This commit is contained in:
Antoine Vignau 2024-07-23 19:29:27 +02:00
parent dc3e02e975
commit fe98ef50e8
54 changed files with 22339 additions and 22093 deletions

View File

@ -231,67 +231,75 @@ tblHGRL HEX 00000000000000008080808080808080
*-----------------------------------
* STRUCTURE OF SPRITE INFORMATION
* (SO MANY EXPLOSIONS)
*-----------------------------------
* +0: width in bytes
* +1: height in lines
* +2: pointer to sprite data
L6500 DB $05 ; width in bytes
L6501 DB $0E ; height in lines
L6502 DA L6600 ; pointer to sprite data
DB $05
spr2STRUCTURE
DB $05 ; Sprite 0: Enemy explosion #1
DB $0E
DA L6600
DB $05 ; Sprite 1: Enemy explosion #2
DB $0E
DA L6646
DB $07
DB $07 ; Sprite 2: Bomb explosion #1
DB $10
DA L668C
DB $07
DB $07 ; Sprite 3: Bomb explosion #2
DB $10
DA L6700
DB $07
DB $07 ; Sprite 4: Bomb explosion #3
DB $10
DA L6770
DB $07
DB $07 ; Sprite 5: Bomb explosion #4
DB $10
DA L6800
DB $07
DB $07 ; Sprite 6: Car explosion #1
DB $10
DA L6870
DB $07
DB $07 ; Sprite 7: Car explosion #2
DB $10
DA L6900
DB $07
DB $07 ; Sprite 8: Car explosion #3
DB $10
DA L6970
DB $03
DB $03 ; Sprite 9: Enemy 3 bomb
DB $08
DA L69E0
DB $03
DB $03 ; Sprite 10: Enemy 1 bomb
DB $08
DA L6A00
DB $03
DB $03 ; Sprite 11: Horizontal bar
DB $02
DA L6A18
DB $07
DB $07 ; Sprite 12: Rainbow explosion #1
DB $0A
DA L6A1E
DB $07
DB $07 ; Sprite 13: Rainbow explosion #2
DB $0A
DA L6A64
DB $03
DB $03 ; Sprite 14: Small explosion
DB $07
DA L6AAA
DB $03
DB $03 ; Sprite 15: Score 100
DB $07
DA L6ABF
DB $03
DB $03 ; Sprite 16: Score 500
DB $07
DA L6AD4
DB $03
DB $03 ; Sprite 17: Score 800
DB $07
DA L6AE9
DB $04
DB $04 ; Sprite 18: Score 1000
DB $07
DA L6B00
DS \
*
* Sprite 0: Enemy explosion #1
*
L6600 HEX 8088808080
HEX 8088C08080
HEX 9088948080
@ -306,6 +314,9 @@ L6600 HEX 8088808080
HEX 8488858080
HEX 8088848080
HEX 8080848080
*
* Sprite 1: Enemy explosion #2
*
L6646 HEX 8082808080
HEX 80A2848080
HEX 80AA848080
@ -320,6 +331,9 @@ L6646 HEX 8082808080
HEX 8088818080
HEX 8088808080
HEX 8080808080
*
* Sprite 2: Bomb explosion #1
*
L668C HEX 80D4AADD8A8080
HEX 80F0EAF5828080
HEX 80C0AED7808080
@ -337,6 +351,9 @@ L668C HEX 80D4AADD8A8080
HEX 80E0EFFD808080
HEX 80C0FB9F808080
HEX FFFFF0F0
*
* Sprite 3: Bomb explosion #2
*
L6700 HEX 80D4AADD8A8080
HEX 80F0EAF5828080
HEX 80C0AEF7808080
@ -353,6 +370,9 @@ L6700 HEX 80D4AADD8A8080
HEX 80DCEBDD8F8080
HEX 80DCEFFD8E8080
HEX 80F0FBDF828080
*
* Sprite 4: Bomb explosion #3
*
L6770 HEX 80808080808080
HEX 80808080808080
HEX 80808080808080
@ -370,6 +390,9 @@ L6770 HEX 80808080808080
HEX 8098CFBF808080
HEX 80809A9F808080
HEX 8080808080808480808E80808E80809B80809F80808E8080FFFFF0F0FFFFF0F0
*
* Sprite 5: Bomb explosion #4
*
L6800 HEX 80808080808080
HEX 80808080808080
HEX 80808080808080
@ -386,6 +409,9 @@ L6800 HEX 80808080808080
HEX 80808D88808080
HEX 80808081808080
HEX 8080808A808080
*
* Sprite 6: Car explosion #1
*
L6870 HEX 80C0ABD7808080
HEX 80F5EFDF8F8080
HEX C0F7EFDFAF8080
@ -403,6 +429,9 @@ L6870 HEX 80C0ABD7808080
HEX 80D4ABD78E8080
HEX 80C0AAD5808080
HEX 8080808080808480808E80808E80809B80809F80808E8080FFFFF0F0FFFFF0F0
*
* Sprite 7: Car explosion #2
*
L6900 HEX 80808080808080
HEX 80D0AAD5828080
HEX 80D5AAD5AA8080
@ -419,6 +448,9 @@ L6900 HEX 80808080808080
HEX 80808080808080
HEX 80808080808080
HEX 80808080808080
*
* Sprite 8: Car explosion #3 (used?)
