_RGB(0, 0, 0)), stdIn&
    '_PutImage (200, 330), stdIn&

    'clouds
    _ClearColor (_RGB(0, 0, 0)), cloud6&
    _PutImage (c6x, c6y), cloud6&

    _ClearColor (_RGB(0, 0, 0)), cloud7&
    _PutImage (c7x, c7y), cloud7&

    _ClearColor (_RGB(0, 0, 0)), cloud1&
    _PutImage (c1x, c1y), cloud1&

    _ClearColor (_RGB(0, 0, 0)), cloud2&
    _PutImage (c2x, c2y), cloud2&

    _ClearColor (_RGB(0, 0, 0)), cloud3&
    _PutImage (c3x, c3y), cloud3&

    _ClearColor (_RGB(0, 0, 0)), cloud4&
    _PutImage (c4x, c4y), cloud4&

    _ClearColor (_RGB(0, 0, 0)), cloud5&
    _PutImage (c5x, c5y), cloud5&

    _ClearColor (_RGB(0, 0, 0)), cloud6&
    _PutImage (c6x, c6y), cloud6&

    _ClearColor (_RGB(0, 0, 0)), cloud7&
    _PutImage (c7x, c7y), cloud7&

    If cloudDirection% = 0 Then c1x = c1x + 0.18
    If cloudDirection% = 0 Then c2x = c2x + 0.16
    If cloudDirection% = 0 Then c3x = c3x + 0.19
    If cloudDirection% = 0 Then c4x = c4x + 0.17
    If cloudDirection% = 0 Then c5x = c5x + 0.18
    If cloudDirection% = 0 Then c6x = c6x + 0.25
    If cloudDirection% = 0 Then c7x = c7x + 0.15

    Randomize Timer

    If cloudDirection% = 0 Then If c1x > 800 Then c1x = (Rnd * -950) + -100: c1y = (Rnd * 50) + 10
    If cloudDirection% = 0 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
    If cloudDirection% = 0 Then If c3x > 1200 Then c3x = (Rnd * -1600) + -100: c3y = (Rnd * 50) + 10
    If cloudDirection% = 0 Then If c4x > 985 Then c4x = (Rnd * -1600) + -100: c4y = (Rnd * 50) + 10
    If cloudDirection% = 0 Then If c5x > 1200 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
    If cloudDirection% = 0 Then If c6x > 1000 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
    If cloudDirection% = 0 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10

    Randomize Timer

    If cloudDirection% = 1 Then c1x = c1x - 0.18
    If cloudDirection% = 1 Then c2x = c2x - 0.16
    If cloudDirection% = 1 Then c3x = c3x - 0.19
    If cloudDirection% = 1 Then c4x = c4x - 0.17
    If cloudDirection% = 1 Then c5x = c5x - 0.17
    If cloudDirection% = 1 Then c6x = c6x - 0.25
    If cloudDirection% = 1 Then c7x = c7x - 0.15

    Randomize Timer

    If cloudDirection% = 1 Then If c1x < -500 Then c1x = (Rnd * 1600) + 700: c1y = (Rnd * 50) + 10
    If cloudDirection% = 1 Then If c2x < -425 Then c2x = (Rnd * 2400) + 700: c2y = (Rnd * 50) + 10
    If cloudDirection% = 1 Then If c3x < -360 Then c3x = (Rnd * 1600) + 700: c3y = (Rnd * 50) + 10
    If cloudDirection% = 1 Then If c4x < -225 Then c4x = (Rnd * 1600) + 700: c4y = (Rnd * 50) + 10
    If cloudDirection% = 1 Then If c5x < -580 Then c5x = (Rnd * 1600) + 700: c5y = (Rnd * 50) + 10
    If cloudDirection% = 1 Then If c6x < -175 Then c6x = (Rnd * 2400) + 700: c6y = (Rnd * 50) + 10
    If cloudDirection% = 1 Then If c7x < -620 Then c7x = (Rnd * 1600) + 700: c7y = (Rnd * 50) + 10

    If cloudDirection% = 2 Then c1x = c1x + 0.12
    If cloudDirection% = 2 Then c2x = c2x + 0.16
    If cloudDirection% = 2 Then c3x = c3x + 0.19
    If cloudDirection% = 2 Then c4x = c4x + 0.17
    If cloudDirection% = 2 Then c5x = c5x + 0.18
    If cloudDirection% = 2 Then c6x = c6x + 0.22
    If cloudDirection% = 2 Then c7x = c7x + 0.15

    Randomize Timer

    If cloudDirection% = 2 Then If c1x > 800 Then c1x = (Rnd * -800) + -100: c1y = (Rnd * 50) + 10
    If cloudDirection% = 2 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
    If cloudDirection% = 2 Then If c3x > 1200 Then c3x = (Rnd * -1600) + -100: c3y = (Rnd * 50) + 10
    If cloudDirection% = 2 Then If c4x > 985 Then c4x = (Rnd * -1600) + -100: c4y = (Rnd * 50) + 10
    If cloudDirection% = 2 Then If c5x > 1200 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
    If cloudDirection% = 2 Then If c6x > 1000 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
    If cloudDirection% = 2 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10

    If cloudDirection% = 14 Then c1x = c1x - 0.88
    If cloudDirection% = 14 Then c2x = c2x - 0.86
    If cloudDirection% = 14 Then c3x = c3x - 0.89
    If cloudDirection% = 14 Then c4x = c4x - 0.87
    If cloudDirection% = 14 Then c5x = c5x - 0.84
    If cloudDirection% = 14 Then c6x = c6x - 0.90
    If cloudDirection% = 14 Then c7x = c7x - 0.85

    Randomize Timer

    If cloudDirection% = 14 Then If c1x < -500 Then c1x = (Rnd * 1600) + 700: c1y = (Rnd * 50) + 10
    If cloudDirection% = 14 Then If c2x < -425 Then c2x = (Rnd * 2400) + 700: c2y = (Rnd * 50) + 10
    If cloudDirection% = 14 Then If c3x < -360 Then c3x = (Rnd * 1600) + 700: c3y = (Rnd * 50) + 10
    If cloudDirection% = 14 Then If c4x < -225 Then c4x = (Rnd * 1600) + 700: c4y = (Rnd * 50) + 10
    If cloudDirection% = 14 Then If c5x < -580 Then c5x = (Rnd * 2300) + 700: c5y = (Rnd * 50) + 10
    If cloudDirection% = 14 Then If c6x < -175 Then c6x = (Rnd * 2400) + 700: c6y = (Rnd * 50) + 10
    If cloudDirection% = 14 Then If c7x < -620 Then c7x = (Rnd * 1600) + 700: c7y = (Rnd * 50) + 10

    If cloudDirection% = 15 Then c1x = c1x + 1.05
    If cloudDirection% = 15 Then c2x = c2x + 1.07
    If cloudDirection% = 15 Then c3x = c3x + 1.29
    If cloudDirection% = 15 Then c4x = c4x + 1.27
    If cloudDirection% = 15 Then c5x = c5x + 1.28
    If cloudDirection% = 15 Then c6x = c6x + 1.30
    If cloudDirection% = 15 Then c7x = c7x + 1.04

    Randomize Timer

    If cloudDirection% = 15 Then If c1x > 800 Then c1x = (Rnd * -1800) + -100: c1y = (Rnd * 50) + 10
    If cloudDirection% = 15 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
    If cloudDirection% = 15 Then If c3x > 1200 Then c3x = (Rnd * -1600) + -100: c3y = (Rnd * 50) + 10
    If cloudDirection% = 15 Then If c4x > 985 Then c4x = (Rnd * -2600) + -100: c4y = (Rnd * 50) + 10
    If cloudDirection% = 1152 Then If c5x > 1200 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
    If cloudDirection% = 15 Then If c6x > 1000 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
    If cloudDirection% = 15 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10

    If cloudDirection% = 5 Then c1x = c1x + 0.38
    If cloudDirection% = 5 Then c2x = c2x + 0.36
    If cloudDirection% = 5 Then c3x = c3x + 0.39
    If cloudDirection% = 5 Then c4x = c4x + 0.37
    If cloudDirection% = 5 Then c5x = c5x + 0.34
    If cloudDirection% = 5 Then c6x = c6x + 0.40
    If cloudDirection% = 5 Then c7x = c7x + 0.35

    Randomize Timer

    If cloudDirection% = 5 Then If c1x > 800 Then c1x = (Rnd * -1200) + -100: c1y = (Rnd * 50) + 10
    If cloudDirection% = 5 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
    If cloudDirection% = 5 Then If c3x > 1200 Then c3x = (Rnd * -1900) + -100: c3y = (Rnd * 50) + 10
    If cloudDirection% = 5 Then If c4x > 985 Then c4x = (Rnd * -1600) + -100: c4y = (Rnd * 50) + 10
    If cloudDirection% = 5 Then If c5x > 1200 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
    If cloudDirection% = 5 Then If c6x > 1000 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
    If cloudDirection% = 5 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10

    If cloudDirection% = 6 Then c1x = c1x + 0.38
    If cloudDirection% = 6 Then c2x = c2x + 0.36
    If cloudDirection% = 6 Then c3x = c3x + 0.39
    If cloudDirection% = 6 Then c4x = c4x + 0.37
    If cloudDirection% = 6 Then c5x = c5x + 0.34
    If cloudDirection% = 6 Then c6x = c6x + 0.40
    If cloudDirection% = 6 Then c7x = c7x + 0.35

    Randomize Timer

    If cloudDirection% = 6 Then If c1x > 800 Then c1x = (Rnd * -800) + -100: c1y = (Rnd * 50) + 10
    If cloudDirection% = 6 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
    If cloudDirection% = 6 Then If c3x > 1200 Then c3x = (Rnd * -1600) + -100: c3y = (Rnd * 50) + 10
    If cloudDirection% = 6 Then If c4x > 985 Then c4x = (Rnd * -1600) + -100: c4y = (Rnd * 50) + 10
    If cloudDirection% = 6 Then If c5x > 1200 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
    If cloudDirection% = 6 Then If c6x > 1000 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
    If cloudDirection% = 6 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10

    _ClearColor (_RGB(0, 0, 0)), hillRt&
    _PutImage (550, 200), hillRt&

    _ClearColor (_RGB(0, 0, 0)), hillLt&
    _PutImage (-70, 200), hillLt&
End Sub

Sub o420o
    If h% = 16 Then
        If m% > 19 And m% <= 40 Then
            changeChanAndTrax
            volControl
            change$ = "cup"

            _PutImage , background420&
            _ClearColor (_RGB(0, 0, 0)), sun&
            If h% > 15 And h% <= 16 Then _PutImage (520, 110), sun& '4pm

            'clouds
            _ClearColor (_RGB(0, 0, 0)), cloud1&
            _PutImage (c1x, c1y), cloud1&

            _ClearColor (_RGB(0, 0, 0)), cloud2&
            _PutImage (c2x, c2y), cloud2&

            _ClearColor (_RGB(0, 0, 0)), cloud3&
            _PutImage (c3x, c3y), cloud3&

            _ClearColor (_RGB(0, 0, 0)), cloud4&
            _PutImage (c4x, c4y), cloud4&

            _ClearColor (_RGB(0, 0, 0)), cloud5&
            _PutImage (c5x, c5y), cloud5&

            _ClearColor (_RGB(0, 0, 0)), cloud6&
            _PutImage (c6x, c6y), cloud6&

            _ClearColor (_RGB(0, 0, 0)), cloud7&
            _PutImage (c7x, c7y), cloud7&

            If cloudDirection% = 0 Then c1x = c1x + 0.18
            If cloudDirection% = 0 Then c2x = c2x + 0.16
            If cloudDirection% = 0 Then c3x = c3x + 0.19
            If cloudDirection% = 0 Then c4x = c4x + 0.17
            If cloudDirection% = 0 Then c5x = c5x + 0.18
            If cloudDirection% = 0 Then c6x = c6x + 0.25
            If cloudDirection% = 0 Then c7x = c7x + 0.15

            If cloudDirection% = 0 Then If c1x > 800 Then c1x = (Rnd * -800) + -100: c1y = (Rnd * 50) + 10
            If cloudDirection% = 0 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
            If cloudDirection% = 0 Then If c3x > 1200 Then c3x = (Rnd * -1600) + -100: c3y = (Rnd * 50) + 10
            If cloudDirection% = 0 Then If c4x > 985 Then c4x = (Rnd * -1600) + -100: c4y = (Rnd * 50) + 10
            If cloudDirection% = 0 Then If c5x > 1200 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
            If cloudDirection% = 0 Then If c6x > 1000 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
            If cloudDirection% = 0 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10

            '' create speed variable so i can set the speed value at a random speed

            If cloudDirection% = 1 Then c1x = c1x - 0.18
            If cloudDirection% = 1 Then c2x = c2x - 0.16
            If cloudDirection% = 1 Then c3x = c3x - 0.19
            If cloudDirection% = 1 Then c4x = c4x - 0.17
            If cloudDirection% = 1 Then c5x = c5x - 0.17
            If cloudDirection% = 1 Then c6x = c6x - 0.25
            If cloudDirection% = 1 Then c7x = c7x - 0.15

            If cloudDirection% = 1 Then If c1x < -500 Then c1x = (Rnd * 1600) + 700: c1y = (Rnd * 50) + 10
            If cloudDirection% = 1 Then If c2x < -425 Then c2x = (Rnd * 2400) + 700: c2y = (Rnd * 50) + 10
            If cloudDirection% = 1 Then If c3x < -360 Then c3x = (Rnd * 1600) + 700: c3y = (Rnd * 50) + 10
            If cloudDirection% = 1 Then If c4x < -225 Then c4x = (Rnd * 1600) + 700: c4y = (Rnd * 50) + 10
            If cloudDirection% = 1 Then If c5x < -580 Then c5x = (Rnd * 1600) + 700: c5y = (Rnd * 50) + 10
            If cloudDirection% = 1 Then If c6x < -175 Then c6x = (Rnd * 2400) + 700: c6y = (Rnd * 50) + 10
            If cloudDirection% = 1 Then If c7x < -620 Then c7x = (Rnd * 1600) + 700: c7y = (Rnd * 50) + 10

            If cloudDirection% = 2 Then c1x = c1x + 0.12
            If cloudDirection% = 2 Then c2x = c2x + 0.16
            If cloudDirection% = 2 Then c3x = c3x + 0.19
            If cloudDirection% = 2 Then c4x = c4x + 0.17
            If cloudDirection% = 2 Then c5x = c5x + 0.18
            If cloudDirection% = 2 Then c6x = c6x + 0.22
            If cloudDirection% = 2 Then c7x = c7x + 0.15

            If cloudDirection% = 2 Then If c1x > 800 Then c1x = (Rnd * -800) + -100: c1y = (Rnd * 50) + 10
            If cloudDirection% = 2 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
            If cloudDirection% = 2 Then If c3x > 1200 Then c3x = (Rnd * -1600) + -100: c3y = (Rnd * 50) + 10
            If cloudDirection% = 2 Then If c4x > 985 Then c4x = (Rnd * -1600) + -100: c4y = (Rnd * 50) + 10
            If cloudDirection% = 2 Then If c5x > 1200 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
            If cloudDirection% = 2 Then If c6x > 1000 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
            If cloudDirection% = 2 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10

            If cloudDirection% = 14 Then c1x = c1x - 0.88
            If cloudDirection% = 14 Then c2x = c2x - 0.86
            If cloudDirection% = 14 Then c3x = c3x - 0.89
            If cloudDirection% = 14 Then c4x = c4x - 0.87
            If cloudDirection% = 14 Then c5x = c5x - 0.84
            If cloudDirection% = 14 Then c6x = c6x - 0.90
            If cloudDirection% = 14 Then c7x = c7x - 0.85

            If cloudDirection% = 14 Then If c1x < -500 Then c1x = (Rnd * 1600) + 700: c1y = (Rnd * 50) + 10
            If cloudDirection% = 14 Then If c2x < -425 Then c2x = (Rnd * 2400) + 700: c2y = (Rnd * 50) + 10
            If cloudDirection% = 14 Then If c3x < -360 Then c3x = (Rnd * 1600) + 700: c3y = (Rnd * 50) + 10
            If cloudDirection% = 14 Then If c4x < -225 Then c4x = (Rnd * 1600) + 700: c4y = (Rnd * 50) + 10
            If cloudDirection% = 14 Then If c5x < -580 Then c5x = (Rnd * 1600) + 700: c5y = (Rnd * 50) + 10
            If cloudDirection% = 14 Then If c6x < -175 Then c6x = (Rnd * 2400) + 700: c6y = (Rnd * 50) + 10
            If cloudDirection% = 14 Then If c7x < -620 Then c7x = (Rnd * 1600) + 700: c7y = (Rnd * 50) + 10

            If cloudDirection% = 15 Then c1x = c1x + 1.05
            If cloudDirection% = 15 Then c2x = c2x + 1.07
            If cloudDirection% = 15 Then c3x = c3x + 1.29
            If cloudDirection% = 15 Then c4x = c4x + 1.27
            If cloudDirection% = 15 Then c5x = c5x + 1.28
            If cloudDirection% = 15 Then c6x = c6x + 1.30
            If cloudDirection% = 15 Then c7x = c7x + 1.04

            If cloudDirection% = 15 Then If c1x > 700 Then c1x = (Rnd * -800) + -100: c1y = (Rnd * 50) + 10
            If cloudDirection% = 15 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
            If cloudDirection% = 15 Then If c3x > 800 Then c3x = (Rnd * -1600) + -100: c3y = (Rnd * 50) + 10
            If cloudDirection% = 15 Then If c4x > 885 Then c4x = (Rnd * -1600) + -100: c4y = (Rnd * 50) + 10
            If cloudDirection% = 1152 Then If c5x > 800 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
            If cloudDirection% = 15 Then If c6x > 750 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
            If cloudDirection% = 15 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10

            If cloudDirection% = 5 Then c1x = c1x + 0.38
            If cloudDirection% = 5 Then c2x = c2x + 0.36
            If cloudDirection% = 5 Then c3x = c3x + 0.39
            If cloudDirection% = 5 Then c4x = c4x + 0.37
            If cloudDirection% = 5 Then c5x = c5x + 0.34
            If cloudDirection% = 5 Then c6x = c6x + 0.40
            If cloudDirection% = 5 Then c7x = c7x + 0.35

            If cloudDirection% = 5 Then If c1x > 800 Then c1x = (Rnd * -800) + -100: c1y = (Rnd * 50) + 10
            If cloudDirection% = 5 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
            If cloudDirection% = 5 Then If c3x > 1200 Then c3x = (Rnd * -1600) + -100: c3y = (Rnd * 50) + 10
            If cloudDirection% = 5 Then If c4x > 985 Then c4x = (Rnd * -1600) + -100: c4y = (Rnd * 50) + 10
            If cloudDirection% = 5 Then If c5x > 1200 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
            If cloudDirection% = 5 Then If c6x > 1000 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
            If cloudDirection% = 5 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10

            If cloudDirection% = 6 Then c1x = c1x + 0.38
            If cloudDirection% = 6 Then c2x = c2x + 0.36
            If cloudDirection% = 6 Then c3x = c3x + 0.39
            If cloudDirection% = 6 Then c4x = c4x + 0.37
            If cloudDirection% = 6 Then c5x = c5x + 0.34
            If cloudDirection% = 6 Then c6x = c6x + 0.40
            If cloudDirection% = 6 Then c7x = c7x + 0.35

            If cloudDirection% = 6 Then If c1x > 800 Then c1x = (Rnd * -800) + -100: c1y = (Rnd * 50) + 10
            If cloudDirection% = 6 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
            If cloudDirection% = 6 Then If c3x > 1200 Then c3x = (Rnd * -1600) + -100: c3y = (Rnd * 50) + 10
            If cloudDirection% = 6 Then If c4x > 985 Then c4x = (Rnd * -1600) + -100: c4y = (Rnd * 50) + 10
            If cloudDirection% = 6 Then If c5x > 1200 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
            If cloudDirection% = 6 Then If c6x > 1000 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
            If cloudDirection% = 6 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10

            _ClearColor (_RGB(0, 0, 0)), hillRt&
            _PutImage (550, 200), hillRt&

            _ClearColor (_RGB(0, 0, 0)), hillLt&
            _PutImage (-70, 200), hillLt&
        End If
    End If

    ''synthoboard
    _ClearColor (_RGB(0, 0, 0)), sybthboard&
    _PutImage (454, 232), sybthboard&

    ''atari sign
    _ClearColor (_RGB(0, 0, 0)), atarilogo&
    _PutImage (400, 110), atarilogo&
End Sub

Sub ghost_timer
    Select Case h%
        Case 1
            If m% >= 11 And m% <= 26 Then ghost
            If m% >= 45 And m% <= 53 Then ghost
    End Select

    Select Case h%
        Case 2
            If m% >= 2 And m% <= 18 Then ghost
            If m% >= 34 And m% <= 48 Then ghost
    End Select

    Select Case h%
        Case 3
            If m% >= 3 And m% <= 58 Then ghost
    End Select

    Select Case h%
        Case 4
            If m% >= 1 And m% <= 8 Then ghost
            If m% >= 23 And m% <= 31 Then ghost
    End Select

    Select Case h%
        Case 5
            If m% >= 35 And m% <= 39 Then ghost
            If m% >= 5 And m% <= 9 Then ghost
    End Select

    Select Case h%
        Case 6
            If m% >= 45 And m% <= 58 Then ghost
            If m% >= 6 And m% <= 12 Then ghost
    End Select

    Select Case h%
        Case 7
            If m% >= 2 And m% <= 8 Then
                ghost
            Else
                If m% >= 37 And m% < 41 Then ghost
            End If
    End Select

    Select Case h%
        Case 8
            If m% >= 2 And m% <= 8 Then
                ghost
            Else
                If m% >= 42 And m% < 47 Then ghost
            End If
    End Select

    Select Case h%
        Case 9
            If m% >= 8 And m% <= 12 Then
                ghost
            Else
                If m% >= 39 And m% < 46 Then ghost
            End If
    End Select

    Select Case h%
        Case 10
            If m% >= 10 And m% <= 16 Then
                ghost
            Else
                If m% >= 48 And m% < 53 Then ghost
            End If
    End Select

    Select Case h%
        Case 11
            If m% >= 3 And m% <= 9 Then
                ghost
            Else
                If m% >= 48 And m% < 52 Then ghost
            End If
    End Select

    Select Case h%
        Case 12
            If m% >= 2 And m% <= 11 Then
                ghost
            Else
                If m% >= 23 And m% < 31 Then ghost
            End If
    End Select

    Select Case h%
        Case 13
            If m% >= 13 And m% <= 17 Then
                ghost
            Else
                If m% >= 45 And m% < 51 Then ghost
            End If
    End Select

    Select Case h%
        Case 14
            If m% >= 4 And m% <= 9 Then
                ghost
            Else
                If m% >= 23 And m% < 28 Then ghost
            End If
    End Select

    Select Case h%
        Case 15
            If m% >= 3 And m% <= 13 Then
                ghost
            Else
                If m% >= 32 And m% < 41 Then ghost
            End If
    End Select

    Select Case h%
        Case 16
            If m% > 19 And m% <= 40 Then
                ghost
            Else
                If m% > 52 And m% <= 57 Then ghost
            End If
    End Select

    Select Case h%
        Case 17
            If m% >= 14 And m% <= 19 Then
                ghost
            Else
                If m% >= 34 And m% < 38 Then ghost
            End If
    End Select

    Select Case h%
        Case 18
            If m% >= 12 And m% <= 17 Then
                ghost
            Else
                If m% >= 38 And m% < 44 Then ghost
            End If
    End Select

    Select Case h%
        Case 19
            If m% >= 3 And m% <= 7 Then
                ghost
            Else
                If m% >= 45 And m% < 52 Then ghost
            End If
    End Select

    Select Case h%
        Case 20
            If m% >= 10 And m% < 26 Then
                ghost
            Else
                If m% >= 39 And m% < 57 Then ghost
            End If
    End Select

    Select Case h%
        Case 21
            If m% >= 14 And m% < 24 Then
                ghost
            Else
                If m% >= 41 And m% < 53 Then ghost
            End If
    End Select

    Select Case h%
        Case 22
            If m% >= 10 And m% <= 14 Then
                ghost
            Else
                If m% >= 39 And m% < 44 Then ghost
            End If
    End Select

    Select Case h%
        Case 23
            If m% >= 11 And m% <= 17 Then
                ghost
            Else
                If m% >= 37 And m% < 41 Then ghost
            End If
    End Select

    Select Case h%
        Case 0
            If m% >= 12 And m% <= 18 Then
                ghost
            Else
                If m% >= 33 And m% < 39 Then ghost
            End If
    End Select
End Sub

Sub ghost
    frame4& = frame4& + 1
    If frame4& > 40 Then frame4& = 1

    Select Case frame4&
        Case 1
            ghost_sprite& = _LoadImage("sprite\ghost_1a.png", 32)
        Case 10
            ghost_sprite& = _LoadImage("sprite\ghost_1b.png", 32)
        Case 20
            ghost_sprite& = _LoadImage("sprite\ghost_1c.png", 32)
        Case 30
            ghost_sprite& = _LoadImage("sprite\ghost_1d.png", 32)
    End Select

    _ClearColor _RGB(0, 0, 0), ghost_sprite&
    _PutImage (gx, gy), ghost_sprite&

    Select Case gx$
        Case "left"
            gx = gx - 0.2
        Case "right"
            gx = gx + 0.2
        Case "off"
            gx = gx - 0
    End Select

    Select Case gy$
        Case "up"
            gy = gy - 0.2
        Case "down"
            gy = gy + 0.2
        Case "off"
            gy = gy - 0
    End Select

    Select Case gx
        Case Is < 115
            gx$ = "right"
        Case Is > 474
            gx$ = "left"
    End Select

    Select Case gy
        Case Is > 355
            gy$ = "up"
        Case Is < 100
            gy$ = "down"
    End Select

    If Int(gy) > Int(sy) - 50 And Int(gy) < Int(sy) + 50 And Int(sx) > Int(gx) Then
        gx = gx + .5
    End If

    If Int(gy) > Int(sy) - 50 And Int(gy) < Int(sy) + 50 And Int(sx) < Int(gx) Then
        gx = gx - .5
    End If
End Sub

Sub foodRtTime
    If cookTrig% >= 10 Then
        rmtriglk1a = 1
        rmtriglk3a = 0
        rmtriglk3b = 0
        rmtriglk2c = 0
        rmtriglk1b = 0
        tvtrig% = 0
        tvplaying
        stoptrx
        If floorNum% > 1 Then
            change$ = "cdown"
        End If
        If floorNum% = 1 And sx >= 225 Then
            xmove$ = "left"
        End If
    End If
End Sub

Sub room_triggers

    If floorNum% = 1 And cookTrig >= 10 And Int(sx) <= 125 Then
        cookFrame& = cookFrame& + 1
        cookTimer% = cookTimer% + 1
        xmove$ = "cook"
        If cookTimer% >= 2500 Then
            xmove$ = "foodRt"
            rmtimer = 2000
            rmtriglk1a = 1
            cookTrig = 0
            cookTimer% = 0
            _SndStop sndCook&
        End If
    End If

    If rmtriglk1a = 1 And xmove$ = "foodRt" And Int(sx) = 250 And Int(sy) = 330 Then
        xmove$ = "eat"
    End If
    If xmove$ = "eat" Then rmtimer = rmtimer - 1: framesitkit& = framesitkit& + 1
    If rmtimer <= 1 Then _SndStop sndEat&: wash% = 1: xmove$ = "foodLt": rmtimer = 2500: rmtriglk1a = 0

    If floorNum% = 1 And wash% = 1 And Int(sx) = 200 Then
        rmtimer = rmtimer - 1
        xmove$ = "wash"
        _SndStop sndBurp&
        If rmtimer <= 1 Then _SndStop sndDishWash&: xmove$ = "left": wash% = 0: rmtimer = 800
    End If

    If floorNum% = 1 And Int(sx) = 370 Then xmvcpy$ = xmove$
    If floorNum% = 1 And Int(sx) = 410 Then xmvcpy$ = xmove$
    If rmtriglk1b = 1 And Int(sx) = 390 And Int(sy) = 330 Then
        framesit3& = framesit3& + 1
        rmtimer = rmtimer - 1
        xmove$ = "fishTank"
    End If
    If rmtimer <= 1 Then xmove$ = xmvcpy$: change$ = "coff": rmtimer = 800: rmtriglk1b = 0

    If floorNum% = 2 And Int(sx) = 300 And Int(sy) = 230 Then xmvcpy$ = xmove$
    If floorNum% = 2 And Int(sx) = 320 And Int(sy) = 230 Then xmvcpy$ = xmove$
    If rmtriglk2b = 1 And Int(sx) = 315 And Int(sy) < 231 And Int(sy) > 224 Then
        frame2& = frame2& + 1
        rmtimer = rmtimer - 1
        xmove$ = "brushTeeth"
    End If
    If rmtimer <= 1 Then xmove$ = "left": rmtimer = 500: rmtriglk2b = 0: sy = 230: _SndStop sndBrushTeeth&



    Dim bathGo%
    If bathTimer% = 3810 Then bathTimer% = 0

    If floorNum% = 2 And rmtriglk2d = 1 And Int(sx) = 380 Then
        bathGo% = 1
        bowel% = 0
        handWash% = 0
    End If
    If bathGo% = 1 Then
        _ClearColor (_RGB(0, 0, 0)), bathDoorOccupied&
        _PutImage (353, 210), bathDoorOccupied&
    End If

    If bathGo% = 1 Then bathTimer% = bathTimer% + 1
    If bathGo% = 1 And bathTimer% < 50 Then
        _PutImage (353, 208), openBathDoor&
        xmove$ = "bathroom"
    End If

    If bathTimer% >= 15 And bathTimer% < 75 Then
        sndBathRm$ = "doorClose"
        _PutImage (-353, -208), openBathDoor&
    End If

    If bathTimer% >= 75 Then _SndStop sndBathDoorClose&
    If bathTimer% >= 150 Then sndBathRm$ = "poop" ': _ClearColor (_RGB(0, 0, 0)), bathDoorOccupied&: _PutImage (353, 210), bathDoorOccupied&
    If bathTimer% >= 2500 Then _SndStop sndPoop& ': _ClearColor (_RGB(0, 0, 0)), bathDoorOccupied&: _PutImage (353, 210), bathDoorOccupied&
    If bathTimer% >= 3000 And bathTimer% < 3050 Then sndBathRm$ = "flush"
    If bathTimer% >= 3800 Then _SndStop sndFlush& ': _ClearColor (_RGB(0, 0, 0)), bathDoorOccupied&: _PutImage (353, 210), bathDoorOccupied&
    If bathGo% = 1 And bathTimer% >= 3600 Then
        '_ClearColor (_RGB(0, 0, 0)), bathDoorOccupied&
        '_PutImage (-353, -210), bathDoorOccupied&
        _PutImage (353, 208), openBathDoor&
        xmove$ = "bathroom"
    End If

    If bathTimer% >= 3700 And bathTimer% < 3800 Then
        sy = 215
        xmove$ = "left"
        _PutImage (-353, -208), openBathDoor&
        _SndVol sndBathDoorClose&, 2.0
        _SndLoop sndBathDoorClose&
    End If
    If bathTimer% >= 3880 Then _SndStop sndBathDoorClose&
    If bathTimer% >= 3700 Then bathGo% = 1
    If bathTimer% >= 3800 Then bathGo% = 2: rmtriglk2e = 1
    If bathGo% = 1 And Int(sx) <> 380 Then bathTimer% = bathTimer% + 1: handWash% = 0
    If rmtriglk2e = 1 And handWash% < 1350 Then handWash% = handWash% + 1
    If handWash% < 1000 And floorNum% = 2 And Int(sx) = 315 And rmtriglk2e = 1 Then
        sy = 215
        xmove$ = "washHand"
        bathGo% = 0
        rmtriglk2e = 0
        rmtriglk2d = 0
    End If
    If handWash% > 1000 And handWash% < 1350 Then
        xmove$ = "left"
        _SndStop sndWashHands&
        sy = 230
        bathGo% = 0
        rmtriglk2e = 0
        bowel% = 0
    End If
    If handWash% > 1300 Then
        bathGo% = 0
        rmtriglk2e = 0
    End If

    If rmtriglk2c = 1 And Int(sx) = 450 And floorNum% = 2 Then
        num = 23
        Randomize Timer
        syntrx% = Int(myRandom(num))
    End If
    If rmtriglk2c = 1 And Int(sx) = 458 And floorNum% = 2 Then
        sy = 212
        rmtimer = rmtimer - 1
        xmove$ = "synth"
        synthAction
        _PutImage (428, 210), synth_action&
        _ClearColor (_RGB(0, 0, 0)), synth_scope&
        _PutImage (494, 227), synth_scope&
    End If
    If rmtimer <= 1 Then
        xmove$ = "right": rmtimer = 12000: sy = 230: rmtriglk2c = 0: stoptrx
    End If

    If floorNum% = 3 And Int(sx) = 235 And rmtriglk3a = 1 And xmove$ = "left" Then xmvcpy$ = xmove$
    If floorNum% = 3 And Int(sx) = 225 And rmtriglk3a = 1 And xmove$ = "right" Then xmvcpy$ = xmove$
    If tvtrig% = 1 And Int(sx) = 230 And floorNum% = 3 Then
        framesittv& = framesittv& + 1
        rmtimer = rmtimer - 1
        num = 22
        Randomize Timer
        tvchanview
        xmove$ = "tvsit"
    End If
    If rmtimer <= 1 Then
        xmove$ = xmvcpy$: rmtimer = 1200: rmtriglk3a = 0
    End If

    Select Case tvtrig%
        Case 1
            tvflicker
    End Select

    Dim typejob%

    If floorNum% = 3 And Int(sx) = 375 Then xmvcpy$ = xmove$: tvtrig% = 1: typejob% = (Rnd * 4) + 1: If typejob% = 4 Then rmtimer = 1100 Else rmtimer = 800
    If floorNum% = 3 And Int(sx) = 390 Then xmvcpy$ = xmove$: tvtrig% = 1: typejob% = (Rnd * 2) + 1
    If rmtriglk3b = 1 And Int(sx) = 380 And floorNum% = 3 Then sx = 385: sy = 100
    If rmtriglk3b = 1 And Int(sx) = 385 And floorNum% = 3 Then
        synFrame% = synFrame% + 1
        rmtimer = rmtimer - 1
        If typejob% = 4 Then xmove$ = "sit_type_b" Else xmove$ = "sit_type_a"
    End If
    If rmtimer <= 1 Then
        xmove$ = "right": rmtimer = 800: rmtriglk3b = 0: sx = 400: sy = 120
        papertrig = 1: _SndStop typew&
    End If
End Sub

