mads 2.1.7 build 3 (13 Sep 23) Source: dino.asm 1 = 0008 SCR_HEIGHT = 8 2 = 0040 WORLD_LENGTH = 64 3 = 0010 DIFF_LEVELS = 16 4 5 ; No internet 6 ;--------------------------------------------------- 7 OPT r+ 8 9 ;--------------------------------------------------- 10 ; Zpage variables 11 .zpvar temp_w .word = $80 12 .zpvar temp_b .byte 13 .zpvar DinoWalkPhase .byte 14 .zpvar DinoState .byte ; 0/1 - walk, 2/3 - crouch, 4... - jump 15 ;--------------------------------------------------- 16 icl 'lib/ATARISYS.ASM' Source: ATARISYS.ASM 1 ;**************************************************************************** 2 ;* ATARI PERSONAL COMPUTER * 3 ;* SYSTEM EQUATES * 4 ;**************************************************************************** 5 ; 6 ; OPERATING SYSTEM EQUATE FILE 7 ; 8 ; MODULE ORIGIN TABLE 9 ; 10 ; VECTOR TABLE 11 ; 12 ; HANDLER ENTRY POINTS ARE CALL- 13 ; ED OUT IN THE FOLLOWING VECTOR 14 ; TABLE. THESE ARE THE ADDRESSES 15 ; MINUS ONE. 16 ; 17 ; EXAMPLE FOR EDITOR 18 ; 19 ; E400 OPEN 20 ; 2 CLOSE 21 ; 4 GET 22 ; 6 PUT 23 ; 8 STATUS 24 ; A SPECIAL 25 ; C JUMP TO POWER ON INIT 26 ; F NOT USED 27 ; 28 = E400 EDITRV EQU $E400 ;EDITOR 29 = E410 SCRENV EQU $E410 ;TV SCREEN 30 = E420 KEYBDV EQU $E420 ;KEYBOARD 31 = E430 PRINTV EQU $E430 ;PRINTER 32 = E440 CASETV EQU $E440 ;CASSETTE 33 ; 34 ; JUMP VECTOR TABLE 35 ; 36 ; THE FOLLOWING IS A TABLE OF 37 ; JUMP INSTRUCTIONS TO VARIOUS 38 ; ENTRY POINTS IN THE OPERATING 39 ; SYSTEM 40 ; 41 = E450 DISKIV EQU $E450 ;DISK INITIALIZATION 42 = E453 DSKINV EQU $E453 ;DISK INTERFACE 43 = E456 CIOV EQU $E456 ;CENTRAL I/O ROUTINE 44 = E459 SIOV EQU $E459 ;SERIAL I/O ROUTINE 45 = E45C SETVBV EQU $E45C ;SET SYSTEM TIMERS 46 = E45F SYSVBV EQU $E45F ;VBLANK CALCULATIONS 47 = E462 XITVBV EQU $E462 ;EXIT VBLANK 48 = E465 SIOINV EQU $E465 ;SIO INITIALIZATION 49 = E468 SENDEV EQU $E468 ;SEND ENABLE ROUTINE 50 = E46B INTINV EQU $E46B ;INTRPT HANDLER INIT 51 = E46E CIOINV EQU $E46E ;CIO INITIALIZATION 52 = E471 BLKBDV EQU $E471 ;BLACKBOARD MODE 53 = E474 WARMSV EQU $E474 ;WARM START VECTOR 54 = E477 COLDSV EQU $E477 ;COLD START VECTOR 55 = E47A RBLOKV EQU $E47A ;CASSETTE READ BLOCK 56 = E47D CSOPIV EQU $E47D ;CASSETTE INPUT OPEN 57 ; 58 ; VECTORS ADDED FOR 800XL 59 ; 60 = E480 PUPDIV EQU $E480 ;POWER UP DISPLAY 61 = E483 SLFTSV EQU $E483 ;SELF TEST PROGRAM 62 = E486 PHENTV EQU $E486 ;UPLOADED HANDLER ENTER 63 = E489 PHULNV EQU $E489 ;UPLOADED HANDLER UNLINK 64 = E48C PHINIV EQU $E48C ;UPLOADED HANDLER INIT 65 ; 66 ; OPERATING SYSTEM EQUATES 67 ; 68 ; COMMAND CODES FOR IOCBS 69 ; 70 = 0003 _OPEN EQU $03 ;OPEN FOR I/O 71 = 0005 GETREC EQU $05 ;GET RECORD (TEXT) 72 = 0007 GETCHR EQU $07 ;GET CHARACTER(S) 73 = 0009 PUTREC EQU $09 ;PUT RECORD (TEXT) 74 = 000B PUTCHR EQU $0B ;PUT CHARACTER(S) 75 = 000C _CLOSE EQU $0C ;CLOSE DEVICE 76 = 000D STATIS EQU $0D ;STATUS REQUEST 77 = 000E SPECIL EQU $0E ;SPECIAL ENTRY COMMAND 78 ; 79 ; SPECIAL ENTRY COMMANDS 80 ; 81 = 0011 DRAWLN EQU $11 ;DRAW LINE 82 = 0012 FILLIN EQU $12 ;FILL 83 = 0020 RENAME EQU $20 ;RENAME DISK FILE 84 = 0021 DELETE EQU $21 ;DELETE DISK FILE 85 = 0022 FORMAT EQU $22 ;FORMAT DISK 86 = 0023 LOCKFL EQU $23 ;LOCK FILE 87 = 0024 UNLOCK EQU $24 ;UNLOCK FILE 88 = 0025 POINT EQU $25 ;POINT SECTOR 89 = 0026 NOTE EQU $26 ;NOTE SECTOR 90 = 00FF IOCFRE EQU $FF ;IOCB "FREE" 91 ; 92 ; AUX1 EQUATES 93 ; () INDICATES WHICH DEVICES 94 ; 95 = 0001 APPEND EQU $01 ;WR APPEND(D)-SCN RD(E) 96 = 0002 DIRECT EQU $02 ;OPEN DIRECTORY(D) 97 = 0004 OPNIN EQU $04 ;OPEN FOR INPUT(ALL) 98 = 0008 OPNOT EQU $08 ;OPEN FOR OUTPUT(ALL) 99 = 000C OPNINO EQU $0C ;OPEN INPUT&OUTPUT(ALL) 100 = 0010 MXDMOD EQU $10 ;OPEN MIXED MODE(E,S) 101 = 0020 INSCLR EQU $20 ;OPEN W/O CLEAR(E,S) 102 ; 103 ; DEVICE NAMES 104 ; 105 = 0045 SCREDT EQU 'E' ;SCREEN EDITOR (R/W) 106 = 004B KBD EQU 'K' ;KEYBOARD (R ONLY) 107 = 0053 DISPLY EQU 'S' ;SCREEN DISPLAY (R/W) 108 = 0050 PRINTR EQU 'P' ;PRINTER (W ONLY) 109 = 0043 CASSET EQU 'C' ;CASSETTE (R/W) 110 = 0052 RS232 EQU 'R' ;MODEM (R/W) 111 = 0044 DISK EQU 'D' ;DISK (R/W) 112 ; 113 ; 114 ; 115 ; OPERATING SYSTEM STATUS CODES 116 ; 117 = 0001 SUCCES EQU $01 ;SUCCESSFUL OPERATION 118 = 0080 BRKABT EQU $80 ;BREAK KEY ABORT 119 = 0081 PRVOPN EQU $81 ;IOCB ALREADY OPEN 120 = 0082 NONDEV EQU $82 ;NON-EXISTANT DEVICE 121 = 0083 WRONLY EQU $83 ;IOCB OPEN FOR W ONLY 122 = 0084 NVALID EQU $84 ;INVALID COMMAND 123 = 0085 NOTOPN EQU $85 ;DEVICE/FILE NOT OPEN 124 = 0086 BADIOC EQU $86 ;INVALID IOCB # 125 = 0087 RDONLY EQU $87 ;IOCB OPEN FOR R ONLY 126 = 0088 EOFERR EQU $88 ;END OF FILE 127 = 0089 TRNRCD EQU $89 ;TRUNCATED RECORD 128 = 008A TIMOUT EQU $8A ;PERIPHERAL TIMEOUT 129 = 008B DNACK EQU $8B ;DEVICE NO ACKNOWLEDGE 130 = 008C FRMERR EQU $8C ;SERIAL BUS FRAME ERR 131 = 008D CRSROR EQU $8D ;CURSOR OVERRANGE 132 = 008E OVRRUN EQU $8E ;SERIAL DATA OVERRUN 133 = 008F CHKERR EQU $8F ;SERIAL CHECKSUM ERR 134 = 0090 DERRER EQU $90 ;PERIPHRAL DEVICE ERR 135 = 0091 BADMOD EQU $91 ;BAD SCREEN MODE # 136 = 0092 FNCNOT EQU $92 ;NONEXISTANT FUNCTION 137 = 0093 SCRMEM EQU $93 ;SCREEN MEM TOO SMALL 138 = 00AA FILENF EQU $AA ;FILE NOT FOUND 139 ; 140 ; PAGE ZERO RAM ASSIGNMENTS 141 ; 142 = 0000 LNFLG EQU $00 ;LINBUG RAM 143 = 0001 NGFLAG EQU $01 ;POWER-UP SELF-TEST FLAG 144 ; 145 ; THESE LOCATIONS NOT CLEARED 146 ; 147 = 0002 CASINI EQU $02 ;CASSETTE INIT LOC 148 = 0004 RAMLO EQU $04 ;RAM POINTER MEM TST 149 = 0006 TRAMSZ EQU $06 ;TEMP REG RAM SIZE 150 = 0007 TSTDAT EQU $07 ;RAM TEST DATA REG 151 ; 152 ;CLEARED ON COLDSTART ONLY 153 ; 154 = 0008 WARMST EQU $08 ;WARM START FLAG 155 = 0009 BOOTQ EQU $09 ;SUCCESSFUL BOOT FLG 