Files
dino-game/dino.lst
T
2024-08-11 13:03:53 +02:00

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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
33 3B1E E1 .by <dino_run_2
34 3B1F F5 .by <dino_crouch_1
35 3B20 09 .by <dino_crouch_2
36 3B21 B9 .by <dino_run_0 ; jump
37 3B22 DinoShapesTableH
38 3B22 3A .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
87 3B68 27 .by <ground_0
88 3B69 2F .by <bird_0
89 3B6A 47 .by <bird_0a
90 3B6B 37 .by <bird_1
91 3B6C 4F .by <bird_1a
92 3B6D 3F .by <bird_2
93 3B6E 57 .by <bird_2a
94 3B6F 5F .by <cactus_0
95 3B70 ShapesTableH
96 3B70 3B .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