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 3800-3D7A> 70 70 70 70 + :15 .byte SKIP8 ; empty lines 50 51 .rept SCR_HEIGHT, # 52 .BYTE MODE2+LMS+SCH 53 LINE:1_ADDR 54 .WORD SCREEN+$100*# 55 .endr Source: REPT 52 380F 52 .BYTE MODE2+LMS+SCH 52 3810 LINE0_ADDR 52 3810 00 30 .WORD SCREEN+$100*# 52 3812 52 .BYTE MODE2+LMS+SCH 52 3813 LINE1_ADDR 52 3813 00 31 .WORD SCREEN+$100*# 52 3815 52 .BYTE MODE2+LMS+SCH 52 3816 LINE2_ADDR 52 3816 00 32 .WORD SCREEN+$100*# 52 3818 52 .BYTE MODE2+LMS+SCH 52 3819 LINE3_ADDR 52 3819 00 33 .WORD SCREEN+$100*# 52 381B 52 .BYTE MODE2+LMS+SCH 52 381C LINE4_ADDR 52 381C 00 34 .WORD SCREEN+$100*# 52 381E 52 .BYTE MODE2+LMS+SCH 52 381F LINE5_ADDR 52 381F 00 35 .WORD SCREEN+$100*# 52 3821 52 .BYTE MODE2+LMS+SCH 52 3822 LINE6_ADDR 52 3822 00 36 .WORD SCREEN+$100*# 52 3824 52 .BYTE MODE2+LMS+SCH 52 3825 LINE7_ADDR 52 3825 00 37 .WORD SCREEN+$100*# Source: dino.asm 56 3827 41 .byte JVB 57 3828 00 38 .word GameDL 58 ;--------------------------------------------------- 59 ; World table without dino 60 382A WorldTable 61 382A 00 00 00 00 00 00 + :WORLD_LENGTH .byte 0 ; ground 62 ;--------------------------------------------------- 63 386A FirstSTART 64 386A 20 0D 39 jsr GenerateCharsets 65 386D 20 2E 3C jsr SetStart 66 3870 20 58 3C jsr SetGameScreen 67 3873 A9 00 8D 7B 3D mva #0 diff_level 68 69 ; test only (some object in the world) 70 3878 A9 01 lda #1 ;bird0 71 387A 8D 34 38 sta WorldTable+10 72 387D A9 04 lda #4 ;cactus 73 387F 8D 3E 38 sta WorldTable+20 74 3882 A9 84 lda #4+$80 ; cactus (second char) 75 3884 8D 3F 38 sta WorldTable+21 76 ; 77 3887 A2 05 ldx #5 ; position 78 3889 A0 00 ldy #0 ; shape 79 388B 20 42 3A jsr ShowDino 80 388E A2 0A ldx #10 ; position 81 3890 A0 01 ldy #1 ; shape 82 3892 20 42 3A jsr ShowDino 83 3895 A2 0F ldx #15 ; position 84 3897 A0 02 ldy #2 ; shape 85 3899 20 42 3A jsr ShowDino 86 389C A2 14 ldx #20 ; position 87 389E A0 03 ldy #3 ; shape 88 38A0 20 42 3A jsr ShowDino 89 38A3 A2 19 ldx #25 ; position 90 38A5 A0 04 ldy #4 ; shape 91 38A7 20 42 3A jsr ShowDino 92 38AA A9 50 8D 20 37 mva #$50 screen+$700+32 93 38AF EndLoop 94 38AF 20 72 39 jsr WorldShift 95 ;lda #$32 96 ;sta COLBAK 97 38B2 20 59 39 jsr WorldToScreen 98 38B5 20 42 3A jsr ShowDino 99 ;lda #$5f 100 ;sta COLBAK 101 38B8 20 07 3C jsr CheckJoy 102 ;waitRTC ; or waitRTC ? 