wudsn-ide/com.wudsn.ide.ref/ASM/Atari2600/DASM/boing26.asm
2018-12-30 16:52:33 +01:00

1182 lines
36 KiB
NASM

; @com.wudsn.ide.asm.hardware=ATARI2600
processor 6502
; TIA (Stella) write-only registers
;
Vsync equ $00
Vblank equ $01
Wsync equ $02
Rsync equ $03
Nusiz0 equ $04
Nusiz1 equ $05
ColuP0 equ $06
ColuP1 equ $07
Colupf equ $08
ColuBK equ $09
Ctrlpf equ $0A
Refp0 equ $0B
Refp1 equ $0C
Pf0 equ $0D
Pf1 equ $0E
Pf2 equ $0F
RESP0 equ $10
RESP1 equ $11
Resm0 equ $12
Resm1 equ $13
Resbl equ $14
Audc0 equ $15
Audc1 equ $16
Audf0 equ $17
Audf1 equ $18
Audv0 equ $19
Audv1 equ $1A
GRP0 equ $1B
GRP1 equ $1C
Enam0 equ $1D
Enam1 equ $1E
Enabl equ $1F
HMP0 equ $20
HMP1 equ $21
Hmm0 equ $22
Hmm1 equ $23
Hmbl equ $24
VdelP0 equ $25
VdelP1 equ $26
Vdelbl equ $27
Resmp0 equ $28
Resmp1 equ $29
HMOVE equ $2A
Hmclr equ $2B
Cxclr equ $2C
;
; TIA (Stella) read-only registers
;
Cxm0p equ $00
Cxm1p equ $01
Cxp0fb equ $02
Cxp1fb equ $03
Cxm0fb equ $04
Cxm1fb equ $05
Cxblpf equ $06
Cxppmm equ $07
Inpt0 equ $08
Inpt1 equ $09
Inpt2 equ $0A
Inpt3 equ $0B
Inpt4 equ $0C
Inpt5 equ $0D
;
; RAM definitions
; Note: The system RAM maps in at 0080-00FF and also at 0180-01FF. It is
; used for variables and the system stack. The programmer must make sure
; the stack never grows so deep as to overwrite the variables.
;
RamStart equ $0080
RamEnd equ $00FF
StackBottom equ $00FF
StackTop equ $0080
;
; 6532 (RIOT) registers
;
SWCHA equ $0280
Swacnt equ $0281
SWCHB equ $0282
Swbcnt equ $0283
Intim equ $0284
Tim1t equ $0294
Tim8t equ $0295
Tim64t equ $0296
T1024t equ $0297
;
; ROM definitions
;
RomStart equ $F000
RomEnd equ $FFFF
IntVectors equ $FFFA
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
s1 EQU $80
s2 EQU $82
s3 EQU $84
s4 EQU $86
s5 EQU $88
s6 EQU $8A
DelayPTR EQU $8C
LoopCount EQU $8E
TopDelay EQU $8F
BottomDelay EQU $90
MoveCount EQU $91
Temp EQU $92
RotateDir EQU $93
SkipFrame EQU $94
VerticalDir EQU $95
HorizontalDir EQU $96
VerticalPos EQU $97
HorizontalPos EQU $98
SoundQ EQU $99
SkipMove EQU $9a
EggMode EQU $9b
FrameCycle EQU $9c
EggMusic EQU $9d
ORG $F000
Cart_Init:
nop
SEI ; Disable interrupts.:
CLD ; Clear "decimal" mode.
LDX #$FF
TXS ; Clear the stack
Common_Init:
LDX #$28 ; Clear the TIA registers ($04-$2C)
LDA #$00
TIAClear:
STA $04,X
DEX
BPL TIAClear ; loop exits with X=$FF
LDX #$FF
RAMClear:
STA $00,X ; Clear the RAM ($FF-$80)
DEX
BMI RAMClear ; loop exits with X=$7F
LDX #$FF
TXS ; Reset the stack
IOClear:
STA Swbcnt ; console I/O always set to INPUT
STA Swacnt ; set controller I/O to INPUT
DemoInit: LDA #$01
STA VdelP0
STA VdelP1
LDA #$03
STA Nusiz0
STA Nusiz1
LDA #$36 ; a nice shade of red
STA ColuP0
STA ColuP1
LDA #$ff ; page to get gfx from initially
STA s1+1
STA s2+1
STA s3+1
STA s4+1
STA s5+1
STA s6+1
LDA #0 ; offset in the gfx data
STA s1
LDA #50 ; offset in the gfx data
STA s2
LDA #100 ; offset in the gfx data
STA s3
LDA #150 ; offset in the gfx data
STA s4
LDA #200 ; offset in the gfx data
STA s5
LDA #0 ; vestigial!
STA s6
LDA #$01 ; +1 or -1, rotating the ball
STA RotateDir
LDA #$01 ; Vertical direction, +1 or -1
STA VerticalDir
LDA #$01 ; Same for horizontal
STA HorizontalDir
STA SoundQ ; Start out by making a noise
LDA #1
STA SkipFrame
STA SkipMove
LDA #0
STA TopDelay
STA MoveCount
LDA #120
STA BottomDelay
LDA #$f2
STA DelayPTR+1
LDA #$1d+36 ;?????
