total-carnage/MENU.ASM

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2021-04-06 15:15:31 -07:00
**************************************************************
*
* Software: LARRY DEMAR and DR. J
* Initiated: ?
*
* Modified: Shawn Liptak, 11/1/91 -Total carnage
* Shawn Liptak, 1/20/92 -Coinage from T2, Dipswitch
* Shawn Liptak, 1/24/92 -Coinage corrections
*
* COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC.
*
*.Last mod - 3/6/92 16:35
**************************************************************
.FILE 'MENU.ASM'
.TITLE "TEST MENUS"
.WIDTH 132
.OPTION B,D,L,T
.MNOLIST
.INCLUDE "MPROC.EQU"
.INCLUDE "DISP.EQU"
.INCLUDE "\VIDEO\SYS\SYS.INC"
.INCLUDE "IMGTBL.GLO"
.INCLUDE "GAME.EQU"
.INCLUDE "LINK.EQU"
.INCLUDE "MENU.EQU"
.include "shawn.hdr" ;Macros
.TEXT
; IN THIS MODULE
.DEF FACCHECK
.DEF MEN_MAIN,GET_CSPT
.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
; IN TEST.ASM
.REF WDOGDIS,GETFPAL
.REF GEN_MENU,B_MENU
.REF L_MESS,TOP_BOX
.REF GET_AUD
.REF LM_FINIS
.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 LM_SETUP
.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 SWITCHTEST
.REF CPU_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
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
PUSH a0
movk ADJPRICE,a0
CALLA GET_ADJ ;GET THE COIN SELECT NUMBER BEING USED.
CALLR CS_POINT
PULL a0
RETS
**************************************************************************
* CS_POINT - Point at selected entry in the coinage select table
* A0=Offset #
* Rets: A6=*Coinage table
**************************************************************************
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
MOVK 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 != 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
PUSH a6
movk ADJFREPL,a0
CALLA GET_ADJ
jrnz RET_NO ;Free play?
CALLA CK_MAX ;ARE WE AT MAX CREDITS?
JRHS RET_MAX
movk ADJNOCPAG,a0
CALLA GET_ADJ ;CHECK THE ADJUSTMENT
JRNZ CKSPCASE ;WE'RE SET TO SHUT UP.JUST START/CONT
movk 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
CALLR GET_CSPT ;POINT A6 AT CSEL FOR US NOW.
MOVE *A6(CS_PICK),A0 ;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
subk 1,a1
JRZ RET_A0_VAL ;2/1?
addk 3,a0
JRUC RET_A0_VAL ;RETURN THIS!
NOT_2_MODE
CALLR 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
RET_NO CLR A0 ;IT IS FREE PLAY.
CKEXIT CLR A1 ;NO FANCIES YET
CK_BYE PULL a6
move a0,a0 ;Pass Z
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.
subk 1,a0
JRZ TWO_ONE ;YEP...RETURN 2/1
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 - Checks if 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
*
* Z NOT 2/1 OR 2/2 CREDIT MODE
* NZ IS 2/1 OR 2/2 CREDIT MODE
**************************************************************************
CK_2_CRED
MOVI ADJCSTRT,A0
CALLA GET_ADJ ;HOW MANY TO START
subk 2,a0
jrnz c2c20 ;!2 to start?
MOVI ADJCCONT,A0
CALLA GET_ADJ ;GET CONTINUE NUMBER
cmpi 2,a0 ;1 or 2 is what we return
jrhi c2c20 ;>2?
move a0,a0 ;Return NZ (unless its 2/0)
rets
c2c20 clr a0 ;Pass Z
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
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 *
* *
**************************************************************************
gb20 JSRP DO_CLCOIN
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 COIN1_AUDS,A0 ;PUT TABLE UP.
JSRP PRNT_AUD
MOVI AUDLCOIN,A8 ;NOW PRINT MONEY FOR 1ST 3
JSRP PRINT_COL
MOVI COIN2_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
MOVK 2,A9 ;CURSOR ON 1ST ENTRY
JSRP B_MENU ;SEE IF THEY WANT PAGE 2.
CMPI 1,A8 ;DID WE GET 1'ST ENTRY?
jreq gb20
RETP
;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
MOVK 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
MOVK 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
jauc INIT_HSR ;RE-SET THE HIGH SCORE RESET COUNTER
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.
*
clr a0 ;Full
CALLA FAC_SET
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
ADDK BYTE_SIZE,A1 ;PUSH DESTINATION POINTER
BS4
ADDK BYTE_SIZE,A10 ;PUSH SOURCE POINTER
DSJS A2,BSLOOP ;AND FINISH PARSE
*
* A5 NOW POINTS AT LAST NON-BLANK CHARACTER
*
ADDK 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 = <COLOR><PALETTE>
* 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
clr a0
JSRP SWITCHTEST
; CALLA SCRCLR
; CALLA MYOINIT
RETP
dipsw_test
CALLA SCRCLR
movk 1,a0 ;DIP mode
JSRP SWITCHTEST
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
MOVK 1,A9 ;CURSOR ON ENTRY 1
JAUC B_MENU ;DO IT....RETURN WHEN PRESSED.
********************************
* DIAGNOSTIC TESTS
*
* SOUND TEST STUFF
RESETBIT EQU 0FE00H ;THIS IS THE ^RESET BIT
SOUNDBIT EQU 0FD00H ;THIS IS THE SOUND SIDE STROBE
TALKPORT EQU SWITCH+10H ;PORT TO FIND THIS LINE
B_SIRQ EQU 14 ;BIT TO READ FOR SOUND IRQ LINE
SUBR SNDTST
calla SNDRES
calla SCRCLR
move a13,a13
jrnz st60 ;!Auto-cycle?
calla WDOGDIS
movi 3000000,a0
st50 dsjs a0,st50
jruc st70
st60 SLEEPK 10
st70 movi M_STEST,a0 ;Sound test message
movi >4080,a1
clr a2
movi ROBO_WHITE,a3
calla STRNEW1
movi SOUNDBIT,a3 ;Pull sound section interrupt
move a3,@SOUND ;Hit sound
movk 8,a0
dsj a0,$ ;Slow it down a bit
ori >ff00,a3 ;Put out 1's
move a3,@SOUND
movk 8,a0
dsj a0,$
movi 390/3,a3 ;180 micros max firq delay on snd board
st150 movb @TALKPORT+B_SIRQ-7,a0
jrnn st400 ;IRQ on?
dsj a3,st150
movi snderror_s,a0 ;>No IRQ!
movi >5848,a1
clr a2
movi ROBO_RED,a3
calla STRNEW1
move a13,a13
jrnz st250 ;!Auto-cycle?
calla WDOGDIS
st200 move @SWITCH+>10,a0
not a0
andi >24,a0
jrz st200 ;No button?
jruc st500
st250 JSRP WAIT_BUT
jruc st500
st400
movi sndok_s,a0 ;>IRQ OK
movi >5880,a1
clr a2
movi ROBO_GREEN,a3
calla STRNEW1
st500
movi snd_t,a8 ;*Data
movi >7880,a9 ;Y:X
sndtlp
move a8,a0
move a9,a1
clr a2
movi >1212,a3 ;Med blue
calla STRNEW1
move a0,a8
addk 8,a8
movb *a8,a3 ;Sound #
sll 32-8,a3 ;Kill sign extend
srl 32-8,a3
addk 8,a8
calla SNDSND
move a13,a13
jrnz sndslp ;!Auto-cycle?
calla WDOGDIS
movi 3000000,a0
sndauto dsjs a0,sndauto
jruc sndslp1
sndslp
SLEEP 120
sndslp1
addi >1200,a9 ;Next Y
movb *a8,a0
jrnz sndtlp
move a13,a13 ;auto cycle exit
jrz sndx1
RETP
sndx1 rets
snderror_s
.byte "NO SOUND BOARD IRQ LINE DETECTED!",0
sndok_s
.byte "IRQ LINE DETECTED",0
snd_t ;String/Sound code
.byte "TUNE1 -1",0
.byte 1
.byte "NO WAY -E6",0
.byte >e6
.byte "EXPL1 -30",0
.byte >30
.byte "TUNE2 -9",0
.byte 9
.byte "SPIDER BOUNCE -83",0
.byte >83
.byte "MUSIC OFF -0",0
.byte 0
.byte 0 ;End
.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 *
* *
**************************************************************************
APTR AUD_MESS ,0 ;*Text
APTR AUD_ROUTINE ,2 ;*Code to call or 0
WORD AUD_NUMBER ,4 ;Audit number to show or 0
WORD AUD_COLOR ,5 ;Color for this line
LABEL AUD_T_SIZE ,6 ;Size of structure
AMAC $macro mess,rout,audit,color
.long :mess:,:rout:
.word :audit:,:color:
$end
TXTLINE $macro s
.byte :s:,0
.even
$end
AUD_LM EQU TIT_ULX ;SQUARE OFF AUDITS W/ HEADER.
AUD_RM EQU TIT_LRX
AUD_Y_STRT EQU 54
AUD_DY EQU 14
CP2_Y EQU 142 ;PART 2 OF COIN AUDIT PAGE.