Sub tvplaying
    Dim isPlaying1%
    isPlaying1% = _SndPlaying(tvsnd1&)
    Dim isPlaying2%
    isPlaying2% = _SndPlaying(tvsnd2&)
    Dim isPlaying3%
    isPlaying3% = _SndPlaying(tvsnd3&)
    Dim isPlaying4%
    isPlaying4% = _SndPlaying(tvsnd4&)
    Dim isPlaying5%
    isPlaying5% = _SndPlaying(tvsnd5&)
    Dim isPlaying6%
    isPlaying6% = _SndPlaying(tvsnd6&)
    Dim isPlaying7%
    isPlaying7% = _SndPlaying(tvsnd7&)
    Dim isPlaying8%
    isPlaying8% = _SndPlaying(tvsnd8&)
    Dim isPlaying9%
    isPlaying9% = _SndPlaying(tvsnd9&)
    Dim isPlaying10%
    isPlaying10% = _SndPlaying(tvsnd10&)
    Dim isPlaying11%
    isPlaying11% = _SndPlaying(tvsnd11&)
    Dim isPlaying12%
    isPlaying12% = _SndPlaying(tvsnd12&)
    Dim isPlaying13%
    isPlaying13% = _SndPlaying(tvsnd13&)
    Dim isPlaying14%
    isPlaying14% = _SndPlaying(tvsnd14&)
    Dim isPlaying15%
    isPlaying15% = _SndPlaying(tvsnd15&)
    Dim isPlaying16%
    isPlaying16% = _SndPlaying(tvsnd16&)
    Dim isPlaying17%
    isPlaying17% = _SndPlaying(tvsnd17&)
    Dim isPlaying18%
    isPlaying18% = _SndPlaying(tvsnd18&)
    Dim isPlaying19%
    isPlaying19% = _SndPlaying(tvsnd19&)
    Dim isPlaying20%
    isPlaying20% = _SndPlaying(tvsnd20&)
    Dim isPlaying21%
    isPlaying21% = _SndPlaying(tvsnd21&)
    Dim isPlaying22%
    isPlaying22% = _SndPlaying(tvsnd22&)
    Dim isPlaying23%
    isPlaying23% = _SndPlaying(tvsnd23&)
    Dim isPlaying24%
    isPlaying24% = _SndPlaying(tvsnd24&)
    Dim isPlaying25%
    isPlaying25% = _SndPlaying(tvsnd25&)
    Dim isPlaying26%
    isPlaying26% = _SndPlaying(tvsnd26&)

    If isPlaying1% = -1 Then
        _SndVol tvsnd1&, 0.00
    End If
    If isPlaying2% = -1 Then
        _SndVol tvsnd2&, 0.00
    End If
    If isPlaying3% = -1 Then
        _SndVol tvsnd3&, 0.00
    End If
    If isPlaying4% = -1 Then
        _SndVol tvsnd4&, 0.00
    End If
    If isPlaying5% = -1 Then
        _SndVol tvsnd5&, 0.00
    End If
    If isPlaying6% = -1 Then
        _SndVol tvsnd6&, 0.00
    End If
    If isPlaying7% = -1 Then
        _SndVol tvsnd7&, 0.00
    End If
    If isPlaying8% = -1 Then
        _SndVol tvsnd8&, 0.00
    End If
    If isPlaying9% = -1 Then
        _SndVol tvsnd9&, 0.00
    End If
    If isPlaying10% = -1 Then
        _SndVol tvsnd10&, 0.00
    End If
    If isPlaying11% = -1 Then
        _SndVol tvsnd11&, 0.00
    End If
    If isPlaying12% = -1 Then
        _SndVol tvsnd12&, 0.00
    End If
    If isPlaying13% = -1 Then
        _SndVol tvsnd13&, 0.00
    End If
    If isPlaying14% = -1 Then
        _SndVol tvsnd14&, 0.00
    End If
    If isPlaying15% = -1 Then
        _SndVol tvsnd15&, 0.00
    End If
    If isPlaying16% = -1 Then
        _SndVol tvsnd16&, 0.00
    End If
    If isPlaying17% = -1 Then
        _SndVol tvsnd17&, 0.00
    End If
    If isPlaying18% = -1 Then
        _SndVol tvsnd18&, 0.00
    End If
    If isPlaying19% = -1 Then
        _SndVol tvsnd19&, 0.00
    End If
    If isPlaying20% = -1 Then
        _SndVol tvsnd20&, 0.00
    End If
    If isPlaying21% = -1 Then
        _SndVol tvsnd21&, 0.00
    End If
    If isPlaying22% = -1 Then
        _SndVol tvsnd22&, 0.00
    End If
    If isPlaying23% = -1 Then
        _SndVol tvsnd23&, 0.00
    End If
    If isPlaying24% = -1 Then
        _SndVol tvsnd24&, 0.00
    End If
    If isPlaying25% = -1 Then
        _SndVol tvsnd25&, 0.00
    End If
    If isPlaying26% = -1 Then
        _SndVol tvsnd26&, 0.00
    End If
End Sub

Sub bowels
    Randomize Timer
    bowel% = (Rnd * 9) + 1
    If bowel% = 3 Or bowel% = 6 Then rmtriglk2d = 1

End Sub
Sub atariMan_sprite
    volControl
    changeChanAndTrax
    Dim xm As Integer

    synscframe& = synscframe& + 1
    synscframe2& = synscframe2& + 1
    frame& = frame& + 1
    If frame& > 30 Then frame& = 1
    If frame2& > 90 Then frame2& = 1

    starTimer% = starTimer% + 1
    If starTimer% > 60 Then starTimer% = 0


    starFrame% = starFrame% + 1
    If starFrame% > 300 Then starFrame% = 1

    washFrame& = washFrame& + 1
    If washFrame& > 90 Then washFrame& = 1

    If ymove$ = "up" Then sy = sy - 0.3
    If ymove$ = "down" Then sy = sy + 0.3
    If ymove$ = "yoff" Then sy = sy - 0
    '''''''''''''1st to 2nd floor '''''''''''''''''
    If change$ = "cup" And floorNum% = 1 And Int(sx) = 328 Then ymove$ = "up": xmove$ = "stairup": floorNum% = 0
    If change$ = "cup" And floorNum% = 0 And Int(sy) = 278 Then xmove$ = "left"
    If change$ = "cup" And floorNum% = 0 And ymove$ = "up" And Int(sy) = 280 Then xmove$ = "left"
    If change$ = "cup" And floorNum% = 0 And ymove$ = "up" And Int(sy) = 230 Then
        If rmtriglk2d = 1 Then ymove$ = "yoff": xmove$ = "right": floorNum% = 2: change$ = "coff"
        If rmtriglk2c = 1 Then ymove$ = "yoff": xmove$ = "right": floorNum% = 2: change$ = "coff"
        If rmtriglk3a = 1 Then ymove$ = "yoff": xmove$ = "right": floorNum% = 2: change$ = "cup"
        If rmTrigOff = 1 Then ymove$ = "yoff": xmove$ = "left": floorNum% = 2: change$ = "coff"
    End If

    If floorNum% = 0 And Int(sy) = 230 Then floorNum% = 2

    If floorNum% = 1 And sx < 120 Then
        Randomize Timer
        cv = Int(Rnd * 4) + 1
        Select Case cv
            Case 0
                change$ = "cup": rmtriglk3a = 1: xmove$ = "right": rmtimer = 800: cookTrig = cookTrig + 1: bowels
            Case 1
                change$ = "cup": rmTrigOff = 1: xmove$ = "right": rmtimer = 4500: cookTrig = cookTrig + 1: bowels
            Case 2
                change$ = "cup": rmtriglk3a = 1: xmove$ = "right": rmtimer = 800: cookTrig = cookTrig + 1: bowels
            Case 3
                change$ = "cup": rmtriglk2c = 1: xmove$ = "right": rmtimer = 12000: num = 23: Randomize Timer: syntrx% = Int(myRandom(num)): stoptrx: cookTrig = cookTrig + 1: bowels
            Case 4
                change$ = "cup": rmtriglk3a = 1: xmove$ = "right": rmtimer = 800: cookTrig = cookTrig + 1: bowels
        End Select
    End If

    If floorNum% = 1 And sx > 475 Then
        Randomize Timer
        cv = Int(Rnd * 5) + 1
        If cv = 0 Then cv = 1
        Select Case cv
            Case 1
                change$ = "coff": rmtriglk1b = 1: xmove$ = "left": rmtimer = 6000: num = 23: Randomize Timer: syntrx% = Int(myRandom(num)): stoptrx: cookTrig = cookTrig + 1: bowels
            Case 2
                change$ = "cup": rmtriglk2c = 1: xmove$ = "left": rmtimer = 12000: num = 23: Randomize Timer: syntrx% = Int(myRandom(num)): stoptrx: cookTrig = cookTrig + 1: bowels
            Case 3
                change$ = "cup": rmtriglk3a = 1: xmove$ = "left": rmtimer = 800: cookTrig = cookTrig + 1: bowels
            Case 4
                change$ = "cup": rmTrigOff = 1: xmove$ = "left": rmtimer = 4500: cookTrig = cookTrig + 1: bowels
            Case 5
                change$ = "coff": rmtriglk1b = 1: xmove$ = "left": rmtimer = 3000: bowels
        End Select
    End If
    ''''''''''''''2nd to 1st floor ''''''''''''''''
    If change$ = "cdown" And floorNum% = 2 And Int(sx) = 255 Then ymove$ = "down": xmove$ = "right"
    If change$ = "cdown" And floorNum% = 2 And Int(sy) = 231 Then floorNum% = 0
    If change$ = "cdown" And floorNum% = 0 And Int(sx) = 328 Then xmove$ = "stairdw"
    If change$ = "cdown" And floorNum% = 0 And Int(sy) = 330 Then
        If rmtriglk1a = 1 Then ymove$ = "yoff": xmove$ = "left": floorNum% = 1: change$ = "coff"
        If rmtriglk1b = 1 Then ymove$ = "yoff": xmove$ = "right": floorNum% = 1: change$ = "coff"
        If rmtriglk2a = 1 Or rmtriglk2b = 1 Then ymove$ = "yoff": xmove$ = "washHand": floorNum% = 1: change$ = "coff"
        If rmtriglk3a = 1 Or rmtriglk3b = 1 Or rmTrigOff = 1 Then ymove$ = "yoff": xmove$ = "sleep": floorNum% = 1: change$ = "coff"
    End If

    'bedtime
    If ampm$ = " A.M." And h% = 12 Then sleepTrig% = 20
    If ampm$ = " A.M." And wakeUp% = 0 And h% >= 1 And h% <= 5 Then sleepTrig% = 20
    If ampm$ = " P.M." And wakeUp% = 0 And h% > 9 And h% <= 11 Then sleepTrig% = 20
    If sleepTrig% >= 20 Then rmtriglk2a = 1 Else rmtriglk2a = 0
    If floorNum% = 2 And sleepTrig% >= 20 And sx < 175 And rmtriglk2a = 1 Then
        GoSub sleeep:
    Else
        GoSub awake:
    End If

    sleeep:
    If sleepTrig% >= 20 Then rmtriglk2a = 1 Else rmtriglk2a = 0
    'If rmtriglk2a = 1 And floorNum% = 2 And Int(sx) = 175 And rmtriglk2a = 1 Then sx = 150: sy = 280
    If floorNum% = 2 And Int(sx) = 150 And rmtriglk2a = 1 Then
        sleepTimer% = sleepTimer% + 1
        sx = 150: sy = 242
        xmove$ = "sleep"
    End If

    '''wake up'''
    If _KeyDown(wKey) Or _KeyDown(WKeyCap) Then
        sleepTrig% = 0
        wakeUp% = 1
        xmove$ = "right"
        sx = 175: sy = 230
        rmtriglk2a = 0
        rmtriglk2b = 1
        rmtimer = 1900
        _SndStop sleeeep&
        _PutImage (320, 240), atarilogo&
    End If

    If sleepTimer% = 0 Then _SndStop sleeeep&

    awake:
    If floorNum% = 2 And rmtriglk2a = 0 And sx < 175 Then
        Randomize Timer
        cv = Int(Rnd * 5) + 1
        Select Case cv
            Case 0
                change$ = "coff": rmtriglk2c = 1: xmove$ = "right": rmtimer = 12000: num = 23: Randomize Timer: syntrx% = Int(myRandom(num)): stoptrx: cookTrig = cookTrig + 1: rmtriglk2e = 0
            Case 1
                change$ = "cdown": rmtriglk1b = 1: xmove$ = "right": rmtimer = 1800: cookTrig = cookTrig + 1: rmtriglk2e = 0
            Case 2
                change$ = "coff": rmtriglk2c = 1: xmove$ = "right": rmtimer = 12000: num = 23: Randomize Timer: syntrx% = Int(myRandom(num)): stoptrx: cookTrig = cookTrig + 1: rmtriglk2e = 0
            Case 3
                change$ = "cup": rmtriglk3a = 1: xmove$ = "right": rmtimer = 800: cookTrig = cookTrig + 1: rmtriglk2e = 0
            Case 4
                change$ = "cdown": rmtriglk1b = 1: xmove$ = "right": rmtimer = 3500: cookTrig = cookTrig + 1: rmtriglk2e = 0
            Case 5
                change$ = "cup": rmtriglk3a = 1: xmove$ = "right": rmtimer = 800: cookTrig = cookTrig + 1: rmtriglk2e = 0
        End Select
    End If
    If floorNum% = 2 And sx > 475 Then
        Randomize Timer
        cv = Int(Rnd * 5) + 1
        Select Case cv
            Case 0
                change$ = "coff": rmtriglk2c = 1: xmove$ = "left": rmtimer = 12000: num = 23: Randomize Timer: syntrx% = Int(myRandom(num)): stoptrx: cookTrig = cookTrig + 1
            Case 1
                change$ = "coff": xmove$ = "left": rmtimer = 500: cookTrig = cookTrig + 1
            Case 2
                change$ = "coff": rmtriglk2c = 1: xmove$ = "left": rmtimer = 12000: num = 23: Randomize Timer: syntrx% = Int(myRandom(num)): stoptrx: cookTrig = cookTrig + 1
            Case 3
                change$ = "coff": xmove$ = "left": rmtimer = 500: cookTrig = cookTrig + 1
            Case 4
                change$ = "coff": rmtriglk2c = 1: xmove$ = "left": rmtimer = 12000: num = 23: Randomize Timer: syntrx% = Int(myRandom(num)): stoptrx: cookTrig = cookTrig + 1
            Case 5
                change$ = "coff": rmtriglk2c = 1: xmove$ = "left": rmtimer = 12000: num = 23: Randomize Timer: syntrx% = Int(myRandom(num)): stoptrx: cookTrig = cookTrig + 1
        End Select
    End If
    ''''''''''''''2nd to 3rd floor ''''''''''''''''
    If change$ = "cup" And floorNum% = 2 And Int(sx) = 283 Then floorNum% = 4: ymove$ = "up": xmove$ = "stairup"
    If change$ = "cup" And floorNum% = 4 And Int(sy) = 170 Then xmove$ = "right"
    If change$ = "cup" And floorNum% = 4 And Int(sx) = 350 Then
        ymove$ = "yoff": xmove$ = "left": floorNum% = 3: change$ = "coff": rmtriglk3a = 1: wakeUp% = 0
    End If
    ''''''''''''''3rd to 2nd floor ''''''''''''''''
    If change$ = "cdown" And floorNum% = 3 And Int(sx) = 350 Then ymove$ = "down": xmove$ = "left"
    If change$ = "cdown" And floorNum% = 3 And Int(sy) = 125 Then floorNum% = 5
    If change$ = "cdown" And floorNum% = 5 And Int(sx) = 275 Then xmove$ = "stairdw"
    If floorNum% = 5 And Int(sy) = 230 Then
        If rmtriglk2c = 1 Or rmtriglk2d = 1 Then ymove$ = "yoff": xmove$ = "right": floorNum% = 2: change$ = "coff"
        If rmtriglk1b = 1 Or rmtriglk1a = 1 Then ymove$ = "yoff": xmove$ = "left": floorNum% = 2: change$ = "cdown"
    End If

    If floorNum% = 3 And sx < 180 Then
        Randomize Timer
        cv = Int(Rnd * 4) + 1
        If srt% = 1 Then cv = 1: srt% = 0
        Select Case cv
            Case 0
                change$ = "cdown": rmtriglk2c = 1: xmove$ = "right": tvtrig% = 0: tvplaying: cookTrig = cookTrig + 1: bowels
            Case 1
                change$ = "coff": rmtriglk3a = 1: xmove$ = "right": tvplaying: tvtrig% = 1: rmtriglk3b = 1: tvflicker: rmtimer = 800: Randomize Timer: num = 22: tvc = Int(myRandom(num)): cookTrig = cookTrig + 1
            Case 2
                change$ = "coff": rmtriglk3a = 1: rmtriglk3b = 1: xmove$ = "right": tvplaying: tvtrig% = 1: tvflicker: rmtimer = 800: Randomize Timer: num = 22: tvc = Int(myRandom(num)): cookTrig = cookTrig + 1
            Case 3
                change$ = "coff": rmtriglk3a = 1: rmtriglk3b = 1: xmove$ = "right": tvplaying: tvtrig% = 1: tvflicker: rmtimer = 800: Randomize Timer: num = 22: tvc = Int(myRandom(num)): cookTrig = cookTrig + 1
            Case 4
                change$ = "cdown": rmtriglk1b = 1: xmove$ = "right": tvtrig% = 0: tvplaying: rmtimer = 12000: num = 18: Randomize Timer: num = 23: syntrx% = Int(myRandom(num)): stoptrx: cookTrig = cookTrig + 1: bowels
        End Select
    End If

    If floorNum% = 3 And sx > 425 Then
        Randomize Timer
        cv = Int(Rnd * 4) + 1
        Select Case cv
            Case 0
                change$ = "coff": rmtriglk3b = 1: xmove$ = "left": rmtimer = 1600: cookTrig = cookTrig + 1
            Case 1
                change$ = "coff": rmtriglk3b = 1: xmove$ = "left": rmtimer = 1600: cookTrig = cookTrig + 1
            Case 2
                change$ = "coff": rmtriglk3a = 1: xmove$ = "left": rmtimer = 1600: cookTrig = cookTrig + 1
            Case 3
                change$ = "coff": rmtriglk3b = 1: xmove$ = "left": rmtimer = 1600: cookTrig = cookTrig + 1
            Case 4
                change$ = "coff": rmtriglk3a = 1: xmove$ = "left": rmtimer = 1600: cookTrig = cookTrig + 1
        End Select
    End If

    If floorNum% = 3 And Int(sx) > 400 And Int(sx) < 425 And papertrig = 1 Then
        paper& = _LoadImage("sprite\am_paper.png", 32)
        _ClearColor _RGB(0, 0, 0), paper&
        _PutImage (sx + 25, sy + 20), paper&
    End If
    If floorNum% = 3 And xmove$ = "left" And Int(sx) > 400 And Int(sx) < 425 And papertrig = 1 Then papertrig = 0

    Select Case xmove$
        Case "left"
            sx = sx - 0.4: move_lt
        Case "right"
            sx = sx + 0.4: move_rt
        Case "xoff"
            sx = sx - 0: move_not
        Case "stairup"
            sx = sx - 0: stairs_up
        Case "stairdw"
            sx = sx - 0: stairs_down
        Case "eat"
            sx = sx - 0: eat
        Case "tvsit"
            sx = sx - 0: tvsit
        Case "sit_type_a"
            sx = sx - 0: sit_type_a
        Case "sit_type_b"
            sx = sx - 0: sit_type_b
        Case "fishTank"
            sx = sx - 0: fishTank
        Case "brushTeeth"
            sx = sx - 0: brushTeeth
        Case "synth"
            sx = sx - 0: synthPlay
        Case "sleep"
            sx = sx - 0: sleeep
        Case "cook"
            sx = sx - 0: cooking
        Case "foodRt"
            sx = sx + 0.4: move_rt_food
        Case "foodLt"
            sx = sx - 0.4: move_lt_food
        Case "wash"
            sy = 325: sx = sx - 0: washDish
        Case "washHand"
            sx = sx - 0: washHand
        Case "bathroom"
            sx = sx - 0: bathroom
        Case "moveNot"
            sx = sx - 0: move_not
    End Select

    _ClearColor _RGB(0, 0, 0), atariMan&
    _PutImage (sx, sy), atariMan&
End Sub

Sub move_rt
    Select Case frame&
        Case 1
            atariMan& = _LoadImage("sprite\am_1.png", 32)
        Case 15
            atariMan& = _LoadImage("sprite\am_2.png", 32)
    End Select
End Sub

Sub move_rt_food
    Select Case frame&
        Case 1
            atariMan& = _LoadImage("sprite\am_1.png", 32)
        Case 15
            atariMan& = _LoadImage("sprite\am_2.png", 32)
    End Select

    _ClearColor (_RGB(0, 0, 0)), dish&
    _PutImage (sx + 20, sy + 25), dish&
End Sub

Sub move_lt_food
    Select Case frame&
        Case 1
            atariMan& = _LoadImage("sprite\am_1a.png", 32)
        Case 15
            atariMan& = _LoadImage("sprite\am_2a.png", 32)
    End Select

    _ClearColor (_RGB(0, 0, 0)), dishDone&
    _PutImage (sx - 10, sy + 25), dishDone&
End Sub

Sub synthPlay
    synthTraxView
    _ClearColor (_RGB(255, 255, 255)), atariMan&
    synFrame% = synFrame% + 1
    If synFrame% > 1150 Then synFrame% = 0

    Select Case synFrame%
        Case 1
            atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
        Case 10
            atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
        Case 20
            atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
        Case 30
            atariMan& = _LoadImage("sprite\am_sit_synth_a.png", 32)
        Case 50
            atariMan& = _LoadImage("sprite\am_sit_synth_ab.png", 32)
        Case 75
            atariMan& = _LoadImage("sprite\am_sit_synth_ac.png", 32)
        Case 95
            atariMan& = _LoadImage("sprite\am_sit_synth_a.png", 32)
        Case 115
            atariMan& = _LoadImage("sprite\am_sit_synth_ab.png", 32)
        Case 140
            atariMan& = _LoadImage("sprite\am_sit_synth_ac.png", 32)
        Case 160
            atariMan& = _LoadImage("sprite\am_sit_synth_a.png", 32)
        Case 180
            atariMan& = _LoadImage("sprite\am_sit_synth_ab.png", 32)
        Case 205
            atariMan& = _LoadImage("sprite\am_sit_synth_ac.png", 32)
        Case 225
            atariMan& = _LoadImage("sprite\am_sit_synth_a.png", 32)
        Case 245
            atariMan& = _LoadImage("sprite\am_sit_synth_ab.png", 32)
        Case 270
            atariMan& = _LoadImage("sprite\am_sit_synth_ac.png", 32)
        Case 300
            atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
        Case 335
            atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
        Case 340
            atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
        Case 350
            atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
        Case 360.
            atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
        Case 365
            atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
        Case 385
            atariMan& = _LoadImage("sprite\am_sit_synth_b.png", 32)
        Case 405
            atariMan& = _LoadImage("sprite\am_sit_synth_bb.png", 32)
        Case 425
            atariMan& = _LoadImage("sprite\am_sit_synth_bc.png", 32)
        Case 450
            atariMan& = _LoadImage("sprite\am_sit_synth_b.png", 32)
        Case 570
            atariMan& = _LoadImage("sprite\am_sit_synth_bb.png", 32)
        Case 490
            atariMan& = _LoadImage("sprite\am_sit_synth_bc.png", 32)
        Case 510
            atariMan& = _LoadImage("sprite\am_sit_synth_b.png", 32)
        Case 530
            atariMan& = _LoadImage("sprite\am_sit_synth_bb.png", 32)
        Case 550
            atariMan& = _LoadImage("sprite\am_sit_synth_bc.png", 32)
        Case 560
            atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
        Case 580
            atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
        Case 600
            atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
        Case 620
            atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
        Case 640
            atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
        Case 660
            atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
        Case 680
            atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
        Case 700
            atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
        Case 720
            atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
        Case 740
            atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
        Case 760
            atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
        Case 780
            atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
        Case 740
            atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
        Case 760
            atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
        Case 780
            atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
        Case 810
            atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
        Case 840
            atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
        Case 870
            atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
        Case 900
            atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
        Case 930
            atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
        Case 960
            atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
        Case 990
            atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
        Case 1020
            atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
        Case 1050
            atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
        Case 1080
            atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
        Case 1100
            atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
        Case 1130
            atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
    End Select

    Select Case syntrx%
        Case 1
            _SndLoop Buskerdroid_I_Want_You&
            If mute% = 0 Then _SndVol Buskerdroid_I_Want_You&, volSet Else _SndVol Buskerdroid_I_Want_You&, 0.0
        Case 2
            _SndLoop Buskerdroid_Gameboy_Love&
            If mute% = 0 Then _SndVol Buskerdroid_Gameboy_Love&, volSet Else _SndVol Buskerdroid_Gameboy_Love&, 0.0
        Case 3
            _SndLoop hostsngoblins&
            If mute% = 0 Then _SndVol hostsngoblins&, volSet Else _SndVol hostsngoblins&, 0.0
        Case 4
            _SndLoop Buskerdroid_3Distortion&
            If mute% = 0 Then _SndVol Buskerdroid_3Distortion&, volSet Else _SndVol Buskerdroid_3Distortion&, 0.0
        Case 5
            _SndLoop mrsaturn&
            If mute% = 0 Then _SndVol mrsaturn&, volSet Else _SndVol mrsaturn&, 0.0
        Case 6
            _SndLoop SuperMarioBros3&
            If mute% = 0 Then _SndVol SuperMarioBros3&, volSet Else _SndVol SuperMarioBros3&, 0.0
        Case 7
            _SndLoop drMario&
            If mute% = 0 Then _SndVol drMario&, volSet Else _SndVol drMario&, 0.0
        Case 8
            _SndLoop decisivebattle&
            If mute% = 0 Then _SndVol decisivebattle&, volSet Else _SndVol decisivebattle&, 0.0
        Case 9
            _SndLoop Earthbound&
            If mute% = 0 Then _SndVol Earthbound&, volSet Else _SndVol Earthbound&, 0.0
        Case 10
            _SndLoop streetsofdesolation&
            If mute% = 0 Then _SndVol streetsofdesolation&, volSet Else _SndVol streetsofdesolation&, 0.0
        Case 11
            _SndLoop Woooooaaaaagh&
            If mute% = 0 Then _SndVol Woooooaaaaagh&, volSet Else _SndVol Woooooaaaaagh&, 0.0
        Case 12
            _SndLoop SuperMarioLand&
            If mute% = 0 Then _SndVol SuperMarioLand&, volSet Else _SndVol SuperMarioLand&, 0.0
        Case 13
            _SndLoop marblemadnass&
            If mute% = 0 Then _SndVol marblemadnass&, volSet Else _SndVol marblemadnass&, 0.0
        Case 14
            _SndLoop SuperMarioLandlevel1&
            If mute% = 0 Then _SndVol SuperMarioLandlevel1&, volSet Else _SndVol SuperMarioLandlevel1&, 0.0
        Case 15
            _SndLoop thetrial&
            If mute% = 0 Then _SndVol thetrial&, volSet Else _SndVol thetrial&, 0.0
        Case 16
            _SndLoop themoon&
            If mute% = 0 Then _SndVol themoon&, volSet Else _SndVol themoon&, 0.0
        Case 17
            _SndLoop SuperMarioBros3bitgen&
            If mute% = 0 Then _SndVol SuperMarioBros3bitgen&, volSet Else _SndVol SuperMarioBros3bitgen&, 0.0
        Case 18
            _SndLoop ChronoTrigger&
            If mute% = 0 Then _SndVol ChronoTrigger&, volSet Else _SndVol ChronoTrigger&, 0.0
        Case 19
            _SndLoop Buskerdroid_Blast&
            If mute% = 0 Then _SndVol Buskerdroid_Blast&, volSet Else _SndVol Buskerdroid_Blast&, 0.0
        Case 20
            _SndLoop redsoil&
            If mute% = 0 Then _SndVol redsoil&, volSet Else _SndVol redsoil&, 0.0
        Case 21
            _SndLoop Buskerdroid_God_Bless_His_Mess&
            If mute% = 0 Then _SndVol Buskerdroid_God_Bless_His_Mess&, volSet Else _SndVol Buskerdroid_God_Bless_His_Mess&, 0.0
        Case 22
            _SndLoop Halo&
            If mute% = 0 Then _SndVol Halo&, volSet Else _SndVol Halo&, 0.0
        Case 23
            _SndLoop mutecity&
            If mute% = 0 Then _SndVol mutecity&, volSet Else _SndVol mutecity&, 0.0
    End Select
End Sub

Sub stoptrx
    Dim trxplaing%
    trxplaing% = _SndPlaying(mutecity&)
    If trxplaing% = -1 Then _SndStop mutecity&
    trxplaing% = _SndPlaying(redsoil&)
    If trxplaing% = -1 Then _SndStop redsoil&
    trxplaing% = _SndPlaying(hostsngoblins&)
    If trxplaing% = -1 Then _SndStop hostsngoblins&
    trxplaing% = _SndPlaying(Halo&)
    If trxplaing% = -1 Then _SndStop Halo&
    trxplaing% = _SndPlaying(mrsaturn&)
    If trxplaing% = -1 Then _SndStop mrsaturn&
    trxplaing% = _SndPlaying(SuperMarioBros3&)
    If trxplaing% = -1 Then _SndStop SuperMarioBros3&
    trxplaing% = _SndPlaying(SuperMarioBros3bitgen&)
    If trxplaing% = -1 Then _SndStop SuperMarioBros3bitgen&
    trxplaing% = _SndPlaying(drMario&)
    If trxplaing% = -1 Then _SndStop drMario&
    trxplaing% = _SndPlaying(decisivebattle&)
    If trxplaing% = -1 Then _SndStop decisivebattle&
    trxplaing% = _SndPlaying(Earthbound&)
    If trxplaing% = -1 Then _SndStop Earthbound&
    trxplaing% = _SndPlaying(streetsofdesolation&)
    If trxplaing% = -1 Then _SndStop streetsofdesolation&
    trxplaing% = _SndPlaying(Woooooaaaaagh&)
    If trxplaing% = -1 Then _SndStop Woooooaaaaagh&
    trxplaing% = _SndPlaying(SuperMarioLand&)
    If trxplaing% = -1 Then _SndStop SuperMarioLand&
    trxplaing% = _SndPlaying(marblemadnass&)
    If trxplaing% = -1 Then _SndStop marblemadnass&
    trxplaing% = _SndPlaying(SuperMarioLandlevel1&)
    If trxplaing% = -1 Then _SndStop SuperMarioLandlevel1&
    trxplaing% = _SndPlaying(thetrial&)
    If trxplaing% = -1 Then _SndStop thetrial&
    trxplaing% = _SndPlaying(themoon&)
    If trxplaing% = -1 Then _SndStop themoon&
    trxplaing% = _SndPlaying(hostsngoblins&)
    If trxplaing% = -1 Then _SndStop hostsngoblins&
    trxplaing% = _SndPlaying(ChronoTrigger&)
    If trxplaing% = -1 Then _SndStop ChronoTrigger&
    trxplaing% = _SndPlaying(Buskerdroid_Blast&)
    If trxplaing% = -1 Then _SndStop Buskerdroid_Blast&
    trxplaing% = _SndPlaying(Buskerdroid_Gameboy_Love&)
    If trxplaing% = -1 Then _SndStop Buskerdroid_Gameboy_Love&
    trxplaing% = _SndPlaying(Buskerdroid_God_Bless_His_Mess&)
    If trxplaing% = -1 Then _SndStop Buskerdroid_God_Bless_His_Mess&
    trxplaing% = _SndPlaying(Buskerdroid_3Distortion&)
    If trxplaing% = -1 Then _SndStop Buskerdroid_3Distortion&
    trxplaing% = _SndPlaying(Buskerdroid_I_Want_You&)
    If trxplaing% = -1 Then _SndStop Buskerdroid_I_Want_You&
End Sub

Sub synthAction
    If synscframe& > 125 Then synscframe& = 0
    Select Case synscframe&
        Case 1
            synth_scope& = _LoadImage("sprite\am_synth_scope_1_sm.png", 32)
        Case 20
            synth_scope& = _LoadImage("sprite\am_synth_scope_2_sm.png", 32)
        Case 40
            synth_scope& = _LoadImage("sprite\am_synth_scope_3_sm.png", 32)
        Case 60
            synth_scope& = _LoadImage("sprite\am_synth_scope_2_sm.png", 32)
        Case 80
            synth_scope& = _LoadImage("sprite\am_synth_scope_3_sm.png", 32)
        Case 100
            synth_scope& = _LoadImage("sprite\am_synth_scope_2_sm.png", 32)
        Case 120
            synth_scope& = _LoadImage("sprite\am_synth_scope_1_sm.png", 32)
    End Select

    If synscframe2& > 60 Then synscframe2& = 1
    Select Case synscframe2&
        Case 1
            synth_action& = _LoadImage("sprite\am_synth_action_1.png", 32)
        Case 20
            synth_action& = _LoadImage("sprite\am_synth_action_2.png", 32)
        Case 40
            synth_action& = _LoadImage("sprite\am_synth_action_3.png", 32)
    End Select
End Sub

Sub move_lt
    Select Case frame&
        Case 1
            atariMan& = _LoadImage("sprite\am_1a.png", 32)
        Case 15
            atariMan& = _LoadImage("sprite\am_2a.png", 32)
    End Select
End Sub

