mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-12-29 00:31:52 +00:00
524 lines
7.4 KiB
ArmAsm
524 lines
7.4 KiB
ArmAsm
; Keen1 Title
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; loads a HGR version of the title
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; by deater (Vince Weaver) <vince@deater.net>
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; Zero Page
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.include "zp.inc"
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.include "hardware.inc"
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.include "common_defines.inc"
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div7_table = $9C00
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mod7_table = $9D00
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hposn_high = $9E00
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hposn_low = $9F00
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keen_title_start:
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;===================
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; init screen
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;===================
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jsr TEXT
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jsr HOME
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bit KEYRESET
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bit SET_GR
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bit PAGE1
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bit HIRES
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bit FULLGR
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;===================
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; machine workarounds
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;===================
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; mostly IIgs
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;===================
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; thanks to 4am who provided this code from Total Replay
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lda ROM_MACHINEID
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cmp #$06
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bne not_a_iigs
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sec
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jsr $FE1F ; check for IIgs
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bcs not_a_iigs
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; gr/text page2 handling broken on early IIgs models
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; this enables the workaround
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jsr ROM_TEXT2COPY ; set alternate display mode on IIgs
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cli ; enable VBL interrupts
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; also set background color to black instead of blue
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lda NEWVIDEO
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and #%00011111 ; bit 7 = 0 -> IIgs Apple II-compat video modes
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; bit 6 = 0 -> IIgs 128K memory map same as IIe
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; bit 5 = 0 -> IIgs DHGR is color, not mono
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; bits 0-4 unchanged
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sta NEWVIDEO
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lda #$F0
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sta TBCOLOR ; white text on black background
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lda #$00
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sta CLOCKCTL ; black border
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sta CLOCKCTL ; set twice for VidHD
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not_a_iigs:
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;===================
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; Load hires graphics
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;===================
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reload_everything:
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lda #<new_title
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sta ZX0_src
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lda #>new_title
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sta ZX0_src+1
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lda #$20 ; decompress to hgr page1
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jsr full_decomp
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;===================================
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; detect if we have a language card
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; and load sound into it if possible
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;===================================
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; lda #0
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; sta SOUND_STATUS ; clear out, sound enabled
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; jsr detect_language_card
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; bcs no_language_card
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; update sound status
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; lda SOUND_STATUS
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; ora #SOUND_IN_LC
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; sta SOUND_STATUS
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; load sounds into LC
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; read ram, write ram, use $d000 bank1
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; bit $C08B
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; bit $C08B
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; lda #<linking_noise_compressed
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; sta getsrc_smc+1
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; lda #>linking_noise_compressed
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; sta getsrc_smc+2
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; lda #$D0 ; decompress to $D000
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; jsr decompress_lzsa2_fast
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;blah:
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; read rom, nowrite, use $d000 bank1
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; bit $C08A
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no_language_card:
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;===================================
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; Setup Mockingboard
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;===================================
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; lda #0
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; sta DONE_PLAYING
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; sta LOOP
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; detect mockingboard
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; jsr mockingboard_detect
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; bcc mockingboard_notfound
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mockingboard_found:
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;; jsr mockingboard_patch ; patch to work in slots other than 4?
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; lda SOUND_STATUS
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; ora #SOUND_MOCKINGBOARD
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; sta SOUND_STATUS
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;=======================
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; Set up 50Hz interrupt
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;========================
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; jsr mockingboard_init
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; jsr mockingboard_setup_interrupt
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;============================
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; Init the Mockingboard
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;============================
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; jsr reset_ay_both
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; jsr clear_ay_both
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;==================
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; init song
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;==================
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; jsr pt3_init_song
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; jmp done_setup_sound
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mockingboard_notfound:
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done_setup_sound:
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;===================================
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; init
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;===================================
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lda #$0
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sta HGR_PAGE
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jsr hgr_make_tables
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;===================================
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; Do Intro Sequence
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;===================================
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; wait a bit at LOAD screen
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lda #100
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jsr wait_a_bit
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;===================================
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; Draw title message
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;===================================
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lda #<title_sprite
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sta INL
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lda #>title_sprite
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sta INH
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lda #8
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sta SPRITE_X
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lda #48
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sta SPRITE_Y
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lda #$20
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sta DRAW_PAGE
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jsr hgr_draw_sprite
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;===========================
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; title loop
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;==========================
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lda #0
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sta WHICH_CURSOR
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sta FRAMEL
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sta FRAMEH
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sta MENU_OPTION
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title_loop:
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lda KEYPRESS
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bpl done_title_keyboard
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bit KEYRESET
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and #$7f ; clear high bit
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and #$df ; convert to uppercase
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cmp #13 ; exit if enter pressed
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beq done_intro
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cmp #'H'
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bne not_help
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jsr print_help
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not_help:
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check_up:
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cmp #'W'
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beq up_pressed
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cmp #$0B ; up key
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bne check_down
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up_pressed:
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lda MENU_OPTION
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beq done_title_keyboard
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jsr erase_marker
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dec MENU_OPTION
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jsr draw_marker
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jmp done_title_keyboard
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check_down:
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cmp #'S'
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beq down_pressed
