dos33fsprogs/games/ksp/asm/ksp.s

569 lines
19 KiB
ArmAsm

; *********************************************
; *** KSP by Vince Weaver, vince@deater.net ***
; *** ***
; *** A VMW Software Production ***
; *********************************************
;
; http://www.deater.net/weave/vmwprod/ksp/
; https://github.com/deater/dos33fsprogs
;
; Note: you'll want to run this through my tokenize_asoft
; routine to remove these comments and create a proper
; Applesoft BASIC file
; Why not use REM statements? They take up valuable space
; in RAM (we optimistically only have around 12kB to play with)
; as well as slow down execution as BASIC is interpreted.
;
; Variable List: (Note, in Applesoft only first 2 chars matter)
; A$ = keypressed
; AN$ = astrounat name
; C$ = contract name
; D$ = ASCII(4) indicating we have a DOS command
; AD() = astronaut dead
; AN = rocket angle
; AX/AY= rocket x/y acceleration
; BF = bingo fuel (out of fuel) in stage
; C = temp color
; CQ = current quadrant (i.e. background to display)
; DT = delta time (for time acceleration)
; DV() = deltaV
; EM() = per-stage empty mass
; FM() = per-stage fuel mass
; EN() = engines per stage
; FF() = fuel flow
; FL = fuel left (percent)
; FT() = fuel tanks per stack
; G = gravity
; GA = gravity angle (radians)
; GX/GY= gravity X/Y vector
; H = horizon
; HX/HY= orbital points in orbit mode
; I = loop iterator
; J = loop iterator
; KE = astronaut eyes
; KR = planet radius
; LN = launched
; MX = maximum altitude reached
; OM = orbit mode (view)
; P = number of parachutes
; PD = parachutes deployed
; RA = distance to center of planet
; RR = altitude
; RX/RY= rocket x,y position
; S = Current Stage Number
; SR = Number of struts
; SS = Number of stages
; TH() = stage thrust
; TR = engines are thrusting
; T = time
; SM() = per-stage stage mass
; ST() = Stacks per stage
; TM() = per-stage total mass
; TV = terminal velocity
; TW() = thrust/weight ratio
; V = velocity magnitude
; VX/VY= velocity x/y vector
; W = Which astronaut
; X/Y = temp X/Y
; ZX/ZY= Vx0 and Vy0
.define EQU =
LOCATE_FILEM_PARAM EQU $3DC
LOCATE_RWTS_PARAM EQU $3E3
FILEMANAGER EQU $3D6
; Zero Page
;; For the disk-read code
RWTSH EQU $F1
RWTSL EQU $F0
DOSBUFH EQU $EF
DOSBUFL EQU $EE
FILEMH EQU $ED
FILEML EQU $EC
;; DOS Constants
OPEN EQU $01
CLOSE EQU $02
READ EQU $03
WRITE EQU $04
DELETE EQU $05
CATALOG EQU $06
LOCK EQU $07
UNLOCK EQU $08
RENAME EQU $09
POSITION EQU $0A
INIT EQU $0B
VERIFY EQU $0C
;
; Clear screen
; 10 HOME:HGR:D$=CHR$(4)
; *** REM *** SQUAD LOADING SCREEN ***
; 100 PRINT D$"BLOAD SQUAD.HGR,A$2000"
jsr BLOAD
