A.N.A.L.O.G. ISSUE 10 / MARCH 1983 / PAGE 100

Fill ’Er Up

16K cassette 24K disk

by Tom Hudson

When looking over the reader survey cards sent in from A.N.A.L.O.G. #9, one quickly notices a common request: more assembly-language game programs. In an effort to satisfy those avid videogamers out there, I have written “Fill ’Er Up,” a public-domain assembly-language game.

Program Listings

This article contains two program listings. Listing #1 is a BASIC program which, when run, will build the machine-language game in memory and execute it. Listing #2 is the assembly-language source code for “Fill ’Er Up!,” for those who are interested in assembly-language programming.

To play the game, type listing #1 into your computer. I realize that those DATA statements aren’t fun to type in, but they are a necessary evil. This game differs from previous A.N.A.L.O.G. games in that this data is listed in hexadecimal (base 16). If I had listed it in decimal, “Fill ’Er Up!” would have required 24K memory on cassette. If you want to play the game, you have to pay the piper. . .

After typing the BASIC program into your computer, SAVE it. When the program is RUN, it will transfer control to the “Fill ’Er Up!” machine code, which will wipe out the BASIC program. If this happens, you’ll have to re-type the BASIC program. The program will warn you before it blows itself away.

After SAVEing the BASIC program, RUN it. The program will READ the data and check it to make sure it was typed in correctly. Two types of error messages may be displayed. A BAD DATA error means that the line indicated was mistyped. A MISSING LINE message indicates that you left a line out completely. It takes roughly 2 minutes for the program to check the DATA.

If the program is typed in correctly, it will warn you to SAVE it before it starts the game. Type “YES” to this message to continue.

You start out on the white border surrounding the planned reservoir area. You may move around on these white walls by moving your joystick in the desired direction. You can build a reservoir wall by moving into the black “uncharted” area while pressing your joystick button. The walls you make can be any length, and must be terminated at a white wall. When you finish a wall by hitting a white wall, the area you have enclosed will fill with water. Do NOT run into the wall you are building or you will be destroyed. If the starfish hits you or any part of the wall you are building before you complete it, you will be destroyed. On levels 1,2,4,7,12 and 13 you wil be safe from attack when standing on a white wall, but on other levels the starfish can destroy you on contact at any time!

At the bottom of the screen are several information displays. “TGT” indicates the TARGET area you must fill with water before you complete the level. “CUR” indicates the CURRENT area you have filled. Once CUR reaches TGT, you have completed the level and are awarded points. SCORE indicates the number of points you have gained. At the end of each level, the computer will give you 2 points for each unit over the target you have filled. If the TARGET amount is 8000 and you fill 9000 units, you receive 2000 points. “Fill ’Er Up” may be paused at any time by pressing the space bar.

This game contains 16 levels of difficulty. The level number is shown in the lower left corner of the screen.

You have 3 lives, shown in the lower right corner of the screen. Good luck!

Listing #1

1 REM *** FILL 'ER UP! ***
10 DATA 0,1,2,3,4,5,6,7,8,9,0,0,0,0,0,0,0,10,11,12,13,14,15
20 DIM PROG$(3240),DAT$(91),HEX(22):FOR X=0 TO 22:READ N:HEX(X)=N:NEXT X:LINE=990:PNTR=1:TRAP 60
25 LINE=LINE+10:? "LINE:";LINE:READ DAT$:IF LEN(DAT$)<>90 THEN 110
28 DATLIN=PEEK(183)+PEEK(184)*256:IF DATLIN<>LINE THEN ? "LINE ";LINE;" MISSING!":END 
30 FOR X=1 TO 89 STEP 2:D1=ASC(DAT$(X,X))-48:D2=ASC(DAT$(X+1,X+1))-48:BYTE=HEX(D1)*16+HEX(D2)
40 PROG$(PNTR)=CHR$(BYTE):PNTR=PNTR+1:TOTAL=TOTAL+BYTE:NEXT X:READ CHKSUM:IF TOTAL=CHKSUM THEN 25
50 GOTO 110
60 IF PEEK(195)<>6 THEN 110
70 ? "}WARNING: MAKE SURE PROGRAM IS SAVED!":? :? "READY TO RUN FILL 'ER UP";:DIM YN$(3):INPUT YN$
80 IF YN$="YES" THEN A=USR(ADR(PROG$),ADR(PROG$)):END 
90 END 
110 ? "BAD DATA: LINE ";LINE:END 
1000 DATA 68688581688580A9008582A9148583A000B1809182A5801869018580A58169008581A5821869018582A5836900,4894
1010 DATA 8583C920D0DEA582C989D0D82065E4A9118D6F02A9018D2C208D442020E614A9408DE71FA9808DE81FA9D0A204,10469
1020 DATA 9D241F9D2F1FCA10F7A2059D401FCA10FAA9008D442085D48D46208D1ED08D2F028D0ED48DA81F8D08D2A2059D,15237
1030 DATA 9D1FCA10FA8DA61FA9038DAC1F09908D471FA90A8DC402A9248DC502A9948DC602A9C48DC702A9008DC802A976,20370
1040 DATA 8DC302A9348DC002A9BB8D3002A91E8D3102A0BEA21DA906205CE4A9108D07D4A92E8D2F02A9038D1DD0A9408D,25144
1050 DATA 0ED44C4D15A900A27F9D80119D00129D80129D00139D8013CAD0EE60A5CE0A85CBA90085CC06CB26CC06CBA5CB,30257
1060 DATA 85CF26CCA5CC85D006CB26CC06CB26CCA5CB1865CF85CBA5CC65D085CCA9001865CB85CBA93065CC85CCA5CD29,36605
1070 DATA 03AAA5CD4A4A1865CB85CBA5CC690085CC60A20086CDA20086CE20FD14A6CEA900A02791CB8810FBE8E056D0EB,42651
1080 DATA A9038D2620AE2620BD122085CDBD162085CEBD1A208D2720BD1E208D2820BD22208D292020FD14BDFE1FA00011,46785
1090 DATA CB91CBA5CD186D272085CDA5CE186D282085CECE2920D0DFCE262010BBA95085D5A95485D6ADA61F1869018DA9,52357
1100 DATA 1FA9008DA41F8DA51F8DAA1FA9FF8DA31F20E719AD7A2009908D371FAD792009908D381FAEA61FBD5C1F8DA91F,57057
1110 DATA BD6C1F8DAA1FBD7C1F8DFD1FA9048DA31F20E719A9008D2C20AA9D89209D8921CAD0F78D50208D4F20ADA71FD0,62242
1120 DATA FBA9FD8D00D2A9FE8D02D2A9FF8D04D2A9A38D01D28D03D28D05D2A900854DA5D4F022AEA61FBD8C1FD017A5D5,68585
1130 DATA 85CDA5D685CE20FD14A000BD0A2031CBDDFE1FF0034C7118A5D2F0064C3A1A4C1816A90485D2AD78028D4820AA,73680
1140 DATA BD5120187D512085D7BD6120187D612085D805D7F0DCA5D51865D78D2D20C99FB0D085CD38FD51208D2A20A5D6,79251
1150 DATA 1865D88D2E20C955B0BB85CE38FD61208D2B2020FD14A000BD0A2031CB8D4D208E4E20AD2A2085CDAD2B2085CE,84075
1160 DATA 20FD14A000BD0A2031CB48AD8402D00668D01E4C041768DDFE1FD015AD4D20AE4E20DDFE1FD00AAD2D2085D5AD,88959
1170 DATA 2E2085D64C1816AD4F20D0278D5020AD48208D8920A9018D4F208DA81FA5D58D2F208D31208D3320A5D68D3020,93283
1180 DATA 8D32208D3420AD4D20AE4E20DD0220D0034C7118AE5020AD4820DD8920F00CEE5020E89D8920A9009D8921FE89,97976
1190 DATA 21A9038D2920A5D585CDA5D685CE20FD14A000B1CB3D0E201D022091CBCE2920F019AC5020BE8920BD51201865,102806
1200 DATA CD85CDBD61201865CE85CE4C6517A5CD85D5CD332090068D33204CA917CD3120B0038D3120A5CE85D6CD342090,108021
1210 DATA 068D34204CC017CD3220B0038D3220AE4E20AD4D20DDFE1FF0034C1816A9008D4F2020AC1AADA41F8DA91FADA5,112367
1220 DATA 1F8DAA1FA90F8DA31F20E719A9018D4920205019AEA61FADA41F38FD5C1F8DA91FADA51FFD6C1F8DAA1F10034C,116810
1230 DATA 0316ADA61FC90FF003EEA61F0EA91F2EAA1FA9FF8DA31F20E719A205A000B97920187D9D1FC90A300C38E90A9D,121336
1240 DATA 9D1FFE9C1F4C43189D9D1FC8CA10E2A205BD9D1F09109D401FCA10F5A9018D44208D2C2020E614A9408DE71FA9,126120
1250 DATA 808DE81FA9008D44204C4D15A9008D01D28D03D28D05D2A9018D4620A90F8D4720A90585D3AD47208D01D2AD0A,130637
1260 DATA D2291F8D00D2AD0AD229F00D47208DC5028DC302A5D3D0E0CE472010D7CEAC1FADAC1F09908D471FC990D025A9,136026
1270 DATA 488D181FA91F8D191FAD1FD02901D0F9AD1FD02901F0F9A9208D181FA91F8D191F4C3914A9018D2C20AD0AD229,140313
1280 DATA FEC99FB0F785CDAD0AD2297EC955B0F785CE20FD14A000BD0A2031CBDDFE1FD0DB20E614A5CD85D5A5CE85D6A9,147062
1290 DATA 008D4920ADA81FF01C205019AD2F2085CDAD302085CE20FD14A000BD0E2031CB1DFE1F91CBA9248DC502A9008D,151736
1300 DATA 46208D1ED085D44C0316AD2F208D3520AD30208D3620A9008D3720AE3720BD89208D4A20BD89218D4B20A9018D,155802
1310 DATA 3820A9038D4C20AD352085CDAD362085CE20FD14A000AD4920D010BD0E2031CB91CB4CA819A9008D4F2060BD0E,160296
1320 DATA 2031CB1DFE1F91CBCE4C20F01AAE4A20AD3520187D51208D3520AD3620187D61208D36204C7A19EE3820AD3820,164422
1330 DATA CD4B20F002B0034C7519EE3720AD3720CD5020F002B0B44C6119A204A9009D7920CA10FAA204ADAA1FDD7F20F0,169344
1340 DATA 04B0109008ADA91FDD8420B006CA10E94C261AADA91F38FD84208DA91FADAA1FFD7F208DAA1FFE79204CF319A2,174451
1350 DATA 04ACA31F300CBD792009D099201FC8CA10F460A5D1F0034C1816ADFD1F85D1ADE71F38E90D8DEA1FADE81F38E9,179820
1360 DATA 2C8DE91FAD0AD2C9F09008AD0AD229074C6A1AADEC1FAA8DEB1FADE91F187DED1F85CDADEA1F187DF51F85CE20,185347
1370 DATA FD14A000BD0A2031CBF007A90F8D4120D0CCA5CD18692C8DE81FA5CE18690D8DE71FADEB1F8DEC1F4C1816A901,190346
1380 DATA 8D4420A9008D4020ADE81F38E92C8D3920ADE71F38E90D8D3A20AE4020AD3920187D71208D392085CDAD3A2018,194641
1390 DATA 7D75208D3A2085CE20FD14A000B1CB3D0A20DDFE1FF00DDD0220D0D1A9008D3F204C271BAD40208D3F2020061C,198982
1400 DATA 20B01BDDFE1FD00620E71B4CFF1ADD0220D00620E71B4C6D1B20FA1B4C081BA9008D432020061C20B01BDD0220,202940
1410 DATA D00620E71B4C271BAD43201869018D4320C903F00620FA1B4C2F1BAD40208D3F2020061C20B01BDDFE1FD00620,206695
1420 DATA E71B4CFF1A20FA1B4C591B20121CA9008D432020B01BDDFE1FD00620E71B4C6D1BAD43201869018D4320C904F0,210842
1430 DATA 0620FA1B4C751B20CB1BDD0220D00920521CA9008D44206020FA1B20B01B4C991BAE3F20AD3920187D71208D3B,214584
1440 DATA 2085CDAD3A20187D75208D3C2085CEA5CDC99FB011A5CEC955B00B20FD14A000B1CB3D0A2060A900A20060AD3F,219561
1450 DATA 208D4020AD3B208D3920AD3C208D3A2060AD3F2018690129038D3F2060AD3F2038E90129038D3F2060AD392085,223019
1460 DATA CDCD332090068D33204C2A1CCD3120B0038D3120AD3A2085CECD342090068D34204C421CCD3220B0038D322020,226876
1470 DATA FD14A000BD0E2031CB1D022091CB60A9008D03D28D05D2AD342038ED32208D4220AD312038E9018D31208D3D20,231053
1480 DATA AD32208D3E2038E9018D3220AD33201869018D3320AD34201869018D3420A9008DAB1FA9008D452020081DC902,234473
1490 DATA D0F9EE452020081DC902F0F62901D0E6AD4520C901F005209C1DF0DAAD3D2085CDAD3E2085CE20FD14A000B1CB,239958
1500 DATA 1D062091CBEEAB1F20081DC900F0E02901D0B6A9018D452020081DC900F00A2901D0A6EE45204CE21CAD4520C9,244471
1510 DATA 01D0034C931C209C1DDD0A20F0B44C931CAD3D201869018D3D20CD3320D050ADA41F186DAB1F8DA41FADA51F69,248804
1520 DATA 008DA51FA9008DAB1FAD31208D3D20A9008D4520A9868D01D2AD42208D00D2F003CE4220AD3E201869018D3E20,253008
1530 DATA CD3420F00DAD3D20CD3120D00868684C931C686860AD3D2085CDAD3E2085CE20FD14A000BD0A2031CBDD0220D0,257702
1540 DATA 0DBD0A2011CB91CBEEAB1FA90260DDFE1FD003A90160C900D00160A90360AD3D2085CDAD3E2038E901CD3220F0,262666
1550 DATA 0D85CE20FD14A000BD0A2031CB60A900A20060ADFC02C921D00DA9FF8DFC02ADA71F49FF8DA71FADA71FF0034C,267918
1560 DATA 5FE4AD4120300D09A08D07D2A9808D06D2CE4120A5D3F002C6D3AD4420F0034C5FE4A90085D4AD0CD02908F002,273196
1570 DATA E6D4AD04D02902F002E6D48D1ED0A5D2F002C6D2A5D1F002C6D1ADE51FF006CEE51F4C3E1EA9018DE51FADE61F,279495
1580 DATA 186901C907D002A9008DE61FACE61FAEE71FA9009DFF119D0812B9AD1F9D0012B9B41F9D0112B9BB1F9D0212B9,284165
1590 DATA C21F9D0312B9C91F9D0412B9D01F9D0512B9D71F9D0612B9DE1F9D0712ADE81F8D00D0AD2C20D031A5D518692F,288845
1600 DATA 8D03D0A5D6186910AAA9009D7D139D7E139D82139D8313A9409D7F139D8113A9A09D8013AD4620D003EEC3024C,293747
1610 DATA 5FE47070704D00300D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D,295012
1620 DATA 0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D,295597
1630 DATA 0D0D0D2046201F46341F41BB1E3427341A000000000000002335321A00000000002C361A00000033232F32251A,296939
1640 DATA 0000000000000000000000000027212D2500002F36253200000000004010E028F8D41004F8E0D4E044A870D41F,299604
1650 DATA 272E232A3027292A2E302E2F2F3030040404030303020202020201010101010000010001010001010101000001,300310
1660 DATA 0101000000000000000000000000000000000081402010080402424320100804C22424131008C82418181C1FF8,301660
1670 DATA 3818181838F81F1C182424C80810132442C20408102043810204081020400000000000000000010100FFFFFF00,303935
1680 DATA 010001010001FFFFFF044010040180200802C0300C03C0300C033FCFF3FC009E9E00000054540100FF00000100,306979
1690 DATA FF9F559F5500000000000000000000000000000000000000000000000000000000000000000000000000000000,307722
1700 DATA 0000000000000000000001000000FF000000000000000000000000000000000001FF00000100FFFF0001000000,308746
1710 DATA 000000000000000327010A64E81000000000000000000000000000000000000000000000000000000000000000,309147

(see D:CHECK 2, p. 26)

1 DATA 23,955,92,427,745,192,706,445,496,94,229,259,150,587,331,5731
1020 DATA 494,554,427,296,789,628,347,594,792,797,637,422,363,402,567,8109
1170 DATA 290,309,133,133,331,611,509,408,221,397,339,747,344,149,294,5215
1320 DATA 85,256,474,378,896,521,202,295,122,168,204,58,362,981,960,5962
1470 DATA 938,873,363,75,335,219,140,299,489,89,576,361,363,130,239,5539
1620 DATA 463,372,423,86,20,366,693,893,961,810,5087

Listing #2

;
;FILL 'ER UP!
;
;BY TOM HUDSON
;A.N.A.L.O.G. COMPUTING #10
;

;
;ALPHABETIC CONSTANTS
;
CA	=	'A'-$20
CB	=	'B'-$20
CC	=	'C'-$20
CD	=	'D'-$20
CE	=	'E'-$20
CF	=	'F'-$20
CG	=	'G'-$20
CH	=	'H'-$20
CI	=	'I'-$20
CJ	=	'J'-$20
CK	=	'K'-$20
CL	=	'L'-$20
CM	=	'M'-$20
CN	=	'N'-$20
CO	=	'O'-$20
CP	=	'P'-$20
CQ	=	'Q'-$20
CR	=	'R'-$20
CS	=	'S'-$20
CT	=	'T'-$20
CU	=	'U'-$20
CV	=	'V'-$20
CW	=	'W'-$20
CX	=	'X'-$20
CY	=	'Y'-$20
CZ	=	'Z'-$20
CCOL	=	':'-$20
;
;PAGE ZERO ITEMS
;
LO	=	$CB
HI	=	$CC
PLOTX	=	$CD
PLOTY	=	$CE
LOHLD	=	$CF
HIHLD	=	$D0
SMTIM	=	$D1
MOVTIM	=	$D2
TIMER	=	$D3
DEADFG	=	$D4
PX	=	$D5
PY	=	$D6
XI	=	$D7
YI	=	$D8
;
;MISCELLANEOUS MEMORY USAGE
;
PMAREA	=	$1000
MISSLS	=	PMAREA+384
PL0	=	PMAREA+512
PL1	=	PMAREA+640
PL2	=	PMAREA+768
PL3	=	PMAREA+896
DISP	=	$3000
;
;SYSTEM EQUATES
;
KEY	=	$2FC
CONSOL	=	$D01F
PMBASE	=	$D407
CHBASE	=	$02F4
RANDOM	=	$D20A
SETVBV	=	$E45C
XITVBV	=	$E45F
COLBK	=	$2C8
COLPF0	=	$2C4
COLPF1	=	$2C5
COLPF2	=	$2C6
COLPF3	=	$2C7
AUDC1	=	$D201
AUDC2	=	$D203
AUDC3	=	$D205
AUDC4	=	$D207
AUDF1	=	$D200
AUDF2	=	$D202
AUDF3	=	$D204
AUDF4	=	$D206
AUDCTL	=	$D208
PRIOR	=	$026F
ATTRACT	=	$4D
DMACTL	=	$22F
DLISTL	=	$230
GRACTL	=	$D01D
NMIEN	=	$D40E
PCOLR0	=	$D012
COLPM0	=	$2C0
COLPM1	=	$2C1
COLPM2	=	$2C2
COLPM3	=	$2C3
HPOSP0	=	$D000
HPOSP1	=	$D001
HPOSP2	=	$D002
HPOSP3	=	$D003
HPOSM0	=	$D004
HITCLR	=	$D01E
P0PF	=	$D004
P1PF	=	$D005
P2PF	=	$D006
P3PF	=	$D007
P0PL	=	$D00C
P3PL	=	$D00F
STICK	=	$278
STRIG	=	$284

