transformer/GRAF.SRC/LINES.S

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2017-05-31 01:38:19 +00:00
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USE 4/DOS.16.MACS ;merlin16 macros
USE 4/INT.MACS
USE 4/LOCATOR.MACS
USE 4/MACROS
USE 4/MEM.MACS
USE 4/UTIL.MACS
USE GRAF.MACROS ; My macros
USE FIXED.MACROS
USE DP.TABLE ; Direct Page variables
PUT VIDEO.EQUATES
M65816 1
M_PlotPixel MAC
LDA ]1
STA plotX
LDA ]2
STA plotY
JSR PlotPixel
<<<
**************************************************
* Data...
mmID ds 2
old_DP ds 2 ;store the DP so we can restore it on exit
old_SP ds 2 ;store the SP so we can restore it on exit
DP_ptr ds 2 ;pointer to direct-page bank
DP_hndl ds 4
ScratchPtr ds 4 ;a scratch memory pointer
*************************************************
DrawRectangle ENT
* Draw from (X1,Y1) to (X2,Y1)
LDA rX1
STA lnX1
LDA rX2
STA lnX2
LDA rY1
STA lnY1
JSR DrawHorizontalLine
* Draw from (X1,Y2) to (X2,Y2)
LDA rY2
STA lnY1
JSR DrawHorizontalLine
* Draw from (X1,Y1) to (X1,Y2)
LDA rX1
STA lnX1
LDA rX2
STA lnX2
LDA rY1
STA lnY1
LDA rY2
STA lnY2
JSR DrawVerticalLine
* Draw from (X2,Y1) to (X2,Y2)
LDA rX2
STA lnX1
LDA rX2
STA lnX2
LDA rY1
STA lnY1
LDA rY2
STA lnY2
JSR DrawVerticalLine
RTS
**************************************************
BresenhamNegSlope ENT
Bresenham ENT ;Bresenham's line thingy.
* Only works for positive slopes...
b_dX = $1,S
b_dY = $3,S
b_D = $5,S
b_x = $7,S
b_y = $9,S
b_yIncrement = $B,S
PHA
PHA
PHA
PHA
PHA ;5 16-bit variables
PHA
* Swap the points if X2 is bigger than X1.
LDA lnX2
CMP lnX1
BGE :getSlopeSign
:swap
LDA lnX1
LDX lnX2
STA lnX2
STX lnX1
LDA lnY1
LDX lnY2
STA lnY2
STX lnY1
:getSlopeSign
LDA #1
STA $B,S ;b_yIncrement
LDA lnY2
CMP lnY1
BGE :plotEndpoints ;slope is positive
* Slope is negative.
LDA #-1
STA $B,S ;b_yIncrement
:plotEndpoints
M_PlotPixel lnX1;lnY1
M_PlotPixel lnX2;lnY2
* dX = abs(x1-x0)
LDA lnX2
SEC
SBC lnX1
BIT #$8000 ; is the result negative?
BEQ :posDX
:negDX
EOR #$FFFF ; flip sign
CLC
ADC #1
:posDX
STA $1,S ;b_dX
* dY = abs(y1-y0)
LDA lnY2
SEC
SBC lnY1
BIT #$8000 ; is the result negative?
BEQ :posDY
:negDY
EOR #$FFFF ; flip sign
CLC
ADC #1
:posDY
STA $3,S ;b_dY
* if(dx > dy)
LDA $1,S ;b_dX
CMP $3,S ;b_dY
BLT BresStepY
:bresStepX
* D = 2*dY - dX
LDA $3,S ;b_dY
ASL ;multiply by 2
SEC
SBC $1,S ;b_dX
STA $5,S ;b_D
* y = y0
LDA lnY1
STA $9,S ;b_y
* for x from x0 to x1
LDA lnX1
STA $7,S ;b_x
:xLoop
LDA $7,S ;b_x
CMP lnX2
BEQ :done
* plot(x,y)
M_PlotPixel $7,S;$9,S ;b_x;b_y
* if D > 0
LDA $5,S ;b_D
BIT #$8000 ; check sign bit
BNE :endIf
* y = y + y_increment
LDA $9,S ;b_y
CLC
ADC $B,S ;b_yIncrement
STA $9,S ;b_y
* D = D - 2*dx
LDA $5,S ;b_D
SEC
SBC $1,S ;b_dX
SEC
SBC $1,S ;b_dX
STA $5,S ;b_D
:endIf
LDA $3,S ;b_dY
ASL ;multiply by 2
CLC
ADC $5,S ;b_D
STA $5,S ;b_D
:xLoopNext
LDA $7,S
INC
STA $7,S ;b_x
BRA :xLoop
:done
PLA
PLA
PLA
PLA
PLA
PLA
RTS
**************************************************
BresStepY
* Bresenham where we step using Y instead of X.