Sub sleeep
    If sleepTimer% > 850 Then sleepTimer% = 1
    Select Case sleepTimer%
        Case 1
            atariMan& = _LoadImage("background\sleep\am_sleep_1a.png", 32)
        Case 75
            atariMan& = _LoadImage("background\sleep\am_sleep_1c.png", 32)
        Case 400
            atariMan& = _LoadImage("background\sleep\am_sleep_1b.png", 32)
        Case 750
            atariMan& = _LoadImage("background\sleep\am_sleep_1c.png", 32)
    End Select
End Sub

Sub stairs_down
    Select Case frame&
        Case 1
            atariMan& = _LoadImage("sprite\am_1a.png", 32)
        Case 15
            atariMan& = _LoadImage("sprite\am_2.png", 32)
    End Select
End Sub

Sub stairs_up
    Select Case frame&
        Case 1
            atariMan& = _LoadImage("sprite\am_stair_up.png", 32)
        Case 15
            atariMan& = _LoadImage("sprite\am_stair_upa.png", 32)
    End Select
End Sub

Sub fishTank
    framesit3& = framesit3& + 1
    If framesit3& > 1600 Then framesit3& = 1

    Select Case framesit3&
        Case 1
            atariMan& = _LoadImage("sprite\am_sit2_1.png", 32)
        Case 300
            atariMan& = _LoadImage("sprite\am_sit2_1b.png", 32)
        Case 350
            atariMan& = _LoadImage("sprite\am_sit2_1c.png", 32)
        Case 400
            atariMan& = _LoadImage("sprite\am_sit2_1b.png", 32)
        Case 425
            atariMan& = _LoadImage("sprite\am_sit2_1.png", 32)
        Case 1050
            atariMan& = _LoadImage("sprite\am_sit2_1b.png", 32)
        Case 1075
            atariMan& = _LoadImage("sprite\am_sit2_1c.png", 32)
        Case 1400
            atariMan& = _LoadImage("sprite\am_sit2_1b.png", 32)
        Case 1425
            atariMan& = _LoadImage("sprite\am_sit2_1a.png", 32)
        Case 1450
            atariMan& = _LoadImage("sprite\am_sit2_1b.png", 32)
        Case 1475
            atariMan& = _LoadImage("sprite\am_sit2_1c.png", 32)
    End Select
End Sub

Sub washDish
    Select Case washFrame&
        Case 1
            atariMan& = _LoadImage("sprite\washDish1.png", 32)
        Case 15
            atariMan& = _LoadImage("sprite\washDish1b.png", 32)
        Case 30
            atariMan& = _LoadImage("sprite\washDish1c.png", 32)
        Case 45
            atariMan& = _LoadImage("sprite\washDish2.png", 32)
        Case 60
            atariMan& = _LoadImage("sprite\washDish2b.png", 32)
        Case 75
            atariMan& = _LoadImage("sprite\washDish2c.png", 32)
    End Select
End Sub

Sub washHand
    Select Case washFrame&
        Case 1
            atariMan& = _LoadImage("sprite\washDish1.png", 32)
        Case 15
            atariMan& = _LoadImage("sprite\washDish1b.png", 32)
        Case 30
            atariMan& = _LoadImage("sprite\washDish1c.png", 32)
        Case 45
            atariMan& = _LoadImage("sprite\washDish2.png", 32)
        Case 60
            atariMan& = _LoadImage("sprite\washDish2b.png", 32)
        Case 75
            atariMan& = _LoadImage("sprite\washDish2c.png", 32)
    End Select
End Sub

Sub eat
    If framesitkit& > 200 Then framesitkit& = 1
    Select Case framesitkit&
        Case 1
            atariMan& = _LoadImage("sprite\am_eat_a.png", 32)
        Case 20
            atariMan& = _LoadImage("sprite\am_eat_a2.png", 32)
        Case 40
            atariMan& = _LoadImage("sprite\am_eat_b.png", 32)
        Case 60
            atariMan& = _LoadImage("sprite\am_eat_b2.png", 32)
        Case 90
            atariMan& = _LoadImage("sprite\am_eat_b.png", 32)
        Case 110
            atariMan& = _LoadImage("sprite\am_eat_b.png", 32)
        Case 130
            atariMan& = _LoadImage("sprite\am_eat_b2.png", 32)
        Case 125
            atariMan& = _LoadImage("sprite\am_eat_b.png", 32)
        Case 145
            atariMan& = _LoadImage("sprite\am_eat_b.png", 32)
        Case 165
            atariMan& = _LoadImage("sprite\am_eat_b2.png", 32)
        Case 180
            atariMan& = _LoadImage("sprite\am_eat_b.png", 32)
    End Select
    _ClearColor (_RGB(0, 0, 0)), dish&
    _PutImage (sx + 5, sy + 35), dish&
End Sub

Sub tvflicker
    tvframe& = tvframe& + 1
    If tvframe& > 700 Then tvframe& = 1

    If tvframe& > 0 And tvframe& < 100 Then
        tv& = _LoadImage("background\LCP_tv_1.png", 32)
        _PutImage (162, 135), tv&
    End If
    If tvframe& > 100 And tvframe& < 200 Then
        tv& = _LoadImage("background\LCP_tv_2.png", 32)
        _PutImage (162, 135), tv&
    End If
    If tvframe& > 200 And tvframe& < 300 Then
        tv& = _LoadImage("background\LCP_tv_3.png", 32)
        _PutImage (162, 135), tv&
    End If
    If tvframe& > 300 And tvframe& < 400 Then
        tv& = _LoadImage("background\LCP_tv_4.png", 32)
        _PutImage (162, 135), tv&
    End If
    If tvframe& > 400 And tvframe& < 500 Then
        tv& = _LoadImage("background\LCP_tv_5.png", 32)
        _PutImage (162, 135), tv&
    End If
    If tvframe& > 500 And tvframe& < 600 Then
        tv& = _LoadImage("background\LCP_tv_6.png", 32)
        _PutImage (162, 135), tv&
    End If
End Sub

Sub tvchanview
    Dim tvc$
    tvc$ = Str$(tvc)

    Color WHITE, BLACK
    If fntComputer& > 0 Then _Font fntComputer&

    If tvtrig% = 1 Then _PrintString (220, 80), "Atariman is watching channel:" + tvc$
End Sub

Sub synthTraxView
    Dim traxName$

    Select Case syntrx%
        Case 1
            traxName$ = Buskerdroid_I_Want_You$
        Case 2
            traxName$ = Buskerdroid_Gameboy_Love$
        Case 3
            traxName$ = hostsngoblins$
        Case 4
            traxName$ = Buskerdroid_3Distortion$
        Case 5
            traxName$ = mrsaturn$
        Case 6
            traxName$ = SuperMarioBros3$
        Case 7
            traxName$ = drMario$
        Case 8
            traxName$ = decisivebattl$
        Case 9
            traxName$ = Earthbound$
        Case 10
            traxName$ = streetsofdesolation$
        Case 11
            traxName$ = Woooooaaaaagh$
        Case 12
            traxName$ = SuperMarioLand$
        Case 13
            traxName$ = marblemadnass$
        Case 14
            traxName$ = SuperMarioLandlevel1$
        Case 15
            traxName$ = thetrial$
        Case 16
            traxName$ = themoon$
        Case 17
            traxName$ = SuperMarioBros3bitgen$
        Case 18
            traxName$ = ChronoTrigger$
        Case 19
            traxName$ = Buskerdroid_Blast$
        Case 20
            traxName$ = redsoil$
        Case 21
            traxName$ = Buskerdroid_God_Bless_His_Mess$
        Case 22
            traxName$ = Halo$
        Case 23
            traxName$ = mutecity$
    End Select

    Color WHITE, BLACK
    If fntComputer& > 0 Then _Font fntComputer&
    _PrintString (220, 80), "Atariman is working on the track:"
    _PrintString (220, 90), traxName$
End Sub

Sub sittv
    If framesittv& > 680 Then framesittv& = 1
    Select Case framesittv&
        Case 1
            atariMan& = _LoadImage("sprite\am_420_a.png", 32)
        Case 10
            atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
        Case 20
            atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
        Case 30
            atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
        Case 40
            atariMan& = _LoadImage("sprite\am_420_a.png", 32)
        Case 40
            atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
        Case 60
            atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
        Case 70
            atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
        Case 80
            atariMan& = _LoadImage("sprite\am_420_a.png", 32)
        Case 90
            atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
        Case 100
            atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
        Case 110
            atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
        Case 120
            atariMan& = _LoadImage("sprite\am_420_a.png", 32)
        Case 130
            atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
        Case 140
            atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
        Case 150
            atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
        Case 160
            atariMan& = _LoadImage("sprite\am_420_a.png", 32)
        Case 170
            atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
        Case 180
            atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
        Case 190
            atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
        Case 200
            atariMan& = _LoadImage("sprite\am_420_a.png", 32)
        Case 210
            atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
        Case 220
            atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
        Case 230
            atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
        Case 240
            atariMan& = _LoadImage("sprite\am_420_a.png", 32)
        Case 250
            atariMan& = _LoadImage("sprite\am_420_b.png", 32)
        Case 260
            atariMan& = _LoadImage("sprite\am_420_b.png", 32)
        Case 270
            atariMan& = _LoadImage("sprite\am_420_b2.png", 32)
        Case 280
            atariMan& = _LoadImage("sprite\am_420_b3.png", 32)
        Case 290
            atariMan& = _LoadImage("sprite\am_420_b4.png", 32)
        Case 300
            atariMan& = _LoadImage("sprite\am_420_b.png", 32)
        Case 310
            atariMan& = _LoadImage("sprite\am_420_b.png", 32)
        Case 320
            atariMan& = _LoadImage("sprite\am_420_b2.png", 32)
        Case 330
            atariMan& = _LoadImage("sprite\am_420_b3.png", 32)
        Case 340
            atariMan& = _LoadImage("sprite\am_420_b4.png", 32)
        Case 350
            atariMan& = _LoadImage("sprite\am_420_b.png", 32)
        Case 360
            atariMan& = _LoadImage("sprite\am_420_c.png", 32)
        Case 370
            atariMan& = _LoadImage("sprite\am_420_c2.png", 32)
        Case 380
            atariMan& = _LoadImage("sprite\am_420_c3.png", 32)
        Case 390
            atariMan& = _LoadImage("sprite\am_420_c4.png", 32)
        Case 400
            atariMan& = _LoadImage("sprite\am_420_c.png", 32)
        Case 410
            atariMan& = _LoadImage("sprite\am_420_c2.png", 32)
        Case 420
            atariMan& = _LoadImage("sprite\am_420_c3.png", 32)
        Case 430
            atariMan& = _LoadImage("sprite\am_420_c4.png", 32)
        Case 440
            atariMan& = _LoadImage("sprite\am_420_c.png", 32)
        Case 450
            atariMan& = _LoadImage("sprite\am_420_c2.png", 32)
        Case 460
            atariMan& = _LoadImage("sprite\am_420_c3.png", 32)
        Case 470
            atariMan& = _LoadImage("sprite\am_420_d.png", 32)
        Case 480
            atariMan& = _LoadImage("sprite\am_420_d2.png", 32)
        Case 490
            atariMan& = _LoadImage("sprite\am_420_d3.png", 32)
        Case 500
            atariMan& = _LoadImage("sprite\am_420_d4.png", 32)
        Case 510
            atariMan& = _LoadImage("sprite\am_420_d.png", 32)
        Case 520
            atariMan& = _LoadImage("sprite\am_420_d2.png", 32)
        Case 480
            atariMan& = _LoadImage("sprite\am_420_d3.png", 32)
        Case 490
            atariMan& = _LoadImage("sprite\am_420_d4.png", 32)
        Case 500
            atariMan& = _LoadImage("sprite\am_420_d.png", 32)
        Case 510
            atariMan& = _LoadImage("sprite\am_420_d.png", 32)
        Case 520
            atariMan& = _LoadImage("sprite\am_420_d2.png", 32)
        Case 540
            atariMan& = _LoadImage("sprite\am_420_e.png", 32)
        Case 550
            atariMan& = _LoadImage("sprite\am_420_e2.png", 32)
        Case 560
            atariMan& = _LoadImage("sprite\am_420_e3.png", 32)
        Case 570
            atariMan& = _LoadImage("sprite\am_420_e4.png", 32)
        Case 580
            atariMan& = _LoadImage("sprite\am_420_e.png", 32)
        Case 590
            atariMan& = _LoadImage("sprite\am_420_e2.png", 32)
        Case 600
            atariMan& = _LoadImage("sprite\am_420_e3.png", 32)
        Case 610
            atariMan& = _LoadImage("sprite\am_420_e4.png", 32)
        Case 620
            atariMan& = _LoadImage("sprite\am_420_e.png", 32)
        Case 630
            atariMan& = _LoadImage("sprite\am_420_e2.png", 32)
        Case 640
            atariMan& = _LoadImage("sprite\am_420_e3.png", 32)
        Case 650
            atariMan& = _LoadImage("sprite\am_420_e4.png", 32)
        Case 670
            atariMan& = _LoadImage("sprite\am_420_e.png", 32)
    End Select
End Sub

Sub tvsit
    volControl
    If framesittv& > 680 Then framesittv& = 1
    Select Case framesittv&
        Case 1
            atariMan& = _LoadImage("sprite\am_420_a.png", 32)
        Case 10
            atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
        Case 20
            atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
        Case 30
            atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
        Case 40
            atariMan& = _LoadImage("sprite\am_420_a.png", 32)
        Case 40
            atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
        Case 60
            atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
        Case 70
            atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
        Case 80
            atariMan& = _LoadImage("sprite\am_420_a.png", 32)
        Case 90
            atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
        Case 100
            atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
        Case 110
            atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
        Case 120
            atariMan& = _LoadImage("sprite\am_420_a.png", 32)
        Case 130
            atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
        Case 140
            atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
        Case 150
            atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
        Case 160
            atariMan& = _LoadImage("sprite\am_420_a.png", 32)
        Case 170
            atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
        Case 180
            atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
        Case 190
            atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
        Case 200
            atariMan& = _LoadImage("sprite\am_420_a.png", 32)
        Case 210
            atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
        Case 220
            atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
        Case 230
            atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
        Case 240
            atariMan& = _LoadImage("sprite\am_420_a.png", 32)
        Case 250
            atariMan& = _LoadImage("sprite\am_420_b.png", 32)
        Case 260
            atariMan& = _LoadImage("sprite\am_420_b.png", 32)
        Case 270
            atariMan& = _LoadImage("sprite\am_420_b2.png", 32)
        Case 280
            atariMan& = _LoadImage("sprite\am_420_b3.png", 32)
        Case 290
            atariMan& = _LoadImage("sprite\am_420_b4.png", 32)
        Case 300
            atariMan& = _LoadImage("sprite\am_420_b.png", 32)
        Case 310
            atariMan& = _LoadImage("sprite\am_420_b.png", 32)
        Case 320
            atariMan& = _LoadImage("sprite\am_420_b2.png", 32)
        Case 330
            atariMan& = _LoadImage("sprite\am_420_b3.png", 32)
        Case 340
            atariMan& = _LoadImage("sprite\am_420_b4.png", 32)
        Case 350
            atariMan& = _LoadImage("sprite\am_420_b.png", 32)
        Case 360
            atariMan& = _LoadImage("sprite\am_420_c.png", 32)
        Case 370
            atariMan& = _LoadImage("sprite\am_420_c2.png", 32)
        Case 380
            atariMan& = _LoadImage("sprite\am_420_c3.png", 32)
        Case 390
            atariMan& = _LoadImage("sprite\am_420_c4.png", 32)
        Case 400
            atariMan& = _LoadImage("sprite\am_420_c.png", 32)
        Case 410
            atariMan& = _LoadImage("sprite\am_420_c2.png", 32)
        Case 420
            atariMan& = _LoadImage("sprite\am_420_c3.png", 32)
        Case 430
            atariMan& = _LoadImage("sprite\am_420_c4.png", 32)
        Case 440
            atariMan& = _LoadImage("sprite\am_420_c.png", 32)
        Case 450
            atariMan& = _LoadImage("sprite\am_420_c2.png", 32)
        Case 460
            atariMan& = _LoadImage("sprite\am_420_c3.png", 32)
        Case 470
            atariMan& = _LoadImage("sprite\am_420_d.png", 32)
        Case 480
            atariMan& = _LoadImage("sprite\am_420_d2.png", 32)
        Case 490
            atariMan& = _LoadImage("sprite\am_420_d3.png", 32)
        Case 500
            atariMan& = _LoadImage("sprite\am_420_d4.png", 32)
        Case 510
            atariMan& = _LoadImage("sprite\am_420_d.png", 32)
        Case 520
            atariMan& = _LoadImage("sprite\am_420_d2.png", 32)
        Case 480
            atariMan& = _LoadImage("sprite\am_420_d3.png", 32)
        Case 490
            atariMan& = _LoadImage("sprite\am_420_d4.png", 32)
        Case 500
            atariMan& = _LoadImage("sprite\am_420_d.png", 32)
        Case 510
            atariMan& = _LoadImage("sprite\am_420_d.png", 32)
        Case 520
            atariMan& = _LoadImage("sprite\am_420_d2.png", 32)
        Case 540
            atariMan& = _LoadImage("sprite\am_420_e.png", 32)
        Case 550
            atariMan& = _LoadImage("sprite\am_420_e2.png", 32)
        Case 560
            atariMan& = _LoadImage("sprite\am_420_e3.png", 32)
        Case 570
            atariMan& = _LoadImage("sprite\am_420_e4.png", 32)
        Case 580
            atariMan& = _LoadImage("sprite\am_420_e.png", 32)
        Case 590
            atariMan& = _LoadImage("sprite\am_420_e2.png", 32)
        Case 600
            atariMan& = _LoadImage("sprite\am_420_e3.png", 32)
        Case 610
            atariMan& = _LoadImage("sprite\am_420_e4.png", 32)
        Case 620
            atariMan& = _LoadImage("sprite\am_420_e.png", 32)
        Case 630
            atariMan& = _LoadImage("sprite\am_420_e2.png", 32)
        Case 640
            atariMan& = _LoadImage("sprite\am_420_e3.png", 32)
        Case 650
            atariMan& = _LoadImage("sprite\am_420_e4.png", 32)
        Case 670
            atariMan& = _LoadImage("sprite\am_420_e.png", 32)
    End Select
End Sub

Sub sit_type_a
    volControl
    _SndLoop typew&
    If mute% = 0 Then _SndVol typew&, 0.5 Else _SndVol typew&, 0.0

    frame5& = frame5& + 1
    If frame5& > 860 Then frame5& = 1: offHook% = 0
    Select Case frame5&
        Case 1
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 10
            atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
        Case 20
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 30
            atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
        Case 40
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 45
            atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
        Case 50
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 60
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 60
            atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
        Case 65
            atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
        Case 70
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 75
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 80
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 90
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 95
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 100
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 105
            atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
        Case 110
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 115
            atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
        Case 120
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 125
            atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
        Case 135
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 145
            atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
        Case 155
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 165
            atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
        Case 175
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 185
            atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
        Case 195
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 205
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 215
            atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
        Case 225
            atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
        Case 235
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 245
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 255
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 265
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 275
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 285
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 295
            atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
        Case 300
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 305
            atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
        Case 315
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 325
            atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
        Case 335
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 345
            atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
        Case 355
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 365
            atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
        Case 375
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 385
            atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
        Case 395
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 405
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 415
            atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
        Case 425
            atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
        Case 435
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 445
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 455
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 465
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 475
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 485
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 495
            atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
        Case 505
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 510
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 515
            atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
        Case 520
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 525
            atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
        Case 535
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 545
            atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
        Case 555
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 565
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 575
            atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
        Case 585
            atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
        Case 595
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 600
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 605
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 610
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 615
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 620
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 630
            atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
        Case 640
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 650
            atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
        Case 660
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 670
            atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
        Case 680
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 690
            atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
        Case 700
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 710
            atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
        Case 720
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 730
            atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
        Case 740
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 750
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 760
            atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
        Case 770
            atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
        Case 780
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 790
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 800
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 810
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 820
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 825
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 830
            atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
        Case 835
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 840
            atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
        Case 845
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 850
            atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
    End Select
End Sub

Sub sit_type_b
    volControl
    _SndLoop typew&
    If mute% = 0 Then _SndVol typew&, 0.5 Else _SndVol typew&, 0.0

    frame5& = frame5& + 1
    If frame5& > 800 Then frame5& = 1: offHook% = 0
    Select Case frame5&
        Case 1
            atariMan& = _LoadImage("sprite\am_sit_phone_4.png", 32): sx = 385: sy = 100
            offHook% = 1
        Case 20
            atariMan& = _LoadImage("sprite\am_sit_phone_4a.png", 32): sx = 385: sy = 100
        Case 40
            atariMan& = _LoadImage("sprite\am_sit_phone_4b.png", 32): sx = 385: sy = 100
        Case 60
            atariMan& = _LoadImage("sprite\am_sit_phone_4c.png", 32): sx = 385: sy = 100
        Case 80
            atariMan& = _LoadImage("sprite\am_sit_phone_4d.png", 32): sx = 385: sy = 100
        Case 100
            atariMan& = _LoadImage("sprite\am_sit_phone_4e.png", 32): sx = 385: sy = 100
        Case 120
            atariMan& = _LoadImage("sprite\am_sit_phone_4.png", 32): sx = 385: sy = 100
        Case 140
            atariMan& = _LoadImage("sprite\am_sit_phone_4a.png", 32): sx = 385: sy = 100
        Case 160
            atariMan& = _LoadImage("sprite\am_sit_phone_4b.png", 32): sx = 385: sy = 100
        Case 180
            atariMan& = _LoadImage("sprite\am_sit_phone_4c.png", 32): sx = 385: sy = 100
        Case 200
            atariMan& = _LoadImage("sprite\am_sit_phone_4d.png", 32): sx = 385: sy = 100
        Case 220
            atariMan& = _LoadImage("sprite\am_sit_phone_4e.png", 32): sx = 385: sy = 100
        Case 240
            atariMan& = _LoadImage("sprite\am_sit_phone_4.png", 32): sx = 385: sy = 100
        Case 260
            atariMan& = _LoadImage("sprite\am_sit_phone_4a.png", 32): sx = 385: sy = 100
        Case 280
            atariMan& = _LoadImage("sprite\am_sit_phone_4b.png", 32): sx = 385: sy = 100
        Case 300
            atariMan& = _LoadImage("sprite\am_sit_phone_4c.png", 32): sx = 385: sy = 100
        Case 320
            atariMan& = _LoadImage("sprite\am_sit_phone_4d.png", 32): sx = 385: sy = 100
        Case 340
            atariMan& = _LoadImage("sprite\am_sit_phone_4e.png", 32): sx = 385: sy = 100
        Case 360
            atariMan& = _LoadImage("sprite\am_sit_phone_4.png", 32): sx = 385: sy = 100
            offHook% = 1
        Case 380
            atariMan& = _LoadImage("sprite\am_sit_phone_4a.png", 32): sx = 385: sy = 100
        Case 400
            atariMan& = _LoadImage("sprite\am_sit_phone_4b.png", 32): sx = 385: sy = 100
        Case 420
            atariMan& = _LoadImage("sprite\am_sit_phone_4c.png", 32): sx = 385: sy = 100
        Case 440
            atariMan& = _LoadImage("sprite\am_sit_phone_4d.png", 32): sx = 385: sy = 100
        Case 460
            atariMan& = _LoadImage("sprite\am_sit_phone_4e.png", 32): sx = 385: sy = 100
        Case 480
            atariMan& = _LoadImage("sprite\am_sit_phone_4.png", 32): sx = 385: sy = 100
        Case 500
            atariMan& = _LoadImage("sprite\am_sit_phone_4a.png", 32): sx = 385: sy = 100
        Case 520
            atariMan& = _LoadImage("sprite\am_sit_phone_4b.png", 32): sx = 385: sy = 100
        Case 540
            atariMan& = _LoadImage("sprite\am_sit_phone_4c.png", 32): sx = 385: sy = 100
        Case 560
            atariMan& = _LoadImage("sprite\am_sit_phone_4d.png", 32): sx = 385: sy = 100
        Case 580
            atariMan& = _LoadImage("sprite\am_sit_phone_4e.png", 32): sx = 385: sy = 100
        Case 600
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 620
            atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
        Case 640
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 660
            atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
        Case 680
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 700
            atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
        Case 720
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 740
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 760
            atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
        Case 780
            atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
    End Select
End Sub

Sub brushTeeth
    Select Case frame&
        Case 1
            atariMan& = _LoadImage("sprite\am_sink_1.png", 32): sy = 225
        Case 15
            atariMan& = _LoadImage("sprite\am_sink_1a.png", 32): sy = 225
    End Select
End Sub

Sub cooking
    If cookFrame& > 140 Then cookFrame& = 1
    Select Case cookFrame&
        Case 1
            atariMan& = _LoadImage("sprite\am_cook_1a.png", 32)
        Case 15
            atariMan& = _LoadImage("sprite\am_cook_1a.png", 32)
        Case 30
            atariMan& = _LoadImage("sprite\am_cook_1c.png", 32)
        Case 35
            atariMan& = _LoadImage("sprite\am_cook_1c.png", 32)
        Case 45
            atariMan& = _LoadImage("sprite\am_cook_1a.png", 32)
        Case 50
            atariMan& = _LoadImage("sprite\am_cook_1a.png", 32)
        Case 60
            atariMan& = _LoadImage("sprite\am_cook_1c.png", 32)
        Case 65
            atariMan& = _LoadImage("sprite\am_cook_1c.png", 32)
        Case 75
            atariMan& = _LoadImage("sprite\am_cook_1a.png", 32)
        Case 80
            atariMan& = _LoadImage("sprite\am_cook_1c.png", 32)
        Case 85
            atariMan& = _LoadImage("sprite\am_cook_1a.png", 32)
        Case 95
            atariMan& = _LoadImage("sprite\am_cook_1b.png", 32)
    End Select
    _ClearColor (_RGB(0, 0, 0)), atariMan&
    _PutImage (125, 330), atariMan&
End Sub

Sub move_not
    atariMan& = _LoadImage("sprite\am_1a.png", 32)
End Sub

Sub bathroom
    _ClearColor (_RGB(0, 0, 0)), atariMan&
    atariMan& = _LoadImage("sprite\amBathroom.png", 32)
End Sub

Sub four_twenty
    If framesittv& > 600 Then framesittv& = 1

    Select Case framesittv&
        Case 1
            atariMan& = _LoadImage("sprite\am_sit_2.png", 32)
        Case 250
            atariMan& = _LoadImage("sprite\am_sit_2a.png", 32)
        Case 300
            atariMan& = _LoadImage("sprite\am_sit_2.png", 32)
    End Select

    tvframe& = tvframe& + 1
    If tvframe& > 700 Then tvframe& = 1

    If tvframe& > 0 And tvframe& < 100 Then
        tv& = _LoadImage("background\LCP_tv_1.png", 32)
        _PutImage (162, 135), tv&
    End If
    If tvframe& > 100 And tvframe& < 200 Then
        tv& = _LoadImage("background\LCP_tv_2.png", 32)
        _PutImage (162, 135), tv&
    End If
    If tvframe& > 200 And tvframe& < 300 Then
        tv& = _LoadImage("background\LCP_tv_3.png", 32)
        _PutImage (162, 135), tv&
    End If
    If tvframe& > 300 And tvframe& < 400 Then
        tv& = _LoadImage("background\LCP_tv_4.png", 32)
        _PutImage (162, 135), tv&
    End If
    If tvframe& > 400 And tvframe& < 500 Then
        tv& = _LoadImage("background\LCP_tv_5.png", 32)
        _PutImage (162, 135), tv&
    End If
    If tvframe& > 500 And tvframe& < 600 Then
        tv& = _LoadImage("background\LCP_tv_6.png", 32)
        _PutImage (162, 135), tv&
    End If
End Sub

Sub convert_to_12hr
    Select Case h%
        Case Is > 12
            h% = h% - 12
            ampm$ = " P.M."
        Case 12
            ampm$ = " P.M."
        Case Is = 0
            h% = h% + 12
            ampm$ = " A.M."
        Case Is > 0
            ampm$ = " A.M."
    End Select
End Sub

Sub weekday
    Dim C As Integer
    Dim S1 As Single
    Dim S2 As Single
    Dim S3 As Single
    Dim WkDay As Integer
    Dim day$
    Dim Wday$
    Dim M As Integer
    Dim month$
    Dim year$
    Dim moon$
    Dim D As Integer
    Dim Y As Integer
    month$ = Left$(Date$, 2): M = Val(month$)
    day$ = Mid$(Date$, 4, 2): D = Val(day$)
    day$ = Str$(D) ' eliminate any leading zeros
    year$ = Right$(Date$, 4): Y = Val(year$)
    If M < 3 Then M = M + 12: Y = Y - 1 'add 12 to Jan - Feb month, -1 year
    C = Y \ 100: Y = Y Mod 100 'split century and year number
    S1 = (C \ 4) - (2 * C) - 1 'century leap
    S2 = (5 * Y) \ 4 '4 year leap
    S3 = 26 * (M + 1) \ 10 'days in months
    WkDay = (S1 + S2 + S3 + D) Mod 7 'weekday total remainder
    If WkDay < 0 Then WkDay = WkDay + 7 'Adjust negative results to 0 to 6
    Select Case M
        Case 1: moon$ = "January"
        Case 2: moon$ = "February"
        Case 3: moon$ = "March"
        Case 4: moon$ = "April"
        Case 5: moon$ = "May"
        Case 6: moon$ = "June"
        Case 7: moon$ = "July"
        Case 8: moon$ = "August"
        Case 9: moon$ = "September"
        Case 10: moon$ = "October"
        Case 11: moon$ = "November"
        Case 12: moon$ = "December"
    End Select
    Select Case WkDay
        Case 0: Wday$ = "Sunday"
        Case 1: Wday$ = "Monday"
        Case 2: Wday$ = "Tuesday"
        Case 3: Wday$ = "Wednesday"
        Case 4: Wday$ = "Thursday"
        Case 5: Wday$ = "Friday"
        Case 6: Wday$ = "Saturday"
    End Select

    Color WHITE, _RGB(7, 36, 15)
    If fntComputerSm& > 0 Then _Font fntComputer&
    _PrintString (220, 420), "Today is " + Wday$ + ", " + moon$ + day$ + ", " + year$ + Space$(10)
    _PrintString (295, 435), Right$("0" + LTrim$(Str$(h%)), 2) + Right$(tm$, 6) + ampm$
End Sub

Function myRandom (x As Single)
    myRandom = (Rnd * x) + 1
End Function

Sub area_52
    ''' need to still do list   '''
    ''' sleep ------------------------
    ''' aquarium  --------------------
    ''' eat ---------------------------

    '''  optional    '''
    ''   drink water
    ''   shower
    ''put in items from past games ----------------------
    '' add hills to sandwich the sun and moon
End Sub
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  Atariman
Posted by: kn0ne - 07-15-2024, 05:54 AM - Forum: Programs - Replies (5)

[Image: Atariman-screenshot.png]

deep meaning hindi



(I'm not sure if this should be considered a "program" , or a "game"   so I'm going to post under both threads.) 

This is what I call "Atariman", it is my own lite version of 1985's "Little computer people"  by David Crane. Atariman is a character I created for an Atari 2600 game I created in  the batari language.

I have included an executable file and a screen saver file (.scr) so you can run it directly or set it as a screen saver. it does not save your progress, you do not have to feed him and what not like in the original.
Atariman will keep himself busy by watching his fish tank, making music, watching T.V. typing up his book, and more.

Here is a list of keyboard commands:

ESC Exit program
u Unmute
m mute
w Wake up
Arrow up Volume up
Arrow down Volume down
Arrow left Previous track / tv channel
Arrow right Next track / tv channel

To install the screen saver unzip the Atariman folder and right click on the .scr file and choose "Install". The screen saver starts up having the volume muted.

