total-carnage/ROBOATT.ASM

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.FILE 'ROBOATT.ASM'
.TITLE "ROBO ATTRACT MODE"
.WIDTH 132
.OPTION B,D,L,T
.MNOLIST
;
;
; 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\GSP.INC"
.INCLUDE "\VIDEO\SYS\MACROS.HDR" ;MACROS DEFINITIONS
.INCLUDE "MAC2.ASM" ;MACRO 2 DEFINITIONS
.INCLUDE "IMGTBL.GLO"
.INCLUDE "BGNDTBL.GLO" ;BACKGROUND EQUATES
.INCLUDE "ROBO.EQU"
.INCLUDE "AUDIT.EQU"
.BSS PAL1,16*16*2 ;ALLOCATE 2 X COLOR AREA IN RAM
.BSS PAL2,16*16*2 ;ALLOCATE 2 X COLOR AREA IN RAM
.BSS STORYNUM,16
.BSS P1PZ1,8
.BSS P1PZ2,8
.BSS P1PZ3,8
.BSS P1CSH,16
.BSS P2PZ1,8
.BSS P2PZ2,8
.BSS P2PZ3,8
.BSS P2CSH,16
.BSS TMP,8
.BSS DUMB2,8
.BSS TMP1,32
.BSS TMP2,32
.BSS PLAYPAGE,16
.BSS STATUS,16
.BSS WANTIN,8
.TEXT
;
;SOUNDS
;
.REF MCSPK6,MCSPK5,LEGOSND,STRYMSC,MONIN,MBANG,FADE_DOWN,FADE_UP
.REF MUSICOFF,HIMUSC,CROWD1
;EUGENE HIGH SCORES
.REF GETHIGH,GETINIT,KEEPON,GET_ADJ,CIRCUIT,CLNPAL,GOS
;
; SYMBOLS DEFINED IN THIS FILE
;
.DEF GRATS,CLRP1PZ,CLRP2PZ
.DEF ATSTRT,PLAYPAGE,WANTIN,SPRKL,GETLVS,SMASHON
.DEF SYSINITL,P1PZ1,P1PZ2,P1PZ3,P1CSH,P2PZ1,P2PZ2,P2PZ3,P2CSH
.DEF WIPEOUT,INITIALS
.DEF P1START,DEC_LV
.DEF P2START
.DEF ADDBUY
.DEF SCRIPTPLAY
.DEF ATTSLP,STATUS
;
; SYMBOLS DEFINED EXTERNALLY
;
.REF DOMNTR,COVER,EHALT,BOSSON,DOSHK0,SHAKER,CLRBPAL
; .REF FBI_LIT
.REF SPEECH,COLCYC,FLR2_LIT,HULKTYP
.REF FIGURES,BSCORE,ENTERON
.REF GPALOBJ,XYSEEK,AUTOPAL3
.REF OBJON,OBJOFF,SYNCHALF,WNTOUT,CLRPAL
.REF P1LVS,P2LVS,LFCY,RFCY,LFACEP,RFACEP,CNTDIG1,CNTDIG2
.REF KP_LS,KP_RS,CANT,OBJSCRN
.REF METERP1,METERP2,P2MTRY,P1MTRY,SET_GATE_2,RINGS
.REF GAMSTATE,RD7FONT,RD15FONT,WAVE,P1CTRL,P2CTRL,SOUNDSUP,IRQSKYE
.REF SCRCLR,INIT_DEMO,P1DATA,P2DATA,KILALL,BAKLST,PLYRPRCS
.REF DELPAL,DELOBJ,FRANIM,RANGRAND
.REF BAKMODS
.REF BGND_UD1,PLYROBJS,MTR1CNT
.REF DISPLAYON,MYOINIT,CLR_SCRN,DMAQWAIT
.REF CLRWORLD,GAMERASE,SCORE_FLAG,GETFPAL
.REF CLRSWPRC,SYNCFULL,DRAW_PLYR_TORSO
.REF SYSCOPY,CRD_SCRN,KILL_CRD,SET_1ST
.REF CR_CONTP,P_CONT,CR_STRTP,P_START,AUD,AUD1
.REF WNDWON,WNDWOFF,EXPSCRN,SNKSCRN,SNKNOW,DELWNDW
.REF KILBGND,CLR_ALL
.REF AWAVE,INIT_GAME
.REF MSG_PROC
.REF SCORETYP,HALT,STARTUP
.REF LIVECNT
.REF FROMDR
.REF COLRPRC
.REF SCRFIL,AUTOEOFF
.REF AUTOEON
.REF FADEOUT,FADEIN,BLAKOUT
;TEMPORARILY REFERENCED
.REF STRCNRMO
;
;ATTRACT MODE START UP ROUTINE
;
ATSTRT:
MOVK 1,A0
MOVE A0,@GAMERASE
MOVE @GAMSTATE,A0
CMPI INDIAG,A0
JREQ ATSTRTX
MOVI INAMODE,A0
MOVE A0,@GAMSTATE,W
MOVI IBUYINS,A0
MOVE A0,@P1DATA+PBUYINS,W ;MAKE SURE WE ALLOW BUYINS
MOVE A0,@P2DATA+PBUYINS,W
CALLA COLRPRC
CREATE AMDEPID,AMODE ;CREATE THE ATTRACT MODE
CLR A0
MOVE A0,@PLAYPAGE,W ;CLEAR AMODE PLAY PAGE
MOVE A0,@HALT
MOVE A0,@BSCORE
MOVE A0,@HULKTYP
MOVE A0,@ENTERON
ATSTRTX:
RETS
;
; CYCLE BETWEEN MODES
;
AMODE:
; JRUC AMJ
; JSRP INITIALS ;ENTER INITIALS SCREEN
;AMJ
JSRP HSTDTAB ;SHOW HIGH SCORE TO DATE TABLE
JSRP TITLPAGE ;DISPLAY TITLE (SPLASH SCREEN) PAGE
CALLA CLRBPAL
JSRP ATTPLAY ;DO SOME ATTRACT MODE PLAY STUFF
SLEEP 1
CALLA CLRBPAL
JSRP LOGOSC
JSRP DO_CRD_SCRN ;DISPLAY INSERT COIN SCREEN
CALLA CLRBPAL
JSRP TITLPAGE ;DISPLAY TITLE (SPLASH SCREEN) PAGE
JSRP HSTDTAB ;SHOW HIGH SCORE TO DATE TABLE
JSRP ATTPLAY ;DO SOME ATTRACT MODE PLAY STUFF
JSRP DO_CRD_SCRN ;CREDIT INFO SCREEN
CALLA CLRBPAL
; JSRP DOFBI ;DISPLAY FBI SCRN
JSRP HSTDTAB ;SHOW HIGH SCORE TO DATE TABLE
JSRP TITLPAGE ;DISPLAY TITLE (SPLASH SCREEN) PAGE
CALLA CLRBPAL
JSRP ATTPLAY ;DO ATTRACT MODE DEMO PLAY
SLEEP 20
JSRP OFFERT
SLEEP 1 ;60 ;SLEEP AWHILE
MOVI AMDEPID,A0
MOVE A0,*A13(PROCID),W
JRUC AMODE
KILCYC
MOVI COLRPID,A0
CLR A1
NOT A1
CALLA KILALL ;KILL ALL COLOR UPDATE PROCESSES
RETS
TITLPAGE:
JSRP WNDWON
CALLA KILBGND ;KILL OLD BACKGROUND IF ANY EXISTED
MOVI CLSNEUT|TYPTEXT|SUBWNDW,A0
CLR A1
NOT A1
CALLA KILOBJ
CALLR KILCYC
MOVI SDP1,A8 ;PAL NAME
MOVI PAL1,A9 ;RAM AREA
MOVI [29H,37H],A10 ;BEGIN/END COLOR #
MOVK 4,A11 ;RATE IN TICKS
CREATE CYCPID,COLCYC ;COLOR CYCLER ON
MOVI TITLE,A0
MOVE A0,@BAKMODS,L
CALLA BGND_UD1
CREATE CAMPID,SMASHME
SLEEP 60*10 ;10
MOVI CAMPID,A0
CLR A1
NOT A1
CALLA KILALL
MOVI 33,A0 ;CAMERA & LIGHT
CALLA KILOBJ
MOVB @CANT,A0
JREQ CJ
DP SLEEP 1
JRUC DP
CJ RETP
SMASHON
SLEEP 1
MOVI SMASZ,A10
MOVI SMASTV2,A9
CALLR TOB1
MOVI 15000H,A0
MOVE A0,*A8(OYVEL),L
MOVE A0,*A9(OYVEL),L
SLEEP 54H
CLR A0
MOVE A0,*A8(OYVEL),L
MOVE A0,*A9(OYVEL),L
SLEEP 60
MOVI -70000H,A0
JRUC KILOFF
TOB1
MOVE A10,A14
CALLA GPALOBJ ;ALLOCATE A COLOR PALETTE
CALLA STFOBJ ;STUFF OBJECT DATA
CALLA INSOBJ ;INSERT OBJECT INTO LIST
MOVE A0,A8
MOVE A9,A14
CALLA GPALOBJ ;ALLOCATE A COLOR PALETTE
CALLA STFOBJ ;STUFF OBJECT DATA
CALLA INSOBJ ;INSERT OBJECT INTO LIST
MOVE A0,A9
RETS
SMASHME
SLEEP 60*3-30
MOVI SMAS,A10
MOVI SMASTV,A9
CALLR TOB1
MOVI 50000H,A0
MOVE A0,*A8(OYVEL),L
MOVE A0,*A9(OYVEL),L
SLEEP 27
CLR A0
MOVE A0,*A8(OYVEL),L
MOVE A0,*A9(OYVEL),L
;SOUNDS OFF IN DEMO
ADJUST ADJMUSIC ;GET MUSIC ON OFF FOR DEMO
MOVE A0,A0
JRNZ NONO
MOVI MBANG,A0 ;MBANG
CALLA ONESND
NONO MOVI 30,A10
CALLA SHAKER
SLEEP 60*5
ADJUST ADJMUSIC ;GET MUSIC ON OFF FOR DEMO
MOVE A0,A0
JRNZ NONO2
MOVI MONIN,A0
CALLA ONESND
NONO2 MOVI 70000H,A0
KILOFF
MOVE A0,*A8(OXVEL),L
MOVE A0,*A9(OXVEL),L
SLEEP 90
CLR A0
MOVE A0,*A8(OXVEL),L
MOVE A0,*A9(OXVEL),L
MOVE A8,A0
CALLA DELOBJ
MOVE A9,A0
CALLA DELOBJ
DIE
SMAS
.LONG 0B80000H,-600000H,SMASH
.WORD 130,DMAWNZ,33
.LONG 0,0
SMASZ ;FOR TOBIAS
.LONG 0C00000H,01000000H,SMASH
.WORD 07FFFH,DMAWNZ,33
.LONG 0,0
SMASTV2
.LONG 0C00000H,01000000H,TVBOX
.WORD 07FFFH,DMAWNZ,33
.LONG 0,0
SMAS2
.LONG 0B80000H,-1600000H,SMASH
.WORD 130,DMAWNZ,33
.LONG 0,0
SMASTV
.LONG 0B80000H,-600000H,TVBOX
.WORD 131,DMAWNZ,33
.LONG 0,0
MONTR SLEEP 634H ;114H ;5*60
MOVK 3,A9 ;NO SPEECH NO CASH
CREATE 0,COVER
CREATE TVPID,DOMNTR
DIE
INITIALS
JSRP WNDWON
CALLA KILBGND ;KILL OLD BACKGROUND IF ANY EXISTED
; MOVI CLSNEUT|TYPTEXT|SUBWNDW,A0
; CLR A1
; NOT A1
; CALLA KILOBJ
MOVI INITL,A0
MOVE A0,@BAKMODS,L
CALLA BGND_UD1
MOVI INITL,A0
MOVE A0,@BAKMODS,L
CALLA BGND_UD1
MOVI SCRNEND,A0 ;[256,405],A0
MOVE A0,@SCRNLR,L
CREATE CYCPID,FLR2_LIT
CALLA FIGURES ;TURN ON PLYRS, GIRLS, ETC.
