mirror of
https://github.com/pkali/scorch_src.git
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637 lines
20 KiB
NASM
637 lines
20 KiB
NASM
; @com.wudsn.ide.lng.mainsourcefile=scorch.asm
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;Atari 8-bit Scorch source code
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;---------------------------------------------------
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;by Tomasz 'pecus' Pecko and Pawel 'pirx' Kalinowski
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;Warsaw 2000, 2001, 2002, 2003, 2009, 2012, 2013
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;Miami & Warsaw 2022, 2023, 2024
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;WUDSN run settings:
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;atari800 -5200 -cart ${outputFilePath} -cart-type 4
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;atari800 -run ${outputFilePath}
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;WARNING! requires mads compiled on 2023-09-13 or later
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;compilation:
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;mads scorch.asm -o:scorch.bin -d:TARGET=5200
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;mads scorch.asm -o:scorch.xex -d:TARGET=800
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;mads scorch.asm -o:scorch.xex -d:TARGET=800 -d:SPLASH=1 #xex version with splash
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;mads scorch.asm -o:scorch.xex -d:TARGET=800 -d:SPLASH=1 -d:CART_VERSION=1 #xex version for cart
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;---------------------------------------------------
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.IFNDEF TARGET
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.def TARGET = 800 ; 5200
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.ENDIF
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;---------------------------------------------------
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.ifndef SPLASH
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.def SPLASH = 0 ; if 0 - no splash screens
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.endif
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.ifndef CART_VERSION
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.def CART_VERSION = 0 ; if 1 - dual splash screen
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.endif
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.def METEORS = 0 ; if 1 - meteors on game
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.def VU_METER = 1 ; if 1 - VU Meter on game
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.def XCORRECTION_FOR_PM = 0 ; if 1 - active x position of tanks correction fo PMG
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.def FASTER_GRAF_PROCS = 1 ; if 1 - activates faster graphics routines
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; (direct writes to screen memory - atari only :) )
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;---------------------------------------------------
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OPT r+ ; saves 10 bytes, and probably works :) https://github.com/tebe6502/Mad-Assembler/issues/10
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;---------------------------------------------------
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.macro build
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dta d"1.50" ; number of this build (4 bytes)
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.endm
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.macro RMTSong
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lda #:1
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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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AdditionalZPvariables = $20
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.zpvar EplotX .word = AdditionalZPvariables
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.zpvar EplotByte .word
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.zpvar EplotY .byte
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.zpvar Mpoint1X .word ; meteor first point X position
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.zpvar Mpoint2X .word ; meteor last point X position
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.zpvar Mpoint1Y .byte ; meteor first point Y position
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.zpvar Mcounter .byte ; meteor length counter ( $ff - no meteor on sky )
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.zpvar Mpoint2Y .byte ; meteor last point Y position
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.zpvar MeteorsFlag .byte ; set 7th bit - block meteors
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.zpvar MeteorsRound .byte ; set 7th bit - block meteors in round
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FirstZpageVariable = $4f
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.zpvar DliColorBack .byte = FirstZpageVariable
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.zpvar ClearSky .byte ; $ff - Crear sky during drawmountains, 0 - no clear sky
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.zpvar PaddleState .byte ; old state 2nd button for 2 buttons joysticks
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.zpvar GradientNr .byte
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.zpvar GradientColors .word
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.zpvar JoystickNumber .byte
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.zpvar LazyFlag .byte ; 7 bit - run Lazy Darwin, 6 bit - run Lazy Boy or Darwin (!) after inventory
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; 0 - nothing
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.zpvar SpyHardFlag .byte ; >$7f - run SpyHard after inventory
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.zpvar Vdebug .byte ; "visual debug" flag ($00 - off, $ff - on)
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.zpvar xdraw .word ; = $64 ;variable X for plot
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.zpvar ydraw .word ; variable Y for plot
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; (like in Atari Basic - Y=0 in upper right corner of the screen)
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.zpvar xbyte .word
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.zpvar ybyte .word
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.zpvar CharCode .byte
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.zpvar fontind .word