103 ;key 104 38BB A9 24 8D F4 02 mva #>font2 chbas 105 38C0 waitRTC ; or waitRTC ? Macro: WAITRTC [Source: MACRO.ASM] 1 38C0 A5 14 lda RTCLOK+2 2 38C2 C5 14 ?wa cmp RTCLOK+2 3 38C4 F0 FC beq ?wa Source: dino.asm 106 38C6 A9 03 8D 04 D4 mva #3 hscrol 107 ;waitRTC ; or waitRTC ? 108 ;key 109 38CB A9 28 8D F4 02 mva #>font3 chbas 110 38D0 waitRTC ; or waitRTC ? Macro: WAITRTC [Source: MACRO.ASM] 1 38D0 A5 14 lda RTCLOK+2 2 38D2 C5 14 ?wa cmp RTCLOK+2 3 38D4 F0 FC beq ?wa Source: dino.asm 111 38D6 A9 02 8D 04 D4 mva #2 hscrol 112 ;waitRTC ; or waitRTC ? 113 ;key 114 38DB A9 2C 8D F4 02 mva #>font4 chbas 115 38E0 waitRTC ; or waitRTC ? Macro: WAITRTC [Source: MACRO.ASM] 1 38E0 A5 14 lda RTCLOK+2 2 38E2 C5 14 ?wa cmp RTCLOK+2 3 38E4 F0 FC beq ?wa Source: dino.asm 116 38E6 A9 01 8D 04 D4 mva #1 hscrol 117 ;waitRTC ; or waitRTC ? 118 ;key 119 38EB 20 B4 39 jsr Animate 120 38EE A9 20 8D F4 02 mva #>font1 chbas 121 38F3 waitRTC ; or waitRTC ? Macro: WAITRTC [Source: MACRO.ASM] 1 38F3 A5 14 lda RTCLOK+2 2 38F5 C5 14 ?wa cmp RTCLOK+2 3 38F7 F0 FC beq ?wa Source: dino.asm 122 38F9 A9 04 8D 04 D4 mva #4 hscrol 123 38FE 4C AF 38 jmp EndLoop 124 3901 halt Macro: HALT [Source: MACRO.ASM] 1 3901 ?stop 2 3901 AD 0A D2 lda RANDOM 3 3904 29 05 and #$05 4 3906 8D 1A D0 sta COLBAK 5 3909 4C 01 39 jmp ?stop Source: dino.asm 125 390C 60 rts 126 127 ;----------------------------------------------- 128 ; Generation of character sets 2,3 and 4 of 1 129 ; By copying and horizontal shift dino 130 ;----------------------------------------------- 131 390D .proc GenerateCharsets 132 ; copy charset 1 to 2,3 and 4 (but not dino chars) 133 390D A0 00 ldy #0 134 390F CopyLoop 135 390F B9 00 20 lda font1,y 136 3912 99 00 24 sta font2,y 137 3915 99 00 28 sta font3,y 138 3918 99 00 2C sta font4,y 139 391B B9 00 22 lda font1+$200,y 140 391E 99 00 26 sta font2+$200,y 141 3921 99 00 2A sta font3+$200,y 142 3924 99 00 2E sta font4+$200,y 143 3927 B9 00 23 lda font1+$300,y 144 392A 99 00 27 sta font2+$300,y 145 392D 99 00 2B sta font3+$300,y 146 3930 99 00 2F sta font4+$300,y 147 3933 C8 iny 148 3934 D0 D9 bne CopyLoop 149 150 3936 60 rts 151 .endp 152 ;----------------------------------------------- 153 3937 .proc ClearWorld 154 3937 A0 3F ldy #WORLD_LENGTH-1 ; world size 155 3939 A9 00 lda #0 ; ground 156 393B 99 2A 38 @ sta WorldTable,y 157 393E 88 dey 158 393F 10 FA bpl @- 159 3941 60 rts 160 .endp 161 3942 .proc ClearScreen 162 3942 A0 40 ldy #WORLD_LENGTH ; TODO: shouldn't be -1? 