JSRP WNDWOFF
;ENTER INITIALS HERE
JSRP GETINIT ;GET INITIALS BOYS...
JSRP WNDWON
CALLA KILBGND
MOVI CYCPID,A0
CLR A1
NOT A1
CALLA KILALL
MOVI BONPID,A0
CALLA KILALL
MOVI BON1PID,A0
CALLA KILALL
SLEEP 2
MOVI CLSNEUT|TYPTEXT|SUBWNDW,A0
CLR A1
NOT A1
CALLA KILOBJ
SLEEP 1
CALLA MYOINIT
RETP
;DOFBI
; JSRP WNDWON
; CALLA KILBGND ;KILL OLD BACKGROUND IF ANY EXISTED
; MOVI CLSNEUT|TYPTEXT|SUBWNDW,A0
; CLR A1
; NOT A1
; CALLA KILOBJ
;
; MOVI FBI1,A0
; MOVE A0,@BAKMODS,L
; CALLA BGND_UD1
; MOVI FBI1,A0
; MOVE A0,@BAKMODS,L
; CALLA BGND_UD1
; MOVI FBI1,A0
; MOVE A0,@BAKMODS,L
; CALLA BGND_UD1
;
; MOVI FBIP,A0
; CALLA BLAKOUT
;
; MOVI SCRNEND,A0 ;[256,405],A0
; MOVE A0,@SCRNLR,L
;
; MOVI PAL3ATAB,A0
; MOVK 2,A1 ;FADE TITLE SCREEN IN FROM BLACK
; CALLA FADEIN
; CREATE CYCPID,FBI_LIT
;
; SLEEP 4*60+30
;
; MOVI CYCPID,A0
; CLR A1
; NOT A1
; CALLA KILALL
;
; MOVI PAL3ATAB,A0
; MOVK 2,A1 ;FADE TITLE SCREEN OUT TO BLACK
; CALLA FADEOUT
;
; SLEEP 60
; CALLA CLR_SCRN
; MOVB @CANT,A0
; JREQ ACJA
;ADPA SLEEP 1
; JRUC ADPA
;ACJA RETP
GRATS
; MOVI GRAT,A0
; MOVE A0,@BAKMODS,L
; CALLA BGND_UD1
; MOVI GRAT,A0
; MOVE A0,@BAKMODS,L
; CALLA BGND_UD1
MOVI HIMUSC,A0
CALLA ONESND
MOVI GRAT,A0
MOVE A0,@BAKMODS,L
CALLA BGND_UD1
MOVI SCRNEND,A0 ;[256,405],A0
MOVE A0,@SCRNLR,L
JSRP WNDWOFF
CREATE CYCPID,GOSA
MOVI GRAT,A0
MOVE A0,@BAKMODS,L
CALLA BGND_UD1
CREATE CYCPID,FLR2_LIT
MOVK 1,A0
MOVE A0,@STORYNUM
CREATE 0,DOSTRY
SLEEP 018BAH
JRUC INHERE
GOSA MOVI CROWD1,A0
CALLA ONESND
SLEEP 870H
CREATE CYCPID,GOS
DIE
LOGOSC
MOVI LOGO,A0
MOVE A0,@BAKMODS,L
CALLA BGND_UD1
MOVI LOGO,A0
MOVE A0,@BAKMODS,L
CALLA BGND_UD1
MOVI LOGO,A0
MOVE A0,@BAKMODS,L
CALLA BGND_UD1
; MOVI DLSTZ,A1
; CALLA UNGET
CALLA CLNPAL
MOVI LGP,A0
CALLA BLAKOUT
MOVI SCRNEND,A0 ;[256,405],A0
MOVE A0,@SCRNLR,L
MOVI PAL3TAB,A0
MOVK 2,A1 ;FADE TITLE SCREEN IN FROM BLACK
CALLA FADEIN
MOVI SMAS2,A14
CALLA GPALOBJ ;ALLOCATE A COLOR PALETTE
CALLA STFOBJ ;STUFF OBJECT DATA
CALLA INSOBJ ;INSERT OBJECT INTO LIST
CLR A0
MOVE A0,@STORYNUM
CREATE 0,DOSTRY
CREATE 0,MONTR
CREATE 0,SPARK
SLEEP 5C5H ;49*60/2
INHERE
;STOP ALL SCROLLING LETTERS (ONLY LAST 2 LINES ARE VIEWABLE)
;STOP DISPLAY PROCESSOR HERE FOR PROPER ALIGNMENT
DN0 CLR A1
NOT A1
MOVI CLSNEUT|TYPTEXT|SUBNEW,A0
CALLA EXISTOBJ
JRZ DNS
;FOUND 1
MOVK 1,A1
MOVE A1,*A0(OID)
CLR A1
MOVE A1,*A0(OYVEL),L
JRUC DN0
DNS
;START DISPLAY PROCESSOR UP AGAIN
SLEEP 78H ;2*60
;SEND REMAINING TEXT FLYING OFF SCREEN
FN0 CLR A1
NOT A1
MOVK 1,A0
CALLA EXISTOBJ
JRZ FNS
;FOUND 1
CLR A1
MOVE A1,*A0(OID)
MOVI -10000H,A1 ;8000
MOVE A1,*A0(OYVEL),L
JRUC FN0
FNS
SLEEP 1F8H ;204H-60 ;6*60/2
MOVE @STORYNUM,A0
JRNZ CJA
SLEEP 0CH ;60
MOVI PAL3TAB,A0
MOVK 2,A1 ;FADE TITLE SCREEN OUT TO BLACK
CALLA FADEOUT
SLEEP 60
CALLA CLR_SCRN
MOVB @CANT,A0
JREQ CJA
DPA SLEEP 1
JRUC DPA
CJA RETP
PAL5TAB:
.LONG HSC,DUXPAL,smlg,0
PAL4TAB:
.LONG HSC,NUARENAP,0
PAL3TAB:
.LONG AUTOPAL3,LGP,0
PAL3BTAB:
.LONG LGP,0
;PAL3ATAB:
; .LONG FBIP,0
SPARK
;SPARKLES ON LOGO
SLEEP 120
;TURN ON OBJECT
MOVI SPK,A14
CALLA GPALOBJ ;ALLOCATE A COLOR PALETTE
CALLA STFOBJ ;STUFF OBJECT DATA
CALLA INSOBJ ;INSERT OBJECT INTO LIST
MOVE A0,A8
CALLA ADJSTWTL
STP MOVK 1,B0
MOVK 4,B1
CALLA RANGRAND
DEC A0
SLL 4,A0
MOVI SPRKX,A1
ADD A0,A1
MOVE *A1,A1,W ;A1=X OF SPARKLE
ADDI SPRKY,A0
MOVE *A0,A0,W ;A0=Y
MOVE A1,*A8(OXPOS),W
MOVE A0,*A8(OYPOS),W
MOVE A8,A0
CALLA OBJON
MOVI SPRKL,A9
MOVK 1,A1 ;TILL END OF LIST
JSRP FRANIM
MOVE A8,A0
CALLA OBJOFF
SLEEP 30 ;2*60
JRUC STP
SPRKL .LONG GLM0
.WORD 4
.LONG GLM1
.WORD 4
.LONG GLM2
.WORD 4
.LONG GLM3
.WORD 4
.LONG GLM2
.WORD 4
.LONG GLM1
.WORD 4
.LONG 0
SPRKX: .WORD 097H,0F3H,0C6H,0C6H
SPRKY: .WORD 055H,055H,055H,036H
SPK
.LONG 0,1000,GLM0
.WORD 90,DMAWNZ,CLSNEUT|TYPNEUT
.LONG 0,0
;
DOSTRY
;TURN ON MUSIC SND
; MOVI STRYMSC,A0
; CALLA ONESND
; MOVK 1,A0
; MOVB A0,@GOUP
MOVI DRLPID,A0
CLR A1
NOT A1
CALLA KILALL
MOVI DRRPID,A0
CALLA KILALL
MOVI DRTOPID,A0
CALLA KILALL
CLR A0
MOVB A0,@TMP
DOST SLL 5,A0
MOVE @STORYNUM,A8
JRZ DO1ST
ADDI SY2,A0
JRUC DO2ND
DO1ST
ADDI SY,A0
DO2ND MOVE *A0,A8,L
JRZ DOST1
MOVI [0108H,0C8H],A9 ;Y,X POSITION
MOVI [0,2],A10 ;Y,X SPACING BETWEEN CHARACTERS
MOVI RD15FONT,A11 ;FONT TABLE
CLR A0
MOVI 3F3FH,A6 ;COLOR
JSRP STRCNRMO ;PRINT OUT SHIT
; CALLA SYNCFULL ;NOW WAIT FOR VBLANK TO ZAP COLOR MAP
; CALLA SYNCHALF
; CLR A0
; MOVE A0,@DISPLAYON
;GIVE ALL TEXTOID IMGS A -YVEL
; DINT
D33 MOVI CLSNEUT|TYPTEXT|SUBTXT,A0
CLR A1
NOT A1
CALLA EXISTOBJ
JRZ D34
MOVI -010000H,A1 ;8000
MOVE @STORYNUM,A2
JRZ DFUCK
MOVI -08000H,A1 ;8000
DFUCK
MOVE A1,*A0(OYVEL),L
MOVI CLSNEUT|TYPTEXT|SUBNEW,A1
MOVE A1,*A0(OID),W
MOVI 100,A1 ;SO THAT WINDOW WILL BE ABOVE TEXT!
