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Gigantic Games 2
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pipeline
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pipeline.asm
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Assembly Source File
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1994-12-23
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52KB
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2,659 lines
*
* PIPELINE
*
* Written by André Wichmann of CLUSTER in Mar-Apr 1990
*
* Concept: EMPIRE (Pipe Mania/Pipe Dream)
* MASTERTRONIC (Locomotive or something like that)
*
* This program is FREEWARE ! For further information read the doc-file !
*
* Please do not examine this source-code if you want to learn from it,
* because it is a very LAZY and BAD way of programming (I just did it
* because I had the idea to create a game; without planning etc...)
* This is what we in Germany call a 'Spaghetti-code'...
*
incdir "RAM:include/"
include "exec/exec_lib.i"
include "Libraries/dos_lib.i"
include "intuition/intuition_lib.i"
include "graphics/graphics_lib.i"
*** Equates
DMACONR equ $DFF002
JOY0DAT equ $DFF00A
JOY1DAT equ $DFF00C
BLTCON0 equ $DFF040
BLTCON1 equ $DFF042
BLTAFWM equ $DFF044
BLTALWM equ $DFF046
BLTCPTH equ $DFF048
BLTBPTH equ $DFF04C
BLTAPTH equ $DFF050
BLTDPTH equ $DFF054
BLTSIZE equ $DFF058
BLTCMOD equ $DFF060
BLTBMOD equ $DFF062
BLTAMOD equ $DFF064
BLTDMOD equ $DFF066
DIWSTRT equ $DFF08E
DIWSTOP equ $DFF090
DDFSTRT equ $DFF092
DDFSTOP equ $DFF094
BPL1PTH equ $DFF0E0
BPL1PTL equ $DFF0E2
BPL2PTH equ $DFF0E4
BPL2PTL equ $DFF0E6
BPL3PTH equ $DFF0E8
BPL3PTL equ $DFF0EA
BPL4PTH equ $DFF0EC
BPL4PTL equ $DFF0EE
BPL5PTH equ $DFF0F0
BPL5PTL equ $DFF0F2
BPL6PTH equ $DFF0F4
BPL6PTL equ $DFF0F6
BPL1MOD equ $DFF108
BPL2MOD equ $DFF10A
BPLCON0 equ $DFF100
BPLCON1 equ $DFF102
BPLCON2 equ $DFF104
DMACONW equ $DFF096
DMACON equ $DFF096
COLOR00 equ $DFF180
VHPOSR equ $DFF006
CIAAPRA equ $BFE001
STARTLIST equ 38
COP1LC equ $DFF080
COPJMP1 equ $DFF088
SPR0DAT equ $DFF144
*** Macros
ALLOC MACRO
move.l #\1,d0
move.l #\2,d1
CALLEXEC AllocMem
ENDM
FREE MACRO
move.l \1,a1
move.l #\2,d0
CALLEXEC FreeMem
ENDM
MPRINT MACRO
move.l #1,Text_Flag
move.l #3,Text_Delay
move.l Plane0,a1
add.l #\1*Planesize,a1
add.l #\2+\3*40,a1
lea \4,a0
bsr Print_Text
ENDM
PRINT MACRO
move.l Plane0,a1
add.l #\1*Planesize,a1
add.l #\2+\3*40,a1
lea \4,a0
bsr Print_Text
ENDM
BPRINT MACRO
move.l Plane0,a1
add.l #\1*Planesize,a1
add.l #\2+\3*40,a1
lea \4,a0
bsr BPrint_Text
ENDM
CHIP equ $10002
Planesize equ 256*40
Planes equ 5
CLsize equ 1000*4
***** Main *****
include "Libraries/Dosextens.i"
movem.l d0/a0,-(sp)
clr.l _WBenchMsg
sub.l a1,a1
CALLEXEC FindTask
move.l d0,a4
tst.l pr_CLI(a4)
beq _WB
movem.l (sp)+,d0/a0
bra _run
_WB lea pr_MsgPort(a4),a0
CALLEXEC WaitPort
lea pr_MsgPort(a4),a0
CALLEXEC GetMsg
move.l d0,_WBenchMsg
movem.l (sp)+,d0/a0
_run bsr _main
move.l d0,-(sp)
tst.l _WBenchMsg
beq _Exit
CALLEXEC Forbid
move.l _WBenchMsg(pc),a1
CALLEXEC ReplyMsg
_Exit move.l (sp)+,d0
rts
_WBenchMsg ds.l 1
_Main bsr OpenLibs
CALLINT OpenWorkbench
add.l #44,d0
move.l d0,a0
lea Black,a1
move.l #4,d0
CALLGRAF LoadRGB4
ALLOC Planesize*4,CHIP
move.l d0,PlayPic
ALLOC 18*4*2*16,CHIP
move.l d0,PlayObj
ALLOC 48*2*16,CHIP
move.l d0,PlayFloat
ALLOC 512,CHIP
move.l d0,PlayFont
ALLOC 3*130*40,CHIP
move.l d0,PipeCluster
ALLOC 4*232*40,CHIP
move.l d0,PipeLogo
move.l #Filen_0,d1
move.l #1005,d2
CALLDOS Open
move.l d0,d7
move.l d7,d1
move.l PlayPic,d2
move.l #Planesize*4,d3
CALLDOS Read
move.l d7,d1
CALLDOS Close
move.l #Filen_1,d1
move.l #1005,d2
CALLDOS Open
move.l d0,d7
move.l d7,d1
move.l PlayObj,d2
move.l #18*4*2*16,d3
CALLDOS Read
move.l d7,d1
CALLDOS Close
move.l #Filen_2,d1
move.l #1005,d2
CALLDOS Open
move.l d0,d7
move.l d7,d1
move.l PlayFloat,d2
move.l #48*2*16,d3
CALLDOS Read
move.l d7,d1
CALLDOS Close
move.l #Filen_3,d1
move.l #1005,d2
CALLDOS Open
move.l d0,d7
move.l d7,d1
move.l PlayFont,d2
move.l #512,d3
CALLDOS Read
move.l d7,d1
CALLDOS Close
move.l #Filen_4,d1
move.l #1005,d2
CALLDOS Open
move.l d0,d7
move.l d7,d1
move.l PipeCluster,d2
move.l #3*130*40,d3
CALLDOS Read
move.l d7,d1
CALLDOS Close
move.l #Filen_5,d1
move.l #1005,d2
CALLDOS Open
move.l d0,d7
move.l d7,d1
move.l PipeLogo,d2
move.l #4*232*40,d3
CALLDOS Read
move.l d7,d1
CALLDOS Close
move.l #Filen_6,d1
move.l #1005,d2
CALLDOS Open
tst.l d0
beq No_Highscores
move.l d0,d7
move.l d7,d1
move.l #HOF,d2
move.l #240,d3
CALLDOS Read
move.l d7,d1
CALLDOS Close
No_Highscores move.l #200,d1
CALLDOS Delay
jsr Start_Muzak
Title ALLOC Planesize*Planes,CHIP
move.l d0,Plane0
ALLOC CLSize,CHIP
move.l d0,CLadr
move.l d0,a0
move.l Plane0,d1
move.w #BPL1PTH-$DFF000,d3
move.w #Planes-1,d4
Make_CL move.w d3,(a0)+
addq.w #2,d3
swap d1
move.w d1,(a0)+
move.w d3,(a0)+
addq.w #2,d3
swap d1
move.w d1,(a0)+
add.l #Planesize,d1
dbra d4,Make_CL
move.w #$180,(a0)+
move.w #0,(a0)+
move.l a0,Target
move.l #$fffffffe,(a0)
CALLEXEC Forbid
move.w #$03e0,DMACONW
clr.l SPR0DAT
move.l CLAdr,COP1LC
clr.w COPJMP1
move.w #$3081,DIWSTRT
move.w #$30c1,DIWSTOP
move.w #$0038,DDFSTRT
move.w #$00d0,DDFSTOP
move.w #%0101000000000000,BPLCON0
clr.w BPLCON1
clr.w BPLCON2
clr.w BPL1MOD
clr.w BPL2MOD
move.w #%1000011111011111,DMACONW
Title_Loop bsr Clear_Colors
move.l Target,a0
move.l #$fffffffe,(a0)
move.l PipeLogo,a0
move.l Plane0,a1
move.l #3,d7
Show_Logo_1 move.l a1,a2
move.l #232*40-1,d6
Show_Logo_2 move.b (a0)+,(a2)+
dbra d6,Show_Logo_2
add.l #Planesize,a1
dbra d7,Show_Logo_1
PRINT 4,0,10,HOFText
lea HOFBuffer,a0
move.l #39,d0
Clear_HOFB move.b #" ",(a0)+
dbra d0,Clear_HOFB
lea HOF,a5
move.l #42*40,d6
move.l #9,d7
Show_High move.l (a5)+,d2