	ORG	$6000	;ASSEMBLER WILL
			;PUT IT HERE


	LOC	$1400	;PROGRAM START

;
;THIS CODE, WHEN CALLED BY BASIC, WILL
;MOVE THE 'FILL 'ER UP!' CODE TO ITS
;PROPER LOCATION ($1400) AND EXECUTE IT.
;
PROG	PLA		;DISCARD
	PLA		;PULL THE
	STA	$81	;ADDRESS OF
	PLA		;THE HOLDING
	STA	$80	;STRING.
	LDA	#$00	;SET UP
	STA	$82	;DESTINATION
	LDA	#$14	;ADDRESS ON
	STA	$83	;PAGE ZERO.
	LDY	#0
COPYLP	LDA	($80),Y	;COPY THE BLOCK
	STA	($82),Y	;OF MEMORY.
	LDA	$80
	CLC
	ADC	#1
	STA	$80
	LDA	$81
	ADC	#0
	STA	$81
	LDA	$82
	CLC
	ADC	#1
	STA	$82
	LDA	$83
	ADC	#0
	STA	$83
	CMP	#DIR/256	;AT END YET?
	BNE	COPYLP	;NO!
	LDA	$82	;WELL, MAYBE...
	CMP	#DIR&255	;AT END?
	BNE	COPYLP	;NOPE!
;
;MAIN PROGRAM STARTS HERE
;
START	JSR	$E465	;INIT SOUNDS
	LDA	#$11	;P/M PRIORITY
	STA	PRIOR
	LDA	#1	;DON'T SHOW
	STA	SHOOFF	;PLAYER OR STAR
	STA	FILLON	;WE STILL MUST
	JSR	PMCLR	;CLEAR P/M AREA
	LDA	#64	;AND SET UP THE
	STA	STRHGT	;STAR'S HEIGHT
	LDA	#128	;AND
	STA	STRHOR	;HORIZONTAL POSITION
	LDA	#$D0	;NOW LET'S
	LDX	#4	;ZERO OUT
ZSCLP	STA	SCOLIN+4,X	;THE SCORE
	STA	SCOLIN+15,X	;AREAS!
	DEX
	BPL	ZSCLP
	LDX	#5
ZSCLP2	STA	SCOLN2+12,X
	DEX
	BPL	ZSCLP2
	LDA	#0	;THESE ITEMS
	STA	FILLON	;MUST BE SET
	STA	DEADFG	;TO ZERO ON
	STA	NOCCHG	;STARTUP OR
	STA	HITCLR	;ELSE WE'LL
	STA	DMACTL	;WIND UP WITH
	STA	NMIEN	;NASTY THINGS
	STA	HASDRN	;HAPPENING!
	STA	AUDCTL
	LDX	#5	;LET'S ZERO
CMSLP	STA	SCORE,X	;OUT THE SCORE
	DEX		;COUNTER...
	BPL	CMSLP
	STA	LEVEL	;AND LEVEL #!
	LDA	#3	;WE START WITH
	STA	LIVES	;3 LIVES
	ORA	#$90	;AND PUT THEM IN
	STA	SCOLN2+19	;THE SCORE LINE
	LDA	#$0A	;NEXT WE SET UP
	STA	COLPF0	;THE COLORS WE
	LDA	#$24	;WANT TO USE.
	STA	COLPF1
	LDA	#$94
	STA	COLPF2
	LDA	#$C4
	STA	COLPF3
	LDA	#0
	STA	COLBK
	LDA	#$76
	STA	COLPM3
	LDA	#$34
	STA	COLPM0
	LDA	#DLIST&255	;WE'D BETTER TELL
	STA	DLISTL	;THE COMPUTER WHERE
	LDA	#DLIST/256	;OUR DISPLAY LIST
	STA	DLISTL+1	;IS LOCATED!
	LDY	#INTRPT&255	;TELL WHERE THE
	LDX	#INTRPT/256	;VERTICAL BLANK
	LDA	#6	;INTERRUPT IS
	JSR	SETVBV	;AND SET IT!
	LDA	#PMAREA/256	;HERE'S OUR P/M
	STA	PMBASE	;GRAPHICS AREA!
	LDA	#$2E	;TURN ON THE
	STA	DMACTL	;DMA CONTROL
	LDA	#$3	;AND
	STA	GRACTL	;GRAPHICS CONTROL!
	LDA	#$40	;ENABLE VBI
	STA	NMIEN
	JMP	CLRDSP
PMCLR	LDA	#0	;CLEAR OUT
	LDX	#127	;THE P/M AREA:
PMICLR	STA	MISSLS,X	;MISSILES,
	STA	PL0,X	;PLAYER 0,
	STA	PL1,X	;PLAYER 1,
	STA	PL2,X	;PLAYER 2,
	STA	PL3,X	;AND PLAYER 3!
	DEX
	BNE	PMICLR	;LOOP UNTIL DONE
RETURN	RTS		;WE'RE DONE!
;
;PLOT ADDRESS CALCULATOR
;
;MULTIPLY PLOTY BY 40, THEN CALCULATE ADDRESS
;OF THE SCREEN MEMORY TO BE ALTERED.
;
PLOTCL	LDA	PLOTY
	ASL	A
	STA	LO
	LDA	#0
	STA	HI	;*2
	ASL	LO
	ROL	HI	;*4
	ASL	LO
	LDA	LO
	STA	LOHLD
	ROL	HI	;*8
	LDA	HI
	STA	HIHLD
	ASL	LO
	ROL	HI	;*16
	ASL	LO
	ROL	HI	;*32
	LDA	LO
	CLC
	ADC	LOHLD
	STA	LO
	LDA	HI
	ADC	HIHLD
	STA	HI	;+*8=*40
	LDA	#DISP&255
	CLC
	ADC	LO
	STA	LO
	LDA	#DISP/256
	ADC	HI
	STA	HI	;+DISPLAY START
	LDA	PLOTX	;MASK X POSITION
	AND	#3
	TAX
	LDA	PLOTX
	LSR	A
	LSR	A
	CLC
	ADC	LO
	STA	LO
	LDA	HI
	ADC	#0	;LO & HI NOW HOLD
	STA	HI	;THE ADDRESS!
	RTS		;EXIT!
;
;CLEAR THE DISPLAY MEMORY
;
CLRDSP	LDX	#0	;THIS ROUTINE WILL
	STX	PLOTX	;CLEAR THE SCREEN RAM.
	LDX	#0	;IT GETS THE ADDRESS
DLOOP2	STX	PLOTY	;OF THE BEGINNING OF
	JSR	PLOTCL	;EACH GR.7 LINE
	LDX	PLOTY	;THEN ZEROES OUT
	LDA	#$00	;EACH OF THE
	LDY	#39	;40 BYTES (0-39)
DLOOP3	STA	(LO),Y	;IN THE LINE.
	DEY
	BPL	DLOOP3
	INX
	CPX	#86
	BNE	DLOOP2
;
;DRAW THE COLOR 1 BORDER
;
	LDA	#3	;THIS ROUTINE
	STA	BORNUM	;DRAWS THE 4 LINES
BORDER	LDX	BORNUM	;THAT MAKE UP THE
	LDA	BXSTRT,X	;WHITE GR.7 BORDER
	STA	PLOTX	;ON THE SCREEN.
	LDA	BYSTRT,X
	STA	PLOTY
	LDA	BXINC,X
	STA	BDINCX
	LDA	BYINC,X
	STA	BDINCY
	LDA	BORCNT,X
	STA	BDCNT
DRAWLN	JSR	PLOTCL
	LDA	COLOR1,X
	LDY	#0
	ORA	(LO),Y
	STA	(LO),Y
	LDA	PLOTX
	CLC
	ADC	BDINCX
	STA	PLOTX
	LDA	PLOTY
	CLC
	ADC	BDINCY
	STA	PLOTY
	DEC	BDCNT
	BNE	DRAWLN
	DEC	BORNUM
	BPL	BORDER
;
;THIS SECTION STARTS OFF EACH LEVEL
;
	LDA	#80	;POSITION THE
	STA	PX	;PLAYER
	LDA	#84
	STA	PY
	LDA	LEVEL	;INCREMENT THE
	CLC		;LEVEL NUMBER
	ADC	#1
	STA	LOWK
	LDA	#0	;ZERO OUT
	STA	CURLO	;CURRENT TALLY
	STA	CURHI	;WORK AREA
	STA	HIWK
	LDA	#$FF	;TELL DECIMAL CONVERTER
	STA	SLLOC	;NOT TO PLACE RESULT
	JSR	CNVDEC	;CONVERT LEVEL #
	LDA	DECIMAL+1	;GET DECIMAL LEVEL #
	ORA	#$90	;ADD COLOR
	STA	SCOLN2+3	;PUT IN SCORE LINE
	LDA	DECIMAL	;SAME FOR 2ND
	ORA	#$90	;LEVEL #
	STA	SCOLN2+4	;DIGIT
	LDX	LEVEL	;GET THIS LEVEL'S
	LDA	TGTLO,X	;PARAMETERS
	STA	LOWK
	LDA	TGTHI,X
	STA	HIWK
	LDA	STARSP,X
	STA	STRSPD
	LDA	#4
	STA	SLLOC
	JSR	CNVDEC	;SHOW TARGET AMOUNT
;
;CLEAR OUT THE TRACKING TABLE THAT
;REMEMBERS WHERE THE PLAYER MOVED
;
CLRTRK	LDA	#0
	STA	SHOOFF
	TAX
CLRTLP	STA	DIR,X	;CLEAR DIRECTION
	STA	LGTH,X	;AND LENGTH ENTRIES
	DEX
	BNE	CLRTLP
	STA	MOVIX	;CLEAR MOVEMENT INDEX
	STA	DRAWFG	;AND DRAW FLAG
GETSTK	LDA	PAUSE	;GAME PAUSED?
	BNE	GETSTK	;YES, LOOP AND WAIT.
	LDA	#$FD	;DO 'WARBLE' SOUND
	STA	AUDF1	;USING SOUND
	LDA	#$FE	;CHANNELS 1-3
	STA	AUDF2
	LDA	#$FF
	STA	AUDF3
	LDA	#$A3
	STA	AUDC1
	STA	AUDC2
	STA	AUDC3
	LDA	#0	;NO ATTRACT MODE!
	STA	ATTRACT
	LDA	DEADFG	;DID STAR HIT US?
	BEQ	ALIVE	;NO!
	LDX	LEVEL	;IT HIT US--
	LDA	KILLFG,X	;UNCONDITIONAL KILL?
	BNE	JCRSH	;YES! WE'RE DEAD!!!
	LDA	PX	;NO, IF WE'RE ON A
	STA	PLOTX	;WHITE LINE (COLOR 1)
	LDA	PY	;THEN WE'RE ALIVE!
	STA	PLOTY
	JSR	PLOTCL
	LDY	#0
	LDA	BITSON,X
	AND	(LO),Y
	CMP	COLOR1,X	;ON COLOR 1?
	BEQ	ALIVE	;YES (WHEW!)
JCRSH	JMP	CRASH	;GO KILL PLAYER.
ALIVE	LDA	MOVTIM	;PLAYER MOVING?
	BEQ	GOTSTK	;YES--GET STICK.
	JMP	MOVSTR	;NO, MOVE STAR.
JGSTK	JMP	GETSTK	;GO GET STICK
GOTSTK	LDA	#4	;SET UP THE
	STA	MOVTIM	;MOVEMENT TIMER
	LDA	STICK	;GET THE STICK
	STA	STKHLD	;AND SAVE IT
	TAX		;THEN LOOK UP
	LDA	XD,X	;X DIRECTION
	CLC
	ADC	XD,X
	STA	XI	;AND
	LDA	YD,X	;Y DIRECTION
	CLC
	ADC	YD,X
	STA	YI
	ORA	XI	;ANY MOVEMENT?
	BEQ	JGSTK	;NO, TRY AGAIN.
	LDA	PX	;INCREMENT
	CLC		;PLAYER X
	ADC	XI	;POSITION AND
	STA	CKX	;HOLD IT...
	CMP	#159	;OFFSCREEN?
	BCS	JGSTK	;YES!
	STA	PLOTX	;NO, SAVE IT
	SEC
	SBC	XD,X
	STA	PXWC
	LDA	PY	;INCREMENT
	CLC		;PLAYER Y
	ADC	YI	;POSITION AND
	STA	CKY	;HOLD IT...
	CMP	#85	;OFFSCREEN?
	BCS	JGSTK	;YES!
	STA	PLOTY	;NO, SAVE IT
	SEC
	SBC	YD,X
	STA	PYWC
	JSR	PLOTCL	;LOCATE NEW PLAYER
	LDY	#0	;POSITION.
	LDA	BITSON,X
	AND	(LO),Y
	STA	CKV	;SAVE THE 'LOCATE'.
	STX	CKVX
	LDA	PXWC	;CHECK THE
	STA	PLOTX	;POSITION NEXT
	LDA	PYWC	;TO THE ONE WE'RE
	STA	PLOTY	;NOW IN...
	JSR	PLOTCL
	LDY	#0
	LDA	BITSON,X
	AND	(LO),Y
	PHA		;AND SAVE IT!
	LDA	STRIG	;TRIGGER PRESSED?
	BNE	NOTDRN	;NO!
	PLA		;OK TO DRAW?
	BNE	JGS	;NO!!
	JMP	DRAWIN	;YES, GO DRAW.
NOTDRN	PLA		;NOT DRAWING--ARE WE
	CMP	COLOR1,X	;ON COLOR 1?
	BNE	JGS	;NO, TRY AGAIN
	LDA	CKV	;ARE WE MOVING
	LDX	CKVX	;ONTO ANOTHER
	CMP	COLOR1,X	;COLOR 1?
	BNE	JGS	;NO! TRY AGAIN.
	LDA	CKX	;ALL'S WELL...
	STA	PX	;UPDATE PX
	LDA	CKY	;AND
	STA	PY	;PY,
JGS	JMP	GETSTK	;GET STICK.
;
;THIS ROUTINE HANDLES THE DRAW FUNCTION.
;
DRAWIN	LDA	DRAWFG	;ALREADY DRAWING?
	BNE	DRAWOK	;YES!
	STA	MOVIX	;NO, THIS IS THE
	LDA	STKHLD	;FIRST TIME--SET UP
	STA	DIR	;INITIAL DRAWING
	LDA	#1	;VARIABLES.
	STA	DRAWFG
	STA	HASDRN
	LDA	PX
	STA	INIX
	STA	MINX
	STA	MAXX
	LDA	PY
	STA	INIY
	STA	MINY
	STA	MAXY
DRAWOK	LDA	CKV	;DID WE
	LDX	CKVX	;RUN INTO ANOTHER
	CMP	COLOR2,X	;COLOR 2?
	BNE	NOCRSH	;NO, WE'RE OK.
	JMP	CRASH	;CRRAAASSSHHH!
NOCRSH	LDX	MOVIX	;UPDATE THE
	LDA	STKHLD	;TRACKING
	CMP	DIR,X	;TABLES WITH
	BEQ	SAMDIR	;DIRECTION
	INC	MOVIX	;INFORMATION.
	INX
	STA	DIR,X
	LDA	#0
	STA	LGTH,X
SAMDIR	INC	LGTH,X
	LDA	#3
	STA	BDCNT
	LDA	PX	;NOW PLOT THE
	STA	PLOTX	;LINE WE'RE
	LDA	PY	;DRAWING...
	STA	PLOTY
CCLOOP	JSR	PLOTCL
	LDY	#0
	LDA	(LO),Y
	AND	BITOFF,X
	ORA	COLOR2,X	;IN COLOR 2.
	STA	(LO),Y
	DEC	BDCNT
	BEQ	CKCOLR
	LDY	MOVIX
	LDX	DIR,Y
	LDA	XD,X
	CLC
	ADC	PLOTX
	STA	PLOTX
	LDA	YD,X
	CLC
	ADC	PLOTY
	STA	PLOTY
	JMP	CCLOOP
CKCOLR	LDA	PLOTX	;UPDATE X POS.
	STA	PX
	CMP	MAXX	;CHECK MINIMUM
	BCC	TMINX	;AND MAXIMUM
	STA	MAXX	;X & Y VALUES
	JMP	CHKYMM	;AND UPDATE IF
TMINX	CMP	MINX	;NECESSARY
	BCS	CHKYMM
	STA	MINX
CHKYMM	LDA	PLOTY
	STA	PY
	CMP	MAXY
	BCC	TMINY
	STA	MAXY
	JMP	ENDMM
TMINY	CMP	MINY
	BCS	ENDMM
	STA	MINY
ENDMM	LDX	CKVX	;DID WE DRAW
	LDA	CKV	;INTO
	CMP	COLOR1,X	;COLOR 1?
	BEQ	ENDLIN	;YES! END OF LINE!
	JMP	GETSTK	;NO, GO GET STICK.
ENDLIN	LDA	#0	;WE AREN'T
	STA	DRAWFG	;DRAWING ANYMORE
	JSR	SEARCH	;SEARCH AND FILL!!
	LDA	CURLO	;GET CURRENT VALUE
	STA	LOWK
	LDA	CURHI
	STA	HIWK
	LDA	#15	;PUT AT 15TH
	STA	SLLOC	;POS. IN SCOLIN
	JSR	CNVDEC	;CONVERT TO DECIMAL
	LDA	#1	;NOW REDRAW THE
	STA	RDRCOL	;PLAYER'S PATH IN
	JSR	REDRAW	;COLOR 1 (WHITE).
	LDX	LEVEL	;CHECK TO SEE
	LDA	CURLO	;IF WE'VE HIT
	SEC		;THE TARGET.
	SBC	TGTLO,X
	STA	LOWK
	LDA	CURHI
	SBC	TGTHI,X
	STA	HIWK	;HIT TARGET?
	BPL	NEWLVL	;YES--NEW LEVEL!
	JMP	CLRTRK	;NO, GO CLEAR TRACK
NEWLVL	LDA	LEVEL	;IF LEVEL < 15
	CMP	#15	;THEN
	BEQ	NOLINC	;INCREMENT
	INC	LEVEL	;LEVEL
;
;INCREASE SCORE HERE
;
NOLINC	ASL	LOWK	;SCORE INC =
	ROL	HIWK	;TGT-CUR * 2
	LDA	#$FF	;DON'T PLACE
	STA	SLLOC	;THE RESULT!
	JSR	CNVDEC	;CONVERT TO DECIMAL
	LDX	#5	;AND ADD TO SCORE
	LDY	#0
SCOLP	LDA	DECIMAL,Y
	CLC
	ADC	SCORE,X
	CMP	#10
	BMI	NOCARY
	SEC
	SBC	#10
	STA	SCORE,X
	INC	SCORE-1,X
	JMP	NXSPOS
NOCARY	STA	SCORE,X
NXSPOS	INY
	DEX
	BPL	SCOLP
	LDX	#5	;NOW PLACE THE
SHSLP	LDA	SCORE,X	;SCORE IN
	ORA	#$10	;SCORE LINE #2
	STA	SCOLN2+12,X
	DEX
	BPL	SHSLP
	LDA	#1	;STOP VBI FOR
	STA	FILLON	;A MOMENT
	STA	SHOOFF
	JSR	PMCLR	;CLEAR P/M AREA
	LDA	#64	;INITIALIZE
	STA	STRHGT	;THE
	LDA	#128	;STAR
	STA	STRHOR	;POSITION
	LDA	#0	;VBI ON AGAIN
	STA	FILLON
	JMP	CLRDSP	;GO CLEAR DISPLAY!
;
;THIS SECTION HANDLES PLAYER'S DEATH
;
CRASH	LDA	#0	;NO WARBLE SOUND
	STA	AUDC1
	STA	AUDC2
	STA	AUDC3
	LDA	#1	;NO PLAYER COLOR
	STA	NOCCHG	;CHANGE IN VBI
	LDA	#15	;SET BRIGHTNESS OF
	STA	DEDBRT	;PLAYER DEATH.
TIMRST	LDA	#5	;SET DEATH TIMER
	STA	TIMER	;TO 5 JIFFIES.
DEADCC	LDA	DEDBRT	;MOVE BRIGHTNESS
	STA	AUDC1	;TO DEATH SOUND VOLUME
	LDA	RANDOM	;GET RANDOM
	AND	#$1F	;DEATH SOUND
	STA	AUDF1	;FREQUENCY
	LDA	RANDOM	;GET RANDOM
	AND	#$F0	;DEATH COLOR
	ORA	DEDBRT	;ADD BRITE
	STA	COLPF1	;PUT IN LINE COLOR
	STA	COLPM3	;AND PLAYER COLOR
	LDA	TIMER	;TIMER DONE YET?
	BNE	DEADCC	;NO, GO CHANGE COLOR.
	DEC	DEDBRT	;DECREMENT BRIGHTNESS
	BPL	TIMRST	;IF MORE, GO DO IT.
	DEC	LIVES	;1 LESS LIFE
	LDA	LIVES	;GET # LIVES
	ORA	#$90	;ADD COLOR
	STA	SCOLN2+19	;AND DISPLAY!
	CMP	#$90	;ZERO LIVES?
	BNE	NOTDED	;NO!
	LDA	#GOMSG&255	;WE'RE COMPLETELY
	STA	SCDL	;DEAD, SHOW
	LDA	#GOMSG/256	;'GAME OVER'
	STA	SCDL+1	;MESSAGE
CKSTRT	LDA	CONSOL	;WAIT FOR START
	AND	#1	;KEY...
	BNE	CKSTRT	;NOT PRESSED--LOOP.
RELEAS	LDA	CONSOL	;KEY PRESSED, NOW
	AND	#1	;WAIT FOR RELEASE!
	BEQ	RELEAS	;NOT RELEASED YET!
	LDA	#SCOLIN&255	;PUT SCORE
