.FILE 'MENU.ASM' .TITLE "ROBO TEST MENUS" .WIDTH 132 .OPTION B,D,L,T .MNOLIST ; ; SOFTWARE: ; ; COPYRIGHT (C) 1989 WILLIAMS ELECTRONICS GAMES, INC. ; ; ; GET THE SYSTEM STUFF .INCLUDE "MPROC.EQU" ;MPROC EQUATES .INCLUDE "DISP.EQU" ;DISPLAY PROC. EQUATES .INCLUDE "\VIDEO\SYS\SYS.INC" ;Z UNIT SYSTEM EQUATES .INCLUDE "\VIDEO\SYS\MACROS.HDR" ;MACROS DEFINITIONS .INCLUDE "IMGTBL.GLO" .INCLUDE "ROBO.EQU" .INCLUDE "LINK.EQU" .INCLUDE "MENU.EQU" ;MENU EQUATES .TEXT ; ; IN THIS MODULE ; .DEF FACCHECK .DEF MEN_MAIN,CSELCT,GET_CSPT,CS_POINT .DEF MESS_FAC .DEF ANY_BUT,MEN_YN .DEF STR_OBJ .DEF STR_FREE .DEF CKPROMPT .DEF GO_DIAG ;ROUTINE FOR DIAGNOSTIC MENU .DEF RTR_LEV,ROM_LEV .DEF MESS_MM .DEF CS_ENTS ;NUMBER OF HIGHEST IN COIN TABLE .DEF TWO_TS,TWO_TP .DEF FAC_STUF .DEF BUILD_ST .DEF SCODE ;SYNTH CODE CURRENTLY BEING MADE .DEF DCODE ;DIG CODE CURRENTLY BEING MADE .DEF HID_P .DEF SNDTST ; ; IN TEST.ASM ; .REF WDOGDIS .REF GEN_MENU,B_MENU .REF L_MESS,TOP_BOX ;,WT_ADV,WW_ADV .REF GET_AUD .REF LM_FINIS .REF LM_SETUP .REF BAD_AUD .REF MAIN_RET .REF AREUSURE .REF F_TITLE .REF ST_STICK .REF GETSTICK .REF FAC_SET .REF SUR_MESS .REF SURE_BOX .REF RT_RET .REF GET_FAC .REF WAIT_BUT .REF DIGSRT .REF DIAG_EX ; .REF GET_ADV .REF STD_BORD .REF SND_MADE .REF NO_CLEAR .REF LAST_BUT .REF G_BORDER ; ; IN AUDIT.ASM ; .REF ROM_NAME .REF GET_ADJ .REF STRCAT ; .REF CLR_SUBS .REF NO_CREDS .REF CLR_AUDR .REF CLR_AUD .REF ADD_DUMP .REF DISPDUMP .REF CAT_A0 .REF CK_MAX .REF DUMP_FS .REF ADJ_PAGE .REF F_ADC_S .REF WC_BYTEI .REF RC_WORD .REF DEF_PAGE .REF WAIT_MUT .REF STORE_AUDIT ; ; IN HSTD.ASM ; .REF ALL_TAB,INIT_TB,FORM_ADC,WC_WORD,CMOS_VAL .REF P_FORK,GET_HSC,INIT_HSR ; ; IN ADJUST.ASM ; .REF GO_ADJ ; ; IN UTIL.ASM ; .REF FILLAREA .REF CLR_SCRN ; ; IN ROBOATT.ASM ; .REF COLRSTRT .REF GAMERASE .REF ATSTRT ; ;DIAG STUFF ; .REF CPU_CHK,SW_CHK,COL_BARS,CROSS_H,BURN_IN,STRNEW1 ; .REF RD15FONT,SCRCLR,MYOINIT,STRCNRM,GAMSTATE .REF STRNGRAM,BLNKAREA,STRLNRM,RD7FONT,HEXTOASC .REF CLR_SCRN,STRRNRM .REF WARMSET,QSNDRST * .BSS FAC_FLAG,16 ;FLAG SAYS CLEAR AUDITS AND HSTABLE * ;IF FACTORY SETTINGS SUCCEED. .BSS SCODE,16 ;SYNTH CODE LAST MADE! .BSS DCODE,16 ;DIG CODE LAST MADE! .BSS TMPOBJ,32 ;TEMPORARY OBJECT FROM STR_OBJ .TEXT INDIAG .EQU 40H ************************************************************************** * * * COIN TABLE * * * ************************************************************************** * * * The coin table is made up of the normal entries from * * the pinball system, as well as some new ones that * * determine start and buy-in cost, and others that * * aid in the determination of a "total collection". * * * * Left Slot Multiplier word * * Center Slot Multiplier word * * Right Slot Multiplier word * * Units for Credit word * * Units for Bonus word * * Minimum Units word * * Credits to start word * * Credits to Continue word * * Divisor in money calculation word 0 means "OFF" * * * * -------------------------------------------------------------- * * The above value get copied as adjustments (and are adjustable). * * In addition, the coin table contains help on how to arrive at * * the "Total Collection" for the coin audits. * * -------------------------------------------------------------- * * * * Count for each Left coin word * * Count for each Center coin word * * Count for each Right coin word * * Pointer to Leading text string long * * Pointer to Following text string long * * * ************************************************************************** * * * GET_CSPT * * * * THIS IS CALLED TO RETURN IN A6 THE CURRENT * * CSELCT LINE AS STORED IN THE ADJUSTMENT TABLE. * * * ************************************************************************** GET_CSPT: MMTM SP,A0 MOVI ADJPRICE,A0 CALLA GET_ADJ ;GET THE COIN SELECT NUMBER BEING USED. CALLR CS_POINT MMFM SP,A0 RETS ************************************************************************** * * * CS_POINT * * * * THIS IS CALLED TO POINT AT AN ENTRY IN THE COINAGE * * SELECT TABLE. * * * * IT TAKES OFFSET IN A0. * * IT RETURNS POINTER IN A6. * * * ************************************************************************** CS_POINT: MMTM SP,A0,A1 MOVE A0,A0 ;ZERO? JRZ CS1 ;YEP...RETURN FIRST LINE CMPI CS_ENTS,A0 ;IN RANGE? JRLS CS2 ;YEP...CONTINUE MOVI 1,A0 ;TOO LARGE.......USE 1ST LINE. CS2: DEC A0 ;INDEX INTO TABLE CS1: MOVI CS_SIZE,A1 ;SIZE PER ENTRY MPYU A0,A1 ;OFFSET INTO TABLE ADDI CSELCT,A1 MOVE A1,A6 ;RETURN THE POINTER MMFM SP,A0,A1 RETS ************************************************************************** * * * CKPROMPT * * * * IS THERE A PROMPT STRING FOR THE CREDITS PAGE. * * * * * * A0 RETURNS: * * * * YES.....RETURN POINTER TO SOMETHING * * NO......RETURN ZERO * * * * IF A0 HAS A POINTER THEN.... * * * * IF A1 = 0 THEN A0 IS AN L_MESS STRING THAT SHOULD * * JUST BE SENT OUT. * * * * IF A1 .NE. 0 THEN A0 IS A POINTER LIST OF UP TO 2 MESSAGES. * * THAT GIVE PRICING INFO * * * * A1 = 0 PLOT THE A0 STRING OUTRIGHT USING L_MESS * * (IT CONTAINS ALL DATA) * * * * A1 = 1 PLOT ONLY THE STRING LIST (1 OR 2 POINTERS * * CENTERED APPROPRIATELY * * * * A1 = 2 PLOT THE 1ST LINE OF THE STRING LIST ALONG * * WITH THE 2 CREDITS TO START...1 TO CONTINUE * * * * A1 = 3 PLOT THE 2ND LINE OF THE STRING LIST ALONG * * WITH THE 2 CREDITS TO START...1 TO CONTINUE * * * * A1 = 4 PLOT THE 3RD LINE OF THE STRING LIST ALONG * * WITH THE 2 CREDITS TO START...1 TO CONTINUE * * * * A1 = 5 PLOT THE 1ST LINE OF THE STRING LIST ALONG * * ALONG WITH 2 COINS PER PLAYER * * * * A1 = 6 PLOT THE 2ND LINE OF THE STRING LIST ALONG * * ALONG WITH 2 COINS PER PLAYER * * * * A1 = 7 PLOT THE 3RD LINE OF THE STRING LIST ALONG * * ALONG WITH 2 COINS PER PLAYER * * * * A1 = 8 CUSTOM MESSAGE * * * ************************************************************************** CKPROMPT: MMTM SP,A6 MOVI ADJFREPL,A0 ;FREE PLAY NEEDS NO PROMPT CALLA GET_ADJ JRZ CKP1 ;NOT FREE PLAY RET_NO: CLR A0 ;IT IS FREE PLAY. JRUC CKEXIT ;RETURN NO TOP PROMPT CKP1: CALLA CK_MAX ;ARE WE AT MAX CREDITS? JRHS RET_MAX * * ARE WE ADJUSTED TO NOT BE SPECIFIC? * MOVI ADJNOCPAG,A0 CALLA GET_ADJ ;CHECK THE ADJUSTMENT JRNZ CKSPCASE ;WE'RE SET TO SHUT UP...JUST START/CONT MOVI ADJ1ST6,A0 ;HAS OPERATOR MESSED AROUND? CALLA GET_ADJ JRZ CKSPCASE ;YEP...GO FOR GENERIC "2 TO START" * * OPERATOR IS USING CANNED COINAGE....WE NEED TO USE THE * CHECK IF ITS 2/1 OR 2/2 * CALLR CK_2_CRED ;IS IT A 2 CREDIT MODE? JRZ NOT_2_MODE ;NOPE...PRINT STOCK STUFF MOVE A0,A1 ;COPY 2/1 2/2 CODE CALLA GET_CSPT ;POINT A6 AT CSEL FOR US NOW. MOVE *A6(CS_PICK),A0,W ;GET INDICATION OF WHICH LINE JRZ CKSPCASE ;IT SAYS JUST ENUMERATE THE MODE! * * NOW....IF ITS 2/1, A0 HAS THE CORRECT RETURN CODE * IF ITS 2/2 WE NEED TO ADD 2 * CMPI 1,A1 ;IS IT 2/1? JRZ RET_A0_VAL ;A0 IS SET (ITS 2/1) ADDI 3,A0 JRUC RET_A0_VAL ;RETURN THIS! NOT_2_MODE: CALLA GET_CSPT ;POINT A6 AT CSEL FOR US NOW. MOVE *A6(CS_PROMPT),A0,L ;FETCH POINTER TO MESSAGE (IF ANY) JRZ CKSPCASE * * WE HAVE SOMETHING STORED AT THE PROMPT. * CMPI CSM_LAST,A0 ;IS IT LITTLE? JRHI CKEXIT ;NOPE....ITS A POINTER....RETURN L_MESS STATUE RET_A0_VAL: MOVE A0,A1 ;ITS LITTLE...RETURN IT AS A CODE MOVE *A6(CS_LIST),A0,L ;PASS BACK MESSAGE LIST FOR THIS MODE JRUC CK_BYE CKEXIT: CLR A1 ;NO FANCIES YET CK_BYE: MOVE A0,A0 ;FLAG PARM MMFM SP,A6 RETS * * CONTROL COMES HERE IF IT LOOKS LIKE NO MESSAGE IS * APPROPRIATE....CHECK FOR 2 TO START 1 TO CONTINUE * GENERIC NEEDED. * CKSPCASE: CALLR CK_2_CRED ;CHECK IF THERE ARE 2 CREDIT MODES. JRZ RET_NO ;NOT A 2 CREDIT MODE. CMPI 1,A0 JRZ TWO_ONE ;YEP...RETURN 2/1 * * MUST BE 2/2 * MOVI TWO_CRED_PER_PLAYER,A0 JRUC CKEXIT ;RETURN IT! TWO_ONE: MOVI TWO_TO_START,A0 JRUC CKEXIT RET_MAX: MOVI MAX_C_M,A0 JRUC CKEXIT ************************************************************************** * * * CK_2_CRED * * * * THIS IS CALLED TO SEE IF WE'RE IN A 2-CREDIT TO * * START MODE. * * * * A0 = 0 NOT 2/1 OR 2/2 CREDIT MODE * * A0 = 1 2 TO START 1 TO CONTINUE * * A0 = 2 2 TO START 2 TO CONTINUE * * * * .EQ. NOT 2/1 OR 2/2 CREDIT MODE * * .NE. IS 2/1 OR 2/2 CREDIT MODE. * * * ************************************************************************** CK_2_CRED: MOVI ADJCSTRT,A0 CALLA GET_ADJ ;HOW MANY TO START CMPI 2,A0 JRNZ NOT_2 ;NOT 2....RETURN NO MESSAGE. MOVI ADJCCONT,A0 CALLA GET_ADJ ;GET CONTINUE NUMBER CMPI 2,A0 ;1 OR 2 THIS IS WHAT WE RETURN JRHI NOT_2 ;NOT .....CLEAR IT OUT MOVE A0,A0 ;RETURN .NE. (UNLESS ITS 2/0) JRUC IS_2 NOT_2: CLR A0 ;RETURN WRONG MODE IS_2: RETS ************************************************************************** * * * MENU HANDLING SOFTWARE * * * ************************************************************************** ************************************************************************** * * * FORCE_MAIN * * * * THIS IS CALLED TO GET TO MAIN MENU FROM LEVEL FURTHER * * THAN 1 DOWN. IT SETS THE GLOBAL FLAG "MAIN_RET" * * NON ZERO. GEN_MENU WILL KEEP RETURNING UNTIL * * IT GETS BACK TO THE MAIN MENU. * * * ************************************************************************** FORCE_MAIN: MOVK 1,A0 ;POSITIVE NUMBER FORCES MAIN MENU. MOVE A0,@MAIN_RET,W RETP ;NOW "RETURN TO THE MENU" ************************************************************************** * * * DIAGNOSTIC TESTS SELECTED......SHOW DIAGNOSTIC TEST MENU * * * ************************************************************************** GO_DIAG: MOVI MEN_DIAG,A8 ;PUT UP THE MENU AND GO! JAUC GEN_MENU ;THIS WILL RETURN TO LEVEL ABOVE US! ************************************************************************** * * * COIN BOOKKEEPING SELECTED * * * ************************************************************************** GO_BOOK: CALLA CLR_SCRN MOVI MES_BOOK,A2 MOVI ROBO_WHITE,A3 JSRP TOP_BOX ;PRINT TITLE BOX. MOVI COIN_AUDS,A0 ;PUT TABLE UP. JSRP PRNT_AUD MOVI AUDLCOIN,A8 ;NOW PRINT MONEY FOR 1ST 3 JSRP PRINT_COL MOVI COIN1_AUDS,A0 ;PUT TABLE UP. JSRP PRNT_AUD ; MOVI COIN_A2,A0 ;PUT PART 2 OF THE TABLE THERE. ; JSRP PRNT_AUD MOVI MEN_DETAIL,A8 MOVI 1,A9 ;CURSOR ON 1ST ENTRY JSRP B_MENU ;SEE IF THEY WANT PAGE 2. RETP ; CMPI 1,A8 ;DID WE GET 1'ST ENTRY? ; JRNZ NO_DETAIL ;NOPE...RETURN TO OUR CALLER ;DETAIL_SCREEN: ; CALLA CLR_SCRN ;CLEAR OUT FOR ACTION! ; ; MOVI DT_Y1,A0 ;HEIGHT OF TOP TITLE ; MOVI ROBO_YELLOW,A9 ;COLOR ; CALLA F_TITLE ;FRAME IT ; ; MOVI DT_Y2,A0 ;HEIGHT OF 2ND TITLE ; CALLA F_TITLE ;FRAME IT ; ; MOVI DETAIL_TITLES,A8 ;NO ROOM FOR PRETTY TOP BOX...DO TITLES ; JSRP L_MESS ;ESTABLISH THE TITLES. ; ; MOVI COIN_D1,A0 ;DETAILED AUDIT 1 ; JSRP PRNT_AUD ;PRINT IT ; ; MOVI AUDLCOIN,A8 ;NOW PRINT MONEY FOR 1ST 3 ; JSRP PRINT_COL ; ; MOVI AUDLCSUB,A8 ;SUB-TOTAL OF TOTAL MONEY ; JSRP PRINT_SUBTOTAL ;PRINT IT. ; ; MOVI COIN_D2,A0 ;DETAILED AUDIT 2 ; JSRP PRNT_AUD ; ; MOVI AUDLCDC,A8 ;NOW PRINT MONEY FOR DOOR CLOSED SET ; JSRP PRINT_COL ; ; MOVI AUDLCDCS,A8 ;NOW PRINT SUB-TOTAL FOR DOOR CLOSED ; JSRP PRINT_SUBTOTAL ;THATS IT! ; ; MOVI MEN_CLR_SUB,A8 ;CLEAR SUBTOTAL OR RETURN TO MAIN MENU ; MOVI 2,A9 ;CURSOR ON 2ND ENTRY ; JSRP B_MENU ; ; CMPI 1,A8 ;CHOICE 1 IS CLEAR..... ; JRNZ NO_CLEAR_SUB ;NOPE...RETURN