- kn0ne

Code: (Select All)
Option _Explicit


Const CYAN = _RGB32(0, 255, 255)
Const LIGHTCYAN = _RGB32(0, 123, 252)
Const PURPLE = _RGB32(56, 0, 177)
Const BRIGHTPURPLE = _RGB32(205, 0, 238)
Const YELLOW = _RGB32(255, 255, 0)
Const LIGHTYELLOW = _RGB32(255, 255, 139)
Const DARKYELLOW = _RGB32(216, 216, 83)
Const BRIGHTRED = _RGB32(255, 0, 0)
Const RED = _RGB32(177, 0, 0)
Const DARKRED = _RGB32(144, 0, 0)
Const ORANGE = _RGB32(255, 72, 67)
Const BRIGHTGREEN = _RGB32(0, 255, 0)
Const DARKGREEN = _RGB32(0, 61, 0)
Const GREEN = _RGB32(0, 122, 0)
Const BLUE = _RGB32(0, 0, 255)
Const LIGHTBLUE = _RGB32(0, 83, 255)
Const WHITE = _RGB32(255, 255, 255)
Const GRAY = _RGB32(127, 127, 127)
Const LIGHTGRAY = _RGB32(0, 200, 0)
Const DARKGRAY = _RGB32(0, 100, 0)
Const BLACK = _RGB32(0, 0, 0)

Dim Shared fntComputerSm&
Dim Shared fntComputerXtSm&
Dim Shared fntComputer&
Dim Shared fntComputerLg&


fntComputer& = _LoadFont("fonts\Computerfont.ttf", 16)
fntComputerSm& = _LoadFont("fonts\Computerfont.ttf", 8)
fntComputerXtSm& = _LoadFont("fonts\Computerfont.ttf", 4)
fntComputerLg& = _LoadFont("fonts\Computerfont.ttf", 32)

Dim Shared offHook%

Dim Shared num As Single
Dim Shared tvchanel As Single

Dim Shared tvtrig%

Dim Shared ampm$
Dim Shared paper&
Dim Shared papertrig As Integer

Dim Shared typew&
typew& = _SndOpen("sounds\typewriter\typewriter.mp3", "stream")
Dim Shared tvsnd1&
tvsnd1& = _SndOpen("sounds\tv\tv_1.mp3", "stream")
Dim Shared tvsnd2&
tvsnd2& = _SndOpen("sounds\tv\tv_2.mp3", "stream")
Dim Shared tvsnd3&
tvsnd3& = _SndOpen("sounds\tv\tv_3.mp3", "stream")
Dim Shared tvsnd4&
tvsnd4& = _SndOpen("sounds\tv\tv_4.mp3", "stream")
Dim Shared tvsnd5&
tvsnd5& = _SndOpen("sounds\tv\tv_5.mp3", "stream")
Dim Shared tvsnd6&
tvsnd6& = _SndOpen("sounds\tv\tv_6.mp3", "stream")
Dim Shared tvsnd7&
tvsnd7& = _SndOpen("sounds\tv\tv_7.mp3", "stream")
Dim Shared tvsnd8&
tvsnd8& = _SndOpen("sounds\tv\tv_8.mp3", "stream")
Dim Shared tvsnd9&
tvsnd9& = _SndOpen("sounds\tv\tv_9.mp3", "stream")
Dim Shared tvsnd10&
tvsnd10& = _SndOpen("sounds\tv\tv_10.mp3", "stream")
Dim Shared tvsnd11&
tvsnd11& = _SndOpen("sounds\tv\tv_11.mp3", "stream")
Dim Shared tvsnd12&
tvsnd12& = _SndOpen("sounds\tv\tv_12.mp3", "stream")
Dim Shared tvsnd13&
tvsnd13& = _SndOpen("sounds\tv\tv_13.mp3", "stream")
Dim Shared tvsnd14&
tvsnd14& = _SndOpen("sounds\tv\tv_14.mp3", "stream")
Dim Shared tvsnd15&
tvsnd15& = _SndOpen("sounds\tv\tv_15.mp3", "stream")
Dim Shared tvsnd16&
tvsnd16& = _SndOpen("sounds\tv\tv_16.mp3", "stream")
Dim Shared tvsnd17&
tvsnd17& = _SndOpen("sounds\tv\tv_17.mp3", "stream")
Dim Shared tvsnd18&
tvsnd18& = _SndOpen("sounds\tv\tv_18.mp3", "stream")
Dim Shared tvsnd19&
tvsnd19& = _SndOpen("sounds\tv\tv_19.mp3", "stream")
Dim Shared tvsnd20&
tvsnd20& = _SndOpen("sounds\tv\tv_20.mp3", "stream")
Dim Shared tvsnd21&
tvsnd21& = _SndOpen("sounds\tv\tv_21.mp3", "stream")
Dim Shared tvsnd22&
tvsnd22& = _SndOpen("sounds\tv\tv_22.mp3", "stream")
Dim Shared tvsnd23&
tvsnd23& = _SndOpen("sounds\tv\tv_23.mp3", "stream")
Dim Shared tvsnd24&
tvsnd24& = _SndOpen("sounds\tv\tv_24.mp3", "stream")
Dim Shared tvsnd25&
tvsnd25& = _SndOpen("sounds\tv\tv_25.mp3", "stream")
Dim Shared tvsnd26&
tvsnd26& = _SndOpen("sounds\tv\tv_26.mp3", "stream")

Dim Shared mutecity&
mutecity& = _SndOpen("sounds\synth\videoGames\mutecity.mp3", "stream")
Dim Shared mutecity$
mutecity$ = "mute city.mp3"
Dim Shared redsoil&
redsoil& = _SndOpen("sounds\synth\videoGames\redsoil.mp3", "stream")
Dim Shared redsoil$
redsoil$ = "red soil.mp3"
Dim Shared hostsngoblins&
hostsngoblins& = _SndOpen("sounds\synth\videoGames\hostsngoblins.mp3", "stream")
Dim Shared hostsngoblins$
hostsngoblins$ = "hosts n goblins.mp3"
Dim Shared drMario&
drMario& = _SndOpen("sounds\synth\videoGames\DrMario.mp3", "stream")
Dim Shared drMario$
drMario$ = "Dr Mario.mp3"
Dim Shared Halo&
Halo& = _SndOpen("sounds\synth\videoGames\Gangsters In Arms Halo.mp3", "stream")
Dim Shared Halo$
Halo$ = "Gangsters In Arms Halo.mp3"
Dim Shared mrsaturn&
mrsaturn& = _SndOpen("sounds\synth\videoGames\mrsaturn.mp3", "stream")
Dim Shared mrsaturn$
mrsaturn$ = "mr saturn.mp3"
Dim Shared SuperMarioBros3&
SuperMarioBros3& = _SndOpen("sounds\synth\videoGames\SuperMarioBros3.mp3", "stream")
Dim Shared SuperMarioBros3$
SuperMarioBros3$ = "Super Mario Bros. 3.mp3"
Dim Shared decisivebattle&
decisivebattle& = _SndOpen("sounds\synth\videoGames\decisivebattle.mp3", "stream")
Dim Shared decisivebattl$
decisivebattl$ = "decisive battle.mp3"
Dim Shared Earthbound&
Earthbound& = _SndOpen("sounds\synth\videoGames\Adventure in Twoson Earthbound.mp3", "stream")
Dim Shared Earthbound$
Earthbound$ = "Adventure in Twoson (Earthbound).mp3"
Dim Shared streetsofdesolation&
streetsofdesolation& = _SndOpen("sounds\synth\videoGames\streetsofdesolation.mp3", "stream")
Dim Shared streetsofdesolation$
streetsofdesolation$ = "streets of desolation.mp3"
Dim Shared Woooooaaaaagh&
Woooooaaaaagh& = _SndOpen("sounds\synth\videoGames\Woooooaaaaagh!!.mp3", "stream")
Dim Shared Woooooaaaaagh$
Woooooaaaaagh$ = "Woooooaaaaagh!!.mp3"
Dim Shared SuperMarioLand&
SuperMarioLand& = _SndOpen("sounds\synth\videoGames\Super Mario Land.mp3", "stream")
Dim Shared SuperMarioLand$
SuperMarioLand$ = "Super Mario Land Stage 4.mp3"
Dim Shared marblemadnass&
marblemadnass& = _SndOpen("sounds\synth\videoGames\marblemadnass.mp3", "stream")
Dim Shared marblemadnass$
marblemadnass$ = "marble madnass.mp3"
Dim Shared SuperMarioLandlevel1&
SuperMarioLandlevel1& = _SndOpen("sounds\synth\videoGames\Super Mario Land level 1.mp3", "stream")
Dim Shared SuperMarioLandlevel1$
SuperMarioLandlevel1$ = "Super Mario Land Stage 1.mp3"
Dim Shared thetrial&
thetrial& = _SndOpen("sounds\synth\videoGames\thetrial.mp3", "stream")
Dim Shared thetrial$
thetrial$ = "the trial.mp3"
Dim Shared themoon&
themoon& = _SndOpen("sounds\synth\videoGames\themoon.mp3", "stream")
Dim Shared themoon$
themoon$ = "the moon.mp3"
Dim Shared SuperMarioBros3bitgen&
SuperMarioBros3bitgen& = _SndOpen("sounds\synth\videoGames\Super Mario Bros. 3 bitgen.mp3", "stream")
Dim Shared SuperMarioBros3bitgen$
SuperMarioBros3bitgen$ = "Super Mario Bros. 3 bitgen.mp3"
Dim Shared ChronoTrigger&
ChronoTrigger& = _SndOpen("sounds\synth\videoGames\Chrono Trigger.mp3", "stream")
Dim Shared ChronoTrigger$
ChronoTrigger$ = "Chrono Trigger.mp3"
Dim Shared Buskerdroid_Blast&
Buskerdroid_Blast& = _SndOpen("sounds\synth\videoGames\Buskerdroid_-_01_-_Blast.mp3", "stream")
Dim Shared Buskerdroid_Blast$
Buskerdroid_Blast$ = "Buskerdroid_-_01_-_Blast.mp3"
Dim Shared Buskerdroid_Gameboy_Love&
Buskerdroid_Gameboy_Love& = _SndOpen("sounds\synth\videoGames\Buskerdroid_-_02_-_Gameboy_Love.mp3", "stream")
Dim Shared Buskerdroid_Gameboy_Love$
Buskerdroid_Gameboy_Love$ = "Buskerdroid_-_02_-_Gameboy_Love.mp3"
Dim Shared Buskerdroid_God_Bless_His_Mess&
Buskerdroid_God_Bless_His_Mess& = _SndOpen("sounds\synth\videoGames\Buskerdroid_-_03_-_God_Bless_His_Mess.mp3", "stream")
Dim Shared Buskerdroid_God_Bless_His_Mess$
Buskerdroid_God_Bless_His_Mess$ = "Buskerdroid_-_03_-_God_Bless_His_Mess.mp3"
Dim Shared Buskerdroid_3Distortion&
Buskerdroid_3Distortion& = _SndOpen("sounds\synth\videoGames\Buskerdroid_-_04_-_3Distortion.mp3", "stream")
Dim Shared Buskerdroid_3Distortion$
Buskerdroid_3Distortion$ = "Buskerdroid_-_04_-_3Distortion.mp3"
Dim Shared Buskerdroid_I_Want_You&
Buskerdroid_I_Want_You& = _SndOpen("sounds\synth\videoGames\Buskerdroid_-_05_-_I_Want_You.mp3", "stream")
Dim Shared Buskerdroid_I_Want_You$
Buskerdroid_I_Want_You$ = "Buskerdroid_-_05_-_I_Want_You.mp3"

Dim Shared sndWalk&
sndWalk& = _SndOpen("sounds\walking\walk3.mp3", "stream")
Dim Shared sleeeep&
sleeeep& = _SndOpen("sounds\sleep\sleep1.mp3", "stream")
Dim Shared sndCook&
sndCook& = _SndOpen("sounds\kitchen\cooking.mp3", "stream")
Dim Shared sndEat&
sndEat& = _SndOpen("sounds\kitchen\eat.mp3", "stream")
Dim Shared sndBurp&
sndBurp& = _SndOpen("sounds\kitchen\burp.mp3", "stream")
Dim Shared sndDishWash&
sndDishWash& = _SndOpen("sounds\kitchen\dishWash.mp3", "stream")

Dim Shared sndBathDoorClose&
sndBathDoorClose& = _SndOpen("sounds\bathroom\bathroomDoorClose.mp3", "stream")

Dim Shared sndBathDoorOpen
sndBathDoorOpen = _SndOpen("sounds\bathroom\bathroomDoorOpen.mp3", "stream")

Dim Shared sndFlush&
sndFlush& = _SndOpen("sounds\bathroom\flush.mp3", "stream")

Dim Shared sndPoop&
sndPoop& = _SndOpen("sounds\bathroom\poop.mp3", "stream")

Dim Shared sndWashHands&
sndWashHands& = _SndOpen("sounds\bathroom\washHands.mp3", "stream")

Dim Shared sndBrushTeeth&

sndBrushTeeth& = _SndOpen("sounds\bathroom\brushTeeth.mp3", "stream")

Dim Shared mute%

'                                _KEYDOWN Keyboard Values
'
' Esc  F1    F2    F3    F4    F5    F6    F7    F8    F9    F10   F11   F12   Sys  ScL Pause
'  27 15104 15360 15616 15872 16128 16384 16640 16896 17152 17408 34048 34304 +316 +302 +019
' `~  1!  2@  3#  4$  5%  6^  7&  8*  9(  0) -_ =+ BkSp   Ins   Hme   PUp   NumL   /     *    -
' 126 33  64  35  36  37  94  38  42  40  41 95 43   8   20992 18176 18688 +300   47    42   45
'  96 49  50  51  52  53  54  55  56  57  48 45 61
' Tab Q   W   E   R   T   Y   U   I   O   P  [{  ]}  \|   Del   End   PDn   7Hme  8/?   9PU   +
'  9  81  87  69  82  84  89  85  73  79  80 123 125 124 21248 20224 20736 18176 18432 18688 43
'    113 119 101 114 116 121 117 105 111 112  91  93  92                    55    56    57
' CapL   A   S   D   F   G   H   J   K   L   ;:  '" Enter                   4/?-   5    6/-?
' +301  65  83  68  70  71  72  74  75  76  58  34  13                     19200 19456 19712  E
'       97 115 100 102 103 104 106 107 108  59  39                          52    53    54    n
' Shift   Z   X   C   V   B   N   M   ,<  .>  /?    Shift       ?           1End  2/?   3PD   t
' +304   90  88  67  86  66  78  77  60  62  63    +303       18432        20224 20480 20736  e
'       122 120  99 118  98 110 109  44  46  47                             49    50    51    r
' Ctrl   Win  Alt     Spacebar      Alt  Win  Menu  Ctrl   ?-   ?   -?      0Ins        .Del
' +306  +311 +308       32         +307 +312 +319  +305 19200 20480 19712  20992       21248 13
'                                                                           48          46
'
'          Lower value = LCase/NumLock On __________________ + = add 100000

Const dKey = 100
Const DkeyCap = 68

Const mKey = 109 'mute      (m)
Const qKey = 113 'quite     (q)
Const uKey = 117 'unMute    (u)

Const WKeyCap = 87 'mute      (W)
Const wKey = 119 'mute      (w)

Const upKey = 18432 'up key press
Const dwKey = 20480 'down key press
Const ltKey = 19200 'left key
Const rtKey = 19712 'right key

Const pgUpKey = 18688 'page up key
Const pgDwKey = 20736 'page down key

Dim Shared btimer%

Dim Shared volSet As Single

num = 26

Dim Shared tvc As Single
Randomize Timer
tvc = Int(myRandom(num))
Dim Shared srt% ' start trigger
srt% = 1
Dim Shared tvcv As Single ' tv chan veiw
tvcv = tvc

Dim Shared syntrc%
num = 5
syntrc% = Int(myRandom(num))

Dim Shared background_morning&
background_morning& = _LoadImage("background\LCP_morning_bk.png", 32)

Dim Shared background_day&
background_day& = _LoadImage("background\LCP_noon_bk.png", 32)

Dim Shared background_eve&
background_eve& = _LoadImage("background\LCP_eve_bk.png", 32)

Dim Shared background_night&
background_night& = _LoadImage("background\LCP_night_bk.png", 32)

Dim Shared background420&
background420& = _LoadImage("background\LCP_420_bk.png", 32)

Dim Shared sybthboard&
sybthboard& = _LoadImage("background\am_synthboaedsm.png ", 32)

Dim Shared atarilogo&
atarilogo& = _LoadImage("background\atari_logo_2.png ", 32)

Dim Shared telephone&
telephone& = _LoadImage("background\telephone.png ", 32)

Dim Shared telephoneOffHook&
telephoneOffHook& = _LoadImage("background\telephone_offHook.png ", 32)

Dim Shared rocket&
rocket& = _LoadImage("background\rocket.png ", 32)

Dim Shared monster&
monster& = _LoadImage("background\monster.png ", 32)

Dim Shared actionFigure&
actionFigure& = _LoadImage("background\actionFigure.png ", 32)

Dim Shared openBathDoor&
openBathDoor& = _LoadImage("background\bathroomDoorOpen1.png", 32)

Dim Shared dish&
dish& = _LoadImage("sprite\dish.png", 32)

Dim Shared dishDone&
dishDone& = _LoadImage("sprite\dishDone.png", 32)

Dim Shared blimpRt&
blimpRt& = _LoadImage("background\blimp_1.png", 32)

Dim Shared blimpLt&
blimpLt& = _LoadImage("background\blimp_2.png", 32)

Dim Shared blimpSmRt&
blimpSmRt& = _LoadImage("background\blimpSm_1.png", 32)

Dim Shared blimpSmLt&
blimpSmLt& = _LoadImage("background\blimpSm_2.png", 32)


Dim Shared blimpXtSmRt&
blimpXtSmRt& = _LoadImage("background\blimpXtSmRt.png", 32)

Dim Shared blimpXtSmLt&
blimpXtSmLt& = _LoadImage("background\blimpXtSmLt.png", 32)

Dim Shared hillRt&
hillRt& = _LoadImage("background\hills_2a.png ", 32)

Dim Shared hillLt&
hillLt& = _LoadImage("background\hills_2b.png ", 32)

Dim Shared aquarium&
aquarium& = _LoadImage("background\aquarium.png", 32)

Dim Shared bathDoorOccupied&
bathDoorOccupied& = _LoadImage("background\bathDoorOcupied.png", 32)

Dim Shared fish1&
fish1& = _LoadImage("background\fish1.png", 32)

Dim Shared fish2&
fish2& = _LoadImage("background\fish2.png", 32)

Dim Shared fish3&
fish3& = _LoadImage("background\fish3.png", 32)

Dim Shared fish4&
fish4& = _LoadImage("background\fish2.png", 32)

Dim Shared fish5&
fish5& = _LoadImage("background\fish2.png", 32)

Dim Shared fish6&
fish6& = _LoadImage("background\fish2.png", 32)

Dim Shared fish7&
fish7& = _LoadImage("background\fish2.png", 32)

Dim Shared fish8&
fish8& = _LoadImage("background\fish4.png", 32)

Dim Shared cloud1&
cloud1& = _LoadImage("background\cloud_1.png ", 32)

Dim Shared cloud2&
cloud2& = _LoadImage("background\cloud_2.png ", 32)

Dim Shared cloud3&
cloud3& = _LoadImage("background\cloud_3.png ", 32)

Dim Shared cloud4&
cloud4& = _LoadImage("background\cloud_4.png ", 32)

Dim Shared cloud5&
cloud5& = _LoadImage("background\cloud_5.png ", 32)

Dim Shared cloud6&
cloud6& = _LoadImage("background\cloud_6.png ", 32)

Dim Shared cloud7&
cloud7& = _LoadImage("background\cloud_7.png ", 32)

Dim Shared c1x As Single
Dim Shared c1y As Single
Dim Shared c2x As Single
Dim Shared c2y As Single
Dim Shared c3x As Single
Dim Shared c3y As Single
Dim Shared c4x As Single
Dim Shared c4y As Single
Dim Shared c5x As Single
Dim Shared c5y As Single
Dim Shared c6x As Single
Dim Shared c6y As Single
Dim Shared c7x As Single
Dim Shared c7y As Single

Randomize Timer

c1x = (Rnd * 1200) + 100
c1y = (Rnd * 50) + 10
c2x = (Rnd * 1600) + 200
c2y = (Rnd * 50) + 5
c3x = (Rnd * 1740) + 400
c3y = (Rnd * 50) + 5
c4x = (Rnd * 1680) + 125
c4y = (Rnd * 50) + 5
c5x = (Rnd * 1200) + 100
c5y = (Rnd * 50) + 5
c6x = (Rnd * 1850) + 35
c6y = (Rnd * 50) + 5
c7x = (Rnd * 1800) + 25
c7y = (Rnd * 50) + 5

Dim Shared cloudDirection%
reRoll:
Randomize Timer
cloudDirection% = (Rnd * 15) + 1
If cloudDirection% > 6 And cloudDirection% < 14 Then GoTo reRoll
If cloudDirection% > 15 Then cloudDirection% = 14

Dim Shared sun&
sun& = _LoadImage("background\sun.png ", 32)
Dim Shared moon&

moon& = _LoadImage("background\moon.png ", 32)

Dim Shared standin&
standin& = _LoadImage("sprite\am_1.png ", 32)

Dim Shared atariMan&

Dim Shared synth_scope&
synth_scope& = _LoadImage("sprite\am_synth_scope_1_sm.png", 32)
Dim Shared synth_action&
synth_action& = _LoadImage("sprite\am_synth_action_1.png", 32)

Dim Shared kn0ne&
kn0ne& = _LoadImage("background\kn0ne_1c.png", 32)
_ClearColor (_RGB(0, 0, 0)), kn0ne&

Dim Shared stdIn&
stdIn& = _LoadImage("sprite\am_1.png", 32)

Dim Shared trxlk%
trxlk% = 1
Dim Shared syn%
Dim Shared syntrx%
syntrx% = 2

Dim Shared tv&

Dim Shared tm$
Dim Shared s%
Dim Shared m%
Dim Shared h%

Dim Shared current_date$
current_date$ = Date$

Dim Shared frame&
Dim Shared frame2&
Dim Shared framesit3&
Dim Shared framesittv&
Dim Shared frame4&
Dim Shared frame5&
Dim Shared framesitkit&
Dim Shared tvframe&
Dim Shared synFrame%
Dim Shared synscframe&
Dim Shared synscframe2&
Dim Shared cookFrame&
Dim Shared washFrame&
Dim Shared starFrame%

Dim Shared sx As Single
Dim Shared sy As Single

Dim Shared floorNum%

Dim Shared xmove$

Randomize Timer
xmove$ = "left"

Dim Shared ymove$
ymove$ = "yoff"

Dim Shared change$
change$ = "coff"

Dim Shared cv As Integer 'change value
Dim Shared cv$ 'change value string

Dim Shared rmtimer As Integer
Dim Shared wash%
Dim Shared cookTimer%
Dim Shared cookTrig As Integer
Dim Shared rmtriglk As Integer
Dim Shared rmtriglk1a As Integer
Dim Shared rmtriglk1b As Integer
Dim Shared rmtriglk2a As Integer
Dim Shared rmtriglk2b As Integer
Dim Shared rmtriglk2c As Integer
Dim Shared rmtriglk2d As Integer
Dim Shared rmtriglk2e As Integer
Dim Shared rmtriglk3a As Integer
Dim Shared rmtriglk3b As Integer
Dim Shared rmTrigOff As Integer

Dim Shared sleepTrig%

Dim Shared rmtrlk$
Dim Shared rmtrlk1a$
Dim Shared rmtrlk1b$
rmtrlk$ = Str$(Int(rmtriglk))
rmtrlk1a$ = Str$(Int(rmtriglk1a))
rmtrlk1b$ = Str$(Int(rmtriglk1b))

Dim Shared rmtimer$
rmtimer$ = Str$(rmtimer)

Dim Shared xmvcpy$

Dim Shared ghost_sprite&

Dim Shared gx As Single
Dim Shared gy As Single
Dim Shared gx$
Dim Shared gy$

gx = Int(Rnd * 350) + 115
gy = Int(Rnd * 230) + 80

gx$ = "right"
gy$ = "up"

Dim Shared sleepTimer%
Dim Shared fish&

Type fish_type
    x As Integer
    y As Integer
    move_right As Integer
    move_up As Integer
    sprite As Long
End Type
Dim Shared fish2(12) As fish_type 'creates the fish"array" with the size set to "num_fish"

Dim Shared f1x As Single
Dim Shared f2x As Single
Dim Shared f3x As Single
Dim Shared f4x As Single
Dim Shared f5x As Single
Dim Shared f6x As Single
Dim Shared f7x As Single
Dim Shared f8x As Single

Dim Shared f1y As Single
Dim Shared f2y As Single
Dim Shared f3y As Single
Dim Shared f4y As Single
Dim Shared f5y As Single
Dim Shared f6y As Single
Dim Shared f7y As Single
Dim Shared f8y As Single

Dim Shared f1xmove$
Dim Shared f2xmove$
Dim Shared f3xmove$
Dim Shared f4xmove$
Dim Shared f5xmove$
Dim Shared f6xmove$
Dim Shared f7xmove$
Dim Shared f8xmove$

Dim Shared f1ymove$
Dim Shared f2ymove$
Dim Shared f3ymove$
Dim Shared f4ymove$
Dim Shared f5ymove$
Dim Shared f6ymove$
Dim Shared f7ymove$
Dim Shared f8ymove$

f1x = 430
f1y = 349

f2x = 460
f2y = 348

f3x = 460
f3y = 350

f4x = 435
f4y = 349

f5x = 452
f5y = 348

f6x = 459
f6y = 349

f7x = 454
f7y = 350

f8x = 460
f8y = 350

f1xmove$ = "right"
f2xmove$ = "left"
f3xmove$ = "right"
f4xmove$ = "right"
f5xmove$ = "left"
f6xmove$ = "right"
f7xmove$ = "right"
f8xmove$ = "right"

f1ymove$ = "up"
f2ymove$ = "down"
f3ymove$ = "up"
f4ymove$ = "up"
f5ymove$ = "down"
f6ymove$ = "up"
f7ymove$ = "up"
f8ymove$ = "off"

Dim Shared bathTimer%
bathTimer% = 0
Dim Shared sndBathRm$

Dim Shared bowel%

Dim Shared handWash%

Dim Shared b&
b& = _SndOpen("sounds\aquarium\tank1.mp3")

Dim Shared lb&
lb& = _SndOpen("sounds\aquarium\bigBubble.mp3")

Dim Shared t~&

Dim Shared starTimer%

Dim Shared starFieldAX%
Dim Shared starFieldAy%

Dim Shared starFieldBX%
Dim Shared starFieldBy%

Dim Shared starFieldCX%
Dim Shared starFieldCy%

Dim Shared starFieldDX%
Dim Shared starFieldDy%

Dim Shared starFieldEX%
Dim Shared starFieldEy%

Dim Shared starFieldFX%
Dim Shared starFieldFy%

Dim Shared starFieldGX%
Dim Shared starFieldGy%

Dim Shared starFieldHX%
Dim Shared starFieldHy%

Dim Shared starFieldIX%
Dim Shared starFieldIy%

Dim Shared starFieldJX%
Dim Shared starFieldJy%

Dim Shared starFieldKX%
Dim Shared starFieldKy%

Dim Shared starFieldLX%
Dim Shared starFieldLy%

Dim Shared starFieldMX%
Dim Shared starFieldMy%

Dim Shared starFieldNX%
Dim Shared starFieldNy%

Dim Shared starFieldOX%
Dim Shared starFieldOy%

Dim Shared starFieldPX%
Dim Shared starFieldPy%

Dim Shared starFieldQX%
Dim Shared starFieldQy%

Dim Shared starFieldRX%
Dim Shared starFieldRy%

starFieldAX% = Rnd * 640
starFieldAy% = Rnd * 75

starFieldBX% = Rnd * 100
starFieldBy% = Rnd * 230

starFieldCX% = (Rnd * 640) + 530
starFieldCy% = Rnd * 230

starFieldDX% = Rnd * 640
starFieldDy% = Rnd * 75

starFieldEX% = Rnd * 100
starFieldEy% = Rnd * 230

starFieldFX% = (Rnd * 640) + 530
starFieldFy% = Rnd * 230

starFieldGX% = Rnd * 640
starFieldGy% = Rnd * 75

starFieldHX% = Rnd * 100
starFieldHy% = Rnd * 230

starFieldIX% = (Rnd * 640) + 530
starFieldIy% = Rnd * 230

starFieldJX% = Rnd * 640
starFieldJy% = Rnd * 75

starFieldKX% = Rnd * 100
starFieldKy% = Rnd * 230

starFieldLX% = (Rnd * 640) + 530
starFieldLy% = Rnd * 230

starFieldMX% = Rnd * 640
starFieldMy% = Rnd * 75

starFieldNX% = Rnd * 100
starFieldNy% = Rnd * 230

starFieldOX% = (Rnd * 640) + 530
starFieldOy% = Rnd * 230

starFieldPX% = Rnd * 640
starFieldPy% = Rnd * 75

starFieldQX% = Rnd * 100
starFieldQy% = Rnd * 230

starFieldRX% = (Rnd * 640) + 530
starFieldRy% = Rnd * 230

Dim Shared blimpX As Single
Dim Shared blimpY As Single

Dim Shared blimpRight As Integer
Dim Shared blimpUp As Integer

Dim Shared blimpSize%
blimp:
Randomize Timer
blimpSize% = (Rnd * 3) + 1
If blimpSize% > 3 Then GoTo blimp:


blimpRight = 1
blimpX = 25
Randomize Timer
blimpY = (Rnd * 30) + 1
sx = 180
sy = 230
floorNum% = 2

rmtimer = 500
Dim Shared wakeUp%
'sleepTrig% = 20
rmtriglk2a = 0
change$ = "coff"

'bowel% = 3

xmove$ = "left"
'rmtriglk = 1
'cookTrig = 20
'rmtriglk1a = 1
'rmtriglk1b = 1
'rmtriglk2a = 1
'rmtriglk2b = 1
'rmtriglk2c = 1
'rmtriglk2d = 1
'rmtriglk3a = 1
'rmtriglk3b = 1
'rmTrigOff = 1

mute% = 1
volSet = .05
_Title "Little Atari Person"
Screen _NewImage(640, 480, 32)
_FullScreen
_MouseHide
Dim Shared clockcount%

main_loop:
Do: _Limit 60
    Cls
    tm$ = Time$
    s% = Val(Right$(tm$, 2))
    m% = Val(Mid$(tm$, 4, 2))
    h% = Val(Left$(tm$, 2))
    background
    gottaGo
    foodRtTime
    ghost_timer
    convert_to_12hr
    atariMan_sprite
    weekday
    room_triggers
    a1_debugtxt
    volControl
    If bowel% = 3 Or bowel% = 6 Then rmtriglk2d = 1
    trigers
    clockcount% = clockcount% + 1
    _Display
Loop Until _KeyDown(27)
_MouseShow
System

'' Sub Routiens ''

Sub a1_debugtxt
    'Dim blimpSize$
    'blimpSize$ = Str$(blimpSize%)
    'If fntComputerLg& > 0 Then _Font fntComputerLg&
    'Color WHITE, BLACK
    '_PrintString (25, 25), blimpSize$
    'Dim bathTimer$
    'bathTimer$ = Str$(bathTimer%)
    '_PrintString (350, 180), "bathTimer" + bathTimer$
    'Dim handWash$
    'handWash$ = Str$(handWash%)
    '_PrintString (250, 180), "handt" + handWash$
    'Dim sx$
    'Dim sy$
    'sx$ = Str$(Int(sx))
    'sy$ = Str$(Int(sy))
    '_PrintString (150, 5), "sx:" + sx$
    '_PrintString (150, 25), "xmove:" + xmove$
    '_PrintString (350, 5), "sy:" + sy$
    '_PrintString (350, 25), "ymove:" + ymove$
    'rmtimer$ = Str$(rmtimer)
    '_PrintString (255, 80), "rmtimer:" + rmtimer$
    '_PrintString (255, 100), "change:" + change$
    'Dim rm1a$
    'rm1a$ = Str$(rmtriglk1a)
    '_PrintString (5, 25), "rm1a:" + rm1a$
    'Dim rm1b$
    'rm1b$ = Str$(rmtriglk1b)
    '_PrintString (5, 45), "rm1b:" + rm1b$
    'Dim rmtriglk2a$
    'rmtriglk2a$ = Str$(rmtriglk2a)
    '_PrintString (5, 65), "rm2a:" + rmtriglk2a$
    'Dim rm2b$
    'rm2b$ = Str$(rmtriglk2b)
    '_PrintString (5, 85), "rm2b:" + rm2b$
    'Dim rm2c$
    'rm2c$ = Str$(rmtriglk2c)
    '_PrintString (5, 105), "rm2c:" + rm2c$
    'Dim rm2d$
    'rm2d$ = Str$(rmtriglk2d)
    '_PrintString (5, 125), "rm2d" + rm2d$
    'Dim rm2e$
    'rm2e$ = Str$(rmtriglk2e)
    '_PrintString (5, 145), "rm2e" + rm2e$
    'Dim rm3a$
    'rm3a$ = Str$(rmtriglk3a)
    '_PrintString (5, 165), "rm3a:" + rm3a$
    'Dim rmlk3b$
    'rmlk3b$ = Str$(rmtriglk3b)
    '_PrintString (5, 185), "rm3b:" + rmlk3b$
    'Dim rmTrigOff$
    'rmTrigOff$ = Str$(rmTrigOff)
    '_PrintString (5, 205), "rmTrigOff:" + rmTrigOff$
    'Dim cookTrig$
    'cookTrig$ = Str$(cookTrig%)
    '_PrintString (5, 225), "cookTrig:" + cookTrig$
    'Dim bowel$
    'bowel$ = Str$(bowel%)
    '_PrintString (5, 245), "bowel:" + bowel$
    'Dim rmlk1b$
    'rmlk1b$ = Str$(rmtriglk1b)
    '_PrintString (320, 25), "rm1b" + rmlk1b$
    'Dim bowel$
    'bowel$ = Str$(bowel%)
    '_PrintString (420, 25), "bowel" + bowel$
    'Dim rm1a$
    'rm1a$ = Str$(rmtriglk1a)
    '_PrintString (320, 25), "rm1a" + rm1a$
    'Dim bthrm$
    'bthrm$ = Str$(bathTimer%)
    '_PrintString (320, 200), bthrm$
    'Dim bathGo$
    'bathGo$ = Str$(bathGo%)
    '_PrintString (360, 25), "bathGo" + bathGo$
    'Dim Washtimer$
    'Dim rm2e$
    'Washtimer$ = Str$(handWash%)
    '_PrintString (25, 25), "wahHand" + Washtimer$
    'rm2e$ = Str$(rmtriglk2e)
    '_PrintString (200, 25), "rm2e" + rm2e$
    'Dim wash$
    'wash$ = Str$(wash%)
    '_PrintString (25, 200), "wash:" + wash$
    'Dim cookTrig$
    'cookTrig$ = Str$(cookTrig%)
    '_PrintString (25, 220), "cookTrig:" + cookTrig$
    'Dim sleepTrig$
    'sleepTrig$ = Str$(sleepTrig%)
    '_PrintString (25, 220), "sleepTrig:" + sleepTrig$
    'Dim h$
    'h$ = Str$(h%)
    '_PrintString (25, 150), "h%:" + h$
    '_PrintString (25, 165), "ampm:" + ampm$
    'Dim wakeup$
    'wakeup$ = Str$(wakeUp%)
    '_PrintString (25, 280), "wakeUp:" + wakeup$
    'Dim sleepTimer$
    'sleepTimer$ = Str$(sleepTimer%)
    '_PrintString (25, 220), "sleeptimer:" + sleepTimer$
    'Dim cloudDirection$
    'cloudDirection$ = Str$(cloudDirection%)
    '_PrintString (25, 220), "cloudDir:" + cloudDirection$
    'Dim syntrx$
    'syntrx$ = Str$(syntrx%)
    '_PrintString (10, 420), "trackNum:" + syntrx$
    'Dim noTraxRepeat$
    'noTraxRepeat$ = Str$(noTraxRepeat%)
    '_PrintString (10, 440), "trackRep:" + noTraxRepeat$
    'Dim tvc$
    'tvc$ = Str$(tvc)
    '_PrintString (5, 300), "tvchan:" + tvc$
    'Dim cv$
    'cv$ = Str$(cv)
    '_PrintString (200, 25), "cv:" + cv$
    'Dim tvtrig$
    'tvtrig$ = Str$(tvtrig%)
    '_PrintString (320, 25), "tvTrig:" + tvtrig$
    'Dim srt$
    'srt$ = Str$(srt%)
    '_PrintString (400, 25), "srt$:" + srt$
    'standin& = _LoadImage("sprite\am_sit_2.png", 32)
    '_ClearColor _RGB(0, 0, 0), standin&
    '_PutImage (230, 120), standin&
    'Dim floor_num$
    'Dim sx$
    'Dim sy$
    'floor_num$ = Str$(floorNum%)
    'sx$ = Str$(Int(sx))
    'sy$ = Str$(Int(sy))
    'Dim tvframe$
    'tvframe$ = Str$(tvframe&)
    '_PrintString (sx - 50, sy - 115), "xmovecpy:" + xmvcpy$
    '_PrintString (sx - 50, sy - 95), "xmove:" + xmove$
    '_PrintString (sx + 50, sy - 95), "ymove:" + ymove$
    '_PrintString (sx - 50, sy - 80), "xpos:" + sx$
    '_PrintString (sx + 50, sy - 80), "ypos:" + sy$
    '_PrintString (sx - 25, sy - 65), "fl:" + floor_num$
    '_PrintString (sx + 75, sy - 65), change$
    'cv$ = "cv:" + Str$(cv)
    '_PrintString (sx + 20, sy - 65), cv$
    'rmtimer$ = Str$(rmtimer)
    '_PrintString (500, 25), "rmtimer:" + rmtimer$
    '_PrintString (sx, sy - 35), "rmlk1b:" + rmlk1b$
    '_PrintString (320, 25), "f0rtv:" + tvframe$
    'Dim tvframe$
    'tvframe$ = Str$(tvframe&)
    '_PrintString (sx - 50, sy - 115), "tvframe:" + tvframe$
    'Dim frame$
    'frame$ = Str$(frame3&)
    '_PrintString (sx + 150, sy - 65), "fr:" + frame$
    'rmtimer$ = Str$(rmtimer)
    'Dim rmlk3a$
    'rmlk3a$ = Str$(rmtriglk3a)
    '_PrintString (320, 25), "rmtimer:" + rmtimer$
    '_ClearColor _RGB(0, 0, 0), standin&
    '_PutImage (385, 100), standin&
    'Dim framesitkit$
    'framesitkit$ = Str$(framesitkit&)
    '_PrintString (sx, sy - 35), "frkitkit:" + framesitkit$
    'Dim answ$
    'answ$ = Str$(tvchanel)
    '_PrintString (320, 50), answ$
    'Dim btimer$
    'btimer$ = Str$(btimer%)
    '_PrintString (5, 320), "bttnTmr:" + btimer$
    'Dim starTimer$
    'starTimer$ = Str$(starTimer%)
    '_PrintString (5, 25), starTimer$
End Sub

