Files
dino-game/dino.lst
T
2024-08-10 14:40:01 +02:00

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mads 2.1.7 build 3 (13 Sep 23)
Source: dino.asm
1 = 0008 SCR_HEIGHT = 8
2
3 ; No internet
4 ;---------------------------------------------------
5 OPT r+
6
7 ;---------------------------------------------------
8 ; Zpage variables
9 .zpvar temp_w .word = $80
10 .zpvar temp_b .byte
11 ;---------------------------------------------------
12 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 = $9b
724 = 0080 TEMP_W
724 = 0082 TEMP_B
13 icl 'lib/MACRO.ASM'
Source: MACRO.ASM
1 ;-------------------------------------
2 .MACRO ROLW
3 ROL :1
4 ROL :1+1
5 .ENDM
6 ;-------------------------------------
7 .MACRO ASLW
8 ASL :1
9 ROL :1+1
10 .ENDM
11 ;-------------------------------------
12 .MACRO RORW
13 ROR :1+1
14 ROR :1
15 .ENDM
16 ;-------------------------------------
17 .MACRO LSRW
18 LSR :1+1
19 ROR :1
20 .ENDM
21
22 ;-------------------------------------
23 .MACRO VMAIN
24 ; VMAIN #WORD,interrupt.vector
25 ; interrupt.vector:
26 ; 0 - VIMIRQ
27 ; 1 - TIMCNT1
28 ; 2 - TIMCNT2
29 ; 3 - TIMCNT3
30 ; 4 - TIMCNT4
31 ; 5 - TIMCNT5
32 ; 6 - VVBLKI
33 ; 7 - VVBLKD
34 ; 8 - TIMVEC1
35 ; 9 - TIMVEC2
36 ; Initialises Vertical Blank Interrupts
37 ; (works only with system interrupts ON)
38 LDY # <:1
39 LDX # >:1
40 LDA #:2
41 JSR SETVBV
42 .ENDM
43 ;-------------------------------------
44 .MACRO VDLI
45 ; VDLI #WORD
46 ; Initialises Display List Interrupts
47 LDY # <:1
48 LDX # >:1
49 LDA #$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
14 ;---------------------------------------------------
15 ; dark screean and BASIC off
16 ORG $2000
17 FFFF> 2000-2024> A9 00 + mva #0 dmactls ; dark screen
18 2005 A9 FF 8D 01 D3 mva #$ff portb
19 ; and wait one frame :)
20 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 ?
21 201F A9 FF 8D 01 D3 mva #$ff portb ; BASIC off
22 2024 60 rts
23 02E2-02E3> 00 20 ini $2000
24 ;---------------------------------------------------
25
26 org $2000
27 ;---------------------------------------------------
28 ; 4 charsets for fine scroll
29 2000 font1
30 2000-2FFF> 00 00 00 00 + ins 'artwork/dino1.fnt' ; 1 charset
31 = 2400 font2 = font1+$400
32 2400 00 00 00 00 00 00 + ins 'artwork/dino2.fnt' ; 2 charset
33 = 2800 font3 = font2+$400
34 2800 00 00 00 00 00 00 + ins 'artwork/dino3.fnt' ; 3 charset
35 = 2C00 font4 = font3+$400
36 2C00 00 00 00 00 00 00 + ins 'artwork/dino4.fnt' ; 4 charset
37 org font4+$400
38 ; screen data
39 ; SCR_HEIGHT lines 256bytes each
40 3000 screen
41 = 3000 .ds $100*SCR_HEIGHT
42 ; display list
43 3800 GameDL
44 3800-3B6A> 70 70 70 70 + :5 .byte SKIP8 ; empty lines
45
46 .rept SCR_HEIGHT, #
47 .BYTE MODE2+LMS+SCH
48 LINE:1_ADDR
49 .WORD SCREEN+$100*#
50 .endr
Source: REPT
47 3805 52 .BYTE MODE2+LMS+SCH
47 3806 LINE0_ADDR
