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 3800-3CEF> 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 20 39 jsr GenerateCharsets 65 3868 20 E9 3B jsr SetStart 66 386B 20 F5 3B jsr SetGameScreen 67 386E A9 00 8D F0 3C 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 55 3A jsr ShowDino 80 3889 A2 0A ldx #10 ; position 81 388B A0 01 ldy #1 ; shape 82 388D 20 55 3A jsr ShowDino 83 3890 A2 0F ldx #15 ; position 84 3892 A0 02 ldy #2 ; shape 85 3894 20 55 3A jsr ShowDino 86 3897 A2 14 ldx #20 ; position 87 3899 A0 03 ldy #3 ; shape 88 389B 20 55 3A jsr ShowDino 89 389E A2 19 ldx #25 ; position 90 38A0 A0 04 ldy #4 ; shape 91 38A2 20 55 3A jsr ShowDino 92 38A5 A9 50 8D 20 37 mva #$50 screen+$700+32 93 38AA EndLoop 94 38AA 20 85 39 jsr WorldShift 95 38AD 20 6C 39 jsr WorldToScreen 96 38B0 20 C2 3B jsr CheckJoy 97 38B3 20 55 3A jsr ShowDino 98 38B6 waitRTC ; or waitRTC ? Macro: WAITRTC [Source: MACRO.ASM] 1 38B6 A5 14 lda RTCLOK+2 2 38B8 C5 14 ?wa cmp RTCLOK+2 3 38BA F0 FC beq ?wa Source: dino.asm 99 ;key 100 38BC A9 24 8D F4 02 mva #>font2 chbas 101 38C1 waitRTC ; or waitRTC ? Macro: WAITRTC [Source: MACRO.ASM] 1 38C1 A5 14 lda RTCLOK+2 2 38C3 C5 14 ?wa cmp RTCLOK+2 3 38C5 F0 FC beq ?wa Source: dino.asm 102 38C7 A9 03 8D 04 D4 mva #3 hscrol 103 38CC waitRTC ; or waitRTC ? Macro: WAITRTC [Source: MACRO.ASM] 1 38CC A5 14 lda RTCLOK+2 2 38CE C5 14 ?wa cmp RTCLOK+2 3 38D0 F0 FC beq ?wa Source: dino.asm 104 ;key 105 38D2 A9 28 8D F4 02 mva #>font3 chbas 106 38D7 waitRTC ; or waitRTC ? Macro: WAITRTC [Source: MACRO.ASM] 1 38D7 A5 14 lda RTCLOK+2 2 38D9 C5 14 ?wa cmp RTCLOK+2 3 38DB F0 FC beq ?wa Source: dino.asm 107 38DD A9 02 8D 04 D4 mva #2 hscrol 108 38E2 waitRTC ; or waitRTC ? Macro: WAITRTC [Source: MACRO.ASM] 1 38E2 A5 14 lda RTCLOK+2 2 38E4 C5 14 ?wa cmp RTCLOK+2 3 38E6 F0 FC beq ?wa Source: dino.asm 109 ;key 110 38E8 A9 2C 8D F4 02 mva #>font4 chbas 111 38ED waitRTC ; or waitRTC ? Macro: WAITRTC [Source: MACRO.ASM] 1 38ED A5 14 lda RTCLOK+2 2 38EF C5 14 ?wa cmp RTCLOK+2 3 38F1 F0 FC beq ?wa Source: dino.asm 112 38F3 A9 01 8D 04 D4 mva #1 hscrol 113 38F8 waitRTC ; or waitRTC ? Macro: WAITRTC [Source: MACRO.ASM] 1 38F8 A5 14 lda RTCLOK+2 2 38FA C5 14 ?wa cmp RTCLOK+2 3 38FC F0 FC beq ?wa Source: dino.asm 114 ;key 115 38FE 20 C7 39 jsr Animate 116 3901 A9 20 8D F4 02 mva #>font1 chbas 117 3906 