TO CALLER! ; ; MOVI MESS_CLEAR_SUBS,A8 ;CLEAR COIN SUB-TOTALS...ARE YOU SURE ; MOVI CLR_SUBS,A9 ;ROUTINE TO DO IT ; MOVI MESS_SUBS_CLEAR,A10 ;CONFIRMATION. ; JSRP AREUSURE ;ASK EM. ; JRUC DETAIL_SCREEN ;NOW PUT THIS SCREEN BACK UP. ; ;NO_CLEAR_SUB: ;NO_DETAIL: ; RETP ;AND RETURN TO OUR CALLER. ; ;PRINT_SUBTOTAL: ; CALLR ADD_AUDIT_DY ;PUSH THE Y 1 LEVEL ; MOVI T_SUB,A9 ;USE "SUB-TOTAL" MESSAGE ; JAUC PRINT_MONEY ;AND NOW PRINT THE REQUESTED SUM. ************************************************************************** * * * GAME AUDITS SELECTED * * * ************************************************************************** ************************************************************************** * * * AUDITS TO BE SHOWN ON GAME AUDITS PAGE: * * * * EXTRA MEN * * GAMES COMPLETED * * 1 PLAYER MINUTES * * 2 PLAYER MINUTES * * TOTAL HOURS PLAYED * * AVG "PLAYER" GAME TIME * * AVG. ELAPSED TIME / PLAY * * * ************************************************************************** GO_AUD: CALLA CLR_SCRN MOVI MES_AUD,A2 MOVI ROBO_CYAN,A3 JSRP TOP_BOX ;PRINT TITLE BOX. MOVI GAME_AUDS,A0 ;PUT TABLE UP. JSRP PRNT_AUD MOVI MEN_AP1,A8 ;AUDIT PAGE 1 MENU MOVI 1,A9 ;CURSOR ON 1ST ENTRY JSRP B_MENU ;SEE IF THEY WANT PAGE 2. CMPI 1,A8 ;DID WE GET 1'ST ENTRY? JRNZ NO_AP2 ;NOPE...RETURN TO OUR CALLER CALLA CLR_SCRN MOVI MES_AUD,A2 MOVI ROBO_CYAN,A3 JSRP TOP_BOX ;PRINT TITLE BOX. MOVI GAME_AUD2,A0 ;PUT TABLE UP. JSRP PRNT_AUD MOVI MEN_AP2,A8 MOVI 2,A9 ;CURSOR ON 2ND ENTRY JSRP B_MENU ;SEE IF THEY WANT PAGE 2. CMPI 1,A8 ;DID WE GET 1'ST ENTRY (RETURN TO PAGE 1) JRZ GO_AUD ;YEP...PUT IT UP! NO_AP2: RETP GO_UTIL: MOVI MEN_UTIL,A8 JAUC GEN_MENU ;PROCESS THE UTILITY MENU! * * INDIVIDUAL UTILITY PROGRAMS * DO_CLCRED: MOVI MESS_CLCRED,A8 ;CLEAR COIN SUB-TOTALS...ARE YOU SURE MOVI CLR_CREDITS,A9 ;ROUTINE TO DO IT MOVI MESS_CCCONF,A10 ;CONFIRMATION. JAUC AREUSURE ;ASK EM......THEN RETURN! ************************************************************************** * * * CLR_CREDITS * * * * ROUTINE TO CLEAR OUT THE CREDITS POSTED ON THE GAME. * * * ************************************************************************** CLR_CREDITS: CALLA NO_CREDS ;CALL THE ROUTINE THAT DOES IT RETP DO_CLCOIN: MOVI MESS_CLCOIN,A8 ;CLEAR COIN SUB-TOTALS...ARE YOU SURE MOVI CLR_COINS,A9 ;ROUTINE TO DO IT MOVI MESS_CCNCONF,A10 ;CONFIRMATION. JAUC AREUSURE ;ASK EM......THEN RETURN! CLR_COINS: MOVI FRST_C,A0 MOVI LAST_C,A1 CALLA CLR_AUDR RETP DO_CLAUD: MOVI MESS_CLAUD,A8 ;CLEAR COIN SUB-TOTALS...ARE YOU SURE MOVI CLR_AUDITS,A9 ;ROUTINE TO DO IT MOVI MESS_CAUDCONF,A10 ;CONFIRMATION. JAUC AREUSURE ;ASK EM......THEN RETURN! CLR_AUDITS: MOVI FRSTGAUD,A0 MOVI LASTGAUD,A1 CALLA CLR_AUDR CALLA DUMP_FS ;AND START THE "DUMP" RECORDS OVER RETP DO_HSRES: MOVI MESS_HSRESET,A8 MOVI HSSOFT,A9 MOVI MESS_HSRCONF,A10 JAUC AREUSURE HSSOFT: CALLR RES_ALL RETP ;PROGRAM TO DO THE JOB! ************************************************************************** * * * RES_ALL * * * * RESET ALL TIME HIGH SCORE TABLE AND THE * * HIGH SCORE RESET COUNTER. * * * ************************************************************************** RES_ALL: MOVI ALL_TAB,A8 ;ALWAYS CLEAR OUT TODAYS TABLE CALLA INIT_TB CALLA INIT_HSR ;RE-SET THE HIGH SCORE RESET COUNTER RETS DO_FACSET: MOVI MESS_FACSET,A8 MOVK 1,A0 JRUC DEF_ADJ_PART ************************************************************************** * * * DO_DEF_ADJ THIS IS CALLED FROM UTILITY MENU TO * * DO THE DEFAULT ADJUSTMENTS. * * * * DEF_ADJ_PART THIS IS CALLED OUT OF THE FULL * * FACTORY SETTING TO HANDLE THE * * ADJUSTMENT PART. * * * * A8 MUST HAVE THE MESSAGE FOR "ARE YOU SURE" * * A0 .NE. 0 FOR FULL FACTORY SETTINGS (ON * * SUCCESS OF ADJUSTMENT PART * * * ************************************************************************** DO_DEF_ADJ: MOVI MESS_DEF_ADJ,A8 CLR A0 DEF_ADJ_PART: MOVE A0,@FAC_FLAG,W ;INDICATE THIS IS ADJUSTMENTS ONLY MOVI DEFADJSOFT,A9 MOVI NULL_ST,A10 ;DON'T PRINT ANYTHING....ROUTINE WILL. JSRP AREUSURE RETP DEFADJSOFT: * * NOW SMASH THE CHECKSUM * CALLA FORM_ADC ;FORM THE CKSUM MOVE A1,A0 ;PUT IN CMOS WRITING REGGIE MOVI ADJ_CKSUM,A7 INC A0 ;THIS SMASHES ADJUSTMENTS CALLA WC_WORD ;AND STORE IT * * NOW MAKE SURE ITS SMASHED * CALLA CMOS_VAL JRZ AD_FAIL ;WE CAN'T DO IT.....PRINT FAILURE. * * NOW SET THE ADJUSTMENTS TO THE FACTORY VALUE. * CALLA FAC_SET ;THIS DOES THE DEED! CALLA CMOS_VAL ;IS IT OK NOW? JRNZ AD_FAIL ;NOPE...PRINT FAILURE MOVI MESS_DEFCONF,A8 ;THIS IS SINGLE MESSAGE MOVE @FAC_FLAG,A0,W ;DO WE NEED TO CLEAR THE TABLES? JRZ DAX ;NOPE...POST SINGLE MESSAGE CALLA CLR_SCRN ;CLEAR THE SCREEN FOR OUR MESSAGES. CALLR FAC_STUF ;DO AUDITS AND HIGH SCORE TABLE MOVI MESS_FFSCONF,A8 ;PRINT THE REST OF THE MESSAGES JSRP L_MESS ;THAT DOES IT! NOTABS: RETP * * ON A FULL FACTORY SETTING (EITHER REQUESTED OR * ADJUSTMENT FAILURE) THIS CLEARS THE AUDITS AND * HIGH SCORE TABLE. * FAC_STUF: CALLA CLR_AUD ;CLEAR AUDITS TOO CALLR RES_ALL ;ALL TIME TABLE RETS AD_FAIL MOVI MESS_FACFAIL,A8 JRUC DAX DEF_CAN: MOVI MESS_CANCELLED,A8 DAX: CALLA CLR_SCRN JSRP SUR_MESS RETP ************************************************************************** * * * EXIST_LET * * * * IS THE E_INITS PROCESS RUNNING? * * * ************************************************************************** EXIST_LET: MOVI OPMES_PID,A0 ;SETUP FOR THE EXISTP MOVI 0FFFFH,A1 JAUC EXISTP ************************************************************************** * * * BUILD_ST * * * * THIS IS CALLED TO TAKE THE STRING POINTED TO * * BY -A10- AND REMOVE LEADING AND TRAILING BLANKS * * AND MOVE THE STRING TO "STRNGRAM". * * * * RETURN THE NUMBER OF TRAILING BLANKS IN A2. * * RETURN .EQ. IF ALL BLANK! * * * ************************************************************************** BUILD_ST: MMTM SP,A0,A1,A3,A4,A5,A10 CLR A4 ;A4 = ZERO UNTIL 1ST NON-BLANK MOVI STRNGRAM-BYTE_SIZE,A5 ;LAST NON-SPACE CHAR MOVI STRNGRAM,A1 ;DESTINATION POINTER MOVI CMESS_CHARS,A2 ;CHAR COUNT BSLOOP: MOVB *A10,A3 ;FETCH A BYTE ANDI BYTE_MASK,A3 ;KILL SIGN EXTEND. JRNZ BS1 ;NOT ZERO MOVI SPACE,A3 ;REPLACE ZERO WITH SPACE. BS1: CMPI SPACE,A3 ;IS IT A SPACE? JRZ BS2 ;IT IS... * * NON-SPACE CHARACTER * OR A3,A4 ;INDICATE 1ST NON-BLANK SEEN MOVE A1,A5 ;INDICATE THIS IS CURRENT TERMINATOR. JRUC BS3 BS2: MOVE A4,A4 ;HAS 1ST SPACE BEEN SEEN? JRZ BS4 ;NOT YET...DON'T STORE BS3: MOVB A3,*A1 ;STORE IT IN MEMORY ADDI BYTE_SIZE,A1 ;PUSH DESTINATION POINTER BS4: ADDI BYTE_SIZE,A10 ;PUSH SOURCE POINTER DSJS A2,BSLOOP ;AND FINISH PARSE * * A5 NOW POINTS AT LAST NON-BLANK CHARACTER * ADDI BYTE_SIZE,A5 ;THIS IS 1 BEYOND CLR A2 MOVB A2,*A5 ;TERMINATE WITH A ZERO. * * FOR OUR RETURN, WE NEED TO COMPUTE THE NUMBER OF * TRAILING SPACES IGNORED. * MOVE A4,A4 ;ALL BLANK? JRNZ NOT_BLNK MOVI CMESS_CHARS,A2 ;ALL CHARS ARE TRAILING BLANKS JRUC BL_EX ;RETURN THIS NOT_BLNK: MOVE A1,A2 ;THIS IS LAST CHAR WE WROTE SUB A5,A2 ;THIS IS NUMBER OF TRAILING SPACES (TIMES 8) SRL 3,A2 ;DIVIDE BY 8 TO GET SPACES BL_EX: MOVE A4,A4 ;FLAG ZERO FOR ALL BLANK! MMFM SP,A0,A1,A3,A4,A5,A10 RETS * A1 = * A3 = DAG OF AREA [YPOS,XPOS] * A4 = [Y,X] SIZE OF AREA GO_RED: MOVI ROBO_RED,A1 JAUC SC_COL GO_GREEN: MOVI ROBO_GREEN,A1 JAUC SC_COL GO_BLUE: MOVI ROBO_BLUE,A1 SC_COL: SLL 16,A1 ;PALETTE 0....COLOR UP HIGH CLR A3 ;UPPER LEFT MOVI 19001FFH,A4 CALLA FILLAREA ;THIS DOES THE SCREEN JAUC WAIT_BUT ;NOW WAIT FOR ANY BUTTON! GO_CPUTEST: JAUC CPU_CHK GO_CROSS: CALLA SCRCLR CALLA CROSS_H JAUC WAIT_BUT ;NOW WAIT FOR ANY BUTTON! ; JSRP WAIT_BUT ; CALLA SCRCLR ; CALLA MYOINIT ; RETP GO_SWTEST: CALLA SCRCLR JSRP SW_CHK ; CALLA SCRCLR ; CALLA MYOINIT RETP ;GO_ROMTEST: ; JAUC ROM_CHK GO_BARS: ; MOVI 8000H,A1 ; CLR A0 ; CALLA KILALL CALLA SCRCLR MMTM SP,A12,A13 CALLA COL_BARS MMFM SP,A12,A13 JAUC WAIT_BUT ;NOW WAIT FOR ANY BUTTON! ; JSRP WAIT_BUT ; CALLA SCRCLR ; CALLA MYOINIT ; CALLA COLRSTRT ; RETP DO_BURN: MOVI MESS_BURN,A8 ;CLEAR COIN SUB-TOTALS...ARE YOU SURE MOVI BURN_IN,A9 ;ENTRY POINT MOVI MESS_BURN,A10 ;THIS WILL NEVER BE SEEN! JAUC AREUSURE ;ASK EM. ANY_BUT: MOVI ANY_MENU,A8 ;ANY BUTTON TO CONTINUE MOVI 1,A9 ;CURSOR ON ENTRY 1 JAUC B_MENU ;DO IT....RETURN WHEN PRESSED. * * DIAGNOSTIC TESTS * * *SOUND TEST STUFF * NCHAN EQU 4 ;DECLARE NUMBER OF ALLOWED CHANNELS MUSICHAN EQU 3 ;THIS CHANNEL IS FOR THE TUNES *THESE STROBE EQUATES ARE FOR THE PINBALL SOUND CARD RESETBIT EQU 0FE00H ;THIS IS THE ^RESET BIT MUSICBIT EQU 0FD00H ;THIS IS THE YAMAHA SIDE STROBE SOUNDBIT EQU 0FD00H ;THIS IS THE SOUND SIDE STROBE GO_STEST: SNDTST MOVI SNDMES,A8 ;MESSAGE POINTER SNDTLP CALLA SCRCLR MOVI M_STEST,A0 ;SOUND TEST MESSAGE MOVI >6080,A1 CLR A2 MOVI ROBO_WHITE,A3 CALLA STRNEW1 MOVI >B080,A1 ;SCREEN ADDRESS MOVE A8,A0 CALLA STRNEW1 ADDK 8,A0 MOVB *A0,A5 ADDK 8,A0 MOVB *A0,A3 ADDK 8,A0 CALLA SNDSND MOVE A0,A8 MOVE A13,A13 ;AUTO-CYCLE? JRNE SNDSLP ;NO CALLA WDOGDIS MOVI 3000000,A13 SNDAUTO DSJS A13,SNDAUTO JRUC SNDSLP1 SNDSLP SLEEP 120 SNDSLP1 MOVB *A8,A5 JRNE SNDTLP MOVE A13,A13 ;AUTO CYCLE EXIT JREQ SNDX1 RETP SNDX1 RETS * *SOUND TABLE *MESSAGE,CHANNEL,SOUNDCODE * SNDMES .STRING "TUNE 1 SOUND 01",0 .BYTE MUSICHAN,>01 .STRING "NO WAY SOUND 3F",0 .BYTE 0,>3F .STRING "ELECTROSHOCK SOUND CF",0 .BYTE 0,>CF .STRING "TUNE 2 SOUND 09",0 .BYTE MUSICHAN,>09 .STRING "MUSIC OFF SOUND 00",0 .BYTE MUSICHAN,>00 .BYTE 0 ;THE END OF TABLE .EVEN ************************************************************************** * * * MONITOR PATTERNS * * * ************************************************************************** GO_PATTERNS: MOVI MEN_PATTERNS,A8 ;PUT UP THE MENU AND GO! JAUC GEN_MENU ;THIS WILL RETURN TO LEVEL ABOVE US! ******************************************************************************* ******************************************************************************* ******************************************************************************* * * A U D I T D I S P L A Y S * ******************************************************************************* ******************************************************************************* ******************************************************************************* ************************************************************************** * * * AUDIT TABLE STRUCTURE * * * ************************************************************************** AUD_MESS EQU 0 ;LONG-PTR TO TEXT AUD_ROUTINE EQU AUD_MESS+LONG_SIZE ;LONG - NON ZERO MEANS CALL FOR NUMBER AUD_NUMBER EQU AUD_ROUTINE+LONG_SIZE ;WORD - IF ABOVE ZERO, THEN AUDIT NUMBER AUD_T_SIZE EQU AUD_NUMBER+WORD_SIZE AMAC $MACRO MESS,ROUT,AUDIT .LONG :MESS: .LONG :ROUT: .WORD :AUDIT: $END AUD_LM EQU TIT_ULX ;SQUARE OFF AUDITS W/ HEADER. AUD_RM EQU TIT_LRX AUD_Y_START EQU 39H AUD_DY EQU 11H CP2_Y EQU 142 ;PART 2 OF COIN AUDIT PAGE. * * TOP HALF OF COIN AUDIT PAGE 1 TABLE * COIN_AUDS: .WORD AUD_Y_START ;Y START .WORD AUD_DY ;Y BETWEEN ENTRIES .WORD AUD_LM ;LEFT MARGIN X .WORD AUD_RM ;RIGHT MARGIN X AMAC M_LCOIN,0,AUDLCOIN AMAC M_RCOIN,0,AUDRCOIN AMAC M_CCOIN,0,AUDCCOIN AMAC M_XCOIN,0,AUDXCOIN AMAC M_PAIDC,0,AUDPAIDC .LONG 0 COIN1_AUDS .WORD CP2_Y+AUD_DY ;Y START .WORD AUD_DY ;Y