********************************
* TOP HALF OF COIN AUDIT PAGE 1 TABLE
COIN_AUDS
.word AUD_Y_STRT,14 ;Y start, Y spacing
.word AUD_LM,AUD_RM ;LFT/RGT margin X
AMAC M_LCOIN,0,AUDLCOIN,ROBO_YELLOW
AMAC M_RCOIN,0,AUDRCOIN,ROBO_YELLOW
; AMAC M_CCOIN,0,AUDCCOIN,ROBO_ORANGE
; AMAC M_XCOIN,0,AUDXCOIN,ROBO_ORANGE
AMAC amst_s,0,AUDBEGIN,ROBO_GREEN ;On parachute
AMAC M_START,STARTS,0,ROBO_GREEN
AMAC M_CONT,CONTINS,0,ROBO_GREEN
.long 0
COIN1_AUDS
.word AUD_Y_STRT+14*5+2,AUD_DY
.word AUD_LM,AUD_RM
AMAC M_PAIDC,0,AUDPAIDC,ROBO_WHITE
.long 0
COIN2_AUDS
.word CP2_Y+AUD_DY+5,AUD_DY ;Y start, Y spacing
.word AUD_LM,AUD_RM ;LFT/RGT margin X
AMAC M_SERV,0,AUDSERV,>1212
AMAC M_PLAYS,DOPLAYS,0,ROBO_YELLOW
AMAC M_HSLEFT,DOHSLEFT,0,ROBO_YELLOW
.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,ROBO_YELLOW
; AMAC M_CONT,CONTINS,0,ROBO_YELLOW
; AMAC M_PLAYS,DOPLAYS,0,ROBO_YELLOW
; AMAC M_HSLEFT,DOHSLEFT,0,ROBO_YELLOW
; .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,ROBO_YELLOW
; AMAC M_CCOIN,0,AUDCCOIN,ROBO_YELLOW
; AMAC M_RCOIN,0,AUDRCOIN,ROBO_YELLOW
; .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,ROBO_YELLOW
; AMAC M_CCOIN,0,AUDCCDC,ROBO_YELLOW
; AMAC M_RCOIN,0,AUDRCDC,ROBO_YELLOW
; .LONG 0
**************************************************************************
* *
* GAME PLAY AUDIT SCREEN *
* *
**************************************************************************
GAME_AUDS
.word 50,10,AUD_LM,AUD_RM ;Y start, Y spacing, L margin, R margin
AMAC amst_s,0,AUDBEGIN,ROBO_GREEN ;On parachute
AMAC M_START,STARTS,0,ROBO_GREEN
AMAC M_CONT,CONTINS,0,ROBO_GREEN
AMAC M_EXTRA,0,AUDEXTRA,ROBO_ORANGE ;EXTRA MEN EARNED
AMAC M_P1MIN,DO_P1MIN,0,>1212
AMAC M_P2MIN,DO_P2MIN,0,>1212
AMAC M_HOURS,DO_HOURS,0,>1212
AMAC M_AVGT,DO_AVGT,0,ROBO_YELLOW
AMAC M_ELAPSE,DO_ELAPSE,0,ROBO_YELLOW
AMAC pwwso_s,0,AUDPWWARPSO,>0808 ;Med grey
AMAC pwws_s,0,AUDPWWARPOK,>0808
AMAC warpa_s,0,AUDWARPA,>1212 ;Med blue
AMAC warpt_s,0,AUDWARPT,>1212
AMAC warpc_s,0,AUDWARPC,>1212
AMAC ecpl_s,0,AUDECHAIRPL,>0d0d ;Pink
AMAC ecsv_s,0,AUDECHAIRSV,>0d0d
.long 0
amst_s TXTLINE "ATTRACT MODE STARTS"
pwwso_s TXTLINE "PASSWORD WARPS STEPPED ON"
pwws_s TXTLINE "PASSWORD WARPS SUCCESSFUL"
warpa_s TXTLINE "WARPS APPEARED"
warpt_s TXTLINE "WARPS TAKEN"
warpc_s TXTLINE "WARPS COMPLETED"
ecpl_s TXTLINE "PLACED IN ELECTRIC CHAIR"
ecsv_s TXTLINE "SURVIVED ELECTRIC CHAIR"
GAME_AUD2
.word 50,10,AUD_LM,AUD_RM ;Y start, Y spacing, L margin, R margin
; AMAC adt_s,0,AUDDEATHTOT,>1212 ;Med blue
AMAC amst_s,0,AUDBEGIN,ROBO_ORANGE ;On parachute
AMAC wave1_s,0,AUDTAUNT1,ROBO_ORANGE ;
AMAC wave2_s,0,AUDBOSS1,ROBO_ORANGE ;
AMAC wave3_s,0,AUDBOSS1SC,>1919 ;Med green
AMAC wave4_s,0,AUDROAD1,ROBO_ORANGE ;
AMAC wave5_s,0,AUDROAD1SC,>1919
AMAC wave6_s,0,AUDAIRPORT,ROBO_ORANGE ;
AMAC wave7_s,0,AUDROAD2,ROBO_ORANGE ;
AMAC wave8_s,0,AUDREACTOR,ROBO_ORANGE ;
AMAC wave9_s,0,AUDBOSSEND,ROBO_ORANGE ;
AMAC wavea_s,0,AUDRPDOME,ROBO_ORANGE ;
AMAC afg_s,0,AUDFULLGAMES,>1919
AMAC aakc_s,keyavg_prt,0,>1919
AMAC waveb_s,0,AUDEPDOME,ROBO_ORANGE ;
AMAC M_LOCKUP,0,AUDLOCK,>0f0f ;Watchdog lockup, Blue-wht
AMAC M_TRAPS,0,AUDTRAP,>0f0f ;BAD TRAPS
AMAC M_HANGUP,0,AUDHANG,>0f0f ;LOCKUPS VIA HANG
.long 0
adt_s TXTLINE "TOTAL DEATHS"
wave1_s TXTLINE "REACHED TAUNT 1"
wave2_s TXTLINE "REACHED ORCUS"
wave3_s TXTLINE " STARTS/CONTINUES DURING ORCUS"
wave4_s TXTLINE "REACHED ROAD 1"
wave5_s TXTLINE " STARTS/CONTINUES DURING ROAD 1"
wave6_s TXTLINE "REACHED AIRPORT"
wave7_s TXTLINE "REACHED ROAD 2"
wave8_s TXTLINE "REACHED REACTOR"
wave9_s TXTLINE "REACHED LAST BOSS"
wavea_s TXTLINE "REACHED PLEASURE DOME"
afg_s TXTLINE " NUMBER OF FULL GAMES"
aakc_s TXTLINE " AVERAGE # KEYS COLLECTED"
waveb_s TXTLINE "ENTERED PLEASURE DOME / FINISHED GAME"
MISC_AUD
.word 50,18,AUD_LM,AUD_RM ;Y start, Y spacing, LMar, RMar
AMAC M_SECBON,0,AUDSURV,ROBO_YELLOW ;WARPS TAKEN
AMAC M_HIDB,0,AUDBONE,ROBO_YELLOW ;GAMES NOT FINISHED
; AMAC M_HANGUP,0,AUDHANG,ROBO_YELLOW ;GAMES HUNG UP
AMAC M_PLAYS,DOPLAYS,0,ROBO_YELLOW ;PLAYS ON TOP
AMAC M_P1MIN,DO_P1MIN,0,ROBO_YELLOW
AMAC M_P2MIN,DO_P2MIN,0,ROBO_YELLOW
AMAC M_AVGT,DO_AVGT,0,ROBO_YELLOW
AMAC M_ELAPSE,DO_ELAPSE,0,ROBO_YELLOW
AMAC adiff_s,diff_prt,0,>1212
.LONG 0
adiff_s TXTLINE "GAME DIFFICULTY LEVEL"
********************************
* Display revision message
* Do coin DIP if enabled
* Check cmos, if bad reset to factory
FACCHECK
CALLA CLR_SCRN
MOVI DIAGP,A0
CALLA GETFPAL
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.
.if YUNIT
move @SWITCH+>30,a0
btst 6,a0
jrnz fc40 ;No DIP coinage?
movk 1,a0 ;Just coinage
calla FAC_SET
movi dipcoinage_mess,a8
JSRP L_MESS
fc40
.endif
SLEEP 120 ;Show it
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
clr a0 ;Full
CALLA FAC_SET
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 SCRCLR
CALLA ATSTRT
DIE
dipcoinage_mess
MESS_MAC RD7FONT,SPACING20,200,65,ROBO_WHITE,STRCNRM,0
.byte "USING DIPSWITCH COINAGE",0,0
.even
********************************
* 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 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
; MOVK 16,A6
; CALLA G_BORDER
MOVI M_TEAM,A8 ;PUT UP THE DESIGN TEAM!
JSRP L_MESS
JSRP WAIT_BUT
CALLA CLR_SCRN ;Clr screen
MOVI GAME_AUDS,A0 ;Show 1st screen
JSRP PRNT_AUD
JSRP WAIT_BUT
CALLA CLR_SCRN ;Clr screen
MOVI GAME_AUD2,A0 ;Show 2nd screen
JSRP PRNT_AUD
JSRP WAIT_BUT
CALLA CLR_SCRN ;Clr screen
MOVI MISC_AUD,A0
JSRP PRNT_AUD
MOVI AUDLCOIN,A8 ;Prt money
JSRP PRINT_COL
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 ;GET STARTING HEIGHT
MOVE A1,*A13(AT_Y) ;STORE
MOVE *A0+,A1 ;GET DY TO USE
MOVE A1,*A13(AT_DY) ;STASH IT AWAY
MOVE *A0+,A1 ;GET LEFT MARGIN
MOVE A1,*A13(AT_LX) ;STORE
MOVE *A0+,A1 ;GET RIGHT MARGIN
MOVE A1,*A13(AT_RX) ;STASH IT AWAY
MOVE A0,*A13(AT_PTR),L ;SAVE POINTER INTO AREA
PA1 JSRP aud_prtone
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
********************************
* Print an audit line
SUBRP aud_prtone
CALLR BEGIN_AUDIT
MOVE *A13(AT_PTR),A3,L ;GET POINTER
MOVE *A3(AUD_ROUTINE),A4,L
jrz apo20 ;No code?
movi apo50,a7
MOVE A7,-*A12,L ;PUSH RET ADDR
JUMP A4 ;"CALL" THE ROUTINE
apo20 MOVE *A3(AUD_NUMBER),A0 ;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!
apo50
movi MESS_AUD_LINE,a8
calla LM_SETUP ;Setup for audit printing
move *a13(AT_PTR),a3,L ;Get *audit
move *a3(AUD_COLOR),a6
move *a3(AUD_MESS),a8,L ;Get *text
jruc LEFT_FINISH
********************************
* 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 ;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 - Print audit number
* A3=#
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.
move *a13(AT_PTR),a6,L ;Get *audit
move *a6(AUD_COLOR),a6
jruc RIGHT_FINISH
**************************************************************************
* *
* GET_STARTS *
* *
* TOTAL GAME STARTS IN A2. *
* *
**************************************************************************
GET_STARTS
MMTM SP,A0,A1
MOVK AUD1STRT,A0
CALLA GET_AUD
MOVE A1,A2
MOVK 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
MOVK AUD1CONT,A0
CALLA GET_AUD
MOVE A1,A2
MOVK AUD2CONT,A0
CALLA GET_AUD
ADD A1,A2
MMFM SP,A0,A1
RETS
**************************************************************************
* Get total plays (Beginning+starts+continues)
* Rets: A2=#
GET_PLAYS
PUSH a0
movk AUDBEGIN,a0
calla GET_AUD
move a1,a0
callr GET_STARTS ;Actually middle starts
add a2,a0
callr GET_CONTS
add a0,a2
PULL 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 <A2><A3> 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 ;<A2> <A3> 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.
