8bitworkshop/test/ecs/superman.txt

1181 lines
18 KiB
Plaintext

.scope Main
.zeropage
Location_room_b0:
.res 1
.res 1
.res 1
.res 1
Sprite_plyrflags_b0:
.res 1
.res 1
.res 1
.res 1
HasXpos_xpos_b0:
.res 1
.res 1
.res 1
.res 1
HasYpos_ypos_b0:
.res 1
.res 1
.res 1
.res 1
SpriteSlot_sprite_b0:
.res 1
.res 1
Room_gfx_b0:
.res 1
.res 1
.res 1
TEMP:
Kernel2Sprite__2__tmp:
Joystick__3__tmp:
.res 1
.res 1
.res 1
.res 1
.res 1
.res 1
.res 1
.res 1
.res 1
.res 1
.res 1
.res 1
.res 1
VersatilePlayfield__10__tmp:
.res 1
.res 1
.code
KernelSection_lines_b0:
.byte 192
BGColor_bgcolor_b0:
.byte 162
Bitmap_bitmapdata_b0:
.byte <(Bitmap_bitmapdata_e1_b0+31)
.byte <(Bitmap_bitmapdata_e2_b0+31)
.byte <(Bitmap_bitmapdata_e3_b0+31)
Bitmap_bitmapdata_b8:
.byte >(Bitmap_bitmapdata_e1_b0+31)
.byte >(Bitmap_bitmapdata_e2_b0+31)
.byte >(Bitmap_bitmapdata_e3_b0+31)
Bitmap_bitmapdata_e1_b0:
.byte 0
Bitmap_height_b0:
.byte 0
.byte 17
.byte 27
Colormap_colormapdata_b0:
.byte <(Colormap_colormapdata_e1_b0+31)
.byte <(Colormap_colormapdata_e2_b0+31)
.byte <(Colormap_colormapdata_e3_b0+31)
Colormap_colormapdata_b8:
.byte >(Colormap_colormapdata_e1_b0+31)
.byte >(Colormap_colormapdata_e2_b0+31)
.byte >(Colormap_colormapdata_e3_b0+31)
Colormap_colormapdata_e1_b0:
.byte 0
Bitmap_bitmapdata_e2_b0:
.byte 128
.byte 192
.byte 192
.byte 224
.byte 224
.byte 112
.byte 116
.byte 62
.byte 61
.byte 28
.byte 28
.byte 12
.byte 22
.byte 39
.byte 70
.byte 134
.byte 6
.byte 3
Colormap_colormapdata_e2_b0:
.byte 70
.byte 70
.byte 134
.byte 134
.byte 134
.byte 136
.byte 134
.byte 134
.byte 134
.byte 134
.byte 136
.byte 70
.byte 72
.byte 72
.byte 72
.byte 72
.byte 84
.byte 82
Bitmap_bitmapdata_e3_b0:
.byte 14
.byte 14
.byte 12
.byte 12
.byte 12
.byte 12
.byte 12
.byte 12
.byte 14
.byte 30
.byte 31
.byte 63
.byte 63
.byte 63
.byte 62
.byte 62
.byte 44
.byte 46
.byte 46
.byte 47
.byte 46
.byte 46
.byte 38
.byte 32
.byte 40
.byte 48
.byte 96
.byte 128
Colormap_colormapdata_e3_b0:
.byte 4
.byte 4
.byte 198
.byte 198
.byte 198
.byte 200
.byte 200
.byte 200
.byte 38
.byte 40
.byte 40
.byte 40
.byte 40
.byte 40
.byte 42
.byte 42
.byte 70
.byte 72
.byte 72
.byte 72
.byte 72
.byte 72
.byte 70
.byte 4
.byte 4
.byte 4
.byte 4
.byte 4
Room_fgcolor_b0:
.byte 0
.byte 12
.byte 12
Room_bgcolor_b0:
.byte 0
.byte 18
.byte 18
Room_north_b0:
.byte 0
.byte 1
.byte 1
Room_east_b0:
.byte 0
.byte 2
.byte 1
Room_south_b0:
.byte 0
.byte 1
.byte 1
Room_west_b0:
.byte 0
.byte 2
.byte 1
VersatilePlayfield_data_b0:
.byte <(VersatilePlayfield_data_e4_b0+-1)
.byte <(VersatilePlayfield_data_e5_b0+-1)
.byte <(VersatilePlayfield_data_e6_b0+-1)
VersatilePlayfield_data_b8:
.byte >(VersatilePlayfield_data_e4_b0+-1)
.byte >(VersatilePlayfield_data_e5_b0+-1)
.byte >(VersatilePlayfield_data_e6_b0+-1)
VersatilePlayfield_data_e4_b0:
.byte 0
VersatilePlayfield_data_e5_b0:
.byte 0
.byte 63
.byte 0
.byte 63
.byte 0
.byte 63
.byte 0
.byte 63
.byte 0
.byte 63
.byte 0
.byte 63
.byte 0
.byte 63
.byte 0
.byte 63
.byte 255
.byte 14
.byte 85
.byte 14
.byte 24
.byte 9
.byte 0
.byte 63
.byte 0
.byte 63
.byte 0
.byte 63
.byte 0
.byte 63
.byte 6
.byte 8
.byte 0
.byte 63
.byte 255
.byte 15
.byte 247
.byte 15
.byte 128
.byte 15
.byte 0
.byte 63
.byte 193
.byte 15
.byte 227
.byte 15
.byte 0
.byte 63
.byte 247
.byte 15
.byte 200
.byte 9
.byte 0
.byte 10
.byte 255
.byte 15
.byte 255
.byte 14
.byte 240
.byte 13
.byte 0
.byte 63
.byte 0
.byte 63
.byte 0
.byte 63
.byte 0
.byte 63
.byte 56
.byte 9
.byte 0
.byte 63
.byte 0
.byte 63
.byte 247
.byte 15
.byte 0
.byte 63
.byte 0
.byte 63
.byte 0
.byte 63
.byte 0
.byte 63
.byte 246
.byte 15
.byte 0
.byte 63
.byte 70
.byte 9
.byte 240
.byte 15
.byte 0
.byte 63
.byte 176
.byte 15
.byte 127
.byte 14
.byte 0
.byte 63
.byte 0
.byte 63
.byte 107
.byte 14
.byte 0
.byte 63
.byte 0
.byte 63
.byte 68
.byte 9
.byte 240
.byte 15
.byte 0
.byte 63
.byte 176
.byte 15
.byte 127
.byte 14
.byte 0
.byte 63
.byte 0
.byte 63
.byte 107
.byte 14
.byte 240
.byte 15
.byte 80
.byte 9
.byte 176
.byte 15
.byte 127
.byte 14
.byte 0
.byte 63
.byte 0
.byte 63
.byte 107
.byte 14
.byte 240
.byte 15
.byte 112
.byte 15
.byte 48
.byte 15
.byte 16
.byte 15
.byte 144
.byte 15
.byte 96
.byte 13
.byte 127
.byte 14
.byte 96
.byte 9
.byte 0
.byte 63
.byte 208
.byte 15
.byte 144
.byte 15
.byte 16
.byte 15
.byte 48
.byte 15
.byte 112
.byte 15
.byte 0
.byte 63
.byte 0
.byte 63
.byte 240
.byte 15
.byte 224
.byte 15
.byte 120
.byte 14
.byte 192
.byte 15
.byte 0
.byte 63
.byte 0
.byte 63
.byte 0
.byte 63
.byte 0
.byte 63
.byte 8
.byte 8
.byte 1
.byte 10
.byte 192
.byte 9
VersatilePlayfield_data_e6_b0:
.byte 63
.byte 63
.byte 63
.byte 63
.byte 63
.byte 63
.byte 63
.byte 63
.byte 63
.byte 63
.byte 63
.byte 63
.byte 63
.byte 63
.byte 63
.byte 63
.byte 6
.byte 9
.byte 24
.byte 9
.byte 0
.byte 63
.byte 85
.byte 15
.byte 170
.byte 14
.byte 80
.byte 13
.byte 6
.byte 9
.byte 6
.byte 8
.byte 8
.byte 8
.byte 255
.byte 14
.byte 247
.byte 14
.byte 128
.byte 14
.byte 0
.byte 63
.byte 193
.byte 14
.byte 227
.byte 14
.byte 0
.byte 63
.byte 247
.byte 14
.byte 200
.byte 9
.byte 0
.byte 10
.byte 255
.byte 15
.byte 255
.byte 14
.byte 240
.byte 13
.byte 0
.byte 63
.byte 0
.byte 63
.byte 0
.byte 63
.byte 0
.byte 63
.byte 56
.byte 9
.byte 0
.byte 63
.byte 0
.byte 63
.byte 247
.byte 15
.byte 0
.byte 63
.byte 0
.byte 63
.byte 0
.byte 63
.byte 0
.byte 63
.byte 246
.byte 15
.byte 0
.byte 63
.byte 70
.byte 9
.byte 240
.byte 15
.byte 0
.byte 63
.byte 176
.byte 15
.byte 127
.byte 14
.byte 0
.byte 63
.byte 0
.byte 63
.byte 107
.byte 14
.byte 0
.byte 63
.byte 0
.byte 63
.byte 68
.byte 9
.byte 240
.byte 15
.byte 0
.byte 63
.byte 176
.byte 15
.byte 127
.byte 14
.byte 0
.byte 63
.byte 0
.byte 63
