mads 2.1.7 build 3 (13 Sep 23) Source: dino.asm 1 = 0008 SCR_HEIGHT = 8 2 = 0040 WORLD_LENGTH = 64 3 = 0010 DIFF_LEVELS = 16 4 5 ; No internet 6 ;--------------------------------------------------- 7 OPT r+ 8 9 ;--------------------------------------------------- 10 ; Zpage variables 11 .zpvar temp_w .word = $80 12 .zpvar temp_b .byte 13 .zpvar DinoWalkPhase .byte 14 .zpvar DinoState .byte ; 0/1 - walk, 2/3 - crouch, 4... - jump 15 .zpvar JumpPhase .byte 16 ;--------------------------------------------------- 17 icl 'lib/ATARISYS.ASM' Source: ATARISYS.ASM 1 ;**************************************************************************** 2 ;* ATARI PERSONAL COMPUTER * 3 ;* SYSTEM EQUATES * 4 ;**************************************************************************** 5 ; 6 ; OPERATING SYSTEM EQUATE FILE 7 ; 8 ; MODULE ORIGIN TABLE 9 ; 10 ; VECTOR TABLE 11 ; 12 ; HANDLER ENTRY POINTS ARE CALL- 13 ; ED OUT IN THE FOLLOWING VECTOR 14 ; TABLE. THESE ARE THE ADDRESSES 15 ; MINUS ONE. 16 ; 17 ; EXAMPLE FOR EDITOR 18 ; 19 ; E400 OPEN 20 ; 2 CLOSE 21 ; 4 GET 22 ; 6 PUT 23 ; 8 STATUS 24 ; A SPECIAL 25 ; C JUMP TO POWER ON INIT 26 ; F NOT USED 27 ; 28 = E400 EDITRV EQU $E400 ;EDITOR 29 = E410 SCRENV EQU $E410 ;TV SCREEN 30 = E420 KEYBDV EQU $E420 ;KEYBOARD 31 = E430 PRINTV EQU $E430 ;PRINTER 32 = E440 CASETV EQU $E440 ;CASSETTE 33 ; 34 ; JUMP VECTOR TABLE 35 ; 36 ; THE FOLLOWING IS A TABLE OF 37 ; JUMP INSTRUCTIONS TO VARIOUS 38 ; ENTRY POINTS IN THE OPERATING 39 ; SYSTEM 40 ; 41 = E450 DISKIV EQU $E450 ;DISK INITIALIZATION 42 = E453 DSKINV EQU $E453 ;DISK INTERFACE 43 = E456 CIOV EQU $E456 ;CENTRAL I/O ROUTINE 44 = E459 SIOV EQU $E459 ;SERIAL I/O ROUTINE 45 = E45C SETVBV EQU $E45C ;SET SYSTEM TIMERS 46 = E45F SYSVBV EQU $E45F ;VBLANK CALCULATIONS 47 = E462 XITVBV EQU $E462 ;EXIT VBLANK 48 = E465 SIOINV EQU $E465 ;SIO INITIALIZATION 49 = E468 SENDEV EQU $E468 ;SEND ENABLE ROUTINE 50 = E46B INTINV EQU $E46B ;INTRPT HANDLER INIT 51 = E46E CIOINV EQU $E46E ;CIO INITIALIZATION 52 = E471 BLKBDV EQU $E471 ;BLACKBOARD MODE 53 = E474 WARMSV EQU $E474 ;WARM START VECTOR 54 = E477 COLDSV EQU $E477 ;COLD START VECTOR 55 = E47A RBLOKV EQU $E47A ;CASSETTE READ BLOCK 56 = E47D CSOPIV EQU $E47D ;CASSETTE INPUT OPEN 57 ; 58 ; VECTORS ADDED FOR 800XL 59 ; 60 = E480 PUPDIV EQU $E480 ;POWER UP DISPLAY 61 = E483 SLFTSV EQU $E483 ;SELF TEST PROGRAM 62 = E486 PHENTV EQU $E486 ;UPLOADED HANDLER ENTER 63 = E489 PHULNV EQU $E489 ;UPLOADED HANDLER UNLINK 64 = E48C PHINIV EQU $E48C ;UPLOADED HANDLER INIT 65 ; 66 ; OPERATING SYSTEM EQUATES 67 ; 68 ; COMMAND CODES FOR IOCBS 69 ; 70 = 0003 _OPEN EQU $03 ;OPEN FOR I/O 71 = 0005 GETREC EQU $05 ;GET RECORD (TEXT) 72 = 0007 GETCHR EQU $07 ;GET CHARACTER(S) 73 = 0009 PUTREC EQU $09 ;PUT RECORD (TEXT) 74 = 000B PUTCHR EQU $0B ;PUT CHARACTER(S) 75 = 000C _CLOSE EQU $0C ;CLOSE DEVICE 76 = 000D STATIS EQU $0D ;STATUS REQUEST 77 = 000E SPECIL EQU $0E ;SPECIAL ENTRY COMMAND 78 ; 79 ; SPECIAL ENTRY COMMANDS 80 ; 81 = 0011 DRAWLN EQU $11 ;DRAW LINE 82 = 0012 FILLIN EQU $12 ;FILL 83 = 0020 RENAME EQU $20 ;RENAME DISK FILE 84 = 0021 DELETE EQU $21 ;DELETE DISK FILE 85 = 0022 FORMAT EQU $22 ;FORMAT DISK 86 = 0023 LOCKFL EQU $23 ;LOCK FILE 87 = 0024 UNLOCK EQU $24 ;UNLOCK FILE 88 = 0025 POINT EQU $25 ;POINT SECTOR 89 = 0026 NOTE EQU $26 ;NOTE SECTOR 90 = 00FF IOCFRE EQU $FF ;IOCB "FREE" 91 ; 92 ; AUX1 EQUATES 93 ; () INDICATES WHICH DEVICES 94 ; 95 = 0001 APPEND EQU $01 ;WR APPEND(D)-SCN RD(E) 96 = 0002 DIRECT EQU $02 ;OPEN DIRECTORY(D) 97 = 0004 OPNIN EQU $04 ;OPEN FOR INPUT(ALL) 98 = 0008 OPNOT EQU $08 ;OPEN FOR OUTPUT(ALL) 99 = 000C OPNINO EQU $0C ;OPEN INPUT&OUTPUT(ALL) 100 = 0010 MXDMOD EQU $10 ;OPEN MIXED MODE(E,S) 101 = 0020 INSCLR EQU $20 ;OPEN W/O CLEAR(E,S) 102 ; 103 ; DEVICE NAMES 104 ; 105 = 0045 SCREDT EQU 'E' ;SCREEN EDITOR (R/W) 106 = 004B KBD EQU 'K' ;KEYBOARD (R ONLY) 107 = 0053 DISPLY EQU 'S' ;SCREEN DISPLAY (R/W) 108 = 0050 PRINTR EQU 'P' ;PRINTER (W ONLY) 109 = 0043 CASSET EQU 'C' ;CASSETTE (R/W) 110 = 0052 RS232 EQU 'R' ;MODEM (R/W) 111 = 0044 DISK EQU 'D' ;DISK (R/W) 112 ; 113 ; 114 ; 115 ; OPERATING SYSTEM STATUS CODES 116 ; 117 = 0001 SUCCES EQU $01 ;SUCCESSFUL OPERATION 118 = 0080 BRKABT EQU $80 ;BREAK KEY ABORT 119 = 0081 PRVOPN EQU $81 ;IOCB ALREADY OPEN 120 = 0082 NONDEV EQU $82 ;NON-EXISTANT DEVICE 121 = 0083 WRONLY EQU $83 ;IOCB OPEN FOR W ONLY 122 = 0084 NVALID EQU $84 ;INVALID COMMAND 123 = 0085 NOTOPN EQU $85 ;DEVICE/FILE NOT OPEN 124 = 0086 BADIOC EQU $86 ;INVALID IOCB # 125 = 0087 RDONLY EQU $87 ;IOCB OPEN FOR R ONLY 126 = 0088 EOFERR EQU $88 ;END OF FILE 127 = 0089 TRNRCD EQU $89 ;TRUNCATED RECORD 128 = 008A TIMOUT EQU $8A ;PERIPHERAL TIMEOUT 129 = 008B DNACK EQU $8B ;DEVICE NO ACKNOWLEDGE 130 = 008C FRMERR EQU $8C ;SERIAL BUS FRAME ERR 131 = 008D CRSROR EQU $8D ;CURSOR OVERRANGE 132 = 008E OVRRUN EQU $8E ;SERIAL DATA OVERRUN 133 = 008F CHKERR EQU $8F ;SERIAL CHECKSUM ERR 134 = 0090 DERRER EQU $90 ;PERIPHRAL DEVICE ERR 135 = 0091 BADMOD EQU $91 ;BAD SCREEN MODE # 136 = 0092 FNCNOT EQU $92 ;NONEXISTANT FUNCTION 137 = 0093 SCRMEM EQU $93 ;SCREEN MEM TOO SMALL 138 = 00AA FILENF EQU $AA ;FILE NOT FOUND 139 ; 140 ; PAGE ZERO RAM ASSIGNMENTS 141 ; 142 = 0000 LNFLG EQU $00 ;LINBUG RAM 143 = 0001 NGFLAG EQU $01 ;POWER-UP SELF-TEST FLAG 144 ; 145 ; THESE LOCATIONS NOT CLEARED 146 ; 147 = 0002 CASINI EQU $02 ;CASSETTE INIT LOC 148 = 0004 RAMLO EQU $04 ;RAM POINTER MEM TST 149 = 0006 TRAMSZ EQU $06 ;TEMP REG RAM SIZE 150 = 0007 TSTDAT EQU $07 ;RAM TEST DATA REG 151 ; 152 ;CLEARED ON COLDSTART ONLY 153 ; 154 = 0008 WARMST EQU $08 ;WARM START FLAG 155 = 0009 BOOTQ EQU $09 ;SUCCESSFUL BOOT FLG 156 = 000A DOSVEC EQU $0A ;DOS START VECTOR 157 = 000C DOSINI EQU $0C ;DOS INIT ADDRESS 158 = 000E APPMHI EQU $0E ;APPL MEM HI LIMIT 159 ; 160 ;CLEARED ON COLD OR WARM START 161 ; 162 = 0010 POKMSK EQU $10 ;MASK POKEY IRQ 163 = 0011 BRKKEY EQU $11 ;BREAK KEY FLAG 164 = 0012 RTCLOK EQU $12 ;REAL TIME CLOCK 165 = 0015 BUFADR EQU $15 ;INDIRECT BUFF ADDR 166 = 0017 ICCOMT EQU $17 ;COMMAND FOR VECTOR 167 = 0018 DSKFMS EQU $18 ;FMS POINTER 168 = 001A DSKUTL EQU $1A ;DISK UTILITIES PTR 169 = 001C ABUFPT EQU $1C ;RESERVED 170 = 0020 ICHIDZ EQU $20 ;HANDLER INDEX # 171 = 0021 ICDNOZ EQU $21 ;DEVICE NUMBER 172 = 0022 ICCOMZ EQU $22 ;COMMAND CODE 173 = 0023 ICSTAZ EQU $23 ;STATUS RETURN 174 = 0024 ICBALZ EQU $24 ;BUFFER ADDRESS 175 = 0025 ICBAHZ EQU $25 176 = 0026 ICPTLZ EQU $26 ;PUT BYTE ROUTINE-1 177 = 0027 ICPTHZ EQU $27 178 = 0028 ICBLLZ EQU $28 ;BUFFER LENGTH 179 = 0029 ICBLHZ EQU $29 180 = 002A ICAX1Z EQU $2A ;AUXILIARY BYTES 181 = 002B ICAX2Z EQU $2B 182 = 002C ICSPRZ EQU $2C ;SPARE BYTES 183 = 002E ICIDNO EQU $2E ;IOCB # X 16 184 = 002F CIOCHR EQU $2F ;CIO CHARACTER BYTE 185 = 0030 STATUS EQU $30 ;INTERNAL STATUS 186 = 0031 CHKSUM EQU $31 ;CHECKSUM 187 = 0032 BUFRLO EQU $32 ;DATA BUFFER LO BYTE 188 = 0033 BUFRHI EQU $33 ;DATA BUFFER HI BYTE 189 = 0034 BFENLO EQU $34 ;NEXT BYTE PAST DATA 190 = 0035 BFENHI EQU $35 ;BUFFER (HI & LO) 191 = 0036 LTEMP EQU $36 ;LOADER TEMP 192 = 0038 BUFRFL EQU $38 ;DATA BUFFR FULL FLG 193 = 0039 RECVDN EQU $39 ;RECIEVE DONE FLAG 194 = 003A XMTDON EQU $3A ;XMIT DONE FLAG 195 = 003B CHKSNT EQU $3B ;CHECKSUM SENT FLAG 196 = 003C NOCKSM EQU $3C ;NO CHKSUM SENT FLAG 197 ;BPTR EQU $3D ;CASSETTE DATA INDEX 198 = 003E FTYPE EQU $3E ;INTERRECORD GAP TYPE 199 = 003F FEOF EQU $3F ;END OF FILE FLAG 200 = 0040 FREQ EQU $40 ;BEEP COUNT 201 = 0041 SOUNDR EQU $41 ;NOISY I/O FLAG 202 = 0042 CRITIC EQU $42 ;CRITICAL MODE 203 = 0043 FMSZPG EQU $43 ;FMS ZERO PAGE 204 = 004A ZCHAIN EQU $4A ;HANDLER LOADER TEMP 205 = 004C DSTAT EQU $4C ;DISPLAY STATUS 206 = 004D ATRACT EQU $4D ;ATTRACT FLAG 207 = 004E DRKMSK EQU $4E ;DARK ATTRACT MASK 208 = 004F COLRSH EQU $4F ;COLOR SHIFTER 209 = 0050 TMPCHR EQU $50 ;TEMP STORAGE 210 = 0051 HOLD1 EQU $51 ;TEMP STORAGE 211 = 0052 LMARGN EQU $52 ;LEFT MARGIN (1) 212 = 0053 RMARGN EQU $53 ;RIGHT MARGIN (38) 213 = 0054 ROWCRS EQU $54 ;CURSOR COUNTERS 214 = 0055 COLCRS EQU $55 215 = 0057 DINDEX EQU $57 ;DISPLAY MODE # 216 = 0058 SAVMSC EQU $58 ;SCREEN MEM ADDR 217 = 005A OLDROW EQU $5A ;DRAW START POSIT 218 = 005B OLDCOL EQU $5B 219 = 005D OLDCHR EQU $5D ;DATA UNDER CURSOR 220 = 005E OLDADR EQU $5E ;CURSOR MEM ADDR 221 = 0060 FKDEF EQU $60 ;FUNC KEY DEFEAT POINTER 222 = 0062 PALNTS EQU $62 ;PAL/NTSC FLAG 223 = 0063 LOGCOL EQU $63 ;COL IN LOGICAL LINE 224 = 0064 ADRESS EQU $64 ;TEMP STORAGE 225 = 0066 MLTEMP EQU $66 ;TEMP STORAGE 226 = 0068 SAVADR EQU $68 ;TEMP STORAGE 227 = 006A RAMTOP EQU $6A ;AVAILABLE RAM PAGES 228 = 006B BUFCNT EQU $6B ;BUFFER COUNT 229 = 006C BUFSTR EQU $6C ;EDITOR GETCH POINTR 230 = 006E BITMSK EQU $6E ;BIT MASK 231 = 006F SHFAMT EQU $6F ;PIXEL JUSTIFICATION 232 = 0070 ROWAC EQU $70 ;ROW ACCUMULATOR 233 = 0072 COLAC EQU $72 ;COLUMN ACCUMULATOR 234 = 0074 ENDPT EQU $74 ;LINE LENGTH 235 = 0076 DELTAR EQU $76 ;DELTA ROW 236 = 0077 DELTAC EQU $77 ;DELTA COLUMN 237 = 0079 KEYDEF EQU $79 ;KEY DEFEAT POINTER 238 = 007B SWPFLG EQU $7B ;SPLIT SCN CURS CNTL 239 = 007C HOLDCH EQU $7C ;KB CHAR TEMP HOLD 240 = 007D INSDAT EQU $7D ;TEMP STORAGE 241 = 007E COUNTR EQU $7E ;DRAW ITERATION CNT 242 ; 243 ; 80-FF ARE RESERVED FOR USER 244 ; 245 ; NOTE: SEE FLOATING POINT 246 ; SUBROUTINE AREA FOR ZERO 247 ; PAGE CELLS 248 ; 249 ; PAGE 1 - HARDWARE STACK 250 ; 251 ; PAGE TWO RAM ASSIGNMENTS 252 ; 253 = 0200 VDSLST EQU $0200 ;DSP LIST NMI VECTOR 254 = 0202 VPRCED EQU $0202 ;PROCEED IRQ VECTOR 255 = 0204 VINTER EQU $0204 ;INTERUPT IRQ VECTOR 256 = 0206 VBREAK EQU $0206 ;BRK INST IRQ VECTOR 257 = 0208 VKEYBD EQU $0208 ;POKEY KB IRQ VECTOR 258 = 020A VSERIN EQU $020A ;POKEY INPUT RDY IRQ 259 = 020C VSEROR EQU $020C ;POKEY OUTPUT RDY 260 = 020E VSEROC EQU $020E ;POKEY OUTPUT DONE 261 = 0210 VTIMR1 EQU $0210 ;POKEY TIMER 1 IRQ 262 = 0212 VTIMR2 EQU $0212 ;POKEY TIMER 2 IRQ 263 = 0214 VTIMR4 EQU $0214 ;POKEY TIMER 4 IRQ 264 = 0216 VIMIRQ EQU $0216 ;IMMED IRQ VECTOR 265 = 0218 CDTMV1 EQU $0218 ;COUNT DOWN TIMER 1 266 = 021A CDTMV2 EQU $021A ;COUNT DOWN TIMER 2 267 = 021C CDTMV3 EQU $021C ;COUNT DOWN TIMER 3 268 = 021E CDTMV4 EQU $021E ;COUNT DOWN TIMER 4 269 = 0220 CDTMV5 EQU $0220 ;COUNT DOWN TIMER 5 270 = 0222 VVBLKI EQU $0222 ;IMM VBLK NMI VECTOR 271 = 0224 VVBLKD EQU $0224 ;DEF VBLK NMI VECTOR 272 = 0226 CDTMA1 EQU $0226 ;CDTMV1 JSR ADDRESS 273 = 0228 CDTMA2 EQU $0228 ;CDTMV2 JSR ADDRESS 274 = 022A CDTMF3 EQU $022A ;CDTMV3 FLAG 275 = 022B SRTIMR EQU $022B ;SOFTWARE REPEAT TMR 276 = 022C CDTMF4 EQU $022C ;CDTMV4 FLAG 277 = 022D INTEMP EQU $022D ;IAN'S TEMP 278 = 022E CDTMF5 EQU $022E ;CDTMV5 FLAG 279 = 022F DMACTLS EQU $022F ;SAVE DMACTL REG 280 = 0230 DLPTRS EQU $0230 ;SAVE DISP LIST LO 281 ;SDLSTH EQU $0231 ;SAVE DISP LIST HI 282 = 0232 SSKCTL EQU $0232 ;SKCTL REGISTER RAM 283 = 0233 LCOUNT EQU $0233 ;LOADER TEMP 284 = 0234 LPENH EQU $0234 ;LIGHT PEN HORIZONTAL 285 = 0235 LPENV EQU $0235 ;LIGHT PEN VERTICAL 286 = 0236 BRKKY EQU $0236 ;BREAK KEY VECTOR 287 = 0238 RELADR EQU $0238 ;LOADER REL ADDR 288 = 023A CDEVIC EQU $023A ;COMMAND BUFFER-DEV 289 = 023B CCOMND EQU $023B ;COMMAND BUFFER-CMND 290 = 023C CAUX1 EQU $023C ;COMMAND BUFFER AUX1 291 = 023D CAUX2 EQU $023D ;COMMAND BUFFER AUX2 292 ;TEMP EQU $023E ;TEMPORARY RAM CELL 293 = 023F ERRFLG EQU $023F ;DEVICE ERROR FLAG 294 = 0240 DFLAGS EQU $0240 ;DISK FLAGS(SECTOR1) 295 = 0241 DBSECT EQU $0241 ;# DISK BOOT SECTORS 296 = 0242 BOOTAD EQU $0242 ;DISK BOOT ADDRESS 297 = 0244 COLDST EQU $0244 ;COLDSTART FLAG 1=CS 298 = 0245 RECLEN EQU $0245 ;LOADER LENGTH 299 = 0246 DSKTIM EQU $0246 ;DISK TIME OUT REG 300 = 026C VSFLAG EQU $026C ;FINE SCROLL TEMP 301 = 026D KEYDIS EQU $026D ;KEY DISABLE FLAG 302 = 026E FINE EQU $026E ;FINE SCROLL ENABLE(A1200) 303 = 026F GPRIOR EQU $026F ;GLOBAL PRIORITY 304 = 0270 PADDL0 EQU $0270 ;POT 0 RAM CELL 305 = 0271 PADDL1 EQU $0271 306 = 0272 PADDL2 EQU $0272 307 = 0273 PADDL3 EQU $0273 308 = 0278 STICK0 EQU $0278 ;JOYSTICK 0 RAM CELL 309 = 0279 STICK1 EQU $0279 310 = 027C PTRIG0 EQU $027C ;PADDLE TRIGGER 0 311 = 027D PTRIG1 EQU $027D 312 = 027E PTRIG2 EQU $027E 313 = 027F PTRIG3 EQU $027F 314 = 0284 STRIG0 EQU $0284 ;JOYSTICK TRIGGER 0 315 = 0285 STRIG1 EQU $0285 316 = 0288 HIBYTE EQU $0288 ;LOADER 317 = 0289 WMODE EQU $0289 ;CASSETTE R/W MODE 318 = 028A BLIM EQU $028A ;CASSETTE RECORD SIZE 319 = 028B IMASK EQU $028B 320 = 028C JVECK EQU $028C ;JUMP VECTOR 321 = 028E NEWADR EQU $028E ;LOADER NEW ADDRESS 322 = 0290 TXTROW EQU $0290 ;TEXT ROWCRS 323 = 0291 TXTCOL EQU $0291 ;TEXT COLCRS 324 = 0293 TINDEX EQU $0293 ;TEXT INDEX 325 = 0294 TXTMSC EQU $0294 ;TEXT WINDOW MEM ADD 326 = 0296 TXTOLD EQU $0296 ;TEXT OLDROW & COL 327 = 029C CRETRY EQU $029C ;# COMMAND RETRIES 328 = 029D HOLD3 EQU $029D 329 = 029E SUBTMP EQU $029E 330 = 029F HOLD2 EQU $029F 331 = 02A0 DMASK EQU $02A0 ;PIXEL LOCATION MASK 332 = 02A1 TMPLBT EQU $02A1 333 = 02A2 ESCFLG EQU $02A2 ;ESCAPE FLAG 334 = 02A3 TABMAP EQU $02A3 ;TAB STOP MAP 335 = 02B2 LOGMAP EQU $02B2 ;LINE START BIT MAP 336 = 02B6 INVFLG EQU $02B6 ;INVERSE VIDEO FLAG 337 = 02B7 FILFLG EQU $02B7 ;FILL FLAG FOR DRAW 338 = 02B8 TMPROW EQU $02B8 339 = 02B9 TMPCOL EQU $02B9 340 = 02BB SCRFLG EQU $02BB ;SET IF SCROLLING 341 = 02BC HOLD4 EQU $02BC ;TEMP USED BY DRAW 342 = 02BD DRETRY EQU $02BD ;# OF DEVICE RETRIES 343 = 02BE SHFLOK EQU $02BE ;SHIFT/CTL LOCK FLAG 344 = 02BF BOTSCR EQU $02BF ;BOTTOM OF SCREEN 345 = 02C0 PCOLR0 EQU $02C0 ;P0 COLOR 346 = 02C1 PCOLR1 EQU $02C1 ;P1 COLOR 347 = 02C2 PCOLR2 EQU $02C2 ;P2 COLOR 348 = 02C3 PCOLR3 EQU $02C3 ;P3 COLOR 349 = 02C4 COLOR0 EQU $02C4 ;COLOR 0 350 = 02C5 COLOR1 EQU $02C5 351 = 02C6 COLOR2 EQU $02C6 352 = 02C7 COLOR3 EQU $02C7 353 = 02C8 COLOR4 EQU $02C8 354 = 02C8 COLBAKS EQU COLOR4 355 = 02C9 RUNADR EQU $02C9 ;LOADER 356 = 02CB HIUSED EQU $02CB ;LOADER 357 = 02CD ZHIUSE EQU $02CD ;LOADER 358 = 02CF GBYTEA EQU $02CF ;LOADER 359 = 02D1 LOADAD EQU $02D1 ;LOADER 360 = 02D3 ZLOADA EQU $02D3 ;LOADER 361 = 02D5 DSCTLN EQU $02D5 ;DISK SECTOR LENGTH 362 = 02D7 ACMISR EQU $02D7 ;RESERVED 363 = 02D9 KRPDEL EQU $02D9 ;KEY REPEAT DELAY 364 = 02DA KEYREP EQU $02DA ;KEY REPEAT RATE(VBLANKS) 365 = 02DB NOCLIK EQU $02DB ;CLICK ENABLE/DISABLE 366 = 02DC HELPFG EQU $02DC ;HELP KEY FLAG 367 = 02DD DMASAV EQU $02DD ;DMA SAVE STATE 368 = 02DE PBPNT EQU $02DE ;PRINT BUFFER POINTER 369 = 02DF PBUFSZ EQU $02DF ;PRINT BUFFER SIZE 370 = 02E0 DOSRUN EQU $02E0 ;DOS RUN/INIT ADDRESSES 371 = 02E4 RAMSIZ EQU $02E4 ;RAM SIZE-HIGH BYTE 372 = 02E5 MEMTOP EQU $02E5 ;TOP OF AVAIL MEMORY 373 = 02E7 MEMLO EQU $02E7 ;BOTTOM OF AVAIL MEM 374 = 02E9 HNDLOD EQU $02E9 ;POLL FLAG (1200) 375 = 02EA DVSTAT EQU $02EA ;STATUS BUFFER 376 = 02EE CBAUDL EQU $02EE ;CASSETTE BAUD RATE 377 = 02EF CBAUDH EQU $02EF 378 = 02F0 CRSINH EQU $02F0 ;CURSOR INHIBIT 0=ON 379 = 02F1 KEYDEL EQU $02F1 ;KEY DELAY 380 = 02F2 CH1 EQU $02F2 ;PRIOR KB CHAR CODE 381 = 02F3 CHACT EQU $02F3 ;CHACTL REGISTER RAM 382 = 02F4 CHBAS EQU $02F4 ;CHBAS REGISTER RAM 383 = 02F5 NEWROW EQU $02F5 ;POINT DRAW GOES TO 384 = 02F6 NEWCOL EQU $02F6 385 = 02F8 ROWINC EQU $02F8 ;ROW INCREMENT VALUE 386 = 02F9 COLINC EQU $02F9 ;COL INCREMENT VALUE 387 = 02FA CHAR EQU $02FA ;INTERNAL CHAR CODE 388 = 02FB ATACHR EQU $02FB ;ATASCII CHARACTER 389 = 02FC CHKEY EQU $02FC ;KB CHAR CODE (FIFO) 390 = 02FD FILDAT EQU $02FD ;RIGHT FILL DATA 391 = 02FE DSPFLG EQU $02FE ;DISPLAY FLAG 392 = 02FF SSFLAG EQU $02FF ;START/STOP FLAG 393 ; 394 ; PAGE THREE RAM ASSIGNMENTS 395 ; 396 = 0300 DDEVIC EQU $0300 ;BUS I.D. NUMBER 397 = 0301 DUNIT EQU $0301 ;UNIT NUMBER 398 = 0302 DCOMND EQU $0302 ;BUS COMMAND 399 = 0303 DSTATS EQU $0303 ;COMMAND TYPE/STATUS 400 = 0304 DBUFLO EQU $0304 ;DATA BUFFER LO BYTE 401 = 0305 DBUFHI EQU $0305 ;DATA BUFFER HI BYTE 402 = 0306 DTIMLO EQU $0306 ;DEVICE TIMEOUT SECS 403 = 0307 DUNUSE EQU $0307 ;UNUSED BYTE 404 = 0308 DBYTLO EQU $0308 ;# OF BYTES XFERRED 405 = 0309 DBYTHI EQU $0309 406 = 030A DAUX1 EQU $030A ;COMMAND AUX BYTE 1 407 = 030B DAUX2 EQU $030B ;COMMAND AUX BYTE 2 408 = 030C TIMER1 EQU $030C ;INITIAL TIMER VALUE 409 = 030E JMPERS EQU $030E ;OPTIONS (1200) 410 = 030F CASFLG EQU $030F ;CASSETE MODE IF SET 411 = 0310 TIMER2 EQU $0310 ;FINAL TIMER VALUE 412 ;TEMP1 EQU $0312 ;TEMP STORAGE 413 ;TEMP2 EQU $0313 ;TEMP STORAGE 414 = 0314 PTIMOT EQU $0314 ;PRINTER TIMEOUT REG 415 ;TEMP3 EQU $0315 ;TEMP STORAGE 416 = 0316 SAVIO EQU $0316 ;SAVE SERIAL IN DATA 417 = 0317 TIMFLG EQU $0317 ;TIMEOUT FLAG C BAUD 418 = 0318 STACKP EQU $0318 ;SIO STACK PTR SAVE 419 = 0319 TSTAT EQU $0319 ;TEMP STATUS HOLDER 420 = 031A HATABS EQU $031A ;HANDLER ADDR TABLE 421 = 033D PUPBT1 EQU $033D ;POWER/UP RESET 422 = 033E PUPBT2 EQU $033E 423 = 033F PUPBT3 EQU $033F 424 = 0340 ICHID EQU $0340 ;HANDLER INDEX # 425 = 0341 ICDNO EQU $0341 ;DEVICE NUMBER 426 = 0342 ICCOM EQU $0342 ;COMMAND CODE 427 = 0343 ICSTA EQU $0343 ;STATUS 428 = 0344 ICBAL EQU $0344 ;BUFFER ADDR LO BYTE 429 = 0345 ICBAH EQU $0345 ;BUFFER ADDR HI BYTE 430 = 0346 ICPTL EQU $0346 ;PUT ROUTINE ADDR-1 431 = 0347 ICPTH EQU $0347 432 = 0348 ICBLL EQU $0348 ;BUFFER LENGTH LO 433 = 0349 ICBLH EQU $0349 ;BUFFER LENGTH HI 434 = 034A ICAX1 EQU $034A ;AUX BYTE 1 435 = 034B ICAX2 EQU $034B ;AUX BYTE 2 436 = 034C ICSPR EQU $034C ;SPARE BYTES 437 = 03C0 PRNBUF EQU $03C0 ;PRINTER BUFFER (40 BYTES) 438 = 03E8 SUPERF EQU $03E8 ;SCREEN EDITOR 439 = 03E9 CKEY EQU $03E9 ;START KEY FLAG 440 = 03EA CASSBT EQU $03EA ;CASSETTE BOOT FLAG 441 = 03EB CARTCK EQU $03EB ;CARTRIDGE CHECKSUM 442 = 03ED ACMVAR EQU $03ED ;RESERVED 443 = 03F9 MINTLK EQU $03F9 ;RESERVED 444 = 03FA GINTLK EQU $03FA ;CART INTERLOCK 445 = 03FB CHLINK EQU $03FB ;HANDLER CHAIN 446 ; 447 ; PAGE FOUR RAM ASSIGNMENTS 448 ; 449 = 03FD CASBUF EQU $03FD ;CASSETTE BUFFER (131 BYTES) 450 = 0480 USAREA EQU $0480 ;USER AREA 451 ; 452 ; PAGE FIVE AND SIX ARE RESERVED 453 ; FOR USER WORK SPACE 454 ; 455 ; COLLEEN MNEMONICS 456 ; 457 ; --------------------------------------------------------------------------- 458 = D200 POKEY EQU $D200 459 ; --------------------------------------------------------------------------- 460 ; 461 ; READ 462 ; 463 = D200 POT0 EQU POKEY+$00 464 = D201 POT1 EQU POKEY+$01 465 = D202 POT2 EQU POKEY+$02 466 = D203 POT3 EQU POKEY+$03 467 = D204 POT4 EQU POKEY+$04 468 = D205 POT5 EQU POKEY+$05 469 = D206 POT6 EQU POKEY+$06 470 = D207 POT7 EQU POKEY+$07 471 = D208 ALLPOT EQU POKEY+$08 472 = D209 KBCODE EQU POKEY+$09 473 = D20A RANDOM EQU POKEY+$0a 474 = D20B POTGO EQU POKEY+$0b 475 = D20D SERIN EQU POKEY+$0d 476 = D20E IRQST EQU POKEY+$0e 477 = D20F SKSTAT EQU POKEY+$0f 478 ; 479 ; WRITE 480 ; 481 = D200 AUDF1 EQU POKEY+$00 482 = D201 AUDC1 EQU POKEY+$01 483 = D202 AUDF2 EQU POKEY+$02 484 = D203 AUDC2 EQU POKEY+$03 485 = D204 AUDF3 EQU POKEY+$04 486 = D205 AUDC3 EQU POKEY+$05 487 = D206 AUDF4 EQU POKEY+$06 488 = D207 AUDC4 EQU POKEY+$07 489 = D208 AUDCTL EQU POKEY+$08 490 = D209 STIMER EQU POKEY+$09 491 = D20A SKRES EQU POKEY+$0a 492 = D20D SEROUT EQU POKEY+$0d 493 = D20E IRQEN EQU POKEY+$0e 494 = D20F SKCTL EQU POKEY+$0f 495 ; 496 ; 497 ; 498 ; --------------------------------------------------------------------------- 499 = D000 GTIA EQU $D000 500 ; --------------------------------------------------------------------------- 501 ; 502 ; WRITE 503 ; 504 = D000 HPOSP0 EQU GTIA+$00 505 = D001 HPOSP1 EQU GTIA+$01 506 = D002 HPOSP2 EQU GTIA+$02 507 = D003 HPOSP3 EQU GTIA+$03 508 = D004 HPOSM0 EQU GTIA+$04 509 = D005 HPOSM1 EQU GTIA+$05 510 = D006 HPOSM2 EQU GTIA+$06 511 = D007 HPOSM3 EQU GTIA+$07 512 = D008 SIZEP0 EQU GTIA+$08 513 = D009 SIZEP1 EQU GTIA+$09 514 = D00A SIZEP2 EQU GTIA+$0a 515 = D00B SIZEP3 EQU GTIA+$0b 516 = D00C SIZEM EQU GTIA+$0c 517 = D00D GRAFP0 EQU GTIA+$0d 518 = D00E GRAFP1 EQU GTIA+$0e 519 = D00F GRAFP2 EQU GTIA+$0f 520 = D010 GRAFP3 EQU GTIA+$10 521 = D011 GRAFM EQU GTIA+$11 522 = D012 COLPM0 EQU GTIA+$12 523 = D013 COLPM1 EQU GTIA+$13 524 = D014 COLPM2 EQU GTIA+$14 525 = D015 COLPM3 EQU GTIA+$15 526 = D016 COLPF0 EQU GTIA+$16 527 = D017 COLPF1 EQU GTIA+$17 528 = D018 COLPF2 EQU GTIA+$18 529 = D019 COLPF3 EQU GTIA+$19 530 = D01A COLBAK EQU GTIA+$1a 531 = D01B PRIOR EQU GTIA+$1b 532 = D01C VDELAY EQU GTIA+$1c 533 = D01D GRACTL EQU GTIA+$1d 534 = D01E HITCLR EQU GTIA+$1e 535 = D01F CONSOL EQU GTIA+$1f 536 ; 537 ; READ 538 ; 539 = D000 M0PF EQU GTIA+$00 540 = D001 M1PF EQU GTIA+$01 541 = D002 M2PF EQU GTIA+$02 542 = D003 M3PF EQU GTIA+$03 543 = D004 P0PF EQU GTIA+$04 544 = D005 P1PF EQU GTIA+$05 545 = D006 P2PF EQU GTIA+$06 546 = D007 P3PF EQU GTIA+$07 547 = D008 M0PL EQU GTIA+$08 548 = D009 M1PL EQU GTIA+$09 549 = D00A M2PL EQU GTIA+$0a 550 = D00B M3PL EQU GTIA+$0b 551 = D00C P0PL EQU GTIA+$0c 552 = D00D P1PL EQU GTIA+$0d 553 = D00E P2PL EQU GTIA+$0e 554 = D00F P3PL EQU GTIA+$0f 555 = D010 TRIG0 EQU GTIA+$10 556 = D011 TRIG1 EQU GTIA+$11 557 = D012 TRIG2 EQU GTIA+$12 558 = D013 TRIG3 EQU GTIA+$13 559 = D014 PAL EQU GTIA+$14 560 ; 561 ; 562 ; --------------------------------------------------------------------------- 563 = D400 ANTIC EQU $D400 564 ; --------------------------------------------------------------------------- 565 ; 566 = D400 DMACTL EQU ANTIC+$00 567 = D401 CHACTL EQU ANTIC+$01 568 = D402 DLPTR EQU ANTIC+$02 569 ;DLISTH EQU ANTIC+$03 570 = D404 HSCROL EQU ANTIC+$04 571 = D405 VSCROL EQU ANTIC+$05 572 = D407 PMBASE EQU ANTIC+$07 573 = D409 CHBASE EQU ANTIC+$09 574 = D40A WSYNC EQU ANTIC+$0a 575 = D40B VCOUNT EQU ANTIC+$0b 576 = D40C PENH EQU ANTIC+$0c 577 = D40D PENV EQU ANTIC+$0d 578 = D40E NMIEN EQU ANTIC+$0e 579 = D40F NMIRES EQU ANTIC+$0f 580 = D40F NMIST EQU ANTIC+$0f 581 ; 582 ; 583 ; --------------------------------------------------------------------------- 584 = D300 PIA EQU $D300 585 ; --------------------------------------------------------------------------- 586 ; 587 = D300 PORTA EQU PIA+0 588 = D301 PORTB EQU PIA+1 589 = D302 PACTL EQU PIA+2 590 = D303 PBCTL EQU PIA+3 591 ; 592 ; --------------------------------------------------------------------------- 593 ; Atari ANTIC chip display list equates 594 ; --------------------------------------------------------------------------- 595 ; 596 = 0001 JUMP EQU $01 ; display list jump instruction (3 byte) 597 = 0041 JVB EQU $41 ; display list jump and wait for vblank instruction (3) 598 ; 599 = 0010 SCH EQU $10 ; display list horizontal scrolling 600 = 0020 SCV EQU $20 ; display list vertical scrolling 601 = 0040 LMS EQU $40 ; display list load memory scan instruction (3 byte) 602 = 0080 DLII EQU $80 ; display list interrupt instruction 603 ; 604 = 0000 SKIP1 EQU $00 ; display list skip 1 scan line instruction 605 = 0010 SKIP2 EQU $10 ; display list skip 2 scan lines instruction 606 = 0020 SKIP3 EQU $20 ; display list skip 3 scan lines instruction 607 = 0030 SKIP4 EQU $30 ; display list skip 4 scan lines instruction 608 = 0040 SKIP5 EQU $40 ; display list skip 5 scan lines instruction 609 = 0050 SKIP6 EQU $50 ; display list skip 6 scan lines instruction 610 = 0060 SKIP7 EQU $60 ; display list skip 7 scan lines instruction 611 = 0070 SKIP8 EQU $70 ; display list skip 8 scan lines instruction 612 ; 613 = 0002 MODE2 EQU $02 ; display list mode 2 614 = 0004 MODE4 EQU $04 ; display list mode 4 615 = 0008 MODE8 EQU $08 ; display list mode 8 616 = 000E MODEE EQU $0E ; display list mode E 617 = 000F MODEF EQU $0F ; display list mode F 618 ; --------------------------------------------------------------------------- 619 ; ENUMS 620 ; --------------------------------------------------------------------------- 621 622 .enum @dmactl 623 = 0000 blank = %00 624 = 0001 narrow = %01 625 = 0002 standard= %10 626 = 0003 wide = %11 627 = 0004 missiles= %100 628 = 0008 players = %1000 629 = 0010 lineX1 = %10000 630 = 0000 lineX2 = %00000 631 = 0020 dma = %100000 632 .ende 633 634 = 003F scr48 = @dmactl(wide|dma|players|missiles|lineX1) 635 = 003E scr40 = @dmactl(standard|dma|players|missiles|lineX1) 636 = 003D scr32 = @dmactl(narrow|dma|players|missiles|lineX1) 637 638 .enum @pmcntl 639 = 0001 missiles= %1 640 = 0002 players = %10 641 = 0004 trigs = %100 642 .ende 643 644 .enum @gtictl 645 = 0000 prior0 = %0 646 = 0001 prior1 = %1 647 = 0002 prior2 = %10 648 = 0004 prior4 = %100 649 = 0008 prior8 = %1000 650 = 0010 ply5 = %10000 ; Fifth Player Enable 651 = 0020 mlc = %100000 ; Multiple Color Player Enable 652 = 0040 mode9 = %01000000 653 = 0080 mode10 = %10000000 654 = 00C0 mode11 = %11000000 655 .ende 656 ; --------------------------------------------------------------------------- 657 ; KBCODEs 658 ; --------------------------------------------------------------------------- 659 .enum @kbcode 660 = 00FF _none = 255 661 = 001C _esc = 28 662 = 001F _1 = 31 663 = 001E _2 = 30 664 = 001A _3 = 26 665 = 0018 _4 = 24 666 = 001D _5 = 29 667 = 001B _6 = 27 668 = 0033 _7 = 51 669 = 0035 _8 = 53 670 = 0030 _9 = 48 671 = 0032 _0 = 50 672 = 0036 _lt = 54 673 = 0037 _gt = 55 674 = 0034 _del = 52 675 = 002C _tab = 44 676 = 002F _Q = 47 677 = 002E _W = 46 678 = 002A _E = 42 679 = 0028 _R = 40 680 = 002D _T = 45 681 = 002B _Y = 43 682 = 000B _U = 11 683 = 000D _I = 13 684 = 0008 _O = 8 685 = 000A _P = 10 686 = 000E _min = 14 687 = 000E _up = 14 ; cursor function 688 = 000F _eq = 15 689 = 000F _down = 15 ; cursor function 690 = 000C _ret = 12 691 = 003F _A = 63 692 = 003E _S = 62 693 = 003A _D = 58 694 = 0038 _F = 56 695 = 003D _G = 61 696 = 0039 _H = 57 697 = 0001 _J = 1 