; *** REM *** Randmoize the start of the witty loading comments
; 580 S=0:I=INT(RND(1)*8)+1
; *** REM *** Prepare for the status bar
; 590 VTAB 21: PRINT " ";:FOR I=1 TO 32: PRINT ".";: NEXT I
; *** REM *** LOADING SCREEN ***
; 700 FOR J=1 TO 32
; 708 IF J=16 THEN PRINT: PRINT D$"BLOAD LOADING.HGR,A$2000"
; 710 HTAB J+4:VTAB 21
; 720 INVERSE: PRINT " ";: NORMAL
; 790 S=S+1: IF S=4 THEN S=0
; 795 IF S<>1 GOTO 840
; 800 I=I+1: IF I > 8 THEN I=1
; 802 VTAB 22: HTAB 1:PRINT " ";
; 805 ON I GOSUB 850,851,852,853,854,855,856,857
; *** REM *** Slow down so we don't load so fast
; 840 FOR T=1 TO 250: NEXT T
; 842 NEXT J
; 845 GOTO 900
; 850 HTAB 10:PRINT "Adding Extraneous Ks":RETURN
; 851 HTAB 14:PRINT "Locating Jeb":RETURN
; 852 HTAB 11:PRINT "Breaking Quicksaves":RETURN
; 853 HTAB 12:PRINT "Patching Conics":RETURN
; 854 HTAB 12:PRINT "Spinning up Duna":RETURN
; 855 HTAB 11:PRINT "Warming up the 6502":RETURN
; 856 HTAB 10:PRINT "Preparing Explosions":RETURN
; 857 HTAB 10:PRINT "Unleashing the Kraken":RETURN
; *** REM *** TITLE SCREEN ***
; 900 HOME: PRINT: PRINT D$"BLOAD TITLE.HGR,A$2000"
; 905 HTAB 25:VTAB 24: PRINT "VERSION 1.3.7.1";
; *** REM ****************
; *** REM KSP THEME MUSIC
; *** REM SEE http://eightbitsoundandfury.ld8.org/programming.html
; *** REM This loads an assembly language routine that generates
; *** REM Square waves on the speaker output
; *** REM ****************
; 910 FOR L = 770 TO 790: READ V: POKE L,V: NEXT L
; 920 DATA 173,48,192,136,208,5,206,1,3,240,9
; 930 DATA 202,208,245,174,0,3,76,2,3,96
; *** REM on qbasic this would be PLAY "L2ECGL4CEGL2B-AGL4CEGL2B-AGCD"
; 940 FOR I=1 TO 17: READ F: READ D: POKE 768,F: POKE 769,D: CALL 770: NEXT I
; 950 DATA 202,216,255,216,170,216
; 955 DATA 255,108,202,108,170,108
; 960 DATA 143,216,152,216,170,216
; 965 DATA 255,108,202,108,170,108
; 970 DATA 143,216,152,216,170,216,255,216,227,255
; *** REM *** DONE LOADING ***
; *** REM *** Wait for keypress
; 990 VTAB 1: GET A$
; *******************
; *** VAB ***
; *******************
;**** REM *** Point to shape table location and load in VAB table
;1000 POKE 232,0:POKE 233,16
;1015 PRINT:PRINT D$"BLOAD VAB.SHAPE,A$1000"
;1035 HGR : ROT= 0: SCALE= 2
;1037 PRINT D$"BLOAD VAB.HGR,A$2000"
;1150 X=132:Y=28
;1155 XDRAW 1 AT X,Y+2
;1200 HOME: INVERSE : VTAB 21: HTAB 7: PRINT " VEHICLE ASSEMBLY BUILDING "
;1205 NORMAL:PRINT:PRINT "HOW MANY STAGES? (1-3)";:INPUT S
;1230 FOR I = 1 TO S
;1240 PRINT "HOW MANY STACKS, STAGE ";I;" (1-3)";:INPUT T:ST(I) = T
;1260 PRINT "HOW MANY FUEL TANKS PER STACK, STAGE ";I;" (1-2)";
;1265 INPUT F: FT(I) = F
;1268 FOR J = 1 TO F