163 3944 A9 00 lda #0 164 3946 ClearLoop 165 3946 99 00 37 sta screen+$700,y 166 3949 99 00 36 sta screen+$600,y 167 394C 99 00 35 sta screen+$500,y 168 394F 99 00 34 sta screen+$400,y 169 3952 99 00 33 sta screen+$300,y 170 3955 88 dey 171 3956 10 EE bpl ClearLoop 172 3958 60 rts 173 .endp 174 ;----------------------------------------------- 175 3959 .proc WorldToScreen 176 3959 20 42 39 jsr ClearScreen 177 395C A2 00 ldx #0 ; start position 178 395E 86 82 stx temp_b 179 3960 ToScreenLoop 180 3960 BD 2A 38 lda WorldTable,x 181 3963 30 04 bmi NothingToDraw 182 3965 A8 tay 183 3966 20 E7 39 jsr ShowObject 184 3969 NothingToDraw 185 3969 E6 82 inc temp_b 186 396B A6 82 ldx temp_b 187 396D E0 40 cpx #WORLD_LENGTH 188 396F D0 EF bne ToScreenLoop 189 3971 60 rts 190 .endp 191 ;----------------------------------------------- 192 3972 .proc WorldShift 193 3972 A0 00 ldy #0 194 3974 Shift 195 3974 B9 2B 38 lda WorldTable+1,y 196 3977 99 2A 38 sta WorldTable,y 197 397A C8 iny 198 397B C0 3F cpy #WORLD_LENGTH-1 199 397D D0 F5 bne Shift 200 397F A9 00 lda #0 ;ground 201 3981 99 2A 38 sta WorldTable,y 202 ; now we can insert random object to world end 203 204 ; check if there is enough of the gap between obstacles 205 206 ; get the gap for the given difficulty level 207 3984 AE 7B 3D ldx diff_level 208 3987 A9 40 lda #WORLD_LENGTH 209 3989 38 sec 210 398A FD 6B 3D sbc diff_object_gap,x 211 398D AA tax 212 213 ; is there a gap? 214 @ 215 398E BD 2A 38 lda WorldTable,x 216 3991 D0 20 bne noInsert 217 3993 E8 inx 218 3994 E0 40 cpx #WORLD_LENGTH 219 3996 D0 F6 bne @- 220 ;all zeroes 221 3998 insertObject 222 3998 AD 0A D2 lda RANDOM 223 399B 29 01 and #%00000001 ; insert 50/50 224 399D F0 14 beq noInsert 225 399F randomize 8 13 ; cactuses and hole Macro: RANDOMIZE [Source: MACRO.ASM] 6 399F ?rand 7 399F AD 0A D2 lda random 8 39A2 C9 06 cmp #13+1-8 ;ceiling 9 39A4 B0 F9 bcs ?rand 11 39A6 69 08 adc #8 Source: dino.asm 226 39A8 8D 68 38 sta WorldTable+WORLD_LENGTH-2 227 39AB 09 80 ora #$80 228 39AD 8D 69 38 sta WorldTable+WORLD_LENGTH-1 229 39B0 EE 7B 3D inc diff_level 230 231 232 233 39B3 noInsert 234 39B3 60 rts 235 .endp 236 ;----------------------------------------------- 237 39B4 .proc Animate 238 39B4 A0 40 ldy #WORLD_LENGTH 239 39B6 B9 2A 38 @ lda WorldTable,y 240 39B9 AA tax 241 39BA 29 7F and #%01111111 242 39BC F0 0A beq NoBird 243 39BE C9 08 cmp #8 ; first cactus 244 39C0 B0 06 bcs NoBird 245 ; then animate bird 246 39C2 8A txa 247 39C3 49 