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 $2000 22 FFFF> 2000-2024> A9 00 + mva #0 dmactls ; dark screen 23 2005 A9 FF 8D 01 D3 mva #$ff portb 24 ; and wait one frame :) 25 200A F0 13200C wait Macro: WAIT [Source: MACRO.ASM] 3 200C AD 0B D4 ?ze LDA VCOUNT 4 200F C9 10 cmp #16 ; if line<16 then wait for line>15 (long VBI protection) 5 2011 90 F9 bcc ?ze 6 2013 E9 0A sbc #10 ; last lines correction 7 2015 CD 0B D4 ?wa cmp VCOUNT 8 2018 90 FB bcc ?wa 9 201A CD 0B D4 ?wf cmp VCOUNT 10 201D B0 FB bcs ?wf Source: dino.asm seq:wait ; or waitRTC ? 26 201F A9 FF 8D 01 D3 mva #$ff portb ; BASIC off 27 2024 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 3800-3D75> 70 70 70 70 + :10 .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 380A 52 .BYTE MODE2+LMS+SCH 52 380B LINE0_ADDR 52 380B 00 30 .WORD SCREEN+$100*# 52 380D 52 .BYTE MODE2+LMS+SCH 52 380E LINE1_ADDR 52 380E 00 31 .WORD SCREEN+$100*# 52 3810 52 .BYTE MODE2+LMS+SCH 52 3811 LINE2_ADDR 52 3811 00 32 .WORD SCREEN+$100*# 52 3813 52 .BYTE MODE2+LMS+SCH 52 3814 LINE3_ADDR 52 3814 00 33 .WORD SCREEN+$100*# 52 3816 52 .BYTE MODE2+LMS+SCH 52 3817 LINE4_ADDR 52 3817 00 34 .WORD SCREEN+$100*# 52 3819 52 .BYTE MODE2+LMS+SCH 52 381A LINE5_ADDR 52 381A 00 35 .WORD SCREEN+$100*# 52 381C 52 .BYTE MODE2+LMS+SCH 52 381D LINE6_ADDR 52 381D 00 36 .WORD SCREEN+$100*# 52 381F 52 .BYTE MODE2+LMS+SCH 52 3820 LINE7_ADDR 52 3820 00 37 .WORD SCREEN+$100*# Source: dino.asm 56 3822 41 .byte JVB 57 3823 00 38 .word GameDL 58 ;--------------------------------------------------- 59 ; World table without dino 60 3825 WorldTable 61 3825 00 00 00 00 00 00 + :WORLD_LENGTH .byte 0 ; ground 62 ;--------------------------------------------------- 63 3865 FirstSTART 64 3865 20 08 39 jsr GenerateCharsets 65 3868 20 29 3C jsr SetStart 66 386B 20 53 3C jsr SetGameScreen 67 386E A9 00 8D 76 3D mva #0 diff_level 68 69 ; test only (some object in the world) 70 3873 A9 01 lda #1 ;bird0 71 3875 8D 2F 38 sta WorldTable+10 72 3878 A9 04 lda #4 ;cactus 73 387A 8D 39 38 sta WorldTable+20 74 387D A9 84 lda #4+$80 ; cactus (second char) 75 387F 8D 3A 38 sta WorldTable+21 76 ; 77 3882 A2 05 ldx #5 ; position 78 3884 A0 00 ldy #0 ; shape 79 3886 20 3D 3A jsr ShowDino 80 3889 A2 0A ldx #10 ; position 81 388B A0 01 ldy #1 ; shape 82 388D 20 3D 3A jsr ShowDino 83 3890 A2 0F ldx #15 ; position 84 3892 A0 02 ldy #2 ; shape 85 3894 20 3D 3A jsr ShowDino 86 3897 A2 14 ldx #20 ; position 87 3899 A0 03 ldy #3 ; shape 88 389B 20 3D 3A jsr ShowDino 89 389E A2 19 ldx #25 ; position 90 38A0 A0 04 ldy #4 ; shape 91 38A2 20 3D 3A jsr ShowDino 92 38A5 A9 50 8D 20 37 mva #$50 screen+$700+32 93 38AA EndLoop 94 38AA 20 6D 39 jsr WorldShift 95 38AD 20 54 39 jsr WorldToScreen 96 38B0 20 3D 3A jsr ShowDino 97 38B3 20 02 3C jsr CheckJoy 98 ;waitRTC ; or waitRTC ? 