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5200 compiles
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@@ -0,0 +1,146 @@
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;-------------------------------------
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.MACRO ROLW
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ROL :1
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ROL :1+1
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.ENDM
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;-------------------------------------
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.MACRO ASLW
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ASL :1
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ROL :1+1
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.ENDM
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;-------------------------------------
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.MACRO RORW
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ROR :1+1
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ROR :1
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.ENDM
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;-------------------------------------
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.MACRO LSRW
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LSR :1+1
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ROR :1
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.ENDM
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;-------------------------------------
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.MACRO VMAIN
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; VMAIN #WORD,interrupt.vector
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; interrupt.vector:
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; 0 - VIMIRQ
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; 1 - TIMCNT1
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; 2 - TIMCNT2
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; 3 - TIMCNT3
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; 4 - TIMCNT4
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; 5 - TIMCNT5
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; 6 - VVBLKI
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; 7 - VVBLKD
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; 8 - TIMVEC1
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; 9 - TIMVEC2
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; Initialises Vertical Blank Interrupts
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; (works only with system interrupts ON)
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;----------
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; on 5200 it sets up deferred VBL ONLY for now
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sei
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lda #$00 ;Disable all interruptes
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sta nmien
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sta irqen
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@ lda vcount
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bne @-
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mwa #:1 VVBLKD
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lda #$40 ;Enable IRQ interrupts
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sta pokmsk
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sta irqen
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cli
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.ENDM
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;-------------------------------------
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.MACRO VDLI
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; VDLI #WORD
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; Initialises Display List Interrupts
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mwa #:1 VDSLST
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mva #$C0 NMIEN
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.ENDM
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;-------------------------------------
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.MACRO halt
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?stop
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lda RANDOM
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and #$05
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sta COLBAK
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jmp ?stop
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.ENDM
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;-------------------------------------
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.MACRO KEY
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; KEY
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; waits for releasing and pressing "any key"
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.ENDM
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;-------------------------------------
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.MACRO WAIT
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; WAIT
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; waits one frame (1/50 s(PAL) or 1/60s(NTSC))
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?zero LDA VCOUNT
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beq ?zero
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bpl ?WA
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sbc #10 ; last lines correction
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?WA cmp VCOUNT
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beq ?WA
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bcc ?WA
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?WFRAME cmp VCOUNT
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beq ?nowait
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bcs ?WFRAME
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?nowait
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.ENDM
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;-------------------------------------
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.macro negw
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; negate the given word (0-a)
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;-------------------------------------
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sec
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lda #$00
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sbc :1
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sta :1
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lda #$00
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sbc :1+1
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sta :1+1
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.endm
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;-------------------------------------
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.macro randomize
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;usage: randomize floor ceiling
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;returns (in A) a random .byte between "floor" and "ceiling"
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.if :2 < :1
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.error "floor higher than ceiling"
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.endif
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?rand
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lda random
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cmp #:1 ;floor
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bcc ?rand
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cmp #:2+1 ;ceiling
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bcs ?rand
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.endm
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;-------------------------------------
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.macro phx
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txa
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pha
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.endm
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;-------------------------------------
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.macro phy
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tya
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pha
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.endm
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;-------------------------------------
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.macro plx
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pla
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tax
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.endm
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;-------------------------------------
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.macro ply
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pla
