antoine-source/swashbuckler/SB.0800.S

2806 lines
55 KiB
ArmAsm

*
* Swashbuckler
* (c) Stephenson
* (s) 2018, Brutal Deluxe Software
*
* This is the $0800..$1FFF area
* Called from T3 & T4 by previous stage
* A lot of unused areas here!
*
mx %11
org $0800
lst off
dsk swashbuckler
*----------------------------
* Zero page
* $4E: random value
* $E3: bit 7 - 0: HGR1, 1: HGR2
* bit 6 - 0: left, 1: right (direction of player)
* $E9:
* $EB: sprite index
* $EC: which HGR page is active
* bit 7 - 0: HGR1, 1: HGR2
* $ED: X-position (in bytes) of the player
* $F9: X start
* $FA: ?offset
* $FB: sprite width in bytes
* $FC: Y start
* $FD: Y end
* $FE: key pressed
zpRANDOM = $4E
zpHPLAYER = $E3
zpHGRACTIVE = $EC
zpXPLAYER = $ED
zpXSCREEN = $F9
zpSPRWIDTH = $FB
zpYBEGIN = $FC
zpYEND = $FD
zpKEY = $FE
*----------------------------
KBD EQU $C000
KBDSTROBE EQU $C010
SPKR EQU $C030
TXTCLR EQU $C050
TXTSET EQU $C051
MIXCLR EQU $C052
TXTPAGE1 EQU $C054
TXTPAGE2 EQU $C055
HIRES EQU $C057
VTAB EQU $FC22
HOME EQU $FC58
WAIT EQU $FCA8
CROUT EQU $FD8E
COUT EQU $FDED
*----------------------------
ptrLINEH HEX 0004080C1014181C0004080C1014181C
HEX 0105090D1115191D0105090D1115191D
HEX 02060A0E12161A1E02060A0E12161A1E
HEX 03070B0F13171B1F03070B0F13171B1F
HEX 0004080C1014181C0004080C1014181C
HEX 0105090D1115191D0105090D1115191D
HEX 02060A0E12161A1E02060A0E12161A1E
HEX 03070B0F13171B1F03070B0F13171B1F
HEX 0004080C1014181C0004080C1014181C
HEX 0105090D1115191D0105090D1115191D
HEX 02060A0E12161A1E02060A0E12161A1E
HEX 03070B0F13171B1F03070B0F13171B1F
*----------
saveX DB $FF ; save X
saveY DB $FF ; save Y
sprWIDTH DB $00 ; width of a sprite in bytes
pageHGR DB $40 ; 20 or 40: HGR page
charFONT DB $33 ; this is the char index we have to print
*--- X of sprites on screen
L08D0 DB $1D ; player
L08D1 DB $02 ; foe 1
L08D2 DB $1E ; foe 2
L08D3 DB $00 ; foe 3
L08D4 DB $09 ; foe 4
L08D7 DB $0B
L08D8 DB $10
L08D9 DB $0C
L08DA DB $12
L08DE DB $12
*----------
ptrLINEL HEX 00000000000000008080808080808080
HEX 00000000000000008080808080808080
HEX 00000000000000008080808080808080
HEX 00000000000000008080808080808080
HEX 2828282828282828A8A8A8A8A8A8A8A8
HEX 2828282828282828A8A8A8A8A8A8A8A8
HEX 2828282828282828A8A8A8A8A8A8A8A8
HEX 2828282828282828A8A8A8A8A8A8A8A8
HEX 5050505050505050D0D0D0D0D0D0D0D0
HEX 5050505050505050D0D0D0D0D0D0D0D0
HEX 5050505050505050D0D0D0D0D0D0D0D0
HEX 5050505050505050D0D0D0D0D0D0D0D0
*----------
theSCORE HEX 1A00 ; score
theLIVES DB $03 ; lives
L09C3 DB $80
L09C4 DB $C0
L09C5 DB $0C
L09C7 DB $00
L09C8 DB $D2
L09C9 DB $01
L09CA DB $00
L09CB DB $00
L09CD DB $80
L09CE DB $00
L09CF DB $00
L09D0 DB $00
L09D1 DB $19
L09D2 DB $1F
L09D3 DB $21
L09D4 DB $FE ; index of sprite 5
L09D5 DB $0E
L09D6 DB $C0
L09D7 DB $35
L09D8 DB $19
L09D9 DB $06
L09DA DB $00
L09DB DB $84
saveHPLAYER DB $C0
L09DD DB $0C
fgPLAY DB $FF ; true: game on, false: game over
L09DF DB $00
*----------
drawSPRITE1 LDA #$20 ; draw HGR1
STA pageHGR
bne L0A0D
drawSPRITE2 LDA #$40 ; draw HGR2
STA pageHGR
L0A0D STX saveX
STY saveY
LDY zpYBEGIN ; from line Y
L0A15 LDA ptrLINEH,Y
CLC
ADC pageHGR
STA L0A35+2
STA L0A38+2
LDA ptrLINEL,Y
STA L0A35+1
STA L0A38+1
LDA zpSPRWIDTH
STA sprWIDTH
LDX zpXSCREEN
L0A32 LDA $6CD7
L0A35 ORA $5DA8,X
L0A38 STA $5DA8,X
INC L0A32+1
BNE L0A43
INC L0A32+2
L0A43 INX
DEC sprWIDTH
BNE L0A32
INY
CPY zpYEND ; to end line
BNE L0A15
LDX saveX
LDY saveY
RTS
*---------- Draw a sprite on screen
drawSPRITE STA $EB ; sprite index
ASL
TAY
LDA tblSPRITES,Y
STA L0A71+1 ; get the pointer to its structure
CLC
ADC #$04
STA L0A32+1 ; and to its data
INY
LDA tblSPRITES,Y
STA L0A71+2
STA L0A32+2
LDY #$03 ; copy its structure
L0A71 LDA $6C5B,Y
STA |$00FA,Y
DEY
BPL L0A71
SEC
LDA zpXSCREEN ; offset on screen
SBC $FA ; width in bytes
STA zpXSCREEN ; save it
BIT zpHPLAYER ; which HGR page?
BPL L0A8B
jmp drawSPRITE2
L0A8B jmp drawSPRITE1
*----------
L0A8F STA $EF ; save sprite
JSR L0B43
BIT zpHGRACTIVE ; which page is active?