;1270 XDRAW 2 AT X, Y+13*J
;1272 IF T >1 THEN XDRAW 2 AT X-14, Y+13*J
;1274 IF T >2 THEN XDRAW 2 AT X+14, Y+13*J
;1278 NEXT J
;1279 Y=Y+13*F
;1280 PRINT "HOW MANY ENGINES, STAGE ";I;" (1-";T;")";:INPUT E
;1285 EN(I) = E
;1290 XDRAW 1 AT X, Y+8
;1292 IF E >1 THEN XDRAW 1 AT X-14, Y+8
;1294 IF E >2 THEN XDRAW 1 AT X+14, Y+8
;1297 Y=Y+6
;1300 NEXT I
;1330 PRINT "HOW MANY PARACHUTES? (0-3)";:INPUT P
;1350 PRINT "HOW MANY STRUTS? (0-20000)";:INPUT SR
;1370 SS=S
; *********************************
; *** ASTRONAUT COMPLEX ***
; *********************************
;1500 TEXT: HOME: HTAB 11
;1515 INVERSE: PRINT "ASTRONAUT COMPLEX": NORMAL
;1520 PRINT:PRINT "CHOOSE ONE KERBAL FOR THIS MISSION:":PRINT
;1530 FOR I=1 TO 8
;1540 IF AD(I) GOTO 1600
;1550 ON I GOSUB 1641,1642,1643,1644,1645,1646,1647,1648
;1560 PRINT " ";I;". ";AN$,AJ$;" S: ";AS$;" C: ";AC$
;1600 NEXT I
;1605 PRINT: INPUT W
;1615 IF W<1 OR W>8 THEN PRINT "INVALID INPUT, PLEASE TRY AGAIN!": GOTO 1610
;1630 ON W GOSUB 1641,1642,1643,1644,1645,1646,1647,1648
;1630 GOTO 1776
;1641 AN$="JEBEDIAH" :AJ$="PILOT":AS$="****":AC$="****":RETURN
;1642 AN$="VALENTINA":AJ$="PILOT":AS$="****":AC$="****":RETURN
;1643 AN$="KAI" :AJ$="SCI ":AS$="*** ":AC$="***":RETURN
;1644 AN$="KUROSHIN" :AJ$="ENGR ":AS$="** ":AC$="*":RETURN
;1645 AN$="DESKTOP" :AJ$="ENGR ":AS$="* ":AC$="***":RETURN
;1646 AN$="SLASHDOT" :AJ$="SCI ":AS$="*** ":AC$="*":RETURN
;1647 AN$="ZURGTROYD":AJ$="PILOT":AS$="** ":AC$="***":RETURN
;1648 AN$="DAPHTY" :AJ$="ENGR ":AS$="*** ":AC$="***":RETURN
;*** REM DEBUG, Uncomment and Jump here to skip loading
;1700 REM TEXT:HOME
;1720 REM AN$="ZURGTROYD":SS=3
;1750 REM EN(1)=1:ST(1)=1:FT(1)=1
;1751 REM EN(2)=2:ST(2)=2:FT(2)=1
;1752 REM EN(3)=3:ST(3)=3:FT(3)=1
;************************
;* Rocket Summary ***
;************************
;*** REM Load Rocket Shape Table
;1776 POKE 232,0:POKE 233,16
;1783 PRINT D$"BLOAD ROCKET.SHAPE,A$1000"
;1800 HOME:PRINT "ROCKET SUMMARY:":PRINT
;1802 G=-9.8:S=SS:DT=1
;1805 FOR I=1 TO S
;*** REM EmptyMass=Engines*1.5T+(Stacks*FuelTanks)*0.5T
;1810 EM(I)=EN(I)*1.5+ST(I)*FT(I)*0.5
;*** REM First stage also has a 1T capsule
;1812 IF I=1 THEN EM(I)=EM(I)+1.0
;*** REM FuelMass=(Stacks*FuelTanks)*4T
;1814 FM(I)=ST(I)*FT(I)*4.0
;*** REM StageFuel=FuelMass (one gets decremented as we use it up)
;1815 SF(I)=FM(I)
;*** REM StageMass=EmptyMass+FuelMass
;1816 SM(I)=EM(I)+FM(I)
;*** REM Total mass of stage includes all higher stages
;1820 TM(I)=0
;1822 FOR J=1 TO I
;1825 TM(I)=TM(I)+SM(J)
;1830 NEXT J
;*** Thrust=NumberOfEngines*168kN
;1835 TH(I)=EN(I)*168
;*** DeltaV=ISP*gravity*ln(total_mass/empty_mass)