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.zpvar tanknr .byte
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.zpvar oldplot .word
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.zpvar xc .word
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.zpvar temp .word ; temporary word for the most embeded loops only
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.zpvar temp2 .word ; same as above
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.zpvar modify .word ; origially used to replace self-modyfying code
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.zpvar tempXROLLER .word ; same as above for XROLLER routine (used also in result display routine)
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.zpvar xtempDRAW .word ; same as above for XDRAW routine
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.zpvar ytempDRAW .word ; same as above for XDRAW routine
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.zpvar tempor2 .word
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.zpvar CreditsVScrol .byte
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;--------------temps used in circle routine
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.zpvar xi .word ; X (word) in draw routine
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.zpvar fx .byte
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.zpvar yi .word ; Y (word) in draw routine
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.zpvar fy .byte
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.zpvar xk .word
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.zpvar fs .byte
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.zpvar yc .byte ; ycircle - temporary for circle
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.zpvar dx .word
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.zpvar dy .word
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.zpvar dd .word
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.zpvar di .word
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.zpvar dp .word
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;----------------------------
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.zpvar UnderTank1 .byte
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.zpvar UnderTank2 .byte
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;----------------------------
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.zpvar TestFlightFlag .byte ; For AI test flights ($ff - test, $00 - standard shoot flight)
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.zpvar weaponPointer .word
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.zpvar dliCounter .byte
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.zpvar pressTimer .byte
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.zpvar NTSCcounter .byte
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.zpvar sfx_effect .byte
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.zpvar RMT_blocked .byte
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.zpvar ScrollFlag .byte
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.zpvar SkStatSimulator .byte
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.zpvar FloatingAlt .byte ; floating tank altitude
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.zpvar OverTankDir .byte ; (0 go right, $ff go left) direction of bypassing tanks on screen
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; --------------OPTIMIZATION VARIABLES--------------
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.zpvar Force .word
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.zpvar Force_ .byte ; Force is 3 bytes long
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.zpvar Angle .byte
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.zpvar Parachute .byte ; are you insured with parachute?
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.zpvar color .byte
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.zpvar Erase .byte ; if 1 only mask of the character is printed
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; on the graphics screen. if 0 character is printed normally
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.zpvar radius .byte
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.zpvar decimal .word
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.zpvar NumberOfPlayers .byte ; current number of players (counted from 1)
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.zpvar Counter .byte ; temporary Counter for outside loops
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.zpvar ExplosionRadius .byte
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.zpvar FunkyBombCounter .byte
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.zpvar ResultY .byte
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.zpvar xcircle .word
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.zpvar ycircle .word
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.zpvar vy .word
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.zpvar vy_ .word ; 4 bytes
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.zpvar vx .word
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.zpvar vx_ .word ; 4 bytes
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.zpvar HitFlag .byte ; $ff when missile hit ground, $00 when no hit,
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; $01-$06 tank index+1 when hit tank
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.zpvar PositionOnTheList .byte ; pointer position on the list being displayed
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.zpvar FirstKeypressDelay .byte
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.zpvar IsEndOfTheFallFlag .byte ;for small speedup ground falling
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.zpvar TankSequencePointer .byte
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.zpvar TeamsGame .byte ; Teams flag (0 - normal game, >0 - teams game)
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.zpvar WindChangeInRound .byte ; wind change after each turn (not round only) flag
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; (0 - round only, >0 - each turn)
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.zpvar RandomMountains .byte ; mountains type change after each turn flag
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; (0 - round only, >0 - each turn)
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.zpvar FastSoilDown .byte ; 0 - standard, >0 - fast
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.zpvar BlackHole .byte ; 0 - no, >0 - yes