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tay
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.endm
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;-------------------------------------
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.macro pause
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;waits :1 number (byte) of frames
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ldx #:1
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?PAUSELOOP
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wait
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dex
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bne ?PAUSELOOP
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.ENDM
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+33
-5
@@ -2,6 +2,8 @@
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;* ATARI 5200 CONSOLE *
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;* SYSTEM EQUATES *
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;****************************************************************************
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; based on https://web.archive.org/web/20200831200348/http://www.atarimuseum.com/videogames/consoles/5200/conv_to_5200.html
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;
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; OS VARIABLES FOR 5200
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;
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; PAGE 0
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@@ -9,14 +11,9 @@ POKMSK = $00 ;pokmsk at $00 on Atari 5200 instead of $10 on Atari
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RTCLOK = $01 ;Actually $01/$02
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CRITIC = $03
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ATRACT = $04 ;attact at $04 on Atari 5200 instead of $4D on Atari XL
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; PAGE 2
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DLPTRS = $05 ;sdlstl at $05/$06 on Atari 5200 instead of $230 on Atari XL
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DMACTLS = $07 ;sdmactl at $07 on Atari 5200 instead of $22f on Atari XL
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SSKCTL = skctl ;There is no shadow on Atari 5200
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STICK0 = $278 ;There is no stick0 but we will make the analog stick look like a digital one and store it here
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STRIG0 = $284 ;There is no strig0 but we will make this the shadow of the TRIG0 ($c010) of GITA
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PCOLR0 EQU $08 ;P0 COLOR
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PCOLR1 EQU $09 ;P1 COLOR
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PCOLR2 EQU $0a ;P2 COLOR
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@@ -27,6 +24,36 @@ COLOR2 EQU $0e
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COLOR3 EQU $0f
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COLOR4 EQU $10
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COLBAKS EQU COLOR4
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PADDL0 EQU $11
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PADDL1 EQU $12
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PADDL2 EQU $13
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PADDL3 EQU $14
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PADDL4 EQU $15
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PADDL5 EQU $16
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PADDL6 EQU $17
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PADDL7 EQU $18
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STICK0 = $19 ;There is no stick0 but we will make the analog stick look like a digital one and store it here
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STRIG0 = $1a ;There is no strig0 but we will make this the shadow of the TRIG0 ($c010) of GTIA
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chbas = $1b ;There is no strig0 but we will make this the shadow of the CHBASE
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; PAGE 2
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VIMIRQ EQU $0200 ;IMMED IRQ VECTOR
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VVBLKI EQU $0202 ;IMM VBLK NMI VECTOR
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VVBLKD EQU $0204 ;DEF VBLK NMI VECTOR
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VDSLST EQU $0206 ;DSP LIST NMI VECTOR
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VKEYBD EQU $0208 ;POKEY KB IRQ VECTOR
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VKEYCNT EQU $020A ;Keypad routine continuation vector
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BRKKY EQU $023C ;BREAK KEY VECTOR
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VBREAK EQU $020E ;BRK INST IRQ VECTOR
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VSERIN EQU $0210 ;POKEY INPUT RDY IRQ
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VSEROR EQU $0212 ;POKEY OUTPUT RDY
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VSEROC EQU $0214 ;POKEY OUTPUT DONE
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VTIMR1 EQU $0216 ;POKEY TIMER 1 IRQ
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VTIMR2 EQU $0218 ;POKEY TIMER 2 IRQ
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VTIMR4 EQU $021A ;POKEY TIMER 4 IRQ
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ROM_SETTINGS = $bfe8 ; game ROM info start (24 bytes total, 20b title, 2b year, 2b start vector)
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; HARDWARE REGISTERS
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@@ -108,6 +135,7 @@ COLPF2 EQU GTIA+$18
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COLPF3 EQU GTIA+$19
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COLBAK EQU GTIA+$1a
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PRIOR EQU GTIA+$1b
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GPRIOR = PRIOR ; no PRIOR shadow (GPRIOR)
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VDELAY EQU GTIA+$1c
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GRACTL EQU GTIA+$1d
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HITCLR EQU GTIA+$1e
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+38
-33
@@ -5,10 +5,13 @@
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;Warsaw 2000, 2001, 2002, 2003, 2009, 2012, 2013
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;Miami & Warsaw 2022
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;---------------------------------------------------
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.def target = 5200 ; or 800
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;---------------------------------------------------
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OPT r+ ; saves 12 bytes :O
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.def target = 800 ;5200 ; or 800
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;---------------------------------------------------
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.macro build
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dta d"1.15" ; number of this build (4 bytes)
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.endm
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@@ -18,8 +21,9 @@
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jsr RMTSongSelect
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.endm
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;---------------------------------------------------
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icl 'definitions.asm'
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;---------------------------------------------------
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.zpvar xdraw .word = $64 ;variable X for plot
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.zpvar ydraw .word ;variable Y for plot (like in Atari Basic - Y=0 in upper right corner of the screen)
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@@ -122,17 +126,21 @@
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displayposition = modify
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LineAddress4x4 = temp
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;-------------------------------
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;-----------------------------------------------
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; libraries
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;-----------------------------------------------
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.IF TARGET = 5200
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icl 'lib/5200SYS.ASM'
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icl 'lib/5200MACRO.ASM'
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.ELSE
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icl 'lib/ATARISYS.ASM'
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icl 'lib/MACRO.ASM'