movem.l d6/d7/a5,-(sp)
bsr BinDec
movem.l (sp)+,d6/d7/a5
lea HOFBuffer+4,a1
lea Dec_Buffer+1,a0
move.l #6,d0
Copy_Score move.b (a0)+,(a1)+
dbra d0,Copy_Score
move.b #" ",(a1)+
move.b #" ",(a1)+
move.b #" ",(a1)+
move.l #19,d0
Copy_Name move.b (a5)+,(a1)+
dbra d0,Copy_Name
move.b #0,(a1)+
movem.l d6/d7/a5,-(sp)
move.l Plane0,a1
add.l #4*Planesize,a1
add.l d6,a1
lea HOFBuffer,a0
bsr Print_Text
movem.l (sp)+,d6/d7/a5
add.l #16*40,d6
dbra d7,Show_High
lea TitleCols_1,a5
bsr Fade_In
move.l #10,d6
TWait1_2 move.l #$ffff,d7
TWait_1 btst #7,$BFE001
beq StartGame1
dbra d7,TWait_1
dbra d6,TWait1_2
lea TitleCols_1,a5
bsr Fade_Out
bsr Clear_Colors
move.l Plane0,a1
move.l #5*Planesize-1,d0
ClearTPlanes move.b #0,(a1)+
dbra d0,ClearTPlanes
move.l Target,a0
move.w #$400f,d1
move.w #$0000,d2
move.l #15,d0
Spreadloop_1 move.w d1,(a0)+
move.w #$fffe,(a0)+
move.w #$1a0,(a0)+
move.w d2,(a0)+
add.w #$0110,d2
add.w #$0200,d1
dbra d0,Spreadloop_1
move.w #$d00f,d1
move.w #$0ff0,d2
move.l #15,d0
Spreadloop_2 move.w d1,(a0)+
move.w #$fffe,(a0)+
move.w #$1a0,(a0)+
move.w d2,(a0)+
sub.w #$0110,d2
add.w #$0200,d1
dbra d0,Spreadloop_2
move.l #$fffffffe,(a0)
move.l PipeCluster,a0
move.l Plane0,a1
add.l #40*40,a1
move.l #2,d7
Show_Logo_3 move.l a1,a2
move.l #130*40-1,d6
Show_Logo_4 move.b (a0)+,(a2)+
dbra d6,Show_Logo_4
add.l #Planesize,a1
dbra d7,Show_Logo_3
lea TitleCols_2,a5
bsr Fade_In
move.l #Scroll,Scrollptr
move.l #1,Scrflag
bsr Wait_Blt
move.w #$ffff,BLTAFWM
move.w #$ffff,BLTALWM
clr.w BLTCON1
move.w #%0000100111110000,BLTCON0
TwoLoop_1 move.l #2,d1
move.b #$ff,d2
TwoLoop_2 move.w VHPOSR,d0
lsr.w #8,d0
cmp.b d2,d0
bne TwoLoop_2
subq.l #1,d2
dbra d1,TwoLoop_2
move.l Plane0,a0
add.l #4*Planesize,a0
add.l #20*40,a0
move.l a0,BLTDPTH
add.l #1*40,a0
move.l a0,BLTAPTH
clr.w BLTAMOD
clr.w BLTDMOD
move.w #180*64+20,BLTSIZE
bsr Wait_Blt
btst #7,$BFE001
beq StartGame2
subq.l #1,Scrflag
tst.l Scrflag
bne TwoLoop_1
move.l #8,Scrflag
move.l Scrollptr,a0
lea HOFBuffer,a1
move.l #39,d0
CopyLine move.b (a0)+,(a1)+
dbra d0,CopyLine
move.b #0,(a1)
move.l Plane0,a1
add.l #4*Planesize,a1
add.l #190*40,a1
lea HOFBuffer,a0
bsr Print_text
add.l #40,Scrollptr
move.l Scrollptr,a0
cmp.b #0,(a0)
bne TwoLoop_1
lea TitleCols_2,a5
bsr Fade_Out
bra Title_Loop
Wait_Blt btst #14,DMACONR
bne Wait_Blt
rts
StartGame1 lea TitleCols_1,a5
bsr Fade_Out
bra StartGame
StartGame2 move.l Target,a0
move.l #$fffffffe,(a0)
lea TitleCols_2,a5
bsr Fade_Out
bra StartGame
StartGame move.l _GfxBase,a4
move.l STARTLIST(a4),COP1LC
clr.w COPJMP1
move.w #$8060,DMACONW
CALLEXEC Permit
FREE CLAdr,CLSize
FREE Plane0,Planesize*Planes
clr.l Play_Level
clr.l Score
Play_Loop addq.l #1,Play_Level
bsr Play
cmp.l #1,Status
beq Over
bsr Good
bra Play_Loop
Clear_Colors lea $DFF180,a0
move.l #31,d0
SetColos_1 move.w #0,(a0)+
dbra d0,SetColos_1
rts
*** Fade in with Colortable in ^a5 ***
Fade_In lea Hilftab,a0
move.l #31,d0
Clear_Tab clr.w (a0)+
dbra d0,Clear_Tab
move.l #15,d7
Fade_Loop_1 lea Hilftab,a4
move.l a5,a3
lea Color00,a0
move.l #31,d0
Fade_Loop_2 move.w (a4),(a0)+
move.w (a4),d1
and.l #15,d1
move.w (a3),d2
and.l #15,d2
cmp.l d1,d2
beq No_Increase_1
addq.w #1,(a4)
No_Increase_1 move.w (a4),d1
and.l #%11110000,d1
move.w (a3),d2
and.l #%11110000,d2
cmp.l d1,d2
beq No_Increase_2
add.w #16,(a4)
No_Increase_2 move.w (a4),d1
and.l #%111100000000,d1
move.w (a3),d2
and.l #%111100000000,d2
cmp.l d1,d2
beq No_Increase_3
add.w #256,(a4)
No_Increase_3 addq.l #2,a4
addq.l #2,a3
dbra d0,Fade_Loop_2
move.l #$2fff,d0
Fade_Delay dbra d0,Fade_Delay
dbra d7,Fade_Loop_1
rts
*** Fade out with Colortable in ^a5 ***
Fade_Out lea Hilftab,a0
move.l #31,d0
Copy_Tab move.w (a5)+,(a0)+
dbra d0,Copy_Tab
move.l #15,d7
FadeOut_Loop_1 lea HilfTab,a0
move.l #31,d0
FadeOut_Loop_2 move.w (a0),d1
and.l #15,d1
tst.l d1
beq No_Decrease_1
sub.w #1,(a0)
No_Decrease_1 move.w (a0),d1
lsr.w #4,d1
and.l #15,d1
tst.l d1
beq No_Decrease_2
sub.w #16,(a0)
No_Decrease_2 move.w (a0),d1
lsr.w #8,d1
and.l #15,d1
tst.l d1
beq No_Decrease_3
sub.w #256,(a0)
No_Decrease_3 addq.l #2,a0
dbra d0,FadeOut_Loop_2
lea HilfTab,a0
lea $DFF180,a1
move.l #31,d0
FadeOut_Loop_3 move.w (a0)+,(a1)+
dbra d0,FadeOut_Loop_3
move.l #$2fff,d0
FadeOut_Delay dbra d0,FadeOut_Delay
dbra d7,FadeOut_Loop_1
rts
HilfTab ds.w 32
***** Play a Level *****
Play
bsr Get_Ready
ALLOC Planesize*Planes,CHIP
move.l d0,Plane0
move.l PlayPic,a0
move.l Plane0,a1
move.l #Planesize*4-1,d0
Copy_PlayPic move.b (a0)+,(a1)+
dbra d0,Copy_PlayPic
ALLOC CLSize,CHIP
move.l d0,CLadr
move.l d0,a0
move.l Plane0,d1
move.w #BPL1PTH-$DFF000,d3
move.w #Planes-1,d4
MakeCL move.w d3,(a0)+
addq.w #2,d3
swap d1
move.w d1,(a0)+
move.w d3,(a0)+
addq.w #2,d3
swap d1
move.w d1,(a0)+
add.l #Planesize,d1
dbra d4,MakeCL
move.l #$fffffffe,(a0)
move.l a0,Target
CALLEXEC Forbid
move.w #$03e0,DMACONW
clr.l SPR0DAT
move.l CLAdr,COP1LC
clr.w COPJMP1
move.w #$3081,DIWSTRT
move.w #$30c1,DIWSTOP
move.w #$0038,DDFSTRT
move.w #$00d0,DDFSTOP
move.w #%0101000000000000,BPLCON0
clr.w BPLCON1
clr.w BPLCON2
clr.w BPL1MOD
clr.w BPL2MOD
move.w #%1000011111011111,DMACONW
bsr Clear_Colors
*** Init
move.l Plane0,a0
add.l #4*Planesize,a0
add.l #7*16*40+120,a0
move.l #64,d0
Create_Time move.w #%0000001111111111,(a0)
move.w #%1111111111000000,2(a0)
add.l #40,a0
dbra d0,Create_Time
clr.l Time
move.l #8,Time_Split
clr.l Float_Flag
clr.l Status
move.l #4,Splitter
clr.l FinishFlag
clr.l EscFlag
lea Level,a0
lea Special,a1
lea Floats,a2
move.l #16*10-1,d0
Clear_Level clr.b (a0)+
clr.b (a1)+
clr.b (a2)+
dbra d0,Clear_Level
move.l Play_Level,d7
mulu #2,d7
subq.l #1,d7
Set_Walls bsr RND
and.l #15,d0
move.l d0,d6
Get_Wall_Y bsr RND
and.l #15,d0
cmp.l #9,d0
bhi Get_Wall_Y
move.l d0,d1
move.l d6,d0
lea Level,a0