99 ;key 100 38B6 A9 24 8D F4 02 mva #>font2 chbas 101 38BB waitRTC ; or waitRTC ? Macro: WAITRTC [Source: MACRO.ASM] 1 38BB A5 14 lda RTCLOK+2 2 38BD C5 14 ?wa cmp RTCLOK+2 3 38BF F0 FC beq ?wa Source: dino.asm 102 38C1 A9 03 8D 04 D4 mva #3 hscrol 103 ;waitRTC ; or waitRTC ? 104 ;key 105 38C6 A9 28 8D F4 02 mva #>font3 chbas 106 38CB waitRTC ; or waitRTC ? Macro: WAITRTC [Source: MACRO.ASM] 1 38CB A5 14 lda RTCLOK+2 2 38CD C5 14 ?wa cmp RTCLOK+2 3 38CF F0 FC beq ?wa Source: dino.asm 107 38D1 A9 02 8D 04 D4 mva #2 hscrol 108 ;waitRTC ; or waitRTC ? 109 ;key 110 38D6 A9 2C 8D F4 02 mva #>font4 chbas 111 38DB waitRTC ; or waitRTC ? Macro: WAITRTC [Source: MACRO.ASM] 1 38DB A5 14 lda RTCLOK+2 2 38DD C5 14 ?wa cmp RTCLOK+2 3 38DF F0 FC beq ?wa Source: dino.asm 112 38E1 A9 01 8D 04 D4 mva #1 hscrol 113 ;waitRTC ; or waitRTC ? 114 ;key 115 38E6 20 AF 39 jsr Animate 116 38E9 A9 20 8D F4 02 mva #>font1 chbas 117 38EE waitRTC ; or waitRTC ? Macro: WAITRTC [Source: MACRO.ASM] 1 38EE A5 14 lda RTCLOK+2 2 38F0 C5 14 ?wa cmp RTCLOK+2 3 38F2 F0 FC beq ?wa Source: dino.asm 118 38F4 A9 04 8D 04 D4 mva #4 hscrol 119 38F9 4C AA 38 jmp EndLoop 120 38FC halt Macro: HALT [Source: MACRO.ASM] 1 38FC ?stop 2 38FC AD 0A D2 lda RANDOM 3 38FF 29 05 and #$05 4 3901 8D 1A D0 sta COLBAK 5 3904 4C FC 38 jmp ?stop Source: dino.asm 121 3907 60 rts 122 123 ;----------------------------------------------- 124 ; Generation of character sets 2,3 and 4 of 1 125 ; By copying and horizontal shift dino 126 ;----------------------------------------------- 127 3908 .proc GenerateCharsets 128 ; copy charset 1 to 2,3 and 4 (but not dino chars) 129 3908 A0 00 ldy #0 130 390A CopyLoop 131 390A B9 00 20 lda font1,y 132 390D 99 00 24 sta font2,y 133 3910 99 00 28 sta font3,y 134 3913 99 00 2C sta font4,y 135 3916 B9 00 22 lda font1+$200,y 136 3919 99 00 26 sta font2+$200,y 137 391C 99 00 2A sta font3+$200,y 138 391F 99 00 2E sta font4+$200,y 139 3922 B9 00 23 lda font1+$300,y 140 3925 99 00 27 sta font2+$300,y 141 3928 99 00 2B sta font3+$300,y 142 392B 99 00 2F sta font4+$300,y 143 392E C8 iny 144 392F D0 D9 bne CopyLoop 145 146 3931 60 rts 147 .endp 148 ;----------------------------------------------- 149 3932 .proc ClearWorld 150 3932 A0 3F ldy #WORLD_LENGTH-1 ; world size 151 3934 A9 00 lda #0 ; ground 152 3936 99 25 38 @ sta WorldTable,y 153 3939 88 dey 154 393A 10 FA bpl @- 155 393C 60 rts 156 .endp 157 393D .proc ClearScreen 158 393D A0 40 ldy #WORLD_LENGTH ; TODO: shouldn't be -1? 