waitRTC ; or waitRTC ? Macro: WAITRTC [Source: MACRO.ASM] 1 3906 A5 14 lda RTCLOK+2 2 3908 C5 14 ?wa cmp RTCLOK+2 3 390A F0 FC beq ?wa Source: dino.asm 118 390C A9 04 8D 04 D4 mva #4 hscrol 119 3911 4C AA 38 jmp EndLoop 120 3914 halt Macro: HALT [Source: MACRO.ASM] 1 3914 ?stop 2 3914 AD 0A D2 lda RANDOM 3 3917 29 05 and #$05 4 3919 8D 1A D0 sta COLBAK 5 391C 4C 14 39 jmp ?stop Source: dino.asm 121 391F 60 rts 122 123 ;----------------------------------------------- 124 ; Generation of character sets 2,3 and 4 of 1 125 ; By copying and horizontal shift dino 126 ;----------------------------------------------- 127 3920 .proc GenerateCharsets 128 ; copy charset 1 to 2,3 and 4 (but not dino chars) 129 3920 A0 00 ldy #0 130 3922 CopyLoop 131 3922 B9 00 20 lda font1,y 132 3925 99 00 24 sta font2,y 133 3928 99 00 28 sta font3,y 134 392B 99 00 2C sta font4,y 135 392E B9 00 22 lda font1+$200,y 136 3931 99 00 26 sta font2+$200,y 137 3934 99 00 2A sta font3+$200,y 138 3937 99 00 2E sta font4+$200,y 139 393A B9 00 23 lda font1+$300,y 140 393D 99 00 27 sta font2+$300,y 141 3940 99 00 2B sta font3+$300,y 142 3943 99 00 2F sta font4+$300,y 143 3946 C8 iny 144 3947 D0 D9 bne CopyLoop 145 146 3949 60 rts 147 .endp 148 ;----------------------------------------------- 149 394A .proc ClearWorld 150 394A A0 3F ldy #WORLD_LENGTH-1 ; world size 151 394C A9 00 lda #0 ; ground 152 394E 99 25 38 @ sta WorldTable,y 153 3951 88 dey 154 3952 10 FA bpl @- 155 3954 60 rts 156 .endp 157 3955 .proc ClearScreen 158 3955 A0 40 ldy #WORLD_LENGTH ; TODO: shouldn't be -1? 159 3957 A9 00 lda #0 160 3959 ClearLoop 161 3959 99 00 37 sta screen+$700,y 162 395C 99 00 36 sta screen+$600,y 163 395F 99 00 35 sta screen+$500,y 164 3962 99 00 34 sta screen+$400,y 165 3965 99 00 33 sta screen+$300,y 166 3968 88 dey 167 3969 10 EE bpl ClearLoop 168 396B 60 rts 169 .endp 170 ;----------------------------------------------- 171 396C .proc WorldToScreen 172 396C 20 55 39 jsr ClearScreen 173 396F A2 00 ldx #0 ; start position 174 3971 86 82 stx temp_b 175 3973 ToScreenLoop 176 3973 BD 25 38 lda WorldTable,x 177 3976 30 04 bmi NothingToDraw 178 3978 A8 tay 179 3979 20 FA 39 jsr ShowObject 180 397C NothingToDraw 181 397C E6 82 inc temp_b 182 397E A6 82 ldx temp_b 183 3980 E0 40 cpx #WORLD_LENGTH 184 3982 D0 EF bne ToScreenLoop 185 3984 60 rts 186 .endp 187 ;----------------------------------------------- 188 3985 .proc WorldShift 189 3985 A0 00 ldy #0 190 3987 Shift 191 3987 B9 26 38 lda WorldTable+1,y 192 398A 99 25 38 sta WorldTable,y 193 398D C8 iny 194 398E C0 3F cpy #WORLD_LENGTH-1 195 3990 D0 F5 bne Shift 196 3992 A9 00 lda #0 ;ground 197 3994 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 3997 AE F0 3C ldx diff_level 204 399A A9 40 lda #WORLD_LENGTH 205 399C 38 sec 206 399D FD E0 3C sbc diff_object_gap,x 207 39A0 AA tax 208 209 ; is there a gap? 210 @ 211 39A1 BD 25 38 lda WorldTable,x 212 39A4 D0 20 bne noInsert 213 39A6 E8 inx 214 39A7 E0 40 cpx #WORLD_LENGTH 215 39A9 D0 F6 bne @- 216 ;all zeroes 217 39AB insertObject 218 39AB AD 0A D2 lda RANDOM 219 39AE 29 01 and #%00000001 ; insert 50/50 220 39B0 F0 14 beq noInsert 221 39B2 randomize 8 10 ; cactuses Macro: RANDOMIZE [Source: MACRO.ASM] 6 39B2 ?rand 7 39B2 AD 0A D2 lda random 8 39B5 C9 03 cmp #10+1-8 ;ceiling 9 39B7 B0 F9 bcs ?rand 11 39B9 69 08 adc #8 Source: dino.asm 222 39BB 8D 63 38 sta WorldTable+WORLD_LENGTH-2 223 39BE 09 80 ora #$80 224 39C0 8D 64 38 sta WorldTable+WORLD_LENGTH-1 225 39C3 EE F0 3C inc diff_level 226 227 228 229 39C6 noInsert 230 39C6 60 rts 231 .endp 232 ;----------------------------------------------- 233 39C7 .proc Animate 234 39C7 A0 40 ldy #WORLD_LENGTH 235 39C9 B9 25 38 @ lda WorldTable,y 236 39CC AA tax 237 39CD 29 7F and #%01111111 238 39CF F0 0A beq NoBird 239 39D1 C9 08 cmp #8 ; first cactus 240 39D3 B0 06 bcs NoBird 241 ; then animate bird 242 39D5 8A txa 243 39D6 49 01 eor #%0000001 244 39D8 99 25 38 sta WorldTable,y 245 39DB NoBird 246 39DB 88 dey 247 39DC 10 EB bpl @- 248 ; animate Dino 249 39DE A5 83 lda DinoWalkPhase 250 39E0 49 01 eor #%00000001 251 39E2 85 83 sta DinoWalkPhase 252 ; jump 253 39E4 A5 84 lda DinoState 254 39E6 C9 04 cmp #4 ; jump state 255 39E8 D0 0F bne NoJump 256 39EA A5 85 lda JumpPhase 257 39EC C9 06 cmp #6 ; max jump phase 258 39EE F0 03 beq EndJump 259 39F0 E6 85 inc JumpPhase 260 39F2 60 rts 261 39F3 EndJump 262 39F3 A9 00 lda #0 263 39F5 85 85 sta JumpPhase 264 39F7 85 84 sta DinoState 265 39F9 NoJump 266 39F9 60 rts 267 .endp 268 ;----------------------------------------------- 269 ; Show Object on screen 270 ; X - y position 271 ; Y - shape nr 272 ;----------------------------------------------- 273 39FA .proc ShowObject 274 39FA B9 