mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-12-25 05:29:34 +00:00
851 lines
14 KiB
ArmAsm
851 lines
14 KiB
ArmAsm
.define EQU =
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KEYPRESS EQU $C000
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KEYRESET EQU $C010
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;; SOFT SWITCHES
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SET_GR EQU $C050
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SET_TEXT EQU $C051
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FULLGR EQU $C052
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TEXTGR EQU $C053
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PAGE0 EQU $C054
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PAGE1 EQU $C055
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LORES EQU $C056
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HIRES EQU $C057
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PADDLE_BUTTON0 EQU $C061
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PADDL0 EQU $C064
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PTRIG EQU $C070
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;; BASIC ROUTINES
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NORMAL EQU $F273
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;; MONITOR ROUTINES
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HLINE EQU $F819 ;; HLINE Y,$2C at A
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VLINE EQU $F828 ;; VLINE A,$2D at Y
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CLRSCR EQU $F832 ;; Clear low-res screen
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CLRTOP EQU $F836 ;; clear only top of low-res screen
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SETCOL EQU $F864 ;; COLOR=A
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TEXT EQU $FB36
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TABV EQU $FB5B ;; VTAB to A
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BASCALC EQU $FBC1 ;;
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VTAB EQU $FC22 ;; VTAB to CV
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HOME EQU $FC58 ;; Clear the text screen
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WAIT EQU $FCA8 ;; delay 1/2(26+27A+5A^2) us
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SETINV EQU $FE80 ;; INVERSE
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SETNORM EQU $FE84 ;; NORMAL
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COUT EQU $FDED ;; output A to screen
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COUT1 EQU $FDF0 ;; output A to screen
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;; Zero page addresses
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WNDLFT EQU $20
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WNDWDTH EQU $21
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WNDTOP EQU $22
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WNDBTM EQU $23
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CH EQU $24
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CV EQU $25
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GBASL EQU $26
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GBASH EQU $27
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BASL EQU $28
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BASH EQU $29
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H2 EQU $2C
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V2 EQU $2D
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MASK EQU $2E
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COLOR EQU $30
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INVFLG EQU $32
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; Our zero-page addresses
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; we try not to conflict with anything DOS, MONITOR or BASIC related
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COLOR1 EQU $E0
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COLOR2 EQU $E1
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MATCH EQU $E2
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XX EQU $E3
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YY EQU $E4
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YADD EQU $E5
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LOOP EQU $E6
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MEMPTRL EQU $E7
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MEMPTRH EQU $E8
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NAMEL EQU $E9
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NAMEH EQU $EA
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NAMEX EQU $EB
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CHAR EQU $EC
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FIRST EQU $F0
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LASTKEY EQU $F1
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PADDLE_STATUS EQU $F2
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XPOS EQU $F3
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YPOS EQU $F4
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TEMP EQU $FA
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RUN EQU $FA
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TEMP2 EQU $FB
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TEMPY EQU $FB
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INL EQU $FC
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INH EQU $FD
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OUTL EQU $FE
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OUTH EQU $FF
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;=============================
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; set low-res graphics, page 0
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;=============================
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jsr HOME
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jsr set_gr_page0
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;=============================
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; show VMW splash screen
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;=============================
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jsr CLRTOP
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lda #100
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sta MATCH
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jsr draw_logo
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lda #0
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sta MATCH
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shine_loop:
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jsr draw_logo
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inc MATCH
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lda MATCH
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cmp #30
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bne shine_loop
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lda #8
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sta CH ; HTAB 9
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lda #20
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jsr TABV ; VTAB 21
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lda #>(vmwsw_string)
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sta OUTH
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lda #<(vmwsw_string)
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sta OUTL
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jsr print_string ; print("A VMW SOFTWARE PRODUCTION");
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jsr wait_until_keypressed
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;======================
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; show the title screen
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;======================
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title_screen:
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jsr CLRTOP
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lda #$c
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sta BASH
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lda #$0
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sta BASL ; load image off-screen 0xc00
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lda #>(title_image)
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sta GBASH
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lda #<(title_image)
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sta GBASL
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jsr load_rle_gr
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jsr gr_copy
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lda #20
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sta YPOS
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lda #20
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sta XPOS
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jsr gr_copy
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jsr wait_until_keypressed
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enter_name:
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jsr TEXT
