Files
dino-game/dino.lst
T
2024-08-11 17:13:36 +02:00

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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
33 3CD2 95 .by <dino_run_2
34 3CD3 A9 .by <dino_crouch_1
35 3CD4 BD .by <dino_crouch_2
36 3CD5 6D .by <dino_run_0 ; jump
37 3CD6 6D .by <dino_run_0 ; jump
38 3CD7 DinoShapesTableH
39 3CD7 3C .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
119 3D4E DD .by <ground_0
120 3D4F E5 .by <bird_0
121 3D50 FD .by <bird_0a
122 3D51 ED .by <bird_1
123 3D52 05 .by <bird_1a
124 3D53 F5 .by <bird_2
125 3D54 0D .by <bird_2a
126 3D55 15 .by <cactus_0
127 3D56 1D .by <cactus_1
128 3D57 25 .by <cactus_2
129 3D58 2D .by <cactus_3
130 3D59 35 .by <cactus_4
131 3D5A 3D .by <ground_1
132 3D5B 45 .by <ground_2
133 3D5C ShapesTableH
134 3D5C 3C .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