A.N.A.L.O.G. ISSUE 19 / JUNE 1984 / PAGE 35
The idea for this game came from an article in Analog — Science Fiction/Science Fact Magazine (no relation to ANALOG Computing). The article, entitled Blivit in the B-Ring, was written by Richard C. Hoagland. In it, Hoagland presented facts and speculation about an object in Saturn’s B-Ring that had cleared a hundred-meter gap between the rings. Several explanations for this phenomenon were presented, such as a tiny, primordial black hole or an extraterrestrial artifact. For purposes of this game, I chose the latter.
Before typing anything, look at the listings accompanying this article.
Listing 1 is the BASIC data and data checking routine. This listing is used to create both cassette and disk versions of Battle in the B-Ring. The data statements are listed in hexadecimal (base 16), so the program will fit in 16K cassette systems. This makes typing more difficult, but it’s a necessary evil.
Listing 2 is the assembly-language source code for Battle in the B-Ring, created with the OSS MAC/65 assembler. You do not have to type this listing to play the game! It is included for those readers interested in assembly language.
Follow the instructions below to make either a cassette or disk version of Battle in the B-Ring. Cassette instructions,
In the B-Ring of Saturn, a huge extraterrestrial artifact has been discovered. It is a Bussard ramjet of alien manufacture; a huge, hydrogen-gulping behemoth that has traveled between stars and is now orbiting, dormant, around our sixth planet. The two most powerful nations on earth have launched missions to retrieve the alien vessel and study its advanced technology. Neither side wishes to share the prize, so a battle is inevitable.
To play the game, plug joysticks into ports one and two. Once the program has been loaded, the menu will appear. Pressing the OPTION key will highlight the game selection (collisions, ring density, ring speed). Pressing the SELECT key will choose the particular variation (non-scoring or scoring collisions; low, medium or high density rings; and slow or fast ring speed). Pressing START returns you to the game screen, where gameplay is initiated by pressing the joystick trigger button. Pressing any of the three console buttons during gameplay returns you to the menu.
There are many dangers in Saturn’s rings. You must avoid collisions with the chunks of rocks and ice that constitute the rings themselves, and the electrical discharges that randomly arc across the gap. You should also be aware that the artifact is still active and will fire its missiles at anything in its path.
Player movements are controlled by the joysticks. Your missiles are fired by pressing your trigger button. Each player may have only one missile on screen at a time. Missile directions, either left or right, are controlled by the computer. Player destruction occurs when your saucer has suffered a total of ten collisions with missiles or ring debris. Collision counters appear at the bottom of the screen. If the non-scoring option is used, collisions with ring debris do not count. Contacts with the white-hot nozzle of the artifact or the electrical discharges are instantly fatal. Colliding with the opposing player’s saucer results in the destruction of both players.
To win the game, you must hit the rocket nozzle of the artifact with one of your missiles. The artifact will stop, and the nozzle will begin to cool. Once it has cooled you must dock your saucer with it. If the other player has been destroyed you have won, and the game is over. If not, then you’re a sitting duck. You can neither fire nor retreat while docked, but your opponent retains his mobility. It’s either him or you! Only one person can rescue the alien ship!