159 393F A9 00 lda #0 160 3941 ClearLoop 161 3941 99 00 37 sta screen+$700,y 162 3944 99 00 36 sta screen+$600,y 163 3947 99 00 35 sta screen+$500,y 164 394A 99 00 34 sta screen+$400,y 165 394D 99 00 33 sta screen+$300,y 166 3950 88 dey 167 3951 10 EE bpl ClearLoop 168 3953 60 rts 169 .endp 170 ;----------------------------------------------- 171 3954 .proc WorldToScreen 172 3954 20 3D 39 jsr ClearScreen 173 3957 A2 00 ldx #0 ; start position 174 3959 86 82 stx temp_b 175 395B ToScreenLoop 176 395B BD 25 38 lda WorldTable,x 177 395E 30 04 bmi NothingToDraw 178 3960 A8 tay 179 3961 20 E2 39 jsr ShowObject 180 3964 NothingToDraw 181 3964 E6 82 inc temp_b 182 3966 A6 82 ldx temp_b 183 3968 E0 40 cpx #WORLD_LENGTH 184 396A D0 EF bne ToScreenLoop 185 396C 60 rts 186 .endp 187 ;----------------------------------------------- 188 396D .proc WorldShift 189 396D A0 00 ldy #0 190 396F Shift 191 396F B9 26 38 lda WorldTable+1,y 192 3972 99 25 38 sta WorldTable,y 193 3975 C8 iny 194 3976 C0 3F cpy #WORLD_LENGTH-1 195 3978 D0 F5 bne Shift 196 397A A9 00 lda #0 ;ground 197 397C 99 25 38 sta WorldTable,y 198 ; now we can insert random object to world end 199 200 ; check if there is enough of the gap between obstacles 201 202 ; get the gap for the given difficulty level 203 397F AE 76 3D ldx diff_level 204 3982 A9 40 lda #WORLD_LENGTH 205 3984 38 sec 206 3985 FD 66 3D sbc diff_object_gap,x 207 3988 AA tax 208 209 ; is there a gap? 210 @ 211 3989 BD 25 38 lda WorldTable,x 212 398C D0 20 bne noInsert 213 398E E8 inx 214 398F E0 40 cpx #WORLD_LENGTH 215 3991 D0 F6 bne @- 216 ;all zeroes 217 3993 insertObject 218 3993 AD 0A D2 lda RANDOM 219 3996 29 01 and #%00000001 ; insert 50/50 220 3998 F0 14 beq noInsert 221 399A randomize 8 13 ; cactuses and hole Macro: RANDOMIZE [Source: MACRO.ASM] 6 399A ?rand 7 399A AD 0A D2 lda random 8 399D C9 06 cmp #13+1-8 ;ceiling 9 399F B0 F9 bcs ?rand 11 39A1 69 08 adc #8 Source: dino.asm 222 39A3 8D 63 38 sta WorldTable+WORLD_LENGTH-2 223 39A6 09 80 ora #$80 224 39A8 8D 64 38 sta WorldTable+WORLD_LENGTH-1 225 39AB EE 76 3D inc diff_level 226 227 228 229 39AE noInsert 230 39AE 60 rts 231 .endp 232 ;----------------------------------------------- 