698 = 0005 _K = 5 699 = 0000 _L = 0 700 = 0002 _semicolon = 2 701 = 0006 _plus = 6 702 = 0006 _left = 6 ; cursor function 703 = 0007 _asterisk = 7 704 = 0007 _right = 7 ; cursor function 705 = 003C _caps = 60 706 = 0017 _Z = 23 707 = 0016 _X = 22 708 = 0012 _C = 18 709 = 0010 _V = 16 710 = 0015 _B = 21 711 = 0024 _N = 36 712 = 0025 _M = 37 713 = 0020 _comma = 32 714 = 0022 _dot = 34 715 = 0026 _slash = 38 716 = 0027 _atari = 39 717 = 0011 _help = 17 718 = 0003 _F1 = 3 719 = 0004 _F2 = 4 720 = 0013 _F3 = 19 721 = 0014 _F4 = 20 722 = 0021 _space = 33 723 .ende 724 = 009B EOL = $9b 724 = 0080 TEMP_W 724 = 0082 TEMP_B 724 = 0083 DINOWALKPHASE 724 = 0084 DINOSTATE 724 = 0085 JUMPPHASE 18 icl 'lib/MACRO.ASM' Source: MACRO.ASM 1 ;------------------------------------- 2 .MACRO ROLW 3 ROL :1 4 ROL :1+1 5 .ENDM 6 ;------------------------------------- 7 .MACRO ASLW 8 ASL :1 9 ROL :1+1 10 .ENDM 11 ;------------------------------------- 12 .MACRO RORW 13 ROR :1+1 14 ROR :1 15 .ENDM 16 ;------------------------------------- 17 .MACRO LSRW 18 LSR :1+1 19 ROR :1 20 .ENDM 21 22 ;------------------------------------- 23 .MACRO VMAIN 24 ; VMAIN #WORD,interrupt.vector 25 ; interrupt.vector: 26 ; 0 - VIMIRQ 27 ; 1 - TIMCNT1 28 ; 2 - TIMCNT2 29 ; 3 - TIMCNT3 30 ; 4 - TIMCNT4 31 ; 5 - TIMCNT5 32 ; 6 - VVBLKI 33 ; 7 - VVBLKD 34 ; 8 - TIMVEC1 35 ; 9 - TIMVEC2 36 ; Initialises Vertical Blank Interrupts 37 ; (works only with system interrupts ON) 38 LDY # <:1 39 LDX # >:1 40 LDA #:2 41 JSR SETVBV 42 .ENDM 43 ;------------------------------------- 44 .MACRO VDLI 45 ; VDLI #WORD 46 ; Initialises Display List Interrupts 47 LDY # <:1 48 LDX # >:1 49 LDA #$C0 50 STY $0200 51 STX $0201 52 STA NMIEN 53 .ENDM 54 ;------------------------------------- 55 .MACRO VDL 56 ; VDL #WORD 57 ; Changes Display List addres 58 ; and sets width of the screen 59 ; vdl dl,$01 - narrow screen (32 bytes) 60 ; vdl dl,$02 - normal screen (40 bytes) 61 ; vdl dl,$03 - wide screen (48 bytes) 62 ; (works only with system interrupts ON) 63 64 .if %0=2 65 lda dmactls 66 and #$fc 67 ora #%2 68 sta dmactls 69 .endif 70 71 LDA # <%1 72 STA DLPTRS 73 LDA # >%1 74 STA DLPTRS+1 75 .ENDM 76 ;------------------------------------- 77 .MACRO halt 78 ?stop 79 lda RANDOM 80 and #$05 81 sta COLBAK 82 jmp ?stop 83 .ENDM 84 ;------------------------------------- 85 .MACRO KEY 86 ; KEY 87 ; waits for releasing and pressing "any key" 88 PHA 89 ?CK1 LDA SKSTAT 90 AND #$04 91 BEQ ?CK1 92 ?CK LDA SKSTAT 93 AND #$04 94 BNE ?CK 95 PLA 96 .ENDM 97 ;------------------------------------- 98 .MACRO WAIT 99 ; WAIT 100 ; waits one frame (1/50 s(PAL) or 1/60s(NTSC)) 101 ?ze LDA VCOUNT 102 cmp #16 ; if line<16 then wait for line>15 (long VBI protection) 103 bcc ?ze 104 sbc #10 ; last lines correction 105 ?wa cmp VCOUNT 106 bcc ?wa 107 ?wf cmp VCOUNT 108 bcs ?wf 109 .ENDM 110 ;------------------------------------- 111 .macro waitRTC 112 lda RTCLOK+2 113 ?wa cmp RTCLOK+2 114 beq ?wa 115 .endm 116 ;------------------------------------- 117 .macro negw 118 ; negate the given word (0-a) 119 ;------------------------------------- 120 sec 121 lda #$00 122 sbc :1 123 sta :1 124 lda #$00 125 sbc :1+1 126 sta :1+1 127 .endm 128 ;------------------------------------- 129 .macro randomize 130 ;usage: randomize floor ceiling 131 ;returns (in A) a random .byte between "floor" and "ceiling" 132 .if :2 < :1 133 .error "floor higher than ceiling" 134 .endif 135 ?rand 136 lda random 137 cmp #:2+1-:1 ;ceiling 138 bcs ?rand 139 .if %1>0 ; if floor = 0 - no add offset 140 adc #:1 141 .endif 142 .endm 143 ;------------------------------------- 144 .macro phx 145 txa 146 pha 147 .endm 148 ;------------------------------------- 149 .macro phy 150 tya 151 pha 152 .endm 153 ;------------------------------------- 154 .macro plx 155 pla 156 tax 157 .endm 158 ;------------------------------------- 159 .macro ply 160 pla 161 tay 162 .endm 163 ;------------------------------------- 164 .macro txy 165 txa 166 tay 167 .endm 168 ;------------------------------------- 169 .macro tyx 170 tya 171 tax 172 .endm 173 ;------------------------------------- 174 .macro pause 175 ;waits :1 number (byte) of frames 176 ldx #:1 177 ?PAUSELOOP 178 wait 179 dex 180 bne ?PAUSELOOP 181 .ENDM 182 19 ;--------------------------------------------------- 20 ; dark screean and BASIC off 21 ORG $2000 22 FFFF> 2000-2015> A9 00 + mva #0 dmactls ; dark screen 23 2005 A9 FF 8D 01 D3 mva #$ff portb 24 ; and wait one frame :) 25 200A waitRTC ; or waitRTC ? Macro: WAITRTC [Source: MACRO.ASM] 1 200A A5 14 lda RTCLOK+2 2 200C C5 14 ?wa cmp RTCLOK+2 3 200E F0 FC beq ?wa Source: dino.asm 26 2010 A9 FF 8D 01 D3 mva #$ff portb ; BASIC off 27 2015 60 rts 28 02E2-02E3> 00 20 ini $2000 29 ;--------------------------------------------------- 30 31 org $2000 32 ;--------------------------------------------------- 33 ; 4 charsets for fine scroll 34 2000 font1 35 2000-2FFF> 00 00 00 00 + ins 'artwork/dino1.fnt' ; 1 charset 36 = 2400 font2 = font1+$400 37 2400 00 00 00 00 00 00 + ins 'artwork/dino2.fnt' ; 2 charset 38 = 2800 font3 = font2+$400 39 2800 00 00 00 00 00 00 + ins 'artwork/dino3.fnt' ; 3 charset 40 = 2C00 font4 = font3+$400 41 2C00 00 00 00 00 00 00 + ins 'artwork/dino4.fnt' ; 4 charset 42 org font4+$400 43 ; screen data 44 ; SCR_HEIGHT lines 256bytes each 45 3000 screen 46 = 3000 .ds $100*SCR_HEIGHT 47 ; display list 48 3800 GameDL 49 3800-3D92> 70 70 70 70 + :15 .byte SKIP8 ; empty lines 50 51 .rept SCR_HEIGHT, # 52 .BYTE MODE2+LMS+SCH 53 LINE:1_ADDR 54 .WORD SCREEN+$100*# 55 .endr Source: REPT 52 380F 52 .BYTE MODE2+LMS+SCH 52 3810 LINE0_ADDR 52 3810 00 30 .WORD SCREEN+$100*# 52 3812 52 .BYTE MODE2+LMS+SCH 52 3813 LINE1_ADDR 52 3813 00 31 .WORD SCREEN+$100*# 52 3815 52 .BYTE MODE2+LMS+SCH 52 3816 LINE2_ADDR 52 3816 00 32 .WORD SCREEN+$100*# 52 3818 52 .BYTE MODE2+LMS+SCH 52 3819 LINE3_ADDR 52 3819 00 33 .WORD SCREEN+$100*# 52 381B 52 .BYTE MODE2+LMS+SCH 52 381C LINE4_ADDR 52 381C 00 34 .WORD SCREEN+$100*# 52 381E 52 .BYTE MODE2+LMS+SCH 52 381F LINE5_ADDR 52 381F 00 35 .WORD SCREEN+$100*# 52 3821 52 .BYTE MODE2+LMS+SCH 52 3822 LINE6_ADDR 52 3822 00 36 .WORD SCREEN+$100*# 52 3824 52 .BYTE MODE2+LMS+SCH 52 3825 LINE7_ADDR 52 3825 00 37 .WORD SCREEN+$100*# Source: dino.asm 56 3827 41 .byte JVB 57 3828 00 38 .word GameDL 58 ;--------------------------------------------------- 59 ; World table without dino 60 382A WorldTable 61 382A 00 00 00 00 00 00 + :WORLD_LENGTH .byte 0 ; ground 62 ;--------------------------------------------------- 63 386A FirstSTART 64 386A 20 0D 39 jsr GenerateCharsets 65 386D 20 70 3C jsr SetGameScreen 66 3870 20 46 3C jsr SetStart 67 3873 A9 00 8D 93 3D mva #0 diff_level 68 69 ; test only (some object in the world) 70 3878 A9 01 lda #1 ;bird0 71 387A 8D 34 38 sta WorldTable+10 72 387D A9 04 lda #4 ;cactus 73 387F 8D 3E 38 sta WorldTable+20 74 3882 A9 84 lda #4+$80 ; cactus (second char) 75 3884 8D 3F 38 sta WorldTable+21 76 ; 77 3887 A2 05 ldx #5 ; position 78 3889 A0 00 ldy #0 ; shape 79 388B 20 48 3A jsr ShowDino 80 388E A2 0A ldx #10 ; position 81 3890 A0 01 ldy #1 ; shape 82 3892 20 48 3A jsr ShowDino 83 3895 A2 0F ldx #15 ; position 84 3897 A0 02 ldy #2 ; shape 85 3899 20 48 3A jsr ShowDino 86 389C A2 14 ldx #20 ; position 87 389E A0 03 ldy #3 ; shape 88 38A0 20 48 3A jsr ShowDino 89 38A3 A2 19 ldx #25 ; position 90 38A5 A0 04 ldy #4 ; shape 91 38A7 20 48 3A jsr ShowDino 92 38AA A9 50 8D 20 37 mva #$50 screen+$700+32 93 38AF EndLoop 94 ;lda #$32 95 ;sta COLBAK 96 38AF 20 5F 39 jsr WorldToScreen 97 38B2 20 48 3A jsr ShowDino 98 ;lda #$5f 99 ;sta COLBAK 100 38B5 20 0D 3C jsr CheckJoy 101 ;waitRTC ; or waitRTC ? 102 ;key 103 38B8 A9 24 8D F4 02 mva #>font2 chbas 104 38BD waitRTC ; or waitRTC ? Macro: WAITRTC [Source: MACRO.ASM] 1 38BD A5 14 lda RTCLOK+2 2 38BF C5 14 ?wa cmp RTCLOK+2 3 38C1 F0 FC beq ?wa Source: dino.asm 105 38C3 A9 03 8D 04 D4 mva #3 hscrol 106 ;waitRTC ; or waitRTC ? 107 ;key 108 38C8 A9 28 8D F4 02 mva #>font3 chbas 109 38CD waitRTC ; or waitRTC ? Macro: WAITRTC [Source: MACRO.ASM] 1 38CD A5 14 lda RTCLOK+2 2 38CF C5 14 ?wa cmp RTCLOK+2 3 38D1 F0 FC beq ?wa Source: dino.asm 110 38D3 A9 02 8D 04 D4 mva #2 hscrol 111 38D8 20 78 39 jsr WorldShift ; better place (flickering) 112 ;waitRTC ; or waitRTC ? 113 ;key 114 38DB A9 2C 8D F4 02 mva #>font4 chbas 115 38E0 waitRTC ; or waitRTC ? Macro: WAITRTC [Source: MACRO.ASM] 1 38E0 A5 14 lda RTCLOK+2 2 38E2 C5 14 ?wa cmp RTCLOK+2 3 38E4 F0 FC beq ?wa Source: dino.asm 116 38E6 A9 01 8D 04 D4 mva #1 hscrol 117 ;waitRTC ; or waitRTC ? 118 ;key 119 38EB 20 BA 39 jsr Animate 120 38EE A9 20 8D F4 02 mva #>font1 chbas 121 38F3 waitRTC ; or waitRTC ? Macro: WAITRTC [Source: MACRO.ASM] 1 38F3 A5 14 lda RTCLOK+2 2 38F5 C5 14 ?wa cmp RTCLOK+2 3 38F7 F0 FC beq ?wa Source: dino.asm 122 38F9 A9 04 8D 04 D4 mva #4 hscrol 123 38FE 4C AF 38 jmp EndLoop 124 3901 halt Macro: HALT [Source: MACRO.ASM] 1 3901 ?stop 2 3901 AD 0A D2 lda RANDOM 3 3904 29 05 and #$05 4 3906 8D 1A D0 sta COLBAK 5 3909 4C 01 39 jmp ?stop Source: dino.asm 125 390C 60 rts 126 127 ;----------------------------------------------- 128 ; Generation of character sets 2,3 and 4 of 1 129 ; By copying and horizontal shift dino 130 ;----------------------------------------------- 131 390D .proc GenerateCharsets 132 ; copy charset 1 to 2,3 and 4 (but not dino chars) 133 390D A0 00 ldy #0 134 390F CopyLoop 135 390F B9 00 20 lda font1,y 136 3912 99 00 24 sta font2,y 137 3915 99 00 28 sta font3,y 138 3918 99 00 2C sta font4,y 139 391B B9 00 22 lda font1+$200,y 140 391E 99 00 26 sta font2+$200,y 141 3921 99 00 2A sta font3+$200,y 142 3924 99 00 2E sta font4+$200,y 143 3927 B9 00 23 lda font1+$300,y 144 392A 99 00 27 sta font2+$300,y 145 392D 99 00 2B sta font3+$300,y 146 3930 99 00 2F sta font4+$300,y 147 3933 C8 iny 148 3934 D0 D9 bne CopyLoop 149 150 3936 60 rts 151 .endp 152 ;----------------------------------------------- 153 3937 .proc ClearWorld 154 3937 A0 3F ldy #WORLD_LENGTH-1 ; world size 155 3939 A9 00 lda #0 ; ground 156 393B 99 2A 38 @ sta WorldTable,y 157 393E 88 dey 158 393F 10 FA bpl @- 159 3941 60 rts 160 .endp 161 3942 .proc ClearScreen 162 3942 A0 2C ldy #44 ; visible screen len 163 3944 A9 00 lda #0 164 3946 ClearLoop 165 3946 99 00 37 sta screen+$700,y 166 3949 99 00 36 sta screen+$600,y 167 394C 99 00 35 sta screen+$500,y 168 394F 99 00 34 sta screen+$400,y 169 3952 99 00 33 sta screen+$300,y 170 3955 99 00 32 sta screen+$200,y 171 3958 99 00 31 sta screen+$100,y 172 395B 88 dey 173 395C D0 E8 bne ClearLoop 174 395E 60 rts 175 .endp 176 ;----------------------------------------------- 177 395F .proc WorldToScreen 178 395F 20 42 39 jsr ClearScreen 179 3962 A2 00 ldx #0 ; start position 180 3964 86 82 stx temp_b 181 3966 ToScreenLoop 182 3966 BD 2A 38 lda WorldTable,x 183 3969 30 04 bmi NothingToDraw 184 396B A8 tay 185 396C 20 ED 39 jsr ShowObject 186 396F NothingToDraw 187 396F E6 82 inc temp_b 188 3971 A6 82 ldx temp_b 189 3973 E0 40 cpx #WORLD_LENGTH 190 3975 D0 EF bne ToScreenLoop 191 3977 60 rts 192 .endp 193 ;----------------------------------------------- 194 3978 .proc WorldShift 195 3978 A0 00 ldy #0 196 397A Shift 197 397A B9 2B 38 lda WorldTable+1,y 198 397D 99 2A 38 sta WorldTable,y 199 3980 C8 iny 200 3981 C0 3F cpy #WORLD_LENGTH-1 201 3983 D0 F5 bne Shift 202 3985 A9 00 lda #0 ;ground 203 3987 99 2A 38 sta WorldTable,y 204 ; now we can insert random object to world end 205 206 ; check if there is enough of the gap between obstacles 207 208 ; get the gap for the given difficulty level 209 398A AE 93 3D ldx diff_level 210 398D A9 40 lda #WORLD_LENGTH 211 398F 38 sec 212 3990 FD 83 3D sbc diff_object_gap,x 213 3993 AA tax 214 215 ; is there a gap? 216 @ 217 3994 BD 2A 38 lda WorldTable,x 218 3997 D0 20 bne noInsert 219 3999 E8 inx 220 399A E0 40 cpx #WORLD_LENGTH 221 399C D0 F6 bne @- 222 ;all zeroes 223 399E insertObject 224 399E AD 0A D2 lda RANDOM 225 39A1 29 01 and #%00000001 ; insert 50/50 226 39A3 F0 14 beq noInsert 227 39A5 randomize 8 13 ; cactuses and hole Macro: RANDOMIZE [Source: MACRO.ASM] 6 39A5 ?rand 7 39A5 AD 0A D2 lda random 8 39A8 C9 06 cmp #13+1-8 ;ceiling 9 39AA B0 F9 bcs ?rand 11 39AC 69 08 adc #8 Source: dino.asm 228 39AE 8D 68 38 sta WorldTable+WORLD_LENGTH-2 229 39B1 09 80 ora #$80 230 39B3 8D 69 38 sta WorldTable+WORLD_LENGTH-1 231 39B6 EE 93 3D inc diff_level 232 233 234 235 39B9 noInsert 236 39B9 60 rts 237 .endp 238 ;----------------------------------------------- 239 39BA .proc Animate 240 39BA A0 40 ldy #WORLD_LENGTH 241 39BC B9 2A 38 @ lda WorldTable,y 242 39BF AA tax 243 39C0 29 7F and #%01111111 244 39C2 F0 0A beq NoBird 245 39C4 