add.l d0,a0
mulu #16,d1
add.l d1,a0
move.b #16,(a0)
dbra d7,Set_Walls
move.l Play_Level,d7
subq.l #1,d7
Set_Specials bsr RND
and.l #15,d0
move.l d0,d6
Get_Special_Y bsr RND
and.l #15,d0
cmp.l #9,d0
bhi Get_Special_Y
move.l d0,d1
move.l d6,d0
lea Special,a0
lea Level,a1
add.l d0,a0
mulu #16,d1
add.l d1,a0
add.l d0,a1
add.l d1,a1
tst.b (a1)
bne Set_Specials
bsr RND
and.l #3,d0
bset #6,d0
move.b d0,(a0)
dbra d7,Set_Specials
Get_Start_X bsr RND
and.l #15,d0
beq Get_Start_X
cmp.l #15,d0
beq Get_Start_X
move.l d0,Start_X
move.l d0,Crsr_X
Get_Start_Y bsr RND
and.l #15,d0
beq Get_Start_Y
cmp.l #8,d0
bhi Get_Start_Y
move.l d0,Start_Y
move.l d0,Crsr_Y
Get_Start_Dir bsr RND
and.l #3,d0
move.l d0,Float_Dir
move.l d0,d1
lea Level,a0
add.l Start_X,a0
move.l Start_Y,d0
mulu #16,d0
add.l d0,a0
move.b #17,(a0)
clr.b -17(a0)
clr.b -16(a0)
clr.b -15(a0)
clr.b -1(a0)
clr.b 1(a0)
clr.b 15(a0)
clr.b 16(a0)
clr.b 17(a0)
lea Special,a0
add.l Start_X,a0
move.l Start_Y,d0
mulu #16,d0
add.l d0,a0
move.b d1,(a0)
move.l Start_X,Float_X
move.l Start_Y,Float_Y
clr.l Float_Count
clr.l Float_Pointer
clr.l Float_Math
clr.l Joy_Revers
lea Level,a0
lea Special,a1
move.l #0,d1
Show_Lines move.l #0,d0
Show_Field tst.b (a0)
bne Show_Wall
tst.b (a1)
bne Show_Special
Next_Show addq.l #1,a0
addq.l #1,a1
addq.l #1,d0
cmp.l #16,d0
bne Show_Field
addq.l #1,d1
cmp.l #10,d1
bne Show_Lines
bra Continue
Show_Wall movem.l d0-d7/a0-a6,-(sp)
move.l #13,d2
bsr Show_Obj
movem.l (sp)+,d0-d7/a0-a6
bra Next_Show
Show_Special movem.l d0-d7/a0-a6,-(sp)
move.l #14,d2
add.b (a1),d2
bclr #6,d2
bsr Show_Obj
movem.l (sp)+,d0-d7/a0-a6
bra Next_Show
Continue move.l #9,d2
add.l Float_Dir,d2
move.l Start_X,d0
move.l Start_Y,d1
bsr Show_Obj
bsr Set_Crsr
lea Next,a0
move.l #4,d7
Get_Next bsr RND
and.l #7,d0
beq Get_Next
move.b d0,(a0)+
dbra d7,Get_Next
bsr Display_Next
PRINT 4,1,195,Status_text
move.l Play_Level,d2
bsr BinDec
PRINT 4,36,195,Dec_Buffer+6
clr.l Num_Specials
move.l HOF,d2
bsr BinDec
PRINT 4,21,195,Dec_Buffer+1
move.l Target,a0
move.w #$ffdd,(a0)+
move.w #$fffe,(a0)+
lea BonusColors,a1
move.l #7,d0
move.l #$000f,d1
Set_Bonuscolors move.w d1,(a0)+
move.w #$fffe,(a0)+
move.w #$184,(a0)+
move.w (a1)+,(a0)+
add.w #$0100,d1
dbra d0,Set_Bonuscolors
move.l #$fffffffe,(a0)
lea Colors,a5
bsr Fade_In
Wait bsr Show_Score
bsr Check_Joy
bsr Sub_Time
bsr Float
bsr Delay
tst.l Status
bne LevelFinished
cmp.l #65,Time
beq Level_Ready
move.b $BFEC01,d0
cmp.b #$cd,d0 ; P
beq Pausemode
cmp.b #$75,d0
beq FastFlowOn
bra Wait
FastFlowOn move.l #1,EscFlag
bra Wait
Game_Fail
Level_Ready
move.l #1,FinishFlag
bra Wait
LevelFinished move.l Target,a0
move.l #$fffffffe,(a0)
lea Colors,a5
bsr Fade_Out
move.l _Gfxbase,a4
move.l STARTLIST(a4),COP1LC
clr.w COPJMP1
move.w #$8060,DMACONW
CALLEXEC Permit
FREE CLAdr,CLSize
FREE Plane0,Planesize*Planes
rts
***** Subs *****
OpenLibs lea Intuitionname,a1
clr.l d0
CALLEXEC OpenLibrary
move.l d0,_IntuitionBase
lea Graphicsname,a1
clr.l d0
CALLEXEC OpenLibrary
move.l d0,_GfxBase
lea Dosname,a1
clr.l d0
CALLEXEC OpenLibrary
move.l d0,_DosBase
rts
CloseLibs move.l _IntuitionBase,a1
CALLEXEC CloseLibrary
move.l _GfxBase,a1
CALLEXEC CloseLibrary
move.l _DosBase,a1
CALLEXEC CloseLibrary
rts
Intuitionname dc.b "intuition.library",0
EVEN
Graphicsname dc.b "graphics.library",0
EVEN
Dosname dc.b "dos.library",0
EVEN
_IntuitionBase ds.l 1
_GfxBase ds.l 1
_DosBase ds.l 1
Pausemode move.b $BFEC01,d0
cmp.b #$99,d0 ; C
bne Pausemode
bra Wait
Over bsr Clear_Colors
bsr Create_Playfield
move.l Target,a0
move.l #$3a0f,d1
move.l #$0011,d2
move.l #13,d0
ColsUp move.w d1,(a0)+
move.w #$fffe,(a0)+
move.w #$182,(a0)+
move.w d2,(a0)+
add.w #$0200,d1
add.w #$0011,d2
dbra d0,ColsUp
move.l #13,d0
ColsDown move.w d1,(a0)+
move.w #$fffe,(a0)+
move.w #$182,(a0)+
move.w d2,(a0)+
add.w #$0200,d1
sub.w #$0011,d2
dbra d0,ColsDown
move.l #$800f,d1
move.l #$008,d2
move.l #$002,d3
bsr Rohr
move.l #$900f,d1
move.l #$888,d2
move.l #$222,d3
bsr Rohr
move.l #$a00f,d1
move.l #$080,d2
move.l #$020,d3
bsr Rohr
move.l #$b00f,d1
move.l #$800,d2
move.l #$200,d3
bsr Rohr
move.l #$c00f,d1
move.l #$880,d2
move.l #$220,d3
bsr Rohr
move.l #$d00f,d1
move.l #$880,d2
move.l #$220,d3
bsr Rohr
move.l #$e00f,d1
move.l #$880,d2
move.l #$220,d3
bsr Rohr
move.l #$fffffffe,(a0)
BPRINT 0,1,10,Overtext_1
PRINT 0,0,80,Overtext_2
move.l Score,d2
bsr BinDec
lea Dec_Buffer+1,a0
lea Overtext_9+22,a1
move.l #6,d0
Overscore move.b (a0)+,(a1)+
dbra d0,Overscore
PRINT 0,0,96,Overtext_9
move.l Score,d1
lea HOF,a0
move.l #0,d0
Compare_Scores move.l (a0)+,d2
add.l #20,a0
cmp.l d1,d2
blt Highscore
addq.l #1,d0
cmp.l #10,d0
bne Compare_Scores
PRINT 0,0,112,Overtext_4
bra Overwait
Highscore sub.l #24,a0
cmp.l #9,d0
beq No_Trans
lea HOF+9*24,a1
move.l #9,d1
Transfer move.l -24(a1),(a1)
move.l -20(a1),4(a1)
move.l -16(a1),8(a1)
move.l -12(a1),12(a1)
move.l -8(a1),16(a1)
move.l -4(a1),20(a1)
sub.l #24,a1
subq.l #1,d1
cmp.l d0,d1
bne Transfer
No_Trans move.l Score,(a0)+
move.l a0,Hiptr
PRINT 0,0,112,Overtext_3
PRINT 0,0,128,Overtext_5
PRINT 0,0,144,Overtext_6
PRINT 0,0,160,Overtext_7
PRINT 0,0,176,Overtext_8
move.l #0,Crsr_X
move.l #0,Crsr_Y
bsr Set_Highcrsr
lea Hiname,a0
move.l #19,d0
Clear_Hiname move.b #"-",(a0)+
dbra d0,Clear_Hiname
clr.b (a0)
move.l #0,Hipos
Overloop move.l #$ff,d1
move.l #4,d2
Overloop_2 move.w VHPOSR,d0
lsr.w #8,d0
cmp.b d1,d0
bne Overloop_2
subq.l #1,d1
dbra d2,Overloop_2
bsr Set_Highcrsr
move.w JOY1DAT,d0
btst #1,d0
beq OverNR
addq.l #1,Crsr_X
btst #0,d0
bne OverY
addq.l #1,Crsr_Y
OverNR btst #0,d0
beq OverY
addq.l #1,Crsr_Y
OverY btst #9,d0
beq OverNL
subq.l #1,Crsr_X
btst #8,d0
bne OverTX
subq.l #1,Crsr_Y
OverNL btst #8,d0
beq OverTX
subq.l #1,Crsr_Y