;1840 DV(I)=270*-G*LOG(TM(I)/(TM(I)-FM(I)))
;*** Thrust/Weight Ratio
;1850 TW(I)=TH(I)/(TM(I)*-G)
;*** Fuel Flow
;1855 FF(I)=TH(I)/(270*-G)
;1990 PRINT "STAGE: ";4-I
;1991 PRINT " TANKS=";ST(I)*FT(I);" ENGINES=";EN(I)
;1992 PRINT " STAGE MASS=";SM(I);" TOTAL MASS=";TM(I)
;1993 PRINT " DELTAV=";DV(I)
;1995 PRINT " TWR=";TW(I)
;2000 NEXT I
;2998 GET A$
;2999 HOME
;******************************
;*** Main Loop ****
;******************************
;
;******************************
;*** Initialize Variables ***
;******************************
;3000 AN=0:GX=0:GY=-9.8:GA=0:V=0:VX=0:VY=0:AX=0:AY=0:KR=600000
;3016 RX=0:RY=KR+10:RA=KR+10:TR=0:T=0:BF=0:MX=0:PD=0:LN=0:CQ=0:OM=0
;3020 HGR:ROT=0:SCALE=2:H=0
;**** REM ** LAUNCHPAD **
;3035 PRINT:PRINT D$"BLOAD LAUNCHPAD.HGR,A$2000"
;**** REM DRAW HORIZON (GREEN)
;3038 HCOLOR=1:HPLOT 1,80 TO 132,80: HPLOT 148,80 TO 247,80
;**** REM DRAW GANTRY (WHITE)
;3039 HCOLOR=3:HPLOT 110,110 TO 110,60:HPLOT TO 130,60: HPLOT 110,70 TO 130,70
;**** DRAW SHIP
;3040 XDRAW 1+((S-1)*2)+TR AT 140,80
;4000 REM ** MAIN LOOP **
;**** REM ** if not launched yet then skip physics
;4002 IF LN=0 GOTO 5032
;**** Calculate altitude and set maximum if we are at new record
;4003 RR=RA-KR:IF RR>MX THEN MX=RR
;**** If orbit mode then skip drawing horizon, etc
;4004 IF OM=1 GOTO 4018
;**** If above 1.8km don't draw horizon
;**** FIXME: do we need to check OM again?
;**** FIXME: we draw the horizon one pixel too far to right
;4005 IF RR>1800 OR OM=1 THEN GOTO 4012
;**** Erase old horizon
;4007 HCOLOR=0:HPLOT 1,80+H TO 132,80+H:HPLOT 148,80+H TO 247,80+H
;**** Calculate and draw new horizon
;4010 H=RR/20:HCOLOR=1:HPLOT 1,80+H TO 132,80+H:HPLOT 148,80+H TO 247,80+H
;**** REM *** Check if need to change to surface mode
;4012 IF RR<40000 AND CQ<>0 THEN GOSUB 7600
;**** REM *** If in surface mode, skip ahead
;4014 IF RR<40000 GOTO 4018
;**** REM *** See if need to change to high-altitude mode
;4016 IF RR>40000 AND CQ<>1 THEN GOSUB 7700
;**** REM *** Calculate Fuel Left
;4018 FL=FM(S)*100/SF(S)
;**** REM *** If not thrusting then skip ahead
;4020 IF TR<>1 THEN GOTO 4050
;**** REM *** If out of fuel then shut down engines
;4025 IF FM(S)<0.1 THEN FM(S)=0:BF=1:AX=0:AY=0:GOTO 4050
;**** REM *** Calculate acceleration vectors based on thrust and mass
;4030 AX=(TH(S)/TM(S))*SIN(AN):AY=(TH(S)/TM(S))*COS(AN)
;**** REM *** Update masses now that fuel was used
;4040 FM(S)=FM(S)-FF(S):TM(S)=TM(S)-FF(S)
;4047 GOTO 4060
;**** REM ELSE NOT THRUSTING
;4050 AX=0:AY=0
;**** REM ENDIF
;**** REM *** Calculate angle to center of planet
;4060 GA=ATN(RX/RY)