STA DelayPTR
STA Wsync
NOP
NOP
NOP
NOP
NOP
NOP
NOP
NOP
NOP
NOP
STA RESP0
STA RESP1
LDA #$50 ;?????
STA HMP1
LDA #$40 ;?????
STA HMP0
STA Wsync
STA HMOVE
STA Wsync
LDA #$0f
STA ColuBK
NewScreen:
LDA #$02
STA Wsync ; Wait for horizontal sync
STA Vblank ; Turn on Vblank
STA Vsync ; Turn on Vsync
STA Wsync ; Leave Vsync on for 3 lines
STA Wsync
STA Wsync
LDA #$00
STA Vsync ; Turn Vsync off
LDA #43 ; Vblank for 37 lines
; changed from 43 to 53 for 45 lines PAL
STA Tim64t ; 43*64intvls=2752=8256colclks=36.2lines
JSR DoSound ; was too big to leave inline :P
INC FrameCycle ; we'll use this for color cycling and
; possibly for sound
DEC SkipFrame
BNE Movement ; skip the animation most of the time
LDA #3 ; number of frames to skip
STA SkipFrame ; if it's zero, reset it
SkipSkip: LDA EggMode ; check for easter egg :)
CMP #0 ; no? how sad.
BNE Movement
LDA RotateDir ; which direction to rotate it in?
CLC
ADC s1+1 ; add that to the gfx page
ORA #$F8 ; there are only 8 so mask the rest
STA s1+1
STA s2+1
STA s3+1
STA s4+1
STA s5+1
Movement: LDA #$1
BIT SWCHB ; is someone pushing reset?
BNE NoReset ; no? how sad.
STA EggMode ; set egg mode
JMP MoveDelay
NoReset: LDA #0
STA EggMode ; no select = no easter egg.
; yes, I could have made it harder to find.
; gimme a break, I'm feeling good ;)
MoveDelay: JSR CheckEgg ; override animation if necessary
LDA SkipMove
INC SkipMove
AND #1 ; basically i lamed out and said
BNE MoveHorizontal ; "skip every other frame"
JMP VblankLoop
MoveHorizontal: LDA HorizontalPos ; i couldn't figure out how to use HMOVE
CLC ; without blowing up yet, so let's glom
ADC HorizontalDir ; onto the joystick routines
STA HorizontalPos
LDA HorizontalDir
CMP #0
BMI GoLeft
GoRight: JSR Right
LDA HorizontalPos
CMP #112 ; i also haven't figured out how to make the
BNE MoveVertical ; sprite go all the way to the right edge!
LDA HorizontalDir ; since we're not using the 6th copy
LDA #$FF
STA HorizontalDir
LDA #1 ; if we're reversing direction, we've hit a wall
STA SoundQ ; so make a sound
LDA RotateDir
EOR #$FE
STA RotateDir ; and change 1 into -1 (255)
JMP MoveVertical
GoLeft: JSR Left
LDA HorizontalPos
CMP #1
BNE MoveVertical
LDA #$01
STA HorizontalDir
STA SoundQ
LDA RotateDir
EOR #$FE
STA RotateDir
MoveVertical: LDA VerticalPos
CLC
ADC VerticalDir
STA VerticalPos
LDA VerticalDir
CMP #0
BMI GoUp
GoDown: JSR Down
LDA VerticalPos
CMP #120 ; kind of a rough approximation, yeah
BNE EndMove
LDA #$FF
STA VerticalDir
LDA #1
STA SoundQ
LDA RotateDir
EOR #$FE
STA RotateDir
JMP EndMove
GoUp: JSR UP
LDA VerticalPos
CMP #1
BNE EndMove
LDA #$01
STA VerticalDir
STA SoundQ
LDA RotateDir
EOR #$FE
STA RotateDir
EndMove: JMP VblankLoop
UP: LDA TopDelay
BEQ U1
DEC TopDelay
INC BottomDelay
U1: RTS ; was JMP VblankLoop
Down: LDA BottomDelay
BEQ D1
INC TopDelay
DEC BottomDelay
D1: RTS; was JMP VblankLoop
Right: LDX MoveCount
INX
STX MoveCount
CPX #3
BNE R2
LDX DelayPTR
DEX
STX DelayPTR
CPX #$1c ;?????
BNE R1
LDA #$1d ;?????
STA DelayPTR
LDA #2
STA MoveCount
RTS; was JMP VblankLoop
R1: LDA #0
STA MoveCount
R2: LDA #$f0
STA HMP0
STA HMP1
STA Wsync
STA HMOVE
RTS; was JMP VblankLoop
Left: LDX MoveCount
DEX
STX MoveCount
CPX #$ff
BNE L2
LDX DelayPTR
INX
STX DelayPTR
CPX #$1d+37 ; indexing into a code segment with a literal - naughty
BNE L1
LDA #$1d+36 ; indexing into a code segment with a literal - naughty
STA DelayPTR
LDA #0
STA MoveCount
RTS; was JMP VblankLoop
L1: LDA #2
STA MoveCount
L2: LDA #$10
STA HMP0
STA HMP1
STA Wsync
STA HMOVE
RTS; was JMP VblankLoop
ORG $F200
VblankLoop:
LDA Intim
BNE VblankLoop ; wait for vblank timer
STA Wsync ; finish waiting for the current line
STA Vblank ; Turn off Vblank
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
ScreenStart:
LDY TopDelay
INY ;?????