CA 3C lda ShapesTableL,y 275 39FD 85 80 sta temp_w 276 39FF B9 D5 3C lda ShapesTableH,y 277 3A02 85 81 sta temp_w+1 278 3A04 A0 00 ldy #0 279 3A06 ObjectLoop 280 3A06 B1 80 lda (temp_w),y 281 3A08 30 03 bmi @+ 282 3A0A 9D 00 34 sta screen+$400,x 283 3A0D 18 A5 80 69 02 85 + @ adw temp_w #2 284 3A18 B1 80 lda (temp_w),y 285 3A1A 30 03 bmi @+ 286 3A1C 9D 00 35 sta screen+$500,x 287 3A1F 18 A5 80 69 02 85 + @ adw temp_w #2 288 3A2A B1 80 lda (temp_w),y 289 3A2C 30 03 bmi @+ 290 3A2E 9D 00 36 sta screen+$600,x 291 3A31 18 A5 80 69 02 85 + @ adw temp_w #2 292 3A3C B1 80 lda (temp_w),y 293 3A3E 30 03 bmi @+ 294 3A40 9D 00 37 sta screen+$700,x 295 3A43 38 A5 80 E9 06 85 + @ sbw temp_w #6 296 3A4E E8 inx 297 3A4F C8 iny 298 3A50 C0 02 cpy #2 ; object width 299 3A52 D0 B2 bne ObjectLoop 300 3A54 60 rts 301 .endp 302 ;----------------------------------------------- 303 ; Show Dino on screen (test) 304 ;----------------------------------------------- 305 3A55 .proc ShowDino 306 3A55 A2 05 ldx #5 ; position 307 3A57 A5 84 lda DinoState 308 3A59 05 83 ora DinoWalkPhase ; shape 309 3A5B A8 tay 310 3A5C B9 6E 3C lda DinoShapesTableL,y 311 3A5F 85 80 sta temp_w 312 3A61 B9 74 3C lda DinoShapesTableH,y 313 3A64 85 81 sta temp_w+1 314 3A66 C0 04 cpy #4 ; jump 315 3A68 F0 55 beq Jump 316 3A6A C0 05 cpy #5 ; jump 317 3A6C F0 51 beq Jump 318 3A6E A0 00 ldy #0 319 3A70 DinoLoop 320 3A70 B1 80 lda (temp_w),y 321 3A72 30 03 bmi @+ 322 3A74 9D 00 34 sta screen+$400,x 323 3A77 18 A5 80 69 05 85 + @ adw temp_w #5 324 3A82 B1 80 lda (temp_w),y 325 3A84 30 03 bmi @+ 326 3A86 9D 00 35 sta screen+$500,x 327 3A89 18 A5 80 69 05 85 + @ adw temp_w #5 328 3A94 B1 80 lda (temp_w),y 329 3A96 30 03 bmi @+ 330 3A98 9D 00 36 sta screen+$600,x 331 3A9B 18 A5 80 69 05 85 + @ adw temp_w #5 332 3AA6 B1 80 lda (temp_w),y 333 3AA8 30 03 bmi @+ 334 3AAA 9D 00 37 sta screen+$700,x 335 3AAD 38 A5 80 E9 0F 85 + @ sbw temp_w #15 336 3AB8 E8 inx 337 3AB9 C8 iny 338 3ABA C0 05 cpy #5 ; dino width 339 3ABC D0 B2 bne DinoLoop 340 3ABE 60 rts 341 3ABF Jump 342 3ABF A4 85 ldy JumpPhase 343 3AC1 B9 F1 3C lda DinoJumpTr,y 344 3AC4 C9 02 cmp #2 345 3AC6 F0 58 beq jPhase2 346 3AC8 C9 03 cmp #3 347 3ACA D0 03 4C 71 3B jeq jPhase3 348 3ACF jPhase1 349 3ACF A0 00 ldy #0 350 3AD1 DinoLoop1 351 3AD1 B1 80 lda (temp_w),y 352 3AD3 30 03 bmi @+ 353 3AD5 9D 00 33 sta screen+$300,x 