;IN CASE OF START BUTTON PRESSED!
MOVE A1,*A0(OZPOS)
JRUC D33
D34
; EINT
; MOVK 1,A0
; MOVE A0,@DISPLAYON
SLEEP 45 ;90
MOVE @STORYNUM,A0
JRZ CONH
SLEEP 65 ;90
CONH
;KILL EVERYTHING OFF SCREEN
CALLA OBJSCRN
MOVB @TMP,A0
INC A0
MOVB A0,@TMP
JRUC DOST
DOST1
SLEEP 3*60
DIE
DO_CRD_SCRN:
JSRP CRD_SCRN ;SHOW CREDITS SCREEN SUPERIMPOSED
MOVI LOGO2,A0
MOVE A0,@BAKMODS,L
CALLA BGND_UD1
MOVI LGP,A0
CALLA BLAKOUT
MOVI SCRNEND,A0 ;[256,405],A0
MOVE A0,@SCRNLR,L
MOVI PAL3BTAB,A0
MOVK 2,A1 ;FADE TITLE SCREEN IN FROM BLACK
CALLA FADEIN
SLEEP 4*60
MOVI PAL3BTAB,A0
MOVK 2,A1 ;FADE TITLE SCREEN OUT TO BLACK
CALLA FADEOUT
SLEEP 1CH
CALLA KILL_CRD
CALLA CLR_SCRN
RETP
HSTDTAB:
JSRP WNDWON
CALLA KILBGND ;KILL OLD BACKGROUND IF ANY EXISTED
MOVI CLSNEUT|TYPTEXT|SUBWNDW,A0
CLR A1
NOT A1
CALLA KILOBJ
MOVI CHAMPS,A0
MOVE A0,@BAKMODS,L
CALLA BGND_UD1
; MOVI CHAMPS,A0
; MOVE A0,@BAKMODS,L
; CALLA BGND_UD1
; MOVI CHAMPS,A0
; MOVE A0,@BAKMODS,L
; CALLA BGND_UD1
MOVI HSC,A0
CALLA BLAKOUT
MOVI NUARENAP,A0
CALLA BLAKOUT
MOVI SCRNEND,A0 ;[256,405],A0
MOVE A0,@SCRNLR,L
MOVI PAL4TAB,A0
MOVK 2,A1 ;FADE TITLE SCREEN IN FROM BLACK
CALLA FADEIN
SLEEP 20
MOVI HSC,A8 ;PAL NAME
MOVI PAL1,A9 ;RAM AREA
MOVI [50,55],A10 ;BEGIN/END COLOR #
MOVK 5,A11 ;RATE IN TICKS
CREATE CYCPID,COLCYC ;COLOR CYCLER ON
MOVI HSC,A8 ;PAL NAME
MOVI PAL2,A9 ;FIRST COLOR TO CYCLE
MOVI [55,58],A10 ;LAST COLOR TO CYCLE
MOVK 9,A11 ;RATE
CREATE CYCPID,COLCYC
;DISPLAY SCORES HERE!
CALLA COLRPRC
CLR A0
MOVE A0,@GAMERASE,W
SLEEP 2
CALLA GETHIGH
SLEEP 5*60
MOVE @KEEPON,A0
JRZ TY6
SLEEP 14*60
CLR A0
MOVB A0,@CANT
MOVE A0,@KEEPON
MOVK 3,A11 ;FADE RATE
CREATE 0,FADE_DOWN
SLEEP 40
SOUND1 MUSICOFF
MOVK 3,A11 ;FADE RATE
CREATE 0,FADE_UP
TY6 MOVK 1,A0
MOVE A0,@GAMERASE,W
MOVI CYCPID,A0
CLR A1
NOT A1
CALLA KILALL
MOVI PAL4TAB,A0
MOVK 2,A1 ;FADE TITLE SCREEN OUT TO BLACK
CALLA FADEOUT
SLEEP 30
CALLA CLR_SCRN
RETP
OFFERT:
JSRP WNDWON
CALLA KILBGND ;KILL OLD BACKGROUND IF ANY EXISTED
MOVI OFFER,A0
MOVE A0,@BAKMODS,L
CALLA BGND_UD1
MOVI CLSNEUT|TYPTEXT|SUBWNDW,A0
CLR A1
NOT A1
CALLA KILOBJ
MOVI HSC,A0
CALLA BLAKOUT
MOVI DUXPAL,A0
CALLA BLAKOUT
MOVI smlg,A0
CALLA BLAKOUT
MOVI SCRNEND,A0 ;[256,405],A0
MOVE A0,@SCRNLR,L
MOVI PAL5TAB,A0
MOVK 2,A1 ;FADE TITLE SCREEN IN FROM BLACK
CALLA FADEIN
MOVI DUXPAL,A8 ;PAL NAME
MOVI PAL1,A9 ;RAM AREA
MOVI [1,6],A10 ;BEGIN/END COLOR #
MOVK 8,A11 ;RATE IN TICKS
CREATE CYCPID,COLCYC ;COLOR CYCLER ON
SLEEP 8*60
MOVI CYCPID,A0
CLR A1
NOT A1
CALLA KILALL
MOVI PAL5TAB,A0
MOVK 2,A1 ;FADE TITLE SCREEN OUT TO BLACK
CALLA FADEOUT
SLEEP 35
CALLA CLR_SCRN
MOVB @CANT,A0
JREQ ACJAZ
ADPAZ SLEEP 1
JRUC ADPAZ
ACJAZ RETP
PRINTIT:
JSRP SNKNOW
CLR A0
MOVI 03E3EH,A6 ;COLOR
JSRP STRCNRMO ;PRINT OUT SHIT
JSRP EXPSCRN
SLEEP 60*5 ;5 SECONDS
MOVI CLSNEUT|TYPTEXT|SUBTXT,A0
CLR A1
NOT A1
CALLA KILOBJ
RETP
SY .LONG SY1,S2,S2,S3,S4,S2,S5,S6,S2,S8,S9,S10,S11,S2,S13,S14,S15,S16,S17
.LONG S2,S2,S20,S21,S22,S23,S2,S24,S2,S24A,S2,S25,0
SY2 .LONG FSY1,S2,FS3,FS4,S2,FS5,S2,FS5A,S2,FS6,FS8,S2,FS9,FS10,FS11,FS13,FS14,FS15,FS15A,FS16,FS17
.LONG S2,FS21,FS22,S2,FS23,S2,FS24,S2,S25
.LONG S2,S2,NM1,NM2,NM3,NM4,NM5,NM5A,NM6,NM7,NM7A,NM8,NM9,NM10,NM11
.LONG NM12,NM12A,NM12B,NM12C,NM12E,NM12D,NM12F,NM12G,S2,S2,S2,NM13,S2,NM14,0
SY1
.STRING "The year is 1999"
.BYTE 0
.EVEN
S2 .STRING " "
.BYTE 0
.EVEN
S3 .STRING "Television has adapted to the"
.BYTE 0
.EVEN
S4 .STRING "more violent nature of man."