BMI L0AB3 ; page 2, so draw on page 1
LDA #$80 ; we're on page 1
ORA zpHGRACTIVE ; next is page 2
STA zpHGRACTIVE
LDA TXTPAGE1 ; show HGR1
LDA #$80 ; draw on HGR2
ORA zpHPLAYER
STA zpHPLAYER
JSR clearHGR2 ; clear HGR2
JSR L0ACC ; redraw sprites
LDA TXTPAGE2 ; and show the page
rts
L0AB3 LDA zpHGRACTIVE ; we're on page 2
AND #$7F ; next is page 1
STA zpHGRACTIVE
LDA TXTPAGE2 ; show HGR2
LDA zpHPLAYER ; draw on HGR1
AND #$7F
STA zpHPLAYER
JSR clearHGR1 ; clear HGR1
JSR L0ACC ; redraw sprites
LDA TXTPAGE1 ; and show the page
L0ACB RTS
*---------- Draw all sprites?
L0ACC JSR L0C0C
JSR L1000 ; draw sprite 1
JSR L1013 ; draw sprite 2
JSR L1026 ; draw sprite 3
JSR L1039 ; draw sprite 4
jmp L104C ; draw sprite 5
*---------- Init game
initALL LDA #$03
STA theLIVES
LDA #$00
STA theSCORE
STA theSCORE+1
STA L09CB
STA L09DF
STA L09C5
STA L09D5
STA L09C4
STA L09D6
STA L08D1
STA L08D3
STA |$00E9
STA L09CD
STA L09CE
STA L09CF
STA L09D0
LDA #$1F
STA L08D0
STA L08D2
LDA #$FF
STA L09C3
LDA TXTCLR
LDA MIXCLR
LDA HIRES
LDA TXTPAGE1
LDA #$40 ; player looks right
STA zpHPLAYER
LDA #$08 ; sprite for player
STA $E8
LDA #$11 ; x-offset for player
STA zpXPLAYER
LDA #$1F
STA L09D2
LDA #$21
STA L09D3
RTS
*---------- Check x-position of player
L0B43 LDA #$04
CMP zpXPLAYER
BCC L0B4F
LDA #$05
STA zpXPLAYER
BNE L0B59
L0B4F LDA #$1C
CMP zpXPLAYER
BCS L0B59
LDA #$1C
STA zpXPLAYER
L0B59 SEC
LDA L08D0
SBC zpXPLAYER
STA L08D7
SEC
LDA zpXPLAYER
SBC L08D1
STA L08D8
SEC
LDA L08D2
SBC zpXPLAYER
STA L08D9
SEC
LDA zpXPLAYER
SBC L08D3
STA L08DA
LDA #$02
CMP L08D7
BCC L0B90
INC L08D0
LDA L08D0
CMP #$1E
BCC L0B90
DEC zpXPLAYER
L0B90 LDA L08D0
CMP #$07
BCS L0B9F
LDA #$07
STA L08D0
JMP L0BAB
L0B9F LDA L08D0
CMP #$1E
BCC L0BAB
LDA #$1E
STA L08D0
L0BAB LDA #$02
CMP L08D8
BCC L0BB9
DEC L08D1
BNE L0BB9
INC zpXPLAYER
L0BB9 LDA L08D1
BMI L0BC2
CMP #$01
BCS L0BC5
L0BC2 INC L08D1
L0BC5 LDA L08D1
BMI L0BC2
JMP L0BD1
L0BD1 LDA #$02
CMP L08D9
BCC L0BE4
INC L08D2
LDA L08D2
CMP #$1E
BCC L0BE4
DEC zpXPLAYER
L0BE4 LDA L08D2
CMP #$07
BCS L0BF3
LDA #$07
STA L08D2
JMP L0BFF
L0BF3 LDA L08D2
CMP #$1E
BCC L0BFF
LDA #$1E
STA L08D2
L0BFF LDA L08D3
CMP #$21
BCC L0C0B
LDA #$21
STA L08D3
L0C0B RTS
L0C0C LDA zpXPLAYER
STA zpXSCREEN
LDA $E8
jmp drawSPRITE
*---------- Handle keypress
doKEYPRESS BIT KBD
BPL L0C69
L0C1B LDA KBD
STA zpKEY
LDA #$00
STA KBDSTROBE
STA L09CB
LDA zpKEY
CMP #"S" ; Switch direction
BNE L0C4A
BIT zpHPLAYER ; bit 6?
BVC L0C3D ; is left turned?
LDA zpHPLAYER ; no, turned right
AND #$BF ; %1011_1111
STA zpHPLAYER ; now looks left
LDA #$01 ; sprite 1
JMP L0C45
L0C3D LDA zpHPLAYER ; force bit 6
ORA #$40 ; now looks right
STA zpHPLAYER
LDA #$08 ; sprite 8
L0C45 STA $E8
JSR L0A8F ; draw next frame
* BUG: keyboard value is not restored
lda zpKEY
L0C4A CMP #$C1 ; A
BEQ L0CAE
CMP #$C4 ; D
BEQ L0C7C
CMP #$C9 ; I
BEQ L0C72
CMP #$CA ; J
BEQ L0C75
CMP #$CB ; K
BEQ L0C78
CMP #$CC ; L
BEQ L0C6C
CMP #$CD ; M
BEQ L0C6F
L0C66 JSR L0A8F
L0C69 INC zpRANDOM ; randomize
RTS
L0C6C JMP L0D16
L0C6F JMP L0D45
L0C72 JMP L0CE0
L0C75 JMP L0CF2
L0C78 JMP L0D04
L0C7C BIT zpHPLAYER ; bit 6?
BVC L0C97 ; player looks left?
LDA #$09 ; right
STA $E8
JSR L0A8F
INC zpXPLAYER
LDA #$0D
STA $E8
JSR L0A8F
LDA #$08
STA $E8
JMP L0C66
L0C97 LDA #$07 ; left
STA $E8
JSR L0A8F
INC zpXPLAYER
LDA #$06
STA $E8
JSR L0A8F
LDA #$01
STA $E8
JMP L0C66
*--- A - Move player to the left
L0CAE BIT zpHPLAYER ; bit 6?
BVC L0CC9 ; not set
LDA #$0D
STA $E8
JSR L0A8F ; au repos
DEC zpXPLAYER ; x--
LDA #$09
STA $E8
JSR L0A8F ;
LDA #$08
STA $E8
JMP L0C66
L0CC9 LDA #$06
STA $E8
JSR L0A8F
DEC zpXPLAYER
LDA #$07
STA $E8
JSR L0A8F
LDA #$01
STA $E8
JMP L0C66
L0CE0 BIT zpHPLAYER ; bit 6?