BETWEEN ENTRIES .WORD AUD_LM ;LEFT MARGIN X .WORD AUD_RM ;RIGHT MARGIN X AMAC M_SERV,0,AUDSERV AMAC M_PLAYS,DOPLAYS,0 AMAC M_HSLEFT,DOHSLEFT,0 .LONG 0 ;* ;* BOTTOM HALF OF COIN AUDIT PAGE 1 TABLE ;* ;COIN_A2 .WORD CP2_Y ;Y START ; .WORD AUD_DY ;Y BETWEEN ENTRIES ; .WORD AUD_LM ;LEFT MARGIN X ; .WORD AUD_RM ;RIGHT MARGIN X ; AMAC M_START,STARTS,0 ; AMAC M_CONT,CONTINS,0 ; AMAC M_PLAYS,DOPLAYS,0 ; AMAC M_HSLEFT,DOHSLEFT,0 ; .LONG 0 ************************************************************************** * * * COIN_D1 * * * * THIS IS TOP HALF OF DETAILED COIN AUDIT PAGE * * ITS THE SAME AS THE OTHER COIN PAGE WITH THE Y POSITIONING * * A LITTLE DIFFERENT * * * ************************************************************************** ;COIN_D1: ; .WORD 39H ;Y START ; .WORD 11H ;Y BETWEEN ENTRIES ; .WORD AUD_LM ;LEFT MARGIN X ; .WORD AUD_RM ;RIGHT MARGIN X ; AMAC M_LCOIN,0,AUDLCOIN ; AMAC M_CCOIN,0,AUDCCOIN ; AMAC M_RCOIN,0,AUDRCOIN ; .LONG 0 * * DOOR CLOSED AUDITS. * ;COIN_D2: ; .WORD 090H ;Y START ; .WORD 11H ;Y BETWEEN ENTRIES ; .WORD AUD_LM ;LEFT MARGIN X ; .WORD AUD_RM ;RIGHT MARGIN X ; AMAC M_LCOIN,0,AUDLCDC ; AMAC M_CCOIN,0,AUDCCDC ; AMAC M_RCOIN,0,AUDRCDC ; .LONG 0 ************************************************************************** * * * GAME PLAY AUDIT SCREEN * * * ************************************************************************** GAME_AUDS: .WORD 3DH ;Y START .WORD 15H ;Y BETWEEN ENTRIES .WORD AUD_LM ;LEFT MARGIN X .WORD AUD_RM ;RIGHT MARGIN X ; AMAC M_PLAYS,DOPLAYS,0 ;PLAYS ON TOP AMAC M_START,STARTS,0 AMAC M_CONT,CONTINS,0 AMAC M_EXTRA,0,AUDEXTRA ;EXTRA MEN EARNED AMAC M_P1MIN,DO_P1MIN,0 AMAC M_P2MIN,DO_P2MIN,0 AMAC M_HOURS,DO_HOURS,0 AMAC M_AVGT,DO_AVGT,0 AMAC M_ELAPSE,DO_ELAPSE,0 .LONG 0 GAME_AUD2 .WORD 35H ;Y START .WORD 10H ;Y BETWEEN ENTRIES .WORD AUD_LM ;LEFT MARGIN X .WORD AUD_RM ;RIGHT MARGIN X AMAC M_START2,0,AUDWAVE1 ;SHOULD BE WAVE 1 CIRCUIT 1 STARTS AMAC M_WAVE1,0,AUDWAVE2 ;REACHED WAVE 2 OF CIRCUIT 1 AMAC M_WAVE2,0,AUDMUTOID ;REACHED MUTOID MAN AMAC M_WAVE3,0,AUDCIRC2 ;REACHED CIRCUIT 2 WAVE 1 AMAC M_WAVE4,0,AUDSCAR ;REACHED SCAR FACE AMAC M_WAVE5,0,AUDCIRC3 ;REACHED CIRCUIT 3 WAVE 1 AMAC M_WAVE6,0,AUDTEMPL ;REACHED TEMPLE WAVES AMAC M_WAVE7,0,AUDSNAKES ;REACHED SNAKE BOSS MONSTERS AMAC M_WAVE8,0,AUDEND ;REACHED END OF GAME AMAC M_LOCKUP,0,AUDLOCK ;WATCHDOG LOCKUP .LONG 0 MISC_AUD .WORD 3DH ;Y START .WORD 15H ;Y BETWEEN ENTRIES .WORD AUD_LM ;LEFT MARGIN X .WORD AUD_RM ;RIGHT MARGIN X AMAC M_LOCKUP,0,AUDLOCK AMAC M_SECBON,0,AUDSURV ;WARPS TAKEN AMAC M_HIDB,0,AUDBONE ;GAMES NOT FINISHED AMAC M_PLAYS,DOPLAYS,0 ;PLAYS ON TOP ; AMAC M_EXTRA,0,AUDEXTRA ;EXTRA MEN EARNED AMAC M_P1MIN,DO_P1MIN,0 AMAC M_P2MIN,DO_P2MIN,0 ; AMAC M_HOURS,DO_HOURS,0 AMAC M_AVGT,DO_AVGT,0 AMAC M_ELAPSE,DO_ELAPSE,0 .LONG 0 * *DISPLAY REVISION MESSAGE *FACCHECK CHECK CMOS IF BAD RESET TO FACTORY * FACCHECK CALLA CLR_SCRN MOVI AUDSTAT,A0 ;CLEAR GAME STATE AUDIT CLR A1 CALLA STORE_AUDIT MOVI ROM_NAME,A2 MOVI ROBO_LF,A3 JSRP TOP_BOX ;PRINT TITLE BOX. SLEEP 40 CALLA CMOS_VAL ;CMOS BOGUS? JRZ FACC0 ;NO MOVI MESS_RESET,A8 ;ERROR MESSAGE JSRP L_MESS SLEEP 60 CALLR RES_ALL ;ALL TIME TABLE CALLA FAC_SET ;THIS DOES THE DEED! MOVI MESS_FAC,A8 CALLA LM_SETUP ;GET CONFIRMATION DATA READY. JSRP LM_FINIS SLEEP 60 CALLA CMOS_VAL ;CMOS BOGUS? JRZ FACC00 ;NO CALLA SCRCLR MOVI MESS_RESET,A8 ;ERROR MESSAGE JSRP L_MESS FACC00 SLEEP 240 FACC0 CALLA ATSTRT DIE * * THIS HAS THE OCTOPUSS STUFF SO WE CAN SHOW OUR ADJUSTMENTS * AND CRASH TABLE. * * * FIRST CHECK JOYSTICKS FOR LEFT ONE UP AND * AND RIGHT ONE RIGHT * HID_P: CALLA MYOINIT ;MAKE SURE A13 IS OK BEFORE ANY ACTIONS! CALLA DIGSRT ;RE-INIT THE WORLD! ; MOVI MES_DEST,A2 MOVI ROM_NAME,A2 MOVI ROBO_LF,A3 JSRP TOP_BOX ;PRINT TITLE BOX. * A4 = UPPER LEFT Y,X * * A5 = LOWER RIGHT Y,X * * A6 = NUMBER OF SLICES GOING IN. * ; MOVI [4EH,TIT_ULX],A4 ; MOVI [190H,TIT_LRX],A5 ; MOVI 16,A6 ; CALLA G_BORDER MOVI M_TEAM,A8 ;PUT UP THE DESIGN TEAM! JSRP L_MESS JSRP WAIT_BUT CALLA CLR_SCRN ;CLEAR IT OUT MOVI MISC_AUD,A0 JSRP PRNT_AUD ;PRINT IT JSRP WAIT_BUT JSRP DISPDUMP JSRP WAIT_MUT JAUC DIAG_EX ;NOW GET OUT! ************************************************************************** * * * PRNT_AUD * * * * THIS IS CALLED TO PRINT OUT AN AUDIT TABLE. * * * ************************************************************************** AT_PTR EQU PDATA ;LONG AT_Y EQU PDATA+LONG_SIZE ;WORD AT_DY EQU AT_Y+WORD_SIZE ;WORD AT_LX EQU AT_DY+WORD_SIZE ;WORD LEFT MARGIN X AT_RX EQU AT_LX+WORD_SIZE ;WORD RIGHT MARGIN X AT_OBJ EQU AT_RX+WORD_SIZE ;LONG OBJECT POINTER FOR COLLECTION ROUT AT_MESS EQU AT_OBJ+LONG_SIZE ;LONG PRINT_MONEY MESSAGE STASH PRNT_AUD: MOVE *A0+,A1,W ;GET STARTING HEIGHT MOVE A1,*A13(AT_Y),W ;STORE MOVE *A0+,A1,W ;GET DY TO USE MOVE A1,*A13(AT_DY),W ;STASH IT AWAY MOVE *A0+,A1,W ;GET LEFT MARGIN MOVE A1,*A13(AT_LX),W ;STORE MOVE *A0+,A1,W ;GET RIGHT MARGIN MOVE A1,*A13(AT_RX),W ;STASH IT AWAY MOVE A0,*A13(AT_PTR),L ;SAVE POINTER INTO AREA PA1: JSRP DO_AN_AUDIT ;PRINT OUT THE CURRENT AUDIT MOVE *A13(AT_PTR),A0,L ;GET POINTER ADDI AUD_T_SIZE,A0 MOVE A0,*A13(AT_PTR),L ;PUT BACK CALLR ADD_AUDIT_DY MOVE *A0,A1,L ;ARE WE DONE? JRNZ PA1 RETP ************************************************************************** * * * ADD_AUDIT_DY * * * * THIS IS CALLED TO MOVE THE AUDIT Y (STORE IN * * PROCESS AREA) TO THE NEXT AUDIT BY ADDING THE * * CURRENT DY (ALSO STORED IN PROCESS AREA). * * * ************************************************************************** ADD_AUDIT_DY: MMTM SP,A1,A2 MOVE *A13(AT_Y),A1,W MOVE *A13(AT_DY),A2,W ;GET DELTA Y ADD A2,A1 ;MOVE THE Y DOWN MOVE A1,*A13(AT_Y),W MMFM SP,A1,A2 RETS BEGIN_AUDIT: MMTM SP,A0 CLR A0 MOVE A0,@BAD_AUD,W ;MONITOR CORRUPTION. MMFM SP,A0 RETS DO_AN_AUDIT: CALLR BEGIN_AUDIT MOVE *A13(AT_PTR),A3,L ;GET POINTER MOVE *A3(AUD_ROUTINE),A4,L ;ROUTINE TO CALL? JRZ DO_BY_NUMBER ;NOPE....DO IT BY NUMBER MOVI DAA_RET,A7 MOVE A7,-*A12,L ;PUSH RET ADDR JUMP A4 ;"CALL" THE ROUTINE DO_BY_NUMBER: MOVE *A3(AUD_NUMBER),A0,W ;FETCH THE AUDIT NUMBER CALLA GET_AUD ;TURN INTO AUDIT COUNT! MOVE A1,A3 ;PROTECT FOR A SECOND. JSRP NUMBER_WORK ;GET THE NUMBER IN A3 UP THERE! DAA_RET: MOVI MESS_AUD_LINE,A8 CALLA LM_SETUP ;SETUP FOR AUDIT PRINTING. MOVE *A13(AT_PTR),A3,L ;GET AUDIT POINTER MOVE *A3(AUD_MESS),A8,L ;GET TEXT POINTER JSRP LEFT_FINISH RETP ;THAT'S ALL WE DO! * * LEFT_FINISH AND RIGHT_FINISH * * THESE ARE CALLED TO PUT AUDIT INFO * ON THE LEFT OR RIGHT SIDE ONCE A8 POINTS AT * THE CORRECT DATA TO PRINT * LEFT_FINISH: CALLR TURN_RED_IF_NEC CALLR SET_FOR_Y ;SET FOR AUDIT'S Y CALLR SET_LEFT_X ;SET FOR LEFT X JSRP LM_FINIS ;AND TYPE UP THE MESSAGE! RETP RIGHT_FINISH: CALLR TURN_RED_IF_NEC ;CHANGE COLOR IF CORRUPTED. CALLR SET_FOR_Y ;SET FOR AUDIT'S Y CALLR SET_RIGHT_X JSRP LM_FINIS ;FINISH THE JOB! MOVE @BAD_AUD,A0,W ;IS IT CORRUPTED? JRZ RFX ;NOPE....RETURN MOVI MESS_ERROR,A8 CALLA LM_SETUP ;SETUP "ERROR" CALLR SET_FOR_Y ;SET FOR AUDIT'S Y ADDI 40000H,A9 ;PUSH 4 Y UNITS TO CENTER CALLR SET_RIGHT_X JSRP LM_FINIS ;FINISH THE JOB! RFX: RETP TURN_RED_IF_NEC: MMTM SP,A3 MOVE @BAD_AUD,A3,W ;CHANGE TO RED? JRZ DAA_1 ;NOPE...ITS OK! MOVI ROBO_RED,A6 ;CHANGE COLOR TO RED DAA_1: MMFM SP,A3 RETS SET_FOR_Y: MMTM SP,A3 MOVE *A13(AT_Y),A3,W ;GET Y COORDINATE SLL 16,A3 ;PUT IT IN POSITION MOVY A3,A9 ;PUT IT IN PLACE MMFM SP,A3 RETS SET_LEFT_X: MMTM SP,A3 MOVE *A13(AT_LX),A3,W MOVX A3,A9 ;PUT THE X IN PLACE MMFM SP,A3 RETS SET_RIGHT_X: MMTM SP,A3 MOVE *A13(AT_RX),A3,W MOVX A3,A9 ;PUT THE X IN PLACE MMFM SP,A3 RETS ************************************************************************** * * * NUMBER_WORK * * * * A3 HAS THE NUMBER TO DISPLAY.....DO IT! * * * ************************************************************************** NUMBER_WORK: MOVI MESS_AUD_NUM,A8 ;SETUP FOR AUDIT NUMBER CALLA LM_SETUP MOVE A3,A8 ;NOW WE HAVE BINARY NUMBER CALLA HEXTOASC ;NOW WE POINT TO THE STRING. JSRP RIGHT_FINISH RETP ************************************************************************** * * * GET_STARTS * * * * TOTAL GAME STARTS IN A2. * * * ************************************************************************** GET_STARTS: MMTM SP,A0,A1 MOVI AUD1STRT,A0 CALLA GET_AUD MOVE A1,A2 MOVI AUD2STRT,A0 CALLA GET_AUD ADD A1,A2 MMFM SP,A0,A1 RETS ************************************************************************** * * * GET_CONTS * * * * TOTAL GAME CONTINUES IN A2. * * * ************************************************************************** GET_CONTS: MMTM SP,A0,A1 MOVI AUD1CONT,A0 CALLA GET_AUD MOVE A1,A2 MOVI AUD2CONT,A0 CALLA GET_AUD ADD A1,A2 MMFM SP,A0,A1 RETS ************************************************************************** * * * GET_PLAYS * * * * RETURN TOTAL PLAYS (STARTS + CONTINUES) IN A2 * * * ************************************************************************** GET_PLAYS: MMTM SP,A0 CALLR GET_STARTS MOVE A2,A0 CALLR GET_CONTS ADD A0,A2 MMFM SP,A0 RETS ************************************************************************** * * * PRINT_MONEY * * * * THIS IS CALLED TO PRINT OUT THE "MONEY" ON THE MONEY * * LINE OF THE AUDIT TABLE. * * * * AUDIT X AND Y IS SET FOR THE LINE TO DISPLAY IT ON. * * * * A8 HAS THE 1ST OF 3 AUDITS TO USE FOR THE CALCULATION * * A9 HAS THE MESSAGE TO LEFT JUSTIFY ON THE CURRENT LINE * * * ************************************************************************** PRINT_COL: MOVI T_MONEY,A9 ;THIS ENTRYPOINT IS FOR COLLECTION MESSAGE PRINT_MONEY: MOVE A9,*A13(AT_MESS),L ;HOLD MESSAGE FOR WHEN WE NEED IT! MOVI ADJCDIV,A0 ;IF DIVISOR IS ZERO..THEN ITS OFF! CALLA GET_ADJ JRZ NO_MONEY ;THAT'S ALL FOLKS! CALLR BEGIN_AUDIT ;KEEP TRACK OF SANITY OF CALC. * * ROUTINE IN A2 FORMS STRING BASED ON 3 AUDITS STARTING * WITH THE NUMBER IN A8. * CALLR STR_OBJ ;GET AN OBJECT FOR STRINGING JRC NO_MONEY ;COULDN'T GET AN OBJECT! CALLR SUM_COINS ;ADD UP THE COIN PARTS IN A2 * * WE'RE DOING A PREFIX STRING...NO PREFIX IF ITS BEEN TAMPERED * CALLR SIXP ;HAVE THE 6 BEEN TAMPERED JRZ NO_PREFIX CALLR GET_CSPT ;A6 POINTS AT CSECECT DATA. MOVE *A6(CS_LMES),A8,L ;LEFT STRING FOR MONEY TOTAL CALLA STRCAT ;SHOVE THE STRING IN! NO_PREFIX: MOVK 1,A0 ;DIVIDE COINS BY 1 IF ITS BEEN TAMPERED WITH CALLR SIXP JRZ DIV_BY_1 ;TAMPERED WITH...DIVIDE BY 1 FOR "COINS" MOVI ADJCDIV,A0 ;GET THE COIN PARTS PLEASE CALLA GET_ADJ * * GET QUOTIENT IN A2 * REMAINDER IN A3 * DIV_BY_1: MOVE A2,A3 ;SETUP AS DIVIDEND CLR A2 DIVU A0,A2 ;DIVIDE UNITS/DIVISOR MOVE A2,A8 ;WE NEED TO PUT QUOTIENT IN STRING CALLA HEXTOASC ;THIS FORMS STRING FOR QUOTIENT CALLA STRCAT ;ADD QUOTIENT TO PRINTOUT CMPI 1,A0 ;IS DIVISOR ONE?????? JRZ NOFRAC ;YEP.......NO DECIMAL! * * WE HAVE A DIVISOR.....WE NEED TO DISPLAY CENTS. * MOVI ME_DECIMAL,A8 ;ADD DECIMAL POINT CALLA STRCAT ;ITS THERE! * * REMAINDER IS IN A3....TURN IT TO 100THS. * MOVI 100,A2 MPYU A2,A3 ;REMAINDER TIMES 100 MOVE A3,A2 ;DIVIDEND IN A2 CALLR ROUNDED_A0_INTO_A2 CALLR A2_100TH ;CAT THE 100THS IN A2 TO THE A7 STRING. NOFRAC: MOVI COINS_TRAIL,A8 ;ASSUME IT WILL BE "COINS" CALLR SIXP ;TAMPERED? JRZ COIN_SUF ;YEP....USE " COINS" MOVE *A6(CS_RMES),A8,L ;FINISH