156 = 000A DOSVEC EQU $0A ;DOS START VECTOR 157 = 000C DOSINI EQU $0C ;DOS INIT ADDRESS 158 = 000E APPMHI EQU $0E ;APPL MEM HI LIMIT 159 ; 160 ;CLEARED ON COLD OR WARM START 161 ; 162 = 0010 POKMSK EQU $10 ;MASK POKEY IRQ 163 = 0011 BRKKEY EQU $11 ;BREAK KEY FLAG 164 = 0012 RTCLOK EQU $12 ;REAL TIME CLOCK 165 = 0015 BUFADR EQU $15 ;INDIRECT BUFF ADDR 166 = 0017 ICCOMT EQU $17 ;COMMAND FOR VECTOR 167 = 0018 DSKFMS EQU $18 ;FMS POINTER 168 = 001A DSKUTL EQU $1A ;DISK UTILITIES PTR 169 = 001C ABUFPT EQU $1C ;RESERVED 170 = 0020 ICHIDZ EQU $20 ;HANDLER INDEX # 171 = 0021 ICDNOZ EQU $21 ;DEVICE NUMBER 172 = 0022 ICCOMZ EQU $22 ;COMMAND CODE 173 = 0023 ICSTAZ EQU $23 ;STATUS RETURN 174 = 0024 ICBALZ EQU $24 ;BUFFER ADDRESS 175 = 0025 ICBAHZ EQU $25 176 = 0026 ICPTLZ EQU $26 ;PUT BYTE ROUTINE-1 177 = 0027 ICPTHZ EQU $27 178 = 0028 ICBLLZ EQU $28 ;BUFFER LENGTH 179 = 0029 ICBLHZ EQU $29 180 = 002A ICAX1Z EQU $2A ;AUXILIARY BYTES 181 = 002B ICAX2Z EQU $2B 182 = 002C ICSPRZ EQU $2C ;SPARE BYTES 183 = 002E ICIDNO EQU $2E ;IOCB # X 16 184 = 002F CIOCHR EQU $2F ;CIO CHARACTER BYTE 185 = 0030 STATUS EQU $30 ;INTERNAL STATUS 186 = 0031 CHKSUM EQU $31 ;CHECKSUM 187 = 0032 BUFRLO EQU $32 ;DATA BUFFER LO BYTE 188 = 0033 BUFRHI EQU $33 ;DATA BUFFER HI BYTE 189 = 0034 BFENLO EQU $34 ;NEXT BYTE PAST DATA 190 = 0035 BFENHI EQU $35 ;BUFFER (HI & LO) 191 = 0036 LTEMP EQU $36 ;LOADER TEMP 192 = 0038 BUFRFL EQU $38 ;DATA BUFFR FULL FLG 193 = 0039 RECVDN EQU $39 ;RECIEVE DONE FLAG 194 = 003A XMTDON EQU $3A ;XMIT DONE FLAG 195 = 003B CHKSNT EQU $3B ;CHECKSUM SENT FLAG 196 = 003C NOCKSM EQU $3C ;NO CHKSUM SENT FLAG 197 ;BPTR EQU $3D ;CASSETTE DATA INDEX 198 = 003E FTYPE EQU $3E ;INTERRECORD GAP TYPE 199 = 003F FEOF EQU $3F ;END OF FILE FLAG 200 = 0040 FREQ EQU $40 ;BEEP COUNT 201 = 0041 SOUNDR EQU $41 ;NOISY I/O FLAG 202 = 0042 CRITIC EQU $42 ;CRITICAL MODE 203 = 0043 FMSZPG EQU $43 ;FMS ZERO PAGE 204 = 004A ZCHAIN EQU $4A ;HANDLER LOADER TEMP 205 = 004C DSTAT EQU $4C ;DISPLAY STATUS 206 = 004D ATRACT EQU $4D ;ATTRACT FLAG 207 = 004E DRKMSK EQU $4E ;DARK ATTRACT MASK 208 = 004F COLRSH EQU $4F ;COLOR SHIFTER 209 = 0050 TMPCHR EQU $50 ;TEMP STORAGE 210 = 0051 HOLD1 EQU $51 ;TEMP STORAGE 211 = 0052 LMARGN EQU $52 ;LEFT MARGIN (1) 212 = 0053 RMARGN EQU $53 ;RIGHT MARGIN (38) 213 = 0054 ROWCRS EQU $54 ;CURSOR COUNTERS 214 = 0055 COLCRS EQU $55 215 = 0057 DINDEX EQU $57 ;DISPLAY MODE # 216 = 0058 SAVMSC EQU $58 ;SCREEN MEM ADDR 217 = 005A OLDROW EQU $5A ;DRAW START POSIT 218 = 005B OLDCOL EQU $5B 219 = 005D OLDCHR EQU $5D ;DATA UNDER CURSOR 220 = 005E OLDADR EQU $5E ;CURSOR MEM ADDR 221 = 0060 FKDEF EQU $60 ;FUNC KEY DEFEAT POINTER 222 = 0062 PALNTS EQU $62 ;PAL/NTSC FLAG 223 = 0063 LOGCOL EQU $63 ;COL IN LOGICAL LINE 224 = 0064 ADRESS EQU $64 ;TEMP STORAGE 225 = 0066 MLTEMP EQU $66 ;TEMP STORAGE 226 = 0068 SAVADR EQU $68 ;TEMP STORAGE 227 = 006A RAMTOP EQU $6A ;AVAILABLE RAM PAGES 228 = 006B BUFCNT EQU $6B ;BUFFER COUNT 229 = 006C BUFSTR EQU $6C ;EDITOR GETCH POINTR 230 = 006E BITMSK EQU $6E ;BIT MASK 231 = 006F SHFAMT EQU $6F ;PIXEL JUSTIFICATION 232 = 0070 ROWAC EQU $70 ;ROW ACCUMULATOR 233 = 0072 COLAC EQU $72 ;COLUMN ACCUMULATOR 234 = 0074 ENDPT EQU $74 ;LINE LENGTH 235 = 0076 DELTAR EQU $76 ;DELTA ROW 236 = 0077 DELTAC EQU $77 ;DELTA COLUMN 237 = 0079 KEYDEF EQU $79 ;KEY DEFEAT POINTER 238 = 007B SWPFLG EQU $7B ;SPLIT SCN CURS CNTL 239 = 007C HOLDCH EQU $7C ;KB CHAR TEMP HOLD 240 = 007D INSDAT EQU $7D ;TEMP STORAGE 241 = 007E COUNTR EQU $7E ;DRAW ITERATION CNT 242 ; 243 ; 80-FF ARE RESERVED FOR USER 244 ; 245 ; NOTE: SEE FLOATING POINT 246 ; SUBROUTINE AREA FOR ZERO 247 ; PAGE CELLS 248 ; 249 ; PAGE 1 - HARDWARE STACK 250 ; 251 ; PAGE TWO RAM ASSIGNMENTS 252 ; 253 = 0200 VDSLST EQU $0200 ;DSP LIST NMI VECTOR 254 = 0202 VPRCED EQU $0202 ;PROCEED IRQ VECTOR 255 = 0204 VINTER EQU $0204 ;INTERUPT IRQ VECTOR 256 = 0206 VBREAK EQU $0206 ;BRK INST IRQ VECTOR 257 = 0208 VKEYBD EQU $0208 ;POKEY KB IRQ VECTOR 258 = 020A VSERIN EQU $020A ;POKEY INPUT RDY IRQ 259 = 020C VSEROR EQU $020C ;POKEY OUTPUT RDY 260 = 020E VSEROC EQU $020E ;POKEY OUTPUT DONE 261 = 0210 VTIMR1 EQU $0210 ;POKEY TIMER 1 IRQ 262 = 0212 VTIMR2 EQU $0212 ;POKEY TIMER 2 IRQ 263 = 0214 VTIMR4 EQU $0214 ;POKEY TIMER 4 IRQ 264 = 0216 VIMIRQ EQU $0216 ;IMMED IRQ VECTOR 265 = 0218 CDTMV1 EQU $0218 ;COUNT DOWN TIMER 1 266 = 021A CDTMV2 EQU $021A ;COUNT DOWN TIMER 2 267 = 021C CDTMV3 EQU $021C ;COUNT DOWN TIMER 3 268 = 021E CDTMV4 EQU $021E ;COUNT DOWN TIMER 4 269 = 0220 CDTMV5 EQU $0220 ;COUNT DOWN TIMER 5 270 = 0222 VVBLKI EQU $0222 ;IMM VBLK NMI VECTOR 271 = 0224 VVBLKD EQU $0224 ;DEF VBLK NMI VECTOR 272 = 0226 CDTMA1 EQU $0226 ;CDTMV1 JSR ADDRESS 273 = 0228 CDTMA2 EQU $0228 ;CDTMV2 JSR ADDRESS 274 = 022A CDTMF3 EQU $022A ;CDTMV3 FLAG 275 = 022B SRTIMR EQU $022B ;SOFTWARE REPEAT TMR 276 = 022C CDTMF4 EQU $022C ;CDTMV4 FLAG 277 = 022D INTEMP EQU $022D ;IAN'S TEMP 278 = 022E CDTMF5 EQU $022E ;CDTMV5 FLAG 279 = 022F DMACTLS EQU $022F ;SAVE DMACTL REG 280 = 0230 DLPTRS EQU $0230 ;SAVE DISP LIST LO 281 ;SDLSTH EQU $0231 ;SAVE DISP LIST HI 282 = 0232 SSKCTL EQU $0232 ;SKCTL REGISTER RAM 283 = 0233 LCOUNT EQU $0233 ;LOADER TEMP 284 = 0234 LPENH EQU $0234 ;LIGHT PEN HORIZONTAL 285 = 0235 LPENV EQU $0235 ;LIGHT PEN VERTICAL 286 = 0236 BRKKY EQU $0236 ;BREAK KEY VECTOR 287 = 0238 RELADR EQU $0238 ;LOADER REL ADDR 288 = 023A CDEVIC EQU $023A ;COMMAND BUFFER-DEV 289 = 023B CCOMND EQU $023B ;COMMAND BUFFER-CMND 290 = 023C CAUX1 EQU $023C ;COMMAND BUFFER AUX1 291 = 023D CAUX2 EQU $023D ;COMMAND BUFFER AUX2 292 ;TEMP EQU $023E ;TEMPORARY RAM CELL 293 = 023F ERRFLG EQU $023F ;DEVICE ERROR FLAG 294 = 0240 DFLAGS EQU $0240 ;DISK FLAGS(SECTOR1) 295 = 0241 DBSECT EQU $0241 ;# DISK BOOT SECTORS 296 = 0242 BOOTAD EQU $0242 ;DISK BOOT ADDRESS 297 = 0244 COLDST EQU $0244 ;COLDSTART FLAG 1=CS 298 = 0245 RECLEN EQU $0245 ;LOADER LENGTH 299 = 0246 DSKTIM EQU $0246 ;DISK TIME OUT REG 300 = 026C VSFLAG EQU $026C ;FINE SCROLL TEMP 301 = 026D KEYDIS EQU $026D ;KEY DISABLE FLAG 302 = 026E FINE EQU $026E ;FINE SCROLL ENABLE(A1200) 303 = 026F GPRIOR EQU $026F ;GLOBAL PRIORITY 304 = 0270 PADDL0 EQU $0270 ;POT 0 RAM CELL 305 = 0271 PADDL1 EQU $0271 306 = 0272 PADDL2 EQU $0272 307 = 0273 PADDL3 EQU $0273 308 = 0278 STICK0 EQU $0278 ;JOYSTICK 0 RAM CELL 309 = 0279 STICK1 EQU $0279 310 = 027C PTRIG0 EQU $027C ;PADDLE TRIGGER 0 311 = 027D PTRIG1 EQU $027D 312 = 027E PTRIG2 EQU $027E 313 = 027F PTRIG3 EQU $027F 314 = 0284 STRIG0 EQU $0284 ;JOYSTICK TRIGGER 0 315 = 0285 STRIG1 EQU $0285 316 = 0288 HIBYTE EQU $0288 ;LOADER 317 = 0289 WMODE EQU $0289 ;CASSETTE R/W MODE 318 = 028A BLIM EQU $028A ;CASSETTE RECORD SIZE 319 = 028B IMASK EQU $028B 320 = 028C JVECK EQU $028C ;JUMP VECTOR 321 = 028E NEWADR EQU $028E ;LOADER NEW ADDRESS 322 = 0290 TXTROW EQU $0290 ;TEXT ROWCRS 323 = 0291 TXTCOL EQU $0291 ;TEXT COLCRS 324 = 0293 TINDEX EQU $0293 ;TEXT INDEX 325 = 0294 TXTMSC EQU $0294 ;TEXT WINDOW MEM ADD 326 = 0296 TXTOLD EQU $0296 ;TEXT OLDROW & COL 327 = 029C CRETRY EQU $029C ;# COMMAND RETRIES 328 = 029D HOLD3 EQU $029D 329 = 029E SUBTMP EQU $029E 330 = 029F HOLD2 EQU $029F 331 = 02A0 DMASK EQU $02A0 ;PIXEL LOCATION MASK 332 = 02A1 TMPLBT EQU $02A1 333 = 02A2 ESCFLG EQU $02A2 ;ESCAPE FLAG 334 = 02A3 TABMAP EQU $02A3 ;TAB STOP MAP 335 = 02B2 LOGMAP EQU $02B2 ;LINE START BIT MAP 336 = 02B6 INVFLG EQU $02B6 ;INVERSE VIDEO FLAG 337 = 02B7 FILFLG EQU $02B7 ;FILL FLAG FOR DRAW 338 = 02B8 TMPROW EQU $02B8 339 = 02B9 TMPCOL EQU $02B9 340 = 02BB SCRFLG EQU $02BB ;SET IF SCROLLING 341 = 02BC HOLD4 EQU $02BC ;TEMP USED BY DRAW 342 = 02BD DRETRY EQU $02BD ;# OF DEVICE RETRIES 343 = 02BE SHFLOK EQU $02BE ;SHIFT/CTL LOCK FLAG 344 = 02BF BOTSCR EQU $02BF ;BOTTOM OF SCREEN 345 = 02C0 PCOLR0 EQU $02C0 ;P0 COLOR 346 = 02C1 PCOLR1 EQU $02C1 ;P1 COLOR 347 = 02C2 PCOLR2 EQU $02C2 ;P2 COLOR 348 = 02C3 PCOLR3 EQU $02C3 ;P3 COLOR 349 = 02C4 COLOR0 EQU $02C4 ;COLOR 0 350 = 02C5 COLOR1 EQU $02C5 351 = 02C6 COLOR2 EQU $02C6 352 = 02C7 COLOR3 EQU $02C7 353 = 02C8 COLOR4 EQU $02C8 354 = 02C8 COLBAKS EQU COLOR4 355 = 02C9 RUNADR EQU $02C9 ;LOADER 356 = 02CB HIUSED EQU $02CB ;LOADER 357 = 02CD ZHIUSE EQU $02CD ;LOADER 358 = 02CF GBYTEA EQU $02CF ;LOADER 359 = 02D1 LOADAD EQU $02D1 ;LOADER 360 = 02D3 ZLOADA EQU $02D3 ;LOADER 361 = 02D5 DSCTLN EQU $02D5 ;DISK SECTOR LENGTH 362 = 02D7 ACMISR EQU $02D7 ;RESERVED 363 = 02D9 KRPDEL EQU $02D9 ;KEY REPEAT DELAY 364 = 02DA KEYREP EQU $02DA ;KEY REPEAT RATE(VBLANKS) 365 = 02DB NOCLIK EQU $02DB ;CLICK ENABLE/DISABLE 366 = 02DC HELPFG EQU $02DC ;HELP KEY FLAG 367 = 02DD DMASAV EQU $02DD ;DMA SAVE STATE 368 = 02DE PBPNT EQU $02DE ;PRINT BUFFER POINTER 369 = 02DF PBUFSZ EQU $02DF ;PRINT BUFFER SIZE 370 = 02E0 DOSRUN EQU $02E0 ;DOS RUN/INIT ADDRESSES 371 = 02E4 RAMSIZ EQU $02E4 ;RAM SIZE-HIGH BYTE 372 = 02E5 MEMTOP EQU $02E5 ;TOP OF AVAIL MEMORY 373 = 02E7 MEMLO EQU $02E7 ;BOTTOM OF AVAIL MEM 374 = 02E9 HNDLOD EQU $02E9 ;POLL FLAG (1200) 375 = 02EA DVSTAT EQU $02EA ;STATUS BUFFER 376 = 02EE CBAUDL EQU $02EE ;CASSETTE BAUD RATE 377 = 02EF CBAUDH EQU $02EF 378 = 02F0 CRSINH EQU $02F0 ;CURSOR INHIBIT 0=ON 379 = 02F1 KEYDEL EQU $02F1 ;KEY DELAY 380 = 02F2 CH1 EQU $02F2 ;PRIOR KB CHAR CODE 381 = 02F3 CHACT EQU $02F3 ;CHACTL REGISTER RAM 382 = 02F4 CHBAS EQU $02F4 ;CHBAS REGISTER RAM 383 = 02F5 NEWROW EQU $02F5 ;POINT DRAW GOES TO 384 = 02F6 NEWCOL EQU $02F6 385 = 02F8 ROWINC EQU $02F8 ;ROW INCREMENT VALUE 386 = 02F9 COLINC EQU $02F9 ;COL INCREMENT VALUE 387 = 02FA CHAR EQU $02FA ;INTERNAL CHAR CODE 388 = 02FB ATACHR EQU $02FB ;ATASCII CHARACTER 389 = 02FC CHKEY EQU $02FC ;KB CHAR CODE (FIFO) 390 = 02FD FILDAT EQU $02FD ;RIGHT FILL DATA 391 = 02FE DSPFLG EQU $02FE ;DISPLAY FLAG 392 = 02FF SSFLAG EQU $02FF ;START/STOP FLAG 393 ; 394 ; PAGE THREE RAM ASSIGNMENTS 395 ; 396 = 0300 DDEVIC EQU $0300 ;BUS I.D. NUMBER 397 = 0301 DUNIT EQU $0301 ;UNIT NUMBER 398 = 0302 DCOMND EQU $0302 ;BUS COMMAND 399 = 0303 DSTATS EQU $0303 ;COMMAND TYPE/STATUS 400 = 0304 DBUFLO EQU $0304 ;DATA BUFFER LO BYTE 401 = 0305 DBUFHI EQU $0305 ;DATA BUFFER HI BYTE 402 = 0306 DTIMLO EQU $0306 ;DEVICE TIMEOUT SECS 403 = 0307 DUNUSE EQU $0307 ;UNUSED BYTE 404 = 0308 DBYTLO EQU $0308 ;# OF BYTES XFERRED 405 = 0309 DBYTHI EQU $0309 406 = 030A DAUX1 EQU $030A ;COMMAND AUX BYTE 1 407 = 030B DAUX2 EQU $030B ;COMMAND AUX BYTE 2 408 = 030C TIMER1 EQU $030C ;INITIAL TIMER VALUE 409 = 030E JMPERS EQU $030E ;OPTIONS (1200) 410 = 030F CASFLG EQU $030F ;CASSETE MODE IF SET 411 = 0310 TIMER2 EQU $0310 ;FINAL TIMER VALUE 412 ;TEMP1 EQU $0312 ;TEMP STORAGE 413 ;TEMP2 EQU $0313 ;TEMP STORAGE 414 = 0314 PTIMOT EQU $0314 ;PRINTER TIMEOUT REG 415 ;TEMP3 EQU $0315 ;TEMP STORAGE 416 = 0316 SAVIO EQU $0316 ;SAVE SERIAL IN DATA 417 = 0317 TIMFLG EQU $0317 ;TIMEOUT FLAG C BAUD 418 = 0318 STACKP EQU $0318 ;SIO STACK PTR SAVE 419 = 0319 TSTAT EQU $0319 ;TEMP STATUS HOLDER 420 = 031A HATABS EQU $031A ;HANDLER ADDR TABLE 421 = 033D PUPBT1 EQU $033D ;POWER/UP RESET 422 = 033E PUPBT2 EQU $033E 423 = 033F PUPBT3 EQU $033F 424 = 0340 ICHID EQU $0340 ;HANDLER INDEX # 425 = 0341 ICDNO EQU $0341 ;DEVICE NUMBER 426 = 0342 ICCOM EQU $0342 ;COMMAND CODE 427 = 0343 ICSTA EQU $0343 ;STATUS 428 = 0344 ICBAL EQU $0344 ;BUFFER ADDR LO BYTE 429 = 0345 ICBAH EQU $0345 ;BUFFER ADDR HI BYTE 430 = 0346 ICPTL EQU $0346 ;PUT ROUTINE ADDR-1 431 = 0347 ICPTH EQU $0347 432 = 0348 ICBLL EQU $0348 ;BUFFER LENGTH LO 433 = 0349 ICBLH EQU $0349 ;BUFFER LENGTH HI 434 = 034A ICAX1 EQU $034A ;AUX BYTE 1 435 = 034B ICAX2 EQU $034B ;AUX BYTE 2 436 = 034C ICSPR EQU $034C ;SPARE BYTES 437 = 03C0 PRNBUF EQU $03C0 ;PRINTER BUFFER (40 BYTES) 438 = 03E8 SUPERF EQU $03E8 ;SCREEN EDITOR 439 = 03E9 CKEY EQU $03E9 ;START KEY FLAG 440 = 03EA CASSBT EQU $03EA ;CASSETTE BOOT FLAG 441 = 03EB CARTCK EQU $03EB ;CARTRIDGE CHECKSUM 442 = 03ED ACMVAR EQU $03ED ;RESERVED 443 = 03F9 MINTLK EQU $03F9 ;RESERVED 444 = 03FA GINTLK EQU $03FA ;CART INTERLOCK 445 = 03FB CHLINK EQU $03FB ;HANDLER CHAIN 446 ; 447 ; PAGE FOUR RAM ASSIGNMENTS 448 ; 449 = 03FD CASBUF EQU $03FD ;CASSETTE BUFFER (131 BYTES) 450 = 0480 USAREA EQU $0480 ;USER AREA 451 ; 452 ; PAGE FIVE AND SIX ARE RESERVED 453 ; FOR USER WORK SPACE 454 ; 455 ; COLLEEN MNEMONICS 456 ; 457 ; --------------------------------------------------------------------------- 458 = D200 POKEY EQU $D200 459 ; --------------------------------------------------------------------------- 460 ; 461 ; READ 462 ; 463 = D200 POT0 EQU POKEY+$00 464 = D201 POT1 EQU POKEY+$01 465 = D202 POT2 EQU POKEY+$02 466 = D203 POT3 EQU POKEY+$03 467 = D204 POT4 EQU POKEY+$04 468 = D205 POT5 EQU POKEY+$05 469 = D206 POT6 EQU POKEY+$06 470 = D207 POT7 EQU POKEY+$07 471 = D208 ALLPOT EQU POKEY+$08 472 = D209 KBCODE EQU POKEY+$09 473 = D20A RANDOM EQU POKEY+$0a 474 = D20B POTGO EQU POKEY+$0b 475 = D20D SERIN EQU POKEY+$0d 476 = D20E IRQST EQU POKEY+$0e 477 = D20F SKSTAT EQU POKEY+$0f 478 ; 479 ; WRITE 480 ; 481 = D200 AUDF1 EQU POKEY+$00 482 = D201 AUDC1 EQU POKEY+$01 483 = D202 AUDF2 EQU POKEY+$02 484 = D203 AUDC2 EQU POKEY+$03 485 = D204 AUDF3 EQU POKEY+$04 486 = D205 AUDC3 EQU POKEY+$05 487 = D206 AUDF4 EQU POKEY+$06 488 = D207 AUDC4 EQU POKEY+$07 489 = D208 AUDCTL EQU POKEY+$08 490 = D209 STIMER EQU POKEY+$09 491 = D20A SKRES EQU POKEY+$0a 492 = D20D SEROUT EQU POKEY+$0d 493 = D20E IRQEN EQU POKEY+$0e 494 = D20F SKCTL EQU POKEY+$0f 495 ; 496 ; 497 ; 498 ; --------------------------------------------------------------------------- 499 = D000 GTIA EQU $D000 500 ; --------------------------------------------------------------------------- 501 ; 502 ; WRITE 503 ; 504 = D000 HPOSP0 EQU GTIA+$00 505 = D001 HPOSP1 EQU GTIA+$01 506 = D002 HPOSP2 EQU GTIA+$02 507 = D003 HPOSP3 EQU GTIA+$03 508 = D004 HPOSM0 EQU GTIA+$04 509 = D005 HPOSM1 EQU GTIA+$05 510 = D006 HPOSM2 EQU GTIA+$06 511 = D007 HPOSM3 EQU GTIA+$07 512 = D008 SIZEP0 EQU GTIA+$08 513 = D009 SIZEP1 EQU GTIA+$09 514 = D00A SIZEP2 EQU GTIA+$0a 515 = D00B SIZEP3 EQU GTIA+$0b 516 = D00C SIZEM EQU GTIA+$0c 517 = D00D GRAFP0 EQU GTIA+$0d 518 = D00E GRAFP1 EQU GTIA+$0e 519 = D00F GRAFP2 EQU GTIA+$0f 520 = D010 GRAFP3 EQU GTIA+$10 521 = D011 GRAFM EQU GTIA+$11 522 = D012 COLPM0 EQU GTIA+$12 523 = D013 COLPM1 EQU GTIA+$13 524 = D014 COLPM2 EQU GTIA+$14 525 = D015 COLPM3 EQU GTIA+$15 526 = D016 COLPF0 EQU GTIA+$16 527 = D017 COLPF1 EQU GTIA+$17 528 = D018 COLPF2 EQU GTIA+$18 529 = D019 COLPF3 EQU GTIA+$19 530 = D01A COLBAK EQU GTIA+$1a 531 = D01B PRIOR EQU GTIA+$1b 532 = D01C VDELAY EQU GTIA+$1c 533 = D01D GRACTL EQU GTIA+$1d 534 = D01E HITCLR EQU GTIA+$1e 535 = D01F CONSOL EQU GTIA+$1f 536 ; 537 ; READ 538 ; 539 = D000 M0PF EQU GTIA+$00 540 = D001 M1PF EQU GTIA+$01 541 = D002 M2PF EQU GTIA+$02 542 = D003 M3PF EQU GTIA+$03 543 = D004 P0PF EQU GTIA+$04 544 = D005 P1PF EQU GTIA+$05 545 = D006 P2PF EQU GTIA+$06 546 = D007 P3PF EQU GTIA+$07 547 = D008 M0PL EQU GTIA+$08 548 = D009 M1PL EQU GTIA+$09 549 = D00A M2PL EQU GTIA+$0a 550 = D00B M3PL EQU GTIA+$0b 551 = D00C P0PL EQU GTIA+$0c 552 = D00D P1PL EQU GTIA+$0d 553 = D00E P2PL EQU GTIA+$0e 554 = D00F P3PL EQU GTIA+$0f 555 = D010 TRIG0 EQU GTIA+$10 556 = D011 TRIG1 EQU GTIA+$11 557 = D012 TRIG2 EQU GTIA+$12 558 = D013 TRIG3 EQU GTIA+$13 559 = D014 PAL EQU GTIA+$14 560 ; 561 ; 562 ; --------------------------------------------------------------------------- 563 = D400 ANTIC EQU $D400 564 ; --------------------------------------------------------------------------- 565 ; 566 = D400 DMACTL EQU ANTIC+$00 567 = D401 CHACTL EQU ANTIC+$01 568 = D402 DLPTR EQU ANTIC+$02 569 ;DLISTH EQU ANTIC+$03 570 = D404 HSCROL EQU ANTIC+$04 571 = D405 VSCROL EQU ANTIC+$05 572 = D407 PMBASE EQU ANTIC+$07 573 = D409 CHBASE EQU ANTIC+$09 574 = D40A WSYNC EQU ANTIC+$0a 575 = D40B VCOUNT EQU ANTIC+$0b 576 = D40C PENH EQU ANTIC+$0c 577 = D40D PENV EQU ANTIC+$0d 578 = D40E NMIEN EQU ANTIC+$0e 579 = D40F NMIRES EQU ANTIC+$0f 580 = D40F NMIST EQU ANTIC+$0f 581 ; 582 ; 583 ; --------------------------------------------------------------------------- 584 = D300 PIA EQU $D300 585 ; --------------------------------------------------------------------------- 586 ; 587 = D300 PORTA EQU PIA+0 588 = D301 PORTB EQU PIA+1 589 = D302 PACTL EQU PIA+2 590 = D303 PBCTL EQU PIA+3 591 ; 592 ; --------------------------------------------------------------------------- 593 ; Atari ANTIC chip display list equates 594 ; --------------------------------------------------------------------------- 595 ; 596 = 0001 JUMP EQU $01 ; display list jump instruction (3 byte) 597 = 0041 JVB EQU $41 ; display list jump and wait for vblank instruction (3) 598 ; 599 = 0010 SCH EQU $10 ; display list horizontal scrolling 600 = 0020 SCV EQU $20 ; display list vertical scrolling 601 = 0040 LMS EQU $40 ; display list load memory scan instruction (3 byte) 602 = 0080 DLII EQU $80 ; display list interrupt instruction 603 ; 604 = 0000 SKIP1 EQU $00 ; display list skip 1 scan line instruction 605 = 0010 SKIP2 EQU $10 ; display list skip 2 scan lines instruction 606 = 0020 SKIP3 EQU $20 ; display list skip 3 scan lines instruction 607 = 0030 SKIP4 EQU $30 ; display list skip 4 scan lines instruction 608 = 0040 SKIP5 EQU $40 ; display list skip 5 scan lines instruction 609 = 0050 SKIP6 EQU $50 ; display list skip 6 scan lines instruction 610 = 0060 SKIP7 EQU $60 ; display list skip 7 scan lines instruction 611 = 0070 SKIP8 EQU $70 ; display list skip 8 scan lines instruction 612 ; 613 = 0002 MODE2 EQU $02 ; display list mode 2 614 = 0004 MODE4 EQU $04 ; display list mode 4 615 = 0008 MODE8 EQU $08 ; display list mode 8 616 = 000E MODEE EQU $0E ; display list mode E 617 = 000F MODEF EQU $0F ; display list mode F 618 ; --------------------------------------------------------------------------- 619 ; ENUMS 620 ; --------------------------------------------------------------------------- 621 622 .enum @dmactl 623 = 0000 blank = %00 624 = 0001 narrow = %01 625 = 0002 standard= %10 626 = 0003 wide = %11 627 = 0004 missiles= %100 628 = 0008 players = %1000 629 = 0010 lineX1 = %10000 630 = 0000 lineX2 = %00000 631 = 0020 dma = %100000 632 .ende 633 634 = 003F scr48 = @dmactl(wide|dma|players|missiles|lineX1) 635 = 003E scr40 = @dmactl(standard|dma|players|missiles|lineX1) 636 = 003D scr32 = @dmactl(narrow|dma|players|missiles|lineX1) 637 638 .enum @pmcntl 639 = 0001 missiles= %1 640 = 0002 players = %10 641 = 0004 trigs = %100 642 .ende 643 644 .enum @gtictl 645 = 0000 prior0 = %0 646 = 0001 prior1 = %1 647 = 0002 prior2 = %10 648 = 0004 prior4 = %100 649 = 0008 prior8 = %1000 650 = 0010 ply5 = %10000 ; Fifth Player Enable 651 = 0020 mlc = %100000 ; Multiple Color Player Enable 652 = 0040 mode9 = %01000000 653 = 0080 mode10 = %10000000 654 = 00C0 mode11 = %11000000 655 .ende 656 ; --------------------------------------------------------------------------- 657 ; KBCODEs 658 ; --------------------------------------------------------------------------- 659 .enum @kbcode 660 = 00FF _none = 255 661 = 001C _esc = 28 662 = 001F _1 = 31 663 = 001E _2 = 30 664 = 001A _3 = 26 665 = 0018 _4 = 24 666 = 001D _5 = 29 667 = 001B _6 = 27 668 = 0033 _7 = 51 669 = 0035 _8 = 53 670 = 0030 _9 = 48 671 = 0032 _0 = 50 672 = 0036 _lt = 54 673 = 0037 _gt = 55 674 = 0034 _del = 52 675 = 002C _tab = 44 676 = 002F _Q = 47 677 = 002E _W = 46 678 = 002A _E = 42 679 = 0028 _R = 40 680 = 002D _T = 45 681 = 002B _Y = 43 682 = 000B _U = 11 683 = 000D _I = 13 684 = 0008 _O = 8 685 = 000A _P = 10 686 = 000E _min = 14 687 = 000E _up = 14 ; cursor function 688 = 000F _eq = 15 689 = 000F _down = 15 ; cursor function 690 = 000C _ret = 12 691 = 003F _A = 63 692 = 003E _S = 62 693 = 003A _D = 58 694 = 0038 _F = 56 695 = 003D _G = 61 696 = 0039 _H = 57 697 = 0001 _J = 1 698 = 0005 _K = 5 699 = 0000 _L = 0 700 = 0002 _semicolon = 2 701 = 0006 _plus = 6 702 = 0006 _left = 6 ; cursor function 703 = 0007 _asterisk = 7 704 = 0007 _right = 7 ; cursor function 705 = 003C _caps = 60 706 = 0017 _Z = 23 707 = 0016 _X = 22 708 = 0012 _C = 18 709 = 0010 _V = 16 710 = 0015 _B = 21 711 = 0024 _N = 36 712 = 0025 _M = 37 713 = 0020 _comma = 32 714 = 0022 _dot = 34 715 = 0026 _slash = 38 716 = 0027 _atari = 39 717 = 0011 _help = 17 718 = 0003 _F1 = 3 719 = 0004 _F2 = 4 720 = 0013 _F3 = 19 721 = 0014 _F4 = 20 722 = 0021 _space = 33 723 .ende 724 = 009B EOL = $9b 724 = 0080 TEMP_W 724 = 0082 TEMP_B 724 = 0083 DINOWALKPHASE 724 = 0084 DINOSTATE 17 icl 'lib/MACRO.ASM' Source: MACRO.ASM 1 ;------------------------------------- 2 .MACRO ROLW 3 ROL :1 4 ROL :1+1 5 .ENDM 6 ;------------------------------------- 7 .MACRO ASLW 8 ASL :1 9 ROL :1+1 10 .ENDM 11 ;------------------------------------- 12 .MACRO RORW 13 ROR :1+1 14 ROR :1 15 .ENDM 16 ;------------------------------------- 17 .MACRO LSRW 18 LSR :1+1 19 ROR :1 20 .ENDM 21 22 ;------------------------------------- 23 .MACRO VMAIN 24 ; VMAIN #WORD,interrupt.vector 25 ; interrupt.vector: 26 ; 0 - VIMIRQ 27 ; 1 - TIMCNT1 28 ; 2 - TIMCNT2 29 ; 3 - TIMCNT3 30 ; 4 - TIMCNT4 31 ; 5 - TIMCNT5 32 ; 6 - VVBLKI 33 ; 7 - VVBLKD 34 ; 8 - TIMVEC1 35 ; 9 - TIMVEC2 36 ; Initialises Vertical Blank Interrupts 37 ; (works only with system interrupts ON) 38 LDY # <:1 39 LDX # >:1 40 LDA #:2 41 JSR SETVBV 42 .ENDM 43 ;------------------------------------- 44 .MACRO VDLI 45 ; VDLI #WORD 46 ; Initialises Display List Interrupts 47 LDY # <:1 48 LDX # >:1 49 LDA #$C0 50 STY $0200 51 STX $0201 52 STA NMIEN 53 .ENDM 54 ;------------------------------------- 55 .MACRO VDL 56 ; VDL #WORD 57 ; Changes Display List addres 58 ; and sets width of the screen 59 ; vdl dl,$01 - narrow screen (32 bytes) 60 ; vdl dl,$02 - normal screen (40 bytes) 61 ; vdl dl,$03 - wide screen (48 bytes) 62 ; (works only with system interrupts ON) 63 64 .if %0=2 65 lda dmactls 66 and #$fc 67 ora #%2 68 sta dmactls 69 .endif 70 71 LDA # <%1 72 STA DLPTRS 73 LDA # >%1 74 STA DLPTRS+1 75 .ENDM 76 ;------------------------------------- 77 .MACRO halt 78 ?stop 79 lda RANDOM 80 and #$05 81 sta COLBAK 82 jmp ?stop 83 .ENDM 84 ;------------------------------------- 85 .MACRO KEY 86 ; KEY 87 ; waits for releasing and pressing "any key" 88 PHA 89 ?CK1 LDA SKSTAT 90 AND #$04 91 BEQ ?CK1 92 ?CK LDA SKSTAT 93 AND #$04 94 BNE ?CK 95 PLA 96 .ENDM 97 ;------------------------------------- 98 .MACRO WAIT 99 ; WAIT 100 ; waits one frame (1/50 s(PAL) or 1/60s(NTSC)) 101 ?ze LDA VCOUNT 102 cmp #16 ; if line<16 then wait for line>15 (long VBI protection) 103 bcc ?ze 104 sbc #10 ; last lines correction 105 ?wa cmp VCOUNT 