C9 08 cmp #8 ; first cactus 246 39C6 B0 06 bcs NoBird 247 ; then animate bird 248 39C8 8A txa 249 39C9 49 01 eor #%0000001 250 39CB 99 2A 38 sta WorldTable,y 251 39CE NoBird 252 39CE 88 dey 253 39CF 10 EB bpl @- 254 ; animate Dino 255 39D1 A5 83 lda DinoWalkPhase 256 39D3 49 01 eor #%00000001 257 39D5 85 83 sta DinoWalkPhase 258 ; jump 259 39D7 A5 84 lda DinoState 260 39D9 C9 04 cmp #4 ; jump state 261 39DB D0 0F bne NoJump 262 39DD A5 85 lda JumpPhase 263 39DF C9 07 cmp #JumpLen ; max jump phase 264 39E1 F0 03 beq EndJump 265 39E3 E6 85 inc JumpPhase 266 39E5 60 rts 267 39E6 EndJump 268 39E6 A9 00 lda #0 269 39E8 85 85 sta JumpPhase 270 39EA 85 84 sta DinoState 271 39EC NoJump 272 39EC 60 rts 273 .endp 274 ;----------------------------------------------- 275 ; Show Object on screen 276 ; X - y position 277 ; Y - shape nr 278 ;----------------------------------------------- 279 39ED .proc ShowObject 280 39ED B9 65 3D lda ShapesTableL,y 281 39F0 85 80 sta temp_w 282 39F2 B9 74 3D lda ShapesTableH,y 283 39F5 85 81 sta temp_w+1 284 39F7 A0 00 ldy #0 285 39F9 ObjectLoop 286 39F9 B1 80 lda (temp_w),y 287 39FB 30 03 bmi @+ 288 39FD 9D 00 34 sta screen+$400,x 289 3A00 18 A5 80 69 02 85 + @ adw temp_w #2 290 3A0B B1 80 lda (temp_w),y 291 3A0D 30 03 bmi @+ 292 3A0F 9D 00 35 sta screen+$500,x 293 3A12 18 A5 80 69 02 85 + @ adw temp_w #2 294 3A1D B1 80 lda (temp_w),y 295 3A1F 30 03 bmi @+ 296 3A21 9D 00 36 sta screen+$600,x 297 3A24 18 A5 80 69 02 85 + @ adw temp_w #2 298 3A2F B1 80 lda (temp_w),y 299 3A31 30 03 bmi @+ 300 3A33 9D 00 37 sta screen+$700,x 301 3A36 38 A5 80 E9 06 85 + @ sbw temp_w #6 302 3A41 E8 inx 303 3A42 C8 iny 304 3A43 C0 02 cpy #2 ; object width 305 3A45 D0 B2 bne ObjectLoop 306 3A47 60 rts 307 .endp 308 ;----------------------------------------------- 309 ; Show Dino on screen (test) 310 ;----------------------------------------------- 311 3A48 .proc ShowDino 312 3A48 A2 05 ldx #5 ; position 313 3A4A A5 84 lda DinoState 314 3A4C 05 83 ora DinoWalkPhase ; shape 315 3A4E A8 tay 316 3A4F B9 E9 3C lda DinoShapesTableL,y 317 3A52 85 80 sta temp_w 318 3A54 B9 EF 3C lda DinoShapesTableH,y 319 3A57 85 81 sta temp_w+1 320 3A59 C0 04 cpy #4 ; jump 321 3A5B F0 55 beq Jump 322 3A5D C0 05 cpy #5 ; jump 323 3A5F F0 51 beq Jump 324 3A61 A0 00 ldy #0 325 3A63 DinoLoop 326 3A63 B1 80 lda (temp_w),y 327 3A65 30 03 bmi @+ 328 3A67 9D 00 34 sta screen+$400,x 329 3A6A 18 A5 80 69 05 85 + @ adw temp_w #5 330 3A75 B1 80 lda (temp_w),y 331 3A77 30 03 bmi @+ 332 3A79 9D 00 35 sta screen+$500,x 333 3A7C 18 A5 80 69 05 85 + @ adw temp_w #5 334 3A87 B1 80 lda (temp_w),y 335 3A89 30 03 bmi @+ 336 3A8B 9D 00 36 sta screen+$600,x 337 3A8E 18 A5 80 69 05 85 + @ adw temp_w #5 338 3A99 B1 80 lda (temp_w),y 339 3A9B 30 03 bmi @+ 340 3A9D 9D 00 37 sta screen+$700,x 341 3AA0 38 A5 80 E9 0F 85 + @ sbw temp_w #15 342 3AAB E8 inx 343 3AAC C8 iny 344 3AAD C0 05 cpy #5 ; dino width 345 3AAF D0 B2 bne DinoLoop 346 3AB1 60 rts 347 3AB2 Jump 348 3AB2 A4 85 ldy JumpPhase 349 3AB4 B9 94 3D lda DinoJumpTr,y 350 3AB7 C9 02 cmp #2 351 3AB9 F0 5F beq jPhase2 352 3ABB C9 03 cmp #3 353 3ABD D0 03 4C 6B 3B jeq jPhase3 354 3AC2 C9 04 cmp #4 355 3AC4 D0 03 4C BC 3B jeq jPhase4 356 3AC9 jPhase1 357 3AC9 A0 00 ldy #0 358 3ACB DinoLoop1 359 3ACB B1 80 lda (temp_w),y 360 3ACD 30 03 bmi @+ 361 3ACF 9D 00 33 sta screen+$300,x 362 3AD2 18 A5 80 69 05 85 + @ adw temp_w #5 363 3ADD B1 80 lda (temp_w),y 364 3ADF 30 03 bmi @+ 365 3AE1 9D 00 34 sta screen+$400,x 366 3AE4 18 A5 80 69 05 85 + @ adw temp_w #5 367 3AEF B1 80 lda (temp_w),y 368 3AF1 30 03 bmi @+ 369 3AF3 9D 00 35 sta screen+$500,x 370 3AF6 18 A5 80 69 05 85 + @ adw temp_w #5 371 3B01 B1 80 lda (temp_w),y 372 3B03 30 03 bmi @+ 373 3B05 9D 00 36 sta screen+$600,x 374 3B08 38 A5 80 E9 0F 85 + @ sbw temp_w #15 375 3B13 E8 inx 376 3B14 C8 iny 377 3B15 C0 05 cpy #5 ; dino width 378 3B17 D0 B2 bne DinoLoop1 379 3B19 60 rts 380 3B1A jPhase2 381 3B1A A0 00 ldy #0 382 3B1C DinoLoop2 383 3B1C B1 80 lda (temp_w),y 384 3B1E 30 03 bmi @+ 385 3B20 9D 00 32 sta screen+$200,x 386 3B23 18 A5 80 69 05 85 + @ adw temp_w #5 387 3B2E B1 80 lda (temp_w),y 388 3B30 30 03 bmi @+ 389 3B32 9D 00 33 sta screen+$300,x 390 3B35 18 A5 80 69 05 85 + @ adw temp_w #5 391 3B40 B1 80 lda (temp_w),y 392 3B42 30 03 bmi @+ 393 3B44 9D 00 34 sta screen+$400,x 394 3B47 18 A5 80 69 05 85 + @ adw temp_w #5 395 3B52 B1 80 lda (temp_w),y 396 3B54 30 03 bmi @+ 397 3B56 9D 00 35 sta screen+$500,x 398 3B59 38 A5 80 E9 0F 85 + @ sbw temp_w #15 399 3B64 E8 inx 400 3B65 C8 iny 401 3B66 C0 05 cpy #5 ; dino width 402 3B68 D0 B2 bne DinoLoop2 403 3B6A 60 rts 404 3B6B jPhase3 405 3B6B A0 00 ldy #0 406 3B6D DinoLoop3 407 3B6D B1 80 lda (temp_w),y 408 3B6F 30 03 bmi @+ 409 3B71 9D 00 31 sta screen+$100,x 410 3B74 18 A5 80 69 05 85 + @ adw temp_w #5 411 3B7F B1 80 lda (temp_w),y 412 3B81 30 03 bmi @+ 413 3B83 9D 00 32 sta screen+$200,x 414 3B86 18 A5 80 69 05 85 + @ adw temp_w #5 415 3B91 B1 80 lda (temp_w),y 416 3B93 30 03 bmi @+ 417 3B95 9D 00 33 sta screen+$300,x 418 3B98 18 A5 80 69 05 85 + @ adw temp_w #5 419 3BA3 B1 80 lda (temp_w),y 420 3BA5 30 03 bmi @+ 421 3BA7 9D 00 34 sta screen+$400,x 422 3BAA 38 A5 80 E9 0F 85 + @ sbw temp_w #15 423 3BB5 E8 inx 424 3BB6 C8 iny 425 3BB7 C0 05 cpy #5 ; dino width 426 3BB9 D0 B2 bne DinoLoop3 427 3BBB 60 rts 428 3BBC jPhase4 429 3BBC A0 00 ldy #0 430 3BBE DinoLoop4 431 3BBE B1 80 lda (temp_w),y 432 3BC0 30 03 bmi @+ 433 3BC2 9D 00 30 sta screen,x 434 3BC5 18 A5 80 69 05 85 + @ adw temp_w #5 435 3BD0 B1 80 lda (temp_w),y 436 3BD2 30 03 bmi @+ 437 3BD4 9D 00 31 sta screen+$100,x 438 3BD7 18 A5 80 69 05 85 + @ adw temp_w #5 439 3BE2 B1 80 lda (temp_w),y 440 3BE4 30 03 bmi @+ 441 3BE6 9D 00 32 sta screen+$200,x 442 3BE9 18 A5 80 69 05 85 + @ adw temp_w #5 443 3BF4 B1 80 lda (temp_w),y 444 3BF6 30 03 bmi @+ 445 3BF8 9D 00 33 sta screen+$300,x 446 3BFB 38 A5 80 E9 0F 85 + @ sbw temp_w #15 447 3C06 E8 inx 448 3C07 C8 iny 449 3C08 C0 05 cpy #5 ; dino width 450 3C0A D0 B2 bne DinoLoop4 451 3C0C 60 rts 452 .endp 453 ;----------------------------------------------- 454 3C0D .proc CheckJoy 455 3C0D A5 84 lda DinoState 456 3C0F C9 04 cmp #4 ; jump state 457 3C11 F0 24 beq NoChange 458 3C13 AD 78 02 lda STICK0 459 3C16 29 02 and #%00000010 ; down 460 3C18 F0 27 beq Down 461 3C1A AD 78 02 lda STICK0 462 