.BYTE 0
.EVEN
S5 .STRING "The most popular form of"
.BYTE 0
.EVEN
S6 .STRING "television remains the game show."
.BYTE 0
.EVEN
S8 .STRING "One show in particular has"
.BYTE 0
.EVEN
S9 .STRING "dominated the ratings. That show"
.BYTE 0
.EVEN
S10 .STRING "is Smash T.V. The most"
.BYTE 0
.EVEN
S11 .STRING "violent game show of all time."
.BYTE 0
.EVEN
S13 .STRING "Two lucky contestants compete"
.BYTE 0
.EVEN
S14 .STRING "for cash and prizes. Each"
.BYTE 0
.EVEN
S15 .STRING "contestant is armed with an"
.BYTE 0
.EVEN
S16 .STRING "assortment of powerful weapons"
.BYTE 0
.EVEN
S17 .STRING "and sent into a closed arena."
.BYTE 0
.EVEN
S20 .STRING "The action takes place in front"
.BYTE 0
.EVEN
S21 .STRING "of a studio audience and is"
.BYTE 0
.EVEN
S22 .STRING "broadcast live via satellite"
.BYTE 0
.EVEN
S23 .STRING "around the world."
.BYTE 0
.EVEN
S24 .STRING "Be prepared."
.BYTE 0
.EVEN
S24A .STRING "The future is now."
.BYTE 0
.EVEN
S25 .STRING "You are the next lucky contestant!"
.BYTE 0
.EVEN
FSY1
.STRING "Congratulations!"
.BYTE 0
.EVEN
FS3 .STRING "You have graduated to the elite"
.BYTE 0
.EVEN
FS4 .STRING "ranks of the Smash TV survivors!"
.BYTE 0
.EVEN
FS5 .STRING "You are a great Smash TV player!"
.BYTE 0
.EVEN
FS5A .STRING "Maybe the best of all time!!!"
.BYTE 0
.EVEN
FS6 .STRING "However, you have not reached"
.BYTE 0
.EVEN
FS8 .STRING "the highest level of competition."
.BYTE 0
.EVEN
FS9 .STRING "To become a Grand Champion you"
.BYTE 0
.EVEN
FS10 .STRING "must explore all areas of the"
.BYTE 0
.EVEN
FS11 .STRING "Smash TV studio! If you use"
.BYTE 0
.EVEN
FS13 .STRING "the keys to explore all of the"
.BYTE 0
.EVEN
FS14 .STRING "secret rooms, you will find the"
.BYTE 0
.EVEN
FS15 .STRING "Smash TV Pleasure Dome. Once"
.BYTE 0
.EVEN
FS15A .STRING "there, several of our lovely"
.BYTE 0
.EVEN
FS16 .STRING "showgirls will promote you to"
.BYTE 0
.EVEN
FS17 .STRING "the rank of Grand Champion!"
.BYTE 0
.EVEN
FS21 .STRING "You must now begin your quest to"
.BYTE 0
.EVEN
FS22 .STRING "become Smash TV Grand Champion!"
.BYTE 0
.EVEN
FS23 .STRING "Thank you for playing Smash TV!"
.BYTE 0
.EVEN
FS24 .STRING "Good Luck! You'll need it!"
.BYTE 0
.EVEN
NM1 .STRING "Smash TV Design Team:"
.BYTE 0
.EVEN
NM2 .STRING "Mark Turmell"
.BYTE 0
.EVEN
NM3 .STRING "John Tobias"
.BYTE 0
.EVEN
NM4 .STRING "Tim Coman"
.BYTE 0
.EVEN
NM5 .STRING "Eugene Jarvis"
.BYTE 0
.EVEN
NM5A .STRING "Jon Hey"
.BYTE 0
.EVEN
NM6 .STRING "Todd Allen"
.BYTE 0
.EVEN
NM7 .STRING "George Petro"
.BYTE 0
.EVEN
NM7A .STRING "Larry Demar"
.BYTE 0
.EVEN
NM8 .STRING "Jack Haeger"
.BYTE 0
.EVEN
NM9 .STRING "Cary Mednick"
.BYTE 0
.EVEN
NM10 .STRING "Glenn Shipp"
.BYTE 0
.EVEN
NM11 .STRING "Al Lasko"
.BYTE 0
.EVEN
NM12 .STRING "Sheridan Oursler"
.BYTE 0
.EVEN
NM12B .STRING "Mark Loffredo"
.BYTE 0
.EVEN
NM12A .STRING "Ray Gay"
.BYTE 0
.EVEN
NM12C .STRING "Ray Czajka"
.BYTE 0
.EVEN
NM12E .STRING "Greg Freres"
.BYTE 0
.EVEN
NM12D .STRING "Jim Nichols"
.BYTE 0
.EVEN
NM12F .STRING "Tim Elliott"
.BYTE 0
.EVEN
NM12G .STRING "Rob Ashworth"
.BYTE 0
.EVEN
NM13 .STRING "Coming Soon:"
.BYTE 0
.EVEN
NM14 .STRING "Even More Carnage!"
.BYTE 0
.EVEN
;
; ATTPLAY - ATTRACT MODE GAME PLAY
; NOTE: CALL WITH JSRP
;
NATTWAVS .SET 3 ;# OF ATTRACT MODE WAVES
ATTPLAY:
MOVK 1,A0
MOVE A0,@SOUNDSUP,W ;TURN ALL SOUNDS OFF
MOVE @AWAVE,A0,W
INC A0
CMPI 2,A0
JRNE NOMUT
MOVE A0,@AWAVE
MOVI 10,A0
JRUC MUT0
NOMUT CMPI NATTWAVS,A0
JRLS ATTWGO
ATTWRST:
MOVK 1,A0 ;RESET TO WAVE 1
ATTWGO:
MOVE A0,@AWAVE,W
MUT0
MOVE A0,@WAVE,W
MOVK 1,A0
MOVE A0,@PLAYPAGE,W ;MARK IT AS THE PLAY PAGE
; MOVI DLSTZ,A1
; CALLA UNGET
; MOVI DLST,A1
; CALLA UNGET
CALLA CLNPAL
JSRP AMODWAVE ;START WAVE #1-3
MOVI P1DATA,A11 ;MARK PLAYER 1 FOR DEMO
; MOVE @AWAVE,A9,W
; DEC A9
; SLL 5,A9
; ADDI AMOVETAB,A9 ;SCRIPTED PLAYER MOVEMENT
;BASED ON WAVE WE ARE ON
; MOVE *A9,A9,L ;GET THIS WAVES MOVEMENT TABLE
MOVI AWAV1MOV,A9
ATTNEXT:
MOVE *A9+,A0,W ;GET SOME JOYSTICK BITS
CMPI 0FFFFFFFFH,A0
JREQ ATTWXXX
MOVE A0,@P1CTRL,W
MOVE *A9+,A10,W
JSRP ATTSLP ;PROCESS SLEEP TIME
JRUC ATTNEXT
ATTWXXX:
CLR A1
NOT A1
MOVI PCPID,A0
CALLA KILALL
JSRP WNDWON
MOVI ICONPID,A0
CLR A1
NOT A1
CALLA KILALL
CALLA CLR_ALL
;GLITCH HERE?
SLEEP 2
CLR A0
MOVE A0,@SOUNDSUP,W ;TURN ALL SOUNDS ON
CALLA DELWNDW
RETP
;
; SCRIPTPLAY - PLAYER MOVEMENT FOR IN/OUT OF WAVES
; PARMS
; SCRIPT NUMBER IN FROMDR
; SENT WITH EITHER P1CTRL OR P2CTRL IN A8
;IF A9=1 THEN PLY1 START, 2=PLYR2 START 0=REG MOVEMENT PLAYER TABLE
SCRIPTPLAY:
MOVE A9,A9
JREQ REG
;PLAYERS ABOUT TO BEGIN A GAME
CMPI 1,A9
JRNE SX
MOVB @KP_LS,A0
CMPI 0FFFFFFFFH,A0
JREQ ZA
MOVI 1,A0
MOVI 10,A1
CALLA SET_GATE_2
;TURN ON RINGS AROUND THIS PLAYER
;MAKE SURE IMAGE IS STARTED BEFORE THIS
ZA
CALLR C_SHO2
; MOVI 1,A9
;ALREADY A 9!