233 39AF .proc Animate 234 39AF A0 40 ldy #WORLD_LENGTH 235 39B1 B9 25 38 @ lda WorldTable,y 236 39B4 AA tax 237 39B5 29 7F and #%01111111 238 39B7 F0 0A beq NoBird 239 39B9 C9 08 cmp #8 ; first cactus 240 39BB B0 06 bcs NoBird 241 ; then animate bird 242 39BD 8A txa 243 39BE 49 01 eor #%0000001 244 39C0 99 25 38 sta WorldTable,y 245 39C3 NoBird 246 39C3 88 dey 247 39C4 10 EB bpl @- 248 ; animate Dino 249 39C6 A5 83 lda DinoWalkPhase 250 39C8 49 01 eor #%00000001 251 39CA 85 83 sta DinoWalkPhase 252 ; jump 253 39CC A5 84 lda DinoState 254 39CE C9 04 cmp #4 ; jump state 255 39D0 D0 0F bne NoJump 256 39D2 A5 85 lda JumpPhase 257 39D4 C9 08 cmp #JumpLen ; max jump phase 258 39D6 F0 03 beq EndJump 259 39D8 E6 85 inc JumpPhase 260 39DA 60 rts 261 39DB EndJump 262 39DB A9 00 lda #0 263 39DD 85 85 sta JumpPhase 264 39DF 85 84 sta DinoState 265 39E1 NoJump 266 39E1 60 rts 267 .endp 268 ;----------------------------------------------- 269 ; Show Object on screen 270 ; X - y position 271 ; Y - shape nr 272 ;----------------------------------------------- 273 39E2 .proc ShowObject 274 39E2 B9 48 3D lda ShapesTableL,y 275 39E5 85 80 sta temp_w 276 39E7 B9 57 3D lda ShapesTableH,y 277 39EA 85 81 sta temp_w+1 278 39EC A0 00 ldy #0 279 39EE ObjectLoop 280 39EE B1 80 lda (temp_w),y 281 39F0 30 03 bmi @+ 282 39F2 9D 00 34 sta screen+$400,x 283 39F5 18 A5 80 69 02 85 + @ adw temp_w #2 284 3A00 B1 80 lda (temp_w),y 285 3A02 30 03 bmi @+ 286 3A04 9D 00 35 sta screen+$500,x 287 3A07 18 A5 80 69 02 85 + @ adw temp_w #2 288 3A12 B1 80 lda (temp_w),y 289 3A14 30 03 bmi @+ 290 3A16 9D 00 36 sta screen+$600,x 291 3A19 18 A5 80 69 02 85 + @ adw temp_w #2 292 3A24 B1 80 lda (temp_w),y 293 3A26 30 03 bmi @+ 294 3A28 9D 00 37 sta screen+$700,x 295 3A2B 38 A5 80 E9 06 85 + @ sbw temp_w #6 296 3A36 E8 inx 297 3A37 C8 iny 298 3A38 C0 02 cpy #2 ; object width 299 3A3A D0 B2 bne ObjectLoop 300 3A3C 60 rts 301 .endp 302 ;----------------------------------------------- 303 ; Show Dino on screen (test) 304 ;----------------------------------------------- 305 3A3D .proc ShowDino 306 3A3D A2 05 ldx #5 ; position 307 3A3F A5 84 lda DinoState 308 3A41 05 83 ora DinoWalkPhase ; shape 309 3A43 A8 tay 310 3A44 B9 CC 3C lda DinoShapesTableL,y 311 3A47 85 80 sta temp_w 312 3A49 B9 D2 3C lda DinoShapesTableH,y 313 3A4C 85 81 sta temp_w+1 314 3A4E C0 04 cpy #4 ; jump 315 3A50 F0 55 beq Jump 316 3A52 C0 05 cpy #5 ; jump 317 3A54 F0 51 beq Jump 318 3A56 A0 00 ldy #0 319 3A58 DinoLoop 