BVC L0CEB ; not set
LDA #$0E
STA $E8
JMP L0C66
L0CEB LDA #$02
STA $E8
JMP L0C66
L0CF2 BIT zpHPLAYER
BVC L0CFD
LDA #$0C
STA $E8
JMP L0C66
L0CFD LDA #$03
STA $E8
JMP L0C66
L0D04 BIT zpHPLAYER
BVC L0D0F
LDA #$08
STA $E8
JMP L0C66
L0D0F LDA #$01
STA $E8
JMP L0C66
*----------
L0D16 LDA L09C3
BNE L0D25
LDY #$5A
STY $50
JSR L0303 ; beep
JMP L0CF2
L0D25 BIT zpHPLAYER
BVC L0D37
LDA #$09
STA $E8
JSR L0A8F
LDA #$0A
STA $E8
JMP L0C66
L0D37 LDA #$07
STA $E8
JSR L0A8F
LDA #$04
STA $E8
JMP L0C66
L0D45 BIT zpHPLAYER
BVC L0D50
LDA #$0B
STA $E8
JMP L0C66
L0D50 LDA #$05
STA $E8
JMP L0C66
*---------- Clear HGR1
clearHGR1 LDA #$00
LDX #$27
L0E04 STA $2028,X
STA $2428,X
STA $2828,X
STA $2C28,X
STA $3028,X
STA $3428,X
STA $3828,X
STA $3C28,X
STA $20A8,X
STA $24A8,X
STA $28A8,X
STA $2CA8,X
STA $30A8,X
STA $34A8,X
STA $38A8,X
STA $3CA8,X
STA $2128,X
STA $2528,X
STA $2928,X
STA $2D28,X
STA $3128,X
STA $3528,X
STA $3928,X
STA $3D28,X
STA $21A8,X
STA $25A8,X
STA $29A8,X
STA $2DA8,X
STA $31A8,X
STA $35A8,X
STA $39A8,X
STA $3DA8,X
STA $2228,X
STA $2628,X
STA $2A28,X
STA $2E28,X
STA $3228,X
STA $3628,X
STA $3A28,X
STA $3E28,X
STA $22A8,X
STA $26A8,X
STA $2AA8,X
STA $2EA8,X
STA $32A8,X
STA $36A8,X
STA $3AA8,X
STA $3EA8,X
STA $2328,X
STA $2728,X
STA $2B28,X
STA $2F28,X
STA $3328,X
STA $3728,X
STA $3B28,X
STA $3F28,X
STA $23A8,X
STA $27A8,X
STA $2BA8,X
STA $2FA8,X
STA $33A8,X
STA $37A8,X
STA $3BA8,X
STA $3FA8,X
DEX
BPL L0EC8
RTS
L0EC8 JMP L0E04
*---------- Clear HGR2
clearHGR2 LDA #$00
LDX #$27
L0F04 STA $4028,X
STA $4428,X
STA $4828,X
STA $4C28,X
STA $5028,X
STA $5428,X
STA $5828,X
STA $5C28,X
STA $40A8,X
STA $44A8,X
STA $48A8,X
STA $4CA8,X
STA $50A8,X
STA $54A8,X
STA $58A8,X
STA $5CA8,X
STA $4128,X
STA $4528,X
STA $4928,X
STA $4D28,X
STA $5128,X
STA $5528,X
STA $5928,X
STA $5D28,X
STA $41A8,X
STA $45A8,X
STA $49A8,X
STA $4DA8,X
STA $51A8,X
STA $55A8,X
STA $59A8,X
STA $5DA8,X
STA $4228,X
STA $4628,X
STA $4A28,X
STA $4E28,X
STA $5228,X
STA $5628,X
STA $5A28,X
STA $5E28,X
STA $42A8,X
STA $46A8,X
STA $4AA8,X
STA $4EA8,X
STA $52A8,X
STA $56A8,X
STA $5AA8,X
STA $5EA8,X
STA $4328,X
STA $4728,X
STA $4B28,X
STA $4F28,X
STA $5328,X
STA $5728,X
STA $5B28,X
STA $5F28,X
STA $43A8,X
STA $47A8,X
STA $4BA8,X
STA $4FA8,X
STA $53A8,X
STA $57A8,X
STA $5BA8,X
STA $5FA8,X
DEX
BPL L0FC8
RTS
L0FC8 JMP L0F04
*---------- Draw all sprites
L1000 LDA L08D0
L1003 STA zpXSCREEN
LDA L08DE
BIT |$00E9
BMI L100F
LDA #$10
L100F jmp drawSPRITE
L1013 LDA L08D1
STA zpXSCREEN
LDA L09D1
BIT L09CD
BMI L1022
LDA #$10
L1022 jmp drawSPRITE
L1026 LDA L08D2
STA zpXSCREEN
LDA L09D2
BIT L09CE
BMI L1035
LDA #$10
L1035 jmp drawSPRITE
L1039 LDA L08D3
STA zpXSCREEN
LDA L09D3
BIT L09CF
BMI L1048
LDA #$10
L1048 jmp drawSPRITE
L104C LDA L08D4
STA zpXSCREEN
LDA L09D4
BIT L09D0
BMI L105B
LDA #$10
L105B jmp drawSPRITE
*----------
L105F BIT |$00E9
BPL L10E1
BVC L106E
LDA #$17
STA L08DE
JMP L10E1
L106E JMP L15DA
L1071 BIT L09C4
BMI L10AB
LDA L09C5
CMP #$05
BCS L1091
LDY zpRANDOM
LDA L1D00,Y
CMP #$30
BCS L10AE
L1086 LDA #$80
ORA L09C4
STA L09C4
JMP L10A1
L1091 LDY zpRANDOM
LDA L1D00,Y
CMP #$20
BCC L10AE
CMP #$40
BCC L1086
JMP L10AE
L10A1 BIT |$00E9
BPL L10E1
BIT L09C4
BPL L10AE
L10AB JMP L1209
L10AE LDY zpRANDOM
LDA L1D00,Y
STA $EB ; sprite
AND #$07
TAY
LDA L1E00,Y
STA L08DE
LDA $EB
CMP #$E6
BCS L10CB
CMP #$64
BCC L10D6
JMP L10DE
L10CB INC L08D0
LDA #$11
STA L08DE
JMP L10DE
L10D6 DEC L08D0
LDA #$11
STA L08DE
L10DE jmp L0A8F
L10E1 RTS
*----------
L10E2 BIT zpHPLAYER
BVC L10F9
JSR L165D
LDA $E8
CMP #$0A
BEQ L10FF
CMP #$0C
BEQ L10F6
rts ; JMP L1208
L10F6 JMP L1167
L10F9 JSR L1680
JMP L138B
L10FF BIT |$00E9
BPL L114C
BVS L114C
LDA L08D7
CMP #$0D
BCS L114C
LDA L08DE
CMP #$11
BEQ L1164
LDA #$09
CMP L08D7
BCC L114C
L111B LDA #$16
STA L08DE
INC L09C5
JSR L0A8F
JSR L11C7
JSR L11D1
JSR L11F1 ; check next level
LDA #$17
STA L08DE
LDA #$0E
STA $E8
JSR L0A8F
LDA |$00E9
ORA #$40
STA |$00E9
JSR L11FE
JSR L11E1
jmp L114F
L114C rts ; JMP L1208
L114F NOP
NOP
NOP
NOP
LDA theSCORE
CMP #$17
BNE L115D
INC theLIVES ; new lives
L115D jmp L1854
L1164 JMP L1186
L1167 BIT |$00E9
BPL L114C
BVS L114C
LDA L08D7
CMP #$0A
BCS L114C
LDA L08DE
CMP #$11
BEQ L1186
LDA #$05
CMP L08D7
BCC L114C
JMP L111B
L1186 LDX #$3C
STX $50
JSR L0303
INC zpRANDOM
INC L09CB
INC L08D0
LDA L09CB
CMP #$01