.byte 107
.byte 14
.byte 240
.byte 15
.byte 80
.byte 9
.byte 176
.byte 15
.byte 127
.byte 14
.byte 0
.byte 63
.byte 0
.byte 63
.byte 107
.byte 14
.byte 240
.byte 15
.byte 112
.byte 15
.byte 48
.byte 15
.byte 16
.byte 15
.byte 144
.byte 15
.byte 96
.byte 13
.byte 127
.byte 14
.byte 96
.byte 9
.byte 0
.byte 63
.byte 208
.byte 15
.byte 144
.byte 15
.byte 16
.byte 15
.byte 48
.byte 15
.byte 112
.byte 15
.byte 0
.byte 63
.byte 0
.byte 63
.byte 240
.byte 15
.byte 224
.byte 15
.byte 120
.byte 14
.byte 192
.byte 15
.byte 0
.byte 63
.byte 0
.byte 63
.byte 0
.byte 63
.byte 0
.byte 63
.byte 168
.byte 8
.byte 1
.byte 10
.byte 112
.byte 9
HasBitmap_bitmap_b0:
.byte 1
.byte 2
.byte 2
.byte 2
HasColormap_colormap_b0:
.byte 1
.byte 2
.byte 2
.byte 2
Moving_speed_b0:
.byte 2
.byte 1
.byte 1
.byte 1
Main__INITDATA:
.byte 2
.byte 2
.byte 2
.byte 1
.byte 5
.byte 0
.byte 0
.byte 0
.byte 40
.byte 100
.byte 100
.byte 50
.byte 30
.byte 30
.byte 60
.byte 90
.byte 0
.byte 0
.byte 0
.byte 0
.byte 0
__Start:
;;; start action Init 11 main_init
.include "vcs-ca65.h"
.macpack longbranch
.define PAL 0
__NMI:
__Reset:
__BRK:
CLEAN_START
ldy #21
: lda Main__INITDATA-1,y
sta Location_room_b0-1,y
dey
bne :-
;;; start action FrameLoop 1 start
FrameLoop__start__2__NextFrame:
FRAME_START
;;; start action Kernel2Sprite 2 preframe
.define KLINES #192
.define KPAD 32
; set height to zero in case no sprites
lda #0
sta Kernel2Sprite__2__tmp+8
sta Kernel2Sprite__2__tmp+9
; set temp value so we don't read bitmap from h/w registers
lda #$F0
sta Kernel2Sprite__2__tmp+2
sta Kernel2Sprite__2__tmp+3
sta Kernel2Sprite__2__tmp+6
sta Kernel2Sprite__2__tmp+7
;;; end action Kernel2Sprite 2 preframe
;;; start action Kernel2Sprite 2 preframe
ldy #0
Kernel2Sprite__preframe__4____each:
ldx SpriteSlot_sprite_b0,y
; flags set according to sprite slot value
; skip sprite if negative
jmi Kernel2Sprite__preframe__4__nosprite
; set player object flags
lda Sprite_plyrflags_b0,x
sta NUSIZ0,y
sta REFP0,y
; calculate screen height - ypos
lda KLINES+KPAD
sec
sbc HasYpos_ypos_b0,x
sta Kernel2Sprite__2__tmp+11
; calculate bitmap pointer
stx Kernel2Sprite__2__tmp+12 ; save X (Sprite index)
lda HasBitmap_bitmap_b0,x ; deref bitmap
tax
lda Bitmap_bitmapdata_b0,x
sec
sbc Kernel2Sprite__2__tmp+11
sta Kernel2Sprite__2__tmp+0,y ; Y = sprite slot index
lda Bitmap_bitmapdata_b8,x
sbc #0
sta Kernel2Sprite__2__tmp+2,y
; get bitmap height
lda Bitmap_height_b0,x
sta Kernel2Sprite__2__tmp+8,y
; calculate colormap pointer
ldx Kernel2Sprite__2__tmp+12 ; restore X
lda HasColormap_colormap_b0,x ; deref colormap
tax
lda Colormap_colormapdata_b0,x
sec
sbc Kernel2Sprite__2__tmp+11
sta Kernel2Sprite__2__tmp+4,y
lda Colormap_colormapdata_b8,x
sbc #0
sta Kernel2Sprite__2__tmp+6,y
; save ypos
ldx Kernel2Sprite__2__tmp+12 ; restore X
lda HasYpos_ypos_b0,x