X1: STA Wsync
DEY
BNE X1
LDY #4 ;?????
X2: DEY
BPL X2
LDA #49 ; 50 pixels high
STA LoopCount
JMP (DelayPTR)
JNDelay: .byte $c9,$c9,$c9,$c9,$c9,$c9,$c9,$c9,$c9
.byte $c9,$c9,$c9,$c9,$c9,$c9,$c9,$c9,$c9
.byte $c9,$c9,$c9,$c9,$c9,$c9,$c9,$c9,$c9
.byte $c9,$c9,$c9,$c9,$c9,$c9,$c9,$c9,$c9,$c9,$c5
NOP
X3: NOP
NOP
NOP
LDY LoopCount
LDA (s1),Y
STA GRP0
LDA (s2),Y
STA GRP1
LDA (s3),Y
STA GRP0
; LDA (s6),Y
lda $00
LDA #$00
STA Temp
LDA (s5),Y
TAX
LDA (s4),Y
LDY Temp
STA GRP1
STX GRP0
STY GRP1
STA GRP0
DEC LoopCount
BPL X3
LDA #0
STA GRP0
STA GRP1
STA GRP0
STA GRP1
NOP
NOP
NOP
NOP
NOP
NOP
NOP
LDY BottomDelay
INY ;?????
X4: STA Wsync
DEY
BNE X4
LDA #$02
STA Vblank
STA Wsync
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
OverscanStart: LDA #34 ;skip 30 lines (overscan)
STA Tim64t
OverscanLoop:
LDA Intim
BNE OverscanLoop ; wait for Overscan timer
OverscanDone: STA Wsync ; finish waiting for the current line
JMP NewScreen
; sound routine
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
DoSound: LDA EggMode ; if egg mode is set, we do it differently
CMP #0
BEQ StartSound
LDA EggMusic
AND #$7F ; we're doing 16 bars of 8th notes
TAY
LDA FrameCycle
AND #1
BEQ UseSet2
UseSet1: LDA EggMusic1,Y ; channel 1 notes
CMP #0
BEQ SetVol1
STA Audf0
LDA #5 ; I guess we'll try this for now
STA Audc0
LDA #3
SetVol1: STA Audv0
LDA EggMusic2,Y ; channel 2 notes
CMP #0
BEQ SetVol2
STA Audf1
LDA #8 ; I guess we'll try this for now
STA Audc1
LDA #5 ; left hand s/b quieter
SetVol2: STA Audv1
JMP ChangeNote
UseSet2: LDA EggMusic3,Y ; channel 1 notes
CMP #0
BEQ SetVol1a
STA Audf0
LDA #5 ; I guess we'll try this for now
STA Audc0
LDA #15
SetVol1a: STA Audv0
LDA EggMusic4,Y ; channel 2 notes
CMP #0
BEQ SetVol2a
STA Audf1
LDA #1 ; I guess we'll try this for now
STA Audc1
LDA #12 ; left hand s/b quieter
SetVol2a: STA Audv1
ChangeNote: LDA FrameCycle ; so we can skip every 3, 7 or 15 frames
AND #$07 ; let's try 15
BNE EndSound
INY
STY EggMusic
BNE EndSound
StartSound: LDA FrameCycle ; so we can skip every 3, 7 or 15 frames
AND #$03 ; let's try 15
BNE EndSound
LDA SoundQ ; is there sound to be played?
CMP #0
BEQ EndSound ; no? how sad.
TAY
CPY #1 ; if it's note #1 we can't do the cheezy echo.
BEQ DoVoice1
DEY
DoVoice2: LDA SoundFData,Y ; basically you just set SoundQ to an
STA Audf1 ; offset and put frequency, control and
LDA SoundCData,Y ; volume data in the data segment below
STA Audc1 ; with zero termination. I was gonna do
LDA SoundVData,Y ; a channel multiplexing music thing
; but I'm too lame.
LSR ; Divide volume in half for the cheezy echo
STA Audv1
INY
DoVoice1: LDA SoundFData,Y ; see above
STA Audf0
LDA SoundCData,Y
STA Audc0
LDA SoundVData,Y
STA Audv0
CMP #0
BNE NextNote ; if it's not zero there's more
STA Audf0
STA Audc0
STA Audv1
STA SoundQ ; otherwise we turn off the sound and empty the Q
JMP EndSound
NextNote: INC SoundQ
EndSound: RTS
CheckEgg: LDA EggMode
CMP #0
BEQ NoEgg ; no egg? how sad!
LDA FrameCycle ; hey, it works in adventure
STA ColuP0
STA ColuP1
LDA #$F6
STA s1+1
STA s2+1
STA s3+1
STA s4+1
STA s5+1
LDA #1
STA SoundQ
RTS
NoEgg: LDA #$36 ; otherwise set the color back to the
STA ColuP0 ; lovely shade of red. this egg works much
STA ColuP1 ; more smoothly than I expected.