BEQ L11C4
LDA #$08
CMP L09C5
BCS L11C4
DEC L08D0
JSR L1261
JSR L0A8F
L11AC BIT KBD
BMI L11C1
JSR L143B
INC zpRANDOM
BNE L11AC
DEC L08D0
JSR L1261
JSR L0A8F
L11C1 JMP L0C1B
L11C4 rts ; JMP L1208
*---------- Ennemy is killed
L11C7 LDA #$96
STA $50
LDX #$64
jmp L0303
*---------- Wait
L11D1 LDA #$05
STA L09CA
L11D6 LDA #$FF
JSR WAIT
DEC L09CA
BNE L11D6
RTS
*---------- Wait
L11E1 LDA #$02
STA L09CA
L11E6 LDA #$FF
JSR WAIT
DEC L09CA
BNE L11E6
RTS
L11F1 CLC
INC theSCORE
BCC L11FA
INC theSCORE+1
L11FA JMP L1B76 ; next level
*---------- Play sound
L11FE LDA #$1E
STA $50
LDY #$1E
jmp L0303
L1209 BIT L09C4
BVS L121E
LDA #$40
ORA L09C4
STA L09C4
JSR L1252
LDA #$08
STA L09C9
L121E DEC L09C9
BNE L122E
LDA #$BF
AND L09C4
STA L09C4
JMP L10AE
L122E LDY L09C7
LDA L1E80,Y
STA L09C8
AND #$1F
STA L08DE
BIT L09C8
BPL L124C
BVC L1249
DEC L08D0
JMP L124C
L1249 INC L08D0
L124C DEC L09C7
JMP L10DE
L1252 LDY zpRANDOM
LDA L1D00,Y
AND #$07
TAY
LDA L1E40,Y
STA L09C7
RTS
*----------
L1261 BIT |$00E9
BPL L1280
BVS L1280
LDA L08DE
CMP #$11
BNE L1272
JMP L1281
L1272 CMP #$13
BNE L1279
JMP L12D6 ; is player hit?
L1279 CMP #$14
BNE L1280
JMP L131D
L1280 RTS
L1281 LDA L08D7
CMP #$04
BCC L12D0
CMP #$06
BCS L129A
LDA $E8
CMP #$0A
BEQ L12D0 ; I'm hit!
CMP #$08
BEQ L12D3
CMP #$0C
BEQ L12D3
L129A LDA L08D7
CMP #$07
BCS L12AF
LDA $E8
CMP #$08
BEQ L12D3
CMP #$0A
BEQ L12D3
CMP #$0C
BEQ L12D3
L12AF LDA L08D7
CMP #$0A
BCS L12C0
LDA $E8
CMP #$0A
BEQ L1333
CMP #$0C
BEQ L1333
L12C0 LDA L08D7
CMP #$0E
BCS L1280
LDA $E8
CMP #$0A
BNE L1280
JMP L1333
L12D0 JMP playerHIT ; player is hit!
L12D3 JMP L1333
L12D6 LDA L08D7
CMP #$03
BCS L12E6
LDA $E8
CMP #$0E
BEQ L12E6
JMP playerHIT ; player is hit!
L12E6 LDA L08D7
CMP #$04
BCS L12FA
LDA $E8
CMP #$08
BCS L12FA
CMP #$04
BEQ L12FA
JMP playerHIT
L12FA LDA L08D7
CMP #$05
BCS L130A
LDA $E8
CMP #$0E
BNE L130A
JMP L1333
L130A LDA L08D7
CMP #$06
BCS L131A
LDA $E8
CMP #$0A
BNE L131A
JMP playerHIT
L131A JMP L1280
L131D LDA L08D7
CMP #$05
BCS L1330
LDA #$00
STA L09C3
LDX #$5A
STX $50
JSR L0303
L1330 JMP L1280
L1333 LDX #$3C
STX $50
JSR L0303
INC L08D0
JMP L1280
*---------- Player is hit
playerHIT LDA #$0F ; show sprite HIT
STA $E8
JSR L0A8F
JSR L1381 ; play sound
JSR L11D1 ; wait
LDA #$00 ; show sprite DEAD
STA $E8
STA L09DF
JSR L0A8F
JSR L11FE ; play sound
LDA #$80
STA L09C3
JSR L11E1 ; wait
JSR L136B ; go die
JSR showALL
JMP L180D
L136B DEC theLIVES ; lives--
BEQ L1374
NOP
NOP
NOP
RTS
L1374 LDX #$FF ; i'm dead
STX $50
JSR L0303
LDA #$00 ; game over
STA fgPLAY
RTS
L1381 LDA #$28 ; ouch sound
STA $50
LDX #$C8
JSR L0303
RTS
L138B BIT L09CD
BPL L13FC
BVS L13FC
LDA $E8
CMP #$04
BNE L13A9
LDA L08D8
CMP #$09
BCS L13A2
JMP L1402
L13A2 CMP #$0C
BCS L13FC
JMP L13BB
L13A9 CMP #$03
BNE L13FC
LDA L08D8
CMP #$06
BCS L13B7
JMP L1402
L13B7 CMP #$07
BCS L1433
L13BB LDX #$3C
STX $50
JSR L0303
INC zpRANDOM
INC L09CB
DEC L08D1
LDA L09CB
CMP #$01
BEQ L13FF
LDA #$08
CMP L09C5
BCS L13FF
INC L08D1
JSR L14E4
JSR L0A8F
L13E1 BIT KBD
BMI L13F6
JSR L143B
INC zpRANDOM
BNE L13E1
INC L08D1
JSR L14E4
JSR L0A8F
L13F6 JMP L0C1B
JMP L1437
L13FC JMP L1433
L13FF JMP L1433
L1402 LDA #$1D
STA L09D1
INC L09D5
JSR L0A8F
JSR L11C7
JSR L11D1
JSR L11F1 ; check next level
LDA #$1E
STA L09D1
LDA #$02
STA $E8
JSR L0A8F
LDA L09CD
ORA #$40
STA L09CD
JSR L11FE
JSR L11E1
jmp L114F
L1433 RTS
L1437 NOP
NOP
NOP
RTS
L143B JSR L1454
JSR L14E4
JSR L14A5
JSR L1537
NOP
NOP
NOP
JSR L154A
JSR L14E0
jmp L157B
*----------
L1454 BIT L09CD
BPL L14A4
BVC L1463
LDA #$1E
STA L09D1
JMP L14A4
L1463 JMP L161C
L1466 BIT L09D6
BPL L146E
JMP L157F
L146E LDY zpRANDOM
LDA L1D00,Y
STA $EB
AND #$07
ORA #$08
TAY
LDA L1E00,Y
STA L09D1
LDA $EB
CMP #$5A
BCS L148D
LDA #$80
STA L09D6
LDA $EB
L148D CMP #$E6
BCS L1498
CMP #$50
BCS L149E
JMP L14A1
L1498 INC L08D1
JMP L14A1
L149E DEC L08D1
L14A1 jmp L0A8F
L14A4 RTS
*----------
L14A5 BIT L09CE
BPL L14C1
LDA L09D2
CMP #$1F
BEQ L14B9
LDA #$1F
STA L09D2
JMP L14C1
L14B9 LDA #$20
STA L09D2
DEC L08D2
L14C1 RTS
L14C2 BIT L09CF
BPL L14DE
LDA L09D3
CMP #$21
BEQ L14D6
LDA #$21
STA L09D3
JMP L14DE
L14D6 LDA #$22
STA L09D3
INC L08D3
L14DE RTS
L14E0 NOP
NOP
NOP
RTS
*----------
L14E4 BIT L09CD
BPL L1519
BVS L1519
LDA L09D1
CMP #$1B
BNE L14F5
JMP L151A
L14F5 CMP #$1C
BEQ L1524
LDA L08D8
CMP #$04
BCC L1534
L1500 CMP #$09 ; difficulty?