47 3806 00 30 .WORD SCREEN+$100*#
47 3808 52 .BYTE MODE2+LMS+SCH
47 3809 LINE1_ADDR
47 3809 00 31 .WORD SCREEN+$100*#
47 380B 52 .BYTE MODE2+LMS+SCH
47 380C LINE2_ADDR
47 380C 00 32 .WORD SCREEN+$100*#
47 380E 52 .BYTE MODE2+LMS+SCH
47 380F LINE3_ADDR
47 380F 00 33 .WORD SCREEN+$100*#
47 3811 52 .BYTE MODE2+LMS+SCH
47 3812 LINE4_ADDR
47 3812 00 34 .WORD SCREEN+$100*#
47 3814 52 .BYTE MODE2+LMS+SCH
47 3815 LINE5_ADDR
47 3815 00 35 .WORD SCREEN+$100*#
47 3817 52 .BYTE MODE2+LMS+SCH
47 3818 LINE6_ADDR
47 3818 00 36 .WORD SCREEN+$100*#
47 381A 52 .BYTE MODE2+LMS+SCH
47 381B LINE7_ADDR
47 381B 00 37 .WORD SCREEN+$100*#
Source: dino.asm
51 381D 41 .byte JVB
52 381E 00 38 .word GameDL
53 ;---------------------------------------------------
54 ; World table without dino
55 3820 WorldTable
56 3820 00 00 00 00 00 00 + :64 .byte 0 ; ground
57 ;---------------------------------------------------
58 3860 FirstSTART
59 3860 20 88 39 jsr GenerateCharsets
60 3863 20 B2 39 jsr ClearWorld
61 ; test only (some object in the world)
62 3866 A9 01 lda #1 ;bird0
63 3868 8D 2A 38 sta WorldTable+10
64 386B A9 04 lda #4 ;cactus
65 386D 8D 34 38 sta WorldTable+20
66 3870 A9 84 lda #4+$80 ; cactus (second char)
67 3872 8D 35 38 sta WorldTable+21
68 ;
69 3875 20 B6 3A jsr SetGameScreen
70 3878 A2 05 ldx #5 ; position
71 387A A0 00 ldy #0 ; shape
72 387C 20 5B 3A jsr ShowDino
73 387F A2 0A ldx #10 ; position
74 3881 A0 01 ldy #1 ; shape
75 3883 20 5B 3A jsr ShowDino
76 3886 A2 0F ldx #15 ; position
77 3888 A0 02 ldy #2 ; shape
78 388A 20 5B 3A jsr ShowDino
79 388D A2 14 ldx #20 ; position
80 388F A0 03 ldy #3 ; shape
81 3891 20 5B 3A jsr ShowDino
82 3894 A2 19 ldx #25 ; position
83 3896 A0 04 ldy #4 ; shape
84 3898 20 5B 3A jsr ShowDino
85 389B A9 50 8D 20 37 mva #$50 screen+$700+32
86 38A0 EndLoop
87 38A0 20 ED 39 jsr WorldShift
88 38A3 20 D4 39 jsr WorldToScreen
89 38A6 A2 05 ldx #5 ; position
90 38A8 A0 00 ldy #0 ; shape
91 38AA 20 5B 3A jsr ShowDino
92 38AD wait ; or waitRTC ?
Macro: WAIT [Source: MACRO.ASM]
3 38AD AD 0B D4 ?ze LDA VCOUNT
4 38B0 C9 10 cmp #16 ; if line<16 then wait for line>15 (long VBI protection)
5 38B2 90 F9 bcc ?ze
6 38B4 E9 0A sbc #10 ; last lines correction
7 38B6 CD 0B D4 ?wa cmp VCOUNT
8 38B9 90 FB bcc ?wa
9 38BB CD 0B D4 ?wf cmp VCOUNT
10 38BE B0 FB bcs ?wf
Source: dino.asm
93 38C0 key
Macro: KEY [Source: MACRO.ASM]
3 38C0 48 PHA
4 38C1 AD 0F D2 ?CK1 LDA SKSTAT
5 38C4 29 04 AND #$04
6 38C6 F0 F9 BEQ ?CK1
7 38C8 AD 0F D2 ?CK LDA SKSTAT
8 38CB 29 04 AND #$04
9 38CD D0 F9 BNE ?CK
10 38CF 68 PLA
Source: dino.asm
94 38D0 A9 24 8D F4 02 mva #>font2 chbas
95 38D5 waitRTC ; or waitRTC ?
Macro: WAITRTC [Source: MACRO.ASM]
1 38D5 A5 14 lda RTCLOK+2
2 38D7 C5 14 ?wa cmp RTCLOK+2
3 38D9 F0 FC beq ?wa
Source: dino.asm
96 38DB A9 03 8D 04 D4 mva #3 hscrol
97 38E0 wait ; or waitRTC ?