Sub myClock

    'Dim clock(60) 'A dimensioned array to hold 60 radian points
    'clockcount% = 15 'A counter to keep track of the radians

    'For radian = 2 * PI To 0 Step -(2 * PI) / 60
    '    clock(clockcount%) = radian
    '    clockcount% = clockcount% + 1
    '    If clockcount% = 61 Then clockcount% = 1
    'Next radian

    'Dim clockcount$
    'clockcount$ = Str$(clockcount%)
    '_PrintString (10, 25), clockcount$

    'Circle (400, 320), 20, _RGB(0, 0, 0) 'circle with radius of 110 and dark gray
    'Circle (400, 320), 12, _RGB(0, 0, 0) 'circle with radius of 102 and dark gray
    'Paint (265, 230), 8, _RGB(0, 0, 0) 'fill between the two dark gray circles with gray
    'Circle (400, 320), 20, _RGB(0, 0, 0) 'circle with radius of 110 and light gray

    'tm$ = Time$
    's% = Val(Right$(tm$, 2))
    'm% = Val(Mid$(tm$, 4, 2))
    'h% = Val(Left$(tm$, 2))

    '*
    '* Get the current time from the QuickBASIC built in variable TIME$
    '* Since TIME$ is a string, we need to extract the hours, minutes and
    '* seconds from it using LEFT$, RIGHT$ and MID$. Then, each of these
    '* extractions need to be converted to a numeric value using VAL and
    '* stored in their respective variables.
    '*

    'Dim previoussecond%

    'Dim previousminute%
    'Dim prseviousminute%
    'Dim previoushour%

    'If s% = 0 Then s% = 60 'array counts 1 to 60 not 0 to 59
    'previoussecond% = s% 'hold current second for later use
    'm% = Int(Val(Mid$(Time$, 4, 2))) 'extract minutes from TIME$
    'If m% = 0 Then m% = 60 'array counts 1 to 60 not 0 to 59
    'previousminute% = m% 'hold current minute for later use
    'h% = Int(Val(Left$(Time$, 2))) 'extract hour from TIME$
    'If h% >= 12 Then h% = h% - 12 'convert from military time
    'If h% = 0 Then h% = 12 'count from 1 to 12 not 0 to 11
    'previoushour% = h% 'hold current hour for later use
    '*
    '* Start of main program loop


    'If s% <> previoussecond% Then 'has a second elapsed?
    'Locate 22, 17 'print the time on the screen at
    'Print Time$; 'position 22, 17
    '* Since a second has elapsed we need to erase the old second hand
    '* position and draw the new position

    'Circle (400, 320), 100, _RGB(0, 0, 0), -clock(previoussecond%), clock(previoussecond%)
    'Circle (400, 320), 100, _RGB(0, 0, 0), -clock(s%), clock(s%)
    'previoussecond% = s% 'hold current second for later use
    'If m% <> previousminute% Then 'has a minute elapsed?
    '* Since a minute has elapsed we need to erase the old hour hand position
    'Circle (400, 320), 90, _RGB(0, 0, 0), -clock(previousminute%), clock(previousminute%)
    'prseviousminute% = m% 'hold current minute for later use
    'End If
    '*
    '* Draw the current minute hand position
    '*
    'Circle (400, 320), 90, _RGB(0, 255, 255), -clock(m%), clock(m%)
    'If h% <> previoushour% Then 'has an hour elapsed?
    '* Since an hour has elapsed we need to erase the old hour hand position
    'Circle (400, 320), 75, _RGB(255, 255, 0), -clock(previoushour% * 5), clock(previoushour% * 5)
    'previoushour% = h% 'hold current hour for later use
    'End If
    '*
    '* Draw the current hour hand position
    '*
    '    Circle (400, 320), 75, _RGB(0, 0, 0), -clock(h% * 5), clock(h% * 5)
    'End If
    's% = Val(Right$(Time$, 2)) 'extract time again and do all over
    'If s% = 0 Then s% = 60
    'm% = Val(Mid$(Time$, 4, 2))
    'If m% = 0 Then m% = 60
    'h% = Val(Left$(Time$, 2))
    'If h% >= 12 Then h% = h% - 12
    'If h% = 0 Then h% = 12

End Sub
Sub starGenerator

    Circle (starFieldAX%, starFieldAy%), 0.4, _RGB(255, 255, 255)
    Circle (starFieldBX%, starFieldBy%), 0.2, _RGB(255, 255, 255)
    Circle (starFieldCX%, starFieldCy%), 0.2, _RGB(255, 255, 255)

    Circle (starFieldDX%, starFieldDy%), 0.2, _RGB(255, 255, 255)
    Circle (starFieldEX%, starFieldEy%), 0.4, _RGB(255, 255, 255)
    Circle (starFieldFX%, starFieldFy%), 0.5, _RGB(255, 255, 255)

    Circle (starFieldGX%, starFieldGy%), 0.4, _RGB(255, 255, 255)
    Circle (starFieldHX%, starFieldHy%), 0.2, _RGB(255, 255, 255)
    Circle (starFieldIX%, starFieldIy%), 0.4, _RGB(255, 255, 255)

    Circle (starFieldJX%, starFieldJy%), 0.5, _RGB(255, 255, 255)
    Circle (starFieldKX%, starFieldKy%), 0.2, _RGB(255, 255, 255)
    Circle (starFieldLX%, starFieldLy%), 0.2, _RGB(255, 255, 255)

    Circle (starFieldMX%, starFieldMy%), 0.2, _RGB(255, 255, 255)
    Circle (starFieldNX%, starFieldNy%), 0.4, _RGB(255, 255, 255)
    Circle (starFieldOX%, starFieldOy%), 0.3, _RGB(255, 255, 255)

    Circle (starFieldPX%, starFieldPy%), 0.3, _RGB(255, 255, 255)
    Circle (starFieldQX%, starFieldQy%), 0.3, _RGB(255, 255, 255)
    Circle (starFieldRX%, starFieldRy%), 0.4, _RGB(255, 255, 255)


    If starTimer% > 5 And starTimer% < 10 Then
        Randomize Timer: Circle (Rnd * 640, Rnd * 75), 0.1, _RGB(255, 255, 255)
        Randomize Timer: Circle (Rnd * 100, Rnd * 230), 0.1, _RGB(255, 255, 255)
        Randomize Timer: Circle ((Rnd * 640) + 530, Rnd * 230), 0.1, _RGB(255, 255, 255)
    End If

    If starTimer% > 20 And starTimer% < 25 Then
        Randomize Timer: Circle (Rnd * 640, Rnd * 75), 0.1, _RGB(255, 255, 255)
        Randomize Timer: Circle (Rnd * 100, Rnd * 230), 0.1, _RGB(255, 255, 255)
        Randomize Timer: Circle ((Rnd * 640) + 530, Rnd * 230), 0.1, _RGB(255, 255, 255)
    End If

    If starTimer% > 40 And starTimer% < 45 Then
        Randomize Timer: Circle (Rnd * 640, Rnd * 75), 0.1, _RGB(255, 255, 255)
        Randomize Timer: Circle (Rnd * 100, Rnd * 230), 0.1, _RGB(255, 255, 255)
        Randomize Timer: Circle ((Rnd * 640) + 530, Rnd * 230), 0.1, _RGB(255, 255, 255)
    End If
End Sub

Sub clock_color_day

    Dim cx As Integer
    Dim cy As Integer
    cx = 320
    cy = 240
    Shared h%, tm$
    Circle (cx%, cy%), 150, BLUE
    Paint (cx%, cy%), YELLOW, BLUE
    Circle (cx%, cy%), 145, BLUE
    Circle (cx%, cy%), 140, YELLOW
    Paint (cx%, cy%), LIGHTBLUE, BLUE
    Color LIGHTYELLOW, LIGHTBLUE
    'If fntComputerSm& > 0 Then _Font fntComputerSm&
    _PrintString (cx% - 118, cy%), Right$("0" + LTrim$(Str$(h%)), 2) + Right$(tm$, 6)
    Color _RGB32(255, 150, 0), LIGHTBLUE
    'If fntComputer& > 0 Then _Font fntComputer&
    _PrintString (cx% - 100, cy% - 50), "kn0ne"
    Circle (cx%, cy%), BLUE
    Color LIGHTYELLOW, LIGHTBLUE
    'If fdt& > 0 Then _Font fdt&

    _PrintString (cx% - 112, cy% + 30), current_date$
    '_PrintString (x% - 23, y% - 75), Str$(Int((Rnd * 2)) + 1)
    Circle (cx%, cy%), 125, BLUE
    Circle (cx%, cy%), 160, YELLOW
    Circle (cx%, cy%), 170, BLUE
    Circle (cx%, cy%), 123, BLUE
    Circle (cx%, cy%), 158, YELLOW
    Circle (cx%, cy%), 168, BLUE
End Sub

Sub trigers
    If rmtriglk1a = 1 Then
        rmtriglk1b = 0
        rmtriglk2a = 0
        rmtriglk2b = 0
        rmtriglk2c = 0
        rmtriglk2d = 0
        rmtriglk2e = 0
        rmtriglk3a = 0
        rmtriglk3b = 0
        rmTrigOff = 0
    End If
    If rmtriglk1b = 1 Then
        rmtriglk1a = 0
        rmtriglk2a = 0
        rmtriglk2b = 0
        rmtriglk2c = 0
        rmtriglk2d = 0
        rmtriglk2e = 0
        rmtriglk3a = 0
        rmtriglk3b = 0
        rmTrigOff = 0
    End If
    If rmtriglk2a = 1 Then
        rmtriglk1a = 0
        rmtriglk1b = 0
        rmtriglk2b = 0
        rmtriglk2c = 0
        rmtriglk2d = 0
        rmtriglk2e = 0
        rmtriglk3a = 0
        rmtriglk3b = 0
        rmTrigOff = 0
    End If
    If rmtriglk2b = 1 Then
        rmtriglk1a = 0
        rmtriglk1b = 0
        rmtriglk2a = 0
        rmtriglk2c = 0
        rmtriglk2d = 0
        rmtriglk2e = 0
        rmtriglk3a = 0
        rmtriglk3b = 0
        rmTrigOff = 0
    End If
    If rmtriglk2c = 1 Then
        rmtriglk1a = 0
        rmtriglk1b = 0
        rmtriglk2a = 0
        rmtriglk2b = 0
        rmtriglk2d = 0
        rmtriglk2e = 0
        rmtriglk3a = 0
        rmtriglk3b = 0
        rmTrigOff = 0
    End If
    If rmtriglk2d = 1 Then
        rmtriglk1a = 0
        rmtriglk1b = 0
        rmtriglk2a = 0
        rmtriglk2b = 0
        rmtriglk2c = 0
        rmtriglk2e = 0
        rmtriglk3a = 0
        rmtriglk3b = 0
        rmTrigOff = 0
    End If
    If rmtriglk2e = 1 Then
        rmtriglk1a = 0
        rmtriglk1b = 0
        rmtriglk2a = 0
        rmtriglk2b = 0
        rmtriglk2c = 0
        rmtriglk2d = 0
        rmtriglk3a = 0
        rmtriglk3b = 0
        rmTrigOff = 0
    End If
    If rmtriglk3a = 1 Then
        rmtriglk1a = 0
        rmtriglk1b = 0
        rmtriglk2a = 0
        rmtriglk2b = 0
        rmtriglk2c = 0
        rmtriglk2d = 0
        rmtriglk2e = 0
        'rmtriglk3b = 0
        rmTrigOff = 0
    End If
    If rmtriglk3b = 1 Then
        rmtriglk1a = 0
        rmtriglk1b = 0
        rmtriglk2a = 0
        rmtriglk2b = 0
        rmtriglk2c = 0
        rmtriglk2d = 0
        rmtriglk2e = 0
        'rmtriglk3a = 0
        rmTrigOff = 0
    End If
    If rmTrigOff = 1 Then
        rmtriglk1a = 0
        rmtriglk1b = 0
        rmtriglk2a = 0
        rmtriglk2b = 0
        rmtriglk2c = 0
        rmtriglk2d = 0
        rmtriglk2e = 0
        rmtriglk3a = 0
        rmtriglk3b = 0
    End If
End Sub

Sub gottaGo
    If bowel% = 6 Then
        If floorNum% = 1 Then change$ = "cup"
        If floorNum% = 2 Then change$ = "coff"
        If floorNum% = 3 Then change$ = "cdown"
    End If

End Sub
Sub sound_large_bubbles
    t~& = t~& + 1
    If t~& = 3000 Then
        t~& = 1
    End If

    Select Case t~&
        Case 1 To 35
            _SndVol lb&, 0.20
            _SndLoop lb&
        Case 1420 To 1460
            _SndVol lb&, 0.20
            _SndLoop lb&
        Case 2400 To 2440
            _SndVol lb&, 0.20
            _SndLoop lb&
        Case Else
            _SndVol lb&, 0
    End Select
End Sub

Sub changeChanAndTrax
    btimer% = btimer% + 1
    If btimer% > 10 Then btimer% = 0

    If _KeyDown(rtKey) And btimer% = 1 Then
        tvplaying
        tvchanview
        tvc = tvc + 1
        _PutImage (220, 220), kn0ne&
        If tvc > 26 Then tvc = 1
    End If

    If _KeyDown(ltKey) And btimer% = 1 Then
        tvplaying
        tvchanview
        tvc = tvc - 1
        _PutImage (220, 220), kn0ne&
        If tvc < 1 Then tvc = 26
    End If

    If _KeyDown(rtKey) And btimer% = 1 Then
        stoptrx
        syntrx% = syntrx% + 1
        _PutImage (220, 220), kn0ne&
        If syntrx% > 23 Then syntrx% = 1
    End If

    If _KeyDown(ltKey) And btimer% = 1 Then
        stoptrx
        syntrx% = syntrx% - 1
        _PutImage (220, 220), kn0ne&
        If syntrx% < 1 Then syntrx% = 23
    End If
End Sub

Sub volControl
    btimer% = btimer% + 1
    If btimer% > 10 Then btimer% = 0

    If _KeyDown(mKey) Or _KeyDown(77) Then
        mute% = 1
        _PutImage (220, 220), kn0ne&
    End If
    If _KeyDown(uKey) Or _KeyDown(85) Then
        mute% = 0
        _PutImage (220, 220), kn0ne&
    End If

    If _KeyDown(upKey) And btimer% = 1 Then
        If volSet < 10.1 Then volSet = volSet + 0.05
        _PutImage (220, 220), kn0ne&
    End If

    If _KeyDown(dwKey) And btimer% = 1 Then
        If volSet > 0.01 Then volSet = volSet - 0.05
        _PutImage (220, 220), kn0ne&
    End If

    If tvtrig% = 1 Then
        Select Case tvc
            Case 1
                _SndLoop tvsnd1&
                If mute% = 0 Then _SndVol tvsnd1&, volSet Else _SndVol tvsnd1&, 0.0
            Case 2
                _SndLoop tvsnd2&
                If mute% = 0 Then _SndVol tvsnd2&, volSet Else _SndVol tvsnd2&, 0.0
            Case 3
                _SndLoop tvsnd3&
                If mute% = 0 Then _SndVol tvsnd3&, volSet Else _SndVol tvsnd3&, 0.0
            Case 4
                _SndLoop tvsnd4&
                If mute% = 0 Then _SndVol tvsnd4&, volSet Else _SndVol tvsnd4&, 0.0
            Case 5
                _SndLoop tvsnd5&
                If mute% = 0 Then _SndVol tvsnd5&, volSet Else _SndVol tvsnd5&, 0.0
            Case 6
                _SndLoop tvsnd6&
                If mute% = 0 Then _SndVol tvsnd6&, volSet Else _SndVol tvsnd6&, 0.0
            Case 7
                _SndLoop tvsnd7&
                If mute% = 0 Then _SndVol tvsnd7&, volSet Else _SndVol tvsnd7&, 0.0
            Case 8
                _SndLoop tvsnd8&
                If mute% = 0 Then _SndVol tvsnd8&, volSet Else _SndVol tvsnd8&, 0.0
            Case 9
                _SndLoop tvsnd9&
                If mute% = 0 Then _SndVol tvsnd9&, volSet Else _SndVol tvsnd9&, 0.0
            Case 10
                _SndLoop tvsnd10&
                If mute% = 0 Then _SndVol tvsnd10&, volSet Else _SndVol tvsnd10&, 0.0
            Case 11
                _SndLoop tvsnd11&
                If mute% = 0 Then _SndVol tvsnd11&, volSet Else _SndVol tvsnd11&, 0.0
            Case 12
                _SndLoop tvsnd12&
                If mute% = 0 Then _SndVol tvsnd12&, volSet Else _SndVol tvsnd12&, 0.0
            Case 13
                _SndLoop tvsnd13&
                If mute% = 0 Then _SndVol tvsnd13&, volSet Else _SndVol tvsnd13&, 0.0
            Case 14
                _SndLoop tvsnd14&
                If mute% = 0 Then _SndVol tvsnd14&, volSet Else _SndVol tvsnd14&, 0.0
            Case 15
                _SndLoop tvsnd15&
                If mute% = 0 Then _SndVol tvsnd15&, volSet Else _SndVol tvsnd15&, 0.0
            Case 16
                _SndLoop tvsnd16&
                If mute% = 0 Then _SndVol tvsnd16&, volSet Else _SndVol tvsnd16&, 0.0
            Case 17
                _SndLoop tvsnd17&
                If mute% = 0 Then _SndVol tvsnd17&, volSet Else _SndVol tvsnd17&, 0.0
            Case 18
                _SndLoop tvsnd18&
                If mute% = 0 Then _SndVol tvsnd18&, volSet Else _SndVol tvsnd18&, 0.0
            Case 19
                _SndLoop tvsnd19&
                If mute% = 0 Then _SndVol tvsnd19&, volSet Else _SndVol tvsnd19&, 0.0
            Case 20
                _SndLoop tvsnd20&
                If mute% = 0 Then _SndVol tvsnd20&, volSet Else _SndVol tvsnd20&, 0.0
            Case 21
                _SndLoop tvsnd21&
                If mute% = 0 Then _SndVol tvsnd21&, volSet Else _SndVol tvsnd21&, 0.0
            Case 22
                _SndLoop tvsnd22&
                If mute% = 0 Then _SndVol tvsnd22&, volSet Else _SndVol tvsnd22&, 0.0
            Case 23
                _SndLoop tvsnd23&
                If mute% = 0 Then _SndVol tvsnd23&, volSet Else _SndVol tvsnd23&, 0.0
            Case 24
                _SndLoop tvsnd24&
                If mute% = 0 Then _SndVol tvsnd24&, volSet Else _SndVol tvsnd24&, 0.0
            Case 25
                _SndLoop tvsnd25&
                If mute% = 0 Then _SndVol tvsnd25&, volSet Else _SndVol tvsnd25&, 0.0
            Case 26
                _SndLoop tvsnd26&
                If mute% = 0 Then _SndVol tvsnd26&, volSet Else _SndVol tvsnd26&, 0.0
        End Select
    End If

    Select Case xmove$
        Case "left"
            _SndLoop sndWalk&
            If mute% = 0 Then _SndVol sndWalk&, volSet Else _SndVol sndWalk&, 0.0
        Case "foodLt"
            _SndLoop sndWalk&
            If mute% = 0 Then _SndVol sndWalk&, volSet Else _SndVol sndWalk&, 0.0
            _SndLoop sndBurp&
            If mute% = 0 Then _SndVol sndBurp&, volSet Else _SndVol sndBurp&, 0.0
        Case "right"
            _SndLoop sndWalk&
            If mute% = 0 Then _SndVol sndWalk&, volSet Else _SndVol sndWalk&, 0.0
        Case "foodRt"
            _SndLoop sndWalk&
            If mute% = 0 Then _SndVol sndWalk&, volSet Else _SndVol sndWalk&, 0.0
        Case "xoff"
            _SndStop sndWalk&
        Case "stairup"
            _SndLoop sndWalk&
            If mute% = 0 Then _SndVol sndWalk&, volSet Else _SndVol sndWalk&, 0.0
        Case "stairdw"
            _SndLoop sndWalk&
            If mute% = 0 Then _SndVol sndWalk&, volSet Else _SndVol sndWalk&, 0.0
        Case "tvsit"
            _SndStop sndWalk&
        Case "sit_type_a"
            _SndStop sndWalk&
        Case "sit_type_b"
            _SndStop sndWalk&
        Case "fishTank"
            _SndStop sndWalk&
        Case "brushTeeth"
            _SndStop sndWalk&
            _SndLoop sndBrushTeeth&
            If mute% = 0 Then _SndVol sndBrushTeeth&, volSet Else _SndVol sndBrushTeeth&, 0.0
        Case "cook"
            _SndStop sndWalk&
            _SndLoop sndCook&
            If mute% = 0 Then _SndVol sndCook&, volSet Else _SndVol sndCook&, 0.0
        Case "eat"
            _SndStop sndWalk&
            _SndLoop sndEat&
            If mute% = 0 Then _SndVol sndEat&, volSet Else _SndVol sndEat&, 0.0
        Case "washHand"
            _SndStop sndWalk&
            _SndLoop sndWashHands&
            If mute% = 0 Then _SndVol sndWashHands&, volSet Else _SndVol sndWashHands&, 0.0
        Case "wash"
            _SndStop sndWalk&
            _SndLoop sndDishWash&
            If mute% = 0 Then _SndVol sndDishWash&, volSet Else _SndVol sndDishWash&, 0.0
        Case "washHand"
            _SndStop sndWashHands&
            _SndLoop sndWashHands&
            If mute% = 0 Then _SndVol sndWashHands&, volSet Else _SndVol sndWashHands&, 0.0
        Case "synth"
            _SndStop sndWalk&
        Case "sleep"
            _SndStop sndWalk&
            _SndLoop sleeeep&
            If mute% = 0 Then _SndVol sleeeep&, volSet Else _SndVol sleeeep&, 0.0
        Case "move_not"
            _SndStop sndWalk&
    End Select

    Select Case sndBathRm$
        Case "doorClose"
            _SndStop sndWalk&
            _SndLoop sndBathDoorClose&
            If mute% = 0 Then _SndVol sndBathDoorClose&, volSet Else _SndVol sndBathDoorClose&, 0.0
        Case "poop"
            _SndLoop sndPoop&
            If mute% = 0 Then _SndVol sndPoop&, volSet Else _SndVol sndPoop&, 0.0
        Case "washHand"
            _SndLoop sndWashHands&
            If mute% = 0 Then _SndVol sndWashHands&, volSet Else _SndVol sndWashHands&, 0.0
        Case "flush"
            _SndLoop sndFlush&
            If mute% = 0 Then _SndVol sndFlush&, volSet Else _SndVol sndFlush&, 0.0
    End Select

    If floorNum% = 1 And mute% = 0 And sx > 350 Then
        _SndLoop b&
        _SndVol b&, volSet
        sound_large_bubbles
    Else
        _SndVol b&, 0.00
    End If
End Sub

Sub background
    If h% > 0 And h% <= 5 Then _PutImage , background_night&
    If h% > 5 And h% <= 11 Then _PutImage , background_morning&
    If h% > 11 And h% <= 16 Then _PutImage , background_day&
    If h% > 15 And h% <= 19 Then _PutImage , background_eve&
    If h% > 18 And h% < 25 Then _PutImage , background_night&
    If h% = 0 Then _PutImage , background_night&

    '''stars'''
    If h% >= 0 And h% <= 5 Or h% > 18 And h% <= 23 Then
        starGenerator
    End If
    ' sun
    _ClearColor (_RGB(0, 0, 0)), sun&
    If h% > 5 And h% <= 6 Then _PutImage (-50, 190), sun& '  -6am
    If h% > 6 And h% <= 7 Then _PutImage (-10, 150), sun& ' -7am
    If h% > 7 And h% <= 8 Then _PutImage (10, 100), sun& ' -8am
    If h% > 8 And h% <= 9 Then _PutImage (30, 60), sun& ' -9am
    If h% > 9 And h% <= 10 Then _PutImage (110, 10), sun& ' -10am
    If h% > 10 And h% <= 11 Then _PutImage (175, -15), sun& ' -11am
    If h% > 11 And h% <= 12 Then _PutImage (240, -40), sun& 'noon
    If h% > 12 And h% <= 13 Then _PutImage (400, -15), sun& '1pm
    If h% > 13 And h% <= 14 Then _PutImage (440, 10), sun& '2pm
    If h% > 14 And h% <= 15 Then _PutImage (500, 70), sun& '3pm
    If h% > 15 And h% <= 16 Then _PutImage (520, 110), sun& '4pm
    If h% > 16 And h% <= 17 Then _PutImage (560, 150), sun& '5pm
    If h% > 17 And h% <= 18 Then _PutImage (550, 210), sun& '-6pm

    'moon
    _ClearColor (_RGB(0, 0, 0)), moon&
    If h% > 18 And h% <= 19 Then _PutImage (-10, 210), moon& '  -7pm
    If h% > 19 And h% <= 20 Then _PutImage (5, 100), moon& ' -8pm
    If h% > 20 And h% <= 21 Then _PutImage (30, 60), moon& ' -9pm
    If h% > 21 And h% <= 22 Then _PutImage (110, 10), moon& ' -10pm
    If h% > 22 And h% <= 23 Then _PutImage (175, -15), moon& ' -11pm
    If h% = 0 Then _PutImage (240, -40), moon& ' -midnight
    If h% > 0 And h% <= 1 Then _PutImage (400, -15), moon& '1am
    If h% > 1 And h% <= 2 Then _PutImage (440, -15), moon& '2am
    If h% > 2 And h% <= 3 Then _PutImage (500, 70), moon& '3am
    If h% > 3 And h% <= 4 Then _PutImage (520, 110), moon& '4am
    If h% > 4 And h% <= 5 Then _PutImage (560, 170), moon& '5am

    'blimp
    If blimpSize% = 3 Then
        If blimpRight = 1 Then
            _ClearColor (_RGB(0, 0, 0)), blimpXtSmRt&
            _PutImage (blimpX, blimpY), blimpXtSmRt&
            blimpX = blimpX + 0.12
            Color GREEN, _RGB(255, 255, 255)
            If fntComputerXtSm& > 0 Then _Font fntComputerXtSm&
            _PrintString (blimpX + 4, blimpY + 4), "kn0ne"
        End If
        If blimpRight = 0 Then
            _ClearColor (_RGB(0, 0, 0)), blimpXtSmLt&
            _PutImage (blimpX, blimpY), blimpXtSmLt&
            blimpX = blimpX - 0.12
            Color GREEN, _RGB(255, 255, 255)
            If fntComputerXtSm& > 0 Then _Font fntComputerXtSm&
            _PrintString (blimpX + 5, blimpY + 4), "kn0ne"
        End If
    End If

    If blimpSize% = 2 Then
        If blimpRight = 1 Then
            _ClearColor (_RGB(0, 0, 0)), blimpSmRt&
            _PutImage (blimpX, blimpY), blimpSmRt&
            blimpX = blimpX + 0.15
            Color GREEN, _RGB(255, 255, 255)
            If fntComputerSm& > 0 Then _Font fntComputerSm&
            _PrintString (blimpX + 8, blimpY + 8), "kn0ne"
        End If
        If blimpRight = 0 Then
            _ClearColor (_RGB(0, 0, 0)), blimpSmLt&
            _PutImage (blimpX, blimpY), blimpSmLt&
            blimpX = blimpX - 0.15
            Color GREEN, _RGB(255, 255, 255)
            If fntComputerSm& > 0 Then _Font fntComputerSm&
            _PrintString (blimpX + 9, blimpY + 8), "kn0ne"
        End If
    End If

    If blimpSize% = 1 Then
        If blimpRight = 1 Then
            _ClearColor (_RGB(0, 0, 0)), blimpRt&
            _PutImage (blimpX, blimpY), blimpRt&
            blimpX = blimpX + 0.20
            Color GREEN, _RGB(255, 255, 255)
            If fntComputer& > 0 Then _Font fntComputer&
            _PrintString (blimpX + 15, blimpY + 15), "kn0ne"
        End If
        If blimpRight = 0 Then
            _ClearColor (_RGB(0, 0, 0)), blimpLt&
            _PutImage (blimpX, blimpY), blimpLt&
            blimpX = blimpX - 0.20
            Color GREEN, _RGB(255, 255, 255)
            If fntComputer& > 0 Then _Font fntComputer&
            _PrintString (blimpX + 17, blimpY + 15), "kn0ne"
        End If
    End If

    If blimpX > 800 Then
        blimpRight = 0
        blimpRT:
        Randomize Timer
        blimpSize% = (Rnd * 3) + 1
        If blimpSize% > 3 Then GoTo blimpRT:
    End If

    If blimpX < -800 Then
        blimpRight = 1
        blimpLt:
        Randomize Timer
        blimpSize% = (Rnd * 3) + 1
        If blimpSize% > 3 Then GoTo blimpLt:
    End If

    'aquarium
    _ClearColor (_RGB(0, 0, 0)), aquarium&
    _PutImage (430, 335), aquarium&

    _ClearColor (_RGB(0, 0, 0)), fish1&
    _PutImage (f1x, f1y), fish1&

    _ClearColor (_RGB(0, 0, 0)), fish2&
    _PutImage (f2x, f2y), fish2&

    _ClearColor (_RGB(0, 0, 0)), fish3&
    _PutImage (f3x, f3y), fish3&

    _ClearColor (_RGB(0, 0, 0)), fish4&
    _PutImage (f4x, f4y), fish4&

    _ClearColor (_RGB(0, 0, 0)), fish5&
    _PutImage (f5x, f5y), fish5&

    _ClearColor (_RGB(0, 0, 0)), fish6&
    _PutImage (f6x, f6y), fish6&

    _ClearColor (_RGB(0, 0, 0)), fish7&
    _PutImage (f7x, f7y), fish7&

    _ClearColor (_RGB(0, 0, 0)), fish8&
    _PutImage (f8x, f8y), fish8&

    If f1xmove$ = "left" Then f1x = f1x - 0.2
    If f2xmove$ = "left" Then f2x = f2x - 0.3
    If f3xmove$ = "left" Then f3x = f3x - 0.02
    If f4xmove$ = "left" Then f4x = f4x - 0.2
    If f5xmove$ = "left" Then f5x = f5x - 0.3
    If f6xmove$ = "left" Then f6x = f6x - 0.1
    If f7xmove$ = "left" Then f7x = f7x - 0.1
    If f8xmove$ = "left" Then f8x = f8x - 0.02

    If f1xmove$ = "right" Then f1x = f1x + 0.2
    If f2xmove$ = "right" Then f2x = f2x + 0.2
    If f3xmove$ = "right" Then f3x = f3x + 0.03
    If f4xmove$ = "right" Then f4x = f4x + 0.2
    If f5xmove$ = "right" Then f5x = f5x + 0.2
    If f6xmove$ = "right" Then f6x = f6x + 0.1
    If f7xmove$ = "right" Then f7x = f7x + 0.1
    If f8xmove$ = "right" Then f8x = f8x + 0.01

    If f1ymove$ = "up" Then f1y = f1y - 0.06
    If f2ymove$ = "up" Then f2y = f2y - 0.08
    If f3ymove$ = "up" Then f3y = f3y - 0.03
    If f4ymove$ = "up" Then f4y = f4y - 0.06
    If f5ymove$ = "up" Then f5y = f5y - 0.08
    If f6ymove$ = "up" Then f6y = f6y - 0.1
    If f7ymove$ = "up" Then f7y = f7y - 0.1