BCS L1519
LDA $E8
CMP #$08
BCS L1519
CMP #$02
BEQ L1519
CMP #$05
BEQ L1519
L1512 LDX #$3C
STX $50
jmp L0303
L1519 RTS
L151A LDA L08D8
CMP #$05
BCC L1534
JMP L1519
L1524 LDA L08D8
CMP #$05
BCS L1519
LDA $E8
CMP #$05
BEQ L1512
JMP L1534
L1534 JMP playerHIT
*----------
L1537 BIT L09CE
BPL L1546
LDA #$05
CMP L08D9
BCC L1546
JMP playerHIT
L1546 RTS
*----------
L154A BIT L09CF
BPL L1577
LDA #$04
CMP L08DA
BCC L1577
LDA #$00
STA L09C3
LDX #$5A
STX $50
JSR L0303
LDA #$00
STA L09CF
STA L08D3
INC L09DF
LDA L09DF
CMP #$04
BCC L1577
JMP playerHIT
L1577 RTS
L157B NOP
NOP
NOP
RTS
L157F NOP
NOP
NOP
BIT L09D6
BVS L1597
LDA #$40
ORA L09D6
STA L09D6
JSR L15CB
LDA #$08
STA L09D9
L1597 DEC L09D9
BNE L15A7
LDA #$BF
AND L09D6
STA L09D6
JMP L146E
L15A7 LDY L09D7
LDA L1E80,Y
STA L09D8
AND #$1F
STA L09D1
BIT L09D8
BPL L15C5
BVC L15C2
INC L08D1
JMP L15C5
L15C2 DEC L08D1
L15C5 DEC L09D7
JMP L14A1
L15CB LDY zpRANDOM
LDA L1D00,Y
AND #$07
TAY
LDA L1E48,Y
STA L09D7
RTS
L15DA BIT L09DA
BMI L1606
LDA L09C5
CMP #$20
BCS L1615
CMP #$0C
BCS L15FE
CMP #$02
BCS L15F6
LDA #$86
STA L09DA
JMP L1618
L15F6 LDA #$84
STA L09DA
JMP L1618
L15FE LDA #$82
STA L09DA
JMP L1618
L1606 DEC L09DA
LDA #$80
CMP L09DA
BNE L1618
LDA #$00
STA L09DA
L1615 JMP L1071
L1618 JMP L10DE
L161C BIT L09DB
BMI L1648
LDA L09D5
CMP #$19
BCS L1657
CMP #$08
BCS L1638
CMP #$02
BCS L1640
LDA #$86
STA L09DB
JMP L165A
L1638 LDA #$84
STA L09DB
JMP L165A
L1640 LDA #$82
STA L09DB
JMP L165A
L1648 DEC L09DB
LDA #$80
CMP L09DB
BNE L165A
LDA #$00
STA L09DB
L1657 JMP L1466
L165A JMP L14A1
L165D BIT L09CE
BPL L167F
LDA $E8
CMP #$0B
BNE L167F
LDA #$06
CMP L08D9
BCC L167F
JSR L11C7
JSR L11F1 ; check next level
LDA #$00
STA L09CE
LDA #$23
STA L08D2
L167F RTS
L1680 BIT L09CF
BPL L169D
LDA $E8
CMP #$05
BNE L169D
LDA #$05
CMP L08DA
BCC L169D
JSR L11C7
LDA #$00
STA L09CF
STA L08D3
L169D RTS
*---------- Pointer to sprites
* The first 4 bytes are copied to $FA..$FD
tblSPRITES DA $7B06 ; 00 player is dead
DA $6000 ; 01 player left
DA $6184 ; 02 "
DA $6348 ; 03 "
DA $655B ; 04 "
DA $67CF ; 05 "
DA $6953 ; 06 "
DA $6AD7 ; 07 "
DA $6C5B ; 08 player right
DA $6DEE ; 09 "
DA $6F72 ; 0A "
DA $7246 ; 0B "
DA $73CA ; 0C "
DA $763E ; 0D "
DA $77BE ; 0E "
DA $7982 ; 0F " is wounded
DA $7C10 ; 10 empty
DA $8000 ; 11 foe right
DA $81E4 ; 12 "
DA $8418 ; 13 "
DA $864C ; 14 "
DA $8830 ; 15 "
DA $8A14 ; 16 "
DA $8C48 ; 17 " is dead
DA $8D3D ; 18 foe left
DA $8F0E ; 19 "
DA $90DF ; 1A "
DA $92B0 ; 1B "
DA $9480 ; 1C "
DA $9666 ; 1D "
DA $97DB ; 1E " is dead
DA $9858 ; 1F animal right
DA $98EC ; 20 "
DA $9980 ; 21 animal left
DA $9A14 ; 22 "
DA $9AA8 ; The rest is... nothing
*----------
playGAME JSR initALL ; init all
LDA #$FF
STA fgPLAY ; game is active
LDA #$80
STA |$00E9
L180D LDA #$00
STA L08D1
STA L09CE
STA L09CF
STA L08D3
LDA #$20
STA L08D0
STA L08D2
LDA #$10 ; x-pos of player
STA zpXPLAYER
*--- The main game loop
L1827 JSR doKEYPRESS
JSR L105F
JSR L19D5
JSR L1454 ;
JSR L14A5 ;
JSR L14C2 ;
JSR L10E2 ;
JSR L1261 ;
JSR L14E4 ;
JSR L1537 ;
JSR L154A ;
LDA fgPLAY ; am I dead
BNE L1827 ; for real?