* Swap the points if Y2 is bigger than Y1.
LDA lnY2
CMP lnY1
BGE :go
:swap
LDA lnX1
LDX lnX2
STA lnX2
STX lnX1
LDA lnY1
LDX lnY2
STA lnY2
STX lnY1
:go
* D = 2*dX - dY
LDA $1,S ;b_dX
ASL ;multiply by 2
SEC
SBC $3,S ;b_dY
STA $5,S ;b_D
* x = x0
LDA lnX1
STA $7,S ;b_x
* for y from y0 to y1
LDA lnY1
STA $9,S ;b_y
:yLoop
LDA $9,S ;b_y
CMP lnY2
BEQ :done
* plot(x,y)
M_PlotPixel $7,S;$9,S ;b_x;b_y
* if D > 0
LDA $5,S ;b_D
BIT #$8000 ; check sign bit
BNE :endIf
* x = x + x_increment
LDA $7,S ;b_x
CLC
ADC $B,S ;b_xIncrement
STA $7,S ;b_x
* D = D - 2*dy
LDA $5,S ;b_D
SEC
SBC $3,S ;b_dy
SEC
SBC $3,S ;b_dy
STA $5,S ;b_D
:endIf
LDA $1,S ;b_dx
ASL ;multiply by 2
CLC
ADC $5,S ;b_D
STA $5,S ;b_D
:yLoopNext
LDA $9,S
INC
STA $9,S ;b_y
BRA :yLoop
:done
PLA
PLA
PLA
PLA
PLA
PLA
RTS
**************************************************
PlotPixel
* Clip to the 320x200 screen.
LDA plotX
CMP #320
BGE :abort
LDA plotY
CMP #200
BGE :abort
BRA :doPlot
:abort
RTS
:doPlot
LDA plotY
ASL ;multiply by 2
TAY
LDA plotX
LSR ; divide by 2 to get pixel address
CLC
ADC VRAMRows,Y ; now find the right row
TAY
PHB ; we need to preserve all 16 bits of Y
PHY
:plot ; and plot the pixel
SetDBR #$E1 ; clobbers high byte of Y
PLY ; and retrieves Y
LDA plotX
AND #$1
BEQ :plotOdd
BRA :plotEven
:plotOdd
LDA penColor
AND #$00FF
ORA $0000,Y
STA $0000,Y
PLB ;restore the old DBR
RTS
:plotEven
LDA penColor
AND #$FF00
ORA $0000,Y
STA $0000,Y
PLB ;restore the old DBR
RTS
**************************************************
DrawHorizontalLine
* Draw a horizontal line from (lnX1,lnY1) to (lnX2,lnY1)
PHB
SetDBR #$E1
SUB lnX2;lnX1;lnXSize ;calculate line length
* LDA lnX2 ;A = x2
* ADC lnX1 ;A = x1+x2
* LSR ;A = (x1+x2)/2
LDA #0
ADC lnX2
LSR ;A = x2 / 2 since we draw right to left
* Now calculate pixel offset using y1. 160 per y1
LDY lnY1
:yCalcLoop
CPY #0
BEQ :prepDrawing
CLC
ADC #160 ;each #160 added moves down one scanline
DEY
BRA :yCalcLoop
:prepDrawing
TAY ;Y = pixel offset
LDA lnXSize
LSR
TAX ;X = pixels to draw
LDA penColor
:drawLoop ;draw rXSize pixels.
CPX #0
BEQ :horizontalDone
DEX
DEY
STA $2000,Y
BRA :drawLoop
:horizontalDone
PLB ;restore the old DBR
RTS
**************************************************
DrawVerticalLine
* Draw a vertical line from (lnX1,lnY1) to (lnX1,lnY2)
PHB
SetDBR #$E1
SUB lnY2;lnY1;lnYSize ;calculate line length
:calcStartY
LDA #0 ;A = 0
ADC lnX1 ;A = x1
LSR ;A = x1/2
LDX lnY1
:calcLoop
CPX #0
BEQ :prepDrawing
CLC
ADC #160 ;Add 160 per scanline we start on
DEX
BRA :calcLoop
:prepDrawing
LDX lnYSize ;X = pixels to draw
TAY ;Y = pixel address offset
LDA penColor ;A = pen color
* TODO: Check if we draw $00FF or $FF00 (even or odd pixel)
BIT #$01 ;Is this an odd pixel?