    If f1ymove$ = "down" Then f1y = f1y + 0.08
    If f2ymove$ = "down" Then f2y = f2y + 0.05
    If f3ymove$ = "down" Then f3y = f3y + 0.06
    If f4ymove$ = "down" Then f4y = f4y + 0.08
    If f5ymove$ = "down" Then f5y = f5y + 0.05
    If f6ymove$ = "down" Then f6y = f6y + 0.06
    If f7ymove$ = "down" Then f7y = f7y + 0.06

    If f1y > 350 Then f1ymove$ = "up"
    If f1y < 345 Then f1ymove$ = "down"

    If f1x < 433 Then f1xmove$ = "right"
    If f1x > 475 Then f1xmove$ = "left"

    If f2y > 350 Then f2ymove$ = "up"
    If f2y < 345 Then f2ymove$ = "down"

    If f2x < 433 Then f2xmove$ = "right"
    If f2x > 485 Then f2xmove$ = "left"

    If f3y > 350 Then f3ymove$ = "up"
    If f3y < 345 Then f3ymove$ = "down"

    If f3x < 433 Then f3xmove$ = "right"
    If f3x > 475 Then f3xmove$ = "left"

    If f4y > 350 Then f4ymove$ = "up"
    If f4y < 345 Then f4ymove$ = "down"

    If f4x < 433 Then f4xmove$ = "right"
    If f4x > 475 Then f4xmove$ = "left"

    If f5y > 350 Then f5ymove$ = "up"
    If f5y < 345 Then f5ymove$ = "down"

    If f5x < 433 Then f5xmove$ = "right"
    If f5x > 485 Then f5xmove$ = "left"

    If f6y > 350 Then f6ymove$ = "up"
    If f6y < 345 Then f6ymove$ = "down"

    If f6x < 433 Then f6xmove$ = "right"
    If f6x > 475 Then f6xmove$ = "left"

    If f7y > 350 Then f7ymove$ = "up"
    If f7y < 345 Then f7ymove$ = "down"

    If f7x < 433 Then f7xmove$ = "right"
    If f7x > 475 Then f7xmove$ = "left"

    If f8y > 350 Then f8ymove$ = "up"
    If f8y < 345 Then f8ymove$ = "down"

    If f8x < 435 Then f8xmove$ = "right"
    If f8x > 475 Then f8xmove$ = "left"

    ''synthoboard
    _ClearColor (_RGB(0, 0, 0)), sybthboard&
    _PutImage (454, 232), sybthboard&

    ''atari sign
    _ClearColor (_RGB(0, 0, 0)), atarilogo&
    _PutImage (400, 110), atarilogo&

    'telephone
    _ClearColor (_RGB(0, 0, 0)), telephone&: _ClearColor (_RGB(0, 0, 0)), telephoneOffHook&
    If offHook% = 0 Then _PutImage (418, 136), telephone& Else _PutImage (418, 136), telephoneOffHook&

    'rocket
    _ClearColor (_RGB(0, 0, 0)), rocket&
    _PutImage (365, 352), rocket&

    'monster
    _ClearColor (_RGB(0, 0, 0)), monster&
    _PutImage (200, 110), monster&

    'actionFigure
    _ClearColor (_RGB(0, 0, 0)), actionFigure&
    _PutImage (380, 130), actionFigure&


    'stand in
    '_ClearColor (_RGB(0, 0, 0)), stdIn&
    '_PutImage (200, 330), stdIn&

    'clouds
    _ClearColor (_RGB(0, 0, 0)), cloud6&
    _PutImage (c6x, c6y), cloud6&

    _ClearColor (_RGB(0, 0, 0)), cloud7&
    _PutImage (c7x, c7y), cloud7&

    _ClearColor (_RGB(0, 0, 0)), cloud1&
    _PutImage (c1x, c1y), cloud1&

    _ClearColor (_RGB(0, 0, 0)), cloud2&
    _PutImage (c2x, c2y), cloud2&

    _ClearColor (_RGB(0, 0, 0)), cloud3&
    _PutImage (c3x, c3y), cloud3&

    _ClearColor (_RGB(0, 0, 0)), cloud4&
    _PutImage (c4x, c4y), cloud4&

    _ClearColor (_RGB(0, 0, 0)), cloud5&
    _PutImage (c5x, c5y), cloud5&

    _ClearColor (_RGB(0, 0, 0)), cloud6&
    _PutImage (c6x, c6y), cloud6&

    _ClearColor (_RGB(0, 0, 0)), cloud7&
    _PutImage (c7x, c7y), cloud7&

    If cloudDirection% = 0 Then c1x = c1x + 0.18
    If cloudDirection% = 0 Then c2x = c2x + 0.16
    If cloudDirection% = 0 Then c3x = c3x + 0.19
    If cloudDirection% = 0 Then c4x = c4x + 0.17
    If cloudDirection% = 0 Then c5x = c5x + 0.18
    If cloudDirection% = 0 Then c6x = c6x + 0.25
    If cloudDirection% = 0 Then c7x = c7x + 0.15

    Randomize Timer

    If cloudDirection% = 0 Then If c1x > 800 Then c1x = (Rnd * -950) + -100: c1y = (Rnd * 50) + 10
    If cloudDirection% = 0 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
    If cloudDirection% = 0 Then If c3x > 1200 Then c3x = (Rnd * -1600) + -100: c3y = (Rnd * 50) + 10
    If cloudDirection% = 0 Then If c4x > 985 Then c4x = (Rnd * -1600) + -100: c4y = (Rnd * 50) + 10
    If cloudDirection% = 0 Then If c5x > 1200 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
    If cloudDirection% = 0 Then If c6x > 1000 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
    If cloudDirection% = 0 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10

    Randomize Timer

    If cloudDirection% = 1 Then c1x = c1x - 0.18
    If cloudDirection% = 1 Then c2x = c2x - 0.16
    If cloudDirection% = 1 Then c3x = c3x - 0.19
    If cloudDirection% = 1 Then c4x = c4x - 0.17
    If cloudDirection% = 1 Then c5x = c5x - 0.17
    If cloudDirection% = 1 Then c6x = c6x - 0.25
    If cloudDirection% = 1 Then c7x = c7x - 0.15

    Randomize Timer

    If cloudDirection% = 1 Then If c1x < -500 Then c1x = (Rnd * 1600) + 700: c1y = (Rnd * 50) + 10
    If cloudDirection% = 1 Then If c2x < -425 Then c2x = (Rnd * 2400) + 700: c2y = (Rnd * 50) + 10
    If cloudDirection% = 1 Then If c3x < -360 Then c3x = (Rnd * 1600) + 700: c3y = (Rnd * 50) + 10
    If cloudDirection% = 1 Then If c4x < -225 Then c4x = (Rnd * 1600) + 700: c4y = (Rnd * 50) + 10
    If cloudDirection% = 1 Then If c5x < -580 Then c5x = (Rnd * 1600) + 700: c5y = (Rnd * 50) + 10
    If cloudDirection% = 1 Then If c6x < -175 Then c6x = (Rnd * 2400) + 700: c6y = (Rnd * 50) + 10
    If cloudDirection% = 1 Then If c7x < -620 Then c7x = (Rnd * 1600) + 700: c7y = (Rnd * 50) + 10

    If cloudDirection% = 2 Then c1x = c1x + 0.12
    If cloudDirection% = 2 Then c2x = c2x + 0.16
    If cloudDirection% = 2 Then c3x = c3x + 0.19
    If cloudDirection% = 2 Then c4x = c4x + 0.17
    If cloudDirection% = 2 Then c5x = c5x + 0.18
    If cloudDirection% = 2 Then c6x = c6x + 0.22
    If cloudDirection% = 2 Then c7x = c7x + 0.15

    Randomize Timer

    If cloudDirection% = 2 Then If c1x > 800 Then c1x = (Rnd * -800) + -100: c1y = (Rnd * 50) + 10
    If cloudDirection% = 2 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
    If cloudDirection% = 2 Then If c3x > 1200 Then c3x = (Rnd * -1600) + -100: c3y = (Rnd * 50) + 10
    If cloudDirection% = 2 Then If c4x > 985 Then c4x = (Rnd * -1600) + -100: c4y = (Rnd * 50) + 10
    If cloudDirection% = 2 Then If c5x > 1200 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
    If cloudDirection% = 2 Then If c6x > 1000 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
    If cloudDirection% = 2 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10

    If cloudDirection% = 14 Then c1x = c1x - 0.88
    If cloudDirection% = 14 Then c2x = c2x - 0.86
    If cloudDirection% = 14 Then c3x = c3x - 0.89
    If cloudDirection% = 14 Then c4x = c4x - 0.87
    If cloudDirection% = 14 Then c5x = c5x - 0.84
    If cloudDirection% = 14 Then c6x = c6x - 0.90
    If cloudDirection% = 14 Then c7x = c7x - 0.85

    Randomize Timer

    If cloudDirection% = 14 Then If c1x < -500 Then c1x = (Rnd * 1600) + 700: c1y = (Rnd * 50) + 10
    If cloudDirection% = 14 Then If c2x < -425 Then c2x = (Rnd * 2400) + 700: c2y = (Rnd * 50) + 10
    If cloudDirection% = 14 Then If c3x < -360 Then c3x = (Rnd * 1600) + 700: c3y = (Rnd * 50) + 10
    If cloudDirection% = 14 Then If c4x < -225 Then c4x = (Rnd * 1600) + 700: c4y = (Rnd * 50) + 10
    If cloudDirection% = 14 Then If c5x < -580 Then c5x = (Rnd * 2300) + 700: c5y = (Rnd * 50) + 10
    If cloudDirection% = 14 Then If c6x < -175 Then c6x = (Rnd * 2400) + 700: c6y = (Rnd * 50) + 10
    If cloudDirection% = 14 Then If c7x < -620 Then c7x = (Rnd * 1600) + 700: c7y = (Rnd * 50) + 10

    If cloudDirection% = 15 Then c1x = c1x + 1.05
    If cloudDirection% = 15 Then c2x = c2x + 1.07
    If cloudDirection% = 15 Then c3x = c3x + 1.29
    If cloudDirection% = 15 Then c4x = c4x + 1.27
    If cloudDirection% = 15 Then c5x = c5x + 1.28
    If cloudDirection% = 15 Then c6x = c6x + 1.30
    If cloudDirection% = 15 Then c7x = c7x + 1.04

    Randomize Timer

    If cloudDirection% = 15 Then If c1x > 800 Then c1x = (Rnd * -1800) + -100: c1y = (Rnd * 50) + 10
    If cloudDirection% = 15 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
    If cloudDirection% = 15 Then If c3x > 1200 Then c3x = (Rnd * -1600) + -100: c3y = (Rnd * 50) + 10
    If cloudDirection% = 15 Then If c4x > 985 Then c4x = (Rnd * -2600) + -100: c4y = (Rnd * 50) + 10
    If cloudDirection% = 1152 Then If c5x > 1200 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
    If cloudDirection% = 15 Then If c6x > 1000 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
    If cloudDirection% = 15 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10

    If cloudDirection% = 5 Then c1x = c1x + 0.38
    If cloudDirection% = 5 Then c2x = c2x + 0.36
    If cloudDirection% = 5 Then c3x = c3x + 0.39
    If cloudDirection% = 5 Then c4x = c4x + 0.37
    If cloudDirection% = 5 Then c5x = c5x + 0.34
    If cloudDirection% = 5 Then c6x = c6x + 0.40
    If cloudDirection% = 5 Then c7x = c7x + 0.35

    Randomize Timer

    If cloudDirection% = 5 Then If c1x > 800 Then c1x = (Rnd * -1200) + -100: c1y = (Rnd * 50) + 10
    If cloudDirection% = 5 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
    If cloudDirection% = 5 Then If c3x > 1200 Then c3x = (Rnd * -1900) + -100: c3y = (Rnd * 50) + 10
    If cloudDirection% = 5 Then If c4x > 985 Then c4x = (Rnd * -1600) + -100: c4y = (Rnd * 50) + 10
    If cloudDirection% = 5 Then If c5x > 1200 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
    If cloudDirection% = 5 Then If c6x > 1000 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
    If cloudDirection% = 5 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10

    If cloudDirection% = 6 Then c1x = c1x + 0.38
    If cloudDirection% = 6 Then c2x = c2x + 0.36
    If cloudDirection% = 6 Then c3x = c3x + 0.39
    If cloudDirection% = 6 Then c4x = c4x + 0.37
    If cloudDirection% = 6 Then c5x = c5x + 0.34
    If cloudDirection% = 6 Then c6x = c6x + 0.40
    If cloudDirection% = 6 Then c7x = c7x + 0.35

    Randomize Timer

    If cloudDirection% = 6 Then If c1x > 800 Then c1x = (Rnd * -800) + -100: c1y = (Rnd * 50) + 10
    If cloudDirection% = 6 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
    If cloudDirection% = 6 Then If c3x > 1200 Then c3x = (Rnd * -1600) + -100: c3y = (Rnd * 50) + 10
    If cloudDirection% = 6 Then If c4x > 985 Then c4x = (Rnd * -1600) + -100: c4y = (Rnd * 50) + 10
    If cloudDirection% = 6 Then If c5x > 1200 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
    If cloudDirection% = 6 Then If c6x > 1000 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
    If cloudDirection% = 6 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10

    _ClearColor (_RGB(0, 0, 0)), hillRt&
    _PutImage (550, 200), hillRt&

    _ClearColor (_RGB(0, 0, 0)), hillLt&
    _PutImage (-70, 200), hillLt&
End Sub

Sub o420o
    If h% = 16 Then
        If m% > 19 And m% <= 40 Then
            changeChanAndTrax
            volControl
            change$ = "cup"

            _PutImage , background420&
            _ClearColor (_RGB(0, 0, 0)), sun&
            If h% > 15 And h% <= 16 Then _PutImage (520, 110), sun& '4pm

            'clouds
            _ClearColor (_RGB(0, 0, 0)), cloud1&
            _PutImage (c1x, c1y), cloud1&

            _ClearColor (_RGB(0, 0, 0)), cloud2&
            _PutImage (c2x, c2y), cloud2&

            _ClearColor (_RGB(0, 0, 0)), cloud3&
            _PutImage (c3x, c3y), cloud3&

            _ClearColor (_RGB(0, 0, 0)), cloud4&
            _PutImage (c4x, c4y), cloud4&

            _ClearColor (_RGB(0, 0, 0)), cloud5&
            _PutImage (c5x, c5y), cloud5&

            _ClearColor (_RGB(0, 0, 0)), cloud6&
            _PutImage (c6x, c6y), cloud6&

            _ClearColor (_RGB(0, 0, 0)), cloud7&
            _PutImage (c7x, c7y), cloud7&

            If cloudDirection% = 0 Then c1x = c1x + 0.18
            If cloudDirection% = 0 Then c2x = c2x + 0.16
            If cloudDirection% = 0 Then c3x = c3x + 0.19
            If cloudDirection% = 0 Then c4x = c4x + 0.17
            If cloudDirection% = 0 Then c5x = c5x + 0.18
            If cloudDirection% = 0 Then c6x = c6x + 0.25
            If cloudDirection% = 0 Then c7x = c7x + 0.15

            If cloudDirection% = 0 Then If c1x > 800 Then c1x = (Rnd * -800) + -100: c1y = (Rnd * 50) + 10
            If cloudDirection% = 0 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
            If cloudDirection% = 0 Then If c3x > 1200 Then c3x = (Rnd * -1600) + -100: c3y = (Rnd * 50) + 10
            If cloudDirection% = 0 Then If c4x > 985 Then c4x = (Rnd * -1600) + -100: c4y = (Rnd * 50) + 10
            If cloudDirection% = 0 Then If c5x > 1200 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
            If cloudDirection% = 0 Then If c6x > 1000 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
            If cloudDirection% = 0 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10

            '' create speed variable so i can set the speed value at a random speed

            If cloudDirection% = 1 Then c1x = c1x - 0.18
            If cloudDirection% = 1 Then c2x = c2x - 0.16
            If cloudDirection% = 1 Then c3x = c3x - 0.19
            If cloudDirection% = 1 Then c4x = c4x - 0.17
            If cloudDirection% = 1 Then c5x = c5x - 0.17
            If cloudDirection% = 1 Then c6x = c6x - 0.25
            If cloudDirection% = 1 Then c7x = c7x - 0.15

            If cloudDirection% = 1 Then If c1x < -500 Then c1x = (Rnd * 1600) + 700: c1y = (Rnd * 50) + 10
            If cloudDirection% = 1 Then If c2x < -425 Then c2x = (Rnd * 2400) + 700: c2y = (Rnd * 50) + 10
            If cloudDirection% = 1 Then If c3x < -360 Then c3x = (Rnd * 1600) + 700: c3y = (Rnd * 50) + 10
            If cloudDirection% = 1 Then If c4x < -225 Then c4x = (Rnd * 1600) + 700: c4y = (Rnd * 50) + 10
            If cloudDirection% = 1 Then If c5x < -580 Then c5x = (Rnd * 1600) + 700: c5y = (Rnd * 50) + 10
            If cloudDirection% = 1 Then If c6x < -175 Then c6x = (Rnd * 2400) + 700: c6y = (Rnd * 50) + 10
            If cloudDirection% = 1 Then If c7x < -620 Then c7x = (Rnd * 1600) + 700: c7y = (Rnd * 50) + 10

            If cloudDirection% = 2 Then c1x = c1x + 0.12
            If cloudDirection% = 2 Then c2x = c2x + 0.16
            If cloudDirection% = 2 Then c3x = c3x + 0.19
            If cloudDirection% = 2 Then c4x = c4x + 0.17
            If cloudDirection% = 2 Then c5x = c5x + 0.18
            If cloudDirection% = 2 Then c6x = c6x + 0.22
            If cloudDirection% = 2 Then c7x = c7x + 0.15

            If cloudDirection% = 2 Then If c1x > 800 Then c1x = (Rnd * -800) + -100: c1y = (Rnd * 50) + 10
            If cloudDirection% = 2 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
            If cloudDirection% = 2 Then If c3x > 1200 Then c3x = (Rnd * -1600) + -100: c3y = (Rnd * 50) + 10
            If cloudDirection% = 2 Then If c4x > 985 Then c4x = (Rnd * -1600) + -100: c4y = (Rnd * 50) + 10
            If cloudDirection% = 2 Then If c5x > 1200 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
            If cloudDirection% = 2 Then If c6x > 1000 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
            If cloudDirection% = 2 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10

            If cloudDirection% = 14 Then c1x = c1x - 0.88
            If cloudDirection% = 14 Then c2x = c2x - 0.86
            If cloudDirection% = 14 Then c3x = c3x - 0.89
            If cloudDirection% = 14 Then c4x = c4x - 0.87
            If cloudDirection% = 14 Then c5x = c5x - 0.84
            If cloudDirection% = 14 Then c6x = c6x - 0.90
            If cloudDirection% = 14 Then c7x = c7x - 0.85

            If cloudDirection% = 14 Then If c1x < -500 Then c1x = (Rnd * 1600) + 700: c1y = (Rnd * 50) + 10
            If cloudDirection% = 14 Then If c2x < -425 Then c2x = (Rnd * 2400) + 700: c2y = (Rnd * 50) + 10
            If cloudDirection% = 14 Then If c3x < -360 Then c3x = (Rnd * 1600) + 700: c3y = (Rnd * 50) + 10
            If cloudDirection% = 14 Then If c4x < -225 Then c4x = (Rnd * 1600) + 700: c4y = (Rnd * 50) + 10
            If cloudDirection% = 14 Then If c5x < -580 Then c5x = (Rnd * 1600) + 700: c5y = (Rnd * 50) + 10
            If cloudDirection% = 14 Then If c6x < -175 Then c6x = (Rnd * 2400) + 700: c6y = (Rnd * 50) + 10
            If cloudDirection% = 14 Then If c7x < -620 Then c7x = (Rnd * 1600) + 700: c7y = (Rnd * 50) + 10

            If cloudDirection% = 15 Then c1x = c1x + 1.05
            If cloudDirection% = 15 Then c2x = c2x + 1.07
            If cloudDirection% = 15 Then c3x = c3x + 1.29
            If cloudDirection% = 15 Then c4x = c4x + 1.27
            If cloudDirection% = 15 Then c5x = c5x + 1.28
            If cloudDirection% = 15 Then c6x = c6x + 1.30
            If cloudDirection% = 15 Then c7x = c7x + 1.04

            If cloudDirection% = 15 Then If c1x > 700 Then c1x = (Rnd * -800) + -100: c1y = (Rnd * 50) + 10
            If cloudDirection% = 15 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
            If cloudDirection% = 15 Then If c3x > 800 Then c3x = (Rnd * -1600) + -100: c3y = (Rnd * 50) + 10
            If cloudDirection% = 15 Then If c4x > 885 Then c4x = (Rnd * -1600) + -100: c4y = (Rnd * 50) + 10
            If cloudDirection% = 1152 Then If c5x > 800 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
            If cloudDirection% = 15 Then If c6x > 750 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
            If cloudDirection% = 15 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10

            If cloudDirection% = 5 Then c1x = c1x + 0.38
            If cloudDirection% = 5 Then c2x = c2x + 0.36
            If cloudDirection% = 5 Then c3x = c3x + 0.39
            If cloudDirection% = 5 Then c4x = c4x + 0.37
            If cloudDirection% = 5 Then c5x = c5x + 0.34
            If cloudDirection% = 5 Then c6x = c6x + 0.40
            If cloudDirection% = 5 Then c7x = c7x + 0.35

            If cloudDirection% = 5 Then If c1x > 800 Then c1x = (Rnd * -800) + -100: c1y = (Rnd * 50) + 10
            If cloudDirection% = 5 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
            If cloudDirection% = 5 Then If c3x > 1200 Then c3x = (Rnd * -1600) + -100: c3y = (Rnd * 50) + 10
            If cloudDirection% = 5 Then If c4x > 985 Then c4x = (Rnd * -1600) + -100: c4y = (Rnd * 50) + 10
            If cloudDirection% = 5 Then If c5x > 1200 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
            If cloudDirection% = 5 Then If c6x > 1000 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
            If cloudDirection% = 5 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10

            If cloudDirection% = 6 Then c1x = c1x + 0.38
            If cloudDirection% = 6 Then c2x = c2x + 0.36
            If cloudDirection% = 6 Then c3x = c3x + 0.39
            If cloudDirection% = 6 Then c4x = c4x + 0.37
            If cloudDirection% = 6 Then c5x = c5x + 0.34
            If cloudDirection% = 6 Then c6x = c6x + 0.40
            If cloudDirection% = 6 Then c7x = c7x + 0.35

            If cloudDirection% = 6 Then If c1x > 800 Then c1x = (Rnd * -800) + -100: c1y = (Rnd * 50) + 10
            If cloudDirection% = 6 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
            If cloudDirection% = 6 Then If c3x > 1200 Then c3x = (Rnd * -1600) + -100: c3y = (Rnd * 50) + 10
            If cloudDirection% = 6 Then If c4x > 985 Then c4x = (Rnd * -1600) + -100: c4y = (Rnd * 50) + 10
            If cloudDirection% = 6 Then If c5x > 1200 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
            If cloudDirection% = 6 Then If c6x > 1000 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
            If cloudDirection% = 6 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10

            _ClearColor (_RGB(0, 0, 0)), hillRt&
            _PutImage (550, 200), hillRt&

            _ClearColor (_RGB(0, 0, 0)), hillLt&
            _PutImage (-70, 200), hillLt&
        End If
    End If

    ''synthoboard
    _ClearColor (_RGB(0, 0, 0)), sybthboard&
    _PutImage (454, 232), sybthboard&

    ''atari sign
    _ClearColor (_RGB(0, 0, 0)), atarilogo&
    _PutImage (400, 110), atarilogo&
End Sub

Sub ghost_timer
    Select Case h%
        Case 1
            If m% >= 11 And m% <= 26 Then ghost
            If m% >= 45 And m% <= 53 Then ghost
    End Select

    Select Case h%
        Case 2
            If m% >= 2 And m% <= 18 Then ghost
            If m% >= 34 And m% <= 48 Then ghost
    End Select

    Select Case h%
        Case 3
            If m% >= 3 And m% <= 58 Then ghost
    End Select

    Select Case h%
        Case 4
            If m% >= 1 And m% <= 8 Then ghost
            If m% >= 23 And m% <= 31 Then ghost
    End Select

    Select Case h%
        Case 5
            If m% >= 35 And m% <= 39 Then ghost
            If m% >= 5 And m% <= 9 Then ghost
    End Select

    Select Case h%
        Case 6
            If m% >= 45 And m% <= 58 Then ghost
            If m% >= 6 And m% <= 12 Then ghost
    End Select

    Select Case h%
        Case 7
            If m% >= 2 And m% <= 8 Then
                ghost
            Else
                If m% >= 37 And m% < 41 Then ghost
            End If
    End Select

    Select Case h%
        Case 8
            If m% >= 2 And m% <= 8 Then
                ghost
            Else
                If m% >= 42 And m% < 47 Then ghost
            End If
    End Select

    Select Case h%
        Case 9
            If m% >= 8 And m% <= 12 Then
                ghost
            Else
                If m% >= 39 And m% < 46 Then ghost
            End If
    End Select

    Select Case h%
        Case 10
            If m% >= 10 And m% <= 16 Then
                ghost
            Else
                If m% >= 48 And m% < 53 Then ghost
            End If
    End Select

    Select Case h%
        Case 11
            If m% >= 3 And m% <= 9 Then
                ghost
            Else
                If m% >= 48 And m% < 52 Then ghost
            End If
    End Select

    Select Case h%
        Case 12
            If m% >= 2 And m% <= 11 Then
                ghost
            Else
                If m% >= 23 And m% < 31 Then ghost
            End If
    End Select

    Select Case h%
        Case 13
            If m% >= 13 And m% <= 17 Then
                ghost
            Else
                If m% >= 45 And m% < 51 Then ghost
            End If
    End Select

    Select Case h%
        Case 14
            If m% >= 4 And m% <= 9 Then
                ghost
            Else
                If m% >= 23 And m% < 28 Then ghost
            End If
    End Select

    Select Case h%
        Case 15
            If m% >= 3 And m% <= 13 Then
                ghost
            Else
                If m% >= 32 And m% < 41 Then ghost
            End If
    End Select

    Select Case h%
        Case 16
            If m% > 19 And m% <= 40 Then
                ghost
            Else
                If m% > 52 And m% <= 57 Then ghost
            End If
    End Select

    Select Case h%
        Case 17
            If m% >= 14 And m% <= 19 Then
                ghost
            Else
                If m% >= 34 And m% < 38 Then ghost
            End If
    End Select

    Select Case h%
        Case 18
            If m% >= 12 And m% <= 17 Then
                ghost
            Else
                If m% >= 38 And m% < 44 Then ghost
            End If
    End Select

    Select Case h%
        Case 19
            If m% >= 3 And m% <= 7 Then
                ghost
            Else
                If m% >= 45 And m% < 52 Then ghost
            End If
    End Select

    Select Case h%
        Case 20
            If m% >= 10 And m% < 26 Then
                ghost
            Else
                If m% >= 39 And m% < 57 Then ghost
            End If
    End Select

    Select Case h%
        Case 21
            If m% >= 14 And m% < 24 Then
                ghost
            Else
                If m% >= 41 And m% < 53 Then ghost
            End If
    End Select

    Select Case h%
        Case 22
            If m% >= 10 And m% <= 14 Then
                ghost
            Else
                If m% >= 39 And m% < 44 Then ghost
            End If
    End Select

    Select Case h%
        Case 23
            If m% >= 11 And m% <= 17 Then
                ghost
            Else
                If m% >= 37 And m% < 41 Then ghost
            End If
    End Select

    Select Case h%
        Case 0
            If m% >= 12 And m% <= 18 Then
                ghost
            Else
                If m% >= 33 And m% < 39 Then ghost
            End If
    End Select
End Sub

Sub ghost
    frame4& = frame4& + 1
    If frame4& > 40 Then frame4& = 1

    Select Case frame4&
        Case 1
            ghost_sprite& = _LoadImage("sprite\ghost_1a.png", 32)
        Case 10
            ghost_sprite& = _LoadImage("sprite\ghost_1b.png", 32)
        Case 20
            ghost_sprite& = _LoadImage("sprite\ghost_1c.png", 32)
        Case 30
            ghost_sprite& = _LoadImage("sprite\ghost_1d.png", 32)
    End Select

    _ClearColor _RGB(0, 0, 0), ghost_sprite&
    _PutImage (gx, gy), ghost_sprite&

    Select Case gx$
        Case "left"
            gx = gx - 0.2
        Case "right"
            gx = gx + 0.2
        Case "off"
            gx = gx - 0
    End Select

    Select Case gy$
        Case "up"
            gy = gy - 0.2
        Case "down"
            gy = gy + 0.2
        Case "off"
            gy = gy - 0
    End Select

    Select Case gx
        Case Is < 115
            gx$ = "right"
        Case Is > 474
            gx$ = "left"
    End Select

    Select Case gy
        Case Is > 355
            gy$ = "up"
        Case Is < 100
            gy$ = "down"
    End Select

    If Int(gy) > Int(sy) - 50 And Int(gy) < Int(sy) + 50 And Int(sx) > Int(gx) Then
        gx = gx + .5
    End If

    If Int(gy) > Int(sy) - 50 And Int(gy) < Int(sy) + 50 And Int(sx) < Int(gx) Then
        gx = gx - .5
    End If
End Sub

Sub foodRtTime
    If cookTrig% >= 10 Then
        rmtriglk1a = 1
        rmtriglk3a = 0
        rmtriglk3b = 0
        rmtriglk2c = 0
        rmtriglk1b = 0
        tvtrig% = 0
        tvplaying
        stoptrx
        If floorNum% > 1 Then
            change$ = "cdown"
        End If
        If floorNum% = 1 And sx >= 225 Then
            xmove$ = "left"
        End If
    End If
End Sub

Sub room_triggers

    If floorNum% = 1 And cookTrig >= 10 And Int(sx) <= 125 Then
        cookFrame& = cookFrame& + 1
        cookTimer% = cookTimer% + 1
        xmove$ = "cook"
        If cookTimer% >= 2500 Then
            xmove$ = "foodRt"
            rmtimer = 2000
            rmtriglk1a = 1
            cookTrig = 0
            cookTimer% = 0
            _SndStop sndCook&
        End If
    End If

    If rmtriglk1a = 1 And xmove$ = "foodRt" And Int(sx) = 250 And Int(sy) = 330 Then
        xmove$ = "eat"
    End If
    If xmove$ = "eat" Then rmtimer = rmtimer - 1: framesitkit& = framesitkit& + 1
    If rmtimer <= 1 Then _SndStop sndEat&: wash% = 1: xmove$ = "foodLt": rmtimer = 2500: rmtriglk1a = 0

    If floorNum% = 1 And wash% = 1 And Int(sx) = 200 Then
        rmtimer = rmtimer - 1
        xmove$ = "wash"
        _SndStop sndBurp&
        If rmtimer <= 1 Then _SndStop sndDishWash&: xmove$ = "left": wash% = 0: rmtimer = 800
    End If

    If floorNum% = 1 And Int(sx) = 370 Then xmvcpy$ = xmove$
    If floorNum% = 1 And Int(sx) = 410 Then xmvcpy$ = xmove$
    If rmtriglk1b = 1 And Int(sx) = 390 And Int(sy) = 330 Then
        framesit3& = framesit3& + 1
        rmtimer = rmtimer - 1
        xmove$ = "fishTank"
    End If
    If rmtimer <= 1 Then xmove$ = xmvcpy$: change$ = "coff": rmtimer = 800: rmtriglk1b = 0

    If floorNum% = 2 And Int(sx) = 300 And Int(sy) = 230 Then xmvcpy$ = xmove$
    If floorNum% = 2 And Int(sx) = 320 And Int(sy) = 230 Then xmvcpy$ = xmove$
    If rmtriglk2b = 1 And Int(sx) = 315 And Int(sy) < 231 And Int(sy) > 224 Then
        frame2& = frame2& + 1
        rmtimer = rmtimer - 1
        xmove$ = "brushTeeth"
    End If
    If rmtimer <= 1 Then xmove$ = "left": rmtimer = 500: rmtriglk2b = 0: sy = 230: _SndStop sndBrushTeeth&



    Dim bathGo%
    If bathTimer% = 3810 Then bathTimer% = 0

    If floorNum% = 2 And rmtriglk2d = 1 And Int(sx) = 380 Then
        bathGo% = 1
        bowel% = 0
        handWash% = 0
    End If
    If bathGo% = 1 Then
        _ClearColor (_RGB(0, 0, 0)), bathDoorOccupied&
        _PutImage (353, 210), bathDoorOccupied&
    End If

    If bathGo% = 1 Then bathTimer% = bathTimer% + 1
    If bathGo% = 1 And bathTimer% < 50 Then
        _PutImage (353, 208), openBathDoor&
        xmove$ = "bathroom"
    End If

    If bathTimer% >= 15 And bathTimer% < 75 Then
        sndBathRm$ = "doorClose"
        _PutImage (-353, -208), openBathDoor&
    End If

    If bathTimer% >= 75 Then _SndStop sndBathDoorClose&
    If bathTimer% >= 150 Then sndBathRm$ = "poop" ': _ClearColor (_RGB(0, 0, 0)), bathDoorOccupied&: _PutImage (353, 210), bathDoorOccupied&
    If bathTimer% >= 2500 Then _SndStop sndPoop& ': _ClearColor (_RGB(0, 0, 0)), bathDoorOccupied&: _PutImage (353, 210), bathDoorOccupied&
    If bathTimer% >= 3000 And bathTimer% < 3050 Then sndBathRm$ = "flush"
    If bathTimer% >= 3800 Then _SndStop sndFlush& ': _ClearColor (_RGB(0, 0, 0)), bathDoorOccupied&: _PutImage (353, 210), bathDoorOccupied&
    If bathGo% = 1 And bathTimer% >= 3600 Then
        '_ClearColor (_RGB(0, 0, 0)), bathDoorOccupied&
        '_PutImage (-353, -210), bathDoorOccupied&
        _PutImage (353, 208), openBathDoor&
        xmove$ = "bathroom"
    End If