IT OFF WITH RIGHT STRING COIN_SUF: CALLA STRCAT ;SHOVE THE STRING IN! MOVI M_MONEY,A8 ;MESSAGE FOR THIS LINE PASSED IN A9 CALLA LM_SETUP MOVE @TMPOBJ,A8,L ;POINTER TO MONEY STRING JSRP RIGHT_FINISH ;PUT ON RIGHT MARGIN CALLR STR_FREE MOVE *A13(AT_MESS),A8,L ;SETUP PASSED MESSAGE CALLA LM_SETUP JSRP LEFT_FINISH ;PUT UP PASSED MESSAGE. NO_MONEY: RETP ************************************************************************** * * * STR_OBJ * * * * THIS IS CALLED TO GET AN OBJECT FOR * * CONCATONATING STRINGS TOGETHER. * * * * A7 POINTS AT NULL STRING * * * * NOTE THAT THIS IS NO LONGER RE-ENTRANT! * * * * YOU MUST CALL STR_FREE BEFORE SLEEPING! * * * ************************************************************************** STR_OBJ: MMTM SP,A0 CALLA GETOBJ ;USE AN OBJECT BLOCK FOR STRING MANIPULATION JRNZ STR_O1 * * NO OBJECTS DURING TEST MODE * SETC JRUC STR_OFAIL STR_O1: MOVE A0,@TMPOBJ,L ;SAVE TO FREE LATER MOVE A0,A7 ;THIS IS WHERE IT BELONGS. CLR A0 MOVB A0,*A7 ;MAKE STRING NULL CLRC ;RETURN SUCCESS STR_OFAIL: MMFM SP,A0 RETS ************************************************************************** * * * ROUNDED_A0_INTO_A2 * * * * THIS DIVIDES A0 INTO A2. IT LEAVES THE RESULT IN A2 * * AND ROUNDS UP IF NECESSARY. * * * ************************************************************************** ROUNDED_A0_INTO_A2: MMTM SP,A3 MOVE A0,A0 ;DIVIDE BY ZERO? JRNZ NDZ MOVE A0,A2 ;RETURN ZERO JRUC NOROUND NDZ: MOVE A2,A3 CLR A2 ; AS DIVIDEND DIVU A0,A2 ;DIVIDE AND A2 = PENNIES....A3 = REMAINDER SLL 1,A3 ;SHIFT REMAINDER CMP A0,A3 ;COMPARE TO DIVISOR JRLO NOROUND ;TOO LOW TO ROUND UP INC A2 ;A2 HAS CORRECT PENNIES NOROUND: MMFM SP,A3 RETS ************************************************************************** * * * A2_100TH * * * * A7 HAS A STRING TO BE PRINTED. WE HAVE THE * * LAST TWO NUMBERS (NOT TO BE LEAD ZERO BLANKED) IN * * A2. CONCATONATE THEM ONTO THE A7 STRING. * * * * THIS IS USED FOR PENNIES, HOURS AND MINUTES. * * * ************************************************************************** A2_100TH: MMTM SP,A8 CMPI 9,A2 ;9 OR LESS REQUIES LEAD ZERO. JRHI NOLEAD MOVI ME_ZERO,A8 ;THROW IN THE LEAD ZERO CALLA STRCAT ;THIS DOES IT! NOLEAD: MOVE A2,A8 CALLA HEXTOASC ;MAKE STRING CALLA STRCAT ;PUT IT IN! MMFM SP,A8 RETS ************************************************************************** * * * SUM_COINS * * * * A8 HAS FIRST OF THE 4 AUDIT NUMBERS OF INTEREST * * * * RETURN COINS TIMES THEIR FACTORS IN A2. * * * ************************************************************************** SUM_COINS: MMTM SP,A0,A1,A3,A6,A4 MOVE A8,A0 ;POINT AT AUDIT NUMBER CLR A2 ;SUM = ZERO CALLR GET_CSPT ;A6 POINTS AT CSELECT TABLE ADDI CS_LVAL,A6 ;POINT AT 1ST MULTIPLIER MOVI CHUTES,A4 ;NOW...ITERATE OVER THE CHUTES NEXT_CHUTE: MOVE *A6+,A3,W ;GET MULTPLIER FOR THIS CHUTE CALLR FIX_A3 ;REPLACE A3 WITH 1 (MULTIPLIER) IF * ;ITS SOME CUSTOM MODE. CALLR ADD_AUD_A0_TIMES_A3_TO_A2 INC A0 ;NEXT AUDIT DSJS A4,NEXT_CHUTE MMFM SP,A0,A1,A3,A6,A4 RETS ADD_AUD_A0_TIMES_A3_TO_A2: CALLA GET_AUD ;FETCH THE AUDIT MPYU A1,A3 ;TIME THE FACTOR ADD A3,A2 RETS ************************************************************************** * * * FIX_A3 * * * * THIS IS CALLED BY THE LOW LEVEL MONEY TOTALIZER. * * THE MULTIPLIER FOR THE COIN SLOT THAT ITS WORKING * * ON IS IN A3. WE REPLACE IT WITH "1" TO SUM "TOTAL COINS" * * IF ITS IN A NON-STANDARD COIN MODE. * * * ************************************************************************** FIX_A3: CALLR SIXP ;HAS IT BEEN TAMPERED WITH? JRNZ FIX_A3X ;NOPE...LEAVE A3 MOVK 1,A3 FIX_A3X: RETS ************************************************************************** * * * SIXP * * * * THIS IS CALLED TO SEE IF THE 1ST 6 COIN PARAMETERS HAVE * * BEEN TAMPERED WITH. * * * * .EQ. YES * * .NE. NO * * * ************************************************************************** SIXP: MMTM SP,A0 MOVI ADJ1ST6,A0 CALLA GET_ADJ ;HAS IT BEEN TAMPERED WITH? MMFM SP,A0 RETS STARTS: CALLR GET_STARTS MOVE A2,A3 ;GET IN PRINTOUT REG. JAUC NUMBER_WORK ;AND PRINT IT CONTINS: CALLR GET_CONTS MOVE A2,A3 ;GET IN PRINTOUT REG. JAUC NUMBER_WORK ;AND PRINT IT DOPLAYS: CALLR GET_PLAYS MOVE A2,A3 ;PUT IN PLACE JAUC NUMBER_WORK DOHSLEFT: MOVI ADJHSRES,A0 CALLA GET_ADJ ;IS IF OFF? JRZ DOHSOFF ;YEP...PRINT IT CALLA GET_HSC ;GET THE COUNTER VALUE MOVE A0,A3 JAUC NUMBER_WORK ;AND SHOW IT! DOHSOFF: MOVI MESS_AUD_NUM,A8 CALLA LM_SETUP ;SETUP FOR AUDIT PRINTING. MOVI M_HSOFF,A8 ;THIS EFFECTIVELY ERASES LINE! JAUC RIGHT_FINISH DO_P1MIN: MOVI AUD1TIME,A0 P1MJ: CALLA GET_AUD ;TURN INTO NUMBER MOVE A1,A4 ;MOVE NUMBER TO "HOUR" COMPUTATION REGGIE JRUC DH11 ;AND DO LIKE THE HOURS! DO_P2MIN: MOVI AUD2TIME,A0 JRUC P1MJ DO_HOURS: CALLR TOT_TIME ;READ OUT THE TOTAL TIME. DH11: MOVE A4,A5 ;A5 HAS RUNNING PLAY TIME CLR A4 ; READY FOR DIVISION MOVI 12,A0 DIVU A0,A4 ;A4 HAS MINUTES CMPI 6,A5 ;ROUND PROPERLY JRLO DH1 ;NOT ENOUGH INC A4 DH1: MOVE A4,A1 ;NOW THIS DIVIDED BY 60 IS WHAT WE NEED JAUC P_TIME ;DO IT! DO_AVGT: CALLR TOT_TIME ;A3 HAS WEIGHTED TIME DOAVC: CALLR GET_PLAYS ;GET TOTAL PLAYS IN A2 MOVE A2,A0 ;STASH IN A0. MOVI 5,A1 ;TURN INTO SECONDS MPYU A1,A3 ;A3 HAS SECONDS OF INTEREST MOVE A3,A2 CALLR ROUNDED_A0_INTO_A2 ;DIVIDE A2 BY PLAYS (AND ROUND) MOVE A2,A1 ;NOW GET IN PLACE FOR P_TIME JAUC P_TIME ;DO IT! DO_ELAPSE: CALLR TOT_TIME MOVE A4,A3 ;USE ELAPSED TIME JRUC DOAVC ;AND THE REST IS IDENTICAL. ************************************************************************** * * * P_TIME * * * * THIS IS CALLED TO DISPLAY AN AUDIT IN TIME (0:00) * * FORMAT. THE NUMBER TO BE USED IS PASSED IN A1. * * * ************************************************************************** P_TIME: CALLR STR_OBJ ;USE AN OBJECT BLOCK FOR STRING MANIPULATION JRC NO_OBJS ;NO OBJECTS....PRINT NOTHING CLR A0 ;DIVIDEND IN MOVI 60,A2 DIVU A2,A0 ;A0 = "MINUTES"....A1 = "SECONDS CALLA CAT_A0 ;ADD A0 STRING TO A7 BUILD MOVI ME_COLON,A8 CALLA STRCAT ;PUT THE COLON IN. MOVE A1,A2 ;GET "SECONDS" IN A2 CALLR A2_100TH ;AND GET THE 100THS IN. MOVI MESS_AUD_NUM,A8 ;SETUP FOR AUDIT NUMBER CALLA LM_SETUP MOVE A7,A8 ;PUT STRING CORRECT REGGIE JSRP RIGHT_FINISH ;PRINT THE LINE CALLR STR_FREE ;FREE UP THE OBJECT! NO_OBJS: RETP ;NOW RETURN TO CALLER STR_FREE: MOVE @TMPOBJ,A0,L ;GET OBJECT BACK JRNZ FREE_IT_NOW .IF DEBUG JRUC $ .ENDIF RETS ;NO OBJECT...RETURN! FREE_IT_NOW: CALLA FREEOBJ ;AND LET IT GO. RETS ************************************************************************** * * * TOT_TIME * * * * (1 * P1TIME) + (2 * P2TIME) IN A3 * * ELAPSED TIME IN A4 * * * ************************************************************************** TOT_TIME: MMTM SP,A0,A1 MOVI AUD1TIME,A0 CALLA GET_AUD MOVE A1,A3 MOVE A1,A4 MOVI AUD2TIME,A0 CALLA GET_AUD ADD A1,A4 ;A4 HAS SIMPLE SUM NOW SLL 1,A1 ;DOUBLE THE PLAYER 2 TIME ADD A1,A3 MMFM SP,A0,A1 RETS **** DATA SECTION BEGINS **** .DATA CSELCT: * * USA 1 25 CENTS PER CREDIT * LEFT =.25, RT=.25, CENT = 4 * CHUTE L R 3 4 .WORD 1,1,4,0,1,0,0 ;WILLY PRICING .WORD 4 ;4 COINS PER DOLLAR (FOR CALC) .WORD 1 ;DISPLAY COIN FRACTIONS .WORD 1,1,0,0 ;COIN VALUE .LONG DOLLAR_LEAD,NULL_ST ;CHARACTER STRINGS. .LONG OCOP ;ONE COIN ONE PLAY .LONG USA_1 ;TITLE OF COIN MODE .LONG Q_Q ;1 COIN PER CREDIT (SERIES OF STRINGS) .WORD SHOW_NONE ;NO PRICING LINE ON 2/1 .LONG USA_QQ ;QUARTER * * USA 2 50 PER CREDIT * LEFT =.25, RT=.25 CENT = 4 * CHUTE L R 3 4 .WORD 1,1,4,0,2,0,0 ;WILLY PRICING .WORD 4 ;4 COINS PER DOLLAR (FOR CALC) .WORD 1 ;DISPLAY COIN FRACTIONS .WORD 1,1,0,0 ;COIN VALUE .LONG DOLLAR_LEAD,NULL_ST ;CHARACTER STRINGS. .LONG TWO_PER_PLAYER ;2 COINS PER PLAYER .LONG USA_2 ;TITLE OF COIN MODE .LONG C2_PERC ;2 COINS PER CREDIT (SERIES OF STRINGS) .WORD SHOW_1 ;SHOW LINE 1 .LONG USA_QQ ;QUARTER * * USA 3 COINAGE IS 1/.50 2/.75 3/$1.00 * LEFT =.25, RT=.25 CENT = 4 * CHUTE L R 3 4 .WORD 3,3,4,0,4,0,0 ;WILLY PRICING .WORD 4 ;4 COINS PER DOLLAR (FOR CALC) .WORD 0 ;DISPLAY COIN FRACTIONS .WORD 1,1,0,0 ;COIN VALUE .LONG DOLLAR_LEAD,NULL_ST ;CHARACTER STRINGS. .LONG CSM_LIST ;PRINT THE 2 THE OP SEES .LONG USA_3 ;TITLE OF COIN MODE .LONG DOLLAR_3 ;1 COIN PER CREDIT (SERIES OF STRINGS) .WORD SHOW_2 ;SHOW LINE 2 .LONG USA_QQ ;QUARTER * * GERMAN 1 COINAGE IS 6 PLAYS FOR 5 DM * LEFT= 1DM, RT=5DM, C=2DM * CHUTE L R 3 4 * .WORD 6,30,12,0,5,0,0 ;WILLY PRICING .WORD 1 ;DMS HAVE NO FRACTIONS .WORD 0 ;DON'T DISPLAY COIN FRACTIONS .WORD 1,5,2,0 ;COIN VALUE .LONG NULL_ST,DM_TRAIL ;CHARACTER STRINGS. .LONG CSM_LIST ;SHOW IN PLAYER COIN PROMPT .LONG GERMAN_1 ;TITLE OF COIN MODE .LONG DM_6 ;1 COIN PER CREDIT (SERIES OF STRINGS) .WORD SHOW_2 .LONG GERMAN_15 ;1 DM / 5 DM * * GERMAN 2 COINAGE IS 7 PLAYS FOR 5 DM * LEFT=1DM, RT=5DM, C=2DM * .WORD 6,30,12,0,5,30,0 ;WILLY PRICING .WORD 1 ;DMS HAVE NO FRACTIONS .WORD 0 ;DON'T DISPLAY COIN FRACTIONS .WORD 1,5,2,0 ;COIN VALUE .LONG NULL_ST,DM_TRAIL ;CHARACTER STRINGS. .LONG CSM_LIST .LONG GERMAN_2 ;TITLE OF COIN MODE .LONG DM_7 ;1 COIN PER CREDIT (SERIES OF STRINGS) .WORD SHOW_2 .LONG GERMAN_15 ;1 DM / 5 DM * * GERMAN 3 ELECTRONIC COINAGE IS 6 PLAYS FOR 5 DM * LEFT= 5DM, RT=2DM, C(3)=1DM * CHUTE L R 3 4 * .WORD 30,12,6,0,5,0,0 ;WILLY PRICING .WORD 1 ;DMS HAVE NO FRACTIONS .WORD 0 ;DON'T DISPLAY COIN FRACTIONS .WORD 5,2,1,0 ;COIN VALUE .LONG NULL_ST,DM_TRAIL ;CHARACTER STRINGS. .LONG CSM_LIST .LONG G_3ELEC ;TITLE OF COIN MODE .LONG DM_6 ;1 COIN PER CREDIT (SERIES OF STRINGS) .WORD SHOW_2 .LONG GERMAN_3EL ;1 DM / 5 DM * * GERMAN 4 COINAGE IS 5 PLAYS FOR 5 DM * LEFT= 5DM, RT=2DM, C(3)=1DM * CHUTE L R 3 4 ; .WORD 1,5,2,0,1,0,0 ;WILLY PRICING ; .WORD 1 ;DMS HAVE NO FRACTIONS ; .WORD 0 ;DON'T DISPLAY COIN FRACTIONS ; .WORD 1,5,2,0 ;COIN VALUE ; .LONG NULL_ST,DM_TRAIL ;CHARACTER STRINGS. ; .LONG CSM_LIST ; .LONG GERMAN_4 ;TITLE OF COIN MODE ; .LONG DM_5 ;1 COIN PER CREDIT (SERIES OF STRINGS) ; .WORD SHOW_2 ; .LONG GERMAN_15 ;1 DM / 5 DM **************************************************************************** **************************************************************************** ******* THE FOLLOWING NUMBERS ARE FIGURED FOR THE FRENCH SETTINGS ******* REQUESTED BY DIMITRI K. OF P.S.D. ******* ******* 1F 5F 10F U/C U/B M/U ******* -------------------------------- ******* 1/2F 3/5F 7/10F 3 15 30 5 30 0 ******* 1/3F 2/5F 5/10F 2 10 20 5 20 0 ******* 1/5F 3/10F 1 5 10 5 10 0 ******* 1/5F 3/10F 7/20F 3 15 30 10 60 15 ******* 2/5F 4/10F 9/20F 2 10 20 5 40 10 ******* 2/5F 5/10F 11/20F 1 5 10 2 20 5 ******* * * * FRENCH 1 2/5F 5/10F * * LEFT= 5F, RT=10F * CHUTE L R 3 4 * .WORD 2,4,0,0,1,4,0 ; 2/5F 5/10F .WORD 1 ;1 FRANC PER FRANC .WORD 0 ;DON'T DISPLAY COIN FRACTIONS .WORD 5,10,0,0 ;COIN VALUE .LONG NULL_ST,FRANC_TRAIL ;CHARACTER STRINGS. .LONG CSM_LIST ;WAIT TILL HE SAYS "IF IT IS NOT POSSIBLE" .LONG FRENCH_1 ;TITLE OF COIN MODE .LONG FIVE_10 ;1 COIN PER CREDIT (SERIES OF STRINGS) .WORD SHOW_2 .LONG FRENCH510 * * FRENCH 2 2/5F 4/10F * LEFT= 5F, RT=10F * CHUTE L R 3 4 .WORD 2,4,0,0,1,0,0 ; 2/5F 4/10F .WORD 1 ;1 FRANC PER FRANC .WORD 0 ;DON'T DISPLAY COIN FRACTIONS .WORD 5,10,0,0 ;COIN VALUE .LONG NULL_ST,FRANC_TRAIL ;CHARACTER STRINGS. .LONG CSM_LIST ;WAIT