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jsr HOME
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lda #>(enter_name_string)
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sta OUTH
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lda #<(enter_name_string)
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sta OUTL
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jsr print_string
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; zero out name
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lda #<(name)
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sta MEMPTRL
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sta NAMEL
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lda #>(name)
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sta MEMPTRH
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sta NAMEH
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lda #0
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ldx #8
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jsr memset
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name_loop:
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jsr NORMAL
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lda #11
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sta CH ; HTAB 12
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lda #2
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jsr TABV ; VTAB 3
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ldy #0
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sty NAMEX
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name_line:
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cpy NAMEX
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bne name_notx
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lda #'+'
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jmp name_next
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name_notx:
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lda NAMEL,Y
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beq name_zero
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ora #$80
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bne name_next
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name_zero:
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lda #('_'+$80)
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name_next:
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jsr COUT
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lda #(' '+$80)
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jsr COUT
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iny
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cpy #8
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bne name_line
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lda #7
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sta CV
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lda #('@'+$80)
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sta CHAR
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print_letters_loop:
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lda #11
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sta CH ; HTAB 12
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jsr VTAB
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ldy #0
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print_letters_inner_loop:
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lda CHAR
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jsr COUT
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inc CHAR
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lda #(' '+$80)
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jsr COUT
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iny
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cpy #$8
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bne print_letters_inner_loop
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jsr wait_until_keypressed
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;=====================
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; Start the game
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;=====================
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flying_start:
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jsr set_gr_page0
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flying_loop:
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jsr gr_copy
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jsr put_sprite
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jsr wait_until_keypressed
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lda LASTKEY
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cmp #('Q')
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beq exit
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cmp #('I')
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bne check_down
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dec YPOS
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dec YPOS
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check_down:
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cmp #('M')
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bne check_left
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inc YPOS
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inc YPOS
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check_left:
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cmp #('J')
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bne check_right
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dec XPOS
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check_right:
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cmp #('K')
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bne check_done
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inc XPOS
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check_done:
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jmp flying_loop
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exit:
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lda #$4
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sta BASH
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lda #$0
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sta BASL ; restore to 0x400 (page 0)
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; copy to 0x400 (page 0)
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; call home
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jsr HOME
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; Return to BASIC?
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rts
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;=====================================================================
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;= ROUTINES
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;=====================================================================
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;======================
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; memset
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;======================
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; a=value
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; x=length
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; MEMPTRL/MEMPTRH is address
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memset:
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ldy #0
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memset_loop:
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sta MEMPTRL,Y
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iny
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dex
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bne memset_loop
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rts
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;=================
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; display part of logo
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;=================
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;
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draw_segment:
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lda #0
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sta LOOP
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segment_loop:
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lda YADD
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clc
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adc YY
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sta YY ; yy=yy+yadd
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lda COLOR1
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sta COLOR ; color=COLOR1
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lda MATCH ; if (ram[XX]==ram[MATCH])
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cmp XX
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bne nocolmatch1
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lda COLOR ; color_equals(ram[COLOR1]*3);
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clc
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adc COLOR1
