I think I found something!
Btw, in the future, you can just post your code in your text, just copy and paste the code, then highlight it and click "code" on the toolbar.
Here's your full code again (fixed I hope!):
gosub start_screen
c=timer()
gosub main_game
d=(timer()-c)
print "your score is", d ,"remember the lower the score the better"
score=d
dim highscore$(10,2)
gosub highscore
end
start_screen:
rem load music file
load music "h:\bohemian_rhapsody.mid",1
rem start music
loop music 1
rem load bitmap file onto screen
load bitmap "\\Snhm05\stringer\project\army core front cover.bmp",0
rem Print a message on screen
text 00,00,"press the spacebar to START YOUR ADVENTURE"
rem Wait for any key to be pressed
SUSPEND FOR KEY
CLS
return
main_game:
rem load music file
load music "h:\Too_Much_Love_Will_Kill_You.mid",1
rem start music
loop music 1
rem load bitmap file onto screen
load bitmap "\\Snhm05\stringer\project\possible background.bmp",0
rem Load character into hidden bitmap
LOAD BITMAP "runner.bmp",1
rem Grab images for character animation
FOR y=0 to 1
FOR x=0 TO 6
GET IMAGE 1+x+(y*7),(x*89),(y*120),(x*89)+89,(y*120)+120
NEXT x
NEXT y
rem Delete character bitmap
DELETE BITMAP 1
rem Set player variables
xpos=0
ypos=350
image=1
rem start loop
repeat
rem Activate manual syncronization
SYNC ON
rem Run right and wrap
xpos=xpos+6 : IF xpos>640 THEN xpos=0
Rem Animate runner and wrap
image=image+1 : IF image>12 THEN image=2
rem Update sprite
sprite 1,xpos,ypos,image
rem Refresh screen now
SYNC : SLEEP 20
rem Actuvate manual sync
sync on
rem Clear the screen each cycle
cls
rem load bitmap file onto screen
load bitmap "\\Snhm05\stringer\project\possible background.bmp",0
rem Move the coordinate based on the keyboard input
if upkey()=1 then b=b-10
if downkey()=1 then b=b+10
if leftkey()=1 then a=a-10
if rightkey()=1 then a=a+10
rem Set the ink color based on the keyboard control keys
if escapekey()=1 then end
load image "\\Snhm05\stringer\project\targ.bmp",20
rem use target at this position
sprite 20,a,b,20
show sprite 20
rem Update screen
sync
if sprite collision(20,1)>0 and returnkey()=1 then hide sprite 1
rem End the loop
until sprite collision(20,1)>0 and returnkey()=1
return
highscore:
cls
hide sprite 20
rem load music file
load music "h:\eye_of_the_tiger.mid",1
rem start music
loop music 1
rem load bitmap file onto screen
load bitmap "\\Snhm05\stringer\project\hsp.bmp",0
ink rgb(264,224,250),2
print "high score= ",score
input "enter your name>";name$
print "name= ",name$
load array "highscore.txt",highscore$(0)
if score<val(highscore$(10,2))
highscore$(10,1)= name$
highscore$(10,2)= str$(score)
for outer = 10 to 1 step -1
for inner = 1 to 9
if val(highscore$(inner+1,2)) < val(highscore$(inner,2))
temp$ = highscore$(inner,2)
temp2$ = highscore$(inner,1)
highscore$(inner,2) = highscore$(inner+1,2)
highscore$(inner,1) = highscore$(inner+1,1)
highscore$(inner+1,2) = temp$
highscore$(inner+1,1) = temp2$
endif
next inner
next outer
save array "highscore.txt",highscore$(0)
endif
sync off
repeat
for display= 1 to 10
set cursor 300,y+(30*display)
print highscore$(display,1)
set cursor 600,y+(30*display)
print highscore$(display,2)
next display
print "press spacebar to end"
until spacekey()=1
Good luck with your project!
~QJ