106 bcc ?wa 107 ?wf cmp VCOUNT 108 bcs ?wf 109 .ENDM 110 ;------------------------------------- 111 .macro waitRTC 112 lda RTCLOK+2 113 ?wa cmp RTCLOK+2 114 beq ?wa 115 .endm 116 ;------------------------------------- 117 .macro negw 118 ; negate the given word (0-a) 119 ;------------------------------------- 120 sec 121 lda #$00 122 sbc :1 123 sta :1 124 lda #$00 125 sbc :1+1 126 sta :1+1 127 .endm 128 ;------------------------------------- 129 .macro randomize 130 ;usage: randomize floor ceiling 131 ;returns (in A) a random .byte between "floor" and "ceiling" 132 .if :2 < :1 133 .error "floor higher than ceiling" 134 .endif 135 ?rand 136 lda random 137 cmp #:2+1-:1 ;ceiling 138 bcs ?rand 139 .if %1>0 ; if floor = 0 - no add offset 140 adc #:1 141 .endif 142 .endm 143 ;------------------------------------- 144 .macro phx 145 txa 146 pha 147 .endm 148 ;------------------------------------- 149 .macro phy 150 tya 151 pha 152 .endm 153 ;------------------------------------- 154 .macro plx 155 pla 156 tax 157 .endm 158 ;------------------------------------- 159 .macro ply 160 pla 161 tay 162 .endm 163 ;------------------------------------- 164 .macro txy 165 txa 166 tay 167 .endm 168 ;------------------------------------- 169 .macro tyx 170 tya 171 tax 172 .endm 173 ;------------------------------------- 174 .macro pause 175 ;waits :1 number (byte) of frames 176 ldx #:1 177 ?PAUSELOOP 178 wait 179 dex 180 bne ?PAUSELOOP 181 .ENDM 182 18 ;--------------------------------------------------- 19 ; dark screean and BASIC off 20 ORG $2000 21 FFFF> 2000-2024> A9 00 + mva #0 dmactls ; dark screen 22 2005 A9 FF 8D 01 D3 mva #$ff portb 23 ; and wait one frame :) 24 200A F0 13200C wait Macro: WAIT [Source: MACRO.ASM] 3 200C AD 0B D4 ?ze LDA VCOUNT 4 200F C9 10 cmp #16 ; if line<16 then wait for line>15 (long VBI protection) 5 2011 90 F9 bcc ?ze 6 2013 E9 0A sbc #10 ; last lines correction 7 2015 CD 0B D4 ?wa cmp VCOUNT 8 2018 90 FB bcc ?wa 9 201A CD 0B D4 ?wf cmp VCOUNT 10 201D B0 FB bcs ?wf Source: dino.asm seq:wait ; or waitRTC ? 25 201F A9 FF 8D 01 D3 mva #$ff portb ; BASIC off 26 2024 60 rts 27 02E2-02E3> 00 20 ini $2000 28 ;--------------------------------------------------- 29 30 org $2000 31 ;--------------------------------------------------- 32 ; 4 charsets for fine scroll 33 2000 font1 34 2000-2FFF> 00 00 00 00 + ins 'artwork/dino1.fnt' ; 1 charset 35 = 2400 font2 = font1+$400 36 2400 00 00 00 00 00 00 + ins 'artwork/dino2.fnt' ; 2 charset 37 = 2800 font3 = font2+$400 38 2800 00 00 00 00 00 00 + ins 'artwork/dino3.fnt' ; 3 charset 39 = 2C00 font4 = font3+$400 40 2C00 00 00 00 00 00 00 + ins 'artwork/dino4.fnt' ; 4 charset 41 org font4+$400 42 ; screen data 43 ; SCR_HEIGHT lines 256bytes each 44 3000 screen 45 = 3000 .ds $100*SCR_HEIGHT 46 ; display list 47 3800 GameDL 48 3800-3B88> 70 70 70 70 + :10 .byte SKIP8 ; empty lines 49 50 .rept SCR_HEIGHT, # 51 .BYTE MODE2+LMS+SCH 52 LINE:1_ADDR 53 .WORD SCREEN+$100*# 54 .endr Source: REPT 51 380A 52 .BYTE MODE2+LMS+SCH 51 380B LINE0_ADDR 51 380B 00 30 .WORD SCREEN+$100*# 51 380D 52 .BYTE MODE2+LMS+SCH 51 380E LINE1_ADDR 51 380E 00 31 .WORD SCREEN+$100*# 51 3810 52 .BYTE MODE2+LMS+SCH 51 3811 LINE2_ADDR 51 3811 00 32 .WORD SCREEN+$100*# 51 3813 52 .BYTE MODE2+LMS+SCH 51 3814 LINE3_ADDR 51 3814 00 33 .WORD SCREEN+$100*# 51 3816 52 .BYTE MODE2+LMS+SCH 51 3817 LINE4_ADDR 51 3817 00 34 .WORD SCREEN+$100*# 51 3819 52 .BYTE MODE2+LMS+SCH 51 381A LINE5_ADDR 51 381A 00 35 .WORD SCREEN+$100*# 51 381C 52 .BYTE MODE2+LMS+SCH 51 381D LINE6_ADDR 51 381D 00 36 .WORD SCREEN+$100*# 51 381F 52 .BYTE MODE2+LMS+SCH 51 3820 LINE7_ADDR 51 3820 00 37 .WORD SCREEN+$100*# Source: dino.asm 55 3822 41 .byte JVB 56 3823 00 38 .word GameDL 57 ;--------------------------------------------------- 58 ; World table without dino 59 3825 WorldTable 60 3825 00 00 00 00 00 00 + :WORLD_LENGTH .byte 0 ; ground 61 ;--------------------------------------------------- 62 3865 FirstSTART 63 3865 20 24 39 jsr GenerateCharsets 64 3868 20 98 3A jsr SetStart 65 386B 20 A4 3A jsr SetGameScreen 66 386E A9 00 8D 89 3B mva #0 diff_level 67 68 ; test only (some object in the world) 69 3873 A9 01 lda #1 ;bird0 70 3875 8D 2F 38 sta WorldTable+10 71 3878 A9 04 lda #4 ;cactus 72 387A 8D 39 38 sta WorldTable+20 73 387D A9 84 lda #4+$80 ; cactus (second char) 74 387F 8D 3A 38 sta WorldTable+21 75 ; 76 3882 A2 05 ldx #5 ; position 77 3884 A0 00 ldy #0 ; shape 78 3886 20 3D 3A jsr ShowDino 79 3889 A2 0A ldx #10 ; position 80 388B A0 01 ldy #1 ; shape 81 388D 20 3D 3A jsr ShowDino 82 3890 A2 0F ldx #15 ; position 83 3892 A0 02 ldy #2 ; shape 84 3894 20 3D 3A jsr ShowDino 85 3897 A2 14 ldx #20 ; position 86 3899 A0 03 ldy #3 ; shape 87 389B 20 3D 3A jsr ShowDino 88 389E A2 19 ldx #25 ; position 89 38A0 A0 04 ldy #4 ; shape 90 38A2 20 3D 3A jsr ShowDino 91 38A5 A9 50 8D 20 37 mva #$50 screen+$700+32 92 38AA EndLoop 93 38AA 20 89 39 jsr WorldShift 94 38AD 20 70 39 jsr WorldToScreen 95 38B0 A2 05 ldx #5 ; position 96 38B2 A5 84 lda DinoState 97 38B4 05 83 ora DinoWalkPhase ; shape 98 38B6 A8 tay 99 38B7 20 3D 3A jsr ShowDino 100 38BA waitRTC ; or waitRTC ? Macro: WAITRTC [Source: MACRO.ASM] 1 38BA A5 14 lda RTCLOK+2 2 38BC C5 14 ?wa cmp RTCLOK+2 3 38BE F0 FC beq ?wa Source: dino.asm 101 ;key 102 38C0 A9 24 8D F4 02 mva #>font2 chbas 103 38C5 waitRTC ; or waitRTC ? Macro: WAITRTC [Source: MACRO.ASM] 1 38C5 A5 14 lda RTCLOK+2 2 38C7 C5 14 ?wa cmp RTCLOK+2 3 38C9 F0 FC beq ?wa Source: dino.asm 104 38CB A9 03 8D 04 D4 mva #3 hscrol 105 38D0 waitRTC ; or waitRTC ? Macro: WAITRTC [Source: MACRO.ASM] 1 38D0 A5 14 lda