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adc COLOR1
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sta COLOR
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nocolmatch1:
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lda YY
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sta V2
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lda XX
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clc
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adc #9
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tay
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lda #10
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jsr VLINE ; A,V2 at Y vlin(10,ram[YY],9+ram[XX]);
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lda COLOR2
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sta COLOR ; color=COLOR2
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lda MATCH ; if (ram[XX]==ram[MATCH])
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cmp XX
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bne nocolmatch2
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lda COLOR ; color_equals(ram[COLOR2]*3);
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clc
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adc COLOR2
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adc COLOR2
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sta COLOR
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nocolmatch2:
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lda #34
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sta V2
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lda XX
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clc
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adc #9
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tay
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lda YY
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cmp #34
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beq skip_bottom ; if (ram[YY]==34) skip
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jsr VLINE ; A,V2 at Y vlin(ram[YY],34,9+ram[XX]);
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skip_bottom:
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inc XX ; ram[XX]++;
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inc LOOP
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lda LOOP
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cmp #4
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bne segment_loop
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lda YADD ; ram[YADD]=-ram[YADD];
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eor #$ff
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clc
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adc #1
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sta YADD
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rts
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;=================
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; display VMW logo
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;=================
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;
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draw_logo:
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lda #0
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sta XX ; start of logo
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lda #10
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sta YY ; draw at Y=10
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lda #6
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sta YADD ; step of 6
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lda #$00
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sta COLOR2
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lda #$11
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sta COLOR1 ; first colors are red/black
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jsr draw_segment
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lda #$44
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sta COLOR2 ; now red/green
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jsr draw_segment
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lda #$22
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sta COLOR1 ; now green/blue
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jsr draw_segment
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jsr draw_segment
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jsr draw_segment
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lda #$00
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sta COLOR2 ; now blue/black
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jsr draw_segment
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rts
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;=================
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; load RLE image
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;=================
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; Output is BASH/BASL
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; Input is in GBASH/GBASL
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load_rle_gr:
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lda #$0
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tax
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tay ; init X and Y to 0
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sta CV ; ycoord=0
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lda (GBASL),y ; load xsize
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sta CH
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iny ; (we should check if we had
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; bad luck and overflows page)
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rle_loop:
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lda (GBASL),y ; load run value
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cmp #$ff ; if 0xff
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beq rle_done ; we are done
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sta RUN
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iny ; point to next value
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bne rle_yskip1 ; if overflow, increment address
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inc GBASH
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rle_yskip1:
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lda (GBASL),y ; load value to write
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iny
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bne rle_yskip2
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inc GBASH
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rle_yskip2:
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sty TEMP2 ; save y for later
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pha
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lda #$0
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tay
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pla ; convoluted way to set y to 0
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rle_run_loop:
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sta (BASL),y ; write out the value
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inc BASL ; increment the pointer
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bne rle_skip3 ; if wrapped
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inc BASH ; then increment the high value
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rle_skip3:
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inx ; increment the X value
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cpx CH ; compare against the image width
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bcc rle_not_eol ; if less then keep going
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pha ; save out value on stack
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lda BASL ; cheat to avoid a 16-bit add
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cmp #$a7 ; we are adding 0x58 to get
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bcc rle_add_skip ; to the next line
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inc BASH
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rle_add_skip:
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clc
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adc #$58 ; actually do the 0x58 add
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sta BASL ; and store it back
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inc CV ; add 2 to ypos
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inc CV ; each "line" is two high
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lda CV ; load value
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cmp #15 ; if it's greater than 14 it wraps
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bcc rle_no_wrap ; Thanks Woz
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lda #$0 ; we wrapped, so set to zero
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sta CV
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; when wrapping have to sub 0x3d8