RTS ; yes!
*----------
L1854 NOP
LDA theSCORE+1
BEQ L185D
JMP L18C8
L185D LDA theSCORE
CMP #$02
BCS L188A
AND #$01
BEQ L1878
LDA #$00
STA L08D1
STA |$00E9
LDA #$80
STA L09CD
JMP L18C3
L1878 LDA #$20
STA L08D0
LDA #$00
STA L09CD
LDA #$80
STA |$00E9
JMP L18C3
L188A BIT |$00E9
BPL L1891
BVC L18C4
L1891 BIT L09CD
BPL L1898
BVC L18C4
L1898 LDA #$80
STA |$00E9
STA L09CD
JMP L1A78
*----------
L18B3 LDA #$00
STA L08D1
LDA #$20
STA L08D0
JMP L18C3
JMP L18C8
L18C3 NOP
L18C4 jmp L0A8F
L18C8 LDA #$3C
STA L09DD
jmp L1A04
*---------- Calculate offset of font char
calcFOFFSET STX saveX
STY saveY
LDA #<theFONT
STA L1939+1
LDA #>theFONT
STA L1939+2
LDX #$20 ; space
L18EC CPX charFONT ; the char
BEQ L1904
INX
CLC
LDA #$08 ; offset+8
ADC L1939+1
STA L1939+1
BCC L1900
INC L1939+2
L1900 CPX #$7E ; last char
BNE L18EC
L1904 LDX saveX
LDY saveY
RTS
*---------- Draw a char
printCHAR1 LDA #$20 ; on HGR1
STA pageHGR
bne L1918
printCHAR2 LDA #$40 ; or HGR2
STA pageHGR
*---------- Draw a char on screen
L1918 STX saveX
STY saveY
LDY zpYBEGIN ; Y start
CLC
LDA #$08
ADC zpYBEGIN
STA zpYEND ; Y end
LDX zpXSCREEN
L1929 LDA ptrLINEH,Y
CLC
ADC pageHGR
STA L193C+2
LDA ptrLINEL,Y
STA L193C+1
L1939 LDA theFONT
L193C STA $5E50,X
INC L1939+1
BNE L1947
INC L1939+2
L1947 INY
CPY zpYEND ; the end?
BNE L1929
LDX saveX ; restore
LDY saveY
RTS
*---------- Print C string
printCSTR STA L195B+1
STY L195B+2
LDX #$00
L195B LDA |$009F,X ; get a char
BEQ L1988
STA charFONT ; the char
JSR calcFOFFSET ; calc offset in font
BIT zpHPLAYER ; which page to draw?
BPL L1970
JSR printCHAR2 ; HGR2
JMP L1973
L1970 JSR printCHAR1 ; HGR1
L1973 INC zpXSCREEN ; next X
LDA zpXSCREEN
CMP #$28
BNE L1985
LDA #$00 ; next Y
STA zpXSCREEN
LDA #$08
ADC zpYBEGIN
STA zpYBEGIN
L1985 INX
BNE L195B
L1988 RTS
*---------- Show score and lives
showALL LDA zpHPLAYER
STA saveHPLAYER
AND #$7F
STA zpHPLAYER
JSR showSCORE
JSR showLIVES
LDA zpHPLAYER
ORA #$80
STA zpHPLAYER
JSR showSCORE
JSR showLIVES
LDA saveHPLAYER
STA zpHPLAYER
RTS
*----------
showSCORE LDA #$0E
STA zpXSCREEN
LDA #$A0
STA zpYBEGIN
LDA theSCORE
STA $9F
LDA theSCORE+1
STA $9E
LDA #$90
STA $9D
LDA #$00
STA $A0
STA $A1
STA $A2
JSR $ED34 ; convert fac
jmp printCSTR ; print score
*----------
L19CF JMP L1A68
L19D2 JMP L1A6E
*----------
L19D5 LDA L09C5
CMP #$05
BEQ L19CF
CMP #$0D
BEQ L19CF
CMP #$16
BEQ L19CF
LDA L09D5
CMP #$06
BEQ L19D2
CMP #$0B
BEQ L19D2
CMP #$13
BEQ L19D2
CMP #$17
BEQ L19D2
LDA theSCORE
CMP #$13
BCC L1A47
AND #$01
BNE L1A47
LDA #$0C
L1A04 STA L09DD
LDY zpRANDOM
LDA L1D00,Y
CMP L09DD
BNE L1A14
JMP L1A22
L1A14 CMP #$27
BNE L1A1B
JMP L1A36
L1A1B CMP #$54
BNE L1A47
JMP L1A36
L1A22 LDA #$80
STA L09CE
LDA #$21
STA L08D2
LDX #$6E
STX $50
JSR L0303
JMP L1A47
L1A36 LDA #$80
STA L09CF
LDA #$00
STA L08D3
LDX #$B4
STX $50
JSR L0303
L1A47 RTS
*----------
showLIVES CLC
LDA theLIVES
BPL L1A50
LDA #$00
L1A50 ADC #$30
STA $9F
LDA #$22
STA zpXSCREEN
LDA #$A0
STA zpYBEGIN
LDA #$00
STA $A0
LDA #$9F
LDY #$00
jmp printCSTR ; print lives
L1A68 INC L09C5
JMP L1A36
L1A6E INC L09D5
JMP L1A22
*----------
L1A78 LDA L09C5
CMP #$05
BCC L1AB9
CMP #$08
BCC L1A92
CMP #$0C
BCC L1A98
CMP #$10
BCC L1A9E
CMP #$14
BCC L1AA4
JMP L1AAA
L1A92 INC L08D0
DEC L08D1
L1A98 INC L08D0
DEC L08D1
L1A9E INC L08D0
DEC L08D1
L1AA4 INC L08D0
DEC L08D1
L1AAA INC L08D0
DEC L08D1
INC L08D0
DEC L08D1
JMP L1ABC
L1AB9 JMP L18B3
L1ABC JSR L0B43
JMP L18C3
*---------- Entry point
L1B00 LDA #$00
STA L0328
STA L031E ; S0
LDA #$03
STA L031D ; T3
LDA #$08
STA L0328+1 ; $0800..$0FFF
LDA #$07
STA L031F ; until S7
L1B17 JSR L033D ; read TS
INC L031E
INC L0328+1
LDA L031E
CMP L031F
BNE L1B17
JSR L033D ; read T3/S7