	STA	SCDL	;LINE BACK
	LDA	#SCOLIN/256	;IN DISPLAY
	STA	SCDL+1	;LIST...
	JMP	START	;AND START GAME!
;
;THIS SECTION PLACES PLAYER AT A RANDOM
;LOCATION IF THERE ARE MORE LIVES LEFT.
;
NOTDED	LDA	#1	;DON'T SHOW
	STA	SHOOFF	;PLAYER
NEWLOC	LDA	RANDOM	;GET RANDOM X
	AND	#$FE	;MUST BE EVEN
	CMP	#159	;AND ON SCREEN
	BCS	NEWLOC
	STA	PLOTX
CSHY	LDA	RANDOM	;GET RANDOM Y
	AND	#$7E	;MUST BE EVEN
	CMP	#85	;AND ON SCREEN
	BCS	CSHY
	STA	PLOTY
	JSR	PLOTCL
	LDY	#0
	LDA	BITSON,X
	AND	(LO),Y	;IS LOCATION ON
	CMP	COLOR1,X	;COLOR 1?
	BNE	NEWLOC	;NO, TRY AGAIN.
	JSR	PMCLR	;IT'S OK, CLEAR P/M
	LDA	PLOTX	;SAVE
	STA	PX	;THE PLAYER'S
	LDA	PLOTY	;NEW
	STA	PY	;COORDINATES.
	LDA	#0	;REDRAW THE
	STA	RDRCOL	;PLAYER'S TRACK
	LDA	HASDRN	;IN COLOR 0
	BEQ	JCTRK
	JSR	REDRAW
	LDA	INIX	;THIS PART IS
	STA	PLOTX	;NEEDED TO PLOT
	LDA	INIY	;A COLOR 1 BLOCK
	STA	PLOTY	;AT THE START OF
	JSR	PLOTCL	;THE PLAYER'S TRACK
	LDY	#0	;AFTER IT IS ERASED.
	LDA	BITOFF,X	;(NOBODY'S PERFECT!)
	AND	(LO),Y
	ORA	COLOR1,X
	STA	(LO),Y
JCTRK	LDA	#$24	;RESTORE DRAW LINE
	STA	COLPF1	;COLOR
	LDA	#0
	STA	NOCCHG
	STA	HITCLR
	STA	DEADFG
	JMP	CLRTRK	;AND GO START NEW TRACK.
;
;THIS ROUTINE USES THE TRACKING TABLES,
;DIR AND LGTH, TO REDRAW THE LINE THE
;PLAYER DREW.  RDRCOL INDICATES THE COLOR
;DESIRED.
;
REDRAW	LDA	INIX
	STA	REX
	LDA	INIY
	STA	REY
	LDA	#0
	STA	X
REDXLP	LDX	X
	LDA	DIR,X
	STA	REDIR
	LDA	LGTH,X
	STA	LGTHY
	LDA	#1
	STA	Y
REDYLP	LDA	#3
	STA	TIMES
TIMES3	LDA	REX
	STA	PLOTX
	LDA	REY
	STA	PLOTY
	JSR	PLOTCL
	LDY	#0
	LDA	RDRCOL
	BNE	RDC1
	LDA	BITOFF,X
	AND	(LO),Y
	STA	(LO),Y
	JMP	SETNRP
ENDRD	LDA	#0
	STA	DRAWFG
	RTS
RDC1	LDA	BITOFF,X
	AND	(LO),Y
	ORA	COLOR1,X
	STA	(LO),Y
SETNRP	DEC	TIMES
	BEQ	NXTY
	LDX	REDIR
	LDA	REX
	CLC
	ADC	XD,X
	STA	REX
	LDA	REY
	CLC
	ADC	YD,X
	STA	REY
	JMP	TIMES3
NXTY	INC	Y
	LDA	Y
	CMP	LGTHY
	BEQ	JNRD
	BCS	NXTX
JNRD	JMP	REDYLP
NXTX	INC	X
	LDA	X
	CMP	MOVIX
	BEQ	JRXLP
	BCS	ENDRD
JRXLP	JMP	REDXLP
;
;2-BYTE DECIMAL CONVERTER.  CONVERTS
;A 2-BYTE BINARY NUMBER TO A 5-BYTE
;DECIMAL NUMBER.  WILL PLACE THE
;DECIMAL NUMBER IN SCOLIN IF DESIRED
;(SLLOC DETERMINES POSITION).
;
CNVDEC	LDX	#4
	LDA	#0
CDLP	STA	DECIMAL,X
	DEX
	BPL	CDLP
	LDX	#4
CKMAG	LDA	HIWK
	CMP	HIVALS,X
	BEQ	CKM2
	BCS	SUBEM
	BCC	NOSUB
CKM2	LDA	LOWK
	CMP	LOVALS,X
	BCS	SUBEM
NOSUB	DEX
	BPL	CKMAG
	JMP	SHOWIT
SUBEM	LDA	LOWK
	SEC
	SBC	LOVALS,X
	STA	LOWK
	LDA	HIWK
	SBC	HIVALS,X
	STA	HIWK
	INC	DECIMAL,X
	JMP	CKMAG
SHOWIT	LDX	#$4
	LDY	SLLOC
	BMI	SHEND
SHOLP	LDA	DECIMAL,X
	ORA	#$D0
	STA	SCOLIN,Y
	INY
	DEX
	BPL	SHOLP
SHEND	RTS
;
;THIS ROUTINE MOVES THE STAR AROUND ON
;THE PLAYFIELD.  THE STAR IS ROTATED AND
;PLOTTED (IN A PLAYER) IN THE VBI.
;
MOVSTR	LDA	SMTIM	;TIME TO MOVE?
	BEQ	MSTR	;YES, GO DO IT
	JMP	GETSTK	;NO, GET STICK
MSTR	LDA	STRSPD	;SET MOVEMENT TIMER
	STA	SMTIM	;WITH STAR SPEED
	LDA	STRHGT	;ADJUST P/M
	SEC		;COORDINATES TO
	SBC	#13	;MATCH PLAYFIELD
	STA	STRLY	;PLOTTING
	LDA	STRHOR	;COORDINATES.
	SEC
	SBC	#44
	STA	STRLX
	LDA	RANDOM	;WANT TO CHANGE
	CMP	#240	;THE STAR'S DIRECTION?
	BCC	SAMSTD	;NO, USE SAME.
NEWDIR	LDA	RANDOM	;GET RANDOM
	AND	#7	;DIRECTION
	JMP	DIRCHK
SAMSTD	LDA	STRDIR	;GET OLD DIRECTION.
DIRCHK	TAX		;CHECK TO SEE
	STA	TMPDIR	;IF STAR WILL
	LDA	STRLX	;BUMP INTO ANY
	CLC		;PLAYFIELD
	ADC	STRDTX,X	;OBJECT.
	STA	PLOTX
	LDA	STRLY
	CLC
	ADC	STRDTY,X
	STA	PLOTY
	JSR	PLOTCL
	LDY	#0
	LDA	BITSON,X
	AND	(LO),Y	;ANY COLLISION?
	BEQ	WAYCLR	;NO, ALL CLEAR!
	LDA	#15	;HIT SOMETHING,
	STA	BSCNT	;START BUMP SOUND AND
	BNE	NEWDIR	;GET NEW DIRECTION.
WAYCLR	LDA	PLOTX	;ADJUST STAR
	CLC		;COORDINATES
	ADC	#44	;BACK TO P/M
	STA	STRHOR	;COORDINATES
	LDA	PLOTY	;FROM PLAYFIELD.
	CLC
	ADC	#13
	STA	STRHGT
	LDA	TMPDIR	;SET DIRECTION
	STA	STRDIR
	JMP	GETSTK	;AND LOOP
;
;SEARCH FOR FILLABLE AREA
;
;THIS SECTION SEARCHES FOR THE AREA TO
;BE FILLED.  IT IS SO COMPLICATED THAT
;EXPLANATION OF ITS FINER DETAILS
;WOULD BE ALMOST IMPOSSIBLE WITHOUT
;WRITING ANOTHER COMPLETE ARTICLE.  AT
;ANY RATE, IT WORKS.  THOSE WITH ANY
;SPECIFIC QUESTIONS SHOULD WRITE ME,
;CARE OF A.N.A.L.O.G.
;
SEARCH	LDA	#1
	STA	FILLON
	LDA	#0
	STA	D
	LDA	STRHOR
	SEC
	SBC	#44
	STA	SX
	LDA	STRHGT
	SEC
	SBC	#13
	STA	SY
FINDCL	LDX	D
	LDA	SX
	CLC
	ADC	SXD,X
	STA	SX
	STA	PLOTX
	LDA	SY
	CLC
	ADC	SYD,X
	STA	SY
	STA	PLOTY
	JSR	PLOTCL
	LDY	#0
	LDA	(LO),Y
	AND	BITSON,X
	CMP	COLOR1,X
	BEQ	FINDC2
	CMP	COLOR2,X
	BNE	FINDCL
	LDA	#0
	STA	TD
	JMP	FOUND2
FINDC2	LDA	D
	STA	TD
	JSR	DECD
FC2A	JSR	SRCHLC
	CMP	COLOR1,X
	BNE	FC2B
	JSR	GRABEM
	JMP	FINDC2
FC2B	CMP	COLOR2,X
	BNE	FC2C
	JSR	GRABEM
	JMP	OUTLIN
FC2C	JSR	INCD
	JMP	FC2A
FOUND2	LDA	#0
	STA	TRIES
	JSR	DECD
FND2A	JSR	SRCHLC
	CMP	COLOR2,X
	BNE	FND2B
	JSR	GRABEM
	JMP	FOUND2
FND2B	LDA	TRIES
	CLC
	ADC	#1
	STA	TRIES
	CMP	#3
	BEQ	FINDC1
	JSR	INCD
	JMP	FND2A
FINDC1	LDA	D
	STA	TD
	JSR	DECD
FC1A	JSR	SRCHLC
	CMP	COLOR1,X
	BNE	FC1B
	JSR	GRABEM
	JMP	FINDC2
FC1B	JSR	INCD
	JMP	FC1A
OUTLIN	JSR	PLSXSY
	LDA	#0
	STA	TRIES
OUTLA	JSR	SRCHLC
	CMP	COLOR1,X
	BNE	OUTLB
	JSR	GRABEM
	JMP	OUTLIN
OUTLB	LDA	TRIES
	CLC
	ADC	#1
	STA	TRIES
	CMP	#4
	BEQ	OUTLD
	JSR	INCD
	JMP	OUTLA
OUTLD	JSR	LOCTXY
OUTLD2	CMP	COLOR2,X
	BNE	OUTLE
	JSR	FILL
	LDA	#0
	STA	FILLON
	RTS
OUTLE	JSR	INCD
	JSR	SRCHLC
	JMP	OUTLD2
SRCHLC	LDX	TD
	LDA	SX
	CLC
	ADC	SXD,X
	STA	TX
	STA	PLOTX
	LDA	SY
	CLC
	ADC	SYD,X
	STA	TY
	STA	PLOTY
LOCTXY	LDA	PLOTX
	CMP	#159
	BCS	NOREAD
	LDA	PLOTY
	CMP	#85
	BCS	NOREAD
	JSR	PLOTCL
	LDY	#0
	LDA	(LO),Y
	AND	BITSON,X
	RTS
NOREAD	LDA	#0
	LDX	#0
	RTS
GRABEM	LDA	TD
	STA	D
	LDA	TX
	STA	SX
	LDA	TY
	STA	SY
	RTS
INCD	LDA	TD
	CLC
	ADC	#1
	AND	#3
	STA	TD
	RTS
DECD	LDA	TD
	SEC
	SBC	#1
	AND	#3
	STA	TD
	RTS
PLSXSY	LDA	SX
	STA	PLOTX
	CMP	MAXX
	BCC	TMINX2
	STA	MAXX
	JMP	CKYMM2
TMINX2	CMP	MINX
	BCS	CKYMM2
	STA	MINX
CKYMM2	LDA	SY
	STA	PLOTY
	CMP	MAXY
	BCC	TMINY2
	STA	MAXY
	JMP	ENDMM2
TMINY2	CMP	MINY
	BCS	ENDMM2
	STA	MINY
ENDMM2	JSR	PLOTCL
	LDY	#0
	LDA	BITOFF,X
	AND	(LO),Y
	ORA	COLOR2,X
	STA	(LO),Y
	RTS
;
;FILL ROUTINE
;
;AS WITH THE 'SEARCH' SUBROUTINE, THE
;FILL SUBROUTINE IS FAR TOO COMPLEX TO
;EXPLAIN HERE.  THIS FILL IS ENTIRELY
;DIFFERENT FROM THE SYSTEM'S FILL
;ROUTINE, AS IT WILL FILL ANY SHAPE
;THAT IS OUTLINED IN COLOR 2.
;
FILL	LDA	#0	;TURN OFF
	STA	AUDC2	;SOUND CHANNELS
	STA	AUDC3	;2 AND 3.
	LDA	MAXY	;INITIALIZE
	SEC		;THE FILL
	SBC	MINY	;SOUND
	STA	FILFRQ	;FREQUENCY.
	LDA	MINX
	SEC
	SBC	#1
	STA	MINX
	STA	FX
	LDA	MINY
	STA	FY
	SEC
	SBC	#1
	STA	MINY
	LDA	MAXX
	CLC
	ADC	#1
	STA	MAXX
	LDA	MAXY
	CLC
	ADC	#1
	STA	MAXY
	LDA	#0
	STA	SCTALY
CLRC2T	LDA	#0
	STA	C2TALY
LOCLP1	JSR	LOCATE
	CMP	#2
	BNE	LOCLP1
LOCLP2	INC	C2TALY
	JSR	LOCATE
	CMP	#2
	BEQ	LOCLP2
	AND	#1
	BNE	CLRC2T
	LDA	C2TALY
	CMP	#1
	BEQ	FILLIT
	JSR	LOCPRV
	BEQ	CLRC2T
FILLIT	LDA	FX
	STA	PLOTX
	LDA	FY
	STA	PLOTY
	JSR	PLOTCL
	LDY	#0
	LDA	(LO),Y
	ORA	COLOR3,X
	STA	(LO),Y
	INC	SCTALY
	JSR	LOCATE
	CMP	#0
	BEQ	FILLIT
	AND	#1
	BNE	CLRC2T
	LDA	#1
	STA	C2TALY
FOLLOW	JSR	LOCATE
	CMP	#0
	BEQ	LOCLP3
	AND	#1
	BNE	CLRC2T
	INC	C2TALY
	JMP	FOLLOW
LOCLP3	LDA	C2TALY
	CMP	#1
	BNE	LOCLP4
	JMP	CLRC2T
LOCLP4	JSR	LOCPRV
	CMP	BITSON,X
	BEQ	FILLIT
	JMP	CLRC2T
LOCATE	LDA	FX
	CLC
	ADC	#1
	STA	FX
	CMP	MAXX
	BNE	STOFX
	LDA	CURLO
	CLC
	ADC	SCTALY
	STA	CURLO
	LDA	CURHI
	ADC	#0
	STA	CURHI
	LDA	#0
	STA	SCTALY
	LDA	MINX
	STA	FX
	LDA	#0
	STA	C2TALY
	LDA	#$86
	STA	AUDC1
	LDA	FILFRQ
	STA	AUDF1
	BEQ	NOFFDC
	DEC	FILFRQ
NOFFDC	LDA	FY
	CLC
	ADC	#1
	STA	FY
	CMP	MAXY
	BEQ	FILEND
	LDA	FX
	CMP	MINX
	BNE	STOFX
	PLA
	PLA
	JMP	CLRC2T
FILEND	PLA
	PLA
	RTS
STOFX	LDA	FX
	STA	PLOTX
	LDA	FY
	STA	PLOTY
	JSR	PLOTCL
	LDY	#0
	LDA	BITSON,X
	AND	(LO),Y
	CMP	COLOR2,X
	BNE	NOTC2
	LDA	BITSON,X
	ORA	(LO),Y
	STA	(LO),Y
	INC	SCTALY
	LDA	#2
	RTS
NOTC2	CMP	COLOR1,X
	BNE	NOTC1
	LDA	#1
	RTS
NOTC1	CMP	#0
	BNE	C3
	RTS
C3	LDA	#3
	RTS
LOCPRV	LDA	FX
	STA	PLOTX
	LDA	FY
	SEC
	SBC	#1
	CMP	MINY
	BEQ	NOLOCP
	STA	PLOTY
	JSR	PLOTCL
	LDY	#0
	LDA	BITSON,X
	AND	(LO),Y
	RTS
NOLOCP	LDA	#0
	LDX	#0
	RTS
;
;VBI ROUTINE
;
INTRPT	LDA	KEY	;IS SPACE BAR
	CMP	#$21	;PRESSED?
	BNE	NOPRES	;NO, CHECK FOR PAUSE.
	LDA	#$FF	;CLEAR OUT
	STA	KEY	;KEY CODE,
	LDA	PAUSE	;COMPLEMENT
	EOR	#$FF	;THE PAUSE
	STA	PAUSE	;FLAG.
NOPRES	LDA	PAUSE	;ARE WE PAUSED?
	BEQ	NOPAUS	;NO!
	JMP	XITVBV	;PAUSED, NO VBI!
NOPAUS	LDA	BSCNT	;MORE BUMP SOUND?
	BMI	NOBS	;NO, PROCESS TIMER.
	ORA	#$A0	;MIX VOLUME WITH
	STA	AUDC4	;PURE TONE,
	LDA	#$80	;SET UP BUMP
	STA	AUDF4	;SOUND FREQUENCY
	DEC	BSCNT	;AND DECREMENT COUNT.
NOBS	LDA	TIMER	;TIMER DOWN TO ZERO?
	BEQ	NODEC	;YES, DON'T DECREMENT.
	DEC	TIMER	;DECREMENT TIMER.
NODEC	LDA	FILLON	;ARE WE FILLING?
	BEQ	NOFILL	;NO, DO REST OF VBI.
	JMP	XITVBV	;YES, EXIT VBI
NOFILL	LDA	#0	;CLEAR OUT
	STA	DEADFG	;DEAD FLAG
	LDA	P0PL	;HAS PLAYER 0
	AND	#$08	;HIT PLAYER 3?
	BEQ	NOHITP	;NO!
	INC	DEADFG	;YES!!!
NOHITP	LDA	P0PF	;HAS PLAYER 0
	AND	#$02	;HIT COLOR 2?
	BEQ	NOHITL	;NO!
	INC	DEADFG	;YES!!!
NOHITL	STA	HITCLR	;CLEAR COLLISION.
	LDA	MOVTIM	;MOVEMENT TIMER ZERO?
	BEQ	NOMDEC	;YES, DON'T DECREMENT.
	DEC	MOVTIM	;DECREMENT TIMER.
NOMDEC	LDA	SMTIM	;STAR MOVE TIMER ZERO?
	BEQ	NMTDEC	;YES, DON'T DECREMENT.
	DEC	SMTIM	;DECREMENT TIMER.
NMTDEC	LDA	STARCT	;STAR ROT. TIMER ZERO?
	BEQ	STAROT	;YES, ROTATE STAR!
	DEC	STARCT	;DECREMENT TIMER
	JMP	VBREST	;AND SKIP ROTATION.
STAROT	LDA	#1	;SET ROT. TIMER
	STA	STARCT	;TO 1
	LDA	STRPOS	;INCREMENT
	CLC		;STAR ROTATION
	ADC	#1	;COUNTER,
	CMP	#7	;ALLOW ONLY 0-6.
	BNE	STOSTP	;ROT. COUNT OK
	LDA	#0	;ZERO ROT. COUNTER.
STOSTP	STA	STRPOS	;SAVE ROT. POS.
VBREST	LDY	STRPOS	;THIS SECTION
	LDX	STRHGT	;DRAWS THE STAR
	LDA	#0	;IN PLAYER 0
	STA	PL0-1,X	;MEMORY USING
	STA	PL0+8,X	;THE TABLES
	LDA	STARB1,Y	;'STARB1' THRU
	STA	PL0,X	;'STARB8'.
	LDA	STARB2,Y
	STA	PL0+1,X
	LDA	STARB3,Y
	STA	PL0+2,X
	LDA	STARB4,Y
	STA	PL0+3,X
	LDA	STARB5,Y
	STA	PL0+4,X
	LDA	STARB6,Y
	STA	PL0+5,X
	LDA	STARB7,Y
	STA	PL0+6,X
	LDA	STARB8,Y
	STA	PL0+7,X
	LDA	STRHOR	;SET STAR'S
	STA	HPOSP0	;HORIZ. POS.
	LDA	SHOOFF	;OK TO SHOW PLAYER?
	BNE	ENDVBI	;NO, EXIT VBI
	LDA	PX	;SET PLAYER'S
	CLC		;HORIZONTAL
	ADC	#47	;POSITION
	STA	HPOSP3
	LDA	PY	;DRAW PLAYER
	CLC		;IN PLAYER 3
	ADC	#$10	;MEMORY
	TAX
	LDA	#0
	STA	PL3-3,X
	STA	PL3-2,X
	STA	PL3+2,X
	STA	PL3+3,X
	LDA	#$40
	STA	PL3-1,X
	STA	PL3+1,X
	LDA	#$A0
	STA	PL3,X
	LDA	NOCCHG	;COLOR CHANGE OK?
	BNE	ENDVBI	;NO, EXIT VBI
	INC	COLPM3	;YES, CYCLE THE COLOR.
ENDVBI	JMP	XITVBV	;DONE WITH VBI!
;
;DATA
;
DLIST	DB	$70,$70,$70
	DB	$4D,DISP&255,DISP/256
	DB	$D,$D,$D,$D,$D,$D,$D,$D,$D,$D
	DB	$D,$D,$D,$D,$D,$D,$D,$D,$D,$D
	DB	$D,$D,$D,$D,$D,$D,$D,$D,$D,$D
	DB	$D,$D,$D,$D,$D,$D,$D,$D,$D,$D
	DB	$D,$D,$D,$D,$D,$D,$D,$D,$D,$D
	DB	$D,$D,$D,$D,$D,$D,$D,$D,$D,$D
	DB	$D,$D,$D,$D,$D,$D,$D,$D,$D,$D
	DB	$D,$D,$D,$D,$D,$D,$D,$D,$D,$D
	DB	$D,$D,$D,$D,$D,$20,$46
SCDL	DW	SCOLIN
	DB	$46
	DW	SCOLN2
	DB	$41,DLIST&255,DLIST/256