    If bathTimer% >= 3700 And bathTimer% < 3800 Then
        sy = 215
        xmove$ = "left"
        _PutImage (-353, -208), openBathDoor&
        _SndVol sndBathDoorClose&, 2.0
        _SndLoop sndBathDoorClose&
    End If
    If bathTimer% >= 3880 Then _SndStop sndBathDoorClose&
    If bathTimer% >= 3700 Then bathGo% = 1
    If bathTimer% >= 3800 Then bathGo% = 2: rmtriglk2e = 1
    If bathGo% = 1 And Int(sx) <> 380 Then bathTimer% = bathTimer% + 1: handWash% = 0
    If rmtriglk2e = 1 And handWash% < 1350 Then handWash% = handWash% + 1
    If handWash% < 1000 And floorNum% = 2 And Int(sx) = 315 And rmtriglk2e = 1 Then
        sy = 215
        xmove$ = "washHand"
        bathGo% = 0
        rmtriglk2e = 0
        rmtriglk2d = 0
    End If
    If handWash% > 1000 And handWash% < 1350 Then
        xmove$ = "left"
        _SndStop sndWashHands&
        sy = 230
        bathGo% = 0
        rmtriglk2e = 0
        bowel% = 0
    End If
    If handWash% > 1300 Then
        bathGo% = 0
        rmtriglk2e = 0
    End If

    If rmtriglk2c = 1 And Int(sx) = 450 And floorNum% = 2 Then
        num = 23
        Randomize Timer
        syntrx% = Int(myRandom(num))
    End If
    If rmtriglk2c = 1 And Int(sx) = 458 And floorNum% = 2 Then
        sy = 212
        rmtimer = rmtimer - 1
        xmove$ = "synth"
        synthAction
        _PutImage (428, 210), synth_action&
        _ClearColor (_RGB(0, 0, 0)), synth_scope&
        _PutImage (494, 227), synth_scope&
    End If
    If rmtimer <= 1 Then
        xmove$ = "right": rmtimer = 12000: sy = 230: rmtriglk2c = 0: stoptrx
    End If

    If floorNum% = 3 And Int(sx) = 235 And rmtriglk3a = 1 And xmove$ = "left" Then xmvcpy$ = xmove$
    If floorNum% = 3 And Int(sx) = 225 And rmtriglk3a = 1 And xmove$ = "right" Then xmvcpy$ = xmove$
    If tvtrig% = 1 And Int(sx) = 230 And floorNum% = 3 Then
        framesittv& = framesittv& + 1
        rmtimer = rmtimer - 1
        num = 22
        Randomize Timer
        tvchanview
        xmove$ = "tvsit"
    End If
    If rmtimer <= 1 Then
        xmove$ = xmvcpy$: rmtimer = 1200: rmtriglk3a = 0
    End If

    Select Case tvtrig%
        Case 1
            tvflicker
    End Select

    Dim typejob%

    If floorNum% = 3 And Int(sx) = 375 Then xmvcpy$ = xmove$: tvtrig% = 1: typejob% = (Rnd * 4) + 1: If typejob% = 4 Then rmtimer = 1100 Else rmtimer = 800
    If floorNum% = 3 And Int(sx) = 390 Then xmvcpy$ = xmove$: tvtrig% = 1: typejob% = (Rnd * 2) + 1
    If rmtriglk3b = 1 And Int(sx) = 380 And floorNum% = 3 Then sx = 385: sy = 100
    If rmtriglk3b = 1 And Int(sx) = 385 And floorNum% = 3 Then
        synFrame% = synFrame% + 1
        rmtimer = rmtimer - 1
        If typejob% = 4 Then xmove$ = "sit_type_b" Else xmove$ = "sit_type_a"
    End If
    If rmtimer <= 1 Then
        xmove$ = "right": rmtimer = 800: rmtriglk3b = 0: sx = 400: sy = 120
        papertrig = 1: _SndStop typew&
    End If
End Sub

Sub tvplaying
    Dim isPlaying1%
    isPlaying1% = _SndPlaying(tvsnd1&)
    Dim isPlaying2%
    isPlaying2% = _SndPlaying(tvsnd2&)
    Dim isPlaying3%
    isPlaying3% = _SndPlaying(tvsnd3&)
    Dim isPlaying4%
    isPlaying4% = _SndPlaying(tvsnd4&)
    Dim isPlaying5%
    isPlaying5% = _SndPlaying(tvsnd5&)
    Dim isPlaying6%
    isPlaying6% = _SndPlaying(tvsnd6&)
    Dim isPlaying7%
    isPlaying7% = _SndPlaying(tvsnd7&)
    Dim isPlaying8%
    isPlaying8% = _SndPlaying(tvsnd8&)
    Dim isPlaying9%
    isPlaying9% = _SndPlaying(tvsnd9&)
    Dim isPlaying10%
    isPlaying10% = _SndPlaying(tvsnd10&)
    Dim isPlaying11%
    isPlaying11% = _SndPlaying(tvsnd11&)
    Dim isPlaying12%
    isPlaying12% = _SndPlaying(tvsnd12&)
    Dim isPlaying13%
    isPlaying13% = _SndPlaying(tvsnd13&)
    Dim isPlaying14%
    isPlaying14% = _SndPlaying(tvsnd14&)
    Dim isPlaying15%
    isPlaying15% = _SndPlaying(tvsnd15&)
    Dim isPlaying16%
    isPlaying16% = _SndPlaying(tvsnd16&)
    Dim isPlaying17%
    isPlaying17% = _SndPlaying(tvsnd17&)
    Dim isPlaying18%
    isPlaying18% = _SndPlaying(tvsnd18&)
    Dim isPlaying19%
    isPlaying19% = _SndPlaying(tvsnd19&)
    Dim isPlaying20%
    isPlaying20% = _SndPlaying(tvsnd20&)
    Dim isPlaying21%
    isPlaying21% = _SndPlaying(tvsnd21&)
    Dim isPlaying22%
    isPlaying22% = _SndPlaying(tvsnd22&)
    Dim isPlaying23%
    isPlaying23% = _SndPlaying(tvsnd23&)
    Dim isPlaying24%
    isPlaying24% = _SndPlaying(tvsnd24&)
    Dim isPlaying25%
    isPlaying25% = _SndPlaying(tvsnd25&)
    Dim isPlaying26%
    isPlaying26% = _SndPlaying(tvsnd26&)

    If isPlaying1% = -1 Then
        _SndVol tvsnd1&, 0.00
    End If
    If isPlaying2% = -1 Then
        _SndVol tvsnd2&, 0.00
    End If
    If isPlaying3% = -1 Then
        _SndVol tvsnd3&, 0.00
    End If
    If isPlaying4% = -1 Then
        _SndVol tvsnd4&, 0.00
    End If
    If isPlaying5% = -1 Then
        _SndVol tvsnd5&, 0.00
    End If
    If isPlaying6% = -1 Then
        _SndVol tvsnd6&, 0.00
    End If
    If isPlaying7% = -1 Then
        _SndVol tvsnd7&, 0.00
    End If
    If isPlaying8% = -1 Then
        _SndVol tvsnd8&, 0.00
    End If
    If isPlaying9% = -1 Then
        _SndVol tvsnd9&, 0.00
    End If
    If isPlaying10% = -1 Then
        _SndVol tvsnd10&, 0.00
    End If
    If isPlaying11% = -1 Then
        _SndVol tvsnd11&, 0.00
    End If
    If isPlaying12% = -1 Then
        _SndVol tvsnd12&, 0.00
    End If
    If isPlaying13% = -1 Then
        _SndVol tvsnd13&, 0.00
    End If
    If isPlaying14% = -1 Then
        _SndVol tvsnd14&, 0.00
    End If
    If isPlaying15% = -1 Then
        _SndVol tvsnd15&, 0.00
    End If
    If isPlaying16% = -1 Then
        _SndVol tvsnd16&, 0.00
    End If
    If isPlaying17% = -1 Then
        _SndVol tvsnd17&, 0.00
    End If
    If isPlaying18% = -1 Then
        _SndVol tvsnd18&, 0.00
    End If
    If isPlaying19% = -1 Then
        _SndVol tvsnd19&, 0.00
    End If
    If isPlaying20% = -1 Then
        _SndVol tvsnd20&, 0.00
    End If
    If isPlaying21% = -1 Then
        _SndVol tvsnd21&, 0.00
    End If
    If isPlaying22% = -1 Then
        _SndVol tvsnd22&, 0.00
    End If
    If isPlaying23% = -1 Then
        _SndVol tvsnd23&, 0.00
    End If
    If isPlaying24% = -1 Then
        _SndVol tvsnd24&, 0.00
    End If
    If isPlaying25% = -1 Then
        _SndVol tvsnd25&, 0.00
    End If
    If isPlaying26% = -1 Then
        _SndVol tvsnd26&, 0.00
    End If
End Sub

Sub bowels
    Randomize Timer
    bowel% = (Rnd * 9) + 1
    If bowel% = 3 Or bowel% = 6 Then rmtriglk2d = 1

End Sub
Sub atariMan_sprite
    volControl
    changeChanAndTrax
    Dim xm As Integer

    synscframe& = synscframe& + 1
    synscframe2& = synscframe2& + 1
    frame& = frame& + 1
    If frame& > 30 Then frame& = 1
    If frame2& > 90 Then frame2& = 1

    starTimer% = starTimer% + 1
    If starTimer% > 60 Then starTimer% = 0


    starFrame% = starFrame% + 1
    If starFrame% > 300 Then starFrame% = 1

    washFrame& = washFrame& + 1
    If washFrame& > 90 Then washFrame& = 1

    If ymove$ = "up" Then sy = sy - 0.3
    If ymove$ = "down" Then sy = sy + 0.3
    If ymove$ = "yoff" Then sy = sy - 0
    '''''''''''''1st to 2nd floor '''''''''''''''''
    If change$ = "cup" And floorNum% = 1 And Int(sx) = 328 Then ymove$ = "up": xmove$ = "stairup": floorNum% = 0
    If change$ = "cup" And floorNum% = 0 And Int(sy) = 278 Then xmove$ = "left"
    If change$ = "cup" And floorNum% = 0 And ymove$ = "up" And Int(sy) = 280 Then xmove$ = "left"
    If change$ = "cup" And floorNum% = 0 And ymove$ = "up" And Int(sy) = 230 Then
        If rmtriglk2d = 1 Then ymove$ = "yoff": xmove$ = "right": floorNum% = 2: change$ = "coff"
        If rmtriglk2c = 1 Then ymove$ = "yoff": xmove$ = "right": floorNum% = 2: change$ = "coff"
        If rmtriglk3a = 1 Then ymove$ = "yoff": xmove$ = "right": floorNum% = 2: change$ = "cup"
        If rmTrigOff = 1 Then ymove$ = "yoff": xmove$ = "left": floorNum% = 2: change$ = "coff"
    End If

    If floorNum% = 0 And Int(sy) = 230 Then floorNum% = 2

    If floorNum% = 1 And sx < 120 Then
        Randomize Timer
        cv = Int(Rnd * 4) + 1
        Select Case cv
            Case 0
                change$ = "cup": rmtriglk3a = 1: xmove$ = "right": rmtimer = 800: cookTrig = cookTrig + 1: bowels
            Case 1
                change$ = "cup": rmTrigOff = 1: xmove$ = "right": rmtimer = 4500: cookTrig = cookTrig + 1: bowels
            Case 2
                change$ = "cup": rmtriglk3a = 1: xmove$ = "right": rmtimer = 800: cookTrig = cookTrig + 1: bowels
            Case 3
                change$ = "cup": rmtriglk2c = 1: xmove$ = "right": rmtimer = 12000: num = 23: Randomize Timer: syntrx% = Int(myRandom(num)): stoptrx: cookTrig = cookTrig + 1: bowels
            Case 4
                change$ = "cup": rmtriglk3a = 1: xmove$ = "right": rmtimer = 800: cookTrig = cookTrig + 1: bowels
        End Select
    End If

    If floorNum% = 1 And sx > 475 Then
        Randomize Timer
        cv = Int(Rnd * 5) + 1
        If cv = 0 Then cv = 1
        Select Case cv
            Case 1
                change$ = "coff": rmtriglk1b = 1: xmove$ = "left": rmtimer = 6000: num = 23: Randomize Timer: syntrx% = Int(myRandom(num)): stoptrx: cookTrig = cookTrig + 1: bowels
            Case 2
                change$ = "cup": rmtriglk2c = 1: xmove$ = "left": rmtimer = 12000: num = 23: Randomize Timer: syntrx% = Int(myRandom(num)): stoptrx: cookTrig = cookTrig + 1: bowels
            Case 3
                change$ = "cup": rmtriglk3a = 1: xmove$ = "left": rmtimer = 800: cookTrig = cookTrig + 1: bowels
            Case 4
                change$ = "cup": rmTrigOff = 1: xmove$ = "left": rmtimer = 4500: cookTrig = cookTrig + 1: bowels
            Case 5
                change$ = "coff": rmtriglk1b = 1: xmove$ = "left": rmtimer = 3000: bowels
        End Select
    End If
    ''''''''''''''2nd to 1st floor ''''''''''''''''
    If change$ = "cdown" And floorNum% = 2 And Int(sx) = 255 Then ymove$ = "down": xmove$ = "right"
    If change$ = "cdown" And floorNum% = 2 And Int(sy) = 231 Then floorNum% = 0
    If change$ = "cdown" And floorNum% = 0 And Int(sx) = 328 Then xmove$ = "stairdw"
    If change$ = "cdown" And floorNum% = 0 And Int(sy) = 330 Then
        If rmtriglk1a = 1 Then ymove$ = "yoff": xmove$ = "left": floorNum% = 1: change$ = "coff"
        If rmtriglk1b = 1 Then ymove$ = "yoff": xmove$ = "right": floorNum% = 1: change$ = "coff"
        If rmtriglk2a = 1 Or rmtriglk2b = 1 Then ymove$ = "yoff": xmove$ = "washHand": floorNum% = 1: change$ = "coff"
        If rmtriglk3a = 1 Or rmtriglk3b = 1 Or rmTrigOff = 1 Then ymove$ = "yoff": xmove$ = "sleep": floorNum% = 1: change$ = "coff"
    End If

    'bedtime
    If ampm$ = " A.M." And h% = 12 Then sleepTrig% = 20
    If ampm$ = " A.M." And wakeUp% = 0 And h% >= 1 And h% <= 5 Then sleepTrig% = 20
    If ampm$ = " P.M." And wakeUp% = 0 And h% > 9 And h% <= 11 Then sleepTrig% = 20
    If sleepTrig% >= 20 Then rmtriglk2a = 1 Else rmtriglk2a = 0
    If floorNum% = 2 And sleepTrig% >= 20 And sx < 175 And rmtriglk2a = 1 Then
        GoSub sleeep:
    Else
        GoSub awake:
    End If

    sleeep:
    If sleepTrig% >= 20 Then rmtriglk2a = 1 Else rmtriglk2a = 0
    'If rmtriglk2a = 1 And floorNum% = 2 And Int(sx) = 175 And rmtriglk2a = 1 Then sx = 150: sy = 280
    If floorNum% = 2 And Int(sx) = 150 And rmtriglk2a = 1 Then
        sleepTimer% = sleepTimer% + 1
        sx = 150: sy = 242
        xmove$ = "sleep"
    End If

    '''wake up'''
    If _KeyDown(wKey) Or _KeyDown(WKeyCap) Then
        sleepTrig% = 0
        wakeUp% = 1
        xmove$ = "right"
        sx = 175: sy = 230
        rmtriglk2a = 0
        rmtriglk2b = 1
        rmtimer = 1900
        _SndStop sleeeep&
        _PutImage (320, 240), atarilogo&
    End If

    If sleepTimer% = 0 Then _SndStop sleeeep&

    awake:
    If floorNum% = 2 And rmtriglk2a = 0 And sx < 175 Then
        Randomize Timer
        cv = Int(Rnd * 5) + 1
        Select Case cv
            Case 0
                change$ = "coff": rmtriglk2c = 1: xmove$ = "right": rmtimer = 12000: num = 23: Randomize Timer: syntrx% = Int(myRandom(num)): stoptrx: cookTrig = cookTrig + 1: rmtriglk2e = 0
            Case 1
                change$ = "cdown": rmtriglk1b = 1: xmove$ = "right": rmtimer = 1800: cookTrig = cookTrig + 1: rmtriglk2e = 0
            Case 2
                change$ = "coff": rmtriglk2c = 1: xmove$ = "right": rmtimer = 12000: num = 23: Randomize Timer: syntrx% = Int(myRandom(num)): stoptrx: cookTrig = cookTrig + 1: rmtriglk2e = 0
            Case 3
                change$ = "cup": rmtriglk3a = 1: xmove$ = "right": rmtimer = 800: cookTrig = cookTrig + 1: rmtriglk2e = 0
            Case 4
                change$ = "cdown": rmtriglk1b = 1: xmove$ = "right": rmtimer = 3500: cookTrig = cookTrig + 1: rmtriglk2e = 0
            Case 5
                change$ = "cup": rmtriglk3a = 1: xmove$ = "right": rmtimer = 800: cookTrig = cookTrig + 1: rmtriglk2e = 0
        End Select
    End If
    If floorNum% = 2 And sx > 475 Then
        Randomize Timer
        cv = Int(Rnd * 5) + 1
        Select Case cv
            Case 0
                change$ = "coff": rmtriglk2c = 1: xmove$ = "left": rmtimer = 12000: num = 23: Randomize Timer: syntrx% = Int(myRandom(num)): stoptrx: cookTrig = cookTrig + 1
            Case 1
                change$ = "coff": xmove$ = "left": rmtimer = 500: cookTrig = cookTrig + 1
            Case 2
                change$ = "coff": rmtriglk2c = 1: xmove$ = "left": rmtimer = 12000: num = 23: Randomize Timer: syntrx% = Int(myRandom(num)): stoptrx: cookTrig = cookTrig + 1
            Case 3
                change$ = "coff": xmove$ = "left": rmtimer = 500: cookTrig = cookTrig + 1
            Case 4
                change$ = "coff": rmtriglk2c = 1: xmove$ = "left": rmtimer = 12000: num = 23: Randomize Timer: syntrx% = Int(myRandom(num)): stoptrx: cookTrig = cookTrig + 1
            Case 5
                change$ = "coff": rmtriglk2c = 1: xmove$ = "left": rmtimer = 12000: num = 23: Randomize Timer: syntrx% = Int(myRandom(num)): stoptrx: cookTrig = cookTrig + 1
        End Select
    End If
    ''''''''''''''2nd to 3rd floor ''''''''''''''''
    If change$ = "cup" And floorNum% = 2 And Int(sx) = 283 Then floorNum% = 4: ymove$ = "up": xmove$ = "stairup"
    If change$ = "cup" And floorNum% = 4 And Int(sy) = 170 Then xmove$ = "right"
    If change$ = "cup" And floorNum% = 4 And Int(sx) = 350 Then
        ymove$ = "yoff": xmove$ = "left": floorNum% = 3: change$ = "coff": rmtriglk3a = 1: wakeUp% = 0
    End If
    ''''''''''''''3rd to 2nd floor ''''''''''''''''
    If change$ = "cdown" And floorNum% = 3 And Int(sx) = 350 Then ymove$ = "down": xmove$ = "left"
    If change$ = "cdown" And floorNum% = 3 And Int(sy) = 125 Then floorNum% = 5
    If change$ = "cdown" And floorNum% = 5 And Int(sx) = 275 Then xmove$ = "stairdw"
    If floorNum% = 5 And Int(sy) = 230 Then
        If rmtriglk2c = 1 Or rmtriglk2d = 1 Then ymove$ = "yoff": xmove$ = "right": floorNum% = 2: change$ = "coff"
        If rmtriglk1b = 1 Or rmtriglk1a = 1 Then ymove$ = "yoff": xmove$ = "left": floorNum% = 2: change$ = "cdown"
    End If

    If floorNum% = 3 And sx < 180 Then
        Randomize Timer
        cv = Int(Rnd * 4) + 1
        If srt% = 1 Then cv = 1: srt% = 0
        Select Case cv
            Case 0
                change$ = "cdown": rmtriglk2c = 1: xmove$ = "right": tvtrig% = 0: tvplaying: cookTrig = cookTrig + 1: bowels
            Case 1
                change$ = "coff": rmtriglk3a = 1: xmove$ = "right": tvplaying: tvtrig% = 1: rmtriglk3b = 1: tvflicker: rmtimer = 800: Randomize Timer: num = 22: tvc = Int(myRandom(num)): cookTrig = cookTrig + 1
            Case 2
                change$ = "coff": rmtriglk3a = 1: rmtriglk3b = 1: xmove$ = "right": tvplaying: tvtrig% = 1: tvflicker: rmtimer = 800: Randomize Timer: num = 22: tvc = Int(myRandom(num)): cookTrig = cookTrig + 1
            Case 3
                change$ = "coff": rmtriglk3a = 1: rmtriglk3b = 1: xmove$ = "right": tvplaying: tvtrig% = 1: tvflicker: rmtimer = 800: Randomize Timer: num = 22: tvc = Int(myRandom(num)): cookTrig = cookTrig + 1
            Case 4
                change$ = "cdown": rmtriglk1b = 1: xmove$ = "right": tvtrig% = 0: tvplaying: rmtimer = 12000: num = 18: Randomize Timer: num = 23: syntrx% = Int(myRandom(num)): stoptrx: cookTrig = cookTrig + 1: bowels
        End Select
    End If

    If floorNum% = 3 And sx > 425 Then
        Randomize Timer
        cv = Int(Rnd * 4) + 1
        Select Case cv
            Case 0
                change$ = "coff": rmtriglk3b = 1: xmove$ = "left": rmtimer = 1600: cookTrig = cookTrig + 1
            Case 1
                change$ = "coff": rmtriglk3b = 1: xmove$ = "left": rmtimer = 1600: cookTrig = cookTrig + 1
            Case 2
                change$ = "coff": rmtriglk3a = 1: xmove$ = "left": rmtimer = 1600: cookTrig = cookTrig + 1
            Case 3
                change$ = "coff": rmtriglk3b = 1: xmove$ = "left": rmtimer = 1600: cookTrig = cookTrig + 1
            Case 4
                change$ = "coff": rmtriglk3a = 1: xmove$ = "left": rmtimer = 1600: cookTrig = cookTrig + 1
        End Select
    End If

    If floorNum% = 3 And Int(sx) > 400 And Int(sx) < 425 And papertrig = 1 Then
        paper& = _LoadImage("sprite\am_paper.png", 32)
        _ClearColor _RGB(0, 0, 0), paper&
        _PutImage (sx + 25, sy + 20), paper&
    End If
    If floorNum% = 3 And xmove$ = "left" And Int(sx) > 400 And Int(sx) < 425 And papertrig = 1 Then papertrig = 0

    Select Case xmove$
        Case "left"
            sx = sx - 0.4: move_lt
        Case "right"
            sx = sx + 0.4: move_rt
        Case "xoff"
            sx = sx - 0: move_not
        Case "stairup"
            sx = sx - 0: stairs_up
        Case "stairdw"
            sx = sx - 0: stairs_down
        Case "eat"
            sx = sx - 0: eat
        Case "tvsit"
            sx = sx - 0: tvsit
        Case "sit_type_a"
            sx = sx - 0: sit_type_a
        Case "sit_type_b"
            sx = sx - 0: sit_type_b
        Case "fishTank"
            sx = sx - 0: fishTank
        Case "brushTeeth"
            sx = sx - 0: brushTeeth
        Case "synth"
            sx = sx - 0: synthPlay
        Case "sleep"
            sx = sx - 0: sleeep
        Case "cook"
            sx = sx - 0: cooking
        Case "foodRt"
            sx = sx + 0.4: move_rt_food
        Case "foodLt"
            sx = sx - 0.4: move_lt_food
        Case "wash"
            sy = 325: sx = sx - 0: washDish
        Case "washHand"
            sx = sx - 0: washHand
        Case "bathroom"
            sx = sx - 0: bathroom
        Case "moveNot"
            sx = sx - 0: move_not
    End Select

    _ClearColor _RGB(0, 0, 0), atariMan&
    _PutImage (sx, sy), atariMan&
End Sub

Sub move_rt
    Select Case frame&
        Case 1
            atariMan& = _LoadImage("sprite\am_1.png", 32)
        Case 15
            atariMan& = _LoadImage("sprite\am_2.png", 32)
    End Select
End Sub

Sub move_rt_food
    Select Case frame&
        Case 1
            atariMan& = _LoadImage("sprite\am_1.png", 32)
        Case 15
            atariMan& = _LoadImage("sprite\am_2.png", 32)
    End Select

    _ClearColor (_RGB(0, 0, 0)), dish&
    _PutImage (sx + 20, sy + 25), dish&
End Sub

Sub move_lt_food
    Select Case frame&
        Case 1
            atariMan& = _LoadImage("sprite\am_1a.png", 32)
        Case 15
            atariMan& = _LoadImage("sprite\am_2a.png", 32)
    End Select

    _ClearColor (_RGB(0, 0, 0)), dishDone&
    _PutImage (sx - 10, sy + 25), dishDone&
End Sub

Sub synthPlay
    synthTraxView
    _ClearColor (_RGB(255, 255, 255)), atariMan&
    synFrame% = synFrame% + 1
    If synFrame% > 1150 Then synFrame% = 0

    Select Case synFrame%
        Case 1
            atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
        Case 10
            atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
        Case 20
            atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
        Case 30
            atariMan& = _LoadImage("sprite\am_sit_synth_a.png", 32)
        Case 50
            atariMan& = _LoadImage("sprite\am_sit_synth_ab.png", 32)
        Case 75
            atariMan& = _LoadImage("sprite\am_sit_synth_ac.png", 32)
        Case 95
            atariMan& = _LoadImage("sprite\am_sit_synth_a.png", 32)
        Case 115
            atariMan& = _LoadImage("sprite\am_sit_synth_ab.png", 32)
        Case 140
            atariMan& = _LoadImage("sprite\am_sit_synth_ac.png", 32)
        Case 160
            atariMan& = _LoadImage("sprite\am_sit_synth_a.png", 32)
        Case 180
            atariMan& = _LoadImage("sprite\am_sit_synth_ab.png", 32)
        Case 205
            atariMan& = _LoadImage("sprite\am_sit_synth_ac.png", 32)
        Case 225
            atariMan& = _LoadImage("sprite\am_sit_synth_a.png", 32)
        Case 245
            atariMan& = _LoadImage("sprite\am_sit_synth_ab.png", 32)
        Case 270
            atariMan& = _LoadImage("sprite\am_sit_synth_ac.png", 32)
        Case 300
            atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
        Case 335
            atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
        Case 340
            atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
        Case 350
            atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
        Case 360.
            atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
        Case 365
            atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
        Case 385
            atariMan& = _LoadImage("sprite\am_sit_synth_b.png", 32)
        Case 405
            atariMan& = _LoadImage("sprite\am_sit_synth_bb.png", 32)
        Case 425
            atariMan& = _LoadImage("sprite\am_sit_synth_bc.png", 32)
        Case 450
            atariMan& = _LoadImage("sprite\am_sit_synth_b.png", 32)
        Case 570
            atariMan& = _LoadImage("sprite\am_sit_synth_bb.png", 32)
        Case 490
            atariMan& = _LoadImage("sprite\am_sit_synth_bc.png", 32)
        Case 510
            atariMan& = _LoadImage("sprite\am_sit_synth_b.png", 32)
        Case 530
            atariMan& = _LoadImage("sprite\am_sit_synth_bb.png", 32)
        Case 550
            atariMan& = _LoadImage("sprite\am_sit_synth_bc.png", 32)
        Case 560
            atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
        Case 580
            atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
        Case 600
            atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
        Case 620
            atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
        Case 640
            atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
        Case 660
            atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
        Case 680
            atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
        Case 700
            atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
        Case 720
            atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
        Case 740
            atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
        Case 760
            atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
        Case 780
            atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
        Case 740
            atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
        Case 760
            atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
        Case 780
            atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
        Case 810
            atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
        Case 840
            atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
        Case 870
            atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
        Case 900
            atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
        Case 930
            atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
        Case 960
            atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
        Case 990
            atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
        Case 1020
            atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
        Case 1050
            atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
        Case 1080
            atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
        Case 1100
            atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
        Case 1130
            atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
    End Select

    Select Case syntrx%
        Case 1
            _SndLoop Buskerdroid_I_Want_You&
            If mute% = 0 Then _SndVol Buskerdroid_I_Want_You&, volSet Else _SndVol Buskerdroid_I_Want_You&, 0.0
        Case 2
            _SndLoop Buskerdroid_Gameboy_Love&
            If mute% = 0 Then _SndVol Buskerdroid_Gameboy_Love&, volSet Else _SndVol Buskerdroid_Gameboy_Love&, 0.0
        Case 3
            _SndLoop hostsngoblins&
            If mute% = 0 Then _SndVol hostsngoblins&, volSet Else _SndVol hostsngoblins&, 0.0
        Case 4
            _SndLoop Buskerdroid_3Distortion&
            If mute% = 0 Then _SndVol Buskerdroid_3Distortion&, volSet Else _SndVol Buskerdroid_3Distortion&, 0.0
        Case 5
            _SndLoop mrsaturn&
            If mute% = 0 Then _SndVol mrsaturn&, volSet Else _SndVol mrsaturn&, 0.0
        Case 6
            _SndLoop SuperMarioBros3&
            If mute% = 0 Then _SndVol SuperMarioBros3&, volSet Else _SndVol SuperMarioBros3&, 0.0
        Case 7
            _SndLoop drMario&
            If mute% = 0 Then _SndVol drMario&, volSet Else _SndVol drMario&, 0.0
        Case 8
            _SndLoop decisivebattle&
            If mute% = 0 Then _SndVol decisivebattle&, volSet Else _SndVol decisivebattle&, 0.0
        Case 9
            _SndLoop Earthbound&
            If mute% = 0 Then _SndVol Earthbound&, volSet Else _SndVol Earthbound&, 0.0
        Case 10
            _SndLoop streetsofdesolation&
            If mute% = 0 Then _SndVol streetsofdesolation&, volSet Else _SndVol streetsofdesolation&, 0.0
        Case 11
            _SndLoop Woooooaaaaagh&
            If mute% = 0 Then _SndVol Woooooaaaaagh&, volSet Else _SndVol Woooooaaaaagh&, 0.0
        Case 12
            _SndLoop SuperMarioLand&
            If mute% = 0 Then _SndVol SuperMarioLand&, volSet Else _SndVol SuperMarioLand&, 0.0
        Case 13
            _SndLoop marblemadnass&
            If mute% = 0 Then _SndVol marblemadnass&, volSet Else _SndVol marblemadnass&, 0.0
        Case 14
            _SndLoop SuperMarioLandlevel1&
            If mute% = 0 Then _SndVol SuperMarioLandlevel1&, volSet Else _SndVol SuperMarioLandlevel1&, 0.0
        Case 15
            _SndLoop thetrial&
            If mute% = 0 Then _SndVol thetrial&, volSet Else _SndVol thetrial&, 0.0
        Case 16
            _SndLoop themoon&
            If mute% = 0 Then _SndVol themoon&, volSet Else _SndVol themoon&, 0.0
        Case 17
            _SndLoop SuperMarioBros3bitgen&
            If mute% = 0 Then _SndVol SuperMarioBros3bitgen&, volSet Else _SndVol SuperMarioBros3bitgen&, 0.0
        Case 18
            _SndLoop ChronoTrigger&
            If mute% = 0 Then _SndVol ChronoTrigger&, volSet Else _SndVol ChronoTrigger&, 0.0
        Case 19
            _SndLoop Buskerdroid_Blast&
            If mute% = 0 Then _SndVol Buskerdroid_Blast&, volSet Else _SndVol Buskerdroid_Blast&, 0.0
        Case 20
            _SndLoop redsoil&
            If mute% = 0 Then _SndVol redsoil&, volSet Else _SndVol redsoil&, 0.0
        Case 21
            _SndLoop Buskerdroid_God_Bless_His_Mess&
            If mute% = 0 Then _SndVol Buskerdroid_God_Bless_His_Mess&, volSet Else _SndVol Buskerdroid_God_Bless_His_Mess&, 0.0
        Case 22
            _SndLoop Halo&
            If mute% = 0 Then _SndVol Halo&, volSet Else _SndVol Halo&, 0.0
        Case 23
            _SndLoop mutecity&
            If mute% = 0 Then _SndVol mutecity&, volSet Else _SndVol mutecity&, 0.0
    End Select
End Sub

Sub stoptrx
    Dim trxplaing%
    trxplaing% = _SndPlaying(mutecity&)
    If trxplaing% = -1 Then _SndStop mutecity&
    trxplaing% = _SndPlaying(redsoil&)
    If trxplaing% = -1 Then _SndStop redsoil&
    trxplaing% = _SndPlaying(hostsngoblins&)
    If trxplaing% = -1 Then _SndStop hostsngoblins&
    trxplaing% = _SndPlaying(Halo&)
    If trxplaing% = -1 Then _SndStop Halo&
    trxplaing% = _SndPlaying(mrsaturn&)
    If trxplaing% = -1 Then _SndStop mrsaturn&
    trxplaing% = _SndPlaying(SuperMarioBros3&)
    If trxplaing% = -1 Then _SndStop SuperMarioBros3&
    trxplaing% = _SndPlaying(SuperMarioBros3bitgen&)
    If trxplaing% = -1 Then _SndStop SuperMarioBros3bitgen&
    trxplaing% = _SndPlaying(drMario&)
    If trxplaing% = -1 Then _SndStop drMario&
    trxplaing% = _SndPlaying(decisivebattle&)
    If trxplaing% = -1 Then _SndStop decisivebattle&
    trxplaing% = _SndPlaying(Earthbound&)
    If trxplaing% = -1 Then _SndStop Earthbound&
    trxplaing% = _SndPlaying(streetsofdesolation&)
    If trxplaing% = -1 Then _SndStop streetsofdesolation&
    trxplaing% = _SndPlaying(Woooooaaaaagh&)
    If trxplaing% = -1 Then _SndStop Woooooaaaaagh&
    trxplaing% = _SndPlaying(SuperMarioLand&)
    If trxplaing% = -1 Then _SndStop SuperMarioLand&
    trxplaing% = _SndPlaying(marblemadnass&)
    If trxplaing% = -1 Then _SndStop marblemadnass&
    trxplaing% = _SndPlaying(SuperMarioLandlevel1&)
    If trxplaing% = -1 Then _SndStop SuperMarioLandlevel1&
    trxplaing% = _SndPlaying(thetrial&)
    If trxplaing% = -1 Then _SndStop thetrial&
    trxplaing% = _SndPlaying(themoon&)
    If trxplaing% = -1 Then _SndStop themoon&
    trxplaing% = _SndPlaying(hostsngoblins&)
    If trxplaing% = -1 Then _SndStop hostsngoblins&
    trxplaing% = _SndPlaying(ChronoTrigger&)
    If trxplaing% = -1 Then _SndStop ChronoTrigger&
    trxplaing% = _SndPlaying(Buskerdroid_Blast&)
    If trxplaing% = -1 Then _SndStop Buskerdroid_Blast&
    trxplaing% = _SndPlaying(Buskerdroid_Gameboy_Love&)
    If trxplaing% = -1 Then _SndStop Buskerdroid_Gameboy_Love&
    trxplaing% = _SndPlaying(Buskerdroid_God_Bless_His_Mess&)
    If trxplaing% = -1 Then _SndStop Buskerdroid_God_Bless_His_Mess&
    trxplaing% = _SndPlaying(Buskerdroid_3Distortion&)
    If trxplaing% = -1 Then _SndStop Buskerdroid_3Distortion&
    trxplaing% = _SndPlaying(Buskerdroid_I_Want_You&)
    If trxplaing% = -1 Then _SndStop Buskerdroid_I_Want_You&
End Sub