*
L6970 HEX 80808080808080
HEX 80808080808080
HEX 80808080808080
@ -435,6 +467,9 @@ L6970 HEX 80808080808080
HEX 80808080808080
HEX 80808080808080
HEX 80808080808080
*
* Sprite 9: Vertical explosion
*
L69E0 HEX 808080
HEX 808080
HEX 848080
@ -444,6 +479,9 @@ L69E0 HEX 808080
HEX 9F8080
HEX 8E8080
HEX FFFFF0F0FFFFF0F0
*
* Sprite 10: Enemy bomb
*
L6A00 HEX 808080
HEX 848080
HEX 848080
@ -452,8 +490,14 @@ L6A00 HEX 808080
HEX 848080
HEX 808080
HEX 808080
*
* Sprite 11: Horizontal bar
*
L6A18 HEX FC8380
HEX FC8380
*
* Sprite 12: Rainbow explosion #1 (used?)
*
L6A1E HEX F8828080F48180
HEX E8838080BC8180
HEX E88B8080BD8180
@ -464,6 +508,9 @@ L6A1E HEX F8828080F48180
HEX 80D4FFDF828080
HEX 80D0AAD5808080
HEX 80C0AA95808080
*
* Sprite 13: Rainbow explosion #2 (used?)
*
L6A64 HEX D8858080DA8180
HEX C8858080D28380
HEX F89680C0F68180
@ -474,6 +521,9 @@ L6A64 HEX D8858080DA8180
HEX 98FCDDFBF28080
HEX 80FCFEF5818080
HEX 8098B8E0818080
*
* Sprite 14: Small explosion
*
L6AAA HEX A08080
HEX 888180
HEX A08080
@ -481,6 +531,9 @@ L6AAA HEX A08080
HEX A08080
HEX 888180
HEX A08080
*
* Sprite 15: Score 100
*
L6ABF HEX F48E80
HEX D48A80
HEX D48A80
@ -488,6 +541,9 @@ L6ABF HEX F48E80
HEX D48A80
HEX D48A80
HEX F48E80
*
* Sprite 16: Score 500
*
L6AD4 HEX DCBB80
HEX D0AA80
HEX D0AA80
@ -495,6 +551,9 @@ L6AD4 HEX DCBB80
HEX C4AA80
HEX C4AA80
HEX DCBB80
*
* Sprite 17: Score 800
*
L6AE9 HEX DCBB80
HEX D4AA80
HEX D4AA80
@ -503,6 +562,9 @@ L6AE9 HEX DCBB80
HEX D4AA80
HEX DCBB80
HEX F0F0
*
* Sprite 18: Score 1000
*
L6B00 HEX F4EE8180
HEX D4AA8180
HEX D4AA8180
@ -550,87 +612,87 @@ sprSTRUCTURE
DB $03
DA L6E8A
HEX FFFFF0F0FFFFF0F0FFFFF0F0
DB $05 ; Sprite 4:
DB $05 ; Sprite 4: horizontal explosion #1
DB $0E
DA L6E90
HEX FFFFF0F0FFFFF0F0FFFFF0F0
DB $05 ; Sprite 5:
DB $05 ; Sprite 5: horizontal explosion #2
DB $0E
DA L6F00
HEX FFFFF0F0FFFFF0F0FFFFF0F0
DB $05 ; Sprite 6:
DB $05 ; Sprite 6: horizontal explosion #3
DB $0E
DA L6F46
HEX FFFFF0F0FFFFF0F0FFFFF0F0
DB $05 ; Sprite 7:
DB $05 ; Sprite 7: horizontal explosion #4
DB $0E
DA L6F8C
HEX FFFFF0F0FFFFF0F0FFFFF0F0
DB $05 ; Sprite 8:
DB $05 ; Sprite 8: enemy 1 #1
DB $0E
DA L7000
HEX FFFFF0F0FFFFF0F0FFFFF0F0
DB $05 ; Sprite 9:
DB $05 ; Sprite 9: enemy 1 #2
DB $0E
DA L7046
HEX FFFFF0F0FFFFF0F0FFFFF0F0
DB $05 ; Sprite 10:
DB $05 ; Sprite 10: enemy 1 #3
DB $0E
DA L708C
HEX FFFFF0F0FFFFF0F0FFFFF0F0
DB $05 ; Sprite 11:
DB $05 ; Sprite 11: enemy 1 #4
DB $0E
DA L7100
HEX FFFFF0F0FFFFF0F0FFFFF0F0
DB $05 ; Sprite 12:
DB $05 ; Sprite 12: enemy 2