Macro: WAIT [Source: MACRO.ASM]
3 38E0 AD 0B D4 ?ze LDA VCOUNT
4 38E3 C9 10 cmp #16 ; if line<16 then wait for line>15 (long VBI protection)
5 38E5 90 F9 bcc ?ze
6 38E7 E9 0A sbc #10 ; last lines correction
7 38E9 CD 0B D4 ?wa cmp VCOUNT
8 38EC 90 FB bcc ?wa
9 38EE CD 0B D4 ?wf cmp VCOUNT
10 38F1 B0 FB bcs ?wf
Source: dino.asm
98 38F3 key
Macro: KEY [Source: MACRO.ASM]
3 38F3 48 PHA
4 38F4 AD 0F D2 ?CK1 LDA SKSTAT
5 38F7 29 04 AND #$04
6 38F9 F0 F9 BEQ ?CK1
7 38FB AD 0F D2 ?CK LDA SKSTAT
8 38FE 29 04 AND #$04
9 3900 D0 F9 BNE ?CK
10 3902 68 PLA
Source: dino.asm
99 3903 A9 28 8D F4 02 mva #>font3 chbas
100 3908 waitRTC ; or waitRTC ?
Macro: WAITRTC [Source: MACRO.ASM]
1 3908 A5 14 lda RTCLOK+2
2 390A C5 14 ?wa cmp RTCLOK+2
3 390C F0 FC beq ?wa
Source: dino.asm
101 390E A9 02 8D 04 D4 mva #2 hscrol
102 3913 wait ; or waitRTC ?
Macro: WAIT [Source: MACRO.ASM]
3 3913 AD 0B D4 ?ze LDA VCOUNT
4 3916 C9 10 cmp #16 ; if line<16 then wait for line>15 (long VBI protection)
5 3918 90 F9 bcc ?ze
6 391A E9 0A sbc #10 ; last lines correction
7 391C CD 0B D4 ?wa cmp VCOUNT
8 391F 90 FB bcc ?wa
9 3921 CD 0B D4 ?wf cmp VCOUNT
10 3924 B0 FB bcs ?wf
Source: dino.asm
103 3926 key
Macro: KEY [Source: MACRO.ASM]
3 3926 48 PHA
4 3927 AD 0F D2 ?CK1 LDA SKSTAT
5 392A 29 04 AND #$04
6 392C F0 F9 BEQ ?CK1
7 392E AD 0F D2 ?CK LDA SKSTAT
8 3931 29 04 AND #$04
9 3933 D0 F9 BNE ?CK
10 3935 68 PLA
Source: dino.asm
104 3936 A9 2C 8D F4 02 mva #>font4 chbas
105 393B waitRTC ; or waitRTC ?
Macro: WAITRTC [Source: MACRO.ASM]
1 393B A5 14 lda RTCLOK+2
2 393D C5 14 ?wa cmp RTCLOK+2
3 393F F0 FC beq ?wa
Source: dino.asm
106 3941 A9 01 8D 04 D4 mva #1 hscrol
107 3946 wait ; or waitRTC ?
Macro: WAIT [Source: MACRO.ASM]
3 3946 AD 0B D4 ?ze LDA VCOUNT
4 3949 C9 10 cmp #16 ; if line<16 then wait for line>15 (long VBI protection)
5 394B 90 F9 bcc ?ze
6 394D E9 0A sbc #10 ; last lines correction
7 394F CD 0B D4 ?wa cmp VCOUNT
8 3952 90 FB bcc ?wa
9 3954 CD 0B D4 ?wf cmp VCOUNT
10 3957 B0 FB bcs ?wf
Source: dino.asm
108 3959 key
Macro: KEY [Source: MACRO.ASM]
3 3959 48 PHA
4 395A AD 0F D2 ?CK1 LDA SKSTAT
5 395D 29 04 AND #$04
6 395F F0 F9 BEQ ?CK1
7 3961 AD 0F D2 ?CK LDA SKSTAT
8 3964 29 04 AND #$04
9 3966 D0 F9 BNE ?CK
10 3968 68 PLA
Source: dino.asm
109 3969 A9 20 8D F4 02 mva #>font1 chbas
110 396E waitRTC ; or waitRTC ?