BEQ :drawOdd
BNE :drawEven
:drawEven
AND #$00FF
BRA :drawLoop
:drawOdd
AND #$FF00
BRA :drawLoop
:drawLoop
CPX #0
BEQ :verticalDone
PHA
ORA $2000,Y
STA $2000,Y
PLA
DEX ;subtract one pixel
PHA
TYA
CLC
ADC #160 ;go to next scanline
TAY
PLA
BRA :drawLoop
:verticalDone
PLB
RTS
**************************************************
RoundFixedVertex MAC
PHY ; preserve Y
PHA ; make room for the result
INY
INY
LDA (ptr_Shape),Y
PHA ; push the low word of the FIXED
DEY
DEY
LDA (ptr_Shape),Y
PHA ; and the high word
_FixRound ; round it
PLA ; and pull the result
PLY ; and grab Y
<<<
**************************************************
DrawShape2 ENT ; draw a shape. pointer is at $FC
PHA ; $1,S = current vertex
PHA ; $3,S = number of vertices
; $5,S = return address
; $7,S = origin X
; $9,S = origin Y
; $B,S = pointer to shape data
LDA $B,S
STA ptr_Shape ; save pointer to $FC
LDA #0
STA $1,S ; initialize current vertex to 0
SHORT
LDA (ptr_Shape) ; A = vertex count in shape
LONG
DEC
STA $3,S ; set shape vertex count
INC ptr_Shape ; ptr_Shape now points to the start of the
; vertex data
LDA $3,S ; but we need to advance it to the transformed
INC ; vertices
ASL
ASL
ASL ; so multiply vertex count by sizeof(vertex)
CLC
ADC ptr_Shape ; add it to the pointer address
STA ptr_Shape ; magic.
:getNextVertex
* Grab the first two vertices and load them into lnX1 and lnY1
LDA $1,S ; get current vertex
ASL
ASL ; multiply by 8 to get offset
ASL
TAY ; and now the offset is in Y
* X coordinate
RoundFixedVertex ; round off the X value
CLC
ADC $7,S ; add the origin
STA lnX1 ; grab and store vertex 0 X coord
* Y coordinate
INY
INY ; advance offset to v0 Y coord
INY
INY
RoundFixedVertex ; round off the Y value
CLC
ADC $7,S ; add the origin
STA lnY1 ; grab and store vertex 0 X coord
* Next vertex
LDA $1,S
INC
STA $1,S ; currentVertex += 1
* Grab the next two vertices - this produces one line.
INY
INY ; advance offset to v1 X coord
INY
INY
RoundFixedVertex
ADC $7,S
STA lnX2 ; save it
INY
INY ; advance offset to v1 Y coord
INY
INY
RoundFixedVertex
CLC
ADC $9,S
STA lnY2 ; save it
JSR Bresenham ; draw our line now
* Is this the last vertex?
LDA $1,S
CMP $3,S
BEQ :isLastVertex
BRL :getNextVertex
:isLastVertex
* The last vertex, so draw it and wrap back to v0.
LDA $1,S ; get current vertex
ASL
ASL
ASL ; multiply by 8 to get offset
TAY ; and now the offset is in Y
RoundFixedVertex
CLC
ADC $7,S
STA lnX1 ; grab and store vertex 0 X coord
INY
INY ; advance offset to v0 Y coord
INY
INY
RoundFixedVertex
CLC
ADC $9,S
STA lnY1 ; store v0 Y coord
LDA $1,S
INC
STA $1,S ; currentVertex += 1
* Go back to vertex 0 to finish the shape.