RTCLOK+2 2 38D2 C5 14 ?wa cmp RTCLOK+2 3 38D4 F0 FC beq ?wa Source: dino.asm 106 ;key 107 38D6 A9 28 8D F4 02 mva #>font3 chbas 108 38DB waitRTC ; or waitRTC ? Macro: WAITRTC [Source: MACRO.ASM] 1 38DB A5 14 lda RTCLOK+2 2 38DD C5 14 ?wa cmp RTCLOK+2 3 38DF F0 FC beq ?wa Source: dino.asm 109 38E1 A9 02 8D 04 D4 mva #2 hscrol 110 38E6 waitRTC ; or waitRTC ? Macro: WAITRTC [Source: MACRO.ASM] 1 38E6 A5 14 lda RTCLOK+2 2 38E8 C5 14 ?wa cmp RTCLOK+2 3 38EA F0 FC beq ?wa Source: dino.asm 111 ;key 112 38EC A9 2C 8D F4 02 mva #>font4 chbas 113 38F1 waitRTC ; or waitRTC ? Macro: WAITRTC [Source: MACRO.ASM] 1 38F1 A5 14 lda RTCLOK+2 2 38F3 C5 14 ?wa cmp RTCLOK+2 3 38F5 F0 FC beq ?wa Source: dino.asm 114 38F7 A9 01 8D 04 D4 mva #1 hscrol 115 38FC waitRTC ; or waitRTC ? Macro: WAITRTC [Source: MACRO.ASM] 1 38FC A5 14 lda RTCLOK+2 2 38FE C5 14 ?wa cmp RTCLOK+2 3 3900 F0 FC beq ?wa Source: dino.asm 116 ;key 117 3902 20 C4 39 jsr AnimateBirds 118 3905 A9 20 8D F4 02 mva #>font1 chbas 119 390A waitRTC ; or waitRTC ? Macro: WAITRTC [Source: MACRO.ASM] 1 390A A5 14 lda RTCLOK+2 2 390C C5 14 ?wa cmp RTCLOK+2 3 390E F0 FC beq ?wa Source: dino.asm 120 3910 A9 04 8D 04 D4 mva #4 hscrol 121 3915 4C AA 38 jmp EndLoop 122 3918 halt Macro: HALT [Source: MACRO.ASM] 1 3918 ?stop 2 3918 AD 0A D2 lda RANDOM 3 391B 29 05 and #$05 4 391D 8D 1A D0 sta COLBAK 5 3920 4C 18 39 jmp ?stop Source: dino.asm 123 3923 60 rts 124 125 ;----------------------------------------------- 126 ; Generation of character sets 2,3 and 4 of 1 127 ; By copying and horizontal shift dino 128 ;----------------------------------------------- 129 3924 .proc GenerateCharsets 130 ; copy charset 1 to 2,3 and 4 (but not dino chars) 131 3924 A0 00 ldy #0 132 3926 CopyLoop 133 3926 B9 00 20 lda font1,y 134 3929 99 00 24 sta font2,y 135 392C 99 00 28 sta font3,y 136 392F 99 00 2C sta font4,y 137 3932 B9 00 22 lda font1+$200,y 138 3935 99 00 26 sta font2+$200,y 139 3938 99 00 2A sta font3+$200,y 140 393B 99 00 2E sta font4+$200,y 141 393E B9 00 23 lda font1+$300,y 142 3941 99 00 27 sta font2+$300,y 143 3944 99 00 2B sta font3+$300,y 144 3947 99 00 2F sta font4+$300,y 145 394A C8 iny 146 394B D0 D9 bne CopyLoop 147 148 394D 60 rts 149 .endp 150 ;----------------------------------------------- 151 394E .proc ClearWorld 152 394E A0 3F ldy #WORLD_LENGTH-1 ; world size 153 3950 A9 00 lda #0 ; ground 154 3952 99 25 38 @ sta WorldTable,y 155 3955 88 dey 156 3956 10 FA bpl @- 157 3958 60 rts 158 .endp 159 3959 .proc ClearScreen 160 3959 A0 40 ldy #WORLD_LENGTH ; TODO: shouldn't be -1? 161 395B A9 00 lda #0 162 395D ClearLoop 163 395D 99 00 37 sta screen+$700,y 164 3960 99 00 36 sta screen+$600,y 165 3963 99 00 35 sta screen+$500,y 166 3966 99 00 34 sta screen+$400,y 167 3969 99 00 33 sta screen+$300,y 168 396C 88 dey 169 396D 10 EE bpl ClearLoop 170 396F 60 rts 171 .endp 172 ;----------------------------------------------- 173 3970 .proc WorldToScreen 174 3970 20 59 39 jsr ClearScreen 175 3973 A2 00 ldx #0 ; start position 176 3975 86 82 stx temp_b 177 3977 ToScreenLoop 178 3977 BD 25 38 lda WorldTable,x 179 397A 30 04 bmi NothingToDraw 180 397C A8 tay 181 397D 20 E2 39 jsr ShowObject 182 3980 NothingToDraw 183 3980 E6 82 inc temp_b 184 3982 A6 82 ldx temp_b 185 3984 E0 40 cpx #WORLD_LENGTH 186 3986 D0 EF bne ToScreenLoop 187 3988 60 rts 188 .endp 189 ;----------------------------------------------- 190 3989 .proc WorldShift 191 3989 A0 00 ldy #0 192 398B Shift 193 398B B9 26 38 lda WorldTable+1,y 194 398E 99 25 38 sta WorldTable,y 195 3991 C8 iny 196 3992 C0 3F cpy #WORLD_LENGTH-1 197 3994 D0 F5 bne Shift 198 3996 A9 00 lda #0 ;ground 199 3998 99 25 38 sta WorldTable,y 200 ; now we can insert random object to world end 201 202 ; check if there is enough of the gap between obstacles 203 204 ; get the gap for the given difficulty level 205 399B AE 89 3B ldx diff_level 206 399E A9 40 lda #WORLD_LENGTH 207 39A0 38 sec 208 39A1 FD 79 3B sbc diff_object_gap,x 209 39A4 AA tax 210 211 ; is there a gap? 212 @ 213 39A5 BD 25 38 lda WorldTable,x 214 39A8 D0 19 bne noInsert 215 39AA E8 inx 216 39AB E0 40 cpx #WORLD_LENGTH 217 39AD D0 F6 bne @- 218 ;all zeroes 219 39AF insertObject 220 39AF AD 0A D2 lda RANDOM 221 39B2 29 01 and #%00000001 ; insert 50/50 222 39B4 F0 0D beq noInsert 223 39B6 A9 06 8D 63 38 mva #6 WorldTable+WORLD_LENGTH-2 224 39BB A9 86 8D 64 38 mva #6+$80 WorldTable+WORLD_LENGTH-1 225 39C0 EE 89 3B inc diff_level 226 227 228 229 39C3 noInsert 230 39C3 60 rts 231 .endp 232 ;----------------------------------------------- 233 39C4 .proc AnimateBirds 234 39C4 A0 40 ldy #WORLD_LENGTH 235 39C6 B9 25 38 @ lda WorldTable,y 236 39C9 AA tax 237 39CA 29 7F and #%01111111 238 39CC F0 0A beq NoBird 239 39CE C9 08 cmp #8 ; first cactus 240 39D0 B0 06 bcs NoBird 241 ; then animate bird 242 39D2 8A txa 243 39D3 49 01 eor #%0000001 244 39D5 99 25 38 sta WorldTable,y 245 39D8 NoBird 246 39D8 88 dey 247 39D9 10 EB bpl @- 248 39DB A5 83 lda DinoWalkPhase 249 39DD 49 01 eor #%00000001 250 39DF 85 83 sta DinoWalkPhase 251 39E1 60 rts 252 .endp 253 ;----------------------------------------------- 254 ; Show Object on screen 255 ; X - y position 256 ; Y - shape nr 257 ;----------------------------------------------- 258 39E2 .proc ShowObject 259 39E2 B9 67 3B lda ShapesTableL,y 260 39E5 85 80 sta temp_w 261 39E7 B9 70 3B lda ShapesTableH,y 262 39EA 85 81 sta temp_w+1 263 39EC A0 00 ldy #0 264 39EE ObjectLoop 265 39EE B1 80 lda (temp_w),y 266 39F0 30 03 bmi @+ 267 39F2 9D 00 34 sta screen+$400,x 268 39F5 18 A5 80 69 02 85 + @ adw temp_w #2 269 3A00 B1 80 lda (temp_w),y 270 