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