SCOLIN	DB	CT,CG,CT,CCOL,0,0,0,0,0,0
	DB	0,CC,CU,CR,CCOL,0,0,0,0,0
SCOLN2	DB	CL,CV,CCOL,0,0,0,CS,CC,CO
	DB	CR,CE,CCOL,0,0,0,0,0,0,0,0
GOMSG	DB	0,0,0,0,0,CG,CA,CM,CE,0
	DB	0,CO,CV,CE,CR,0,0,0,0,0
;
;LEVEL TABLES
;
TGTLO	DB	64,16,224,40,248,212,16,4
	DB	248,224,212,224,68,168,112,212
TGTHI	DB	31,39,46,35,42,48,39,41,42
	DB	46,48,46,47,47,48,48
STARSP	DB	4,4,4,3,3,3,2,2,2,2,2,1,1
	DB	1,1,1
KILLFG	DB	0,0,1,0,1,1,0,1,1,1,1,0,0
	DB	1,1,1

ZERO1	DB	0
SCORE	DB	0,0,0,0,0,0
SLLOC	DB	0
CURLO	DB	0
CURHI	DB	0
LEVEL	DB	0
PAUSE	DB	0
HASDRN	DB	0
LOWK	DB	0
HIWK	DB	0
SCTALY	DB	0
LIVES	DB	0
;
;STAR PLAYER-MISSILE IMAGES
;
STARB1	DB	$81,$40,$20,$10,$08,$04,$02
STARB2	DB	$42,$43,$20,$10,$08,$04,$C2
STARB3	DB	$24,$24,$13,$10,$08,$C8,$24
STARB4	DB	$18,$18,$1C,$1F,$F8,$38,$18
STARB5	DB	$18,$18,$38,$F8,$1F,$1C,$18
STARB6	DB	$24,$24,$C8,$08,$10,$13,$24
STARB7	DB	$42,$C2,$04,$08,$10,$20,$43
STARB8	DB	$81,$02,$04,$08,$10,$20,$40

STARCT	DB	0
STRPOS	DB	0
STRHGT	DB	0
STRHOR	DB	0
STRLX	DB	0
STRLY	DB	0
TMPDIR	DB	0
STRDIR	DB	0
STRDTX	DB	1,1,0,255,255,255,0,1
STRDTY	DB	0,1,1,0,1,255,255,255
STRSPD	DB	4
COLOR1	DB	$40,$10,$04,$01
COLOR2	DB	$80,$20,$08,$02
COLOR3	DB	$C0,$30,$0C,$03
BITSON	DB	$C0,$30,$0C,$03
BITOFF	DB	$3F,$CF,$F3,$FC
BXSTRT	DB	0,158,158,0
BYSTRT	DB	0,0,84,84
BXINC	DB	1,0,255,0
BYINC	DB	0,1,0,255
BORCNT	DB	159,85,159,85
BORNUM	DB	0
BDINCX	DB	0
BDINCY	DB	0
BDCNT	DB	0
PXWC	DB	0
PYWC	DB	0
SHOOFF	DB	0
CKX	DB	0
CKY	DB	0
INIX	DB	0
INIY	DB	0
MINX	DB	0
MINY	DB	0
MAXX	DB	0
MAXY	DB	0
REX	DB	0
REY	DB	0
X	DB	0
Y	DB	0
SX	DB	0
SY	DB	0
TX	DB	0
TY	DB	0
FX	DB	0
FY	DB	0
TD	DB	0
D	DB	0
BSCNT	DB	0
FILFRQ	DB	0
TRIES	DB	0
FILLON	DB	0
C2TALY	DB	0
NOCCHG	DB	0
DEDBRT	DB	0
STKHLD	DB	0
RDRCOL	DB	0
REDIR	DB	0
LGTHY	DB	0
TIMES	DB	0
CKV	DB	0
CKVX	DB	0
DRAWFG	DB	0
MOVIX	DB	0
XD	DB	0,0,0,0
	DB	0,0,0,1
	DB	0,0,0,255
	DB	0,0,0,0
YD	DB	0,0,0,0
	DB	0,0,0,0
	DB	0,0,0,0
	DB	0,1,255,0
SXD	DB	0,1,0,255
SYD	DB	255,0,1,0
DECIMAL	DB	0,0,0,0,0
ZERO2	DB	0
HIVALS	DB	0,0,0,3,39
LOVALS	DB	1,10,100,232,16
DIR	DS	256
LGTH	DS	256

	.END
THE A.N.A.L.O.G COMPENDIUM / PAGE 175

Fill ’Er Up II

16K cassette 24K disk

by Tom Hudson

If you’ve ever typed in a game program from a computer magazine hoping for an arcade-quality masterpiece, you’ve probably been disappointed. Games written in BASIC are usually too slow to handle the complex graphics and game logic necessary for an entertaining arcade-style game. In an effort to satisfy those avid video-gamers out there, I have written Fill ’Er Up!, a public-domain assembly-language game.

Typing the program.

Before tackling the program listings accompanying this article, let’s look at them and see what they do.

Listing 1 is the main data and data checking routine. This listing is used to create both tape and disk versions of Fill ’Er Up. The data that makes up the Fill ’Er Up program listed in hexadecimal (base 16). The program is listed this way so that it will run with 16K cassette systems. I realize that those DATA statements aren’t fun to type in, but they are a necessary evil.

Listing 2 should be added to Listing 1 if you are using an ATARI cassette recorder.

Listing 3 should be added to Listing 1 if you are using a disk drive.

Listing 4 is the assembly-language source code for Fill ’Er Up, created with the ATARI Macro Assembler editor. You DO NOT have to type in this listing to play the game! It is provided so that readers interested in assembly language can see how the program works.

Follow the instructions to make either a cassette or disk version of Fill ’Er Up.

Cassette instructions.

  1. Type Listing 1 into your computer. Use the CCHECK program to check the accuracy of your typing.
  2. With Listing 1 in your computer, type in Listing 2. This operation will merge the two listings. Make sure the lines were entered correctly, then CSAVE the new program.
  3. Type RUN and press RETURN. The program will begin printing the line numbers of the DATA statements as it reads and checks each one. It will alert you if it finds any problems in the DATA. Correct any problems in the data lines and re-RUN the program until all the DATA is checked and correct.
  4. When all the data lines are correct, the program will ask you to “READY CASSETTE AND PRESS RETURN.” Place a blank tape in your recorder, press RECORD and PLAY simultaneously and press ready. When finished, the BASIC “READY” prompt will appear. If you have not CSAVEd the BASIC program, do so at this point. You may not need this program again, but it’s good to have if you ever need another copy of the game.
  5. To play Fill ’Er Up, rewind the tape created by the BASIC program to the beginning. Turn your computer OFF and remove any cartridges. Press computer OFF and remove any cartridges. Press PLAY on the recorder, then turn your computer ON while pressing the START key. The computer will BEEP once. Press RETURN, and Fill ’Er Up will load and run automatically.

Disk instructions.

  1. Type Listing 1 into your computer. Use D:CHECK to verify your typing.
  2. After Listing 1 is correctly typed into your computer, type in Listing 3. The lines will automatically merge with Listing 1. It’s a good idea to SAVE the whole BASIC program at this time.
  3. Type RUN and press RETURN. The program will begin verifying the DATA lines, printing the line numbers as it checks each one. It will alert you if any errors are located in the data. Fix any incorrect lines and re-RUN the program until all errors are eliminated.
  4. When all the DATA lines are checked, the program will tell you to “INSERT DISK WITH DOS, PRESS RETURN.” Place a disk with DOS in drive 1 and press RETURN . The program will write an AUTORUN.SYS file to your disk. This file contains the Fill ’Er Up game. When finished, the BASIC “READY” prompt will appear. Make sure the BASIC program has been SAVED before continuing.
  5. To play Fill ’Er Up, place the disk containing the AUTORUN.SYS file in drive 1. Turn the computer OFF, remove any cartridges and turn the computer back ON. Fill ’Er Up will load and run automatically.

Game description.

You have been assigned to build a series of water reservoirs in uncharted territory. Unfortunately, an electrified starfish (don’t boggle; read on) is patrolling the area. Using your joystick, you must manuever yourself around on the screen, building walls to hold the water, while avoiding the starfish.

You start out on the white border surrounding the planned resevoir area. You may move around on these white walls by moving your joystick in the desired direction. You can build a reservoir wall by moving into the black “uncharted” area while pressing your joystick button. The walls you make can be any length, and must be terminated at a white wall. When you finish a wall by hitting a white wall, the area you have enclosed will fill with water. Do NOT run into the wall you are building or you will be destroyed. If the starfish hits you or any part of the wall you are building before you complete it, you will be destroyed. On levels 1,2,4,7,12 and 13 you will be safe from attack when standing on a white wall, but on other levels the starfish can destroy you on contact at any time!

If you do not complete the levels in a certain time period, electrified sea urchins will begin appearing on the white walls, moving along it looking for YOU! These creatures prove fatal on contact, but they can be destroyed by trapping them inside a completed resevoir. The sea urchins have no sense of fair play, and will “gang up” against you whenever possible.

At the bottom of the screen are several information displays. “TGT” indicates the TARGET area you must fill with water before you complete the level. “CUR” indicates the CURRENT area you have filled. Once CUR reaches TGT, you have completed the level and are awarded points. SCORE indicates the number of points you have gained. At the end of each level, the computer will give you 2 points for each unit over the target you have filled. If the TARGET amount is 8000 and you fill 9000 units, you receive 2000 points. “Fill ’Er Up” may be paused at any time by pressing the space bar.

This game contains 16 levels of difficulty. The level number is shown in the lower left corner of the screen.

You have three lives, shown in the lower right corner of the screen. Good luck!