LDA #$09 ; Load T9-A
LDX #$00 ; $6000..$7FFF
LDY #$60
JSR L0366
*---------- Main loop
L1B34 LDA #$0F ; Load TF-10
LDX #$00 ; $8000..$8FFF
LDY #$80
JSR L0366
LDA #$15 ; Load T15-16
LDX #$00 ; $2000..$3FFF
LDY #$20
JSR L0366
JSR L1CAC ; clear text line 23
L1B49 BIT KBD
BPL L1B49
LDA #$00
STA KBDSTROBE
JSR L1CB7 ; show score
JSR playGAME ; play
* if we're back here, the player is dead
JSR HOME ; clear text
LDA #$03 ; Load T3/SC
STA L031D ; $4000..$40FF
LDA #$0C
STA L031E
LDA #<L4000
STA L0328
LDA #>L4000
STA L0328+1
JSR L033D
JMP L4000 ; and jump
*----------
L1B76 LDA theSCORE
CMP #$15 ; harder, new foes
BEQ L1B9C
CMP #$21 ; new image, new foes
BEQ L1BA6
CMP #$2B ; new foes
BEQ L1BB0
CMP #$36 ; new image, new foes
BEQ L1BB5
CMP #$3E ; new foes
BEQ L1BBF
CMP #$4A ; new foes
BEQ L1BC4
CMP #$53 ; new foes
BEQ L1BC9
CMP #$62 ; new foes
BEQ L1BCE
JMP showALL
L1B9C LDA #$09
STA L1500+1 ; more difficult
LDA #$0B
JMP loadSPRFOE
L1BA6 LDA #$13
JSR loadIMAGE
LDA #$1F
JMP loadSPRFOE
L1BB0 LDA #$1B
JMP loadSPRFOE
L1BB5 LDA #$05
JSR loadIMAGE
LDA #$0B
JMP loadSPRFOE
L1BBF LDA #$17
JMP loadSPRFOE
L1BC4 LDA #$21
JMP loadSPRFOE
L1BC9 LDA #$19
JMP loadSPRFOE
L1BCE LDA #$0D
JMP loadSPRFOE
*---------- Load foe sprite data
loadSPRFOE LDX #$00
LDY #$80
JSR L0366
JMP L180D
*---------- Load new background image
loadIMAGE STA TXTPAGE2
LDX #$00
LDY #$20
JSR L0366
JSR blitHGR
jmp showALL
*---------- Copy HGR1 onto HGR2
blitHGR CLC
L1C81 LDX #$00
L1C83 LDA $2000,X
L1C86 STA $4000,X
INX
BNE L1C83
INC L1C83+2
INC L1C86+2
LDA L1C83+2
CMP #$40
BNE L1C81
LDA #$20
STA L1C83+2
LDA #$40
STA L1C86+2
LDA #$00
STA L1C83+1
STA L1C86+1
RTS
*---------- Clear last line of text
L1CAC LDX #$27
LDA #$A0
L1CB0 STA $07D0,X
DEX
BPL L1CB0
RTS
*---------- Init game
L1CB7 LDA #$00 ; Max score is 3
STA theSCORE
STA theSCORE+1
LDA #$03
STA theLIVES
JSR showALL ; show it
JSR blitHGR ; copy HGR
LDA #$05
STA L1500+1 ; difficulty
RTS
*---------- Table to sprite index
L1D00 DB $41
DB $2B
DB $9A
DB $A1
DB $43
DB $37
DB $F7
DB $86
DB $3A
DB $5E
DB $C8
DB $A5
DB $8E
DB $A2
DB $C1
DB $1C
DB $B9
DB $14
DB $33
DB $BF
DB $A9
DB $75
DB $13
DB $72
DB $42
DB $1D
DB $C7
DB $CF
DB $C4
DB $3D
DB $95
DB $27
DB $80
DB $84
DB $F2
DB $CE
DB $99
DB $A6
DB $FB
DB $7C
DB $2A
DB $CA
DB $AF
DB $16
DB $FA
DB $AD
DB $40
DB $4E
DB $35
DB $68
DB $E2
DB $46
DB $AC
DB $07
DB $23
DB $02
DB $6E
DB $B6
DB $F3
DB $85
DB $63
DB $0A
DB $52
DB $D0
DB $9D
DB $74
DB $C2
DB $DA
DB $2D
DB $71
DB $0B
DB $88
DB $D9
DB $9C
DB $8C
DB $20
DB $67
DB $83
DB $79
DB $2C
DB $5B
DB $B3
DB $4C
DB $62
DB $DD
DB $F4
DB $6D
DB $87
DB $59
DB $C5
DB $F1
DB $F5
DB $81
DB $7F
DB $3B
DB $C9
DB $66
DB $BC
DB $12
DB $57
DB $10
DB $53
DB $E8
DB $09
DB $AA
DB $21
DB $49
DB $C0
DB $8B
DB $2E
DB $9E
DB $6B
DB $45
DB $A3
DB $82
DB $00
DB $6F
DB $C6
DB $6A
DB $AB
DB $03
DB $15
DB $58
DB $06
DB $08
DB $E4
DB $DC
DB $78
DB $ED
DB $D5
DB $FE
DB $9F
DB $A7
DB $0E
DB $FC
DB $BD
DB $FF
DB $0C
DB $B0
DB $B7
DB $4D
DB $D6
DB $0D
DB $D8
DB $B2
DB $32
DB $EF
DB $DE
DB $5F
DB $F8
DB $69
DB $7D
DB $7B
DB $BA
DB $B4
DB $6C
DB $48
DB $92
DB $EC
DB $E9
DB $BE
DB $28
DB $E7
DB $FD
DB $17
DB $7A
DB $11
DB $8A
DB $56
DB $22
DB $04
DB $C3
DB $8D
DB $34
DB $F6
DB $2F
DB $01
DB $26
DB $29
DB $24
DB $7E
DB $30
DB $5A
DB $76
DB $EB
DB $E1
DB $60
DB $61
DB $96
DB $3F
DB $4B
DB $77
DB $B1
DB $F9
DB $D4
DB $E6
DB $D1
DB $90
DB $3C
DB $94
DB $97
DB $E3
DB $93
DB $50
DB $05
DB $5C
DB $89
DB $EE
DB $DF
DB $51
DB $73
DB $D3
DB $36
DB $1F
DB $D2
DB $39
DB $F0
DB $E0
DB $B8
DB $25
DB $BB
DB $8F
DB $B5
DB $DB
DB $0F
DB $38
DB $D7
DB $3E
DB $4A
DB $64
DB $CB
DB $91
DB $A8
DB $55
DB $54