OverTX move.l Crsr_X,d0
bpl OverNNX1
clr.l Crsr_X
OverNNX1 cmp.l #10,d0
bne OverNNX2
move.l #9,Crsr_X
OverNNX2 move.l Crsr_Y,d0
bpl OverNNY1
clr.l Crsr_Y
OverNNY1 cmp.l #3,d0
bne OverNNY2
move.l #2,Crsr_Y
OverNNY2 bsr Set_Highcrsr
btst #7,$bfe001
bne Overloop
move.l Crsr_Y,d0
mulu #10,d0
add.l Crsr_X,d0
cmp.l #29,d0
beq HiEnd
cmp.l #28,d0
beq HiDel
cmp.l #27,d0
beq HiBlank
cmp.l #26,d0
beq HiPoint
add.l #"A",d0
Push_Char cmp.l #20,HiPos
beq OverLoop
move.l HiPos,d1
lea HiName,a0
move.b d0,(a0,d1)
addq.l #1,HiPos
PRINT 0,10,128,HiName
bra OverLoop
HiDel cmp.l #0,HiPos
beq OverLoop
subq.l #1,HiPos
move.l HiPos,d1
lea HiName,a0
move.b #"-",(a0,d1)
PRINT 0,10,128,HiName
bra OverLoop
HiBlank move.b #" ",d0
bra Push_Char
HiPoint move.b #".",d0
bra Push_Char
HiEnd move.b #"-",HiName+20
move.l Hiptr,a1
move.l #19,d0
Clear_OldHi move.b #" ",(a1)+
dbra d0,Clear_OldHi
cmp.b #"-",HiName
bne Not_EmptyHi
move.l #"UNKN",HiName
move.l #"OWN-",HiName+4
Not_EmptyHi lea HiName,a0
Search_End cmp.b #"-",(a0)+
bne Search_End
subq.l #1,a0
Copy_HiName move.b -(a0),-(a1)
cmp.b #"!",-1(a0)
bne Copy_HiName
Real_HiEnd bsr Remove_Playfield
move.l #Filen_6,d1
move.l #1006,d2
CALLDOS Open
tst.l d0
beq No_SaveHigh
move.l d0,d7
move.l d7,d1
move.l #HOF,d2
move.l #240,d3
CALLDOS Write
move.l d7,d1
CALLDOS Close
move.l #250,d1
CALLDOS Delay
No_SaveHigh bra Title
Overwait btst #7,$bfe001
bne Overwait
lea Goodcols,a5
bsr Fade_out
bsr Remove_Playfield
bra Title
Set_Highcrsr move.l Plane0,a0
add.l #144*40+10,a0
move.l Crsr_x,d0
mulu #2,d0
add.l d0,a0
move.l Crsr_Y,d0
mulu #8*80,d0
add.l d0,a0
move.l #6,d0
SetFrame eor.b #%11111110,(a0)
add.l #40,a0
dbra d0,SetFrame
rts
Rohr move.l #3,d0
Rup move.w d1,(a0)+
move.w #$fffe,(a0)+
move.w #$182,(a0)+
move.w d2,(a0)+
add.w #$0100,d1
add.w d3,d2
dbra d0,Rup
sub.w d3,d2
move.l #3,d0
Rdown move.w d1,(a0)+
move.w #$fffe,(a0)+
move.w #$182,(a0)+
move.w d2,(a0)+
sub.w d3,d2
add.w #$0100,d1
dbra d0,Rdown
rts
Good bsr Clear_Colors
bsr Create_Playfield
BPRINT 0,1,30,Good_text
PRINT 0,0,110,Goodtext_2
tst.l Num_Specials
beq No_SBonus
move.l Num_Specials,d2
bsr BinDec
move.b Dec_Buffer+5,Goodtext_4+15
move.b Dec_Buffer+6,Goodtext_4+16
move.b Dec_Buffer+7,Goodtext_4+17
move.l Play_Level,d0
mulu #50,d0
move.l Num_Specials,d1
mulu d1,d0
move.l d0,d2
add.l d0,Score
bsr BinDec
lea Dec_Buffer+1,a0
lea Goodtext_4+31,a1
move.l #6,d0
Copy_Bonus move.b (a0)+,(a1)+
dbra d0,Copy_Bonus
PRINT 0,0,126,Goodtext_3
PRINT 0,0,142,Goodtext_4
No_SBonus move.w #-$101,Flashdir
move.w #$f0f,Flashcol
lea Goodcols,a5
bsr Fade_in
Good_Wait move.b #$ff,d2
move.l #3,d1
Good_Wait2 move.w VHPOSR,d0
lsr.w #8,d0
cmp.b d2,d0
bne Good_Wait2
subq.w #1,d2
dbra d1,Good_Wait2
move.w Flashcol,d0
add.w Flashdir,d0
move.w d0,Flashcol
move.w d0,COLOR00+2
cmp.w #$f0f,d0
beq Neg_Flashdir
cmp.w #$505,d0
beq Neg_FlashDir
NoNeg_Flashdir btst #7,$BFE001
bne Good_Wait
bsr Remove_Playfield
rts
Neg_Flashdir move.w Flashdir,d0
neg.w d0
move.w d0,Flashdir
bra NoNeg_Flashdir
Get_Ready clr.l Inter_Offset
bsr Create_Playfield
move.l Play_Level,d2
bsr BinDec
cmp.b #" ",Dec_Buffer+6
bne No_Space
move.b #"0",Dec_Buffer+6
No_Space move.l #"LEVE",Dec_Buffer
move.w #"L ",Dec_Buffer+4
BPRINT 0,1,40,Level_Text
BPRINT 0,14,104,Dec_Buffer+6
bsr Wait_Fire
bsr Remove_Playfield
rts
Create_Playfield
move.l #Planesize,d0
move.l #CHIP,d1
CALLEXEC AllocMem
move.l d0,Plane0
move.l #CLsize,d0
move.l #Chip,d1
CALLEXEC AllocMem
move.l d0,CLadr
move.l d0,a0
move.l Plane0,d1
move.w #BPL1PTH-$DFF000,d3
move.w #1-1,d4
MakeCL_X move.w d3,(a0)+
addq.w #2,d3
swap d1
move.w d1,(a0)+
move.w d3,(a0)+
addq.w #2,d3
swap d1
move.w d1,(a0)+
add.l #Planesize,d1
dbra d4,MakeCL_X
move.l a0,Target
move.l #$fffffffe,(a0)
CALLEXEC Forbid
move.w #$03e0,DMACON
clr.l SPR0DAT
move.l CLadr,COP1LC
clr.w COPJMP1
move.w #$3081,DIWSTRT
move.w #$30c1,DIWSTOP
move.w #$0038,DDFSTRT
move.w #$00d0,DDFSTOP
move.w #%0001000000000000,BPLCON0
clr.w BPLCON1
clr.w BPLCON2
clr.w BPL1MOD
clr.w BPL2MOD
move.w #$8380,DMACON
clr.w $DFF180
clr.w $DFF182
rts
Remove_Playfield
move.l _GfxBase,a4
move.l STARTLIST(a4),COP1LC
clr.w COPJMP1
move.w #$8060,DMACON
CALLEXEC Permit
move.l CLadr,a1
move.l #CLsize,d0
CALLEXEC FreeMem
move.l Plane0,a1
move.l #Planesize,d0
CALLEXEC FreeMem
rts
Wait_Fire lea Inter_Cols+256+64,a1
sub.l Inter_Offset,a1
addq.l #2,Inter_Offset
and.l #255,Inter_Offset
move.l #9,d3
move.l #$38,d0
Display_ICols move.l a1,a0
addq.l #4,a1
move.l #15,d2
Display_Inter move.w VHPOSR,d1
lsr.w #8,d1
cmp.b d0,d1
bne Display_Inter
move.w (a0)+,$DFF182
addq.b #1,d0
dbra d2,Display_Inter
dbra d3,Display_ICols
btst #7,CIAAPRA
bne Wait_Fire
rts
Float tst.l Flow_Flag
beq Flow
subq.l #1,Flow_Delay
beq End_Flow_Delay
rts
End_Flow_Delay clr.l Flow_Flag
MPRINT 1,1,208,Clear_line
rts
Flow subq.l #1,Splitter
beq Real_Float
rts
Real_Float move.l #3,Splitter
tst.l Float_Flag
bne Lets_float
rts
Lets_float tst.l Float_Count
beq New_Float
subq.l #1,Float_Count
move.l Plane0,a1
add.l #16*40+6,a1
move.l Float_X,d0
mulu #2,d0
add.l d0,a1
move.l Float_Y,d1
mulu #16*40,d1
add.l d1,a1
move.l #15,d1
move.l Float_Pointer,a0
Mark_Float move.w (a0)+,d0
eor.w #$ffff,d0
and.w d0,(a1)
add.l #Planesize,a1
and.w d0,(a1)
add.l #Planesize,a1
and.w d0,(a1)
add.l #Planesize,a1
eor.w #$ffff,d0
or.w d0,(a1)
add.l #40,a1
sub.l #3*Planesize,a1
dbra d1,Mark_Float
tst.l Float_Math
bne False_Dir_2
add.l #32,Float_Pointer
rts
False_Dir_2 sub.l #32,Float_Pointer
rts
New_Float tst.l Text_Flag
beq No_Text
subq.l #1,Text_Delay
bne No_Text
MPRINT 1,1,208,Clear_Line
clr.l Text_Flag
No_Text move.l #1,Delay_Flag
move.l Float_Dir,d4
move.l #8,Float_Count
move.l Float_Dir,d1
mulu #4,d1
lea Float_Add_X1,a0
move.l Float_X,d0
add.l (a0,d1),d0