MOVI 190,A10 ;TIME RINGS ARE ON
CREATE RNGPID,RINGS
MOVI LDRS,A9
MOVB @BOSSON,A0
JRZ NEXTMOV
MOVI LDRS2,A9
JRUC NEXTMOV
SX
MOVB @KP_RS,A0
CMPI 0FFFFFFFFH,A0
JREQ ZA1
MOVI 2,A0
MOVI 10,A1
CALLA SET_GATE_2
ZA1
CALLR C_SHO1
; MOVI 2,A9
;ALREADY A9=2
MOVI 190,A10 ;TIME RINGS ARE ON
CREATE RNGPID,RINGS
MOVI RDRS,A9
MOVB @BOSSON,A0
JRZ NEXTMOV
MOVI RDRS2,A9
JRUC NEXTMOV
C_SHO1 CLR A0
MOVE @PLYRPRCS+32,A1,L
JRZ RETOUT
MOVE *A1,A1,L
MOVE *A1(LEG_PRC),A1,L
MOVE A0,*A1(SHOECNT)
RETS
C_SHO2
CLR A0
MOVE @PLYRPRCS,A1,L
JRZ RETOUT
MOVE *A1,A1,L
MOVE *A1(LEG_PRC),A1,L
MOVE A0,*A1(SHOECNT)
RETOUT RETS
REG
CALLR C_SHO1
CALLR C_SHO2
MOVE @FROMDR,A0,W
JRNZ REG3
;TV SET RUN IN
CMPI P1CTRL,A8
JRZ REG4
MOVI TVMOV2,A9
JRUC NEXTMOV
REG4 MOVI TVMOV,A9
JRUC NEXTMOV
REG3 SLL 5,A0
ADDI GMOVTAB,A0 ;SCRIPTED PLAYER MOVEMENT
MOVE @CIRCUIT,A9
CMPI 2,A9
JRNZ REGCONT
MOVE @WAVE,A9
CMPI 7,A9
JRNZ REGCONT
MOVI SNAKELST,A9
JRUC NEXTMOV
REGCONT MOVE *A0,A9,L ;GET MOVEMENT TABLE DATA
NEXTMOV:
MOVE @HALT,A0
JRZ NXM
SLEEP 1
JRUC NEXTMOV
NXM
MOVE *A9+,A0,W ;GET SOME JOYSTICK BITS
CMPI 0FFFFFFFFH,A0
JREQ MOVEXIT
MOVE A0,*A8,W ;P1/P2CTRL
MOVE *A9+,A10,W
JSRP ATTSLP ;PROCESS SLEEP TIME
JRUC NEXTMOV
MOVEXIT:
DIE
;
; ATTSLP - PROCESS ATTRACT MODE PLAYER SLEEP
; A10 = # TICKS TO SLEEP
; RETURNS:
; CARRY CLEAR = SLEEP COMPLETED
; CARRY SET = STILL SNOZZIN'
;
; NOTE: CALL WITH JSRP
;
ATTSLP:
PUSHP A10
ATTSLPL:
SLEEP 1
SETC
DSJS A10,ATTSLPL ;PROCESS SLEEP LOOP
CLRC
PULLP A10
RETP
;
; AMODWAVE - INITIALIZE AN ATTRACT MODE WAVE:
; CURRENT ATTRACT WAVE MUST BE INDICATED IN VARIABLE, AWAVE.
; NOTE: CALL AS JSRP!
;
AMODWAVE:
CALLA INIT_DEMO
RETP
**************************************************************************
* *
* PxSTART - PLAYER START SWITCH PROCESSES *
* *
**************************************************************************
*PLAYER 1 START
P1START:
MOVE @ENTERON,A0 ;NEVER START WHEN INITIALS BEING
;ENTERED
JRNZ DOI
MOVE @STATUS,A0 ;1/2 OR 3 FOR WHO IS PLAYING NOW
BTST 0,A0 ;TEST IF 0 BIT IS SET (1)
JRNE DOI ;BR=ALREADY IN THE GAME!
MOVI P1DATA,A2
JRUC PXSTART
*PLAYER 2 START
P2START:
MOVE @ENTERON,A0
JRNZ DOI
MOVE @STATUS,A0
BTST 1,A0 ;TEST IF 1 BIT IS SET (2)
JRNE DOI
MOVI P2DATA,A2
PXSTART:
MOVB @CANT,A0
JRN CS
JREQ CS ;A PLAYER IS SCROLLING IN FROM TVSET!
;PLAYER TRYED TO START WHEN ANOTHER PLAYER WAS RUNNING IN FROM TVSET.
;DELAY STARTING PLAYER UNTIL SCREEN HAS STOPPED SCROLLING
MOVE A2,A8
;CHECK IF EXIST?
MOVI DLYPID,A0
CLR A1
NOT A1
CALLA EXISTP
JRNZ DOI ;BR=DO EXIST
CREATE DLYPID,WAIT1
DIE
WAIT1
SLEEP 1
MOVB @CANT,A0
JRNE WAIT1
MOVE A8,A2
CS MOVE @GAMSTATE,A0,W
CMPI INDIAG,A0
JRNE P1STARTG
DOI DIE
P1STARTG:
CALLR ADDBUY
MOVE *A2(PBUYINS),A4,W
JRZ PDIE1
MOVE @GAMSTATE,A0,W
CMPI INAMODE,A0
JREQ PXSTART1
MOVE *A2(PFLAGS),A5,L
CMPI BBUYIN,A5
JREQ PDIE1 ;GUY IS ALREADY PLAYING!
PXSTART1:
MOVE *A2(PSCORE),A0,L
JRZ PXSTRT ;NO SCORE, THIS IS A VIRGIN START
MOVE @GAMSTATE,A0,W
CMPI INGAMEOV,A0
JRNZ CHKMODE ;COLD START IF GAME OVER
CLR A1
MOVE A1,@HALT,W
JRUC PXSTRT
CHKMODE:
CMPI INAMODE,A0
JREQ PXSTRTNEW
CALLA CR_CONTP ;CONTINUATION, SEE IF ENOUGH CRD. FOR CONTINUE
JRLO PDIE1
CALLA P_CONT
JRUC P1STARTA
PXSTRTNEW
;NEW START FROM ATTRACT MODE, ZERO BOTH SCORES!
CLR A0
MOVI P2DATA,A11
MOVE A0,*A11(PSCORE),L
MOVI P1DATA,A11
MOVE A0,*A11(PSCORE),L
PXSTRT:
CALLA CR_STRTP
JRLO PDIE1
CALLA P_START
P1STARTA:
MOVI GMEOVPID,A0
CLR A1
NOT A1
CALLA KILALL ;KILL GAME OVER MESSAGE IF PRESENT
CMPI P1DATA,A2
JRNE P2STARTA
MOVE A4,A4
JREQ P1GAME ;ATTEMPT TO START PLAYER ONE
MOVE @GAMSTATE,A0,W
CMPI INAMODE,A0
JREQ P1GAME ;BR = GAME IS OVER COLD START
CMPI INGAMEOV,A0
JREQ P1GAME ;BR = GAME IS OVER COLD START
JRUC P1BUYIN ;BUY IN TIME
P2STARTA:
MOVE A4,A4
JREQ P2ONLY ;ATTEMPT TO START PLAYER TWO
MOVE @GAMSTATE,A0,W
CMPI INAMODE,A0
JREQ P2ONLY ;BR = GAME IS OVER COLD START
CMPI INGAMEOV,A0
JREQ P2ONLY ;BR = GAME IS OVER COLD START
JRUC P2BUYIN ;BUY IN TIME
PDIE1:
JAUC SUCIDE
**************************************************************************
* *
* ADDBUY - CHECK TO SEE IF THIS IS A VIRGIN GAME START. *
* *
**************************************************************************
ADDBUY:
PUSH A0
MOVE @GAMSTATE,A0,W
CMPI INGAMEOV,A0
JREQ ADDBUY1
CMPI INAMODE,A0
JRNE ADDBUYX
ADDBUY1:
MOVI IBUYINS,A0
MOVE A0,@P1DATA+PBUYINS,W
MOVE A0,@P2DATA+PBUYINS,W
ADDBUYX:
PULL A0
RETS
**************************************************************************
* SECOND PLAYER GAME START *
* IF THE GAME IS IN PLAY, THEN PLAYER TWO WILL BE ADDED, OTHERWISE *
* A NEW 2 PLAYER GAME WILL RESULT. *
**************************************************************************
P2ONLY:
MOVK 2,A1
MOVE @STARTUP,A2
ADD A2,A1
MOVE A1,@STARTUP,W
; MOVI BBUYIN,A0
; MOVE A0,*A2(PFLAGS),L
MOVI P2PID,A0
CLR A1
NOT A1
CALLA KILALL ;KILL PLAYER 2 ATTRACT MESSAGE
MOVK 2,A1
; MOVE A1,@MSGSET
MOVE @SCORETYP,A0
OR A0,A1
MOVE A1,@SCORETYP ;DISPLAY SCORE PLAYER 2
MOVE @METERP2,A0,L
MOVE @P2MTRY,A1,W
MOVE A1,*A0(OYPOS),W
MOVI CLSNEUT|TYPTEXT|SUBP2TXT,A0
CLR A1
NOT A1
CALLA KILOBJ ;CLEAR PLAYER MESSAGE
MOVE @STARTUP,A1
MOVE @GAMSTATE,A0,W
CMPI INAMODE,A0
JREQ GAUD2STR ;COLD START PLAYER 2
MOVE @GAMSTATE,A0,W
CMPI INGAMEOV,A0
JRNE G2STRBUY ;GAME IN SESSION
GAUD2STR:
AUDIT AUD2STRT ;AUDIT A PLAYER 2 START
JRUC GAMESTR ;AND FIRE UP THE GAME
G2STRBUY:
MOVI P2DATA,A2
MOVE *A2(PSCORE),A0,L
JRNZ P2GBUY ;SCORE INDICATES CONTINUE
;INHERE:
MOVE @WAVE,A0
CMPI 1,A0
JRNZ P2GBUY
AUDIT AUD2STRT
; MOVE @NPLYRS,A0,W
; INC A0
; MOVE A0,@NPLYRS,W ;UPDATE PLAYER COUNT
JRUC P2GINIT
P2GBUY:
AUDIT AUD2CONT
P2GINIT:
CLR A0
MOVE A0,@SOUNDSUP,W ;TURN ALL SOUNDS ON
MOVI MCSPK6,A0 ;WELCOME PLAYER AUDIO
CALLA ONESND
JRUC P2GAMEDI
*
*PLAYER 2 BUYIN
P2BUYIN:
MOVE @STATUS,A1
ORI 2,A1
MOVE A1,@STATUS
MOVK 2,A1
MOVE @STARTUP,A2
ADD A2,A1
MOVE A1,@STARTUP,W
MOVI P2PID,A0 ;KILLS MESSAGE PROC
CLR A1
NOT A1
CALLA KILALL ;KILL PLAYER ATTRACT MESSAGE
MOVI CLSNEUT|TYPTEXT|SUBDG2I,A0
CALLA EXISTOBJ
JRZ RND0
MOVI CLSNEUT|TYPTEXT|SUBDG2I,A0
CALLA KILOBJ ;CLEAR PLAYER MESSAGE
MOVI DG2PID,A0
CALLA KILALL ;KILL CNTDWN PROC
;RESTORE HAT&METER@LIVES DIGIT
MOVE @METERP2,A0,L
MOVE @P2MTRY,A1,W
MOVE A1,*A0(OYPOS),W
MOVE @RFACEP,A0,L
MOVE @RFCY,A3
MOVE A3,*A0(OYPOS),W
MOVI P2DATA,A0
CLR A3
; MOVB A3,@CNTDIG2
MOVB A3,*A0(CNTD)
RND0 MOVI CLSNEUT|TYPTEXT|SUBP2TXT,A0
CLR A1
NOT A1
CALLA KILOBJ ;CLEAR PLAYER MESSAGE
MOVK 2,A1
MOVI BBUYIN,A0
MOVE A0,*A2(PFLAGS),L
;MARCH 22
MOVE @WAVE,A0
CMPI 1,A0
JRNZ YESCNT2
AUDIT AUD2STRT
JRUC YES3
YESCNT2
AUDIT AUD2CONT
YES3
CLR A3
MOVB A3,@CNTDIG2
MOVI PLY2PID,A0
CLR A1
NOT A1
CALLA EXISTP
JRNZ ZD ;BR=I'M DEAD ON SCREEN RIGHT NOW!