;**** REM *** Wrap since ATN can only return -PI/2 to PI/2
;4065 IF RY<0 THEN GA=GA+3.14
;**** REM *** Calculate gravity vectors
;4070 GY=COS(GA)*G:GX=SIN(GA)*G:AY=AY+GY:AX=AX+GX
;**** REM *** v=v0+at
;4090 ZX=VX:ZY=VY:VY=ZY+AY*DT:VX=ZX+AX*DT:V=SQR(VX*VX+VY*VY)
;**** REM *** deltaX=0.5(V0+V)t
;5012 RY=RY+0.5*(ZY+VY)*DT:RX=RX+0.5*(ZX+VX)*DT:RA=SQR(RX*RX+RY*RY)
;**** REM *** If new position below surface then crash
;5020 IF RA<KR THEN GOTO 8000
;**** REM *** Calculate new gravity value based on altitude
;5030 G=-9.8/((RA/KR)*(RA/KR))
;*****************************************
;*** Print status on bottom of screen ***
;*****************************************
;5032 VTAB 21:PRINT "TIME: ";T,"STAGE: ";4-S;" ";AN$
;5045 PRINT "ALT: ";INT((RA-KR)/1000);"KM","ANGLE=";R*5.625;" "
;5060 PRINT "VEL: ";INT(V);"M/S","FUEL: ";INT(FL);"% "
;**** REM *** If out of fuel then cut off thrusting
;5100 IF BF=1 THEN BF=0:A$="X":GOTO 5555
;********************************
;*** Check for keyboard input ***
;********************************
;*** No non-blocking input in Applesoft
;*** so need to check keyboard buffer directly
;5115 Q=PEEK(-16384):IF Q<128 THEN GOTO 6095
;5222 A$=CHR$(Q-128):POKE 49168,0
;********************************
;*** Erase the old ship
;********************************
;5555 IF OM<>1 THEN XDRAW 1+((S-1)*2)+TR AT 140,80
;********************************
;*** Handle keypresses
;********************************
;6060 IF A$="Q" THEN GOTO 9000
;**** A/D rotate ship
;6061 IF A$="A" THEN R=R-8:AN=AN-0.7853
;6062 IF A$="D" THEN R=R+8:AN=AN+0.7853
;**** C (undocumented) forces crash
;6063 IF A$="C" THEN GOTO 8000
;**** Z/X enable/disable engines
;6064 IF A$="Z" THEN TR=1
;6065 IF A$="X" THEN TR=0
;**** >/< speed/slow time
;6066 IF A$=">" THEN DT=DT+1
;6067 IF A$="<" THEN DT=DT-1:IF DT<1 THEN DT=1
;**** M switched to/from orbit mode
;6068 IF A$="M" AND OM=1 THEN OM=0:CQ=-1:GOTO 4000
;6069 IF A$="M" AND OM=0 THEN OM=1:HOME:PRINT:PRINT D$"BLOAD GLOBE.HGR,A$2000":GOTO 6095
;**** space launches ship or stages/parachutes
;**** we make a click noise on the speaker if we stage
;6070 IF A$=" " AND LN=1 THEN S=S-1:XX=PEEK(-16336):IF S<1 AND P>0 AND PD=0 THEN PD=1:GOSUB 7800
;6072 IF S<1 THEN S=1
;6074 IF A$=" " AND LN=0 THEN GOSUB 7500
;**************************************
;*** Adjust values after keypresses ***
;**************************************
;**** Adjust rotation
;6075 IF R=64 THEN R=0:AN=0
;6076 IF R=-8 THEN R=56
;**** REM Adjust astronaut face: FIXME better cues
;**** REM always start neutral
;6077 IF OM<>1 THEN GOSUB 8200
;**** REM If flying upside down then frown