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sec ; this is a 16-bit subtract routine
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lda BASL
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sbc #$d8 ; LSB
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sta BASL
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lda BASH ; MSB
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sbc #$3 ;
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sta BASH
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rle_no_wrap:
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lda #$0 ; set X value back to zero
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tax
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pla ; restore value to write from stack
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rle_not_eol:
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dec RUN ; decrement run value
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bne rle_run_loop ; if not zero, keep looping
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ldy TEMP2 ; restore the input pointer
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sec
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bcs rle_loop ; and branch always
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rle_done:
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lda #$15 ; move the cursor somewhere sane
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sta CV
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rts
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;==========================================================
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; set_text_page0
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;==========================================================
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;
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set_text_page0:
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bit PAGE0 ; set page0
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bit TEXT ; set text mode
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rts
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;==========================================================
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; set_gr_page0
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;==========================================================
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;
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set_gr_page0:
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;lda #4
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;sta GR_PAGE
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bit PAGE0 ; set page 0
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bit LORES ; Lo-res graphics
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bit TEXTGR ; mixed gr/text mode
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bit SET_GR ; set graphics
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rts
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;=========================================================
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; gr_copy
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;=========================================================
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; for now copy 0xc00 to 0x400
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; 2 + 8*38 + 4*80*23 + 4*120*26 + 13 = 20,159 = 20ms = 50Hz
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;
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gr_copy:
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ldx #0 ; set y to zero ; 2
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gr_copy_loop:
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stx TEMP ; save y ; 3
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txa ; move to A ; 2
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asl ; mult by 2 ; 2
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tay ; put into Y ; 2
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lda gr_offsets,Y ; lookup low byte for line addr ; 5
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sta OUTL ; out and in are the same ; 3
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sta INL ; 3
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lda gr_offsets+1,Y ; lookup high byte for line addr ; 5
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sta OUTH ; 3
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adc #$8 ; for now, fixed 0xc ; 2
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sta INH ; 3
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ldx TEMP ; restore y ; 3
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ldy #0 ; set X counter to 0 ; 2
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gr_copy_line:
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lda (INL),Y ; load a byte ; 5
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sta (OUTL),Y ; store a byte ; 6
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iny ; increment pointer ; 2
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cpx #$4 ; don't want to copy bottom 4*40 ; 2
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bcs gr_copy_above4 ; 3
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gr_copy_below4:
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cpy #120 ; for early ones, copy 120 bytes ; 2
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bne gr_copy_line ; 3
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beq gr_copy_line_done ; 3
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gr_copy_above4: ; for last four, just copy 80 bytes
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cpy #80 ; 2
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bne gr_copy_line ; 3
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gr_copy_line_done:
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inx ; increment y value ; 2
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cpx #8 ; there are 8 of them ; 2
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bne gr_copy_loop ; if not, loop ; 3
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rts ; 6
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;==========================================================
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; Wait until keypressed
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;==========================================================
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;
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wait_until_keypressed:
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lda KEYPRESS ; check if keypressed
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bpl wait_until_keypressed ; if not, loop
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jmp figure_out_key
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;==========================================================
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; Get Key
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;==========================================================
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;
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get_key:
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check_paddle_button:
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; check for paddle button
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bit PADDLE_BUTTON0
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bpl no_button
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lda #' '+128
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jmp save_key
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no_button:
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lda KEYPRESS
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bpl no_key
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figure_out_key:
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cmp #' '+128 ; the mask destroys space
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beq save_key ; so handle it specially
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and #$5f ; mask, to make upper-case
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|
check_right_arrow:
|
|
cmp #$15
|
|
bne check_left_arrow
|
|
lda #'K'
|
|
check_left_arrow:
|
|
cmp #$08
|
|
bne check_up_arrow
|
|
lda #'J'
|
|
check_up_arrow:
|
|
cmp #$0B
|
|
bne check_down_arrow
|
|
lda #'I'
|
|
check_down_arrow:
|
|
cmp #$0A
|
|
bne check_escape
|
|
lda #'M'
|
|
check_escape:
|
|
cmp #$1B
|
|
bne save_key
|
|
lda #'Q'
|
|
jmp save_key
|
|
|
|
no_key:
|
|
bit PADDLE_STATUS
|
|
bpl no_key_store
|
|
|
|
; check for paddle action
|
|
; code from http://web.pdx.edu/~heiss/technotes/aiie/tn.aiie.06.html
|
|
|
|
inc PADDLE_STATUS
|
|
lda PADDLE_STATUS
|
|
and #$03
|
|
beq check_paddles
|
|
jmp no_key_store
|
|
|
|
check_paddles:
|
|
lda PADDLE_STATUS
|
|
and #$80
|
|
sta PADDLE_STATUS
|
|
|
|
ldx #$0
|
|
LDA PTRIG ;TRIGGER PADDLES
|
|
LDY #0 ;INIT COUNTER
|
|
NOP ;COMPENSATE FOR 1ST COUNT
|
|
NOP
|
|
PREAD2: LDA PADDL0,X ;COUNT EVERY 11 uSEC.