Listing 1

1 REM *** FILL 'ER UP! II ***
10 DATA 0,1,2,3,4,5,6,7,8,9,0,0,0,0,0,0,0,10,11,12,13,14,15
20 DIM DAT$(91),HEX(22):FOR X=0 TO 22:READ N:HEX(X)=N:NEXT X:LINE=990:RESTORE 1000:TRAP 60:? "CHECKING DATA"
25 LINE=LINE+10:? "LINE:";LINE:READ DAT$:IF LEN(DAT$)<>90 THEN 110
28 DATLIN=PEEK(183)+PEEK(184)*256:IF DATLIN<>LINE THEN ? "LINE ";LINE;" MISSING!":END 
30 FOR X=1 TO 89 STEP 2:D1=ASC(DAT$(X,X))-48:D2=ASC(DAT$(X+1,X+1))-48:BYTE=HEX(D1)*16+HEX(D2)
35 IF PASS=2 THEN PUT #1,BYTE:NEXT X:READ CHKSUM:GOTO 25
40 TOTAL=TOTAL+BYTE:NEXT X:READ CHKSUM:IF TOTAL=CHKSUM THEN 25
50 GOTO 110
60 IF PEEK(195)<>6 THEN 110
100 ? "WRITING FILE":PASS=2:LINE=990:RESTORE 1000:TRAP 60:GOTO 25
110 ? "BAD DATA: LINE ";LINE:END 
1000 DATA A9258581A9148592A90085808591A000B1809191E680E691D004E681E692A592C923D0ECA591C909D0E64C2D14,6169
1010 DATA A9008D2F028D1DD08DC802A9748DC402A9C48DC502A90A8DC602A9348DC702A9F78D3002A9208D3102A92E8D2F,11064
1020 DATA 02A9038D1DD04C28192065E4A900A27F9580CA10FB8D14228D15228D16228D1722A9118D6F02A9018DAC228DC4,15402
1030 DATA 22202F15A9408D6722A9808D6822A9D0A2049D19219D2421CA10F7A2059D3521CA10FAA9008DC42285898DC622,20133
1040 DATA 8D1ED08D2F028D0ED48D2822858A8D08D2A2059D1D22CA10FA8D2622A9038D2C2209908D3C21A90A8DC402A924,24483
1050 DATA 8DC502A9948DC602A9C48DC702A9008DC802A9768DC102A93F8DC2028DC302A9348DC002A9928D3002A9208D31,29683
1060 DATA 02A00AA21FA906205CE4A9108D07D4A92E8D2F02A9038D1DD0A9408D0ED44C9615A900A27F9D80119D00129D80,34142
1070 DATA 129D00139D8013CAD0EE60A5830A8580A9008581068026810680A58085842681A58185850680268106802681A5,38869
1080 DATA 801865848580A58165858581A9001865808580A93065818581A5822903AAA5824A4A1865808580A58169008581,43824
1090 DATA 60A2008682A2008683204615A683A900A02791808810FBE8E056D0EBA9038DA622AEA622BD92228582BD962285,49247
1100 DATA 83BD9A228DA722BD9E228DA822BDA2228DA922204615BD7E22A00011809180A582186DA7228582A583186DA822,54123
1110 DATA 8583CEA922D0DFCEA62210BBA950858BA954858CAD26221869018D2922A9008D14228D15228D16228D17228D24,58606
1120 DATA 228D25228D2A22A9FF8D232220491AADFA2209908D2C21ADF92209908D2D21AE2622BDA1218D2922BDB1218D2A,62917
1130 DATA 22BDC1218D7D22BDE12185958594A9048D232220491AA9008DAC22AA9D09239D0924CAD0F78DD0228DCF22AD27,67913
1140 DATA 22D0FBA9FD8D00D2A9FE8D02D2A9FF8D04D2A9A38D01D28D03D28D05D2A900854DA58AD023A589F022AE2622BD,74064
1150 DATA D121D017A58B8582A58C8583204615A000BD8A223180DD7E22F0034CD118A587F0064C9C1A4C7416A9048587AD,79059
1160 DATA 78028DC822AABDD122187DD122858DBDE122187DE122858E058DF0DCA58B18658D8DAD22C99FB0D0858238FDD1,85004
1170 DATA 228DAA22A58C18658E8DAE22C955B0BB858338FDE1228DAB22204615A000BD8A2231808DCD228ECE22ADAA2285,90224
1180 DATA 82ADAB228583204615A000BD8A22318048AD8402D00668D01E4C641768DD7E22D015ADCD22AECE22DD7E22D00A,95090
1190 DATA ADAD22858BADAE22858C4C7416ADCF22D0278DD022ADC8228D0923A9018DCF228D2822A58B8DAF228DB1228DB3,100339
1200 DATA 22A58C8DB0228DB2228DB422ADCD22AECE22DD8222D0034CD118AED022ADC822DD0923F00CEED022E89D0923A9,105890
1210 DATA 009D0924FE0924A9038DA922A58B8582A58C8583204615A000B1803D8E221D82229180CEA922F019ACD022BE09,110621
1220 DATA 23BDD1221865828582BDE12218658385834CC517A582858BCDB32290068DB3224C0918CDB122B0038DB122A583,115711
1230 DATA 858CCDB42290068DB4224C2018CDB222B0038DB222AECE22ADCD22DD7E22F0034C7416A9008DCF2220F81BAD24,120720
1240 DATA 228D2922AD25228D2A22A90F8D232220491AA9018DC92220B219AE2622AD242238FDA1218D2922AD2522FDB121,124652
1250 DATA 8D2A2210034C5F16AD2622C90FF003EE26220E29222E2A22A9FF8D232220491AA205A000B9F922187D1D22C90A,128289
1260 DATA 300C38E90A9D1D22FE1C224CA3189D1D22C8CA10E2A205BD1D2209D09D3521CA10F5A9018DC4228DAC22202F15,132641
1270 DATA A9408D6722A9808D6822A9008DC4224C9615A9008D01D28D03D28D05D2A9018DC622A90F8DC722A9058588ADC7,137662
1280 DATA 228D01D2AD0AD2291F8D00D2AD0AD229F00DC7228DC5028DC102A588D0E0CEC72210D7CE2C22AD2C2209908D3C,142752
1290 DATA 21C990D025A93D8DEF20A9218DF020AD1FD02901D0F9AD1FD02901F0F9A9158DEF20A9218DF0204C6314A9018D,148209
1300 DATA AC22AD0AD229FEC99FB0F78582AD0AD2297EC955B0F78583204615A000BD8A223180DD7E22D0DB202F15A58285,153839
1310 DATA 8BA583858CA9008DC922AD2822F01C20B219ADAF228582ADB0228583204615A000BD8E2231801D7E229180A924,158626
1320 DATA 8DC502A9008DC6228D1ED08589858A4C5F16ADAF228DB522ADB0228DB622A9008DB722AEB722BD09238DCA22BD,163816
1330 DATA 09248DCB22A9018DB822A9038DCC22ADB5228582ADB6228583204615A000ADC922D010BD8E22318091804C0A1A,168465
1340 DATA A9008DCF2260BD8E2231801D7E229180CECC22F01AAECA22ADB522187DD1228DB522ADB622187DE1228DB6224C,173602
1350 DATA DC19EEB822ADB822CDCB22F002B0034CD719EEB722ADB722CDD022F002B0B44CC319A204A9009DF922CA10FAA2,179464
1360 DATA 04AD2A22DDFF22F004B0109008AD2922DD0423B006CA10E94C881AAD292238FD04238D2922AD2A22FDFF228D2A,183980
1370 DATA 22FEF9224C551AA204AC2322300CBDF92209D0991521C8CA10F460A586F0034C9F1BAD7D228586AD672238E90D,188874
1380 DATA 8D6A22AD682238E92C8D6922AD0AD2C9F09008AD0AD229074CCC1AAD6C22AA8D6B22AD6922187D6D228582AD6A,193725
1390 DATA 22187D75228583204615A000BD8A223180F007A90F8DC122D0CCA58218692C8D6822A58318690D8D6722AD6B22,198132
1400 DATA 8D6C22A9038596A696BD1422F020BD0C228582BD10228583204615A000BD8A223180DD7E22F00EA696A9009D14,202820
1410 DATA 22C69610D54C9F1BA9038DC322A696BD18228597A696A497BD0C2218790422C99FB01E8582BD102218790822C9,207587
1420 DATA 55B0118583204615A000BD8A223180DD7E22F015CEC32230B4AEC322A597187D0122290385974C491BA696A582,212273
1430 DATA 9D0C22A5839D1022A5979D18224C361BA594F0034C7416A5958594A203BD1422F006CA10F84C74168698AD0AD2,217045
1440 DATA C9A0B0F98582AD0AD2297FC955B0F78583204615A000BD8A223180DD7E22D0DDA698A5829D0C22A5839D1022AD,222751
1450 DATA 0AD229039D1822A9019D14224C7416A9018DC422A9008DC022AD682238E92C8DB922AD672238E90D8DBA22AEC0,227245
1460 DATA 22ADB922187DF1228DB9228582ADBA22187DF5228DBA228583204615A000B1803D8A22DD7E22F00DDD8222D0D1,232421
1470 DATA A9008DBF224C731CADC0228DBF2220521D20FC1CDD7E22D00620331D4C4B1CDD8222D00620331D4CB91C20461D,236412
1480 DATA 4C541CA9008DC32220521D20FC1CDD8222D00620331D4C731CADC3221869018DC322C903F00620461D4C7B1CAD,240407
1490 DATA C0228DBF2220521D20FC1CDD7E22D00620331D4C4B1C20461D4CA51C205E1DA9008DC32220FC1CDD7E22D00620,244373
1500 DATA 331D4CB91CADC3221869018DC322C904F00620461D4CC11C20171DDD8222D009209E1DA9008DC4226020461D20,248227
1510 DATA FC1C4CE51CAEBF22ADB922187DF1228DBB228582ADBA22187DF5228DBC228583A582C99FB011A583C955B00B20,253777
1520 DATA 4615A000B1803D8A2260A900A20060ADBF228DC022ADBB228DB922ADBC228DBA2260ADBF2218690129038DBF22,258398
1530 DATA 60ADBF2238E90129038DBF2260ADB9228582CDB32290068DB3224C761DCDB122B0038DB122ADBA228583CDB422,263511
1540 DATA 90068DB4224C8E1DCDB222B0038DB222204615A000BD8E2231801D8222918060A9008D03D28D05D2ADB42238ED,268158
1550 DATA B2228DC222ADB12238E9018DB1228DBD22ADB2228DBE2238E9018DB222ADB3221869018DB322ADB4221869018D,273050
1560 DATA B422A9008D2B22A9008DC52220541EC902D0F9EEC52220541EC902F0F62901D0E6ADC522C901F00520E81EF0DA,278385
1570 DATA ADBD228582ADBE228583204615A000B1801D86229180EE2B2220541EC900F0E02901D0B6A9018DC52220541EC9,283210
1580 DATA 00F00A2901D0A6EEC5224C2E1EADC522C901D0034CDF1D20E81EDD8A22F0B44CDF1DADBD221869018DBD22CDB3,288351
1590 DATA 22D050AD2422186D2B228D2422AD252269008D2522A9008D2B22ADB1228DBD22A9008DC522A9868D01D2ADC222,292630
1600 DATA 8D00D2F003CEC222ADBE221869018DBE22CDB422F00DADBD22CDB122D00868684CDF1D686860ADBD228582ADBE,298112
1610 DATA 228583204615A000BD8A223180DD8222D00DBD8A2211809180EE2B22A90260DD7E22D003A90160C900D00160A9,302731
1620 DATA 0360ADBD228582ADBE2238E901CDB222F00D8583204615A000BD8A22318060A900A20060ADFC02C921D00DA9FF,307760
1630 DATA 8DFC02AD272249FF8D2722AD2722F0034C5FE4ADC122300D09A08D07D2A9808D06D2CEC122A588F002C688A594,313096
1640 DATA F006C693D002C694ADC422F0034C5FE4A9008589858AAD0DD0290CF002E68AAD0DD02901F002E689AD04D02902,318528
1650 DATA F002E6898D1ED0A587F002C687A586F002C686AD6522F006CE65224C9F1FA9018D6522AD6622186901C907D002,323728
1660 DATA A9008D6622AC6622AE6722A9009DFF119D0812B92D229D0012B934229D0112B93B229D0212B942229D0312B949,327636
1670 DATA 229D0412B950229D0512B957229D0612B95E229D0712AD68228D00D0ADAC22D031A58B18692F8D01D0A58C1869,331870
1680 DATA 10AAA9009D7D129D7E129D82129D8312A9409D7F129D8112A9A09D8012ADC622D003EEC102E690A5904A2901A8,336924
1690 DATA B9FF21859AA5902901A8A9138592A9808591A901858FB9F1218599A900A68FBCF321A2049191C8CA10FAA699BD,343010
1700 DATA 1422F027BD0C22BC102218692EA68F9D02D09818690E9DF321A8A69AA904859BBDF5219191C8CAC69B10F5C68F,348458
1710 DATA 3012A59138E9808591A592E9008592E6994C3C204C5FE47070704D00300D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D,351971
1720 DATA 0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D,352556
1730 DATA 0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D0D204615214629214192207070707070707070703046,354537
1740 DATA 51217047652130467921707030468D2141F7203427341A000000000000002335321A00000000002C361A000000,356557
1750 DATA 33232F32251A0000000000000000000000000027212D2500002F36253200000000000000212E212C2F2700232F,357469
1760 DATA 2D303534292E27000000000066696C6C47657200757041006969000000000000A2B90000B4AFAD00A8B5A4B3AF,360748
1770 DATA AE00000000000000F0F2E5F3F30000F3F4E1F2F4000000004010E028F8D41004F8E0D4E044A870D41F272E232A,365802
1780 DATA 3027292A2E302E2F2F303004040403030302020202020101010101000001000101000101010100000101010707,366362
1790 DATA 07060606050505040404030302010002000088502050882020F820200409FF0201000100FFFF00010000000000,368048
1800 DATA 000000000000000000000000000000000000000000000000000000000081402010080402424320100804C22424,368762
1810 DATA 131008C82418181C1FF83818181838F81F1C182424C80810132442C20408102043810204081020400000000000,370904
1820 DATA 000000010100FFFFFF00010001010001FFFFFF044010040180200802C0300C03C0300C033FCFF3FC009E9E0000,374290
1830 DATA 0054540100FF00000100FF9F559F55000000000000000000000000000000000000000000000000000000000000,375458
1840 DATA 000000000000000000000000000000000000000001000000FF000000000000000000000000000000000001FF00,375970
1850 DATA 000100FFFF0001000000000000000000000327010A64E810000000000000000000000000000000000000000000,376883

CHECKSUM DATA
(See pgs. 7-10)

1 DATA 338,955,686,427,745,192,617,894,445,496,549,150,852,324,104,7774
1030 DATA 121,368,374,344,911,909,145,258,276,448,489,547,207,532,414,6343
1180 DATA 279,391,340,36,11,311,87,57,219,152,322,325,387,110,337,3364
1330 DATA 73,335,409,357,275,510,28,43,154,25,103,247,143,113,166,2981
1480 DATA 95,140,70,465,277,253,135,233,149,39,562,34,388,935,96,3811
1630 DATA 300,427,177,66,202,175,222,333,51,439,886,208,233,664,863,5246
1780 DATA 80,295,856,546,765,47,848,8,3445

Listing 2

2 REM *** CASSETTE VERSION ***
65 IF PASS=2 THEN CLOSE #1:END 
70 ? "READY CASSETTE AND PRESS RETURN";:OPEN #1,8,128,"C:":RESTORE 200:FOR X=1 TO 35:READ N:PUT #1,N:NEXT X
200 DATA 0,31,221,19,255,19,169,60,141,2,211,169,0,141,231,2,133,14,169,56,141,232,2,133,15,169,45
210 DATA 133,10,169,20,133,11,24,96
1860 DATA 000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000,376883
1870 DATA 000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000,376883

Listing 3

2 REM *** DISK VERSION ***
65 IF PASS=2 THEN PUT #1,224:PUT #1,2:PUT #1,225:PUT #1,2:PUT #1,0:PUT #1,37:CLOSE #1:END 
70 ? "INSERT DISK WITH DOS, PRESS RETURN";:DIM IN$(1):INPUT IN$:OPEN #1,8,0,"D:AUTORUN.SYS"
90 PUT #1,255:PUT #1,255:PUT #1,0:PUT #1,37:PUT #1,29:PUT #1,52

Assembly listing

;
;FILL 'ER UP! II
;
;BY TOM HUDSON
;

;
;ALPHABETIC CONSTANTS
;
CA	=	'A'-$20
CB	=	'B'-$20
CC	=	'C'-$20
CD	=	'D'-$20
CE	=	'E'-$20
CF	=	'F'-$20
CG	=	'G'-$20
CH	=	'H'-$20
CI	=	'I'-$20
CJ	=	'J'-$20
CK	=	'K'-$20
CL	=	'L'-$20
CM	=	'M'-$20
CN	=	'N'-$20
CO	=	'O'-$20
CP	=	'P'-$20
CQ	=	'Q'-$20
CR	=	'R'-$20
CS	=	'S'-$20
CT	=	'T'-$20
CU	=	'U'-$20
CV	=	'V'-$20
CW	=	'W'-$20
CX	=	'X'-$20
CY	=	'Y'-$20
CZ	=	'Z'-$20
CCOL	=	':'-$20
;
;PAGE ZERO ITEMS
;

	ORG	$80

LO	DS	1
HI	DS	1
PLOTX	DS	1
PLOTY	DS	1
LOHLD	DS	1
HIHLD	DS	1
SMTIM	DS	1
MOVTIM	DS	1
TIMER	DS	1
DEADFG	DS	1
HSHORT	DS	1
PX	DS	1
PY	DS	1
XI	DS	1
YI	DS	1
DESTNM	DS	1
SHFLIP	DS	1
DESTLO	DS	1
DESTHI	DS	1
SHTIM1	DS	1
SHTIM2	DS	1
SHTIMI	DS	1
SHORTN	DS	1
DIRSAV	DS	1
HOLDSX	DS	1
VBXHLD	DS	1
CPYST	DS	1
CPYCNT	DS	1
;
;MISCELLANEOUS MEMORY USAGE
;
PMAREA	=	$1000
MISSLS	=	PMAREA+384
PL0	=	PMAREA+512
PL1	=	PMAREA+640
PL2	=	PMAREA+768
PL3	=	PMAREA+896
DISP	=	$3000
;
;SYSTEM EQUATES
;
KEY	=	$2FC
CONSOL	=	$D01F
PMBASE	=	$D407
RANDOM	=	$D20A
SETVBV	=	$E45C
XITVBV	=	$E45F
COLBK	=	$2C8
COLPF0	=	$2C4
COLPF1	=	$2C5
COLPF2	=	$2C6
COLPF3	=	$2C7
AUDC1	=	$D201
AUDC2	=	$D203
AUDC3	=	$D205
AUDC4	=	$D207
AUDF1	=	$D200
AUDF2	=	$D202
AUDF3	=	$D204
AUDF4	=	$D206
AUDCTL	=	$D208
PRIOR	=	$026F
ATTRAC	=	$4D
DMACTL	=	$22F
DLISTL	=	$230
GRACTL	=	$D01D
NMIEN	=	$D40E
COLPM0	=	$2C0
COLPM1	=	$2C1
COLPM2	=	$2C2
COLPM3	=	$2C3
HPOSP0	=	$D000
HPOSP1	=	$D001
HPOSP2	=	$D002
HITCLR	=	$D01E
P0PF	=	$D004
P1PL	=	$D00D
STICK	=	$278
STRIG	=	$284

	ORG	$6000	;ASSEMBLE ADDR.
	LOC	$1400	;ACTUAL ADDRESS

;
;RELOCATE PROGRAM (DISK VERSION ONLY)
;

MOVEPG	LDA	#$25	;FOR DISK ONLY,
	STA	HI	;THIS SECTION
	LDA	#$14	;MOVES THE
	STA	DESTHI	;PROGRAM TO
	LDA	#0	;ITS OPERATIONAL
	STA	LO	;MEMORY LOCATION
	STA	DESTLO	;OF $1400.
	LDY	#0
COPYLP	LDA	(LO),Y
	STA	(DESTLO),Y
	INC	LO
	INC	DESTLO
	BNE	INCEND
	INC	HI
	INC	DESTHI
INCEND	LDA	DESTHI
	CMP	#DIR/256
	BNE	COPYLP
	LDA	DESTLO
	CMP	#DIR&255
	BNE	COPYLP
	JMP	FILLUP

;
;MAIN PROGRAM STARTS HERE
;

FILLUP	LDA	#$00	;TURN OFF...
	STA	DMACTL	;DMA
	STA	GRACTL	;GRAPHICS
	STA	COLBK	;BLACK BACKGND
	LDA	#$74	;BLUE
	STA	COLPF0	;COLOR0
	LDA	#$C4	;GREEN
	STA	COLPF1	;COLOR1
	LDA	#$0A	;WHITE
	STA	COLPF2	;COLOR2
	LDA	#$34	;RED
	STA	COLPF3	;COLOR3
	LDA	#TITLDL&255	;SETUP...
	STA	DLISTL	;TITLE...
	LDA	#TITLDL/256	;DISPLAY...
	STA	DLISTL+1	;LIST!
	LDA	#$2E	;TURN ON...
	STA	DMACTL	;DMA
	LDA	#3	;TURN ON...
	STA	GRACTL	;GRAPHICS
	JMP	CKSTRT	;WAIT FOR START