;6078 IF OM<>1 AND R>20 AND R<48 THEN GOSUB 8210:GOTO 6080
;**** REM If going up then smile
;6079 IF OM<>1 AND VY>100 THEN GOSUB 8220
;**** Adjust rotation
;6080 ROT=R
;**** Re-draw ship
;6090 IF OM<>1 THEN XDRAW 1+((S-1)*2)+TR AT 140,80
;**** In orbit mode, plot orbit
;6095 IF OM=1 THEN HX=INT(RX/25000)+140:HY=INT(-RY/25000)+85:HCOLOR=3:HPLOT HX,HY
;**** Adjust Time plus astronaut eye count
;6118 T=T+DT:EC=EC+DT
;**** If enough time has passed update eyes
;6150 IF OM<>1 AND EC>30 THEN EC=0:GOSUB 8100
;**** REM Loop forever
;6200 GOTO 4000
;***************
;*** LAUNCH ****
;***************
;**** REM Erase gantry
;7500 HCOLOR=0:HPLOT 110,110 TO 110,60:HPLOT TO 130,60: HPLOT 110,70 TO 130,70
;**** REM click the speaker
;7520 XX=PEEK(-16336)
;7530 TR=1:LN=1
;**** Make astronaut smile
;7535 GOSUB 8220
;7540 RETURN
;********************
;**** Ground Mode ***
;********************
;7600 HOME:PRINT:PRINT D$"BLOAD LAUNCHPAD.HGR,A$2000"
;7615 XDRAW 1+((S-1)*2)+TR AT 140,80
;7620 CQ=0
;7650 RETURN
;********************
;*** Space Mode *****
;********************
;*** Up mode, sort of intend to have up/down/left/right images
;*** but only up implemented right now
;7700 HOME:PRINT:PRINT D$"BLOAD ORBIT_TOP.HGR,A$2000"
;7710 XDRAW 1+((S-1)*2)+TR AT 140,80
;7720 CQ=1
;7750 RETURN
;*************************
;*** Deploy Parachutes ***
;*************************
;7800 HX=0:HY=0
;7805 IF PD=1 THEN HX=5:HY=3
;7810 HCOLOR=HX:HPLOT 120,20 TO 160,20 TO 180,40 TO 100,40 TO 120,20
;7820 HCOLOR=HY:HPLOT 100,40 TO 140,80 TO 180,40
;7830 RETURN
;***************
;**** CRASH ****
;***************
;**** Make ship bigger
;8000 SCALE=3
;**** Make astronaut frown
;8015 GOSUB 8200
;**** Spin ship around while clicking
;8020 FOR I=0 TO 64 STEP 8: ROT=I:XDRAW 1+((S-1)*2)+TR AT 140,80: XX=PEEK(-16336):NEXT I
;**** Draw explosion
;8030 FOR I=1 TO 50
;8040 X=INT(RND(1)*80)+1:Y=INT(RND(1)*80)+1
;8050 C=INT(RND(1)*7)+1:HCOLOR=C
;8060 HPLOT 140,80 TO 100+X,40+Y
;8070 XX=PEEK(-16336)
;8080 NEXT I
;**** Kill off the astronaut
;8085 AD(W)=1
;8090 GOTO 9000
;**************************
;*** Astronaut Eyes ***
;**************************
;**** Erase old ones
;8100 HCOLOR=3:HPLOT 258,150 TO 263,150:HPLOT 265,150 TO 270,150
;*** Randomly pick new ones
;8110 KE=INT(RND(1)*3)
;**** Draw new ones
;8120 HCOLOR=0:HPLOT 258+(2*KE),150 TO 259+(2*KE),150
;8125 HPLOT 265+(2*KE),150 TO 266+(2*KE),150
;8130 RETURN
;**************************
;*** Astronaut Frown ***
;**************************
;**** Erase old mouth
;8200 HCOLOR=1:HPLOT 259,155 TO 271,155:HPLOT 259,156 TO 271,156
;**** Draw frown