LDA #0
TAY
RoundFixedVertex
CLC
ADC $7,S
STA lnX2 ; save it
INY
INY ; advance offset to v1 Y coord
INY
INY
RoundFixedVertex
CLC
ADC $9,S
STA lnY2 ; save it
JSR Bresenham ; draw our line now
:done
PLA
PLA
RTS
**************************************************
DrawShape ENT ; draw a shape. pointer is at $FC
PHA ; $1,S = current vertex
PHA ; $3,S = number of vertices
; $5,S = return address
; $7,S = origin X
; $9,S = origin Y
; $B,S = pointer to shape data
LDA $B,S
STA ptr_Shape ; save pointer to $FC
LDA #0
STA $1,S ; initialize current vertex to 0
SHORT
LDA (ptr_Shape) ; A = vertex count in shape
LONG
DEC
STA $3,S ; set shape vertex count
INC ptr_Shape ; ptr_Shape now points to the start of the
; vertex data
LDA $3,S ; but we need to advance it to the transformed
INC ; vertices
ASL
ASL
ASL ; so multiply vertex count by sizeof(vertex)
CLC
ADC ptr_Shape ; add it to the pointer address
INC ; add 2 bytes
INC ; and now it points to the high word of vertices
STA ptr_Shape ; magic.
:getNextVertex
* Grab the first two vertices and load them into lnX1 and lnY1
LDA $1,S ; get current vertex
ASL
ASL ; multiply by 8 to get offset
ASL
TAY ; and now the offset is in Y
LDA (ptr_Shape),Y
CLC
ADC $7,S ; add the origin
STA lnX1 ; grab and store vertex 0 X coord
INY
INY ; advance offset to v0 Y coord
INY
INY
LDA (ptr_Shape),Y
CLC
ADC $7,S ; add the origin
STA lnY1 ; grab and store vertex 0 X coord
LDA $1,S
INC
STA $1,S ; currentVertex += 1
* Grab the next two vertices - this produces one line.
INY
INY ; advance offset to v1 X coord
INY
INY
LDA (ptr_Shape),Y
CLC
ADC $7,S
STA lnX2 ; save it
INY
INY ; advance offset to v1 Y coord
INY
INY
LDA (ptr_Shape),Y
CLC
ADC $9,S
STA lnY2 ; save it
JSR Bresenham ; draw our line now
* Is this the last vertex?
LDA $1,S
CMP $3,S
BEQ :isLastVertex
BRL :getNextVertex
:isLastVertex
* The last vertex, so draw it and wrap back to v0.
LDA $1,S ; get current vertex
ASL
ASL
ASL ; multiply by 8 to get offset
TAY ; and now the offset is in Y
LDA (ptr_Shape),Y
CLC
ADC $7,S
STA lnX1 ; grab and store vertex 0 X coord
INY
INY ; advance offset to v0 Y coord
INY
INY
LDA (ptr_Shape),Y
CLC
ADC $9,S
STA lnY1 ; store v0 Y coord
LDA $1,S
INC
STA $1,S ; currentVertex += 1
* Go back to vertex 0 to finish the shape.
LDA #0
TAY
LDA (ptr_Shape),Y
CLC
ADC $7,S
STA lnX2 ; save it
INY
INY ; advance offset to v1 Y coord
INY
INY
LDA (ptr_Shape),Y
CLC
ADC $9,S
STA lnY2 ; save it
JSR Bresenham ; draw our line now
:done
PLA
PLA
RTS
**************************************************
RotateVertex ENT
* Rotate a FIXED vertex around (0,0) by theta degrees.
*
* 7,S = WORD number of degrees to rotate
* 3,S = LONG pointer to vertex
* Retrieve FIXED radians from the table.
LDA 7,S
ASL
ASL ;multiply by 4 to get table offset
TAY
LDA DegreesToRadians,Y
STA Radians ; get low word
INY
INY
LDA DegreesToRadians,Y
STA Radians+2 ; get high word
* Calculate rotation of X component.
LDA 3,S
STA ptr_Shape
M_MoveLongFromPtr (ptr_Shape);fx_Operand2
~FracCos Radians
PullLong fx_Operand1 ; contains FRAC value cos(45)
~Frac2Fix fx_Operand1
PullLong fx_Operand1 ; contains FIXED value cos(45)
~FixMul fx_Operand1;fx_Operand2 ; v.X * cos(45)
PullLong fx_Result ; fx_Result = v.X * cos(45)
LDA ptr_Shape
CLC
ADC #4 ; advance to Y component of vertex
STA ptr_Shape
M_MoveLongFromPtr (ptr_Shape);fx_Operand2
~FracSin Radians
PullLong fx_Operand1
~Frac2Fix fx_Operand1
PullLong fx_Operand1 ; fx_Operand1 = FIXED sin(45deg)
~FixMul fx_Operand1;fx_Operand2 ; SP = fx_Operand1*fx_Operand2
PullLong fx_Operand2
MoveLong fx_Result;fx_Operand1
* fx_Operand1 = v.X * cos(45deg) | fx_Operand2 = v.Y * cos(45deg)
* Subtract fx_Operand1 and fx_Operand2
PushLong #0
PushLong fx_Operand2
PushLong fx_Operand1
JSR FX_SUB
PullLong fx_RotatedX
* Calculate rotation of Y component.