Macro: WAITRTC [Source: MACRO.ASM]
1 396E A5 14 lda RTCLOK+2
2 3970 C5 14 ?wa cmp RTCLOK+2
3 3972 F0 FC beq ?wa
Source: dino.asm
111 3974 A9 04 8D 04 D4 mva #4 hscrol
112 3979 4C A0 38 jmp EndLoop
113 397C halt
Macro: HALT [Source: MACRO.ASM]
1 397C ?stop
2 397C AD 0A D2 lda RANDOM
3 397F 29 05 and #$05
4 3981 8D 1A D0 sta COLBAK
5 3984 4C 7C 39 jmp ?stop
Source: dino.asm
114 3987 60 rts
115
116 ;-----------------------------------------------
117 ; Generation of character sets 2,3 and 4 of 1
118 ; By copying and horizontal shift dino
119 ;-----------------------------------------------
120 3988 .proc GenerateCharsets
121 ; copy charset 1 to 2,3 and 4 (but not dino chars)
122 3988 A0 00 ldy #0
123 398A CopyLoop
124 398A B9 00 20 lda font1,y
125 398D 99 00 24 sta font2,y
126 3990 99 00 28 sta font3,y
127 3993 99 00 2C sta font4,y
128 3996 B9 00 22 lda font1+$200,y
129 3999 99 00 26 sta font2+$200,y
130 399C 99 00 2A sta font3+$200,y
131 399F 99 00 2E sta font4+$200,y
132 39A2 B9 00 23 lda font1+$300,y
133 39A5 99 00 27 sta font2+$300,y
134 39A8 99 00 2B sta font3+$300,y
135 39AB 99 00 2F sta font4+$300,y
136 39AE C8 iny
137 39AF D0 D9 bne CopyLoop
138
139 39B1 60 rts
140 .endp
141 ;-----------------------------------------------
142 39B2 .proc ClearWorld
143 39B2 A0 3F ldy #63 ; world size
144 39B4 A9 00 lda #0 ; ground
145 39B6 99 20 38 @ sta WorldTable,y
146 39B9 88 dey
147 39BA 10 FA bpl @-
148 39BC 60 rts
149 .endp
150 39BD .proc ClearScreen
151 39BD A0 40 ldy #64
152 39BF A9 00 lda #0
153 39C1 ClearLoop
154 39C1 99 00 37 sta screen+$700,y
155 39C4 99 00 36 sta screen+$600,y
156 39C7 99 00 35 sta screen+$500,y
157 39CA 99 00 34 sta screen+$400,y
158 39CD 99 00 33 sta screen+$300,y
159 39D0 88 dey
160 39D1 10 EE bpl ClearLoop
161 39D3 60 rts
162 .endp
163 ;-----------------------------------------------
164 39D4 .proc WorldToScreen
165 39D4 20 BD 39 jsr ClearScreen
166 39D7 A2 00 ldx #0 ; start position
167 39D9 86 82 stx temp_b
168 39DB ToScreenLoop
169 39DB BD 20 38 lda WorldTable,x
170 39DE 30 04 bmi NothingToDraw
171 39E0 A8 tay
172 39E1 20 00 3A jsr ShowObject
173 39E4 NothingToDraw
174 39E4 E6 82 inc temp_b
175 39E6 A6 82 ldx temp_b
176 39E8 E0 40 cpx #64
177 39EA D0 EF bne ToScreenLoop
178 39EC 60 rts
179 .endp
180 ;-----------------------------------------------
181 39ED .proc WorldShift
182 39ED A0 00 ldy #0
183 39EF Shift
184 39EF B9 21 38 lda WorldTable+1,y
185 39F2 99 20 38 sta WorldTable,y
186 39F5 C8 iny
187 39F6 C0 3F cpy #63
188 39F8 D0 F5 bne Shift
189 39FA A9 00 lda #0 ;ground
190 39FC 99 20 38 sta WorldTable,y
191 ; now we can insert random object to world end
192
193 39FF 60 rts
194 .endp
195 ;-----------------------------------------------
196 ; Show Object on screen (test)
197 ; X - y position
198 ; Y - shape nr
199 ;-----------------------------------------------