DB $0A
DA L7146
HEX FFFFF0F0FFFFF0F0FFFFF0F0
DB $05 ; Sprite 13:
DB $05 ; Sprite 13: enemy 3
DB $09
DA L7178
HEX FFFFF0F0FFFFF0F0FFFFF0F0
DB $04 ; Sprite 14:
DB $04 ; Sprite 14: small rock
DB $0C
DA L71A5
HEX FFFFF0F0FFFFF0F0FFFFF0F0
DB $05 ; Sprite 15:
DB $05 ; Sprite 15: big rock
DB $0F
DA L7200
HEX FFFFF0F0FFFFF0F0FFFFF0F0
DB $07 ; Sprite 16:
DB $07 ; Sprite 16: tank
DB $0E
DA L724B
HEX FFFFF0F0FFFFF0F0FFFFF0F0
DB $04 ; Sprite 17:
DB $04 ; Sprite 17: mine #1
DB $04
DA L72AD
HEX FFFFF0F0FFFFF0F0FFFFF0F0
DB $04 ; Sprite 18:
DB $04 ; Sprite 18: mine #2
DB $04
DA L72BD
HEX FFFFF0F0FFFFF0F0FFFFF0F0
DB $06 ; Sprite 19:
DB $06 ; Sprite 19: small hole
DB $08
DA L72CD
HEX FFFFF0F0FFFFF0F0FFFFF0F0
DB $08 ; Sprite 20:
DB $08 ; Sprite 20: big hole
DB $0D
DA L7300
HEX FFFFF0F0FFFFF0F0FFFFF0F0
DB $0A ; Sprite 21:
DB $0A ; Sprite 21: biggest hole
DB $13
DA L7400
HEX FFFFF0F0FFFFF0F0FFFFF0F0
DB $0A ; Sprite 22:
DB $0A ; Sprite 22: mushroom #1
DB $24
DA L7500
HEX FFFFF0F0FFFFF0F0FFFFF0F0
DB $0A ; Sprite 23:
DB $0A ; Sprite 23: mushroom #2
DB $24
DA L7668
HEX FFFFF0F0FFFFF0F0FFFFF0F0
DB $05 ; Sprite 24:
DB $05 ; Sprite 24: enemy vehicle
DB $09
DA L77D0
HEX FFFFF0F0FFFFF0F0FFFFF0F0
@ -692,7 +754,7 @@ L6E8A HEX 9E80
HEX BF80
HEX 9E80
*
* :
* 4: Horizontal explosion #1
*
L6E90 HEX 8080808080
HEX 8080808080
@ -712,7 +774,7 @@ L6E90 HEX 8080808080
HEX FFFFF0F0FFFFF0F0FFFFF0F0FFFFF0F0
HEX FFFFF0F0FFFFF0F0FFFFF0F0FFFFF0F0
*
* :
* 5: Horizontal explosion #2
*
L6F00 HEX 8080808080
HEX 8080808080
@ -729,7 +791,7 @@ L6F00 HEX 8080808080
HEX 8080808080
HEX 8080808080
*
* :
* 6: Horizontal explosion #3
*
L6F46 HEX 8080808080
HEX 80D4828080
@ -746,7 +808,7 @@ L6F46 HEX 8080808080
HEX 80D4828080
HEX 8080808080
*
* :
* 7: Horizontal explosion #4
*
L6F8C HEX 8080808080
HEX 80D4828080
@ -766,7 +828,7 @@ L6F8C HEX 8080808080
HEX FFFFF0F0FFFFF0F0FFFFF0F0FFFFF0F0
HEX FFFFF0F0FFFFF0F0FFFFF0F0FFFFF0F0
*
* :
* 8: Enemy #1
*
L7000 HEX 8080808080
HEX 808F808080
@ -783,7 +845,7 @@ L7000 HEX 8080808080
HEX FCF9838080
HEX F8F0818080
*
* :
* 9: Enemy #2
*
L7046 HEX F880808080
HEX FC81808080
@ -800,7 +862,7 @@ L7046 HEX F880808080
HEX FC81808080
HEX F880808080
*
* :
* 10: Enemy #3
*
L708C HEX 8080808080
HEX F8F0818080
@ -820,7 +882,7 @@ L708C HEX 8080808080
HEX 8F8F80808F8F80808F8F80808F8F8080
HEX 8F8F80808F8F80808F8F80808F8F8080
*
* :
* 11: Enemy #4
*
L7100 HEX 80F0818080
HEX 80F8838080
@ -837,7 +899,7 @@ L7100 HEX 80F0818080
HEX 80FC818080
HEX 80F8808080
*
* :
* 12: Enemy 2