LDA #0
STA EggMusic
RTS
; egg sound data
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
ORG $F400
EggMusic3:
.byte 23,0,23,0,23,23,0,0
.byte 23,0,23,0,23,23,0,0
.byte 23,0,19,0,29,0,26,0
.byte 23,23,23,23,0,0,0,0
.byte 22,0,22,0,22,0,22,0
.byte 22,0,23,0,23,0,23,0
.byte 23,0,26,0,26,0,23,0
.byte 26,26,26,26,19,19,19,19
.byte 23,0,23,0,23,23,0,0
.byte 23,0,23,0,23,23,0,0
.byte 23,0,19,0,29,0,26,0
.byte 23,23,23,23,0,0,0,0
.byte 22,0,22,0,22,0,22,0
.byte 22,0,23,0,23,0,23,0
.byte 19,0,19,0,22,0,28,0
.byte 29,29,29,29,14,14,14,14
EggMusic4:
.byte 15,15,$00,$00,21,21,$00,$00
.byte 15,15,$00,$00,21,21,$00,$00
.byte 15,15,$00,$00,21,21,$00,$00
.byte 15,15,$00,$00,21,21,$00,$00
.byte 11,11,$00,$00,15,15,$00,$00
.byte 15,15,$00,$00,21,21,$00,$00
.byte 21,21,$00,$00,13,13,$00,$00
.byte 21,21,$00,$00,18,18,16,16
.byte 15,15,$00,$00,21,21,$00,$00
.byte 15,15,$00,$00,21,21,$00,$00
.byte 15,15,$00,$00,21,21,$00,$00
.byte 15,15,$00,$00,21,21,$00,$00
.byte 11,11,$00,$00,15,15,$00,$00
.byte 15,15,$00,$00,21,21,$00,$00
.byte 21,21,$00,$00,13,13,$00,$00
.byte 15,15,21,21,18,18,16,16
ORG $F500
EggMusic1:
.byte 19,0,19,0,19,19,0,0
.byte 19,0,19,0,19,19,0,0
.byte 19,0,14,0,23,0,22,0
.byte 19,19,19,19,0,0,0,0
.byte 17,0,17,0,17,0,17,0
.byte 17,0,19,0,19,0,19,0
.byte 19,0,20,0,20,0,17,0
.byte 19,19,19,19,15,15,15,15
.byte 19,0,19,0,19,19,0,0
.byte 19,0,19,0,19,19,0,0
.byte 19,0,14,0,23,0,22,0
.byte 19,19,19,19,0,0,0,0
.byte 17,0,17,0,17,0,17,0
.byte 17,0,19,0,19,0,19,0
.byte 15,0,15,0,17,0,22,0
.byte 23,23,23,23,23,23,23,23
EggMusic2:
.byte 28,0,1,$00,28,0,1,$00
.byte 28,0,1,$00,28,0,1,$00
.byte 28,0,1,$00,28,0,1,$00
.byte 28,0,1,$00,28,0,1,$00
.byte 28,0,1,$00,28,0,1,$00
.byte 28,0,1,$00,28,0,1,$00
.byte 28,0,1,$00,28,0,1,$00
.byte 28,0,1,$00,28,0,1,$00
.byte 28,0,1,$00,28,0,1,$00
.byte 28,0,1,$00,28,0,1,$00
.byte 28,0,1,$00,28,0,1,$00
.byte 28,0,1,$00,28,0,1,$00
.byte 28,0,1,$00,28,0,1,$00
.byte 28,0,1,$00,28,0,1,$00
.byte 28,0,1,$00,28,0,1,$00
.byte 28,0,1,$00,28,0,1,$00
; graphics data (boing ball)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
ORG $F600
; first column
.byte $33,$37,$3e,$3c,$36,$33,$31,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $03,$03,$03,$03,$03,$03,$03,$00
.byte $3f,$00,$1f,$06,$06,$06,$06,$0e
.byte $06,$00,$03,$03,$01,$00,$01,$03
.byte $03,$00,$31,$31,$31,$3f,$31,$31
.byte $31,$00
; second column
.byte $9f,$31,$31,$31,$31,$31,$b1,$00
.byte $33,$37,$3e,$33,$31,$31,$3f,$00
.byte $03,$03,$03,$f3,$03,$03,$fb,$00
.byte $ff,$00,$9e,$03,$01,$1f,$31,$31
.byte $1f,$00,$1b,$bb,$f3,$e3,$f3,$bb
.byte $1b,$00,$b1,$b1,$bf,$b1,$b1,$9b
.byte $8e,$00
; third column
.byte $3e,$b3,$b1,$b1,$b1,$b3,$be,$00
.byte $9f,$31,$31,$b1,$b1,$b1,$1f,$00
.byte $39,$73,$e3,$3b,$1b,$1b,$f1,$00
.byte $ff,$00,$1e,$03,$81,$9f,$b1,$b1
.byte $1f,$00,$1b,$1b,$5b,$fb,$fb,$b9
.byte $18,$00,$b0,$b0,$bf,$b1,$b1,$31
.byte $3f,$00
; fourth column