|
|
BPL RTS2D ;BRANCH WHEN TIMED OUT
|
|
INY ;INCREMENT COUNTER
|
|
BNE PREAD2 ;CONTINUE COUNTING
|
|
DEY ;COUNTER OVERFLOWED
|
|
RTS2D: ;RETURN W/VALUE 0-255
|
|
|
|
cpy #96
|
|
bmi paddle_left
|
|
cpy #160
|
|
bmi no_key_store
|
|
lda #'K'
|
|
jmp save_key
|
|
paddle_left:
|
|
lda #'J'
|
|
jmp save_key
|
|
|
|
no_key_store:
|
|
lda #0 ; no key, so save a zero
|
|
|
|
save_key:
|
|
sta LASTKEY ; save the key to our buffer
|
|
bit KEYRESET ; clear the keyboard buffer
|
|
rts
|
|
|
|
;=============================================
|
|
; put_sprite
|
|
;=============================================
|
|
put_sprite:
|
|
|
|
lda #>tb1_sprite ; hardcoded for tb1 for now
|
|
sta INH
|
|
lda #<tb1_sprite
|
|
sta INL
|
|
|
|
ldy #0 ; byte 0 is xsize
|
|
lda (INL),Y
|
|
sta CH
|
|
iny
|
|
|
|
lda (INL),Y ; byte 1 is ysize
|
|
sta CV
|
|
iny
|
|
|
|
lda YPOS ; make a copy of ypos
|
|
sta TEMPY ; as we modify it
|
|
|
|
put_sprite_loop:
|
|
sty TEMP ; save sprite pointer
|
|
|
|
ldy TEMPY
|
|
lda gr_offsets,Y ; lookup low-res memory address ; 5
|
|
clc
|
|
adc XPOS ; add in xpos
|
|
sta OUTL ; store out low byte of addy ; 3
|
|
lda gr_offsets+1,Y ; look up high byte ; 5
|
|
sta OUTH ; and store it out ; 3
|
|
ldy TEMP ; restore sprite pointer ; 3
|
|
|
|
ldx CH
|
|
|
|
put_sprite_pixel:
|
|
lda (INL),Y ; get sprite colors
|
|
iny ; increment sprite pointer
|
|
|
|
sty TEMP ; save sprite pointer
|
|
ldy #$0
|
|
|
|
cmp #$0 ; if all zero, transparent
|
|
beq put_sprite_done_draw ; don't draw it
|
|
|
|
; FIXME: use BIT?
|
|
|
|
sta COLOR ; save color for later
|
|
and #$f0 ; check if top nibble zero
|
|
bne put_sprite_bottom ; if not skip ahead
|
|
|
|
lda #$0f ; setup mask
|
|
sta MASK
|
|
bmi put_sprite_mask
|
|
|
|
put_sprite_bottom:
|
|
lda COLOR ; re-load color
|
|
and #$0f ; check if bottom nibble zero
|
|
bne put_sprite_all ; if not, skip ahead
|
|
lda #$0f
|
|
sta MASK ; setup mask
|
|
|
|
put_sprite_mask:
|
|
lda (OUTL),Y ; get color at output
|
|
and MASK ; mask off unneeded part
|
|
ora COLOR ; or the color in
|
|
sta (OUTL),Y ; store it back
|
|
|
|
jmp put_sprite_done_draw ; we are done
|
|
|
|
put_sprite_all:
|
|
lda COLOR ; load color
|
|
sta (OUTL),Y ; and write it out
|
|
|
|
|
|
put_sprite_done_draw:
|
|
|
|
ldy TEMP ; restore sprite pointer
|
|
|
|
inc OUTL ; increment output pointer
|
|
dex ; decrement x counter
|
|
bne put_sprite_pixel ; if not done, keep looping
|
|
|
|
inc TEMPY ; each line has two y vars
|
|
inc TEMPY
|
|
dec CV ; decemenet total y count
|
|
bne put_sprite_loop ; loop if not done
|
|
|
|
rts ; return
|
|
|
|
print_string:
|
|
ldy #0
|
|
print_string_loop:
|
|
lda (OUTL),Y
|
|
beq done_print_string
|
|
ora #$80
|
|
jsr COUT1
|
|
iny
|
|
bne print_string_loop
|
|
done_print_string:
|
|
rts
|
|
|
|
vmwsw_string:
|
|
.asciiz "A VMW SOFTWARE PRODUCTION"
|
|
|
|
enter_name_string:
|
|
.asciiz "PLEASE ENTER A NAME:"
|
|
|
|
name:
|
|
.byte $0,$0,$0,$0,$0,$0,$0,$0
|
|
|
|
|
|
; waste memory with a lookup table
|
|
; maybe faster than using GBASCALC?
|
|
|
|
gr_offsets:
|
|
.word $400,$480,$500,$580,$600,$680,$700,$780
|
|
.word $428,$4a8,$528,$5a8,$628,$6a8,$728,$7a8
|
|
.word $450,$4d0,$550,$5d0,$650,$6d0,$750,$7d0
|
|
|
|
tb1_sprite:
|
|
.byte $8,$4
|
|
.byte $55,$50,$00,$00,$00,$00,$00,$00
|
|
.byte $55,$55,$55,$00,$00,$00,$00,$00
|
|
.byte $ff,$1f,$4f,$2f,$ff,$22,$20,$00
|
|
.byte $5f,$5f,$5f,$5f,$ff,$f2,$f2,$f2
|
|
|
|
.include "title.inc"
|