TILL HE SAYS "IF IT IS NOT POSSIBLE" .LONG FRENCH_2 ;TITLE OF COIN MODE .LONG FOUR_10 ;1 COIN PER CREDIT (SERIES OF STRINGS) .WORD SHOW_2 .LONG FRENCH510 * * FRENCH 3 ELECTRONIC 1/3F 2/5F 5/10F * LEFT= 1F, RT=5F, C=10F * CHUTE L R 3 4 * .WORD 2,10,20,0,5,20,0 ;1/3F 2/5F 5/10F .WORD 1 ;1 FRANC PER FRANC .WORD 0 ;DON'T DISPLAY COIN FRACTIONS .WORD 1,5,10,0 ;COIN VALUE .LONG NULL_ST,FRANC_TRAIL ;CHARACTER STRINGS. .LONG CSM_LIST ;WAIT TILL HE SAYS "IF IT IS NOT POSSIBLE" .LONG FRENCH_3 ;TITLE OF COIN MODE .LONG FELEC ;1 COIN PER CREDIT (SERIES OF STRINGS) .WORD SHOW_2 .LONG FRENCH1510 ;* ;* FRENCH 4 1/5F 2/10F * LEFT= 5F, RT=10F * CHUTE L R 3 4 ;* ; .WORD 1,2,0,0,1,0,0 ;1/5F 2/10F ; .WORD 1 ;1 FRANC PER FRANC ; .WORD 0 ;DON'T DISPLAY COIN FRACTIONS ; .WORD 5,10,0,0 ;COIN VALUE ; .LONG NULL_ST,FRANC_TRAIL ;CHARACTER STRINGS. ; .LONG CSM_LIST ;WAIT TILL HE SAYS "IF IT IS NOT POSSIBLE" ; .LONG FRENCH_4 ;TITLE OF COIN MODE ; .LONG TWO_10 ;1 COIN PER CREDIT (SERIES OF STRINGS) ; .WORD SHOW_1 ; .LONG FRENCH510 ;* ;* ;* FRENCH 5 2/5F 5/10F 11/2 X 10F * LEFT= 5F, RT=10F * CHUTE L R 3 4 ;* ; .WORD 5,10,0,0,2,20,0 ;2/5F 5/10F 11/20F ; .WORD 1 ;1 FRANC PER FRANC ; .WORD 0 ;DON'T DISPLAY COIN FRACTIONS ; .WORD 5,10,0,0 ;COIN VALUE ; .LONG NULL_ST,FRANC_TRAIL ;CHARACTER STRINGS. ; .LONG CSM_LIST ;WAIT TILL HE SAYS "IF IT IS NOT POSSIBLE" ; .LONG FRENCH_5 ;TITLE OF COIN MODE ; .LONG FIVE_10_11 ;1 COIN PER CREDIT (SERIES OF STRINGS) ; .WORD SHOW_3 ;USE LINE 3 WHEN ONLY 1 WILL FIT ; .LONG FRENCH510 ;* ;* FRENCH 6 2/5F 4/10F 9/2 X 10F * LEFT= 5F, RT=10F * CHUTE L R 3 4 ;* ; .WORD 2,4,0,0,1,8,0 ;2/5F 4/10F 9/20F ; .WORD 1 ;1 FRANC PER FRANC ; .WORD 0 ;DON'T DISPLAY COIN FRACTIONS ; .WORD 5,10,0,0 ;COIN VALUE ; .LONG NULL_ST,FRANC_TRAIL ;CHARACTER STRINGS. ; .LONG CSM_LIST ;WAIT TILL HE SAYS "IF IT IS NOT POSSIBLE" ; .LONG FRENCH_6 ;TITLE OF COIN MODE ; .LONG FOUR_10_9 ;1 COIN PER CREDIT (SERIES OF STRINGS) ; .WORD SHOW_3 ;USE LINE 3 WHEN ONLY 1 WILL FIT ; .LONG FRENCH510 ;* ;* FRENCH 7 1/5F 3/10F 7/2 X 10F * LEFT= 5F, RT=10F * CHUTE L R 3 4 ;* ; .WORD 3,6,0,0,2,12,0 ;1/5F 3/10F 7/20F ; .WORD 1 ;1 FRANC PER FRANC ; .WORD 0 ;DON'T DISPLAY COIN FRACTIONS ; .WORD 5,10,0,0 ;COIN VALUE ; .LONG NULL_ST,FRANC_TRAIL ;CHARACTER STRINGS. ; .LONG CSM_LIST ;WAIT TILL HE SAYS "IF IT IS NOT POSSIBLE" ; .LONG FRENCH_7 ;TITLE OF COIN MODE ; .LONG THREE_10_7 ;1 COIN PER CREDIT (SERIES OF STRINGS) ; .WORD SHOW_3 ;USE LINE 3 WHEN ONLY 1 WILL FIT ; .LONG FRENCH510 ;* ;* FRENCH 8 1/5F 2/10F 5/2 X 10F * LEFT= 5F, RT=10F * CHUTE L R 3 4 ;* ; .WORD 1,2,0,0,1,4,0 ;1/5F 2/10F 5/20F ; .WORD 1 ;1 FRANC PER FRANC ; .WORD 0 ;DON'T DISPLAY COIN FRACTIONS ; .WORD 5,10,0,0 ;COIN VALUE ; .LONG NULL_ST,FRANC_TRAIL ;CHARACTER STRINGS. ; .LONG CSM_LIST ;WAIT TILL HE SAYS "IF IT IS NOT POSSIBLE" ; .LONG FRENCH_8 ;TITLE OF COIN MODE ; .LONG TWO_10_5 ;1 COIN PER CREDIT (SERIES OF STRINGS) ; .WORD SHOW_3 ;USE LINE 3 WHEN ONLY 1 WILL FIT ; .LONG FRENCH510 ;* ;* FRENCH 9 1/3 X 1F 2/5F * LEFT= 1F, RT=5F * CHUTE L R 3 4 ;* ; .WORD 2,10,0,0,5,0,0 ;1/3x1F 2/5F ; .WORD 1 ;1 FRANC PER FRANC ; .WORD 0 ;DON'T DISPLAY COIN FRACTIONS ; .WORD 1,5,0,0 ;COIN VALUE ; .LONG NULL_ST,FRANC_TRAIL ;CHARACTER STRINGS. ; .LONG CSM_LIST ;WAIT TILL HE SAYS "IF IT IS NOT POSSIBLE" ; .LONG FRENCH_9 ;TITLE OF COIN MODE ; .LONG F1325 ;1 COIN PER CREDIT (SERIES OF STRINGS) ; .WORD SHOW_2 ;USE LINE 2 WHEN ONLY 1 WILL FIT ; .LONG FRENCH1F5F ;* ;* FRENCH 10 1/2 X 1F 3/5F ;* * LEFT= 1F, RT=5F * CHUTE L R 3 4 ;* ; .WORD 3,15,0,0,5,0,0 ;1/2x1F 3/5F ; .WORD 1 ;1 FRANC PER FRANC ; .WORD 0 ;DON'T DISPLAY COIN FRACTIONS ; .WORD 1,5,0,0 ;COIN VALUE ; .LONG NULL_ST,FRANC_TRAIL ;CHARACTER STRINGS. ; .LONG CSM_LIST ;WAIT TILL HE SAYS "IF IT IS NOT POSSIBLE" ; .LONG FRENCH_10 ;TITLE OF COIN MODE ; .LONG F1235 ;1 COIN PER CREDIT (SERIES OF STRINGS) ; .WORD SHOW_2 ;USE LINE 2 WHEN ONLY 1 WILL FIT ; .LONG FRENCH1F5F ;* ;* FRENCH 11 1/3 X 1F 2/5F 5/2 X 5F ;* * LEFT= 1F, RT=5F * CHUTE L R 3 4 ;* ; .WORD 2,10,0,0,5,20,0 ;1/3x1F 2/5F 5/10F ; .WORD 1 ;1 FRANC PER FRANC ; .WORD 0 ;DON'T DISPLAY COIN FRACTIONS ; .WORD 1,5,0,0 ;COIN VALUE ; .LONG NULL_ST,FRANC_TRAIL ;CHARACTER STRINGS. ; .LONG CSM_LIST ;WAIT TILL HE SAYS "IF IT IS NOT POSSIBLE" ; .LONG FRENCH_11 ;TITLE OF COIN MODE ; .LONG F13255 ;1 COIN PER CREDIT (SERIES OF STRINGS) ; .WORD SHOW_3 ;USE LINE 2 WHEN ONLY 1 WILL FIT ; .LONG FRENCH1F5F ;* ;* FRENCH 12 1/2 X 1F 3/5F 7 / 2 X 5F ;* * LEFT= 1F, RT=5F * CHUTE L R 3 4 ;* ; .WORD 3,15,0,0,5,30,0 ;1/2x1F 3/5F 7/10F ; .WORD 1 ;1 FRANC PER FRANC ; .WORD 0 ;DON'T DISPLAY COIN FRACTIONS ; .WORD 1,5,0,0 ;COIN VALUE ; .LONG NULL_ST,FRANC_TRAIL ;CHARACTER STRINGS. ; .LONG CSM_LIST ;WAIT TILL HE SAYS "IF IT IS NOT POSSIBLE" ; .LONG FRENCH_12 ;TITLE OF COIN MODE ; .LONG F12355 ;1 COIN PER CREDIT (SERIES OF STRINGS) ; .WORD SHOW_3 ;USE LINE 2 WHEN ONLY 1 WILL FIT ; .LONG FRENCH1F5F * * SWISS 1 COINAGE IS 6 PLAYS FOR 5 FRANC * LEFT= 1F, RT=5F * CHUTE L R 3 4 * .WORD 6,30,0,0,5,0,0 ;WILLY PRICING .WORD 1 ;FRANCS HAVE NO FRACTIONS .WORD 0 ;DON'T DISPLAY COIN FRACTIONS .WORD 1,5,0,0 ;COIN VALUE .LONG NULL_ST,FRANC_TRAIL ;CHARACTER STRINGS. .LONG CSM_LIST .LONG SWISS_1 ;TITLE OF COIN MODE .LONG SFRANC_6 ;1 COIN PER CREDIT (SERIES OF STRINGS) .WORD SHOW_2 .LONG SWISS15 ;* ;* SWISS 2 COINAGE IS 7 PLAYS FOR 5 FRANC * LEFT= 1F, RT=5F * CHUTE L R 3 4 ;* ; .WORD 6,30,0,0,5,30,0 ;WILLY PRICING ; .WORD 1 ;FRANCS HAVE NO FRACTIONS ; .WORD 0 ;DON'T DISPLAY COIN FRACTIONS ; .WORD 1,5,0,0 ;COIN VALUE ; .LONG NULL_ST,FRANC_TRAIL ;CHARACTER STRINGS. ; .LONG CSM_LIST ; .LONG SWISS_2 ;TITLE OF COIN MODE ; .LONG SFRANC_7 ;1 COIN PER CREDIT (SERIES OF STRINGS) ; .WORD SHOW_2 ; .LONG SWISS15 ;* ;* SWISS 3 COINAGE IS 8 PLAYS FOR 5 FRANC * LEFT= 1F, RT=5F * CHUTE L R 3 4 ;* ; .WORD 7,35,0,0,5,35,0 ;WILLY PRICING ; .WORD 1 ;FRANCS HAVE NO FRACTIONS ; .WORD 0 ;DON'T DISPLAY COIN FRACTIONS ; .WORD 1,5,0,0 ;COIN VALUE ; .LONG NULL_ST,FRANC_TRAIL ;CHARACTER STRINGS. ; .LONG CSM_LIST ; .LONG SWISS_3 ;TITLE OF COIN MODE ; .LONG SFRANC_8 ;1 COIN PER CREDIT (SERIES OF STRINGS) ; .WORD SHOW_2 ; .LONG SWISS15 ;* ;* ITALY COINAGE IS 1 PLAYS FOR 500 LIRE * LEFT = 500 LIRE, RT = 500 LIRE * CHUTE L R 3 4 ;* .WORD 1,1,0,0,1,0,0 ;WILLY PRICING .WORD 1 ;LIRE HAVE NO FRACTIONS .WORD 0 ;DON'T DISPLAY COIN FRACTIONS .WORD 500,500,0,0 ;COIN VALUE .LONG NULL_ST,LIRE_TRAIL ;CHARACTER STRINGS. .LONG CSM_LIST .LONG ITALY_1 ;TITLE OF COIN MODE .LONG P1500L ;1 COIN PER CREDIT (SERIES OF STRINGS) .WORD SHOW_1 .LONG ITALYLIRE * * U.K. 1 COINAGE IS 1 PLAY FOR 20P 3 FOR 50P * LEFT = 20 P, RT = 50 P * CHUTE L R 3 4 * .WORD 6,15,0,0,5,0,0 ;WILLY PRICING .WORD 10 ;PENCE ARE FRACTIONS! .WORD 0 ;DON'T DISPLAY COIN FRACTIONS .WORD 2,5,0,0 ;COIN VALUE .LONG POUND_LEAD,NULL_ST ;CHARACTER STRINGS. .LONG CSM_LIST .LONG UK_1 ;TITLE OF COIN MODE .LONG UK_120 ;1 COIN PER CREDIT (SERIES OF STRINGS) .WORD SHOW_2 .LONG UK2050 * * U.K. 2 COINAGE IS 2 PLAY FOR 20P 5 FOR 50P * LEFT = 20 P, RT = 50 P * CHUTE L R 3 4 * .WORD 2,5,0,0,1,0,0 ;WILLY PRICING .WORD 10 ;PENCE ARE FRACTIONS! .WORD 0 ;DON'T DISPLAY COIN FRACTIONS .WORD 2,5,0,0 ;COIN VALUE .LONG POUND_LEAD,NULL_ST ;CHARACTER STRINGS. .LONG CSM_LIST .LONG UK_2 ;TITLE OF COIN MODE .LONG UK_220 ;1 COIN PER CREDIT (SERIES OF STRINGS) .WORD SHOW_1 .LONG UK2050 * * U.K. ELECTRONIC 1 * * LEFT = POUND RIGHT = 50P COIN 3 = 20P COIN4 XTRA = 10P * 1 PLAY / 30 P; 2 PLAY / 50 P; 4 PLAY / 1 POUND * CHUTE 1 2 3 4 .WORD 20,10,4,2,5,0,0 ;NUMBERS FOR 50/10/100 .WORD 10 ;PENCE ARE FRACTIONS! .WORD 0 ;DON'T DISPLAY COIN FRACTIONS .WORD 10,5,2,1 ;COIN VALUE .LONG POUND_LEAD,NULL_ST ;CHARACTER STRINGS. .LONG UK_ELECTRONIC ;SPECIAL TITLE W/ POUND .LONG UK_3 ;TITLE OF COIN MODE .LONG UK_320 ;1/30P 2/50P 4/1L .WORD SHOW_2 .LONG UK_ELEC * * SPAIN 1 1 play / 25 Peseta 5 play / 100 Peseta * LEFT = 25 PESETA, RT = 100 PESETA * CHUTE L R 3 4 * .WORD 1,4,0,0,1,4,0 ;WILLY PRICING .WORD 1 ;no fractions .WORD 0 ;DON'T DISPLAY COIN FRACTIONS .WORD 25,100,0,0 ;COIN VALUE .LONG NULL_ST,PESETA_TRAIL ;CHARACTER STRINGS. .LONG CSM_LIST .LONG SP_1 ;TITLE OF COIN MODE .LONG SP_5100 ;1 COIN PER CREDIT (SERIES OF STRINGS) .WORD SHOW_2 .LONG PESETA25 ;* ;* SPAIN 2 1 play / 25 Peseta 4 play / 100 Peseta * LEFT = 25 PESETA, RT = 100 PESETA * CHUTE L R 3 4 ;* ; .WORD 1,4,0,0,1,0,0 ;WILLY PRICING ; .WORD 1 ;no fractions ; .WORD 0 ;DON'T DISPLAY COIN FRACTIONS ; .WORD 25,100,0,0 ;COIN VALUE ; .LONG NULL_ST,PESETA_TRAIL ;CHARACTER STRINGS. ; .LONG CSM_LIST ; .LONG SP_2 ;TITLE OF COIN MODE ; .LONG SP_4100 ;1 COIN PER CREDIT (SERIES OF STRINGS) ; .WORD SHOW_2 ; .LONG PESETA25 * * AUSTRALIA 1 1 play / 3 X 20 CENTS 2 FOR $1.00 * LEFT = 20 CENTS, RT = $1.00 * CHUTE L R 3 4 * .WORD 2,10,0,0,5,0,0 ;WILLY PRICING .WORD 5 ;DOLLARS .WORD 0 ;DON'T SHOW FRACTIONS FOR THE 3 COINS .WORD 1,5,0,0 ;COIN VALUE .LONG DOLLAR_LEAD,NULL_ST ;CHARACTER STRINGS. .LONG CSM_LIST .LONG AUS_1 ;TITLE OF COIN MODE .LONG AU_60 ;1 COIN PER CREDIT (SERIES OF STRINGS) .WORD SHOW_2 .LONG AUST20C ;* ;* AUSTRALIA 2 1 play / $1.00 3 plays for $2.00 * LEFT = 20 CENTS, RT = $1.00 * CHUTE L R 3 4 ;* ; .WORD 1,5,0,0,5,10,0 ;WILLY PRICING ; .WORD 5 ;DOLLARS ; .WORD 1 ;SHOW FRACTIONS FOR THE 3 COINS ; .WORD 1,5,0,0 ;COIN VALUE ; .LONG DOLLAR_LEAD,NULL_ST ;CHARACTER STRINGS. ; .LONG CSM_LIST ; .LONG AUS_2 ;TITLE OF COIN MODE ; .LONG AU_100 ;1 COIN PER CREDIT (SERIES OF STRINGS) ; .WORD SHOW_3 ; .LONG AUST20C * * JAPAN 1 1 play / 100 yen * LEFT = 100 YEN, RT = 100 YEN, C=100 YEN * CHUTE L R 3 4 * .WORD 1,1,1,0,1,0,0 ;WILLY PRICING .WORD 1 ;DOLLARS .WORD 1 ;FRACTIONS OK .WORD 100,100,100,0 ;COIN VALUE .LONG NULL_ST,YEN_TRAIL ;CHARACTER STRINGS. .LONG CSM_LIST .LONG JAP_1 ;TITLE OF COIN MODE .LONG JAP_100 ;1 COIN PER CREDIT (SERIES OF STRINGS) .WORD SHOW_1 .LONG YEN100 * * JAPAN 2 2 play / 100 yen * LEFT = 100 YEN, RT = 100 YEN, C=100 YEN * CHUTE L R 3 4 * .WORD 2,2,2,0,1,0,0 ;WILLY PRICING .WORD 1 ;DOLLARS .WORD 1 ;FRACTIONS OK .WORD 100,100,100,0 ;COIN VALUE .LONG NULL_ST,YEN_TRAIL ;CHARACTER STRINGS. .LONG CSM_LIST .LONG JAP_2 ;TITLE OF COIN MODE .LONG JAP_200 ;1 COIN PER CREDIT (SERIES OF STRINGS) .WORD SHOW_1 .LONG YEN100 ;* ;* AUSTRIA 1 1 Play / 5 Schilling 2 Play / 10 Schilling * LEFT = 5 SCHILLING, RT = 10 SCHILLING * CHUTE L R 3 4 ;* ; .WORD 1,2,0,0,1,0,0 ;WILLY PRICING ; .WORD 1 ;DOLLARS ; .WORD 1 ;FRACTIONS OK ; .WORD 5,10,0,0 ;COIN VALUE ; .LONG NULL_ST,SHILL_TRAIL ;CHARACTER STRINGS. ; .LONG CSM_LIST ; .LONG ASTA_1 ;TITLE OF COIN MODE ; .LONG ASTA_15 ;1 COIN PER CREDIT (SERIES OF STRINGS) ; .WORD SHOW_1 ; .LONG SHILL510 * * AUSTRIA 1; 1 Play / 2 X 5 Schilling; 3 Play / 10 Schilling * LEFT = 5 SCHILLING, RT = 10 SCHILLING * CHUTE L R 3 4 * .WORD 1,2,0,0,2,4,0 ;WILLY PRICING .WORD 1 ;DOLLARS .WORD 1 ;FRACTIONS OK .WORD 5,10,0,0 ;COIN VALUE .LONG NULL_ST,SHILL_TRAIL ;CHARACTER STRINGS. .LONG CSM_LIST .LONG ASTA_1 ;TITLE OF COIN MODE .LONG ASTA_10 ;1 COIN PER CREDIT (SERIES OF STRINGS) .WORD SHOW_2 .LONG SHILL510 * * BELGIUM 1 ELECTRONIC 3 play / 20F, 7/50F * L = 50 FRANC, RT =20 FRANC, C=5 FRANC * CHUTE L R 3 4 * .WORD 30,12,3,0,4,0,0 ;WILLY PRICING .WORD 1 ;DOLLARS .WORD 1 ;FRACTIONS OK .WORD 50,20,5,0 ;COIN VALUE .LONG NULL_ST,FRANC_TRAIL ;CHARACTER STRINGS. .LONG CSM_LIST .LONG BEL_1 ;TITLE OF COIN MODE .LONG BEL_3275 ;1 COIN PER CREDIT (SERIES OF STRINGS) .WORD SHOW_2 .LONG F52050 * * BELGIUM 1 ELECTRONIC 3 play / 20F * LEFT = 50 FRANC, RT = 20 FRANC, C=5 FRANC * CHUTE L R 3 4 ;* ; .WORD 3,3,0,0,1,0,0 ;WILLY PRICING ; .WORD 1 ;DOLLARS ; .WORD 1 ;FRACTIONS OK ; .WORD 20,20,0,0 ;COIN VALUE ; .LONG NULL_ST,FRANC_TRAIL ;CHARACTER STRINGS. ; .LONG CSM_LIST ; .LONG BEL_2 ;TITLE OF COIN MODE ; .LONG BEL_320 ;1 COIN PER CREDIT (SERIES OF STRINGS) ; .WORD SHOW_1 ; .LONG FRANC20 * * BELGIUM 2 3 play / 20F * LEFT = 20 FRANC, RT = 20 FRANC * CHUTE L R 3 4 * .WORD 3,3,0,0,1,0,0 ;WILLY PRICING .WORD 1 ;DOLLARS .WORD 1 ;FRACTIONS OK .WORD 20,20,0,0 ;COIN VALUE .LONG NULL_ST,FRANC_TRAIL ;CHARACTER STRINGS. .LONG CSM_LIST .LONG BEL_2 ;TITLE OF COIN MODE .LONG BEL_320 ;1 COIN PER CREDIT (SERIES OF STRINGS) .WORD SHOW_1 .LONG FRANC20 ;* ;* BELGIUM 3 2 play / 20F * LEFT = 20 FRANC, RT = 20 FRANC * CHUTE L R 3 4 ;* ; .WORD 2,2,0,0,1,0,0 ;WILLY PRICING ; .WORD 1 ;DOLLARS ; .WORD 1 ;FRACTIONS OK ; .WORD 20,20,0,0 ;COIN VALUE ; .LONG NULL_ST,FRANC_TRAIL ;CHARACTER STRINGS. ; .LONG CSM_LIST ; .LONG BEL_3 ;TITLE OF COIN MODE ; .LONG BEL_220 ;1 COIN PER CREDIT (SERIES OF STRINGS) ; .WORD SHOW_1 ; .LONG FRANC20 * * SWEDEN 1 play / 3 X 1 KRONA 2 PLAY 5 KRONA * LEFT = 1 KRONA, RT = 5 KRONA * CHUTE L R 3 4 * .WORD 2,10,0,0,5,0,0 ;WILLY PRICING .WORD 1 ;DOLLARS .WORD 0 ;DON'T SHOW FRACTIONS FOR THE 3 COINS .WORD 1,5,0,0 ;COIN VALUE .LONG NULL_ST,KRONA_TRAIL ;CHARACTER STRINGS. .LONG CSM_LIST .LONG SWED_1 ;TITLE OF COIN MODE .LONG SWED_2X5 ;1 COIN PER CREDIT (SERIES OF STRINGS) .WORD SHOW_1 .LONG KRONA5 * * NEW ZEALAND 1 1 play / 3 X 20 CENT * LEFT = 20 CENTS, RT = 20 CENTS * CHUTE L R 3 4 * .WORD 1,1,0,0,3,0,0 ;WILLY PRICING .WORD 5 ;FIVE PER .WORD 1 ;SHOW FRACTIONS FOR THE 3 COINS .WORD 1,1,0,0 ;COIN VALUE .LONG DOLLAR_LEAD,NULL_ST ;CHARACTER STRINGS. .LONG CSM_LIST .LONG NZ_1 ;TITLE OF COIN MODE .LONG NZ_13 ;1 COIN PER CREDIT (SERIES OF STRINGS) .WORD SHOW_1 .LONG NZ20 * * NEW ZEALAND 2 1 play / 2 X 20 CENT * LEFT = 20 CENTS, RT = 20 CENTS * CHUTE L R 3 4 * ; .WORD 1,1,0,0,2,0,0 ;WILLY PRICING ; .WORD 5 ;FIVE PER ; .WORD 1 ;SHOW FRACTIONS FOR THE 3 COINS ; .WORD 1,1,0,0 ;COIN VALUE ; .LONG DOLLAR_LEAD,NULL_ST ;CHARACTER STRINGS. ; .LONG CSM_LIST ; .LONG NZ_2 ;TITLE OF COIN MODE ; .LONG NZ_12 ;1 COIN PER CREDIT (SERIES OF STRINGS) ; .WORD SHOW_1 ; .LONG NZ20 * * NETHERLANDS 1 PLAY / 1 HFL. 3 PLAY / 2.5 HFL. * LEFT = 1 HFL, RT = 2.5 HFL * CHUTE L R 3 4 * .WORD 6,15,0,0,5,0,0 ;WILLY PRICING .WORD 2 ;FIVE PER .WORD 0 ;SHOW FRACTIONS FOR THE 3 COINS .WORD 2,5,0,0 ;COIN VALUE .LONG NULL_ST,HFL_TRAIL ;CHARACTER STRINGS. .LONG CSM_LIST .LONG NETH ;TITLE OF COIN MODE .LONG NETH_HF ;1 COIN PER CREDIT (SERIES OF STRINGS) .WORD SHOW_2 .LONG HFSLOT * * FINLAND 1 PLAY / 2 MARKKA; 3/5 MKA * LEFT = 1 MARKKA, RT = 1 MARKKA * CHUTE L R 3 4 * .WORD 3,15,0,0,5,0,0 ;WILLY PRICING .WORD 1 ;FIVE PER .WORD 0 ;SHOW FRACTIONS FOR THE 3 COINS .WORD 1,5,0,0 ;COIN VALUE .LONG NULL_ST,MARKKA_TRAIL ;CHARACTER STRINGS. .LONG CSM_LIST .LONG FINLAND ;TITLE OF COIN MODE .LONG FINMKA ;1 COIN PER CREDIT (SERIES OF STRINGS) .WORD SHOW_2 .LONG MKSLOT * * FINLAND 1 PLAY / 1 MARKKA * LEFT = 1 MARKKA, RT = 1 MARKKA * CHUTE L R 3 4 * ; .WORD 1,1,0,0,1,0,0 ;WILLY PRICING ; .WORD 1 ;FIVE PER ; .WORD 0 ;SHOW FRACTIONS FOR THE 3 COINS ; .WORD 1,1,0,0 ;COIN VALUE ; .LONG NULL_ST,MARKKA_TRAIL ;CHARACTER STRINGS. ; .LONG CSM_LIST ; .LONG FINLAND ;TITLE OF COIN MODE ; .LONG FINMKA ;1 COIN PER CREDIT (SERIES OF STRINGS) ; .WORD SHOW_2 ; .LONG MKSLOT * * NORWAY 1 PLAY / 2 X 1 KRONE 3/ 5 X 1 KRONE * LEFT = 1 KRONE, RT = 1 KRONE * CHUTE L R 3 4 * .WORD 3,3,0,0,5,0,0 ;WILLY PRICING .WORD 1 ;FIVE PER .WORD 0 ;SHOW FRACTIONS FOR THE 3 COINS .WORD 1,1,0,0 ;COIN VALUE .LONG NULL_ST,KRONE_TRAIL ;CHARACTER STRINGS. .LONG CSM_LIST .LONG NORWAY ;TITLE OF COIN MODE .LONG KR_LIST ;1 COIN PER CREDIT (SERIES OF STRINGS) .WORD SHOW_2 .LONG NKRSLOT * * DENMARK 1 PLAY / 2 X 1 KRONE 3/ 5 KRONE 7 / 10 KRONE * LEFT = 1 KRONE, RT = 5 KRONE * CHUTE L R 3 4 * .WORD 3,15,0,0,5,30,0 ;WILLY PRICING .WORD 1 ;FIVE PER .WORD 0 ;SHOW FRACTIONS FOR THE 3 COINS .WORD 1,5,0,0 ;COIN VALUE .LONG NULL_ST,KRONE_TRAIL ;CHARACTER STRINGS. .LONG CSM_LIST .LONG DENMARK ;TITLE OF COIN MODE .LONG DKR_LIST ;1 COIN PER CREDIT (SERIES OF STRINGS) .WORD SHOW_2 .LONG DKRSLOT ; ;* ;* ANTILLES 1 PLAY / 25 CENTS 4 PLAYS / 1 GUILDER * LEFT = 25 CENTS, RT = 1 GUILDER * CHUTE L R 3 4 ;* ; .WORD 1,4,0,0,1,0,0 ;WILLY PRICING ; .WORD 4 ;FIVE PER ; .WORD 0 ;SHOW FRACTIONS FOR THE 3 COINS ; .WORD 1,4,0,0 ;COIN VALUE ; .LONG NULL_ST,GUILDER_TRAIL ;CHARACTER STRINGS. ; .LONG CSM_LIST ; .LONG ANTILLES ;TITLE OF COIN MODE ; .LONG ANT_LIST ;1 COIN PER CREDIT (SERIES OF STRINGS) ; .WORD SHOW_1 ; .LONG ANTSLOT ; CS_ENTS EQU ($-CSELCT)/CS_SIZE ;NUMBER OF ENTRIES IN TABLE * * AUDIT TEXT * MESS_ERROR MESS_MAC RD7FONT,SPACING07,0,0,ROBO_RED,STRLNRM,0 .STRING " ERROR" .BYTE 0 .EVEN MESS_AUD_NUM MESS_MAC RD7FONT,SPACING20,367,227,ROBO_YELLOW,STRRNRM,0 MESS_AUD_LINE MESS_MAC RD7FONT,SPACING20,23,227,ROBO_YELLOW,STRLNRM,0 MES_AUD .STRING "GAME AUDITS" .BYTE 0 .EVEN MES_BOOK .STRING "COIN BOOKKEEPING" .BYTE 0 .EVEN M_LCOIN .STRING "LEFT SLOT COINS" .BYTE 0 .EVEN M_CCOIN .STRING "CENTER SLOT (3) COINS" .BYTE 0 .EVEN M_RCOIN .STRING "RIGHT SLOT COINS" .BYTE 0 .EVEN M_XCOIN .STRING "EXTRA SLOT (4) COINS" .BYTE 0 .EVEN M_PAIDC .STRING "PAID CREDITS" .BYTE 0 .EVEN M_SERV .STRING "SERVICE CREDITS" .BYTE 0 .EVEN M_START .STRING "GAMES STARTED (FROM ANYWHERE)" .BYTE 0 .EVEN M_START2 .STRING "GAMES STARTED (ALWAYS FROM WAVE 1)" .BYTE 0 .EVEN M_CONT .STRING "GAMES CONTINUED" .BYTE 0 .EVEN M_PLAYS .STRING "TOTAL PLAYS" .BYTE 0 .EVEN M_HSLEFT .STRING "PLAYS UNTIL H.S. RESET" .BYTE 0 .EVEN M_HSOFF .STRING "OFF" .BYTE 0 .EVEN M_EXTRA .STRING "EXTRA MEN COLLECTED/EARNED" .BYTE 0 .EVEN M_P1MIN .STRING "HOURS OF SINGLE PLAY" .BYTE 0 .EVEN M_P2MIN .STRING "HOURS OF DUAL PLAY" .BYTE 0 .EVEN M_HOURS .STRING "TOTAL HOURS OF PLAY" .BYTE 0 .EVEN M_AVGT .STRING "AVG. " .BYTE ASCII_DQ ;DOUBLE QUOTE .STRING "PLAYER" .BYTE ASCII_DQ ;DOUBLE QUOTE .STRING " GAME TIME (MIN.)" .BYTE 0 .EVEN M_ELAPSE .STRING "AVG. ELAPSED TIME/PLAY" .BYTE 0 .EVEN M_WAVE1 .STRING "REACHED WAVE 2" .BYTE 0 .EVEN M_WAVE2 .STRING "REACHED MUTOID MAN" .BYTE 0 .EVEN M_WAVE3 .STRING "REACHED CIRCUIT 2 WAVE 1" .BYTE 0 .EVEN M_WAVE4 .STRING "REACHED SCAR FACE" .BYTE 0 .EVEN M_WAVE5 .STRING "REACHED CIRCUIT 3 WAVE 1" .BYTE 0 .EVEN M_WAVE6 .STRING "REACHED TEMPLE WAVES" .BYTE 0 .EVEN M_WAVE7 .STRING "REACHED BOSS SNAKES" .BYTE 0 .EVEN M_WAVE8 .STRING "REACHED END OF GAME" .BYTE 0 .EVEN M_MONEY MESS_MAC RD7FONT,SPACING20,367,227,ROBO_WHITE,STRRNRM,0 T_MONEY MESS_MAC RD7FONT,SPACING20,23,227,ROBO_WHITE,STRLNRM,0 .STRING "TOTAL COLLECTION" .BYTE 0 .EVEN ************************************************************************** * * * COLLECTION MESSAGES * * * ************************************************************************** ME_ZERO .STRING "0" .BYTE 0 .EVEN ME_DECIMAL .STRING "." .BYTE 0 .EVEN ME_COLON .STRING ":" .BYTE 0 .EVEN DOLLAR_LEAD .STRING "$ " .BYTE 0 .EVEN POUND_LEAD ; .BYTE FONT_EPOUND .STRING "L " NULL_ST .BYTE 0 .EVEN DM_TRAIL .STRING " DM" .BYTE 0 .EVEN FRANC_TRAIL .STRING " FRANC" .BYTE 0 .EVEN LIRE_TRAIL .STRING " LIRE" .BYTE 0 .EVEN PESETA_TRAIL .STRING " PESETA" .BYTE 0 .EVEN YEN_TRAIL .STRING " YEN" .BYTE 0 .EVEN SHILL_TRAIL .STRING " SCHILLINGS" .BYTE 0 .EVEN KRONA_TRAIL .STRING " KRONA" .BYTE 0 .EVEN COINS_TRAIL .STRING " COINS" .BYTE 0 .EVEN HFL_TRAIL .STRING " HFI." .BYTE 0 .EVEN MARKKA_TRAIL .STRING " MARKKA" .BYTE 0 .EVEN KRONE_TRAIL .STRING " KRONE" .BYTE 0 .EVEN GUILDER_TRAIL .STRING " GUILDER" .BYTE 0 .EVEN M_LOCKUP .STRING "LOCKUPS" .BYTE 0 .EVEN M_HIDB .STRING "GAMES NOT FINISHED" .BYTE 0 .EVEN M_SECBON .STRING "WARPS" .BYTE 0 .EVEN TWO_PER_PLAYER MESS_MAC RD15FONT,SPACING20,CP_CX,CP_11,ROBO_LASER,STRCNRM,0 .STRING "2 COINS PER PLAYER" .BYTE 0,0 .EVEN OCOP MESS_MAC RD15FONT,SPACING20,CP_CX,CP_11,ROBO_LASER,STRCNRM,0 .STRING "1 COIN / 1 PLAY" .BYTE 0,0 .EVEN UK_ELECTRONIC MESS_MAC RD15FONT,SPACING20,CP_CX,CP_13,ROBO_LASER,STRCNRM,0 .STRING "1 CREDIT / 30 P" .BYTE 0,1 .EVEN MESS_MAC RD15FONT,SPACING20,CP_CX,CP_23,ROBO_LASER,STRCNRM,0 .STRING "2 CREDITS / 50 P" .BYTE 0,1 .EVEN MESS_MAC RD15FONT,SPACING20,CP_CX,CP_33,ROBO_LASER,STRCNRM,0 .STRING "4 CREDITS / " ; .BYTE FONT_EPOUND .STRING "L 1.00" .BYTE 0,0 .EVEN * * THE FOLLOWING 2 MESSAGES ARE GENERIC AND WILL * BE DISPLAYED IF THE MODE MATCHES AND NO * APPROPRIATE MESSAGE EXISTS * * THIS IS FOR THIS BEING THE ONLY MESSAGE DISPLAYED ON * THE SCREEN * TWO_TO_START MESS_MAC RD15FONT,SPACING20,CP_CX,CP_12,ROBO_LASER,STRCNRM,0 .STRING "2 CREDITS TO START" .BYTE 0,1 .EVEN MESS_MAC RD15FONT,SPACING20,CP_CX,CP_22,ROBO_LASER,STRCNRM,0 .STRING "1 CREDIT TO CONTINUE" .BYTE 0,0 .EVEN * * THIS IS FOR LINES TWO AND 3 WITH AN ADDITIONAL LINE ABOVE * TWO_TS MESS_MAC RD15FONT,SPACING20,CP_CX,CP_23,ROBO_LASER,STRCNRM,0 .STRING "2 CREDITS TO START" .BYTE 0,1 .EVEN MESS_MAC RD15FONT,SPACING20,CP_CX,CP_33,ROBO_LASER,STRCNRM,0 .STRING "1 CREDIT TO CONTINUE" .BYTE 0,0 .EVEN TWO_TP MESS_MAC RD15FONT,SPACING20,CP_CX,CP_22,ROBO_LASER,STRCNRM,0 .STRING "2 CREDITS PER PLAYER" .BYTE 0,0 .EVEN TWO_CRED_PER_PLAYER MESS_MAC RD15FONT,SPACING20,CP_CX,CP_11,ROBO_LASER,STRCNRM,0 .STRING "2 CREDITS PER PLAYER" .BYTE 0,0 .EVEN MAX_C_M MESS_MAC RD15FONT,SPACING20,CP_CX,CP_11,ROBO_LF,STRCNRM,0 .STRING "MAXIMUM CREDITS!" .BYTE 0,0 .EVEN * * FOR THE COINAGE ADJUSTMENT MODE: * * * THIS SET IS TITLES FOR THE CANNED MODES. * .EVEN USA_1 .STRING "U.S.A. 1" .BYTE 0 .EVEN USA_2 .STRING "U.S.A. 2" .BYTE 0 .EVEN USA_3 .STRING "U.S.A. 3" .BYTE 0 .EVEN ;USA_4 .STRING "U.S.A. 4" ; .BYTE 0 ; .EVEN ;USA_5 .STRING "U.S.A. 5" ; .BYTE 0 ; .EVEN ;USA_6 .STRING "U.S.A. 6" ; .BYTE 0 ; .EVEN ;USA_7 .STRING "U.S.A. 7" ; .BYTE 0 ; .EVEN ;USA_8 .STRING "U.S.A. 8" ; .BYTE 0 .EVEN GERMAN_1 .STRING "GERMAN 1" .BYTE 0 .EVEN GERMAN_2 .STRING "GERMAN 2" .BYTE 0 .EVEN G_3ELEC .STRING "GERMAN 3 ELECT." .BYTE 0 .EVEN ;GERMAN_4 .STRING "GERMAN 4" ; .BYTE 0 .EVEN FRENCH_1 .STRING "FRANCE 1" .BYTE 0 .EVEN FRENCH_2 .STRING "FRANCE 2" .BYTE 0 .EVEN FRENCH_3 .STRING "FRANCE 3 ELECT." .BYTE 0 .EVEN ;FRENCH_4 .STRING "FRANCE 4" ; .BYTE 0 ; .EVEN ;FRENCH_5 .STRING "FRANCE 5" ; .BYTE 0 ; .EVEN ;FRENCH_6 .STRING "FRANCE 6" ; .BYTE 0 ; .EVEN ;FRENCH_7 .STRING "FRANCE 7" ; .BYTE 0 ; .EVEN ;FRENCH_8 .STRING "FRANCE 8" ; .BYTE 0 ; .EVEN ;FRENCH_9 .STRING "FRANCE 9" ; .BYTE 0 ; .EVEN ;FRENCH_10 .STRING "FRANCE 10" ; .BYTE 0 ; .EVEN ;FRENCH_11 .STRING "FRANCE 11" ; .BYTE 0 ; .EVEN ;FRENCH_12 .STRING "FRANCE 12" ; .BYTE 0 ; .EVEN SWISS_1 .STRING "SWISS 1" .BYTE 0 .EVEN ;SWISS_2 .STRING "SWISS 2" ; .BYTE 0 ; .EVEN ;SWISS_3 .STRING "SWISS 3" ; .BYTE 0 .EVEN ITALY_1 .STRING "ITALY" .BYTE 0 .EVEN UK_1 .STRING "U.K. 1" .BYTE 0 .EVEN UK_2 .STRING "U.K. 2" .BYTE 0 .EVEN UK_3 .STRING "U.K. 