move.l d0,Float_X
lea Float_Add_Y1,a0
move.l Float_Y,d0
add.l (a0,d1),d0
move.l d0,Float_Y
cmp.l #-1,Float_X
beq Game_Over
cmp.l #-1,Float_Y
beq Game_Over
cmp.l #16,Float_X
beq Game_Over
cmp.l #10,Float_Y
beq Game_Over
lea Level,a0
add.l Float_X,a0
move.l Float_Y,d0
mulu #16,d0
add.l d0,a0
lea Eingang_1,a1
lea Eingang_2,a2
clr.l d0
move.b (a0),d0
move.l d0,d7
cmp.b #7,d0
bhi Game_Over
cmp.l #3,d0
beq Eingang_Ok
mulu #4,d0
add.l d0,a1
add.l d0,a2
move.l Float_Dir,d0
move.l (a1),d1
cmp.l d0,d1
beq Eingang_Ok
move.l (a2),d1
cmp.l d0,d1
beq Eingang_Ok
bra Game_Over
Eingang_Ok add.l #15,Score
lea Floats,a0
add.l Float_X,a0
move.l Float_Y,d0
mulu #16,d0
add.l d0,a0
tst.b (a0)
beq No_Crossbonus
MPRINT 1,1,208,Cross_Line
add.l #100,Score
No_Crossbonus move.b #1,(a0)
lea Special,a0
add.l Float_X,a0
move.l Float_Y,d0
mulu #16,d0
add.l d0,a0
clr.l d0
move.b (a0),d0
tst.b d0
beq No_Special
addq.l #1,Num_Specials
bclr #6,d0
mulu #4,d0
lea Special_Jmps_1,a0
move.l (a0,d0),a0
movem.l d0-d7/a0-a6,-(sp)
jsr (a0)
movem.l (sp)+,d0-d7/a0-a6
No_Special lea Ausgang_1,a0
lea Ausgang_2,a1
move.l d7,d6
cmp.l #3,d7
beq Cross
mulu #4,d7
add.l d7,a0
add.l d7,a1
lea Dir_Negations,a2
move.l Float_Dir,d0
mulu #4,d0
add.l d0,a2
move.l (a2),d0
move.l (a0),d1
cmp.l d0,d1
bne New_Dir
move.l (a1),d1
New_Dir move.l d1,Float_Dir
cmp.l #3,d6
beq Cross_2
move.l d1,d0
mulu #4,d0
lea Kind,a0
move.l d6,d5
mulu #4,d5
add.l d5,a0
move.l (a0),d5
mulu #16,d5
lea Zero,a0
add.l d5,a0
mulu #4,d4
add.l d4,a0
move.l (a0),Float_Math
cmp.l #-1,Float_Math
beq Game_Over
lea Float_Ptrs,a0
mulu #4,d6
add.l d6,a0
move.l (a0),Float_Pointer
tst.l Float_Math
beq Ptr_Ok
add.l #7*2*16,Float_Pointer
Ptr_OK move.l PlayFloat,d3
add.l d3,Float_Pointer
bra Float
Cross move.l Float_Dir,d1
bra New_Dir
Cross_2 lea Crosskind,a0
move.l Float_Dir,d0
mulu #4,d0
add.l d0,a0
lea Crossptr,a1
lea Crossmath,a2
add.l (a0),a1
add.l (a0),a2
move.l (a1),Float_Pointer
move.l (a2),Float_Math
bra Ptr_OK
False_Dir add.l #8*2*16,Float_Pointer
bra Float
Game_Over move.l FinishFlag,Status
addq.l #1,Status
rts
Special_0 MPRINT 1,1,208,Spec0_Line
move.l #1,Flow_Flag
move.l #60,Flow_Delay
rts
Special_1 MPRINT 1,1,208,Spec1_Line
add.l #500,Score
rts
Special_2 bsr RND
and.l #15,d0
cmp.l #12,d0
bhi Special_2
lea RND_Jmps,a0
mulu #4,d0
move.l (a0,d0),a0
jsr (a0)
rts
Special_3 MPRINT 1,1,208,Spec3_Line
move.l #1,Time_Flag
move.l #60,Time_Delay
rts
Sub_Time tst.l FinishFlag
bne BackAtOnce
tst.l Time_Flag
beq Do_Sub_Time
subq.l #1,Time_Delay
beq End_Time_Delay
rts
End_Time_Delay clr.l Time_Flag
rts
Do_Sub_Time subq.l #1,Time_Split
beq New_Time
rts
New_Time move.l #20,Time_Split
addq.l #1,Time
bsr Show_Time
move.l #20,d0
move.l Play_Level,d1
cmp.l #38,d1
bls No_High
move.l #38,d1
No_High divu #2,d1
and.l #$ffff,d1
sub.l d1,d0
cmp.l Time,d0
beq Start_Floating
rts
Start_Floating move.l #1,Float_Flag
Show_Time move.l Plane0,a0
add.l #4*Planesize,a0
add.l #7*16*40+80,a0
move.l Time,d0
mulu #40,d0
add.l d0,a0
clr.l (a0)
rts
Check_Joy tst.l FinishFlag
bne BackAtOnce
tst.l Joy_Flag
beq Do_Joy
subq.l #1,Joy_Delay
beq End_Joy_Delay
rts
End_Joy_Delay clr.l Joy_Flag
rts
Do_Joy bsr Del_Crsr
bsr Test_Joy
bsr Set_Crsr
btst #7,CIAAPRA
beq Fire
rts
Fire lea Level,a0
add.l Crsr_X,a0
move.l Crsr_Y,d0
mulu #16,d0
add.l d0,a0
cmp.b #32,(a0)
beq Scroll_Next
tst.b (a0)
bne End_Fire
move.b Next+4,(a0)
move.l Crsr_X,d0
move.l Crsr_Y,d1
clr.l d2
move.b Next+4,d2
bsr Show_Obj
Scroll_Next move.b Next+3,Next+4
move.b Next+2,Next+3
move.b Next+1,Next+2
move.b Next+0,Next+1
Get_Next_obj bsr RND
and.l #7,d0
beq Get_Next_obj
move.b d0,Next
bsr Display_Next
End_Fire rts
Set_Crsr move.l Plane0,a0
add.l #4*Planesize,a0
add.l #16*40+6,a0
move.l Crsr_X,d0
mulu #2,d0
add.l d0,a0
move.l Crsr_Y,d0
mulu #16*40,d0
add.l d0,a0
move.w #$ffff,(a0)
move.w #$ffff,40(a0)
move.w #$ffff,14*40(a0)
move.w #$ffff,15*40(a0)
add.l #2*40,a0
move.l #11,d0
Set_Cursor move.w #%1100000000000011,(a0)
add.l #40,a0
dbra d0,Set_Cursor
rts
Del_Crsr move.l Plane0,a0
add.l #4*Planesize,a0
add.l #16*40+6,a0
move.l Crsr_X,d0
mulu #2,d0
add.l d0,a0
move.l Crsr_Y,d0
mulu #16*40,d0
add.l d0,a0
move.l #15,d0
Del_Cursor clr.w (a0)
add.l #40,a0
dbra d0,Del_Cursor
rts
Test_Joy clr.l Change_X
clr.l Change_Y
move.w JOY1DAT,d0
btst #1,d0
beq Not_Right
addq.l #1,Crsr_X
move.l #-2,Change_X
btst #0,d0
bne Joy_Y
addq.l #1,Crsr_Y
move.l #-2,Change_Y
Not_Right btst #0,d0
beq Joy_Y
addq.l #1,Crsr_Y
move.l #-2,Change_Y
Joy_Y btst #9,d0
beq Not_Left
subq.l #1,Crsr_X
move.l #2,Change_X
btst #8,d0
bne Tst_X
subq.l #1,Crsr_Y
move.l #2,Change_Y
Not_Left btst #8,d0
beq Tst_X
subq.l #1,Crsr_Y
move.l #2,Change_Y
Tst_X tst.l Joy_Revers
beq No_Revers
move.l Change_X,d0
add.l d0,Crsr_X
move.l Change_Y,d0
add.l d0,Crsr_Y
No_Revers move.l Crsr_X,d0
bpl Not_NegX
clr.l Crsr_X
Not_NegX cmp.l #15,d0
ble Tst_Y
move.l #15,Crsr_X
Tst_Y move.l Crsr_Y,d0
bpl Not_NegY
clr.l Crsr_Y
Not_NegY cmp.l #9,d0
ble End_Joy
move.l #9,Crsr_Y
End_Joy rts
Delay tst.l FinishFlag
bne FastFlow
tst.l EscFlag
bne FastFlow
tst.l Delay_Flag
bne Short_One
move.l #9,d0
bra Delay_Loop_1
Short_One clr.l Delay_Flag
move.l #5,d0
bra Delay_Loop_1
FastFlow move.l #1,d0
bra Delay_Loop_1
Delay_Loop_1 move.l #$fff,d1
Delay_Loop_2 dbra d1,Delay_Loop_2
dbra d0,Delay_Loop_1
BackAtOnce rts
Show_Obj move.l Plane0,a0
add.l #16*40+6,a0
mulu #2,d0
add.l d0,a0
mulu #16*40,d1
add.l d1,a0
move.l PlayObj,a1
mulu #4*2*16,d2
add.l d2,a1
move.l #3,d7
Display_Obj move.l a0,a2
move.l #15,d6
Show_Obj_Plane move.w (a1)+,(a2)
add.l #40,a2
dbra d6,Show_Obj_Plane
add.l #Planesize,a0
dbra d7,Display_Obj
rts
Display_Next lea Next,a5
move.l Plane0,a4
add.l #14*40+1,a4
move.l #4,d7
Show_Next clr.l d0
move.b (a5)+,d0
mulu #4*2*16,d0