200 3A00 .proc ShowObject
201 3A00 B9 61 3B lda ShapesTableL,y
202 3A03 85 80 sta temp_w
203 3A05 B9 66 3B lda ShapesTableH,y
204 3A08 85 81 sta temp_w+1
205 3A0A A0 00 ldy #0
206 3A0C ObjectLoop
207 3A0C B1 80 lda (temp_w),y
208 3A0E 30 03 bmi @+
209 3A10 9D 00 34 sta screen+$400,x
210 3A13 18 A5 80 69 02 85 + @ adw temp_w #2
211 3A1E B1 80 lda (temp_w),y
212 3A20 30 03 bmi @+
213 3A22 9D 00 35 sta screen+$500,x
214 3A25 18 A5 80 69 02 85 + @ adw temp_w #2
215 3A30 B1 80 lda (temp_w),y
216 3A32 30 03 bmi @+
217 3A34 9D 00 36 sta screen+$600,x
218 3A37 18 A5 80 69 02 85 + @ adw temp_w #2
219 3A42 B1 80 lda (temp_w),y
220 3A44 30 03 bmi @+
221 3A46 9D 00 37 sta screen+$700,x
222 3A49 38 A5 80 E9 06 85 + @ sbw temp_w #6
223 3A54 E8 inx
224 3A55 C8 iny
225 3A56 C0 02 cpy #2 ; object width
226 3A58 D0 B2 bne ObjectLoop
227 3A5A 60 rts
228 .endp
229 ;-----------------------------------------------
230 ; Show Dino on screen (test)
231 ; X - y position
232 ; Y - shape nr
233 ;-----------------------------------------------
234 3A5B .proc ShowDino
235 3A5B B9 2F 3B lda DinoShapesTableL,y
236 3A5E 85 80 sta temp_w
237 3A60 B9 34 3B lda DinoShapesTableH,y
238 3A63 85 81 sta temp_w+1
239 3A65 A0 00 ldy #0
240 3A67 DinoLoop
241 3A67 B1 80 lda (temp_w),y
242 3A69 30 03 bmi @+
243 3A6B 9D 00 34 sta screen+$400,x
244 3A6E 18 A5 80 69 05 85 + @ adw temp_w #5
245 3A79 B1 80 lda (temp_w),y
246 3A7B 30 03 bmi @+
247 3A7D 9D 00 35 sta screen+$500,x
248 3A80 18 A5 80 69 05 85 + @ adw temp_w #5
249 3A8B B1 80 lda (temp_w),y
250 3A8D 30 03 bmi @+
251 3A8F 9D 00 36 sta screen+$600,x
252 3A92 18 A5 80 69 05 85 + @ adw temp_w #5
253 3A9D B1 80 lda (temp_w),y
254 3A9F 30 03 bmi @+
255 3AA1 9D 00 37 sta screen+$700,x
256 3AA4 38 A5 80 E9 0F 85 + @ sbw temp_w #15
257 3AAF E8 inx
258 3AB0 C8 iny
259 3AB1 C0 05 cpy #5 ; dino width
260 3AB3 D0 B2 bne DinoLoop
261 3AB5 60 rts
262 .endp
263 ;-----------------------------------------------
264 ; Generation of character sets 2,3 and 4 of 1
265 ; By copying and horizontal shift dino
266 ;-----------------------------------------------
267 3AB6 .proc SetGameScreen
268 3AB6 A9 00 8D 30 02 A9 + mwa #GameDL dlptrs
269 3AC0 A9 3E lda #%00111110 ; normal screen width, DL on, P/M on
270 3AC2 8D 2F 02 sta dmactls
271 3AC5 A9 20 8D F4 02 mva #>font1 chbas
272 3ACA 60 rts
273 .endp
274 ;--------------------------------------------------
275 3ACB 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 3ACB dino_run_0 ; anly '0' jumps
7 3ACB FF 23 27 2B FF .by $ff, $23, $27, $2b, $ff ; '. .'
8 3AD0 20 24 28 2C FF .by $20, $24, $28, $2c, $ff ; ' ## .'
9 3AD5 21 25 29 FF FF .by $21, $25, $29, $ff, $ff ; '## ..'
10 3ADA 22 26 2A FF FF .by $22, $26, $2a, $ff, $ff ; '## ..'
11 3ADF dino_run_1
12 3ADF FF 23 27 2B FF .by $ff, $23, $27, $2b, $ff ; '. .'