.byte $3f,$30,$b0,$b0,$b0,$30,$30,$00
.byte $3f,$b1,$b1,$bf,$b1,$b1,$3f,$00
.byte $f3,$1b,$1b,$1b,$1b,$1b,$f3,$00
.byte $ff,$00,$1e,$03,$81,$9f,$b1,$b1
.byte $1f,$00,$19,$1b,$f8,$19,$1b,$b3
.byte $e1,$00,$30,$30,$3f,$b1,$b1,$b1
.byte $3f,$00
; fifth column
.byte $63,$63,$7f,$63,$63,$36,$1c,$00
.byte $00,$80,$80,$00,$80,$80,$00,$00
.byte $18,$18,$58,$f8,$f8,$b8,$18,$00
.byte $ff,$00,$20,$00,$90,$98,$9c,$8e
.byte $0e,$00,$f0,$18,$18,$f0,$00,$30
.byte $e0,$00,$0c,$0c,$0c,$9e,$b3,$b3
.byte $33,$00
; sound data (bounce noise)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
ORG $F700
SoundFData: .byte $1f,$19,$1a,$1b,$1c,$1d,$1e,$1f
ORG $F750
SoundCData: .byte $07,$06,$06,$06,$06,$06,$06,$06
ORG $F7A0
SoundVData: .byte $0f,$0b,$0a,$08,$06,$04,$02,$00
ORG $F800
; first column
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $01,$01,$03,$06,$06,$0d,$03,$23
.byte $23,$23,$23,$27,$47,$46,$48,$f8
.byte $38,$38,$38,$3c,$3c,$3c,$3c,$3d
.byte $19,$01,$21,$20,$10,$10,$18,$08
.byte $0c,$0d,$01,$00,$00,$00,$00,$00
.byte $00,$00
; second column
.byte $00,$00,$03,$03,$0e,$0e,$8e,$8e
.byte $9f,$1f,$18,$00,$60,$e0,$e0,$e0
.byte $e0,$e0,$e3,$ef,$9f,$1f,$1f,$1f
.byte $1f,$0f,$0f,$0f,$0e,$10,$38,$f8
.byte $f8,$fc,$fc,$fc,$fe,$fe,$79,$60
.byte $40,$e0,$e0,$f0,$78,$3c,$1d,$08
.byte $00,$00
; third column
.byte $00,$40,$78,$3e,$1f,$0f,$06,$08
.byte $3c,$fc,$fc,$fe,$fe,$7f,$7e,$78
.byte $60,$40,$c0,$c0,$c0,$e0,$e0,$e0
.byte $e1,$e7,$ff,$0f,$0f,$0f,$0f,$07
.byte $07,$07,$02,$04,$3c,$fc,$fe,$fe
.byte $fe,$7e,$7f,$38,$00,$70,$f8,$78
.byte $1c,$0e
; fourth column
.byte $00,$00,$00,$00,$98,$fc,$1e,$1f
.byte $0f,$07,$03,$00,$0e,$7e,$fe,$7f
.byte $7f,$7f,$3f,$3f,$3f,$3c,$00,$60
.byte $e0,$e0,$e0,$e0,$f0,$f0,$f0,$f1
.byte $ff,$cf,$0f,$0f,$07,$07,$07,$06
.byte $08,$38,$f0,$f1,$72,$70,$60,$60
.byte $40,$00
; fifth column
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $80,$d0,$b8,$18,$18,$0c,$0c,$06
.byte $06,$06,$84,$9c,$7c,$7c,$7c,$3c
.byte $3c,$3c,$3e,$3e,$3c,$22,$42,$c2
.byte $c2,$c4,$c4,$c4,$c0,$88,$f0,$60
.byte $c0,$c0,$80,$80,$00,$00,$00,$00
.byte $00,$00
ORG $F900
; first column
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $01,$01,$02,$06,$04,$0b,$17,$27
.byte $27,$27,$07,$0f,$4f,$4e,$40,$b0
.byte $70,$70,$30,$30,$30,$30,$38,$39
.byte $3f,$27,$07,$23,$01,$11,$11,$00
.byte $08,$09,$03,$01,$00,$00,$00,$00
.byte $00,$00
; second column
.byte $00,$00,$01,$01,$18,$1c,$dc,$9c
.byte $3c,$3c,$3b,$61,$01,$81,$81,$81
.byte $81,$81,$83,$8f,$ff,$7f,$7f,$7f
.byte $3f,$3f,$3f,$3f,$3e,$20,$00,$e0
.byte $e0,$e0,$f0,$f0,$f8,$f8,$ff,$e3
.byte $81,$81,$c0,$e0,$f0,$78,$3f,$10
.byte $00,$00
; third column
.byte $00,$01,$c0,$fc,$7e,$3f,$1e,$00
.byte $30,$f0,$f8,$f8,$f8,$fc,$fd,$fb
.byte $e3,$81,$01,$01,$00,$00,$00,$00
.byte $81,$87,$9f,$7f,$7f,$3f,$3f,$3f
.byte $1f,$1f,$1e,$08,$30,$f0,$f0,$f8
.byte $f8,$f8,$fc,$fb,$61,$41,$f0,$f8
.byte $1c,$00
; fourth column