MOVE @METERP2,A0,L
MOVE @P2MTRY,A1,W
MOVE A1,*A0(OYPOS),W
MOVB @CANT,A0
CMPI 0FFFFFFFFH,A0
JRNE ZC
;FROM PODIUM. THIS PLAYER HIT HIS BUTTON SECOND! HE WILL JOIN OTHER PLAYER
;BEHIND PODIUM!
MOVK 1,A0
MOVB A0,@DUMB2
CALLA P2LLINIT ;RE-INIT PLAYER 2
; MOVI STALL,A0
; CLR A1
; NOT A1
; CALLA EXISTP ;CHECK TO SEE IF WE KEEP SCORE AD PRIZES
; ;FOR THIS GUY
; JRNZ INTIME
CLR A0
MOVI P2DATA,A11
MOVE A0,*A11(PSCORE),L
;INC CMOS COUNT OF GAMES STARTED!
CALLR CLRP2PZ
;SET FREE MAN POINT LEVEL
CALLA SET_1ST
CALLA DEC_LV
CLR A9
MOVK 2,A8
CREATE PLY2PID,DRAW_PLYR_TORSO ;CREATE PLAYER CHARACTER
;A8=P1CTRL OR P2CTRL
JRUC ZDA
ZC
;BUYIN PLAYER RUNS IN FROM SIDE
;A8=1 OR 2
CALLA P2LLINIT ;RE-INIT PLAYER 2
MOVK 2,A9 ;INDICATES BUYIN
CLR A0
MOVI P2DATA,A11
MOVE A0,*A11(PSCORE),L
;INC CMOS COUNT OF GAMES STARTED!
CALLR CLRP2PZ
;SET FREE MAN POINT LEVEL
CALLA SET_1ST
CALLA DEC_LV
MOVK 2,A8
CREATE PLY2PID,DRAW_PLYR_TORSO ;CREATE PLAYER CHARACTER
;A8=P1CTRL OR P2CTRL
CALLR DO_LIVECNT
SLEEP 1
;RUN DOWN FROM PODIUM
MOVI P2CTRL,A8
CREATE SCRPID,SCRIPTPLAY
JRUC ZDA
DO_LIVECNT
MMTM SP,A2,A3,A4,A5,A6,A7,A8,A9
CLR A9
CALLA LIVECNT
MMFM SP,A2,A3,A4,A5,A6,A7,A8,A9
RETS
CLRP1PZ
CLR A0
MOVB A0,@P1PZ1
MOVB A0,@P1PZ2
MOVB A0,@P1PZ3
MOVE A0,@P1CSH
RETS
CLRP2PZ
CLR A0
MOVB A0,@P2PZ1
MOVB A0,@P2PZ2
MOVB A0,@P2PZ3
MOVE A0,@P2CSH
RETS
ZD CALLA P2LLINIT ;RE-INIT PLAYER 2
;SET FREE MAN POINT LEVEL
; MOVI P2DATA,A11
; CALLA SET_1ST
; CALLA DEC_LV
ZDA
CLR A0
MOVB A0,@DUMB2
; CLR A0
MOVE A0,@SOUNDSUP,W ;TURN ALL SOUNDS ON
MOVI MCSPK6,A0 ;WELCOME PLAYER AUDIO
CALLA ONESND
;TELL INTERRUPTS TO DRAW SCORE DIGITS FOR PLYR 2
MOVB @WNTOUT,A0
JRZ NOPZ0
MOVK 1,A0
MOVB A0,@WNTOUT
NOPZ0 MOVK 2,A1
MOVE @SCORETYP,A0
OR A0,A1
MOVE A1,@SCORETYP ;DISPLAY SCORE PLAYER 2
; MMTM SP,A2,A3,A4,A5,A6,A7,A8
; CLR A9
; CALLA LIVECNT
; MMFM SP,A2,A3,A4,A5,A6,A7,A8
P2GAMEDI:
MOVE @EHALT,A0
CMPI >111,A0
JRNE S90
CREATE 0,SETHLT
S90 JAUC SUCIDE
SETHLT SLEEP 3
CLR A0
MOVE A0,@EHALT
DIE
**************************************************************************
* FIRST PLAYER GAME START *
* IF THE GAME IS IN PLAY, PLAYER ONE WILL BE ADDED, OTHERWISE A NEW *
* ONE PLAYER GAME WILL RESULT. *
**************************************************************************
P1GAME:
MOVK 1,A1
MOVE @STARTUP,A2
ADD A2,A1
MOVE A1,@STARTUP
; MOVI BBUYIN,A0
; MOVE A0,*A2(PFLAGS),L
MOVI P1PID,A0
CLR A1
NOT A1
CALLA KILALL ;KILL PLAYER 1 ATTRACT MESSAGE
MOVB @WNTOUT,A0
JRZ NOPZ2
MOVK 1,A0
MOVB A0,@WNTOUT
NOPZ2 MOVK 1,A1
; MOVE A1,@MSGSET
MOVE @SCORETYP,A0
OR A0,A1
MOVE A1,@SCORETYP ;DISPLAY SCORE PLAYER 1
MOVE @METERP1,A0,L
MOVE @P1MTRY,A1,W
MOVE A1,*A0(OYPOS),W
MOVI CLSNEUT|TYPTEXT|SUBP1TXT,A0
CLR A1
NOT A1
CALLA KILOBJ ;CLEAR PLAYER MESSAGE
MOVE @STARTUP,A1
MOVE @GAMSTATE,A0,W
CMPI INAMODE,A0
JREQ GAUD1STR ;COLD START GAME, PLAYER 1 ONLY
CMPI INGAMEOV,A0
JRNE G1STRBUY ;GAME IS IN SESSION
GAUD1STR:
AUDIT AUD1STRT ;AUDIT A PLAYER 1 START
JRUC GAMESTR ;AND FIRE UP THE GAME
G1STRBUY:
;ADDED MARCH 22
; MOVI P1DATA,A2
; MOVB @CNTDIG1,A0
; JRZ INHERE1
MOVI P1DATA,A2
MOVE *A2(PSCORE),A0,L
JRNZ P1GBUY ;SCORE, MARK THIS AS A CONTINUE
;INHERE1:
MOVE @WAVE,A0
CMPI 1,A0
JRNZ P1GBUY
AUDIT AUD1STRT
; MOVE @NPLYRS,A0,W
; INC A0
; MOVE A0,@NPLYRS,W ;UPDATE PLAYER COUNT
JRUC P1GINIT
P1GBUY:
AUDIT AUD1CONT
P1GINIT:
JRUC P1GAMEDI
*
*ENTRY POINT FOR PLAYER 1 BUYIN
P1BUYIN:
MOVE @STATUS,A1
ORI 1,A1
MOVE A1,@STATUS
MOVK 1,A1
MOVE @STARTUP,A2
ADD A2,A1
MOVE A1,@STARTUP
MOVI P1PID,A0
CLR A1
NOT A1
CALLA KILALL ;KILL PLAYER ATTRACT MESSAGE
MOVI CLSNEUT|TYPTEXT|SUBDG1I,A0
CALLA EXISTOBJ
JRZ RND
MOVI CLSNEUT|TYPTEXT|SUBDG1I,A0
CALLA KILOBJ ;CLEAR PLAYER MESSAGE
MOVI DG1PID,A0
CALLA KILALL ;KILL CNTDWN PROC
;RESTORE HAT&METER&DIGIT
MOVE @METERP1,A0,L
MOVE @P1MTRY,A1,W
MOVE A1,*A0(OYPOS),W
MOVE @LFACEP,A0,L
MOVE @LFCY,A3
MOVE A3,*A0(OYPOS),W
MOVI P1DATA,A0
CLR A3
; MOVB A3,@CNTDIG1
MOVB A3,*A0(CNTD)
RND MOVI CLSNEUT|TYPTEXT|SUBP1TXT,A0
CLR A1
NOT A1
CALLA KILOBJ ;CLEAR PLAYER MESSAGE
MOVK 1,A1
MOVI BBUYIN,A0
MOVE A0,*A2(PFLAGS),L
;MARCH 22
;3/23/90
MOVE @WAVE,A0
CMPI 1,A0
JRNZ YESCNT
AUDIT AUD1STRT
JRUC YES2
YESCNT
AUDIT AUD1CONT
YES2
CLR A3
MOVB A3,@CNTDIG1
MOVI PLY1PID,A0
CLR A1
NOT A1
CALLA EXISTP
JRNZ ZB ;BR=I'M DEAD ON SCREEN RIGHT NOW!