01 eor #%0000001 248 39C5 99 2A 38 sta WorldTable,y 249 39C8 NoBird 250 39C8 88 dey 251 39C9 10 EB bpl @- 252 ; animate Dino 253 39CB A5 83 lda DinoWalkPhase 254 39CD 49 01 eor #%00000001 255 39CF 85 83 sta DinoWalkPhase 256 ; jump 257 39D1 A5 84 lda DinoState 258 39D3 C9 04 cmp #4 ; jump state 259 39D5 D0 0F bne NoJump 260 39D7 A5 85 lda JumpPhase 261 39D9 C9 08 cmp #JumpLen ; max jump phase 262 39DB F0 03 beq EndJump 263 39DD E6 85 inc JumpPhase 264 39DF 60 rts 265 39E0 EndJump 266 39E0 A9 00 lda #0 267 39E2 85 85 sta JumpPhase 268 39E4 85 84 sta DinoState 269 39E6 NoJump 270 39E6 60 rts 271 .endp 272 ;----------------------------------------------- 273 ; Show Object on screen 274 ; X - y position 275 ; Y - shape nr 276 ;----------------------------------------------- 277 39E7 .proc ShowObject 278 39E7 B9 4D 3D lda ShapesTableL,y 279 39EA 85 80 sta temp_w 280 39EC B9 5C 3D lda ShapesTableH,y 281 39EF 85 81 sta temp_w+1 282 39F1 A0 00 ldy #0 283 39F3 ObjectLoop 284 39F3 B1 80 lda (temp_w),y 285 39F5 30 03 bmi @+ 286 39F7 9D 00 34 sta screen+$400,x 287 39FA 18 A5 80 69 02 85 + @ adw temp_w #2 288 3A05 B1 80 lda (temp_w),y 289 3A07 30 03 bmi @+ 290 3A09 9D 00 35 sta screen+$500,x 291 3A0C 18 A5 80 69 02 85 + @ adw temp_w #2 292 3A17 B1 80 lda (temp_w),y 293 3A19 30 03 bmi @+ 294 3A1B 9D 00 36 sta screen+$600,x 295 3A1E 18 A5 80 69 02 85 + @ adw temp_w #2 296 3A29 B1 80 lda (temp_w),y 297 3A2B 30 03 bmi @+ 298 3A2D 9D 00 37 sta screen+$700,x 299 3A30 38 A5 80 E9 06 85 + @ sbw temp_w #6 300 3A3B E8 inx 301 3A3C C8 iny 302 3A3D C0 02 cpy #2 ; object width 303 3A3F D0 B2 bne ObjectLoop 304 3A41 60 rts 305 .endp 306 ;----------------------------------------------- 307 ; Show Dino on screen (test) 308 ;----------------------------------------------- 309 3A42 .proc ShowDino 310 3A42 A2 05 ldx #5 ; position 311 3A44 A5 84 lda DinoState 312 3A46 05 83 ora DinoWalkPhase ; shape 313 3A48 A8 tay 314 3A49 B9 D1 3C lda DinoShapesTableL,y 315 3A4C 85 80 sta temp_w 316 3A4E B9 D7 3C lda DinoShapesTableH,y 317 3A51 85 81 sta temp_w+1 318 3A53 C0 04 cpy #4 ; jump 319 3A55 F0 55 beq Jump 320 3A57 C0 05 cpy #5 ; jump 321 3A59 F0 51 beq Jump 322 3A5B A0 00 ldy #0 323 3A5D DinoLoop 324 3A5D B1 80 lda (temp_w),y 325 3A5F 30 03 bmi @+ 326 3A61 9D 00 34 sta screen+$400,x 327 3A64 18 A5 80 69 05 85 + @ adw temp_w #5 328 3A6F B1 80 lda (temp_w),y 329 3A71 30 03 bmi @+ 330 3A73 9D 00 35 sta screen+$500,x 331 3A76 18 