*
* Z=YES
*
**************************************************************************
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.
jruc NUMBER_WORK ;AND PRINT IT
CONTINS
CALLR GET_CONTS
MOVE A2,A3 ;GET IN PRINTOUT REG.
jruc NUMBER_WORK ;AND PRINT IT
DOPLAYS
CALLR GET_PLAYS
MOVE A2,A3 ;PUT IN PLACE
jruc 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
jruc 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 ;<A4><A5> READY FOR DIVISION
MOVK 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
jruc 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.
MOVK 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
jruc P_TIME ;DO IT!
DO_ELAPSE
CALLR TOT_TIME
MOVE A4,A3 ;USE ELAPSED TIME
JRUC DOAVC ;AND THE REST IS IDENTICAL.
keyavg_prt
movi AUDKEYTOT,a0
calla GET_AUD
move a1,a3
movi AUDFULLGAMES,a0
calla GET_AUD
divs a1,a3
jruc NUMBER_WORK ;Print it
diff_prt
movk ADJDIFF,a0
calla GET_ADJ
move a0,a3
jruc NUMBER_WORK ;Print it
**************************************************************************
* *
* 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 <A0><A1>
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 *a13(AT_PTR),a6,L ;Get *audit
move *a6(AUD_COLOR),a6
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
jauc FREEOBJ ;AND LET IT GO.
**************************************************************************
* *
* 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
* L =.25, C=$1.00, R=.25
* CHUTE L C R 4
.word 1,4,1,0,1,0,0 ;WILLY PRICING
.word 4 ;4 COINS PER DOLLAR (FOR CALC)
.word 1 ;DISPLAY COIN FRACTIONS
.word 1,0,1,0 ;COIN VALUE
.long DOLLAR_LEAD,NULL_ST ;CHARACTER STRINGS.
.long OCOP ;ONE COIN ONE PLAY
.long USA_1 ;*TITLE
.long C1111 ;1 COIN PER CREDIT (SERIES OF STRINGS)
.word SHOW_NONE ;NO PRICING LINE ON 2/1
.long USA_QQ ;QUARTER
* USA 2 50 cents start, 25 continue
* L =.25, C=$1.00, R=.25
* CHUTE L C R 4
.word 1,4,1,0,-1,0,0 ;-1 does 2/1 credits
.word 4 ;4 COINS PER DOLLAR (FOR CALC)
.word 1 ;DISPLAY COIN FRACTIONS
.word 1,0,1,0 ;COIN VALUE
.long DOLLAR_LEAD,NULL_ST ;CHARACTER STRINGS.
.long TWO_TO_START ;2 COINS PER PLAYER
.long USA_2 ;*TITLE
.long C2111 ;*Credit string table
.word SHOW_1 ;SHOW LINE 1
.long USA_QQ ;QUARTER
*
* USA 3 COINAGE IS 50 CENT 3/$1.00
*
.WORD 1,0,1,0,2,4,0 ;WILLY PRICING
.WORD 4 ;4 COINS PER DOLLAR (FOR CALC)
.WORD 1 ;DISPLAY COIN FRACTIONS
.WORD 1,0,1,0 ;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
*
* USA 4 COINAGE IS 50 CENT 4/$1.00
*
.WORD 3,0,3,0,4,12,6 ;WILLY PRICING
.WORD 4 ;4 COINS PER DOLLAR (FOR CALC)
.WORD 0 ;NO COIN FRACTIONS
.WORD 1,0,1,0 ;COIN VALUE
.LONG DOLLAR_LEAD,NULL_ST ;CHARACTER STRINGS.
.LONG CSM_LIST ;PRINT THE 2 THE OP SEES
.LONG USA_4 ;TITLE OF COIN MODE
.LONG DOLLAR_4 ;1 COIN PER CREDIT (SERIES OF STRINGS)
.WORD SHOW_2 ;SHOW LINE 2
.LONG USA_QQ ;QUARTER
*
* USA 5 25 CENTS PER CREDIT
*
.WORD 1,4,1,0,1,0,0 ;WILLY PRICING
.WORD 4 ;4 COINS PER DOLLAR (FOR CALC)
.WORD 1 ;DISPLAY COIN FRACTIONS
.WORD 1,4,1,0 ;COIN VALUE
.LONG DOLLAR_LEAD,NULL_ST ;CHARACTER STRINGS.
.LONG CSM_LIST ;ONE COIN ONE PLAY
.LONG USA_5 ;TITLE OF COIN MODE
.LONG U1Q4D ;1 COIN PER CREDIT (SERIES OF STRINGS)
.WORD SHOW_2 ;NO PRICING LINE ON 2/1
.LONG USA_QDQ ;QUARTER
*
* USA 6 50 PER CREDIT
*
.WORD 1,4,1,0,2,0,0 ;WILLY PRICING
.WORD 4 ;4 COINS PER DOLLAR (FOR CALC)
.WORD 1 ;DISPLAY COIN FRACTIONS
.WORD 1,4,1,0 ;COIN VALUE
.LONG DOLLAR_LEAD,NULL_ST ;CHARACTER STRINGS.
.LONG CSM_LIST ;2 COINS PER PLAYER
.LONG USA_6 ;TITLE OF COIN MODE
.LONG UFS2D ;2 COINS PER CREDIT (SERIES OF STRINGS)
.WORD SHOW_1 ;SHOW LINE 1
.LONG USA_QDQ ;QUARTER
*
* USA 7 COINAGE IS 50 CENT 3/$1.00
*
.WORD 1,4,1,0,2,4,0 ;WILLY PRICING
.WORD 4 ;4 COINS PER DOLLAR (FOR CALC)
.WORD 1 ;DISPLAY COIN FRACTIONS
.WORD 1,4,1,0 ;COIN VALUE
.LONG DOLLAR_LEAD,NULL_ST ;CHARACTER STRINGS.
.LONG CSM_LIST ;PRINT THE 2 THE OP SEES
.LONG USA_7 ;TITLE OF COIN MODE
.LONG UFS3D ;1 COIN PER CREDIT (SERIES OF STRINGS)
.WORD SHOW_2 ;SHOW LINE 2
.LONG USA_QDQ ;QUARTER
*
* USA 8 COINAGE IS 50 CENT 4/$1.00
*
.WORD 3,12,3,0,4,12,6 ;WILLY PRICING
.WORD 4 ;4 COINS PER DOLLAR (FOR CALC)
.WORD 0 ;NO COIN FRACTIONS
.WORD 1,4,1,0 ;COIN VALUE
.LONG DOLLAR_LEAD,NULL_ST ;CHARACTER STRINGS.
.LONG CSM_LIST ;PRINT THE 2 THE OP SEES
.LONG USA_8 ;TITLE OF COIN MODE
.LONG UFS4D ;1 COIN PER CREDIT (SERIES OF STRINGS)
.WORD SHOW_2 ;SHOW LINE 2
.LONG USA_QDQ ;QUARTER
*
* USA ELECTRONIC
*
.WORD 20,2,5,1,5,0,0 ;L,C,R,4,U/C,U/B,MINUNITS
.WORD 20 ;COINS/DOLLAR
.WORD 1 ;DISPLAY FRACTIONS
.WORD 20,2,5,1 ;L,C,R,4
.LONG DOLLAR_LEAD,NULL_ST ;CHARACTER STRINGS.
.LONG USA_ELECTRONIC ;SPECIAL MESSAGE
.LONG USA_ELECTITLE ;TITLE OF COIN MODE
.LONG USA_EL ;SETTINGS DESCRIPTION
.WORD SHOW_2 ;LINES TO SHOW ON
.LONG USA_ESLOT ;QUARTER
*
* GERMAN 1 COINAGE IS 5 PLAYS FOR 5 DM, 1 CREDIT FOR 1 DM
* 2 CREDITS TO START, 1 TO CONTINUE
*
.WORD 1,2,5,0,-1,0,0 ;WILLY PRICING
.WORD 1 ;DMS HAVE NO FRACTIONS
.WORD 0 ;DON'T DISPLAY COIN FRACTIONS
.WORD 1,2,5,0 ;COIN VALUE
.LONG NULL_ST,DM_TRAIL ;CHARACTER STRINGS.
; .LONG CSM_LIST
.long TWO_TO_START ;2 COINS PER PLAYER
.LONG GERMAN_1 ;TITLE OF COIN MODE
.LONG DM_5 ;1 COIN PER CREDIT (SERIES OF STRINGS)
.WORD SHOW_ALL
.LONG GERMAN_15 ;1 DM / 5 DM
G1SEL EQU ($-CSELCT)/CS_SIZE ;COIN SELECT VALUE FOR GERMAN 1
*
* GERMAN 2 COINAGE IS 7 PLAYS FOR 5 DM
*
.WORD 6,12,30,0,5,30,0 ;WILLY PRICING
.WORD 1 ;DMS HAVE NO FRACTIONS
.WORD 0 ;DON'T DISPLAY COIN FRACTIONS
.WORD 1,2,5,0 ;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 COINAGE IS 8 PLAYS FOR 5 DM
*
.WORD 7,14,35,0,5,35,0 ;WILLY PRICING
.WORD 1 ;DMS HAVE NO FRACTIONS
.WORD 0 ;DON'T DISPLAY COIN FRACTIONS
.WORD 1,2,5,0 ;COIN VALUE
.LONG NULL_ST,DM_TRAIL ;CHARACTER STRINGS.