* ptr_Shape is still pointing to Y
M_MoveLongFromPtr (ptr_Shape);fx_Operand2
~FracCos Radians
PullLong fx_Operand1 ; contains FRAC value cos(45)
~Frac2Fix fx_Operand1
PullLong fx_Operand1 ; contains FIXED value cos(45)
~FixMul fx_Operand1;fx_Operand2 ; v.Y * cos(45)
PullLong fx_Result ; fx_Result = v.Y * cos(45)
LDA ptr_Shape
SEC
SBC #4 ; return to X component of vertex
STA ptr_Shape
M_MoveLongFromPtr (ptr_Shape);fx_Operand2
~FracSin Radians
PullLong fx_Operand1
~Frac2Fix fx_Operand1
PullLong fx_Operand1
~FixMul fx_Operand1;fx_Operand2
PullLong fx_Operand2
MoveLong fx_Result;fx_Operand1
* Add fx_Operand1 and fx_Operand2
PushLong #0
PushLong fx_Operand2
PushLong fx_Operand1
JSR FX_ADD
PullLong fx_RotatedY
* Clean up the stack before we return.
LDA $1,S
STA $7,S
PullLong
PullWord
RTS
**************************************************
ClearScreen ENT
LDA #0
LDX #$7D00
:clearLoop
DEX
DEX
STAL $E12000,X
BNE :clearLoop
RTS
**************************************************
PaletteTable ENT
pltBlack dw $0000 ;Black
pltDGray dw $0777 ;Dark Gray
pltBrown dw $0841 ;Brown
pltPurple dw $072C ;Purple
pltBlue dw $000F ;Blue
pltDGreen dw $0080 ;Dark Green
pltOrange dw $0F70 ;Orange
pltRed dw $0D00 ;Red
pltBeige dw $0FA9 ;Beige
pltYellow dw $0FF0 ;Yellow
pltGreen dw $00E0 ;Green
pltLBlue dw $04DF ;Light Blue
pltLilac dw $0DAF ;Lilac
pltPeri dw $078F ;Periwinkle
pltLGray dw $0CCC ;Light Gray
pltWhite dw $0FFF ;White
EndPaletteTable
DegreesToRadians
* Each entry is a 4-byte FIXED value.
PUT DEG2RAD.TABLE
**************************************************
VRAMRows
dw $A0*0+$2000
dw $A0*1+$2000
dw $A0*2+$2000
dw $A0*3+$2000
dw $A0*4+$2000
dw $A0*5+$2000
dw $A0*6+$2000
dw $A0*7+$2000
dw $A0*8+$2000
dw $A0*9+$2000
dw $A0*10+$2000
dw $A0*11+$2000
dw $A0*12+$2000
dw $A0*13+$2000
dw $A0*14+$2000
dw $A0*15+$2000
dw $A0*16+$2000
dw $A0*17+$2000
dw $A0*18+$2000
dw $A0*19+$2000
dw $A0*20+$2000
dw $A0*21+$2000
dw $A0*22+$2000
dw $A0*23+$2000
dw $A0*24+$2000
dw $A0*25+$2000
dw $A0*26+$2000
dw $A0*27+$2000
dw $A0*28+$2000
dw $A0*29+$2000
dw $A0*30+$2000
dw $A0*31+$2000
dw $A0*32+$2000
dw $A0*33+$2000
dw $A0*34+$2000
dw $A0*35+$2000
dw $A0*36+$2000
dw $A0*37+$2000
dw $A0*38+$2000
dw $A0*39+$2000
dw $A0*40+$2000
dw $A0*41+$2000
dw $A0*42+$2000
dw $A0*43+$2000
dw $A0*44+$2000
dw $A0*45+$2000
dw $A0*46+$2000
dw $A0*47+$2000
dw $A0*48+$2000
dw $A0*49+$2000
dw $A0*50+$2000
dw $A0*51+$2000
dw $A0*52+$2000
dw $A0*53+$2000