START	JSR	$E465	;INIT SOUNDS
	LDA	#0	;CLEAR OUT
	LDX	#127	;ALL ZERO PAGE
CLPG0	STA	$80,X	;USER MEMORY
	DEX
	BPL	CLPG0
	STA	SHORTF	;STOP SHORTS
	STA	SHORTF+1
	STA	SHORTF+2
	STA	SHORTF+3
	LDA	#$11	;P/M PRIORITY
	STA	PRIOR
	LDA	#1	;DON'T SHOW
	STA	SHOOFF	;PLAYER OR STAR
	STA	FILLON	;WE STILL MUST
	JSR	PMCLR	;CLEAR P/M AREA
	LDA	#64	;AND SET UP THE
	STA	STRHGT	;STAR'S HEIGHT
	LDA	#128	;AND
	STA	STRHOR	;HORIZONTAL POSITION
	LDA	#$D0	;NOW LET'S
	LDX	#4	;ZERO OUT
ZSCLP	STA	SCOLIN+4,X	;THE SCORE
	STA	SCOLIN+15,X	;AREAS!
	DEX
	BPL	ZSCLP
	LDX	#5
ZSCLP2	STA	SCOLN2+12,X
	DEX
	BPL	ZSCLP2
	LDA	#0	;THESE ITEMS
	STA	FILLON	;MUST BE SET
	STA	DEADFG	;TO ZERO ON
	STA	NOCCHG	;STARTUP OR
	STA	HITCLR	;ELSE WE'LL
	STA	DMACTL	;WIND UP WITH
	STA	NMIEN	;NASTY THINGS
	STA	HASDRN	;HAPPENING!
	STA	HSHORT
	STA	AUDCTL
	LDX	#5	;LET'S ZERO
CMSLP	STA	SCORE,X	;OUT THE SCORE
	DEX		;COUNTER...
	BPL	CMSLP
	STA	LEVEL	;AND LEVEL #!
	LDA	#3	;WE START WITH
	STA	LIVES	;3 LIVES
	ORA	#$90	;AND PUT THEM IN
	STA	SCOLN2+19	;THE SCORE LINE
	LDA	#$0A	;NEXT WE SET UP
	STA	COLPF0	;THE COLORS WE
	LDA	#$24	;WANT TO USE.
	STA	COLPF1
	LDA	#$94
	STA	COLPF2
	LDA	#$C4
	STA	COLPF3
	LDA	#0
	STA	COLBK
	LDA	#$76
	STA	COLPM1
	LDA	#$3F
	STA	COLPM2
	STA	COLPM3
	LDA	#$34
	STA	COLPM0
	LDA	#DLIST&255	;WE'D BETTER TELL
	STA	DLISTL	;THE COMPUTER WHERE
	LDA	#DLIST/256	;OUR DISPLAY LIST
	STA	DLISTL+1	;IS LOCATED!
	LDY	#INTRPT&255	;TELL WHERE THE
	LDX	#INTRPT/256	;VERTICAL BLANK
	LDA	#6	;INTERRUPT IS
	JSR	SETVBV	;AND SET IT!
	LDA	#PMAREA/256	;HERE'S OUR P/M
	STA	PMBASE	;GRAPHICS AREA!
	LDA	#$2E	;TURN ON THE
	STA	DMACTL	;DMA CONTROL
	LDA	#$3	;AND
	STA	GRACTL	;GRAPHICS CONTROL!
	LDA	#$40	;ENABLE VBI
	STA	NMIEN
	JMP	CLRDSP
PMCLR	LDA	#0	;CLEAR OUT
	LDX	#127	;THE P/M AREA:
PMICLR	STA	MISSLS,X	;MISSILES,
	STA	PL0,X	;PLAYER 0,
	STA	PL1,X	;PLAYER 1,
	STA	PL2,X	;PLAYER 2,
	STA	PL3,X	;AND PLAYER 3!
	DEX
	BNE	PMICLR	;LOOP UNTIL DONE
RETURN	RTS		;WE'RE DONE!
;
;PLOT ADDRESS CALCULATOR
;
;MULTIPLY PLOTY BY 40, THEN CALCULATE ADDRESS
;OF THE SCREEN MEMORY TO BE ALTERED.
;
PLOTCL	LDA	PLOTY
	ASL	A
	STA	LO
	LDA	#0
	STA	HI	;*2
	ASL	LO
	ROL	HI	;*4
	ASL	LO
	LDA	LO
	STA	LOHLD
	ROL	HI	;*8
	LDA	HI
	STA	HIHLD
	ASL	LO
	ROL	HI	;*16
	ASL	LO
	ROL	HI	;*32
	LDA	LO
	CLC
	ADC	LOHLD
	STA	LO
	LDA	HI
	ADC	HIHLD
	STA	HI	;+*8=*40
	LDA	#DISP&255
	CLC
	ADC	LO
	STA	LO
	LDA	#DISP/256
	ADC	HI
	STA	HI	;+DISPLAY START
	LDA	PLOTX	;MASK X POSITION
	AND	#3
	TAX
	LDA	PLOTX
	LSR	A
	LSR	A
	CLC
	ADC	LO
	STA	LO
	LDA	HI
	ADC	#0	;LO & HI NOW HOLD
	STA	HI	;THE ADDRESS!
	RTS		;EXIT!
;
;CLEAR THE DISPLAY MEMORY
;
CLRDSP	LDX	#0	;THIS ROUTINE WILL
	STX	PLOTX	;CLEAR THE SCREEN RAM.
	LDX	#0	;IT GETS THE ADDRESS
DLOOP2	STX	PLOTY	;OF THE BEGINNING OF
	JSR	PLOTCL	;EACH GR.7 LINE
	LDX	PLOTY	;THEN ZEROES OUT
	LDA	#$00	;EACH OF THE
	LDY	#39	;40 BYTES (0-39)
DLOOP3	STA	(LO),Y	;IN THE LINE.
	DEY
	BPL	DLOOP3
	INX
	CPX	#86
	BNE	DLOOP2
;
;DRAW THE COLOR 1 BORDER
;
	LDA	#3	;THIS ROUTINE
	STA	BORNUM	;DRAWS THE 4 LINES
BORDER	LDX	BORNUM	;THAT MAKE UP THE
	LDA	BXSTRT,X	;WHITE GR.7 BORDER
	STA	PLOTX	;ON THE SCREEN.
	LDA	BYSTRT,X
	STA	PLOTY
	LDA	BXINC,X
	STA	BDINCX
	LDA	BYINC,X
	STA	BDINCY
	LDA	BORCNT,X
	STA	BDCNT
DRAWLN	JSR	PLOTCL
	LDA	COLOR1,X
	LDY	#0
	ORA	(LO),Y
	STA	(LO),Y
	LDA	PLOTX
	CLC
	ADC	BDINCX
	STA	PLOTX
	LDA	PLOTY
	CLC
	ADC	BDINCY
	STA	PLOTY
	DEC	BDCNT
	BNE	DRAWLN
	DEC	BORNUM
	BPL	BORDER
;
;THIS SECTION STARTS OFF EACH LEVEL
;
	LDA	#80	;POSITION THE
	STA	PX	;PLAYER
	LDA	#84
	STA	PY
	LDA	LEVEL	;INCREMENT THE
	CLC		;LEVEL NUMBER
	ADC	#1
	STA	LOWK
	LDA	#0	;ZERO OUT
	STA	SHORTF
	STA	SHORTF+1
	STA	SHORTF+2
	STA	SHORTF+3
	STA	CURLO	;CURRENT TALLY
	STA	CURHI	;WORK AREA
	STA	HIWK
	LDA	#$FF	;TELL DECIMAL CONVERTER
	STA	SLLOC	;NOT TO PLACE RESULT
	JSR	CNVDEC	;CONVERT LEVEL #
	LDA	DECIMAL+1	;GET DECIMAL LEVEL #
	ORA	#$90	;ADD COLOR
	STA	SCOLN2+3	;PUT IN SCORE LINE
	LDA	DECIMAL	;SAME FOR 2ND
	ORA	#$90	;LEVEL #
	STA	SCOLN2+4	;DIGIT
	LDX	LEVEL	;GET THIS LEVEL'S
	LDA	TGTLO,X	;PARAMETERS
	STA	LOWK
	LDA	TGTHI,X
	STA	HIWK
	LDA	STARSP,X
	STA	STRSPD
	LDA	SHTIME,X
	STA	SHTIMI
	STA	SHTIM2
	LDA	#4
	STA	SLLOC
	JSR	CNVDEC	;SHOW TARGET AMOUNT
;
;CLEAR OUT THE TRACKING TABLE THAT
;REMEMBERS WHERE THE PLAYER MOVED
;
CLRTRK	LDA	#0
	STA	SHOOFF
	TAX
CLRTLP	STA	DIR,X	;CLEAR DIRECTION
	STA	LGTH,X	;AND LENGTH ENTRIES
	DEX
	BNE	CLRTLP
	STA	MOVIX	;CLEAR MOVEMENT INDEX
	STA	DRAWFG	;AND DRAW FLAG
GETSTK	LDA	PAUSE	;GAME PAUSED?
	BNE	GETSTK	;YES, LOOP AND WAIT.
	LDA	#$FD	;DO 'WARBLE' SOUND
	STA	AUDF1	;USING SOUND
	LDA	#$FE	;CHANNELS 1-3
	STA	AUDF2
	LDA	#$FF
	STA	AUDF3
	LDA	#$A3
	STA	AUDC1
	STA	AUDC2
	STA	AUDC3
	LDA	#0	;NO ATTRACT MODE!
	STA	ATTRAC
	LDA	HSHORT	;DID SHORT HIT US?
	BNE	JCRSH	;YES! WE'RE DEAD!
	LDA	DEADFG	;DID STAR HIT US?
	BEQ	ALIVE	;NO!
	LDX	LEVEL	;IT HIT US--
	LDA	KILLFG,X	;UNCONDITIONAL KILL?
	BNE	JCRSH	;YES! WE'RE DEAD!!!
	LDA	PX	;NO, IF WE'RE ON A
	STA	PLOTX	;WHITE LINE (COLOR 1)
	LDA	PY	;THEN WE'RE ALIVE!
	STA	PLOTY
	JSR	PLOTCL
	LDY	#0
	LDA	BITSON,X
	AND	(LO),Y
	CMP	COLOR1,X	;ON COLOR 1?
	BEQ	ALIVE	;YES (WHEW!)
JCRSH	JMP	CRASH	;GO KILL PLAYER.
ALIVE	LDA	MOVTIM	;PLAYER MOVING?
	BEQ	GOTSTK	;YES--GET STICK.
	JMP	MOVSTR	;NO, MOVE STAR.
JGSTK	JMP	GETSTK	;GO GET STICK
GOTSTK	LDA	#4	;SET UP THE
	STA	MOVTIM	;MOVEMENT TIMER
	LDA	STICK	;GET THE STICK
	STA	STKHLD	;AND SAVE IT
	TAX		;THEN LOOK UP
	LDA	XD,X	;X DIRECTION
	CLC
	ADC	XD,X
	STA	XI	;AND
	LDA	YD,X	;Y DIRECTION
	CLC
	ADC	YD,X
	STA	YI
	ORA	XI	;ANY MOVEMENT?
	BEQ	JGSTK	;NO, TRY AGAIN.
	LDA	PX	;INCREMENT
	CLC		;PLAYER X
	ADC	XI	;POSITION AND
	STA	CKX	;HOLD IT...
	CMP	#159	;OFFSCREEN?
	BCS	JGSTK	;YES!
	STA	PLOTX	;NO, SAVE IT
	SEC
	SBC	XD,X
	STA	PXWC
	LDA	PY	;INCREMENT
	CLC		;PLAYER Y
	ADC	YI	;POSITION AND
	STA	CKY	;HOLD IT...
	CMP	#85	;OFFSCREEN?
	BCS	JGSTK	;YES!
	STA	PLOTY	;NO, SAVE IT
	SEC
	SBC	YD,X
	STA	PYWC
	JSR	PLOTCL	;LOCATE NEW PLAYER
	LDY	#0	;POSITION.
	LDA	BITSON,X
	AND	(LO),Y
	STA	CKV	;SAVE THE 'LOCATE'.
	STX	CKVX
	LDA	PXWC	;CHECK THE
	STA	PLOTX	;POSITION NEXT
	LDA	PYWC	;TO THE ONE WE'RE
	STA	PLOTY	;NOW IN...
	JSR	PLOTCL
	LDY	#0
	LDA	BITSON,X
	AND	(LO),Y
	PHA		;AND SAVE IT!
	LDA	STRIG	;TRIGGER PRESSED?
	BNE	NOTDRN	;NO!
	PLA		;OK TO DRAW?
	BNE	JGS	;NO!!
	JMP	DRAWIN	;YES, GO DRAW.
NOTDRN	PLA		;NOT DRAWING--ARE WE
	CMP	COLOR1,X	;ON COLOR 1?
	BNE	JGS	;NO, TRY AGAIN
	LDA	CKV	;ARE WE MOVING
	LDX	CKVX	;ONTO ANOTHER
	CMP	COLOR1,X	;COLOR 1?
	BNE	JGS	;NO! TRY AGAIN.
	LDA	CKX	;ALL'S WELL...
	STA	PX	;UPDATE PX
	LDA	CKY	;AND
	STA	PY	;PY,
JGS	JMP	GETSTK	;GET STICK.
;
;THIS ROUTINE HANDLES THE DRAW FUNCTION.
;
DRAWIN	LDA	DRAWFG	;ALREADY DRAWING?
	BNE	DRAWOK	;YES!
	STA	MOVIX	;NO, THIS IS THE
	LDA	STKHLD	;FIRST TIME--SET UP
	STA	DIR	;INITIAL DRAWING
	LDA	#1	;VARIABLES.
	STA	DRAWFG
	STA	HASDRN
	LDA	PX
	STA	INIX
	STA	MINX
	STA	MAXX
	LDA	PY
	STA	INIY
	STA	MINY
	STA	MAXY
DRAWOK	LDA	CKV	;DID WE
	LDX	CKVX	;RUN INTO ANOTHER
	CMP	COLOR2,X	;COLOR 2?
	BNE	NOCRSH	;NO, WE'RE OK.
	JMP	CRASH	;CRRAAASSSHHH!
NOCRSH	LDX	MOVIX	;UPDATE THE
	LDA	STKHLD	;TRACKING
	CMP	DIR,X	;TABLES WITH
	BEQ	SAMDIR	;DIRECTION
	INC	MOVIX	;INFORMATION.
	INX
	STA	DIR,X
	LDA	#0
	STA	LGTH,X
SAMDIR	INC	LGTH,X
	LDA	#3
	STA	BDCNT
	LDA	PX	;NOW PLOT THE
	STA	PLOTX	;LINE WE'RE
	LDA	PY	;DRAWING...
	STA	PLOTY
CCLOOP	JSR	PLOTCL
	LDY	#0
	LDA	(LO),Y
	AND	BITOFF,X
	ORA	COLOR2,X	;IN COLOR 2.
	STA	(LO),Y
	DEC	BDCNT
	BEQ	CKCOLR
	LDY	MOVIX
	LDX	DIR,Y
	LDA	XD,X
	CLC
	ADC	PLOTX
	STA	PLOTX
	LDA	YD,X
	CLC
	ADC	PLOTY
	STA	PLOTY
	JMP	CCLOOP
CKCOLR	LDA	PLOTX	;UPDATE X POS.
	STA	PX
	CMP	MAXX	;CHECK MINIMUM
	BCC	TMINX	;AND MAXIMUM
	STA	MAXX	;X & Y VALUES
	JMP	CHKYMM	;AND UPDATE IF
TMINX	CMP	MINX	;NECESSARY
	BCS	CHKYMM
	STA	MINX
CHKYMM	LDA	PLOTY
	STA	PY
	CMP	MAXY
	BCC	TMINY
	STA	MAXY
	JMP	ENDMM
TMINY	CMP	MINY
	BCS	ENDMM
	STA	MINY
ENDMM	LDX	CKVX	;DID WE DRAW
	LDA	CKV	;INTO
	CMP	COLOR1,X	;COLOR 1?
	BEQ	ENDLIN	;YES! END OF LINE!
	JMP	GETSTK	;NO, GO GET STICK.
ENDLIN	LDA	#0	;WE AREN'T
	STA	DRAWFG	;DRAWING ANYMORE
	JSR	SEARCH	;SEARCH AND FILL!!
	LDA	CURLO	;GET CURRENT VALUE
	STA	LOWK
	LDA	CURHI
	STA	HIWK
	LDA	#15	;PUT AT 15TH
	STA	SLLOC	;POS. IN SCOLIN
	JSR	CNVDEC	;CONVERT TO DECIMAL
	LDA	#1	;NOW REDRAW THE
	STA	RDRCOL	;PLAYER'S PATH IN
	JSR	REDRAW	;COLOR 1 (WHITE).
	LDX	LEVEL	;CHECK TO SEE
	LDA	CURLO	;IF WE'VE HIT
	SEC		;THE TARGET.
	SBC	TGTLO,X
	STA	LOWK
	LDA	CURHI
	SBC	TGTHI,X
	STA	HIWK	;HIT TARGET?
	BPL	NEWLVL	;YES--NEW LEVEL!
	JMP	CLRTRK	;NO, GO CLEAR TRACK
NEWLVL	LDA	LEVEL	;IF LEVEL < 15
	CMP	#15	;THEN
	BEQ	NOLINC	;INCREMENT
	INC	LEVEL	;LEVEL
;
;INCREASE SCORE HERE
;
NOLINC	ASL	LOWK	;SCORE INC =
	ROL	HIWK	;TGT-CUR * 2
	LDA	#$FF	;DON'T PLACE
	STA	SLLOC	;THE RESULT!
	JSR	CNVDEC	;CONVERT TO DECIMAL
	LDX	#5	;AND ADD TO SCORE
	LDY	#0
SCOLP	LDA	DECIMAL,Y
	CLC
	ADC	SCORE,X
	CMP	#10
	BMI	NOCARY
	SEC
	SBC	#10
	STA	SCORE,X
	INC	SCORE-1,X
	JMP	NXSPOS
NOCARY	STA	SCORE,X
NXSPOS	INY
	DEX
	BPL	SCOLP
	LDX	#5	;NOW PLACE THE
SHSLP	LDA	SCORE,X	;SCORE IN
	ORA	#$D0	;SCORE LINE #2
	STA	SCOLN2+12,X
	DEX
	BPL	SHSLP
	LDA	#1	;STOP VBI FOR
	STA	FILLON	;A MOMENT
	STA	SHOOFF
	JSR	PMCLR	;CLEAR P/M AREA
	LDA	#64	;INITIALIZE
	STA	STRHGT	;THE
	LDA	#128	;STAR
	STA	STRHOR	;POSITION
	LDA	#0	;VBI ON AGAIN
	STA	FILLON
	JMP	CLRDSP	;GO CLEAR DISPLAY!
;
;THIS SECTION HANDLES PLAYER'S DEATH
;
CRASH	LDA	#0	;NO WARBLE SOUND
	STA	AUDC1
	STA	AUDC2
	STA	AUDC3
	LDA	#1	;NO PLAYER COLOR
	STA	NOCCHG	;CHANGE IN VBI
	LDA	#15	;SET BRIGHTNESS OF
	STA	DEDBRT	;PLAYER DEATH.
TIMRST	LDA	#5	;SET DEATH TIMER
	STA	TIMER	;TO 5 JIFFIES.
DEADCC	LDA	DEDBRT	;MOVE BRIGHTNESS
	STA	AUDC1	;TO DEATH SOUND VOLUME
	LDA	RANDOM	;GET RANDOM
	AND	#$1F	;DEATH SOUND
	STA	AUDF1	;FREQUENCY
	LDA	RANDOM	;GET RANDOM
	AND	#$F0	;DEATH COLOR
	ORA	DEDBRT	;ADD BRITE
	STA	COLPF1	;PUT IN LINE COLOR
	STA	COLPM1	;AND PLAYER COLOR
	LDA	TIMER	;TIMER DONE YET?
	BNE	DEADCC	;NO, GO CHANGE COLOR.
	DEC	DEDBRT	;DECREMENT BRIGHTNESS
	BPL	TIMRST	;IF MORE, GO DO IT.
	DEC	LIVES	;1 LESS LIFE
	LDA	LIVES	;GET # LIVES
	ORA	#$90	;ADD COLOR
	STA	SCOLN2+19	;AND DISPLAY!
	CMP	#$90	;ZERO LIVES?
	BNE	NOTDED	;NO!
	LDA	#GOMSG&255	;WE'RE COMPLETELY
	STA	SCDL	;DEAD, SHOW
	LDA	#GOMSG/256	;'GAME OVER'
	STA	SCDL+1	;MESSAGE
CKSTRT	LDA	CONSOL	;WAIT FOR START
	AND	#1	;KEY...
	BNE	CKSTRT	;NOT PRESSED--LOOP.
RELEAS	LDA	CONSOL	;KEY PRESSED, NOW
	AND	#1	;WAIT FOR RELEASE!
	BEQ	RELEAS	;NOT RELEASED YET!
	LDA	#SCOLIN&255	;PUT SCORE
	STA	SCDL	;LINE BACK
	LDA	#SCOLIN/256	;IN DISPLAY
	STA	SCDL+1	;LIST...
	JMP	START	;AND START GAME!
;
;THIS SECTION PLACES PLAYER AT A RANDOM
;LOCATION IF THERE ARE MORE LIVES LEFT.
;
NOTDED	LDA	#1	;DON'T SHOW
	STA	SHOOFF	;PLAYER
NEWLOC	LDA	RANDOM	;GET RANDOM X
	AND	#$FE	;MUST BE EVEN
	CMP	#159	;AND ON SCREEN
	BCS	NEWLOC
	STA	PLOTX
CSHY	LDA	RANDOM	;GET RANDOM Y
	AND	#$7E	;MUST BE EVEN
	CMP	#85	;AND ON SCREEN
	BCS	CSHY
	STA	PLOTY
	JSR	PLOTCL
	LDY	#0
	LDA	BITSON,X
	AND	(LO),Y	;IS LOCATION ON
	CMP	COLOR1,X	;COLOR 1?
	BNE	NEWLOC	;NO, TRY AGAIN.
	JSR	PMCLR	;IT'S OK, CLEAR P/M
	LDA	PLOTX	;SAVE
	STA	PX	;THE PLAYER'S
	LDA	PLOTY	;NEW
	STA	PY	;COORDINATES.
	LDA	#0	;REDRAW THE
	STA	RDRCOL	;PLAYER'S TRACK
	LDA	HASDRN	;IN COLOR 0
	BEQ	JCTRK
	JSR	REDRAW
	LDA	INIX	;THIS PART IS
	STA	PLOTX	;NEEDED TO PLOT
	LDA	INIY	;A COLOR 1 BLOCK
	STA	PLOTY	;AT THE START OF
	JSR	PLOTCL	;THE PLAYER'S TRACK
	LDY	#0	;AFTER IT IS ERASED.
	LDA	BITOFF,X	;(NOBODY'S PERFECT!)
	AND	(LO),Y
	ORA	COLOR1,X
	STA	(LO),Y
JCTRK	LDA	#$24	;RESTORE DRAW LINE
	STA	COLPF1	;COLOR
	LDA	#0
	STA	NOCCHG
	STA	HITCLR
	STA	DEADFG
	STA	HSHORT
	JMP	CLRTRK	;AND GO START NEW TRACK.
;
;THIS ROUTINE USES THE TRACKING TABLES,
;DIR AND LGTH, TO REDRAW THE LINE THE
;PLAYER DREW.  RDRCOL INDICATES THE COLOR
;DESIRED.
;
REDRAW	LDA	INIX
	STA	REX
	LDA	INIY
	STA	REY
	LDA	#0
	STA	X
REDXLP	LDX	X
	LDA	DIR,X
	STA	REDIR
	LDA	LGTH,X
	STA	LGTHY
	LDA	#1
	STA	Y
REDYLP	LDA	#3
	STA	TIMES
TIMES3	LDA	REX
	STA	PLOTX
	LDA	REY
	STA	PLOTY
	JSR	PLOTCL
	LDY	#0
	LDA	RDRCOL
	BNE	RDC1
	LDA	BITOFF,X
	AND	(LO),Y
	STA	(LO),Y
	JMP	SETNRP
ENDRD	LDA	#0
	STA	DRAWFG
	RTS
RDC1	LDA	BITOFF,X
	AND	(LO),Y
	ORA	COLOR1,X
	STA	(LO),Y
SETNRP	DEC	TIMES
	BEQ	NXTY
	LDX	REDIR
	LDA	REX
	CLC
	ADC	XD,X
	STA	REX
	LDA	REY
	CLC
	ADC	YD,X
	STA	REY
	JMP	TIMES3
NXTY	INC	Y
	LDA	Y
	CMP	LGTHY
	BEQ	JNRD
	BCS	NXTX
JNRD	JMP	REDYLP
NXTX	INC	X
	LDA	X
	CMP	MOVIX
	BEQ	JRXLP
	BCS	ENDRD
JRXLP	JMP	REDXLP
;
;2-BYTE DECIMAL CONVERTER.  CONVERTS
;A 2-BYTE BINARY NUMBER TO A 5-BYTE
;DECIMAL NUMBER.  WILL PLACE THE
;DECIMAL NUMBER IN SCOLIN IF DESIRED
;(SLLOC DETERMINES POSITION).
;
CNVDEC	LDX	#4
	LDA	#0
CDLP	STA	DECIMAL,X
	DEX
	BPL	CDLP
	LDX	#4
CKMAG	LDA	HIWK
	CMP	HIVALS,X
	BEQ	CKM2
	BCS	SUBEM
	BCC	NOSUB
CKM2	LDA	LOWK
	CMP	LOVALS,X
	BCS	SUBEM
NOSUB	DEX
	BPL	CKMAG
	JMP	SHOWIT
SUBEM	LDA	LOWK
	SEC
	SBC	LOVALS,X
	STA	LOWK
	LDA	HIWK
	SBC	HIVALS,X
	STA	HIWK
	INC	DECIMAL,X
	JMP	CKMAG
SHOWIT	LDX	#$4
	LDY	SLLOC
	BMI	SHEND
SHOLP	LDA	DECIMAL,X
	ORA	#$D0
	STA	SCOLIN,Y
	INY
	DEX
	BPL	SHOLP
SHEND	RTS
;
;THIS ROUTINE MOVES THE STAR AROUND ON
;THE PLAYFIELD.  THE STAR IS ROTATED AND
;PLOTTED (IN A PLAYER) IN THE VBI.
;
MOVSTR	LDA	SMTIM	;TIME TO MOVE?
	BEQ	MSTR	;YES, GO DO IT
	JMP	TRYSHO	;NO, GET STICK
MSTR	LDA	STRSPD	;SET MOVEMENT TIMER
	STA	SMTIM	;WITH STAR SPEED
	LDA	STRHGT	;ADJUST P/M
	SEC		;COORDINATES TO
	SBC	#13	;MATCH PLAYFIELD
	STA	STRLY	;PLOTTING
	LDA	STRHOR	;COORDINATES.
	SEC
	SBC	#44
	STA	STRLX
	LDA	RANDOM	;WANT TO CHANGE
	CMP	#240	;THE STAR'S DIRECTION?
	BCC	SAMSTD	;NO, USE SAME.
NEWDIR	LDA	RANDOM	;GET RANDOM
	AND	#7	;DIRECTION
	JMP	DIRCHK
SAMSTD	LDA	STRDIR	;GET OLD DIRECTION.
DIRCHK	TAX		;CHECK TO SEE
	STA	TMPDIR	;IF STAR WILL
	LDA	STRLX	;BUMP INTO ANY
	CLC		;PLAYFIELD
	ADC	STRDTX,X	;OBJECT.
	STA	PLOTX
	LDA	STRLY
	CLC
	ADC	STRDTY,X
	STA	PLOTY
	JSR	PLOTCL
	LDY	#0
	LDA	BITSON,X
	AND	(LO),Y	;ANY COLLISION?
	BEQ	WAYCLR	;NO, ALL CLEAR!
	LDA	#15	;HIT SOMETHING,
	STA	BSCNT	;START BUMP SOUND AND
	BNE	NEWDIR	;GET NEW DIRECTION.
WAYCLR	LDA	PLOTX	;ADJUST STAR
	CLC		;COORDINATES
	ADC	#44	;BACK TO P/M
	STA	STRHOR	;COORDINATES
	LDA	PLOTY	;FROM PLAYFIELD.
	CLC
	ADC	#13
	STA	STRHGT
	LDA	TMPDIR	;SET DIRECTION
	STA	STRDIR
MOVESH	LDA	#3	;CHECK ALL
	STA	SHORTN	;4 SHORTS
SHMVLP	LDX	SHORTN	;GET SHORT #
	LDA	SHORTF,X	;SHORT ALIVE?
	BEQ	NXTSM	;NO
	LDA	SHORTX,X	;GET X
	STA	PLOTX	;COORDINATE
	LDA	SHORTY,X	;AND Y
	STA	PLOTY	;COORDINATE
	JSR	PLOTCL	;IS SHORT
	LDY	#0	;ON...
	LDA	BITSON,X
	AND	(LO),Y
	CMP	COLOR1,X	;COLOR1?
	BEQ	MOVEIT	;YUP!
KILLSH	LDX	SHORTN	;STOP THIS SHORT
	LDA	#0	;BY TURNING
	STA	SHORTF,X	;FUNCTION FLAG OFF
NXTSM	DEC	SHORTN	;MORE SHORTS?
	BPL	SHMVLP	;YES!
	JMP	TRYSHO	;NO.
MOVEIT	LDA	#3	;TRY 4
	STA	TRIES	;DIRECTIONS
	LDX	SHORTN	;GET SHORT #
	LDA	SHORTD,X	;AND DIRECTION
	STA	DIRSAV	;SAVE IT
TRYMOV	LDX	SHORTN	;GET SHORT #
	LDY	DIRSAV	;AND DIRECTION
	LDA	SHORTX,X	;FIND OUT
	CLC		;WHERE THE
	ADC	DIRX,Y	;SHORT WILL
	CMP	#159	;BE NEXT
	BCS	NXTTRN	;POSITION,
	STA	PLOTX
	LDA	SHORTY,X
	CLC
	ADC	DIRY,Y
	CMP	#85
	BCS	NXTTRN
	STA	PLOTY
	JSR	PLOTCL
	LDY	#0
	LDA	BITSON,X
	AND	(LO),Y	;IS IT OVER
	CMP	COLOR1,X	;COLOR 1?
	BEQ	GOTDIR	;YES! IT'S OK!
NXTTRN	DEC	TRIES	;MORE DIRECTIONS?
	BMI	KILLSH	;NO!
	LDX	TRIES	;GET NEXT
	LDA	DIRSAV	;TRIAL DIRECTION
	CLC
	ADC	DADD,X
	AND	#3
	STA	DIRSAV
	JMP	TRYMOV	;AND TRY TO MOVE!
GOTDIR	LDX	SHORTN	;GET SHORT #
	LDA	PLOTX	;SAVE ALL
	STA	SHORTX,X	;NEW SHORT
	LDA	PLOTY	;POSITION
	STA	SHORTY,X	;AND DIRECTION
	LDA	DIRSAV	;VALUES!
	STA	SHORTD,X
	JMP	NXTSM	;DO NEXT SHORT!