354 3AD8 18 A5 80 69 05 85 + @ adw temp_w #5 355 3AE3 B1 80 lda (temp_w),y 356 3AE5 30 03 bmi @+ 357 3AE7 9D 00 34 sta screen+$400,x 358 3AEA 18 A5 80 69 05 85 + @ adw temp_w #5 359 3AF5 B1 80 lda (temp_w),y 360 3AF7 30 03 bmi @+ 361 3AF9 9D 00 35 sta screen+$500,x 362 3AFC 18 A5 80 69 05 85 + @ adw temp_w #5 363 3B07 B1 80 lda (temp_w),y 364 3B09 30 03 bmi @+ 365 3B0B 9D 00 36 sta screen+$600,x 366 3B0E 38 A5 80 E9 0F 85 + @ sbw temp_w #15 367 3B19 E8 inx 368 3B1A C8 iny 369 3B1B C0 05 cpy #5 ; dino width 370 3B1D D0 B2 bne DinoLoop1 371 3B1F 60 rts 372 3B20 jPhase2 373 3B20 A0 00 ldy #0 374 3B22 DinoLoop2 375 3B22 B1 80 lda (temp_w),y 376 3B24 30 03 bmi @+ 377 3B26 9D 00 32 sta screen+$200,x 378 3B29 18 A5 80 69 05 85 + @ adw temp_w #5 379 3B34 B1 80 lda (temp_w),y 380 3B36 30 03 bmi @+ 381 3B38 9D 00 33 sta screen+$300,x 382 3B3B 18 A5 80 69 05 85 + @ adw temp_w #5 383 3B46 B1 80 lda (temp_w),y 384 3B48 30 03 bmi @+ 385 3B4A 9D 00 34 sta screen+$400,x 386 3B4D 18 A5 80 69 05 85 + @ adw temp_w #5 387 3B58 B1 80 lda (temp_w),y 388 3B5A 30 03 bmi @+ 389 3B5C 9D 00 35 sta screen+$500,x 390 3B5F 38 A5 80 E9 0F 85 + @ sbw temp_w #15 391 3B6A E8 inx 392 3B6B C8 iny 393 3B6C C0 05 cpy #5 ; dino width 394 3B6E D0 B2 bne DinoLoop2 395 3B70 60 rts 396 3B71 jPhase3 397 3B71 A0 00 ldy #0 398 3B73 DinoLoop3 399 3B73 B1 80 lda (temp_w),y 400 3B75 30 03 bmi @+ 401 3B77 9D 00 31 sta screen+$100,x 402 3B7A 18 A5 80 69 05 85 + @ adw temp_w #5 403 3B85 B1 80 lda (temp_w),y 404 3B87 30 03 bmi @+ 405 3B89 9D 00 32 sta screen+$200,x 406 3B8C 18 A5 80 69 05 85 + @ adw temp_w #5 407 3B97 B1 80 lda (temp_w),y 408 3B99 30 03 bmi @+ 409 3B9B 9D 00 33 sta screen+$300,x 410 3B9E 18 A5 80 69 05 85 + @ adw temp_w #5 411 3BA9 B1 80 lda (temp_w),y 412 3BAB 30 03 bmi @+ 413 3BAD 9D 00 34 sta screen+$400,x 414 3BB0 38 A5 80 E9 0F 85 + @ sbw temp_w #15 415 3BBB E8 inx 416 3BBC C8 iny 417 3BBD C0 05 cpy #5 ; dino width 418 3BBF D0 B2 bne DinoLoop3 419 3BC1 60 rts 420 .endp 421 ;----------------------------------------------- 422 3BC2 .proc CheckJoy 423 3BC2 A5 84 lda DinoState 424 3BC4 C9 04 cmp #4 ; jump state 425 3BC6 F0 12 beq NoChange 426 3BC8 AD 78 02 lda STICK0 427 3BCB 29 02 and #%00000010 ; down 428 3BCD F0 15 beq Down 429 3BCF AD 78 02 lda STICK0 430 3BD2 29 01 and #%00000001 ; up 431 3BD4 F0 05 beq Up 432 ; no change state (temporary