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.zpvar XHit .word
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.zpvar delta .word
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.zpvar HowMuchToFall .byte
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.zpvar magic .word ; worst var name in the whole business
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.zpvar xtraj .word
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.zpvar xtraj_ .byte ; 3 bytes
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.zpvar ytraj .word
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.zpvar ytraj_ .byte ; 3 bytes
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.zpvar Wind .word
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.zpvar Wind_ .word ; 4 bytes
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.zpvar RangeLeft .word
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.zpvar RangeRight .word
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.zpvar NewAngle .byte
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.zpvar escFlag .byte ; 7 bit - Exit game,
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; 6 bit - Exit to GameOver (cleared - exit to Menu), 0 - nothing
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.zpvar LineYdraw .byte
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.zpvar LineXdraw .word
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.zpvar plot4x4color .byte ; $00 / $ff
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.zpvar Multiplier .word
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.zpvar Multiplier_ .byte ; 3 bytes
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.zpvar HowToDraw .byte
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.zpvar DrawDirFactor .byte
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.zpvar gravity .byte
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.zpvar LineLength .word
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.zpvar tracerflag .byte
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.zpvar isInventory .byte
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.zpvar DifficultyLevel .byte
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.zpvar goleft .byte
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.zpvar OffsetDL1 .byte
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.zpvar L1 .byte
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HotNapalmFlag = FunkyBombCounter ; variable reuse!
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displayposition = modify
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LineAddress4x4 = xcircle
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;* RMT ZeroPage addresses in artwork/sfx/scorch_str9-NTSC.rmt
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;-----------------------------------------------
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; libraries
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;-----------------------------------------------
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.IF TARGET = 800
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icl 'Atari/lib/ATARISYS.ASM'
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icl 'Atari/lib/MACRO.ASM'
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.IF SPLASH = 1
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icl 'artwork/splash_v2/splash.asm' ; new splash screen and musix
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.IF CART_VERSION = 1
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icl 'artwork/splash_v1/splash.asm' ; old splash screen (plays music from new splash)
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.ENDIF
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.ELSE
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; no splash.... dark screean and BASIC off
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ORG $2000
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mva #0 dmactls ; dark screen
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mva #$ff portb
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; and wait one frame :)
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seq:wait ; or waitRTC ?
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mva #$ff portb ; BASIC off
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rts
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ini $2000
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.ENDIF
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.ELIF TARGET = 5200
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OPT h-f+ ; no headers, single block --> cart bin file
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icl 'Atari/lib/5200SYS.ASM'
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icl 'Atari/lib/5200MACRO.ASM'
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.enum @kbcode
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_space = $00
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_Y = $01
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_up = $02
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_O = $03
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_left = $04
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_tab = $05
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_right = $06
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_A = $07
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_down = $08
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_I = $09
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_esc = $0a
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_help = $0b ; Visual Debug in 5200
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_del = $fc ; $0c ;not used in 5200
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_M = $0d
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_S = $0e
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_atari = $fd ; not used in 5200
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_ret = $0c ; fire in 5200
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_none = $0f
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.ende
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.ENDIF
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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)
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icl 'variables.asm'
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; Game loading address
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ORG $4000