.LONG CSM_LIST
.LONG GERMAN_3 ;TITLE OF COIN MODE
.LONG DM_8 ;1 COIN PER CREDIT (SERIES OF STRINGS)
.WORD SHOW_2
.LONG GERMAN_15 ;1 DM / 5 DM
*
* GERMAN 4 COINAGE IS 6 PLAYS FOR 5 DM
*
.WORD 6,12,30,0,5,0,0 ;WILLY PRICING
.WORD 1 ;DMS HAVE NO FRACTIONS
.WORD 0 ;DON'T DISPLAY COIN FRACTIONS
.WORD 1,2,5,0 ;COIN VALUE
.LONG NULL_ST,DM_TRAIL ;CHARACTER STRINGS.
.LONG CSM_LIST
.LONG GERMAN_4 ;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 ELECTRONIC
*
.WORD 60,12,24,0,10,0,0 ;L,C,R,4,U/C,U/B,MINUNITS
.WORD 12 ;COINS/DOLLAR
.WORD 0 ;DISPLAY FRACTIONS
.WORD 60,12,24,0 ;L,C,R,4
.LONG NULL_ST,DM_TRAIL ;CHARACTER STRINGS.
.LONG GERMAN_ELECTRONIC ;SPECIAL MESSAGE
.LONG GERMAN_ELECTITLE ;TITLE OF COIN MODE
.LONG DM112265 ;SETTINGS DESCRIPTION
.WORD SHOW_3 ;LINES TO SHOW ON
.LONG GERMAN_ESLOT ;QUARTER
****************************************************************************
****************************************************************************
******* 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
*
*
.WORD 2,0,4,0,1,4,0 ;2/5F 5/10F
.WORD 1 ;1 FRANC PER FRANC
.WORD 0 ;DON'T DISPLAY COIN FRACTIONS
.WORD 5,0,10,0 ;COIN VALUE
.LONG NULL_ST,FRANC_TRAIL ;CHARACTER STRINGS.
.LONG CSM_LIST ;WAIT TILL HE SAYS "IF IT IS NOT POSSIBLE"
.LONG FRENCH_1 ;TITLE OF COIN MODE
.LONG FIVE_10 ;1 COIN PER CREDIT (SERIES OF STRINGS)
.WORD SHOW_2
.LONG FRENCH510
F1SEL EQU ($-CSELCT)/CS_SIZE ;COIN SELECT VALUE FOR FRENCH 1
*
* FRENCH 2 2/5F 4/10F
*
*
.WORD 2,0,4,0,1,0,0 ;2/5F 4/10F
.WORD 1 ;1 FRANC PER FRANC
.WORD 0 ;DON'T DISPLAY COIN FRACTIONS
.WORD 5,0,10,0 ;COIN VALUE
.LONG NULL_ST,FRANC_TRAIL ;CHARACTER STRINGS.
.LONG CSM_LIST ;WAIT TILL HE SAYS "IF IT IS NOT POSSIBLE"
.LONG FRENCH_2 ;TITLE OF COIN MODE
.LONG FOUR_10 ;1 COIN PER CREDIT (SERIES OF STRINGS)
.WORD SHOW_2
.LONG FRENCH510
*
* FRENCH 3 1/5F 3/10F
*
*
.WORD 1,0,2,0,1,2,0 ;1/5F 3/10F
.WORD 1 ;1 FRANC PER FRANC
.WORD 0 ;DON'T DISPLAY COIN FRACTIONS
.WORD 5,0,10,0 ;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 THREE_10 ;1 COIN PER CREDIT (SERIES OF STRINGS)
.WORD SHOW_2
.LONG FRENCH510
*
* FRENCH 4 1/5F 2/10F
*
*
.WORD 1,0,2,0,1,0,0 ;1/5F 2/10F
.WORD 1 ;1 FRANC PER FRANC
.WORD 0 ;DON'T DISPLAY COIN FRACTIONS
.WORD 5,0,10,0 ;COIN VALUE
.LONG NULL_ST,FRANC_TRAIL ;CHARACTER STRINGS.
.LONG CSM_LIST ;WAIT TILL HE SAYS "IF IT IS NOT POSSIBLE"
.LONG FRENCH_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
*
.WORD 5,0,10,0,2,20,0 ;2/5F 5/10F 11/20F
.WORD 1 ;1 FRANC PER FRANC
.WORD 0 ;DON'T DISPLAY COIN FRACTIONS
.WORD 5,0,10,0 ;COIN VALUE
.LONG NULL_ST,FRANC_TRAIL ;CHARACTER STRINGS.
.LONG CSM_LIST ;WAIT TILL HE SAYS "IF IT IS NOT POSSIBLE"
.LONG FRENCH_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
*
.WORD 2,0,4,0,1,8,0 ;2/5F 4/10F 9/20F
.WORD 1 ;1 FRANC PER FRANC
.WORD 0 ;DON'T DISPLAY COIN FRACTIONS
.WORD 5,0,10,0 ;COIN VALUE
.LONG NULL_ST,FRANC_TRAIL ;CHARACTER STRINGS.
.LONG CSM_LIST ;WAIT TILL HE SAYS "IF IT IS NOT POSSIBLE"
.LONG FRENCH_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
*
.WORD 3,0,6,0,2,12,0 ;1/5F 3/10F 7/20F
.WORD 1 ;1 FRANC PER FRANC
.WORD 0 ;DON'T DISPLAY COIN FRACTIONS
.WORD 5,0,10,0 ;COIN VALUE
.LONG NULL_ST,FRANC_TRAIL ;CHARACTER STRINGS.
.LONG CSM_LIST ;WAIT TILL HE SAYS "IF IT IS NOT POSSIBLE"
.LONG FRENCH_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
*
.WORD 1,0,2,0,1,4,0 ;1/5F 2/10F 5/20F
.WORD 1 ;1 FRANC PER FRANC
.WORD 0 ;DON'T DISPLAY COIN FRACTIONS
.WORD 5,0,10,0 ;COIN VALUE
.LONG NULL_ST,FRANC_TRAIL ;CHARACTER STRINGS.
.LONG CSM_LIST ;WAIT TILL HE SAYS "IF IT IS NOT POSSIBLE"
.LONG FRENCH_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
*
* COIN SLOTS ARE 1F -- 5F
*
.WORD 2,0,10,0,5,0,0 ;1/3x1F 2/5F
.WORD 1 ;1 FRANC PER FRANC
.WORD 0 ;DON'T DISPLAY COIN FRACTIONS
.WORD 1,0,5,0 ;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
*
* COIN SLOTS ARE 1F -- 5F
*
.WORD 3,0,15,0,5,0,0 ;1/2x1F 3/5F
.WORD 1 ;1 FRANC PER FRANC
.WORD 0 ;DON'T DISPLAY COIN FRACTIONS
.WORD 1,0,5,0 ;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
*
* COIN SLOTS ARE 1F -- 5F
*
.WORD 2,0,10,0,5,20,0 ;1/3x1F 2/5F 5/10F
.WORD 1 ;1 FRANC PER FRANC
.WORD 0 ;DON'T DISPLAY COIN FRACTIONS
.WORD 1,0,5,0 ;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 1/2x5F 1/10F 3/2x10F
*
.WORD 1,0,2,0,2,4,0 ;L,C,R,4,U/C,U/B,MINUNITS
.WORD 1 ;1 FRANC PER FRANC
.WORD 0 ;DON'T DISPLAY COIN FRACTIONS
.WORD 1,0,5,0 ;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 ;COINS PER CREDIT
.WORD SHOW_2
.LONG FRENCH1F5F
*
* FRANCE ELECTRONIC
*
.WORD 1,15,6,0,3,0,0 ;L,C,R,4,U/C,U/B,MINUNITS
.WORD 1 ;COINS/DOLLAR
.WORD 1 ;DISPLAY FRACTIONS
.WORD 1,10,5,0 ;L,C,R,4
.LONG NULL_ST,FRANC_TRAIL ;CHARACTER STRINGS.
.LONG FRANCE_ELECTRONIC ;SPECIAL MESSAGE
.LONG FRENCH_ELECTITLE ;TITLE OF COIN MODE
.LONG F13255 ;COIN PAGE DESCRIPTION
.WORD SHOW_3 ;THREE LINES FOR THIS BABY
.LONG FRANCE_ESLOT ;QUARTER
*
* CANADA COINAGE IS 50 CENT 3/$1.00
*
.WORD 1,0,4,0,2,4,0 ;WILLY PRICING
.WORD 4 ;4 COINS PER DOLLAR (FOR CALC)
.WORD 1 ;DISPLAY COIN FRACTIONS
.WORD 1,0,4,0 ;COIN VALUE
.LONG DOLLAR_LEAD,NULL_ST ;CHARACTER STRINGS.