320 3A58 B1 80 lda (temp_w),y 321 3A5A 30 03 bmi @+ 322 3A5C 9D 00 34 sta screen+$400,x 323 3A5F 18 A5 80 69 05 85 + @ adw temp_w #5 324 3A6A B1 80 lda (temp_w),y 325 3A6C 30 03 bmi @+ 326 3A6E 9D 00 35 sta screen+$500,x 327 3A71 18 A5 80 69 05 85 + @ adw temp_w #5 328 3A7C B1 80 lda (temp_w),y 329 3A7E 30 03 bmi @+ 330 3A80 9D 00 36 sta screen+$600,x 331 3A83 18 A5 80 69 05 85 + @ adw temp_w #5 332 3A8E B1 80 lda (temp_w),y 333 3A90 30 03 bmi @+ 334 3A92 9D 00 37 sta screen+$700,x 335 3A95 38 A5 80 E9 0F 85 + @ sbw temp_w #15 336 3AA0 E8 inx 337 3AA1 C8 iny 338 3AA2 C0 05 cpy #5 ; dino width 339 3AA4 D0 B2 bne DinoLoop 340 3AA6 60 rts 341 3AA7 Jump 342 3AA7 A4 85 ldy JumpPhase 343 3AA9 B9 77 3D lda DinoJumpTr,y 344 3AAC C9 02 cmp #2 345 3AAE F0 5F beq jPhase2 346 3AB0 C9 03 cmp #3 347 3AB2 D0 03 4C 60 3B jeq jPhase3 348 3AB7 C9 04 cmp #4 349 3AB9 D0 03 4C B1 3B jeq jPhase4 350 3ABE jPhase1 351 3ABE A0 00 ldy #0 352 3AC0 DinoLoop1 353 3AC0 B1 80 lda (temp_w),y 354 3AC2 30 03 bmi @+ 355 3AC4 9D 00 33 sta screen+$300,x 356 3AC7 18 A5 80 69 05 85 + @ adw temp_w #5 357 3AD2 B1 80 lda (temp_w),y 358 3AD4 30 03 bmi @+ 359 3AD6 9D 00 34 sta screen+$400,x 360 3AD9 18 A5 80 69 05 85 + @ adw temp_w #5 361 3AE4 B1 80 lda (temp_w),y 362 3AE6 30 03 bmi @+ 363 3AE8 9D 00 35 sta screen+$500,x 364 3AEB 18 A5 80 69 05 85 + @ adw temp_w #5 365 3AF6 B1 80 lda (temp_w),y 366 3AF8 30 03 bmi @+ 367 3AFA 9D 00 36 sta screen+$600,x 368 3AFD 38 A5 80 E9 0F 85 + @ sbw temp_w #15 369 3B08 E8 inx 370 3B09 C8 iny 371 3B0A C0 05 cpy #5 ; dino width 372 3B0C D0 B2 bne DinoLoop1 373 3B0E 60 rts 374 3B0F jPhase2 375 3B0F A0 00 ldy #0 376 3B11 DinoLoop2 377 3B11 B1 80 lda (temp_w),y 378 3B13 30 03 bmi @+ 379 3B15 9D 00 32 sta screen+$200,x 380 3B18 18 A5 80 69 05 85 + @ adw temp_w #5 381 3B23 B1 80 lda (temp_w),y 382 3B25 30 03 bmi @+ 383 3B27 9D 00 33 sta screen+$300,x 384 3B2A 18 A5 80 69 05 85 + @ adw temp_w #5 385 3B35 B1 80 lda (temp_w),y 386 3B37 30 03 bmi @+ 387 3B39 9D 00 34 sta screen+$400,x 388 3B3C 18 A5 80 69 05 85 + @ adw temp_w #5 389 3B47 B1 80 lda (temp_w),y 390 3B49 30 03 bmi @+ 391 3B4B 9D 00 35 sta screen+$500,x 392 3B4E 38 A5 80 E9 0F 85 + @ sbw temp_w #15 393 3B59 E8 inx 394 3B5A C8 iny 395 3B5B C0 05 cpy #5 ; dino width 396 3B5D D0 B2 bne DinoLoop2 397 3B5F 60 rts 398 3B60 jPhase3 399 3B60 A0 00 ldy #0 400 3B62 DinoLoop3 401 3B62 B1 80 lda (temp_w),y 402 3B64 30 03 bmi @+ 403 3B66 9D 00 31 sta screen+$100,x 404 3B69 18 A5 80 69 05 85 + @ adw temp_w #5 405 