A5 80 69 05 85 + @ adw temp_w #5 332 3A81 B1 80 lda (temp_w),y 333 3A83 30 03 bmi @+ 334 3A85 9D 00 36 sta screen+$600,x 335 3A88 18 A5 80 69 05 85 + @ adw temp_w #5 336 3A93 B1 80 lda (temp_w),y 337 3A95 30 03 bmi @+ 338 3A97 9D 00 37 sta screen+$700,x 339 3A9A 38 A5 80 E9 0F 85 + @ sbw temp_w #15 340 3AA5 E8 inx 341 3AA6 C8 iny 342 3AA7 C0 05 cpy #5 ; dino width 343 3AA9 D0 B2 bne DinoLoop 344 3AAB 60 rts 345 3AAC Jump 346 3AAC A4 85 ldy JumpPhase 347 3AAE B9 7C 3D lda DinoJumpTr,y 348 3AB1 C9 02 cmp #2 349 3AB3 F0 5F beq jPhase2 350 3AB5 C9 03 cmp #3 351 3AB7 D0 03 4C 65 3B jeq jPhase3 352 3ABC C9 04 cmp #4 353 3ABE D0 03 4C B6 3B jeq jPhase4 354 3AC3 jPhase1 355 3AC3 A0 00 ldy #0 356 3AC5 DinoLoop1 357 3AC5 B1 80 lda (temp_w),y 358 3AC7 30 03 bmi @+ 359 3AC9 9D 00 33 sta screen+$300,x 360 3ACC 18 A5 80 69 05 85 + @ adw temp_w #5 361 3AD7 B1 80 lda (temp_w),y 362 3AD9 30 03 bmi @+ 363 3ADB 9D 00 34 sta screen+$400,x 364 3ADE 18 A5 80 69 05 85 + @ adw temp_w #5 365 3AE9 B1 80 lda (temp_w),y 366 3AEB 30 03 bmi @+ 367 3AED 9D 00 35 sta screen+$500,x 368 3AF0 18 A5 80 69 05 85 + @ adw temp_w #5 369 3AFB B1 80 lda (temp_w),y 370 3AFD 30 03 bmi @+ 371 3AFF 9D 00 36 sta screen+$600,x 372 3B02 38 A5 80 E9 0F 85 + @ sbw temp_w #15 373 3B0D E8 inx 374 3B0E C8 iny 375 3B0F C0 05 cpy #5 ; dino width 376 3B11 D0 B2 bne DinoLoop1 377 3B13 60 rts 378 3B14 jPhase2 379 3B14 A0 00 ldy #0 380 3B16 DinoLoop2 381 3B16 B1 80 lda (temp_w),y 382 3B18 30 03 bmi @+ 383 3B1A 9D 00 32 sta screen+$200,x 384 3B1D 18 A5 80 69 05 85 + @ adw temp_w #5 385 3B28 B1 80 lda (temp_w),y 386 3B2A 30 03 bmi @+ 387 3B2C 9D 00 33 sta screen+$300,x 388 3B2F 18 A5 80 69 05 85 + @ adw temp_w #5 389 3B3A B1 80 lda (temp_w),y 390 3B3C 30 03 bmi @+ 391 3B3E 9D 00 34 sta screen+$400,x 392 3B41 18 A5 80 69 05 85 + @ adw temp_w #5 393 3B4C B1 80 lda (temp_w),y 394 3B4E 30 03 bmi @+ 395 3B50 9D 00 35 sta screen+$500,x 396 3B53 38 A5 80 E9 0F 85 + @ sbw temp_w #15 397 3B5E E8 inx 398 3B5F C8 iny 399 3B60 C0 05 cpy #5 ; dino width 400 3B62 D0 B2 bne DinoLoop2 401 3B64 60 rts 402 3B65 jPhase3 403 3B65 A0 00 ldy #0 404 3B67 DinoLoop3 405 3B67 B1 80 lda (temp_w),y 406 3B69 30 03 bmi @+ 407 3B6B 9D 00 31 sta screen+$100,x 408 3B6E 18 A5 80 69 05 85 + @ adw temp_w #5 409 3B79 B1 80 lda (temp_w),y 410 3B7B 30 03 bmi @+ 411 3B7D 9D 00 32 sta screen+$200,x 412 3B80 18 A5 80 69 05 85 + @ adw temp_w #5 413 3B8B B1 80 lda (temp_w),y 414 3B8D 30 03 bmi @+ 415 3B8F 9D 00 33 sta screen+$300,x 416 3B92 18 A5 80 69 05 85 + @ adw temp_w #5 417 3B9D B1 80 lda (temp_w),y 418 3B9F 30 03 bmi @+ 419 3BA1 9D 00 34 sta screen+$400,x 420 3BA4 38 A5 80 E9 0F 85 + @ sbw temp_w #15 421 3BAF E8 inx 422 3BB0 C8 iny 423 3BB1 C0 05 cpy #5 ; dino width 424 3BB3 D0 B2 bne DinoLoop3 425 3BB5 60 rts 426 3BB6 jPhase4 427 3BB6 A0 00 ldy #0 428 3BB8 DinoLoop4 429 3BB8 B1 80 lda (temp_w),y 430 3BBA 30 03 bmi @+ 431 3BBC 9D 00 30 sta screen,x 432 3BBF 18 A5 80 69 05 85 + @ adw temp_w #5 433 3BCA B1 80 lda (temp_w),y 434 3BCC 30 03 bmi @+ 435 3BCE 9D 00 31 sta screen+$100,x 436 3BD1 18 A5 80 69 05 85 + @ adw temp_w #5 437 3BDC B1 80 lda (temp_w),y 438 3BDE 30 03 bmi @+ 439 3BE0 9D 00 32 sta screen+$200,x 440 3BE3 18 A5 80 69 05 85 + @ adw temp_w #5 441 3BEE B1 80 lda (temp_w),y 442 3BF0 30 03 bmi @+ 443 3BF2 9D 00 33 sta screen+$300,x 444 3BF5 38 A5 80 E9 0F 85 + @ sbw temp_w #15 445 3C00 E8 inx 446 3C01 C8 iny 447 3C02 C0 05 cpy #5 ; dino width 448 3C04 D0 B2 bne DinoLoop4 449 3C06 60 rts 450 .endp 451 ;----------------------------------------------- 452 3C07 .proc CheckJoy 453 3C07 A5 84 lda DinoState 454 3C09 C9 04 cmp #4 ; jump state 455 3C0B F0 12 beq NoChange 456 3C0D AD 78 02 lda STICK0 457 3C10 29 02 and #%00000010 ; down 458 3C12 F0 15 beq Down 459 3C14 AD 78 02 lda STICK0 460 3C17 29 01 and #%00000001 ; up 461 3C19 F0 05 beq Up 462 ; no change state (temporary set to 0) 463 3C1B A9 00 lda #0 464 3C1D 85 84 sta DinoState 465 3C1F NoChange 466 3C1F 60 rts 467 3C20 A9 04 Up lda #4 468 3C22 85 84 sta DinoState 469 3C24 A9 00 lda #0 470 3C26 85 85 sta JumpPhase 471 3C28 60 rts 472 3C29 Down 473 3C29 A9 02 lda #2 474 3C2B 85 84 sta DinoState 475 3C2D 60 rts 476 .endp 477 ;----------------------------------------------- 478 3C2E .proc SetStart 479 3C2E 20 37 39 jsr ClearWorld 480 3C31 A9 00 lda #0 481 3C33 85 83 sta DinoWalkPhase 482 3C35 A9 00 lda #0 483 3C37 85 84 sta DinoState 484 3C39 8D C5 02 sta COLOR1 485 3C3C A0 00 ldy #0 486 3C3E FadeColor 487 3C3E 8C C6 02 sty COLOR2 488 3C41 8C C8 02 sty COLOR4 489 3C44 waitRTC Macro: WAITRTC [Source: MACRO.ASM] 1 3C44 A5 14 lda RTCLOK+2 2 3C46 C5 14 ?wa cmp RTCLOK+2 3 3C48 F0 FC beq ?wa Source: dino.asm 490 3C4A C8 iny 491 3C4B C0 10 cpy #$10 492 3C4D D0 EF bne FadeColor 493 3C4F A9 0F lda #$0f 494 3C51 8D C6 02 sta COLOR2 495 3C54 8D C8 02 sta COLOR4 496 3C57 60 rts 497 .endp 498 ;----------------------------------------------- 