3 ELECT." .BYTE 0 .EVEN ;UK_4 .STRING "U.K. ELEC W/CCU" ; .BYTE 0 ; .EVEN SP_1 .STRING "SPAIN 1" .BYTE 0 .EVEN ;SP_2 .STRING "SPAIN 2" ; .BYTE 0 ; .EVEN AUS_1 .STRING "AUSTRALIA 1" .BYTE 0 .EVEN ;AUS_2 .STRING "AUSTRALIA 2" ; .BYTE 0 ; .EVEN JAP_1 .STRING "JAPAN 1" .BYTE 0 .EVEN JAP_2 .STRING "JAPAN 2" .BYTE 0 .EVEN ASTA_1 .STRING "AUSTRIA 1" .BYTE 0 .EVEN ;ASTA_2 .STRING "AUSTRIA 2" ; .BYTE 0 ; .EVEN BEL_1 .STRING "BELGIUM 1 EL." .BYTE 0 .EVEN BEL_2 .STRING "BELGIUM 2" .BYTE 0 .EVEN ;BEL_3 .STRING "BELGIUM 3" ; .BYTE 0 ; .EVEN SWED_1 .STRING "SWEDEN" .BYTE 0 .EVEN NZ_1 .STRING "NEW ZEALAND 1" .BYTE 0 .EVEN ;NZ_2 .STRING "NEW ZEALAND 2" ; .BYTE 0 ; .EVEN NETH .STRING "NETHERLANDS" .BYTE 0 .EVEN FINLAND .STRING "FINLAND" .BYTE 0 .EVEN ; NORWAY .STRING "NORWAY" .BYTE 0 .EVEN ; DENMARK .STRING "DENMARK" .BYTE 0 .EVEN ; ;ANTILLES .STRING "ANTILLES" ; .BYTE 0 .EVEN * * THIS SECTION IS A POINTER TO STRING LISTS * FOR THE "CURRENT SETTING" BOX. * * * 1 COIN / 1 CREDIT Q_Q .LONG C11 ;THIS POINTS AT MESSAGE .LONG 0 ;THIS ENDS LIST * * 2 COINS / 1 CREDIT * C2_PERC .LONG C21 .LONG 0 * * 2 COINS / 1 CREDIT * 3 COINS / 2 CREDIT * 4 COINS / 3 CREDITS * DOLLAR_3 .LONG C21 .LONG C43 .LONG 0 U1Q4D .LONG C11 ;THIS POINTS AT MESSAGE .LONG DOLL4 ;4 FOR A DOLLAR .LONG 0 UFS2D .LONG C21 ;THIS POINTS AT MESSAGE .LONG DOLL2 ;2 FOR A DOLLAR .LONG 0 UFS3D .LONG C21 ;THIS POINTS AT MESSAGE .LONG DOLL3 ;3 FOR A DOLLAR .LONG 0 UFS4D .LONG C21 ;THIS POINTS AT MESSAGE .LONG DOLL4 ;4 FOR A DOLLAR .LONG 0 * * 1 PLAY 1/DM * 5 PLAY 5/DM * DM_5 .LONG DM11 .LONG DM55 .LONG 0 DM_6 .LONG DM11 .LONG DM65 .LONG 0 DM_7 .LONG DM11 .LONG DM75 .LONG 0 DM_8 .LONG DM11 .LONG DM85 .LONG 0 SFRANC_6 .LONG SFRANC11 .LONG SFRANC65 .LONG 0 SFRANC_7 .LONG SFRANC11 .LONG SFRANC75 .LONG 0 SFRANC_8 .LONG SFRANC11 .LONG SFRANC85 .LONG 0 * * 2 PLAYS 5F / 5 PLAYS 10F * FIVE_10 .LONG F25 .LONG F510 .LONG 0 FIVE_10_11 .LONG F25 .LONG F510 .LONG F1120 .LONG 0 FOUR_10 .LONG F25 .LONG F410 .LONG 0 FOUR_10_9 .LONG F25 .LONG F410 .LONG F4109 .LONG 0 THREE_10 .LONG F15 .LONG F310 .LONG 0 THREE_10_7 .LONG F15 .LONG F310 .LONG F4107 .LONG 0 TWO_10 .LONG F15 .LONG F210 .LONG 0 TWO_10_5 .LONG F15 .LONG F210 .LONG F4105 .LONG 0 F1325 .LONG F3X1F .LONG F2F5 .LONG 0 F13255 .LONG F3X1F .LONG F2F5 .LONG F52X5 .LONG 0 F1235 .LONG F2X1F .LONG F3F5 .LONG 0 F12355 .LONG F2X1F .LONG F3F5 .LONG F72X5 .LONG 0 FELEC .LONG F3X1F .LONG F25510 .LONG 0 * * 500 LIRE * P1500L .LONG P1500L_P .LONG 0 * * 1 PLAY / 20 P 3 PLAYS 50 P * UK_120 .LONG UK_1201 .LONG UK_1202 .LONG 0 UK_220 .LONG UK_2201 .LONG UK_2202 .LONG 0 UK_320 .LONG UK_3201 ; .LONG UK_3202 .LONG UK_3203 .LONG 0 SP_4100 .LONG SP_11 .LONG SP_44 .LONG 0 SP_5100 .LONG SP_11 .LONG SP_54 .LONG 0 AU_60 .LONG AU_36 .LONG AU_2D .LONG 0 AU_100 .LONG AU_520 .LONG AU_1D .LONG AU_32D .LONG 0 JAP_100 .LONG JAP_101 .LONG 0 JAP_200 .LONG JAP_201 .LONG 0 ASTA_10 .LONG ASTA101 .LONG ASTA102 .LONG 0 ASTA_15 .LONG ASTA151 .LONG ASTA152 .LONG 0 BEL_120 .LONG BEL_1201 .LONG 0 BEL_220 .LONG BEL_2201 .LONG 0 BEL_320 .LONG BEL_3201 .LONG 0 BEL_3275 .LONG BEL_3201 .LONG BEL_75 .LONG 0 SWED_2X5 .LONG SWED_S51 .LONG SWED_S52 .LONG 0 NZ_12 .LONG NZ_121 .LONG 0 NZ_13 .LONG NZ_131 .LONG 0 NETH_HF .LONG HF_11 .LONG HF_32 .LONG 0 FINMKA .LONG FIN_1 .LONG FIN_2 .LONG 0 KR_LIST .LONG NOR_12 .LONG NOR_35 .LONG 0 DKR_LIST .LONG DEN_12 .LONG DEN_35 ; .LONG DEN_710 .LONG 0 ANT_LIST .LONG ANT1P25 .LONG ANT4DOL .LONG 0 C11 .STRING "1 CREDIT / 1 COIN" .BYTE 0 .EVEN C21 .STRING "1 CREDIT / 2 COINS" .BYTE 0 .EVEN C43 .STRING "3 CREDITS / 4 COINS" .BYTE 0 .EVEN C44 .STRING "4 CREDITS / 4 COINS" .BYTE 0 .EVEN DOLL2 .STRING "2 CREDITS / $1.00" .BYTE 0 .EVEN DOLL3 .STRING "3 CREDITS / $1.00" .BYTE 0 .EVEN DOLL4 .STRING "4 CREDITS / $1.00" .BYTE 0 .EVEN DM11 .STRING "1 CREDIT / 1 DM" .BYTE 0 .EVEN DM55 .STRING "5 CREDITS / 5 DM" .BYTE 0 .EVEN DM65 .STRING "6 CREDITS / 5 DM" .BYTE 0 .EVEN DM75 .STRING "7 CREDITS / 5 DM" .BYTE 0 .EVEN DM85 .STRING "8 CREDITS / 5 DM" .BYTE 0 .EVEN F3F5 .STRING "3 CREDITS / 5F" .BYTE 0 .EVEN F2F5 F25 .STRING "2 CREDITS / 5F" .BYTE 0 .EVEN F15 .STRING "1 CREDIT / 5F" .BYTE 0 .EVEN F510 .STRING "5 CREDITS / 10F" .BYTE 0 .EVEN F1120 .STRING "11 CREDITS / 2 X 10F" .BYTE 0 .EVEN F4109 .STRING "9 CREDITS / 2 X 10F" .BYTE 0 .EVEN F4107 .STRING "7 CREDITS / 2 X 10F" .BYTE 0 .EVEN F4105 .STRING "5 CREDITS / 2 X 10F" .BYTE 0 .EVEN F410 .STRING "4 CREDITS / 10F" .BYTE 0 .EVEN F310 .STRING "3 CREDITS / 10F" .BYTE 0 .EVEN F210 .STRING "2 CREDITS / 10F" .BYTE 0 .EVEN F3X1F .STRING "1 CREDIT / 3 X 1F" .BYTE 0 .EVEN F25510 .STRING " 2 CRED/ 5F 5 CRED/ 10F" .BYTE 0 .EVEN F2X1F .STRING "1 CREDIT / 2 X 1F" .BYTE 0 .EVEN F52X5 .STRING "5 CREDITS / 2 X 5F" .BYTE 0 .EVEN F72X5 .STRING "7 CREDITS / 2 X 5F" .BYTE 0 .EVEN SFRANC11 .STRING "1 CREDIT / 1F" .BYTE 0 .EVEN SFRANC65 .STRING "6 CREDITS / 5F" .BYTE 0 .EVEN SFRANC75 .STRING "7 CREDITS / 5F" .BYTE 0 .EVEN SFRANC85 .STRING "8 CREDITS / 5F" .BYTE 0 .EVEN P1500L_P .STRING "1 CREDIT / 500 LIRE" .BYTE 0 .EVEN UK_1201 .STRING "1 CREDIT / 20 P" .BYTE 0 .EVEN UK_1202 .STRING "3 CREDITS / 50 P" .BYTE 0 .EVEN UK_2201 .STRING "2 CREDITS / 20 P" .BYTE 0 .EVEN UK_2202 .STRING "5 CREDITS / 50 P" .BYTE 0 .EVEN UK_3201 .STRING "1 CREDIT/30P 2 CREDITS/50P" .BYTE 0 .EVEN ;UK_3202 .STRING "2 CREDITS / 50 P" ; .BYTE 0 ; .EVEN UK_3203 .STRING "4 CREDITS / L1.00" .BYTE 0 .EVEN SP_11 .STRING "1 CREDIT / 25 PESETA" .BYTE 0 .EVEN SP_44 .STRING "4 CREDITS / 100 PESETA" .BYTE 0 .EVEN SP_54 .STRING "5 CREDITS / 100 PESETA" .BYTE 0 .EVEN NZ_131 AU_36 .STRING "1 CREDIT / 3 X 20 CENTS" .BYTE 0 .EVEN AU_2D .STRING "2 CREDITS / $ 1.00" .BYTE 0 .EVEN AU_520 .STRING "1 CREDIT / 5 X 20 CENTS" .BYTE 0 .EVEN AU_1D .STRING "1 CREDIT / $ 1.00" .BYTE 0 .EVEN AU_32D .STRING "3 CREDITS / $ 2.00" .BYTE 0 .EVEN JAP_101 .STRING "1 CREDIT / 100 YEN" .BYTE 0 .EVEN JAP_201 .STRING "2 CREDITS / 100 YEN" .BYTE 0 .EVEN ASTA101 .STRING "1 CREDIT / 2 X 5 SCHILLING" .BYTE 0 .EVEN ASTA102 .STRING "3 CREDITS / 2 X 10 SCHILLING" .BYTE 0 .EVEN ASTA151 .STRING "1 CREDIT / 5 SCHILLING" .BYTE 0 .EVEN ASTA152 .STRING "2 CREDITS / 10 SCHILLING" .BYTE 0 .EVEN BEL_1201 .STRING "1 CREDIT / 2OF" .BYTE 0 .EVEN BEL_2201 .STRING "2 CREDITS / 2OF" .BYTE 0 .EVEN BEL_3201 .STRING "3 CREDITS / 2OF" .BYTE 0 .EVEN BEL_75 .STRING "7 CREDITS / 50F",0 .EVEN SWED_S51 .STRING "1 CREDIT / 3 X 1 KRONA" .BYTE 0 .EVEN SWED_S52 .STRING "2 CREDITS / 5 KRONA" .BYTE 0 .EVEN NZ_121 .STRING "1 CREDIT / 2 X 20 CENTS" .BYTE 0 .EVEN HF_11 .STRING "1 CREDIT / 1 HFI" .BYTE 0 .EVEN HF_32 .STRING "3 CREDITS / 2.5 HFI" .BYTE 0 .EVEN FIN_1 .STRING "1 CREDIT / 2 X 1 MARKKA" .BYTE 0 .EVEN FIN_2 .STRING "3 CREDIT / 5 MARKKA" .BYTE 0 .EVEN DEN_12 NOR_12 .STRING "1 CREDIT / 2 X 1 KRONE" .BYTE 0 .EVEN NOR_35 .STRING "3 CREDITS / 5 X 1 KRONE" .BYTE 0 .EVEN DEN_35 .STRING "3 CR/5 KRONE 7 CR/2X5 KRONE" .BYTE 0 .EVEN ;DEN_710 .STRING "7 CREDITS / 2 X 5 KRONE" ; .BYTE 0 ; .EVEN ANT1P25 .STRING "1 CREDIT / 25 CENTS" .BYTE 0 .EVEN ANT4DOL .STRING "4 CREDITS / 1 GUILDER" .BYTE 0 .EVEN ************************************************************************** * * * COIN SLOT TITLES * * * ************************************************************************** USA_QQ .STRING "25 CENT 25 CENT" .BYTE 0 .EVEN ;USA_QDQ .STRING "25 CENT $1.00 25 CENT" ; .BYTE 0 ; .EVEN GERMAN_15 .STRING "1 DM 5 DM" .BYTE 0 .EVEN GERMAN_3EL .STRING "5 DM 2 DM 1 DM" .BYTE 0 .EVEN FRENCH510 .STRING "5 F 10 F" .BYTE 0 .EVEN FRENCH1510 .STRING "1 F 5 F 10 F" .BYTE 0 .EVEN FRENCH1F5F SWISS15 .STRING "1 F 5 F" .BYTE 0 .EVEN ITALYLIRE .STRING "500 LIRE 500 LIRE" .BYTE 0 .EVEN UK2050 .STRING "20 P 50 P" .BYTE 0 .EVEN UK_ELEC .STRING "L1.00 50P 20P 10P" .BYTE 0 .EVEN ;UK_CCU .STRING "CCU ON LEFT SLOT " ; .BYTE 0 ; .EVEN PESETA25 .STRING "25 PESETA 100 PESETA" .BYTE 0 .EVEN AUST20C .STRING "20 CENT $ 1.00" .BYTE 0 .EVEN YEN100 .STRING "100 YEN 100 YEN" .BYTE 0 .EVEN SHILL510 .STRING "5 SCHILLING 10 SCHILLING" .BYTE 0 .EVEN FRANC20 .STRING "20 F 20 F" .BYTE 0 .EVEN F52050 .STRING "50 F 20 F 5 F" .BYTE 0 .EVEN KRONA5 .STRING "1 KRONA 5 KRONA" .BYTE 0 .EVEN NZ20 .STRING "20 CENT 20 CENT" .BYTE 0 .EVEN HFSLOT .STRING "1 HFI 2.5 HFI" .BYTE 0 .EVEN MKSLOT .STRING "1 MARKKA 1 MARKKA" .BYTE 0 .EVEN NKRSLOT .STRING "1 KRONE 1 KRONE" .BYTE 0 .EVEN DKRSLOT .STRING "1 KRONE 5 KRONE" .BYTE 0 .EVEN ANTSLOT .STRING "25 CENTS 1 GUILDER" .BYTE 0 .EVEN ************************************************************************** * * * MENU DESCRIPTORS * * * ************************************************************************** * * MAIN TEST MENU * MEN_MAIN .LONG RD7FONT ;FONT .LONG STRCNRM ;CENTER PLEASE .LONG MESSMAIN ;TITLE .WORD ROBO_WHITE ;COLOR OF TITLE .WORD MENU_X ;UL X .WORD MENU_Y-3 ;UL Y .WORD MENU_DY ;VERTICAL SPACING .WORD ROBO_WHITE ;COLOR WHEN NOT SELECTED .WORD 16 ;HEIGHT OF SELECTION BAR .WORD -4 ;DISTANCE OF BAR FROM TOP OF TEXT (NEGATIVE) .WORD BAR_DX ;EXTRA X ON EACH SIDE. .WORD BAR_WID ;WIDTH OF BAR! .WORD ROBO_DECAY ;TEXT COLOR OF SELECTED ITEM .LONG MESS_DIAG,GO_DIAG,DIAG_HELP .LONG MESS_COIN_AUD,GO_BOOK,COIN_HELP .LONG MESS_GAME_AUD,GO_AUD,AUDIT_HELP .LONG MESS_GAME_ADJ,GO_ADJ,ADJUST_HELP .LONG MESS_UTIL,GO_UTIL,UTIL_HELP .LONG MESS_EXIT,0,EXIT_HELP ;SPECIAL CASE! .LONG 0 ;END * * UTILITES MENU GOES LEFT OF CENTER * UM_WID EQU 206 UM_X EQU TIT_ULX+GAP+MB_XWID+(UM_WID/2)+C_KLUDGE MEN_UTIL .LONG RD7FONT ;FONT .LONG STRCNRM ;CENTER PLEASE .LONG MESSUTIL ;TITLE .WORD ROBO_PINK ;COLOR OF TITLE .WORD UM_X ;UL X .WORD MENU_Y-3 ;UL Y .WORD 20 ;VERTICAL SPACING .WORD ROBO_PINK ;COLOR WHEN NOT SELECTED .WORD 16 ;HEIGHT OF SELECTION BAR .WORD -4 ;DISTANCE OF BAR FROM TOP OF TEXT (NEGATIVE) .WORD BAR_DX ;EXTRA X ON EACH SIDE. .WORD UM_WID ;WIDTH OF BAR! .WORD ROBO_DECAY ;TEXT COLOR OF SELECTED ITEM .LONG MESS_CLCRED,DO_CLCRED,CLCRED_HELP .LONG MESS_CLCOIN,DO_CLCOIN,CLCOIN_HELP .LONG MESS_CLAUD,DO_CLAUD,CLAUD_HELP .LONG MESS_HSRES,DO_HSRES,HSRES_HELP .LONG MESS_DEF_ADJ,DO_DEF_ADJ,DEF_ADJ_HELP .LONG MESS_FACSET,DO_FACSET,FACSET_HELP .LONG MESS_MM,0,BLNK_HELP ;RETURN TO MAIN MENU .LONG 0 ;END * * DIAGNOSTIC TESTS MENU * MEN_DIAG .LONG RD7FONT ;FONT .LONG STRCNRM ;CENTER PLEASE .LONG MESSDIAG ;TITLE .WORD ROBO_RED ;COLOR OF TITLE .WORD 200 ;UL X .WORD MENU_Y-3 ;UL Y .WORD 20 ;VERTICAL SPACING .WORD ROBO_RED ;COLOR WHEN NOT SELECTED .WORD 16 ;HEIGHT OF SELECTION BAR .WORD -4 ;DISTANCE OF BAR FROM TOP OF TEXT (NEGATIVE) .WORD BAR_DX ;EXTRA X ON EACH SIDE. .WORD 195 ;WIDTH OF BAR! (A LITTLE FATTER) .WORD ROBO_DECAY ;TEXT COLOR OF SELECTED ITEM .LONG MESS_SWTEST,GO_SWTEST,BLNK_HELP ; .LONG MESS_ROMTEST,GO_ROMTEST,BLNK_HELP ROM_LEV EQU 3 ;TEST NUMBER FOLLOWING ROM TEST .LONG MESS_CPUTEST,GO_CPUTEST,BLNK_HELP RTR_LEV EQU 4 ;TEST NUMBER FOLLOWING CPU TEST (FOR RETURN) .LONG M_STEST,GO_STEST,BLNK_HELP .LONG MESS_PATTERNS,GO_PATTERNS,BLNK_HELP .LONG MESS_BURN,DO_BURN,BLNK_HELP .LONG MESS_MM,0,BLNK_HELP ;RETURN TO MAIN MENU .LONG 0 STM_WID EQU 250 * * PRESS ANY BUTTON TO CONTINUE * ANY_MENU .LONG RD7FONT ;FONT .LONG STRCNRM ;CENTER PLEASE .LONG 0 ;TITLE .WORD 0 ;COLOR OF TITLE .WORD 200 ;UL X .WORD 