Sub synthAction
    If synscframe& > 125 Then synscframe& = 0
    Select Case synscframe&
        Case 1
            synth_scope& = _LoadImage("sprite\am_synth_scope_1_sm.png", 32)
        Case 20
            synth_scope& = _LoadImage("sprite\am_synth_scope_2_sm.png", 32)
        Case 40
            synth_scope& = _LoadImage("sprite\am_synth_scope_3_sm.png", 32)
        Case 60
            synth_scope& = _LoadImage("sprite\am_synth_scope_2_sm.png", 32)
        Case 80
            synth_scope& = _LoadImage("sprite\am_synth_scope_3_sm.png", 32)
        Case 100
            synth_scope& = _LoadImage("sprite\am_synth_scope_2_sm.png", 32)
        Case 120
            synth_scope& = _LoadImage("sprite\am_synth_scope_1_sm.png", 32)
    End Select

    If synscframe2& > 60 Then synscframe2& = 1
    Select Case synscframe2&
        Case 1
            synth_action& = _LoadImage("sprite\am_synth_action_1.png", 32)
        Case 20
            synth_action& = _LoadImage("sprite\am_synth_action_2.png", 32)
        Case 40
            synth_action& = _LoadImage("sprite\am_synth_action_3.png", 32)
    End Select
End Sub

Sub move_lt
    Select Case frame&
        Case 1
            atariMan& = _LoadImage("sprite\am_1a.png", 32)
        Case 15
            atariMan& = _LoadImage("sprite\am_2a.png", 32)
    End Select
End Sub

Sub sleeep
    If sleepTimer% > 850 Then sleepTimer% = 1
    Select Case sleepTimer%
        Case 1
            atariMan& = _LoadImage("background\sleep\am_sleep_1a.png", 32)
        Case 75
            atariMan& = _LoadImage("background\sleep\am_sleep_1c.png", 32)
        Case 400
            atariMan& = _LoadImage("background\sleep\am_sleep_1b.png", 32)
        Case 750
            atariMan& = _LoadImage("background\sleep\am_sleep_1c.png", 32)
    End Select
End Sub

Sub stairs_down
    Select Case frame&
        Case 1
            atariMan& = _LoadImage("sprite\am_1a.png", 32)
        Case 15
            atariMan& = _LoadImage("sprite\am_2.png", 32)
    End Select
End Sub

Sub stairs_up
    Select Case frame&
        Case 1
            atariMan& = _LoadImage("sprite\am_stair_up.png", 32)
        Case 15
            atariMan& = _LoadImage("sprite\am_stair_upa.png", 32)
    End Select
End Sub

Sub fishTank
    framesit3& = framesit3& + 1
    If framesit3& > 1600 Then framesit3& = 1

    Select Case framesit3&
        Case 1
            atariMan& = _LoadImage("sprite\am_sit2_1.png", 32)
        Case 300
            atariMan& = _LoadImage("sprite\am_sit2_1b.png", 32)
        Case 350
            atariMan& = _LoadImage("sprite\am_sit2_1c.png", 32)
        Case 400
            atariMan& = _LoadImage("sprite\am_sit2_1b.png", 32)
        Case 425
            atariMan& = _LoadImage("sprite\am_sit2_1.png", 32)
        Case 1050
            atariMan& = _LoadImage("sprite\am_sit2_1b.png", 32)
        Case 1075
            atariMan& = _LoadImage("sprite\am_sit2_1c.png", 32)
        Case 1400
            atariMan& = _LoadImage("sprite\am_sit2_1b.png", 32)
        Case 1425
            atariMan& = _LoadImage("sprite\am_sit2_1a.png", 32)
        Case 1450
            atariMan& = _LoadImage("sprite\am_sit2_1b.png", 32)
        Case 1475
            atariMan& = _LoadImage("sprite\am_sit2_1c.png", 32)
    End Select
End Sub

Sub washDish
    Select Case washFrame&
        Case 1
            atariMan& = _LoadImage("sprite\washDish1.png", 32)
        Case 15
            atariMan& = _LoadImage("sprite\washDish1b.png", 32)
        Case 30
            atariMan& = _LoadImage("sprite\washDish1c.png", 32)
        Case 45
            atariMan& = _LoadImage("sprite\washDish2.png", 32)
        Case 60
            atariMan& = _LoadImage("sprite\washDish2b.png", 32)
        Case 75
            atariMan& = _LoadImage("sprite\washDish2c.png", 32)
    End Select
End Sub

Sub washHand
    Select Case washFrame&
        Case 1
            atariMan& = _LoadImage("sprite\washDish1.png", 32)
        Case 15
            atariMan& = _LoadImage("sprite\washDish1b.png", 32)
        Case 30
            atariMan& = _LoadImage("sprite\washDish1c.png", 32)
        Case 45
            atariMan& = _LoadImage("sprite\washDish2.png", 32)
        Case 60
            atariMan& = _LoadImage("sprite\washDish2b.png", 32)
        Case 75
            atariMan& = _LoadImage("sprite\washDish2c.png", 32)
    End Select
End Sub

Sub eat
    If framesitkit& > 200 Then framesitkit& = 1
    Select Case framesitkit&
        Case 1
            atariMan& = _LoadImage("sprite\am_eat_a.png", 32)
        Case 20
            atariMan& = _LoadImage("sprite\am_eat_a2.png", 32)
        Case 40
            atariMan& = _LoadImage("sprite\am_eat_b.png", 32)
        Case 60
            atariMan& = _LoadImage("sprite\am_eat_b2.png", 32)
        Case 90
            atariMan& = _LoadImage("sprite\am_eat_b.png", 32)
        Case 110
            atariMan& = _LoadImage("sprite\am_eat_b.png", 32)
        Case 130
            atariMan& = _LoadImage("sprite\am_eat_b2.png", 32)
        Case 125
            atariMan& = _LoadImage("sprite\am_eat_b.png", 32)
        Case 145
            atariMan& = _LoadImage("sprite\am_eat_b.png", 32)
        Case 165
            atariMan& = _LoadImage("sprite\am_eat_b2.png", 32)
        Case 180
            atariMan& = _LoadImage("sprite\am_eat_b.png", 32)
    End Select
    _ClearColor (_RGB(0, 0, 0)), dish&
    _PutImage (sx + 5, sy + 35), dish&
End Sub

Sub tvflicker
    tvframe& = tvframe& + 1
    If tvframe& > 700 Then tvframe& = 1

    If tvframe& > 0 And tvframe& < 100 Then
        tv& = _LoadImage("background\LCP_tv_1.png", 32)
        _PutImage (162, 135), tv&
    End If
    If tvframe& > 100 And tvframe& < 200 Then
        tv& = _LoadImage("background\LCP_tv_2.png", 32)
        _PutImage (162, 135), tv&
    End If
    If tvframe& > 200 And tvframe& < 300 Then
        tv& = _LoadImage("background\LCP_tv_3.png", 32)
        _PutImage (162, 135), tv&
    End If
    If tvframe& > 300 And tvframe& < 400 Then
        tv& = _LoadImage("background\LCP_tv_4.png", 32)
        _PutImage (162, 135), tv&
    End If
    If tvframe& > 400 And tvframe& < 500 Then
        tv& = _LoadImage("background\LCP_tv_5.png", 32)
        _PutImage (162, 135), tv&
    End If
    If tvframe& > 500 And tvframe& < 600 Then
        tv& = _LoadImage("background\LCP_tv_6.png", 32)
        _PutImage (162, 135), tv&
    End If
End Sub

Sub tvchanview
    Dim tvc$
    tvc$ = Str$(tvc)

    Color WHITE, BLACK
    If fntComputer& > 0 Then _Font fntComputer&

    If tvtrig% = 1 Then _PrintString (220, 80), "Atariman is watching channel:" + tvc$
End Sub

Sub synthTraxView
    Dim traxName$

    Select Case syntrx%
        Case 1
            traxName$ = Buskerdroid_I_Want_You$
        Case 2
            traxName$ = Buskerdroid_Gameboy_Love$
        Case 3
            traxName$ = hostsngoblins$
        Case 4
            traxName$ = Buskerdroid_3Distortion$
        Case 5
            traxName$ = mrsaturn$
        Case 6
            traxName$ = SuperMarioBros3$
        Case 7
            traxName$ = drMario$
        Case 8
            traxName$ = decisivebattl$
        Case 9
            traxName$ = Earthbound$
        Case 10
            traxName$ = streetsofdesolation$
        Case 11
            traxName$ = Woooooaaaaagh$
        Case 12
            traxName$ = SuperMarioLand$
        Case 13
            traxName$ = marblemadnass$
        Case 14
            traxName$ = SuperMarioLandlevel1$
        Case 15
            traxName$ = thetrial$
        Case 16
            traxName$ = themoon$
        Case 17
            traxName$ = SuperMarioBros3bitgen$
        Case 18
            traxName$ = ChronoTrigger$
        Case 19
            traxName$ = Buskerdroid_Blast$
        Case 20
            traxName$ = redsoil$
        Case 21
            traxName$ = Buskerdroid_God_Bless_His_Mess$
        Case 22
            traxName$ = Halo$
        Case 23
            traxName$ = mutecity$
    End Select

    Color WHITE, BLACK
    If fntComputer& > 0 Then _Font fntComputer&
    _PrintString (220, 80), "Atariman is working on the track:"
    _PrintString (220, 90), traxName$
End Sub

Sub sittv
    If framesittv& > 680 Then framesittv& = 1
    Select Case framesittv&
        Case 1
            atariMan& = _LoadImage("sprite\am_420_a.png", 32)
        Case 10
            atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
        Case 20
            atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
        Case 30
            atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
        Case 40
            atariMan& = _LoadImage("sprite\am_420_a.png", 32)
        Case 40
            atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
        Case 60
            atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
        Case 70
            atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
        Case 80
            atariMan& = _LoadImage("sprite\am_420_a.png", 32)
        Case 90
            atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
        Case 100
            atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
        Case 110
            atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
        Case 120
            atariMan& = _LoadImage("sprite\am_420_a.png", 32)
        Case 130
            atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
        Case 140
            atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
        Case 150
            atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
        Case 160
            atariMan& = _LoadImage("sprite\am_420_a.png", 32)
        Case 170
            atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
        Case 180
            atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
        Case 190
            atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
        Case 200
            atariMan& = _LoadImage("sprite\am_420_a.png", 32)
        Case 210
            atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
        Case 220
            atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
        Case 230
            atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
        Case 240
            atariMan& = _LoadImage("sprite\am_420_a.png", 32)
        Case 250
            atariMan& = _LoadImage("sprite\am_420_b.png", 32)
        Case 260
            atariMan& = _LoadImage("sprite\am_420_b.png", 32)
        Case 270
            atariMan& = _LoadImage("sprite\am_420_b2.png", 32)
        Case 280
            atariMan& = _LoadImage("sprite\am_420_b3.png", 32)
        Case 290
            atariMan& = _LoadImage("sprite\am_420_b4.png", 32)
        Case 300
            atariMan& = _LoadImage("sprite\am_420_b.png", 32)
        Case 310
            atariMan& = _LoadImage("sprite\am_420_b.png", 32)
        Case 320
            atariMan& = _LoadImage("sprite\am_420_b2.png", 32)
        Case 330
            atariMan& = _LoadImage("sprite\am_420_b3.png", 32)
        Case 340
            atariMan& = _LoadImage("sprite\am_420_b4.png", 32)
        Case 350
            atariMan& = _LoadImage("sprite\am_420_b.png", 32)
        Case 360
            atariMan& = _LoadImage("sprite\am_420_c.png", 32)
        Case 370
            atariMan& = _LoadImage("sprite\am_420_c2.png", 32)
        Case 380
            atariMan& = _LoadImage("sprite\am_420_c3.png", 32)
        Case 390
            atariMan& = _LoadImage("sprite\am_420_c4.png", 32)
        Case 400
            atariMan& = _LoadImage("sprite\am_420_c.png", 32)
        Case 410
            atariMan& = _LoadImage("sprite\am_420_c2.png", 32)
        Case 420
            atariMan& = _LoadImage("sprite\am_420_c3.png", 32)
        Case 430
            atariMan& = _LoadImage("sprite\am_420_c4.png", 32)
        Case 440
            atariMan& = _LoadImage("sprite\am_420_c.png", 32)
        Case 450
            atariMan& = _LoadImage("sprite\am_420_c2.png", 32)
        Case 460
            atariMan& = _LoadImage("sprite\am_420_c3.png", 32)
        Case 470
            atariMan& = _LoadImage("sprite\am_420_d.png", 32)
        Case 480
            atariMan& = _LoadImage("sprite\am_420_d2.png", 32)
        Case 490
            atariMan& = _LoadImage("sprite\am_420_d3.png", 32)
        Case 500
            atariMan& = _LoadImage("sprite\am_420_d4.png", 32)
        Case 510
            atariMan& = _LoadImage("sprite\am_420_d.png", 32)
        Case 520
            atariMan& = _LoadImage("sprite\am_420_d2.png", 32)
        Case 480
            atariMan& = _LoadImage("sprite\am_420_d3.png", 32)
        Case 490
            atariMan& = _LoadImage("sprite\am_420_d4.png", 32)
        Case 500
            atariMan& = _LoadImage("sprite\am_420_d.png", 32)
        Case 510
            atariMan& = _LoadImage("sprite\am_420_d.png", 32)
        Case 520
            atariMan& = _LoadImage("sprite\am_420_d2.png", 32)
        Case 540
            atariMan& = _LoadImage("sprite\am_420_e.png", 32)
        Case 550
            atariMan& = _LoadImage("sprite\am_420_e2.png", 32)
        Case 560
            atariMan& = _LoadImage("sprite\am_420_e3.png", 32)
        Case 570
            atariMan& = _LoadImage("sprite\am_420_e4.png", 32)
        Case 580
            atariMan& = _LoadImage("sprite\am_420_e.png", 32)
        Case 590
            atariMan& = _LoadImage("sprite\am_420_e2.png", 32)
        Case 600
            atariMan& = _LoadImage("sprite\am_420_e3.png", 32)
        Case 610
            atariMan& = _LoadImage("sprite\am_420_e4.png", 32)
        Case 620
            atariMan& = _LoadImage("sprite\am_420_e.png", 32)
        Case 630
            atariMan& = _LoadImage("sprite\am_420_e2.png", 32)
        Case 640
            atariMan& = _LoadImage("sprite\am_420_e3.png", 32)
        Case 650
            atariMan& = _LoadImage("sprite\am_420_e4.png", 32)
        Case 670
            atariMan& = _LoadImage("sprite\am_420_e.png", 32)
    End Select
End Sub

Sub tvsit
    volControl
    If framesittv& > 680 Then framesittv& = 1
    Select Case framesittv&
        Case 1
            atariMan& = _LoadImage("sprite\am_420_a.png", 32)
        Case 10
            atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
        Case 20
            atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
        Case 30
            atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
        Case 40
            atariMan& = _LoadImage("sprite\am_420_a.png", 32)
        Case 40
            atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
        Case 60
            atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
        Case 70
            atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
        Case 80
            atariMan& = _LoadImage("sprite\am_420_a.png", 32)
        Case 90
            atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
        Case 100
            atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
        Case 110
            atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
        Case 120
            atariMan& = _LoadImage("sprite\am_420_a.png", 32)
        Case 130
            atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
        Case 140
            atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
        Case 150
            atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
        Case 160
            atariMan& = _LoadImage("sprite\am_420_a.png", 32)
        Case 170
            atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
        Case 180
            atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
        Case 190
            atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
        Case 200
            atariMan& = _LoadImage("sprite\am_420_a.png", 32)
        Case 210
            atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
        Case 220
            atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
        Case 230
            atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
        Case 240
            atariMan& = _LoadImage("sprite\am_420_a.png", 32)
        Case 250
            atariMan& = _LoadImage("sprite\am_420_b.png", 32)
        Case 260
            atariMan& = _LoadImage("sprite\am_420_b.png", 32)
        Case 270
            atariMan& = _LoadImage("sprite\am_420_b2.png", 32)
        Case 280
            atariMan& = _LoadImage("sprite\am_420_b3.png", 32)
        Case 290
            atariMan& = _LoadImage("sprite\am_420_b4.png", 32)
        Case 300
            atariMan& = _LoadImage("sprite\am_420_b.png", 32)
        Case 310
            atariMan& = _LoadImage("sprite\am_420_b.png", 32)
        Case 320
            atariMan& = _LoadImage("sprite\am_420_b2.png", 32)
        Case 330
            atariMan& = _LoadImage("sprite\am_420_b3.png", 32)
        Case 340
            atariMan& = _LoadImage("sprite\am_420_b4.png", 32)
        Case 350
            atariMan& = _LoadImage("sprite\am_420_b.png", 32)
        Case 360
            atariMan& = _LoadImage("sprite\am_420_c.png", 32)
        Case 370
            atariMan& = _LoadImage("sprite\am_420_c2.png", 32)
        Case 380
            atariMan& = _LoadImage("sprite\am_420_c3.png", 32)
        Case 390
            atariMan& = _LoadImage("sprite\am_420_c4.png", 32)
        Case 400
            atariMan& = _LoadImage("sprite\am_420_c.png", 32)
        Case 410
            atariMan& = _LoadImage("sprite\am_420_c2.png", 32)
        Case 420
            atariMan& = _LoadImage("sprite\am_420_c3.png", 32)
        Case 430
            atariMan& = _LoadImage("sprite\am_420_c4.png", 32)
        Case 440
            atariMan& = _LoadImage("sprite\am_420_c.png", 32)
        Case 450
            atariMan& = _LoadImage("sprite\am_420_c2.png", 32)
        Case 460
            atariMan& = _LoadImage("sprite\am_420_c3.png", 32)
        Case 470
            atariMan& = _LoadImage("sprite\am_420_d.png", 32)
        Case 480
            atariMan& = _LoadImage("sprite\am_420_d2.png", 32)
        Case 490
            atariMan& = _LoadImage("sprite\am_420_d3.png", 32)
        Case 500
            atariMan& = _LoadImage("sprite\am_420_d4.png", 32)
        Case 510
            atariMan& = _LoadImage("sprite\am_420_d.png", 32)
        Case 520
            atariMan& = _LoadImage("sprite\am_420_d2.png", 32)
        Case 480
            atariMan& = _LoadImage("sprite\am_420_d3.png", 32)
        Case 490
            atariMan& = _LoadImage("sprite\am_420_d4.png", 32)
        Case 500
            atariMan& = _LoadImage("sprite\am_420_d.png", 32)
        Case 510
            atariMan& = _LoadImage("sprite\am_420_d.png", 32)
        Case 520
            atariMan& = _LoadImage("sprite\am_420_d2.png", 32)
        Case 540
            atariMan& = _LoadImage("sprite\am_420_e.png", 32)
        Case 550
            atariMan& = _LoadImage("sprite\am_420_e2.png", 32)
        Case 560
            atariMan& = _LoadImage("sprite\am_420_e3.png", 32)
        Case 570
            atariMan& = _LoadImage("sprite\am_420_e4.png", 32)
        Case 580
            atariMan& = _LoadImage("sprite\am_420_e.png", 32)
        Case 590
            atariMan& = _LoadImage("sprite\am_420_e2.png", 32)
        Case 600
            atariMan& = _LoadImage("sprite\am_420_e3.png", 32)
        Case 610
            atariMan& = _LoadImage("sprite\am_420_e4.png", 32)
        Case 620
            atariMan& = _LoadImage("sprite\am_420_e.png", 32)
        Case 630
            atariMan& = _LoadImage("sprite\am_420_e2.png", 32)
        Case 640
            atariMan& = _LoadImage("sprite\am_420_e3.png", 32)
        Case 650
            atariMan& = _LoadImage("sprite\am_420_e4.png", 32)
        Case 670
            atariMan& = _LoadImage("sprite\am_420_e.png", 32)
    End Select
End Sub

Sub sit_type_a
    volControl
    _SndLoop typew&
    If mute% = 0 Then _SndVol typew&, 0.5 Else _SndVol typew&, 0.0

    frame5& = frame5& + 1
    If frame5& > 860 Then frame5& = 1: offHook% = 0
    Select Case frame5&
        Case 1
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 10
            atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
        Case 20
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 30
            atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
        Case 40
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 45
            atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
        Case 50
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 60
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 60
            atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
        Case 65
            atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
        Case 70
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 75
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 80
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 90
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 95
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 100
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 105
            atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
        Case 110
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 115
            atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
        Case 120
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 125
            atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
        Case 135
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 145
            atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
        Case 155
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 165
            atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
        Case 175
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 185
            atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
        Case 195
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 205
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 215
            atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
        Case 225
            atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
        Case 235
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 245
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 255
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 265
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 275
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 285
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 295
            atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
        Case 300
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 305
            atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
        Case 315
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 325
            atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
        Case 335
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 345
            atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
        Case 355
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 365
            atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
        Case 375
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 385
            atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
        Case 395
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 405
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 415
            atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
        Case 425
            atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
        Case 435
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 445
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 455
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 465
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 475
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 485
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 495
            atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
        Case 505
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 510
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 515
            atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
        Case 520
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 525
            atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
        Case 535
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 545
            atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
        Case 555
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 565
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 575
            atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
        Case 585
            atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
        Case 595
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 600
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 605
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 610
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 615
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 620
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 630
            atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
        Case 640
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 650
            atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
        Case 660
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 670
            atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
        Case 680
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 690
            atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
        Case 700
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 710
            atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
        Case 720
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 730
            atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
        Case 740
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 750
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 760
            atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
        Case 770
            atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
        Case 780
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 790
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 800
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 810
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 820
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 825
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 830
            atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
        Case 835
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 840
            atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
        Case 845
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 850
            atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
    End Select
End Sub

Sub sit_type_b
    volControl
    _SndLoop typew&
    If mute% = 0 Then _SndVol typew&, 0.5 Else _SndVol typew&, 0.0

    frame5& = frame5& + 1
    If frame5& > 800 Then frame5& = 1: offHook% = 0
    Select Case frame5&
        Case 1
            atariMan& = _LoadImage("sprite\am_sit_phone_4.png", 32): sx = 385: sy = 100
            offHook% = 1
        Case 20
            atariMan& = _LoadImage("sprite\am_sit_phone_4a.png", 32): sx = 385: sy = 100
        Case 40
            atariMan& = _LoadImage("sprite\am_sit_phone_4b.png", 32): sx = 385: sy = 100
        Case 60
            atariMan& = _LoadImage("sprite\am_sit_phone_4c.png", 32): sx = 385: sy = 100
        Case 80
            atariMan& = _LoadImage("sprite\am_sit_phone_4d.png", 32): sx = 385: sy = 100
        Case 100
            atariMan& = _LoadImage("sprite\am_sit_phone_4e.png", 32): sx = 385: sy = 100
        Case 120
            atariMan& = _LoadImage("sprite\am_sit_phone_4.png", 32): sx = 385: sy = 100
        Case 140
            atariMan& = _LoadImage("sprite\am_sit_phone_4a.png", 32): sx = 385: sy = 100
        Case 160
            atariMan& = _LoadImage("sprite\am_sit_phone_4b.png", 32): sx = 385: sy = 100
        Case 180
            atariMan& = _LoadImage("sprite\am_sit_phone_4c.png", 32): sx = 385: sy = 100
        Case 200
            atariMan& = _LoadImage("sprite\am_sit_phone_4d.png", 32): sx = 385: sy = 100
        Case 220
            atariMan& = _LoadImage("sprite\am_sit_phone_4e.png", 32): sx = 385: sy = 100
        Case 240
            atariMan& = _LoadImage("sprite\am_sit_phone_4.png", 32): sx = 385: sy = 100
        Case 260
            atariMan& = _LoadImage("sprite\am_sit_phone_4a.png", 32): sx = 385: sy = 100
        Case 280
            atariMan& = _LoadImage("sprite\am_sit_phone_4b.png", 32): sx = 385: sy = 100
        Case 300
            atariMan& = _LoadImage("sprite\am_sit_phone_4c.png", 32): sx = 385: sy = 100
        Case 320
            atariMan& = _LoadImage("sprite\am_sit_phone_4d.png", 32): sx = 385: sy = 100
        Case 340
            atariMan& = _LoadImage("sprite\am_sit_phone_4e.png", 32): sx = 385: sy = 100
        Case 360
            atariMan& = _LoadImage("sprite\am_sit_phone_4.png", 32): sx = 385: sy = 100
            offHook% = 1
        Case 380
            atariMan& = _LoadImage("sprite\am_sit_phone_4a.png", 32): sx = 385: sy = 100
        Case 400
            atariMan& = _LoadImage("sprite\am_sit_phone_4b.png", 32): sx = 385: sy = 100
        Case 420
            atariMan& = _LoadImage("sprite\am_sit_phone_4c.png", 32): sx = 385: sy = 100
        Case 440
            atariMan& = _LoadImage("sprite\am_sit_phone_4d.png", 32): sx = 385: sy = 100
        Case 460
            atariMan& = _LoadImage("sprite\am_sit_phone_4e.png", 32): sx = 385: sy = 100
        Case 480
            atariMan& = _LoadImage("sprite\am_sit_phone_4.png", 32): sx = 385: sy = 100
        Case 500
            atariMan& = _LoadImage("sprite\am_sit_phone_4a.png", 32): sx = 385: sy = 100
        Case 520
            atariMan& = _LoadImage("sprite\am_sit_phone_4b.png", 32): sx = 385: sy = 100
        Case 540
            atariMan& = _LoadImage("sprite\am_sit_phone_4c.png", 32): sx = 385: sy = 100
        Case 560
            atariMan& = _LoadImage("sprite\am_sit_phone_4d.png", 32): sx = 385: sy = 100
        Case 580
            atariMan& = _LoadImage("sprite\am_sit_phone_4e.png", 32): sx = 385: sy = 100
        Case 600
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 620
            atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
        Case 640
            atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
        Case 660
            atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
        Case 680
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 700
            atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
        Case 720
            atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
        Case 740
            atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
        Case 760
            atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
        Case 780
            atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
    End Select
End Sub

Sub brushTeeth
    Select Case frame&
        Case 1
            atariMan& = _LoadImage("sprite\am_sink_1.png", 32): sy = 225
        Case 15
            atariMan& = _LoadImage("sprite\am_sink_1a.png", 32): sy = 225
    End Select
End Sub

Sub cooking
    If cookFrame& > 140 Then cookFrame& = 1
    Select Case cookFrame&
        Case 1
            atariMan& = _LoadImage("sprite\am_cook_1a.png", 32)
        Case 15
            atariMan& = _LoadImage("sprite\am_cook_1a.png", 32)
        Case 30
            atariMan& = _LoadImage("sprite\am_cook_1c.png", 32)
        Case 35
            atariMan& = _LoadImage("sprite\am_cook_1c.png", 32)
        Case 45
            atariMan& = _LoadImage("sprite\am_cook_1a.png", 32)
        Case 50
            atariMan& = _LoadImage("sprite\am_cook_1a.png", 32)
        Case 60
            atariMan& = _LoadImage("sprite\am_cook_1c.png", 32)
        Case 65
            atariMan& = _LoadImage("sprite\am_cook_1c.png", 32)
        Case 75
            atariMan& = _LoadImage("sprite\am_cook_1a.png", 32)
        Case 80
            atariMan& = _LoadImage("sprite\am_cook_1c.png", 32)
        Case 85
            atariMan& = _LoadImage("sprite\am_cook_1a.png", 32)
        Case 95
            atariMan& = _LoadImage("sprite\am_cook_1b.png", 32)
    End Select
    _ClearColor (_RGB(0, 0, 0)), atariMan&
    _PutImage (125, 330), atariMan&
End Sub

Sub move_not
    atariMan& = _LoadImage("sprite\am_1a.png", 32)
End Sub

Sub bathroom
    _ClearColor (_RGB(0, 0, 0)), atariMan&
    atariMan& = _LoadImage("sprite\amBathroom.png", 32)
End Sub

Sub four_twenty
    If framesittv& > 600 Then framesittv& = 1

    Select Case framesittv&
        Case 1
            atariMan& = _LoadImage("sprite\am_sit_2.png", 32)
        Case 250
            atariMan& = _LoadImage("sprite\am_sit_2a.png", 32)
        Case 300
            atariMan& = _LoadImage("sprite\am_sit_2.png", 32)
    End Select

    tvframe& = tvframe& + 1
    If tvframe& > 700 Then tvframe& = 1

    If tvframe& > 0 And tvframe& < 100 Then
        tv& = _LoadImage("background\LCP_tv_1.png", 32)
        _PutImage (162, 135), tv&
    End If
    If tvframe& > 100 And tvframe& < 200 Then
        tv& = _LoadImage("background\LCP_tv_2.png", 32)
        _PutImage (162, 135), tv&
    End If
    If tvframe& > 200 And tvframe& < 300 Then
        tv& = _LoadImage("background\LCP_tv_3.png", 32)
        _PutImage (162, 135), tv&
    End If
    If tvframe& > 300 And tvframe& < 400 Then
        tv& = _LoadImage("background\LCP_tv_4.png", 32)
        _PutImage (162, 135), tv&
    End If
    If tvframe& > 400 And tvframe& < 500 Then
        tv& = _LoadImage("background\LCP_tv_5.png", 32)
        _PutImage (162, 135), tv&
    End If
    If tvframe& > 500 And tvframe& < 600 Then
        tv& = _LoadImage("background\LCP_tv_6.png", 32)
        _PutImage (162, 135), tv&
    End If
End Sub

Sub convert_to_12hr
    Select Case h%
        Case Is > 12
            h% = h% - 12
            ampm$ = " P.M."
        Case 12
            ampm$ = " P.M."
        Case Is = 0
            h% = h% + 12
            ampm$ = " A.M."
        Case Is > 0
            ampm$ = " A.M."
    End Select
End Sub

Sub weekday
    Dim C As Integer
    Dim S1 As Single
    Dim S2 As Single
    Dim S3 As Single
    Dim WkDay As Integer
    Dim day$
    Dim Wday$
    Dim M As Integer
    Dim month$
    Dim year$
    Dim moon$
    Dim D As Integer
    Dim Y As Integer
    month$ = Left$(Date$, 2): M = Val(month$)
    day$ = Mid$(Date$, 4, 2): D = Val(day$)
    day$ = Str$(D) ' eliminate any leading zeros
    year$ = Right$(Date$, 4): Y = Val(year$)
    If M < 3 Then M = M + 12: Y = Y - 1 'add 12 to Jan - Feb month, -1 year
    C = Y \ 100: Y = Y Mod 100 'split century and year number
    S1 = (C \ 4) - (2 * C) - 1 'century leap
    S2 = (5 * Y) \ 4 '4 year leap
    S3 = 26 * (M + 1) \ 10 'days in months
    WkDay = (S1 + S2 + S3 + D) Mod 7 'weekday total remainder
    If WkDay < 0 Then WkDay = WkDay + 7 'Adjust negative results to 0 to 6
    Select Case M
        Case 1: moon$ = "January"
        Case 2: moon$ = "February"
        Case 3: moon$ = "March"
        Case 4: moon$ = "April"
        Case 5: moon$ = "May"
        Case 6: moon$ = "June"
        Case 7: moon$ = "July"
        Case 8: moon$ = "August"
        Case 9: moon$ = "September"
        Case 10: moon$ = "October"
        Case 11: moon$ = "November"
        Case 12: moon$ = "December"
    End Select
    Select Case WkDay
        Case 0: Wday$ = "Sunday"
        Case 1: Wday$ = "Monday"
        Case 2: Wday$ = "Tuesday"
        Case 3: Wday$ = "Wednesday"
        Case 4: Wday$ = "Thursday"
        Case 5: Wday$ = "Friday"
        Case 6: Wday$ = "Saturday"
    End Select

    Color WHITE, _RGB(7, 36, 15)
    If fntComputerSm& > 0 Then _Font fntComputer&
    _PrintString (220, 420), "Today is " + Wday$ + ", " + moon$ + day$ + ", " + year$ + Space$(10)
    _PrintString (295, 435), Right$("0" + LTrim$(Str$(h%)), 2) + Right$(tm$, 6) + ampm$
End Sub

Function myRandom (x As Single)
    myRandom = (Rnd * x) + 1
End Function

Sub area_52
    ''' need to still do list   '''
    ''' sleep ------------------------
    ''' aquarium  --------------------
    ''' eat ---------------------------

    '''  optional    '''
    ''   drink water
    ''   shower
    ''put in items from past games ----------------------
    '' add hills to sandwich the sun and moon
End Sub



Attached Files
.zip   Atariman.zip (Size: 437.84 MB / Downloads: 51)
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  About "conditionals"
Posted by: CharlieJV - 07-14-2024, 02:32 PM - Forum: QBJS, BAM, and Other BASICs - No Replies

Although this is about conditionals in BAM, the info might be useful to you for thinking about conditionals in general.

https://basicanywheremachine-news.blogsp...n-bam.html

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