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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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icl 'Atari/display_main_menu.asm'
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DisplayCopyEnd
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org DisplayCopyRom + (DisplayCopyEnd - DisplayCopyStart)
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DisplayCopyPurchaseDlROM = *
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org DisplayCopyPurchase, DisplayCopyPurchaseDlROM
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DisplayCopyPurchaseStart
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icl 'Atari/display_purchasedl.asm'
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DisplayCopyPurchaseEnd
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org DisplayCopyPurchaseDlROM + (DisplayCopyPurchaseEnd - DisplayCopyPurchaseStart)
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StatusBufferROM = *
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org StatusBufferCopy, StatusBufferROM
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StatusBufferCopyStart
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icl 'Atari/display_status.asm'
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StatusBufferCopyEnd
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org StatusBufferROM + (StatusBufferCopyEnd - StatusBufferCopyStart)
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icl 'Atari/display_static.asm'
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;--------------------------------------------------
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; Game Code
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;--------------------------------------------------
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FirstSTART
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.IF TARGET = 5200
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; start in 5200 diagnostic mode
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; move original startup procedure to RAM
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Modified5200Splash = $2100 ; apparently there is some free space here
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; check kernel version
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Atari5200KernelByte = $fff8
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; $32 - 4 joy
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; $00 - 2 joy
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; $ff - Altirra kernel
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lda Atari5200KernelByte
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beq rom2joy
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cmp #$32
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beq rom4joy
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altirra_kernel
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mwa #Modified5200Splash+$8a modify
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bne @+ ; JMP
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rom4joy
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mwa #Modified5200Splash+$16b modify
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bne @+ ; JMP
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rom2joy
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mwa #Modified5200Splash+$181 modify
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@
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mwa $fffc temp ; startup proc address
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mwa #Modified5200Splash temp2
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jsr CopyFromROM
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; modify the end of the splash procedure
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lda #$60 ; rts
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sta (temp2),y
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jsr Modified5200Splash+$0f ; after the diag cart detection
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; modify the text
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splash_text = $3c80 ; '.scorch.supersystem.copyright.19xx.atari'
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splash_year = splash_text + $1e
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splash_copyright = splash_text + $14
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ldy #19 ; 20 characters
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@ lda NewSplashText,y
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sta splash_copyright,y
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dey
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bpl @-
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; splash screen delay. maybe add fire to speed up?
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@ cpx RTCLOK+1
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bne @-
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no5200splash
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.ENDIF
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StartAfterSplash
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jsr MakeDarkScreen
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; one time zero variables in RAM (non zero page)
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lda #0
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ldy #OneTimeZeroVariablesCount-1
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@ sta OneTimeZeroVariables,y
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dey
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bpl @-
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; one time zero variables in RAM (zero page)
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ldy #FirstZpageVariable
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@ sta $0000,y
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iny
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bne @-
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; initialize variables in RAM (non zero page)
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ldy #initialvaluesCount-1
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@ lda initialvaluesStart,y
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sta variablesToInitialize,y
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dey
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bpl @-
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; set gradient to the full LGBTIQQAAPP+ flag on start
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.IF CART_VERSION = 1