.byte $00,$80,$60,$18,$00,$7c,$7c,$3e
.byte $3f,$1f,$1f,$0c,$08,$78,$fc,$fc
.byte $fc,$fe,$fe,$fe,$ff,$fc,$60,$00
.byte $80,$80,$80,$c0,$c0,$c0,$c0,$c1
.byte $ef,$df,$1f,$1f,$1f,$1f,$1f,$1e
.byte $10,$21,$e1,$e1,$e3,$e4,$e0,$c0
.byte $80,$00
; fifth column
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$90,$b8,$38,$38,$1c,$1c,$0e
.byte $0e,$0e,$00,$19,$f8,$f8,$f8,$f8
.byte $f8,$f8,$f8,$fc,$ff,$66,$06,$86
.byte $86,$84,$8c,$0c,$0c,$00,$60,$c0
.byte $c0,$80,$80,$00,$00,$00,$00,$00
.byte $00,$00
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
ORG $FA00
; first column
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $01,$02,$06,$04,$08,$0b,$17,$2f
.byte $2f,$0f,$0f,$0e,$5e,$5f,$10,$a0
.byte $60,$60,$60,$60,$60,$60,$60,$31
.byte $37,$2f,$0f,$07,$07,$03,$13,$01
.byte $01,$09,$03,$01,$00,$00,$00,$00
.byte $00,$00
; second column
.byte $00,$00,$00,$03,$18,$38,$38,$38
.byte $38,$78,$7f,$e7,$87,$07,$07,$07
.byte $07,$03,$00,$0c,$7c,$fc,$fc,$fe
.byte $fe,$fe,$fe,$fe,$ff,$60,$40,$80
.byte $80,$c0,$c0,$c0,$e0,$e0,$e7,$ef
.byte $87,$03,$83,$81,$c1,$60,$33,$0b
.byte $00,$00
; third column
.byte $00,$06,$c1,$f0,$f8,$7c,$7f,$30
.byte $20,$c0,$e0,$e0,$e0,$f0,$f1,$f7
.byte $e7,$87,$07,$07,$03,$03,$03,$03
.byte $00,$06,$1e,$fe,$fe,$ff,$ff,$ff
.byte $7f,$7f,$7e,$78,$00,$c0,$e0,$e0
.byte $f0,$f0,$f0,$ff,$e7,$83,$c1,$e1
.byte $f1,$10
; fourth column
.byte $00,$00,$80,$60,$10,$70,$f8,$fc
.byte $fc,$7e,$3f,$3c,$10,$60,$e0,$f0
.byte $f0,$f0,$f8,$f8,$fc,$ff,$e3,$83
.byte $03,$01,$01,$01,$01,$01,$01,$00
.byte $0e,$be,$7e,$7e,$7e,$7e,$7e,$3f
.byte $31,$03,$c3,$c3,$c2,$e4,$e0,$e0
.byte $c0,$00
; fifth column
.byte $00,$00,$00,$00,$00,$00,$80,$40
.byte $30,$00,$70,$f0,$78,$78,$38,$3c
.byte $3c,$1e,$18,$11,$f1,$f1,$f1,$f1
.byte $f1,$f0,$f0,$f8,$fa,$e6,$8e,$0e
.byte $0c,$0c,$0c,$0c,$18,$10,$40,$c0
.byte $80,$80,$00,$00,$00,$00,$00,$00
.byte $00,$00
ORG $FB00
; first column
.byte $00,$00,$00,$00,$00,$00,$00,$01
.byte $01,$02,$06,$04,$09,$12,$1e,$0e
.byte $1e,$1c,$1c,$1c,$1c,$3d,$33,$03
.byte $c3,$c3,$c3,$41,$41,$61,$61,$60
.byte $66,$7f,$0f,$0f,$0f,$07,$07,$03
.byte $03,$00,$07,$03,$01,$00,$00,$00
.byte $00,$00
; second column
.byte $00,$00,$01,$03,$01,$11,$70,$70
.byte $70,$70,$e7,$ff,$9f,$1f,$1f,$1f
.byte $1f,$1f,$1c,$10,$70,$f0,$f0,$f0
.byte $f8,$f8,$f8,$f8,$f9,$e7,$c3,$03
.byte $03,$01,$01,$01,$80,$80,$87,$df
.byte $bf,$1f,$0f,$87,$c3,$61,$33,$13
.byte $00,$00
; third column
.byte $00,$02,$e3,$e1,$f0,$f0,$f9,$f3
.byte $c3,$01,$81,$80,$80,$80,$c1,$c7
.byte $df,$9f,$1f,$1f,$1f,$0f,$0f,$0f
.byte $0e,$00,$18,$f8,$f8,$f8,$fc,$fc
.byte $fc,$fc,$ff,$f9,$c1,$01,$00,$80
.byte $80,$c0,$e0,$e7,$ef,$87,$07,$c3
.byte $f3,$32
; fourth column
.byte $00,$00,$c0,$f0,$62,$41,$e0,$f0
.byte $f8,$fc,$fe,$fd,$70,$00,$80,$c0
.byte $c0,$c0,$e0,$e0,$e0,$f3,$ef,$8f
.byte $0f,$0f,$0f,$07,$07,$07,$07,$02
.byte $0c,$3c,$fc,$fc,$fc,$fc,$fc,$fd
.byte $f3,$47,$87,$87,$86,$8e,$c8,$d0