sta Kernel2Sprite__2__tmp+10,y
Kernel2Sprite__preframe__4__nosprite:
iny
cpy #2
jne Kernel2Sprite__preframe__4____each
Kernel2Sprite__preframe__4____exit:
;;; end action Kernel2Sprite 2 preframe
;;; start action Kernel2Sprite 2 preframe
; shuffle pointers into (MSB, LSB) byte order
; L0 L1 H0 H1 -> L0 H0 L1 H1
lda Kernel2Sprite__2__tmp+1
ldy Kernel2Sprite__2__tmp+2
sty Kernel2Sprite__2__tmp+1
sta Kernel2Sprite__2__tmp+2
lda Kernel2Sprite__2__tmp+5
ldy Kernel2Sprite__2__tmp+6
sty Kernel2Sprite__2__tmp+5
sta Kernel2Sprite__2__tmp+6
;;; end action Kernel2Sprite 2 preframe
;;; start action Kernel2Sprite 2 preframe
lda #162
sta COLUBK
;;; end action Kernel2Sprite 2 preframe
;;; start action Kernel2Sprite 2 preframe
;;; end action Kernel2Sprite 2 preframe
;;; start action SetXPos 8 preframe
sta HMCLR
;;; end action SetXPos 8 preframe
;;; start action SetXPos 8 preframe
ldy #0
SetXPos__preframe__9____each:
ldx SpriteSlot_sprite_b0,y
lda HasXpos_xpos_b0,x
;;; start action SetHorizPos 9 SetHorizPos
; SetHorizPos routine
; A = X coordinate
; Y = player number (0 or 1)
sta WSYNC ; start a new line
sec ; set carry flag
nop
SetHorizPos__SetHorizPos__10__DivideLoop:
sbc #15 ; subtract 15
bcs SetHorizPos__SetHorizPos__10__DivideLoop ; branch until negative
eor #7 ; calculate fine offset
asl
asl
asl
asl
sta RESP0,y ; fix coarse position
sta HMP0,y ; set fine offset
;;; end action SetHorizPos 9 SetHorizPos
iny
cpy #2
jne SetXPos__preframe__9____each
SetXPos__preframe__9____exit:
;;; end action SetXPos 8 preframe
;;; start action SetXPos 8 preframe
;;; end action SetXPos 8 preframe
;;; start action SetXPos 8 preframe
sta WSYNC
sta HMOVE
;;; end action SetXPos 8 preframe
;;; start action VersatilePlayfield 10 preframe
ldx Location_room_b0+0
lda VersatilePlayfield_data_b0,x
sta VersatilePlayfield__10__tmp+0
lda VersatilePlayfield_data_b8,x
sta VersatilePlayfield__10__tmp+1
;;; end action VersatilePlayfield 10 preframe
KERNEL_START
;;; start action Kernel2Sprite 2 kernel
ldy #0
sty VDELP0
iny
sta VDELP1
;;; end action Kernel2Sprite 2 kernel
;;; start action Kernel2Sprite 2 kernel
ldy #192
Kernel2Sprite__kernel__15__LVScan:
;;; start action Kernel2Sprite 2 scanline
; draw player 0
lda Kernel2Sprite__2__tmp+8 ; height
dcp Kernel2Sprite__2__tmp+10 ; ypos
bcs Kernel2Sprite__scanline__16__DoDraw1
lda #0
.byte $2C
Kernel2Sprite__scanline__16__DoDraw1:
lda (Kernel2Sprite__2__tmp+0),y
.if 0 = 0
sta WSYNC
.endif
sta GRP0
lda (Kernel2Sprite__2__tmp+4),y
sta COLUP0
; draw player 1
lda Kernel2Sprite__2__tmp+9 ; height
dcp Kernel2Sprite__2__tmp+11 ; ypos
bcs Kernel2Sprite__scanline__16__DoDraw2
lda #0
.byte $2C
Kernel2Sprite__scanline__16__DoDraw2:
lda (Kernel2Sprite__2__tmp+2),y
sta GRP1
lda (Kernel2Sprite__2__tmp+6),y
sta COLUP1
;;; end action Kernel2Sprite 2 scanline
;;; start action Kernel2Sprite 2 scanline