*
L7146 HEX 80F6868080
HEX C0DD9B8080
@ -850,7 +912,7 @@ L7146 HEX 80F6868080
HEX 8080808080
HEX 8080808080
*
* :
* 13: Enemy 3
*
L7178 HEX A881A88180
HEX A881A88180
@ -862,7 +924,7 @@ L7178 HEX A881A88180
HEX 80AA858080
HEX 80A8818080
*
* :
* 14: Small rock
*
L71A5 HEX 88918280
HEX A0C48880
@ -880,7 +942,7 @@ L71A5 HEX 88918280
HEX 8F8F80808F8F80808F8F80808F8F8080
HEX 8F8F80808F8F80808F8F80808F8F8080
*
* :
* 15: Big rock
*
L7200 HEX 8891A28480
HEX A0C4888180
@ -898,7 +960,7 @@ L7200 HEX 8891A28480
HEX 8084808080
HEX 8080808080
*
* :
* 16: Tank
*
L724B HEX 80D0AAD5AA8180
HEX 8094878E9C8580
@ -915,21 +977,21 @@ L724B HEX 80D0AAD5AA8180
HEX 8080EADDAB8080
HEX 8080A8D58A8080
*
* :
* 17: Mine #1
*
L72AD HEX FCFF8180
HEX DCEA8180
HEX DCEA8180
HEX FCFF8180
*
* :
* 18: Mine #2
*
L72BD HEX FCFF8180
HEX ACD58180
HEX ACD58180
HEX FCFF8180
*
* :
* 19: Small hole
*
L72CD HEX AAD5A0D5AAD5
HEX AA8580D5AAD5
@ -941,7 +1003,7 @@ L72CD HEX AAD5A0D5AAD5
HEX 828080C0AAD5
HEX 8F8080
*
* :
* 20: Big hole
*
L7300 HEX AAD582D0AAD5AAD5
HEX AAD580C0AAD5AAD5
@ -967,7 +1029,7 @@ L7300 HEX AAD582D0AAD5AAD5
HEX 8F8F80808F8F80808F8F80808F8F8080
HEX 8F8F80808F8F80808F8F80808F8F8080
*
* :
* 21: Very big hole
*
L7400 HEX AAD5AA8080D0AAD5AAD5
HEX AAD5828080C0AAD5AAD5
@ -994,7 +1056,7 @@ L7400 HEX AAD5AA8080D0AAD5AAD5
HEX 8F8F80808F8F80808F8F80808F8F8080
HEX 8F8F80808F8F80808F8F80808F8F8080
*
* :
* 22: Mushroom #1
*
L7500 HEX AAD5858AD0A0A9D5AAD5
HEX AA95D4A2C4AAA8D5AAD5
@ -1033,7 +1095,7 @@ L7500 HEX AAD5858AD0A0A9D5AAD5
HEX 80C08091A2C080808080
HEX 8080A084888180808080
*
* :
* 23: Mushroom #2
*
L7668 HEX AAD5D4A2C4AAAAD5AAD5
HEX AA95D0A2C48AA8D5AAD5
@ -1072,7 +1134,7 @@ L7668 HEX AAD5D4A2C4AAAAD5AAD5
HEX 80808080808080808080
HEX 80808080808080808080
*
* :
* 24: Enemy vehicle
*
L77D0 HEX 8095A88180
HEX 8095A88180
@ -7269,86 +7331,32 @@ courseCHAMPION
*
*-----------------------------------
LB343 DB $00
DB $00
DB $00
DB $00
LB347 DB $00
DB $00
DB $00
DB $00
LB34B DB $00
DB $00
DB $00
DB $00
LB34F DB $00
DB $00
DB $00
DB $00
LB353 DB $00
DB $00
DB $00
DB $00
LB357 DB $00
DB $00
DB $00
DB $00
LB35B DB $00
DB $00
DB $00
DB $00
LB35F DB $00
DB $00
DB $00
DB $00
LB363 DB $00
DB $00
DB $00
DB $00
LB367 DB $00
DB $00
DB $00
DB $00
LB36B DB $00
DB $00
DB $00
DB $00
LB36F DB $00
DB $00
DB $00
DB $00
LB373 DB $00
DB $00
DB $00
DB $00
LB377 DB $00
DB $00
DB $00
DB $00
LB37B DB $00
DB $00
DB $00
DB $00
LB37F DB $00
DB $00
DB $00
DB $00
LB383 DB $00
DB $00
DB $00
DB $00
LB387 DB $00