10 REM *** BATTLE IN THE B RING *** 20 TRAP 20:? "MAKE CASSETTE (0), OR DISK (1)";:INPUT DSK:IF DSK>1 THEN 20 30 TRAP 40000:DATA 0,1,2,3,4,5,6,7,8,9 ,0,0,0,0,0,0,0,10,11,12,13,14,15 40 DIM DAT$(91),HEX(22):FOR X=0 TO 22: READ N:HEX(X)=N:NEXT X:LINE=990:RESTOR E 1000:TRAP 120:? "CHECKING DATA" 50 LINE=LINE+10:? "LINE:";LINE:READ DA T$:IF LEN(DAT$)<>90 THEN 220 60 DATLIN=PEEK(183)+PEEK(184)*256:IF D ATLIN<>LINE THEN ? "LINE ";LINE;" MISS ING!":END 70 FOR X=1 TO 89 STEP 2:D1=ASC(DAT$(X, X))-48:D2=ASC(DAT$(X+1,X+1))-48:BYTE=H EX(D1)*16+HEX(D2) 80 IF PASS=2 THEN PUT #1,BYTE:NEXT X:R EAD CHKSUM:GOTO 50 90 TOTAL=TOTAL+BYTE:IF TOTAL>999 THEN TOTAL=TOTAL-1000 100 NEXT X:READ CHKSUM:IF TOTAL=CHKSUM THEN 50 110 GOTO 220 120 IF PEEK(195)<>6 THEN 220 130 IF PASS=0 THEN 170 140 IF NOT DSK THEN 160 150 PUT #1,224:PUT #1,2:PUT #1,225:PUT #1,2:PUT #1,0:PUT #1,32:CLOSE #1:END 160 FOR X=1 TO 79:PUT #1,0:NEXT X:CLOS E #1:END 170 IF NOT DSK THEN 200 180 ? "INSERT DISK WITH DOS, PRESS RET URN";:DIM IN$(1):INPUT IN$:OPEN #1,8,0 ,"D:AUTORUN.SYS" 190 PUT #1,255:PUT #1,255:PUT #1,0:PUT #1,32:PUT #1,136:PUT #1,45:GOTO 210 200 ? "READY CASSETTE AND PRESS RETURN ";:OPEN #1,8,128,"C:":RESTORE 230:FOR X=1 TO 40:READ N:PUT #1,N:NEXT X 210 ? :? "WRITING FILE":PASS=2:LINE=99 0:RESTORE 1000:TRAP 120:GOTO 50 220 ? "BAD DATA: LINE ";LINE:END 230 DATA 0,28,216,31,255,31,169,0,141, 47,2,169,60,141,2,211,169,0,141,231,2, 133,14,169,56,141,232,2 240 DATA 133,15,169,0,133,10,169,32,13 3,11,24,96 1000 DATA D8A203BDC02A9DC402BDBC2A9DDC 06CA10F1A9008D08D2A9038D0FD24C302C48A5 CA8D04D4A92C8D0002684048,46 1010 DATA A5CC8D04D4A9398D0002684048A9 028D0AD48D01D4A9498D0002684048A5CA8D04 D4A9568D0002684048A5C98D,763 1020 DATA 04D4A91F8D00026840A901ACDD06 A200205CE4A5C9C909D00160C6C9A5C9F00160 A90885C9A20FAD0506C96AF0,975 1030 DATA 061869014C9020A9009D02060980 9D33064980CACACAD0F160A902A200ACDD0688 205CE4A5C9C909D00160C6CA,901 1040 DATA A5CAF02BA5B8F026C6B8A5B88D02 D0AEE206A018BD532A91B2E88810F78EE206E0 4BD00AA2008EE2068E02D086,31 1050 DATA B860A90885CAA20CAD1506C96AF0 061869014CF820A9009D120609809D26064980 CACACAD0F1A5B8D033AD0AD2,181 1060 DATA 290F85CD186902186D1E06A002D9 F206F0048810F860A5CD0A0A0A18693885B88D 02D0A9C88D00D28D01D2A904,740 1070 DATA 8D1E0260A9C08D0ED4ADDB068D01 D4A5C98D04D4A5CBC910D0034C62E4ADEB06F0 0DC988F009EEEB06ADEB068D,697 1080 DATA 03D2E6CBA5CB2901F0034C62E4C6 CCA5CB290F85CB4AAABD4B2A8D2410A5B9F007 C6B9A5B98D03D0A5CCF0034C,673 1090 DATA 62E4A90885CCAD2206C90BD00FA2 E086B98E02D2A2818E03D28EEB06C924D00BA2 008E02D28E03D28EEB06A6C1,318 1100 DATA E000D04C18C90D904718C91EB042 38E90D0A0A0A85CDA9CC38E5CD85CDA20018B5 B0C96B900C18C982B00718B5,397 1110 DATA B6C5CD9008E8E002D0E84C1222A5 CD85C18D07D0A9268D00D2A98E8D01D2A9058D 1E02AD2206C93FF006186901,632 1120 DATA 4C2122A9008D22068D25064C62E4 A21FA90095B09DE006CA10F8A90985C9A91085 CBA9048DDB06A900AAA8A918,523 1130 DATA 8D07D4A91B85C3A91C85B4A91D85 B5A91E85B3A9E085CFA91285BB8DF402A90085 BA85CEAAA8B1CE91BAC8D0F9,103 1140 DATA E6BBE6CFE8E002D0F0C6BBC6BBA0 00A90885BAB90F2991BAC8C078D0F6A200A0D0 86BABD0B2A91BAE8E038F008,10 1150 DATA C8D0F3E6BB4C9922A24DA0008C2F 02BDC42A9D0006CA10F7A9068C30028D3102AD 060685BB84BA98AA91BAC8D0,425 1160 DATA FBE6BBE8E00BD0F4A200AD060685 BBADDC0685CF86BAAD0AD22903A8B9072A85CE 18AC0AD2C06BB0F8B1BAC900,619 1170 DATA D0F2AD0AD2290FF0F905CE91BAE8 E4CFD0D7A20018A5BA698085BA9002E6BBA5BB CD1F06D007A4CF88888884CF,218 1180 DATA CD2606D0B7AD1F0685BBAD0AD229 03A8B9072A85CEAD0AD22903A8B9072A85CF18 AD0AD2F0FAC969B0F685BA9D,856 1190 DATA F206A000B1BAD0EBAD0AD2290FF0 F905CE91BAAD0AD2290FF0F905CFA08091BAE8 E003D0B8A900A2129D00079D,840 1200 DATA 8007CA10F7A014AD060685BB85CF A96B85CEE886BAB1BA91CE8810F9A014E8A5BA 18698085BA9002E6BBA5CE18,44 1210 DATA 698085CE9002E6CFE012D0DCA003 B9472A9920108810F7A9108D64068D6E06A900 AA8D63068D6D06A91885BB8A,111 1220 DATA 85BAA891BAC8D0FBE6BBE8E008D0 F4A205A9009D02D0CA10FAA96C85B2A9038D1D D0A93E8D2F028D1ED0A9788D,460 1230 DATA 01D085B78D00D085B6A9C485B1A9 2385B085BAA5B485BBA5B185CEA5B585CFA007 B9862991BA91CE8810F6E6CF,232 1240 DATA E6CFA074A90085CEA90191CEC8C0 7CD0F9A070A9C091C2A07F91C2A203BDB82A9D C002CA10F7A9088D04D485CA,810 1250 DATA 85CC8D1FD085C5A90985C4A9638D 2602A9208D2702A901A200A004205CE4A9A08D 2802A9208D2902A902A200A0,434 1260 DATA 03205CE4A907A221A03F205CE4A9 208D0102A91F8D0002A9C08D0ED4A9018D1BD0 AD8402D0034CC024AD8502D0,35 1270 DATA F3A90F8D1C02AD1C02D0FB85CBA9 0885C9A9018D1C02E6C8A5C82901AA85C8B5B6 D0034C0127A5CBC910D017EE,567 1280 DATA E806ADE806291F8DE806D00AADC3 02C994F003CEC302BDE006F04EFEE606BDE606 29039DE606D021BCAA2ABDEC,405 1290 DATA 06C980F00CDEEC06BDEC069905D2 4C3525A9009904D29905D29DEC06BDC002C99F F00CFEC002FEC002FEC0024C,139 1300 DATA 