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cmp #$0A ; down key
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bne done_title_keyboard
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down_pressed:
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lda MENU_OPTION
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cmp #7
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beq done_title_keyboard
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jsr erase_marker
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inc MENU_OPTION
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jsr draw_marker
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jmp done_title_keyboard
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done_title_keyboard:
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inc FRAMEL
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bne noframeoflo
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inc FRAMEH
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noframeoflo:
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lda FRAMEL
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bne no_adjust_cursor
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lda FRAMEH
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and #$0f
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bne no_adjust_cursor
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clc
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lda WHICH_CURSOR
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adc #1
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cmp #3
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bne no_cursor_oflo
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lda #0
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no_cursor_oflo:
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sta WHICH_CURSOR
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jsr draw_marker
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no_adjust_cursor:
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jmp title_loop
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done_intro:
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; restore to full screen (no text)
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lda MENU_OPTION
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cmp #0
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beq new_game ; new game
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cmp #1
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beq nothing ; continue game
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cmp #2
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beq do_story
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nothing:
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jmp title_loop
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;=====================
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;=====================
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; do story
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;=====================
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;=====================
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do_story:
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bit FULLGR
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bit LORES
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lda #LOAD_STORY
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sta WHICH_LOAD ; assume new game (mars map)
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rts
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;=====================
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;=====================
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; new game
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;=====================
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;=====================
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new_game:
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init_vars:
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bit FULLGR
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bit LORES
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lda #0
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sta ANIMATE_FRAME
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sta FRAMEL
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sta FRAMEH
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sta JOYSTICK_ENABLED
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sta LEVEL_OVER
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sta SCORE0 ; set score to 0
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sta SCORE1
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sta SCORE2
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sta RAYGUNS ; number of laser blasts
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sta KEYCARDS
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sta SHIP_PARTS
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sta POGO
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lda #4 ; number of lives
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sta KEENS
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;============================
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; set up initial location
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lda #10
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sta MARS_TILEX
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lda #34
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sta MARS_TILEY
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lda #0
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sta MARS_X
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sta MARS_Y
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lda #LOAD_MARS
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sta WHICH_LOAD ; assume new game (mars map)
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rts
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;==========================
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; includes
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;==========================
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.include "gr_pageflip.s"
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.include "gr_copy.s"
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; .include "wait_a_bit.s"
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.include "gr_offsets.s"
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.include "zx02_optim.s"
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.include "text_help.s"
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.include "gr_fast_clear.s"
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.include "text_print.s"
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.include "hgr_sprite.s"
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.include "hgr_tables.s"
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; .include "lc_detect.s"
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; pt3 player
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; .include "pt3_lib_core.s"
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; .include "pt3_lib_init.s"
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; .include "interrupt_handler.s"
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; .include "pt3_lib_mockingboard_detect.s"
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; .include "pt3_lib_mockingboard_setup.s"
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new_title:
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.incbin "graphics/keen1_title.hgr.zx02"
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.include "graphics/title_sprites.inc"
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;====================================
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; wait for keypress or a few seconds
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;====================================
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wait_a_bit:
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bit KEYRESET
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tax
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keyloop:
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lda #200 ; delay a bit
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jsr WAIT
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lda KEYPRESS
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bmi done_keyloop
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; bmi keypress_exit
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dex
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bne keyloop
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done_keyloop:
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bit KEYRESET
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cmp #'H'|$80
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bne really_done_keyloop
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lda #$04
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sta DRAW_PAGE
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jsr print_help
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bit SET_GR
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lda #$20
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sta DRAW_PAGE
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bit PAGE1
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ldx #100
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jmp keyloop
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really_done_keyloop:
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rts
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;=============================
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; erase
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;=============================
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erase_marker:
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lda #<ball_bg
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sta INL
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lda #>ball_bg
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sta INH
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lda #12
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sta SPRITE_X
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lda MENU_OPTION
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asl
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asl
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asl
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clc
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adc #55
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sta SPRITE_Y
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; lda #$20
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; sta DRAW_PAGE
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jsr hgr_draw_sprite
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rts
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;=============================
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; draw
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;=============================
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draw_marker:
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ldx WHICH_CURSOR
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lda cursor_lookup_l,X
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sta INL
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lda cursor_lookup_h,X
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sta INH
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lda #12
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sta SPRITE_X
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lda MENU_OPTION
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asl
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asl
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asl
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clc
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adc #55
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sta SPRITE_Y
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; lda #$20
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; sta DRAW_PAGE
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jsr hgr_draw_sprite
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rts
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cursor_lookup_h:
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.byte >ball0,>ball1,>ball2
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cursor_lookup_l:
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.byte <ball0,<ball1,<ball2
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;PT3_LOC = theme_music
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;.align $100
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;theme_music:
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;.incbin "audio/theme.pt3"
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