.LONG CSM_LIST ;PRINT THE 2 THE OP SEES
.LONG CANADA ;TITLE OF COIN MODE
.LONG CAN_1503D ;1 PLAY 50, 3 FOR A DOLLAR
.WORD SHOW_2 ;SHOW LINE 2
.LONG CAN_QD ;QUARTER
* SWISS 1 COINAGE IS 6 PLAYS FOR 5 FRANC
.WORD 6,0,30,0,5,0,0 ;WILLY PRICING
.WORD 1 ;FRANCS HAVE NO FRACTIONS
.WORD 0 ;DON'T DISPLAY COIN FRACTION
.WORD 1,0,5,0 ;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
.WORD SHOW_2
.LONG SWISS15
* SWISS 2 COINAGE IS 7 PLAYS FOR 5 FRANC
.WORD 6,0,30,0,5,30,0 ;WILLY PRICING
.WORD 1 ;FRANCS HAVE NO FRACTIONS
.WORD 0 ;DON'T DISPLAY COIN FRACTIO
.WORD 1,0,5,0 ;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
.WORD SHOW_2
.LONG SWISS15
* SWISS 3 COINAGE IS 8 PLAYS FOR 5 FRANC
.WORD 7,0,35,0,5,35,0 ;WILLY PRICING
.WORD 1 ;FRANCS HAVE NO FRACTIONS
.WORD 0 ;DON'T DISPLAY COIN FRACTIO
.WORD 1,0,5,0 ;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
.WORD SHOW_2
.LONG SWISS15
* ITALY COINAGE IS 1 PLAYS FOR 500 LIRE
.WORD 1,0,1,0,1,0,0 ;WILLY PRICING
.WORD 1 ;LIRE HAVE NO FRACTIONS
.WORD 0 ;DON'T DISPLAY COIN FRACTION
.WORD 500,0,500,0 ;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 ST
.WORD SHOW_1
.LONG ITALYLIRE
* U.K. 1 COINAGE IS 1 PLAY FOR 20P 3 FOR 50P
.WORD 6,0,15,0,5,0,0 ;WILLY PRICING
.WORD 10 ;PENCE ARE FRACTIONS!
.WORD 0 ;DON'T DISPLAY COIN FRACTION
.WORD 2,0,5,0 ;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 ST
.WORD SHOW_2
.LONG UK2050
* U.K. 2 COINAGE IS 2 PLAY FOR 20P 5 FOR 50P
.WORD 2,0,5,0,1,0,0 ;WILLY PRICING
.WORD 10 ;PENCE ARE FRACTIONS!
.WORD 0 ;DON'T DISPLAY COIN FRACTIO
.WORD 2,0,5,0 ;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 ST
.WORD SHOW_1
.LONG UK2050
* U.K. ELECTRONIC 1
* CENTER = 20P XTRA = 10P LEFT = 1 POUND RIGHT = 50P
* 1 PLAY / 30 P
* 2 PLAY / 50 P
* 4 PLAY / 1 POUND
* .WORD 2,10,20,0,5,0,0 ;NUMBERS FOR 10/50/100
.WORD 20,3,10,2,5,0,0 ;NUMBERS FOR 100/20/50/10
.WORD 10 ;PENCE ARE FRACTIONS!
.WORD 0 ;DON'T DISPLAY COIN FRACTION
.WORD 10,2,5,1 ;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
* U.K. ELECTRONIC 2 (CCU)
* CREDITS ARE AWARDED 1 COIN / 1 PLAY.....
* CCU ACCUMULATES 4 COINS AND STROKES US AS FOLLOWS:
* 1 PLAY / 30 P
* 2 PLAY / 50 P
* 4 PLAY / 1 POUND
.WORD 1,0,0,0,1,0,0 ;NUMBERS FOR
.WORD 1 ;PENCE ARE FRACTIONS!
.WORD 0 ;DON'T DISPLAY COIN FRACTIO
.WORD 1,0,0,0 ;COIN VALUE
.LONG NULL_ST,COINS_TRAIL ;CHARACTER STRINGS.
.LONG UK_ELECTRONIC ;SPECIAL TITLE W/ POUND
.LONG UK_4 ;TITLE OF COIN MODE
.LONG UK_320 ;1/30P 2/50P 4/1L
.WORD SHOW_2
.LONG UK_CCU
* SPAIN 1 1 play / 25 Peseta 5 play / 100 Peseta
.WORD 1,0,4,0,1,4,0 ;WILLY PRICING
.WORD 1 ;no fractions
.WORD 0 ;DON'T DISPLAY COIN FRACTION
.WORD 25,0,100,0 ;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 ST
.WORD SHOW_2
.LONG PESETA25
* SPAIN 2 1 play / 25 Peseta 4 play / 100 Peseta
.WORD 1,0,4,0,1,0,0 ;WILLY PRICING
.WORD 1 ;no fractions
.WORD 0 ;DON'T DISPLAY COIN FRACTIO
.WORD 25,0,100,0 ;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 ST
.WORD SHOW_2
.LONG PESETA25
* AUSTRALIA 1 1 play / 3 X 20 CENTS 2 FOR $1.00
.WORD 2,0,10,0,5,0,0 ;WILLY PRICING
.WORD 5 ;DOLLARS
.WORD 0 ;DON'T SHOW FRACTIONS FOR T
.WORD 1,0,5,0 ;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 S
.WORD SHOW_2
.LONG AUST20C
* AUSTRALIA 2 1 play / $1.00 3 plays for $2.00
.WORD 1,0,5,0,5,10,0 ;WILLY PRICING
.WORD 5 ;DOLLARS
.WORD 1 ;SHOW FRACTIONS FOR THE 3 C
.WORD 1,0,5,0 ;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 ST
.WORD SHOW_3
.LONG AUST20C
* JAPAN 1 1 play / 100 yen
.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 ST
.WORD SHOW_1
.LONG YEN100
* JAPAN 2 2 play / 100 yen
.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 ST
.WORD SHOW_1
.LONG YEN100
* AUSTRIA 1 1 Play / 5 Schilling 2 Play / 10 Schilling
.WORD 1,0,2,0,1,0,0 ;WILLY PRICING
.WORD 1 ;DOLLARS
.WORD 1 ;FRACTIONS OK
.WORD 5,0,10,0 ;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 ST
.WORD SHOW_1
.LONG SHILL510
* AUSTRIA 2 1 Play / 2 X 5 Schilling 3 Play / 10 Schilling
.WORD 1,0,2,0,2,4,0 ;WILLY PRICING
.WORD 1 ;DOLLARS
.WORD 1 ;FRACTIONS OK
.WORD 5,0,10,0 ;COIN VALUE
.LONG NULL_ST,SHILL_TRAIL ;CHARACTER STRINGS.
.LONG CSM_LIST
.LONG ASTA_2 ;TITLE OF COIN MODE
.LONG ASTA_10 ;1 COIN PER CREDIT (SERIES OF ST
.WORD SHOW_2
.LONG SHILL510
* BELGIUM 1 1 play / 20F
.WORD 1,0,1,0,1,0,0 ;WILLY PRICING
.WORD 1 ;DOLLARS
.WORD 1 ;FRACTIONS OK
.WORD 20,0,20,0 ;COIN VALUE
.LONG NULL_ST,FRANC_TRAIL ;CHARACTER STRINGS.
.LONG CSM_LIST
.LONG BEL_1 ;TITLE OF COIN MODE
.LONG BEL_120 ;1 COIN PER CREDIT (SERIES OF ST
.WORD SHOW_1
.LONG FRANC20
* BELGIUM 2 3 play / 20F
.WORD 3,0,3,0,1,0,0 ;WILLY PRICING
.WORD 1 ;DOLLARS
.WORD 1 ;FRACTIONS OK
.WORD 20,0,20,0 ;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 ST
.WORD SHOW_1
.LONG FRANC20
* BELGIUM 3 2 play / 20F
.WORD 2,0,2,0,1,0,0 ;WILLY PRICING
.WORD 1 ;DOLLARS
.WORD 1 ;FRACTIONS OK
.WORD 20,0,20,0 ;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 ST
.WORD SHOW_1
.LONG FRANC20
*
* BELGIUM ELECTRONIC
*
.WORD 10,1,4,0,5,0,0 ;L,C,R,4,U/C,U/B,MINUNITS
.WORD 1 ;COINS/DOLLAR
.WORD 1 ;DISPLAY FRACTIONS
.WORD 50,5,20,0 ;L,C,R,4
.LONG NULL_ST,FRANC_TRAIL ;CHARACTER STRINGS.
.LONG BELGIUM_ELECTRONIC ;SPECIAL MESSAGE
.LONG BELGIUM_ELECTITLE ;TITLE OF COIN MODE
.LONG BEL_ECA ;SETTINGS DESCRIPTION
.WORD SHOW_2 ;LINES TO SHOW ON
.LONG BELGIUM_ESLOT ;QUARTER
* SWEDEN 1 play / 3 X 1 KRONA 2 PLAY 5 KRONA
.WORD 2,0,10,0,5,0,0 ;WILLY PRICING
.WORD 1 ;DOLLARS
.WORD 0 ;DON'T SHOW FRACTIONS FOR T
.WORD 1,0,5,0 ;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
.WORD SHOW_1
.LONG KRONA5
* NEW ZEALAND 1 1 play / 3 X 20 CENT
.WORD 1,0,1,0,3,0,0 ;WILLY PRICING
.WORD 5 ;FIVE PER
.WORD 1 ;SHOW FRACTIONS FOR THE 3 C
.WORD 1,0,1,0 ;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 S
.WORD SHOW_1
.LONG NZ20
* NEW ZEALAND 2 1 play / 2 X 20 CENT
.WORD 1,0,1,0,2,0,0 ;WILLY PRICING
.WORD 5 ;FIVE PER
.WORD 1 ;SHOW FRACTIONS FOR THE 3 C
.WORD 1,0,1,0 ;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 S
.WORD SHOW_1
.LONG NZ20
* NETHERLANDS 1 PLAY / 1 HFL. 3 PLAY / 2.5 HFL.