.byte $80,$00
; fifth column
.byte $00,$00,$00,$00,$00,$00,$80,$c0
.byte $70,$20,$60,$e0,$f0,$f0,$f8,$78
.byte $78,$7c,$3a,$23,$c3,$c3,$c3,$c1
.byte $e1,$e1,$e1,$e1,$e2,$fe,$9c,$1c
.byte $1c,$1c,$3c,$38,$38,$30,$48,$90
.byte $90,$a0,$40,$00,$00,$00,$00,$00
.byte $00,$00
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
ORG $FC00
; first column
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $02,$00,$01,$01,$0b,$12,$0c,$18
.byte $18,$18,$38,$38,$38,$31,$3f,$4f
.byte $87,$c7,$c7,$47,$47,$47,$47,$46
.byte $44,$5c,$1e,$1e,$0e,$0f,$0f,$07
.byte $07,$02,$06,$03,$01,$00,$00,$00
.byte $00,$00
; second column
.byte $00,$00,$01,$03,$07,$23,$61,$61
.byte $e1,$e1,$c6,$de,$be,$3f,$3f,$3f
.byte $3f,$3f,$3c,$30,$40,$c0,$c0,$c0
.byte $c0,$c0,$e0,$e0,$e1,$ff,$df,$0f
.byte $0f,$07,$07,$07,$03,$03,$04,$9e
.byte $fe,$3f,$1f,$1f,$8f,$47,$24,$0f
.byte $01,$00
; third column
.byte $00,$08,$07,$83,$c0,$e0,$f1,$ff
.byte $c7,$07,$07,$03,$03,$01,$00,$06
.byte $1f,$7f,$7f,$7f,$7f,$7f,$7f,$3f
.byte $3e,$38,$20,$e0,$e0,$e0,$e0,$f0
.byte $f0,$f0,$f1,$ff,$c7,$07,$03,$03
.byte $03,$01,$01,$86,$9f,$9f,$0f,$87
.byte $e3,$3c
; fourth column
.byte $00,$00,$80,$f0,$e6,$43,$c1,$c0
.byte $e0,$e0,$f0,$fb,$f3,$83,$03,$01
.byte $01,$01,$00,$80,$80,$83,$df,$bf
.byte $3f,$3f,$3f,$3f,$1f,$1f,$1f,$1e
.byte $10,$20,$e0,$f0,$f0,$f0,$f0,$f1
.byte $ff,$cf,$0e,$0e,$0e,$0e,$88,$80
.byte $40,$00
; fifth column
.byte $00,$00,$00,$00,$00,$00,$80,$c0
.byte $f0,$60,$40,$c0,$e0,$e0,$f0,$f0
.byte $f8,$f8,$fe,$e6,$07,$03,$83,$83
.byte $83,$83,$83,$83,$82,$dc,$bc,$38
.byte $78,$78,$78,$78,$70,$78,$08,$90
.byte $30,$20,$40,$00,$00,$00,$00,$00
.byte $00,$00
ORG $FD00
; first column
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$01,$01,$03,$14,$08,$18
.byte $18,$10,$30,$30,$30,$31,$6f,$5f
.byte $8f,$8f,$8f,$0f,$0f,$0f,$0f,$4e
.byte $48,$58,$38,$38,$1c,$1c,$0e,$0e
.byte $0e,$06,$04,$02,$01,$00,$00,$00
.byte $00,$00
; second column
.byte $00,$00,$00,$03,$07,$23,$23,$43
.byte $c3,$c3,$84,$9c,$fc,$7c,$7c,$7c
.byte $7c,$fc,$ff,$f1,$81,$01,$81,$81
.byte $80,$80,$80,$80,$81,$9f,$bf,$3f
.byte $3f,$3f,$1f,$1f,$1f,$0f,$08,$18
.byte $7c,$fc,$7e,$3e,$1f,$1f,$04,$0e
.byte $01,$00
; third column
.byte $00,$0c,$0f,$07,$83,$81,$c1,$ef
.byte $df,$1f,$0f,$0f,$0f,$07,$06,$00
.byte $1c,$7c,$fc,$fc,$fe,$fe,$fe,$ff
.byte $fe,$f8,$e0,$00,$00,$80,$80,$80
.byte $c0,$c0,$e1,$e7,$df,$1f,$0f,$0f
.byte $0f,$07,$07,$00,$1c,$fe,$3e,$0f
.byte $85,$7c
; fourth column
.byte $00,$00,$00,$c0,$fe,$8f,$07,$83
.byte $81,$c0,$e0,$e3,$ff,$8f,$0f,$07
.byte $07,$03,$03,$03,$01,$02,$1e,$7e
.byte $fe,$fe,$fe,$7f,$7f,$7f,$7f,$7e
.byte $70,$00,$c0,$c0,$c0,$c0,$c0,$c1
.byte $ee,$de,$1e,$1c,$1c,$1e,$1c,$10
.byte $20,$00
; fifth column
.byte $00,$00,$00,$00,$00,$00,$80,$c0
.byte $e0,$e0,$08,$80,$80,$c4,$c0,$e2
.byte $e0,$f0,$f6,$ee,$0e,$06,$06,$06
.byte $06,$07,$07,$07,$05,$19,$78,$f8
.byte $f0,$f2,$f0,$f0,$f0,$f8,$90,$30