3C1D 29 01 and #%00000001 ; up 463 3C1F F0 17 beq Up 464 ; check keyboard 465 3C21 AD 0F D2 lda SKSTAT 466 3C24 C9 F7 cmp #$f7 ; SHIFT 467 3C26 F0 19 beq Down 468 3C28 C9 FF cmp #$ff 469 3C2A F0 07 beq Walk 470 3C2C AD 09 D2 lda kbcode 471 3C2F C9 21 cmp #@kbcode._space 472 3C31 F0 05 beq Up 473 3C33 Walk 474 3C33 A9 00 lda #0 475 3C35 85 84 sta DinoState 476 3C37 NoChange 477 3C37 60 rts 478 3C38 A9 04 Up lda #4 479 3C3A 85 84 sta DinoState 480 3C3C A9 00 lda #0 481 3C3E 85 85 sta JumpPhase 482 3C40 60 rts 483 3C41 Down 484 3C41 A9 02 lda #2 485 3C43 85 84 sta DinoState 486 3C45 60 rts 487 .endp 488 ;----------------------------------------------- 489 3C46 .proc SetStart 490 3C46 20 37 39 jsr ClearWorld 491 3C49 A9 00 lda #0 492 3C4B 85 83 sta DinoWalkPhase 493 3C4D A9 00 lda #0 494 3C4F 85 84 sta DinoState 495 3C51 8D C5 02 sta COLOR1 496 3C54 A0 00 ldy #0 497 3C56 FadeColor 498 3C56 8C C6 02 sty COLOR2 499 3C59 8C C8 02 sty COLOR4 500 3C5C waitRTC Macro: WAITRTC [Source: MACRO.ASM] 1 3C5C A5 14 lda RTCLOK+2 2 3C5E C5 14 ?wa cmp RTCLOK+2 3 3C60 F0 FC beq ?wa Source: dino.asm 501 3C62 C8 iny 502 3C63 C0 10 cpy #$10 503 3C65 D0 EF bne FadeColor 504 3C67 A9 0F lda #$0f 505 3C69 8D C6 02 sta COLOR2 506 3C6C 8D C8 02 sta COLOR4 507 3C6F 60 rts 508 .endp 509 ;----------------------------------------------- 510 3C70 .proc SetGameScreen 511 3C70 A9 00 8D 30 02 A9 + mwa #GameDL dlptrs 512 3C7A A9 3E lda #%00111110 ; normal screen width, DL on, P/M on 513 3C7C 8D 2F 02 sta dmactls 514 3C7F A9 20 8D F4 02 mva #>font1 chbas 515 3C84 60 rts 516 .endp 517 ;-------------------------------------------------- 518 3C85 icl 'artwork/shapes.asm' Source: shapes.asm 1 ; @com.wudsn.ide.asm.mainsourcefile=dino.asm 2 3 .IF *>0 ;this is a trick that prevents compiling this file alone 4 5 ; dno run 6 3C85 dino_run_0 ; anly '0' jumps 7 3C85 FF 23 27 2B FF .by $ff, $23, $27, $2b, $ff ; '. .' 8 3C8A 20 24 28 2C FF .by $20, $24, $28, $2c, $ff ; ' ## .' 9 3C8F 21 25 29 FF FF .by $21, $25, $29, $ff, $ff ; '## ..' 10 3C94 22 26 2A FF FF .by $22, $26, $2a, $ff, $ff ; '## ..' 11 3C99 dino_run_1 12 3C99 FF 23 27 2B FF .by $ff, $23, $27, $2b, $ff ; '. .' 13 3C9E 20 24 28 2C FF .by $20, $24, $28, $2c, $ff ; ' ## .' 14 3CA3 21 25 29 FF FF .by $21, $25, $29, $ff, $ff ; '## ..' 15 3CA8 2D 2E 2F FF FF .by $2d, $2e, $2f, $ff, $ff ; '## ..' 16 3CAD dino_run_2 17 3CAD FF 23 27 2B FF .by $ff, $23, $27, $2b, $ff ; '. .' 18 3CB2 20 24 28 2C FF .by $20, $24, $28, $2c, $ff ; ' ## .' 19 3CB7 21 25 29 FF FF .by $21, $25, $29, $ff, $ff ; '## ..' 20 3CBC 30 31 32 FF FF .by $30, $31, $32, $ff, $ff ; '## ..' 21 3CC1 dino_crouch_1 22 3CC1 FF FF FF FF FF .by $ff, $ff, $ff, $ff, $ff ; '.....' 23 3CC6 FF FF FF FF FF .by $ff, $ff, $ff, $ff, $ff ; '.....' 24 3CCB 33 34 35 36 37 .by $33, $34, $35, $36, $37 ; '#### ' 25 3CD0 38 39 3A 3B 3C .by $38, $39, $3a, $3b, $3c ; '#### ' 26 3CD5 dino_crouch_2 27 3CD5 FF FF FF FF FF .by $ff, $ff, $ff, $ff, $ff ; '.....' 28 3CDA FF FF FF FF FF .by $ff, $ff, $ff, $ff, $ff ; '.....' 29 3CDF 33 34 35 36 37 .by $33, $34, $35, $36, $37 ; '#### ' 30 3CE4 3D 3E 3F 3B 3C .by $3d, $3e, $3f, $3b, $3c ; '#### ' 31 3CE9 DinoShapesTableL 32 3CE9 99 .by dino_run_1 40 3CF0 3C .by >dino_run_2 41 3CF1 3C .by >dino_crouch_1 42 3CF2 3C .by >dino_crouch_2 43 3CF3 3C .by >dino_run_0 ; jump 44 3CF4 3C .by >dino_run_0 ; jump 45 ; other objects 46 3CF5 ground_0 47 3CF5 FF FF .by $ff, $ff ; '..' 48 3CF7 FF FF .by $ff, $ff ; '..' 49 3CF9 FF FF .by $ff, $ff ; '..' 50 3CFB 52 52 .by $52, $52 ; '##' 51 3CFD bird_0 52 3CFD FF FF .by $ff, $ff ; '..' 53 3CFF FF FF .by $ff, $ff ; '..' 54 3D01 40 41 .by $40, $41 ; '##' 55 3D03 52 52 .by $52, $52 ; '##' 56 3D05 bird_1 57 3D05 FF FF .by $ff, $ff ; '..' 58 3D07 40 41 .by $40, $41 ; '##' 59 3D09 FF FF .by $ff, $ff ; '..' 60 3D0B 52 52 .by $52, $52 ; '##' 61 3D0D bird_2 62 3D0D 40 41 .by $40, $41 ; '##' 63 3D0F FF FF .by $ff, $ff ; '..' 64 3D11 FF FF .by $ff, $ff ; ''.' 65 3D13 52 52 .by $52, $52 ; '##' 66 3D15 bird_0a 67 3D15 FF FF .by $ff, $ff ; '..' 68 3D17 FF FF .by $ff, $ff ; '..' 69 3D19 42 43 .by $42, $43 ; '##' 70 3D1B 52 52 .by $52, $52 ; '##' 71 3D1D bird_1a 72 3D1D FF FF .by $ff, $ff ; '..' 73 3D1F 42 43 .by $42, $43 ; '##' 74 3D21 FF FF .by $ff, $ff ; '..' 75 3D23 52 52 .by $52, $52 ; '##' 76 3D25 bird_2a 77 3D25 42 43 .by $42, $43 ; '##' 78 3D27 FF FF .by $ff, $ff ; '..' 79 3D29 FF FF .by $ff, $ff ; ''.' 80 3D2B 52 52 .by $52, $52 ; '##' 81 3D2D cactus_0 82 3D2D FF FF .by $ff, $ff ; '..' 83 3D2F FF FF .by $ff, $ff ; '..' 84 3D31 46 47 .by $46, $47 ; '##' 85 3D33 44 45 .by $44, $45 ; '##' 86 3D35 cactus_1 87 3D35 FF FF .by $ff, $ff ; '..' 88 3D37 FF FF .by $ff, $ff ; '..' 89 3D39 4A 4B .by $4a, $4b ; '##' 90 3D3B 48 49 .by $48, $49 ; '##' 91 3D3D cactus_2 92 3D3D FF FF .by $ff, $ff ; '..' 93 3D3F 50 51 .by $50, $51 ; '##' 94 3D41 4E 4F .by $4e, $4f ; '##' 95 3D43 4C 4D .by $4c, $4d ; '##' 96 3D45 cactus_3 97 3D45 FF FF .by $ff, $ff ; '..' 98 3D47 57 FF .by $57, $ff ; '#.' 99 3D49 56 FF .by $56, $ff ; '#.' 100 3D4B 55 52 .by $55, $52 ; '##' 101 3D4D cactus_4 102 3D4D FF FF .by $ff, $ff ; '..' 103 3D4F FF FF .by $ff, $ff ; '..' 104 3D51 59 FF .by $59, $ff ; '#.' 105 3D53 58 52 .by $58, $52 ; '##' 106 3D55 ground_1 107 3D55 FF FF .by $ff, $ff ; '..' 108 3D57 FF FF .by $ff, $ff ; '..' 109 3D59 FF FF .by $ff, $ff ; '..' 110 3D5B 53 54 .by $53, $54 ; '##' 111 3D5D ground_2 112 3D5D FF FF .by $ff, $ff ; '..' 113 3D5F FF FF .by $ff, $ff ; '..' 114 3D61 FF FF .by $ff, $ff ; '..' 115 3D63 5A 52 .by $5a, $52 ; '##' 116 117 3D65 ShapesTableL 118 3D65 F5 .by ground_0 135 3D75 3C .by >ground_0 136 3D76 3C .by >bird_0 137 3D77 3D .by >bird_0a 138 3D78 3D .by >bird_1 139 3D79 3D .by >bird_1a 140 3D7A 3D .by >bird_2 141 3D7B 3D .by >bird_2a 142 3D7C 3D .by >cactus_0 143 3D7D 3D .by >cactus_1 144 3D7E 3D .by >cactus_2 145 3D7F 3D .by >cactus_3 146 3D80 3D .by >cactus_4 147 3D81 3D .by >ground_1 148 3D82 3D .by >ground_2 149 3D83 diff_object_gap ; min distance between obstacles by difficulty level 150 3D83 14 13 12 11 10 0F + :DIFF_LEVELS .by 20-# 151 ;----------vars---------- 152 = 3D93 diff_level .ds 1 153 3D94-3D9B> 01 02 03 04 + DinoJumpTr .by 1,2,3,4,4,3,2,1 154 = 0007 JumpLen = 7 155 .endif ; .IF *>0 519 ;-------------------------------------------------- 520 521 02E0-02E1> 6A 38 run FirstSTART