3B74 B1 80 lda (temp_w),y 406 3B76 30 03 bmi @+ 407 3B78 9D 00 32 sta screen+$200,x 408 3B7B 18 A5 80 69 05 85 + @ adw temp_w #5 409 3B86 B1 80 lda (temp_w),y 410 3B88 30 03 bmi @+ 411 3B8A 9D 00 33 sta screen+$300,x 412 3B8D 18 A5 80 69 05 85 + @ adw temp_w #5 413 3B98 B1 80 lda (temp_w),y 414 3B9A 30 03 bmi @+ 415 3B9C 9D 00 34 sta screen+$400,x 416 3B9F 38 A5 80 E9 0F 85 + @ sbw temp_w #15 417 3BAA E8 inx 418 3BAB C8 iny 419 3BAC C0 05 cpy #5 ; dino width 420 3BAE D0 B2 bne DinoLoop3 421 3BB0 60 rts 422 3BB1 jPhase4 423 3BB1 A0 00 ldy #0 424 3BB3 DinoLoop4 425 3BB3 B1 80 lda (temp_w),y 426 3BB5 30 03 bmi @+ 427 3BB7 9D 00 30 sta screen,x 428 3BBA 18 A5 80 69 05 85 + @ adw temp_w #5 429 3BC5 B1 80 lda (temp_w),y 430 3BC7 30 03 bmi @+ 431 3BC9 9D 00 31 sta screen+$100,x 432 3BCC 18 A5 80 69 05 85 + @ adw temp_w #5 433 3BD7 B1 80 lda (temp_w),y 434 3BD9 30 03 bmi @+ 435 3BDB 9D 00 32 sta screen+$200,x 436 3BDE 18 A5 80 69 05 85 + @ adw temp_w #5 437 3BE9 B1 80 lda (temp_w),y 438 3BEB 30 03 bmi @+ 439 3BED 9D 00 33 sta screen+$300,x 440 3BF0 38 A5 80 E9 0F 85 + @ sbw temp_w #15 441 3BFB E8 inx 442 3BFC C8 iny 443 3BFD C0 05 cpy #5 ; dino width 444 3BFF D0 B2 bne DinoLoop4 445 3C01 60 rts 446 .endp 447 ;----------------------------------------------- 448 3C02 .proc CheckJoy 449 3C02 A5 84 lda DinoState 450 3C04 C9 04 cmp #4 ; jump state 451 3C06 F0 12 beq NoChange 452 3C08 AD 78 02 lda STICK0 453 3C0B 29 02 and #%00000010 ; down 454 3C0D F0 15 beq Down 455 3C0F AD 78 02 lda STICK0 456 3C12 29 01 and #%00000001 ; up 457 3C14 F0 05 beq Up 458 ; no change state (temporary set to 0) 459 3C16 A9 00 lda #0 460 3C18 85 84 sta DinoState 461 3C1A NoChange 462 3C1A 60 rts 463 3C1B A9 04 Up lda #4 464 3C1D 85 84 sta DinoState 465 3C1F A9 00 lda #0 466 3C21 85 85 sta JumpPhase 467 3C23 60 rts 468 3C24 Down 469 3C24 A9 02 lda #2 470 3C26 85 84 sta DinoState 471 3C28 60 rts 472 .endp 473 ;----------------------------------------------- 474 3C29 .proc SetStart 475 3C29 20 32 39 jsr ClearWorld 476 3C2C A9 00 lda #0 477 3C2E 85 83 sta DinoWalkPhase 478 3C30 A9 00 lda #0 479 3C32 85 84 sta DinoState 480 3C34 8D C5 02 sta COLOR1 481 3C37 A0 00 ldy #0 482 3C39 FadeColor 483 3C39 8C C6 02 sty COLOR2 484 3C3C 8C C8 02 sty COLOR4 485 3C3F waitRTC Macro: WAITRTC [Source: MACRO.ASM] 1 3C3F A5 14 lda RTCLOK+2 2 3C41 C5 14 ?wa cmp RTCLOK+2 3 3C43 F0 FC beq ?wa Source: dino.asm 486 3C45 C8 iny 487 3C46 C0 10 cpy #$10 488 3C48 D0 EF bne FadeColor 489 3C4A A9 0F lda #$0f 490 3C4C 