13 3AE4 20 24 28 2C FF .by $20, $24, $28, $2c, $ff ; ' ## .'
14 3AE9 21 25 29 FF FF .by $21, $25, $29, $ff, $ff ; '## ..'
15 3AEE 2D 2E 2F FF FF .by $2d, $2e, $2f, $ff, $ff ; '## ..'
16 3AF3 dino_run_2
17 3AF3 FF 23 27 2B FF .by $ff, $23, $27, $2b, $ff ; '. .'
18 3AF8 20 24 28 2C FF .by $20, $24, $28, $2c, $ff ; ' ## .'
19 3AFD 21 25 29 FF FF .by $21, $25, $29, $ff, $ff ; '## ..'
20 3B02 30 31 32 FF FF .by $30, $31, $32, $ff, $ff ; '## ..'
21 3B07 dino_crouch_1
22 3B07 FF FF FF FF FF .by $ff, $ff, $ff, $ff, $ff ; '.....'
23 3B0C FF FF FF FF FF .by $ff, $ff, $ff, $ff, $ff ; '.....'
24 3B11 33 34 35 36 37 .by $33, $34, $35, $36, $37 ; '#### '
25 3B16 38 39 3A 3B 3C .by $38, $39, $3a, $3b, $3c ; '#### '
26 3B1B dino_crouch_2
27 3B1B FF FF FF FF FF .by $ff, $ff, $ff, $ff, $ff ; '.....'
28 3B20 FF FF FF FF FF .by $ff, $ff, $ff, $ff, $ff ; '.....'
29 3B25 33 34 35 36 37 .by $33, $34, $35, $36, $37 ; '#### '
30 3B2A 3D 3E 3F 3B 3C .by $3d, $3e, $3f, $3b, $3c ; '#### '
31 3B2F DinoShapesTableL
32 3B2F CB .by <dino_run_0
33 3B30 DF .by <dino_run_1
34 3B31 F3 .by <dino_run_2
35 3B32 07 .by <dino_crouch_1
36 3B33 1B .by <dino_crouch_2
37 3B34 DinoShapesTableH
38 3B34 3A .by >dino_run_0
39 3B35 3A .by >dino_run_1
40 3B36 3A .by >dino_run_2
41 3B37 3B .by >dino_crouch_1
42 3B38 3B .by >dino_crouch_2
43 ; other objects
44 3B39 ground_0
45 3B39 FF FF .by $ff, $ff ; '..'
46 3B3B FF FF .by $ff, $ff ; '..'
47 3B3D FF FF .by $ff, $ff ; '..'
48 3B3F 52 FF .by $52, $ff ; '#.'
49 3B41 bird_0
50 3B41 FF FF .by $ff, $ff ; '..'
51 3B43 FF FF .by $ff, $ff ; '..'
52 3B45 48 FF .by $48, $ff ; '#.'
53 3B47 52 FF .by $52, $ff ; '#.'
54 3B49 bird_1
55 3B49 FF FF .by $ff, $ff ; '..'
56 3B4B 48 FF .by $48, $ff ; '#.'
57 3B4D FF FF .by $ff, $ff ; '..'
58 3B4F 52 FF .by $52, $ff ; '#.'
59 3B51 bird_2
60 3B51 48 FF .by $48, $ff ; '#.'
61 3B53 FF FF .by $ff, $ff ; '..'
62 3B55 FF FF .by $ff, $ff ; ''.'
63 3B57 52 FF .by $52, $ff ; '#.'
64 3B59 cactus_0
65 3B59 FF FF .by $ff, $ff ; '..'
66 3B5B 54 54 .by $54, $54 ; '##'
67 3B5D 54 54 .by $54, $54 ; '##'
68 3B5F 52 52 .by $52, $52 ; '##'
69
70 3B61 ShapesTableL
71 3B61 39 .by <ground_0
72 3B62 41 .by <bird_0
73 3B63 49 .by <bird_1
74 3B64 51 .by <bird_2
75 3B65 59 .by <cactus_0
76 3B66 ShapesTableH
77 3B66 3B .by >ground_0
78 3B67 3B .by >bird_0
79 3B68 3B .by >bird_1
80 3B69 3B .by >bird_2
81 3B6A 3B .by >cactus_0
82
83 .endif ; .IF *>0
276 ;--------------------------------------------------
277
278 02E0-02E1> 60 38 run FirstSTART