DB $00
DB $00
DB $00
LB38B DB $00
DB $00
DB $00
DB $00
LB38F DB $00
DB $00
DB $00
DB $00
LB343 DS 4 ; X
LB347 DS 4 ; Y
LB34B DS 4 ; INDEX
LB34F DS 4
LB353 DS 4
LB357 DS 4
LB35B DS 4
LB35F DS 4
LB363 DS 4
LB367 DS 4
LB36B DS 4
LB36F DS 4
LB373 DS 4
LB377 DS 4
LB37B DS 4
LB37F DS 4
LB383 DS 4
*-----------------------------------
* FLYING ENEMIES SPRITE TABLE (L6501 TABLE)
*-----------------------------------
tblFLYINGENEMIES_INDEX DS 4
tblFLYINGENEMIES_X DS 4
tblFLYINGENEMIES_Y DS 4
LB393 DB $01
DB $01
DB $01
@ -7428,10 +7436,7 @@ LB3DE DB $00
DB $00
DB $00
DB $00
LB3E2 DB $00
DB $00
DB $00
DB $00
LB3E2 DS 4 ; X-coord
LB3E6 DB $00
DB $00
DB $00
@ -7445,10 +7450,7 @@ LB3EF DB $00
DB $00
DB $00
DB $00
LB3F3 DB $00
DB $00
DB $00
DB $00
LB3F3 DS 4 ; sprite index
LB3F7 DB $00
DB $00
DB $00
@ -7853,7 +7855,7 @@ LB842 DB $00
DB $12
*-----------------------------------
* DEMO DATA
* DEMO/REPLAY? DATA
*-----------------------------------
* +0: repeat
* +1: key (A, space)

128
moonpatrol/MOONEQUATES.S Normal file
View File

@ -0,0 +1,128 @@
*
* Moon Patrol
*
* (c) 1982, Williams
* (c) 1983, Atari
* (s) 2024, Antoine Vignau
*
ORG $0800
MX %11
*-----------------------------------
* FIRMWARE EQUATES
*-----------------------------------
KBD EQU $C000
KBDSTROBE EQU $C010
TAPEOUT EQU $C020
SPKR EQU $C030
TXTCLR EQU $C050
TXTSET EQU $C051
MIXCLR EQU $C052
TXTPAGE1 EQU $C054
TXTPAGE2 EQU $C055
HIRES EQU $C057
BUTN0 EQU $C061
RESET EQU $FA62
PREAD EQU $FB1E
WAIT EQU $FCA8
*-----------------------------------
* SPRITES 1
sprWHEEL = 0 ; wheel
sprVEHICLE = 1 ; car
sprVERTICALSHOOT = 2 ; vertical shoot
sprHORIZONTALSHOOT = 3 ; horizontal shoot
sprHEXPLOSION1 = 4 ; horizontal explosion animation step #1
sprHEXPLOSION2 = 5 ; horizontal explosion #2
sprHEXPLOSION3 = 6 ; horizontal explosion #3
sprHEXPLOSION4 = 7 ; horizontal explosion #4
sprENEMY11 = 8 ; enemy 1 #1
sprENEMY12 = 9 ; enemy 1 #2
sprENEMY13 = 10 ; enemy 1 #3 A
sprENEMY14 = 11 ; enemy 1 #4 B
sprENEMY2 = 12 ; enemy 2 C
sprENEMY3 = 13 ; enemy 3 D
sprSMALLROCK = 14 ; small rock E
sprBIGROCK = 15 ; big rock F
sprTANK = 16 ; tank 10
sprMINE1 = 17 ; mine #1 11
sprMINE2 = 18 ; mine #2 12
sprSMALLHOLE = 19 ; small hole 13
sprMEDIUMHOLE = 20 ; medium hole (enemy 1) 14
sprBIGHOLE = 21 ; big hole 15
sprMUSHROOM1 = 22 ; mushroom #1 16
sprMUSHROOM2 = 23 ; mushroom #2 17
sprENEMYVEHICLE = 24 ; enemy vehicle 18
*-----------------------------------
* SPRITES 2 (EXPLOSIONS)
sprENEMYEXPLOSION1 = 0 ; 0