;;; end action Kernel2Sprite 2 scanline
;;; start action VersatilePlayfield 10 scanline
.if 0 = 0
lda (VersatilePlayfield__10__tmp+0),y
tax
.endif
;;; end action VersatilePlayfield 10 scanline
;;; start action VersatilePlayfield 10 scanline
.if 0 = 1
lda (VersatilePlayfield__10__tmp+0),y
sta $00,x
.endif
;;; end action VersatilePlayfield 10 scanline
dey ; next scanline
;;; start action Kernel2Sprite 2 scanline
; draw player 0
lda Kernel2Sprite__2__tmp+8 ; height
dcp Kernel2Sprite__2__tmp+10 ; ypos
bcs Kernel2Sprite__scanline__20__DoDraw1
lda #0
.byte $2C
Kernel2Sprite__scanline__20__DoDraw1:
lda (Kernel2Sprite__2__tmp+0),y
.if 1 = 0
sta WSYNC
.endif
sta GRP0
lda (Kernel2Sprite__2__tmp+4),y
sta COLUP0
; draw player 1
lda Kernel2Sprite__2__tmp+9 ; height
dcp Kernel2Sprite__2__tmp+11 ; ypos
bcs Kernel2Sprite__scanline__20__DoDraw2
lda #0
.byte $2C
Kernel2Sprite__scanline__20__DoDraw2:
lda (Kernel2Sprite__2__tmp+2),y
sta GRP1
lda (Kernel2Sprite__2__tmp+6),y
sta COLUP1
;;; end action Kernel2Sprite 2 scanline
;;; start action Kernel2Sprite 2 scanline
;;; end action Kernel2Sprite 2 scanline
;;; start action VersatilePlayfield 10 scanline
.if 1 = 0
lda (VersatilePlayfield__10__tmp+0),y
tax
.endif
;;; end action VersatilePlayfield 10 scanline
;;; start action VersatilePlayfield 10 scanline
.if 1 = 1
lda (VersatilePlayfield__10__tmp+0),y
sta $00,x
.endif
;;; end action VersatilePlayfield 10 scanline
dey ; next scanline
bne Kernel2Sprite__kernel__15__LVScan ; repeat until out of lines
;;; end action Kernel2Sprite 2 kernel
;;; start action Kernel2Sprite 2 kernel
lda #0
sta GRP0
sta GRP1
sta GRP0
sta GRP1
;;; end action Kernel2Sprite 2 kernel
KERNEL_END
;;; start action Joystick 3 postframe
; 2 control inputs share a single byte, 4 bits each
lda SWCHA
sta Joystick__3__tmp+0
;;; end action Joystick 3 postframe
;;; start action Joystick 3 postframe
asl Joystick__3__tmp+0
bcs Joystick__postframe__26__SkipMoveRight
;;; start action JoyFaceDirection 4 joyright
lda Sprite_plyrflags_b0
and #$f7
sta Sprite_plyrflags_b0
;;; end action JoyFaceDirection 4 joyright
;;; start action SuperFly 5 joyright
lda HasXpos_xpos_b0
clc
adc #2
cmp #142
jcc SuperFly__joyright__28__nomove
;;; start action SuperFly 5 goeast
ldy Location_room_b0
lda Room_east_b0,y
sta Location_room_b0
;;; end action SuperFly 5 goeast
lda #2
SuperFly__joyright__28__nomove:
sta HasXpos_xpos_b0
;;; end action SuperFly 5 joyright
Joystick__postframe__26__SkipMoveRight:
asl Joystick__3__tmp+0
bcs Joystick__postframe__26__SkipMoveLeft
;;; start action JoyFaceDirection 4 joyleft
lda Sprite_plyrflags_b0
ora #$08
sta Sprite_plyrflags_b0
;;; end action JoyFaceDirection 4 joyleft
;;; start action SuperFly 5 joyleft
lda HasXpos_xpos_b0
sec
sbc #2
jcs SuperFly__joyleft__31__nomove
;;; start action SuperFly 5 gowest
ldy Location_room_b0