.WORD 1,0,3,0,1,0,0 ;WILLY PRICING
.WORD 2 ;FIVE PER
.WORD 0 ;SHOW FRACTIONS FOR THE 3 C
.WORD 2,0,5,0 ;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 ST
.WORD SHOW_2
.LONG HFSLOT
* FINLAND 1 PLAY / 1 MARKKA
.WORD 1,0,1,0,1,0,0 ;WILLY PRICING
.WORD 1 ;FIVE PER
.WORD 0 ;SHOW FRACTIONS FOR THE 3 C
.WORD 1,0,1,0 ;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 ST
.WORD SHOW_1
.LONG MKSLOT
* NORWAY 1 PLAY / 2 X 1 KRONE 3/ 5 X 1 KRONE
.WORD 3,0,3,0,5,0,0 ;WILLY PRICING
.WORD 1 ;FIVE PER
.WORD 0 ;SHOW FRACTIONS FOR THE 3 C
.WORD 1,0,1,0 ;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 STRI
.WORD SHOW_2
.LONG NKRSLOT
* DENMARK 1 PLAY / 2 X 1 KRONE 3/ 5 KRONE 7 / 10 KRONE
.WORD 3,0,15,0,5,30,0 ;WILLY PRICING
.WORD 1 ;FIVE PER
.WORD 0 ;SHOW FRACTIONS FOR THE 3 C
.WORD 1,0,5,0 ;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
.WORD SHOW_3
.LONG DKRSLOT
* ANTILLES 1 PLAY / 25 CENTS 4 PLAYS / 1 GUILDER
.WORD 1,0,4,0,1,0,0 ;WILLY PRICING
.WORD 4 ;FIVE PER
.WORD 0 ;SHOW FRACTIONS FOR THE 3 C
.WORD 1,0,4,0 ;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
.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
TXTLINE " ERROR"
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 TXTLINE "GAME AUDITS"
MES_BOOK
TXTLINE "COIN BOOKKEEPING"
M_LCOIN TXTLINE "LEFT SLOT COINS"
M_CCOIN TXTLINE "CENTER SLOT (3) COINS"
M_RCOIN TXTLINE "RIGHT SLOT COINS"
M_XCOIN TXTLINE "EXTRA SLOT (4) COINS"
M_PAIDC TXTLINE "PAID CREDITS"
M_SERV TXTLINE "SERVICE CREDITS"
M_PLAYS TXTLINE "TOTAL PLAYS"
M_HSLEFT
TXTLINE "PLAYS UNTIL H.S. RESET"
M_HSOFF TXTLINE "OFF"
M_START TXTLINE "MID GAME STARTS"
M_CONT TXTLINE "GAMES CONTINUED"
M_EXTRA TXTLINE "EXTRA MEN COLLECTED/EARNED"
M_P1MIN TXTLINE "HOURS OF SINGLE PLAY"
M_P2MIN TXTLINE "HOURS OF DUAL PLAY"
M_HOURS TXTLINE "TOTAL HOURS OF PLAY"
M_AVGT .byte "AVG. ",ASCII_DQ,"PLAYER",ASCII_DQ," GAME TIME (MIN.)",0
.even
M_ELAPSE
TXTLINE "AVG. ELAPSED TIME/PLAY"
M_MONEY MESS_MAC RD15FONT,SPACING20,367,227,ROBO_WHITE,STRRNRM,0
T_MONEY MESS_MAC RD15FONT,SPACING20,23,227,ROBO_WHITE,STRLNRM,0
TXTLINE "TOTAL COLLECTION"
**************************************************************************
* *
* COLLECTION MESSAGES *
* *
**************************************************************************
ME_ZERO TXTLINE "0"
ME_DECIMAL TXTLINE "."
ME_COLON TXTLINE ":"
DOLLAR_LEAD TXTLINE "$ "
POUND_LEAD
; .BYTE FONT_EPOUND
.byte "L "
NULL_ST .byte 0
.even
DM_TRAIL
TXTLINE " DM"
FRANC_TRAIL
TXTLINE " FRANC"
LIRE_TRAIL
TXTLINE " LIRE"
PESETA_TRAIL
TXTLINE " PESETA"
YEN_TRAIL
TXTLINE " YEN"
SHILL_TRAIL
TXTLINE " SCHILLINGS"
KRONA_TRAIL
TXTLINE " KRONA"
COINS_TRAIL
TXTLINE " COINS"
HFL_TRAIL
TXTLINE " HFI."
MARKKA_TRAIL
TXTLINE " MARKKA"
KRONE_TRAIL
TXTLINE " KRONE"
GUILDER_TRAIL
TXTLINE " GUILDER"
M_LOCKUP
TXTLINE "WATCHDOGS"
M_TRAPS
TXTLINE "BAD TRAPS"
M_HANGUP
TXTLINE "SOFTWARE HANGUPS"
M_HIDB TXTLINE "GAMES NOT FINISHED"
M_SECBON
TXTLINE "WARPS"
TWO_PER_PLAYER
MESS_MAC RD15FONT,SPACING20,CP_CX,CP_11,ROBO_LASER,STRCNRM,0
.byte "2 COINS PER PLAYER",0,0
.even
OCOP MESS_MAC RD15FONT,SPACING20,CP_CX,CP_11,ROBO_LASER,STRCNRM,0
.byte "1 COIN / 1 PLAY",0,0
.even
USA_ELECTRONIC
MESS_MAC RD15FONT,SPACING20,CP_CX,CP_12,ROBO_LASER,STRCNRM,0
.byte "1 CREDIT / 25 CENTS",0,1
.even
MESS_MAC RD15FONT,SPACING20,CP_CX,CP_22,ROBO_LASER,STRCNRM,0
.byte "4 CREDITS / 1 DOLLAR",0,0
.even
FRANCE_ELECTRONIC
MESS_MAC RD15FONT,SPACING20,CP_CX,CP_13,ROBO_LASER,STRCNRM,0
.byte "1 CREDIT / 3 X 1F",0,1
.even
MESS_MAC RD15FONT,SPACING20,CP_CX,CP_23,ROBO_LASER,STRCNRM,0
.byte "2 CREDITS / 5F",0,1
.even
MESS_MAC RD15FONT,SPACING20,CP_CX,CP_33,ROBO_LASER,STRCNRM,0
.byte "5 CREDITS / 2 X 5F",0,0
.even
GERMAN_ELECTRONIC
MESS_MAC RD15FONT,SPACING20,CP_CX,CP_13,ROBO_LASER,STRCNRM,0
.byte "1 KREDIT / 1 DM",0,1
.even
MESS_MAC RD15FONT,SPACING20,CP_CX,CP_23,ROBO_LASER,STRCNRM,0
.byte "2 KREDITE / 2 DM",0,1
.even
MESS_MAC RD15FONT,SPACING20,CP_CX,CP_33,ROBO_LASER,STRCNRM,0
.byte "6 KREDITE / 5 DM",0,0
.even
BELGIUM_ELECTRONIC
MESS_MAC RD15FONT,SPACING20,CP_CX,CP_12,ROBO_LASER,STRCNRM,0
.byte "1 CREDIT / 25 F",0,1
.even
MESS_MAC RD15FONT,SPACING20,CP_CX,CP_22,ROBO_LASER,STRCNRM,0
.byte "4 CREDITS / 100 F",0,0
.even
UK_ELECTRONIC
MESS_MAC RD15FONT,SPACING20,CP_CX,CP_13,ROBO_LASER,STRCNRM,0
.byte "1 CREDIT / 30 P",0,1
.even
MESS_MAC RD15FONT,SPACING20,CP_CX,CP_23,ROBO_LASER,STRCNRM,0
.byte "2 CREDITS / 50 P",0,1
.even
MESS_MAC RD15FONT,SPACING20,CP_CX,CP_33,ROBO_LASER,STRCNRM,0
.byte "4 CREDITS / "
; .byte FONT_EPOUND
.byte "L 1.00",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
.byte "2 CREDITS TO START",0,1
.even
MESS_MAC RD15FONT,SPACING20,CP_CX,CP_22,ROBO_LASER,STRCNRM,0
.byte "1 CREDIT TO CONTINUE",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
.byte "2 CREDITS TO START",0,1
.even
MESS_MAC RD15FONT,SPACING20,CP_CX,CP_33,ROBO_LASER,STRCNRM,0
.byte "1 CREDIT TO CONTINUE",0,0
.even
TWO_TP MESS_MAC RD15FONT,SPACING20,CP_CX,CP_22,ROBO_LASER,STRCNRM,0
.byte "2 CREDITS PER PLAYER",0,0
.even
TWO_CRED_PER_PLAYER
MESS_MAC RD15FONT,SPACING20,CP_CX,CP_11,ROBO_LASER,STRCNRM,0
.byte "2 CREDITS PER PLAYER",0,0
.even
MAX_C_M MESS_MAC RD15FONT,SPACING20,CP_CX,CP_11,ROBO_LF,STRCNRM,0
.byte "MAXIMUM CREDITS!",0,0
.even
* FOR THE COINAGE ADJUSTMENT MODE:
*
* THIS SET IS TITLES FOR THE CANNED MODES.