sprENEMYEXPLOSION2 = 1 ; 1
sprBOMBEXPLOSION1 = 2 ; 2
sprBOMBEXPLOSION2 = 3 ; 3
sprBOMBEXPLOSION3 = 4 ; 4
sprBOMBEXPLOSION4 = 5 ; 5
sprCAREXPLOSION1 = 6 ; 6
sprCAREXPLOSION2 = 7 ; 7
sprCAREXPLOSION3 = 8 ; 8
sprENEMY3BOMB = 9 ; 9
sprENEMY1BOMB = 10 ; A
sprHORIZONTALBAR = 11 ; B
sprRAINBOWEXPLOSION1 = 12 ; C
sprRAINBOWEXPLOSION2 = 13 ; D
sprSMALLEXPLOSION = 14 ; E
sprSCORE100 = 15 ; F
sprSCORE500 = 16 ; 10
sprSCORE800 = 17 ; 11
sprSCORE1000 = 18 ; 12
*-----------------------------------
* GAME VARIABLES
*-----------------------------------
NB_LIVES = 4 ; which are 3+1 as the programmer uses BNE and not BPL for the end
P1_courseTYPE = $200 ; byte - beginner or champion course for P1
P2_courseTYPE = $201 ; byte - beginner or champion course for P2
P1_point = $202 ; byte - point reached by P1
P2_point = $203 ; byte - point reached by P2
P1_score = $204 ; adr - $204 and $206 and $208
P2_score = $205 ; adr - $205 and $207 and $209
coursePTR1 = $20a ; word - $20a and $20c
coursePTR2 = $20b ; word - $20b and $20d
P1_basePOINT = $20e ; byte - current base point of P1
P2_basePOINT = $20f ; byte - current base point of P2
P1_plrCOURSE = $210 ; word - $210 and $212
P2_plrCOURSE = $211 ; word - $211 and $213
P1_nbLIVES = $214 ; byte
P2_nbLIVES = $215 ; byte
courseTYPE = $216 ; byte - 0 = beginner, 1 = champion
nbPLAYERS = $217 ; byte - 0 = 1 player, 1 = 2 players
nbLIVES = $218 ; byte - nb lives + 1
fgINPUT = $219 ; byte - 0 = keyboard, 1 = joystick
theBONUS = $21a ; adr - $21a and $21b and $21c - bonus to add to score
charWAIT = $21d ; byte - time to wait between drawing two chars
curRANGE = $21e ; byte - 0/2/4/6/8 mean A/E/J/O/T
fgBONUS = $21f ; byte - 0 = bonus, 1 = no bonus
fgBESTTIME = $220 ; byte - 0 = no best time, 1 = best time
* $221 is not used
fgDEMO = $222 ; byte - 0 = game mode, 1 = demo mode (replay?)
demoINDEX = $223 ; byte - index for demo data
demoCNT = $224 ; byte - demo frame counter * $224
fgDEMO2 = $225 ; byte - 0 = game mode, 1 = demo mode
coursePTR3 = $226 ; word - pointer to course data
coursePTR4 = $228 ; word - pointer to course data
curPLAYER = $22a ; byte - 0 = player 1, 1 = player 2
P1_time = $22b ; word - and $22d
P2_time = $22c ; word - and $22e
highSCORE = $22f ; adr - the high score
timePLAYER = $232 ; word - player time on course range (A to E, E to J...)
courseTYPE_unused = $234 ; byte - copy of courseTYPE (unused)
fgBLINK = $235 ; byte -0/1 = blinks 1UP/2UP
L0300 = $300

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