0127BDE6062901F0034C01274C27 28BDEE06F0034C1426AD0BD0F01EA00084C18C 07D08C1ED0C904F010AACA86,817 1310 DATA C2A006206626A6C220EF27A6C8BD 0CD0F029C904D0034C0F28C908D01BADC302C9 94F0034C0F28BCA02AB9B600,916 1320 DATA 8D1ED0D0034CEF284C01274C8728 BD00D0F00920912720772820D828BD08D0F040 C904D00620D8284C0126C908,309 1330 DATA D01520D828A91085CBA9008D2410 8D02D28D03D24C0126B4C6AACABDE006F0034C 01272066268A4AAA20EF27A6,89 1340 DATA C820912720D828BD04D0F0398D1E D0207728ADDE06D00320EF27FEEE06BDEE06C9 04D005A9009DEE06B5C4A8B9,632 1350 DATA F629C906D00B18B5B0C975A904B0 02A905A82066264C0127BD8402D009854DB5BF D0034CB127BD7802C90FD006,391 1360 DATA 20C8264C012738E905A895C42066 264C0127B5B61879E229C9C1F009C92FF0059D 00D095B6B5B485BBB5B01879,662 1370 DATA EC29C9C5F041C922F03D85BA95B0 A007B9862991BA8810F8FEE406BDE40629079D E406A8B9A22AA00491BABDE9,904 1380 DATA 06F00160BDE4062901A8BDAA2AAA B9AC2A9D04D2A9A59D05D260B5B085BAB5B485 BBFEE406BDE406290F9DE406,738 1390 DATA 4AA8B9A22AA00491BABDE906F001 60BDE40629034AA8BDAA2AAAB9AE2A9D04D2A9 A59D05D260A5BFF005A20020,278 1400 DATA C228A5C0F005A20120C228A5C1F0 07C6C1A5C18D07D0AD1E02D0068D00D28D01D2 AD1FD0C907F0034CEF28ADE9,999 1410 DATA 06F005A200207727ADEA06F005A2 01207727A5BEF024EEF106ADF10629038DF106 D017A5BE85C2A9008D06D085,151 1420 DATA BEA004B1C259B22A91C28810F6AD 1C02D0FB4CD024FEE906FEE906BDE906C930F0 07BCAA2A9904D260A9009DE9,236 1430 DATA 0660A5BEF00160B5BF8D06D0B5BC 38E90285BE85C2A004B1C219B22A91C28810F6 6018A5B6C5B7BD432A9003BD,65 1440 DATA 452A95C6BCAA2AA9089904D29DE9 06A98B9905D2B4C6B5B61879002A95BFB5B018 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007C3E3C1C3E7800001038FEFEFE 380000084018FEAAFE30048024807EAAFD1000 2400522C293C402400910842,620 1550 DATA 2A4A102291001081520092892080 01400280514001008000004180000000000000 00000000302C393200110000,479 1560 DATA 0000302C39320012000001010100 FFFFFF00000001FF000001FF000001FF010006 000504020009080000090000,276 1570 DATA 00FE004080C0FF3F1F0000000000 FFFFFF0000000000FFFFFF1F0F070307FEFEDE 0200000000FCF8F0E0000000,552 1580 DATA 00FEFCF8F000000000F8F0E0C000 000000020606029A1B1CDD9F9EA00000000000 100810180810081008081008,525 1590 DATA 1010101808100808040810081008 10100810081010180810081008081008100808 181010080804100808100810,85 1600 DATA 0804081020201808100C04081008 10100808000A01007EBEDEEEF6FAFCFE0002A0 AAB4BE030C201030302010CA,229 1610 DATA 469E9E0A04000028254479707070 2056000756000856000956000A56000B805600 0C56000D56000E56000FB0D6,654 1620 DATA 0010560010B056800F56800E5680 0D56800C8056800B56800A5680095680085680 0746CE294660062041000670,805 1630 DATA 70707047382B0770465D2B707047 FE2B470D2C70476E2B478D2B70477E2B47B42B 7041122B0000000000626174,142 1640 DATA 746C6500696E0000000000000000 00000074686500620072696E67000000000022 39002C25370034282F2D2934,37 1650 DATA 3300000000F2E9EEE700E4E5EEF3 E9F4F90000000000F2E9EEE700F3F0E5E5E400 00000000000000ACAFB70000,339 1660 DATA 00000000000000ADA5A4A9B5AD00 00000000000000A8A9A7A80000000000000000 00B3ACAFB700000000000000,745 1670 DATA 00A6A1B3B4000000000000000032 292E270024252E33293439000000000032292E 270033302525240000000000,312 1680 DATA E3EFECECE9F3E9EFEEF300000000 00232F2C2C2933292F2E3300000000000000B3 A3AFB2A9AEA7000000000000,331 1690 DATA AEAFAEB3A3AFB2A9AEA700000000 00A9008D2F02ACDF06A9E08DF402A9028DDB06 A912A22B8D30028E3102A93E,143 1700 DATA 8D2F02AD1FD0C906D00B8CDF06A9 1420662D4C2A22C903D059C001F01BC002F02E A9EFA22B8D212B8E222BA9D0,927 1710 DATA A22B8D282B8E292B4CB12CA96EA2 2B8D282B8E292BA9E0A22B8D2F2B8E302B4CB1 2CA97EA22B8D2F2B8E302BA9,305 1720 DATA FEA22B8D212B8E222BC8C003D002 A000A92820662D4C512CC905D08DC001F02DC0 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*= $2000 ; ; *** BATTLE IN THE B RING *** ; ;ZERO PAGE VARIABLES ; PBL0 = $B0 PBL1 = $B1 PBL2 = $B2 PBH2 = $B3 PBH0 = $B4 PBH1 = $B5 XP0 = $B6 XP1 = $B7 XP2 = $B8 XP3 = $B9 PMVL = $BA PMVH = $BB MBL0 = $BC MBL1 = $BD MBL2 = $BE XM0 = $BF XM1 = $C0 XM3 = $C1 MBL = $C2 MBH = $C3 STDIR = $C4 MISDIR = $C6 XREG = $C8 SCRL0 = $C9 SCRL1 = $CA SCRL2 = $CB SCRL3 = $CC MATH = $CD INTL = $CE INTH = $CF ; ;PAGE SIX VARIABLES ; CHINV = $06DB ADENS = $06DC ASPEED = $06DD SCFLAG = $06DE YMENU = $06DF EXCNTR = $06E0 LICNTR = $06E2 ROCNTR = $06E4 EDCNTR = $06E6 TCCNTR = $06E8 