USA_1 TXTLINE "USA 1"
USA_2 TXTLINE "USA 2"
USA_3 TXTLINE "USA 3"
USA_4 TXTLINE "USA 4"
USA_5 TXTLINE "USA 5"
USA_6 TXTLINE "USA 6"
USA_7 TXTLINE "USA 7"
USA_8 TXTLINE "USA 8"
USA_ELECTITLE
TXTLINE "USA ECA"
GERMAN_1 TXTLINE "GERMAN 1"
GERMAN_2 TXTLINE "GERMAN 2"
GERMAN_3 TXTLINE "GERMAN 3"
GERMAN_4 TXTLINE "GERMAN 4"
GERMAN_ELECTITLE
TXTLINE "GERMAN ECA"
FRENCH_1 TXTLINE "FRANCE 1"
FRENCH_2 TXTLINE "FRANCE 2"
FRENCH_3 TXTLINE "FRANCE 3"
FRENCH_4 TXTLINE "FRANCE 4"
FRENCH_5 TXTLINE "FRANCE 5"
FRENCH_6 TXTLINE "FRANCE 6"
FRENCH_7 TXTLINE "FRANCE 7"
FRENCH_8 TXTLINE "FRANCE 8"
FRENCH_9 TXTLINE "FRANCE 9"
FRENCH_10 TXTLINE "FRANCE 10"
FRENCH_11 TXTLINE "FRANCE 11"
FRENCH_12 TXTLINE "FRANCE 12"
FRENCH_ELECTITLE
TXTLINE "FRANCE ECA"
CANADA TXTLINE "CANADA"
SWISS_1 TXTLINE "SWISS 1"
SWISS_2 TXTLINE "SWISS 2"
SWISS_3 TXTLINE "SWISS 3"
ITALY_1 TXTLINE "ITALY"
UK_1 TXTLINE "U.K. 1"
UK_2 TXTLINE "U.K. 2"
UK_3 TXTLINE "U.K. ECA"
UK_4 TXTLINE "U.K. ELEC W/CCU"
SP_1 TXTLINE "SPAIN 1"
SP_2 TXTLINE "SPAIN 2"
AUS_1 TXTLINE "AUSTRALIA 1"
AUS_2 TXTLINE "AUSTRALIA 2"
JAP_1 TXTLINE "JAPAN 1"
JAP_2 TXTLINE "JAPAN 2"
ASTA_1 TXTLINE "AUSTRIA 1"
ASTA_2 TXTLINE "AUSTRIA 2"
BEL_1 TXTLINE "BELGIUM 1"
BEL_2 TXTLINE "BELGIUM 2"
BEL_3 TXTLINE "BELGIUM 3"
BELGIUM_ELECTITLE
TXTLINE "BELGIUM ECA"
SWED_1 TXTLINE "SWEDEN"
NZ_1 TXTLINE "NEW ZEALAND 1"
NZ_2 TXTLINE "NEW ZEALAND 2"
NETH TXTLINE "NETHERLANDS"
FINLAND TXTLINE "FINLAND"
NORWAY TXTLINE "NORWAY"
DENMARK TXTLINE "DENMARK"
ANTILLES TXTLINE "ANTILLES"
********************************
* 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
USA_EL .LONG EC1,DOLL4,0
C1111 .long C11,C1S1C,0
* 1ST COIN / 2 CREDITS
* NEXT COIN / 1 CREDIT
C2111 .long C11,C2S1C,0
* 2 COINS / 1 CREDIT
C2_PERC .long C21,0
* 2 COINS / 1 CREDIT
* 3 COINS / 2 CREDIT
* 4 COINS / 3 CREDITS
DOLLAR_3
.long C21,C43,0
* 2 COINS / 1 CREDIT
* 4 COINS / 4 CREDITS
DOLLAR_4
.LONG C21,C44,0
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 C2S1C
.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
DM112265
.LONG DM11
.LONG DM22
.LONG DM65
.LONG 0
CAN_1503D
.LONG C15 ;THIS POINTS AT MESSAGE
.LONG DOLL3 ;3 FOR A DOLLAR
.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_ECA .LONG BEL_ECA1
.LONG BEL_ECA2
.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 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
EC1 TXTLINE "1 CREDIT / 25 CENTS"
C11 TXTLINE "1 CREDIT / 1 COIN"
C21 TXTLINE "1 CREDIT / 2 COINS"
C43 TXTLINE "3 CREDITS / 4 COINS"
C44 TXTLINE "4 CREDITS / 4 COINS"
C15 TXTLINE "1 CREDIT / 2 X 25 CENTS"
C1S1C TXTLINE "1 CREDIT START / 1 CONTINUE"
C2S1C TXTLINE "2 CREDITS START / 1 CONTINUE"
DOLL2 TXTLINE "2 CREDITS / $1.00"
DOLL3 TXTLINE "3 CREDITS / $1.00"
DOLL4 TXTLINE "4 CREDITS / $1.00"
DM11 TXTLINE "1 KREDIT / 1 DM"
DM22 TXTLINE "2 KREDITE / 2 DM"
DM55 TXTLINE "5 KREDITE / 5 DM"
DM65 TXTLINE "6 KREDITE / 5 DM"
DM75 TXTLINE "7 KREDITE / 5 DM"
DM85 TXTLINE "8 KREDITE / 5 DM"
F3F5 TXTLINE "3 CREDITS / 5F"
F2F5
F25 TXTLINE "2 CREDITS / 5F"
F15 TXTLINE "1 CREDIT / 5F"
F510 TXTLINE "5 CREDITS / 10F"
F1120 TXTLINE "11 CREDITS / 2 X 10F"
F4109 TXTLINE "9 CREDITS / 2 X 10F"
F4107 TXTLINE "7 CREDITS / 2 X 10F"
F4105 TXTLINE "5 CREDITS / 2 X 10F"
F410 TXTLINE "4 CREDITS / 10F"
F310 TXTLINE "3 CREDITS / 10F"
F210 TXTLINE "2 CREDITS / 10F"
F3X1F TXTLINE "1 CREDIT / 3 X 1F"
F25510 TXTLINE "2 CRED/ 5F 5 CRED/ 10F"
F2X1F TXTLINE "1 CREDIT / 2 X 1F"
F52X5 TXTLINE "5 CREDITS / 2 X 5F"
F72X5 TXTLINE "7 CREDITS / 2 X 5F"
SFRANC11
TXTLINE "1 CREDIT / 1F"
SFRANC65
TXTLINE "6 CREDITS / 5F"
SFRANC75
TXTLINE "7 CREDITS / 5F"
SFRANC85
TXTLINE "8 CREDITS / 5F"
P1500L_P
TXTLINE "1 CREDIT / 500 LIRE"
UK_1201 TXTLINE "1 CREDIT / 20 P"
UK_1202 TXTLINE "3 CREDITS / 50 P"
UK_2201 TXTLINE "2 CREDITS / 20 P"
UK_2202 TXTLINE "5 CREDITS / 50 P"
UK_3201 TXTLINE "1 CREDIT/30P 2 CREDITS/50P"
;UK_3202 TXTLINE "2 CREDITS / 50 P"
UK_3203 TXTLINE "4 CREDITS / L1.00"
SP_11 TXTLINE "1 CREDIT / 25 PESETA"
SP_44 TXTLINE "4 CREDITS / 100 PESETA"
SP_54 TXTLINE "5 CREDITS / 100 PESETA"
NZ_131
AU_36 TXTLINE "1 CREDIT / 3 X 20 CENTS"
AU_2D TXTLINE "2 CREDITS / $ 1.00"
AU_520 TXTLINE "1 CREDIT / 5 X 20 CENTS"
AU_1D TXTLINE "1 CREDIT / $ 1.00"
AU_32D TXTLINE "3 CREDITS / $ 2.00"
JAP_101 TXTLINE "1 CREDIT / 100 YEN"
JAP_201 TXTLINE "2 CREDITS / 100 YEN"
ASTA101 TXTLINE "1 CREDIT / 2 X 5 SCHILLING"
ASTA102 TXTLINE "3 CREDITS / 2 X 10 SCHILLING"
ASTA151 TXTLINE "1 CREDIT / 5 SCHILLING"
ASTA152 TXTLINE "2 CREDITS / 10 SCHILLING"
BEL_1201 TXTLINE "1 CREDIT / 20F"
BEL_2201 TXTLINE "2 CREDITS / 20F"
BEL_3201 TXTLINE "3 CREDITS / 20F"
BEL_ECA1 TXTLINE "1 CREDIT / 25F"
BEL_ECA2 TXTLINE "4 CREDITS / 100F"
SWED_S51 TXTLINE "1 CREDIT / 3 X 1 KRONA"
SWED_S52 TXTLINE "2 CREDITS / 5 KRONA"
NZ_121 TXTLINE "1 CREDIT / 2 X 20 CENTS"
HF_11 TXTLINE "1 CREDIT / 1 HFI"
HF_32 TXTLINE "3 CREDITS / 2.5 HFI"
FIN_1 TXTLINE "1 CREDIT / 1 MARKKA"
DEN_12
NOR_12 TXTLINE "1 CREDIT / 2 X 1 KRONE"
NOR_35 TXTLINE "3 CREDITS / 5 X 1 KRONE"
DEN_35 TXTLINE "3 CR/5 KRONE 7 CR/2X5 KRONE"
;DEN_710 TXTLINE "7 CREDITS / 2 X 5 KRONE"
ANT1P25 TXTLINE "1 CREDIT / 25 CENTS"
ANT4DOL TXTLINE "4 CREDITS / 1 GUILDER"
.even
**************************************************************************
* *
* COIN SLOT TITLES *
* *
**************************************************************************
USA_QQ .byte "25 CENT 25 CENT",0
.even
USA_QDQ .byte "25 CENT $1.00 25 CENT",0
.even
USA_ESLOT .byte "1 DOLLAR 10/25/5 CENT",0
.even
GERMAN_15 .byte "1 DM 5 DM",0
.even
GERMAN_3EL .byte "5 DM 2 DM 1 DM",0
.even
GERMAN_ESLOT .byte "5/1/2 DM",0
.even
FRENCH510 .byte "5 F 10 F",0
.even
FRENCH1510 .byte "1 F 5 F 10 F",0
.even
FRANCE_ESLOT .byte "1/10/5 FRANCS",0
.even
FRENCH1F5F .byte "1 F 5 F",0
.even
CAN_QD .byte "25 CENT $ 1.00",0
.even
SWISS15 .byte "1 F 5 F",0
.even
ITALYLIRE .byte "500 LIRE 500 LIRE",0
.even
UK2050 .byte "20 P 50 P",0
.even
UK_ELEC .byte "L1.00 50P 20P 10P",0
.even
UK_CCU .byte "CCU ON LEFT SLOT ",0