.byte $20,$40,$40,$80,$00,$00,$00,$00
.byte $00,$00
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
ORG $FE00
; first column
.byte $00,$00,$00,$00,$00,$00,$00,$01
.byte $01,$03,$03,$07,$07,$04,$08,$10
.byte $10,$30,$30,$31,$21,$20,$6f,$5f
.byte $9f,$9f,$9f,$1f,$1f,$1f,$1f,$4e
.byte $48,$50,$30,$38,$18,$1c,$0c,$0e
.byte $0e,$07,$04,$00,$00,$00,$00,$00
.byte $00,$00
; second column
.byte $00,$00,$01,$03,$07,$07,$47,$cf
.byte $cf,$8f,$88,$18,$78,$f8,$f8,$f8
.byte $f8,$fc,$ff,$f3,$83,$03,$03,$01
.byte $01,$01,$01,$01,$00,$9f,$bf,$7f
.byte $7f,$3f,$3f,$3f,$1f,$1f,$18,$10
.byte $78,$fc,$fc,$7e,$3e,$1f,$0c,$00
.byte $00,$00
; third column
.byte $00,$3c,$9e,$8f,$07,$83,$80,$8f
.byte $ff,$3f,$1f,$1f,$1f,$0f,$0e,$08
.byte $18,$78,$f8,$f8,$fc,$fc,$fc,$fc
.byte $ff,$f9,$e1,$01,$01,$00,$00,$00
.byte $80,$80,$81,$87,$ff,$3f,$1f,$1f
.byte $0f,$0f,$0f,$00,$18,$7c,$3e,$1e
.byte $0f,$06
; fourth column
.byte $00,$00,$00,$80,$fe,$8f,$07,$03
.byte $03,$81,$c0,$c3,$ef,$9f,$1f,$0f
.byte $0f,$0f,$07,$07,$03,$00,$1c,$7c
.byte $fc,$fe,$fe,$fe,$fe,$fe,$fe,$ff
.byte $f1,$41,$81,$81,$81,$81,$81,$c0
.byte $ce,$fc,$3c,$3c,$3c,$38,$38,$30
.byte $20,$00
; fifth column
.byte $00,$00,$00,$00,$00,$00,$00,$80
.byte $c0,$f0,$88,$08,$80,$84,$c4,$c2
.byte $c2,$e0,$e6,$ee,$0e,$0e,$0e,$0e
.byte $0e,$0f,$0f,$07,$05,$19,$70,$f0
.byte $f0,$f0,$f0,$f0,$e4,$e8,$b0,$30
.byte $60,$40,$c0,$80,$00,$00,$00,$00
.byte $00,$00
ORG $FF00
; first column
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$01,$01,$03,$07,$04,$01,$31
.byte $31,$31,$21,$21,$61,$60,$4e,$fe
.byte $3e,$1e,$1e,$1e,$1f,$1f,$1f,$1e
.byte $18,$10,$30,$30,$18,$18,$1c,$0c
.byte $0e,$0f,$00,$00,$00,$00,$00,$00
.byte $00,$00
; second column
.byte $00,$00,$03,$03,$07,$07,$87,$cf
.byte $8f,$8f,$88,$10,$70,$f0,$f0,$f8
.byte $f8,$f8,$fb,$f7,$87,$07,$07,$07
.byte $03,$03,$03,$03,$02,$1e,$3e,$fe
.byte $fe,$7f,$7f,$7f,$3f,$3f,$38,$00
.byte $60,$f0,$f8,$7c,$3c,$1e,$0c,$0c
.byte $00,$00
; third column
.byte $00,$20,$fe,$8f,$07,$07,$02,$8e
.byte $be,$7f,$3f,$3f,$3f,$1f,$1e,$18
.byte $00,$70,$f0,$f0,$f0,$f8,$f8,$f8
.byte $fd,$fb,$e3,$03,$03,$03,$01,$01
.byte $01,$01,$00,$07,$bf,$7f,$7f,$3f
.byte $3f,$1f,$1f,$08,$10,$78,$7c,$1e
.byte $0f,$00
; fourth column
.byte $00,$00,$00,$00,$dc,$be,$0f,$07
.byte $03,$01,$81,$83,$cf,$bf,$3f,$1f
.byte $1f,$1f,$0f,$0f,$0f,$04,$18,$78
.byte $f8,$fc,$fc,$fc,$fc,$fc,$fc,$fd
.byte $f3,$c3,$03,$03,$03,$03,$83,$82
.byte $8c,$bc,$7c,$38,$39,$38,$38,$60
.byte $40,$00
; fifth column
.byte $00,$00,$00,$00,$00,$00,$00,$80
.byte $c0,$f0,$98,$08,$08,$84,$84,$86
.byte $c2,$c2,$c4,$fe,$1e,$1e,$1e,$1e
.byte $0e,$0e,$0e,$0e,$0d,$11,$70,$f2
.byte $e2,$e2,$e0,$e0,$e0,$c8,$b0,$30
.byte $60,$40,$c0,$80,$00,$00,$00,$00
.byte $00,$00
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; Set up the 6502 interrupt vector table
;
ORG IntVectors
NMI .word Cart_Init
Reset .word Cart_Init
IRQ .word Cart_Init
; END