SSCNTR = $06E9 RRCNTR = $06EB ESCNTR = $06EC BOCNTR = $06EE DECNTR = $06F0 MXCNTR = $06F1 LIPOS = $06F2 ; ;SYSTEM EQUATES ; CHBAS = $02F4 SDMCTL = $022F SDLSTL = $0230 SDLSTH = $0231 STICK0 = $0278 STRIG0 = $0284 STRIG1 = $0285 PCOLR0 = $02C0 COLOR0 = $02C4 PCOLR3 = $02C3 PCOLR1 = $02C1 HPOSP0 = $D000 HPOSP1 = $D001 HPOSP2 = $D002 HPOSP3 = $D003 HPOSM0 = $D004 HPOSM1 = $D005 HPOSM2 = $D006 HPOSM3 = $D007 M0PL = $D008 M3PL = $D00B P0PL = $D00C CONSOL = $D01F HITCLR = $D01E GRACTL = $D01D CHACTL = $D401 HSCROL = $D404 PMBASE = $D407 WSYNC = $D40A AUDF1 = $D200 AUDC1 = $D201 AUDF2 = $D202 AUDC2 = $D203 AUDF3 = $D204 AUDC3 = $D205 AUDCTL = $D208 RANDOM = $D20A NMIEN = $D40E PRIOR = $D01B SKCTL = $D20F SETVBV = $E45C XITVBV = $E462 CDTMV3 = $021C CDTMV4 = $021E VDSLST = $0200 CDTMA1 = $0226 CDTMA2 = $0228 ATRACT = $4D ; ;GAME SET-UP BEGINS ; CLD LDX #3 COLLP LDA PFCOL,X ;set STA COLOR0,X ;playfield LDA MSEL,X ;colors STA ADENS,X DEX BPL COLLP LDA #0 STA AUDCTL ;initialize LDA #3 ;sounds STA SKCTL JMP MENU DLIRTN PHA LDA SCRL1 STA HSCROL LDA #DL1&$FF STA VDSLST PLA RTI DL1 PHA LDA SCRL3 STA HSCROL LDA #DL2&$FF STA VDSLST PLA RTI DL2 PHA LDA #2 ;turns STA WSYNC ;characters STA CHACTL ;right side LDA #DL3&$FF ;up bottom STA VDSLST ;screen half PLA RTI DL3 PHA LDA SCRL1 STA HSCROL LDA #DL4&$FF STA VDSLST PLA RTI DL4 PHA LDA SCRL0 STA HSCROL LDA #DLIRTN&$FF STA VDSLST PLA RTI ; ;SCROLL ROUTINE-TIMER 1-FOR TOPMOST ;AND BOTTOMMOST RINGS ; SCROLL LDA #1 LDY ASPEED LDX #0 ;set system JSR SETVBV ;timer 1 LDA SCRL0 CMP #9 BNE DECC9 RTS DECC9 DEC SCRL0 ;scroll value LDA SCRL0 ;for top and BEQ PSCRL ;bottom rings RTS PSCRL LDA #8 ;reset scroll STA SCRL0 ;value LDX #15 LDA $0605 ;check for CMP #106 ;wraparound BEQ PFLIP ;flip CLC ADC #1 ;flip to next JMP HLOOP ;display byte PFLIP LDA #0 HLOOP STA $0602,X ;store new ORA #128 ;low bytes in STA $0633,X ;display list EOR #128 DEX DEX DEX BNE HLOOP RTS ; ;SCROLL ROUTINE-TIMER 2-FOR TWO ;INNER RINGS AND LIGHTNING ; SCRLL LDA #2 ;scroll LDX #0 ;routine same LDY ASPEED ;as timer 1 DEY JSR SETVBV LDA SCRL0 CMP #9 BNE DECCA RTS DECCA DEC SCRL1 LDA SCRL1 BEQ HSCRL LDA XP2 BEQ T2XIT DEC XP2 ;change LDA XP2 ;lightning STA HPOSP2 ;position LDX LICNTR ;value of LDY #24 ;light. shape LILOOP LDA LIGHT,X ;change light. STA (PBL2),Y ;shape INX DEY BPL LILOOP STX LICNTR CPX #75 ;light. over? BNE T2XIT LDX #0 ;turn off STX LICNTR ;lightning STX HPOSP2 STX XP2 T2XIT RTS HSCRL LDA #8 STA SCRL1 LDX #12 LDA $0615 CMP #106 BEQ PFLIP3 CLC ADC #1 JMP MLINE PFLIP3 LDA #0 MLINE STA $0612,X ORA #128 STA $0626,X EOR #128 DEX DEX DEX BNE MLINE LDA XP2 BNE T2EXIT LDA RANDOM AND #15 STA MATH CLC ADC #2 CLC ADC $061E ;random gap LDY #2 ;asteroid LOCLI CMP LIPOS,Y ;position BEQ PUTLI DEY ;check for BPL LOCLI ;asteroid RTS PUTLI LDA MATH ASL A ;calculate ASL A ;initial ASL A ;lightning CLC ;position ADC #56 STA XP2 ;store pos. STA HPOSP2 LDA #200 ;lightning STA AUDF1 ;zap sound STA AUDC1 LDA #4 STA CDTMV4 T2EXIT RTS ; ;VERTICAL BLANK ROUTINE ;SCROLLS ROCKET, ANIMATES FLAME ; VBRTN LDA #192 STA NMIEN ;enable dli LDA CHINV STA CHACTL ;invert upper LDA SCRL0 ;screen half STA HSCROL ;scroll for LDA SCRL2 ;first ring CMP #16 BNE ROAR JMP XITVBV ROAR LDA RRCNTR ;time to inc. BEQ FLAMCK ;volume of CMP #136 ;rocket roar? BEQ FLAMCK INC RRCNTR LDA RRCNTR STA AUDC2 FLAMCK INC SCRL2 LDA SCRL2 ;time to AND #1 ;scroll? BEQ GFLAM JMP XITVBV GFLAM DEC SCRL3 LDA SCRL2 AND #15 STA SCRL2 LSR A TAX ;get flame LDA FLTAB,X ;shape STA $1024 ;display LDA XP3 BEQ OUTCK DEC XP3 ;change hot LDA XP3 ;tail pos. STA HPOSP3 OUTCK LDA SCRL3 BEQ SCRLH JMP XITVBV SCRLH LDA #8 STA SCRL3 LDA $0622 ;rocket on CMP #11 ;screen? BNE ROOFF LDX #224 ;yes put hot STX XP3 ;tail STX AUDF2 ;start sound LDX #129 STX AUDC2 STX RRCNTR ROOFF CMP #36 ;rocket off BNE CKROM ;screen? LDX #0 ;turn off STX AUDF2 ;rocket roar STX AUDC2 STX RRCNTR CKROM LDX XM3 ;missile in CPX #0 ;use? BNE FLIPCK ;yes go on CLC ;no CMP #13 ;rocket on BCC FLIPCK ;screen? CLC CMP #30 BCS FLIPCK SEC SBC #13 ;calculate ASL A ;initial ASL A ;missile pos. ASL A STA MATH LDA #204 SEC SBC MATH STA MATH ;store pos. LDX #0 ROMLOOP CLC ;saucer in LDA PBL0,X ;gap? CMP #107 BCC TRYAG CLC CMP #130 BCS TRYAG CLC LDA XP0,X ;in front of CMP MATH ;rocket? BCC STM3 ;yes TRYAG INX CPX #2 BNE ROMLOOP JMP FLIPCK STM3 LDA MATH ;fire STA XM3 ;missiles STA HPOSM3 LDA #38 ;missile STA AUDF1 ;sound LDA #142 STA AUDC1 LDA #5 STA CDTMV4 FLIPCK LDA $0622 CMP #63 BEQ PFLIP5 CLC ADC #1 JMP MLINE3 PFLIP5 LDA #0 MLINE3 STA $0622 STA $0625 VBOUT JMP XITVBV ; ;MAIN PROGRAM BEGINS HERE ; PROG LDX #31 ;zero out LDA #0 ;zero page+ CLZLOOP STA PBL0,X ;page 6 STA EXCNTR,X ;variables DEX BPL CLZLOOP LDA #9 ;no scroll STA SCRL0 ;until ready LDA #16 ;to play STA SCRL2 LDA #4 STA CHINV LDA #0 TAX TAY LDA #24 STA PMBASE ;pm graphics LDA #27 ;location STA MBH ;missiles LDA #28 STA PBH0 ;player 0 LDA #29 STA PBH1 ;player 1 LDA #30 STA PBH2 ;player 2 LDA #224 STA INTH LDA #18 ;character STA PMVH ;set on STA CHBAS ;page 18 LDA #0 STA PMVL STA INTL TAX TAY DWNLD LDA (INTL),Y ;download rom STA (PMVL),Y ;characters INY BNE DWNLD INC PMVH INC INTH INX CPX #2 BNE DWNLD DEC PMVH DEC PMVH LDY #0 LDA #8 STA PMVL CHLOOP LDA CHTAB,Y ;load data for STA (PMVL),Y ;asteroid INY ;characters CPY #120 BNE CHLOOP LDX #0 LDY #208 STX PMVL C2LOOP LDA C2TAB,X ;load data for STA (PMVL),Y ;rocket INX ;characters CPX #56 BEQ RESET INY BNE C2LOOP INC PMVH JMP C2LOOP RESET LDX #77 LDY #0 STY SDMCTL DLOOP LDA GDLIST,X ;load game STA $0600,X ;display DEX ;list onto BPL DLOOP ;page six LDA #6 ;tell comp. STY SDLSTL ;where dlist STA SDLSTH ;is LDA $0606 STA PMVH STY PMVL TYA TAX CLOOP STA (PMVL),Y ;clear INY ;display BNE CLOOP ;area INC PMVH INX CPX #11 BNE CLOOP LDX #0 LDA $0606 STA PMVH LDA ADENS STA INTH STX PMVL RANDC LDA RANDOM ;color for AND #3 ;asteroid TAY ;character LDA COLOR,Y STA INTL RANDP CLC LDY RANDOM ;random CPY #107 ;position BCS RANDP LDA (PMVL),Y CMP #0 ;occupied? BNE RANDP ;yes go back RANDA LDA RANDOM ;random AND #15 ;asteroid BEQ RANDA ;character ORA INTL STA (PMVL),Y ;store in INX ;display CPX INTH ;line done? BNE RANDC LDX #0 CLC LDA PMVL ADC #128 ;do next line STA PMVL BCC ASKIP INC PMVH ASKIP LDA PMVH CMP $061F BNE AENDCK LDY INTH DEY DEY DEY STY INTH AENDCK CMP $0626 ;all lines BNE RANDC ;done? LDA $061F STA PMVH RANDC2 LDA RANDOM ;same as AND #3 ;above but TAY ;for LDA COLOR,Y ;asteroids STA INTL ;across gap LDA RANDOM ;from each AND #3 ;other for TAY ;lightning LDA COLOR,Y STA INTH RANDP2 CLC LDA RANDOM BEQ RANDP2 CMP #105 BCS RANDP2 STA PMVL STA LIPOS,X LDY #0 LDA (PMVL),Y BNE RANDP2 RANDA2 LDA RANDOM AND #15 BEQ RANDA2 ORA INTL STA (PMVL),Y RANDA3 LDA RANDOM AND #15 BEQ RANDA3 ORA INTH LDY #128 STA (PMVL),Y INX CPX #3 BNE RANDC2 LDA #0 LDX #18 CLRAST STA $0700,X ;clear lines STA $0780,X ;saucer start DEX ;positions BPL CLRAST LDY #20 LDA $0606 STA PMVH STA INTH LDA #107 STA INTL INX STX PMVL WLOOP LDA (PMVL),Y ;wraparound STA (INTL),Y ;display DEY ;area for BPL WLOOP ;continuous LDY #20 ;scrolling INX LDA PMVL CLC ADC #128 STA PMVL BCC WSKIP1 INC PMVH WSKIP1 LDA INTL CLC ADC #128 STA INTL BCC WSKIP2 INC INTH WSKIP2 CPX #18 ;finished? BNE WLOOP ;no go back LDY #3 ROLOOP LDA ROTAB,Y ;load rocket STA $1020,Y ;data into DEY ;display area BPL ROLOOP LDA #16 STA $0664 ;initialize STA $066E ;scores LDA #0 TAX STA $0663 STA $066D LDA #24 STA PMVH TXA STA PMVL TAY CLRPMG STA (PMVL),Y ;clear pm INY ;graphics BNE CLRPMG ;area INC PMVH INX CPX #8 BNE CLRPMG LDX #5 LDA #0 ZLOOP STA HPOSP2,X ;iniialize DEX ;player/ BPL ZLOOP ;missile LDA #108 STA PBL2 LDA #3 ;set up STA GRACTL ;graphics LDA #62 ;dma STA SDMCTL STA HITCLR ;clr collis. LDA #120 ;initialize STA HPOSP1 ;saucer STA XP1 ;positions STA HPOSP0 STA XP0 LDA #196 STA PBL1 LDA #35 STA PBL0 STA PMVL LDA PBH0 STA PMVH LDA PBL1 STA INTL LDA PBH1 STA INTH LDY #7 LDPLYRS LDA PLSHP,Y ;load STA (PMVL),Y ;player STA (INTL),Y ;data into DEY ;pm area BPL LDPLYRS INC INTH INC INTH LDY #116 LDA #0 STA INTL LDA #1 LDTAIL STA (INTL),Y ;load hot INY ;rocket CPY #124 ;tail BNE LDTAIL LDY #112 LDA #192 STA (MBL),Y LDY #127 STA (MBL),Y LDX #3 PCLOOP LDA PCOL,X ;set playr STA PCOLR0,X ;colors DEX BPL PCLOOP LDA #8 ;initialize STA HSCROL ;scroll STA SCRL1 ;settings STA SCRL3 STA CONSOL STA STDIR+1 LDA #9 STA STDIR ; ;SET SYSTEM TIMERS, ;VERT. BLANK AND DLI ROUTINES ; LDA #SCROLL&$FF ;timer 1 STA CDTMA1 LDA #SCROLL/256 STA CDTMA1+1 LDA #1 LDX #0 LDY #4 JSR SETVBV LDA #SCRLL&$FF ;timer 2 STA CDTMA2 LDA #SCRLL/256 STA CDTMA2+1 LDA #2 LDX #0 LDY #3 JSR SETVBV LDA #7 LDX #VBRTN/256 ;vertical LDY #VBRTN&$FF ;blank JSR SETVBV LDA #DLIRTN/256 STA VDSLST+1 LDA #DLIRTN&$FF STA VDSLST LDA #192 ;dli STA NMIEN LDA #1 ;set pmg STA PRIOR ;priority STLOOP LDA STRIG0 ;check BNE SB2CK ;triggers JMP GETDEL ;for game SB2CK LDA STRIG1 ;start BNE STLOOP GETDEL LDA #15 STA CDTMV3 DSTLOOP LDA CDTMV3 BNE DSTLOOP STA SCRL2 ;allow LDA #8 ;scrolling STA SCRL0 MLOOP LDA #1 ;game prog STA CDTMV3 ;begins INC XREG ;move timer LDA XREG ;playr index AND #1 TAX STA XREG LDA XP0,X ;check for BNE TAILCK ;dead player JMP INCM TAILCK LDA SCRL2 ;check for CMP #16 ;missile BNE EXPCK ;collision INC TCCNTR ;with rocket LDA TCCNTR ;tail AND #31 ;time to STA TCCNTR ;cool tail? BNE EXPCK ;no go on LDA PCOLR3 CMP #148 BEQ EXPCK DEC PCOLR3 ;cool tail EXPCK LDA EXCNTR,X ;check count BEQ BOUNCK ;for player INC EDCNTR,X ;explosion LDA EDCNTR,X AND #3 ;time to STA EDCNTR,X ;change exp? BNE EXLCK ;no go on LDY SNDX,X ;change sound LDA ESCNTR,X ;get sound CMP #128 ;finished? BEQ EXSNOFF ;yes off DEC ESCNTR,X ;no make LDA ESCNTR,X ;changes STA AUDC3,Y JMP EXLCK EXSNOFF LDA #0 ;turn sound STA AUDF3,Y ;off STA AUDC3,Y STA ESCNTR,X EXLCK LDA PCOLR0,X ;change CMP #159 ;color BEQ BLINC INC PCOLR0,X INC PCOLR0,X INC PCOLR0,X JMP INCM BLINC LDA EDCNTR,X AND #1 BEQ BLJUMP JMP INCM BLJUMP JMP BLPL BOUNCK LDA BOCNTR,X ;check for BEQ RMCK ;bounce JMP REBOUND RMCK LDA M3PL ;check for BEQ PLPLCK ;collision LDY #0 ;with STY XM3 ;rocket's STY HPOSM3 ;missiles STY HITCLR CMP #4 BEQ PLPLCK TAX DEX STX MBL LDY #6 JSR MOVPLYR LDX MBL JSR EXPLO LDX XREG PLPLCK LDA P0PL,X ;check for BEQ MPFCK ;player/ CMP #4 ;player BNE PL8CK ;collisions JMP PBLPL PL8CK CMP #8 ;hit hot BNE DOTWO ;tail? LDA PCOLR3 CMP #148 BEQ YOTHER JMP PBLPL ;yes kill YOTHER LDY OTHER,X ;no tail LDA XP0,Y ;cool game STA HITCLR ;over BNE IJUMP JMP ENDIT IJUMP JMP INCM DOTWO JMP BLBOTH ;kill both MPFCK LDA HPOSP0,X ;check for BEQ MPLCK ;missile/ JSR MISEXP ;playfield JSR EXSOUND ;collisions JSR TOM ;missile off MPLCK LDA M0PL,X ;check for BEQ PLPFCK ;missile/ CMP #4 ;player BNE M8CK ;collisions JSR TOM JMP PLPFCK M8CK CMP #8 ;hit tail? BNE PLEX ;no go on JSR TOM ;yes stop LDA #16 ;rocket STA SCRL2 LDA #0 STA $1024 STA AUDF2 STA AUDC2 JMP PLPFCK PLEX LDY MISDIR,X ;hit saucer TAX DEX LDA EXCNTR,X ;dead yet? BEQ MSCOR ;no score it JMP INCM ;yes MSCOR JSR MOVPLYR ;move plyr TXA LSR A TAX JSR EXPLO ;add score LDX XREG JSR MISEXP JSR TOM ;missile off PLPFCK LDA HPOSM0,X ;check for BEQ STRCK ;player/ STA HITCLR ;playfield JSR EXSOUND ;collisions LDA SCFLAG ;scoring? BNE REBOUND ;no go on JSR EXPLO ;yes score REBOUND INC BOCNTR,X ;bounce LDA BOCNTR,X ;plyr off CMP #4 ;rocks? BNE RUBBER ;yes LDA #0 ;no end STA BOCNTR,X ;bounce RUBBER LDA STDIR,X ;bounce plyr TAY LDA BOUNCE,Y CMP #6 BNE DOTAY CLC LDA PBL0,X CMP #117 LDA #4 BCS DOTAY LDA #5 DOTAY TAY JSR MOVPLYR JMP INCM STRCK LDA STRIG0,X ;check BNE STIK ;triggers STA ATRACT ;no attract LDA XM0,X ;missile BNE STIK ;already in JMP MISL ;use? STIK LDA STICK0,X ;check CMP #15 ;joysticks BNE GSTIK ;no move JSR ROTOR JMP INCM GSTIK SEC ;yes SBC #5 ;get TAY ;movement STA STDIR,X ;index JSR MOVPLYR JMP INCM MOVPLYR LDA XP0,X CLC ADC PXDIR,Y ;check limits CMP #193 BEQ RAISE CMP #47 BEQ RAISE STORX STA HPOSP0,X ;player STA XP0,X ;horiz. move RAISE LDA PBH0,X STA PMVH LDA PBL0,X CLC ADC PYDIR,Y CMP #197 BEQ ROTOR CMP #34 BEQ ROTOR STA PMVL STA PBL0,X LDY #7 PLOOP LDA PLSHP,Y ;player STA (PMVL),Y ;vert. move DEY BPL PLOOP INC ROCNTR,X LDA ROCNTR,X AND #7 STA ROCNTR,X TAY LDA ROTATE,Y LDY #4 STA (PMVL),Y ;rotate LDA SSCNTR,X ;saucer BEQ DOROT ;center RTS DOROT LDA ROCNTR,X AND #1 TAY LDA SNDX,X TAX LDA MSAUSND,Y ;moving STA AUDF3,X ;saucer LDA #165 ;sound STA AUDC3,X RTS ROTOR LDA PBL0,X ;slower STA PMVL ;stationary LDA PBH0,X ;rotate STA PMVH INC ROCNTR,X LDA ROCNTR,X AND #15 STA ROCNTR,X LSR A TAY LDA ROTATE,Y LDY #4 STA (PMVL),Y LDA SSCNTR,X BEQ DOROT2 RTS DOROT2 LDA ROCNTR,X AND #3 LSR A TAY LDA SNDX,X TAX LDA SSAUSND,Y STA AUDF3,X ;stationary LDA #165 ;sound STA AUDC3,X RTS INCM LDA XM0 ;check BEQ CKM1 ;missile 0 LDX #0 ;movement JSR GDIR CKM1 LDA XM1 ;check BEQ CKM3 ;missile 1 LDX #1 ;movement JSR GDIR CKM3 LDA XM3 ;check BEQ NEXIT ;missile 2 DEC XM3 ;movement LDA XM3 STA HPOSM3 NEXIT LDA CDTMV4 ;check sound BNE BUTCK ;timer STA AUDF1 STA AUDC1 BUTCK LDA CONSOL ;check CMP #7 ;console BEQ SHOTSND JMP ENDIT SHOTSND LDA SSCNTR ;check shot BEQ SHOTSND2 ;sound LDX #0 ;counter JSR INCSHOT SHOTSND2 LDA SSCNTR+1 BEQ TOMEX LDX #1 JSR INCSHOT TOMEX LDA MBL2 ;check for BEQ EXIT ;end of INC MXCNTR ;missile LDA MXCNTR ;explosion AND #3 STA MXCNTR BNE EXIT LDA MBL2 STA MBL LDA #0 STA HPOSM2 STA MBL2 LDY #4 TOMLOOP LDA (MBL),Y EOR MXSHP,Y STA (MBL),Y DEY BPL TOMLOOP EXIT LDA CDTMV3 ;check BNE EXIT ;move timer JMP MLOOP ;start over INCSHOT INC SSCNTR,X ;change shot INC SSCNTR,X ;sound LDA SSCNTR,X CMP #48 BEQ ENDSHOT LDY SNDX,X STA AUDF3,Y RTS ENDSHOT LDA #0 ;turn off STA SSCNTR,X ;shot sound RTS MISEXP LDA MBL2 ;check miss. BEQ DOEXP ;explosion RTS ;in use DOEXP LDA XM0,X ;load STA HPOSM2 ;missile LDA MBL0,X ;explosion SEC ;data SBC #2 STA MBL2 STA MBL LDY #4 MIXLOOP LDA (MBL),Y ORA MXSHP,Y STA (MBL),Y DEY BPL MIXLOOP RTS MISL CLC ;determine LDA XP0 ;missile CMP XP1 ;direction LDA MDIR1,X BCC GETDIR LDA MDIR2,X GETDIR STA MISDIR,X LDY SNDX,X LDA #8 STA AUDF3,Y STA SSCNTR,X LDA #139 STA AUDC3,Y LDY MISDIR,X LDA XP0,X ;initial CLC ;missile ADC MSPOS,Y ;position STA XM0,X LDA PBL0,X CLC ADC #5 STA MBL0,X STA MBL LDY #0 LDA (MBL),Y ;load ORA MSSHP,X ;missile STA (MBL),Y ;data JMP STIK EXPLO JSR EXSOUND LDY SCORE,X LDA $0664,Y ;get score CLC ADC #1 ;add one CMP #26 ;10 yet? BEQ NEXP ;yes kill STA $0664,Y ;no store RTS NEXP LDA #16 STA $0664,Y LDA #17 STA $0663,Y PLA ;pull return PLA ;address PBLPL JSR EXSOUND LDY SNDX,X LDA #200 ;start STA AUDF3,Y ;explosion LDA #143 ;sound STA AUDC3,Y STA ESCNTR,X LDA #144 ;change STA PCOLR0,X ;color BLPL LDA PBL0,X STA PMVL LDA PBH0,X STA PMVH STX MBL LDA EXCNTR,X TAX LDY #7 BLO1 LDA EXSHP,X ;load STA (PMVL),Y ;explosion INX ;shape DEY BPL BLO1 CPX #64 ;finished? BEQ EXOFF TXA LDX MBL STA EXCNTR,X ;store data JMP INCM ;number EXOFF LDA #0 ;turn off LDX XREG ;explosion STA EXCNTR,X STA HPOSP0,X ;player off STA XP0,X ;screen STA PBL0,X STA HITCLR LDY SNDX,X STA AUDF3,Y STA AUDC3,Y INC DECNTR LDA DECNTR CMP #2 ;both dead? BNE GOBACK ;no go back JMP ENDIT ;game over GOBACK JMP INCM EXSOUND LDA #200 ;collision STA AUDF1 ;sound LDA #142 STA AUDC1 TIMER LDA #5 ;set sound STA CDTMV4 ;timer RTS BLBOTH JSR EXSOUND ;saucers LDX #0 ;collided LDY #0 ;kill both LDA #158 STA PCOLR0 STA PCOLR1 LDA PBL1 STA PMVL LDA PBH1 STA PMVH LDA PBH0 STA PBL1 BLO3 LDA EXSHP,X STA (PMVL),Y STA (PBL0),Y INX INY CPY #8 BNE BLO3 LDA #2 STA CDTMV4 LDY #0 TIMCKB LDA CDTMV4 BNE TIMCKB CPX #64 BNE BLO3 JMP ENDIT ;game over GDIR LDY MISDIR,X ;get LDA XM0,X ;direction CLC ADC PXDIR,Y CMP #220 ;check BEQ TOM ;limits MXLCK CMP #40 BEQ TOM STA XM0,X ;move missile STA HPOSM0,X RTS TOM LDA #0 ;turn off STA HPOSM0,X ;missile STA XM0,X STA HITCLR TAY LDA MBL0,X STA MBL LDA (MBL),Y EOR MSSHP,X STA (MBL),Y RTS ENDIT LDA #30 STA CDTMV3 ENTCK LDA CDTMV3 BNE ENTCK LDY #7 ENDLP STA HPOSP0,Y ;all plyrs STA AUDF1,Y ;off screen DEY ;sound off BPL ENDLP LDA #16 ;stop STA SCRL2 ;scrolls LDA #9 STA SCRL0 JMP MENU ; ;ASTEROID CHARACTER DATA ; CHTAB .BYTE 0,24,56,127,126,24,60,32 .BYTE 0,28,126,127,60,24,0 .BYTE 0,0,16,60,120,8,0,0 .BYTE 0,0,24,126,62,124,100,0 .BYTE 24,62,124,60,24,126,60,120 .BYTE 0,96,124,56,60,126,6,0 .BYTE 28,60,30,60,126,126,56,0 .BYTE 0,0,16,56,28,0,0,0 .BYTE 0,0,24,32,0,0,0,0 .BYTE 0,0,56,126,24,48,0,0 .BYTE 0,0,0,24,60,126,120,0 .BYTE 0,60,62,30,124,56,32,0 .BYTE 0,0,0,0,63,110,52,0 .BYTE 0,24,120,60,62,28,0,0 .BYTE 0,124,62,60,28,62,120,0 ; ;SAUCER SHAPE ; PLSHP .BYTE 0,16,56,254,254,254,56,0 ; ;EXPLOSION SHAPES ; EXSHP .BYTE 0,8,64,24,254,170,254,48 .BYTE 4,128,36,128,126,170,253,16 .BYTE 0,36,0,82,44,41,60,64 .BYTE 36,0,145,8,66,42,74,16 .BYTE 34,145,0,16,129,82,0,146 .BYTE 137,32,128,1,64,2,128,81 .BYTE 64,1,0,128,0,0,65,128 .BYTE 0,0,0,0,0,0,0,0 PLINE .BYTE 0,0,$30,$2C,$39,$32 .BYTE 0,$11,0,0,0,0,$30,$2C,$39 .BYTE $32,0,$12,0,0 ; ;MOVEMENT INDEXES ; PXDIR .BYTE 1,1,1,0,255,255,255,0,0,0 PYDIR .BYTE 1,255,0,0,1,255,0,0,1,255 ; ;BOUNCE MOVEMENT INDEXES ; BOUNCE .BYTE 1,0,6,0,5,4,2,0,9,8 MSPOS .BYTE 0,0,9,0,0,0,254 COLOR .BYTE 0,64,128,192 ; ;ROCKET CHARACTER DATA ; C2TAB .BYTE 255,63,31,0,0,0,0,0 .BYTE 255,255,255,0,0,0,0,0 .BYTE 255,255,255,31,15,7,3,7 .BYTE 254,254,222,2,0,0,0,0 .BYTE 252,248,240,224,0,0,0,0 .BYTE 254,252,248,240,0,0,0,0 .BYTE 248,240,224,192,0,0,0,0 ; ;MISSILE MOVEMENT INDEXES ; MDIR1 .BYTE 2,6 MDIR2 .BYTE 6,2 ROTAB .BYTE 154,27,28,221 FLTAB .BYTE 159,158,160,0,0,0,0,0 ; ;LIGHTNING SHAPE DATA ; LIGHT .BYTE 16,8,16,24,8,16,8,16,8 .BYTE 8,16,8,16,16,16,24,8 .BYTE 16,8,8,4,8,16,8,16 .BYTE 8,16,16,8,16,8,16,16,24 .BYTE 8,16,8,16,8,8,16,8 .BYTE 16,8,8,24,16,16,8,8 .BYTE 4,16,8,8,16,8,16,8,4 .BYTE 8,16,32,32,24,8,16,12 .BYTE 4,8,16,8,16,16,8,8 SCORE .BYTE 0,10 OTHER .BYTE 1,0 ; ;ROTATING SAUCER CENTER DATA ; ROTATE .BYTE 126,190,222,238,246,250,252,254 SNDX .BYTE 0,2 MSAUSND .BYTE 160,170 SSAUSND .BYTE 180,190 MSSHP .BYTE 3,12 MXSHP .BYTE 32,16,48,48,32,16 PCOL .BYTE 202,70,158,158 MSEL .BYTE 10,4,0,0 PFCOL .BYTE 40,37,68,121 ; ;DISPLAY LIST INTERRUPT ALLOWS ;RINGS TO SCROLL INDIVIDUALLY ; ;GAME DISPLAY LIST ; GDLIST .BYTE 112,112,112,32,86,0,7 .BYTE 86,0,8,86,0,9,86,0,10 .BYTE 86,0,11,128,86,0,12,86,0,13 .BYTE 86,0,14,86,0,15,176 .BYTE 214,0,16,86,0,16,176 .BYTE 86,128,15,86,128,14 .BYTE 86,128,13,86,128,12,128 .BYTE 86,128,11,86,128,10 .BYTE 86,128,9,86,128,8 .BYTE 86,128,7,70 .WORD PLINE .BYTE 70,96,6,32,65,0,6 ; ;MENU DISPLAY LIST ; MDLIST .BYTE 112,112,112,112,71 .WORD TITL .BYTE 7,112,70 .WORD AUTH .BYTE 112,112,71 .WORD COLLISY .BYTE 71 .WORD SCORY .BYTE 112,71 .WORD RINGD .BYTE 71 .WORD LOW .BYTE 112,71 .WORD RINGS .BYTE 71 .WORD SLOW .BYTE 112,65 .WORD MDLIST TITL .BYTE 0,0,0,0,0,$62,$61,$74 .BYTE $74,$6C,$65,0,$69,$6E,0,0 .BYTE 0,0,0,0,0,0,0,0,0,$74,$68 .BYTE $65,0,$62,0,$72,$69,$6E .BYTE $67,0,0 AUTH .BYTE 0,0,0,34,57,0,44,37,55,0 .BYTE 52,40,47,45,41,52,51 ; ;MENU SELECTIONS ; RINGD .BYTE 0,0,0,0,$F2,$E9,$EE,$E7 .BYTE 0,$E4,$E5,$EE,$F3,$E9,$F4,$F9 RINGS .BYTE 0,0,0,0,0,$F2,$E9,$EE,$E7 .BYTE 0,$F3,$F0,$E5,$E5,$E4 LOW .BYTE 0,0,0,0,0,0,0,0,$AC,$AF,$B7 .BYTE 0,0 MEDIUM .BYTE 0,0,0,0,0,0,0,$AD,$A5,$A4 .BYTE $A9,$B5,$AD HIGH .BYTE 0,0,0,0,0,0,0,0,$A8,$A9,$A7 .BYTE $A8,0 SLOW .BYTE 0,0,0,0,0,0,0,0,$B3,$AC,$AF,$B7 FAST .BYTE 0,0,0,0,0,0,0,0,$A6,$A1,$B3 .BYTE $B4,0,0,0,0 RINGDY .BYTE 0,0,0,0,$32,$29,$2E,$27 .BYTE 0,$24,$25,$2E,$33,$29,$34,$39 RINGSY .BYTE 0,0,0,0,0,$32,$29,$2E,$27 .BYTE 0,$33,$30,$25,$25,$24 COLLIS .BYTE 0,0,0,0,0,$E3,$EF,$EC,$EC .BYTE $E9,$F3,$E9,$EF,$EE,$F3 COLLISY .BYTE 0,0,0,0,0,$23,$2F,$2C .BYTE $2C,$29,$33,$29,$2F,$2E,$33 SCORY .BYTE 0,0,0,0,0,0,0,$B3,$A3,$AF .BYTE $B2,$A9,$AE,$A7,0 SCORN .BYTE 0,0,0,0,0,$AE,$AF,$AE,$B3 .BYTE $A3,$AF,$B2,$A9,$AE,$A7,0,0,0,0,0 MENU LDA #0 STA SDMCTL LDY YMENU LDA #224 STA CHBAS LDA #2 STA CHINV LDA #MDLIST&$FF LDX #MDLIST/256 STA SDLSTL STX SDLSTH LDA #62 STA SDMCTL CONCK LDA CONSOL CMP #6 BNE OPTCK STY YMENU LDA #20 JSR BELL JMP PROG OPTCK CMP #3 BNE SELCK CPY #1 BEQ OPT1 CPY #2 BEQ OPT2 LDA #COLLIS&$FF LDX #COLLIS/256 STA MDLIST+15 STX MDLIST+16 LDA #RINGDY&$FF LDX #RINGDY/256 STA MDLIST+22 STX MDLIST+23 JMP OPOUT OPT1 LDA #RINGD&$FF LDX #RINGD/256 STA MDLIST+22 STX MDLIST+23 LDA #RINGSY&$FF LDX #RINGSY/256 STA MDLIST+29 STX MDLIST+30 JMP OPOUT OPT2 LDA #RINGS&$FF LDX #RINGS/256 STA MDLIST+29 STX MDLIST+30 LDA #COLLISY&$FF LDX #COLLISY/256 STA MDLIST+15 STX MDLIST+16 OPOUT INY CPY #3 BNE JBELL LDY #0 JBELL LDA #40 JSR BELL JMP CONCK SELCK CMP #5 BNE CONCK CPY #1 BEQ SEL1 CPY #2 BEQ SEL2 LDA SCFLAG BEQ NOSCOR LDA #0 STA SCFLAG LDA #SCORY&$FF LDX #SCORY/256 STA MDLIST+18 STX MDLIST+19 JMP SELOUT NOSCOR LDA #1 STA SCFLAG LDA #SCORN&$FF LDX #SCORN/256 STA MDLIST+18 STX MDLIST+19 JMP SELOUT SEL1 LDA ADENS CMP #10 BEQ MEDSEL CMP #12 BEQ HISEL LDA #10 STA ADENS LDA #LOW&$FF LDX #LOW/256 STA MDLIST+25 STX MDLIST+26 JMP SELOUT MEDSEL LDA #12 STA ADENS LDA #MEDIUM&$FF LDX #MEDIUM/256 STA MDLIST+25 STX MDLIST+26 JMP SELOUT HISEL LDA #14 STA ADENS LDA #HIGH&$FF LDX #HIGH/256 STA MDLIST+25 STX MDLIST+26 JMP SELOUT SEL2 LDA ASPEED CMP #4 BEQ FASTSEL LDA #4 STA ASPEED LDA #SLOW&$FF LDX #SLOW/256 STA MDLIST+32 STX MDLIST+33 JMP SELOUT FASTSEL LDA #3 STA ASPEED LDA #FAST&$FF LDX #FAST/256 STA MDLIST+32 STX MDLIST+33 SELOUT LDA #30 JSR BELL JMP CONCK BELL STA AUDF1 LDA #175 STA AUDC1 LDA #15 STA CDTMV3 BTIME LDA CDTMV3 ORA #160 STA AUDC1 EOR #160 BNE BTIME STA AUDF1 STA AUDC1 RTS