; MOVB @WNDO,A0
; JREQ SF2
;WINDOW UP, DISPLAY STANDBY MESSAGE FOR PLAYER 1
;THEN WHEN WINDOW IS GONE, COME BACK HERE AND CONTINUE
; MOVK 1,A0
; MOVB A0,@STANDBY
; MOVB A0,@WANTIN
; MOVI P1DATA,A11
; CALLA AH ;PUTS UP STANDBY MESSAGE
; CALLA AH2 ;PUTS UP STANDBY MESSAGE
; CREATE 0,BYSTAND2
; DIE
;BYSTAND2
; SLEEP 1
; MOVB @WNDO,A0
; JRNE BYSTAND2
; MOVE @STATUS,A0
; CMPI 3,A0
; JRZ FIX2
;RESTART PLAYER 2 MESSAGES
; MOVI P2DATA,A11
; CREATE P2PID,MSG_PROC ;ALWAYS DISPLAY START STUFF IN ATTRACT
;FIX2 MOVI CLSNEUT|TYPTEXT|SUBP1TXT,A0
; CLR A1
; NOT A1
; CALLA KILOBJ ;CLEAR PLAYER MESSAGE
;CLEAR STANDBY MESSAGE
;PUT P1 METER ON SCREEN
; MOVE @METERP1,A0,L
; MOVE @P1MTRY,A1,W
; MOVE A1,*A0(OYPOS),W
; JRUC ZZA
;SF2
MOVE @METERP1,A0,L
MOVE @P1MTRY,A1,W
MOVE A1,*A0(OYPOS),W
MOVB @CANT,A0
CMPI 0FFFFFFFFH,A0
JRNE ZZA
MOVK 1,A0
MOVB A0,@DUMB2
CALLA P1LLINIT ;RE-INIT PLAYER 1
CLR A0
MOVI P1DATA,A11
MOVE A0,*A11(PSCORE),L
;INC CMOS COUNT OF GAMES STARTED!
CALLR CLRP1PZ
;SET FREE MAN POINT LEVEL
CALLA SET_1ST
CALLA DEC_LV
CLR A9
; MOVK 1,A0
; MOVB A0,@DUMB2
MOVK 1,A8
CREATE PLY1PID,DRAW_PLYR_TORSO ;CREATE PLAYER CHARACTER
;A8=P1CTRL OR P2CTRL
JRUC ZBA
; JRUC ZB
;BUYIN PLAYER RUNS IN FROM SIDE
ZZA
;A8=1 OR 2
CALLA P1LLINIT ;RE-INIT PLAYER 1
MOVK 1,A9 ;INDICATES BUYIN
CLR A0
MOVI P1DATA,A11
MOVE A0,*A11(PSCORE),L
;INC CMOS COUNT OF GAMES STARTED!
CALLR CLRP1PZ
;SET FREE MAN POINT LEVEL
CALLA SET_1ST
CALLA DEC_LV
MOVK 1,A8
CREATE PLY1PID,DRAW_PLYR_TORSO ;CREATE PLAYER CHARACTER
;A8=P1CTRL OR P2CTRL
SLEEP 1
MOVI P1CTRL,A8
CREATE SCRPID,SCRIPTPLAY
CALLR DO_LIVECNT
; MMTM SP,A2,A3,A4,A5,A6,A7,A8,A9
; CLR A9
; CALLA LIVECNT
; MMFM SP,A2,A3,A4,A5,A6,A7,A8,A9
JRUC ZBA
ZB CALLA P1LLINIT ;RE-INIT PLAYER 1
;SET FREE MAN POINT LEVEL
; MOVI P1DATA,A11
; CALLA SET_1ST
; CALLA DEC_LV
ZBA
CLR A0
MOVB A0,@DUMB2
; CLR A0
MOVE A0,@SOUNDSUP,W ;TURN ALL SOUNDS ON
MOVI MCSPK5,A0 ;WELCOME PLAYER AUDIO
CALLA ONESND
; MMTM SP,A2,A3,A4,A5,A6,A7,A8
; CLR A9
; CALLA LIVECNT
; MMFM SP,A2,A3,A4,A5,A6,A7,A8
P1GAMEDI:
MOVB @WNTOUT,A0
JRZ NOPZ
MOVK 1,A0
MOVB A0,@WNTOUT
NOPZ MOVK 1,A1
; MOVE A1,@MSGSET
MOVE @SCORETYP,A0
OR A0,A1
MOVE A1,@SCORETYP ;DISPLAY SCORE PLAYER 1
MOVE @EHALT,A0
CMPI >111,A0
JRNE S99
CREATE 0,SETHLT
S99 JAUC SUCIDE
DEC_LV
MOVE *A11(PLIVES),A0
DEC A0
MOVE A0,*A11(PLIVES)
RETS
*
*GAME START PROCESS
*A1 = PLAYERS TO START, 0 = NONE?,1 = PLAYER 1,2 = PLAYER 2,3 = BOTH
GAMESTR:
;
MOVE A1,@STATUS,W
;
;POSSIBLY DO SOME OTHER KIND OF WIPE (NOT WNDON) IF FROM CREDITS SCREEN!
MOVI CP_PID2,A0 ;ARE WE SHOWING THE CREDIT PAGE?
CLR A1
NOT A1
CALLA KILALL
MOVI CP_PID1,A0 ;ARE WE SHOWING THE CREDIT PAGE?
CALLA KILALL
MOVI 0FFH,A0
MOVB A0,@CANT
JSRP WNDWON
MOVI 0,A0
MOVE A0,@IRQSKYE
CALLA CLRPAL
SLEEP 1
;MAYBE NOT NEEDED!
; MOVI SETCOL,A0
; CALLA BLAKOUT ;BLACK OUT BAKGROUND PALETTES
; MOVI PAL2TV,A0
; CALLA BLAKOUT ;BLACK OUT BAKGROUND PALETTES
; MOVI NUARENAP,A0
; CALLA BLAKOUT ;BLACK OUT BAKGROUND PALETTES
CALLR WIPEOUT ;CLEAN SYSTEM OUT
CLR A0
MOVE A0,@PLYROBJS,L
MOVE A0,@PLYROBJS+32,L
MOVE A0,@MTR1CNT,W ;TAKES CARE OF BOTH CNTRS
MOVK 1,A0
MOVE A0,@GAMERASE
CALLA AUTOEON
CALLA COLRPRC ;INIT FIXED PAL 0
;INIT NUARENAP AS SECOND PAL!
MOVI NUARENAP,A0 ;FOR SCORE DIGITS!
CALLA GETFPAL
MOVI INGAME,A0
MOVE A0,@GAMSTATE,W ;FLAG THE INTRO
MOVE @STATUS,A1,W
MOVI P1DATA,A11
SRL 1,A1
PUSH A1
JRNC GAME2STR
CALLA P1LLINIT ;RE-INIT PLAYER 1
CLR A0
MOVB A0,@DUMB2
; MOVE @NPLYRS,A0,W
; INC A0
; MOVE A0,@NPLYRS,W ;UPDATE PLAYER COUNT
GAME2STR:
PULL A1
MOVI P2DATA,A11
SRL 1,A1
JRNC GAMSTX
CALLA P2LLINIT ;RE-INIT PLAYER 2
CLR A0
MOVB A0,@DUMB2
; MOVE @NPLYRS,A0,W
; INC A0
; MOVE A0,@NPLYRS,W ;UPDATE PLAYER COUNT
GAMSTX:
MOVK 1,A0
MOVE A0,@WAVE,W ;WAVE #1
CLR A0
MOVE A0,@P1CTRL
MOVE A0,@P2CTRL
CREATE 0,INIT_GAME ;INITIALIZE GAMEPLAY
; SOUND1 PLYINSND
MOVI LEGOSND,A0 ;WELCOME PLAYER AUDIO
CALLA ONESND
JAUC SUCIDE
GETLVS
ADJUST ADJLIVES ;GET LIVES PER GAME
; MOVK 3,A0 ;LIVES PER COIN
RETS
P1LLINIT:
MOVI P1DATA,A11
CALLA GETLVS
MOVE A0,*A11(PLIVES),W
; MOVI 120,A0
;IS PLYRPRCS SETUP AT THIS POINT?!?!?!?!!!
; MOVE @PLYRPRCS,A1,L
; MOVE A0,*A1(DELYDET)
;
MOVB @DUMB2,A0
JRNE RTPE
CALLR DO_LIVECNT
; MMTM SP,A2,A3,A4,A5,A6,A7,A8,A9
; CLR A9
; CALLA LIVECNT
; MMFM SP,A2,A3,A4,A5,A6,A7,A8,A9
RTPE RETS
P2LLINIT:
;A11 = PLAYER DATA STRUCTURE
MOVI P2DATA,A11
CALLA GETLVS
MOVE A0,*A11(PLIVES),W
; MOVI 120,A0
;IS PLYRPRCS SETUP AT THIS POINT?!?!?!?!!!