dw $A0*54+$2000
dw $A0*55+$2000
dw $A0*56+$2000
dw $A0*57+$2000
dw $A0*58+$2000
dw $A0*59+$2000
dw $A0*60+$2000
dw $A0*61+$2000
dw $A0*62+$2000
dw $A0*63+$2000
dw $A0*64+$2000
dw $A0*65+$2000
dw $A0*66+$2000
dw $A0*67+$2000
dw $A0*68+$2000
dw $A0*69+$2000
dw $A0*70+$2000
dw $A0*71+$2000
dw $A0*72+$2000
dw $A0*73+$2000
dw $A0*74+$2000
dw $A0*75+$2000
dw $A0*76+$2000
dw $A0*77+$2000
dw $A0*78+$2000
dw $A0*79+$2000
dw $A0*80+$2000
dw $A0*81+$2000
dw $A0*82+$2000
dw $A0*83+$2000
dw $A0*84+$2000
dw $A0*85+$2000
dw $A0*86+$2000
dw $A0*87+$2000
dw $A0*88+$2000
dw $A0*89+$2000
dw $A0*90+$2000
dw $A0*91+$2000
dw $A0*92+$2000
dw $A0*93+$2000
dw $A0*94+$2000
dw $A0*95+$2000
dw $A0*96+$2000
dw $A0*97+$2000
dw $A0*98+$2000
dw $A0*99+$2000
dw $A0*100+$2000
dw $A0*101+$2000
dw $A0*102+$2000
dw $A0*103+$2000
dw $A0*104+$2000
dw $A0*105+$2000
dw $A0*106+$2000
dw $A0*107+$2000
dw $A0*108+$2000
dw $A0*109+$2000
dw $A0*110+$2000
dw $A0*111+$2000
dw $A0*112+$2000
dw $A0*113+$2000
dw $A0*114+$2000
dw $A0*115+$2000
dw $A0*116+$2000
dw $A0*117+$2000
dw $A0*118+$2000
dw $A0*119+$2000
dw $A0*120+$2000
dw $A0*121+$2000
dw $A0*122+$2000
dw $A0*123+$2000
dw $A0*124+$2000
dw $A0*125+$2000
dw $A0*126+$2000
dw $A0*127+$2000
dw $A0*128+$2000
dw $A0*129+$2000
dw $A0*130+$2000
dw $A0*131+$2000
dw $A0*132+$2000
dw $A0*133+$2000
dw $A0*134+$2000
dw $A0*135+$2000
dw $A0*136+$2000
dw $A0*137+$2000
dw $A0*138+$2000
dw $A0*139+$2000
dw $A0*140+$2000
dw $A0*141+$2000
dw $A0*142+$2000
dw $A0*143+$2000
dw $A0*144+$2000
dw $A0*145+$2000
dw $A0*146+$2000
dw $A0*147+$2000
dw $A0*148+$2000
dw $A0*149+$2000
dw $A0*150+$2000
dw $A0*151+$2000
dw $A0*152+$2000
dw $A0*153+$2000
dw $A0*154+$2000
dw $A0*155+$2000
dw $A0*156+$2000
dw $A0*157+$2000
dw $A0*158+$2000
dw $A0*159+$2000
dw $A0*160+$2000
dw $A0*161+$2000
dw $A0*162+$2000
dw $A0*163+$2000
dw $A0*164+$2000
dw $A0*165+$2000
dw $A0*166+$2000
dw $A0*167+$2000
dw $A0*168+$2000
dw $A0*169+$2000
dw $A0*170+$2000
dw $A0*171+$2000
dw $A0*172+$2000
dw $A0*173+$2000
dw $A0*174+$2000
dw $A0*175+$2000
dw $A0*176+$2000
dw $A0*177+$2000
dw $A0*178+$2000
dw $A0*179+$2000
dw $A0*180+$2000
dw $A0*181+$2000
dw $A0*182+$2000
dw $A0*183+$2000
dw $A0*184+$2000
dw $A0*185+$2000
dw $A0*186+$2000
dw $A0*187+$2000
dw $A0*188+$2000
dw $A0*189+$2000
dw $A0*190+$2000
dw $A0*191+$2000
dw $A0*192+$2000
dw $A0*193+$2000
dw $A0*194+$2000
dw $A0*195+$2000
dw $A0*196+$2000
dw $A0*197+$2000
dw $A0*198+$2000
dw $A0*199+$2000