499 3C58 .proc SetGameScreen 500 3C58 A9 00 8D 30 02 A9 + mwa #GameDL dlptrs 501 3C62 A9 3E lda #%00111110 ; normal screen width, DL on, P/M on 502 3C64 8D 2F 02 sta dmactls 503 3C67 A9 20 8D F4 02 mva #>font1 chbas 504 3C6C 60 rts 505 .endp 506 ;-------------------------------------------------- 507 3C6D 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 3C6D dino_run_0 ; anly '0' jumps 7 3C6D FF 23 27 2B FF .by $ff, $23, $27, $2b, $ff ; '. .' 8 3C72 20 24 28 2C FF .by $20, $24, $28, $2c, $ff ; ' ## .' 9 3C77 21 25 29 FF FF .by $21, $25, $29, $ff, $ff ; '## ..' 10 3C7C 22 26 2A FF FF .by $22, $26, $2a, $ff, $ff ; '## ..' 11 3C81 dino_run_1 12 3C81 FF 23 27 2B FF .by $ff, $23, $27, $2b, $ff ; '. .' 13 3C86 20 24 28 2C FF .by $20, $24, $28, $2c, $ff ; ' ## .' 14 3C8B 21 25 29 FF FF .by $21, $25, $29, $ff, $ff ; '## ..' 15 3C90 2D 2E 2F FF FF .by $2d, $2e, $2f, $ff, $ff ; '## ..' 16 3C95 dino_run_2 17 3C95 FF 23 27 2B FF .by $ff, $23, $27, $2b, $ff ; '. .' 18 3C9A 20 24 28 2C FF .by $20, $24, $28, $2c, $ff ; ' ## .' 19 3C9F 21 25 29 FF FF .by $21, $25, $29, $ff, $ff ; '## ..' 20 3CA4 30 31 32 FF FF .by $30, $31, $32, $ff, $ff ; '## ..' 21 3CA9 dino_crouch_1 22 3CA9 FF FF FF FF FF .by $ff, $ff, $ff, $ff, $ff ; '.....' 23 3CAE FF FF FF FF FF .by $ff, $ff, $ff, $ff, $ff ; '.....' 24 3CB3 33 34 35 36 37 .by $33, $34, $35, $36, $37 ; '#### ' 25 3CB8 38 39 3A 3B 3C .by $38, $39, $3a, $3b, $3c ; '#### ' 26 3CBD dino_crouch_2 27 3CBD FF FF FF FF FF .by $ff, $ff, $ff, $ff, $ff ; '.....' 28 3CC2 FF FF FF FF FF .by $ff, $ff, $ff, $ff, $ff ; '.....' 29 3CC7 33 34 35 36 37 .by $33, $34, $35, $36, $37 ; '#### ' 30 3CCC 3D 3E 3F 3B 3C .by $3d, $3e, $3f, $3b, $3c ; '#### ' 31 3CD1 DinoShapesTableL 32 3CD1 81 .by dino_run_1 40 3CD8 3C .by >dino_run_2 41 3CD9 3C .by >dino_crouch_1 42 3CDA 3C .by >dino_crouch_2 43 3CDB 3C .by >dino_run_0 ; jump 44 3CDC 3C .by >dino_run_0 ; jump 45 ; other objects 46 3CDD ground_0 47 3CDD FF FF .by $ff, $ff ; '..' 48 3CDF FF FF .by $ff, $ff ; '..' 49 3CE1 FF FF .by $ff, $ff ; '..' 50 3CE3 52 52 .by $52, $52 ; '##' 51 3CE5 bird_0 52 3CE5 FF FF .by $ff, $ff ; '..' 53 3CE7 FF FF .by $ff, $ff ; '..' 54 3CE9 40 41 .by $40, $41 ; '##' 55 3CEB 52 52 .by $52, $52 ; '##' 56 3CED bird_1 57 3CED FF FF .by $ff, $ff ; '..' 58 3CEF 40 41 .by $40, $41 ; '##' 59 3CF1 FF FF .by $ff, $ff ; '..' 60 3CF3 52 52 .by $52, $52 ; '##' 61 3CF5 bird_2 62 3CF5 40 41 .by $40, $41 ; '##' 63 3CF7 FF FF .by $ff, $ff ; '..' 