DB $CC
DB $A4
DB $65
DB $1E
DB $4F
DB $1A
DB $5D
DB $47
DB $A0
DB $1B
DB $9B
DB $98
DB $CD
DB $31
DB $E5
DB $70
DB $18
DB $AE
DB $EA
DB $44
DB $00
*----------
L1E00 DB $11
DB $12
DB $13
DB $14
DB $15
DB $11
DB $12
DB $11
DB $18
DB $19
DB $1A
DB $1B
DB $18
DB $1A
DB $19
DB $1B
DB $1F
DB $1E
DB $1F
DB $1E
DB $1F
DB $1E
DB $1F
DB $1E
DB $1D
DB $1E
DB $1F
DB $1E
DB $1F
DB $1E
DB $1F
DB $1E
DB $1F
DB $1D
DB $1F
DB $B5
DB $00
DB $85
DB $00
DB $B5
DB $01
DB $85
DB $01
DB $4C
DB $91
DB $1D
DB $A5
DB $00
DB $95
DB $00
DB $A5
DB $01
DB $95
DB $01
DB $4C
DB $91
DB $1D
DB $A5
DB $00
DB $81
DB $00
DB $A0
DB $00
DB $84
L1E40 DB $07 ; 00-2F
DB $0F
DB $17
DB $1F
DB $27
DB $2F
DB $07
DB $1F
L1E48 DB $37 ; 37-5F
DB $3F
DB $47
DB $4F
DB $57
DB $5F
DB $37
DB $3F
*---
L1E80 DB $D3 ; The table
DB $D2 ; ends at $1E80+$5F
DB $D1 ; ...$1EDF
DB $D1
DB $D2
DB $D1
DB $D1
DB $D1
DB $93
DB $94
DB $93
DB $92
DB $91
DB $91
DB $91
DB $91
DB $11
DB $D1
DB $D1
DB $D1
DB $92
DB $94
DB $93
DB $91
DB $11
DB $D1
DB $D1
DB $D1
DB $D1
DB $D1
DB $D1
DB $12
DB $D2
DB $D1
DB $D2
DB $D1
DB $D2
DB $D1
DB $D2
DB $D1
DB $D1
DB $D1
DB $92
DB $91
DB $91
DB $D1
DB $D2
DB $D1
DB $19
DB $18
DB $DA
DB $19
DB $18
DB $DA
DB $19
DB $DB
DB $98
DB $18
DB $19
DB $9A
DB $DB
DB $DB
DB $DB
DB $DB
DB $DA
DB $18
DB $DA
DB $19
DB $18
DB $18
DB $DB
DB $DB
DB $18
DB $D8
DB $1A
DB $19
DB $D8
DB $DB
DB $19
DB $DB
DB $DB
DB $DB
DB $DB
DB $DB
DB $DB
DB $D8
DB $1A
DB $19
DB $9B
DB $1C
DB $9B
DB $19
DB $1A
DB $18
DB $99
DB $18
DB $01
DB $F5
DB $01
DB $99
DB $01
DB $00
DB $98
DB $69
DB $00
DB $85
DB $1D
DB $4C
DB $91
DB $1D
DB $A5
DB $00
DB $75
DB $00
DB $85
DB $00
DB $A5
DB $01
DB $75
DB $01
DB $A0
DB $00
DB $99
DB $01
DB $00
DB $98
DB $69
DB $7F
*---------- The font
theFONT DB $00
DB $00
DB $00
DB $00
DB $00
DB $00
DB $00
DB $00
DB $08
DB $08
DB $08
DB $08
DB $08
DB $00
DB $08
DB $00
DB $14
DB $14
DB $14
DB $00
DB $00
DB $00
DB $00
DB $00
DB $28
DB $94
DB $7E
DB $14
DB $BF
DB $8A
DB $0A
DB $00
DB $08
DB $3C
DB $0A
DB $1C
DB $28
DB $1E
DB $08
DB $00
DB $06
DB $26
DB $10
DB $08
DB $04
DB $32
DB $30
DB $00
DB $04
DB $0A
DB $0A
DB $04
DB $2A
DB $12
DB $2C
DB $00
DB $08
DB $08
DB $08
DB $00
DB $00
DB $00
DB $00
DB $00
DB $08
DB $04
DB $02
DB $02
DB $02
DB $04
DB $08
DB $00
DB $08
DB $10
DB $20
DB $20
DB $20
DB $10
DB $08
DB $00
DB $08
DB $2A
DB $1C
DB $08
DB $1C
DB $2A
DB $08
DB $00
DB $00
DB $08
DB $08
DB $3E
DB $08
DB $08
DB $00
DB $00
DB $00
DB $00
DB $00
DB $00
DB $00
DB $8C
DB $88
DB $84
DB $00
DB $00
DB $00
DB $3E
DB $00
DB $00
DB $00
DB $00
DB $00
DB $00
DB $00
DB $00
DB $00
DB $00
DB $8C
DB $00
DB $00
DB $20
DB $10
DB $08
DB $04
DB $02
DB $00
DB $00
DB $8C
DB $92
DB $22
DB $22
DB $22
DB $92
DB $8C
DB $00
DB $08
DB $0C
DB $08
DB $08
DB $08
DB $08
DB $1C
DB $00
DB $1C
DB $22
DB $20
DB $10
DB $84
DB $82
DB $3E
DB $00
DB $3E
DB $90
DB $10
DB $18
DB $20
DB $22
DB $1C
DB $00
DB $10
DB $18
DB $14
DB $12
DB $3E
DB $10
DB $10
DB $00
DB $3E
DB $02
DB $1E
DB $20
DB $20
DB $22
DB $1C
DB $00
DB $18
DB $04
DB $82
DB $1E
DB $22
DB $22
DB $1C
DB $00
DB $3E
DB $90
DB $10
DB $88
DB $08
DB $84
DB $04
DB $00
DB $1C
DB $22
DB $22
DB $1C
DB $22
DB $22
DB $1C
DB $00
DB $1C
DB $22
DB $22
DB $3C
DB $90
DB $10
DB $0C
DB $00
DB $00
DB $00
DB $8C
DB $00
DB $00
DB $8C
DB $00
DB $00
DB $00
DB $00
DB $8C
DB $00
DB $00
DB $8C
DB $88
DB $84
DB $10
DB $08
DB $04
DB $02
DB $04
DB $08
DB $10
DB $00
DB $00
DB $00
DB $3E
DB $00
DB $3E
DB $00
DB $00
DB $00
DB $04
DB $08
DB $10
DB $20
DB $10
DB $08
DB $04
DB $00
DB $1C
DB $22
DB $90
DB $88
DB $08
DB $00
DB $08
DB $00
*----------------------------
put SB.0300
put SB.4000
*---------- End of code