.even
PESETA25 .byte "25 PESETA 100 PESETA",0
.even
AUST20C .byte "20 CENT $ 1.00",0
.even
YEN100 .byte "100 YEN 100 YEN",0
.even
BELGIUM_ESLOT .byte "50/5/20 F",0
.even
SHILL510 .byte "5 SCHILLING 10 SCHILLING"
.BYTE 0
.EVEN
FRANC20 .byte "20 F 20 F"
.BYTE 0
.EVEN
F52050 .byte "50 F 20 F 5 F"
.BYTE 0
.EVEN
KRONA5 .byte "1 KRONA 5 KRONA"
.BYTE 0
.EVEN
NZ20 .byte "20 CENT 20 CENT"
.BYTE 0
.EVEN
HFSLOT .byte "1 HFI 2.5 HFI"
.BYTE 0
.EVEN
MKSLOT .byte "1 MARKKA 1 MARKKA"
.BYTE 0
.EVEN
NKRSLOT .byte "1 KRONE 1 KRONE"
.BYTE 0
.EVEN
DKRSLOT .byte "1 KRONE 5 KRONE"
.BYTE 0
.EVEN
ANTSLOT .byte "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 diptst_mess,dipsw_test,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,SNDTST,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_CLCOIN,0,NO_HELP ;Clr coins
.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 6 ;# ENTRIES
.LONG MESS_SWTEST
.long diptst_mess
.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
.byte "YES",0
.EVEN
MESS_NO .byte "NO",0
.EVEN
;MESS_CLEAR_SUBS
; .byte "CLEAR SUBTOTALS"
; .BYTE 0
; .EVEN
;
;MESS_SUBS_CLEAR
; .byte "SUBTOTALS CLEARED"
; .BYTE 0
; .EVEN
MESS_TOPAGE2
.byte "NEXT AUDIT PAGE"
.BYTE 0
.EVEN
MESS_BACKP1
.byte "PREVIOUS AUDIT PAGE"
.BYTE 0
.EVEN
MESS_ANY
.byte "ANY BUTTON TO CONTINUE"
.BYTE 0
.EVEN
MESS_MM
.byte "RETURN TO MAIN MENU"
.BYTE 0
.EVEN
MESSDIAG ;THIS IS TITLE OF PAGE
MESS_DIAG
.byte "DIAGNOSTIC TESTS"
.BYTE 0
.EVEN
MESS_COIN_AUD
.byte "COIN BOOKKEEPING"
.BYTE 0
.EVEN
MESS_GAME_AUD
.byte "GAME AUDITS"
.BYTE 0
.EVEN
MESS_GAME_ADJ
.byte "GAME ADJUSTMENT"
.BYTE 0
.EVEN
MESS_UTIL
.byte "UTILITIES"
.BYTE 0
.EVEN
MESS_EXIT
.byte "EXIT TO GAME OVER"
.BYTE 0
.EVEN
CH_0 .byte "VIEW COINBOX"
.BYTE 0
.EVEN
CH_1 .byte "TOTALS AND"
.BYTE 0
.EVEN
CH_2 .byte "GAMEPLAY COUNTERS"
.BYTE 0
.EVEN
AH_1 .byte "VIEW GAME"
.BYTE 0
.EVEN
AH_2 .byte "PLAY STATISTICS"
.BYTE 0
.EVEN
AD_1 .byte "MAKE CHANGES"
.BYTE 0
.EVEN
AD_2 .byte "TO PRICING AND"
.BYTE 0
.EVEN
AD_3 .byte "GAME DIFFICULTY"
.BYTE 0
.EVEN
MESS_CLCRED
U_CLR_CRED .byte "CLEAR CREDITS"
.BYTE 0
.EVEN
MESS_CCCONF .byte "CREDITS CLEARED"
.BYTE 0
.EVEN
MESS_CLCOIN
U_CLR_COIN .byte "CLEAR COIN COUNTERS"
.BYTE 0
.EVEN
MESS_CLAUD
U_CLR_AUD .byte "CLEAR GAME AUDITS"
.BYTE 0
.EVEN
MESS_HSRESET
U_HSRESET .byte "RESET HIGH SCORES"
.BYTE 0
.EVEN
MESS_HSRES
.byte "RESET HIGH SCORES"
.BYTE 0
.EVEN
;M_OPMESS_TIT
;U_OPMESS .byte "OPERATOR MESSAGE"
; .BYTE 0
; .EVEN
;M_SET_OMESS
;;MESS_OPMESS .byte "SET OPERATOR MESSAGE"
; .BYTE 0
; .EVEN
U_BURNIN .byte "BURN-IN TEST",0
.even
MESS_BURN .byte "RUN BURN-IN TEST",0
.even
MESS_DEF_ADJ .byte "DEFAULT ADJUSTMENTS",0
.even
U_FACTORY .byte "FACTORY SETTINGS",0
.even
MESS_FACSET .byte "FULL FACTORY RESTORE",0
.even
U_END .byte "END TESTING",0
.even
MESS_SWTEST .byte "SWITCH TEST",0
.even
diptst_mess .byte "DIP SWITCH TEST",0
.even
MESS_CPUTEST .byte "CPU BOARD TEST",0
.even
M_STEST .byte "SOUND BOARD TEST",0
.even
MESSPAT ;HEADER TITLE
MESS_PATTERNS .byte "MONITOR PATTERNS",0
.EVEN
MESS_RED .byte "RED SCREEN",0
.EVEN
MESS_GREEN .byte "GREEN SCREEN",0
.EVEN
MESS_BLUE .byte "BLUE SCREEN",0
.EVEN
MESS_BARS .byte "COLOR BARS",0
.EVEN
MESS_CROSS .byte "CROSSHATCH PATTERN",0
.EVEN
MESS_DIAGM .byte "BACK TO DIAGNOSTICS MENU",0
.EVEN
* ON FULL RESTORE....THE FOLLOWING IS PRINTED.
;0 = END OF STRING...1 = MORE MESSAGES!
MESS_RESET
MESS_MAC RD7FONT,SPACING20,200,80,ROBO_RED,STRCNRM,0
MESS_FACFAIL
.byte "FAILURE IN CMOS RAM",0,0
.EVEN
MESS_FFSCONF
MESS_FAC MESS_MAC RD7FONT,SPACING20,200,96,ROBO_WHITE,STRCNRM,0
MESS_DEFCONF
.byte "DEFAULT ADJUSTMENTS RESTORED.",0,1
.EVEN
MESS_MAC RD7FONT,SPACING20,200,112,ROBO_YELLOW,STRCNRM,0
MESS_CCNCONF
.byte "COIN COUNTERS CLEARED.",0,1
.EVEN
MESS_MAC RD7FONT,SPACING20,200,128,ROBO_ORANGE,STRCNRM,0
MESS_CAUDCONF
.byte "GAME AUDITS CLEARED.",0,1
.EVEN
MESS_MAC RD7FONT,SPACING20,200,144,ROBO_CYAN,STRCNRM,0
MESS_HSRCONF
.byte "HIGH SCORE TABLE RESET.",0,0
.EVEN
MESS_CANCELLED
.byte "CANCELLED",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
M_TEAM MESS_MAC RD7FONT,SPACING20,200,67,ROBO_WHITE,STRCNRM,0
.byte "TOTAL CARNAGE TEAM:",0,1
MESS_MAC RD7FONT,SPACING20,200,97,ROBO_WHITE,STRCNRM,0
.byte "MARK TURMELL",0,1
MESS_MAC RD7FONT,SPACING20,200,107,ROBO_WHITE,STRCNRM,0
.byte "JOHN TOBIAS",0,1
MESS_MAC RD7FONT,SPACING20,200,117,ROBO_WHITE,STRCNRM,0
.byte "JIM GENTILE",0,1
MESS_MAC RD7FONT,SPACING20,200,127,ROBO_WHITE,STRCNRM,0
.byte "SHAWN LIPTAK",0,1
MESS_MAC RD7FONT,SPACING20,200,137,ROBO_WHITE,STRCNRM,0
.byte "JON HEY",0,1
MESS_MAC RD7FONT,SPACING20,200,147,ROBO_WHITE,STRCNRM,0
.byte "TONY GOSKIE",0,0
.even
**************************************************************************
* *
* STRINGS FOR UTILITY HELP MENUS *
* *
**************************************************************************
MEH_CLCRED1 .byte "REMOVE ANY",0
.EVEN
MEH_CLCRED2 .byte "POSTED CREDITS",0
.EVEN
MEH_CLCRED3 .byte "FROM THE GAME",0
.EVEN
MEH_CLCOIN1 .byte "CLEAR OUT PAID",0
.EVEN
MEH_CLCOIN2 .byte "CREDITS TOTAL",0
.EVEN
MEH_CLCOIN3 .byte "AND THE COIN",0
.EVEN
MEH_CLCOIN4 .byte "SLOT COUNTERS",0
.EVEN
MEH_CLAUD1 .byte "CLEAR GAMEPLAY",0
.EVEN
MEH_CLAUD2 .byte "STATISTICS",0
.EVEN
MEH_RESHS1 .byte "RESET HIGH SCORE",0
.EVEN
MEH_RESHS2 .byte "TABLE TO FACTORY",0
.EVEN
MEH_RESHS3 .byte "DEFAULT VALUES",0
.EVEN
MEH_DEFA1 .byte "SET ALL GAME",0
.EVEN
MEH_DEFA2 .byte "ADJUSTMENTS TO",0
.EVEN
MEH_DEFA3 .byte "THEIR FACTORY",0
.EVEN
MEH_DEFA4 .byte "DEFAULT VALUE",0
.EVEN
MEH_FAC1 .byte "CLEAR AUDITS",0
.EVEN
MEH_FAC2 .byte "COUNTERS.",0
.EVEN
MEH_FAC3 .byte "RESET",0
.EVEN
MEH_FAC4 .byte "ADJUSTMENTS",0
.EVEN
MEH_FAC5 .byte "THE HIGH SCORE",0
.EVEN
MEH_FAC6 .byte "TABLE",0
.EVEN
**************************************************************************
* *
* MAIN MENU NAMES *
* *
**************************************************************************
MESSMAIN
.byte "TOTAL CARNAGE TEST MENU",0
.even
MESSUTIL
.byte "UTILITY MENU",0
.even
.end