move.l PlayObj,a0
add.l d0,a0
move.l a4,a3
move.l #3,d6
Copy_Next move.l a3,a2
move.l #15,d5
Copy_Next_Plane move.b (a0)+,(a2)
move.b (a0)+,1(a2)
add.l #40,a2
dbra d5,Copy_Next_Plane
add.l #Planesize,a3
dbra d6,Copy_Next
add.l #16*40,a4
dbra d7,Show_Next
rts
RND move.w $dff006,d0
lsr.w #8,d0
move.w $dff006,d1
lsr.w #1,d1
eor.l d1,d0
move.w $dff006,d1
lsr.w #5,d1
eor.l d1,d0
move.w $dff006,d1
lsr.w #3,d1
eor.l d1,d0
rts
Show_Score move.l Score,d2
bsr BinDec
PRINT 4,7,195,Dec_Buffer+1
rts
BinDec move.l #7,d0
lea Dec_Buffer,a0
lea pwrof10,a1
BD_Next move.l #"0",d1
Dec add.l #1,d1
sub.l (a1),d2
bcc Dec
subq.l #1,d1
add.l (a1),d2
move.b d1,(a0)+
lea 4(a1),a1
dbra d0,BD_Next
lea Dec_Buffer,a0
move.l #6,d0
Del_Zeros cmp.b #"0",(a0)
bne End_Del_Zeros
move.b #" ",(a0)+
dbra d0,Del_Zeros
End_Del_Zeros rts
Print_Text clr.l d0
move.b (a0)+,d0
tst.l d0
beq EOT
sub.b #$20,d0
mulu #8,d0
move.l PlayFont,a2
add.l d0,a2
move.l a1,a3
move.l #7,d1
Copy_Char move.b (a2)+,(a3)
add.l #40,a3
dbra d1,Copy_Char
addq.l #1,a1
bra Print_Text
EOT rts
BPrint_Text clr.l d0
move.b (a0)+,d0
tst.l d0
beq EOT_2
sub.b #$20,d0
mulu #8,d0
move.l PlayFont,a2
add.l d0,a2
move.l a1,a3
move.l #7,d1
Create_Lines move.l a3,a4
move.l #7,d2
Create_Line btst d2,(a2)
beq No_Bit
move.b #$ff,(a4)
move.b #$ff,40(a4)
move.b #$ff,80(a4)
move.b #$ff,120(a4)
move.b #$ff,160(a4)
move.b #$ff,200(a4)
move.b #$ff,240(a4)
move.b #$ff,280(a4)
No_Bit addq.l #1,a4
dbra d2,Create_Line
bne Create_Line
add.l #8*40,a3
add.l #1,a2
dbra d1,Create_Lines
add.l #8,a1
bra BPrint_Text
EOT_2 rts
S0 bsr Check_Room
tst.l d0
beq Ok_2
bra S1
Ok_2 MPRINT 1,1,208,S0_Text
Set bsr RND
and.l #15,d0
move.l d0,d6
SGet_Wall_Y bsr RND
and.l #15,d0
cmp.l #9,d0
bhi SGet_Wall_Y
move.l d0,d1
move.l d6,d0
lea Level,a0
add.l d0,a0
mulu #16,d1
add.l d1,a0
tst.b (a0)
bne Set
move.b #16,(a0)
divu #16,d1
move.l #13,d2
bsr Show_Obj
rts
Check_Room lea Level,a0
move.l #16*10-1,d0
clr.l d1
Count_Free cmp.b #0,(a0)
bne No_Blank
addq.l #1,d1
No_Blank addq.l #1,a0
dbra d0,Count_Free
cmp.l #50,d1
bls No_Room
clr.l d0
rts
No_Room move.l #1,d0
rts
S1 MPRINT 1,1,208,S1_Text
add.l #600,Score
rts
S2 bsr Check_Room
tst.l d0
beq Ok_1
bra S1
Ok_1 MPRINT 1,1,208,S2_Text
Set_2 bsr RND
and.l #15,d0
move.l d0,d6
Get_Hole_Y bsr RND
and.l #15,d0
cmp.l #9,d0
bhi Get_Hole_Y
move.l d0,d1
move.l d6,d0
lea Level,a0
add.l d0,a0
mulu #16,d1
add.l d1,a0
tst.b (a0)
bne Set_2
move.b #32,(a0)
divu #16,d1
move.l Plane0,a0
add.l #16*40+6,a0
mulu #2,d0
add.l d0,a0
mulu #16*40,d1
add.l d1,a0
move.l #15,d0
Set_Black_Hole clr.w (a0)
add.l #Planesize,a0
clr.w (a0)
add.l #Planesize,a0
clr.w (a0)
add.l #Planesize,a0
clr.w (a0)
sub.l #3*Planesize,a0
add.l #40,a0
dbra d0,Set_Black_Hole
rts
S3 MPRINT 1,1,208,S3_Text
rts
S4 MPRINT 1,1,208,S4_Text
move.l #1,Time_Flag
move.l #60,Time_Delay
rts
S5 MPRINT 1,1,208,S5_Text
move.l #1,Flow_Flag
move.l #60,Flow_Delay
rts
S6 MPRINT 1,1,208,S6_Text
cmp.l #200,Score
bls Gets_Zero
sub.l #200,Score
rts
Gets_Zero clr.l Score
rts
S7 MPRINT 1,1,208,S7_Text
rts
S8 MPRINT 1,1,208,S8_Text
move.l #1,Joy_Flag
move.l #60,Joy_Delay
rts
S9 MPRINT 1,1,208,S9_Text
move.l #1,Joy_Revers
rts
S10 MPRINT 1,1,208,S10_Text
move.l #0,d1
lea Level,a0
Delete_Loop move.l #0,d0
Delete_L2 cmp.b #16,(a0)
bne No_Wall
clr.b (a0)
movem.l d0-d7/a0-a6,-(sp)
move.l #0,d2
bsr Show_Obj
movem.l (sp)+,d0-d7/a0-a6
No_Wall addq.l #1,a0
addq.l #1,d0
cmp.l #16,d0
bne Delete_L2
addq.l #1,d1
cmp.l #10,d1
bne Delete_Loop
rts
S11 MPRINT 1,1,208,S11_Text
move.l #0,d1
lea Level,a0
lea Special,a1
Change_Loop move.l #0,d0
Change_L2 cmp.b #16,(a0)
bne No_Wall_2
movem.l d0-d7/a0-a6,-(sp)
bsr RND
and.l #3,d0
cmp.l #1,d0
bne No_Change
movem.l (sp)+,d0-d7/a0-a6
movem.l d0-d7/a0-a6,-(sp)
clr.b (a0)
move.b #64+1,(a1)
move.l #15,d2
bsr Show_Obj
No_Change movem.l (sp)+,d0-d7/a0-a6
No_Wall_2 addq.l #1,a0
addq.l #1,a1
addq.l #1,d0
cmp.l #16,d0
bne Change_L2
addq.l #1,d1
cmp.l #10,d1
bne Change_Loop
rts
S12 MPRINT 1,1,208,S12_Text
move.w #$700,$DFF180+16
rts
*** Replay-routine taken from SOUNDTRACKER and converted to DevPac ***
SECTION "Replay",CODE_C
start: bsr.s start_muzak
rts
start_muzak:
move.l #data,muzakoffset
init0: move.l muzakoffset,a0
add.l #472,a0
move.l #$80,d0
clr.l d1
init1: move.l d1,d2
subq.w #1,d0
init2: move.b (a0)+,d1
cmp.b d2,d1
bgt.s init1
dbf d0,init2
addq.b #1,d2
init3: move.l muzakoffset,a0
lea pointers(pc),a1
lsl.l #8,d2
lsl.l #2,d2
add.l #600,d2
add.l a0,d2
moveq #14,d0
init4: move.l d2,(a1)+
clr.l d1
move.w 42(a0),d1
lsl.l #1,d1
add.l d1,d2
add.l #30,a0
dbf d0,init4
init5: clr.w $dff0a8
clr.w $dff0b8
clr.w $dff0c8
clr.w $dff0d8
clr.w timpos
clr.l trkpos
clr.l patpos
init6: move.l muzakoffset,a0
move.b 470(a0),numpat+1
move.l $6c.w,lev3save+2
move.l #lev3interrupt,$6c.w
rts
stop_muzak:
move.l lev3save+2,$6c.w
clr.w $dff0a8
clr.w $dff0b8
clr.w $dff0c8
clr.w $dff0d8
move.w #$f,$dff096
rts
lev3interrupt:
bsr.s replay_muzak
lev3save:
jmp $0
replay_muzak:
movem.l d0-d7/a0-a6,-(a7)
addq.w #1,timpos
speed: cmp.w #6,timpos
beq.w replaystep
chaneleffects:
lea datach0(pc),a6
tst.b 3(a6)
beq.s ceff1
lea $dff0a0,a5
bsr.s ceff5
ceff1: lea datach1(pc),a6
tst.b 3(a6)
beq.s ceff2
lea $dff0b0,a5
bsr.s ceff5
ceff2: lea datach2(pc),a6
tst.b 3(a6)
beq.s ceff3
lea $dff0c0,a5
bsr.s ceff5
ceff3: lea datach3(pc),a6
tst.b 3(a6)
beq.s ceff4
lea $dff0d0,a5
bsr.s ceff5
ceff4: movem.l (a7)+,d0-d7/a0-a6
rts
ceff5: move.b 2(a6),d0
and.b #$f,d0
tst.b d0
beq.s arpreggiato
cmp.b #1,d0
beq.w pitchup
cmp.b #2,d0
beq.w pitchdown
cmp.b #12,d0
beq.w setvol
cmp.b #14,d0
beq.w setfilt
cmp.b #15,d0
beq.w setspeed
rts
arpreggiato:
cmp.w #1,timpos
beq.s arp1
cmp.w #2,timpos
beq.s arp2
cmp.w #3,timpos
beq.s arp3
cmp.w #4,timpos
beq.s arp1