200 ;UL Y .WORD MENU_DY ;VERTICAL SPACING .WORD ROBO_CYAN ;COLOR WHEN NOT SELECTED .WORD BAR_HITE ;HEIGHT OF SELECTION BAR .WORD -12 ;DISTANCE OF BAR FROM TOP OF TEXT (NEGATIVE) .WORD BAR_DX ;EXTRA X ON EACH SIDE. .WORD 234 ;WIDTH OF BAR! .WORD ROBO_DECAY ;TEXT COLOR OF SELECTED ITEM .LONG MESS_ANY,0,NO_HELP .LONG 0 * * MONITOR PATTERNS * MEN_PATTERNS .LONG RD7FONT ;FONT .LONG STRCNRM ;CENTER PLEASE .LONG MESSPAT ;TITLE .WORD ROBO_YELLOW ;COLOR OF TITLE .WORD 200 ;UL X (CENTER IT!) .WORD MENU_Y-3 ;UL Y .WORD 23 ;VERTICAL SPACING .WORD ROBO_YELLOW ;COLOR WHEN NOT SELECTED .WORD 16 ;HEIGHT OF SELECTION BAR .WORD -4 ;DISTANCE OF BAR FROM TOP OF TEXT (NEGATIVE) .WORD BAR_DX ;EXTRA X ON EACH SIDE. .WORD 234 ;WIDTH OF BAR! .WORD ROBO_DECAY ;TEXT COLOR OF SELECTED ITEM .LONG MESS_RED,GO_RED,BLNK_HELP .LONG MESS_GREEN,GO_GREEN,BLNK_HELP .LONG MESS_BLUE,GO_BLUE,BLNK_HELP .LONG MESS_BARS,GO_BARS,BLNK_HELP .LONG MESS_CROSS,GO_CROSS,BLNK_HELP .LONG MESS_DIAGM,0,BLNK_HELP .LONG MESS_MM,FORCE_MAIN,NO_HELP ;RETURN TO MAIN MENU .LONG 0 * * DETAILED COINAGE AVAILABLE (ON 1ST COINAGE PAGE) * MEN_DETAIL .LONG RD7FONT ;FONT .LONG STRCNRM ;CENTER PLEASE .LONG MESSPAT ;TITLE .WORD ROBO_YELLOW ;COLOR OF TITLE .WORD 200 ;UL X (CENTER IT!) .WORD 224 ;UL Y .WORD 12 ;VERTICAL SPACING .WORD ROBO_CYAN ;COLOR WHEN NOT SELECTED .WORD 10 ;HEIGHT OF SELECTION BAR .WORD -1 ;DISTANCE OF BAR FROM TOP OF TEXT (NEGATIVE) .WORD BAR_DX ;EXTRA X ON EACH SIDE. .WORD 157 ;WIDTH OF BAR! .WORD ROBO_DECAY ;TEXT COLOR OF SELECTED ITEM ; .LONG MESS_DETAIL,0,NO_HELP ;DETAILED SECTION .LONG MESS_MM,FORCE_MAIN,NO_HELP ;RETURN TO MAIN MENU .LONG MESS_MM,FORCE_MAIN,NO_HELP ;RETURN TO MAIN MENU .LONG 0 * * YES/NO (FOR ARE YOU SURE?) * MEN_YN .LONG RD7FONT ;FONT .LONG STRCNRM ;CENTER PLEASE .LONG MESSDIAG ;TITLE .WORD ROBO_RED ;COLOR OF TITLE .WORD 200 ;UL X .WORD 166 ;UL Y .WORD 19 ;VERTICAL SPACING .WORD ROBO_YELLOW ;COLOR WHEN NOT SELECTED .WORD 16 ;HEIGHT OF SELECTION BAR .WORD -4 ;DISTANCE OF BAR FROM TOP OF TEXT (NEGATIVE) .WORD BAR_DX ;EXTRA X ON EACH SIDE. .WORD 78 ;WIDTH OF BAR! (A LITTLE FATTER) .WORD ROBO_DECAY ;TEXT COLOR OF SELECTED ITEM .LONG MESS_YES,0,NO_HELP .LONG MESS_NO,0,NO_HELP .LONG 0 * * NEXT AUDIT PAGE * MEN_AP1 .LONG RD7FONT ;FONT .LONG STRCNRM ;CENTER PLEASE .LONG MESSPAT ;TITLE .WORD ROBO_YELLOW ;COLOR OF TITLE .WORD 200 ;UL X (CENTER IT!) .WORD 226 ;UL Y .WORD 12 ;VERTICAL SPACING .WORD ROBO_CYAN ;COLOR WHEN NOT SELECTED .WORD 10 ;HEIGHT OF SELECTION BAR .WORD -1 ;DISTANCE OF BAR FROM TOP OF TEXT (NEGATIVE) .WORD BAR_DX ;EXTRA X ON EACH SIDE. .WORD 157 ;WIDTH OF BAR! .WORD ROBO_DECAY ;TEXT COLOR OF SELECTED ITEM .LONG MESS_TOPAGE2,0,NO_HELP ;DETAILED SECTION .LONG MESS_MM,FORCE_MAIN,NO_HELP ;RETURN TO MAIN MENU .LONG 0 * * PREVIOUS AUDIT PAGE? (ON 2ND GAME AUDIT PAGE) * MEN_AP2 .LONG RD7FONT ;FONT .LONG STRCNRM ;CENTER PLEASE .LONG MESSPAT ;TITLE .WORD ROBO_YELLOW ;COLOR OF TITLE .WORD 200 ;UL X (CENTER IT!) .WORD 226 ;UL Y .WORD 12 ;VERTICAL SPACING .WORD ROBO_CYAN ;COLOR WHEN NOT SELECTED .WORD 10 ;HEIGHT OF SELECTION BAR .WORD -1 ;DISTANCE OF BAR FROM TOP OF TEXT (NEGATIVE) .WORD BAR_DX ;EXTRA X ON EACH SIDE. .WORD 157 ;WIDTH OF BAR! .WORD ROBO_DECAY ;TEXT COLOR OF SELECTED ITEM .LONG MESS_BACKP1,0,NO_HELP ;DETAILED SECTION .LONG MESS_MM,FORCE_MAIN,NO_HELP ;RETURN TO MAIN MENU .LONG 0 ************************************************************************** * * * HELP MENUS FOR MAIN MENU * * * ************************************************************************** * HM_JUST 0 = CENTER 1 = LEFT * HM_COLOR * HM_ENTS * DIAG_HELP .WORD 0 ;CENTER JUSTIFY .WORD ROBO_PINK ;COLOR .WORD 5 ;# ENTRIES .LONG MESS_SWTEST .LONG MESS_CPUTEST .LONG M_STEST .LONG MESS_PATTERNS .LONG U_BURNIN COIN_HELP .WORD 0 ;CENTER JUSTIFY .WORD ROBO_PINK ;COLOR .WORD 3 ;2 ENTRIES .LONG CH_0 .LONG CH_1 .LONG CH_2 AUDIT_HELP .WORD 0 ;CENTER JUSTIFY .WORD ROBO_PINK ;COLOR .WORD 2 ;2 ENTRIES .LONG AH_1 .LONG AH_2 ADJUST_HELP .WORD 0 ;CENTER JUSTIFY .WORD ROBO_PINK ;COLOR .WORD 3 ;3 ENTRIES .LONG AD_1 .LONG AD_2 .LONG AD_3 UTIL_HELP .WORD 0 ;CENTER JUSTIFY .WORD ROBO_PINK ;COLOR .WORD 5 ;6 ENTRIES .LONG U_CLR_CRED .LONG U_CLR_COIN .LONG U_CLR_AUD .LONG U_HSRESET .LONG U_FACTORY EXIT_HELP .WORD 0 ;CENTER JUSTIFY .WORD ROBO_PINK ;COLOR .WORD 1 ;1 ENTRY .LONG U_END * * HELP FOR UTILITY MENU * CLCRED_HELP .WORD 0 ;CENTER JUSTIFY .WORD ROBO_CYAN ;COLOR .WORD 3 ;2 ENTRIES .LONG MEH_CLCRED1 .LONG MEH_CLCRED2 .LONG MEH_CLCRED3 CLCOIN_HELP .WORD 0 ;CENTER JUSTIFY .WORD ROBO_CYAN ;COLOR .WORD 4 ;2 ENTRIES .LONG MEH_CLCOIN1 .LONG MEH_CLCOIN2 .LONG MEH_CLCOIN3 .LONG MEH_CLCOIN4 CLAUD_HELP .WORD 0 ;CENTER JUSTIFY .WORD ROBO_CYAN ;COLOR .WORD 2 ;2 ENTRIES .LONG MEH_CLAUD1 .LONG MEH_CLAUD2 HSRES_HELP .WORD 0 ;CENTER JUSTIFY .WORD ROBO_CYAN ;COLOR .WORD 3 ;2 ENTRIES .LONG MEH_RESHS1 .LONG MEH_RESHS2 .LONG MEH_RESHS3 DEF_ADJ_HELP .WORD 0 ;CENTER JUSTIFY .WORD ROBO_CYAN ;COLOR .WORD 4 ;2 ENTRIES .LONG MEH_DEFA1 .LONG MEH_DEFA2 .LONG MEH_DEFA3 .LONG MEH_DEFA4 FACSET_HELP .WORD 0 ;CENTER JUSTIFY .WORD ROBO_CYAN ;COLOR .WORD 6 ;2 ENTRIES .LONG MEH_FAC1 .LONG MEH_FAC2 .LONG MEH_FAC3 .LONG MEH_FAC4 .LONG MEH_FAC5 .LONG MEH_FAC6 ************************************************************************** * * * TEXT STRINGS * * * ************************************************************************** MESS_YES .STRING "YES" .BYTE 0 .EVEN MESS_NO .STRING "NO" .BYTE 0 .EVEN ;MESS_CLEAR_SUBS ; .STRING "CLEAR SUBTOTALS" ; .BYTE 0 ; .EVEN ; ;MESS_SUBS_CLEAR ; .STRING "SUBTOTALS CLEARED" ; .BYTE 0 ; .EVEN MESS_TOPAGE2 .STRING "NEXT AUDIT PAGE" .BYTE 0 .EVEN MESS_BACKP1 .STRING "PREVIOUS AUDIT PAGE" .BYTE 0 .EVEN MESS_ANY .STRING "ANY BUTTON TO CONTINUE" .BYTE 0 .EVEN MESS_MM .STRING "RETURN TO MAIN MENU" .BYTE 0 .EVEN MESSDIAG ;THIS IS TITLE OF PAGE MESS_DIAG .STRING "DIAGNOSTIC TESTS" .BYTE 0 .EVEN MESS_COIN_AUD .STRING "COIN BOOKKEEPING" .BYTE 0 .EVEN MESS_GAME_AUD .STRING "GAME AUDITS" .BYTE 0 .EVEN MESS_GAME_ADJ .STRING "GAME ADJUSTMENT" .BYTE 0 .EVEN MESS_UTIL .STRING "UTILITIES" .BYTE 0 .EVEN MESS_EXIT .STRING "EXIT TO GAME OVER" .BYTE 0 .EVEN CH_0 .STRING "VIEW COINBOX" .BYTE 0 .EVEN CH_1 .STRING "TOTALS AND" .BYTE 0 .EVEN CH_2 .STRING "GAMEPLAY COUNTERS" .BYTE 0 .EVEN AH_1 .STRING "VIEW GAME" .BYTE 0 .EVEN AH_2 .STRING "PLAY STATISTICS" .BYTE 0 .EVEN AD_1 .STRING "MAKE CHANGES" .BYTE 0 .EVEN AD_2 .STRING "TO PRICING AND" .BYTE 0 .EVEN AD_3 .STRING "GAME DIFFICULTY" .BYTE 0 .EVEN MESS_CLCRED U_CLR_CRED .STRING "CLEAR CREDITS" .BYTE 0 .EVEN MESS_CCCONF .STRING "CREDITS CLEARED" .BYTE 0 .EVEN MESS_CLCOIN U_CLR_COIN .STRING "CLEAR COIN COUNTERS" .BYTE 0 .EVEN MESS_CLAUD U_CLR_AUD .STRING "CLEAR GAME AUDITS" .BYTE 0 .EVEN MESS_HSRESET U_HSRESET .STRING "RESET HIGH SCORES" .BYTE 0 .EVEN MESS_HSRES .STRING "RESET HIGH SCORES" .BYTE 0 .EVEN ;M_OPMESS_TIT ;U_OPMESS .STRING "OPERATOR MESSAGE" ; .BYTE 0 ; .EVEN ;M_SET_OMESS ;;MESS_OPMESS .STRING "SET OPERATOR MESSAGE" ; .BYTE 0 ; .EVEN U_BURNIN .STRING "BURN-IN TEST" .BYTE 0 .EVEN MESS_BURN .STRING "RUN BURN-IN TEST" .BYTE 0 .EVEN MESS_DEF_ADJ .STRING "DEFAULT ADJUSTMENTS" .BYTE 0 .EVEN U_FACTORY .STRING "FACTORY SETTINGS" .BYTE 0 .EVEN MESS_FACSET .STRING "FULL FACTORY RESTORE" .BYTE 0 .EVEN U_END .STRING "END TESTING" .BYTE 0 .EVEN MESS_SWTEST .STRING "SWITCH TEST" .BYTE 0 .EVEN MESS_CPUTEST .STRING "CPU BOARD TEST" .BYTE 0 .EVEN M_STEST .STRING "SOUND BOARD TEST" .BYTE 0 .EVEN MESSPAT ;HEADER TITLE MESS_PATTERNS .STRING "MONITOR PATTERNS" .BYTE 0 .EVEN MESS_RED .STRING "RED SCREEN" .BYTE 0 .EVEN MESS_GREEN .STRING "GREEN SCREEN" .BYTE 0 .EVEN MESS_BLUE .STRING "BLUE SCREEN" .BYTE 0 .EVEN MESS_BARS .STRING "COLOR BARS" .BYTE 0 .EVEN MESS_CROSS .STRING "CROSSHATCH PATTERN" .BYTE 0 .EVEN MESS_DIAGM .STRING "BACK TO DIAGNOSTICS MENU" .BYTE 0 .EVEN * ON FULL RESTORE....THE FOLLOWING IS PRINTED. MESS_RESET MESS_MAC RD7FONT,SPACING20,200,80,ROBO_RED,STRCNRM,0 MESS_FACFAIL .STRING "FAILURE IN CMOS RAM" .BYTE 0,0 .EVEN MESS_FFSCONF MESS_FAC MESS_MAC RD7FONT,SPACING20,200,96,ROBO_WHITE,STRCNRM,0 MESS_DEFCONF .STRING "DEFAULT ADJUSTMENTS RESTORED." .BYTE 0,1 .EVEN MESS_MAC RD7FONT,SPACING20,200,112,ROBO_YELLOW,STRCNRM,0 MESS_CCNCONF .STRING "COIN COUNTERS CLEARED." .BYTE 0,1 ;0 = END OF STRING...1 = MORE MESSAGES! .EVEN MESS_MAC RD7FONT,SPACING20,200,128,ROBO_ORANGE,STRCNRM,0 MESS_CAUDCONF .STRING "GAME AUDITS CLEARED." .BYTE 0,1 .EVEN MESS_MAC RD7FONT,SPACING20,200,144,ROBO_CYAN,STRCNRM,0 MESS_HSRCONF .STRING "HIGH SCORE TABLE RESET." .BYTE 0,0 .EVEN MESS_CANCELLED .STRING "CANCELLED" .BYTE 0 .EVEN CIN_X EQU (TIT_ULX+TIT_LRX)/2 CR_X EQU CIN_X-34 CIN_Y EQU 86 CIY1 EQU CIN_Y+14 CIY2 EQU CIY1+15 CIY3 EQU CIY2+25 CIY4 EQU CIY3+25 .EVEN ;MES_DEST .STRING "ROBO DESIGN TEAM" ; .BYTE 0 ; .EVEN M_TEAM MESS_MAC RD7FONT,SPACING20,200,67,ROBO_LF,STRCNRM,0 .STRING "SMASH TEAM: M. TURMELL, J. TOBIAS" .BYTE 0,1 MESS_MAC RD7FONT,SPACING20,200,97,ROBO_LF,STRCNRM,0 .STRING " E. JARVIS, T. COMAN, J. HEY" .BYTE 0,0 ;M_TEAM MESS_MAC RD7FONT,SPACING20,200,67,ROBO_WHITE,STRCNRM,0 ; .STRING "FROM THE WEST COAST OFFICE" ; .BYTE 0,1 ; MESS_MAC RD7FONT,SPACING20,200,97,ROBO_WHITE,STRCNRM,0 ; .STRING "MARK TURMELL " ; .BYTE 0,1 ; MESS_MAC RD7FONT,SPACING20,200,107,ROBO_WHITE,STRCNRM,0 ; .STRING "JOHN TOBIAS " ; .BYTE 0,1 ; MESS_MAC RD7FONT,SPACING20,200,117,ROBO_WHITE,STRCNRM,0 ; .STRING "TIM COMAN " ; .BYTE 0,1 ; MESS_MAC RD7FONT,SPACING20,200,127,ROBO_WHITE,STRCNRM,0 ; .STRING "EUGENE JARVIS " ; .BYTE 0,1 ; MESS_MAC RD7FONT,SPACING20,200,137,ROBO_WHITE,STRCNRM,0 ; .STRING "JON HEY " ; .BYTE 0,0 ************************************************************************** * * * STRINGS FOR UTILITY HELP MENUS * * * ************************************************************************** MEH_CLCRED1 .STRING "REMOVE ANY" .BYTE 0 .EVEN MEH_CLCRED2 .STRING "POSTED CREDITS" .BYTE 0 .EVEN MEH_CLCRED3 .STRING "FROM THE GAME" .BYTE 0 .EVEN MEH_CLCOIN1 .STRING "CLEAR OUT PAID" .BYTE 0 .EVEN MEH_CLCOIN2 .STRING "CREDITS TOTAL" .BYTE 0 .EVEN MEH_CLCOIN3 .STRING "AND THE COIN" .BYTE 0 .EVEN MEH_CLCOIN4 .STRING "SLOT COUNTERS" .BYTE 0 .EVEN MEH_CLAUD1 .STRING "CLEAR GAMEPLAY" .BYTE 0 .EVEN MEH_CLAUD2 .STRING "STATISTICS" .BYTE 0 .EVEN MEH_RESHS1 .STRING "RESET HIGH SCORE" .BYTE 0 .EVEN MEH_RESHS2 .STRING "TABLE TO FACTORY" .BYTE 0 .EVEN MEH_RESHS3 .STRING "DEFAULT VALUES" .BYTE 0 .EVEN MEH_DEFA1 .STRING "SET ALL GAME" .BYTE 0 .EVEN MEH_DEFA2 .STRING "ADJUSTMENTS TO" .BYTE 0 .EVEN MEH_DEFA3 .STRING "THEIR FACTORY" .BYTE 0 .EVEN MEH_DEFA4 .STRING "DEFAULT VALUE" .BYTE 0 .EVEN MEH_FAC1 .STRING "CLEAR AUDITS" .BYTE 0 .EVEN MEH_FAC2 .STRING "COUNTERS." .BYTE 0 .EVEN MEH_FAC3 .STRING "RESET" .BYTE 0 .EVEN MEH_FAC4 .STRING "ADJUSTMENTS" .BYTE 0 .EVEN MEH_FAC5 .STRING "THE HIGH SCORE" .BYTE 0 .EVEN MEH_FAC6 .STRING "TABLE" .BYTE 0 .EVEN ************************************************************************** * * * MAIN MENU NAMES * * * ************************************************************************** MESSMAIN .STRING "SMASH TV TEST MENU" .BYTE 0 .EVEN MESSUTIL .STRING "UTILITY MENU" .BYTE 0 .EVEN .END