;	THIS ROUTINE GENERATES NEW
;	SHORTS AT THE PROPER TIME IF
;	ANY ARE INACTIVE.

TRYSHO	LDA	SHTIM2	;READY TO START ONE?
	BEQ	TRYSH2	;YES!
	JMP	GETSTK	;NO!
TRYSH2	LDA	SHTIMI	;RESET THE
	STA	SHTIM2	;SHORT TIMER
	LDX	#3	;SEARCH FOR
SHSCAN	LDA	SHORTF,X	;INACTIVE SHORT
	BEQ	STRTSH	;GOT ONE!!!
	DEX
	BPL	SHSCAN
	JMP	GETSTK	;NONE FOUN
STRTSH	STX	HOLDSX
STRTSX	LDA	RANDOM	;RANDOM SHORT X
	CMP	#160
	BCS	STRTSX
	STA	PLOTX
STRTSY	LDA	RANDOM	;RANDOM SHORT Y
	AND	#$7F
	CMP	#85
	BCS	STRTSY
	STA	PLOTY
	JSR	PLOTCL
	LDY	#0
	LDA	BITSON,X
	AND	(LO),Y
	CMP	COLOR1,X	;ON COLOR 1?
	BNE	STRTSX	;NO, TRY AGAIN!
	LDX	HOLDSX
	LDA	PLOTX	;SAVE ALL
	STA	SHORTX,X	;SHORT
	LDA	PLOTY	;PARAMETERS
	STA	SHORTY,X
	LDA	RANDOM
	AND	#3
	STA	SHORTD,X
	LDA	#1	;TELL PROGRAM
	STA	SHORTF,X	;SHORT IS ALIVE!
	JMP	GETSTK	;LOOP BACK
;
;SEARCH FOR FILLABLE AREA
;
;THIS SECTION SEARCHES FOR THE AREA TO
;BE FILLED.  IT IS SO COMPLICATED THAT
;EXPLANATION OF ITS FINER DETAILS
;WOULD BE ALMOST IMPOSSIBLE WITHOUT
;WRITING ANOTHER COMPLETE ARTICLE.  AT
;ANY RATE, IT WORKS.  THOSE WITH ANY
;SPECIFIC QUESTIONS SHOULD WRITE ME,
;CARE OF A.N.A.L.O.G.
;
SEARCH	LDA	#1
	STA	FILLON
	LDA	#0
	STA	D
	LDA	STRHOR
	SEC
	SBC	#44
	STA	SX
	LDA	STRHGT
	SEC
	SBC	#13
	STA	SY
FINDCL	LDX	D
	LDA	SX
	CLC
	ADC	SXD,X
	STA	SX
	STA	PLOTX
	LDA	SY
	CLC
	ADC	SYD,X
	STA	SY
	STA	PLOTY
	JSR	PLOTCL
	LDY	#0
	LDA	(LO),Y
	AND	BITSON,X
	CMP	COLOR1,X
	BEQ	FINDC2
	CMP	COLOR2,X
	BNE	FINDCL
	LDA	#0
	STA	TD
	JMP	FOUND2
FINDC2	LDA	D
	STA	TD
	JSR	DECD
FC2A	JSR	SRCHLC
	CMP	COLOR1,X
	BNE	FC2B
	JSR	GRABEM
	JMP	FINDC2
FC2B	CMP	COLOR2,X
	BNE	FC2C
	JSR	GRABEM
	JMP	OUTLIN
FC2C	JSR	INCD
	JMP	FC2A
FOUND2	LDA	#0
	STA	TRIES
	JSR	DECD
FND2A	JSR	SRCHLC
	CMP	COLOR2,X
	BNE	FND2B
	JSR	GRABEM
	JMP	FOUND2
FND2B	LDA	TRIES
	CLC
	ADC	#1
	STA	TRIES
	CMP	#3
	BEQ	FINDC1
	JSR	INCD
	JMP	FND2A
FINDC1	LDA	D
	STA	TD
	JSR	DECD
FC1A	JSR	SRCHLC
	CMP	COLOR1,X
	BNE	FC1B
	JSR	GRABEM
	JMP	FINDC2
FC1B	JSR	INCD
	JMP	FC1A
OUTLIN	JSR	PLSXSY
	LDA	#0
	STA	TRIES
OUTLA	JSR	SRCHLC
	CMP	COLOR1,X
	BNE	OUTLB
	JSR	GRABEM
	JMP	OUTLIN
OUTLB	LDA	TRIES
	CLC
	ADC	#1
	STA	TRIES
	CMP	#4
	BEQ	OUTLD
	JSR	INCD
	JMP	OUTLA
OUTLD	JSR	LOCTXY
OUTLD2	CMP	COLOR2,X
	BNE	OUTLE
	JSR	FILL
	LDA	#0
	STA	FILLON
	RTS
OUTLE	JSR	INCD
	JSR	SRCHLC
	JMP	OUTLD2
SRCHLC	LDX	TD
	LDA	SX
	CLC
	ADC	SXD,X
	STA	TX
	STA	PLOTX
	LDA	SY
	CLC
	ADC	SYD,X
	STA	TY
	STA	PLOTY
LOCTXY	LDA	PLOTX
	CMP	#159
	BCS	NOREAD
	LDA	PLOTY
	CMP	#85
	BCS	NOREAD
	JSR	PLOTCL
	LDY	#0
	LDA	(LO),Y
	AND	BITSON,X
	RTS
NOREAD	LDA	#0
	LDX	#0
	RTS
GRABEM	LDA	TD
	STA	D
	LDA	TX
	STA	SX
	LDA	TY
	STA	SY
	RTS
INCD	LDA	TD
	CLC
	ADC	#1
	AND	#3
	STA	TD
	RTS
DECD	LDA	TD
	SEC
	SBC	#1
	AND	#3
	STA	TD
	RTS
PLSXSY	LDA	SX
	STA	PLOTX
	CMP	MAXX
	BCC	TMINX2
	STA	MAXX
	JMP	CKYMM2
TMINX2	CMP	MINX
	BCS	CKYMM2
	STA	MINX
CKYMM2	LDA	SY
	STA	PLOTY
	CMP	MAXY
	BCC	TMINY2
	STA	MAXY
	JMP	ENDMM2
TMINY2	CMP	MINY
	BCS	ENDMM2
	STA	MINY
ENDMM2	JSR	PLOTCL
	LDY	#0
	LDA	BITOFF,X
	AND	(LO),Y
	ORA	COLOR2,X
	STA	(LO),Y
	RTS
;
;FILL ROUTINE
;
;AS WITH THE 'SEARCH' SUBROUTINE, THE
;FILL SUBROUTINE IS FAR TOO COMPLEX TO
;EXPLAIN HERE.  THIS FILL IS ENTIRELY
;DIFFERENT FROM THE SYSTEM'S FILL
;ROUTINE, AS IT WILL FILL ANY SHAPE
;THAT IS OUTLINED IN COLOR 2.
;
FILL	LDA	#0	;TURN OFF
	STA	AUDC2	;SOUND CHANNELS
	STA	AUDC3	;2 AND 3.
	LDA	MAXY	;INITIALIZE
	SEC		;THE FILL
	SBC	MINY	;SOUND
	STA	FILFRQ	;FREQUENCY.
	LDA	MINX
	SEC
	SBC	#1
	STA	MINX
	STA	FX
	LDA	MINY
	STA	FY
	SEC
	SBC	#1
	STA	MINY
	LDA	MAXX
	CLC
	ADC	#1
	STA	MAXX
	LDA	MAXY
	CLC
	ADC	#1
	STA	MAXY
	LDA	#0
	STA	SCTALY
CLRC2T	LDA	#0
	STA	C2TALY
LOCLP1	JSR	LOCATE
	CMP	#2
	BNE	LOCLP1
LOCLP2	INC	C2TALY
	JSR	LOCATE
	CMP	#2
	BEQ	LOCLP2
	AND	#1
	BNE	CLRC2T
	LDA	C2TALY
	CMP	#1
	BEQ	FILLIT
	JSR	LOCPRV
	BEQ	CLRC2T
FILLIT	LDA	FX
	STA	PLOTX
	LDA	FY
	STA	PLOTY
	JSR	PLOTCL
	LDY	#0
	LDA	(LO),Y
	ORA	COLOR3,X
	STA	(LO),Y
	INC	SCTALY
	JSR	LOCATE
	CMP	#0
	BEQ	FILLIT
	AND	#1
	BNE	CLRC2T
	LDA	#1
	STA	C2TALY
FOLLOW	JSR	LOCATE
	CMP	#0
	BEQ	LOCLP3
	AND	#1
	BNE	CLRC2T
	INC	C2TALY
	JMP	FOLLOW
LOCLP3	LDA	C2TALY
	CMP	#1
	BNE	LOCLP4
	JMP	CLRC2T
LOCLP4	JSR	LOCPRV
	CMP	BITSON,X
	BEQ	FILLIT
	JMP	CLRC2T
LOCATE	LDA	FX
	CLC
	ADC	#1
	STA	FX
	CMP	MAXX
	BNE	STOFX
	LDA	CURLO
	CLC
	ADC	SCTALY
	STA	CURLO
	LDA	CURHI
	ADC	#0
	STA	CURHI
	LDA	#0
	STA	SCTALY
	LDA	MINX
	STA	FX
	LDA	#0
	STA	C2TALY
	LDA	#$86
	STA	AUDC1
	LDA	FILFRQ
	STA	AUDF1
	BEQ	NOFFDC
	DEC	FILFRQ
NOFFDC	LDA	FY
	CLC
	ADC	#1
	STA	FY
	CMP	MAXY
	BEQ	FILEND
	LDA	FX
	CMP	MINX
	BNE	STOFX
	PLA
	PLA
	JMP	CLRC2T
FILEND	PLA
	PLA
	RTS
STOFX	LDA	FX
	STA	PLOTX
	LDA	FY
	STA	PLOTY
	JSR	PLOTCL
	LDY	#0
	LDA	BITSON,X
	AND	(LO),Y
	CMP	COLOR2,X
	BNE	NOTC2
	LDA	BITSON,X
	ORA	(LO),Y
	STA	(LO),Y
	INC	SCTALY
	LDA	#2
	RTS
NOTC2	CMP	COLOR1,X
	BNE	NOTC1
	LDA	#1
	RTS
NOTC1	CMP	#0
	BNE	C3
	RTS
C3	LDA	#3
	RTS
LOCPRV	LDA	FX
	STA	PLOTX
	LDA	FY
	SEC
	SBC	#1
	CMP	MINY
	BEQ	NOLOCP
	STA	PLOTY
	JSR	PLOTCL
	LDY	#0
	LDA	BITSON,X
	AND	(LO),Y
	RTS
NOLOCP	LDA	#0
	LDX	#0
	RTS
;
;VBI ROUTINE
;
INTRPT	LDA	KEY	;IS SPACE BAR
	CMP	#$21	;PRESSED?
	BNE	NOPRES	;NO, CHECK FOR PAUSE.
	LDA	#$FF	;CLEAR OUT
	STA	KEY	;KEY CODE,
	LDA	PAUSE	;COMPLEMENT
	EOR	#$FF	;THE PAUSE
	STA	PAUSE	;FLAG.
NOPRES	LDA	PAUSE	;ARE WE PAUSED?
	BEQ	NOPAUS	;NO!
	JMP	XITVBV	;PAUSED, NO VBI!
NOPAUS	LDA	BSCNT	;MORE BUMP SOUND?
	BMI	NOBS	;NO, PROCESS TIMER.
	ORA	#$A0	;MIX VOLUME WITH
	STA	AUDC4	;PURE TONE,
	LDA	#$80	;SET UP BUMP
	STA	AUDF4	;SOUND FREQUENCY
	DEC	BSCNT	;AND DECREMENT COUNT.
NOBS	LDA	TIMER	;TIMER DOWN TO ZERO?
	BEQ	NODEC	;YES, DON'T DECREMENT.
	DEC	TIMER	;DECREMENT TIMER.
NODEC	LDA	SHTIM2
	BEQ	NODEC2
	DEC	SHTIM1
	BNE	NODEC2
	DEC	SHTIM2
NODEC2	LDA	FILLON	;ARE WE FILLING?
	BEQ	NOFILL	;NO, DO REST OF VBI.
	JMP	XITVBV	;YES, EXIT VBI
NOFILL	LDA	#0	;CLEAR OUT
	STA	DEADFG	;DEAD FLAG
	STA	HSHORT	;AND SHORT HIT.
	LDA	P1PL	;HAS PLAYER 1
	AND	#$0C	;HIT PLAYER 2/3?
	BEQ	NOHITS	;NO, IT'S OK
	INC	HSHORT	;YES!!!
NOHITS	LDA	P1PL	;HAS PLAYER 1
	AND	#$01	;HIT PLAYER 0?
	BEQ	NOHITP	;NO!
	INC	DEADFG	;YES!!!
NOHITP	LDA	P0PF	;HAS PLAYER 0
	AND	#$02	;HIT COLOR 2?
	BEQ	NOHITL	;NO!
	INC	DEADFG	;YES!!!
NOHITL	STA	HITCLR	;CLEAR COLLISION.
	LDA	MOVTIM	;MOVEMENT TIMER ZERO?
	BEQ	NOMDEC	;YES, DON'T DECREMENT.
	DEC	MOVTIM	;DECREMENT TIMER.
NOMDEC	LDA	SMTIM	;STAR MOVE TIMER ZERO?
	BEQ	NMTDEC	;YES, DON'T DECREMENT.
	DEC	SMTIM	;DECREMENT TIMER.
NMTDEC	LDA	STARCT	;STAR ROT. TIMER ZERO?
	BEQ	STAROT	;YES, ROTATE STAR!
	DEC	STARCT	;DECREMENT TIMER
	JMP	VBREST	;AND SKIP ROTATION.
STAROT	LDA	#1	;SET ROT. TIMER
	STA	STARCT	;TO 1
	LDA	STRPOS	;INCREMENT
	CLC		;STAR ROTATION
	ADC	#1	;COUNTER,
	CMP	#7	;ALLOW ONLY 0-6.
	BNE	STOSTP	;ROT. COUNT OK
	LDA	#0	;ZERO ROT. COUNTER.
STOSTP	STA	STRPOS	;SAVE ROT. POS.
VBREST	LDY	STRPOS	;THIS SECTION
	LDX	STRHGT	;DRAWS THE STAR
	LDA	#0	;IN PLAYER 0
	STA	PL0-1,X	;MEMORY USING
	STA	PL0+8,X	;THE TABLES
	LDA	STARB1,Y	;'STARB1' THRU
	STA	PL0,X	;'STARB8'.
	LDA	STARB2,Y
	STA	PL0+1,X
	LDA	STARB3,Y
	STA	PL0+2,X
	LDA	STARB4,Y
	STA	PL0+3,X
	LDA	STARB5,Y
	STA	PL0+4,X
	LDA	STARB6,Y
	STA	PL0+5,X
	LDA	STARB7,Y
	STA	PL0+6,X
	LDA	STARB8,Y
	STA	PL0+7,X
	LDA	STRHOR	;SET STAR'S
	STA	HPOSP0	;HORIZ. POS.
	LDA	SHOOFF	;OK TO SHOW PLAYER?
	BNE	ENDVBI	;NO, EXIT VBI
	LDA	PX	;SET PLAYER'S
	CLC		;HORIZONTAL
	ADC	#47	;POSITION
	STA	HPOSP1
	LDA	PY	;DRAW PLAYER
	CLC		;IN PLAYER 3
	ADC	#$10	;MEMORY
	TAX
	LDA	#0
	STA	PL1-3,X
	STA	PL1-2,X
	STA	PL1+2,X
	STA	PL1+3,X
	LDA	#$40
	STA	PL1-1,X
	STA	PL1+1,X
	LDA	#$A0
	STA	PL1,X
	LDA	NOCCHG	;COLOR CHANGE OK?
	BNE	ENDVBI	;NO, EXIT VBI
	INC	COLPM1	;YES, CYCLE THE COLOR.

;	THE FOLLOWING ROUTINE USES TWO
;	PLAYERS (2 & 3) TO DISPLAY THE
;	"SHORTS."  EACH PLAYER IS USED
;	TO SHOW 2 SHORTS, SO SOME
;	FLICKER MAY BE OBSERVED.

ENDVBI	INC	SHFLIP	;TOGGLE FLIP
	LDA	SHFLIP	;MASK FLIP
	LSR	A	;TO EITHER
	AND	#1	;0 OR 1
	TAY		;PUT IN Y
	LDA	CPYSTN,Y	;AND GET IMAGE
	STA	CPYST	;TO USE (+/X)
	LDA	SHFLIP	;GET FLIP,
	AND	#1	;MASK AND
	TAY		;PUT IN Y
	LDA	#PL3/256	;PUT PLAYER 3
	STA	DESTHI	;IN DESTINATION
	LDA	#PL3&255	;ADDRESS
	STA	DESTLO	;HI & LO
	LDA	#1	;SET DEST #
	STA	DESTNM
	LDA	SHSTRT,Y	;GET START
	STA	VBXHLD	;SHORT #
SHORLP	LDA	#0
	LDX	DESTNM
	LDY	SHYHLD,X	;GET LAST INDEX
	LDX	#4	;NOW ERASE
ERSSHO	STA	(DESTLO),Y	;PREVIOUS
	INY		;SHORT
	DEX
	BPL	ERSSHO
	LDX	VBXHLD
	LDA	SHORTF,X	;SHORT ALIVE?
	BEQ	NXTSHO	;NO!
	LDA	SHORTX,X	;GET SHORT'S
	LDY	SHORTY,X	;COORDINATES,
	CLC
	ADC	#46
	LDX	DESTNM
	STA	HPOSP2,X	;SET HORIZ. POS.
	TYA
	CLC
	ADC	#14
	STA	SHYHLD,X	;AND VERTICAL POS.
	TAY
	LDX	CPYST
	LDA	#4	;NOW COPY
	STA	CPYCNT	;SHORT IMAGE
SHOCOP	LDA	SHOIMG,X	;TO THE
	STA	(DESTLO),Y	;PLAYER
	INY
	DEX
	DEC	CPYCNT
	BPL	SHOCOP
NXTSHO	DEC	DESTNM	;MORE?
	BMI	VBEND	;NO, EXIT!
	LDA	DESTLO	;POINT TO
	SEC		;NEXT PLAYER
	SBC	#128
	STA	DESTLO
	LDA	DESTHI
	SBC	#0
	STA	DESTHI
	INC	VBXHLD
	JMP	SHORLP	;AND LOOP BACK.

VBEND	JMP	XITVBV	;DONE WITH VBI!
;
;DATA
;
DLIST	DB	$70,$70,$70
	DB	$4D,DISP&255,DISP/256
	DB	$D,$D,$D,$D,$D,$D,$D,$D,$D,$D
	DB	$D,$D,$D,$D,$D,$D,$D,$D,$D,$D
	DB	$D,$D,$D,$D,$D,$D,$D,$D,$D,$D
	DB	$D,$D,$D,$D,$D,$D,$D,$D,$D,$D
	DB	$D,$D,$D,$D,$D,$D,$D,$D,$D,$D
	DB	$D,$D,$D,$D,$D,$D,$D,$D,$D,$D
	DB	$D,$D,$D,$D,$D,$D,$D,$D,$D,$D
	DB	$D,$D,$D,$D,$D,$D,$D,$D,$D,$D
	DB	$D,$D,$D,$D,$D,$20,$46
SCDL	DW	SCOLIN
	DB	$46
	DW	SCOLN2
	DB	$41,DLIST&255,DLIST/256

TITLDL	DB	$70,$70,$70,$70,$70,$70
	DB	$70,$70,$70,$30,$46
	DW	MAGMSG
	DB	$70,$47
	DW	TITLE
	DB	$30,$46
	DW	AUTHOR
	DB	$70,$70,$30,$46
	DW	STMSG
	DB	$41
	DW	TITLDL

SCOLIN	DB	CT,CG,CT,CCOL,0,0,0,0,0,0
	DB	0,CC,CU,CR,CCOL,0,0,0,0,0
SCOLN2	DB	CL,CV,CCOL,0,0,0,CS,CC,CO
	DB	CR,CE,CCOL,0,0,0,0,0,0,0,0
GOMSG	DB	0,0,0,0,0,CG,CA,CM,CE,0
	DB	0,CO,CV,CE,CR,0,0,0,0,0
MAGMSG	DB	0,0,$21,$2E,$21,$2C,$2F,$27
	DB	0,$23,$2F,$2D,$30,$35
	DB	$34,$29,$2E,$27,0,0
TITLE	DB	0,0,0,$66,$69,$6C,$6C,$47
	DB	$65,$72,0,$75,$70,$41,0
	DB	$69,$69,0,0,0
AUTHOR	DB	0,0,0,$A2,$B9,0,0,$B4
	DB	$AF,$AD,0,$A8,$B5,$A4,$B3,$AF
	DB	$AE,0,0,0
STMSG	DB	0,0,0,0,$F0,$F2,$E5,$F3
	DB	$F3,0,0,$F3,$F4,$E1,$F2,$F4
	DB	0,0,0,0

;
;LEVEL TABLES
;
TGTLO	DB	64,16,224,40,248,212,16,4
	DB	248,224,212,224,68,168,112,212
TGTHI	DB	31,39,46,35,42,48,39,41,42
	DB	46,48,46,47,47,48,48
STARSP	DB	4,4,4,3,3,3,2,2,2,2,2,1,1
	DB	1,1,1
KILLFG	DB	0,0,1,0,1,1,0,1,1,1,1,0,0
	DB	1,1,1
SHTIME	DB	7,7,7,6,6,6,5,5,5,4,4,4,3
	DB	3,2,1

SHSTRT	DB	0,2
SHYHLD	DS	2
SHOIMG	DB	$88,$50,$20,$50,$88
	DB	$20,$20,$F8,$20,$20
CPYSTN	DB	4,9
DADD	DB	$FF,2,1
DIRX	DB	0,1,0,$FF
DIRY	DB	$FF,0,1,0
SHORTX	DS	4
SHORTY	DS	4
SHORTF	DS	4
SHORTD	DS	4

ZERO1	DB	0
SCORE	DB	0,0,0,0,0,0
SLLOC	DB	0
CURLO	DB	0
CURHI	DB	0
LEVEL	DB	0
PAUSE	DB	0
HASDRN	DB	0
LOWK	DB	0
HIWK	DB	0
SCTALY	DB	0
LIVES	DB	0
;
;STAR PLAYER-MISSILE IMAGES
;
STARB1	DB	$81,$40,$20,$10,$08,$04,$02
STARB2	DB	$42,$43,$20,$10,$08,$04,$C2
STARB3	DB	$24,$24,$13,$10,$08,$C8,$24
STARB4	DB	$18,$18,$1C,$1F,$F8,$38,$18
STARB5	DB	$18,$18,$38,$F8,$1F,$1C,$18
STARB6	DB	$24,$24,$C8,$08,$10,$13,$24
STARB7	DB	$42,$C2,$04,$08,$10,$20,$43
STARB8	DB	$81,$02,$04,$08,$10,$20,$40

STARCT	DB	0
STRPOS	DB	0
STRHGT	DB	0
STRHOR	DB	0
STRLX	DB	0
STRLY	DB	0
TMPDIR	DB	0
STRDIR	DB	0
STRDTX	DB	1,1,0,255,255,255,0,1
STRDTY	DB	0,1,1,0,1,255,255,255
STRSPD	DB	4
COLOR1	DB	$40,$10,$04,$01
COLOR2	DB	$80,$20,$08,$02
COLOR3	DB	$C0,$30,$0C,$03
BITSON	DB	$C0,$30,$0C,$03
BITOFF	DB	$3F,$CF,$F3,$FC
BXSTRT	DB	0,158,158,0
BYSTRT	DB	0,0,84,84
BXINC	DB	1,0,255,0
BYINC	DB	0,1,0,255
BORCNT	DB	159,85,159,85
BORNUM	DB	0
BDINCX	DB	0
BDINCY	DB	0
BDCNT	DB	0
PXWC	DB	0
PYWC	DB	0
SHOOFF	DB	0
CKX	DB	0
CKY	DB	0
INIX	DB	0
INIY	DB	0
MINX	DB	0
MINY	DB	0
MAXX	DB	0
MAXY	DB	0
REX	DB	0
REY	DB	0
X	DB	0
Y	DB	0
SX	DB	0
SY	DB	0
TX	DB	0
TY	DB	0
FX	DB	0
FY	DB	0
TD	DB	0
D	DB	0
BSCNT	DB	0
FILFRQ	DB	0
TRIES	DB	0
FILLON	DB	0
C2TALY	DB	0
NOCCHG	DB	0
DEDBRT	DB	0
STKHLD	DB	0
RDRCOL	DB	0
REDIR	DB	0
LGTHY	DB	0
TIMES	DB	0
CKV	DB	0
CKVX	DB	0
DRAWFG	DB	0
MOVIX	DB	0
XD	DB	0,0,0,0
	DB	0,0,0,1
	DB	0,0,0,255
	DB	0,0,0,0
YD	DB	0,0,0,0
	DB	0,0,0,0
	DB	0,0,0,0
	DB	0,1,255,0
SXD	DB	0,1,0,255
SYD	DB	255,0,1,0
DECIMAL	DB	0,0,0,0,0
ZERO2	DB	0
HIVALS	DB	0,0,0,3,39
LOVALS	DB	1,10,100,232,16
DIR	DS	256
LGTH	DS	256

	END	$6000