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icl 'artwork/Scorch50.asm' ; splash screen and musix
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.ENDIF
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icl 'lib/macro.hea'
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; variable declarations in RAM (no code)
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;-----------------------------------------------
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; variable declarations in RAM (no code)
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;-----------------------------------------------
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ORG PMGraph + $0300 - (variablesEnd - OneTimeZeroVariables + 1)
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icl 'variables.asm'
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@@ -142,10 +150,10 @@
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WeaponFont
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ins 'artwork/weapons_AW6_mod.fnt' ; 'artwork/weapons.fnt'
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;-----------------------------------------------
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;Screen displays go here to avoid crossing 4kb barrier
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;-----------------------------------------------
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DisplayCopyRom = *
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org display, DisplayCopyRom
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DisplayCopyStart
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@@ -460,13 +468,6 @@ SettingEnergies
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jsr SetMainScreen
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jsr ColorsOfSprites
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; lda #90 ; barrel fully erect
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; ldx #MaxPlayers-1
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;@ sta previousBarrelAngle,x
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; dex
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; bpl @-
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jsr drawmountains ;draw them
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jsr drawtanks ;finally draw tanks
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@@ -635,11 +636,6 @@ ShootNow
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jsr Explosion
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continueMainRoundLoopAfterSeppuku
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;here we clear offensive text (after a shoot)
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;ldy TankNr
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;mva #0 plot4x4color
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;jsr DisplayOffensiveTextNr
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AfterExplode
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jsr SoilDown2 ; allways
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@@ -659,7 +655,6 @@ NoExistNoFall
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mvx tempor2 TankNr
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missed
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; TODO: IS IT OK??? possibly a fix here needed for #56
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ldy WeaponDepleted
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bne @+
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ldx TankNr
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@@ -668,7 +663,6 @@ missed
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@
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;here we clear offensive text (after a shoot)
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;shit -- it's second time, but it must be like this
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ldy TankNr
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mva #$00 plot4x4color
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jsr DisplayOffensiveTextNr
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@@ -740,7 +734,6 @@ NoPlayerNoDeath
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;clear NoDeathCounter here
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sta noDeathCounter
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; display defensive text here (well, defensive
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; is not the real meaning, it should be pre-death,
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; but I am too lazy to change names of variables)
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@@ -754,7 +747,7 @@ NoPlayerNoDeath
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inc CurrentResult
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mva #sfx_death_begin sfx_effect
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;RandomizeDeffensiveText
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; RandomizeDeffensiveText
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randomize talk.NumberOfOffensiveTexts (talk.NumberOfDeffensiveTexts+talk.NumberOfOffensiveTexts-1)
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sta TextNumberOff
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ldy TankTempY
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@@ -1243,7 +1236,16 @@ exitVBL
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ply
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plx
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pla
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jmp XITVBV
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.IF target = 5200
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pla
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tay
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pla
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tax
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pla
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rti
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.ELSE
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jmp XITVBV
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.ENDIF
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.endp
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;----------------------------------------------
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.proc RandomizeSequence0
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@@ -1462,7 +1464,7 @@ Bubble
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BubbleBobble
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lda TempResults,x
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cmp TempResults+1,x
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beq nextishigher ; this is to block hangs when 2 same values meet
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beq nextishigher ; this is to block hangs when 2 equal values meet
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bcc nextishigher
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;here we must swap values
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;because next is smaller than previous
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@@ -1713,15 +1715,18 @@ MODULEND
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font4x4
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ins 'artwork/font4x4s.bmp',+62
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.IF target = 5200
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org $bfe8
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;----------------------------------------------
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.IF target = 5200
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.IF * > ROM_SETTINGS-1
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.ERROR 'Code too long to fit in 5200'
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.ENDIF
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org ROM_SETTINGS ; 5200 ROM settings address $bfe8
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; "01234567890123456789"
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.byte " SCORCH 5200 v" ;20 characters title
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build ; " "
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.byte " "
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.byte '22' ;2 characters year
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.byte '7A' ;2 characters year .. 1900 + $7A = 2020
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.word FirstSTART
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.ELSE
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run FirstSTART
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.ENDIF
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.ELSE
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run FirstSTART
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.ENDIF
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