cmp.w #5,timpos
beq.s arp2
rts
arp1: clr.l d0
move.b 3(a6),d0
lsr.b #4,d0
bra.s arp4
arp2: clr.l d0
move.b 3(a6),d0
and.b #$f,d0
bra.s arp4
arp3: move.w 16(a6),d2
bra.s arp6
arp4: lsl.w #1,d0
clr.l d1
move.w 16(a6),d1
lea notetable,a0
arp5: move.w (a0,d0.w),d2
cmp.w (a0),d1
beq.s arp6
addq.l #2,a0
bra.s arp5
arp6: move.w d2,6(a5)
rts
pitchdown:
bsr.s newrou
clr.l d0
move.b 3(a6),d0
and.b #$f,d0
add.w d0,(a4)
cmp.w #$358,(a4)
bmi.s ok1
move.w #$358,(a4)
ok1: move.w (a4),6(a5)
rts
pitchup:bsr.s newrou
clr.l d0
move.b 3(a6),d0
and.b #$f,d0
sub.w d0,(a4)
cmp.w #$71,(a4)
bpl.s ok2
move.w #$71,(a4)
ok2: move.w (a4),6(a5)
rts
setvol: move.b 3(a6),8(a5)
rts
setfilt:move.b 3(a6),d0
and.b #1,d0
lsl.b #1,d0
and.b #$fd,$bfe001
or.b d0,$bfe001
rts
setspeed:
clr.l d0
move.b 3(a6),d0
and.b #$f,d0
move.w d0,speed+2
rts
newrou: cmp.l #datach0,a6
bne.s next1
lea voi1(pc),a4
rts
next1: cmp.l #datach1,a6
bne.s next2
lea voi2(pc),a4
rts
next2: cmp.l #datach2,a6
bne.s next3
lea voi3(pc),a4
rts
next3: lea voi4(pc),a4
rts
replaystep:
clr.w timpos
move.l muzakoffset,a0
move.l a0,a3
add.l #12,a3
move.l a0,a2
add.l #472,a2
add.l #600,a0
clr.l d1
move.l trkpos,d0
move.b (a2,d0),d1
lsl.l #8,d1
lsl.l #2,d1
add.l patpos,d1
clr.w enbits
lea $dff0a0,a5
lea datach0(pc),a6
bsr.w chanelhandler
lea $dff0b0,a5
lea datach1(pc),a6
bsr.w chanelhandler
lea $dff0c0,a5
lea datach2(pc),a6
bsr.w chanelhandler
lea $dff0d0,a5
lea datach3(pc),a6
bsr.w chanelhandler
move.w #400,d0
rep1: dbf d0,rep1
move.w #$8000,d0
or.w enbits,d0
move.w d0,$dff096
cmp.w #1,datach0+14
bne.s rep2
clr.w datach0+14
move.w #1,$dff0a4
rep2: cmp.w #1,datach1+14
bne.s rep3
clr.w datach1+14
move.w #1,$dff0b4
rep3: cmp.w #1,datach2+14
bne.s rep4
clr.w datach2+14
move.w #1,$dff0c4
rep4: cmp.w #1,datach3+14
bne.s rep5
clr.w datach3+14
move.w #1,$dff0d4
rep5: add.l #16,patpos
cmp.l #64*16,patpos
bne.s rep6
clr.l patpos
addq.l #1,trkpos
clr.l d0
move.w numpat,d0
cmp.l trkpos,d0
bne.s rep6
clr.l trkpos
rep6: movem.l (a7)+,d0-d7/a0-a6
rts
chanelhandler:
move.l (a0,d1.l),(a6)
addq.l #4,d1
clr.l d2
move.b 2(a6),d2
lsr.b #4,d2
beq.s chan2
move.l d2,d4
lsl.l #2,d2
mulu #30,d4
lea pointers-4(pc),a1
move.l (a1,d2.l),4(a6)
move.w (a3,d4.l),8(a6)
move.w 2(a3,d4.l),18(a6)
move.l d0,-(a7)
move.b 2(a6),d0
and.b #$f,d0
cmp.b #$c,d0
bne.s ok3
move.b 3(a6),8(a5)
bra.s ok4
ok3: move.w 2(a3,d4.l),8(a5)
ok4: move.l (a7)+,d0
clr.l d3
move.w 4(a3,d4),d3
add.l 4(a6),d3
move.l d3,10(a6)
move.w 6(a3,d4),14(a6)
cmp.w #1,14(a6)
beq.s chan2
move.l 10(a6),4(a6)
move.w 6(a3,d4),8(a6)
chan2: tst.w (a6)
beq.s chan4
move.w 22(a6),$dff096
tst.w 14(a6)
bne.s chan3
move.w #1,14(a6)
chan3: bsr.w newrou
move.w (a6),(a4)
move.w (a6),16(a6)
move.l 4(a6),0(a5)
move.w 8(a6),4(a5)
move.w (a6),6(a5)
move.w 22(a6),d0
or.w d0,enbits
move.w 18(a6),20(a6)
chan4: rts
datach0: ds.w 11
dc.w 1
datach1: ds.w 11
dc.w 2
datach2: ds.w 11
dc.w 4
datach3: ds.w 11
dc.w 8
voi1: dc.w 0
voi2: dc.w 0
voi3: dc.w 0
voi4: dc.w 0
pointers: ds.l 15
notetable: dc.w 856,808,762,720,678,640,604,570
dc.w 538,508,480,453,428,404,381,360
dc.w 339,320,302,285,269,254,240,226
dc.w 214,202,190,180,170,160,151,143
dc.w 135,127,120,113,000
muzakoffset: dc.l 0
trkpos: dc.l 0
patpos: dc.l 0
numpat: dc.w 0
enbits: dc.w 0
timpos: dc.w 0
data: INCBIN "PIPELINE:Pipeline/data/Pipesong.MUS"
***** Vars *****
Plane0 ds.l 1
CLadr ds.l 1
Colors dc.w $000,$ddd,$555,$888,$aaa,$f12,$a00,$700
dc.w $dd0,$050,$080,$0f0,$00e,$55f,$99f,$c08
dc.w $fff,$fff,$fff,$fff,$fff,$fff,$fff,$fff
dc.w $fff,$fff,$fff,$fff,$fff,$fff,$fff,$fff
Crsr_X dc.l 0
Crsr_Y dc.l 0
Start_X dc.l 0
Start_Y dc.l 0
PlayPic dc.l 0
PlayObj dc.l 0
PlayFloat dc.l 0
PlayFont dc.l 0
PipeLogo dc.l 0
PipeCluster dc.l 0
Time dc.l 0
Time_Split dc.l 0
Float_Flag dc.l 0
Float_X dc.l 0
Float_Y dc.l 0
Float_Dir dc.l 0
Float_Count dc.l 0
Float_Math dc.l 0
Float_Pointer dc.l 0
Float_Add_X1 dc.l 0,1,0,-1
Float_Add_Y1 dc.l -1,0,1,0
Status dc.l 0
Eingang_1 dc.l -1,0,3,-1,2,3,3,1
Eingang_2 dc.l -1,2,1,-1,1,2,0,0
Ausgang_1 dc.l -1,0,1,-1,0,0,1,3
Ausgang_2 dc.l -1,2,3,-1,3,1,2,2
Dir_Negations dc.l 2,3,0,1
Kind dc.l -1,5,4,-1,0,3,2,1
Zero dc.l -1,0,1,-1
One dc.l 1,0,-1,-1
Two dc.l 0,-1,-1,1
Three dc.l -1,-1,0,1
Four dc.l -1,0,-1,1
Five dc.l 1,-1,0,-1
Float_Ptrs dc.l -1,5*256,4*256,-1,0*256,3*256,2*256,1*256
Splitter dc.l 0
RND_Counter ds.l 1
Crosskind dc.l 0,4,8,12
Crossptr dc.l 5*256+7*32,4*256,5*256,4*256+7*32
Crossmath dc.l 1,0,0,1
Play_Level ds.l 1
pwrof10 dc.l 10000000
dc.l 1000000
dc.l 100000
dc.l 10000
dc.l 1000
dc.l 100
dc.l 10
dc.l 1
Score ds.l 1
BonusColors dc.w $990,$bb0,$dd0,$ff0,$dd0,$bb0,$990,$555
Special_Jmps_1 dc.l Special_0,Special_1,Special_2,Special_3
Target ds.l 1
Scrollptr ds.l 1
Scrflag ds.l 1
Flashdir ds.w 1
Flashcol ds.w 1
Hiptr ds.l 1
Hipos ds.l 1
FinishFlag ds.l 1
EscFlag ds.l 1
*** Buffers
Level ds.b 20*20
Special ds.b 20*20
Floats ds.b 20*20
Next ds.b 8
Dec_Buffer ds.b 16
Delay_Flag ds.l 1
Flow_Flag ds.l 1
Flow_Delay ds.l 1
Time_Flag ds.l 1
Time_Delay ds.l 1
Num_Specials ds.l 1
Inter_Cols ds.w 64
dc.w $00,$10,$20,$30,$40,$50,$60,$70
dc.w $80,$90,$a0,$b0,$c0,$d0,$e0,$f0
dc.w $f0,$e0,$d0,$c0,$b0,$a0,$90,$80
dc.w $70,$60,$50,$40,$30,$20,$10,$00
dc.w $000,$100,$200,$300,$400,$500,$600,$700
dc.w $800,$900,$a00,$b00,$c00,$d00,$e00,$f00
dc.w $f00,$e00,$d00,$c00,$b00,$a00,$900,$800
dc.w $700,$600,$500,$400,$300,$200,$100,$000
dc.w $0,$1,$2,$3,$4,$5,$6,$7
dc.w $8,$9,$a,$b,$c,$d,$e,$f
dc.w $f,$e,$d,$c,$b,$a,$9,$8
dc.w $7,$6,$5,$4,$3,$2,$1,$0
ds.w 64
Inter_Offset dc.l 0
RND_Jmps dc.l s0,s1,s2,s3,s4,s5,s6,s7,s8,s9,s10,s11,s12
Joy_Flag ds.l 1
Joy_Delay ds.l 1
Joy_Revers ds.l 1
Change_X ds.l 1
Change_Y ds.l 1
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dc.b "!!"