;8205 HCOLOR=0:HPLOT 261,155 TO 269,155:HPLOT 259,156 TO 271,156
;8207 RETURN
;**************************
;*** Astronaut Neutral ***
;**************************
;**** Erase old mouth
;8210 HCOLOR=1:HPLOT 259,155 TO 271,155:HPLOT 259,156 TO 271,156
;**** Draw new mouth
;8215 HCOLOR=0:HPLOT 259,155 TO 271,155
;8217 RETURN
;**************************
;*** Astronaut Smile ***
;**************************
;**** Erase old mouth
;8220 HCOLOR=1:HPLOT 259,155 TO 271,155:HPLOT 259,156 TO 271,156
;**** Draw new mouth
;8225 HCOLOR=0:HPLOT 259,155 TO 271,155:HPLOT 261,156 TO 269,156
;8227 RETURN
;*****************************
;*** CONTRACT COMPLETE ***
;*****************************
;9000 IF MX<40000 THEN C$="CRASH SHIP":F$="0.30":E$="-1":GOTO 9010
;9007 C$="REACH SPACE":F$="200":E$="20"
;9010 TEXT:HOME
;9020 HTAB 10:VTAB 9
;9021 FOR I=1 TO 20: PRINT "*";: NEXT I: PRINT "*"
;9023 HTAB 10: PRINT "* ";:INVERSE: PRINT "CONTRACT COMPLETE";:NORMAL: PRINT " *"
;9024 HTAB 10: PRINT "* ";
;9026 L=10-(LEN(C$))/2
;9027 HTAB 10+L:PRINT C$;:HTAB 30: PRINT "*"
;9030 HTAB 10:PRINT "* FUNDS ";F$;:HTAB 30: PRINT "*"
;9030 HTAB 10:PRINT "* EXPERIENCE ";E$;:HTAB 30: PRINT "*"
;9040 HTAB 10
;9042 FOR I=1 TO 20: PRINT "*";: NEXT I:PRINT "*"
;9100 VTAB 16
;9110 PRINT "NOW WHAT?"
;9120 PRINT " 1. RETURN TO THE VAB"
;9130 PRINT " 2. RETURN TO ASTRO COMPLEX"
;9140 PRINT " 3. RETURN TO LAUNCH"
;9145 PRINT " 4. HELP"
;9150 PRINT " 5. QUIT GAME"
;9160 PRINT "---> ";
;9170 GET A$
;9171 IF A$="1" GOTO 1000
;9172 IF A$="2" GOTO 1500
;9173 IF A$="3" GOTO 1776
;9174 IF A$="4" OR A$="H" GOTO 9200
;9175 IF A$="5" OR A$="Q" THEN TEXT:HOME:END
;9176 GOTO 9160
;*******************
;*** HELP SCREEN ***
;*******************
;9200 HOME:PRINT "KSP-APPLE-II BY VINCE WEAVER"
;9230 PRINT " APPLE II FOREVER"
;9240 PRINT " A,D - STEER SHIP LEFT/RIGHT"
;9250 PRINT " Z - START ENGINES"
;9260 PRINT " X - CUT ENGINES"
;9270 PRINT " SPACE - LAUNCH,STAGE"
;9275 PRINT " M - SWITCH TO ORBITAL VIEW"
;9277 PRINT " <,> - FAST FORWARD"
;9280 PRINT " ESC - QUIT"
;9300 GET A$
;9320 GOTO 9010
BLOAD:
jsr LOCATE_FILEM_PARAM ; load file manager param list
; Y=low, A=high
sta FILEMH ; store pointer in page0
sty FILEML
ldy #7 ; file type in offset 7
lda #4 ; binary file
sta (FILEML),y
iny ; filename pointer in offset 8
lda #<filename
sta (FILEML),y
lda #>filename
iny
sta (FILEML),y
ldx #1 ; open existing file
jsr open
jsr read
jsr close
open:
read:
close:
; --- string with high-bit set, null-terminated
.macro aschiz str
.repeat .strlen (str), c
.byte .strat (str, c) | $80
.endrep
.byte 0
.endmacro
.data
filename: aschiz "LOADING.HGR "