set to 0) 433 3BD6 A9 00 lda #0 434 3BD8 85 84 sta DinoState 435 3BDA NoChange 436 3BDA 60 rts 437 3BDB A9 04 Up lda #4 438 3BDD 85 84 sta DinoState 439 3BDF A9 00 lda #0 440 3BE1 85 85 sta JumpPhase 441 3BE3 60 rts 442 3BE4 Down 443 3BE4 A9 02 lda #2 444 3BE6 85 84 sta DinoState 445 3BE8 60 rts 446 .endp 447 ;----------------------------------------------- 448 3BE9 .proc SetStart 449 3BE9 20 4A 39 jsr ClearWorld 450 3BEC A9 00 lda #0 451 3BEE 85 83 sta DinoWalkPhase 452 3BF0 A9 00 lda #0 453 3BF2 85 84 sta DinoState 454 3BF4 60 rts 455 .endp 456 ;----------------------------------------------- 457 3BF5 .proc SetGameScreen 458 3BF5 A9 00 8D 30 02 A9 + mwa #GameDL dlptrs 459 3BFF A9 3E lda #%00111110 ; normal screen width, DL on, P/M on 460 3C01 8D 2F 02 sta dmactls 461 3C04 A9 20 8D F4 02 mva #>font1 chbas 462 3C09 60 rts 463 .endp 464 ;-------------------------------------------------- 465 3C0A 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 3C0A dino_run_0 ; anly '0' jumps 7 3C0A FF 23 27 2B FF .by $ff, $23, $27, $2b, $ff ; '. .' 8 3C0F 20 24 28 2C FF .by $20, $24, $28, $2c, $ff ; ' ## .' 9 3C14 21 25 29 FF FF .by $21, $25, $29, $ff, $ff ; '## ..' 10 3C19 22 26 2A FF FF .by $22, $26, $2a, $ff, $ff ; '## ..' 11 3C1E dino_run_1 12 3C1E FF 23 27 2B FF .by $ff, $23, $27, $2b, $ff ; '. .' 13 3C23 20 24 28 2C FF .by $20, $24, $28, $2c, $ff ; ' ## .' 14 3C28 21 25 29 FF FF .by $21, $25, $29, $ff, $ff ; '## ..' 15 3C2D 2D 2E 2F FF FF .by $2d, $2e, $2f, $ff, $ff ; '## ..' 16 3C32 dino_run_2 17 3C32 FF 23 27 2B FF .by $ff, $23, $27, $2b, $ff ; '. .' 18 3C37 20 24 28 2C FF .by $20, $24, $28, $2c, $ff ; ' ## .' 19 3C3C 21 25 29 FF FF .by $21, $25, $29, $ff, $ff ; '## ..' 20 3C41 30 31 32 FF FF .by $30, $31, $32, $ff, $ff ; '## ..' 21 3C46 dino_crouch_1 22 3C46 FF FF FF FF FF .by $ff, $ff, $ff, $ff, $ff ; '.....' 23 3C4B FF FF FF FF FF .by $ff, $ff, $ff, $ff, $ff ; '.....' 24 3C50 33 34 35 36 37 .by $33, $34, $35, $36, $37 ; '#### ' 25 3C55 38 39 3A 3B 3C .by $38, $39, $3a, $3b, $3c ; '#### ' 26 3C5A dino_crouch_2 27 3C5A FF FF FF FF FF .by $ff, $ff, $ff, $ff, $ff ; '.....' 28 3C5F FF FF FF FF FF .by $ff, $ff, $ff, $ff, $ff ; '.....' 