lda Room_west_b0,y
sta Location_room_b0
;;; end action SuperFly 5 gowest
lda #142
SuperFly__joyleft__31__nomove:
sta HasXpos_xpos_b0
;;; end action SuperFly 5 joyleft
Joystick__postframe__26__SkipMoveLeft:
asl Joystick__3__tmp+0
bcs Joystick__postframe__26__SkipMoveDown
;;; start action SuperFly 5 joydown
lda HasYpos_ypos_b0
clc
adc #2
cmp #220
jcc SuperFly__joydown__33__nomove
;;; start action SuperFly 5 gosouth
ldy Location_room_b0
lda Room_south_b0,y
sta Location_room_b0
;;; end action SuperFly 5 gosouth
lda #2
SuperFly__joydown__33__nomove:
sta HasYpos_ypos_b0
;;; end action SuperFly 5 joydown
Joystick__postframe__26__SkipMoveDown:
asl Joystick__3__tmp+0
bcs Joystick__postframe__26__SkipMoveUp
;;; start action SuperFly 5 joyup
lda HasYpos_ypos_b0
sec
sbc #2
jcs SuperFly__joyup__35__nomove
;;; start action SuperFly 5 gonorth
ldy Location_room_b0
lda Room_north_b0,y
sta Location_room_b0
;;; end action SuperFly 5 gonorth
lda #200
SuperFly__joyup__35__nomove:
sta HasYpos_ypos_b0
;;; end action SuperFly 5 joyup
Joystick__postframe__26__SkipMoveUp:
;;; end action Joystick 3 postframe
;;; start action BadMove 6 postframe
ldx #0
BadMove__postframe__37____each:
;;; start action JoyFaceDirection 4 joyright
lda Sprite_plyrflags_b0+1,x
and #$f7
sta Sprite_plyrflags_b0+1,x
;;; end action JoyFaceDirection 4 joyright
;;; start action SuperFly 5 joyright
lda HasXpos_xpos_b0+1,x
clc
adc #1
cmp #142
jcc SuperFly__joyright__39__nomove
;;; start action SuperFly 5 goeast
ldy Location_room_b0+1,x
lda Room_east_b0,y
sta Location_room_b0+1,x
;;; end action SuperFly 5 goeast
lda #2
SuperFly__joyright__39__nomove:
sta HasXpos_xpos_b0+1,x
;;; end action SuperFly 5 joyright
inx
cpx #3
jne BadMove__postframe__37____each
BadMove__postframe__37____exit:
;;; end action BadMove 6 postframe
;;; start action RoomShuffle 7 postframe
ldy 4
ldx SpriteSlot_sprite_b0+1
bmi RoomShuffle__postframe__41__empty ; empty slot, load 1st entry
RoomShuffle__postframe__41__loop:
inx
cpx 4
bcc RoomShuffle__postframe__41__norecycle
; TODO: need to get index of specific entity
RoomShuffle__postframe__41__empty:
ldx #1 ; skip null sprite and super dude?
RoomShuffle__postframe__41__norecycle:
lda Location_room_b0,x
cmp Location_room_b0
beq RoomShuffle__postframe__41__exit
dey
bne RoomShuffle__postframe__41__loop
ldx #$ff
RoomShuffle__postframe__41__exit:
stx SpriteSlot_sprite_b0+1
;;; end action RoomShuffle 7 postframe
;;; start action VersatilePlayfield 10 postframe
lda #0
sta PF0
sta PF1
sta PF2
;;; end action VersatilePlayfield 10 postframe
FRAME_END
jmp FrameLoop__start__2__NextFrame ; loop to next frame
;;; end action FrameLoop 1 start
; start main routine
.segment "VECTORS"
Return: .word $6060
VecNMI:
VecReset: .word Main::__Reset
VecBRK: .word Main::__BRK
;;; end action Init 11 main_init
.endscope
Main__Start = Main::__Start