; MOVE @PLYRPRCS+32,A1,L ;GET PLAYER 2
; MOVE A0,*A1(DELYDET)
MOVB @DUMB2,A0
JRNE RTPE
CALLR DO_LIVECNT
; MMTM SP,A2,A3,A4,A5,A6,A7,A8,A9
; CLR A9
; CALLA LIVECNT
; MMFM SP,A2,A3,A4,A5,A6,A7,A8,A9
RETS
**************************************************************************
* *
* WIPEOUT - WIPES THE SYSTEM CLEAR OF ALL OTHER PROCESSES, OBJECTS *
* AND COORDINATES. IT RETURNS WITH AUTO-ERASE SHUT OFF, *
* DISPLAY PROCESSOR DISABLED
* COLOR RAM CLEARED, AND THE BIT MAP WIPED CLEAN. *
* THIS IS NICE TO USE WHEN SWITCHING BETWEEN STUFF. *
**************************************************************************
WIPEOUT:
MMTM SP,A0,A1
CLR A0
; MOVB A0,@GOUP
MOVE A0,@SCORE_FLAG,W ;INSURE SCORE DMA IS NOT PERFORMED
MOVE A0,@P1CTRL,W
MOVE A0,@P2CTRL,W ;CLEAR PLAYER CPU CONTROLS
MOVE A0,@P1DATA+POBJ,L
MOVE A0,@P2DATA+POBJ,L
MOVE A0,@PLAYPAGE,W ;CLEAR THE ATTRACT MODE PLAY PAGE
MOVI PLIST_ID,A1
CLR A0
CALLA KILALL ;KILL ALL PROCS, EXCEPT FOR COINS
CALLA KILBGND ;WIPEOUT BACKGROUND BLOCKS
CLR A0
MOVE A0,@SOUNDSUP,W ;MAKE SURE SOUNDS ARE ALLOWED
MOVE A0,@GAMERASE,W
MOVE A0,@IRQSKYE,W
CALLA AUTOEOFF
; CLR A0
; MOVE A0,@DISPLAYON,W ;TURN THE DISPLAY PROCESSOR OFF
CALLA DMAQWAIT
PUSHST
DINT
CALLA CLRSWPRC
CALLA MYOINIT ;RE-INIT THE OBJECT LIST
CALLA CLRWORLD ;RESET THE WORLD
CALLR SYSINITL
CALLA CLR_SCRN
; CALLA CLRPAL ;CLEAR OUT PALLS
POPST
CALLA SYNCFULL ;NOW WAIT FOR VBLANK TO ZAP COLOR MAP
MOVI 0FFFCH,A0
MOVE A0,@DPYSTRT,W ;RESET DISPLAY START POINT
MMFM SP,A0,A1
RETS
**************************************************************************
* *
* SYSINITL - INITIALIZE LOW BYTE OF SYSTEM CONTROL REGISTER *
* *
**************************************************************************
SYSINITL
MMTM SP,A0,A1
MOVE @SYSCOPY,A0,W
MOVI SYSCINIT,A1
SLL 24,A1
SRL 24,A1
OR A1,A0
MOVE A0,@SYSCOPY,W ;RE-INITIALIZE SYSTEM CONTROL REG
MOVE A0,@SYSCTRL,W
MMFM SP,A0,A1
RETS
;
;AMOVETAB:
; .LONG AWAV1MOV,AWAV2MOV,AWAV3MOV,AWAV4MOV,AWAV5MOV,AWAV6MOV
GMOVTAB:
.LONG TVMOV,LFTDOOR,RGTDOOR,TOPDOOR,BOTDOOR
;
;ATTRACT MODE PLAYER MOVEMENT TABLES
; .WORD STICK_BITS,SLEEP_TIME
; .
; .
; .WORD 0FFFFH
;
AWAV1MOV:
;PLACE SCRIPT FOR WAVE 2 HERE!
.WORD 0,60*4
.WORD PFRYTE|PUP,20H
.WORD PFRYTE|PDOWN,40H
.WORD PFRYTE,20H
.WORD 0,5H
.WORD PFRYTE,20H
.WORD PLEFT,20H
.WORD PFRYTE|PUP,50H
.WORD PFRYTE|PDOWN,20H
.WORD PFRYTE|PUP,20H
.WORD PFRYTE|PDOWN,40H
.WORD PUP,26H
.WORD 0,20H
.WORD PRYTE,25H
.WORD PUP,10H
.WORD PRYTE|PFDOWN,55H
.WORD PFUP|PDOWN,20H
.WORD PFRYTE|PLEFT,20H
.WORD PFRYTE|PUP,20H
.WORD PFRYTE|PDOWN,30H
.WORD PFRYTE,20H
.WORD PLEFT,20H
.WORD PFDOWN|PRYTE,15H
.WORD PUP,26H
.WORD PRYTE|PFDOWN,22H
.WORD PFUP|PDOWN,20H
; .WORD 0FFFFH
.WORD PFRYTE|PLEFT,30H
.WORD PFRYTE|PUP,20H
.WORD PFRYTE|PDOWN,35H
.WORD PFLEFT|PUP,20H
.WORD PFLEFT|PDOWN,35H
.WORD PFRYTE|PDOWN,30H
.WORD PFRYTE,20H
.WORD PRYTE|PUP|PFDOWN,30H
.WORD PLEFT,20H
.WORD PFDOWN|PRYTE,15H
.WORD PUP,26H
.WORD PRYTE|PFDOWN,22H
.WORD PFUP|PDOWN,20H
.WORD PFRYTE|PLEFT,30H
.WORD PFRYTE|PUP,20H
.WORD PFRYTE|PDOWN,35H
.WORD PFLEFT|PUP,20H
.WORD PFLEFT|PDOWN,35H
.WORD 0FFFFH
SNAKELST
;EXIT FROM RIGHT DOOR WITH SNAKES
.WORD PRYTE,06FH
.WORD PDOWN|PRYTE,2H
.WORD PDOWN,30H
.WORD PDOWN|PRYTE,2H
.WORD PRYTE,0FAH
.WORD 0,1H
.WORD 0FFFFH
TVMOV:
;TELEVISION INTRO SCREEN PLAYER MOVEMENT/ANIMATION SCRIPT
.WORD PUP,2
.WORD PUP|PRYTE,3H
.WORD PRYTE,044H
.WORD PDOWN|PRYTE,2H
.WORD PDOWN,30H
.WORD PDOWN|PRYTE,2H
.WORD PRYTE,014AH
.WORD 0,1H
.WORD 0FFFFH
TVMOV2:
;TELEVISION INTRO SCREEN PLAYER MOVEMENT/ANIMATION SCRIPT
.WORD PUP,2
.WORD PUP|PLEFT,3H
.WORD PLEFT,040H
.WORD PDOWN|PLEFT,2H
.WORD PDOWN,2AH
.WORD PDOWN|PRYTE,2H
.WORD PRYTE,014AH
.WORD 0,1H
.WORD 0FFFFH
LDRS:
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
LDRS2:
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD PRYTE,01H
.WORD 0,1H
.WORD 0FFFFH
RGTDOOR:
;EXIT FROM RIGHT DOOR
.WORD PRYTE,0DFH
.WORD 0,1H
.WORD 0FFFFH
BOTDOOR:
;EXIT FROM BOTTOM DOOR
.WORD PDOWN,0A3H
.WORD 0,1H
.WORD 0FFFFH
RDRS:
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
RDRS2:
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD PLEFT,01H
.WORD 0,1H
.WORD 0FFFFH
LFTDOOR:
;EXIT FROM LEFT DOOR
.WORD PLEFT,0DFH
.WORD 0,1H
.WORD 0FFFFH
TOPDOOR:
;EXIT FROM TOP DOOR
.WORD PUP,0AAH
.WORD 0,1H
.WORD 0FFFFH
;
GRAT:
.long GRATSBMOD ;THIS IS FROM BLIMP (MODULE NAME)
.WORD 0,01H ;x,y start pos.
.LONG >FFFFFFFF
LOGO:
.long LOGOBMOD ;THIS IS FROM BLIMP (MODULE NAME)
.WORD 0,0FFFEH ;x,y start pos.
.LONG >FFFFFFFF
LOGO2:
.long logo2BMOD ;THIS IS FROM BLIMP (MODULE NAME)
.WORD 3,0FFFEH ;x,y start pos.
.LONG >FFFFFFFF
;FBI1:
; .long FBIBMOD ;THIS IS FROM BLIMP (MODULE NAME)
; .WORD 0BH,012H ;x,y start pos.
; .LONG >FFFFFFFF
CHAMPS:
.long tenBMOD ;THIS IS FROM BLIMP (MODULE NAME)
.WORD 0AH,-4 ;x,y start pos.
.LONG >FFFFFFFF
OFFER:
.long tshirtBMOD ;THIS IS FROM BLIMP (MODULE NAME)
.WORD 013H,-2 ;x,y start pos.
.LONG >FFFFFFFF
INITL:
.long BONUSIIBMOD ;THIS IS FROM BLIMP (MODULE NAME)
.WORD 2,0 ;x,y start pos.
.LONG >FFFFFFFF
TITLE:
.long TITPGBMOD ;THIS IS FROM BLIMP (MODULE NAME)
.WORD 4,0 ;x,y start pos.
.LONG >FFFFFFFF
.END