8D C6 02 sta COLOR2 491 3C4F 8D C8 02 sta COLOR4 492 3C52 60 rts 493 .endp 494 ;----------------------------------------------- 495 3C53 .proc SetGameScreen 496 3C53 A9 00 8D 30 02 A9 + mwa #GameDL dlptrs 497 3C5D A9 3E lda #%00111110 ; normal screen width, DL on, P/M on 498 3C5F 8D 2F 02 sta dmactls 499 3C62 A9 20 8D F4 02 mva #>font1 chbas 500 3C67 60 rts 501 .endp 502 ;-------------------------------------------------- 503 3C68 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 3C68 dino_run_0 ; anly '0' jumps 7 3C68 FF 23 27 2B FF .by $ff, $23, $27, $2b, $ff ; '. .' 8 3C6D 20 24 28 2C FF .by $20, $24, $28, $2c, $ff ; ' ## .' 9 3C72 21 25 29 FF FF .by $21, $25, $29, $ff, $ff ; '## ..' 10 3C77 22 26 2A FF FF .by $22, $26, $2a, $ff, $ff ; '## ..' 11 3C7C dino_run_1 12 3C7C FF 23 27 2B FF .by $ff, $23, $27, $2b, $ff ; '. .' 13 3C81 20 24 28 2C FF .by $20, $24, $28, $2c, $ff ; ' ## .' 14 3C86 21 25 29 FF FF .by $21, $25, $29, $ff, $ff ; '## ..' 15 3C8B 2D 2E 2F FF FF .by $2d, $2e, $2f, $ff, $ff ; '## ..' 16 3C90 dino_run_2 17 3C90 FF 23 27 2B FF .by $ff, $23, $27, $2b, $ff ; '. .' 18 3C95 20 24 28 2C FF .by $20, $24, $28, $2c, $ff ; ' ## .' 19 3C9A 21 25 29 FF FF .by $21, $25, $29, $ff, $ff ; '## ..' 20 3C9F 30 31 32 FF FF .by $30, $31, $32, $ff, $ff ; '## ..' 21 3CA4 dino_crouch_1 22 3CA4 FF FF FF FF FF .by $ff, $ff, $ff, $ff, $ff ; '.....' 23 3CA9 FF FF FF FF FF .by $ff, $ff, $ff, $ff, $ff ; '.....' 24 3CAE 33 34 35 36 37 .by $33, $34, $35, $36, $37 ; '#### ' 25 3CB3 38 39 3A 3B 3C .by $38, $39, $3a, $3b, $3c ; '#### ' 26 3CB8 dino_crouch_2 27 3CB8 FF FF FF FF FF .by $ff, $ff, $ff, $ff, $ff ; '.....' 28 3CBD FF FF FF FF FF .by $ff, $ff, $ff, $ff, $ff ; '.....' 29 3CC2 33 34 35 36 37 .by $33, $34, $35, $36, $37 ; '#### ' 30 3CC7 3D 3E 3F 3B 3C .by $3d, $3e, $3f, $3b, $3c ; '#### ' 31 3CCC DinoShapesTableL 32 3CCC 7C .by dino_run_1 40 3CD3 3C .by >dino_run_2 41 3CD4 3C .by >dino_crouch_1 42 3CD5 3C .by >dino_crouch_2 43 3CD6 3C .by >dino_run_0 ; jump 44 3CD7 3C .by >dino_run_0 ; jump 45 ; other objects 46 3CD8 ground_0 47 3CD8 FF FF .by $ff, $ff ; '..' 48 3CDA FF FF .by $ff, $ff ; '..' 49 3CDC FF FF .by $ff, $ff ; '..' 50 3CDE 52 52 .by $52, $52 ; '##' 51 3CE0 bird_0 52 3CE0 FF FF .by $ff, $ff ; '..' 53 3CE2 FF FF .by $ff, $ff ; '..' 54 3CE4 40 41 .by $40, $41 ; '##' 55 3CE6 52 52 .by $52, $52 ; '##' 56 3CE8 bird_1 57 3CE8 FF FF .by $ff, $ff ; '..' 58 3CEA 40 41 .by $40, $41 ; '##' 59 3CEC FF FF .by $ff, $ff ; '..' 