64 3CF9 FF FF .by $ff, $ff ; ''.' 65 3CFB 52 52 .by $52, $52 ; '##' 66 3CFD bird_0a 67 3CFD FF FF .by $ff, $ff ; '..' 68 3CFF FF FF .by $ff, $ff ; '..' 69 3D01 42 43 .by $42, $43 ; '##' 70 3D03 52 52 .by $52, $52 ; '##' 71 3D05 bird_1a 72 3D05 FF FF .by $ff, $ff ; '..' 73 3D07 42 43 .by $42, $43 ; '##' 74 3D09 FF FF .by $ff, $ff ; '..' 75 3D0B 52 52 .by $52, $52 ; '##' 76 3D0D bird_2a 77 3D0D 42 43 .by $42, $43 ; '##' 78 3D0F FF FF .by $ff, $ff ; '..' 79 3D11 FF FF .by $ff, $ff ; ''.' 80 3D13 52 52 .by $52, $52 ; '##' 81 3D15 cactus_0 82 3D15 FF FF .by $ff, $ff ; '..' 83 3D17 FF FF .by $ff, $ff ; '..' 84 3D19 46 47 .by $46, $47 ; '##' 85 3D1B 44 45 .by $44, $45 ; '##' 86 3D1D cactus_1 87 3D1D FF FF .by $ff, $ff ; '..' 88 3D1F FF FF .by $ff, $ff ; '..' 89 3D21 4A 4B .by $4a, $4b ; '##' 90 3D23 48 49 .by $48, $49 ; '##' 91 3D25 cactus_2 92 3D25 FF FF .by $ff, $ff ; '..' 93 3D27 50 51 .by $50, $51 ; '##' 94 3D29 4E 4F .by $4e, $4f ; '##' 95 3D2B 4C 4D .by $4c, $4d ; '##' 96 3D2D cactus_3 97 3D2D FF FF .by $ff, $ff ; '..' 98 3D2F 57 FF .by $57, $ff ; '#.' 99 3D31 56 FF .by $56, $ff ; '#.' 100 3D33 55 52 .by $55, $52 ; '##' 101 3D35 cactus_4 102 3D35 FF FF .by $ff, $ff ; '..' 103 3D37 FF FF .by $ff, $ff ; '..' 104 3D39 59 FF .by $59, $ff ; '#.' 105 3D3B 58 52 .by $58, $52 ; '##' 106 3D3D ground_1 107 3D3D FF FF .by $ff, $ff ; '..' 108 3D3F FF FF .by $ff, $ff ; '..' 109 3D41 FF FF .by $ff, $ff ; '..' 110 3D43 53 54 .by $53, $54 ; '##' 111 3D45 ground_2 112 3D45 FF FF .by $ff, $ff ; '..' 113 3D47 FF FF .by $ff, $ff ; '..' 114 3D49 FF FF .by $ff, $ff ; '..' 115 3D4B 5A 52 .by $5a, $52 ; '##' 116 117 3D4D ShapesTableL 118 3D4D DD .by ground_0 135 3D5D 3C .by >ground_0 136 3D5E 3C .by >bird_0 137 3D5F 3C .by >bird_0a 138 3D60 3C .by >bird_1 139 3D61 3D .by >bird_1a 140 3D62 3C .by >bird_2 141 3D63 3D .by >bird_2a 142 3D64 3D .by >cactus_0 143 3D65 3D .by >cactus_1 144 3D66 3D .by >cactus_2 145 3D67 3D .by >cactus_3 146 3D68 3D .by >cactus_4 147 3D69 3D .by >ground_1 148 3D6A 3D .by >ground_2 149 3D6B diff_object_gap ; min distance between obstacles by difficulty level 150 3D6B 14 13 12 11 10 0F + :DIFF_LEVELS .by 20-# 151 ;----------vars---------- 152 = 3D7B diff_level .ds 1 153 3D7C-3D83> 01 02 03 04 + DinoJumpTr .by 1,2,3,4,4,3,2,1 154 = 0008 JumpLen = 8 155 .endif ; .IF *>0 508 ;-------------------------------------------------- 509 510 02E0-02E1> 6A 38 run FirstSTART