29 3C64 33 34 35 36 37 .by $33, $34, $35, $36, $37 ; '#### ' 30 3C69 3D 3E 3F 3B 3C .by $3d, $3e, $3f, $3b, $3c ; '#### ' 31 3C6E DinoShapesTableL 32 3C6E 1E .by dino_run_1 40 3C75 3C .by >dino_run_2 41 3C76 3C .by >dino_crouch_1 42 3C77 3C .by >dino_crouch_2 43 3C78 3C .by >dino_run_0 ; jump 44 3C79 3C .by >dino_run_0 ; jump 45 ; other objects 46 3C7A ground_0 47 3C7A FF FF .by $ff, $ff ; '..' 48 3C7C FF FF .by $ff, $ff ; '..' 49 3C7E FF FF .by $ff, $ff ; '..' 50 3C80 52 52 .by $52, $52 ; '##' 51 3C82 bird_0 52 3C82 FF FF .by $ff, $ff ; '..' 53 3C84 FF FF .by $ff, $ff ; '..' 54 3C86 40 41 .by $40, $41 ; '##' 55 3C88 52 52 .by $52, $52 ; '##' 56 3C8A bird_1 57 3C8A FF FF .by $ff, $ff ; '..' 58 3C8C 40 41 .by $40, $41 ; '##' 59 3C8E FF FF .by $ff, $ff ; '..' 60 3C90 52 52 .by $52, $52 ; '##' 61 3C92 bird_2 62 3C92 40 41 .by $40, $41 ; '##' 63 3C94 FF FF .by $ff, $ff ; '..' 64 3C96 FF FF .by $ff, $ff ; ''.' 65 3C98 52 52 .by $52, $52 ; '##' 66 3C9A bird_0a 67 3C9A FF FF .by $ff, $ff ; '..' 68 3C9C FF FF .by $ff, $ff ; '..' 69 3C9E 42 43 .by $42, $43 ; '##' 70 3CA0 52 52 .by $52, $52 ; '##' 71 3CA2 bird_1a 72 3CA2 FF FF .by $ff, $ff ; '..' 73 3CA4 42 43 .by $42, $43 ; '##' 74 3CA6 FF FF .by $ff, $ff ; '..' 75 3CA8 52 52 .by $52, $52 ; '##' 76 3CAA bird_2a 77 3CAA 42 43 .by $42, $43 ; '##' 78 3CAC FF FF .by $ff, $ff ; '..' 79 3CAE FF FF .by $ff, $ff ; ''.' 80 3CB0 52 52 .by $52, $52 ; '##' 81 3CB2 cactus_0 82 3CB2 FF FF .by $ff, $ff ; '..' 83 3CB4 FF FF .by $ff, $ff ; '..' 84 3CB6 46 47 .by $46, $47 ; '##' 85 3CB8 44 45 .by $44, $45 ; '##' 86 3CBA cactus_1 87 3CBA FF FF .by $ff, $ff ; '..' 88 3CBC FF FF .by $ff, $ff ; '..' 89 3CBE 4A 4B .by $4a, $4b ; '##' 90 3CC0 48 49 .by $48, $49 ; '##' 91 3CC2 cactus_2 92 3CC2 FF FF .by $ff, $ff ; '..' 93 3CC4 50 51 .by $50, $51 ; '##' 94 3CC6 4E 4F .by $4e, $4f ; '##' 95 3CC8 4C 4D .by $4c, $4d ; '##' 96 97 3CCA ShapesTableL 98 3CCA 7A .by ground_0 111 3CD6 3C .by >ground_0 112 3CD7 3C .by >bird_0 113 3CD8 3C .by >bird_0a 114 3CD9 3C .by >bird_1 115 3CDA 3C .by >bird_1a 116 3CDB 3C .by >bird_2 117 3CDC 3C .by >bird_2a 118 3CDD 3C .by >cactus_0 119 3CDE 3C .by >cactus_1 120 3CDF 3C .by >cactus_2 121 3CE0 diff_object_gap ; min distance between obstacles by difficulty level 122 3CE0 14 13 12 11 10 0F + :DIFF_LEVELS .by 20-# 123 ;----------vars---------- 124 = 3CF0 diff_level .ds 1 125 3CF1-3CF6> 01 02 03 03 + DinoJumpTr .by 1,2,3,3,2,1 126 .endif ; .IF *>0 466 ;-------------------------------------------------- 467 468 02E0-02E1> 65 38 run FirstSTART