60 3CEE 52 52 .by $52, $52 ; '##' 61 3CF0 bird_2 62 3CF0 40 41 .by $40, $41 ; '##' 63 3CF2 FF FF .by $ff, $ff ; '..' 64 3CF4 FF FF .by $ff, $ff ; ''.' 65 3CF6 52 52 .by $52, $52 ; '##' 66 3CF8 bird_0a 67 3CF8 FF FF .by $ff, $ff ; '..' 68 3CFA FF FF .by $ff, $ff ; '..' 69 3CFC 42 43 .by $42, $43 ; '##' 70 3CFE 52 52 .by $52, $52 ; '##' 71 3D00 bird_1a 72 3D00 FF FF .by $ff, $ff ; '..' 73 3D02 42 43 .by $42, $43 ; '##' 74 3D04 FF FF .by $ff, $ff ; '..' 75 3D06 52 52 .by $52, $52 ; '##' 76 3D08 bird_2a 77 3D08 42 43 .by $42, $43 ; '##' 78 3D0A FF FF .by $ff, $ff ; '..' 79 3D0C FF FF .by $ff, $ff ; ''.' 80 3D0E 52 52 .by $52, $52 ; '##' 81 3D10 cactus_0 82 3D10 FF FF .by $ff, $ff ; '..' 83 3D12 FF FF .by $ff, $ff ; '..' 84 3D14 46 47 .by $46, $47 ; '##' 85 3D16 44 45 .by $44, $45 ; '##' 86 3D18 cactus_1 87 3D18 FF FF .by $ff, $ff ; '..' 88 3D1A FF FF .by $ff, $ff ; '..' 89 3D1C 4A 4B .by $4a, $4b ; '##' 90 3D1E 48 49 .by $48, $49 ; '##' 91 3D20 cactus_2 92 3D20 FF FF .by $ff, $ff ; '..' 93 3D22 50 51 .by $50, $51 ; '##' 94 3D24 4E 4F .by $4e, $4f ; '##' 95 3D26 4C 4D .by $4c, $4d ; '##' 96 3D28 cactus_3 97 3D28 FF FF .by $ff, $ff ; '..' 98 3D2A 57 FF .by $57, $ff ; '#.' 99 3D2C 56 FF .by $56, $ff ; '#.' 100 3D2E 55 52 .by $55, $52 ; '##' 101 3D30 cactus_4 102 3D30 FF FF .by $ff, $ff ; '..' 103 3D32 FF FF .by $ff, $ff ; '..' 104 3D34 59 FF .by $59, $ff ; '#.' 105 3D36 58 52 .by $58, $52 ; '##' 106 3D38 ground_1 107 3D38 FF FF .by $ff, $ff ; '..' 108 3D3A FF FF .by $ff, $ff ; '..' 109 3D3C FF FF .by $ff, $ff ; '..' 110 3D3E 53 54 .by $53, $54 ; '##' 111 3D40 ground_2 112 3D40 FF FF .by $ff, $ff ; '..' 113 3D42 FF FF .by $ff, $ff ; '..' 114 3D44 FF FF .by $ff, $ff ; '..' 115 3D46 5A 52 .by $5a, $52 ; '##' 116 117 3D48 ShapesTableL 118 3D48 D8 .by ground_0 135 3D58 3C .by >ground_0 136 3D59 3C .by >bird_0 137 3D5A 3C .by >bird_0a 138 3D5B 3C .by >bird_1 139 3D5C 3D .by >bird_1a 140 3D5D 3C .by >bird_2 141 3D5E 3D .by >bird_2a 142 3D5F 3D .by >cactus_0 143 3D60 3D .by >cactus_1 144 3D61 3D .by >cactus_2 145 3D62 3D .by >cactus_3 146 3D63 3D .by >cactus_4 147 3D64 3D .by >ground_1 148 3D65 3D .by >ground_2 149 3D66 diff_object_gap ; min distance between obstacles by difficulty level 150 3D66 14 13 12 11 10 0F + :DIFF_LEVELS .by 20-# 151 ;----------vars---------- 152 = 3D76 diff_level .ds 1 153 3D77-3D7E> 01 02 03 04 + DinoJumpTr .by 1,2,3,4,4,3,2,1 154 = 0008 JumpLen = 8 155 .endif ; .IF *>0 504 ;-------------------------------------------------- 505 506 02E0-02E1> 65 38 run FirstSTART