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mva #$ff GradientNr ; #1 to set gradient number 2 :) (next one) - 0 (B/W)
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.ELSE
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.IF TARGET=5200
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mva #1 GradientNr
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.ELSE
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mva #0 GradientNr ; #1 to set gradient number 2 :) (next one) - 1 (polish rainbow)
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.ENDIF
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.ENDIF
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jsr SelectNextGradient.NotWind
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; generate linetables
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jsr GenerateLineTable
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.IF TARGET = 800
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; pokeys init
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lda #3 ; stereo (pseudo)
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sta POKEY+$0f ; stereo
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sta POKEY+$1f ; stereo
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.IF CART_VERSION = 0
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sta COLDST ; Cold start after Reset key
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.ENDIF
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lda PAL
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and #%00001110
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bne NoRMT_PALchange
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;it is PAL here
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; Change RMT to PAL version
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; 5 values in RMT file
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; not elegant :(
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mva #$06 MODUL-6+$967 ; $07 > $06
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sta MODUL-6+$bc3 ; $07 > $06
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sta MODUL-6+$e69 ; $08 > $06
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sta MODUL-6+$ebc ; $08 > $06
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mva #$10 MODUL-6+$a69 ; $12 > $10
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mva #$04 MODUL-6+$bf8 ; $05 > $04
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mva #$08 MODUL-6+$e3d ; $0a > $08
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; and mountains colors table address
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mva #<dliColorsFore2PAL GradientAddrL+2
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mva #>dliColorsFore2PAL GradientAddrH+2
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NoRMT_PALchange
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.ELIF TARGET = 5200
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mva #$7f SkStatSimulator
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.ENDIF
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; RMT INIT
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lda #$f0 ; initial value
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sta RMTSFXVOLUME ; sfx note volume * 16 (0,16,32,...,240)
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lda #$ff ; initial value
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sta sfx_effect
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sta Mcounter
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sta MeteorsFlag
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RMTSong 0
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.IF TARGET = 5200
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mva #$0f STICK0
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mva #$04 CONSOL5200 ; Speaker off, Pots enabled, port #1 selected
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mwa #kb_continue VKEYCNT ; Keyboard handler
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.ENDIF
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VMAIN VBLinterrupt,7 ; jsr SetVBL
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mva #2 chactl ; necessary for 5200
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;--------------------------------------------------
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; Main program of the game
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icl 'game.asm'
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;--------------------------------------------------
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.proc SetJoystickPort
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sta JoystickNumber
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.IF TARGET = 800 ; second joy button state update only on A800
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jsr WaitOneFrame ; is necessary for update shadow registers (PADDL0) in VBI
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jmp GetKeyFast.Check2button ; update state second joy button
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.ELSE
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rts
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.ENDIF
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.endp
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;--------------------------------------------------
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MakeDarkScreen
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;--------------------------------------------------
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jsr PMoutofScreen ; hide P/M
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mva #0 dmactls ; dark screen
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; and wait one frame :)
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;--------------------------------------------------
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.proc WaitOneFrame
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;--------------------------------------------------
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jsr CheckStartKey ; START KEY
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seq:wait ; or waitRTC ?
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rts
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.endp
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;--------------------------------------------------
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.proc PauseYFrames