3A02 30 03 bmi @+ 271 3A04 9D 00 35 sta screen+$500,x 272 3A07 18 A5 80 69 02 85 + @ adw temp_w #2 273 3A12 B1 80 lda (temp_w),y 274 3A14 30 03 bmi @+ 275 3A16 9D 00 36 sta screen+$600,x 276 3A19 18 A5 80 69 02 85 + @ adw temp_w #2 277 3A24 B1 80 lda (temp_w),y 278 3A26 30 03 bmi @+ 279 3A28 9D 00 37 sta screen+$700,x 280 3A2B 38 A5 80 E9 06 85 + @ sbw temp_w #6 281 3A36 E8 inx 282 3A37 C8 iny 283 3A38 C0 02 cpy #2 ; object width 284 3A3A D0 B2 bne ObjectLoop 285 3A3C 60 rts 286 .endp 287 ;----------------------------------------------- 288 ; Show Dino on screen (test) 289 ; X - y position 290 ; Y - shape nr 291 ;----------------------------------------------- 292 3A3D .proc ShowDino 293 3A3D B9 1D 3B lda DinoShapesTableL,y 294 3A40 85 80 sta temp_w 295 3A42 B9 22 3B lda DinoShapesTableH,y 296 3A45 85 81 sta temp_w+1 297 3A47 A0 00 ldy #0 298 3A49 DinoLoop 299 3A49 B1 80 lda (temp_w),y 300 3A4B 30 03 bmi @+ 301 3A4D 9D 00 34 sta screen+$400,x 302 3A50 18 A5 80 69 05 85 + @ adw temp_w #5 303 3A5B B1 80 lda (temp_w),y 304 3A5D 30 03 bmi @+ 305 3A5F 9D 00 35 sta screen+$500,x 306 3A62 18 A5 80 69 05 85 + @ adw temp_w #5 307 3A6D B1 80 lda (temp_w),y 308 3A6F 30 03 bmi @+ 309 3A71 9D 00 36 sta screen+$600,x 310 3A74 18 A5 80 69 05 85 + @ adw temp_w #5 311 3A7F B1 80 lda (temp_w),y 312 3A81 30 03 bmi @+ 313 3A83 9D 00 37 sta screen+$700,x 314 3A86 38 A5 80 E9 0F 85 + @ sbw temp_w #15 315 3A91 E8 inx 316 3A92 C8 iny 317 3A93 C0 05 cpy #5 ; dino width 318 3A95 D0 B2 bne DinoLoop 319 3A97 60 rts 320 .endp 321 ;----------------------------------------------- 322 3A98 .proc SetStart 323 3A98 20 4E 39 jsr ClearWorld 324 3A9B A9 00 lda #0 325 3A9D 85 83 sta DinoWalkPhase 326 3A9F A9 00 lda #0 327 3AA1 85 84 sta DinoState 328 3AA3 60 rts 329 .endp 330 ;----------------------------------------------- 331 3AA4 .proc SetGameScreen 332 3AA4 A9 00 8D 30 02 A9 + mwa #GameDL dlptrs 333 3AAE A9 3E lda #%00111110 ; normal screen width, DL on, P/M on 334 3AB0 8D 2F 02 sta dmactls 335 3AB3 A9 20 8D F4 02 mva #>font1 chbas 336 3AB8 60 rts 337 .endp 338 ;-------------------------------------------------- 339 3AB9 icl 'artwork/shapes.asm' Source: shapes.asm 1 ; @com.wudsn.ide.asm.mainsourcefile=dino.asm 2 3 .IF *>0 ;this is a trick that prevents compiling this file alone 4 5 ; dno run 6 3AB9 dino_run_0 ; anly '0' jumps 7 3AB9 FF 23 27 2B FF .by $ff, $23, $27, $2b, $ff ; '. .' 8 3ABE 20 24 28 2C FF .by $20, $24, $28, $2c, $ff ; ' ## .' 9 3AC3 21 25 29 FF FF .by $21, $25, $29, $ff, $ff ; '## ..' 10 3AC8 22 26 2A FF FF .by $22, $26, $2a, $ff, $ff ; '## ..' 11 3ACD dino_run_1 12 3ACD FF 23 27 2B FF .by $ff, $23, $27, $2b, $ff ; '. .' 13 3AD2 20 24 28 2C FF .by $20, $24, $28, $2c, $ff ; ' ## .' 14 3AD7 21 25 29 FF FF .by $21, $25, $29, $ff, $ff ; '## ..' 15 3ADC 2D 2E 2F FF FF .by $2d, $2e, $2f, $ff, $ff ; '## ..' 16 3AE1 dino_run_2 17 3AE1 FF 23 27 2B FF .by $ff, $23, $27, $2b, $ff ; '. .' 18 3AE6 20 24 28 2C FF .by $20, $24, $28, $2c, $ff ; ' ## .' 19 3AEB 21 25 29 FF FF .by $21, $25, $29, $ff, $ff ; '## ..' 20 3AF0 30 31 32 FF FF .by $30, $31, $32, $ff, $ff ; '## ..' 21 3AF5 dino_crouch_1 22 3AF5 FF FF FF FF FF .by $ff, $ff, $ff, $ff, $ff ; '.....' 23 3AFA FF FF FF FF FF .by $ff, $ff, $ff, $ff, $ff ; '.....' 24 3AFF 33 34 35 36 37 .by $33, $34, $35, $36, $37 ; '#### ' 25 3B04 38 39 3A 3B 3C .by $38, $39, $3a, $3b, $3c ; '#### ' 26 3B09 dino_crouch_2 27 3B09 FF FF FF FF FF .by $ff, $ff, $ff, $ff, $ff ; '.....' 28 3B0E FF FF FF FF FF .by $ff, $ff, $ff, $ff, $ff ; '.....' 29 3B13 33 34 35 36 37 .by $33, $34, $35, $36, $37 ; '#### ' 30 3B18 3D 3E 3F 3B 3C .by $3d, $3e, $3f, $3b, $3c ; '#### ' 31 3B1D DinoShapesTableL 32 3B1D CD .by dino_run_1 39 3B23 3A .by >dino_run_2 40 3B24 3A .by >dino_crouch_1 41 3B25 3B .by >dino_crouch_2 42 3B26 3A .by >dino_run_0 ; jump 43 ; other objects 44 3B27 ground_0 45 3B27 FF FF .by $ff, $ff ; '..' 46 3B29 FF FF .by $ff, $ff ; '..' 47 3B2B FF FF .by $ff, $ff ; '..' 48 3B2D 52 52 .by $52, $52 ; '##' 49 3B2F bird_0 50 3B2F FF FF .by $ff, $ff ; '..' 51 3B31 FF FF .by $ff, $ff ; '..' 52 3B33 40 41 .by $40, $41 ; '##' 53 3B35 52 52 .by $52, $52 ; '##' 54 3B37 bird_1 55 3B37 FF FF .by $ff, $ff ; '..' 56 3B39 40 41 .by $40, $41 ; '##' 57 3B3B FF FF .by $ff, $ff ; '..' 58 3B3D 52 52 .by $52, $52 ; '##' 59 3B3F bird_2 60 3B3F 40 41 .by $40, $41 ; '##' 61 3B41 FF FF .by $ff, $ff ; '..' 62 3B43 FF FF .by $ff, $ff ; ''.' 63 3B45 52 52 .by $52, $52 ; '##' 64 3B47 bird_0a 65 3B47 FF FF .by $ff, $ff ; '..' 66 3B49 FF FF .by $ff, $ff ; '..' 67 3B4B 42 43 .by $42, $43 ; '##' 68 3B4D 52 52 .by $52, $52 ; '##' 69 3B4F bird_1a 70 3B4F FF FF .by $ff, $ff ; '..' 71 3B51 42 43 .by $42, $43 ; '##' 72 3B53 FF FF .by $ff, $ff ; '..' 73 3B55 52 52 .by $52, $52 ; '##' 74 3B57 bird_2a 75 3B57 42 43 .by $42, $43 ; '##' 76 3B59 FF FF .by $ff, $ff ; '..' 77 3B5B FF FF .by $ff, $ff ; ''.' 78 3B5D 52 52 .by $52, $52 ; '##' 79 3B5F cactus_0 80 3B5F FF FF .by $ff, $ff ; '..' 81 3B61 54 54 .by $54, $54 ; '##' 82 3B63 54 54 .by $54, $54 ; '##' 83 3B65 52 52 .by $52, $52 ; '##' 84 85 3B67 ShapesTableL 86 3B67 27 .by ground_0 97 3B71 3B .by >ground_0 98 3B72 3B .by >bird_0 99 3B73 3B .by >bird_0a 100 3B74 3B .by >bird_1 101 3B75 3B .by >bird_1a 102 3B76 3B .by >bird_2 103 3B77 3B .by >bird_2a 104 3B78 3B .by >cactus_0 105 3B79 diff_object_gap ; min distance between obstacles by difficulty level 106 3B79 14 13 12 11 10 0F + :DIFF_LEVELS .by 20-# 107 ;----------vars---------- 108 = 3B89 diff_level .ds 1 109 110 111 .endif ; .IF *>0 340 ;-------------------------------------------------- 341 342 02E0-02E1> 65 38 run FirstSTART