Hiname ds.b 20
dc.b 0
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**** Strings ****
Filen_0 dc.b "Pipeline:Pipeline/data/Pipeline.GFX",0
EVEN
Filen_1 dc.b "Pipeline:Pipeline/data/PipeObj.GFX",0
EVEN
Filen_2 dc.b "Pipeline:Pipeline/data/PipeFloat.GFX",0
EVEN
Filen_3 dc.b "Pipeline:Pipeline/data/PipeFont.GFX",0
EVEN
Filen_4 dc.b "Pipeline:Pipeline/data/PipeCluster.GFX",0
EVEN
Filen_5 dc.b "Pipeline:Pipeline/data/PipeLogo.GFX",0
EVEN
Filen_6 dc.b "Pipeline:Pipeline/data/Pipeline.SCO",0
EVEN
Status_text dc.b "SCORE: HIGH: LEVEL: ",0
EVEN
Clear_Line dc.b " ",0
EVEN
Cross_Line dc.b "CROSS BONUS 100 !!! ",0
EVEN
Spec0_Line dc.b " FLOWING INTERRUPTED FOR A WHILE... ",0
EVEN
Spec1_Line dc.b "SCORE BONUS 500 !!! ",0
EVEN
Spec3_Line dc.b "TIME STOPS SOME SECONDS... ",0
EVEN
Level_Text dc.b "LEVEL",0
EVEN
S0_Text dc.b "SUDDENLY A WALL APPEARS... ",0
EVEN
S1_Text dc.b "YOUR SCORE WENT UP BY 600 !!! ",0
EVEN
S2_Text dc.b "A BLACK HOLE ARRIVED FROM DEEP SPACE!",0
EVEN
S3_Text dc.b "GURU MEDITATION - SOFTWARE FAILURE !!",0
EVEN
S4_Text dc.b "WHAT IS THAT ? THE CLOCK STOPS !!! ",0
EVEN
S5_Text dc.b "HUM ! THE OIL STOPS FLOWING ! ",0
EVEN
S6_Text dc.b "AARGH ! YOUR SCORE WENT DOWN BY 200 !",0
EVEN
S7_Text dc.b "HU ?!? NOTHING HAPPENS ! (NO IDEAS!) ",0
EVEN
S8_Text dc.b "YOUR JOYSTICK-PORT HAS CRASHED !!! ",0
EVEN
S9_Text dc.b "TS, TS - YOUR JOYSTICK REVERSES... ",0
EVEN
S10_Text dc.b "UFF !!! WHERE ARE THE WALLS ??? ",0
EVEN
S11_Text dc.b "SOME WALLS HAVE CHANGED ! ",0
EVEN
S12_Text dc.b "BLOB !!! I CANNOT SEE ANY OIL ?!? ",0
EVEN
HOF dc.l 100
dc.b " CLUSTER"
dc.l 90
dc.b " CLUSTER"
dc.l 80
dc.b " CLUSTER"
dc.l 70
dc.b " CLUSTER"
dc.l 60
dc.b " CLUSTER"
dc.l 50
dc.b " CLUSTER"
dc.l 40
dc.b " CLUSTER"
dc.l 30
dc.b " CLUSTER"
dc.l 20
dc.b " CLUSTER"
dc.l 10
dc.b " CLUSTER"
EVEN
HOFText dc.b " THE PIPELINE HALL OF FAME:",0
EVEN
HOFBuffer ds.b 42
EVEN
Scroll dc.b " "
dc.b " "
dc.b " PIPELINE "
dc.b " ------------ "
dc.b " "
dc.b " "
dc.b " (C) BY CLUSTER IN MAR/APR 1990 "
dc.b " "
dc.b " "
dc.b " "
dc.b " "
dc.b " CONCEPT EMPIRE (PIPEMANIA) "
dc.b " "
dc.b " ADDITIONAL IDEAS ANDRE WICHMANN "
dc.b " MARTIN ROSENKRANZ "
dc.b " GUIDO WEGENER "
dc.b " "
dc.b " PROGRAMMING ANDRE WICHMANN "
dc.b " "
dc.b " GAME GRAPHICS ANDRE WICHMANN "
dc.b " "
dc.b " LOGOS MARTIN ROSENKRANZ "
dc.b " "
dc.b " CHARSET DESIGN COMMODORE (C64) "
dc.b " "
dc.b "CHARSET CONVERSION MARTIN ROSENKRANZ "
dc.b " "
dc.b " MUSIC ANDRE WICHMANN "
dc.b " "
dc.b " ASSEMBLER DEVPAC V2 (HISOFT) "
dc.b " "
dc.b " SOUND EDITOR EAS SOUNDTRACKER "
dc.b " "
dc.b " "
dc.b " "
dc.b " "
dc.b " THIS PROGRAM IS FREEWARE AND MAY BE "
dc.b " COPIED AS LONG AS THE DOC-FILE IS IN- "
dc.b " CLUDED, NO CHANGES ARE SPREAD AND -NO- "
dc.b " PROFIT IS MADE WITH DISTRIBUTION !!! "
dc.b " "
dc.b " "
dc.b " "
dc.b " "
dc.b " MESSAGES TO THE FOLLOWING PEOPLE "
dc.b " "
dc.b " "
dc.b " PHILIPP - SORRY THAT I COULD NOT "
dc.b " INCLUDE THE SFX, BUT "
dc.b " THERE WAS NOT ENOUGH "
dc.b " MEMORY FOR THAT ! "
dc.b " "
dc.b " LUTZ - PLAYER ! "
dc.b " "
dc.b " HCF - PLAYER ! "
dc.b " "
dc.b " MARTIN M. - EPSON DRIVE !?! "
dc.b " "
dc.b " GATOR - STILL SWAPPING AS HELL ? "
dc.b " "
dc.b " "
dc.b " "
dc.b " "
dc.b "SORRY TO ALL NTSC-USERS, BUT I HOPE THAT"
dc.b " THIS GAME WILL STILL BE PLAYABLE, MY "
dc.b "NEXT PROGRAM WILL NOT USE THE WHOLE PAL-"
dc.b " SCREEN ! (I HOPE...) "
dc.b " "
dc.b " "
dc.b " "
dc.b " "
dc.b " THE SCORES WILL BE SAVED (I HATE GAMES "
dc.b " WHERE THE SCORES ARE NOT SAVED !!), SO "
dc.b " TRY TO BEAT THE HIGH-SCORE ! "
dc.b " "
dc.b " "
dc.b " "
dc.b " "
dc.b " SEND BUG REPORTS, IMPROVEMENTS, IDEAS, "
dc.b " MONEY OR JUST A FRIENDLY LETTER TO: "
dc.b " "
dc.b " ANDRE WICHMANN "
dc.b " POSENER WEG 4 "
dc.b " 5300 BONN 1 "
dc.b " WEST GERMANY "
dc.b " "
dc.b " "
dc.b " "
dc.b "IMPROVED VERSIONS WILL COME.PROJECTS NOT"
dc.b " FINISHED AT THE MOMENT: "
dc.b " "
dc.b " ORIGINAL 64'S BOULDER DASH, DCAT V2, "
dc.b " BITETRIS AND SOME OTHER STUFF. "
dc.b " "
dc.b " "
dc.b " "
dc.b " "
dc.b " "
dc.b " "
dc.b " "
dc.b " "
dc.b " "
dc.b " "
dc.b " "
dc.b " "
dc.b " "
dc.b " "
dc.b " "
dc.b " "
dc.b " "
dc.b " "
dc.b " "
dc.b " "
dc.b " "
dc.b " "
dc.b " "
dc.b " "
dc.b " "
dc.b 0
EVEN
Good_text dc.b "GOOD!",0
EVEN
Goodtext_2 dc.b " YOU HAVE REACHED THE NEXT LEVEL!",0
EVEN
Goodtext_3 dc.b " YOU HAVE EARNED A SPECIAL-BONUS!",0
EVEN
Goodtext_4 dc.b " SPECIALS USED: BONUS SCORE: ",0
EVEN
Overtext_1 dc.b "OH NO",0
EVEN
Overtext_2 dc.b " .....YOU LOST THE GAME.....",0
EVEN
Overtext_3 dc.b " YOU ENTERED THE HALL OF FAME !",0
EVEN
Overtext_4 dc.b "NO HIGH-SCORE THIS TIME, BUT NEXT GAME ?",0
EVEN
Overtext_5 dc.b "YOUR NAME:--------------------",0
EVEN
Overtext_6 dc.b " A B C D E F G H I J",0
EVEN
Overtext_7 dc.b " K L M N O P Q R S T",0
EVEN
Overtext_8 dc.b " U V W X Y Z . D E",0
EVEN
Overtext_9 dc.b " YOUR SCORE: ",0
EVEN