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; Y - number of frames to wait (divided by 2)
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; pauses for maximally 510 frames (255 * 2)
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;--------------------------------------------------
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@ jsr WaitOneFrame
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jsr WaitOneFrame
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dey
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bne @-
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rts
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.endp
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;--------------------------------------------------
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.proc ShellDelay
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;--------------------------------------------------
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ldy flyDelay
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Y jsr CheckStartKey ; START KEY
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beq noShellDelay
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DelayLoop
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lda VCOUNT
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@ cmp VCOUNT
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beq @-
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dey
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bne DelayLoop
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noShellDelay
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rts
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.endp
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;--------------------------------------------------
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.proc RmtSongSelect
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; starting song line 0-255 to A reg
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;--------------------------------------------------
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cmp #song_main_menu
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beq noingame ; noMusic blocks only ingame songs
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bit noMusic
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spl:lda #song_silencio
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noingame
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mvx #$ff RMT_blocked
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ldx #<MODUL ; low byte of RMT module to X reg
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ldy #>MODUL ; hi byte of RMT module to Y reg
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jsr RASTERMUSICTRACKER ; Init
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mva #0 RMT_blocked
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rts
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.endp
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;-------------------------------------------------
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.proc CopyFromROM
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;-------------------------------------------------
|
|
;copy from CART to RAM
|
|
; trashes: Y
|
|
; temp: source
|
|
; temp2: destination
|
|
; modify: destination-end
|
|
;usage:
|
|
; mwa #DisplayCopyRom temp
|
|
; mwa #display temp2
|
|
; mwa #DisplayCopyEnd+1 modify
|
|
; jsr CopyFromROM
|
|
|
|
ldy #0
|
|
@ lda (temp),y
|
|
sta (temp2),y
|
|
inw temp
|
|
inw temp2
|
|
cpw temp2 modify
|
|
bne @-
|
|
rts
|
|
.endp
|
|
;--------------------------------------------------
|
|
icl 'Atari/inputs.asm'
|
|
;--------------------------------------------------
|
|
icl 'Atari/interrupts.asm'
|
|
;----------------------------------------------
|
|
icl 'constants.asm'
|
|
;----------------------------------------------
|
|
icl 'Atari/textproc.asm'
|
|
;----------------------------------------------
|
|
icl 'grafproc.asm'
|
|
icl 'Atari/gr_basics.asm'
|
|
;----------------------------------------------
|
|
icl 'weapons.asm'
|
|
;----------------------------------------------
|
|
icl 'ai.asm'
|
|
;----------------------------------------------
|
|
icl 'artwork/talk.asm'
|
|
;----------------------------------------------
|
|
TankFont
|
|
ins 'artwork/tanksv4.fnt',+0,384 ; 48 characters only
|
|
;----------------------------------------------
|
|
font4x4
|
|
ins 'artwork/font4x4s.bmp',+62
|
|
;----------------------------------------------
|
|
;RMT PLAYER loading shenaningans
|
|
icl 'artwork/sfx/rmtplayr_modified.asm'
|
|
;-------------------------------------------------
|
|
.proc CheckTankCheat
|
|
ldy #$07
|
|
lda TankNr
|
|
asl
|
|
asl
|
|
asl ; 8 chars per name
|
|
tax
|
|
@ lda CheatName,y
|
|
sec
|
|
sbc tanksnames,x
|
|
cmp #$27
|
|
bne NoCheat
|
|
inx
|
|
dey
|
|
bpl @-
|
|
YesCheat
|
|
ldx TankNr
|
|
lda TanksWeaponsTableL,x
|
|
sta temp
|
|
lda TanksWeaponsTableH,x
|
|
sta temp+1
|
|
lda #99
|
|
@ iny
|
|
sta (temp),y
|
|
cpy #(number_of_weapons - 1)
|
|
bne @-
|
|
NoCheat
|
|
rts
|
|
.endp
|
|
CheatName
|
|
dta d" 008.T"+$27
|
|
;----------------------------------------------
|
|
.proc DLIinterruptBFG
|
|
pha
|
|
lda dliCounter
|
|
bne EndofBFGDLI
|
|
lda dliColorsFore
|
|
bit random
|
|
smi:lda DliColorBack
|
|
sta COLPF2
|
|
lda dliColorsFore
|
|
bit random
|
|
smi:lda DliColorBack
|
|
sta COLPF1
|
|
EndofBFGDLI
|
|
inc dliCounter
|
|
pla
|
|
rti
|
|
.endp
|
|
; ------------------------
|
|
.proc BFGblink
|
|
SetDLI DLIinterruptBFG ; blinking on
|
|
ldy #50
|
|
jsr PauseYFrames
|
|
SetDLI DLIinterruptGraph ; blinking off
|
|
rts
|
|
.endp
|
|
;--------------------------------------------------
|
|
.IF * > MODUL-1
|
|
.ECHO *
|
|
.ERROR 'Code and data too long'
|
|
.ENDIF
|
|
.ECHO "Bytes left: ",$b000-*
|
|
|
|
|
|
org $b000 ; address of RMT module
|
|
MODUL
|
|
; RMT module is standard Atari binary file already
|
|
; include music RMT module:
|
|
ins "artwork/sfx/scorch_str9-NTSC.rmt",+6
|
|
MODULEND
|
|
;----------------------------------------------
|
|
icl 'constants_top.asm'
|
|
;----------------------------------------------
|
|
|
|
.ECHO "Bytes on top left: ",$bfe8-* ; ROM_SETTINGS-*
|
|
.IF TARGET = 800
|
|
run FirstSTART
|
|
.ELIF TARGET = 5200
|
|
.IF * > ROM_SETTINGS-1
|
|
.ERROR 'Code and RMT song too long to fit in 5200'
|
|
.ENDIF
|
|
org ROM_SETTINGS ; 5200 ROM settings address $bfe8
|
|
; "01234567890123456789"
|
|
.byte " scorch supersystem " ; 20 characters title
|
|
.byte " ", $ff ; $BFFD == $ff means diagnostic cart, no splash screen
|
|
.word FirstSTART
|
|
.ENDIF
|